
RAGNAROKK
In the time before time, there was a great battle between the almighty Aesir gods and the forces of destruction. Whoever was victorious would decide the destiny of the gods, and the fate of the nine Norse realms. In the end, both gods and monsters met their doom. The great world tree Yggdrasil broke and fell at the teeth of Nidhogg, the dragon of destruction, and with it the nine worlds. All order was shattered, and the universe collapsed into chaos.
YGGDRASIL REBORN
This reign of disruption, however, was not the end, but merely a new beginning. Destruction is not evil, but a paving of way for a new world to begin. That was the essence of Ragnarokk---to usher in the creation of a new world. Nidhogg, finally released from his icy prison of Niflheim, the underworld of frozen fog and wastes, was the catalyst. For a time, he remained above ground, measuring the aftermath of the day of destiny. Although the world tree Yggdrasil had been upheaved, the four primal elemental realms remained intact. These were Alfheim, realm of Wind and home to the elven people; Jotunheim, realm of Ice and home to the surviving frost giants; Dark Alfheim, realm of Earth and home to the dwarves; and Muspelheim, the wild and untamed realm of Fire. Nidhogg's descendants eventually came to embody the elements of these four realms, thus giving rise to the four dragon clans. Humanity was the last race to arrive, their home, Midgard, reborn from the combined energies of the elemental realms. The world tree Yggdrasil had regrown.
ORDER OF THE DRAGON RIDERS
The dragons and the races of the five worlds lived in relatively peaceful coexistence, save for the race of man whom were rather varying of opinion of their non-human neighbors. There was one Clan, however, that lay apart from all the races, and for good reason, for they were the direct descendants of Nidhogg, the Dökk Fryst dragons of Niflheim. While Nidhogg himself was neither good or evil, the same concept could not be applied to this lineage. They were a malicious, power hungry race, the frozen winds and fogs of Niflheim believed to have chilled their souls. They cared not for the other realms and their inhabitants, and longed for the days of disorder and chaos to begin again, for they had grown tired of the peace that had bloomed up since Ragnarokk.
The elemental realms and Neo-Midgard were greatly wary of this Clan, and their worst fears were proven when they broke the bounds of their icy wasteland realm and attacked the worlds of Yggdrasil with a sudden wild fury. Fortunately, they were not unprepared, as the elves and Vindur dragons of Alfheim quickly rallied their neighbors for a counteroffensive. United against a common enemy, the four realms drove the Dökk Fryst Clan back into it's own world, and forever sentenced them to exile from Neo-Midgard. To prevent this crisis from ever happening again, the four realms formed the Röð Drekanum Knöpum, the Order of the Dragon Riders, sworn to protect the realms of the four elements and Neo-Midgard from all threats that may destroy them.


1. All FeralFront rules and regulations apply to this thread, so please be respectful and abide by them.
2. This is an advanced roleplay, so a minimum of a paragraph to a maximum of two or three, depending on your skill level, is expected. Unless you are rushed, please do not skit through them. In the event that you are rushed, please remember to go back and edit so that it meets the requirements.
3. If you are going to be inactive for any period of time, please let me know before hand so that the rest of the players are not left in the dark.
4. Please do not give any of your characters an OP factor. I know it's tempting, but no one is invincible.
5. Keep all the content rated PG-13. That means no overdoing of blood, gore and violence, and the timeskipping of intimate scenes (I'm pretty sure you know what I mean).
6. Please use the races as provided for your OC's. I may add more if I feel like it, but please follow this rule until then.
7. If you read the rules, put "Dragonflight" in the Other section.
KÓÐA DREKANUM KNÖPUM
Code of the Dragon Riders
A Rider and his dragon is sworn to valor. His blade shall defend the helpless, and he shall fight against those who threaten peace within the realms.
Victory is not obtained through endless slaughter. A just war is a war without cold murder.
Remember the three virtues of Unity, Duty, and Destiny.
Courage is not the absence of fear. If you are not afraid for yourself or others, then you are not alive.
MUSPELHEIM

ALFHEIM

DARK ALFHEIM

JOTUNHEIM

NEO-MIDGARD

VINDUR
A dragon race of the Wind element, this Clan hails from the realm of Alfheim, the homeland of the elven people. They are less powerful and fierce compared to the other Clans, but what they lack in strength make up for with speed and agility. At full speed, a Vindur dragon in flight can traverse the entire realm of Neo-Midgard in just a few hours. In most cases, they serve as scouts when paired with dragon riders, easily retrieving information and returning in short period of time without alerting enemy forces. Only senior pairs have the experience needed to become warriors.
ÍS
These Ice elementals hail from the frosty realm of Jotumheim, the homeland of the frost giants who survived the day of Ragnarokk. They are well-known for their cold and aloof natures, believed by some superstitious individuals to be the effect of living so long under the icy cold winds of Jotunheim. But what few people see is their capacity for justice. Never tolerating any form of injustice, they will hunt down with a vengeance those who threaten the stability of the allied realms. In battle, they often serve as sabotage agents, weakening the enemy forces to allow their fellow comrades to administer the finishing blow.
JÖRÐIN
This dragon clan embodies the element of Earth and resides in the bowels of Dark Alfheim, homeland of the dwarves, who make their living mining precious metals and constructing fabulous subterranean cities. Arguably the most peaceful Clan of the four, they are representatives of stability and life within the allied realms, possessing great influence over the flora and fauna around them. In Neo-Midgard, it is customary as well as required to seek out an Jörðin dragon on to gain his permission to hunt or take trees from the forest he is protector of, for failure to do so results in extreme punishment. During battle, Jörðin dragons serve as the primary defensive force, built with natural endurance and able to take heavy punishment while still being capable of combat.
ELDUR
Perhaps the most misunderstood of all the dragon Clans, this race embodies the raw element of Fire, their domain being the wild and untamed realm of Muspelheim, originally home to the fire demon Satur and his army, whom were all slain during the day of Ragnarokk. Eldur dragons are infamous for their hot tempers and attitudes towards strangers, but if one looks at it from their standpoint, living in such a hostile realm with so little resources, then their natures can be justified. Some of the more saged and peaceful dragons of this kind have been known to find refuge in secluded areas of Neo-Midgard, though they may still burn you to ashes if angered. Eldur dragons are the most offensive dragon race during battle, showing no mercy for their opponents as they fall upon them with savage fury. Dragon riders who wish to work with this race must show strength, bravery, and discipline, three traits the Eldur value most among their kind.
ELVES
The agile warriors of Alfheim and possessing long lifespans near equivalent to the dragons. Fierce defenders of justice, order, and peace, they were the first to prompt the creation of the Order of the Dragon Riders. You will most likely find an elf Bound to a Vindur dragon, but there are occasions of elf and Jordin dragon pairings.
FROST GIANTS
A wild and aggressive race of the frozen mountains of Jotunheim. Many are descendants of those who survived the day of Ragnarokk, and since then have lived in peaceful accordance with the Is dragons whose element they share. The races of the other realms tend not to put much trust in them, as they were a menace to the Aesir gods in the old days, but years of peace have somewhat smoothened the tempers of most of the species. There are few frost giant dragon riders, but those who are, all are Bound to an Is dragon.
DWARVES
A hardy, earthbound race of the dense forests and stone hills of Dark Alfheim. They are widely known for their vast subterranean cities and prowess in working precious metals, mined on a constant basis from the bowels of their mineral-rich homeland. They have a very developed symbiotic relationship with the Jordin dragons who share their realm with, but very few dwarves take up the dragon rider occupation, mostly out of an innate fear of heights and flying, which just shows how in touch with the Earth they really are.
HUMANS
Embodying several aspects of all the four elements, humans were the last to arrive in the newly reborn Midgard, their homeland, and therefore have mixed opinions of the other races in regards to stature. Their position is not helped by their mortality, but one cannot ignore their capacity for bravery in dire times. A human dragon rider can be Bound to any of the four elemental Dragon races, however, the majority consists of human-Eldur pairings, as both possess unpredictable natures that can go aflame at any time.
COUNCIL ELITE
The most respected position of the Order. These individuals make carefully thought decisions regarding the welfare of the elemental realms, and the nine realms as a whole, and their inhabitants. Rarely do they ever go into battle, for their status puts them in a very vulnerable position. Because of the specific requirements needed to attain this status, the Council is limited to one representative of each of the four elements.
Höfðingi
Highest military status one can obtain. These individuals can command entire wings and lead them into battle against aggressors.
Annað Höfðingi
Second in command to the Höfðingi.
Kappi
The warrior class. Most individuals of the Order are part of this rank.
Lærlingur
Dragonrider-in-training. They receive their training from a qualified Kappi, who instructs them of the Code and the ways of the elemental realms.
Unbound
These individuals have not found a dragon partner or choose not to seek one. They are the mass of the known realms that the dragonriders are sworn to protect.
SIGN-UP FORMS
DRAGON FORM
- [font=times new roman][b]INSERT NAME HERE[/b][/font]
- [font=times new roman]"[i][/i]"[/font]
- Name:
- Age:
- Race:
- Element:
- Gender:
- Height/Length (Optional):
- Dragon Rider:
- Rank (MIRRORS DRAGON RIDER):
- Personality:
- History (Optional):
- Weapons of Choice (Optional):
- Crush/Bf/Gf/Mate:
- Relationships:
- Theme Song (Optional):
- Other:
DRAGON RIDER FORM
- [font=times new roman][b]INSERT NAME HERE[/b][/font]
- [font=times new roman]"[i][/i]"[/font]
- Name:
- Age:
- Gender:
- Race:
- Element (Chosen if Human or Inherited):
- Rank:
- Dragon Partner:
- Personality:
- History (Optional):
- Crush/Bf/Gf/Mate:
- Weapons of Choice (Optional):
- Relationships:
- Theme Song (Optional):
- Other:
UNBOUND FORM



