Welcome to the DragonMind, young soul.
Here is some backstory to get you up to speed:
A long time ago, before cats arrived at this place, a dragon of blue scales flew to the mountain we called home; Zark Mountain. He looked around and found it quite pleasing; open skies and fresh plains below to feast upon easy prey. Soon the place attracted other dragons, and it quickly became cramped and overpopulated with dragons. The dragons decided to contest it the only way proper; a fight to the death. All the dragons fought tooth and nail, and naught but one remained—a leathery black scaled trickster. When the fight was over he took a stone smooth as a mirror and wiped the blood of every dragon. This is what has come to be known as the Bloodstone, our conduit to the world of dragons. Several centuries had past when we finally found the bloodstone, and at the moment that the first Hydra touched that stone we were all bound into servitude. Dragons' blood became ours, and while the powers they granted were unimaginable, we forged our own shackles into the will of the Dragonmind. Now, we have been given alleviation. The Dragons have released us from absolute control, but we still obey without question. To disobey, is to die. To think of change, is murder. We live, and die, under the Dragonmind.
Ranks:
leader = hydra
deputy = guivre
med cat = zilant
warrior = drake
apprentice = wyrm
kit = hatchling
queen = wyvern
elder = balaur
Duties and Rank-Powers:
Hydras:
Hydras are the law under the Dragonmind. They ensure peace and prosperity, and the Dragons don't rip their head off for a nice snack. They are by far the most powerful out of the clan, as they are granted powers directly from Dragons themselves. They are also in charge of ceremonies, (low-ranking) punishments, and leading the guard stock.
Guivres: Guivres are next in rank to be Hydras, and while they don't have amazing powers like the hydra, they are next in line to receive them. They are in charge of hunting patrols and border patrols, and helping the Hydra with anything he needs.
Zilant: Zilants are in charge of keeping the clan free from disease and to heal injuries. While dragon's blood has rendered them immune to most common diseases , others have sprung up to replace them. Fortunately, most of the nearby herbs seem to accommodate for this.
Drakes: Drakes are the basic warrior. They do what they are told, Fight for the clan, and protect the young.
Wyrm: Wyrms are the youth training to become Drakes or Zilants. Once they reach the time in which their ceremony is nigh, they all recieve a dream depicting which dragon has chosen them, and then awaken with a single scale on their paw. The ceremony is then supposed to occur that day.
Hatchlings: Hatchlings are the youth of the clan and aren't responsible for anything. This is the time they can remain innocent.
Wyverns: Wyverns are the Queens of the clan whose only jobs are to care for and to protect the Hatchlings.
Any female can be a wyvern so long as she is not a Hydra, although the chances of a female Hydra are rare.
Balaurs: Balaurs are the elders who have already served their time for the clan, and have earned their rest. Balaurs are to be kept safe and honored for their wisdom, and should never be disrespected.
Power-sects:
The powers available to the clan are very diverse, but fall under some main categories. Additionally, most cats can only learn a piece of their sect, such as a water dragon only knowing how to freeze objects. (also keep in mind the powers listed here are examples. They are not your only options. Be creative!)
Sect 1: Water.
This sect contains anything to do with liquid; ice, water, even blood. However, blood magic is generally considered cruel and unusual, so most dragons avoid such practice. Water dragons are typically calm and wise, resorting to knowledge before violence.
Sect 2: Fire.
Fire can have any different forms. From heatwaves, to fireballs, to resuscitation. Fire can be used to create, or destroy, and as such fire dragons fluctuate between emotions very rapidly. They are easily swayed between happiness and anger, and can be very dangerous when provoked.
Sect 3: Lightning.
Lightning is the element of both electricity and rapidness. Lightning can give super speed, bursts of energy, or even the power to generate currents from paws or tails. Lightning dragons, as such, are hyperactive and playful, often awake and confident when most others falter.
Sect 4:Poison.
Poison varies greatly in effect, but the application is generally the same. Poison dragons can enchant their claws to inject a venom into the wounds they cause. Poison can do a variety of crippling effects, such as pain, internal bleeding, paralysis, slowed reflexes, and even a rare occasion of coma-induced sleep. Poison dragons tend to be malicious or devious in nature, but often don't harm others who stay out of their way.
Sect 5: Earth.
Earth dragons command the ground beneath and around them, becoming sturdy and defensive until the time to strike draws. Earth dragons can mold the ground to protect them by encasing their fur, create uprooted shields of earth to interrupt or block attackers, or use it offensively to hurl rocks and upheave spiked roots. Earth dragons are peaceful, yet stubborn. They do not react to change quickly, and are generally set in their ways(like stone! ba dum tish)
Sect 6: Light
Light dragons are the most apt towards healing and protection, but can be dangerous when pinned. Light can be used to protect and inspire allies, as well as mend wounds, or to blast their opposition apart with deadly, concentrated beams of light. Light dragons can be of the sun or of the moon, and gain powers from them respectively. Light dragons are cheerful and kind, and will never think twice about helping a friend in need.
Sect 7: Darkness and Demons.
Darkness and Demonic dragons are very similar, but have key differences. Darkness uses the shadows to trick, cheat, and fool their way past enemies, using guile and agility to best their opponents. Demonic dragons use sheer force and power by enchanting themselves to make them more powerful to overwhelm their opponent with blasts of hellfire or giant claws. These dragons are rare, as they do not often mate or crossbreed, but they are unpredictable and their true demeanor is often hazed by a kind outside shell.
Sect 8:Arcana.
Arcana dragons are users of the purest form of magic. Their magical powers can sometimes be unpredictable, but are powerful and beautiful to behold. Arcana dragons can creates bursts of raw magic, beams of force, control things with their mind(psychokinesis), and even teleport short distances. Arcana dragons generally become more powerful as they age, and are studious and often methodic. Arcana dragons generally find it more difficult to adapt on the spot as they would to follow a plan.
How the Clan operates as a norm:
The dragonmind is our absolute leader, and slavemaster. It is held inside the Bloodstone, and is a collection of all the souls of the fallen dragons from our history. It speaks to the Hydra, who then must obey it's commands and commend the rest of the clan to do the same. Clan members perform orders out of fear rather than duty, as anyone who disobeys is bound to be executed. Even the Hydra dares not to disobey, despite his power. We have inherited much from the Bloodstone; powers and hides of the dragons, and even their senses of smell, taste, hearing...we may be warriors, but we have dragon's blood.
Powers:
The Hydra rules over a balance of all dragon colors, and therefore has a spectrum of powers available to him(check Hydra form below.).
Before a Hatchling becomes a Wyrm they must first experience "The Dream," which reveals to them which Dragon color they inherit. Once they receive their new title, they grow their first scales and begin training immediately to realize their power, and are then given a proper mentor whom of which will guide them to master their full potential. Once Wyrms are deemed masterful enough of their power, shown by their scales, They become promoted.
Ceremonies:
Hatchling to Wyrm:The Wyrm-to-be is to report to the Hydra the day after his Dream, and explain what he saw. The Wyrm is then presented to the clan as a newblood, and receives the name the clan shall know them as (If their name was Celias and became Neyo, they become Celias Neyo). It is then that the Hydra allows for the first scale to grow on the Wyrm's body, and his or her immediate training begins.
Wyrm to Drake: The Wyrm is called up to stand under the Hydra as a soldier of arms. The newblood is picked up from a kneeling position and then has his scales blessed by the power of the Bloodstone invested in the Hydra. This blessing symbolizes a passing from young to experienced.
Wyrm to Zilant: The Wyrm is called to stand in front of his clan, where the Hydra joins him. The Hydra gives the Wyrm a small blessing, then anoints the Wyrm with a sacred ointment prepared ahead of time. The ointment with the blessing symbolizes wisdom and maturity, such that they can protect their clan.
Lore:
It has been foretold by the Dragonmind that one day a child of iridescent blood shall one day be born. He is foretold to bring great suffering, and so the Dragonmind has ordered the immediate death of any such child. However, the prophecy was vague, and the Dragonmind has never cared so much for its clan before. Could this child bring an end to the Dragonmind?
Form:
Username:
Name:
Age:
Gender:
Rank:
Dragon color:
Scales:
Powers:
(not too many please! You can have different powers for the same element)
Appearance:
History:
Personality:
Other:
Hydra's Form:
Username: Starfletcher1
Name: Nagasai Sukoi (usually called Naga)
Age: 24 moons
Rank: Hydra
Dragon Color: Bloodstone(Hydras can use the whole of the Bloodstone)
Scales: Naga has a vast number of scales that cover almost his whole body. His face, belly, paws, and tail are pretty much the only parts of him not covered in golden scales that seem to glitter even in the night.
Powers: (blue)Water: the ability to lower temperature of things around him
(red)Fire: Firebolts.
(green)Poison: immunity to poison as well as the ability to extract it from others.
(yellow)Electric: the ability to increase his own speed(reaction too) immensely.
(brown) Earth: The ability to bend earth by will.
(white)Light: Moonbeams(light that can be used to blind or injure others).
(black1) Dark: the ability to make himself harder to see.
(black2) Demonic: the ability to grow in size (a moderate amount).
(purple)Arcana: The ability to sense magic nearby.
Appearance: Naga is a medium-build, highly defined ashen tabby tom. His green eyes are caring most of the time, but can be harsh when necessary. Although not tall, his frame is big enough to intimidate most cats while keeping himself agile.
Personality:Although he feels robbed for taking on leadership at a young age comparative to the norm, Naga is determined to keep the clan going. He believes that one day they will be free, and so for now he obeys obediently, keeping a strong smile and firm placement so his clan can do the same. He can be a bit easy to become nervous, and sometimes try to become overly attached to something, but he means well for everyone at every time.
History:Naga was born into the clan, and was determined when he was young to be the best there could be. He became Guivre at age 20, due to his excellence in both combat and diplomacy. He was able to make many friends, and tried hard always so that he could be looked at with a smile, but he will never forget the disgrace he felt from his parents. His parents, soon after he was born, died as a part of a rebellion that was easily squashed. He was taken care of by the other Wyverns, but the hot scorches of him being a 'rebel's son' clung to him hard. He would never forget that.
Other: Yaaaaaay we can start taking people!
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