[center][img]https://dl.dropboxusercontent.com/s/fz2s7alqwhoe3lt/plaguetop.png[/img]
[img]https://i.imgur.com/Qg4wEeM.png[/img]
Intro | [url=https://www1.flightrising.com/forums/drs/3302209#post_55827431]Lore[/url] | [url=https://www1.flightrising.com/forums/drs/3302209#post_55827435]Standards[/url] | [url=https://www1.flightrising.com/forums/drs/3302209#post_55827441]Variants[/url] | [url=https://www1.flightrising.com/forums/drs/3302209#post_55827445]Registry[/url] | [url=https://www1.flightrising.com/forums/drs/3302209/1#post_55827446]Resources[/url] | [url=https://www1.flightrising.com/forums/drs/3302209/1#post_55827450]Credits[/url]
[img]https://dl.dropboxusercontent.com/s/s3jzrny53dz7pnh/plaguemid.png[/img]
[color=maroon][i]You who have been spurned, firstborn of the ocean, for too long have you been listless as the waves, without purpose... What has your absent god given to you? What grace has He given to you, the first of His children?
Hear my voice and listen: seek out the great boiling cauldron within the Scarred Wasteland, for within in depths you may find for yourselves a new purpose, unlocking new potential unforeseen by even your creator's prophetic sight. Seek me out, wyrms of the deep, and take your rightful place amongst my children.[/i]
~the Plaguebringer's Call
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[img]https://i.imgur.com/BaAA7eI.png[/img]
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[pinglist=16967]
[url=https://www1.flightrising.com/forums/drs/2412017#post_2412017][img]https://i.ibb.co/CPrYrJd/Color-Hand-15.png[/img]
Necromancers
a Plague Subspecies[/url]
[url=https://www1.flightrising.com/forums/drs/3110282#post_3110282][img]https://imgur.com/2i8jaGE.png[/img]
Necromancer Aberrations[/url]
[url=https://www1.flightrising.com/forums/drs/3295502/1#post_3295502][img]https://imgur.com/7hoPbaR.png[/img]
Necromancer Aethers[/url]
[url=https://www1.flightrising.com/forums/drs/3291587/1#post_3291587][img]https://imgur.com/aQVkTHE.png[/img]
Necromancer Auraboas[/url]
[url=https://www1.flightrising.com/forums/drs/3281690/1#post_3281690][img]https://imgur.com/aND8ckf.png[/img]
Necromancer Banescales[/url]
[center][url=https://www1.flightrising.com/forums/drs/3004953#post_3004953][img]https://imgur.com/ZqWbEgl.png[/img]
Necromancer Gaolers[/url]
[url=https://www1.flightrising.com/forums/drs/3257557#post_3257557][img]https://imgur.com/V5XvJJy.png[/img]
Necromancer Sandsurges[/url]
[url=https://www1.flightrising.com/forums/drs/3241338/1#post_3241338][img]https://imgur.com/NIDgpNq.png[/img]
Necromancer Veilspuns[/url]
[img]https://dl.dropboxusercontent.com/s/335f8rj4xzh00m5/plaguebottom.png[/img]
You who have been spurned, firstborn of the ocean, for too long have you been listless as the waves, without purpose... What has your absent god given to you? What grace has He given to you, the first of His children?
Hear my voice and listen: seek out the great boiling cauldron within the Scarred Wasteland, for within in depths you may find for yourselves a new purpose, unlocking new potential unforeseen by even your creator's prophetic sight. Seek me out, wyrms of the deep, and take your rightful place amongst my children.
[center][center][img]https://dl.dropboxusercontent.com/s/fz2s7alqwhoe3lt/plaguetop.png[/img]
[img alt="Lore"]https://i.imgur.com/IkR17Jg.png[/img]
[url=https://www1.flightrising.com/forums/drs/3302209#post_3302209]Intro[/url] | Lore | [url=https://www1.flightrising.com/forums/drs/3302209#post_55827435]Standards[/url] | [url=https://www1.flightrising.com/forums/drs/3302209#post_55827441]Variants[/url] | [url=https://www1.flightrising.com/forums/drs/3302209#post_55827445]Registry[/url] | [url=https://www1.flightrising.com/forums/drs/3302209/1#post_55827446]Resources[/url] | [url=https://www1.flightrising.com/forums/drs/3302209/1#post_55827450]Credits[/url]
[img]https://dl.dropboxusercontent.com/s/s3jzrny53dz7pnh/plaguemid.png[/img]
[img alt="Origins"]https://i.imgur.com/sNbTqZ4.png[/img]
Undertides are among the more recent additions to the Necromancer order. After their emergence from the Deep, they were slow to integrate into the rest of society, and so it was quite some time before the first Undertide dared to attempt the Trials.
It was the Rusalki, the Plaguebringer’s emissaries to the inhabitants of the Tidelord’s domain, who first reached out to the Undertides after their return from the depths. Although they still harbored a deep grudge against their Father and creator, they remained curious of the other deities and their domains. Through the Rusalki, the Plaguebringer brought solace to the Undertides. She offered what the Tidelord could not: the promise of a higher purpose, and of a place at Her side amongst the ranks of Her own children.
Due to the nature of their physiology, many amongst the Council were uncertain about their odds, or whether they would be able to attempt the Trials at all; they could swim, they could fly, but the Rotrock Rim was a dry and desolate place, not meant for the aquatic leviathans.
Eventually, a few brave Undertides decided to take the risk, and so they took to the ground and slithered on their bellies like snakes as they underwent the Trials. Those who survived were left with thick, gnarled scarring and calluses from where the harsh and craggy environment of the Rotrock Rim chafed and rubbed away at their scales. However, the Necromancer Undertides who completed their Trials wear them with pride, and as a symbol of their dedication to Her and Her will.
Welcomed into the ranks of the Necromancers with open arms, the Undertides who joined the ranks were ardent in their loyalty and adherence to the Plaguebringer’s will. They were invigorated with the new roles they found through serving Her.
As more Undertides attempted the Trials, there were some who found ways to complete it without putting themselves at risk of serious injury on the ground. They discovered diseased pools of water and mud around the Rim where they were able to take their Trials. These Undertides don’t sport the same scarring and calluses that those who slithered on the ground possess, but Mother’s will has manifested in a variety of different ways as a result.
Due to many Undertides opting to submerge themselves within infected waters, the risk of failure is notably higher for them than other dragon species. For those who are able to survive and complete the Trials within the 23 day time limit - however, the benefits of success are great. Undertide Necromancers are highly valued and respected for their ability to manipulate waterborne diseases, as well as contain diseases that have seeped into water sources that would otherwise spread and infect en mass whoever consumed it. They also have an uncanny ability to sense when waters may contain pathogens and diseases, making them invaluable in areas where risk from infected water is high.
The price of failure, on the other hand, can be devastating. Those who cannot control their virulency are a danger to those who dwell on both land and in the water, as their sickness infects any water they might inhabit and is spread by the currents. The presence of an Undertide Ghoul is often seen as a bad omen that heralds sickness and death wherever they go, and as such the containment and neutralization of an Undertide Ghoul is considered to be imperative, whether that be through the neutralization of the infection by a Necromancer... or elimination of the Ghoul itself.
An undertide Lich is a terrible thing indeed, especially those who previously could not contain or control their virulency. The Shade has a particular interest in Undertide Necromancers and the variants who are able to boast control over the spread of disease through water; a Lich who was once able to control waterborne diseases can propagate the Shade’s influence far and wide as it is spread throughout the currents. An Undertide Lich will often take refuge in the deepest reaches of Sornieth’s oceans and other remote sources of water in an attempt to avoid apprehension by those hunting it, spreading their disease and the Shade’s influence from whatever dark hole they inhabit.
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Council"]https://i.imgur.com/jGpA0EB.png[/img]
Despite their status as the Tidelord’s firstborn, the Undertides were welcomed into the Necromantic Council, as it was quite clear that their loyalties were with the Plaguebringer entirely. Because they are more level-headed than many dragons, Undertides are valued for their ability to reason and assess problems in a practical manner, and may act as mediators when conflicts of interest arise.
Their reputation for being level-headed has also resulted in many Undertides taking on diplomatic positions as ambassadors, acting as representatives to places where a warm welcome is not a guarantee, and where conflict is a real possibility. This level-headed nature also makes them invaluable when reaching out to the different Beastclans.
Of course, Undertide Necromancers are not always mediators of peace; many of the more experienced and respected Undertides act as advisors when diplomacy has failed and combat is expected.
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Beastclan Connections"]https://i.imgur.com/xIkPnGP.png[/img]
Due to the connections that the Undertide population forged with the Maren during their exile, Undertide Necromancers are often chosen as representatives of Mother’s will, taking the forefront of diplomatic missions under the water. Many of the first Undertides to undergo the Trials and become Necromancers were themselves once part of the civilization of Maren and Undertide in the Deep, and so were able to garner a great deal of good faith amongst some of them upon their return.
Because of their connection to the Maren of the Deep, the Council are looking into whether or not the Undertide ambassadors amongst the Maren may also serve as ambassadors to other Beastclans.
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Wound Wyrms"]https://i.imgur.com/Q5MzQ0H.png[/img]
As more and more Undertides flocked to the Wyrmwound to attempt the Necromantic Trials, a question began to to circulate amongst those both within and without the Necromancer ranks: if the Undertides - a primarily aquatic life form - could survive infected waters and severe mutations, could they survive inside the Wyrmwound itself?
It was quite some time before anyone dared attempt such a brazen and dangerous feat. Eventually, though, one such Undertide did come forward. Their Trials were difficult, and were observed by many with rapt attention and interest. For 23 days they braved the contents of the Cauldron, refusing the aid of those who thought it was a foolish endeavor that would only result in their death, or even worse, failure.
These attempts to dissuade them were in vain, and on the dawn of the 24th day, they emerged from the Wyrmwound, changed in both mind and body, and were able to successfully pass on disease and then recall it back, thus demonstrating the completion of their Trials.
There are ongoing investigations into how, exactly, these mutations affect the Necromancers who are afflicted, but there is some speculation that they have granted strange and unique powers and abilities to those who have completed their Trials within the Wound.
The engorged venom sacks, hard scale plating, and venomous fins found on most other Undertide Necromancers can be found on Wound Wyrms, but advanced to a much greater, and often severe, degree. Researchers have also discovered tentacle-like growths sprouting from the bodies of some Wound Wyrms, and studies on how exactly these appendages function are being conducted.
Very few survive inside the Wound long enough to complete their own Trials, but the danger brings with it significant boons, should they be completed. But it is not without a price. Undertides who emerge from the Wound as Necromancers find themselves severely mutated from the experience, and for those unlucky enough to survive but not pass their trials… a truly hellish fate awaits them.
Those who are unable to overcome their infection and complete the Trials become Necromorphs - Ghouls who have been twisted and mutated by the Wyrmwound to such a severe degree that even their blood has become caustic and virulent. Their scales and skin are often stripped away by the Cauldron's contents, replaced with extensive scabbing and scarring. The most dangerous aspect of a Necromorph, however, and the primary reason why the neutralization of one is imperative, is their ability to absorb other Ghouls into their being. Necromorphs prefer to merge with other Necromorphs, but there have been recorded accounts of Necromorphs absorbing other Undertide Ghouls, and even Ghouls of other dragon species.
When the first Necromorphs emerged from the Wound, Aether researchers were keen on studying them and the ways the Wound had affected them, but their attempts were in vain - those first few Necromorphs had converged into a hulking, multi-headed behemoth that rampaged across the Boneyard. Eventually, the behemoth was apprehended and taken down, but not without casualties to the Necromancers and Servi who took it down.
In the aftermath of this rampage, the Council came to a swift but firm decision: no Undertide may attempt their Trials inside the Wyrmwound without both consent from the Council and a Necromancer witness present to assure that they do not become a Necromorph. Should an Undertide become a Necromorph under the watch of a Council Necromancer, they are given a choice: allow the Necromancer to neutralize their infection, or return to the Wyrmwound as a corpse.
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Biomechanoids"]https://i.imgur.com/Kro2irh.png[/img]
With the aid of Sandsurge and Aether Necromancer researchers, a new form of life was born within the Wyrmwound: the Biomechanoids. Through extensive research on the Undertides’ ability to survive their Trials within the Wyrmwound, a series of experiments and tests were conducted to try and discover what exactly made them capable of such a feat, in addition to trying to discover what effects their particular mutations have on themselves and the world around them. Several tests were conducted to see how an Undertide born and grown within the Wyrmwound might develop, if at all. DNA and blood samples were taken from a sample group of Necromancer Undertides as well as from a sample group of non-Necromantic Undertides, and exposed to the conditions inside the Wyrmwound during various stages of development.
As different tests led to different results - more often than not resulting in failure - eventually those working on the project devised a way to supplement the development of Undertide tissue growth. Through the use of a complex life support network constructed by Sandsurge technicians, the developing Undertides were able to grow within the Wymwound with little incident. What those overseeing their growth did not anticipate, however, was for these unborn hatchlings to overtake the machinery sustaining them and incorporate it into their own bodies. Attempts were made to remove the machinery from them, but those overseeing it were unable to do so without severe risk to the hatchlings’ lives.
When the time came for these engineered Undertides to emerge from their artificial shells, they had fully and completely incorporated their life support systems into themselves, and so the first of the Biomechanoids were born. Because of their semi-organic makeup, the growth cycle of a Biomechanoid is unlike any other dragon seen on Sornieth; new parts and components must be added as their bodies grow and change, and damaged parts and replacements must be repaired like any other machine. They also possess as unique advantage that normal Undertides lack: they are able to survive much more easily in environments without close access to water - such as Dragonhome or the Ashfall Waste - and are more resistant to damage to their skin caused by slithering on the ground.
However, there is still one final step before a Biomechanoid can be considered a true Necromancer, despite their close connection to plague: they still must undergo the Necromantic Trials like any other dragon. Once a Biomechanoid has reached maturity, they undergo the Necromantic Trials as a rite of passage, and to prove that they deserve a place amongst Mother's faithful children. A Biomechanoid is not immune to illness, but the resilience granted by their gestation within the Wyrmwound makes them far more hardy than most dragons. Biomechanoids undertake their Trials within the Wound alongside their Undertide brethren who aspire to become Wound Wyrms.
Before a Biomechanoid enters the Cauldron to begin their Trials, runes and sigils are etched into the metal grafted into their skin and scales, as a sign of dedication to the Plaguebringer and to bring good luck during the Trials. When the Biomechanoids enter the Wyrmwound, these etchings fill with the rot and disease that overtakes them during the Trial of Infection. As the 23 days progress and they overcome the infection, the rot filling the etchings hardens and changes color, before finally taking on the tell-tale hue of a Necromancer's markings.
While failure is uncommon amongst the Biomechanoids, it is not unheard of. They do not develop the mutations that a Wound Wyrm might, nor do they suffer the fate of a Necromorph should they fail. Of course, a Biomechanoid Ghoul is doomed just as assuredly as any other Ghoul unless they can be saved by a Necromancer, and they are usually given the same choice a Necromorph is upon emerging from the Wyrmwound: become Tarnished, or return to the Wound as a corpse.
There has been much debate amongst the Council over whether or not the Biomechanoids can be considered true Necromancers or not due to their nature as engineered organisms, but none can deny that despite their differences and oddities, the Biomechanoids display all of the features and abilities of a Necromancer.
[img]https://dl.dropboxusercontent.com/s/s3jzrny53dz7pnh/plaguemid.png[/img]
[img alt="Genes"]https://i.imgur.com/gfzH48A.png[/img]
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Capsule"]https://i.imgur.com/AcUbYWx.png[/img]
A feature exclusive to Biomechanoids. Due to the nature of their birth, some Biomechanoids have developed a tank-like organ inside their bodies where they produce and store a caustic and infectious version of the venom that normal Undertides produce naturally. This venom acts like an acid on most materials, and even when the acidity has been neutralized, it remains extremely dangerous due to the high concentration of viruses and bacteria found in it. When a Biomechanoid takes its Trials, this venom turns the same bloody hue of a Necromancer's markings.
In Liches, this venom has blackened and become tar-like. The acidity is neutralized, but it retains its virality.
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Carnivore"]https://i.imgur.com/QDqoZeG.png[/img]
A mutation caused by an Undertide undergoing their Trials within infected waters and mud, causing the development of a small pharyngeal jaw in the back of their throat, as well as causing their lower jaw to split into two mandibles that open vertically. Their teeth have grown to the point that they can no longer fit neatly inside their mouths, becoming a set of impressive fangs. Their saliva takes on the same qualities of an Undertide’s natural venom, as well as becoming highly virulent.
In Liches, this venom thickens and takes on a sickly hue under the Shade’s influence, and their fangs turn black.
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Circuit"]https://i.imgur.com/NWtyOpi.png[/img]
A feature exclusive to Biomechanoids. Because the outsides of their bodies are primarily metallic in composition, the usual markings of a necromancer cannot grow naturally on their bodies. Instead, sigils and symbols are etched into their metallic exoskeletal skin, which then fill with the infected contents of the Wyrmwound and harden into the blood-red markings of a Necromancer.
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Crackle"]https://i.imgur.com/KNJBmKw.png[/img]
Instead of manifesting as the thylacine patterns found on other Necromancers, the markings of the Plaguebringer have manifested as thickened scar tissue that grows over the body of an Undertide who underwent their Trials on land. The body of an Undertide was not meant to move about on land, and as such the marred terrain causes their scales to be scraped away by the rocks. In their place, this scar tissue grows and thickens until it is tough enough to withstand the terrain, a blessing from Mother for their loyalty.
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Fans"]https://i.imgur.com/3v5XGi1.png[/img]
A mutation caused by an Undertide undergoing their Trials within infected waters and mud, resulting in the growth of specialized webbed spines to rise from the spine. Similar to how the formation of Stingers within Undertides are developed, the vertebrae will begin to grow from the backs of the Undertide. However, they will instead remain extremely thin, and pull a fine layer of skin up with them as they rise. These Fans are adapted to making tight turns and split-second movements, allowing for Undertides with this particular mutation to be extremely skilled hunters and avoid the more dangerous bubbles that may pop within the infected waters of the Wyrmwound.
Alongside the increased capability and control with their movement, Undertides with this particular mutation find that they will avoid working with other dragons - especially in terms of hunting or if another Undertide with Fans is within the group. They are also more territorial then typically seen with Undertides, though it is hypothesized that these behaviors go hand-in-hand with the mutation, and stems back to before Undertides were forced to delve into the deeper parts of the sea and were more used to hunting in higher waters with more competition.
[size= 2]Lore by @veilmochi[/size]
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Jellyfish"]https://i.imgur.com/jr7LPdz.png[/img]
A mutation caused by an Undertide undergoing their trials within the Wyrmwound itself. Because of the nature of the Wyrmwound as a repository and breeding ground for contagions, some Undertides have evolved a mutation to better defend themselves from contagion and disease. A long bell has grown along their backs, filled with a jelly-like substance.
Testing has revealed that this jelly contains amebocytes that trap and destroy harmful pathogens that enter the body, while simultaneously storing the information of these pathogens for later replication and use. These replicated pathogens may be produced in the Undertide's venom glands and used to reinfect other organisms.
In Liches, the Shade's influence has neutralized both the amebocytes in the bell and the pathogens the Undertide has stored the biological data of.
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Medusa"]https://i.imgur.com/Kpqtay7.png[/img]
A mutation caused by an Undertide undergoing their trials within the Wyrmwound itself. The individual snakes forming the bulk of the mane do not appear to be uniform, and some have theorized that they are not a growth caused by the Wound, but rather other organisms that have been grafted onto their bodies. Another theory is that the snakes are merely the remains of Undertides who failed their Trials and were lost to the Wound.
Whatever the case may be, much like the tentacles some Wound Wyrms develop, the individual snakes and tendrils may be controlled by the Undertide they are attached to, while moving or acting of their own volition when not being controlled. Similarly, they are able to produce and use the same venom and diseases that the main body produces and controls.
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Nudibranch"]https://i.imgur.com/SMSqiFh.png[/img]
A mutation caused by an Undertide undergoing their Trials within infected waters and mud, causing the growth of cerata along the backsides of an Undertide. These cerata take on the coloration and pattern of typical Necromancer markings, and each contains an incredibly high amount of nerves. The cerata are sensitive to physical sensation, and may be used as external sensory organs, not unlike whiskers.
While investigations are still being done on how they affect the Necromancers who have developed them, they appear to grant them heightened magical abilities while underwater. although further research must be conducted before this theory can be confirmed.
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Plating"]https://i.imgur.com/ak0yCBG.png[/img]
A mutation caused by an Undertide undergoing their Trials within infected waters and mud. The body’s attempt to resist the diseases they have subjected themselves to has caused their scales to harden and calcify, creating a thick layer of heavy plating along their bodies, which have turned the tell-tale crimson color of a Necromancer's markings.
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Pufferfish"]https://i.imgur.com/oL0kBXQ.png[/img]
A mutation caused by an Undertide undergoing their Trials within infected waters and mud, causing their necks to become engorged as their venomous glands swell with rot. This venom has become a deadly neurotoxin capable of paralyzing and killing all but the largest of creatures.
In Liches, this neurotoxin has turned black and lost much of its potency, becoming far less imminently deadly to the target. Instead, a Lich’s toxin spreads the Shade’s influence like a disease itself, sapping the magical energies of those it affects and leaving them with a blackened, veining infection around the initial wound that is slow to heal.
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Sailfin"]https://i.imgur.com/ihh752z.png[/img]
A mutation caused by an Undertide undergoing their Trials within infected waters and mud, resulting in the growth of long, plumed fins along the lengths of their bodies as their Trials go on. These fins, much like the spines most Undertides sport, have become venomous, capable of coating other organisms with an oily secretion that coats the fins. This oil-like substance has been observed to cause an intense, burning pain at the site of contact on another organism, often resulting in lasting numbness and a slow-healing chemical burn wound.
However recently, there have been a few new discoveries made with this partculiar mutation. While intially thought to be venomous to all dragons, it has been discovered that the venom is entirely harmless to other Undertides who have mutated Sailfins as well- and in fact, the Sailfin venom is used for a different purpose. This venom is used to create shine and "pretty up" the Sailfins, bringing out the multitude of colors displayed throughout the delicate strands. This display is very similar to the kinds of display seen in many fish and bird species - though why this form of mating rituals have started to become common with Undertides sporting Sailfins is still unknown.
[size= 2]Lore by @veilmochi
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Shark"]https://i.imgur.com/07tdPYl.png[/img]
A mutation caused by an Undertide undergoing their trials within the Wyrmwound itself, typically as the result of an Undertide's body attempting to heal wounds while submerged within the Wound. The mutagenic effects of the Wound's contents causes the repaired tissue to continue growing even after the initial damage has been repaired, usually resulting in the development of additional fins and gills in their place. These additional fins have been noted to aide in an Undertide's ability to maneuver through the Wyrmwound's viscous contents, as well as other bodies of water that have become clogged and difficult to swim in, such as marshlands or bogs. The presence of extra gills also helps to draw in more oxygen from their surroundings.
However, because this extra flesh is grown from metastasized scar tissue, it is noticeably tougher than an Undertide's normal scaled skin, and also has significantly less sensation than the rest of its body. It has also taken on the coloration of a Necromancer's markings.
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Stinger"]https://i.imgur.com/374Bu10.png[/img]
A mutation caused by an Undertide undergoing their Trials within infected waters and mud. Even on the rim of the Cauldron, Undertides have been observed to develop strange mutations as a result of their Trials. In some cases, the vertebrae in an Undertide's spine begin to grow exponentially, until they emerge from their backs, skull, and tail-tip as large, extremely sharp - and deadly - spines. These spines, having taken on the coloration of a Necromancer's markings, and have been known to cause extreme infection and sickness in those who are stung by them. The large stinger on the end of their tails, in particular, have been examined and found to contain venom glands, and are capable on injecting venom and other pathogens.
In Liches, the venom of the stinger has lost much of its original potency, and instead causes the victim to become weak and lethargic, increasing their susceptibility to the Shade and other dark magic until its affects have worn off.
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img alt="Tentacles"]https://i.imgur.com/5eieKik.png[/img]
A mutation caused by an Undertide undergoing their trials within the Wyrmwound itself. The Necromancers who possess tentacles have been observed to have control over their movement and have full sensation in them. These tentacles have been found to possess harpoon-like probosci that sprout from the ends, with which the Undertide is able to stab into other organisms in order to inject them with highly virulent venom and other diseases.
[img]https://dl.dropboxusercontent.com/s/s3jzrny53dz7pnh/plaguemid.png[/img]
[img alt="Familiars"]https://i.imgur.com/mtzNGwS.png[/img]
Because of their aquatic nature and close personal history with the Maren Beastclan, many Undertide Necromancers favor the company of Maren, in addition to other aquatic life. However, Undertide Necromancers do not discriminate based on flight. Rather, their choice in familiar is based on whether or not the familiar is aquatic in nature.
[item=Aquarius][item=Wandering Aquarius][item=Fathomsearch Ambassador][item=Torrent Tricktail][item=Kelp Caretaker][item=Maren Harvester][item=Maren Fisher][item=Maren Seahunter][item=Maren Shark Hunter][item=Maren Currentfinder][item=Maren Spearmaiden][item=Maren Defender][item=Maren Warrior][item=Maren Ambusher][item=Deepwater Traveller][item=Maren Scout][item=Maren Wavesinger][item=Waveswell Seer][item=Maren Warlock][item=Clearwater Oracle][item=Fossil Hunter][item=Abyss Wanderer][item=Abyssal Bard][item=Trench Siren][item=Oceansurf Magus][item=Waveswell Sorcerer][item=Redfin Wavespinner][item=Maren Sorceress ]
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[item=Hawksbill Goliath][item=Crystalhide Jester][item=Bladebone Goliath][item=Mantarune][item=Wave Sweeper][item=Leatherback Wave Sweeper][item=Cancer][item=Shining Cancer][item=Disappearing Pisces][item=Pisces][item=Spirit of the Arcane][item=Spirit of Water][item=Deeprealm Hunter][item=Spiney Whale][item=Tendriltrail Jellyfish]
[item=Longjaw Lurefish][item=Lurefish][item=Blackline Bicorn Whale][item=Ashen Bicorn Whale][item=Seaglass Swimmer][item=Skycrest Bicorn][item=Agol][item=Loga][item=Articulated Fidget Toy][item=Undertide Fidget Toy][item=Bellus Glamourtail][item=Glamourtail Hopper][item=Deadly Glamourtail][item=Clown Hippocampus][item=Hippocampus][item=Cumulus Seal][item=Dappled Seal][item=Daydream Puffer][item=Mirage Puffer][item=Watermelon Puffer][item=Abyss Striker][item=Relic Eel][item=Narwin Fisher][item=Narwin Harvester][item=Moonbeam Crayfish][item=Chalcedony Snipper][item=Leopard Coralclimber][item=Noxious Coralclimber][item=Cauldron Crawler][item=Glam Nudibranch][item=Golden Porpoise][item=Cloud Chaser][item=Golden Featherfin][item=Silver Featherfin][item=Granite Thresher][item=Shale Thresher][item=Fairy Octopus][item=Melon Squirmscoot][item=Alabaster Squirmscoot][item=Jeweled Octoflyer][item=Octoflyer][item=Octoflyer Baron][item=Kelp Tender][item=Mammertee][item=Highfin Sea Serpent][item=Mottled Sea Serpent][item=Furry Fiddle][item=Muckbottom Catfish][item=Gaseous Megashrimp][item=Skittering Megashrimp][item=Riptide Clipper][item=Sandshore Snipper][item=Ruche Slug][item=Ruched Sojourner][item=Crimson Reef Snail][item=Blue Dragon Reef Snail][item=Cinderkelp Loach][item=Tendril Loach][item=Autumn Sea Dragon][item=Seaweed Scavenger][item=Glowing Sea Dragon][item=Corrosive Depin][item=Depin][item=False Eye Depin][item=Blueridge Greatshell][item=Greatshell][item=Deepglow Nautilus][item=Seaweed Nautilus][item=Eel of the Depths][item=Walking Fish][item=Filter Fiend][item=Carcass Cleaner][item=Fisher King][item=Kingfish]
[img]https://dl.dropboxusercontent.com/s/335f8rj4xzh00m5/plaguebottom.png[/img]
Undertides are among the more recent additions to the Necromancer order. After their emergence from the Deep, they were slow to integrate into the rest of society, and so it was quite some time before the first Undertide dared to attempt the Trials.
It was the Rusalki, the Plaguebringer’s emissaries to the inhabitants of the Tidelord’s domain, who first reached out to the Undertides after their return from the depths. Although they still harbored a deep grudge against their Father and creator, they remained curious of the other deities and their domains. Through the Rusalki, the Plaguebringer brought solace to the Undertides. She offered what the Tidelord could not: the promise of a higher purpose, and of a place at Her side amongst the ranks of Her own children.
Due to the nature of their physiology, many amongst the Council were uncertain about their odds, or whether they would be able to attempt the Trials at all; they could swim, they could fly, but the Rotrock Rim was a dry and desolate place, not meant for the aquatic leviathans.
Eventually, a few brave Undertides decided to take the risk, and so they took to the ground and slithered on their bellies like snakes as they underwent the Trials. Those who survived were left with thick, gnarled scarring and calluses from where the harsh and craggy environment of the Rotrock Rim chafed and rubbed away at their scales. However, the Necromancer Undertides who completed their Trials wear them with pride, and as a symbol of their dedication to Her and Her will.
Welcomed into the ranks of the Necromancers with open arms, the Undertides who joined the ranks were ardent in their loyalty and adherence to the Plaguebringer’s will. They were invigorated with the new roles they found through serving Her.
As more Undertides attempted the Trials, there were some who found ways to complete it without putting themselves at risk of serious injury on the ground. They discovered diseased pools of water and mud around the Rim where they were able to take their Trials. These Undertides don’t sport the same scarring and calluses that those who slithered on the ground possess, but Mother’s will has manifested in a variety of different ways as a result.
Due to many Undertides opting to submerge themselves within infected waters, the risk of failure is notably higher for them than other dragon species. For those who are able to survive and complete the Trials within the 23 day time limit - however, the benefits of success are great. Undertide Necromancers are highly valued and respected for their ability to manipulate waterborne diseases, as well as contain diseases that have seeped into water sources that would otherwise spread and infect en mass whoever consumed it. They also have an uncanny ability to sense when waters may contain pathogens and diseases, making them invaluable in areas where risk from infected water is high.
The price of failure, on the other hand, can be devastating. Those who cannot control their virulency are a danger to those who dwell on both land and in the water, as their sickness infects any water they might inhabit and is spread by the currents. The presence of an Undertide Ghoul is often seen as a bad omen that heralds sickness and death wherever they go, and as such the containment and neutralization of an Undertide Ghoul is considered to be imperative, whether that be through the neutralization of the infection by a Necromancer... or elimination of the Ghoul itself.
An undertide Lich is a terrible thing indeed, especially those who previously could not contain or control their virulency. The Shade has a particular interest in Undertide Necromancers and the variants who are able to boast control over the spread of disease through water; a Lich who was once able to control waterborne diseases can propagate the Shade’s influence far and wide as it is spread throughout the currents. An Undertide Lich will often take refuge in the deepest reaches of Sornieth’s oceans and other remote sources of water in an attempt to avoid apprehension by those hunting it, spreading their disease and the Shade’s influence from whatever dark hole they inhabit.
Despite their status as the Tidelord’s firstborn, the Undertides were welcomed into the Necromantic Council, as it was quite clear that their loyalties were with the Plaguebringer entirely. Because they are more level-headed than many dragons, Undertides are valued for their ability to reason and assess problems in a practical manner, and may act as mediators when conflicts of interest arise.
Their reputation for being level-headed has also resulted in many Undertides taking on diplomatic positions as ambassadors, acting as representatives to places where a warm welcome is not a guarantee, and where conflict is a real possibility. This level-headed nature also makes them invaluable when reaching out to the different Beastclans.
Of course, Undertide Necromancers are not always mediators of peace; many of the more experienced and respected Undertides act as advisors when diplomacy has failed and combat is expected.
Due to the connections that the Undertide population forged with the Maren during their exile, Undertide Necromancers are often chosen as representatives of Mother’s will, taking the forefront of diplomatic missions under the water. Many of the first Undertides to undergo the Trials and become Necromancers were themselves once part of the civilization of Maren and Undertide in the Deep, and so were able to garner a great deal of good faith amongst some of them upon their return.
Because of their connection to the Maren of the Deep, the Council are looking into whether or not the Undertide ambassadors amongst the Maren may also serve as ambassadors to other Beastclans.
As more and more Undertides flocked to the Wyrmwound to attempt the Necromantic Trials, a question began to to circulate amongst those both within and without the Necromancer ranks: if the Undertides - a primarily aquatic life form - could survive infected waters and severe mutations, could they survive inside the Wyrmwound itself?
It was quite some time before anyone dared attempt such a brazen and dangerous feat. Eventually, though, one such Undertide did come forward. Their Trials were difficult, and were observed by many with rapt attention and interest. For 23 days they braved the contents of the Cauldron, refusing the aid of those who thought it was a foolish endeavor that would only result in their death, or even worse, failure.
These attempts to dissuade them were in vain, and on the dawn of the 24th day, they emerged from the Wyrmwound, changed in both mind and body, and were able to successfully pass on disease and then recall it back, thus demonstrating the completion of their Trials.
There are ongoing investigations into how, exactly, these mutations affect the Necromancers who are afflicted, but there is some speculation that they have granted strange and unique powers and abilities to those who have completed their Trials within the Wound.
The engorged venom sacks, hard scale plating, and venomous fins found on most other Undertide Necromancers can be found on Wound Wyrms, but advanced to a much greater, and often severe, degree. Researchers have also discovered tentacle-like growths sprouting from the bodies of some Wound Wyrms, and studies on how exactly these appendages function are being conducted.
Very few survive inside the Wound long enough to complete their own Trials, but the danger brings with it significant boons, should they be completed. But it is not without a price. Undertides who emerge from the Wound as Necromancers find themselves severely mutated from the experience, and for those unlucky enough to survive but not pass their trials… a truly hellish fate awaits them.
Those who are unable to overcome their infection and complete the Trials become Necromorphs - Ghouls who have been twisted and mutated by the Wyrmwound to such a severe degree that even their blood has become caustic and virulent. Their scales and skin are often stripped away by the Cauldron's contents, replaced with extensive scabbing and scarring. The most dangerous aspect of a Necromorph, however, and the primary reason why the neutralization of one is imperative, is their ability to absorb other Ghouls into their being. Necromorphs prefer to merge with other Necromorphs, but there have been recorded accounts of Necromorphs absorbing other Undertide Ghouls, and even Ghouls of other dragon species.
When the first Necromorphs emerged from the Wound, Aether researchers were keen on studying them and the ways the Wound had affected them, but their attempts were in vain - those first few Necromorphs had converged into a hulking, multi-headed behemoth that rampaged across the Boneyard. Eventually, the behemoth was apprehended and taken down, but not without casualties to the Necromancers and Servi who took it down.
In the aftermath of this rampage, the Council came to a swift but firm decision: no Undertide may attempt their Trials inside the Wyrmwound without both consent from the Council and a Necromancer witness present to assure that they do not become a Necromorph. Should an Undertide become a Necromorph under the watch of a Council Necromancer, they are given a choice: allow the Necromancer to neutralize their infection, or return to the Wyrmwound as a corpse.
With the aid of Sandsurge and Aether Necromancer researchers, a new form of life was born within the Wyrmwound: the Biomechanoids. Through extensive research on the Undertides’ ability to survive their Trials within the Wyrmwound, a series of experiments and tests were conducted to try and discover what exactly made them capable of such a feat, in addition to trying to discover what effects their particular mutations have on themselves and the world around them. Several tests were conducted to see how an Undertide born and grown within the Wyrmwound might develop, if at all. DNA and blood samples were taken from a sample group of Necromancer Undertides as well as from a sample group of non-Necromantic Undertides, and exposed to the conditions inside the Wyrmwound during various stages of development.
As different tests led to different results - more often than not resulting in failure - eventually those working on the project devised a way to supplement the development of Undertide tissue growth. Through the use of a complex life support network constructed by Sandsurge technicians, the developing Undertides were able to grow within the Wymwound with little incident. What those overseeing their growth did not anticipate, however, was for these unborn hatchlings to overtake the machinery sustaining them and incorporate it into their own bodies. Attempts were made to remove the machinery from them, but those overseeing it were unable to do so without severe risk to the hatchlings’ lives.
When the time came for these engineered Undertides to emerge from their artificial shells, they had fully and completely incorporated their life support systems into themselves, and so the first of the Biomechanoids were born. Because of their semi-organic makeup, the growth cycle of a Biomechanoid is unlike any other dragon seen on Sornieth; new parts and components must be added as their bodies grow and change, and damaged parts and replacements must be repaired like any other machine. They also possess as unique advantage that normal Undertides lack: they are able to survive much more easily in environments without close access to water - such as Dragonhome or the Ashfall Waste - and are more resistant to damage to their skin caused by slithering on the ground.
However, there is still one final step before a Biomechanoid can be considered a true Necromancer, despite their close connection to plague: they still must undergo the Necromantic Trials like any other dragon. Once a Biomechanoid has reached maturity, they undergo the Necromantic Trials as a rite of passage, and to prove that they deserve a place amongst Mother's faithful children. A Biomechanoid is not immune to illness, but the resilience granted by their gestation within the Wyrmwound makes them far more hardy than most dragons. Biomechanoids undertake their Trials within the Wound alongside their Undertide brethren who aspire to become Wound Wyrms.
Before a Biomechanoid enters the Cauldron to begin their Trials, runes and sigils are etched into the metal grafted into their skin and scales, as a sign of dedication to the Plaguebringer and to bring good luck during the Trials. When the Biomechanoids enter the Wyrmwound, these etchings fill with the rot and disease that overtakes them during the Trial of Infection. As the 23 days progress and they overcome the infection, the rot filling the etchings hardens and changes color, before finally taking on the tell-tale hue of a Necromancer's markings.
While failure is uncommon amongst the Biomechanoids, it is not unheard of. They do not develop the mutations that a Wound Wyrm might, nor do they suffer the fate of a Necromorph should they fail. Of course, a Biomechanoid Ghoul is doomed just as assuredly as any other Ghoul unless they can be saved by a Necromancer, and they are usually given the same choice a Necromorph is upon emerging from the Wyrmwound: become Tarnished, or return to the Wound as a corpse.
There has been much debate amongst the Council over whether or not the Biomechanoids can be considered true Necromancers or not due to their nature as engineered organisms, but none can deny that despite their differences and oddities, the Biomechanoids display all of the features and abilities of a Necromancer.
A feature exclusive to Biomechanoids. Due to the nature of their birth, some Biomechanoids have developed a tank-like organ inside their bodies where they produce and store a caustic and infectious version of the venom that normal Undertides produce naturally. This venom acts like an acid on most materials, and even when the acidity has been neutralized, it remains extremely dangerous due to the high concentration of viruses and bacteria found in it. When a Biomechanoid takes its Trials, this venom turns the same bloody hue of a Necromancer's markings.
In Liches, this venom has blackened and become tar-like. The acidity is neutralized, but it retains its virality.
A mutation caused by an Undertide undergoing their Trials within infected waters and mud, causing the development of a small pharyngeal jaw in the back of their throat, as well as causing their lower jaw to split into two mandibles that open vertically. Their teeth have grown to the point that they can no longer fit neatly inside their mouths, becoming a set of impressive fangs. Their saliva takes on the same qualities of an Undertide’s natural venom, as well as becoming highly virulent.
In Liches, this venom thickens and takes on a sickly hue under the Shade’s influence, and their fangs turn black.
A feature exclusive to Biomechanoids. Because the outsides of their bodies are primarily metallic in composition, the usual markings of a necromancer cannot grow naturally on their bodies. Instead, sigils and symbols are etched into their metallic exoskeletal skin, which then fill with the infected contents of the Wyrmwound and harden into the blood-red markings of a Necromancer.
Instead of manifesting as the thylacine patterns found on other Necromancers, the markings of the Plaguebringer have manifested as thickened scar tissue that grows over the body of an Undertide who underwent their Trials on land. The body of an Undertide was not meant to move about on land, and as such the marred terrain causes their scales to be scraped away by the rocks. In their place, this scar tissue grows and thickens until it is tough enough to withstand the terrain, a blessing from Mother for their loyalty.
A mutation caused by an Undertide undergoing their Trials within infected waters and mud, resulting in the growth of specialized webbed spines to rise from the spine. Similar to how the formation of Stingers within Undertides are developed, the vertebrae will begin to grow from the backs of the Undertide. However, they will instead remain extremely thin, and pull a fine layer of skin up with them as they rise. These Fans are adapted to making tight turns and split-second movements, allowing for Undertides with this particular mutation to be extremely skilled hunters and avoid the more dangerous bubbles that may pop within the infected waters of the Wyrmwound.
Alongside the increased capability and control with their movement, Undertides with this particular mutation find that they will avoid working with other dragons - especially in terms of hunting or if another Undertide with Fans is within the group. They are also more territorial then typically seen with Undertides, though it is hypothesized that these behaviors go hand-in-hand with the mutation, and stems back to before Undertides were forced to delve into the deeper parts of the sea and were more used to hunting in higher waters with more competition. Lore by @veilmochi
A mutation caused by an Undertide undergoing their trials within the Wyrmwound itself. Because of the nature of the Wyrmwound as a repository and breeding ground for contagions, some Undertides have evolved a mutation to better defend themselves from contagion and disease. A long bell has grown along their backs, filled with a jelly-like substance.
Testing has revealed that this jelly contains amebocytes that trap and destroy harmful pathogens that enter the body, while simultaneously storing the information of these pathogens for later replication and use. These replicated pathogens may be produced in the Undertide's venom glands and used to reinfect other organisms.
In Liches, the Shade's influence has neutralized both the amebocytes in the bell and the pathogens the Undertide has stored the biological data of.
A mutation caused by an Undertide undergoing their trials within the Wyrmwound itself. The individual snakes forming the bulk of the mane do not appear to be uniform, and some have theorized that they are not a growth caused by the Wound, but rather other organisms that have been grafted onto their bodies. Another theory is that the snakes are merely the remains of Undertides who failed their Trials and were lost to the Wound.
Whatever the case may be, much like the tentacles some Wound Wyrms develop, the individual snakes and tendrils may be controlled by the Undertide they are attached to, while moving or acting of their own volition when not being controlled. Similarly, they are able to produce and use the same venom and diseases that the main body produces and controls.
A mutation caused by an Undertide undergoing their Trials within infected waters and mud, causing the growth of cerata along the backsides of an Undertide. These cerata take on the coloration and pattern of typical Necromancer markings, and each contains an incredibly high amount of nerves. The cerata are sensitive to physical sensation, and may be used as external sensory organs, not unlike whiskers.
While investigations are still being done on how they affect the Necromancers who have developed them, they appear to grant them heightened magical abilities while underwater. although further research must be conducted before this theory can be confirmed.
A mutation caused by an Undertide undergoing their Trials within infected waters and mud. The body’s attempt to resist the diseases they have subjected themselves to has caused their scales to harden and calcify, creating a thick layer of heavy plating along their bodies, which have turned the tell-tale crimson color of a Necromancer's markings.
A mutation caused by an Undertide undergoing their Trials within infected waters and mud, causing their necks to become engorged as their venomous glands swell with rot. This venom has become a deadly neurotoxin capable of paralyzing and killing all but the largest of creatures.
In Liches, this neurotoxin has turned black and lost much of its potency, becoming far less imminently deadly to the target. Instead, a Lich’s toxin spreads the Shade’s influence like a disease itself, sapping the magical energies of those it affects and leaving them with a blackened, veining infection around the initial wound that is slow to heal.
A mutation caused by an Undertide undergoing their Trials within infected waters and mud, resulting in the growth of long, plumed fins along the lengths of their bodies as their Trials go on. These fins, much like the spines most Undertides sport, have become venomous, capable of coating other organisms with an oily secretion that coats the fins. This oil-like substance has been observed to cause an intense, burning pain at the site of contact on another organism, often resulting in lasting numbness and a slow-healing chemical burn wound.
However recently, there have been a few new discoveries made with this partculiar mutation. While intially thought to be venomous to all dragons, it has been discovered that the venom is entirely harmless to other Undertides who have mutated Sailfins as well- and in fact, the Sailfin venom is used for a different purpose. This venom is used to create shine and "pretty up" the Sailfins, bringing out the multitude of colors displayed throughout the delicate strands. This display is very similar to the kinds of display seen in many fish and bird species - though why this form of mating rituals have started to become common with Undertides sporting Sailfins is still unknown. Lore by @veilmochi
A mutation caused by an Undertide undergoing their trials within the Wyrmwound itself, typically as the result of an Undertide's body attempting to heal wounds while submerged within the Wound. The mutagenic effects of the Wound's contents causes the repaired tissue to continue growing even after the initial damage has been repaired, usually resulting in the development of additional fins and gills in their place. These additional fins have been noted to aide in an Undertide's ability to maneuver through the Wyrmwound's viscous contents, as well as other bodies of water that have become clogged and difficult to swim in, such as marshlands or bogs. The presence of extra gills also helps to draw in more oxygen from their surroundings.
However, because this extra flesh is grown from metastasized scar tissue, it is noticeably tougher than an Undertide's normal scaled skin, and also has significantly less sensation than the rest of its body. It has also taken on the coloration of a Necromancer's markings.
A mutation caused by an Undertide undergoing their Trials within infected waters and mud. Even on the rim of the Cauldron, Undertides have been observed to develop strange mutations as a result of their Trials. In some cases, the vertebrae in an Undertide's spine begin to grow exponentially, until they emerge from their backs, skull, and tail-tip as large, extremely sharp - and deadly - spines. These spines, having taken on the coloration of a Necromancer's markings, and have been known to cause extreme infection and sickness in those who are stung by them. The large stinger on the end of their tails, in particular, have been examined and found to contain venom glands, and are capable on injecting venom and other pathogens.
In Liches, the venom of the stinger has lost much of its original potency, and instead causes the victim to become weak and lethargic, increasing their susceptibility to the Shade and other dark magic until its affects have worn off.
A mutation caused by an Undertide undergoing their trials within the Wyrmwound itself. The Necromancers who possess tentacles have been observed to have control over their movement and have full sensation in them. These tentacles have been found to possess harpoon-like probosci that sprout from the ends, with which the Undertide is able to stab into other organisms in order to inject them with highly virulent venom and other diseases.
Because of their aquatic nature and close personal history with the Maren Beastclan, many Undertide Necromancers favor the company of Maren, in addition to other aquatic life. However, Undertide Necromancers do not discriminate based on flight. Rather, their choice in familiar is based on whether or not the familiar is aquatic in nature.
Aquarius
Familiar
Do the movements of the stars show a path of creativity?
0
Wandering Aquarius
Familiar
The stars align, showing signs of fluidity. (Crystalline Gala 2021 Holiday Item)
0
Fathomsearch Ambassador
Familiar
The dragons of the water flight have enlisted the help of willing deepwater maren beastclans to aid them in their ongoing search for a lost deity. (Wavecrest Saturnalia 2019 Holiday Item)
0
Torrent Tricktail
Familiar
When the great maelstrom ravaged coastline dragon lairs, enterprising maren moved in, combing the wreckage for baubles and treasures to loot.
0
Kelp Caretaker
Familiar
Maren prefer pristine, unbroken stalks of kelp, and work to cultivate them.
2890
Maren Harvester
Familiar
Harvesters primarily collect oceanic plants, though they will pick up clams, crabs, and urchins they encounter as they work.
2890
Maren Fisher
Familiar
The smallest Maren will often be assigned the duty of harvesting the rare delicacies that can be found in tight coral formations.
2890
Maren Seahunter
Familiar
Maren schools depend on a steady supply of fresh fish; preservation is difficult and taxes their sorcerers.
2890
Maren Shark Hunter
Familiar
Specialized members of each tribe specifically keep a look out for larger threatening sharks and whales.
2400
Maren Currentfinder
Familiar
One must be honorable, fast, and fearless to take up the mantle of currentfinder. Many Maren tribes rely heavily on these champions to find safe paths to new waters.
2400
Maren Spearmaiden
Familiar
It is tradition for young maren warriors to prove themselves by hunting dangerous sharks and terrors of the deep. The fruits of this hunt provide them with the materials for their weapons.
2350
Maren Defender
Familiar
These warriors stick to the front lines, protecting any civilians and magic users from harm.
2350
Maren Warrior
Familiar
Those Maren who take up trident and claw are adept aquatic fighters.
2900
Maren Ambusher
Familiar
Some Maren bloodlines carry the ability to adjust the chromatophores in the skin, allowing for a chameleon-like defense.
2900
Deepwater Traveller
Familiar
Typically found in the deeper trenches of Sornieth's seas, these mysterious maren haven't even seen the water's surface in many years.
0
Maren Scout
Familiar
Maren do not venture beyond their cities without first sending an advance scout.
2900
Maren Wavesinger
Familiar
Maren Wavesingers maintain a strong connection with the elements, and may guide currents to the advantage of their schools.
2900
Waveswell Seer
Familiar
When the Tidelord fell silent, some desperate water oracles would turn to Maren for prophecies and predictions. These seers were eager to capitalize on their newfound dominance in the act of scrying.
0
Maren Warlock
Familiar
Beware crossing a warlock...
2650
Clearwater Oracle
Familiar
A maren gifted in divination is a rare and treasured member of the school.
2650
Fossil Hunter
Familiar
The deep-sea Maren hunt relentlessly for fossils to bring to their found family far below the surface.
500
Abyss Wanderer
Familiar
Deep-sea Maren wear enchanted fossils that allow them to traverse the upper reaches of the sea without the difference in pressure affecting them.
500
Abyssal Bard
Familiar
Abyssal Bards record songs and stories from their fellow Maren and adopted kin.
500
Trench Siren
Familiar
Calling you down to the depths, to hang out.
500
Oceansurf Magus
Familiar
Decades of study have allowed these scholars to tap into elemental magics previously known only to dragonkind.
2350
Waveswell Sorcerer
Familiar
Companies of sorcerers working in tandem have been attempting to unravel stray bubbles from The Tidelord's prophecies. Entire schools have gone mad for their efforts.
2350
Redfin Wavespinner
Familiar
A student of the wave, they are adept at using whirlpools to entrap their opponents.
2350
Maren Sorceress
Familiar
One who has studied the mysteries of the deep water, and returned to tell the tale!
2350
Hawksbill Goliath
Familiar
A Hawksbill Goliath often out-competes or consumes other aquatic predators in its native pond.
5100
Crystalhide Jester
Familiar
Knock knock! Who's there? Crystalhide Jester! Who? A turtle cannot write or finish a joke.
5100
Bladebone Goliath
Familiar
An opportunistic predator that attacks from below.
0
Mantarune
Familiar
Those who venture into deep waters may see a glimmer in the distance: avoid it.
9000
Wave Sweeper
Familiar
Patrolling the shallows, it sweeps all who would challenge it aside.
9000
Leatherback Wave Sweeper
Familiar
In the depths of Leviathan Trench, massive schools of wave sweepers create a wall of light.
0
Cancer
Familiar
Do the movements of the stars show a path of intuition?
0
Shining Cancer
Familiar
The stars align, showing a sign of brilliance. (Brightshine Jubilee 2020 Holiday Item)
0
Disappearing Pisces
Familiar
The stars align, showing signs of mystery. (Trickmurk Circus 2021 Holiday Item)
0
Pisces
Familiar
Do the movements of the stars show a path of compassion?
0
Spirit of the Arcane
Familiar
A magical spirit animal that contains the essence of the arcane.
(Starfall Celebration Holiday Familiar 2017.)
0
Spirit of Water
Familiar
A liquid spirit animal that contains the essence of water. (Wavecrest Saturnalia Holiday Familiar 2018.)
0
Deeprealm Hunter
Familiar
A predator best avoided by all but the largest of dragons, Deeprealm Hunters are capable of diving over six hundred meters deep.
5000
Spiney Whale
Familiar
Only in the past century have these mysterious leviathans begun to surface. Their origin remains unknown.
5000
Tendriltrail Jellyfish
Familiar
Your cute little ephyra has grown into a beautiful jellyfish!
0
Longjaw Lurefish
Familiar
A lurefish is a cunning predator. They will burrow into soft mud until only their eyes and lure are exposed. They prey upon the birds who are attracted by their ruse.
1000
Lurefish
Familiar
While not appealing to a dragon, its tendril is alluring to other fish.
1000
Blackline Bicorn Whale
Familiar
Known for migrating to the warm waters off the coast of Blacksand Annex, Blackline Bicorns compete with the native Ashen Bicorn whales for food. (Colored by Slashfiend.)
1250
Ashen Bicorn Whale
Familiar
Adapted to filter feed in the scalding depths of Blacksand Annex. (Colored by PythtechGenetics.)
0
Seaglass Swimmer
Familiar
Bits of ocean debris that are incorrectly filtered build up inside of these bicorn whales. Upon discovering a carcass, dragons may find a treasure trove of resources inside! (Colored by Frye.)
1350
Skycrest Bicorn
Familiar
Thought by many to be a myth, these timid creatures may only be seen by virtuous dragons. (Colored by Bachuchuru.)
0
Agol
Familiar
A backwards thinking creature.
0
Loga
Familiar
For the second anniversary it is customary to exchange loga. No one is sure who thought this tradition was a good idea. (2015 Anniversary Familiar)
0
Articulated Fidget Toy
Familiar
Loud colors, quiet toy.
250
Undertide Fidget Toy
Familiar
A toy that Undertide dragons lack the capability to use. They are very sad about the whole thing.
250
Bellus Glamourtail
Familiar
This species of fish is known for its ability to rapidly change color. Rather than blend in, they seek to intimidate and infatuate their target.
0
Glamourtail Hopper
Familiar
These diminutive fish live in shallow puddles. They will use their fins to propel them across short stretches of land.
0
Deadly Glamourtail
Familiar
It's not a phase, mom.
0
Clown Hippocampus
Familiar
No more humorous than other equines.
2550
Hippocampus
Familiar
A hippocampus never forgets.
2550
Cumulus Seal
Familiar
It's so fluffy!
2400
Dappled Seal
Familiar
The dappled seal will make short work of the fish that are attracted by its curly mane.
2400
Daydream Puffer
Familiar
These jovial fish are easy to catch.
2350
Mirage Puffer
Familiar
The venom of an agitated puffer can cause a dragon to see double.
2350
Watermelon Puffer
Familiar
Just a happy lil' melon!
0
Abyss Striker
Familiar
These observers cluster around ancient aquatic ruins. They may change color to blend with their surroundings.
2900
Relic Eel
Familiar
When slain, the organic portions of this creature wither away. The remaining armored plates collect energy from the currents and may regenerate a new specimen.
2900
Narwin Fisher
Familiar
During the Frigidfin Expedition, Narwin are provided with nets crafted by the Chillriver Bucktooth to aid corralling fish.
250
Narwin Harvester
Familiar
One can accomplish quite a bit with opposable thumbs.
250
Moonbeam Crayfish
Familiar
Have you ever danced with a crayfish in the moonlight? If not, opportunity is knocking.
2650
Chalcedony Snipper
Familiar
These crayfish can live for hundreds of years.
2650
Leopard Coralclimber
Familiar
During mating season, hundreds of coralclimbers will swim to the ocean's surface, and let out a chorus of chirps. It's very alluring... but only to other coralclimbers.
2350
Noxious Coralclimber
Familiar
The vibrant colors warn off many predators, yet some dragons find themselves fascinated by the hues.
2350
Cauldron Crawler
Familiar
Able to traverse any surface with ease, gravity is not an issue for the Cauldron Crawler!
500
Glam Nudibranch
Familiar
When one befriends a Glam Nudibranch, it is difficult to get some time away from them; they latch onto the object of their affection and don't let go!
500
Golden Porpoise
Familiar
The golden porpoise is capable of leaping great distances over the water.
2600
Cloud Chaser
Familiar
As it ascends into the heavens, the clicks and whistles it emits can be roughly translated to ’So long and thanks for all the fish.’
2900
Golden Featherfin
Familiar
If you release this familiar, it will grant you a wish.
12500
Silver Featherfin
Familiar
This fish is your friend.
9500
Granite Thresher
Familiar
The stony tail of the granite thresher can be used as a weapon to stun prey.
2475
Shale Thresher
Familiar
The hide of the shale thresher flakes as it grows, forming many sharp ridges.
2400
Fairy Octopus
Familiar
Awww....How can you say no to that...face?
1500
Melon Squirmscoot
Familiar
Expels a cloud of glittering green ink when frightened.
1500
Alabaster Squirmscoot
Familiar
Beware! The alabaster squirmscoot has a much tougher hide than its fairy kin, though it still weighs in at less than a kilogram...
0
Jeweled Octoflyer
Familiar
Much more refined than a regular octoflyer: peasants!
2900
Octoflyer
Familiar
These invertebrates may leap from the water and glide short distances. Water clan hatchlings enjoy watching them smack into things.
2900
Octoflyer Baron
Familiar
Octoflyer continue to grow, but few make it past a decade. Those that do reach such a large size that they begin to mutate additional fins to help support them during their water glides.
0
Kelp Tender
Familiar
These gentle creatures graze on the smaller algaes and grasses that occassionally take root on the surface of kelp forests.
2900
Mammertee
Familiar
Dragons once mistook mammertee aggregations for schools of maren, taking care to avoid the waters they grazed in.
2900
Highfin Sea Serpent
Familiar
Several times the length of most dragons, these sinuous serpents possess dangerous, spined fins.
2350
Mottled Sea Serpent
Familiar
Maren schools have recently begun collecting Sea Serpent eggs in hopes of domesticating the species.
2350
Furry Fiddle
Familiar
Furiously fuzzy.
2800
Muckbottom Catfish
Familiar
A bottomfeeder that consumes only the finest of refuse.
2800
Gaseous Megashrimp
Familiar
This enormous decapod releases millions of tiny bubbles from its carapace to ward off predators. But really, who is afraid of bubbles?
2400
Skittering Megashrimp
Familiar
This imposing crustacean uses the giant fins of its tail to gracefully swim through the water. It uses its ten legs to hobble very poorly and comically across land.
2400
Riptide Clipper
Familiar
Watch your step!
2350
Sandshore Snipper
Familiar
Known for sharp claws and sharp retorts.
2350
Ruche Slug
Familiar
A frilly fren.
2900
Ruched Sojourner
Familiar
This sea slug's slime coat is incredibly caustic, leaving trails of bare rock in its wake.
2900
Crimson Reef Snail
Familiar
The shell of this snail is covered in a variety of colorful coral and anemones. In its reef environment this snail is perfectly camouflaged.
2100
Blue Dragon Reef Snail
Familiar
This cannibalistic snail produces a powerful venom.
2100
Cinderkelp Loach
Familiar
A playful loach capable of superheating the water surrounding it for half a meter.
1000
Tendril Loach
Familiar
These creatures are in tune with the emotions of their school. They are quick to swarm when agitated.
1000
Autumn Sea Dragon
Familiar
These creatures will conceal themselves among sea grasses, adding a touch of autumn color to underwater fields of green.
0
Seaweed Scavenger
Familiar
Seaweed Scavengers will harvest fresh stalks of seaweed to maintain an ideal sanctuary in which to raise their young.
0
Glowing Sea Dragon
Familiar
Sea dragons have gotten quite the glow up!
0
Corrosive Depin
Familiar
Depin native to Fishspine Reef feed almost exclusively on the poisonous species of fish native to area. Their ability to process the poison leaves their food source uncontested.
2900
Depin
Familiar
Their impressive collars are used in displays of aggression.
2900
False Eye Depin
Familiar
The eye spots on this Depin are rather startling to dragons; familiar enthusiasts are unsure what predator these spots were evolved to protect against.
0
Blueridge Greatshell
Familiar
Salt is the bane of Greatshells; they are only able to survive in fresh water.
2500
Greatshell
Familiar
The reek from an expired greatshell is abominable. Young dragons take great delight in depositing uneaten corpses near the lairs of rival clans.
2100
Deepglow Nautilus
Familiar
Useful as a light and as a garbage disposal.
500
Seaweed Nautilus
Familiar
Though many salad-loving dragons have tried to enjoy it, the seaweed nautilus is an animal and not a vegetable.
500
Eel of the Depths
Familiar
It's really good at sifting through the deepest parts of the ocean. It's really bad at just about anything else.
500
Walking Fish
Familiar
It's a fair bit better at swimming than walking, though it's hard not to admire such an ambitious fish!
500
Filter Fiend
Familiar
Whoever named this ancient, beneficial creature was most uncharitable!
500
Carcass Cleaner
Familiar
A gentle friend who would never eat you unless you were already decomposing.
500
Fisher King
Familiar
To outsmart your prey, you must become them!
1200
Kingfish
Familiar
To outsmart the hunter, you must become them!
1200
[center][center][img]https://dl.dropboxusercontent.com/s/fz2s7alqwhoe3lt/plaguetop.png[/img]
[img]https://i.imgur.com/H5LZF4n.png[/img]
[url=https://www1.flightrising.com/forums/drs/3302209#post_3302209]Intro[/url] | [url=https://www1.flightrising.com/forums/drs/3302209#post_55827431]Lore[/url] | Standards | [url=https://www1.flightrising.com/forums/drs/3302209#post_55827441]Variants[/url] | [url=https://www1.flightrising.com/forums/drs/3302209#post_55827445]Registry[/url] | [url=https://www1.flightrising.com/forums/drs/3302209/1#post_55827446]Resources[/url] | [url=https://www1.flightrising.com/forums/drs/3302209/1#post_55827450]Credits[/url]
[img]https://dl.dropboxusercontent.com/s/s3jzrny53dz7pnh/plaguemid.png[/img]
[img]https://i.imgur.com/Sq2CElb.png[/img]
[img]https://i.imgur.com/njOvMW6.png[/img]
Undertides who have undergone the Trials and become Necromancers will often find their bodies physically altered by the process. The markings that usually define a Necromancer are less uniform on many Undertide Necromancers, as the process of slithering on the ground of the Rim has caused significant damage to their bodies. This damage, however, has healed over with dark scarring that resembles the traditional markings of one who has undergone the trials.
[b]Primary:[/b] Caramel - Latte | Bar, Falcon, Giraffe, Ripple
[b]Secondary:[/b] Sanguine - Maroon | Current, Daub, Hex, Peregrine, Safari, Striation, Stripes
[b]Tertiary:[/b] Sanguine - Berry | Carnivore, Crackle, Fans, Nudibranch, Plating, Pufferfish, Sailfin, Stinger
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img]https://i.imgur.com/3gy0Tws.png[/img]
[img]https://i.imgur.com/xcPgt6l.png[/img]
Undertides who underwent the Trials, but who are unable to cure infection. An Undertide Necroservi serving a non-Undertide Necromancer is a rare sight, as Necroservi Undertides will more often than not choose to serve under a Necromancer who is a fellow Undertide.
[b]Primary:[/b] Dirt - Soil | Bar, Falcon, Giraffe, Ripple
[b]Secondary:[/b] Sanguine - Maroon | Current, Daub, Hex, Peregrine, Safari, Striation, Stripes
[b]Tertiary:[/b] Sanguine - Berry | Carnivore, Crackle, Fans, Nudibranch, Plating, Pufferfish, Sailfin, Stinger
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img]https://i.imgur.com/z98Cp6N.png[/img]
[img]https://i.imgur.com/4BH5Hxb.png[/img]
An Undertide who failed their second Trial, and as such has been cursed to slowly rot from their infection. Despite their status as a failure, there are very few Ghoul Undertides. The reason for this is because an Undertide Ghoul is considered to be an especial danger, as their aquatic nature almost guarantees the death of entire ecosystems if they are left to their own devices and allowed to spread their rotten disease through water, and so special efforts are made to eradicate them, no matter the cost. However, some Undertide Ghouls have been rumored to be kept by particularly ruthless clans and Necromancers, to be used as leverage and as a biological weapon if needed.
[b]Primary:[/b] Crimson - Maroon | Bar, Giraffe, Ripple, Tide
[b]Secondary:[/b] Sanguine - Maroon | Current, Daub, Hex, Foam, Peregrine, Safari, Saturn
[b]Tertiary:[/b] Sanguine - Berry | Carnivore, Crackle, Fans, Nudibranch, Pufferfish, Stinger
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img]https://i.imgur.com/2HdWGFx.png[/img]
[img]https://i.imgur.com/vYfryqN.png[/img]
A Ghoul whose infection has been neutralized by a Necromancer. Because of the risk of failure to neutralize an Undertide Ghoul - both to the Ghoul and the Necromancer attempting it - most Neutralized Undertides choose to fervently serve those who saved them from the fate of a Ghoul. Those who do not often go on to become acolytes in service to the Council, or as assistants to Sandsurge or Aether researchers amongst the Necromancer order.
[b]Primary:[/b] Tarnish | Bar, Giraffe, Ripple, Tide
[b]Secondary:[/b] Tarnish | Current, Daub, Hex, Foam, Peregrine, Safari. Saturn
[b]Tertiary:[/b] Tarnish | Carnivore, Crackle, Fans, Nudibranch, Pufferfish, Stinger
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img]https://i.imgur.com/t3Zcp01.png[/img]
[img]https://i.imgur.com/t3CJO6f.png[/img]
Those were unable to complete the Trials through their own means. The reason for failure varies, but the result remains the same. Many Undertide Wraiths choose a fate not dissimilar to that of a Neutralized Undertide, as their fervent faith in the Plaguebringer is not so easily dismissed by something like personal failure. Many Undertide Wraiths go on to become servants or assistants to Sandsurge and Aether researchers, or go out into the world as apostles.
[b]Primary:[/b] Hickory - Tomato | Bar, Falcon, Giraffe, Ripple
[b]Secondary:[/b] Sanguine - Maroon | Current, Daub, Hex, Peregrine, Safari, Striation, Stripes
[b]Tertiary:[/b] Sanguine - Berry | Carnivore, Crackle, Fans, Nudibranch, Plating, Pufferfish, Sailfin, Stinger
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img]https://i.imgur.com/Ydx6ozR.png[/img]
[img]https://i.imgur.com/0CXQaEh.png[/img]
One who has succumbed to the will of the Shade, thus turning their back upon the Plaguebringer. Undertide Liches are an uncommon occurrence, as most Undertide Necromancers are loyal the Plaguebringer in a way that appears to border on zealotry. Those who do find themselves turning to the Shade, however, are often filled with animosity towards the Necromantic order and all that it stands for, as many feel as if they have been once more scorned or betrayed by their deity.
[b]Primary:[/b] Any | Falcon, Ripple, Savannah, Speckle
[b]Secondary:[/b] Coal - Midnight | Current, Daub, Freckle, Hex, Peregrine, Rosette, Safari, Stripes
[b]Tertiary:[/b] Oilslick - Midnight | Carnivore, Crackle, Fans, Nudibranch, Plating, Pufferfish, Sailfin, Stinger
[img]https://dl.dropboxusercontent.com/s/335f8rj4xzh00m5/plaguebottom.png[/img]
Undertides who have undergone the Trials and become Necromancers will often find their bodies physically altered by the process. The markings that usually define a Necromancer are less uniform on many Undertide Necromancers, as the process of slithering on the ground of the Rim has caused significant damage to their bodies. This damage, however, has healed over with dark scarring that resembles the traditional markings of one who has undergone the trials.
Primary: Caramel - Latte | Bar, Falcon, Giraffe, Ripple
Undertides who underwent the Trials, but who are unable to cure infection. An Undertide Necroservi serving a non-Undertide Necromancer is a rare sight, as Necroservi Undertides will more often than not choose to serve under a Necromancer who is a fellow Undertide.
Primary: Dirt - Soil | Bar, Falcon, Giraffe, Ripple
An Undertide who failed their second Trial, and as such has been cursed to slowly rot from their infection. Despite their status as a failure, there are very few Ghoul Undertides. The reason for this is because an Undertide Ghoul is considered to be an especial danger, as their aquatic nature almost guarantees the death of entire ecosystems if they are left to their own devices and allowed to spread their rotten disease through water, and so special efforts are made to eradicate them, no matter the cost. However, some Undertide Ghouls have been rumored to be kept by particularly ruthless clans and Necromancers, to be used as leverage and as a biological weapon if needed.
Primary: Crimson - Maroon | Bar, Giraffe, Ripple, Tide
A Ghoul whose infection has been neutralized by a Necromancer. Because of the risk of failure to neutralize an Undertide Ghoul - both to the Ghoul and the Necromancer attempting it - most Neutralized Undertides choose to fervently serve those who saved them from the fate of a Ghoul. Those who do not often go on to become acolytes in service to the Council, or as assistants to Sandsurge or Aether researchers amongst the Necromancer order.
Those were unable to complete the Trials through their own means. The reason for failure varies, but the result remains the same. Many Undertide Wraiths choose a fate not dissimilar to that of a Neutralized Undertide, as their fervent faith in the Plaguebringer is not so easily dismissed by something like personal failure. Many Undertide Wraiths go on to become servants or assistants to Sandsurge and Aether researchers, or go out into the world as apostles.
Primary: Hickory - Tomato | Bar, Falcon, Giraffe, Ripple
One who has succumbed to the will of the Shade, thus turning their back upon the Plaguebringer. Undertide Liches are an uncommon occurrence, as most Undertide Necromancers are loyal the Plaguebringer in a way that appears to border on zealotry. Those who do find themselves turning to the Shade, however, are often filled with animosity towards the Necromantic order and all that it stands for, as many feel as if they have been once more scorned or betrayed by their deity.
[center][center][img]https://dl.dropboxusercontent.com/s/fz2s7alqwhoe3lt/plaguetop.png[/img]
[img]https://i.imgur.com/Q3IUpbg.png[/img]
[url=https://www1.flightrising.com/forums/drs/3302209#post_3302209]Intro[/url] | [url=https://www1.flightrising.com/forums/drs/3302209#post_55827431]Lore[/url] | [url=https://www1.flightrising.com/forums/drs/3302209#post_55827435]Standards[/url] | Variants | [url=https://www1.flightrising.com/forums/drs/3302209#post_55827445]Registry[/url] | [url=https://www1.flightrising.com/forums/drs/3302209/1#post_55827446]Resources[/url] | [url=https://www1.flightrising.com/forums/drs/3302209/1#post_55827450]Credits[/url]
[img]https://dl.dropboxusercontent.com/s/s3jzrny53dz7pnh/plaguemid.png[/img]
[img]https://i.imgur.com/fcgnYgJ.png[/img]
[img]https://i.imgur.com/LoJc2zY.png[/img]
Undertide necromancers who chose to undergo their trials within the Wyrmwound itself. Although the process has left them significantly changed, a wound wyrm is left with mastery over plague, as well as strange abilities rarely seen amongst the Plaguebringer’s faithful. Despite the colors remaining the same as any other Necromancer, Wound Wyrms are visually distinct from other Necromancers, as the mutations have caused their skin and wings to take on strange hues and patterns.
[b]Primary genes:[/b] Boa, Octopus, Ribbon, Wolf
[b]Secondary genes:[/b] Blaze, Eel, Noxtide, Pack, Rings, Saddle
[b]Tertiary genes:[/b] Carnivore, Fans, Jellyfish, Medusa, Nudibranch, Plating, Pufferfish, Sailfin, Shark, Stinger, Tentacles
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img]https://i.imgur.com/ecoBOoV.png[/img]
[img]https://i.imgur.com/U8l0QFy.png[/img]
Aspiring Wound Wyrms who either were unable to pass their Trials, or did not pass them on their own merits, and was unable to become a fully fledged Necromancer. Much like their counterparts who took their Trials outside of the Wound, most Necroservus and Wraith Wyrms retain the tell-tale colors of a Servus or Wraith, while also displaying the unique skin and wing patterns of a proper Wound Wyrm Necromancer.
[b]Primary genes:[/b] Boa, Octopus, Ribbon, Wolf
[b]Secondary genes:[/b] Blaze, Eel, Pack, Rings, Saddle
[b]Tertiary genes:[/b] Carnivore, Fans, Jellyfish, Medusa, Nudibranch, Plating, Pufferfish, Sailfin, Shark, Stinger, Tentacles
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img]https://i.imgur.com/4VMxCZS.png[/img]
[img]https://i.imgur.com/uazoY0t.png[/img]
[img]https://i.imgur.com/sijst7j.png[/img]
Aspiring Wound Wyrms who failed their Trials, and as a result have become mutated and highly infectious. Becoming a Necromorph often scars the mind as well as the body of any dragon condemned to this fate, as the process of mutation within the Wyrmwound is painful and potentially traumatizing to any who are unable to endure it. Many Necromorphs are haunted by the experience, and the combined shame can cause one to take their pain out on those around them. An embittered Necromorph - if allowed to survive long enough to leave the Wyrmwound - has the potential to cause a great amount of harm and damage if it so chooses, as the severity of their infection can cause most non-Necromancers who comes in contact with them to fall deathly ill.
Like with other Undertide Ghouls, however, Necromorphs are usually regarded with extreme caution, as the cost of allowing even one virulent Necromorph to wander and potentially spread its infection could prove devastating. Stopping a Necromorph before it has a chance to cause harm is considered to be of the utmost import to the Council.
While neutralizing a Necromorph will render them no longer a danger to others through the spread of disease, they may still remain a danger to themselves. Because the neutralization process not only removes their virulency, but also their ability to merge and combine with other ghouls, a Tarnished Necromorph will often choose the company of another Tarnished Necromorph, should they be found. Like other Tarnished, a Neutralized Necromorph that has retained their mind and sense of self will often choose to fervently serve the one who saved them from their fate. Tarnished Necromorphs are considered to be a valuable asset to Sandsurge and Aether researchers who choose to focus their studies on the Wyrmwound, as their nature renders them far more resistant to the Wound’s contents than most, save for an Aberration.
Both Necromorphs and Tarnished Necromorphs sport the same colors as their Ghoul and Neutralized Ghoul counterparts, while displaying the body and wing patterns on the Wound Wyrms.
[b]Primary genes:[/b] Boa, Chrysolloca, Octopus, Ribbon, Tide, Varnish, Wolf
[b]Secondary genes:[/b] Blaze, Eel, Foam, Lacquer, Malachite, Noxtide, Pack, Rings, Saddle
[b]Tertiary genes:[/b] Carnivore, Fans, Jellyfish, Medusa, Nudibranch, Plating, Pufferfish, Sailfin, Shark, Stinger, Tentacles
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img]https://i.imgur.com/ZICRTrX.png[/img]
[img]https://i.imgur.com/9ehkE13.png[/img]
A Wound Wyrm or Necromorph who has succumbed to the Shade and transformed into a Lich. Most Wound Liches are the result of a desperate, aspiring Wound Wyrm seeking aide when it becomes clear that they will not successfully complete their Trials, no matter the cost. Their time inside the Wyrmwound has granted them a resilience to extreme environments that persists even after the Shade has sapped whatever magic they once possessed. As such, Wound Liches have been known to skulk in the most extreme parts of the deep ocean - such as hydrothermal vents or underwater volcanoes - where even a normal Undertide may struggle to survive.
Wound Liches have the same colorations of their Lich counterparts.
[b]Primary genes:[/b] Boa, Cinder, Octopus, Ribbon, Wolf
[b]Secondary genes:[/b] Blaze, Eel, Noxtide, Pack, Rings, Saddle
[b]Tertiary genes:[/b] Carnivore, Fans, Jellyfish, Medusa, Nudibranch, Plating, Pufferfish, Sailfin, Shark, Stinger, Tentacles
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img]https://i.imgur.com/cX8XCcQ.png[/img]
[img]https://i.imgur.com/sP8owcV.png[/img]
The Biomechanoids are the result of genetic testing. Aether and Sandsurge researchers have worked with the Undertides amongst the Necromancer ranks in an attempt to engineer a more resilient lifeform. The Undertides were chosen due to their ability to survive the Trials within the Wyrmwound, and so it was the Wound Wyrms who worked with the researchers to bring the Biomechanoids to life. Because they must take the Trials like anyone else, they display the same colors that any other Necromancer has.
[b]Primary genes:[/b] Metallic, Varnish, Wasp, Wrought
[b]Secondary genes:[/b] Alloy, Bee, Blaze, Current, Daub, Eel, Hex, Lacquer, Pack, Peregrine, Rings, Saddle, Safari, Spire
[b]Tertiary genes:[/b] Capsule, Circuit
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img]https://i.imgur.com/hEkMPdB.png[/img]
[img]https://i.imgur.com/yGymutG.png[/img]
[img]https://i.imgur.com/bXSU3EJ.png[/img]
While the biomechanical Undertides have an advantage in the Trials, they are not immune to failure. As such, they may be unable to recall infection, or seek outside help during the Trials, and thus fail to become a proper Necromancer, instead taking on the title of Necroservus or Wraith. They display the same coloration as any other Servi or Wraith.
[b]Primary genes:[/b] Metallic, Varnish, Wasp, Wrought
[b]Secondary genes:[/b] Alloy, Bee, Blaze, Current, Daub, Eel, Hex, Lacquer, Pack, Peregrine, Rings, Saddle, Safari, Spire
[b]Tertiary genes:[/b] Capsule, Circuit
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img]https://i.imgur.com/hEkMPdB.png[/img]
[img]https://i.imgur.com/rjXqgOM.png[/img]
[img]https://i.imgur.com/vxpnMsr.png[/img]
A Biomechanoid has the capacity to fail like anyone else. Although a Biomechanoid Ghoul is spared the fate of a Necromorph, they are still a great danger to the world beyond the Wyrmwound and must be neutralized or eliminated. They have the same colors as any other Ghoul or Neutralized Ghoul.
[b]Primary genes:[/b] Metallic, Varnish, Wasp, Wrought
[b]Secondary genes:[/b] Alloy, Bee, Blaze, Current, Daub, Eel, Hex, Lacquer, Pack, Peregrine, Rings, Saddle, Safari, Spire
[b]Tertiary genes:[/b] Capsule, Circuit
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img]https://i.imgur.com/WKI0yIk.png[/img]
[img]https://i.imgur.com/nGpSM57.png[/img]
A Biomechanoid who has succumbed to the Shade and become a Lich. When the first Biomechanoids emerged from the Wyrmwound, it was believed that they would be immune and impervious to the Shade’s influence, and for some time this belief held strong. Recently, however, word has gotten out of a rogue Biomechanoid that has lost the scarlet color of their Necromancer brethren, and who has developed the tell-tale characteristics commonly associated with those touched by the Shade.
Biomechanoid Liches have the same colorations of their Lich counterparts, as well as the body and wing patterns of other Biomechanoids.
[b]Primary genes:[/b] Metallic, Varnish, Wasp, Wrought
[b]Secondary genes:[/b] Alloy, Bee, Blaze, Current, Daub, Eel, Hex, Lacquer, Pack, Peregrine, Rings, Saddle, Safari, Spire
[b]Tertiary genes:[/b] Capsule, Circuit
[img]https://dl.dropboxusercontent.com/s/335f8rj4xzh00m5/plaguebottom.png[/img]
Undertide necromancers who chose to undergo their trials within the Wyrmwound itself. Although the process has left them significantly changed, a wound wyrm is left with mastery over plague, as well as strange abilities rarely seen amongst the Plaguebringer’s faithful. Despite the colors remaining the same as any other Necromancer, Wound Wyrms are visually distinct from other Necromancers, as the mutations have caused their skin and wings to take on strange hues and patterns.
Aspiring Wound Wyrms who either were unable to pass their Trials, or did not pass them on their own merits, and was unable to become a fully fledged Necromancer. Much like their counterparts who took their Trials outside of the Wound, most Necroservus and Wraith Wyrms retain the tell-tale colors of a Servus or Wraith, while also displaying the unique skin and wing patterns of a proper Wound Wyrm Necromancer.
Aspiring Wound Wyrms who failed their Trials, and as a result have become mutated and highly infectious. Becoming a Necromorph often scars the mind as well as the body of any dragon condemned to this fate, as the process of mutation within the Wyrmwound is painful and potentially traumatizing to any who are unable to endure it. Many Necromorphs are haunted by the experience, and the combined shame can cause one to take their pain out on those around them. An embittered Necromorph - if allowed to survive long enough to leave the Wyrmwound - has the potential to cause a great amount of harm and damage if it so chooses, as the severity of their infection can cause most non-Necromancers who comes in contact with them to fall deathly ill.
Like with other Undertide Ghouls, however, Necromorphs are usually regarded with extreme caution, as the cost of allowing even one virulent Necromorph to wander and potentially spread its infection could prove devastating. Stopping a Necromorph before it has a chance to cause harm is considered to be of the utmost import to the Council.
While neutralizing a Necromorph will render them no longer a danger to others through the spread of disease, they may still remain a danger to themselves. Because the neutralization process not only removes their virulency, but also their ability to merge and combine with other ghouls, a Tarnished Necromorph will often choose the company of another Tarnished Necromorph, should they be found. Like other Tarnished, a Neutralized Necromorph that has retained their mind and sense of self will often choose to fervently serve the one who saved them from their fate. Tarnished Necromorphs are considered to be a valuable asset to Sandsurge and Aether researchers who choose to focus their studies on the Wyrmwound, as their nature renders them far more resistant to the Wound’s contents than most, save for an Aberration.
Both Necromorphs and Tarnished Necromorphs sport the same colors as their Ghoul and Neutralized Ghoul counterparts, while displaying the body and wing patterns on the Wound Wyrms.
Primary genes: Boa, Chrysolloca, Octopus, Ribbon, Tide, Varnish, Wolf
A Wound Wyrm or Necromorph who has succumbed to the Shade and transformed into a Lich. Most Wound Liches are the result of a desperate, aspiring Wound Wyrm seeking aide when it becomes clear that they will not successfully complete their Trials, no matter the cost. Their time inside the Wyrmwound has granted them a resilience to extreme environments that persists even after the Shade has sapped whatever magic they once possessed. As such, Wound Liches have been known to skulk in the most extreme parts of the deep ocean - such as hydrothermal vents or underwater volcanoes - where even a normal Undertide may struggle to survive.
Wound Liches have the same colorations of their Lich counterparts.
The Biomechanoids are the result of genetic testing. Aether and Sandsurge researchers have worked with the Undertides amongst the Necromancer ranks in an attempt to engineer a more resilient lifeform. The Undertides were chosen due to their ability to survive the Trials within the Wyrmwound, and so it was the Wound Wyrms who worked with the researchers to bring the Biomechanoids to life. Because they must take the Trials like anyone else, they display the same colors that any other Necromancer has.
While the biomechanical Undertides have an advantage in the Trials, they are not immune to failure. As such, they may be unable to recall infection, or seek outside help during the Trials, and thus fail to become a proper Necromancer, instead taking on the title of Necroservus or Wraith. They display the same coloration as any other Servi or Wraith.
A Biomechanoid has the capacity to fail like anyone else. Although a Biomechanoid Ghoul is spared the fate of a Necromorph, they are still a great danger to the world beyond the Wyrmwound and must be neutralized or eliminated. They have the same colors as any other Ghoul or Neutralized Ghoul.
A Biomechanoid who has succumbed to the Shade and become a Lich. When the first Biomechanoids emerged from the Wyrmwound, it was believed that they would be immune and impervious to the Shade’s influence, and for some time this belief held strong. Recently, however, word has gotten out of a rogue Biomechanoid that has lost the scarlet color of their Necromancer brethren, and who has developed the tell-tale characteristics commonly associated with those touched by the Shade.
Biomechanoid Liches have the same colorations of their Lich counterparts, as well as the body and wing patterns of other Biomechanoids.
[center][center][img]https://dl.dropboxusercontent.com/s/fz2s7alqwhoe3lt/plaguetop.png[/img]
[img]https://i.imgur.com/MI8BNjP.png[/img]
[url=https://www1.flightrising.com/forums/drs/3302209#post_3302209]Intro[/url] | [url=https://www1.flightrising.com/forums/drs/3302209#post_55827431]Lore[/url] | [url=https://www1.flightrising.com/forums/drs/3302209#post_55827435]Standards[/url] | [url=https://www1.flightrising.com/forums/drs/3302209#post_55827441]Variants[/url] | [url=https://www1.flightrising.com/forums/drs/3302209#post_55827445]Registry[/url] | [url=https://www1.flightrising.com/forums/drs/3302209/1#post_55827446]Resources[/url] | Credits
[img]https://dl.dropboxusercontent.com/s/s3jzrny53dz7pnh/plaguemid.png[/img]
Subspecies by [url=https://www1.flightrising.com/clan-profile/210227]3idolon[/url]
Dividers by [url=https://www1.flightrising.com/clan-profile/30450]Osiem[/url] found [url=https://www1.flightrising.com/dragon/2177898]here[/url] and [url=https://www1.flightrising.com/dragon/60927224]here[/url]
Text images made with [url=https://fontmeme.com/]fontmeme.com[/url]
[img]https://dl.dropboxusercontent.com/s/335f8rj4xzh00m5/plaguebottom.png[/img]
[center][img]https://dl.dropboxusercontent.com/s/fz2s7alqwhoe3lt/plaguetop.png[/img]
[img]https://i.imgur.com/VYao5aG.png[/img]
Happy New Years! To kick off the launch of the thread, and celebrate the new year, I've put together a raffle for everyone who signs up to the pinglist below:
[pinglist=16967]
The raffle will go until Jan. 7th at 23:59 server time, and winners will be chosen on Jan. 8th.
[img]https://dl.dropboxusercontent.com/s/1h2g3br1d1xem0r/plaguemidsmall.png[/img]
[img]https://i.imgur.com/2eixb9C.png[/img]
[quote=Halloween Necromancer]
[url=https://www1.flightrising.com/dragon/90211776][img]https://www1.flightrising.com/rendern/350/902118/90211776_350.png[/img][/url]
[/quote]
[quote=Necromorph]
[url=https://www1.flightrising.com/dragon/91753761][img]https://www1.flightrising.com/rendern/350/917538/91753761_350.png[/img][/url]
[/quote]
[quote=Neutralized Biomechanoid]
[url=https://www1.flightrising.com/dragon/53875491][img]https://www1.flightrising.com/rendern/350/538755/53875491_350.png[/img][/url]
[/quote]
[quote=Gen1 Wraith]
[url=https://www1.flightrising.com/dragon/79758156][img]https://www1.flightrising.com/rendern/350/797582/79758156_350.png[/img][/url]
[/quote]
[quote=Gen1 Wound Lich]
[url=https://www1.flightrising.com/dragon/90120724][img]https://www1.flightrising.com/rendern/350/901208/90120724_350.png[/img][/url]
[/quote]
[quote=Wound Wyrm Genes]
[item=Primary Undertide Gene: Boa][item=Secondary Undertide Gene: Saddle][Item=Tertiary Undertide Gene: Tentacles]
[/quote]
[quote=Carnivore Lich Genes]
[item=Primary Undertide Gene: Savannah][Item=Secondary Undertide Gene: Freckle][Item=Tertiary Undertide Gene: Carnivore]
[/quote]
[quote=Nudibranch Necromancer Genes]
[Item=Primary Undertide Gene: Falcon][Item=Secondary Undertide Gene: Safari][Item=Tertiary Undertide Gene: Nudibranch]
[/quote]
[img]https://dl.dropboxusercontent.com/s/335f8rj4xzh00m5/plaguebottom.png[/img]
Happy New Years! To kick off the launch of the thread, and celebrate the new year, I've put together a raffle for everyone who signs up to the pinglist below:
The raffle will go until Jan. 7th at 23:59 server time, and winners will be chosen on Jan. 8th.
Halloween Necromancer wrote:
Necromorph wrote:
Neutralized Biomechanoid wrote:
Gen1 Wraith wrote:
Gen1 Wound Lich wrote:
Wound Wyrm Genes wrote:
Primary Undertide Gene: Boa
Specialty Items
A scroll that will change the primary gene of one Undertide dragon to Boa. This item can only be used once and will disappear after it has been applied.
8500
Secondary Undertide Gene: Saddle
Specialty Items
A scroll that will change the secondary gene of one Undertide dragon to Saddle. This item can only be used once and will disappear after it has been applied.
7500
Tertiary Undertide Gene: Tentacles
Specialty Items
A scroll that will change the tertiary gene of one Undertide dragon to Tentacles. This item can only be used once and will disappear after it has been applied.
0
Carnivore Lich Genes wrote:
Primary Undertide Gene: Savannah
Specialty Items
A scroll that will change the primary gene of one Undertide dragon to Savannah. This item can only be used once and will disappear after it has been applied.
7000
Secondary Undertide Gene: Freckle
Specialty Items
A scroll that will change the secondary gene of one Undertide dragon to Freckle. This item can only be used once and will disappear after it has been applied.
4500
Tertiary Undertide Gene: Carnivore
Specialty Items
A scroll that will change the tertiary gene of one Undertide dragon to Carnivore. This item can only be used once and will disappear after it has been applied.
0
Nudibranch Necromancer Genes wrote:
Primary Undertide Gene: Falcon
Specialty Items
A scroll that will change the primary gene of one Undertide dragon to Falcon. This item can only be used once and will disappear after it has been applied.
8500
Secondary Undertide Gene: Safari
Specialty Items
A scroll that will change the secondary gene of one Undertide dragon to Safari. This item can only be used once and will disappear after it has been applied.
4900
Tertiary Undertide Gene: Nudibranch
Specialty Items
A scroll that will change the tertiary gene of one Undertide dragon to Nudibranch. This item can only be used once and will disappear after it has been applied.