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Saarkir

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The Saarkyr are a small race of kobolds known for their cleverness and worship of dragons.

History

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Saarkyrs were created by the Celestials at the same time as their taller, stronger, and more powerful kin: the dragons.

Elder Saarkyrs have always boastfully told the legend of their races’ creation to their hatchlings, pushing them to always do their best, no matter what.

Throughout the History of Aethyr, Saarkyrs have always been seen as small and inconsequential, overlooked by many, and taken advantage of by many more. However this hasn't deterred them from staying true to themselves and their beliefs.

They are often referred to with slurs such as Scaeling, Skink, or the worst of them all: Burrowers.

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Historical Figures

TBD

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Distribution & Architecture

 

In a perfect world, Saarkyrs envision a peaceful land where they can live amongst their taller kin without fear of prosecution, able to raise the next generation in peace, and worship their own spirits without judgement. Unfortunately for them, the real world is a much more harsh and dreadful existence, especially outside of the Heartlands: the only place where this kind of life is possible for them.

Outside of it, Saarkyrs are frequently bullied and even enslaved by stronger creatures, although luckily the latter doesn’t happen as often.

Even during times of respite outside the Heartlands, fear of impending invasion and oppression often plague their minds. But, their proud nature drives them to persevere.

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As cold-blooded creatures, Saarkyrs prefer temperate or tropical climates. However, there are smaller tribes that take residence in colder regions as well. These tend to be more aggressive and harsh in more than just their hunting and behaviour, as food is far more scarce.

They are incredibly adaptable however, their villages often found in dense woods, hills, or large rock outcroppings which provide safety and easy access to resources. These areas tend to have natural caves which they use for storage, plentiful food sources, and plenty of room to grow. Although, these also put Saarkyrs in competition with a myriad of other surface-dwelling creatures.

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Saarkyrs’ natural ability to avoid detection often allows them to hide the location of their tribe quite well, but eventual interaction is nearly unavoidable. Some less-violent races may see a mutually beneficial opportunity: the larger creatures may provide protection or gather more challenging resources, while the smaller Sarkyrs might be able to expand new living spaces, or perform more menial tasks. Although, not all tribes are this lucky... as evil beings often force tribes into slavery or remove them from existence altogether, seeing them as nothing but pests.

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Lifespan

 

Saarkir's lifespan is usually 80 up to 100 years old.

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Growth Rate & Stages

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Hatchling (1-10 years)

This stage is the most tender and vulnerable in the life of a Saarkyr. They will depend greatly on their parent and tribe to keep them safe, and will mostly feed on tenderized meat and fruit.

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Juvenile (10-20 years)

At this stage, Saarkyrs begin exploring the world and finding their capabilities, which will lead to solidifying their place in the world.

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Adult (20-50 years)

Once a young Saarkyr reaches 20 years, they are expected to leave the tribe or family and either start a tribe of their own, or remain in the tribe after their pilgrimage.

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Elder (50-100 years)

Not many reach this stage due to Saarkyrs being adventurous by nature, and the world outside the tribe being harsh. Those who do, are looked towards for guidance and council, and are revered as valued members of the community that keep their traditions and culture alive.

​​​Biology & Physiology

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Small and unassuming, Saarkyrs are one if not the most underappreciated and overlooked races due to their small stature.

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They’re bipedal lizards hailing from the Saark'ir Deserts, in the Southern-most Continent, yet can be found in many other continents.​

They are digitigrade, and both hands and paws have three claws and one opposable thumb, with which they can dexterously grab things, and are able to run on two legs as well as on all fours which increases their speed and agality.

Their claws are curved and good for climbing up rocky terrain, sporting a sickle-claw on their foot that better aids them to cling onto surfaces.​

Their tails are fully prehensile, and it helps them not only in keeping balance, but also dangling from the occasional ceiling beam.

​With ears ranging from small to medium, Sarkyr also have a really good hearing sense, with males often having longer ears than females.​

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Scales & Fur

Their scales are small, but can range from very small to large enough to be considered plated, and they can be glossy or matte, depending if they take care of them or not.

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Colors

The colors of their scales can range wildly, but there is a slight tendency for cool or warm colors depending on their habitat. Females usually have more vibrant scale colors and patterns than males.

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Markings

They usually don’t have patterns, but magically-inclined individuals are recognised for having elemental-like ones, much like their draconic brethren.

Priests of the Spirits may also use artificial markings to represent the sprity they devoted themselves to.

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Eyes

Saarkyr also have great vision thanks to their slit pupil eyes. Their sclera can have a slight hue, and their iris can vary greatly in color, and even have color "rings".

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Tongue

TBD

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Fangs

TBD

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Horns & Features

They may grow horns, spurs, frills or fins, and these may combine to form a more distinguishable individual. Some may grow a mane, but this fur will only be present on their head, back and top of the tail.

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Height & Weight

Saarkyrs are often short in height, and light in weight.

Minimum Height is 1 meter, and max height is 1.60 meters.

Minimum Weight is 30kgs, and maximum weight is 80kgs.

​​Anything above or below these levels are considered dwarfism/gigantism, or underweight/overweight.

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Gender Dimorphism

Males are usually smaller and weaker than females, yet with more vibrant or higher contrasting scalecolors.

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​Diet

Saarkyrs are omnivore, and thus have a varied diet of meat, fish and fruits.

However they largely prefer cooked meat.

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Different breeds/types

Saarkyrs have three breeds depending on their biome.

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Arctic

They are characterized for having a wilder look about them, as well as thicker scales and more fur/fur where it normally wouldn’t be to help them weather the harsh tundra. Their colors tend to be light, desaturated and bright in order to better camouflage with the snowy biome.

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Desert

The most common breed, with thin scales and few features. They also have the warmest colors, which aids them when blending in with their rocky environment. They are the most stubborn and headstrong, priding themselves on being the “original” breed. They sometimes have fiery features.

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Forest

This breed is known for their greenish coloration, but also wildly vibrant scale colors regardless of gender, as well as a natural resistance to venom and poison. They are most at home amidst flora and thick woodlands.

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Aquatic

Known for their lack of fur and small, smooth scales, the Aquatic Saarkyrs are characterized for their ability to stay underwater the longest, as well as their thicker or padded tails and webbed hands/feet. They may also sport fins on their body.

Reproduction

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A Saarkyr is only sexually mature at the age of 20, and stop being able to reproduce past 60 years of age.

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Eggs

Saarkyrs reproduce much the same as dragons, but females only lay one egg. Hence why their culture revolves around female leadership, with the dominant female having a harem of the most worthy males of her tribe. It is also harder for females to become pregnant so it takes a few tries, even during mating season which usually occurs during the winter, when their reserves of food should be plenty.

Gestation takes up to three weeks, and once the egg is laid, three months until the hatchling breaks the eggshell.

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Same Gender Couples

TBD

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Interracial Relationships

Most Saarkyrs view any relationships with other species as something to either take advantage of, or to be better without.

The only exception to this, are their dragon kin, whom they will always look up to with wonder and respect, often offering their services to them, no matter what.

Only the Matriarchs have the charisma to stand up to their larger kin, and even then, it is seen as a miracle if a female would manage to partner up with a male dragon.

It is frowned upon for females to bow to dragons, despite their reverence for the larger species.

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Soul Bonding

TBD

Abilities

 

As descendants of the Celestials, Saarkyrs also have their own special ability, much like their draconic kin, and some are even capable of casting magic.

Though they cannot breathe nor manipulate the elements like dragons do, they are highly sensitive to said elements, as well as the magic that flows through the veins of the world. Thus they are often sought for the caretaking of dragon eggs, or offering their services as wizards and witches, or helpers to Sorcerers.

Their repertoire of abilities however is mostly related to survival and adaptability.

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Magic

​Sarkyrs don’t have much magic running in their veins despite their similarities to their draconic cousins, but when they do, these individuals are celebrated, often becoming tribe leaders.

​Rarely, these may also be ostrasized however, due to posing a threat to the tribe’s leadership.

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Elements

TBD

Culture

Although they are adverse to confrontation and are quite limited in strength, they know there is greatness within them, and strength in numbers. Their draconic ancestry makes them a very proud race by default, but despite their grand origins, many other cultures dismiss Sarkyrs as cowardly, senseless, and weak. However, these small reptilians find their strength in numbers with a solid social structure that stresses devotion to their tribe.

Sarkyrs are quick and skillful with their hands as much as with their wits and intelligence. And they fiercely work together to overcome their physical limitations, having a strong sense of community. They can be very dangerous when cornered, fierce when defending their eggs and family, and infamous for the perilous improvised traps that they use to protect their villages and cities.

Not all Saarkyrs use their skills for the good of their community however, with a handful of them often growing resentful of their status in the world, and taking any danger head on, becoming adventurers, or even the thieves and rascals they are often accused of. These Saarkyr are shunned by their own society and branded as exiles, unable to rejoin their original (or any) tribe, nor create their own, with elders saying they have lost their way and are no longer part of their community.

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Naming Traditions

Saarkyrs often have names that relate to a particular feature of the hatchling, or to what they aim their future to be like.

A few examples would be:

Wildchaser, Sharpfang, Brighteye, Nighthunter, Palecrest, Coldstride, Ashspine, Redspike, etc…

Females who are to succeed a Matriarch however, receive a special name related to the stars:

Astra, Cerene, Lyra, Aquila, Despina, etc…

Within the Sunless Kingdom however, naming has starting to broaden further than simple features and taken on a more unique approach.

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Beliefs

Saarkyrs believe in the Celestials primarily, but on the day to day, their beliefs lie in spirits which are the embodiment of facets of existence:

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The Natural Spirits

Arkos - The Spirit of Autumn, wealth, abundance, and harvest

Valahyra - The Spirit of Spring, beauty, family and purity

Jhalvur - The Spirit of Summer, freedom, new beginnings, and health

Deirkos - The Spirit of Winter, responsibility, wisdom, and the hunt

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The Unnatural Spirits

Kyrkhos - The spirit of theft, greed, betrayal and misfortune

Alvanheim - The spirit of death, the afterlife, decay and sorrow

Boros - The spirit of conflict, wrath, death and pride

Myrskiss - The spirit of proclivity, adultery, lazyness and gluttony

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It is common to hear Saarkyr attach occurences in the world or reason their actions as being influenced by these Spirits in varying degrees. Although it never exempts them from the consequences of said actions.​​

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Customs, Traditions & Rituals

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Eating

Saarkyrs often gather to eat together three times a day: breakfast, lunch, and dinner.

Only the Matriarch has the luxury of a fourth meal between lunch and dinner.​

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Coming of Age

When a juvenile becomes adult, they must undergo the Pilgrimage, in which the young adult will be tasked to hunt a large predator and bring its carcass to the tribe. However, it is also acceptable to bring back something that will strengthen the tribe in some way.
Failure to do so, will result in exile, as the saarkyr will be deemed too weak and thus a problem for the tribe that will not waste resources on them.

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Way of Life

Saarkyrs are fairly peaceful, yet very adventurous in their way of life.

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Death

When a Saarkyr dies, there is a Wake held for them, in which their family remain in silent vigil for the next 7 hours, time in which the body is cremated in a pyre outside of the tribes’ settlement in a designated area.

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Religious Practices

While believing in the same deities as dragons, Saarkyrs often leave offerings to the Spirits they believe in, particularly during times of need.

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Common Taboos

It is taboo in their culture to have any same-gender relationship, under the penalty of being temporarily banished from the tribe. On repeated offense it may lead to permanent exile. This is due to the fact Saarkyr females are small in numbers, and thus their culture has become very strongly attached to same-gender culture style.

Stealing from other tribes is common, yet stealing from a Matriarch is punished by death.

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Common Myths & Legends

TBD

Politics​

 

Saarkyr politics are often very simple and straight-to-the-point. Each tribe has their own goals and customs, and if these are not respected, there will be blood.

Disputes are often settled in arenas and offer quite a good show to the tribes involved.

They stay away from politics with other races, often keeping to themselves, unless trading is necessary.

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In recent years there has been rising tensions in Saarkyr politics due to the founding of the first Saarkyr kingdom: The Sunless, which goes against their culture at large by instating their own policies which have shaped a more prosperous culture.

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Social Structure

Saarkyrian society is heavily matriarcal.

Within this structure there are several social positions within each tribe however:

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Hunter/Gatherer

The ones in charge of keeping the tribe well fed

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Warrior/Guard

Those dedicated to the safety of the tribe, and compose the first line of defense. Guards are often a  priviledged position.

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Healer

Each tribe has at least two healers, and they are the ones who care for everyone’s well-being within the tribe. Even if they have to smack some sense into their fellow tribe-members often.

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Soothsayer

A singular position reserved for the tribes’ talented individual who can look into Yggdrassil’s branches of the future. They are revered by the tribe as much as Elders are.

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Matriarch

This role is exclusive to females, and is attained through force: either by besting another matriarch in combat, or by besting all other females in a tribe without a leader. They are expected to lead the tribe to greatness and peace.

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Major Factions

Tribes do not often join together, but they might if there is a situation that creates a need for it, such as a common enemy that tries to kill or enslave them.

Only a Matriarch may rise to Queen in a Continent for the sole purpose of joining all tribes together for a cause.

Most tribes tend to be at odds with eachother for territory however.

The current most important tribes, each led by a Matriarch, are the following:

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Tribe of the Moon

TBD

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Tribe of the Sun

TBD

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Tribe of the Goldleaf

TBD

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Tribe of the Alder Tree

TBD

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Tribe of the Shadows

TBD

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Tribe of the Crimson Spear

TBD

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Tribe of the Empyreal Spark

TBD

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Tribe of the Frost Lance

TBD

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Tribe of the Gentle Waves

TBD

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Enemies 

TBD

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Allies

TBD

Ideals

 

Beauty

Beauty for Saarkyrs is directly related to their semblance to dragons. The more they look like one, the prettier they will be considered amidst their peers.

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Gender

Ideally, there would be gender equality, as many males wish they would be as strong as their female counterparts. But in reality, females are at the helm of everything in their society, and their word is often more valued than that of a males’.

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Courtship

While females take charge and leave the more daily duties to males, their way of courtship does entail challenges that put their strength and mettle to the test.

Only the best males are able to have a chance even at courting a female.

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Relationship

Saarkyrs have a society based on matriarchy, and their ideal relationship is often that of males being devoted to a single strong female that has chosen them after many trials.

If the male partner performs well, they are accepted into the harem. Although there has been a case here and there of monogamy, which has seen as odd, yet not entirely frowned upon.

However, a male in charge will indeed raise a lot of anger from the Saarkyr community.

Saarkyrs do not usually have non-binary individuals, nor same-gender unions, and often frown at such, seeing these as a disrespect to their ancestral customs and an affront to their proud culture.

Average Technological Level

 

Saarkyrs are on a higher technological level than dragons even, thanks to their intelligence and smarts when creating contraptions and the like. However they don’t like to drag attention to themselves, even if it would put them on par with dragons.

They have created ships and even flying gliders.

Fashion

 

Clothing

Saarkyrs don’t often wear much clothing, only the bare minimum to protect their scales depending on their task.

At home they mostly wear jewellery which can vary from hand-made trinkets to elaborated decorations done by the tribe’s elders, and these are usually made from plant fiber, pebbles, gemstones or bones.

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Accessories

Jewellery is not restricted to females only, males often adorn themselves in hopes of impressing females, or to put themselves above other males as it signifies wealth and strength, given how some may steal from eachother.

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Tattoos

Each tribe has a tattoo pattern that distinguishes them from other tribes. This pattern is often considered granted through celestial means by the tribe’s soothsayer, and are made with natural paint imbued with magic so it cannot be removed.

However, in the case of exile, these tattoos will be removed, or worse, scarred in patterns that distinguish that member as an outcast for the rest of their life.​​

Quick Facts

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  • Females tend to be bigger and stronger than males.

  • While Saarkyr are omnivorous, they have a strong preference for cooked meat.

  • Baby Saarkyr are similar to baby dragons.

  • While they can make a home out of anything, their natural habitat is caves, with some having large networks within mountains.

  • Their ears are usually small, and this is considered attractive. Longer ears aren’t as well regarded since they can be more easily damaged.

  • The highest form of humiliation for a Saarkyr is cutting off their horns and/or tails.

  • Draconic features are highly praised and sought after in their culture, often signifying status, beauty and power.

  • Saarkyr worship dragons as servants of the Celestials, and worship the Celestials themselves.

  • They are major hoarders of shiny trinkets, while also having a good eye for the most valued metals or precious gemstones.

  • Most Saarkyr (with the exception of Aquatic ones) tend to dislike baths and prefer grooming each other or taking sand baths, as they aren’t very good swimmers.

  • Saarkyr can suffer from mutations such as albinism, melanism, piebaldism, or chimerism.

  • Female Saarkyr don’t get pregnant easily, which is what led to their matriarchal system having male harems.

  • Sarkyr are often called criminals and misfits

  • Females do not have breasts nor nipples, they have flat chests, stronger/thicker bodies, and longer eyelashes.

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