Dragon

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Dragons are large sentient reptilian creatures that have spread to many places in the Web of Worlds over the course of several millennia. Dragons are typically distinguished by three features: their large size, their wings, and the magical breath weapons that they command. Dragons are also highly magical creatures, and all Dragons have some spellcasting ability.

Origins of Dragonkind

The origins of the Web's various species is a topic of debate among the anthropological and religious communities web-wide. Several different faiths champion their own own gods or pantheon as the creators of humanity, and they battle with each other over the veracity of their scriptures. These faiths also make enemies of the scientific establishments of the Web, who look for a rational explanation to the spread of humans and other species across the known dimensions... and again within science there are disputes, chiefly between the parallel evolutionary theorists (who believe that common races, such as humans, moogles, elves and dwarves, evolved separately on each world they are encountered upon) and the intra-Web supermigration theorists (who believe that each race has a point of origin, from which it migrated in ancient times to populate the Web of Worlds).

Dragons, as a race, are no exception to this. In almost every dimension, there are races of Dragonkind with biological relationships to each other. There are two competing theories (both of them grounded in religion) on the origin of Dragons: the Dragonnethi and the Draconicist theories.

Dragonnethi theory holds that all Dragonkind are descendents of Io, the Dragon God. This theory is championed by the churches of Northern and Southern Dragonneth in the Dragon Dimension, and proudly therefore proclaim that the Dragon Dimension is the birthplace of Dragonkind (hence the name of the dimension, naturally).

Draconicist theory originates in the Gate Dimension, and holds that Dragonkind are not the descendents of Io, but rather the descendents of Draconicism's Six Dragon Gods. The adherents of Draconcism, chiefly Reptites and the races of El Nido, claim that Dragons are, in fact, born from the same saurian stock as the Reptites, and were elevated to a status between god and mortal by the gods of Draconicist scripture.

Because of the inherently magical nature of Dragons, the spiritual and religious explanations of their origins have thus far trumped any effort to scientifically discern the race's history. With individual strains of Dragonkind sharing traits with reptiles, mammals and in some cases birds, amphibians and fish, and with most Dragons finding strong distaste for the prospect of submitting themselves to the lesser races' scientists for observation and classification, it is understandable that much of dragonkind remains a mystery to modern science, to say nothing of their origins.

To hear the tale from Dragons themselves is a rare treat. To ask a Dragon which of the two theories, the Dragonnethi theory or the Draconicist theory, is the truth of the question of where Dragons came from, a Dragon might smile and then cryptically say "both."

And in fact, this would be the answer most close to the approximate truth.

Dragonkind's roots lie both in the Gate and Dragon dimensions, and both theories have a piece of the ultimate truth within them. The first "dragons" were, in fact, evolved Dinosaurs, the products of Reptite bio-engineering. These beings are known in obscure Nidoan and Reptite texts as Dragonians (or, more precisely, Greater Dragonians; counterparts to a "Lesser" humanoid Dragonian race drawn from Reptite stock), and were the very first beings in the Web (so far as such things can be known) to resemble what we now call Dragons.

The Dragonians (both Lesser and Greater) technically did not originate in our timeline. Rather, they existed in the history of a separate timeline, where the Gate Dimension came to be dominated by Reptites and other sentient saurian lifeforms (among them the Dragonians). In their timeline, the Dragonian civilization paralleled that of ancient Zeal in its grandeur and reliance upon powerful magic and magic-based technology. The Dragonian civilization did not meet the prideful end that Zeal did, however, and far in the future they were still ruling their world. They built a sentient super computer, whose task it was to regulate their world's weather and other geological/environmental processes.

From there, the details as we know them are sketchy, at best. We know that there was an experiment initiated in yet another timeline, which involved time travel and parallel world theory, and we know that this experiment somehow went awry (as such things often do) and interfered with the timeline of the Dragonian civilization. This resulted in what is called the Time Crash, and during that cataclysm the Dragonian super computer (along with the Dragonians who were its keepers) was hurled several millenia backwards in time. The computer's sentient aspect was sundered into six separate entities, which became the Dragon Gods of Draconicist scripture.

The process of the creation of the Dragon Gods, or their sundering into Six separate entities, or even how a being conceived as a "computer" could ascend to virtual godhood, are not known even to the oldest of Dragons. But upon arriving in our timeline, the Six Dragon Gods are credited with the creations of creatures not unlike themselves -- the Dragon God Io (the Ninefold Dragon), the Esper Bahamut (the Platinum Dragon), the Elemental Fiend Tiamat (the Dragon Queen), and the Four Dragon Gods of Mana.

Among the quasi-divine offspring of the first Six Gods, only Io (known in Dragon and Alter-Dragon as simply the Dragon God) aspired to be a creator deity, siring the first among the True Dragons. He did not sire his creations in the Gate Dimension, however. Instead, Io relocated to what we now know as the Dragon Dimension, and seeded that world with his children. From those races of Dragonkind, the lineages of the Web's other dragon populations can be traced (if not scientifically, then instead through the study of Draconic oral geneaology, and the rare written accounting of migratory patterns).

To clarify the "family tree" of the Dragons, let's lay them out by tier:

  • Tier 1: The Proto-dragons- The Dragonians, who possess many characteristics in common with True Dragons, and in whose image the rest of Dragonkind was modeled. These creatures were mortal and not nearly as naturally long-lived as True Dragons.
  • Tier 2: The Six Dragon Gods- At one time one single entity, they were split into six long ago: Yryadyr the Sky Dragon, Enkhepsis the Black Dragon, Pyreen the Fire Dragon, Tl'uguthra the Water Dragon, Drythma'ar the Earth Dragon and Shilzaer the Green Dragon. The Dragonians crafted the entity which was split into the Six Dragon Gods, and their draconic forms were inspired by their mortal creators.
  • Tier 3: The Divine Progeny- Acting together, the Six Dragon Gods took their turn at creation and sired a host of quasi-divine offspring: Io (the Ninefold Dragon, the Dragon God), the Esper Bahamut (the Platinum Dragon), the Elemental Fiend of Air Tiamat (the Dragon Queen), and the Four Dragon Gods of Mana (Akravator the Wind Dragon, Vadise the White Dragon, Drakonis the Fire Dragon and Jajara the Bone Dragon). Their offspring took off to many different Dimensions soon after they were created. It would not be unfair to suggest that the Six Dragon Gods' goal in spawning this pantheon of lesser deities was to spread their influence across the rest of the Web of Worlds. It would also not be unfair to say that this effort was ultimately a failure, since the Six Dragon Gods have little to no influence now over any of their children -- and even if they did, the influence of most of their children pales in comparison to the major religions of the Web (Rainericism especially). Of these children, the Dragon God Io was the most successful. He ultimately became the most powerful member of the family; powerful enough to spawn the fifteen races of True Dragons and spread his religious influence from the Dragon Dimension to the Alter Dimension.
  • Tier 4: The True Dragons- Created in the Dragon Dimension, these are Io's children: the Chromatic Dragons (Red, Blue, Green, Black and White), the Metallic Dragons (Gold, Silver, Bronze, Copper and Brass) and the Gem Dragons (Amethyst, Sapphire, Emerald, Topaz and Crystal).
  • Tier 5: The Dragonkin- This tier is occupied by the speciated, cross-bred or otherwise altered descendents of True Dragons who migrated from the Dragon Dimension to other parts of the Web. Most dragons that the rest of the Web is familiar with are actually Dragonkin, descendents of True Dragons who settled on other worlds and adapted to the local environment, or were otherwise altered in some way. The Dragon Clans of Dragon and Alter (that is, humans who can take the form of dragons) are believed to be descendents of dragon-human matings, and therefore could be classified here as well.

Dragon Species (by dimension)

The Proto-Dragons (Gate Dimension)

Only two species of Proto-Dragon are known to have existed in the Gate Dimension, and these were believed to have gone extinct between 300-550 AD (known in Gatian history as the Age of Dragons). These Proto-Dragons (also called Dragonians) had built a fairly cosmopolitan society in the El Nido islands that was at war with humans from Porre and Guardia. This alliance between these two powerful human states waged a campaign of genocide (the Dragonslayer Wars) that eventually lead to Porre's conquest of El Nido in the year 550 AD, and established the preeminence of Guardia's knight-lead military in the Gate Dimension for centuries to come.

Lesser Dragonians

These evolved scions of Reptites were not "lesser" in anything other than size compared to their Greater kin. They were instrumental in the day-to-day concerns of Dragonian society, being its leaders, scientists and philosophers. Modern legacies to their societal achievements include the ruins at Fort Dragonia on Acacia Island, and the ruins that pervade the Sky Dragon Island.

Gatian Archaeologists surmise, from studying the ruins of Fort Dragonia, that the culture of the Dragonians was at least as advanced as that of Zeal during its pre-rise period. Artifacts from Dragonian ruins and tombs seems to suggest that Dragonians were capable of magic, psionics, and the construction of bio-mechanical war machines. How, then, it was possible for human armies of the Middle Ages to wipe out this race remains a mystery.

Greater Dragonians

Evidence of these creatures was first found in Fossil Valley on Acacia Island. These Dragonians were much larger in size than their lesser kin, and had a quadrupedal rather than humanoid limb configuration. From historical record, we know that these beasts had a variety of forms and colorations and features, but all seemed to universally breathe fire (unlike the True Dragon species discussed below).

These creatures were obviously friendly with Lesser Dragonians, as the lower levels of Fort Dragonia contain preserved egg nurseries and the remains of hatchling Greater Dragonians. What is unclear from the archaeological record is their exact role in Dragonian society. Were they simply protectors, mounts and war-beasts, or did they have a place in the leadership hierarchy of Dragonian society?

The True Dragons of Draco (Dragon Dimension)

These dragons are the mortal progenitors of Dragonkind elsewhere in the Web of Worlds. They once shared habitation of Dragon III with humans and other creatures during the Time of Titans, but through divine intervention the Dragons were given their own planet, called Draco (which is actually a moon orbiting Dragon III), and so left Dragon III following the Time of Titans. Interbreeding with humans (while shapechanged into human form) spawned the Dragon Clans.

A treaty between the True Dragons and the Scandian League helps to keep the location of their world a secret to the outside Web... though what the Dragons have promised in return remains unknown to all but Comrade Travin.

True Dragons can reasonably expect to live for a thousand years or more. Since they are so long lived, they rarely if ever refer to their ages in terms of years (no more than a human might term his or her age in hours or days). Instead, True Dragons have twelve age categories. The names for each category, as translated from the Draconic tongue, are as follows:

  • Hatchling (0-5 years)
  • Very Young (6-15 years)
  • Young (16-25 years)
  • Juvenile (26-50 years)
  • Young Adult (51-100 years)
  • Adult (101-200 years)
  • Mature Adult (201-400 years)
  • Old (401-600 years)
  • Very Old (601-800 years)
  • Venerable (801-1,000 years)
  • Wyrm (1,001-1,200 years)
  • Great Wyrm (1,201+)

It is still a rare and cunning dragon that lives to become a Great Wyrm; even rarer for a Great Wyrm to live well enough beyond its graduation into the twelfth age category to warrant more categories after.

Metallic Dragons

Metallics are known on only a few worlds outside of the Dragon Dimension; to most, it is almost absurd to contemplate the notion of a Dragon who was not exclusively interested in destruction and plunder. Metallic Dragons are believed to have sired the Light Dragon clans of the Dragon and Alter dimensions.

Metallic Dragons venerate Io, the creator of Dragonkind, but they also revere Bahamut, the Platinum Dragon, and they consider him the mightiest among their number. It is Bahamut who inspires the mighty Metallic Dragons to virtues like honor, mercy and even sometimes guardianship over the lesser races.

There are two Metallic dragons of note, who are active in the Web of Worlds, but who keep a far lower profile than Lofwyr. Suza, a Mature Adult Brass Dragon, serves as the Council of Wyrms' liaison with the Scandian League, and spends much of her time travelling between Scande and Draco. She is one of the few foreign diplomats who has constant access to Travin, though their transactions (along with everything else about the world of Draco) are kept secret. There is also Gekar, a Silver Wyrm who guides the Speaker's Resistance in Arad, an act which is very much in keeping with the Wyrm's nature as a Silver Dragon. No one in the Resistance is aware of Gekar's true nature, and the Council of Wyrms is likewise not aware of Gekar's presence among the humans -- it is not something the Council would condone, and they would likely do what they could to aid Scande in putting down the Resistance (over the objections of the Metallic delegations in the Council).

Gold Dragons

These noble creatures are wise, judicious, and benevolent. They consider themselves the self-appointed promoters of goodness, often taking on quests that they pursue with single-minded fanaticism. They are the largest and strongest of not just the noble Metallic Dragons, but of all fifteen breeds of True Dragons (with only the evil Red Dragons coming close to contesting their strength).

At birth, these dragons have scales of dark yellow dotted with golden metallic flecks. These flecks increase in size as a Gold dragon ages, turning its scales completely gold by the time it reaches adult age.

Gold dragons embody the concepts of law and righteousness, passionately hating injustice in all its forms. They prefer to make their lairs out of solid stone, using either natural caves or specially constructed homes built by their humanoid vassals. Even those who inhabit natural caverns often have the interiors modified to suit their own tastes.

Gold Dragons can eat almost anything, but they look upon pearls and small gems as great delicacies. It is customary to bring these materials as gifts when visiting a Gold dragon lord.

While powerful, Gold dragons are slow to anger and do their best to refrain from using violence. These honorable beings prefer to settle disputes and other problems through discussion and reason. However, in the cause of justice or when no other alternative presents itself, Gold dragons become fierce warriors for what is right and just.

Before engaging in combat, Gold dragons attempt to gain the upper hand through spells; both spells to examine their enemies and to enhance their own abilities. As with all Metallic dragons, the Gold has two breath weapons at its disposal. The first is a cone of fire, and the second is a cloud of poisonous chlorine gas.

Silver Dragons

As a species, these dragons are kind and helpful. They cheerfully offer assistance to goodly creatures in genuine need.

A hatchling fresh from the egg has blue-gray scales with hints of silver hilights. As it matures, the color slowly changes to a gleaming silver. Once it reaches adulthood, a silver dragon's scales have become so fine as to be almost invisible, giving it the appearance of being sculpted from pure metal.

Of all Dragonkind, the Silver dragons have the closest relationship with their kindred and vassals. They eat the same food, they spend long periods of time in the same form, and often take humanoid mates.

Silver dragons establish their lairs atop mountain peaks, which touch the silver-lined clouds hanging perpetually above them. They share these aeries with their vassals, but constantly guard against incursions by their troublesome neighbors, the Red dragons.

The Silver dragons are not a violent species. They prefer to avoid combat whenever possible, resorting to actual battle only when confronted by powerful evil or highly aggressive foes. Even so, they will attempt to subdue and repel before they raise claw or gather breath for the kill. They will use specially cast floatation spells to halt projectiles fired in their direction, and employ a wall of fog to blind or confuse opponents before engaging in physical attacks. Against flying opponents, Silver dragons prefer to hide in clouds (creating their own magical clouds if the day is clear), waiting for an advantageous moment to leap out and attack.

A Silver dragon's primary breath weapon in a cone of cold and frost, and its secondary is a could of paralyzation gas.

Bronze Dragons

Bronzes tend to lair in caves dug into coastal cliffs, or in fortresses set upon highland terraces overlooking the ocean. No matter their age, Bronze dragons tend to be the most cheerful, inquisitive and good-natured of Dragonkind. They love the simple challenges of riddles and harmless contests, and often count master riddlers among their humanoid vassals. They are fascinated by warfare in all its forms, eagerly looking for just causes to champion with their armies of dragons and vassals.

Bronze hatchlings have yellow scales tinged with green. Only a hint of bronze shines upon these overlapping plates. This color deepens as the dragon ages, slowly turning to a rich bronze tone that darkens as the centuries pass.

Like Silver dragons, Bronze dragons have a fondness for their humanoid vassals. While they often form friendships with these lesser creatures, they never take them into their homes with the same kind of unequivocal acceptance as their Silver cousins. They have a deep and abiding love for the sea and its good creatures, while they enjoy feasting on aquatic plants and -- their absolute favorite -- sharks. Vassals visiting the lair of a Bronze lord bring presents to show their loyalty and respect, often in the form of seafood. Bronze Dragon lords especially appreciate gifts of pearls, which they consider delicacies.

These massive creatures approach combat with a swashbuckling, devil-may-care attitude. They see battle as a game, and rarely take even a genuine threat seriously. Even with this good-humored attitude, they dislike killing under most circumstances, preferring to drive their foes away to learn their lessons. However, they have no patience for those who would steal from them, and they detest evil sea creatures, which they actively seek out and destroy.

As they dislike killing intelligent creatures, Bronze dragons will attempt to either bribe foes away or use their repulsion breath. They will use spells of ESP to learn an opponent's intentions. If forced to fight, they use a smoke spell to blind foes before charging into melee. In the air, they prefer to snatch opponents in their great talons. Underwater, they use their breath weapons; as Bronzes are some of the few dragons whose breath weapons are effective underwater.

A Bronze, like all Metallics, has two breath weapons. The first is a stroke of lightning. Opponents attacked by this Bronze breath weapon under water usually suffer nearly triple the normal effect. The second breath weapon is a cloud of repulsion gas which causes those in its sway to move away from the Bronze dragon, as though by magnetic force.

Copper Dragons

Coppers prefer rocky hills and badlands for their lairs. These incorrigible pranksters love to tell jokes and riddles. Proud and selfish to the point of being greedy, Copper dragons hate to lose - no matter what contest they may be playing.

Hatchlings have ruddy brown scales with copper tints, which become more coppery as they get older. By young adulthood, the scales have developed a soft, warm, coppery gloss.

Copper dragons thoroughly enjoy a good hunt. To them, the sport is at least as important as the food it yields, and usually moreso. The most influential and powerful Copper clans can often be seen engaging in massive, organized hunts that range across the hills and into the rocky uplands. When hunting, they prefer large, poisonous prey such as giant scorpions, which they can eat without fear of harmful effects. Injected venoms, however, affect them as they do other creatures... which makes the hunt all the more exciting for Coppers.

Copper dragons construct twisting mazes within their lairs. These serve partially as defenses against intruders, though the aesthetic value of particularly puzzling mazes fits their personalities and tastes well. The mazes are open on top, allowing the dragons to fly into or out of them at will.

They appreciate wit, welcoming visitors who can tell them new jokes, humorous stories, or clever riddles. In contrast, they do not appreciate those who fail to laugh at their own jokes. They have no patience for creatures who do not have the good humor to accept their tricks and pranks with smiles. (Red dragons usually fall into this category) If they must engage in combat, Copper dragons enjoy taunting and annoying their opponents. They keep at it until their foes either give up or become so angry as to act recklessly. Their techniques are often good enough to accomplish just that. Coppers like to jump from side to side, even landing on high rock surfaces that are inaccessible to their foes. Against flying opponents, a Copper dragon attempts to draw its foes into narrow gorges where it can easily use its sharp climbing claws to help it outmaneuver them and force them into colliding with the rock walls.

Copper Dragons have an affinity for Time magic, as well as Earth elemental magic, and tend to sponsor vassals who study these types of sorcery. A Copper dragon has two breath weapons. The first is a cloud of slowing gas, which has the same effect as the time magic spell "Slow." The second weapon is a spurt of powerful acid.

Brass Dragons

Deserts are the preferred home of Brass dragons. These predominately social dragons love to talk and gossip -- with each other, and with the so-called "lesser" races. A Brass dragon can be counted on to have an opinion about everything, and is always more than happy to share that opinion freely with those willing (or unwilling) to hear it.

Hatchlings have dull, brassy, mottled brown scales which, with age, become warm and burnished in appearance.

As social creatures, Brass dragons get along with most of their neighbors. They especially love to engage visitors in conversation, preferably in a warm, sunny place. Brass dragon lords can often be found basking on a rock, deep in discussion with guests and high-ranking vassals. This passion for conversation is so strong that Brass dragons become highly insulted if an intelligent creature passes through their territory without stopping to trade gossip, pass along news, or just talk.

Though Brass dragons can eat almost anything, they are not big eaters. Most prefer to get their nourishment from the morning dew, which is a rare delicacy in their arid terrain. If possible, Brass dragons would rather talk than fight, though they do consider Blue dragons to be their worst enemies. If forced into combat, a Brass dragon will whip up a magical sandstorm to cause a cloud of dust to envelop its foes, letting confusion set in before charging. Its magical ability to control temperature will be used to cause enemies discomfort, distracting them from melee. In the face of great danger, younger Brass dragons will fly out of sight and hide. Older, more experienced (and certainly more prideful) Brasses will not use this tactic.

A Brass dragon has two breath weapons. The first is a cone of sleep gas, and the second is a cloud of blistering heat.

Chromatic Dragons

Chromatics are perhaps the best known of the fifteen Dragon races. They are naturally inclined toward evil tendencies, and tend not to get along with the lesser races. The Chromatic Dragons are often rumored to have sired the Dark Dragon Clans by mating with dragon-worshipping humans in the Dragon and Alter dimensions.

Though all Dragons venerate Io, the Chromatics have a special affinity for Tiamat, the Elemental Fiend of Air, who is Io's sister and is sometimes called the Dragon Queen. Red Dragons, in particular, take a strong liking to Tiamat.

Among the best known of the Chromatic Dragons outside of Draco is the Blue Great Wyrm called Lofwyr, who runs the AAA Corporation Saeder-Krupp. Between the enormous wealth of Lofwyr's dragon hoard and the cash reserves of Saeder-Krupp, Lofwyr is one of the richest beings in all of existence -- but still not as rich as Kuat's CEO Damein Gavalian, the dragon's eternal foil.

Red Dragons

Greedy and covetous, the Red dragons are the largest and most powerful of the Chromatics. They tend to lair in tropical isles, or other places of volcanic activity; the ideal Red dragon lair is surrounded either by a moat of magma or active geyser springs. To these gigantic beasts, increasing the size of their domains and adding to their hoards of treasure occupy most of their thoughts and deeds. Their personal wealth and power is an obsession, and every Red dragon can recite its inventory of possessions down to the smallest bit of copper and the youngest humanoid vassal (yes, vassals are possessions to a Red dragon).

Red dragons emerge from their eggs covered with small, bright-scarlet scales. These scales are initially very glossy, becoming smooth with a dull finish of deeper red as the dragons get older. With each advancing age, these scales grow thicker and larger, becoming as hard as metal and as strong as armor.

Red dragon lords build great lairs atop mountains or other high terrain so that they can always look out upon their domains. Though they consider even other Red dragons to be competition, within a Red Dragon Clan the lesser membersacquiesce to the demands and dictates of the clan leader. Vassals are treated as slaves, ordered to labor for their dragon masters and serve as eyes and ears throughout the domain. Any betrayal, any act of treachery, leads to a vassal's quick and painful death.

Of all Dragonkind, Reds hate their Gold Dragon cousins with a terrible passion. They see Gold dragons as their greatest competition and most dangerous threat, for they believe that the Gold dragons come close to their own levels of power. They often compete with Copper and Silver dragons for the same territory, but they are quick to attack anyone who appears to be encroaching on their domains.

Exceptionally vain and overly self-confident, Red dragons consider themselves superior to other dragons and to all life in general. They bow to the wishes of Draco's ruling Council of Wyrms -- but just barely. They follow the laws that the Ninefold Dragon set before the inhabitants of the isles, but they interpret the laws very liberally, stopping just short of all-out war to advance their own plans and desires. In addition to Io, Red Dragons also love and venerate the Dragon Queen Tiamat, whose wicked ways are quite pleasing to them.

Red dragons are meat eaters by choice and nature. Their vassals regularly sacrifice maidens to them as part of the pact between the lords and the land, to the disgust of other dragons of every type.

Red dragons are confident and quick to attack, rarely sizing up a foe. Instead, they employ one of the many "perfect" strategies developed during their contemplative periods. To keep any treasure intact, Red dragons prefer to land and attack with claws and bite. Only when faced with many opponents or obviously powerful foes will they use breath weapons and spells before landing.

A Red dragon's breath weapon is a searing cone of fire. Red Dragons are potent wizards, especially with fire-elemental magic, but they tend to prefer close personal combat.

Blue Dragons

Arid deserts are the preferred homes of Blue dragons. These voracious and possessive creatures are consummate thinkers and planners. They spend long periods of time contemplating and preparing ambushes for prey, intruders and other unwary travelers entering their territory. When not engaged in such activity, Blue dragons reflect upon their prosperity and achievements. They can sit for days at a time watching their domains and admiring all they have accomplished.

A Blue dragon's scales change very little throughout its long life. The only noticeable alteration is that the scales thicken and harden. The color, which can range from an iridescent azure to a deep indigo, retains its glossy finish from hatching to death.

Everything within a Blue dragon's domain is considered the creature's property. From the castlelike lair that rises above the windswept plains to the vassals to the burning land itself, all that the dragon sees belongs to it. These gigantic creatures are extremely territorial and very vigilant. They watch for tresspassers, spies and thieves, eager to test their latest ambushes and strategies on those who dare invade their domains.

Most combat tactics devised by Blue dragons involve surprise and distance. They love to fly and use their powerful breath weapon, dropping out of the hot sky just far away enough to instill fear in their opponents before they strike. Talk and retreat is for cowards, and Blue dragons will resort to these options only in extreme situations. They see themselves as cavaliers, ready to issue and accept challenges without hesitation. Though they are great thinkers, they recognize the moment when action is called for -- and they leap to any such challenge.

Blue dragons store their treasures underground, usually in protected caverns beneath their castles. Most of the items in a hoard will be gems, especially sapphires, which Blue dragons have a particular fondness for. They will eat anything, but prefer herd animals (which they cook to perfection with their breath weapons before dining). They are usually in conflict with the neighboring Brass dragon clans.

A Blue's breath weapon is a 5 foot wide bolt of lightning.

Green Dragons

Greens lair in temperate forests, where they enslave lesser creatures to do their evil bidding. These dragons are foul-tempered, mean and exceedingly cruel. They enjoy planning intrigues against other dragons, seeking political power and leverage through their plots and schemes. To Green dragons, knowledge provides a measure of power, and they are not above gaining knowledge through whatever means present themselves.

At birth, these dragons have thin, small scales that are such a deep shade of green as to appear nearly black. As they grow older, the scales expand and change to lighter shades of emerald, olive and forest green. The scales never become as thick as other dragons' scales, remaining flexible throughout their long lives.

Green dragon lords create living lairs from the very trees of the forests they occupy, warping them to suit their needs through magic and other means. The closer one gets to a Green dragon's lair, the darker the woods become. Evil hangs in the air, mingling with the forest scents to produce foul odors. Though the Green dragons are cruel task masters, they are nonetheless extremely protective of their vassals and slaves. They are quick to punish and kill these servants, but also quick to protect them against threats from outside the domain. If a vassal displeases a Green dragon, the dragon will probably eat the offender - especially if the vassal is an elf. Green dragons have a particular fondness for elven flesh, though they rarely get to dine on such treats. Sometimes they go after the vassals of another clan just to satisfy this craving. With no other Dragon breeds, and few other creatures of comparable power, sharing their preferred environment, Green dragons are consummate bullies.

Members of this species of Dragonkind love to intimidate and otherwise frighten lesser creatures. They initiate fights with little or no provocation, simply for the excitement it brings to them. Of all Dragonkind, Greens love to play with their prey. They attempt to make a hunt or battle last for as long as possible, evoking as much terror and agony as they can in their prey. These dragons do have a measure of honor, though, and when they give their word they keep it.

Besides enjoying an occasional elf to feast upon, Green dragons can subsist on practically anything, including shrubs and small trees.

A Green dragon's breath weapon is a cloud of poisonous chlorine gas.

Black Dragons

Blacks have an affinity for swamps, marshes and tropical jungles. They are abusive and quick to anger, with an instinctive cunning and malevolence that makes them dangerous adversaries.

Hatchlings have thin, small scales with a highly glossy finish. As they age, the scales grow larger and thicker, dulling in the process.

These evil creatures establish lairs in damp caves and subterranean caverns. They love to swim almost as much as they love to fly, taking to the skies at night to take advantage of the natural camouflage that darkness provides. They line their lairs with their treasure of choice: gold, silver and platinum.

Black dragons are extremely selfish and resent intrusions. While they will protect their vassals from most threats, they will also leave them to their own devices if the dragons themselves come into jeopardy.

These creatures prefer ambush and surprise attacks to fair fighting. They have no qualms about using any and all advantages they can, including fleeing at the first sign of formidable strength.

The Black dragon's diet consists mainly of fish, mollusks and other aquatic creatures. When they procure meat from dry land, they like to let it soak in ponds in or near their lairs before consuming it. These specimens of Dragonkind prefer the night, for in the darkness they feel more confident and powerful.

A Black dragon's breath weapon is a 5 foot wide stream of acid.

White Dragons

Cold, arctic regions are the preferred homes of White dragons. The smallest and weakest of the Chromatic dragons, these creatures are slow-witted but efficient hunters who depend on their vassals and slaves to keep their domains running smoothly. Impulsive and vicious, White dragons tend to consider things pertaining to here and now rather than planning for the future. Animalistic, they react to current needs and emotions with no regard to consequences and with no regrets. This does not interfere with their greedy or evil natures, however, and White dragons should not be underestimated because of their lack of foresight or intelligence.

Hatchlings have mirrorlike scales of glistening white, almost pearly in quality. The sheen disappears with age, eventually being replaced by patches of pale blue and gray by the time they reach very old age.

White dragons like the cold, enjoying their domains of ice and snow. They are lackadaisical rulers, showing little concern for the daily running of their domains. Only when danger appears imminent and in full view do these impulsive creatures take interest. Otherwise, it is up to their kindred to deal with such concerns as planning and the future. Their ice lairs are the only things they take any active interest in, working to make them as beautiful as possible. Gems, especially diamonds, hold a high place in their treasure hoards. While they can consume nearly anything to gain nutrition, White dragons prefer to eat foods that have been flash-frozen with their breath weapons.

Not being good thinkers, White dragons tend to attack with their most potent weapons first, regardless of what opponent they may be facing. They sometimes compete for land and resources with Crystal Dragons, but as a breed they have few true enemies.

A White dragon's breath weapon is a cone of frost.

Gem Dragons

Gem Dragons are next to unknown outside the world of Draco: unlike the Chromatics and the Metallics, they did not spread from Dragon into other worlds to sire the Dragonkin races. The Gem Dragons value balance and neutrality above all things, and to that end they are isolationist in the extreme, believing that it is the Dragon God's will for Dragonkind to remain apart from the affairs of humanity.

Alone among Dragonkind, Gem Dragons have command over psionic powers.

There are not many Gem dragons living off planet Draco. There is only one Gem dragon who is known to any degree off planet Draco: the Amethyst Great Wyrm Mykell, who is the Custodian of the Council of Wyrms and the nearest thing that the government of Draco has to an executive. Mykell dealt with Travin to broker the treaty with Scande, mostly using Suza the Brass as her intermediary. If Draco were thrust into the midst of Web affairs tomorrow, it would likely be Mykell whom foreign leaders would deal with -- but since the whole point of Draco's pact with Scande is to make sure Draco never has to deal with Web affairs, that likely will not happen for some time to come.

Amethyst Dragons

The most powerful and noble of the Gem dragons, Amethyst dragons are honorable, regal creatures. They inhabit cold mountain regions and high mountain valleys, with their lairs often overlooking the tundra plains that the White and Crystal dragons call home. At birth, these dragons have lavender skin with fine, translucent-purple scales. These scales darken as the creatures grow older, eventually reaching a sparkling, crystalline amethyst quality.

These creatures approach life with a detached air, ignoring the conflicts of good and evil, law and chaos. At best, they see these conflicts as petty squables over inconsequential points of view, and not worthy of their time or consideration. These majestic, noble dragons consider themselves to be the leaders of the Gem dragons, and most of the lesser Gems acquiesce to this leadership - in everyday life and in the Council Aerie, from whence the world of Draco is ruled.

While Amethysts consider their Silver and Copper cousins to be foolish and have an active dislike of Red and White dragons, they do not consider any life form to be their inherent enemies. They prefer to reason out a settlement through discussion and negociation rather than through combat, but they can and will fight if they must. Being honorable and noble, these dragons never hide or attempt to ambush foes. To them, even retreating is a dishonorable action, but they will flee if faced with certain death.

Amethyst dragons eat large quantities of fish and gems. They keep vassals to attend to their needs, though they do not place as many restrictions or requirements on them as other dragon lords do. Most keep at least one hidden, underwater cave for seclusion and secrecy.

Should talk fail and combat becomes imminent, an Amethyst attacks first with its breath weapon, then its psionics and spells. The Amethyst's breath weapon is a faceted, violet lozenge which it spits into the midst of its enemies. Upon impact, the lozenge explodes with concussive force.

Sapphire Dragons

Sapphire dragons lair in subterranean domains; enormous cavern complexes usually accessible from a massive tear in the surface (generally large enough for the dragon to fly in and out of). While most of the territory above their realms belongs to Emerald dragons, they keep a small portion of the surface area as their own, mostly for the use of the dragon's vassals.

From birth, Sapphire dragons are beautiful, with scales ranging from light to dark blue in color, which sparkle in the light. Because of their coloration, they are sometimes mistaken for Blue Dragons, but as they age their scales harden and take on a faceted, gem-like quality.

Of all Dragonkind, the Sapphire dragon are perhaps the most militaristic. They fervently protect their territory from outsiders, going so far as to distrust anyone who even gets close to their borders. They work to keep their vassals in peak fighting condition, maintaining some of the best-trained vassal armies of any breed of True Dragon. As most of the territory that interests the Sapphires is below ground, they rarely come into conflict with other dragon clans unless they attempt to take caverns currently in use. Only the Black dragons compete with them for the tropical underground, and even they are wary of going into direct conflict with the mighty armies of the Sapphire clans.

Most of the humanoid vassals serving the Sapphires are either Gants, Sylphs or Gramorians, as these races have no problems living and working in the caves of their dragon masters. Sapphire dragons hate Primans, both because of the race's well-known greed and because they are the preferred vassals of Black dragons. Sapphires also detest the Drow, and translate this into an antipathy for Elves in general. Gant vassals are treated little better than slaves, as the Sapphires and the Gants were once at war, and they are almost never granted the Kindred bond. This honor is usually reserved for Gramorian or Sylph vassals only.

Giant spiders make up most of a Sapphire dragon's diet, and great hunts are conducted through the subterranean tunnels to find these delicacies. When a Sapphire lord is feeling particularly lazy, it will send its Gant vassals into the tunnels in search of the spiders. Of course, they must capture the spiders alive.

While militaristic and warlike, Sapphire dragons are not quick to attack. They prefer to observe intruders (all visitors are intruders) so that they can plan how to deal with them. If Drow ever approach, they are immediately attacked. Others can often at least make some gesture of friendship or parlay before being told (forcefully) to leave.

If a Sapphire dragon or its treasure is ever threatened, it attacks immediately with its breath weapon, spells and physical attacks. It uses psionics and special abilities to escape if threatened with a more powerful foe... although, this is rare in the underground, where the Sapphire dragon is the undisputed king of his realm.

A Sapphire dragon's breath weapon is a cone of continuous high-pitched, almost inaudible sound that can slam into targets with tremendous force. In additon to physical damage taken from the blow of the sound wave, targets are also afflicted by a great fear produced by the sound. This fear is a metabollic effect, and even those immune to magical fear can potentially be affected by this sonic effect. Deafness prevents the fear effect, but not the physical damage of the blast of sound waves.

Emerald Dragons

Emerald dragons dwell in tropical rainforests and jungle-forested islands. They are a curious species, taken to keeping track of history, lore and customs. They tend to be very reclusive, suspicious that others covet their treasure hoards and territory.

Hatchlings have translucent green scales, which harden and take on many shades of green as they age. These scales scintillate in the light, giving an Emerald dragon's hide the appearance of being in constant motion.

A desire for privacy runs through Emerald dragons, going so far as to determine where the dragon lords and their spawn establish lairs. Only their most trusted vassals are permitted to serve them within the main lairs. The others tend to duties throughout the rest of the domain.

The primary lairs consist of traps and alarms designed to warn of visitors and other threats. Emerald dragons prefer to quietly observe intruders and rarely emerge from hiding. If parlay is called for, they send their kindred or chief vassals to handle such duties while they watch, hidden, from cover. When forced into combat, Emerald dragons prefer to attack by ambush, using stealth and surprise attacks to quickly disable their enemies. If the threat proves to be too great to handle, an Emerald dragon will not hesitate to retreat. However, it will plan its revenge, and its patience can last for centuries if need be.

Emerald dragons have no compunctions about what they eat. They do prefer lizard meat, but they will eat anything in a pinch. Of all the other types of dragonkind, Emerald dragons get along best with Sapphire dragons, often controlling parallel domains (Emerald dragons taking the surface, Sapphire dragons the subterranean areas below). They fear the Red dragon clans because of their well-known greed.

An Emerald dragon's breath weapon is a loud, keening wail that causes a sonic vibration. The vibrations are not moving walls of force like the Sapphire's breath, but the vibrations do cause physical pain in an Emerald's victims, and can be focused to cause damage to walls, trees, rocks, etc. Along with the pain and damage caused by an Emerald's breath, the sound can stun a foe for a time. Deafness does not prevent physical damage, but does provide protection from being stunned by the wail.

Topaz Dragons

Topaz dragons inhabit coastal regions of temperate islands, building lairs below the waterline, though constructing them so they remain dry. Clannish and self-serving, these Gem dragons usually want little to do with the other inhabitants of their isles. They keep vassals to fill their domains and make them appear as prosperous as their neighbors, and they participate in Council activities on occasion, but for the most part these dragons neither seek company nor welcome it.

Out of the egg, a Topaz dragon is a dull yellow-orange in color. With age, its scales harden and become translucent and faceted. When it reaches adulthood, a Topaz dragon sparkles in the light of the sun.

While Topaz dragons enjoy the feel of sea wind and spray on their faceted scales, they do not particularly like the water. They swim to hunt, attack, or reach their lairs, but not for enjoyment. They do love to eat fish and other sea creatures, especially tasty giant squids and octopi that live in Draco's deep ocean waters.

While not malicious, Topaz dragons are not the best of company or particularly pleasant to deal with. Besides caring little for social graces, they display erratic behavior that is unsettling and very confusing. They dislike visitors, but tend to avoid combat if they can help it. If combat is unavoidable, they use tricks and promises to distract their foes before striking with teeth and claws (which they enjoy using).

Unless it specifically interests or affects them, Topaz dragons tend to be indifferent to the causes and concerns that occupy the rest of Dragonkind. They dislike Bronze dragons and usually oppose the interests of Bronze clans.

It takes time for a Topaz dragon to accept another Dragon's friendship, but once it does it remains a friend for life. Once another dragon gets past its outer defenses and gruff exterior, it finds a loyal companion and ready protector in the Topaz dragon.

A Topaz dragon's breath weapon is a cone of dehydration. This devastating, withering weapon can wreak havoc on those not protected from the breath by magic.

Crystal Dragons

The friendly Crystal dragons tend to be highly inquisitive, and spend much time trying to learn about the world around them. While solitary in nature, they welcome visitors who come to them with good intentions.

Hatchlings have glossy white scales that become more and more translucent with age. By the time they reach adulthood, these scales become luminescent in moonlight. In the full light of day they glow with a dazzling, almost unbearable brilliance.

Fun-loving and mischievous, Crystal dragons tend to be irresponsible rulers. For the daily running of their domains, these dragons rely on their vassals to keep things going. They establish domains in the cold, open northern reaches, building castles out of snow and ice. They leave these castles open to the sky, for they love to watch the stars on clear, cold nights. Gems and metal ores are their foods of choice; for this reason, Crystal dragons usually have tribes of Gramorian vassals tending to them, mining the earth for the stone and ore that they crave.

The White dragon clans consider the Crystal dragons to be nothing more than prey, so the two types are almost always in conflict. Like other benevolent dragons, the Crystal dragons prefer to talk rather than fight. Even without special abilities, they can be charming and engaging to an extreme. But when talking is not an option and fighting seems inevitable, Crystal dragons like to plan before entering combat. They use their breath weapon to disorient foes, followed by spells and psionics. Claws and teeth are used only as a last resort.

A Crystal dragon's breath weapon is a cone of multiple glowing shards, not unlike the spell Gem Missile. The shards slice and cut those caught in the cone, piercing even the sharpest of armor with the razor diamond edges.

Dragonkin of Esper

For most of Esper's history, at least since the War of the Magi, there were no Dragons. Dragonkind was often lumped in with Espers as creatures of fantasy, who only existed in fairy tales about the War. However, when Gestahl raised the Floating Continent, the dragonkin who had made their home in Esper after migrating from Dragon began to awaken. When Kefka broke the seals on the Eight Dragons, all Esper's dragonkin were unleashed -- and though the Heroes of Esper destroyed those first Eight, their progeny still roam in the wild places of the dimension, doing their best to stay hidden from humankind.

Like True Dragons, Esperian Dragonkin have the ability to assume human form, and have used this power to disguise themselves and infiltrate human society.

There are eight main types of Dragonkin in Esper, corresponding to the Eight Dragons that Kefka set upon the world at the beginning of the World of Ruin. Each of the eight races can clearly (or, in a few cases, not-so-clearly) trace its lineage back to one of the fifteen True Dragon races (though the most common lineages are Chromatic and Metallic). Esperian Dragonkin tend to be much smaller than True Dragons; rarely do they exceed a length of 60', or a wingspan of 100'. They also are not as long-lived as True Dragons, though this seems to be due more to their violent lifestyle than any biological design. There is no reason to suspect that an Esperian Dragonkin could not live for a thousand years or more just like its True Dragon sires. You will note the lack of personality notes in what follows, as was seen in the descriptions of the True Dragon races. This is because the known numbers of Dragonkin in Esper are so small, and their members so individualistic (which is somewhat fitting, for this dimension), that sweeping generalizations about their personalities or behaviors are almost impossible to make.

It should be noted that though these creatures are more common in Esper, several of the species have also appeared throughout history in the Crystal and Merge Dimensions as well (owing, some theorize, to a common link these three worlds have to the Esper World).

Storm Dragons

A curious dragonkin race, these small dragons favor high mountain peaks, especially around Zozo. Storm Dragons are believed to be descended from either Blue or Silver True Dragons, or perhaps both. Their bodies have a decidedly un-draconic appearance, as their wings are attached to the underside of their forelimbs like a Dactyl. These wings, however, are one of the dragon's most potent weapons in combat, as the outer edges of each wing are lined with a bony ridge that gives them a razor sharp cutting edge.

Their scales are a dusky gray in color, like rain clouds before a storm, but they tend to lighten with the onset of old age.

A curious fact about Storm Dragons: though they are believed to be descended from Blue Dragons, they have a weakness to lightning magic and a fear of electrical storms. Their chosen element is wind, and their breath weapon is a powerful high-force gale that slams into their targets with concussive force.

Red Dragons

A very obvious evolutionary descendent of True Red Dragons, the Red Dragonkin of Esper are known to be native to the Tzen region's Phoenix Mountains, though they will inhabit any place with magma and decent volcanic activity. Their obvious elemental affinity lends itself well to their breath weapon: a gout of flame, just like their ancestors. Similarly, it has allowed for a weakness among Red Dragonkin to ice and water magic -- something which True Red Dragons do not seem to be bothered with.

Red Dragonkin in Esper have also developed a curious magical ability that allows them to dispel almost any anti-magic barrier -- be it a Reflect spell, or even a simple magical armor spell. This makes them especially dangerous for wizards to fight, unless a wizard is confident enough to do battle with a dragon without the benefit of his magical protections.

Ice Dragons

These Dragonkin are native to the cold northern reaches of Esper; specifically the Narshean snowfields in the high mountains. These creatures share many traits in common with True White Dragons. Physically, they resemble man-sized giant lizards, with long serpentine necks and flailing tails. Ice Dragonkin have no wings, and are flightless.

Ice Dragons have an affinity to... well, ice magic, naturally. And as most of the dragons in Esper, they are especially vulnerable to their native element's opposite: fire. Despite this, Ice Dragons seem able to cast high-level fire magic, and in disputes with each other this often becomes the weapon of choice (since Ice Dragons would be immune to their own frosty breath weapons).

Ice Dragons are intimately tied to the mana they gather for their spells, in a way that most of Dragonkind is not. When an Ice Dragon has depleted all of its mana, it lapses into unconsciousness, and often dies unless some of its mana is restored quickly. For this reason, Ice Dragons often keep potions to restore their mana in great quantity, and they are very conservative with their spellcasting.

White Dragons

Despite its name, this dragon is not related to True White Dragons at all. The Esperian White Dragonkin is, in fact, a descendent of Metallic Dragon stock, though its exact lineage is unclear (True Silver Dragons are the most likely, based on nothing more than their similar colorations). The White Dragon of Esper is a holy-elemental creature, versed in White Magic, whose breath does holy-type damage.

Blue Dragons

These creatures may be descended from True Blue Dragons, but the connection is unclear. Esperian Blue Dragonkin have a water affinity that doesn't fit with a True Blue Dragon heritage. Like True Blue Dragons, Esper's Blue Dragonkin often dwells in a desert environment, their lairs sometimes found among the dunes of Figaro. But they also lair underwater and, on occassion, underground, in the tunnels bored by Figaro Castle on its trips between Figaro proper and the Northwest Province of Kohlingen.

Of all the races of Dragonkin, Blue Dragons are most often associated with Esper's humans. Blue Dragonkin were tamed and often used as mounts or guardian beasts during the War of the Magi. Some ancient treasure troves from that era remain guarded by ancient Blue Dragons to this day.

The Blue Dragon's breath is icy, suggesting to some that its lineage is Blue and Silver (or Blue and White). In addition to its breath and limited magic use, the Blue Dragonkin has a draining touch. With physical contact, the Blue Dragonkin is able to sap mana from spellcasters, building its own mana reserves in the process.

Dirt Dragons

These earth-elemental dragons are suspected to be the descendents of Brass lineage, as their blisteringly-hot breath weapon seems derived from these True Dragons. Dirt Dragons live in the deserts that were created near Maranda and the Jidoor Opera House in the World of Ruin, and their elemental affinity has given them a weakness against wind and water magics.

Gold Dragons

Actually descended from Bronze Dragons, the Esperian Gold Dragonkin are among the most powerful of the eight breeds of their dimension. Like Bronze Dragons, the Gold Dragonkin have a lightning-based breath weapon, and a strong affinity for lightning elementals. However, for this they take on a weakness to water elementals.

Like Ice Dragons, Golds are tied intimately to their mana reserves, and can get sick and die if their mana is depleted and not restored. Gold Dragons have no single terrain or environment that they prefer above the others; they can live just about anywhere, especially if they are in human form (which most are most of the time).

Skull Dragons

Skull Dragons appear sickly and near skeletal. They are creatures devoted to darkness and affliction. Their affinity for acids and poisons, as well as their blasted, charred-black coloration, suggests a lineage from True Black Dragons.

Skull Dragons breathe a toxic spray of semi-gaseous poisons. Further, they employ spells which create poison effects, as well as spells that drain both life and mana from the target. Like Gold Dragonkin, the Skull Dragon is tied to its mana reserves, and can potentially die if its mana is completely sapped.

Skull Dragons often associate with and create undead minions. Like their minions, Skull Dragons have a notable weakness to holy and fire elemental effects.

Dragons of the Pureland (Mana and Alter-Mana)

After the Time of Titans in the Dragon Dimension, some dragons found their way into the Mana Pureland. There they found a place among the various powers and pantheons of the Mana Dimension.

There are four Dragonkin races in the Pureland: Red Dragons, Blue Dragons, Mana Beasts and the Linnorms.

Red Dragons

The Red Dragons of the Pureland are, again quite obviously, descendents of True Red Dragons. In terms of appearance, they deviate from their True Dragon sires very little, though they do tend to be much smaller, and stop growing altogether by the time they reach the Mature Adult stage.

Most Red Dragonkin in the Pureland are the followers of Drakonis the Dragon Emperor. As one of the Pureland's four Dragon Gods, Drakonis has shaped the outlook of his adopted children, and molded them to suit his purposes. A small number of Reds, however, are more beholden to the Mana Goddess, and are in particular the favored mounts and companions of Salamando. Mana Summoners are sometimes fortunate enough to conjure a Red Dragon mount along with the fire elemental when performing a Salamando summons.

Blue Dragons

The Blues of the Pureland are changed significantly from their True Dragon parents. They have followed the example of Akravator, the Wind Dragon, and have shifted significantly from craftiness and explicit evil tendencies to a more guarded, neutral outlook. Through Akravator, the Blue Dragonkin serve the Mana Goddess as guardians and protectors of various sites throughout the Pureland.

Blue Dragonkin in the Pureland have two breath weapons. The first is a traditional stroke of lightning breath, but these dragons are also able to conjure up breath in the form of powerful gusts of elemental wind.

White Dragons and Mana Beasts

These two species of dragon are actually pure to themselves, and have no real relation to the True Dragons of the Dragon Dimension. They are distantly related, however, in that they are the offspring of the White Dragon Vadise, one of the four Dragon Gods of the Pureland.

Mana Beasts are enormous creatures, bearing many traits in common with mammals and birds but almost none in common with reptiles. They range in fur coloration from red-pink to deep purple to blood crimson, and share the same longevity and many of the same powers as True Dragons.

Mana Beasts are few in number, and are reclusive in the extreme. They emerge only to serve the Gods of the Mana Dimension, or to act as protectors of the Pureland and the interests of the Mana Goddess.

It has been many ages since the last time a Mana Beast was called upon to act in this capacity, but from the records of that era we do know that they are a power to be reckoned with, and their breath weapon is one of pure, volatile mana energy.

White Dragons are smaller, more sociable cousins of Mana Beasts. They have historically interacted more freely with the lesser races than the stoic Mana Beasts, and often serve humans as mounts or companions. Unlike most dragonkin species, Pureland White Dragons have no breath weapons.

Linnorms

These terrors are the inter-bred spawn of various Chromatic Dragon species, and are formed into a cohesive whole by Jajara the Bone Dragon (who was known to the Alte Taznikanze as the Nithogge). The Linnorms are historically known as a stupid, petty race of serpentine lesser dragons who seem to exist only to torment mankind. In modern times, Linnorms are more reserved and less id-driven, but are still quite violent and detest humanity more than can be quantified. Linnorms often worked with Reklar and Impudites to foil the ambitions of those favored by Zahd.

Taznikanze mythology recounts a number of battles between the Nithogge and Zahd, where Valkyries and Linnorms filled out the ranks of the opposing armies. One of the more well known of such epic poems is told from the point of view of the Valkyrie Audthana, who illustrates over the course of 900 stanzas all of the methods which she has devised to slay dragons.

Notable Dragons