Post by Stealthy on Feb 20, 2009 18:46:06 GMT -6
This guide will cover things like what Masters say at ceremonies and what Healers do and things like that. If you have a question about the guide, reply to this thread. If you have a question about dragon lore, legend or just blunt facts, please visit my staff corner.
1. Defend your Group with everything you have. You may have friends in other Groups, but be prepared to meat them in battle.
2. Don't trespass on others territory.
3. Fledglings and Hunters must hunt for the rest of the Group before eating for themselves. Battlers must ensure protection before taking a break off duty. Collectors must have collected minerals for others before getting their own. And Flyers must have patrolled the territory at least once before getting minerals.
4. A Hatchling must be at least 8 years old to become a Fledgling. Fleglings must be at least 16 to become accepted as full adults, although most have to wait until their 18 years.
5. Fleglings must either climb Cinder Cone, swim through the Bubble Fountain, go to the Whispering Cave, or fly down the Chasm Infinity, depending on what Group they are in, the night that they are accepted as adults.
6. Adults may only become Seniors if they have visited the Crystal Cavern at least once.
7. One of the four Seniors will become the Master when the Master dies or retires.
8. If there is no Senior for a certain Adult Group, a new Senior must be chosen by the new moon.
9. Groups will hold a 'Scale', or a meeting, every 2 years. It is a time of truce and there is to be no bloodshed.
10. Adults reject the life of a Soft.
11. No dragon may reject an egg or hatchling, even if it belongs to another group.
12. The word of the Master is the Dragon Code.
(these are only a code, it doesn't have to be followed at all times)
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Egg- Dragons lay eggs. The egg tells a lot about how your dragon is going to be. For example, if there is an egg that is a soft blue, it could mean that the dragon is going to be a bit shy. The baby dragons will also have similar coloring to their eggs.
Hatchling- Aww... A cute baby dragon. From when the dragon hatches out of an egg, until it can fend for itself (which is after about 8 years) it is considered a hatchling. Hatchlings don't have wings and need an element to survive. (ex. dragons from the water group must have water).
Fledgling- A young dragon learning about lore, hunting, fighting, etc. is considered a fledgling. Fledglings start to grow wings and learn flight as one of their teachings. They are considered about 8 to 16 or 18 years old, or until they are ready to become full members of their group.
Hunter/Battler/Flyer/Collector- These are the adult rankings that Fledgling can become once they have completed training. Hunters focus on catching prey. Battlers protect other dragons. Flyers are spies and carry messages. And Collectors collect minerals that are needed for eggs to hatch and hatchlings to survive.
Broody- These are female dragons that are expecting eggs or caring for hatchlings.
Healer- There is usually one healer and her fledgling per group. Healers know what herbs and minerals can be used to heal others. They are peaceful and do not believe in war. They can also receive omens and prophecies from their ancestors.
Senior- Seniors are chosen by the Master to help out with duties in the group. There is usually one for each adult type of dragon.
Master- Masters are the leaders of the groups. There is one master per group, leading the group with the help of seniors and sometimes a mate.
Ancient One- Aincient Ones are retired members of a Group. A dragon may retire due to age or physical disability. Few dragons retire because of their age limits and the fact that few dragons die of old age.
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Calling Meetings:
FireGroup- Let all dragons old enough to climb Cinder Cone join here in front of the Masters Cave for a meeting.
AirGroup- Let all dragons old enough to fly through the Great Canyon join here by the foggy cave for a meeting. (NOTE- the foggy cave is he masters cave)
WaterGroup- Let all dragons old enough to swim to the algae forest join here beneath the great rock for a meeting.
EarthGroup-Let all dragons old enough to fly over the Chasm Infinity join here in front of the Masters Cave for a meeting.
Ceremonies:(These ceremonies can be more elaborate, this is just the basics)(Insert corresponding thing in underlined parts)
Fledglings- By naming Fledglings, we show that Fire/Air/Water/EarthGroup will remain strong for many years to come. name of adult, you are ready for a fledgling. Pass on your dragon attributes such as knowledge and skills to name of new fledgling.
Full Members(Adults)- name of fledgling, you are ready to become what you were meant to be. I say these words in front of our ancestors, this Fledgling has trained long to learn the lines of your noble code. he/she is ready to be accepted as a full member of this group.
Ancient Ones- name of adult, is it your wish to give up the name of hunter/battler/flyer/collector and go to join the Ancient Ones? (Dragons answer here) The group honers you and the years of service you have given us. I call upon The Plains of Endless Burning to give you many years of rest and comfort.
Seniors- I say these words before the spirit of former senior, so that he/she may hear and approve my choice. new senior will be the new adult ranking Senior of Fire/Air/Water/EarthGroup.
(If a dragons name is to be changed at any one of the above ceremonies: From now on you shall be known as new name here.
FireGroup:
Territory- The black, hot land in side and outside a large crater is the FireGroups territory. The crater is from a large volcano, that still erupts on occasion. All of the territory is full of lava flows and magma pools, as well as some mini volcanoes. There is a large ruby at the bottom of the large volcano that can be seen from FireGroups Cavern.
Cavern- A tunnel system, formed naturally by the small eruptions of a volcano and the acts of erosion, make up the FireGroup Caverns. This is where the fire dragons live, the place they protect. The volcano they live in still goes off sometimes, but it is never major.
About the Dragons- FireGroup Dragons are fierce and loyal. They need warmth and rubies to survive, as well as the occasional fire. They are very prone to fighting and they train their battlers very extensively. They are the most fearless of the groups and will stand their ground until death.
AirGroup:
Territory- From a distance it looks like a large cloud because of the ever present cloud cover. It is actually a large cliff and mountain system, with strong air currents. Only Air Dragons can fly safely through these dangerous winds. Through all the canyons runs a small stream with a milky topaz vein along the bottom.
Cavern- High up on a cliff there is a ledge that leads into a large tunnel system. Air Dragons have made this place their home, and visitors are cautioned not to fall of the ledge.
About the Dragons- AirGroup dragons are strong flyers, although they aren't as good at fighting. They might be the strongest of the groups dragons in the wings because they have to fly through strong winds. They have good vision to see through fog and clouds a bit better. Because of their weakness in fighting they would rather flee than stand their ground, although they will fight if pushed. They need wind and fog to live, as well as some topaz.
WaterGroup:
Territory- A large lake outstretches in front of a waterfall. This is WaterGroup's territory. The amphibious dragons of WaterGroup spend their days under the murky depths. Surprisingly these waters host many places for WaterGroup to interact.
Cavern- Hidden behind the waterfall, the WaterGroup Cave is the home to WaterGroup. These caves hold many stalagmites, and stalagmites, and are constantly damp.
About the Dragons- WaterGroup dragons are very agile in the water. Although the clumsiest dragons in flying, no other dragons can swim better than WaterGroup. The dragons in this group are slightly amphibious and some have developed webbed feet. Some even have fins and all have a clear pair of eyelids to protect their eyes when underwater. They need water to survive for the most part, as well as a little sapphire.
EarthGroup:
Territory- Earth Groups lands are covered with a different arrangements of living creatures, and plant life. Mountain Goats are the most prey here, everywhere at any season. Grasses, and plant life live here, and plenty of small creatures can be found. The land land can be flat in one place, have many hills in another, it is a land a true Earth Group member can go through without trouble. There are a few small forests and bunches of trees as well as some odd features.
Cavern- This is where EarthGroup lives, rests, eats, and protects. Their cave is on rolling hills, covered by mostly bare earth. Their home is surrounded by walls of earth, but there are plenty of ways to exit the safe haven of rock and earth, most of them are tunnels.
About the Dragons- EarthGroup Dragons are very odd. They don't have the sharp claws of other dragons, but rather have strong digging claws. If a disaster strikes they will run and hide in their tunnels unless fighting is unavoidable. They are true artists, seeing as they can carve things of great beauty out of gems and rock. They need earth or rocks to survive, as well as a bit of amber.
Demantoid leaves: To be chewed and eaten. The plant can be distinguished by its small blue or pink star-shaped flowers and shiny, green leaves. Great for Broodies as it helps increase their supply of nutrition's to pass on to their hatchlings. Also brings down fever.
Tourmaline root: A tall-stemmed, sharp-smelling, spiky plant with dark hard leaves. A Healer must dig up the roots, wash off the dirt, and chew them into a pulp, which can be applied to infected bites. Cures infection.
Garnet: A delicious-smelling, leafy plant that's hard to find in the wild; often found growing in places tended by other creaturs. The best remedy for bad colds.
Jade: A sweet-smelling plant with large, spreading fern like leaves and small white flowers. The juice of the leaves can be used for infected wounds, and chewing the roots helps with bellyache.
Shelobsheets: These sheets of sturdy silk are found in rocky places; be careful not to bring along the giant spider when you take the web! Healers rap it around an injury to soak up the blood and keep the wound clean. Stops bleeding.
Corona Topaz: A flowering plant, with large leaves and yellow or white flowers. The leaves can be chewed into a pulp, which is eaten to help shortness of breath.
Flower Coral: Identifiable by its large leaves and small bell-shaped flowers, which can be pink, white, or purple. The fat black roots of this plant can be chewed into a poultice to mend broken bones or soothe wounds.
Marnotean: A dark red plant, said to have originated from growing in a pool of blood. The leaf can be chewed up and applied to sooth scratches.
Dried maasai leaf: Collected in the autumn and stored in a dry place. Maasai is a large tree that's leaves change color with the years. Stops infections.
Eldritch: A small bush with small blue flowers. The leaves can be eaten to cool down body temperature, particularly for dragons with fever or chills.
Rutile: A tall plant with bright yellow flowers. A poultice of this is terrific for healing wounds.
Honey: A sweet golden liquid created by buzz's. Difficult to collect without getting stung, even through scales, but great for soothing infections or the throats of dragons who have breathed in smoke or other fumes.
Samoa: A tall plant with bristly stems that grows in marshy areas. The leaves can be used to treat infected wounds. Usually chewed up and applied as a poultice.
Onyx berries: A bush with spiky dark green leaves and purple berries. The berries sooth bellyache and help dragons who are having trouble breathing.
Saphire: A small purple flowering plant. Cures fever.
Dravite: A bright orange or yellow flower that grows low to the ground. The petals or leaves can be chewed up into a pulp and applied as a poultice to wounds. Stops infections.
Deer bile: A bad-smelling liquid that is the only remedy for small pests that attach themselves to scales. Dab a little moss soaked in bile on a pest and it'll fall right off. Wash your claws thoroughly in running water afterward.
Rhyolite seed: Small black seeds shaken from a dry rhyolite flower, these are fed to dragons to help them sleep. Soothes dragons suffering from shock or distress. Not recommended for Broody's.
Cuoa: The spiny green seeds can be administered to a dragon who's swallowed poison, while the leaves can be applied to a wound to bring down swelling.
Slenold: A strong-smelling plant with round yellow flowers. Good for curing coughs, but must be eaten in small doses
Sodalite: A plant with small leaves and white flowers. This herb can be eaten to calm anxiety and frayed nerves.
Paraiba: A leafy green plant found in streams or damp earth. Usually chewed into a pulp and then fed to a dragon suffering bellyache.
Wild Lilain: Lilain is the sharp fruit of the lilain bush. Rolling in a patch of wild lilain can help prevent infections, especially for dangerous wounds like giant spider bites.
Zirconia: A pink flowering plant whose leaves can be made into a poultice and applied to wounds or scratches to expel poison.
Deathreds: Red berries that can be fatally poison to hatchlings and ancient ones. They are NOT a medicine.
NOTE:You do NOT have to know all of these herbs. That's for what the guide is here for, reference. Also, most of the herbs are named after gems. When you are talking about them you would call them by their name with 'plant' added to the end. For example, Jade would be Jadeplant.
~~That's it for my guide. Don't be shy to make your own guide about a subject I covered or one I didn't. If you have a good guide it might be made a sticky! You can make guides about anything concerning roleplaying or the dragons on this site.~~
DRAGON CODE!
These are the Dragon Laws
These are the Dragon Laws
1. Defend your Group with everything you have. You may have friends in other Groups, but be prepared to meat them in battle.
2. Don't trespass on others territory.
3. Fledglings and Hunters must hunt for the rest of the Group before eating for themselves. Battlers must ensure protection before taking a break off duty. Collectors must have collected minerals for others before getting their own. And Flyers must have patrolled the territory at least once before getting minerals.
4. A Hatchling must be at least 8 years old to become a Fledgling. Fleglings must be at least 16 to become accepted as full adults, although most have to wait until their 18 years.
5. Fleglings must either climb Cinder Cone, swim through the Bubble Fountain, go to the Whispering Cave, or fly down the Chasm Infinity, depending on what Group they are in, the night that they are accepted as adults.
6. Adults may only become Seniors if they have visited the Crystal Cavern at least once.
7. One of the four Seniors will become the Master when the Master dies or retires.
8. If there is no Senior for a certain Adult Group, a new Senior must be chosen by the new moon.
9. Groups will hold a 'Scale', or a meeting, every 2 years. It is a time of truce and there is to be no bloodshed.
10. Adults reject the life of a Soft.
11. No dragon may reject an egg or hatchling, even if it belongs to another group.
12. The word of the Master is the Dragon Code.
(these are only a code, it doesn't have to be followed at all times)
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Rankings
This is also in the rules
This is also in the rules
Egg- Dragons lay eggs. The egg tells a lot about how your dragon is going to be. For example, if there is an egg that is a soft blue, it could mean that the dragon is going to be a bit shy. The baby dragons will also have similar coloring to their eggs.
Hatchling- Aww... A cute baby dragon. From when the dragon hatches out of an egg, until it can fend for itself (which is after about 8 years) it is considered a hatchling. Hatchlings don't have wings and need an element to survive. (ex. dragons from the water group must have water).
Fledgling- A young dragon learning about lore, hunting, fighting, etc. is considered a fledgling. Fledglings start to grow wings and learn flight as one of their teachings. They are considered about 8 to 16 or 18 years old, or until they are ready to become full members of their group.
Hunter/Battler/Flyer/Collector- These are the adult rankings that Fledgling can become once they have completed training. Hunters focus on catching prey. Battlers protect other dragons. Flyers are spies and carry messages. And Collectors collect minerals that are needed for eggs to hatch and hatchlings to survive.
Broody- These are female dragons that are expecting eggs or caring for hatchlings.
Healer- There is usually one healer and her fledgling per group. Healers know what herbs and minerals can be used to heal others. They are peaceful and do not believe in war. They can also receive omens and prophecies from their ancestors.
Senior- Seniors are chosen by the Master to help out with duties in the group. There is usually one for each adult type of dragon.
Master- Masters are the leaders of the groups. There is one master per group, leading the group with the help of seniors and sometimes a mate.
Ancient One- Aincient Ones are retired members of a Group. A dragon may retire due to age or physical disability. Few dragons retire because of their age limits and the fact that few dragons die of old age.
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What to Say?
These are the things dragons of high status say on special occasions.
These are the things dragons of high status say on special occasions.
Calling Meetings:
FireGroup- Let all dragons old enough to climb Cinder Cone join here in front of the Masters Cave for a meeting.
AirGroup- Let all dragons old enough to fly through the Great Canyon join here by the foggy cave for a meeting. (NOTE- the foggy cave is he masters cave)
WaterGroup- Let all dragons old enough to swim to the algae forest join here beneath the great rock for a meeting.
EarthGroup-Let all dragons old enough to fly over the Chasm Infinity join here in front of the Masters Cave for a meeting.
Ceremonies:(These ceremonies can be more elaborate, this is just the basics)(Insert corresponding thing in underlined parts)
Fledglings- By naming Fledglings, we show that Fire/Air/Water/EarthGroup will remain strong for many years to come. name of adult, you are ready for a fledgling. Pass on your dragon attributes such as knowledge and skills to name of new fledgling.
Full Members(Adults)- name of fledgling, you are ready to become what you were meant to be. I say these words in front of our ancestors, this Fledgling has trained long to learn the lines of your noble code. he/she is ready to be accepted as a full member of this group.
Ancient Ones- name of adult, is it your wish to give up the name of hunter/battler/flyer/collector and go to join the Ancient Ones? (Dragons answer here) The group honers you and the years of service you have given us. I call upon The Plains of Endless Burning to give you many years of rest and comfort.
Seniors- I say these words before the spirit of former senior, so that he/she may hear and approve my choice. new senior will be the new adult ranking Senior of Fire/Air/Water/EarthGroup.
(If a dragons name is to be changed at any one of the above ceremonies: From now on you shall be known as new name here.
ABOUT THE GROUPS!
Here is a little bit about each group
Here is a little bit about each group
FireGroup:
Territory- The black, hot land in side and outside a large crater is the FireGroups territory. The crater is from a large volcano, that still erupts on occasion. All of the territory is full of lava flows and magma pools, as well as some mini volcanoes. There is a large ruby at the bottom of the large volcano that can be seen from FireGroups Cavern.
Cavern- A tunnel system, formed naturally by the small eruptions of a volcano and the acts of erosion, make up the FireGroup Caverns. This is where the fire dragons live, the place they protect. The volcano they live in still goes off sometimes, but it is never major.
About the Dragons- FireGroup Dragons are fierce and loyal. They need warmth and rubies to survive, as well as the occasional fire. They are very prone to fighting and they train their battlers very extensively. They are the most fearless of the groups and will stand their ground until death.
AirGroup:
Territory- From a distance it looks like a large cloud because of the ever present cloud cover. It is actually a large cliff and mountain system, with strong air currents. Only Air Dragons can fly safely through these dangerous winds. Through all the canyons runs a small stream with a milky topaz vein along the bottom.
Cavern- High up on a cliff there is a ledge that leads into a large tunnel system. Air Dragons have made this place their home, and visitors are cautioned not to fall of the ledge.
About the Dragons- AirGroup dragons are strong flyers, although they aren't as good at fighting. They might be the strongest of the groups dragons in the wings because they have to fly through strong winds. They have good vision to see through fog and clouds a bit better. Because of their weakness in fighting they would rather flee than stand their ground, although they will fight if pushed. They need wind and fog to live, as well as some topaz.
WaterGroup:
Territory- A large lake outstretches in front of a waterfall. This is WaterGroup's territory. The amphibious dragons of WaterGroup spend their days under the murky depths. Surprisingly these waters host many places for WaterGroup to interact.
Cavern- Hidden behind the waterfall, the WaterGroup Cave is the home to WaterGroup. These caves hold many stalagmites, and stalagmites, and are constantly damp.
About the Dragons- WaterGroup dragons are very agile in the water. Although the clumsiest dragons in flying, no other dragons can swim better than WaterGroup. The dragons in this group are slightly amphibious and some have developed webbed feet. Some even have fins and all have a clear pair of eyelids to protect their eyes when underwater. They need water to survive for the most part, as well as a little sapphire.
EarthGroup:
Territory- Earth Groups lands are covered with a different arrangements of living creatures, and plant life. Mountain Goats are the most prey here, everywhere at any season. Grasses, and plant life live here, and plenty of small creatures can be found. The land land can be flat in one place, have many hills in another, it is a land a true Earth Group member can go through without trouble. There are a few small forests and bunches of trees as well as some odd features.
Cavern- This is where EarthGroup lives, rests, eats, and protects. Their cave is on rolling hills, covered by mostly bare earth. Their home is surrounded by walls of earth, but there are plenty of ways to exit the safe haven of rock and earth, most of them are tunnels.
About the Dragons- EarthGroup Dragons are very odd. They don't have the sharp claws of other dragons, but rather have strong digging claws. If a disaster strikes they will run and hide in their tunnels unless fighting is unavoidable. They are true artists, seeing as they can carve things of great beauty out of gems and rock. They need earth or rocks to survive, as well as a bit of amber.
HEALER HERBS
These are the items used for curing (credit to 'The Warriors Field Guide' for definitions)
These are the items used for curing (credit to 'The Warriors Field Guide' for definitions)
Demantoid leaves: To be chewed and eaten. The plant can be distinguished by its small blue or pink star-shaped flowers and shiny, green leaves. Great for Broodies as it helps increase their supply of nutrition's to pass on to their hatchlings. Also brings down fever.
Tourmaline root: A tall-stemmed, sharp-smelling, spiky plant with dark hard leaves. A Healer must dig up the roots, wash off the dirt, and chew them into a pulp, which can be applied to infected bites. Cures infection.
Garnet: A delicious-smelling, leafy plant that's hard to find in the wild; often found growing in places tended by other creaturs. The best remedy for bad colds.
Jade: A sweet-smelling plant with large, spreading fern like leaves and small white flowers. The juice of the leaves can be used for infected wounds, and chewing the roots helps with bellyache.
Shelobsheets: These sheets of sturdy silk are found in rocky places; be careful not to bring along the giant spider when you take the web! Healers rap it around an injury to soak up the blood and keep the wound clean. Stops bleeding.
Corona Topaz: A flowering plant, with large leaves and yellow or white flowers. The leaves can be chewed into a pulp, which is eaten to help shortness of breath.
Flower Coral: Identifiable by its large leaves and small bell-shaped flowers, which can be pink, white, or purple. The fat black roots of this plant can be chewed into a poultice to mend broken bones or soothe wounds.
Marnotean: A dark red plant, said to have originated from growing in a pool of blood. The leaf can be chewed up and applied to sooth scratches.
Dried maasai leaf: Collected in the autumn and stored in a dry place. Maasai is a large tree that's leaves change color with the years. Stops infections.
Eldritch: A small bush with small blue flowers. The leaves can be eaten to cool down body temperature, particularly for dragons with fever or chills.
Rutile: A tall plant with bright yellow flowers. A poultice of this is terrific for healing wounds.
Honey: A sweet golden liquid created by buzz's. Difficult to collect without getting stung, even through scales, but great for soothing infections or the throats of dragons who have breathed in smoke or other fumes.
Samoa: A tall plant with bristly stems that grows in marshy areas. The leaves can be used to treat infected wounds. Usually chewed up and applied as a poultice.
Onyx berries: A bush with spiky dark green leaves and purple berries. The berries sooth bellyache and help dragons who are having trouble breathing.
Saphire: A small purple flowering plant. Cures fever.
Dravite: A bright orange or yellow flower that grows low to the ground. The petals or leaves can be chewed up into a pulp and applied as a poultice to wounds. Stops infections.
Deer bile: A bad-smelling liquid that is the only remedy for small pests that attach themselves to scales. Dab a little moss soaked in bile on a pest and it'll fall right off. Wash your claws thoroughly in running water afterward.
Rhyolite seed: Small black seeds shaken from a dry rhyolite flower, these are fed to dragons to help them sleep. Soothes dragons suffering from shock or distress. Not recommended for Broody's.
Cuoa: The spiny green seeds can be administered to a dragon who's swallowed poison, while the leaves can be applied to a wound to bring down swelling.
Slenold: A strong-smelling plant with round yellow flowers. Good for curing coughs, but must be eaten in small doses
Sodalite: A plant with small leaves and white flowers. This herb can be eaten to calm anxiety and frayed nerves.
Paraiba: A leafy green plant found in streams or damp earth. Usually chewed into a pulp and then fed to a dragon suffering bellyache.
Wild Lilain: Lilain is the sharp fruit of the lilain bush. Rolling in a patch of wild lilain can help prevent infections, especially for dangerous wounds like giant spider bites.
Zirconia: A pink flowering plant whose leaves can be made into a poultice and applied to wounds or scratches to expel poison.
Deathreds: Red berries that can be fatally poison to hatchlings and ancient ones. They are NOT a medicine.
NOTE:You do NOT have to know all of these herbs. That's for what the guide is here for, reference. Also, most of the herbs are named after gems. When you are talking about them you would call them by their name with 'plant' added to the end. For example, Jade would be Jadeplant.
~~That's it for my guide. Don't be shy to make your own guide about a subject I covered or one I didn't. If you have a good guide it might be made a sticky! You can make guides about anything concerning roleplaying or the dragons on this site.~~