
General Hierarchy
Most races across the world follow the example set by the draconic society: the first race to be created, and the one that laid the foundational structures for civilization.
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Draconic society began as a tribal system, each tribe led by a Chief, chosen for their wisdom above all else.
As settlements expanded and society became more complex, these tribes evolved into Clans, each governed by an Atriarch: a leader responsible not only for rulership but also for upholding traditions and guiding their kin through times of change.
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Eventually, Clans became more formalized, transforming into blood-bound families still led by Atriarchs.
The primary shift during this era was the growing emphasis on kinship and chosen bonds rather than rigid blood purity.
This cultural evolution led to the abolition of reproductive contracts across most of the world, though a few isolated kingdoms may still practice this outdated and frowned-upon custom.
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Originally, lands were divided into territories, which were frequently contested by rival tribes and later by Clans. However, with time, power began to consolidate under a few dominant bloodlines.
In a pivotal moment of unity, the Elder Keepers declared the rise of the Royal Clans, thus merging fragmented territories into Kingdoms aligned with each elemental domain. This declaration brought an end to centuries of conflict and laid the groundwork for a more stable world order.
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While each Kingdom or Empire has its own nuances and laws (detailed on their respective pages), most adhere to a shared social hierarchy inspired by the ancient draconic model:
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High Class
The elite, consisting primarily of those born into or formally adopted by a Clans: a prestigious bloodline family of high influence, relevancy and notable wealth and power.
Among these, the Keeper Council Clans wield the greatest influence, surpassed only by the Royal Clans.
Exceptional individuals with great accomplishments (such as Generals, High Judges, Archmages, etc.) may also ascend to this class through merit, even if they were not born into a Clans.
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Middle Class
Dragons who do not belong to a Clans but have risen through achievement and service.
This class enjoys more privileges than commoners and includes respected ranks such as Captains, Commanders, Master Artisans, and the like.
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Low Class
The working class, consisting of the majority population.
While not disgraced, they lack the social and political advantages of those above them.
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Disgraced Class
Those who have lost all social standing: whether through dishonor, betrayal, exile, or criminal acts. Disgraced dragons are shunned by polite society and forbidden from participating in public life. Many of them end up in the Underground, where they form a marginalized yet persistent shadow society.
Naming Convention
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Dragons are typically named in a way that reflects their elemental affinity. This is often done subtly, drawing from ancient or uncommon words for elements, rather than modern or obvious terms. Although some exceptions can be made.
Some examples:
Caelir (from "caeli", Latin for "sky" – Gale)
Terragus (from "terra" – Nature)
Volcara (from "volcano" – Solar)
Zephyra (from "zephyr" – Gale)
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Names often incorporate Latin-styled suffixes such as -us, -ius, -is, -a, or -en, adding a mystical or ancient tone. Not all elemental roots come from the common tongue, so their meanings may not be immediately recognizable.
For example:
Nieveus, Nievara, Nievaeris – from "nieve" (snow)
Fulminus, Fulmia, Fulmaris – from "fulmen" (lightning)
Brontor, Brontena – from "bronte" (thunder)
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Dragon names are always a single word, sometimes hyphenated, yet rarely match a natural word exactly.
You wouldn’t often see a dragon named “Flame” or “Stone” unless it's a title or nickname.
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Titles such as “the Second” or “the Fifth” are rare and usually found only in ancient or ceremonial contexts. Even when names are inherited, they are often modified slightly, such as Thalor evolving into Thalorus in a younger generation.
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Gender and Suffixes
The suffix of a dragon’s name often implies their gender identity:
-us, -or, or -ius -> traditionally masculine
-is, -ara, or -ena -> traditionally feminine
-e and -a are more neutral, with -e slightly leaning masculine, and -a leaning feminine
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That said, these conventions are not rigid.
Some dragons may choose a name based on personal preference or significance rather than gender expression.
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Lineage and Naming
Dragons do not use surnames, and instead their lineage is indicated by introducing themselves as:
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"Name, son/daughter/child of Parent Name"
For example:
Fulminus, son of Brontor
Zephyra, daughter of Caelira
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Clan-affiliated dragons use their clan name in the form:
"Name of Clan Name"
For example:
Thaloria of Stormcrest; Ignivar of Ashen Brood
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Typically, dragons name their same-gender parent: sons name their fathers, daughters their mothers.
If the same-gender parent is unknown, estranged, or absent, a dragon may name the opposite-gender parent instead.
Non-binary dragons choose which parent to name, usually the one they've introduced in the past, consistency is key.
If a dragon does not know their parentage, they will instead refer to their place of hatching:
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Nyxa, daughter of the Obsidian Wastes
Vaelun, child of Ember Hollow
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This also applies to adopted dragons.
It is taboo for an adopted dragon to name their adoptive parents when introducing themselves, particularly if the parents belong to a clan and the child does not. Blood heritage is deeply respected, and adopting another’s lineage without blood ties is frowned upon.
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Adulthood and Titles
Adult dragons generally stop referencing their parents in introductions, preferring to be recognized by their own achievements. Instead, they introduce themselves with their title or role, such as:
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Thalorius, Commander of the Eastern Skyguard
Saerina, Healer of Hollowpeak
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However, their lineage remains recorded in official documentation, should it be required.​
Language
Dragons use a written language composed of runes. Each rune represents a sound, word, phrase, or concept, enabling dragons to read and write with precision and efficiency.
The script is written from left to right and top to bottom.
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Vocabulary and Words
Dragons use a slightly different vocabulary for certain words:
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Marriage: unity rite
Married: unified
Husband/Wife: unified
Girlfriend/Boyfriend: mate
Engaged: betrothed
Engagement: betrothal
Divorce: diverge
Divorced: diverged
Funeral: wake, funerary rite
Birth: hatch
Birthday: hatchday

Unity & Reproduction
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Across Aethyr, dragons are universally monogamous. Only in the shadowed fringes of society, among criminals and outlaws, do multiple partners exist. These individuals often reject the pursuit of Clan titles and the traditional societal order, embracing instead a life governed by anarchy and freedom.
This norm, however, applies solely to dragons. Other races in Aethyr follow their own customs regarding partnerships, and these are generally respected when they do not disrupt social harmony.
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Marriage takes many forms, motivated by reasons such as:
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Love
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Politics
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Convenience
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And more
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Unity is the sacred recognition of this partnership, symbolizing a deep spiritual bond between two dragons. While Divergence, the formal ending of a union, is legally permitted, it is frowned upon in high society and regarded with sorrow among commoners.
The emblem of this union or betrothal is typically a band or ring, worn either on a horn or a tail.
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Despite laws prohibiting it, forced marriages remain an issue within high society. Pressure from Clans, Families, and even commoners striving for social advancement can lead to such unions. These arrangements are almost always driven by considerations of status or wealth, rarely by scale colors or personal traits, which are deemed shallow reasons for binding two lives.
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It is a grave crime to harm or abandon dragon eggs. Anyone caught destroying eggs faces execution, regardless of rank or privilege. At times, abandoned eggs may be entrusted to the Temples, where they are cared for by devoted caretakers until adopted or raised within the Temple’s embrace.
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In the days of Clan prominence, orphans were far more common, but their numbers have since declined.
Unwanted offspring pose a challenge for many. Wealthy Clans can afford to care for them, though often only minimally. Families typically keep such offspring until they reach maturity, after which they are enrolled in the military, contributing their strength to the realm.
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The Ceremony of Unity
The Unity Rite, a sacred ceremony, binds two dragons together before the watchful eyes of the Celestials and the Ancestors.
Traditionally, the Rite is held at Dawn for dragons aligned with Aether, and at Dusk for those of Nether affinity. Dragons of Neutral elements often select a time that lies between these two, honoring balance and harmony.
The ceremony is hosted by the family that gains a new member, as marriage is customarily seen as one dragon joining the other’s household. While this tradition may have loosened among common folk, it remains rigorously upheld in both middle and high society.
Commoner families typically hold the Rite within their own home. If space does not allow, they may rent a larger venue or host the ceremony in a natural setting, though public spaces frequented by others are considered inappropriate.
Clans, by contrast, conduct their Unity Rites within the grand halls of their main Estate or in a designated Celestial Temple.
Both families of the betrothed must be present.
Parents, provided they are living and not estranged, are essential attendees, and siblings or other close relatives are usually in attendance as well. In Clan rites, extended kin and Clan Elders are expected to participate, and such gatherings often become significant social events.
Invitations may be extended to friends of the couple and family allies, though these guests must first be approved by the betrothed's parents and family elders. Clan ceremonies frequently operate under a semi-open policy, permitting notable dragons or members of other Clans to arrive unannounced, creating opportunities for alliance-building and diplomacy. However, strict guardians ensure the exclusion of any unwelcome or uninvited visitors.
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The Unity Rite is officiated by a Votary, a Revered Mother or Father of the Celestial Temple, accompanied by attending brothers and sisters who assist in the rites.
When the ceremony takes place within a Celestial Temple, upon arrival, families will approach the grand statue of the Celestials, an ancestral relic made of white and black marble with gold veins, believed to create a direct link to the Celestials themselves, and bow to them. There, they present their offerings, tributes made in honor of both the Celestials and Ancestors. In the present day, these offerings are usually given in coin, however, families of certain crafts may still present gifts of food, artisanal goods, or raw materials as was done in ancient times. Meager offerings are seen as a grave insult, casting doubt on the sincerity and strength of the union. While guests are welcome to offer tribute as well, far less is expected of them.
As each offering is made, the giver may briefly touch the Celestial Statues offering a private prayer for the couple’s union, most often a wish for harmony, health, and fertility.
Once the offerings are gathered and respectfully taken to the Temple by the votary’s assistants, the Ceremonial Oath begins.
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The Oath of Unity
Once the offerings have been given and the Celestials have been honored, the ceremony proceeds to its most sacred stage: the Oath of Union.
At the sound of a ceremonial bell (Aether) or gong (Nether), the votary calls the betrothed forward to stand before the Celestial Statues, representations of the Celestial Gods who preside over fate, harmony, and legacy.
This moment marks the first time the couple sees each other that day, a tradition believed to preserve the magic and sanctity of their final joining.
Before the statues, the couple may place their paw upon the marbled extended paws of the Celestials' statues, or rest their forehead against the stone to offer a silent prayer: a private communion of intent, hope, and devotion whispered to both the Ancestors and Celestials.
The votary then recites a chosen series of sacred rites, selected by the couple beforehand.
These vary based on cultural values, elemental significance, or family customs.
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The Rite of Harmony
For couples from rival families or Clans
This rite is chosen when two dragons unite from families or Clans that were once divided or at odds. The Rite of Harmony represents healing, cooperation, and the forging of peace through love. It is held in neutral territory, often in a grove, atop a cliff where winds from both regions meet, or at a Celestial Temple known for hosting rites of reconciliation.
The couple arrives from opposite ends of the venue, symbolizing their separate pasts. They meet at the central altar where they both place an offering representing their heritage.
The Votary blesses these offerings, then binds them together with a silver-and-indigo ribbon representing unity without loss of identity.
A Song of Accord is sung by two voices, traditionally from each family or Clan, blending melodies once thought dissonant.​
“I come to you not to conquer, nor to yield,
but to stand beside you, whole and willing,
so that peace may grow where conflict once stood.”
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The Rite of Bonds and Legacy
For unions meant to bind territories or bloodlines
This rite is most commonly seen among nobility and ruling Clans, where marriages serve a dual role of alliance and legacy. The Rite of Flame and Root symbolizes strength through union, the merging of power and tradition, and the continuation of proud lines.
During the ceremony, the Votary presents a young sapling between the couple, symbolizing their shared growth and future together. This sapling will later be planted in the estate grounds or the family necropolis, a living testament to their union.
A carefully inscribed scroll detailing the bloodlines of both families is presented and sealed with wax bearing the marks of both parties, formalizing their joined heritage.
The votary then binds them together with a deep emerald and gold ribbon, symbolizing enduring strength and the merging of two proud lineages.
Elders from both families speak ancestral blessings aloud, affirming and honoring the new bond.​
“May your roots entwine, and your strength unite.
Together you stand: steadfast, enduring, and whole.”
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The Rite of Windsong
For those prioritizing freedom, creativity, or legacy through children
The Rite of Windsong is lighthearted yet sacred, favored by artists, travelers, and dragons who value independence, innovation, and emotional expression. It honors the breath of life, the joy of creation, and the dance of two spirits in harmonym not possession.
The couple composes or selects a song, poem, or dance to present during the Rite, celebrating their shared joy or vision for the future.
Their tails are not bound by a ribbon, but by woven strands of sky-dyed silk, meant to unravel naturally during the celebration that follows.
Offerings include feathers, shells, wind-chimes, or scrolls: symbols of movement, inspiration, and legacy.
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“I will not hold your wings, but fly beside them.
I will not shape your path, but walk in wonder with you.
Let our breath create echoes that will outlast us.”
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The Rite of Undying Vow
For unions grounded in unwavering love, reverence, and profound soul-connection
The Rite of Undying Vow is a rare and deeply sacred unity ceremony, chosen only by those whose bond transcends obligation, politics, or legacy. It is invoked when two dragons come together in a connection so profound, it is said to reflect the original bond of the Celestials themselves: the first souls who loved without reason, without end. This rite is not meant for convenience or alliance, but for the rarest kind of love: one born of reverence, soul-recognition, and mutual surrender.
The Rite is always held in open air, whether beneath stars or sky. The heavens must be witness: nothing may separate the couple from the world or each other.
The couple arrives cloaked, symbolizing the lives they once lived apart. At the start of the ceremony, they each remove the other’s cloak, a gesture of chosen exposure and mutual acceptance.
As they stand before the Votary, a woven binding sash is brought forth. This sash is handmade in advance by the couple themselves or their closest family members or mentors.
The votary then binds them together with a midnight blue and silver ribbon, symbolizing eternal commitment and unwavering loyalty beyond time.
The silence of the crowd is upheld throughout the rite, broken only by the speaking of the vows. Music or song may follow, but only after the final blessing is complete.​
“With no chain but choice
with no shield but trust
I come to you
not to possess,
but to stand beside.
In joy, I will lift you.
In sorrow, I will carry you.
In doubt, I will still choose you.
I vow myself to the quiet moments,
The unspoken gestures,
the thousand ordinary days
that make a life extraordinary.
I bind myself not with force,
but with truth,
with will,
and with love.”
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The exchange of Unity Bands
Unity Bands are carefully crafted ahead of the Rite and kept safe until the moment they are exchanged. Though prepared for the ceremony, they are traditionally worn only after the union has been consummated, often beginning the following dawn.
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Attire
Guests attending the ceremony wear formal attire, favoring colors that avoid mostly white to respect the sanctity of the ceremony.
The united wear specific ceremonial garments depending on their elemental alignment: Aether dragons don pristine white, while Nether dragons wears deep black, respecting the Celestials themselves. Subtle accents such as jewelry or leather pieces may be in soft, muted tones that complement the primary colors.
All fabric and armor worn during the ceremony must be solid in color, no gradients, patterns, or personal markings are allowed. Clan insignias and emblems are strictly forbidden during the ceremony, though sacred sigils honoring the Celestials and Ancestors are encouraged.
While formal armor is permitted, it should be limited to a few select pieces for ceremony only, no full battle armor. Weapons are strictly prohibited, and head coverings must be removed to maintain openness and respect during the ceremony.
The Revered Mother/Father acting as the votary will wear light or dark grey depending on their elemental alignment. They often wear a necklace with an amber crystal, signifying their connection to the Celestials and Ancestors.
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Unity Bands & Rings
Ceremonial pieces fitted on a dragon’s head horns or at the tip of their tail, or their finger or wrist symbolizing their official and spiritual union, known as Unity, with another dragon. The placement of choice is entirely up to the individual.​
All unity bands and rings share one essential feature: the Unity Crest, the emblem that signifies their status. Without this crest, a ring is not recognized as a Unity band or ring.
​Unity bands can range from modest and inexpensive to highly ornate.
The average band is crafted from a coomon metal, etched with the Uniting Crest and often decorated with elemental motifs depending on the element of the other partner.
Despite variations in material or design, the presence of the crest is mandatory.
​Unity rings or bands have two particularly sought-after, valued and renowed features:
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Starhaven Crystal
This rare and costly crystal reacts to a dragon’s elemental or magical energy, absorbing and then radiating it back. Once infused, the crystal glows with the unique hue and pulse of the dragon’s element.
It’s a highly sought-after material in shrines and keepsakes, but when used in rings, it is reserved exclusively for Unity bands.
​Each Unified dragon wears a band containing the magic of their partner.
The Starhaven Crystal in a band can retain this magical essence for up to a century, and even longer in larger, uncut forms. While the crystal can hold the power of multiple dragons without blending their energies, Unity bands contain only the magic of one individual: either elemental or, more rarely, non-elemental.
​The amount of Starhaven Crystal embedded in the band directly affects its cost.
In noble Clans and among the elite, it is common, almost expected, for Unity bands to be made entirely of rare metals and to feature full-length Starhaven Crystal.
In contrast, dragons of lower social standing or labor-intensive roles rarely have access to such luxurious materials.
​Unity bands are generally worn at all times, as tradition and expectation dictate.
However, dragons serving in the military or as guards may leave their rings in secure places to avoid damage, theft, or loss.
Due to the structure of many horns and tails, Unity bands are often designed as two connected pieces that can be opened and closed, allowing them to be positioned properly. Some dragons choose to have the band permanently closed once fitted. The shape of each band is custom-crafted to suit the unique contours of the dragon's horn or tail.
​A dragon must possess at least Novice or Harnessed-level mastery of their element or magic in order to safely infuse the crystal. Insufficient control risks damaging or destroying it.
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Starhaven Metal
Starhaven Metal is a refined version of Star Metal, and it is highly sought-after material, prized for its durability, smooth luster, and, most notably, its remarkable color-changing properties.
When exposed to draconic magic in its molten state, the metal shifts color, allowing smiths to produce virtually any hue. This versatility makes Starhaven Metal a favored choice for ceremonial armor, fine jewelry, Unity bands, and other significant items.
​While a single piece of Starhaven Metal typically displays a dominant base color, its interaction with light can reveal a secondary tone. This second color may appear as luminous highlights, deeper reflections, or even vary based on viewing angle. As a result, Starhaven items often exhibit a striking, dual-colored appearance.
For more complex designs, two separately treated pieces can be expertly fused to create seamless gradients, an intricate and costly process requiring specialized craftsmanship.
​Though considered expensive, Starhaven Metal is accessible to the upper echelons of society and is a symbol of prestige.
It naturally has a glittering finish, with optional etched or inlaid patterns depending on taste.
Due to its rarity and value, most smiths refuse to dilute it with alloys, as doing so diminishes both its strength and aesthetic integrity.
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LGBT
Dragons, as a whole, tend to be open-minded and adaptable toward others of their kind, especially those who share their alignment. However, attitudes vary between kingdoms. In certain regions, there remains a strong belief that bloodlines must be preserved through named heirs of direct descent, never adopted or otherwise. This mindset often reinforces rigid views on lineage and inheritance.
Other races may hold different perspectives on these matters, with some being more flexible in their traditions and views on succession.
As of current knowledge, no known spells exist that allow for the alteration of gender.
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Orphanages
In towns and cities without Temples, orphanages serve as shelters for dragon eggs left behind and for young dragons who have been abandoned or left without guardians. These institutions are rarely operated by any formal government; instead, they are usually run by families or individuals who take it upon themselves to provide refuge for the unwanted, the forgotten, or the orphaned. While orphanages are still expected to follow the laws of their Kingdom or Heartlands, not all operate fairly or within those legal bounds. Nevertheless, they are often considered a better alternative to life on the streets.
Caretakers within these orphanages typically provide only the most basic education, primarily teaching elemental control. Beyond that, resources are limited. At the age of 15, many children are expected, or forced, to begin working in order to contribute to their keep. By the time they reach 20, most are conscripted into the army, where they are given the opportunity to earn a living, gain structure, and forge a path of their own.
For those who are never taken into an orphanage, or who flee from one, the future is often far harsher. Many of these young dragons fall into lives of crime, driven by desperation and the lack of guidance or support.
Death​
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Death in Aethyrian society is regarded with spiritualism and ceremony, seen as the end of one's journey.
Some cultures also believe in reincarnation, but all believe in the existence of souls and spirits.
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Depending on the social standing of the deceased and whether they have family, a ceremony of departure may be held. If the individual had good social standing or left behind a family, the ceremony is conducted with full rites.
For those with negative social standing, such as thieves or law-breakers, the ceremony is still performed but is much shorter. In these cases, the High Priest commends their spirit to the Ancestors and Celestials for judgment as they see fit.
There is no concept of heaven or hell in this belief system. Instead, souls first enter the limbo, a plane of existence between life and death where all souls reside until a High Priest guides them to the afterlife through the ceremony. The afterlife is a mysterious realm where the Ancestors dwell, accessible only by the Celestial Gods.
This ceremony holds great importance for families. They experience deep distress if it cannot be held or if no recoverable body is available for the rites. In such cases, the ceremony may still proceed using a personal belonging of the deceased in place of the body.
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The Ceremonial Wake
The ceremony in which the departed are respected and revered by the community is called the Wake. It takes place at midnight, within a local Celestial Chantry or Temple, and is conducted by a High Priest. Family and friends of the deceased gather to honor their memory.
The Wake consists of three parts:
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The Mourning
First, the High Priest leads a solemn prayer to both the Ancestors and the Celestials, asking them to watch over and guide the soul of the deceased on its journey beyond death. Most, if not all, of the family will be gathered to participate in this heartfelt moment.
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The Reunion
As the High Priest oversees the Wake, his adjutants carry the body of the deceased from the Temple to a nearby building where a pyre awaits. During this solemn procession, a mournful song of departure is sung by a dragon, usually a family member. If no one in the family is able to perform, the Celestial Chantry will provide a singer. The song often follows a traditional melody but may be altered to reflect the circumstances of the departed’s death, their achievements in life, or their elemental nature.
Once the body is placed on the pyre, family members may speak their final words of farewell before the eldest among them ignites the flames.
As the embers rise into the night sky, the High Priest commends the soul of the departed into the care of the Ancestors they will soon reunite with and under the watchful gaze of the Celestials.
The singer continues with wordless vocalizations, allowing the family to choose whether to remain or depart as the cremation proceeds, understanding that not all can bear to witness this part of the ceremony.
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The Departure
Once the Reunion is complete, the remaining ashes are carefully gathered and placed in an urn, typically orb-shaped. The decoration of the urn varies according to the family’s wealth, the simplest ones are crafted from wood, while the most exquisite are made of elemental crystal.
A procession then begins, led by the family member closest to the deceased, who carries the urn. The family follows as they make their way toward the shrine prepared for the departed, either at the city’s necropolis or near the family’s home.
The singer continues to perform, and this time, the family often joins in a mournful choir, expressing their grief and sorrow over their loss, as well as their heartfelt wishes for the departed’s peace and rest in the afterlife.
The shrine itself varies in grandeur. For most families, it might be a simple stone plaque placed near the family home or in the communal necropolis area. For the wealthiest families, however, the shrine may take the form of an elaborate mausoleum, located either in the Highborne section of the necropolis or underground beneath the family estate if they hold the prestigious title of Clan.
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The urn containing the ashes is placed within the shrine, usually resting in a cradle themed after the deceased’s elemental affinity and crafted from materials native to their homeland. Examples include:
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Igneous rocks for Solar dragons, still warm and sourced from volcanic regions nearby.
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Ice crystals enchanted never to thaw for Frost dragons, often tinted in the color of the deceased’s element.
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Lightning crystals that occasionally spark for Storm dragons, with electric currents magically sustained to never fade.
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A small enchanted water fountain for Tidal dragons, whose water never evaporates and is often decorated with shells and pebbles.
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Mountain rocks, crystalline growths, or enchanted floral arrangements for Nature dragons, varying by their specific variant.
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A single, elaborate wind chime hung above or around the orb for Gale dragons, usually handmade by family or close friends. It is believed this chime soothes the spirit of the deceased.
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Obsidian stones for Umbra dragons, arranged so the orb is surrounded by light crystals matching the deceased’s elemental color, casting intricate shadows when illuminated.
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Thorny vines and toxic flora for Toxin dragons, enchanted to never wilt.
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(To Be Determined) for Fear dragons.
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Enchanted blood orbs for Blood dragons, which often float around the urn. Family members commonly donate their own blood to create these orbs, helping them feel connected and at peace with the deceased.
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Metal pellets for Argent dragons, typically made from a metal similar or identical to the deceased’s element.
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Empty soulgems for Soulweaver dragons, which attract mystical wisps that dance playfully around the urn, acting as caretakers of the remains.
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The Ceremony of Departure concludes as the family places their final mementos on the shrine: personal tokens that are often hand-crafted, carefully chosen, or specially acquired for this solemn moment. These offerings serve as a heartfelt last goodbye to the deceased.
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The Necropolis
Within each major city, a Necropolis can be found: majestic underground complexes filled with beautiful halls and chambers dedicated to housing the Orbs of Ashes of deceased dragons.
Visitors entering a Necropolis must do so unarmed and without clothing that might conceal their identity, ensuring respect and transparency within the sacred space.
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The Grand Hall serves as the heart of the Necropolis, where caretakers, usually Clerics, Priests, and their assistants, are stationed alongside Brothers and Sisters responsible for the upkeep of the site.
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From the Grand Hall, two primary pathways branch out, leading to either the Lowborne or Highborne shrines:
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Dragons without families are placed in the Common Area, which contains smaller rooms that can be expanded to accommodate families, as Orbs are organized by family groupings. Lowborne shrines tend to be modest and simple, often marked with only a token or two to honor the deceased.
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Members of high society reside in the Noble Area, where Orbs are sorted by bloodlines. This section features halls leading to large chambers dedicated to the deceased members of prominent Clans. These rooms are always adorned with two banners on the sides and one main banner above, representing the Clan’s identity.
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Highborne shrines are elaborate and grand, with the most esteemed individuals honored by life-sized statues commemorating their legacy.
Currency
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Dragons use a currency called Reales, or Real in singular.
Reales are made of gold, and are the equivalent to 10 Coins.
Coins are made of silver, and are equivalent to 20 Pieces.
Pieces are made of copper, and thus the cheapest and smallest currency. Each piece amounts to 5 in value.
Currency is created through a special process that imbues them with a magical signature in order to prevent counterfeit.​
Currency Values:
1 Golden Real = 10 Silver Coins
1 Silver Coin = 20 Copper Pieces
Architecture Style
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Dragons often create artworks, buildings, or even theme cities after the element of the realm they live in.
Particular elements tend to have certain colors and styles associated with them, but architecture also varies by region.
For example, temperate and warm areas are likely to have open-walled buildings, while colder locations will have more enclosed spaces to keep warmth in.
Each Realm has its own architecture style:
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Solar Realm: The realms under the Solar banner often show a regal, steampunk-esque style. Blues and Golds are the colors of choice in this realm, and often honor the royal Clan of Sapphire Solstice. Due to the heavy mining of the nation, gemstones are often present in architecture.
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Frost Realm: Frost dragons build from ice or stone, with their architecture having a viking-tribal theme, yet with a lot of sophisticated techniques, featuring elegant rune scripts and beautiful shapes. Their colors of choice are often light blue or light teal, with white.
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Storm Realm: The main style for this realm consists of sharp, jagged and geometric edges on buildings and pathways. They often use marble and smooth stones that look crackled with forking patterns. Since their realm has severe weather all year-round, their buildings are made to be strong enough to withstand tornado conditions. The natural-growing crystals in their realm act as electric-rods which helps them redirect lightning so it never strucks anything organic nor ruins any buildings. These crystals are also used as natural lightsources and sources of energy to power up magical contraptions.
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Nature Realm: The predominant architectural style is a mix of Aztec and Indian styles. Depending on the variant of Nature:
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Crystal: their architecture is often elegant and refined, with structures built from crystal, and given beautiful shining shapes.
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Flora: with a preference for wood as a building material, flora dragons use their skills to make trees grow into natural homes for them, fully respecting nature around them.
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Stone: with a crude yet beautiful style, stone dragons have a dwarven-styled architecture.
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​Gale Realm: The style in this lands is often elven-like, with graceful, elegant and fine shapes. Their buildings are characterized for being very open, and their patterns often have spirals or swirls.
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Oceanic Realm: This realm is known for their widespread atlantean-greek style, with spires, circular houses, domes, etc... Their style features a lot of spiralling or wave-like patterns, tropical aesthetics, domed rooves, arches, and aquariums. They're inspired by greek mythology.
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Umbra Realm: The shadow lands are known for their simplistic yet elegant style, where everything in their architecture has a purpose, prioritizing efficiency yet not sacrificing beauty in the process.
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Blood Realm: TBD
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Toxin Realm: With their realm being in the center of a small swampy continent, Toxin dragons pride themselves in their ability to make a home out of anything they may find, having a simple style, yet very efficient. The buildings they made out of stone have a brutalist style.
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Fear Realm: TBD
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Soul Realm: TBD
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Argent Realm: TBD
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Chronos Realm: TBD
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Gravity Realm: TBD
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​​Many buildings in dragon cities have open walls, large arches, and furniture of various sizes to accommodate dragons of all shapes and sizes. Dragons themselves can be architects, but some dragon cities were built by other species to share with the dragons.
Since dragon cities are often shared with other sapient species, specific furniture and housing areas are kept for this purpose.
Technology
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Aethyr's level of technological development varies depending on realms, however it is generally a arcane-punk style, using magic to imbue things to a certain degree.
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Metal is very important to dragons because it has allowed them to make great strides where their physical attributes or elements weren't the most fitting for the task, and it has allowed them independance from other races that would've filled in to help.
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Argent dragons are the most prominent masters of metal, as they use it for nearly everything in conjunture with other materials such as stone or wood, due to their innate ability to manipulate anything that has metal within. Thus most "technicians" are argent dragons.
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In recent years they have opened up more to work with the Heartlands, which has left other Kindoms behind, as the Argent Kingdom prefers neutrality itself, with only helping the Gale Kindom as a fellow neutral party.
This has allowed them the chance to work with the most prominent masters of magic that convene in a truce every lunar eclipse, when the moons align and the magic flows stronger in the world of Aethyr, making it the perfect time to imbue things with magical energy.
This breakthrough of mixing magic with contraptions has been of great importance to dragonkind, and something very coveted by other races. Thus they are careful with this however. Rules are yet to be put in place for these magic imbuement, but for now, the Grand Masters are using such knowledge sparingly to aid those most in need.
Fashion
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As for style, dragonkind has made greater advancements in general, which is reflected in slightly more intricate clothing styles.
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Although clothiers mostly sew by hand still, there have been a lot of strides done in the use of magic to aid the process and allow to take more time designing and working new, better custom apparel.
For now, these cannot be magic imbued, but they can be magically dyed.
Magical dye often has a special property to it, not only as how it is permanent and does not bleed out, but also has a rather "glittery" or "swirly" effect on fabrics that can reflect a dragon's element, specially delicate ones such as silk, with thicker materials displaying this less.
Styles vary from Kingdom to Kingdom, with the Heartlands having the most "modernistic" sort of style, Umbra having a victorian-era style, Frost having a viking style, nature having an aztec/mayan style, specially with details, Gravity having an eastern style, etc...
Formalities & Social Etiquette
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TBD
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High Society
High society gatherings in Aethyr, especially among nobility, influential clans, highborn dragons, political elite, or Domus Aurea's sponsors, follow a much stricter and symbolic form of etiquette. These events are not just social affairs; they’re subtle battles of reputation, influence, and allegiance, where posture, clothing, and phrasing can signal as much as words.
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Hierarchy & Power
In Aethyr, hierarchy is sacred. Every event is organized by rank, lineage and favor. Things such as seating, food service, and even walking order reflect status.
Challenging rank in public is only permitted via sanctioned duel or an ancestral claim.
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Corporal punishment is also seen as a tool, not a shame. Acts such as public slaps, canings, or binding spells are routine. All of which are considered educational displays, not disgraceful.
However, spilling blood IS scandalous, and the punisher will be blamed for lack of decorum and loss of control. Thus, public lashings and other methods that will draw blood, are confined behind doors.
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Servants are seen, but not heard: they cannot speak without being spoken to, or else they will be punished.
Highborne members of society may inflict pain on them, but maiming or bleeding a servant is grounds for social exile.
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Appearance
Presentation is everything. Within high society the only armor worn are expensive fabrics and stylish clothes that must reflect status, clan, and if possible, elemental alignment or trade. Even a single unpolished scale or wrinkled sash may draw whispered mockery, and dressing as something of higher status is considered extremely disrespectful.
Holidays & Special Days
​All societies have their own holidays and special days, but some of them are celebrated world-wide, or mainly in draconic society.
They are often a way for everyone to gather for a purpose, share experiences and activities, and overall, forge new connections, deepen existing ones, or simply celebrate or share with fellow kin a specific event.
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New Year
World-wide events, New Years' Eve is a grand preparation, always held at the last day of the year to welcome the next one. Everyone will take the day off and focus on these preparations.
Cities, towns and homes will be decorated for this.
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New Year itself is a grand celebration that can either be spent in private with one's own family, or with the community if one lacks a family.
There will be parades that any may participate in, as well as grand balls that are exclusive to highborne.
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Winter Solstice
​Similar to Christmas.
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Spring Bloom
Similar to Valentines mixed with overall the celebration of Spring.
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Summer Equinox
TBD
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Bountiful Harvest
Similar to Halloween but no death theme whatsoever.
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Memorial Day
Last day of Bountiful Harvest, where the living honor the dead. It is a solemn event.
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Celestial Weeks
These are two weeks dedicated to honoring the Celestials and the elements they created. One week is Aether, the next is Nether.
These weeks change its month every year: one year it will be the first two weeks of Frostfall, the next year it will take place the first two weeks of Snowdrift, and so on.
Every day will honor an element of either Aether or Nether depending on the week.
Neutral elements are not regarded with the sanctity Aether or Nether do, and therefore do not have holidays.