Discover the planet:
Tyliss, third planet in orbit, 1 moon, once had dozens of nations, now only 9 major ones left. The chosen planet of the Seven Serpent gods. Home to a unique particle known scientifically as John-Ept particles after the scientists (human/Da'La'Gin) who studied them, but are most commonly known as “serpent scales" and are considered to be the life essence of the gods when they breathed upon the world to create life. These particles exist everywhere on the planet and give the sky a glittering appearance. Occasionally, they will spin closer together until they gather enough to create a Glimmer, which can travel snaking through the air for kilometers, and every place and culture has different lore about them. These particles can be harvested directly from the air and compressed in a vacuum until they form a tiny blue, very cold, sun-like structure that puts out insane amounts of power they call a Blue Fusion Core. These cores can be made in all sizes to power all forms of items, but tend to be expensive. Once the particles lose their power in the core, they can be uncompressed and released back into the atmosphere where they will replenish their power over time. Any and all things born on the planet have these particles inside them, in the very fibers of their DNA, unable to remove them, and must be replenished, thus preventing anyone from ever successfully leaving long term. The planet has slightly less gravity than earth, is only a hair smaller, but is much more temperate over a larger portion than earth. Only one stretched out continent that makes a partial, misshapen U shape across the planet with many large, scattered islands. Some small nations still exist that no one talks about as they are neither threatening nor worth conquering, though occasionally they get pillaged by much larger nations for any Tamers that may have tried to escape to them.
Frazenthrall- Northernmost country, mostly frozen, contains the last of the Drakinthrall lineage. Is particularly strict with their Tamers, does not allow them much freedom and is careful not to let them have too many Guardians. Made up of 4 nations.
Sadgos'Lak- mostly mountain ranges, rich in mining, powerful military, land locked. Made up of 11 mostly conquered nations. Home to the city-state of Throne Drakinthine, an ancient, powerful and wealthy city created by the Drakinthine line of Tamers deep in the mountains. The government allows their Tamers to rule their fortress as they always have, but only on paper. They also allow rogue Guardians to enter and protect their assets.
Mardarow- mostly farming and exports tons of food. Has a truce of non-aggression with Sadgos'Lak and an alliance with Zaparow, and many bustling ports trading far and wide with numerous other countries. Their lineage of Tamers died out due to refusal to make offspring, though rumors persist of unawakened Tamers among the Commoners. Made up of 9 nations, only one of which was forced and much civil unrest exists along the border with Zaparow.
Zaparow- Massive, made up of 15 nations, many of which through force, has many different cultures, biomes and languages and a powerful military. Home of the very first city-state Academy, also with a powerful army, basically owns the nation even though “officially" separate. Named such as it possesses the most massive library ever gathered on the planet inside of a dead volcano and, by order of its head librarian, is open to anyone who flies their flag and comes in peace to learn in the library. City has 7 districts that sprawl all over on the outside of the mountain: Syvin Court, Ghaller Heights, Tyrin Bizarre, Upper and Lower Pradiash Township, Thurndor Center, and Gallows District. The mountain main is mostly library and all things to do with the government and military, including housing and the ability to be self contained for up to a decade.
Lindarow- tropical and luxurious, home to the religious city-state New Izzing, which houses the Ish'Ire Tamer lineage. Made of 11 nations, most of which joined willingly. Is fairly lax with their Tamers, but also moves them around a lot as a way to protect them.
Gala'hal- Southernmost nation, mostly frozen, broken into many large landmasses. Made up of only 6 nations. Lost their last Tamer in a dispute with their neighbor, Daltar.
Ali'Andra- Desert nation, home to the most elusive Andra Tamers, protected by the Dar'goshen Mountains and the Eternal Storm that keeps out all but the most determined. Very few in history have ever been there and returned so not much is known. Land locked. Shares borders with Sadgos'Lak, Zaparow, and Daltar.
Daltar- mostly arid, has mountains, very little fertile land, but is still powerful in its own right with their Daventhire lineage of Tamers. Lots of clothes, jewelry and weapons come out of here. Was once 13 small nations, most joined together through political means.
Isles of Dolhaar- Island nation rich in resources, made up of many islands so far from the main land that it is inaccessible to all dragons but the Scouters and is considered their ancestral grounds where most wild ones return to breed. Is often a bastion for rogue Tamers. Has the members of 3 different Tamer houses and does not engage in fighting because no one can reach them without being seen. Does not allow Tunk'ta to come on land as none have ever existed there and they bring ecosystems not native to the islands.
Common terms to know:
Elven words
Lulumi- beloved, my love, my dearest, term of endearment and deep affection.
Dovlin- sexy, hot stuff;
Saipaki [a for plural]- friend, dude, bro, mate, amigo.
Ra'paki- male friend, usually romantic.
Ny'paki- female friend, usually romantic.
Grusik- scum, low life, shit stain, criminal
ra'Hin- older brother
Nivlahn- younger brother
ny'Hin- older sister
Faalahn[a]- younger sister[s]
Ohm'raha- apology
ny'Salohm- female ruler, queen, empress
ra'Salohm- male ruler.
Szotro- impure, also meant as a mutt or mix breed
Grun- means common, used as a derogatory word towards the commoners
Grun'gal- common child, meant as a whoreson.
Vorishki words
Malashe (e is silent)- female ruler
Sal'bah- Sexy
Susafis- akin to shit, used more often as bullshit.
Avamay- dessert, sweet treat, meant as a term of endearment when said at or about someone
Thawgul- trouble maker
Thuf- Thanks
Meet the characters:
S're uld Morthar- 29, daughter of Bladen, 6'10", H'elfling, lost and last Tamer of the nation Uldamir, now conquered by Zaparow. “Bonded" to Hero (fire breathing experiment). Blue eyes, white eye shine, straight and fine dirty blonde hair.
Jasper Dukensen- 53, commoner, 6'5", son of a baker, now a Tender, bonded to Randel (Tunk'ta). Brown hair, brown eyes, scruff muffin, roguishly hot, athletic build. Arsonist. Likes the adrenaline rush. Has a complicated history after having his family land taken by the government of Mardarow, which led to his father dying. Has been with Randel for 30 years.
Black- age unknown, Sarlykein, 9'3". Completely black, including his many spines and frills, save for his crimson eyes. Exiled for being “disruptive to the populace" as he neither worships their gods nor has interest in family life or military, he was sent to this planet to live among humans. He got into some trouble and the language barrier made it difficult for him to defend himself so the humans wanted to kill him. It was S're and Jasper who rescued him, and he has followed them around ever since.
Slina Avro- 31, Scout, 5'1", considered tall among her people. Born in Lindarow. Straight, black hair, brown, hooded eyes. Unlike her older siblings who were chosen to become bonded, she wanted to go into botany. Never bonded. Was unfortunate enough to find herself in a place she shouldn't have been and was sold to a slaver. Talked too much and was permanently muted. A slave for 3 years before being rescued by a fire set by Jasper. Is bisexual. Has worn big, baggy clothes (usually Jasper's) since she was freed.
Diana- 24, commoner, 5'6", Black, frizzy curly hair, basically afro level, green eyes. Family sold her as a child to a gang of thieves. While on a mission, she was left behind and got caught. Spent a year as a slave, met Slina, took an instant liking since she is more lesbian than not, and helped her escape during the fire set by Jasper.
Dane alt Szizander- 984, 1st gen Q'Hu, 8'9", Guardian, father of Roscrow. Bonded died long ago and never rebonded. Green eye shine, short black hair, has a distinctively bent down, crooked nose unlike the straight noses of other Q'Hu. Guardian mother died in childbirth, was raised by the ruling Tamer of the time, Redkin. Has never been allowed to awaken a Tamer himself as a condition for his life. Dignified, stone faced, and deeply bound by traditions. Earned the title Light Maker for his unique ability.
Roscrow (Ross-cr-ow) alt Szizander- 154, 2nd gen Q'Hu, 8'5", Guardian of S're, Lord of Syvin Court, bonded to Granger (War). Straight black hair he tends to keep long enough to drape around his elven ears. Green eye shine. More athletically built than other Q'Hu. Straight nose, not as pale as his father, and has only a few sharp teeth, the rest being human. Youngest Q'Hu in the registry. Has lived a very rare life for a Q'Hu. Knowing both his mother and father, raised with a human sibling, as well as living in the same place all his life, he has a unique perspective on humanity and… Q'Humanity. Ego is as big as the mountain he calls home.
Kalvin Dorran- 156, Rider, 6'11", Bonded to Beaut (War, sister to Granger). Half brother to Roscrow through their mother, was a toddler when Roscrow was born. Is really close with his brother but has always been distant with Dane. Gets a kick out of telling people he's part Q'Hu. Quietly gay, occasionally lets it show. Always has a mustache. Hazel eyes, brown hair.
Balgarir- 1,330, 1st gen Q'Hu, 8'10", raised by the state of Mardarow and has been a soldier his whole life, specializes in hunting down other Q'Hu and traitors of the state. Blue eye shine, long black hair he keeps tied back. Refused to be rebonded. Owes a debt to Dane for sticking up for him when the locals wanted to put him down for a crime Jackal committed along the border, but does not openly admit it. Has lived as quietly as he has been able to, though he is well known in the country and considered a hero in most places. Three known sons that he loosely associates with.
Ralgin Larrik- 132, Rider descent, 7'1", Speaker, politician, bonded to Bazil (spindle). Short black hair, iron gray eyes, squared jaw, straight nose, decent looking, always clean shaven. No partner, no children.
Haletis- probably the oldest living thing on the planet, elf, 7'1", the head librarian of Academy. Emerald green eyes that pierce through the soul and burnt gold hair he keeps long and loosely tied back. Only once in the history of the library did he ever have to defend it against an invading force and his magic was so great that no one has ever dared quarrel with him again. Even the government of Academy recognizes the library as its own entity outside of political involvement solely on the memory of his power and his name is known the planet over.
Jack Jackal- 1,001, 1st gen Q'Hu, 8'8", drifter, rapist and murderer. Yellow eye glow. An absolute menace, but has a powerful need for Tamers so has never been considered a threat to them. He is banned from most major towns. Has several offspring and killed several more. Has had beef-on-sight with Dane since the first time they met, since Dane is directly after him in the registry and lives a life of luxury.
Bultaj (Bull-teh)- 300+, Vorishki, 8'8", the Conductor of the Vorishki Syndicate. Massively gay, highly eccentric, absolutely ruthless, and has a thing for Roscrow. Pastel blue and green, always well dressed, and sexually aggressive, he rules his Syndicate quietly, dangerously, taking out foes and rewarding allies. Most of the train lines service Academy and it is where he conducts all his business. Knows human politics entirely too well and has the politicians in his pocket.
The Species that call it home:
Humanoids:
Humans- Original colonizers of the planet, they came with the idea to live as much with the lush natural world they had landed on as possible without turning into savages. Over time, they gained the favor of the Seven Serpents and became Bonded to the dragons of the world. Still the main type of people on the planet at just over 3 billion and is listed as a human colony. Early on, there was a concerted breeding effort to create several castes of humans, which saw the rise of an intricate and well funded orphanage system. From that came a tradition of open relationships and a free love society as no one was forced to care for the children they created on a planet where giant monsters could snatch you up with a crying infant. The War Riders are taller and more muscular to handle the mighty dragons, averaging around 7', and are often in charge of the government and other areas of power. The Commoners are much shorter and less muscular overall than Riders, they are, of course, the most common and usually handle most other positions. Scout Riders were made small, averaging around 4'5". Few Scout Riders live among regular civilians, and none that are Bonded. Designed to handle the altitude changes, they often go deaf later in life. Besides physical differences, the humans on this world also evolved to live especially long lives. 200-230 years is quite average (equivalent to our 80-90), since the dragons also live about that long. As such, it is not uncommon to see up to 50 or even 100 years difference between some partners. Their caste system is relatively strict, and while not required by law, it is strongly encouraged and culturally expected to have several tattoos that mark what a person's role and family are, with a universally accepted image of a dragon's eye shape being the tattoo for those Bonded.
Some of the caste titles include:
Tender, those who are Bonded to and care for the Tunk'ta; tattoo is the eye on the Bond inside a mountain or a tree. Only during active war are non-military Tenders barred from crossing borders.
Speaker, the politicians who are only sometimes voted in by the people and have created a magical language in an attempt to do what Tamers can do, but causes pain to the dragon and often angers them if done too much or they have strong wills, and the Bonded of those dragons can feel their pain.
Stitcher, a dragon doctor specifically, though also does know some basic human triage and medical stuff to stabilize a dragon's Bonded, tattoo is very simply the lines of stitches through an eye of Bonding.
Tamer, those who are blessed by the serpent gods and can control dragons completely, though people are a bit tougher. Tattoo is a dragon holding an eye with a serpent wrapped around in a circle.
Singer, considered the "spiritual cousin" of the Tamers, they can weave magic with their music and enchant the dragons to do their bidding, though the effect is short lived and can anger the controlled dragon if it was against their will, though the strong willed can refuse altogether as this magic does not cause them pain and does not affect bonded dragons, but can entrance Broken dragons for a while. Tattoo is a Spindle or serpent wrapped around a lute or other instrument.
Elves- Elves had stories of humans the same way humans had stories of them. Their stories terrified them and made them go to war with humans when they first heard their nightmares were not a myth. Realizing they had made a mistake, a lasting peace was established. Eventually helped the group of humans who came to Tyliss and influenced a lot of their culture. Regularly visit the world and are welcomed into human society. None have ever been born on the planet. They do not die of old age, though are in no way immortal. The average elf is about a foot taller than the average human, though on Tyliss, they are usually equal in height with the Rider caste, though much more svelte. They produce a pheromone that humans find absolutely delightful and have an extra muscle in their throats that gives them the ability to growl and purr and have reflective eyes with slits like cats. With only one lung, they don't have a great deal of stamina like humans and are quick sprinters instead. However, unlike humans, they don't need a great deal of sleep, usually only 1 hour to a human's 6, which is something all their kin, cloned or otherwise, possess. Gestation is 11 months, and they slowly lose both their desire and ability to breed with their advanced age.
H'elflings- The cross between human and elves. While the two species often recreate, to procreate is very rare since the extra organs often go awry and since the two species have different gestation lengths, the infant often dies. Very few have been born on Tyliss (fewer than 100, in fact), but those that are often end up in the orphanages and quietly disappear into the slave trade. Those lucky enough to not meet that fate live alone and do what they can to not become bonded. Even though the two species are on friendly terms does not mean either really accepts this cross species. Shunned almost entirely by elves. While not exactly shunned or feared on Tyliss, they are considered second rate citizens and aren't protected by the same laws as humans. Elven genetics only reliably last six generations.
Q'Ra- A genetically modified super soldier created by the elves before they had peace with humans. Using parts of human DNA they got off the intergalactic black market, the elves did everything in their knowledge to create a pure and unapologetic human hunter and made a species that was as much mental warfare as physical. Gaunt faces, pale, ashen skin, sharp teeth, and entirely black eyes with reflective centers, they stand around 3 meters or more, depending on the batch they were created in. The elves thought themselves clever by making only male Q'Ra, named after the war god Q'Ra'Gan. It was believed that they would complete their objective of killing off the humans before eventually dying out by killing each other without offspring. However, simply not making females did not stop the iron willed Q'Ra from having the desire to breed, and they quickly discovered that they were capable of producing offspring with humans much more easily than pure elves can, which created an ultimately more powerful species. Even after the war ended, the Q'Ra continue to lead solitary lives in space, and- knowing that their time is limited- terrorize human planets. On Tyliss, 2 different Q'Ra from the same batch and with immense bounties on them, regularly visit and create offspring at a pace of about 1-2 per century. Very territorial and will attempt to kill each other by design so they avoid each other. The elves completely disowned this species and there are task forces dedicated to hunting them down.
Q'Hu- The offspring of a Q'Ra and human. This superspecies sports 3 lungs and 2 hearts. With all the dense musculature of the Q'Ra, and all the athleticism and whimsical intelligence of humans, they are regarded with as much fear and hate as their sires and often bear the burden of being considered monsters and banned from most human planets. On Tyliss, however, they are generally accepted as second rate citizens only so long as they were born on the planet. Often ending up in the orphanage system, where they are sometimes forced and sometimes enticed to join the military of their home nation. All Q'Hu are signed into a planetary registry that keeps track of them to the best of the government's ability. Some Q'Hu have been known to vanish for centuries before appearing again. Broken into generations with each subsequent generation being more diluted by human blood. Q'Ra genetics can persist through seven generations. First generation Q'Hu are only male, and on Tyliss specifically they call each other “brother" as a casual insult because of their same batch sires more than a term of inclusion, which leads to the second and third gen calling them “uncle," also meant as a casual insult. Another common insult is calling each other human, which is meant as “soft and/or scared" while “touched by the Q'Ra" means they completely lack empathy and give other Q'Hu a bad name. They all have the reflective membrane that makes their round pupils glow in the middle of completely black eyes, but unlike Q'Ra which only have yellow eye shine, the Q'hu have 5 main colors of refraction (yellow, green, blue, copper, bronze), a rarely seen but coveted sixth (white) and an even rarer seventh (red) as they are considered possessed and usually killed as children. Most Q'Hu live nomadic, solitary lives, even when in the military. However, their human side makes them crave company and gives them enough empathy to only fight each other to establish dominance. They are not considered true adults until they are at least 500 years old because they have not come to truly understand the gravity of their longevity among humans, and because it is the time frame of the most deaths, weeding out those who are too short sighted for their own longevity. There are only around 2,000 of them on Tyliss. They are barred from positions of any true power due to their longevity and terrifying appearance, to prevent them from dominating political and military affairs, so few even bother to try, simply out living entire regimes and empires until things return to their favor. The relationship between the Q'Hu of Tyliss and the Tamers is long, complex and usually favorable. Once Tamer numbers declined sharply and became restricted by governments, they became known to harbor unclaimed Tamers and even help them escape, which prompted some governments to expel them and even deny them access to the services of their Tamers.
Sarlykein- Warm blooded lizard people covered in spines, horns and frills. Currently in a long term truce with humans after a short war. Standing anywhere from 7-10 feet tall, mostly in neck. Lay eggs, only mate for breeding purposes, staunchly patriarchal. Highly religious, they consider it a terrible crime to not believe in their long worshiped gods. However, as they were unprepared to fight in space, they were easily defeated by humans and generally avoid them.
Vorishki- A race of vaguely bug-like people. Long thin bodies, segmented parts and limbs, 4 arms and 2 legs, and come in many pastel colors. Can regrow their limbs. Hands have 2 large fingers and a thumb while their feet have 2 large toes pointing forward and one pointing backwards on digitigrade stilts. They have 3 eyes and sharp teeth. They can be terrifying as they are as tall as the Q'Ra and have vaguely bug-human faces. Their ears possess twirling cartilage that create an elegant point. Live about 600 years. They have created a network of trains on the planet and many are part of a syndicate that controls a large supply line of illegal goods. There are about a million of them living on the planet though few have been born as the conditions are not right for their offspring without investing in special technology and are mostly transplants from their own war torn worlds. The leader of the syndicate is known as the Conductor as he controls the trains. Since the governments don't want to spend the money to create their own train system, they often look the other way of the gang's activities in exchange for cheap transport of military and government business. Only way for humans to tell apart the genders is by their voice, males have deep, booming voices and singing is their way of attracting mates. In their language, the subject will come first before the descriptor
Da'La'Gin- (La'Gin- female/ Gin- male) A species of beast-like humanoids who are primarily scientists and combine magic and technology. In their language, a “bang'gin" is a “gentleman" and humans thought that was funny, so they created a cheap party drink known as the Bang Gin (Roscrow's favorite). Very friendly, these people have been close friends with humans from the start of their galactic adventures and were among the first to help humans when they were taken by surprise by the elves. Vaguely reminding humans of their beloved dogs, especially with their big, wagging tails and fluffy, sometimes floppy ears (though their faces are more akin to a kangaroo), these furry humanoids, slightly smaller than your average human at around 4-6 feet tall, are dependable and trustworthy. Few have been born on Tyliss as they are generally careful to avoid that and they do not live as long as humans, only about 60-70 years at best.
Balkan- the humans of Balk are as close to elves as humans have gotten without adding elven blood or using artificial means. Created more out of spite than admiration, as a “hold my flute" genetic experiment, so no elves are actually allowed to live there, and anyone who falls in love with one is exiled. It is the next nearest human colony to Tyliss, which is a common place for their exiles to end up. Also went through a very similar, though bit more barbaric, concerted breeding program to create a tall, svelte, long lived species of humans (600-800 years), though there was never an attempt to change the ears. Many of their customs are blends of human and elven.
Dragons:
Once there were many, the remaining species all share black/grey horns for males, white/pearl horns for females. All dragons are highly social, intelligent and have familial ties similar to humans, and mourn death like people do. Lots of facial expressions and sounds to communicate. All but the Tunk'ta can mimic sounds they hear, including words. Even most wild dragons understand humans are friendly and rarely attack. Much like humans, they have pleasure during mating and will sometimes just do it for fun. Only dragons have the ability to sense a few seconds before a Glimmer forms and will warn each other and others nearby. All the dragons are plantigrades. All the dragons care for their young for up to 5+ years, and only breed again once their current offspring are able to care for themselves. Most do not reach sexual maturity until around 10-13 years of age, similarly to humans, but closer to 30 for the Tunk'ta.
Tunk'ta- Slang “Tunker." Elven for “pondering hill", a herd is known as a “range." Like a strange looking tortoise, they never stop growing and their bodies alone can reach the length of blue whales. Wings became more like flippers under the shell to dig and blow away dirt so they can settle and toss the dirt on their backs, with fleshy tendrils along the underside of face and shell to draw nutrients from the soil. Long straight legs. Horns grow straight to the sides then sharply bend back to protect the eyes when they decide to go between trails. Tusks stick out of their mouths and curl out then in and up to help them bash trees aside and defend them from predators. Very docile, and even sometimes have senses of humor and curiosity. Deeply social and empathic, very rarely do they fight, but they do sometimes argue loudly, vibrations of which can cause a human heart to stop. Have family structures much like humans, and can have multiple unrelated pairs in a range. The females are able to lay their eggs onto their own backs, but sometimes the eggs will end up rolling off for predators that follow them and is the most common way Bondings happen for these dragons. Some ranges can gain a hundred members who come and go as they please. Always traveling to the point they have created roads all over the landscape that the humans often use and repair. They feed equally from the nutrients of the ecosystems growing on their backs as from the land they borrow into. Carry water in a space under the shell that they expel in the cold. When they know that they are dying, they will find depleted soil and simply become part of the landscape. Almost entirely wild populations with few being bonded to Tenders, who dedicate their lives- sometimes against their will- to traveling with their dragon and caring for others they come across to ensure good health of all. Difficult to control, but perfectly intelligent enough to understand and communicate with their Bonded. Not uncommon for a wild one to look around human towns and destroy buildings, which is why major cities put their largest buildings along the outside ring as the dragons will avoid them. Is considered a major capital crime to kill one, greater even than killing a human, and Tenders are equally protected by extension. You can get away with killing a human but not one of these dragons. So loved are the Tunk'ta that even in war, battle zones move around their migrations and their roads are off limits to military vehicles to prevent spooking them or causing pits and potholes in their paths, and any that are found even from natural erosion are often fixed.
War/Royal dragons- owned almost entirely by the military, these dragons are powerful and destructive. Wild ones are few as they are hunted and tamed. To become Bonded to one is to be owned by the government in most countries, even if just in a civilian sense. You certainly are not going to live wherever you want with one. About the size of Asian to African elephants. Many different kinds of faces, patterns, colors, personalities. Have a “crown" of bone on their heads similar to a ceratopsian (hollow, mostly skin, large variation in shape but not overly enormous) that their horns grow around, older ones having fused or curled horns behind the crown, which is when they are retired from service. Even in the military, these dragons maintain families, units being arranged by the dragons. Can talk like birds and communicate a large number of emotions and concepts. Once called Royal dragons, that term now covers dragons that are often specifically saved for Tamers and their Guardians, but there's really not much difference.
Drakund- most common to be bonded to, can be Bonded to anyone. Size of a big bull or draft horse. Has wings, can hop and glide and sort of fly if they try hard enough, better at long distance running and is favored prey of Rattlers and Sabers. Very friendly and excitable, much like dogs, and can also talk like birds. Come in many colors and patterns. Like muscular, scaly dog-horses. Many are still wild. Not uncommon to be Bonded to one while out hunting, and even often sought after specifically if possible.
Scouters- also owned entirely by the military, only a few thousand of these sharp nosed, shark-like, orbital reaching dragons are left wild. The dragons themselves rarely needed to land before being Bonded to humans, but have evolved longer legs and stronger muscles to accommodate humans. The wild ones look slightly different as they do not spend much time on the ground and live mostly around the Isles of Dolhaar. Darker colored above and lighter colored below. Massive, massive wing spans. No Drawg has been able to evolve to hunt them but they were never very populous to begin with since laying eggs requires landing.
Spindle- serpentine and venomous, has stout legs and is as long as an average adult human is tall. Spits venom that can burn skin and clot blood. Can be Bonded to anyone. Many still live wild. Lives near water most of the time, or in thickly forested areas. Can glide from tree to tree and slither in underground tunnels. Most closely resembles a reptilian ferret with horns. Wing membrane attaches at the base of neck and tail. Comes in many colors. Known to occasionally attack humans on purpose– perhaps to prevent a Bonding– but very rare to need anti-venom.
Drawgs:
A family of creatures that evolved specifically to hunt the many types of dragons that once ruled the planet. Even though most dragons are extinct, the Drawgs continued existing and found different kinds of prey. Drawgs do not have teeth, but rather sharpened spikes of jaw bone that act like teeth and gives many of them a skull-like appearance. Mostly warm blooded, generally covered in scales, but also feathers or extremely thick skin. Most not very intelligent, while some were domesticated for human use. Some hatch from eggs and some give birth to live young who are able to walk within a few hours to a few days. It was very quickly discovered that the large predatory Drawgs are highly attracted to the sound of gunfire and will run towards it as they've discovered it means a soft little meal, so much so that guns are very rare and not a main form of defense against animals with such thick hides.
Feathered Drawg: very large, looks a lot like a feathery spinosaurus without the back fin. Hunts the mighty Tunk'ta. They are quite slow and stupid so, while ferocious, humans don't really have much fear of them so long as they can run away and zigzag around trees or obstacles. Surviving an encounter is more common than not. Covered in feathers and scales, they hunt in pairs and mate for life.
Horned: these strongly resemble tall, oversized rhinoceros with big jaws and a single massive horn at the end of a long, heavy head that they use to run up alongside young Tunk'ta and stab them under their shell. Likely hunted the other large dragons in the same manner. Generally solitary but not entirely unfriendly towards its own kind, can be found in pairs during breeding season and when hungry enough to work together to go after an older Tunk'ta. Uses horn to fight for partners. Short tempered and regularly attacks humans.
Sprinters: these resemble a cheetah in body with a longer neck and tapered head with a narrow muzzle and large skull. They are social and smart and very fast. They laugh like hyenas and are closely related to the Rattlers. Have been domesticated by humans for running messages back and forth between various places that they are trained to go. Come in many colors and generally docile towards humans, even in the wild. Glass cannons. Have live birth and care for their young throughout their lives with many generations in their packs. Often used in races for betting.
Rattlers: aka laughing, barking, quill Drawg. Also immensely social and intelligent, about the size and shape of hyenas that they very much resemble in a reptilian form, even down to the laugh. Only brave when in a group, will run if alone. Live in large packs, with a hierarchy of pairs and their offspring. Can have up to 3 or 4 generations in a pack. Care for their elderly left in their dens with the pups, and have been observed mourning the death of their packmates. Have manes of sharp quills that they Rattle together as communication. Fast and agile. Have been domesticated as pets, very eager to please, used for protection and guards as they can make a sharp barking sound and be trained. Come in many earth tones to blend in, but domesticated can come in vivid colors as well, have recognizable facial expressions, and may have curled tails or other marks of the human touch. Does regularly hunt humans in the wild, and humans consider them more terrifying than any other Drawg, as even domesticated ones kill humans quite regularly. Have live young in litters of 2-4.
Snapper: not to be mistaken for Snappitts, though they evolved to fill the same niche, like alligators and crocodiles, which these guys fill the latter and can grow monstrous at 30ft or more. Not entirely social, but also not particularly territorial. Also will eat the smaller Snappitts, but isn't generally in direct competition. Slow and stupid, they are ambush predators, exploding from the water to drag prey down. As they are warm blooded, unlike Snappitts, they don't need to haul themselves onto land to sun, though they do find places underground to hibernate in climates cold enough to freeze, and are known to dig large lairs into any high bank near their water source.
Ghost: pack hunters, related to Rattlers. Live in cold and often misty areas. White scales. Some are tamed for human use to pull sleds. About the size of large wolves. Long straight, powerful legs, have a thick scaly cobra-like hood around their head and neck that gives them a maned appearance.
Slicer: Runs on two legs, smaller cousins of Feathered Drawgs. Very dangerous to humans as they are much faster, though not that much smarter. Brightly colored, covered in feathers, they are most dangerous after raising their offspring for 2 years and hunt in a family pack before pushing their adult children out of the nest and starting a new family.
Saber: In the same branch as the Rattlers, but solitary hunters. Moose sized, hunts Drakunds, young Tunk'ta, and other Drawgs. Have sabered fangs as their name suggests, and they stab their prey, making it difficult for them to really hunt such small humans, so generally just avoids them or charges at them.
Swallow Tailed: One of the few flying Drawg. About the size of bald eagles but not generally dangerous to humans. Prefers small Spindles and the many other species of birds and flying reptiles. Brightly colored and have beautiful leathery wings they show off to each other in mating dances.
Others:
Cenepir- Blood sucking creatures with 3 legs, specifically evolved to hang onto the tendrils of Tunk'ta. About the size of a border collie to a German shepherd. Each leg is equally spaced off a large, round, wiry haired body. With 3 eyes attached to the body on long stalks, the creatures have a single mouth that resembles that of a mosquito in the middle of their underside and clench the tendrils with all legs as they feed. Generally skittish, not designed to walk or run, and live entirely on Tunk'ta. They possess no form of armor and are easily shot and kicked off the dragons by Tenders. So long have Tenders been caring for the wild populations of Tunk'ta that these simplistic, vampiric parasites have been nearly eradicated and are rarely found in large numbers. They do not taste good so killing them is purely for protecting the dragons they infest.
Frugler- an amphibious creature, only about the length of a human hand, but has “miracle blood" and is farmed and used similarly to horseshoe crabs on earth for testing and creating medicines. Lives in shallow waters and rivers, very loud at night and when it rains.
Snappits: Filling the same niche in fresh water sources as alligators on earth, these massive-mouthed ambushers with the crescent shaped jaws make fun at the lake a whole lot more exciting. Smaller than the Snappers, averaging about 12-15', and designed to eat a much wider range of food, they are no less opportunistic hunters and will prey on human children near the water, sucking them into their huge mouths before vanishing under the surface. Might try to take on an adult, but only while in the water where it can spin. Tends to be skittish if caught sunning on the shore.
The Serpents that created it all: able to create magical bodies, and even inhabit the bodies of mortals for short periods of time, these god beings possess powers beyond human understanding, though they seemed to really like the little creatures.
Tap- melded gender being- Eldest of the Serpents. Once was two beings who grew so in love that they merged together. This serpent is the aspect of thought/consciousness and dream energies, master of illusion, with the power to control wills and actions. It can read minds, know all thoughts and hopes. As thoughts have power over the visible universe, Tap has the ability to alter reality and what people see at any distance, changing matter and energy at will, making itself appear as whatever it wants. Its physical skin is an ancient white Serpent with white eyes but few have ever gotten to see it. Tends to be benign though aloof. Neutral to human suffering.
Du'un- male- aspect of Time and Prophecy. Has the ability to “roll" time a few minutes in any direction but cannot decide the outcome. He can see many diverging timelines, the closer the more accurate, and is said to exist in all timelines at once, equally aware of each self within each universe. Grew corrupted by despair and hate after humans killed his beloved mate, Grelt. Was once kind and fair, has grown indifferent to human suffering. Physical form is a bronze Serpent with dazzling orange eyes like twin suns.
Grelt- female- aspect of fortune and probability. Had the ability to make improbable things occur, playing tricks with time, space and reality. Mate of Du'un, she could pluck at his strings and create a reality where good or bad things happened to people. It became a saying that Grelt was smiling or frowning on a person depending on their luck. Gentle, loving and motherly, she adored humans and was appalled by any suffering. Her human form was that of a young woman, in a blue dress with a frilly white apron that always had anything anyone who crossed her path needed, and was said that she knew every dance and could not resist no matter where she heard music. Gave rise to a religion of nuns who travel about to offer their help with giant pockets in their aprons carrying many useful things. The Nuns of Grelt are also often servants and nannies for Tamers. Grelt was mischievous and known to be a playful trickster, and loved children. Considered the mother of the Drakund. Easily lured, she was destroyed, her life energies sucked into a gem called the Tear of Grelt. Physical form was a sky blue Serpent with a white belly and glittering blue eyes.
Sathol- male- aspect of life, chaos, growth, sexuality, and creation. This serpent is ridiculous. Unstable, unpredictable, cocky, fast paced and ever horny, he is utterly smitten by his mate, Zoha, and fawns over her no matter how she denies him. Known to take his sexual frustrations to humans, taking on their form as a handsome young man and enjoying himself among them with the same lust for all genders. Has no interest in seeing humans die as dead things cannot create or grow. Loves human imagination. Considered the father of the Tunk'ta. His physical form is a verdant serpent with mosses and plants growing all over his scales, gray like stone and black like fertile soil, green like the forests and brown like the dirt of the earth, with the most intensely green eyes that captivate any who look into his gaze.
Zoha- female- aspect of order and laws, as well as death, decay, and stagnation. Cool, calm, collected, proper. She treats Sathol with fond aloofness, only occasionally allowing her affection to be known. She brings the order into the chaos of his creations. (“Look, Zoha! I made organic soup! Watch 'em make babies!" *reaches out and touches it* “And now, they are creatures." “Wow! Hey, that humping thing they do looks like fun! Wanna try?" *absolute disgust… tries it anyways*) Unlike the other Serpents, her chosen form is an elf, ghastly but beautiful, perfect and intimidating. Physical form is a white serpent with black tipped scales, terrifying to look upon with a black mouth and eyes. Is thought of as the mother of the War dragons.
Fon'ba- male- aspect of magic and wisdom. Considered the father of Spindles. Stately and majestic, is often in the form of a wizardly old man. Also is symbolized by a Spindle curled in the pages of a book or around a scroll. Exceptionally powerful, even the other Serpents come to him for their spells. Physical form is a copper colored serpent with strikingly electric blue eyes.
Brin- male- aspect of elements. Youngest of the Serpents, brother to Fon'ba. Playful, good friends with Sathol. Appears as a child, a giant and a man who crawls upon the ground (which gave rise to the religious practice of crawling by his worshippers. He once attempted to denounce the practice, but people continued doing it. The other Serpents told him to just accept the practice since all of them also had to deal with humans catching on and mimicking some of their stranger habits as religious practices in the same way.) Physical form is a Serpent of many colors (like rainbow maize), with eyes like the oceans. Said to be the father of the Scouters for they are considered masters of the element of air.
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