Detailed Guild Descriptions

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          In this part, I will describe each Guild, their appearances, and abilities. If you have any questions, any at all, feel free to ask away!!

Guilds:

The Guild of Ambers - The Amburns:

          The Guild of Ambers lives in the desert and savannahs, split into two groups known as the North and South (variant) Amburns. The North variants have paler yellow and sandy gold scales, with dark orange or gold eyes, usually dull or pale shades. The South Amburns have more orange and brown coloured scales, with brighter orange, gold or amber eyes. They have boxy, strong builds with practicality flat heads and long, narrow wings.

          Amburns can breathe fire, as well as poison other Guilds (with the exception of Emeraldos and other Amburns) with the quills of their tails. They are quite strong and can survive longer than average without food or water. Eggs left in the sun too long are known to get blazeskin (a condition which results in high bodily temperatures (but not deadly temperatures) and the uncontrollable tendency of their bodies bursting into flames when feeling strong emotions).

The Guild of Amephysts - The Amephysts:

          The Guild of Amephysts lives in the semi-tropical forests of central Whyvaria, around and South of the volcano. The dragons from that Guild have medium purple to dark indigo scales. Pure Amephysts have iridescent, semi-transparent patterns of any colour, mainly excluding red and purple. Their eyes appear in anything on the colour wheel from magenta to a reddish-orange. They have stout hadrosaurid-like builds, with wide but short wings.

          Amephysts have a sac on their throats that helps with the ability to spit lava. They have incredibly thick and fire-proof skin, similar to Sapphires, and are able to hold their breaths for long periods of time (ancient Amephysts are thought to have had gills).

The Guild of Diamonds - The Diamonders:

          The Guild of Diamonds resides in the icy cold snowy mountains and glaciers of the Northern parts of Whyvaria. Their scales range from pure white to pale blue to ghostly silver and the such. Diamonder eyes come in shades of dark grey to navy - the colours of storm clouds and icy water. They have sleek, narrow, wyvern (wings attached to front 'legs') builds, with long, powerful, flexible wings/front legs.

          Diamonders are able to exhale a freezing cold breath, and survive and travel through cold and rough terrain. They have a firm, set hierarchy and have strong, high ideals. They can also fly very fast and swiftly, for long distances without tiring, easily.

The Guild of Emeralds - The Emeraldos:

          The Guild of Emeralds have green scales, with yellow-green to green and even teal irises. Dragons from this Guild live in five separate villages, called: the Spruce Village, the Palm Village, the Birch Village, the Willow Village and the Aspen Village. These do not determine wealth or hierarchy, instead, they determine the colour and preferences of the dragons. Emeraldos from the semi-mountainous Spruce Village are a dark, deep green colour. In the Palm Village, dragons are a much brighter, more yellow-green or green-blue colour. The Birch Village is home to the paler but darker Emeraldos, while the nearby Willow Village has brighter yet paler citizens. And lastly, the northernmost, sea-side Aspen Village is home to the deeper to 'normal' coloured Emeraldos. Emeraldo scales also change according to the seasons. They go from their normal scale colour to yellows/oranges in Autumn, grey, browns and whites in Winter, and light greens and browns in Spring. Emeraldos have slim, flexible, long drake builds with no wings.

          Emeraldos can exhale a poisonous gas, as well as having a fully retractable venomous sickle on the tip of their tails. They are great climbers and their botanical/medicinal knowledge is generally vast. Each village is one large, communal 'family' - all the food that they bring in and help that they require, is shared between the members.

The Guild Of Rubies - The Rubins:

          The Guild of Rubies are wyverns, like Diamonders. However, they have much longer front legs that are more wing-like than leg-like (bone structure-wise). They have grey scales with crimson or vermilion overscales. They have strong, powerful builds, with the largest wingspan. Unlike other Guilds, they have curved, ram-like horns that are constantly growing in a coil-like fashion. They live in the mountains of North-Central Whyvaria.

          Rubins can breathe fire, as well as having the ability to light their scales ablaze (usually only the red scales). This Guild has a strong rule and hierarchy system, and is focused on making physically strong, law-abiding citizens, weeding out the 'weaklings' in the process.

The Guild of Sapphires: The Sapphires:

          The Guild of Sapphires lives in the coral reefs South of Whyvaria. They have blue or green scales, as well as anything in between and green to blue (even purple sometimes) eyes. They also commonly have pastel or pale-coloured patterns, to help with blending in with the coral. Sapphires have stout builds with powerful legs and wide wings.

          Sapphires can shoot boiling spouts of water from their mouths, as well as being able to breathe underwater. They are the fastest swimmers of all the Guilds, with well-adapted, streamlined bodies, including their specially curved horns. The hierarchy of this Guild is usually shown through jewellery - (only royals can wear gold or sapphires, only nobles/higher rankers can wear silver or sapphires, and everyone else can only wear bronze and similar).

The Guild of Quartz - The Quartzians:

          Finally, the Guild of Quartz lives alone, isolated in the Western mountains. They resemble huge snakes, with the exception of having a pair of short front legs and being covered completely in feathers, with no scales. They come in all colours, but usually dull pastel shades of them, (as well as greys, browns, blacks, whites, etc) with medium shades of any colour eyes. They are slim, light and flexible, but strong.

          Depending on when they are laid and when they hatch, Quartzians have different powers, however, they're all related to the mind. Dawn gives prophetic powers (divination and precognition), dusk brings the ability to read the minds of any dragon (telepathy), night lets the Quartzian hypnotise any other Guild dragons (make them sleep, control basic actions) (midnight makes this stronger), and day allows the dragon to perform telekinesis (move and control inanimate objects) (noon strengthens this power). All times, Quartzians can communicate telepathically between each other when they wish to.

          Additionally, Quartzians are the only Guild which dislay very striking and apparent signs of sexual dimorphism. Males have large, feathery manes around their necks, ¾ down it. They also have larger tail fans and longer cheek feathers. On the other hand, females have fully extendable and flattening frills (very similar to that of Jurassic Park's Dilophosaur), a line of feathery spikes along their spine and longer ears (as well as a smaller tail fan, shorter cheek feathers and being (on average) slightly bigger than males).

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