Elements
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To understand the elements, one must understand first the concept of Aether and Nether: pure energies that give life to the entire world and everything in it.
This energy cannot be created nor destroyed, it simply exists.
Every living being is born from either Aether or Nether, and depending on their connection to it, it will shape them and their future. They may draw from this energy but how much and how well depends on innate talent and skill level, which will be organized per "classes" as seen in the Mastery section.
There can be several types and varieties of elements depending on alignment.
The vast majority of living beings are part of either Aether or Nether aligned elements, with a smaller portion being elementless.
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Aether and Nether both mirror eachother, which means they may behave similar to their counterpart.
You could consider them water and oil: both are liquids, both share distinct properties, yet they do not mix, they are both separate and more often than not, they tend to repel eachother.
It is due to this natural repulse effect that society avoids mixing alignments: they fear unforeseen consequences. In reality, both elements can work together in harmony
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Aether
Light energy in its purest form, and it gives life to all living beings.
It manifests as a bright pure white color.
There are six Aether-aligned elements in total.
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Solar, Frost, Storm, Nature, Gale and Tidal
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Nether
Dark energy in its purest form. It also shapes life, and often dedicates to taking it, acting as a counter balance to Aether.
It manifests as a pure black color.
There are six Nether-aligned elements in total.
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​Umbra, Toxin, Fear, Blood, Soulweaver and Argent​
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​Neutral
​Energy in its most neutral form (keep in mind, this does NOT equal balance), and it exists as the "result" of the existence of both Aether and Nether.
This energy often has inexplicable or unpredictable ways to manifest, such as the ones seen with Gravity dragons: wingless, completely furred bodies, and capable to bend the laws of physics.
Or as seen with Chronos dragons: of extremely unpredictable personalities and capable to bend the laws of time and space.
It manifests as a neutral grey color, and there are only two Neutral-aligned elements,
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Gravity and Chronos​​
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While for other races such as Elvhen, the largest facet of one's identity is their gender, which influences their behavior, interests, roles, dressing style, etc... To dragons their elements are that facet, far more important than gender (which is a more personal matter) and are something to be celebrated accross all of their cultures.
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A dragon's element influences their diet, style, interest, behavior, appearance, and more.
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Depending on their element, draconic societies began specializing in what they were naturally good at, such as Argent dragons specializing in metals, often working alongside Solar dragons; Nature dragons specialized in farming, as well as working with rocks and crystals. Etc...
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All elements were born at the same time with the exception of Gravity and Chronos, which developed naturally after the First War, a thousand years since the creation of Aethyr, and are only recently beginning to be taken more seriously by the draconic society.
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Half-Bloods
Dragons whose blood is a mix of elements of the same alignment (Aether/Aether or Nether/Nether). These are very common and wide-spread.
They are derogatorily called Half bloods, or Halfers, however it is very rare to see these terms applied, since even in the higher echelons of society mixed blood has become accepted over the centuries. The most common places where these terms can be heard are in the Kingdoms and Empires, where purity of blood remains as the most valued principle.
When two different elements of the same alignment cross, the result will be either element, never a new element.
For example: a gale dragon producing a clutch with a solar dragon, resulting in half-blood offspring that will display physical traits from both parents, but will be either gale or solar.
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Dark-Bloods
Dragons whose blood is a mix of elements of opposite alignment (Aether/Nether or vice versa). These are extremely few, and most will be found in the Underground Capital.
They are derogatorily called Dark bloods, or Darkers.
When two different elements of the same alignment cross, the result will be either element, never a new element.
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For example: an umbra dragon producing a clutch with a gale dragon, resulting in a h
Considered to be slightly weaker than any other variant due to the interference of the opposite alignment, it is theorised that this destabilizes their original element and may have unforeseen consequences.
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There are two types of darkers depending on which element is prevalent:
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Aether Tainted: Displaying a dark colored element, with a bright center, the main color is a low brightness characterized from Nether elements, yet displays a bright core characterized by Aether. This is the product of light blood on a dark dragon.
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Nether Tainted: Displaying a bright colored element, with a dark center, the main color is its usual high brightness that characterizes Aether, but has a core that is darker than its main color, a characteristic of Nether elements. This is a product of dark blood on a light dragon.
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Colors and Properties
Elements, independently of alignment, are capable of displaying a wide array of colors, however alignment and type does dictate the rarity of such colors.
Elemental properties are tied to skill, not to colors.
When there is elemental mixing, these dragons are known as Halfers.
When there is alignment mixing, these dragons are known as Darkers.
When it comes to mixed dragons, the main element they inherit will be influenced by the other element that it is mixed with, which will show through physical attributes and elemental coloration.
For example: a darker that has more gale heritage than toxin, will have gale features mainly, but the colors may be stronger in green and have gale markings with poisonous shapes or effects.
Dragons with aether mixing will have bright element cores while nether mixing will have dark element cores.
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The following are general color rules for elements:
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The main color must appear on the dragon, either as their scale color, marking color, membrane color, etc.
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While center and glow colors don't have to appear on the dragon, if there is a color on them that can be on the element, it must be, rather than using a color that is not on the dragon.
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The glow color must always be distinctly darker than the main color, and should not have a major hue jump.
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Elemental Mastery
Elemental mastery is achieved through a combination of innate talent (either the dragon comes from a particularly strong bloodline, or they were born with said talent through luck), motivation, dedication, tutoring quality, and personal experience, or even trauma.
A dragon is never born powerful, they are born with the talent level the creator wishes to give them, but it must still obey the rules of logic and proper growth. You can’t have a character go from Awakened to Elemental without the corresponding plot reasonings to explain how they achieved such level in # time. You must keep in mind that power is a skill, and like any skill, it requires growth, no matter how talented your character may be: nobody is born learned.
This Tier system measures a dragon's power and control over their element, as well as what they can do with it, using the following format: Tier, Level, and Mastery name.
Elemental abilities are very versatile and customizable, and many develop their own unique fighting style or techniques.
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Tier 0 - Dormant
A dragon hasn't awakened their element yet, and their potential is unknown.
Elementless dragons aren't born with an element.
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Tier 1 - Awakened
When a dragon first discovers their element it will be weak and uncontrolled.
Element awakening is a big step in a dragon's life and their families will usually rejoice and celebrate it in the Awakening Ceremony.
Usually dragons discover their element at around 6, but can also discover their element as early as 2 years of age, or as late as 15.
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Tier 2 - Controlled
When a dragon has trained their element well enough to keep it under control reliably.
This tier is the mastery that most dragons reach and don't go past from.
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Tier 3 - Learned
When a dragon can successfully manipulate their element.
Element manipulation consists of concentrating one's element within their surroundings, into a specific part of their body, or the world. Some examples being: creating ice shards or fire balls, heating up or forming sharp ice blades on their claws, or affecting a natural flame from a candle or torch.
This is the level of most Guards.
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Tier 4 - Skilled
When a dragon masters their element far enough to be able to do nearly anything with it.
This is the level of most teachers at academies and schools, as well as average for captains in the Guard or lieutenants in the Army.
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Tier 5 - Experienced
Dragons who have learnt to harness their abilities efficiently.
They can begin altering properties of their element. Such as make ice slushy for Frost dragons, changing the temperature of their fire for Solar dragons, etc...
Most Commanders reach this level.
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Tier 6 - Adept
When a dragon fully masters their element, and are thus able to summon it into a powerful energy surge called Fury.
It uses a dragon's entire body and energy, thus being extremely taxing, and it will leave them exhausted to the point of unconsciousness, which makes Furies an extremely dangerous ability that is usually done as a last stand.
General fury appearances are described in each element category, but they can be customized by the user, and their appearance may also be influenced by strong emotion.
They reach higher control over the properties of their element, able to fine-tune it.
Most Generals in the armies have reached this mastery.
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Tier 7 - Master
When a dragon's element has grown strong enough to allow them to perform more complex and powerful abilities or manipulations.
Their control over their element's properties continues to grow.
This is the level of most Element Keepers in the Realm.
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Tier 8 - Grand Master
When a dragon is able to perform a Fury without losing consciousness.
At this level they have learnt everything they possibly can about their element, and their control over their elements properties is near-total.
This is the level most Elder Keepers will reach.
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Tier 9 - Elemental
When a dragon reaches the peak of their elemental power to the point they are viewed as the embodiment of their element, and this is usually due to innate talent.
They reach complete and total control of their element and their properties, able to perform elemental feats otherwise impossible.
Most suggest that Elemental dragons are blessed by the Celestials themselves, and are expected to perform great roles in history.
Their numbers are very few.
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Tier X - Abnormal
The dragon's element cannot be classified within the Elemental scale, and this is never beneficial.
Dragons have an abnormal element if:
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Their element is awakened extremely late: the element will remain weak permanently.
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Their element is discovered normally, but never passes Awakened level mastery in terms of control and power.
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Their element swaps the typical breath ability with manipulation instead. Their element is otherwise normal, and the dragon can improve their mastery as usual.
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Their element is impossible to control the properties of.
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Their element is abnormally powerful and permanently uncontrollable. This can become harmful for the dragon as they lose control over their element and it may harm them and those around them.
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Their element can neither be breathed normally nor manipulated.
​​Elementless​
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Dragons born without an element are called Elementless, and they will never have elemental features.
These dragons are just like any other, with the exception that they do not wield an element, which is why most of them compensate for this by being excellent magic casters.
Elementless dragons are just as strong as Elemental ones, biologically, nothing changes about them, as they are still connected to the world magic that gives them life, but they simply didn't develop a connection to any element, and never will.