Back

Guides

Community created guides, helpful strategies, and more.
TOPIC | [LORE]Dragon Variants by Flight
1 2 ... 17 18 19 20 21 22 23
@toastings
@Kurogami
@SakuraOkami7
@Drakespeare
@Tanagwal
@Icefire55
@Tablode
@Salamanderpie
@qwigoqwaga
@Harbinger @VoxxVoleur
@IronPen
@SariStar
@Airys
@willowminnow
@Ookamiotoko
@Ezmara
@CartelSaide
@Tavvy @Rosekitten
@StarSilver
@owlisholive


Hello everyone! Sorry for the years long silence. I hope to bring some things back to life! and get active on FR again.

I will be adding Gaolers soon!
@toastings
@Kurogami
@SakuraOkami7
@Drakespeare
@Tanagwal
@Icefire55
@Tablode
@Salamanderpie
@qwigoqwaga
@Harbinger @VoxxVoleur
@IronPen
@SariStar
@Airys
@willowminnow
@Ookamiotoko
@Ezmara
@CartelSaide
@Tavvy @Rosekitten
@StarSilver
@owlisholive


Hello everyone! Sorry for the years long silence. I hope to bring some things back to life! and get active on FR again.

I will be adding Gaolers soon!
Revamp 3.0!
p0c3JDft.png
Other Things by Me
Clan Lore Masterpost || Kintsukuroi ice sub
Lore Hub: Dragon Variants by Flight - OPEN FOR SUBMISSIONS
@SunnyToxicBunny
Plague Gaolers are the best containment workers/officers, just the best, maybe they're helping contain the First Seed's damage

Nature Gaolers have either gone completely off the rails from the Icewarden's order or serve as excellent hazardous plant handlers.

Fire Gaolers are mainly stationed in the Blacksand Annex along the coast and helping the new island so it's not overrun by all the new life flocking to it.

Lightning Gaolers mainly take care of the massive cables to make sure there's no breaks.

Arcane Gaolers are the closest to their Ice origins because [REDACTED]

Earth Gaolers help contain skeletal wyrms when dragons accidentally break into old crypts without damaging the bones so they don't desecrate the ancestors.

Wind Gaolers basically act like police because the region just doesn't have the same natural dangers the others do and most of them are ground bound, though that might actually appeal to many Shade-infected beasts. They're the second most likely to leave their region to help other Gaolers.

With the disappearance of the Tidelord and the strange quiet upon the Sea of a Thousand Currents Water Gaolers don't have much to do at this point other then contain regular monsters. They're actually more likely to venture off to help the other elements.

Light Gaolers are paranoid about the Hewn City, they're determined to scout and record everything inside it because they're all absolutely sure there's some kind of Shade infestation inside it.

Shadow Gaolers have created some very tricky maze prisons in the Tangled Wood.
@SunnyToxicBunny
Plague Gaolers are the best containment workers/officers, just the best, maybe they're helping contain the First Seed's damage

Nature Gaolers have either gone completely off the rails from the Icewarden's order or serve as excellent hazardous plant handlers.

Fire Gaolers are mainly stationed in the Blacksand Annex along the coast and helping the new island so it's not overrun by all the new life flocking to it.

Lightning Gaolers mainly take care of the massive cables to make sure there's no breaks.

Arcane Gaolers are the closest to their Ice origins because [REDACTED]

Earth Gaolers help contain skeletal wyrms when dragons accidentally break into old crypts without damaging the bones so they don't desecrate the ancestors.

Wind Gaolers basically act like police because the region just doesn't have the same natural dangers the others do and most of them are ground bound, though that might actually appeal to many Shade-infected beasts. They're the second most likely to leave their region to help other Gaolers.

With the disappearance of the Tidelord and the strange quiet upon the Sea of a Thousand Currents Water Gaolers don't have much to do at this point other then contain regular monsters. They're actually more likely to venture off to help the other elements.

Light Gaolers are paranoid about the Hewn City, they're determined to scout and record everything inside it because they're all absolutely sure there's some kind of Shade infestation inside it.

Shadow Gaolers have created some very tricky maze prisons in the Tangled Wood.
zBb62uZ.pngkiukE70.png1.png
@toastings
@Kurogami
@SakuraOkami7
@Drakespeare
@Tanagwal
@Icefire55
@Tablode
@Salamanderpie
@qwigoqwaga
@Harbinger @VoxxVoleur
@IronPen
@SariStar
@Airys
@willowminnow
@Ookamiotoko
@Ezmara
@CartelSaide
@Tavvy @Rosekitten
@StarSilver
@owlisholive

Banescales will be added soon!

I am also adding a Beastclan Section! Feel free to add headcanons of dragons whom abandoned their flights to run with the beasts!
@toastings
@Kurogami
@SakuraOkami7
@Drakespeare
@Tanagwal
@Icefire55
@Tablode
@Salamanderpie
@qwigoqwaga
@Harbinger @VoxxVoleur
@IronPen
@SariStar
@Airys
@willowminnow
@Ookamiotoko
@Ezmara
@CartelSaide
@Tavvy @Rosekitten
@StarSilver
@owlisholive

Banescales will be added soon!

I am also adding a Beastclan Section! Feel free to add headcanons of dragons whom abandoned their flights to run with the beasts!
Revamp 3.0!
p0c3JDft.png
Other Things by Me
Clan Lore Masterpost || Kintsukuroi ice sub
Lore Hub: Dragon Variants by Flight - OPEN FOR SUBMISSIONS
@IronPen Your submissions have been added <3
@IronPen Your submissions have been added <3
Revamp 3.0!
p0c3JDft.png
Other Things by Me
Clan Lore Masterpost || Kintsukuroi ice sub
Lore Hub: Dragon Variants by Flight - OPEN FOR SUBMISSIONS
@SunnyToxicBunny May I please be added to the pinglist? I love this!
@SunnyToxicBunny May I please be added to the pinglist? I love this!
sup im stu

please click my eggs!
https://pokefarm.com/user/rainsoftenings
@Molu Adding!
@Molu Adding!
Revamp 3.0!
p0c3JDft.png
Other Things by Me
Clan Lore Masterpost || Kintsukuroi ice sub
Lore Hub: Dragon Variants by Flight - OPEN FOR SUBMISSIONS
yes yes i would *love* to contribute to thiss

@SunnyToxicBunny

Flight: Plague

Breed: Fae

Headcanons or art work:

The Scarred Wasteland has a shocking lack of trees that grow large enough for Fae to harvest their sap for housing. Instead, the majority of Plague Fae either live inside of skeletons of fallen creatures, or inside of roosts formed by intertwining flesh, tendons, and congealed blood using their gruesome magic.

The Fae are much stockier than the stereotypical one, mainly traversing the land by foot due to the abundance of predators, hungry for a snack. Their fins and wings are leathery to resist against rips and tears, of which can be effective shields for themselves. This variant of Fae is no stranger to danger, and will visciously fight when caught before giving up.

It has been noted that their magic is no weaker than of other variants. A coordinated group of these Fae can take down much larger dragons using their ability to control all things meaty, not limited to only flesh, blood and bones. They also make excellent healers, since they can stitch together wounds and broken limbs without anything but a faint mark. However, they will not provide anesthetic.
yes yes i would *love* to contribute to thiss

@SunnyToxicBunny

Flight: Plague

Breed: Fae

Headcanons or art work:

The Scarred Wasteland has a shocking lack of trees that grow large enough for Fae to harvest their sap for housing. Instead, the majority of Plague Fae either live inside of skeletons of fallen creatures, or inside of roosts formed by intertwining flesh, tendons, and congealed blood using their gruesome magic.

The Fae are much stockier than the stereotypical one, mainly traversing the land by foot due to the abundance of predators, hungry for a snack. Their fins and wings are leathery to resist against rips and tears, of which can be effective shields for themselves. This variant of Fae is no stranger to danger, and will visciously fight when caught before giving up.

It has been noted that their magic is no weaker than of other variants. A coordinated group of these Fae can take down much larger dragons using their ability to control all things meaty, not limited to only flesh, blood and bones. They also make excellent healers, since they can stitch together wounds and broken limbs without anything but a faint mark. However, they will not provide anesthetic.
@sunnytoxicbunny

Cool thread! I'd like to contribute.

Flight: Water
Breed: Gaoler

All Waterborn Gaolers are hatched with a shiny, water-repellant coat. They are strong, graceful swimmers, but not very fast. They rarely develop gills but can hold their breaths for a couple of hours. (Gills are more likely to appear on Gaolers with the Fans gene expressed.) They are strong and merciless underwater stealth hunters, able to sense Shade activity in the depths by the way the water runs through their fur.

Waterborn Gaolers are considered, by others and by themselves, to be among the weakest of mages. The dilution of Ice into its more pliable form causes the ancestral skills of freezing and entrapping enemies to be next to useless. The only exceptions to this are Water Primals, powerful mages capable of controlling the temperature of the water spells they cast, from freezing to boiling.

The natural Water flight ability to prophesy is also diminished due to the contradictions between heritage and homeland. Even multigaze Gaolers are weak in this regard. They are capable of seeing into the past with great clarity and precision; but they cannot see the future and sometimes have difficulty comprehending the present as well.


Flight: Fire
Breed: Gaoler

One would expect the Fire element to be the very antithesis of Gaoler-ness, and to some extent that is so: few Gaolers make their home in the land of their ancient enemy. Most Gaolers who end up in the Flamecaller's domain were born outside the Southern Icefields. Their offspring manage to find a unique place
in the forges.

Firstly, their magic retains an element of coolness to it. Gaoler smiths work best as partners with another Flameborn; their partner heats and works the metal and they temper it, perfectly gauging the evenness and temperature drop until it needs to go back in the forge. Secondly, the offspring have much shorter coats than their Ice brethren. Those Gaolers who have won the favor of the Flamecaller and work in her personal forges tend to shave off their coats entirely, though they are rather self-conscious about it when coming into contact with Gaolers from other flights.

Fire Gaolers generally remain in their flight because they wanted something to be passionate about other than their ancestral calling; they choose to focus on their work instead of tracking down or guarding Shade-touched creatures or objects. While some Shade activity is present in the Ashfall Waste, the few Gaolers tasked with guarding those areas are restless and bored. Security is rather less than stellar at Fire-based prisons, which average one breakout per year. They frequently need stern reminders from the Southern Icefields to keep at their jobs.



((I know you aren't quite set up for it yet, but I'd like to add this in reserve for when you do!))
Flight: Water
Breed: Banescale

The immediate thought that comes to mind with Fire creatures in a Water lair is that it would never work; however, Banescales are much less resistant to this pairing than they would be in an Ice lair. Like all Banescales, they prefer the company of Coatls and would rather avoid Gaolers at all costs.

Many Water Banes develop striking mottled or striped coloration, rather like the colorful fish and sea slugs that live in the Fishspine Reef. Fans is a much more common/preferred gene than Plumage; even though the feathers are waterproof, they tend to slow the Banescale down when swimming. The usually massive wings are somewhat smaller on Waterborn Banes, allowing them to effectively "fly" though the water. They tend to congregate in cliffside lairs: perching on the edges, flying out, and diving underwater to catch their prey, much like a puffin.

Waterborn Banescales are still capable of breathing fire, but it doesn't work underwater for obvious reasons. Their elemental powers with Water are about average; neither weaker nor stronger than most other breeds whose ancestral origins are from other flights.

A Waterborn Bane that makes its home in another flight will always attempt to orient itself near a river, stream, or the Outer Ocean; never a lake or pond. Something about the motion of the moving current calls to their ancestral blood, where they remember seeing the magma flow past their eggs. They feel stagnant and trapped when faced with a still body of water. Fortunately for permanent Water Flight Banes, the Sea of the Thousand Currents is always moving.
@sunnytoxicbunny

Cool thread! I'd like to contribute.

Flight: Water
Breed: Gaoler

All Waterborn Gaolers are hatched with a shiny, water-repellant coat. They are strong, graceful swimmers, but not very fast. They rarely develop gills but can hold their breaths for a couple of hours. (Gills are more likely to appear on Gaolers with the Fans gene expressed.) They are strong and merciless underwater stealth hunters, able to sense Shade activity in the depths by the way the water runs through their fur.

Waterborn Gaolers are considered, by others and by themselves, to be among the weakest of mages. The dilution of Ice into its more pliable form causes the ancestral skills of freezing and entrapping enemies to be next to useless. The only exceptions to this are Water Primals, powerful mages capable of controlling the temperature of the water spells they cast, from freezing to boiling.

The natural Water flight ability to prophesy is also diminished due to the contradictions between heritage and homeland. Even multigaze Gaolers are weak in this regard. They are capable of seeing into the past with great clarity and precision; but they cannot see the future and sometimes have difficulty comprehending the present as well.


Flight: Fire
Breed: Gaoler

One would expect the Fire element to be the very antithesis of Gaoler-ness, and to some extent that is so: few Gaolers make their home in the land of their ancient enemy. Most Gaolers who end up in the Flamecaller's domain were born outside the Southern Icefields. Their offspring manage to find a unique place
in the forges.

Firstly, their magic retains an element of coolness to it. Gaoler smiths work best as partners with another Flameborn; their partner heats and works the metal and they temper it, perfectly gauging the evenness and temperature drop until it needs to go back in the forge. Secondly, the offspring have much shorter coats than their Ice brethren. Those Gaolers who have won the favor of the Flamecaller and work in her personal forges tend to shave off their coats entirely, though they are rather self-conscious about it when coming into contact with Gaolers from other flights.

Fire Gaolers generally remain in their flight because they wanted something to be passionate about other than their ancestral calling; they choose to focus on their work instead of tracking down or guarding Shade-touched creatures or objects. While some Shade activity is present in the Ashfall Waste, the few Gaolers tasked with guarding those areas are restless and bored. Security is rather less than stellar at Fire-based prisons, which average one breakout per year. They frequently need stern reminders from the Southern Icefields to keep at their jobs.



((I know you aren't quite set up for it yet, but I'd like to add this in reserve for when you do!))
Flight: Water
Breed: Banescale

The immediate thought that comes to mind with Fire creatures in a Water lair is that it would never work; however, Banescales are much less resistant to this pairing than they would be in an Ice lair. Like all Banescales, they prefer the company of Coatls and would rather avoid Gaolers at all costs.

Many Water Banes develop striking mottled or striped coloration, rather like the colorful fish and sea slugs that live in the Fishspine Reef. Fans is a much more common/preferred gene than Plumage; even though the feathers are waterproof, they tend to slow the Banescale down when swimming. The usually massive wings are somewhat smaller on Waterborn Banes, allowing them to effectively "fly" though the water. They tend to congregate in cliffside lairs: perching on the edges, flying out, and diving underwater to catch their prey, much like a puffin.

Waterborn Banescales are still capable of breathing fire, but it doesn't work underwater for obvious reasons. Their elemental powers with Water are about average; neither weaker nor stronger than most other breeds whose ancestral origins are from other flights.

A Waterborn Bane that makes its home in another flight will always attempt to orient itself near a river, stream, or the Outer Ocean; never a lake or pond. Something about the motion of the moving current calls to their ancestral blood, where they remember seeing the magma flow past their eggs. They feel stagnant and trapped when faced with a still body of water. Fortunately for permanent Water Flight Banes, the Sea of the Thousand Currents is always moving.
V9b7SpH.png sig_button.png
@SunnyToxicBunny
Flight: Plague
Breed: Tundra
Headcanons or art work: While most would not associate tundras with the Plague element, The Abiding Boneyard actually boasts a large and thriving tundra population. The Plague tundra's hardiness and ability to eat anything that grows including the most toxic and diseased plants make them one of the few dragon species able to live in The Abiding Boneyard long-term. They are a nocturnal species, burrowing into the ground during daytime to avoid the desert heat. Though noticeably more aggressive than other tundra elements, for the most part they are friendly and enjoy seeing the occasional traveller.

Flight: Fire
Breed: Guardian
Headcanons or art work: While most guardians will embark on a search to find a charge that already exists, it is not uncommon for Fire guardians to end up creating their own charge. Due to their large size and immense strength, Fire guardians are often employed in large infrastructure projects, such as bridges and factories. Often when these projects are completed, the guardian will gaze upon their work and realize they have just found their charge. They will then devote their life to the continued improvement of this location.
@SunnyToxicBunny
Flight: Plague
Breed: Tundra
Headcanons or art work: While most would not associate tundras with the Plague element, The Abiding Boneyard actually boasts a large and thriving tundra population. The Plague tundra's hardiness and ability to eat anything that grows including the most toxic and diseased plants make them one of the few dragon species able to live in The Abiding Boneyard long-term. They are a nocturnal species, burrowing into the ground during daytime to avoid the desert heat. Though noticeably more aggressive than other tundra elements, for the most part they are friendly and enjoy seeing the occasional traveller.

Flight: Fire
Breed: Guardian
Headcanons or art work: While most guardians will embark on a search to find a charge that already exists, it is not uncommon for Fire guardians to end up creating their own charge. Due to their large size and immense strength, Fire guardians are often employed in large infrastructure projects, such as bridges and factories. Often when these projects are completed, the guardian will gaze upon their work and realize they have just found their charge. They will then devote their life to the continued improvement of this location.
giphy.gif
@Uyi Added! Thank you for your contribution!
@Uyi Added! Thank you for your contribution!
Revamp 3.0!
p0c3JDft.png
Other Things by Me
Clan Lore Masterpost || Kintsukuroi ice sub
Lore Hub: Dragon Variants by Flight - OPEN FOR SUBMISSIONS
1 2 ... 17 18 19 20 21 22 23