


Cascaded in a dense, magical fog, sits a grand structure atop a karst hill along the Jade Forest's coast. This is known as the Temple of Kinship—a sacred monument adopted by the dragonflights who attended the trial of Garrosh Hellscream. Given as a gift by the life-binder Alexstrasza, it is here that the Wyrm Unity now permanently congregates. The isle itself is known as the Misty Veil.
The Temple is wholly inaccessible to mortalkind. Those who seek out the rumored location are met with an endless mist that only tires the intrepid one who seeks to find it. Due to the Temple's sanctuary status, it is deemed unsafe for those who are not of dragonkind to attend, and those interested must be approved by the council at large due to fear of desecration.
a place to call our own


something for all of us
Many believe that the Temple of Kinship could've had enough secured deep within it's halls to rival that of the Wyrmrest Temple. Due to being abandoned following the trial, much of the content stored is outdated or in need of frequent upkeep. This responsibility has allowed the Unity to progressively add onto the Temple's grounds and develop it to suit their needs. Every flight has a purpose here.
Dragonkind who seek to visit the Temple are welcomed with opened arms while also being closely watched by the dragonkin who monitor the grounds. To the few that come carrying nefarious intent, they'll quickly find that the defensive measures implemented are truly nothing to dawdle with.
ooc information:
The Temple of Kinship's IC location is the uninstanced version of the Temple of the Jade Serpent. Due to this fact, we frequently ensure that our members know the difference between the two locations. The Temple of Kinship has it's own set of rules implemented by the guild to ensure that immersion is not infringed upon. Those who seek to visit the Temple of Jade Serpent are not affected by these rules whatsoever, but those who seek to visit the Wyrm Unity at the Temple of Kinship are.
1. Mortal and mortal-affiliated characters are not allowed to enter the Temple of Kinship without the approval of an officer. This is, again, to ensure immersion. The Temple works similarly to the spirit world in Spirited Away (2001) and thus, only those approved to enter can do so.
2. Dragon characters who are not apart of the guild of considered affiliated and want to roleplay at the Temple of Kinship should convene with an officer prior to invitation. Again, this is for immersion purposes.
3. Under no circumstances should a guild member use the Temple of Kinship for inappropriate purposes. If you are found to be doing so, you will be sub sequentially barred from further attendance to guild events.
4. Those within the guild are welcome to develop additions for the Temple as long as they are approved by an officer.
5. Claiming ownership over specific buildings is strictly prohibited. You must be willing to share with your fellow guild members should the situation arise.
Overall, the Temple of Kinship is a location meant to provide both immersion and a place for casual, dragon-based roleplay. Failure or refusal to abide by these rules will potentially warrant any level of discipline depending on severity. We want you to have fun, but please be respectful of that in which the team has developed for you!


The center sanctum, also known as the 'main pavilion', is the apex of the Temple of Kinship. It is here that the council frequently gathers and discusses the tasks at hand. The opulent embellishments can be seen as tacky to some, but it's a testament to good architecture that this open space hasn't withered from the onslaught of Pandaria's strange weather patterns.
Directly in the middle is a large circle plating depicting the Wyrm Unity's emblem of five dragons in an ouroboros.

Down the hall and past a waterfall vestibule is the mana pools. This room shimmers and thrums with potent arcane energy from the raw concentration of mana, all due to a severed leyline not far beneath it. It requires great upkeep by the Unity and is often held with great reverence.
The blue dragonflight frequently convenes here for obvious reasons.

Vital for the trial of Garrosh Hellscream, the grand library is easily the most preserved and protected location within the Temple. The vast walls covered in rows of tomes and texts withhold centuries of information that much of Azeroth is not capable of being privy to.
Protected and maintained specifically by the bronze dragonflight, the library's potential for disruption demands a great deal of care to prevent such occurrences. Thus, it is here that those of said flight spend the majority of their time.

The Hall of Reminiscence (also known as the Smoke Room) is the northernmost hall within the Temple. It's spans is covered in stone statuettes of various dragons who have long since passed, allowing for those who attend to seek guidance and mourn when needed. Smoke billows about the ceiling, and rumor has it that one can see reflections of those honored amidst the vapor.
The most recent additions to the Hall are the effigies of Tashastrasz, Peltrimond, and Valtrion. All who were either murdered or sacrificed themselves during the plight of the Primogen.








Brought forth from the Emerald Dream and implemented by the green dragonflight, these strange monoliths emit the dense fog that surrounds the Temple. It is said that these warding stones could potentially offer a gateway into the Dream itself and are incapable of being 'corrupted' by any entropic forces.
Hanging off the edge of the Temple itself is a large training circle known as the Ring of Strength. Bannisters cramped with crafted weaponry linger along the sides, offering weapons to train with if one desires to test their athleticism. Many spars are held here and feats of strength are most notably performed by those of the black dragonflight.
When entering the Temple, one must walk through a small cluster of houses called the 'outer village.' Dragonkin and dragonsworn wander the area, both in patrol and relaxation. There's small shoppes and even a small tavern called the 'Root & Fang'. Those of the Unity have taken into living amongst the premises in order to consistently be close to the Temple itself. Many emblems depicting the five flights hang from roofs and large poles.

