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  • Houses | Honorbound

    From left to right: Army House, Royal House, Guard House. Below: Senate House & Organization Houses Houses are noble families, the highest echelons of society, where all members are related by blood and are led by an Atriarch with the advice of their eldest. There aren't many Houses in Aethyr, with roughly 50 per Kingdom, depending on the population size: the smaller the population, the less Houses there will be. This title is awarded by the Senate/Monarchy to a family which has grown greatly in influence, riches, and popularity, as proof of their superior bloodline, and it is illegal to apply for, or self-award. It is more than a title however: it is proof of a bloodline's superiority over the common folk, and as expected, it is not granted easily, requiring quite a few generations of success before a family is considered to be elevated. As such, a single member cannot give their entire family value. There is an exception to this however, if a commoner attains any of the following titles, they will be eligible to create their own House: Senator, Army General, Guard Chief, and Elder Keeper. One can only a part of a House by being born in it, or by uniting into it and having offspring related to members by blood. Adopted or ward dragons are never viewed as legitimate House members, and the family of the dragon that unifies into the House does not become a part of it. Arranged unities are common, but reproduction contracts have long since been banned ever since the system changed from Clans to Houses, as society didn't need such high reproductive yield once the First War ended. Since contracts are against the law, the fines are often high enough to deter any Houses or Families from choosing this, and if that isn't persuasive enough, a judge may decide some temporary incarceration to be an eye-opener to the Atriarch or House Elder who forces contracts on their family members. While Houses and Families all keep their eggs, they may still divide them according to traits when it comes to multi-egg clutches, with the House keeping the eggs that display their traits, and those that do not, being handed to the other family/House. Houses may be voted to have their status removed if: T hey have too many members : the resources will be scarce and eventually, they will fall out of favour. If their members do not have enough achievements : or these are very few, leading to their fall from grace. They may even be disbanded/disgraced on the spot if: They break the law : the justice system in general is rather unforgiving, specially with the increase of more candidates to be awarded the House title. If they are found to be breaking the law, they risk an immediate disband depending on the severity of the transgression. They are found to have mixed-alignment members or bastards : this is the same as the first point, as it is law to not mix Aether-born with Nether-born. Neutral-born are exempt from this law. They are found guilty of dissent : with the precarious social situation in the Heartlands specifically, this is considered a heavy grievance, and if a House is found to be the cause of hatred or dispute against another House, they may be disbanded for it. Leadership within a House depends mainly on the Atriarch and the House Elders: they decide the House's priorities, goals, spendings, arranged unions, training and education, etc... To aid in this, House Ambassadors act at the behest of the Atriarch and represent them where necessary, such as at social events, creation of arranged unions, negotiations, hiring contractors such as guards, tutors, and so on. The House Elders (5 up to 10 of the eldest members of the family), do not interfere with House matters beyond acting as advisors due to their seniority, with their biggest power laying in the fact they may relieve an Atriarch of their title: if the grand majority votes for it, the current Atriarch may be temporarily or even permanently relieved from their leadership position. When this happens, the heir of the House will be brought forth for the new position if they are old enough, and if not, a temporary Atriarch may be elected until the heir is appropriately ready for the role. If, for whatever reason, there's no heir available, the Elders will vote who will take upon the role instead. This is an extreme and rare situation, and only occurs if the current Atriarch proves to neglect their traditions, values, or shows ineptitude. Something Elders may also vote to reject are heirs, arranged unions, or other decisions made by the Atriarch. Choosing a new Atriarch may vary between Houses, sometimes depending on either the Elders' of the House, or the current Atriarch who wishes to step down. If they want to pass the mantle on as soon as the heir is done with studies at 25 years old, they may. But most usually take upon the role once they're done with their service to the Guard or Army at 30 years of age. In the event that the Atriarch still wishes to remain in charge, in that case it may not be the Atriarch's firstborn that will take the Heir role, but either another younger offspring of theirs, or even one of their grandchildren. Commoners often look up to Houses, as an achievement to obtain due to their influence. However there is a minority that despises them due to the potential or even clear bias society has towards House members: they are often treated more favourably than commoners, and have easier access to high positions. And yet the worst part is how House members may get away with crime far more easily than commoners due to either influence or wealth. Royal Houses Aether Solar Royal Bloodline Royal Guard Royal Army Frost Royal Bloodline Royal Guard Royal Army Storm Royal Bloodline Royal Guard Royal Army Nether Umbra Royal Bloodline Royal Guard Royal Army Nether Argent Royal Bloodline Royal Guard Royal Army By Rosaiel Neutral Gravity Royal Bloodline Royal Guard Royal Army Chronos Royal Bloodline Royal Guard Royal Army

  • Politics | Honorbound

    Politics The Elder Keepers are the highest authority of dragonkind, and even monarchs must heed their orders and advice. Elder Keeper Houses are treated the same as Royal Houses. Each Kingdom has their own internal politics however, with which the Elder Keepers do not interfere. They all follow the same ancestral creed: The Elder Keepers are the Crown's advisors, but ultimately if they deem it necessary, they will overrule the Monarchy. This is considered Divine will, as it was the Celestials that chose the first Elder Keepers. Keepers are the next highest authority, but they obey the rules of each Kingdom, and must abide by their monarch. In the Heartlands, the only authority over them comes from the Elders themselves. There is a general distrust against members of the elements of opposite alignment, however there are very rare exceptions and cases in which there is neutrality or even veiled friendliness, such as the Gale Kingdom having a polite and favourable relationship with the Gravity Kingdom, while they are both neutral in regards to everything else. Government The Elder Keeper Council acts as the highest authority in Aethyr, with the ultimate word in the neutral continent of the HEartlands, and acting as advisors (and in dire circumstances of war) to other Kingdoms and Empires. The Senate of the Heartlands is led by the Senators of each Trade, may convene with the Elders for the biggest decisions that may require their approval, but overall they will attend to political matters themselves, while the Elders focus on maintaining the peace in the Realms. The Guard and Army Houses of The Heartlands also have a seat in it, along their advisors. The Royal Summit is formed by the Kings and Queens of the element realms, and are sworn to a truce within the Heartlands, and both them and their people are to abide by the rules of neutrality under punishment of jail or even execution depending on the offence. It only ever convenes at the request of the Elders during important times that affect all kingdoms. Each Kingdom has a Council formed by the leaders of the most prominent families of their nation. Currency Dragons use a currency called Reales, or Real in singular. Reales are made of gold, and are the equivalent to 10 Coins. Coins are made of silver, and are equivalent to 20 Pieces. Pieces are made of copper, and thus the cheapest and smallest currency. Each piece amounts to 5 in value. Currency is created through a special process that imbues them with a magical signature in order to prevent counterfeit. Laws Laws and punishments vary between Kingdoms, with small crimes usually being punished by the guard themselves. In general the following applies: Extortion : Info Blackmail : Info Kidnapping : Info Physical assault : Info Murder : Info Theft : Info Destruction of viable dragon eggs : Info Slander : Info Disrespect towards authority : Info Alcohol : Info Tax evasion : Info Drug abuse/trafficking : Info Draft Dodging : Info Political Relationships Between Realms At the current time of events, the following Kingdoms have these views or relationships with others, which largely affect how individuals view/interact with other elements also. Solar Neutral but easily set off, just like a powder keg. The Solar Kingdom is well known to be neutral and calm, however it will be quite aggressive if provoked. They dislike the Frost Kingdom in particular due to viewing them as treacherous and dishonest, due to how they always hide their true intentions behind a neutral stance. They view dark elements with disdain, treating them all as enemies, but have a peculiar respect for Umbra in particular, while having a special distaste for Soulweavers, seeing them as a major affront to life, if unholy even. Frost Mostly neutral. A calm and collected kingdom that is most focused on inner politics and their disputes. They are allied with the Storm Kingdom due to shared views and stance on Nether elements. Therefore they dislike all Nether aligned Kingdoms, but specifically Fear and Toxin due to what they deem as ones' fake smile and the others' lying nature. Storm Highly aggressive. The Storm Kingdom is known as the most problematic of all Aether aligned Kingdoms, always pushing for war against the Nether elements, or even their fellow Aether elements that they deem weaker. They view Frost and Solar Kingdoms as allies, but have a big grudge against the Gale kingdom due to their friendliness towards the Gravity and Argent Kingdoms. They also mock and dislike Tidal and Nature Kingdoms due to their general friendliness. They hate all Nether elements but specifically Argent and Blood, with Umbra being their biggest nemesis, with which they waged war against, once. Nature Friendly. The Nature Kingdom is largely neutral, but will answer anyone's call for aid no matter what. They dislike the Storm Kingdom however due to their penchant for conflict. They don't mind Nether elements. Gale Neutral. Positive relationship with the Gravity and Argent Kingdoms, for which they are often looked down upon by their fellow Aether elements, further aggravated by their royal and uppity attitude. They have a neutral stance on all other elements, but view Nether elements in a better light than most. Tidal Mostly friendly, which proves beneficial for everyone as the Kingdom that connects all other Kingdoms. They often reject conflict but will not tolerate silly shenanigans either. They dislike their dark counterpart, Blood, the most due to how easily misused it is, same goes for Fear. Umbra Aggressive. They are often provoked by the Storm Kingdom over literally anything. They see all Nether elements as allies but all aether elements as lesser that should bow down to Umbra. However they look down upon the Solar Kingdom with the least prejudice, finding common ground with them and their politics very often. Fear Friendly. Ironically, they dislike their fellow Nether elements and tend to have a neutral or positive attitude towards Aether Kingdoms. They often challenge the misconception of Fear being a detrimental element by being the most talented and skilled psychologists thanks to their innate abilities to tap into a targets psyche. Toxin Neutral-Aggressive. They dislike nearly all other Kingdoms, seeing them as a danger to their own, since Toxin has always been a widely disliked element that has led its members to resort to lies, subterfuge, and charisma to attempt and remain relevant when all other Kingdoms easily overshadow them. They only view Umbra and Blood as allies. They seem to be least threatened by their counterpart element, Nature, however, having a mostly neutral stance about them. Specifically hate the Solar Kingdom however due to how volatile and unpredictable they are. Blood Neutral. They keep to themselves the most. Although they have a dislike for all elements that aren't Nether. Soulweaver Friendly. Positive outlook on all other kingdoms. A faction within them called the Necromancers however, are unfriendly to all, known for their grim reputation as deathbringers. Argent Neutral. The Argent kingdom has little to no opinions of other kingdoms, mostly focusing on trade profit and peace than petty squabbles over territories and such. They do have a certain disdain of the Storm kingdom because of this: they do not appreciate their constant poke and prodding to attempt and cause a political issue that often escalates into wars with the other Nether elements. Chronos Friendly, but with a clause. Chronos is a very unique kingdom in how it is led by the only 2 members of its' kind. Most of the Kingdom is composed of varied races of all kinds, from drakes and wyverns to bipedal races, all of which thrive under the peculiar ruling of the Chronos brothers. The kingdom itself has a neutral/friendly relationship with all other Kingdoms. But the brothers themselves only see all other elements, both Aether and Nether, and even the Neutral Gravity, as lesser ones to take advantage of. Gravity Neutral. Positive relationship with the Gale kingdom, for which they are often looked down upon.

  • Fabrics (WIP) | Honorbound

    Work In Progress This page is still a work in progress, check back later! <3

  • Elements | Honorbound

    Elements To understand the elements, one must understand first the concept of Aether and Nether: pure energies that give life to the entire world and everything in it. This energy cannot be created nor destroyed, it simply exists. Every living being is born from either Aether or Nether, and depending on their connection to it, it will shape them and their future. They may draw from this energy but how much and how well depends on innate talent and skill level, which will be organized per "classes" as seen in the Mastery section. There can be several types and varieties of elements depending on alignment. The vast majority of living beings are part of either Aether or Nether aligned elements, with a smaller portion being elementless. Aether and Nether both mirror eachother, which means they may behave similar to their counterpart. You could consider them water and oil: both are liquids, both share distinct properties, yet they do not mix, they are both separate and more often than not, they tend to repel eachother. It is due to this natural repulse effect that society avoids mixing alignments: they fear unforeseen consequences. In reality, both elements can work together in harmony Aether Light energy in its purest form, and it gives life to all living beings. It manifests as a bright pure white color. There are six Aether-aligned elements in total. Solar, Frost, Storm, Nature, Gale and Tidal Nether Dark energy in its purest form. It also shapes life, and often dedicates to taking it, acting as a counter balance to Aether. It manifests as a pure black color. There are six Nether-aligned elements in total. Umbra, Toxin, Fear, Blood, Soulweaver and Argent Neutral Energy in its most neutral form (keep in mind, this does NOT equal balance), and it exists as the "result" of the existence of both Aether and Nether. This energy often has inexplicable or unpredictable ways to manifest, such as the ones seen with Gravity dragons: wingless, completely furred bodies, and capable to bend the laws of physics. Or as seen with Chronos dragons: of extremely unpredictable personalities and capable to bend the laws of time and space. It manifests as a neutral grey color, and there are only two Neutral-aligned elements, Gravity and Chronos While for other races such as Elvhen, the largest facet of one's identity is their gender, which influences their behavior, interests, roles, dressing style, etc... To dragons their elements are that facet, far more important than gender (which is a more personal matter) and are something to be celebrated accross all of their cultures. A dragon's element influences their diet, style, interest, behavior, appearance, and more. Depending on their element, draconic societies began specializing in what they were naturally good at, such as Argent dragons specializing in metals, often working alongside Solar dragons; Nature dragons specialized in farming, as well as working with rocks and crystals. Etc... All elements were born at the same time with the exception of Gravity and Chronos, which developed naturally after the First War, a thousand years since the creation of Aethyr, and are only recently beginning to be taken more seriously by the draconic society. Half-Bloods Dragons whose blood is a mix of elements of the same alignment (Aether/Aether or Nether/Nether). These are very common and wide-spread. They are derogatorily called Half bloods, or Halfers, however it is very rare to see these terms applied, since even in the higher echelons of society mixed blood has become accepted over the centuries. The most common places where these terms can be heard are in the Kingdoms and Empires, where purity of blood remains as the most valued principle. When two different elements of the same alignment cross, the result will be either element, never a new element. For example: a gale dragon producing a clutch with a solar dragon, resulting in half-blood offspring that will display physical traits from both parents, but will be either gale or solar. Dark-Bloods Dragons whose blood is a mix of elements of opposite alignment (Aether/Nether or vice versa). These are extremely few, and most will be found in the Underground Capital. They are derogatorily called Dark bloods , or Darkers . When two different elements of the same alignment cross, the result will be either element, never a new element. For example: an umbra dragon producing a clutch with a gale dragon, resulting in a h Considered to be slightly weaker than any other variant due to the interference of the opposite alignment, it is theorised that this destabilizes their original element and may have unforeseen consequences. There are two types of darkers depending on which element is prevalent: Aether Tainted : Displaying a dark colored element, with a bright center, the main color is a low brightness characterized from Nether elements, yet displays a bright core characterized by Aether. This is the product of light blood on a dark dragon. Nether Tainted : Displaying a bright colored element, with a dark center, the main color is its usual high brightness that characterizes Aether, but has a core that is darker than its main color, a characteristic of Nether elements. This is a product of dark blood on a light dragon. Colors and Properties Elements, independently of alignment, are capable of displaying a wide array of colors, however alignment and type does dictate the rarity of such colors. Elemental properties are tied to skill, not to colors. When there is elemental mixing, these dragons are known as Halfers. When there is alignment mixing, these dragons are known as Darkers. When it comes to mixed dragons, the main element they inherit will be influenced by the other element that it is mixed with, which will show through physical attributes and elemental coloration. For example: a darker that has more gale heritage than toxin, will have gale features mainly, but the colors may be stronger in green and have gale markings with poisonous shapes or effects. Dragons with aether mixing will have bright element cores while nether mixing will have dark element cores. The following are general color rules for elements: The main color must appear on the dragon, either as their scale color, marking color, membrane color, etc. While center and glow colors don't have to appear on the dragon, if there is a color on them that can be on the element, it must be, rather than using a color that is not on the dragon. The glow color must always be distinctly darker than the main color, and should not have a major hue jump. Elemental Mastery Elemental mastery is achieved through a combination of innate talent (either the dragon comes from a particularly strong bloodline, or they were born with said talent through luck), motivation, dedication, tutoring quality, and personal experience, or even trauma. A dragon is never born powerful, they are born with the talent level the creator wishes to give them, but it must still obey the rules of logic and proper growth. You can’t have a character go from Awakened to Elemental without the corresponding plot reasonings to explain how they achieved such level in # time. You must keep in mind that power is a skill, and like any skill, it requires growth, no matter how talented your character may be: nobody is born learned. This Tier system measures a dragon's power and control over their element, as well as what they can do with it, using the following format: Tier, Level, and Mastery name. Elemental abilities are very versatile and customizable, and many develop their own unique fighting style or techniques. Tier 0 - Dormant A dragon hasn't awakened their element yet, and their potential is unknown. Elementless dragons aren't born with an element. Tier 1 - Awakened When a dragon first discovers their element it will be weak and uncontrolled. Element awakening is a big step in a dragon's life and their families will usually rejoice and celebrate it in the Awakening Ceremony. Usually dragons discover their element at around 6, but can also discover their element as early as 2 years of age, or as late as 15. Tier 2 - Controlled When a dragon has trained their element well enough to keep it under control reliably. This tier is the mastery that most dragons reach and don't go past from. Tier 3 - Learned When a dragon can successfully manipulate their element. Element manipulation consists of concentrating one's element within their surroundings, into a specific part of their body, or the world. Some examples being: creating ice shards or fire balls, heating up or forming sharp ice blades on their claws, or affecting a natural flame from a candle or torch. This is the level of most Guards. Tier 4 - Skilled When a dragon masters their element far enough to be able to do nearly anything with it. This is the level of most teachers at academies and schools, as well as average for captains in the Guard or lieutenants in the Army. Tier 5 - Experienced Dragons who have learnt to harness their abilities efficiently. They can begin altering properties of their element. Such as make ice slushy for Frost dragons, changing the temperature of their fire for Solar dragons, etc... Most Commanders reach this level. Tier 6 - Adept When a dragon fully masters their element, and are thus able to summon it into a powerful energy surge called Fury. It uses a dragon's entire body and energy, thus being extremely taxing, and it will leave them exhausted to the point of unconsciousness, which makes Furies an extremely dangerous ability that is usually done as a last stand. General fury appearances are described in each element category, but they can be customized by the user, and their appearance may also be influenced by strong emotion. They reach higher control over the properties of their element, able to fine-tune it. Most Generals in the armies have reached this mastery. Tier 7 - Master When a dragon's element has grown strong enough to allow them to perform more complex and powerful abilities or manipulations. Their control over their element's properties continues to grow. This is the level of most Element Keepers in the Realm. Tier 8 - Grand Master When a dragon is able to perform a Fury without losing consciousness. At this level they have learnt everything they possibly can about their element, and their control over their elements properties is near-total. This is the level most Elder Keepers will reach. Tier 9 - Elemental When a dragon reaches the peak of their elemental power to the point they are viewed as the embodiment of their element, and this is usually due to innate talent. They reach complete and total control of their element and their properties, able to perform elemental feats otherwise impossible. Most suggest that Elemental dragons are blessed by the Celestials themselves, and are expected to perform great roles in history. Their numbers are very few. Tier X - Abnormal The dragon's element cannot be classified within the Elemental scale, and this is never beneficial. Dragons have an abnormal element if: Their element is awakened extremely late: the element will remain weak permanently. Their element is discovered normally, but never passes Awakened level mastery in terms of control and power. Their element swaps the typical breath ability with manipulation instead. Their element is otherwise normal, and the dragon can improve their mastery as usual. Their element is impossible to control the properties of. Their element is abnormally powerful and permanently uncontrollable. This can become harmful for the dragon as they lose control over their element and it may harm them and those around them. Their element can neither be breathed normally nor manipulated. Elementless Dragons born without an element are called Elementless, and they will never have elemental features. These dragons are just like any other, with the exception that they do not wield an element, which is why most of them compensate for this by being excellent magic casters. Elementless dragons are just as strong as Elemental ones, biologically, nothing changes about them, as they are still connected to the world magic that gives them life, but they simply didn't develop a connection to any element, and never will.

  • Updates | Honorbound

    Update Log 14.12.2024 - Honorbound is renamed to Aethyr. Currently being plagiarized by BTACD and its owner: Verridith. 24.08.2024 - Website porting almost complete

  • Timeline | Honorbound

    Creation Era Year 0 The world of Aethyr is created, along with the elements and every creature that populates it nowadays. Dragons, created by the Celestials, naturally group up per their element and biome, always under the guidance of the wisest or strongest. The Celestials keep watch over their creations, nudging them indirectly in the right direction and helping them all thrive in harmony. They contact mortals through the Divine, a dragon whose abilities allow them to listen to the Celestials and their advice. The Celestial religion is founded and the first Chantry is risen in honor of the Gods. Year 381 Non-elemental magic is discovered, with most reactions being positive, as it allows creatures to heal or change their environment for the better with less resources and without the need of Elements. The first Sorcerers and Mages are born. Year 500 Arrival of the Entity Little is known about it and its motives, besides being as powerful as the Celestials themselves if not more, and aiming to wipe out the entire world of any life. The Corruption begins to appear wherever the Entity touches ground, causing everything to enter a deadly frenzy which spreads much like a plague. It affects dragons the most, or overall, the creatures that are most connected to the energies of Aether/Nether, regardless of alignment. The Celestials seem unable to put a stop to the Entity or its corruption, but they attempt to nonetheless: they create the first Celestial Scion, a being of both alignments, who gathers together all of dragon-kind and every other sentient race in order to fight back and prevent it from taking over the world and plunging it into further chaos. The Gods take refuge within the core of the world, fearing becoming corrupted. The First War After 5 months of terrible chaos caused by the Corruption spreading through out the world, an all-out war for survival finally breaks, as dragonkind finally coordinates under the Celestial Scion's leadership, spearheading the defensive efforts alongside all other races. During the war, a new, neutral faction is created: the Celestial Order. These dragons have pledged complete and total loyalty to a single goal: to protect the Celestial Scion and aid them however needed, as well as protect the world from all that would threaten it, following the Celestials' teachings. Year 650 Pushback, end of the First War The Entity is finally pushed back after a 150-year war, and banished from the physical realm just before the Celestials lose most of their power, between this year and until 700 is when they grant their last blessings to mortal-kind, before entering a dormant state for the foreseeable future. The First Dragon Houses Without the Celestials' direct guidance and after the massive losses that nearly brought dragonkind to extinction, their society takes a turn for the decadent as tribes fight for territories now free to claim after the losses suffered, despite the Elders' best efforts to mediate. The Elder Keepers step up and take leadership after training the new generation of Keepers and creating the Keeper Order, taking it upon their paws to improve the state of dragon society as these new Keepers extend the reach of the Elders and help bring peace to the lands. The rest of races in Aethyr recover from the war at their own pace. The Heartlands, a small continent now under the protection of the Elders, becomes neutral grounds for all elements. The City of Tears is founded. First Era Year 1000 After the death of the first Celestial Scion in 800 from natural causes, there is an uneasy peace. The fear of corruption remains, and dragons begins to look at each other with distrust. The differences between alignments now clearer than ever. Dark-aligned beings start suffering the consequences of the Entity’s appearance and slowly become the scapegoat for anything that goes wrong in the World, despite the Elder’s best efforts to emphasize how the Corruption never stemmed from them, but how it affected them more than any. Small-scale conflicts ensue between the Dragon tribes, mostly due to territory disputes, the Keepers unable to maintain the peace for long. Year 1242 Civil War ensues when the leading Storm tribe blames the leading Umbra onee for their heavy casualties sustained during The First War, and calls them out for treason, slandering which the Umbra dragons would not tolerate. The other elements took each a side, while Gale and Gravity remained neutral. Despite the Elder's hard work to put a stop to it, this conflict continued for 133 years. Year 1500 In 1475 a peace treaty is finally brokered thanks to the Elder Council. The looming threat of corruption is slowly being forgotten as daily issues keep everybody occupied. After such an ordeal, civil war threatens other tribal territories too, as they tolerate different alignments less and less… The Elder Keepers take a step further and force these tribes to stand down, as new borders are drawn, territory disputes settled, and new forms of government shaped, thus the Kingdoms and Houses are born. Thanks to this new system, all parties seem relatively satisfied and so, they focus on their own growth and rebuild rather than bickering. Second Era Year 2000 As the world feels to be forgotten by the Celestials, theories begin circulating about the unworthiness of dragon kind due to their dormant state. Corruption begins to reappear on the fringes of the realm, fuelling such rumors and unrest. Kingdoms preemptively resume mandatory service. The Seer prophesized the return of the Celestial Scions in 2000. Rumours spread of the imminent Second War, as the Entity might return. Some believe the Celestial Scions to be the cause for its awakening, while the majority believes in them being their salvation, just like last time. Present Time Tbd Tbd TBD Major Events Tbd Tbd TBD

  • Community | Honorbound

    Where To Start In Honorbound we use a "form" which you can use to make your Character or House (or Organization, Lore, etc). Resources Templates Here is a list with links to the following templates for you to fill and edit as you see fit! Simply go to the File tab then click Make a Copy. You are not obligated to write any, but it is convenient in case of any potential future cameos. Character Template House Template Organization Template Relationship Template Character Masterlist Template Flight Template Creature Template Location Template Bases There will be several bases for you to choose from, all of them fully customizable and free for personal use at Honorbound only! And if you wish to make commissions or adopts, they will be available for purchase at my Ko-Fi shop! There will be custom bases for: Tidal/Phobia/Gravity dragons (their anatomy is the most different of all, and thus they require their own base), as well as Felines, Canines, Saarkyr, Faeries, Drakes, Wyverns, etc. Helpful Info Royal Armies of Aethyr - Listing Heartlands Army - Listing Height Calculator Rules Basic rules that must be followed: Follow the guidelines for what colors, markings, and appearance dragons should have based on available elements. Note: as much as possible, but don't stress about it! Adhere to the element and magic mastery limits. Do not excessively apply high mastery to too many characters, please. Keep things a little realistic and logical. Don't take disallowed occupations or mastery levels. Or if you have any ideas or plans, run them by me first. (You can find me at deviantArt, or Discord: carinaayland) Do not connect or involve your characters or Houses with other people's without their permission. Follow the limits further detailed below. If you have questions or suggestions, feel free to let me know! Thank you in advance! What is Available? Honorbound is a rich world teeming with many different races and species, not only dragons! Available right now to the public are the following: Species Aether Dragons (Solar, Storm, Tidal, Nature, Gale, Frost) - Available Nether Dragons (Umbra, Fear, Toxin, Argent, Blood, Soul) - Available Neutral Dragons (Gravity, Chronos) - Gravity is available, Chronos is unavailable until the year 3000 Reptile Races (Kobolds, Drakes, Faelings, Wyverns) - WIP Feline Races (Cheetahs, Sabres) - WIP Canine Races (Hyenas, Wolves, Foxes) - WIP Mammal Races (Stags, Taurians, Hares) - WIP Avian Races (Eagles, Owls, Vultures) - WIP Elvhen Races (Helve'naan, Ris'vaan, Dhir'vaan) - WIP However we have some restrictions in place for the sake of lore, and some of them may be purchased with currency which will be earnable for free via server activity, art/stories/roleplays submitted, daily collection, etc... (It is a fun mini-game that prevents things from being locked to players and allows everyone a fair chance at the special or rare content!) Elements Unlimited. Only Chronos is unavailable for now. Mastery Community characters are expected to follow the rules of mastery for both element and magic. Magical mastery has the same Tier limits as Elemental mastery. Minimum Awakened/Beginner age: 3 (average age 6) Minimum Controlled/Novice age: 9 (average age 15) - Most dragons don't go above this Tier. Minimum Skilled/Apprentice age: 15 (average age 25) Minimum Experienced/Intermediate age: 20 (average age 40) Minimum Adept/Dexterous age: 35 (average age 60) Minimum Potent/Expert age: 80 (average age 110) Minimum Master/Sorcerer age: 100 (average age 150) Higher mastery levels such as Grand Master and Elemental aren't attainable (unless the characters are dead). If the character has high mastery in one category (element or magic), their other mastery must be low or regressing. If the Tier levels add up to 7, the dragon cannot progress in either without the other regressing in level. These numbers are hard limits, and not just suggestions. Variants Pure Alignment Variants: as the darkest or lightest (black or white) form of an element, these are the rarest, considered the purest forms of the elements. Purchasable with AetherGems for playable characters (dead characters are free). Discord users have the following benefits: One Pure Variant of each Alignment for free, Aether and Nether, so two in total! Element Colors Yellow Ice : nonexistent. I don't need to explain. Yellow Water : nonexistent. Reason same as above. White Water : nonexistent. Reason same as above. White Blood : nonexistent. Reason same as above. Red Water : nonexistent. Because it could be confused with blood. Scale Colors Pure White : dragons are very colorful, and pure white is pretty much the biggest lack of pigmentation. It can only occur through Celestial intervention. Only obtainable through AetherGems and with permission given. Conditions Nether Darker: a dragon born of mixed alignments with predominant dark blood. Extremely rare and thus unavailable at the moment! Purchasable with AetherGems for playable characters. (Users that were in the server during Honorbound's development have 1 free Darker card) Aether Darker : a dragon born of mixed alignments with predominant light blood. Extremely rare and thus unavailable at the moment! Purchasable with AetherGems for playable characters. (Users that were in the server during Honorbound's development have 1 free Darker card) Corrupted : extremely rare, thus at the moment, they are closed. Purchasable with AetherGems in the future for playable characters (dead characters will be free). Houses Unlimited. Families Unlimited. Organizations Unlimited. Positions (I will be making an Excel spreadsheet for this in order to keep track + soft limit. Slotted means you will have to add your character to said spreadsheet) Elder Keeper : Unavailable Grand Sorcerer : Unavailable Grand General : Unavailable Grand Judge : Unavailable Element Keeper : 1 Keeper of each element is allowed per user. They usually reside or hail from major cities. Slotted. Purchasable with AetherGems in the future for playable characters (dead characters are free). Sorcerer : 3 Sorcerer per user. Slotted. They usually reside or hail from major cities. Purchasable with AetherGems in the future for playable characters (dead characters are free). Army General : 1 per user, more slots purchasable. Slotted Guard Chief : 1 per user, more slots purchasable. Slotted Commander : 3 per user, more slots purchasable. Slotted Guard Commander : 3 per user, more slots purchasable. Slotted Captain : Unlimited. Guard Captain : Unlimited. Lieutenant : Unlimited. Guard Lieutenant : Unlimited. Squire : Unlimited. Officer : Unlimited. Titles Titles that cannot be used for unique character houses or professions due to them already existing as official and/or revered titles: Elder Keeper/Keeper Royal/Monarch Emperor/Empress/King/Queen/Prince/Princess/Duke/Duchess Senate/Council/Summit Soldier/Lieutenant/Captain/Commander/General/Chief/Knight/Templar Guardian Grand Master/Grandmaster Master Headmaster Flight Master House/Clan Server Currency Currency is a fun feature that allows everyone to gain access to otherwise soft-locked features based on their activity, efforts, and interactions in the Discord server. The ways you may earn this currency are: Collectable daily bonus : you may go to the #collect-your-gems channel and type !collect in order to receive 100 gems. Daily command prompts : such as !work and !crime, which may net you up to 50 gems. Per completed RP/s and Story/ies : you may receive a set amount of aether gems based on the size of your rps, ranging from 100 up to 500. Per completed Artwork/s : depending on complexity and effort, you may claim a set amount of aether gems, ranging from 100 for a simple black and white sketch, up to 1000 for a full illustration. Per official purchase/s (of adopts or commissions made by me) : for each purchase you'll earn 500 aether gems. RPs, Stories, and Artworks will be revised and soft-graded in an unbiased manner: how long the story is (that it is well written and makes sense and it's not just something lazily put together), how well made the RP is (that it is also well-written and not just a bunch of one-liners), and how detailed the artwork is (if it's sketched, inked, colored, shaded, simple, complex, etc...). The more work you put into something, the bigger the reward bonus! This is a beta feature

  • Umbral Domain (WIP) | Honorbound

    Umbral Domain The Umbra Kingdom Royal Bloodline Royal Guard Royal Army Geography TBD Ecology Plants and Fauna History TBD Historical Figures TBD Common Myths and Legends TBD Politics How do they view each element? How do they feel about each Kingdom? Government TBD Laws TBD Allies TBD Enemies TBD Notable Houses Example - Description TBD Culture & Society TBD Naming traditions TBD Beliefs TBD Fashion TBD Architecture TBD

  • The Heartlands | Honorbound

    The Heartlands The only neutral continent of Aethyr. The Heartlands is also known as the only land that is not ruled by a royal bloodline, but instead, the Senate, comprised of Houses of each Trade. This is also where the Elder Council resides, and from where they oversee the affairs of the World and help where necessary. It is a large island surrounded by smaller islands, formerly belonging to dragon-kind only, but as time passed, the territory was divided with other races that had great interest in the land itself or to have their own trading hubs that would connect the capital with their own lands overseas. To this effect, there is currently one port, packed to the brim with activity back and forth, but which has proved to be the safest and most viable way back and forth via the seas, as the surrounding waters are often rather turbulent and unpredictable. In the very center, is the City of Tears, capital of the Heartlands. Capital - Aethyria In the very center, at the foot of Haven's Summit, stands tall and proud the vast Aethyria, named after the world itself. It is a grand, majestic monument to a very important concept: cooperation, partnership, and community, between not just dragons, but all other races too, as well as all of those which have now lands to call home in the Heartlands contributed to its construction and development. With the threat of Corruption looming over, every race is on edge. And even generations-old bonds are now put to the test. The Rings With 4 walls that separate it into Rings, which in turn are separated into districts, the City of Aethyria is a busy hub that counts with many races that pass through it, or live within it, with dragons as the most common, while every other races is a minority, Hyenas being the rarest to see within Ring Ymir Where Estates for each Senate and Guardian House can be found, as well as the Army Fort and Guard Keep The Aethyrian Chantry Stands grand in the middle, surrounded by 4 sister Academies It is protected by the Military Police, currently under High Commander Florianne This is where, ironically, most of the entrances to the Underground can be found, which was initially built as a city underneath a city in case of emergency in the surface, having served as shelter and another location where to aid the wounded during the First War. Now poorer and more prone to criminal activity than any other zone in the City of Aethyria. This is also where the Amphitheatre and Colisseum may be found. Ring Arlene Dedicated to all commerce and trading, this is the second most rich ring. The richest and most influential Houses and Families live here. High-tier businesses are also settled here. It also counts with the City Hall, where citizens may contact higher authorities and leaderships with their concerns and other important matters. The Justice Hall is also set here Ring Elwyn Where the middle class lives, and where workshops that supply the Ring Arlene may be found, as well as markets for both necessities and luxuries. Crime isn't uncommon here, but it is mostly petty thievery Ring Demeter Where the low class lives, with poorer districts, and also the largest of all rings. There are shops and other establishments here but of decreasing quality. Crime is more organized and problematic, with families and businesses paying crime lords for protection, rather than rely on the guard, which has little control over it due to the size of the Ring Life in the Capital TBD Crime in the Capital The capital is known to be a rather peaceful place, with most crime being limited to the outermost ring and the underground city below the city itself. The Overseer quickly took over any and all businesses (legal or illegal) related to gambling houses, breweries and other establishments that sell alcoholic beverages, fighting rings (which are only located in the "underworld", as for any legal fighting it's the Domus in the "overworld"), other fancy establishments that he considered a profitable opportunity, etc... It is he who controls the Capital, more than the Senate itself, as he is the one capable of swaying the public as well as influencing the streets. Despite his control over the Capital, over the Heartlands as a whole, even, it is by no means something that goes smoothly. Competitors, rivals, and enemies who have an agenda and would want to see him fall, often prove to be a nuisance to handle. However he has crafted his network tightly, and the loyalty of his employees makes it extremely hard to get through to even attempt to dethrone him. He offers the Domus for "Afterhours" business (illegal) fights whenever Houses or someone of high importance needs to dish it out, because even if there's casualties, he can just cover it up to accidents, which albeit corrupt, it does allow the Guard to focus on doing their job properly throughout the city. The Heartlands' Guard, and specially the Military Police, take their job very seriously and are hard to wrap up into corrupt business because they're taught strictly at the Guard Academy, and the current House also upholds moral values greatly. Meanwhile, the Underworld is unruly, shady, full of crime and problematic sorts, but even they know better than to go against the Overseer's laws that he has imposed there in exchange for freedom to do as they please without Guard interference: not to kill the innocent, and to actually rely on the Guard when there needs to be a problem sorted, rather than immediately resort to killing. Anything goes as long as the blood shed is kept in the places he dictates (Domus, Rings, etc), and by this time, everyone's learnt the good and hard way not to go against that word Beyond the Capital While the City of Aethyria acts as the main hub for this island, the rest of it is divided in territories shared with other species for the sake of fostering relationships between them and dragonkind.

  • Fauna (WIP) | Honorbound

    Aethyr is teeming with life, some of which are tameable and some of which are as wild and unpredictable as their places of origin. They can be categorized as follows: Familiars Familiars are small or young creatures that can bond with sentient races, and act as loyal companions and friends, each with their own personality. They often reflect the personality of their bonded, but they may also be the opposite. When young dragons begin their studies, they are tasked to purchase a familiar as an incentive to learn responsibility from early on, as they will need to take care of them appropiately. This familiar can also be a cub or a young creature that will grow alongside the dragon. Altheran Wolfdog Renarian Dog Vyconian Fox Krovian Hare Velyn Parakeet Aldavian Raven Kharsys Owl Ildarian Snake Valmeran Lynx Jaheir Sabre Kharvas Lion Olgüni Panther Fanghor Fawn Lakhryan Raptor Zyrkonian Cat Common Fauna Wolves and Dogs Type Canine Element None Location Anywhere in the world Diet Carnivore Lifespan TBD History TBD Description Many races of Aethyr have found good companionship and top notch hunting partners in the feral wolf and dog fauna of the world. They often live in packs, with the exception of solitary members. Horses Type Equine Element None Location Anywhere in the world Diet Herbivore Lifespan TBD History TBD Description Many equine races populate the world of Aethyr, but the most famed one is the Aarakith. This proud race almost looks to have a sprinkle of draconic ancestry due to their fangs and strong, self-sufficient personality. They are hard to tame, at best, one can hope to befriend one, and be given permission to travel on its back. Uncommon Fauna Magma Fox Type Canine (fox) Element Fire Location TBD Diet TBD Lifespan TBD History TBD Description Native to the Igneous Lands only, these fire-aligned creatures are quite smart, not unlike corvids: about the same intelligence as a 7 year old, and have quite an excellent memory. They display a playful and innocently mischievous behaviour, and live in small family units up to 5 members. Their belly has a leathery, scale-like texture, and is warm to the touch, the equivalent to a hot stove. Thanks to their element-alignment they are capable of basic breathing and manipulation of fire, and use it to perform a mating dance. Solar Claw is the only known family to have tamed them, they're shy and evasive, rarely approaching things they don't trust. They're often seen resting on their shoulders or in between their paws; they're deeply intertwined in the House's culture and traditions. (credit: CristalHeart7) Rare Fauna Aziaron Type Avian hybrid Element TBD Location TBD Diet Omnivorous Lifespan 20-35 years History TBD Description An omnivorous equine species, with a lifespan between 20 and 35 years. They live mainly off of vegatian and small to medium sized animals. Along with their equine based looks they also have dragonic and aquatic like features, such as long spike on their hooves & under eyes, hard plated tails, sharp teeth and molars, fin like mane on their head to elbow, hidden gills to breath underwater (mainly to escape land predator or hunt), and their bodies can resist extreme temperature. They live in small herds in biomes from open plains to wild forests. Some can live in colder areas or warmer climate but one thing they all have in common they are led by an older experienced female Aziaron that is flanked by 2 males, as either guards/consorts these males are the only ones allowed to mate with the lead female. Aziaron mate once a year and conception takes between 8 months to 1 yr 1/2 they can have up to 2 calves. When mating happens males compete to mate by showing off their fin manes of bright colors and dance, some may also compete via fighting to show dominance and strength. In herds they have the following ranks: The lead female Guards/Consorts Hunters Watchers (guards of the territory) Elites (warriors/protectors) Nursers(those who care for young) (credit: dawnshadow97) Royal Gryphon Type Avian hybrid Element TBD Location TBD Diet TBD Lifespan TBD History TBD Description A favored mount of the Stag race, they make wonderful partners both as hunters, and sky-guards. Crystal Sabre Type Feline Element Crystal (Nature) Location Surgent Lands Diet Carnivorous Lifespan TBD History TBD Description Majestic creatures native to the Heartlands, the Crystal Sabres present a large threat to the dragon communities outside the Capital city or any major city. As they live in packs, they are unafraid of hunting dragons, albeit they do so as a defensive measure or when there is no other source of food. Due to the development of trading and their furs being prized, Crystal Sabres have managed to adapt and populate to other regions and even align to their elements, showing superb adaptability and resilience to any situation. Whakeira Type TBD Element Tidal Location Anywhere in Aethyr's Oceans Diet TBD Lifespan TBD History TBD Description TBD Extremely Rare Fauna Leviathan Type TBD Element Tidal Location TBD Diet TBD Lifespan TBD History TBD Description TBD Golem Type TBD Element TBD Location TBD Diet TBD Lifespan TBD History TBD Description TBD Eidolon Type TBD Element TBD Location TBD Diet TBD Lifespan TBD History TBD Description Colossal creatures that often embody the pure forces of the elements, be it Fire, Earth, Electricity, Etc... and have each a cyclical path that they repeat each # time. Some may only appear each 50 years, some appear each year, etc... But what is certain is they leave a path of destruction in their wake. No one knows how they came to be, but the most popular theory based on history records points at how they were born a few generations later after the creation of the elements. But that's the theory with the closest facts The wildest theories postulate that these beings are the souls of the deceased dragons of ages past, of the pertinent element, that cling to the mortal realm desperately, either unable or unwilling to let go Anothe theory is that these beings are the embodyments of the elements, and just like a monsoon, they come and go in a natural cycle These creatures are terrifying as oponents, and nobody has ever dared confront them except in attempts to slow them down before they destroyed a village or city that was unfortunately raised in their path... Extinct Fauna Primordial Type TBD Element TBD Location TBD Diet TBD Lifespan TBD History TBD Description TBD

  • The Heartlands | Honorbound

    The Heartlands The only neutral continent of Aethyr. The Heartlands is also known as the only land that is not ruled by a royal bloodline, but instead, the Elder Keeper Council and the Heartlands Senate, the first being comprised of the wisest and strongest dragons of each element, and the latter comprised of Senators specialized in each Trade. It iss where the Elder Keeper Council oversees the affairs of the World and help where necessary from. Geography The heartlands is considered a small continent surrounded by smaller islands, formerly belonging to dragon-kind only, but as time passed, other races chose to be a part of it either due to a wish to connect with dragons in a neutral territory, or to establish trading hubs that would connect the Heartlands with their own lands overseas. To this effect, there are several ports, packed to the brim with activity back and forth, and which has proven to be the safest and most viable trading method via the seas, as the surrounding oceans are often rather turbulent and unpredictable, yet near landmasses it is safest. In the very center, is the City of Aethyria, capital of the Heartlands, built at the foot of a promiennt mountain rich in mineral resources. The are four other relevant mountains in the Heartlands, all of which are sources of precious metals and minerals. There are six relevant forests, home to both wildlive, dragons, and other races. It is also worth noting the swamp lands on the south, as well as the barren expanse between two forests, both of which are inhabited by Nether dragons. The Capital - Aethyria In the very center, at the foot of Haven's Summit, stands tall and proud the vast Aethyria, named after the world itself. It is a grand, majestic monument to a very important concept: cooperation, partnership, and community, between not just dragons, but all other races too, as well as all of those which have now lands to call home in the Heartlands contributed to its construction and development. With the threat of Corruption looming over, every race is on edge. And even generations-old bonds are now put to the test. The Rings With 4 walls that separate it into Rings, which in turn are separated into districts, the City of Aethyria is a busy hub that counts with many races that pass through it, or live within it, with dragons as the most common, while every other races is a minority, Hyenas being the rarest to see within Ring Ymir Where Estates for each Senate and Guardian House can be found, as well as the Army Fort and Guard Keep The Aethyrian Chantry Stands grand in the middle, surrounded by 4 sister Academies It is protected by the Military Police, currently under High Commander Florianne This is where, ironically, most of the entrances to the Underground can be found, which was initially built as a city underneath a city in case of emergency in the surface, having served as shelter and another location where to aid the wounded during the First War. Now poorer and more prone to criminal activity than any other zone in the City of Aethyria. This is also where the Amphitheatre and Colisseum may be found. Ring Arlene Dedicated to all commerce and trading, this is the second most rich ring. The richest and most influential Houses and Families live here. High-tier businesses are also settled here. It also counts with the City Hall, where citizens may contact higher authorities and leaderships with their concerns and other important matters. The Justice Hall is also set here Ring Elwyn Where the middle class lives, and where workshops that supply the Ring Arlene may be found, as well as markets for both necessities and luxuries. Crime isn't uncommon here, but it is mostly petty thievery Ring Demeter Where the low class lives, with poorer districts, and also the largest of all rings. There are shops and other establishments here but of decreasing quality. Crime is more organized and problematic, with families and businesses paying crime lords for protection, rather than rely on the guard, which has little control over it due to the size of the Ring Ecology The Heartlands is home to a wide variety of fauna and flora, some of which were even imported from other lands overseas, and found a new home to thrive in within these fertile lands. The primary species of fauna are: TBD TBD TBD The primary species of flora are: TBD TBD TBD History TBD Historical Figures TBD Common Myths and Legends TBD Politics TBD Government TBD Laws TBD Allies TBD Enemies TBD Notable Houses Example - Description TBD Culture & Society TBD Naming traditions TBD Beliefs TBD Life in the Capital TBD Crime in the Capital The capital is known to be a rather peaceful place, with most crime being limited to the outermost ring and the underground city below the city itself. The Overseer quickly took over any and all businesses (legal or illegal) related to gambling houses, breweries and other establishments that sell alcoholic beverages, fighting rings (which are only located in the "underworld", as for any legal fighting it's the Domus in the "overworld"), other fancy establishments that he considered a profitable opportunity, etc... It is he who controls the Capital, more than the Senate itself, as he is the one capable of swaying the public as well as influencing the streets. Despite his control over the Capital, over the Heartlands as a whole, even, it is by no means something that goes smoothly. Competitors, rivals, and enemies who have an agenda and would want to see him fall, often prove to be a nuisance to handle. However he has crafted his network tightly, and the loyalty of his employees makes it extremely hard to get through to even attempt to dethrone him. He offers the Domus for "Afterhours" business (illegal) fights whenever Houses or someone of high importance needs to dish it out, because even if there's casualties, he can just cover it up to accidents, which albeit corrupt, it does allow the Guard to focus on doing their job properly throughout the city. The Heartlands' Guard, and specially the Military Police, take their job very seriously and are hard to wrap up into corrupt business because they're taught strictly at the Guard Academy, and the current House also upholds moral values greatly. Meanwhile, the Underworld is unruly, shady, full of crime and problematic sorts, but even they know better than to go against the Overseer's laws that he has imposed there in exchange for freedom to do as they please without Guard interference: not to kill the innocent, and to actually rely on the Guard when there needs to be a problem sorted, rather than immediately resort to killing. Anything goes as long as the blood shed is kept in the places he dictates (Domus, Rings, etc), and by this time, everyone's learnt the good and hard way not to go against that word Beyond the Capital While the City of Aethyria acts as the main hub for this island, the rest of it is divided in territories shared with other species for the sake of fostering relationships between them and dragonkind. Fashion TBD Architecture TBD

  • Society | Honorbound

    Structure Dragon society was the very first to develop in Aethyr, and the one most races followed the example of. It began as a tribal one, led by a Chief, then later developed Tribes, led by tribe Chief, and finally, they divided their society by Houses, families related solely by blood and led by an Atriarch. The lands, previously divided in territories, were often disputed by these tribes, until they began gathering under a single powerful bloodline: the Royal Houses, and thus every territory, at the time divided, was merged into a Kingdom for each element, ending most of the small scale disputes. The social order may vary on each Kingdom or Empire, which is detailed on every dedicated document, but they do follow a general consensus: High Class Those who belong to a House. These Houses are usually quite rich and powerful, with the Council Houses being the most influential ones, only below the Royal Houses. Dragons that have very high achievements such as Generals, High Judges, etc... belong in this category Middle Class Dragons that do not belong to a House. They are often the class right above the working one, and enjoy some higher privileges that the commoners do not, based on their achievements. Captains, Commanders, etc... belong in this class. Low Class The working class and least favored of all, also known as the Commoners. Disgraced Class Those who that have lost their status and achieved such low in their life that they are shunned by society and forbidden to be a part of it. Most dragons in the Underground are disgraced ones. Naming Convention Generally speaking, names will be related to the elements but it is not strict due to Warfang being a major combination of cultures and traditions. They usually have certain suffixes to indicate gender, as well as latin-themed suffixes. Dragons also don't have surnames, and will be introduced in either of the following ways: By House: Novalyn, of House Stargazers. Solely used by House member s. By Parentage: Novalyn, daughter of Anaise. Most used by commoners that do not belong to a House, but can also be used by House members. By Place of Birth: Novalyn, daughter of the Heartlands. This is most often used by dragons who are orphaned or any who for some reason decided to disconnect themselves fully from their family. It is rare to have titles such as (Name) the Second, the Third, etc… in dragon society, but it can happen. By Title : Novalyn, Master of Storm ; Master Novalyn ; Captain Novalyn. Mostly used by members that have gained high ranks or are accomplished members of society. Families and Commoners most often use slightly altered names based on that of their parents. Vocabulary and Words Dragons use a slightly different vocabulary for certain words: Marriage : unity rite Married : unified Husband/Wife : unified Girlfriend/Boyfriend : mate Engaged : betrothed Engagement : betrothal Divorce : diverge Divorced : diverged Funeral : wake, funerary rite Birth : hatch Birthday : hatchday Marriage & Eggs It is a global consensus that all dragons are monogamous. Only in the criminal world can there be found multiple partners, as not only do they lack the drive to attain the House title and thus cater to the typical norm, but also, anarchy and freedom rule in such environments. Marriage can happen for different reasons: Love Politics Convenience Etc… Forced marriage is a problem within high society, despite the laws forbidding it, as often there will be a lot of pressure from both Houses and Families, and even within commoners themselves who wish to improve their social status through easier and faster paths. These forced betrothals are always due to social status or wealth, hardly because of scale colors, as this is generally seen as the most shallow reason for it. It is a crime to smash eggs, and anyone found doing this faces execution, no matter their place in society. At most they may be given to the Temples, where they will be taken care of until they are adopted, or raised by the Caretakers. There used to be a lot of orphans during the Clan days, but nowadays there are fewer. When it comes to unwanted offspring, Houses are often rich enough to keep them, yet will not waste resources on them, while Families will often keep them only until they come of age to then sign them up for the military. LGBT Dragons are, in general, rather open minded and adaptable to others of their kin and same alignment. However, some kingdoms are more prone to acceptance than others, as there often is a mindset where bloodlines must always have named heirs, always of their own blood, never adopted or otherwise. There are no known spells to alter genders as of present times. Orphanages In towns or cities where there are no Temples, there are orphanages where eggs are left, and where young abandoned dragons are taken. These tend to be run not by any government, but by families that take it upon themselves to offer refuge to those unwanted, abandoned, or who have no one left to care for them. These must still abide by the laws of their Kingdom/Heartlands, however not all of them follow said fair laws. Still, they are a better alternative to living on the streets. They are usually taught by the orphanages' caretakers to control their element, but this is the bare minimum. Once they reach 13 they are often forced to find a job to earn their keep, and at 20 they are sent to the army so they may start off their own lives and find their own place in the world with their earnings. Children that don't get taken to an orphanage or run away from it, will often end up living a life of crime. Death When a dragon dies, a Ceremony of Departure called "Wake" is held at a Temple, where the defuncts' family and friends gather in order to mourn them, and wish them luck in the afterlife, often praying. Afterwards, their body is cremated under their watch. It is believed this way, their spirit will join their Ancestors in the firmament. The ashes then proceed to be buried at their realm of birth. The dragon will often have a shrine dedicated to them at their family's home or estate, or town. Architecture Style Dragons often create artworks, buildings, or even theme cities after the element of the realm they live in. Particular elements tend to have certain colors and styles associated with them, but architecture also varies by region. For example, temperate and warm areas are likely to have open-walled buildings, while colder locations will have more enclosed spaces to keep warmth in. Each Realm has its own architecture style. Namely: Solar Realm: The realms under the Solar banner often show a steampunk-esque style. Frost Realm: Frost dragons build from ice or stone, with their architecture having a viking-tribal theme, yet with a lot of sophisticated techniques, with elegant runes and beautiful shapes. Storm Realm: The main style for this realm consists of sharp, jagged and geometric edges on buildings and pathways. They often use marble and smooth stones that look crackled with forking patterns. Since their realm has severe weather all year-round, their buildings are made to be strong enough to withstand tornado conditions. The natural-growing crystals in their realm act as electric-rods which helps them redirect lightning so it never strucks anything organic nor ruins any buildings. Nature Realm: The predominant architectural style is a mix of Aztec and Indian styles. Depending on the variant of Nature: Crystal : their architecture is often elegant and refined, with structures built from crystal, and given beautiful shining shapes. Flora : with a preference for wood as a building material, flora dragons use their skills to make trees grow into natural homes for them, fully respecting nature around them. Stone : with a crude yet beautiful style, stone dragons have a dwarven-styled architecture. Gale Realm : The style in this lands is often elven-like, with graceful, elegant and fine shapes. Their buildings are characterized for being very open, and their patterns often have spirals or swirls. Oceanic Realm: This realm is known for their widespread atlantean-greek style, with spires, circular houses, domes, etc... Their style features a lot of spiralling or wave-like patterns, tropical aesthetics, domed rooves, arches, and aquariums. They're inspired by greek mythology. Umbra Realm: The shadow lands are known for their simplistic yet elegant style, where everything in their architecture has a purpose, prioritizing efficiency yet not sacrificing beauty in the process. Blood Realm: TBD Toxin Realm: With their realm being in the center of a small swampy continent, Toxin dragons pride themselves in their ability to make a home out of anything they may find, having a simple style, yet very efficient. The buildings they made out of stone have a brutalist style. Fear Realm: TBD Soul Realm: TBD Argent Realm: TBD Chronos Realm: TBD Gravity Realm: TBD Many buildings in dragon cities have open walls, large arches, and furniture of various sizes to accommodate dragons of all shapes and sizes. Dragons themselves can be architects, but some dragon cities were built by other species to share with the dragons. Since dragon cities are often shared with other sapient species, specific furniture and housing areas are kept for this purpose. Technology Aethyr's level of technological development varies depending on realms, however it is generally a steampunk-esque style, using magic to imbue things to a certain degree. Metal is very important to dragons because it has allowed them to make great strides where their physical attributes or elements weren't the most fitting for the task, and it has allowed them independance from other races that would've filled in to help. Argent dragons are the most prominent masters of metal, as they use it for nearly everything in conjunture with other materials such as stone or wood, due to their innate ability to manipulate anything that has metal within. Thus most "technicians" are argent dragons. In recent years they have opened up more to work with the Heartlands, which has left other Kindoms behind, as the Argent Kingdom prefers neutrality itself, with only helping the Gale Kindom as a fellow neutral party. This has allowed them the chance to work with the most prominent masters of magic that convene in a truce every lunar eclipse, when the moons align and the magic flows stronger in the world of Aethyr, making it the perfect time to imbue things with magical energy. This breakthrough of mixing magic with contraptions has been of great importance to dragonkind, and something very coveted by other races. Thus they are careful with this however. Rules are yet to be put in place for these magic imbuement, but for now, the Grand Masters are using such knowledge sparingly to aid those most in need. As for style, dragonkind has made greater advancements in general, which is reflected in slightly more intricate clothing styles. Although clothiers mostly sew by hand still, there have been a lot of strides done in the use of magic to aid the process and allow to take more time designing and working new, better custom apparel. For now, these cannot be magic imbued, but they can be magically dyed. Magical dye often has a special property to it, not only as how it is permanent and does not bleed out, but also has a rather "glittery" or "swirly" effect on fabrics that can reflect a dragon's element, specially delicate ones such as silk, with thicker materials displaying this less. Styles vary from Kingdom to Kingdom, with the Heartlands having the most "modernistic" sort of style, Umbra having a victorian-era style, Frost having a viking style, nature having an aztec/mayan style, specially with details, Gravity having an eastern style, etc...

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