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Fantasy ♛ ── on ⟨ broken ⟩ wings || lore

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𝓸𝓷 𝓫𝓻𝓸𝓴𝓮𝓷 𝔀𝓲𝓷𝓰𝓼
LORE THREAD

a forewarning:

this roleplay is lore heavy, and as such this thread is going to be filled with important information, hints, ideas, and more!
not everything has to be read, but it's recommended that you use this thread as a reference when writing for the rp
i won't bite your head off if things get mixed up or something is unclear, though! when in doubt, don't hesitate to ask a question
remember, a lot of things in this thread are simple guidelines to help the player(s) build a more cohesive, detailed world!

 
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𝓽𝓱𝓮 𝓼𝓽𝓸𝓻𝔂 𝓸𝓯 𝓪𝓵𝓮𝓻𝓪

The land of Alera has always lived in harmony.
It is said that the Gods painstakingly crafted the land to fit their image of perfection; they sculpted mountain ranges and rolling plains with their own hands and filled valleys with lush vegetation, and then they created life to inhabit their creation. First came the Twins - one Human mortal and One Elf mortal - children of the Gods. The Twins were loved so dearly by all the Gods and divine beings that they came together and gifted the Twins Dragons. All of the elements were forged into several beautiful eggs, given to the Twins because of their pure hearts and joyous souls. The eggs soon hatched and the Dragons within bonded with the Twins, becoming their lifelong companions.

Hundreds of years later, Elves, Humans, and Dragons live alongside one another in peace. The realm suffers few hardships, rarely seeing war, disease, famine, or otherwise damaging effects that seem to typically befall other lands. Dragons and the other races formed special bonds with one another, just as the Twins and their Dragons, and eventually a special Coalition arose to accommodate the growing population of dragon riders. The Riders operated by a strict code and pledged themselves to work only to better the realm and protect the people and lands within the borders.

The Coalition of Riders was successful for generations, gaining fame and admiration from the common folk. Dragon Riders were seen as a symbol of peace and power, seemingly unstoppable with the King's coin and the combined power of their ranks. It seemed as if nothing could ever harm Alera... until a certain man rose to the occasion. The former Commander of the Coalition, a man named Sinjin, was crippled during a botched mission. Forced to step down from his post, the Coalition underwent the task of electing the next Commander, and a battle for the post began. After many weeks of deliberation and narrowing the field, only two men remained - Haylan Atwood and Warrick Pearson. The election was held, and Haylan was ultimately chosen for the position.


Scorned, shamed, and seething with anger, Warrick began to create a plan to take back his rightful place. Not only would he reclaim the role of Commander, no, Warrick wanted the throne. Over a few months, Warrick collected a group of like-minded individuals and eventually turned them on their brothers and sisters, striking in the middle of the night and killing many Coalition riders before fleeing. The group formed the Tihcai, and began to put their plan in action.

--

It has been a year since the Warrick turned on the Coalition and started the war. The Tihcai are gaining ground across the realm, slowly chipping away at Coalition numbers while their own steadily rises, their influence seeping into city after city. The Coalition continues to fight but morale is low and the common folk are beginning to lose hope, believing that the Gods have abandoned them.

Alera is crumbling, and it is up to you to save it.
 
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𝓭𝓻𝓪𝓰𝓸𝓷𝓼 𝓸𝓯 𝓪𝓵𝓮𝓻𝓪


- unbonded dragons have a life span of 300 years -
- female dragons can be referred to as aeri, males as drakes -
- an older dragon is a larger and more powerful dragon -
- dragons can use breath weapons, claws, teeth, wings, and tails in battle. breath weapons depend on the dragon's element, though there are a variety of abilities they can perform with breath -


--

𝓮𝓵𝓮𝓶𝓮𝓷𝓽𝓼

- not a strict guideline, just info / inspiration -
- the color of your dragon does not determine element; e.g. your pink dragon could be of the darkness element -

FIRE
Fire dragons use fire as their primary breath weapon, though the intensity and color of the flame vary between each individual and their strength. They can spit fireballs, use concentrated streams of flame, and can create something as simple and delicate as a few flickers of sparks. Their scales can withstand direct flame for quite some time before being damaged, and their bodies are naturally hot to the touch, though they cannot cast a very powerful shield as fire lacks solidity.

WATER

Water dragons use high-velocity jets of water (sometimes referred to as water arrows) as their main breath weapon, capable of shooting the streams with such force that they crack bone and dent metal. When they are around large bodies of water they can manipulate large walls of it into shields or even create tsunamis if they are powerful enough, and when it rains they can turn the droplets into stinging needles. Water dragons are heavily resistant to poison and can dampen dragon light, but they suffer heavily when the temperature drops. They love to swim and eat fish, and can often be seen playing and diving off the coast.

EARTH

Earth dragons have a breath weapon resembles lava, a sticky, boiling mud that clings to whatever it touches; it is heavy, can slow a dragon down, and even stick a target to the ground if they aren't quick enough, though water can dilute the tar. Earth dragons have an intense connection and control over the earth, which means that there are few areas their powers won't be effective. They can cause earthquakes and form massive walls of earth for defense. Their hides are naturally thick and not easily penetrated by tooth or nail.

WIND

Wind dragons possess the ability to manipulate the air--using their wings to create large gusts that batter the enemy or shooting balls of swirling wind as their breath weapon. They can knock enemies out of the air and can manipulate the force and direction of the wind to deflect non-magical fires and create shields around themselves. They understand and manipulate air better than any other elements and use their knowledge and speed to gain the upper hand in battles. They tend to be small but are extremely quick and clever.

STORM

Storm dragons use a breath weapon that resembles a thunderbolt or electricity of varying colors and intensities. They can temporarily paralyze a foe, electrify liquids, and even cause burns when in prolonged contact with an enemy. It is said that there's no better pair than water and storm, for when they work together they can cause extreme thunderstorms and explosions, though water and ice dragons tend to have a weak resistance to paralysis.

ICE

Ice dragons can use their breath weapons in a few different ways, such as creating razor sharp icicles or shooting quick bursts of freezing air that can temporarily freeze objects and give nasty frostbite at close range. They are considered to be stronger than water dragons, though an ice dragon in the rain or very hot weather will have its abilities dampened. They have an affinity for the snow and very cold weather, though their skin is very warm to the touch. Only a light dragon can melt an ice dragon's ice.

LIGHT

Light dragons use a very powerful, concentrated beam of light that may burn or blind an enemy. They can emit long searing beams, disorienting flashes, or spit little balls that will explode a distance away. They can create the best shields that are said to resemble a dazzling golden halo around the dragon. They love high altitudes where they can be closer to the sun and warm their skin. Light is also the hottest element, able to melt dragon ice though unable to evaporate dragon water.

DARKNESS

Darkness dragons use a breath weapon that resembles a dark, crackling bolt of seemingly untamed energy. They can also manipulate shadows and when they are in an area with abundant shade, they can use tendrils of darkness to bind an enemy in place. There is a rare mutation that can make a darkness dragon into a 'poison' dragon (the only known poison dragon belongs to warrick pearson), so their breath is a dark, thick, wet mist of poison that can disorient, slow, and even frenzy an enemy. The gas can be ignited by dragon fire to create explosions. Darkness dragons love cool, damp, secluded places.

--​
𝓫𝓸𝓷𝓭𝓲𝓷𝓰


Ⅰ. How do riders and dragons bond?
The bonding of dragon and rider must be a mutual decision between both parties, as a pair will bond for life. A dragon and rider will know their match upon nearing them, as they will begin to feel strange emotions around their bonding partner. When the bond is agreed upon, the binding ritual is immediate. Their minds are sewn together, and they share every aspect of their being with each other. A bonded dragon and partner will feel each other's pain and emotions, hear their partner through their mind, and even see what their partner sees. A bonded rider will not age as quickly, though they are still prone to sickness and injury.

Ⅱ. What happens if a dragon/rider dies and their partner doesn't?
Most do not live through their partner dying. Dragons and riders are bonded through every aspect of their being and the death of their partner would be extremely painful, both physically and mentally, and would drive a survivor into insanity. Those who do survive the death of their partner are often driven to suicide within days. Losing a life partner is a fate worse than death, so to speak.

Ⅲ. How do dragons communicate?
Dragons may speak verbally or through a mind link with their partner. They may also sometimes speak to other dragons through a mind link, though the other dragon must open their mind to allow communication and can easily close off their thoughts to another dragon. Dragons can also speak a language referred to as 'scale-tongue' (rarely), as well as common english. Dragons must speak verbally to all humans/elves that are not their partner.

 
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𝓽𝓱𝓮 𝔀𝓸𝓻𝓵𝓭 𝓸𝓯 𝓪𝓵𝓮𝓻𝓪



thumbnail links to a full-size image

--

𝓽𝓱𝓮 𝔀𝓲𝓵𝓭𝓼 - 𝓾𝓷𝓬𝓵𝓪𝓲𝓶𝓮𝓭 𝓵𝓪𝓷𝓭𝓼


SYE TIRION ; The capital of the wilds. A warlord lives here along with a few of his most trusted and advanced warriors and captive servants that tend to him night and day. This city is nestled deep in the heart of the forests at the base of the mountains, hidden within ruins choked with plant life. The wilds are ferocious and unforgiving to those who brave them, and the warlord is no different. The warlord doesn't take kindly to outsiders entering his lands unless they are escorted by his men or have been invited to join his ranks.

FAL ASARI ; Located on an island north of Sye Tirion, Fal Asari is an abandoned city that once housed the king of elves. The king was rumored to have been blessed by the gods and he ruled for hundreds of years until one day the whole city just...disappeared. Thousands of people gone without a trace. The ruins of Fal Asari are now rumored to be haunted and those who sail on those seas stay far away from that island.

ALNWICK ; Once a popular fishing city, Alnwick once possessed a ferry that would make daily trips to and from Fal Asari. Many made the pilgrimage north to have a chance to board the ferry and catch a glimpse of the revered king, or even receive a highly coveted blessing from him. After the disappearance of Fal Asari and the warlord beginning to push into the north, Alnwick has fallen into a state of disarray. The waters are so polluted that all the fish are diseased or dead, and even the hardiest of water dragons stays away from the coast.

FROSTBREAK ; The tallest peak in the world, it is rumored that the Gods live atop this mountain. There are ornamental shrines decorating the accessible areas at the base of the mountain, kept alight and tended to by a mysterious group of people who are said to live in a massive cave beneath the mountain and conduct human sacrifices in the names of the Gods. None who have attempted to reach the peak have returned, not even the bravest or strongest of ice or wind dragons.

KHONOS ; The ruins of an ancient fortress built hundreds of years before the rise of the dragons by a civilization lost to time. Memories of Khonos have been lost to time, the name only coming up in passing conversation and history lessons. It's crumbling facade leads to a maze of passageways in the belly of a mountain, believed to have been emptied of anything worth value hundreds of years ago. It is said that a terrifying creature lives within the mountain, only to awake when the world is ending.



𝓬𝓸𝓪𝓵𝓲𝓽𝓲𝓸𝓷 𝓽𝓮𝓻𝓻𝓲𝓽𝓸𝓻𝔂


ILRAGORN ; Once an ancient, abandoned stronghold, Ilragorn has been converted into the coalition's headquarters. Refurbished by the king's orders and coin, the large fortress is perched atop a mountain that is only easily accessible by dragon. The position allows them to keep an eye on the Tihcai and other nearby cities that are under coalition protection.

EASTCLIFF ; A port city, Eastcliff is a prosperous and bustling city, mainly responsible for exporting materials from the farms lining the river that stretches down from the mountains. The river is notorious for flooding, though it makes for lush and fertile land, which is why many farmers migrate to the area. Skirmishes have recently been breaking out over the lack of land.

DUNWICH ; A small fishing town. Multicolored sails can be seen filling the bay when the weather is nice. Many wild water dragons call the stretch of water and cliffs their home.

LINDOW ; A rather old city, lindow was carefully crafted by the ancient elves of many years past. the city is extravagant in terms of architecture. More than three quarters of the city (minus additions in current times) has been standing for thousands of years and there are no signs of it's collapse quite yet. It is expected that the Tihcai will attempt to take the city soon.

ALVERTON ; The Capital of Alera. Nestled up against the base of the mountains and a river valley, the city is heavily reinforced and carefully monitored by the Coalition. It's an extravagant city. Hosting sprawling marketplaces, pristine homes, and a picture-perfect castle to house the ruling family - this city is filled with rich nobles and privileged. Recent events have led to an increase in security, which makes it difficult to enter the city.

NORFOLK ; The city at the other end of the river that runs through Alverton, many ships head downstream to this port city. Norfolk is a popular city for travelers due to their famous ports that teem with ships day in and day out. Norfolk is the largest city in Alera.



𝓽𝓲𝓱𝓬𝓪𝓲 𝓽𝓮𝓻𝓻𝓲𝓽𝓸𝓻𝔂

EKHAYA ; The current Tihcai headquarters, the fortress was taken at the beginning of the war and has remained under Tihcai control since it was first claimed. Guarded from the rear by an outcrop of jagged cliffs that can tear a dragon's wings to shreds, and the path across the plains is split by massive cracks caused by ancient earthquakes.

WOLF HOLLOW ; Wolf Hollow is one of the Tihcai's crowning achievements. The mountains to the east of the city are rich with natural resources, and the mining operation brings in a hefty amount of coin for the Tihcai. The reclamation of Wolf Hollow is a top priority for the Coalition, and the airspace nearby has seen plenty of skirmishes.

ASHBORNE ; Ashborne is certainly not the pride of Alera. It is a city plagued with crime, slavery, and trafficking. Ashborne has gained a reputation for supplying drugs to most of the mainland, despite numerous attempts to cut out the bad seeds when the city was under Coalition control. Now that the Tihcai hold the city, they prosper from the extra coin supplied by kingpins for protection and a blind eye.

BLACKVALE ; Blackvale is one of the only coastal cities with no shipping activity. At one time it belonged to the coalition, though it broke ties through an internal coup. It is now run by the the Ravens, a thief guild. The inhabitants of this city consist of professional criminals: assassins, spies, pirates, and master thieves. The tihcai are slowly extending their control over the place.


 
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𝓶𝓪𝓰𝓲𝓬 𝓸𝓯 𝓪𝓵𝓮𝓻𝓪

- the most common usage of magic is seen in the form of a dragon's breath weapons and shields -
- a rider will be able to use more potent, powerful magic than a common person -
- magical prowess is determined by physical health, strength, and training -

--

The guidelines for magic usage are loose (feel free to ask if you're ever unsure), though for most intents and purposes a normal human or elf can cast at most between 3-5 spells per day (the number of spells depends on the power of the ability as well as the energy threshold of the user). The power, intensity, and amount of magic cast vary by individual and their training, prowess, and the character themselves. For example, a character that primarily wields a sword might not be able to cast very powerful or flashy spells, while someone primarily focusing on magic would have enhanced skill and be able to cast more spells per day or more powerful spells in general. Magic can be bolstered by a Rider's Dragon or even other Riders and their Dragons by the willing transfer of energy from one to another (energy cannot be stolen from another being) in order to produce more powerful magic. Attempts to use magic beyond one's abilities can lead to exhaustion, injury, and death.

--

𝓮𝔁𝓪𝓶𝓹𝓵𝓮𝓼 𝓸𝓯 𝓬𝓸𝓶𝓶𝓸𝓷 𝓶𝓪𝓰𝓲𝓬
⇀ Basic magic
The usage of magic can be tricky, but basic magic is usually easily mastered by most who attempt to practice it. Most usages of basic magic require little energy and do not threaten the life of the caster. Below are a few examples - basic magic is not limited to these examples, of course.

Ⅰ. Element transformation & manipulation
Example - Turning a single flame into a ball of fire, which can then be projected towards an enemy
Ⅱ. Basic teleportation (inanimate objects)
Example - Shooting an arrow and then calling it to return to one's hand. the greater the distance or the larger the object, the more difficult this is.
Ⅲ. Potionmaking
Example - A concoction of herbs, animal products, and other natural substances that, when mixed together, can heal, poison, injure, or otherwise affect a person or dragon. Magical infusions can make potions stronger or give them special properties.
Ⅳ. Scrying
Example - The art of seeing far-away objects. The user can only see objects or individuals they have seen before, and the duration and strength of the scry depends on the spellcaster.
⇀ Complex magic
More difficult and dangerous to use, complex magic tends to be reserved for those who have studied magic for a large portion of their lives. Complex magic requires more energy, concentration, and skill to properly cast, and oftentimes there is a significant amount of danger in regards to the wellbeing of the spellcaster.
Ⅰ. Healing magic
Example - The art of healing wounds with magic, whether external or internal. This requires a great deal of concentration and energy on the behalf of the spellcaster in order to mend bones, knit muscle back together, and repair blood vessels and other damaged internal structures. If one step is missed or done improperly, there is a high chance that the patient will die.
Ⅱ. Teleportation of large objects, people, or dragons
Example - Teleportation becomes increasingly tricky as an object grows in size, and is even more difficult when the object is alive. The teleportation of humans, elves, and dragons is currently forbidden in Alera due to the high chance of failure (which almost always leads to disfiguration or death for whatever is being moved).
Ⅲ. Manipulation of objects
Example - Turning a wooden arrow into iron. This magic requires an intimate knowledge of the properties of different elements and compounds and can sometimes require a large amount of energy.
Ⅳ. Summoning
Example -
 

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