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On Stolen Wings ((Relaunch))



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Tue Sep 07, 2021 7:04 am
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ScarlettFire says...



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Runeheim is in turmoil; there are rumours circulating among the higher ups within several countries about a threat from the north. Originally thought to be just the usual rumblings, the threat has increased into something far more severe.

Dragons are a rare breed in current times, and most have bonded with a rider to protect and defend magical places of power and the civilizations that have sprouted up around them. So, it is naturally quite concerning when dragons and their riders start disappearing.

Enemies in the global conflict over land and magic, Draconis and the Conclave have found themselves on the same battlefield: a race to figure out this threat from the north and stop it from from destabilizing all of Runeheim.

That's where you enter. You are a dragon rider, new or old. At this point, it does not matter.

You follow either the Conclave in the Claw, a band of dragon riders deep in the north west of Asturia. These riders follow the natural order and law, and oppose the concealment of magic from land and beings. The Conclave thrives off of survival of the fittest and destruction of the unjust.

Or you follow the Council of Draconis. These are powerful and ancient keepers of magic and knowledge. They are located deep in the Draconis mountains, hidden from the sight of forces who would wish harm against the last birthplace of dragons. They are invested in maintaining world order through broad strokes within the strands of time.

No matter who you follow, you have been called back from battle. All the dragon riders have been. For the first time in recorded history, you have been tasked with a quest alongside your fellow dragons and riders. Draconis, the Claw, Asturia? They all depend on the success of this mission.

Find the source of this evil. Vanquish it before it claims all life for its own.

Locations



Spoiler! :
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A local map of Asturia and surrounding areas

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A larger map of all known regions.


  • Asturia
    • An Empire Ever-Reaching
        Asturia a large, ever-expanding Empire reaching from the southern border with Synilas, the Council's lands of Draconis and the No Man's Land of the Wandering Tribes, to the far north, and beyond. It’s mostly made up of grassland with small pockets of forest and a large mountain range that separates the main part of the Empire from its northern reaches. There is a large lake to the north and a harbour in the south-west. To the west is the Great Western Desert--which, while technically part of the empire--is essentially useless. The Empire is currently pushing north-east against another smaller, hostile kingdom.
    • The Great Western Desert
        A large, expansive wasteland that takes up a good third of Asturia's ever-growing empire. On the far side of the desert in a small grouping of mountains, rumoured to be home to the darker, more violent group of dragon riders called The Conclave. The Asturian Empire gave up on attempting to cross it long ago, and have left it to fester. The desert is swarming with creatures and monsters that have adapted or are very well suited to the harsh, sandy environments of a desert. There is a very old legend of how Asturia's first Empress laid waste to a smaller kingdom that occupied roughly the same area as the desert. There's no lore or legend or myth, no ancient texts--that scholars are aware of--left that describe exactly what she did, but there is one story passed down through the wandering tribes in No Man's Land; that the main seven tribes are the descents of the royal house and six noble ones from that ancient kingdom.
  • Synilas
    • The Harbor of Civilization
        Synilas is the economic center of the Universe, striving to create a thriving and diverse culture that melds multiple different races and factions together. They have created a harbor from harsh magics and easy starvation, holding a delicate balance between their struggling neighbor to the north, Asturia, and their power-hungry neighbors to the west, the Draconis Council.
  • Draconis
      Draconis lies within the Draconis mountains, nestled between the edges of Asturia, Synilas, and No Man's Land. This is an ancient civilization that is kept secretive to hold magics and defenses safe from those who fear the unknown. Leading Draconis is The Council, a group of once important leaders from the outside world who sacrified their old lives to serve a greater cause.
  • The Claw & The Conclave
      The Claw is a small mountain range to the North-west of Asturia, beyond the Great Western Desert. It's a dangerous place, full of vicious, half-dead and half-mad dragons--and it's rumoured to be the home of the Conclave, a group of dragons riders that oppose the Council and everything they stand for, who revel in death and destruction, and the chaos that follows. It's probably a very good idea to stay far, far away from the Claw and the Conclave.
  • The Land Claimed By None
    • No Man's Land
        This is a large area of unclaimed land to the south-east of Asturia that neither Asturia, Synilas or The Council of Draconis wants. It's a harsh grasslands and along with the Forest of Teeth and Claws, which is filled with only the most dangerous monsters and creatures, and not a place most would like to visit. In fact, most people avoid the forest unless they're insane. There are two permanent or semi-permanent settlements in No Man's Land; Vale, The City of the Dead, and the Clan Meeting Grounds.
    • Wandering Tribes & Clans
        The wandering tribes and clans are sometimes also known as Gypsies. These clans and the mages are two sides of the same coin; gypsies are mages who wander, unlike the mages who have settled down in one place. There are Light and Dark mages, along with every shade between these extremes. Both have magic in their veins, quite literally. They are similar to Sorcerers in many respects, but unlike Sorcerers, the magic often represents as psychical abnormalities such as unusual eye or hair colour, and sometimes even runes that appear naturally on the skin.
        Some notable traveling clans are; Toril, Haverj, Almeric, Asyra, Shanni, Vanna and Belusa.
    • Clan Meeting Grounds
        A semi-permanent camp where the various wandering clans and tribes meet on a semi-regular basis, usually to choose a new leader by Trail of Combat. It's a tent city, with a grand hall built of wood in the centre called the Hall of Chieftains. Trail of Combat is held within this hall; each clan or tribe offers up a candidate and they enter the hall. The last man or woman standing who leaves is their new leader. It's usually a fight to the death, and the losing candidates are treated very honourably with a grand mass funeral, and are usually buried in a cavern below the Hall.
    • Forest of Teeth and Claws
        This is a forest on the eastern edge of No Man's Land in the shadow of a couple of tall mountains. It's not somewhere that most would want to go, and there are rumours that a lone sorcerer lives deep in forest, at the base of one of the mountains. Only the most determined--and insane--would dare to see him out because the forest is full or dangerous creatures and giant monsters.



For more information on geography (such as cities and other important information), please visit the The YWU Lore Hub



Races



Spoiler! :

  • Humans
      Humans can be found throughout the Universe. Any magic they do have is usually limited and uncontrolled. Humans make wonderful soldiers, though, because they reproduce so fast. They are a varied and resilient people who often don't know when to give up or stay down. They're determined to prove their worth as dragon riders.
  • Elves
      Elves are creatures of nature and can live for hundreds, even thousands, of years. Their powers relate to nature and the elements. They highly dislike anything too advanced and tend to avoid cities, except for the few who live in small communities that incorporate nature into their construction. Elves are rarely seen away from the forests. Elves are the race most likely to bond with a dragon.
  • Tieflings and Fey’ri
      These races have demonic bloodlines which may be reflected in their appearance and abilities, if they have any. Tieflings and Fiends are the most like their demon parents while the Fey'ri more often than not resemble the Elven side of their parentage. They are often a violent, impulsive people, but can be reasoned with. If you're lucky.
  • Dwarves
      Dwarves are a short, sturdy race of humanoid people who prefer to live in mountainous areas and in the mines they love so dearly, deep below the surface where they're so rarely seen. They live almost as long as their Elvish cousins, but nowhere near as long as those with fiendish blood, and often outlive their human friends. Dwarves are able to bond with dragons, though it is a somewhat rarer occurrence than with other beings.
  • Orcs
      Orcs are the polar opposite of elves. Where elves are logic, orcs are emotion. Where elves are more prone to magic, orcs are unique in that they repel magic from those around them. They are not naturally evil, but they are tribalistic because they have heightened emotions, and one of the emotions that takes over is fear. They are often seen living in caves or forests, but haven’t been seen in hundreds of years.
  • Goblins
      Goblins are the smaller cousins of orcs, and are often seen living with them, alongside them, or as a form of pets to the orcs, although records show it’s more of a symbiotic relationship than first indications suggested. They are fiendish, and some can grow wings, and often prey on pixies and faeries. The more civilized ones have been seen swindling humans in wares shops, masquerading as humans.
  • Treants
      Treants are guardians of the forests and live as long as their forest lives, so some have lived since the dawn of Runeheim. They are only awakened if they feel threatened, or to protect their land against forces that would destroy. There have been some who have awakened by other means, but it’s unknown as to why. They are tall, about 15 feet at their shortest, and the longest one has been measured at 50 feet.
  • Gryphons
      Gryphons are winged mammals that have been known to migrate to northern Asturia every few years. They are fierce beasts, and independent. They are also highly territorial, and will attack if you approach them. There has been one person noted to tame a gryphon before.
  • Pixies and Faeries
      Unlike their Elven brethren, pixies and faeries are slightly smaller, more playful beings. They are also more colourful than their cousins and come in many forms. Like the Elves, they live for thousands of years, and prefer nature and the elements over bustling cities but are more willing to explore cities than their cousins. Pixies and Faeries are often seen outside of forests and mountains, and not a rare sight in Asturia or Draconis. They are another race most likely to bond with dragons.
  • Dragons
      Dragons are inherently magical creatures, born of magic and nature. The reproduce much like reptiles--by laying eggs--and can come in a variety of shapes, sizes and colours. These eggs often need a magical component to hatch, coming either in the form of their dragon parents, some force of nature....or a bond with another sentient race that inhabits the Universe. They usually prefer nature to civilization and can often been found in forests or mountainous areas. Dragons are intelligent creatures and usually live alone or in small--very small--family groups. Most dragons are hermit-like in nature and will often have a cave or nest--a lair where they protect a small pocket of land they've claimed for their own--where they sleep and live. These lairs often contain treasure, though there are varying opinions on the type of treasure one can find in said lair. Some dragons, if they are old enough, can have a humanoid form, though this is rare and almost never seen. Dragons seem to be semi-secretive creatures.
  • Wyverns
      Wyverns are dragons smaller cousins, with two legs instead of four, and are often half the size of dragons or less. They do not breathe fire, and do not enjoy being ridden or imbue themselves to any other races. They are often more tribalistic and territorial than dragons, but are not as secretive or hoard as much. They often live with pixies and faeries because they enjoy the presence of the smaller beings who clean their wings.
  • Phoenixes
      Phoenixes are rare creatures, born from the fires of dragons mixed with a dying soul and a large source of magic. Phoenixes are truly immortal, and can never fully die. They are respected and revered by dragons and elves, and are considered as the highest order of sentient life. They rarely interact with other races, however, and some myths have been associated with their sightings and existence.


  • Dragon Riders
      Dragon Riders are humans, elves or other races that have bonded with a dragon, either by finding the egg or by being approached by a dragon. They usually have some inherent magical abilities in one form or another, and are often young when they bond. Most are orphans, but a few have families. Once bonded, a Rider will be taken by the Council--who overlook all Dragon Riders--to their Hall in Draconis, the lands given to the Council generations ago. They will be raised, groomed and trained in how to fight on and off their dragon, or as a single unit, and learn how to interact with their bonded, how to use the inherent magic they have and how to draw on their dragon's strength.

      There are two groups of Riders; The Council, as mentioned, and an elusive, nastier group known only as "The Conclave". They're a darker side to the Dragon Riders, often causing death and destruction wherever they go, but they're rarely seen and are hard to distingush from a Council Rider. They generally don't look any different, but their actions speak louder than appearances or words; they's a violent, secretive people who are almost always plotting something dark and dangerous made up of spies, thieves and assassins. It's best to avoid The Conclave whenever possible, if you can figure out who they are.
  • The Bond Between Rider & Dragon
      The bond a dragon has with its rider is a sacred thing, often viewed with awe and respect and maybe a little fear. To harm or kill one is to do the same to the other. They're bonded for life and it's rare for dragon or rider to survive the loss of the other as the trauma of losing half of yourself usually kills a rider or their dragon. The Council honour this bond, but the Conclave don't care; Conclave members are not above killing a rider to force a bond on the dragon before it dies, which results in a horrible half-life for both dragon and rider, often corrupting the dragon with darkness and violence. It can happen the other way, too, with the dragon forcing a bond on a dying rider--often, it's a last ditch effort to save the rider and, potentially, the dragon they were bonded to, too. More often than not, forcing a bond fails and the dragon or rider will die regardless, sometimes taking the one trying to force the bond with them. It's not something an amature should attempt.



Magic



Spoiler! :
Magic intertwines with the land and beings in Runeheim, and infuses the very life that is breathed into the realm. Beings can call upon this magic in a variety of ways. As a dragon rider, you are now attuned with the source of magic because of your bond with your dragon. Even if you were previously not magically inclined.

  • Ritual Magic
      Ritual Magic is otherwise known as Lesser Magic in the Universe.This is magic that do not require direct connection with the River, the inherent magic that runs throughout the land within the Universe. However, even though Ritual Magic does not require and inherent connection to the River, it still takes practice, skill, and some kind of magical source.
    • Scrying
        Scrying is the ability to gaze upon other distances, either within space or time, although the latter is far more difficult. Scrying can be used on any smooth or reflective surface that has been magically altered. The most common scrying tools are mirrors, pools, and other glasses or crystals. Crystal orbs or globes are commonly used as a mobile version of scrying and a common source of fake scriers.
    • Potion Brewing
        Potion brewing is often considered the most minor form of ritual magic, that is, the easiest entry level magic using. Potion creation has a wide variety of skill requirements, and is the most restricted form of ritual magic due to its ease of access. However, most dangerous potions require a high level of skill and a moderate level of magic.
    • Illusions
        Illusions are the hardest form of ritual magic, and requires a magical artifact to imbue your body into. You can then set that artifact on any area you want to, and repeat an incantation in order to unlock that artifact into an illusion. There are multiple tiers of illusions, each with higher difficulty.
    • Wards
        Wards are a defensive form of magic that inscribes sigils (from Sigilweaving) onto magical artifacts for protection against magical beings, magical spells, or superstitions. Wards can theoretically be created by anyone, but it is not known whether or not wards created by non magically attuned beings work effectively or at all. However, magic users can ward effectively, and often do to keep stray spells from affecting others and keep magical intruders from entering their place of magic.
  • Arcane Magic
      Arcane Magic is the second form of magic within the Universe, and covers all forms of magic that require connection to the River in order to use. There are three types of Arcane Magic: Spellcasting, which is the most common, Sigilweaving, which is less common, and Primal Sense, which is the most rare.
    • Spellcasting
        Spellcasting is the most common form of Arcane Magic, and is taught is most schools of magic education. Spellcasting, in essence, is the form of using a magical artifact to manipulate magic to complete a desired effect. Over the many centuries of spellcasting, it has been refined into a carefully constructed magic form that far surpasses any form of ritual magic. The magical artifacts of choice for spellcasters are either wands or staffs.
    • Sigilweaving
        Sigilweaving is a way of casting magic that involves ritual and non-ritual magic, hand gestures and verbal magic and finally the applications of tattoos for permanent magic. It's a rarer form of magic, almost obsolete and not one that's taught much anymore.
    • Primal Sense
        Primal Sense is a form of magic that involves manipulating the molecular energy of the universe in order to complete a task. Users are able to sense the atomic energy of their surroundings and alter the periodic motion, causing objects to move -- or cease moving -- in a specific way, at their command. It is a weak form of telekinesis and can only be used to accomplish minor physical feats, such as moving objects, restraining opponents, or adding additional strength to an attack, although experienced users may also use it to heal injuries. It can be learned with little formal training, however the more practiced someone is with Primal Sense, the more powerful the effects become.

This is but a brief overview. For more information, click here.



Characters



Code: Select all
[b]Name:[/b] (first and last, if possible)
[b]Age:[/b] (17+ please)
[b]Gender:[/b]

[b]Allegiance:[/b] (Conclave or Council)

[b]Race:[/b] (human, elf, etc)

[b]Profession:[/b] (Dragon Rider preferably, but you might also be a thief or assassin, or a ranger; be creative! Please include the associated skills!)

[b]Appearance:[/b] (a brief appearance will work; you can include a picture)

[b]Personality:[/b] (Please make this in-depth!  Also include strengths and weaknessess)

[b]History:[/b] (brief history will work)

[b]Bonded Dragon:[/b] (name, age, appearance and maybe personality if possible)
[list][b]Name:[/b]
[b]Age: [/b]
[b]Appearance: [/b]
[b]Personality: [/b]
[b]History: [/b]
[/list]

[b]Up For Love:[/b] y/n, orientation?

[b]Other:[/b] anything that doesn't fit above, such as personal missions/goals, any secrets you might be keeping, etc.


Character Slots



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On Stolen Wings is a part of the Young Writers Universe, a collaborative and ever expanding universe for YWSers, by YWSers.
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