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- Home | Honorbound
Welcome Aethyr was once a peaceful, bright and exuberant world, where light and dark coexisted as one. However the appearance of an unknown Entity of unholy size and strength, plunged it into chaos, as its corruption spread inexorably. So mighty was the mysterious fiend, that the Celestials that created the world are forced to retreat into its' core and enter a dormant state in hopes of escaping its hunger. With their indirect aid, all living creatures of Aethyr stood against the beast that intended on devouring their realm, and after many losses, the sacrifice of the first Celestial Scion brought about its defeat. However, the corruption remained... And now, there are whispers of the Entitys' imminent return... Aethyr is a semi-open Art Roleplay Group primarily based on dragon as well as many other races attempting to survive current world-ending events. Our players have the freedom and inspiration to create stories and characters to best suit their own unique interests, while providing the easiest and the most fun gameplay possible as an ARPG. Join us, and let your imagination soar! In the settings' current story, we'll follow the adventures (and misadventures) of a new generation of Celestial Scions: two characters of independent bloodlines, who are born blessed by the Celestials themselves. With nothing but the strength of their hearts and the sense of duty towards their fellow mortal kin, they shall figure their path to become Aethyr's last hope... or to become it's final demise. (This is a WORK IN PROGRESS, all lore is subject to change until it has been properly set in stone!) News Honorbound has been renamed to Aethyr Honorbound/Aethyr as well as its gods Athyna and Althyon are currently being stolen/plagiarized by a known art/lore thief named Verridith, who owns the universe BTACD If you see any mentions, artwork, or lore regarding Aethyr/Athyna/Althyon within BTACD, it is to be flagged as stolen. Further details can be read HERE Thank you kindly! Featured Wiki Content New Information Element - Soulweaver New Characters Content Warnings Honorbound touches on or is expected to touch on a number of sensitive topics and depictions. Such as: Graphic violence, war, violent death/murder and attempted murder, abuse, child abuse, etc. The warnings will be highlighted in red . Please keep in mind that Honorbound is a universe written by and for adult audiences only, and while some parts of the story may skip the grittier details, some other things cannot be skipped. Community character pages and/or stories may be missing appropriate content warnings, read at your own risk. Special Thanks Thanks to everybody who has contributed to this project!! The LOAD Fayrix SteinTempus Rosaiel CristalHeart7 Speedytig HECUJoe Tia/Sunacra
- Viridian Forests (WIP) | Honorbound
The Igneous Lands The Solar Kingdom Royal Bloodline Royal Guard Royal Army Geography TBD Ecology Plants and Fauna History TBD Historical Figures TBD Common Myths and Legends TBD Politics How do they view each element? How do they feel about each Kingdom? Government TBD Laws TBD Allies TBD Enemies TBD Notable Houses Example - Description TBD Culture & Society TBD Naming traditions TBD Beliefs TBD Fashion TBD Architecture TBD
- Factions And Organizations | Honorbound
Organizations Factions
- World | Honorbound
History “When dark and light collide, the world will know true shadow” Within the depths of the Universe, two Celestial beings of light and dark, Anwen and Albion, worked together using their unfathomable power to bring life to a barren world and create a peaceful realm for said life to grow and prosper. And so it did for a thousand years. But they could not foresee the arrival of the Entity… This new mysterious and powerful presence caused the two deities to flee to the World's core, and enter a dormant state, hidden within the depths of the world itself in fear of being consumed by it, but in their stead, they left a powerful being that would become their Warden: the Celestial Scion, created from their raw power combined and given shape into the strongest living creature whose purpose would be to protect their beloved creations, and ward off the Corruption this Entity caused. All sentient creatures at the time had witnessed the destructive power of this ungodly being, ravaging the Realm as creatures lost to the Corruption became savage and bloodthirsty. Thus, they worked together with them to banish it and cleanse the realm. They succeeded, but only partially: the Entity wasn’t able to directly affect the world any longer thanks to their Warden, but the Corruption left behind would remain a threat for generations to come. As time passed, and time claimed the great warrior's life, they became a legend, one that the elder dragons did their best to maintain and nurture as a warning of what could happen should the Corruption get out of hand: the return of the Entity. But society was divided. Those beings born of light found themselves fearing those born of dark, who were not inherently evil, but were seen as such due to the Corruption stemming from unnatural dark energies which take a hold of the being’s mind, and soon enough, conflicts ensued... And it was during these times of pressure and discord that the Entity slowly grew in power again through the centuries, and before they knew it, the Realms and the Kingdoms within were infected by this dark sickness. It is only a matter of time before the Corruption begins to spread out of control, and it shall then be decided if all will put their differences aside... or if all is lost. The Celestial Moons All cultures revolve around them, and they are often compared to the Celestial deities that created the world. Cultural festivities are themed around the moons. Each moon has a name: the biggest one is Deimos, and the smaller one is Cressida, with both presenting rings. Cressida however has been partially shattered since the Entity arrived, while Deimos presents superficial damage. Erudites at House Stargazer have predicted that in the future, Deimos will attract the remnants of Cressida and they will both collide, creating a new moon. Time and Seasons Aethyr has 360 days, 12 months, 51 weeks, and 7 days each year. Each month has roughly 20-30 days and 4 weeks, and they are named after seasons: Frostfall - January Snowdrift - February Thaw - March Firstflow - April Blossomtide - May Highsun - June Goldleaf - July Harvesthaul - August Redfall - September Harrowing - October Whitewind - November Lastlight - December Each week has 7 days, and they are named after constellations: Matza - Monday Tuiren - Tuesday Warrin - Wednesday Eridanus - Thursday Firna - Friday Saryn - Saturday Serpens - Sunday Continents The world of Aethyr has 7 main continents The Heartlands (mixed ) A medium sized continent that benefits from having nearly all biomes within: grassland, forest and tundra, and is surrounded by the sea. Therefore it is home to nearly all elements, but mainly to dragons of Fire, Electricity, Ice, and Earth. Withered Vale (mixed ) A small continent located in the West and wich is mostly a cold desert and tundra biome Northern Heartlands, Glacial Expanse (frost ) The coldest and most inhospitable lands in the world, with the Northern Mainland being the coldest parts of the Heartlands. This is the home of most ice dragons, but sometimes electric dragons can also be found here. Viridian Lands (nature ) The biggest grassland and forest biome of all. The Viridan Lands is the continent home to most Earth dragons. It is quite peaceful and one of the most welcoming places of the world, and so other elements have also moved there, but they are small in number. Surgent Skies (storm ) This continent is the most chaotic of all, with heavy electric storms occurring all year-round. It is such an aggressive environment, that most non-electric creatures avoid it at all costs. Electric dragons however are more than comfortable amidst the charged crystals and the thunderous clouds. Windstorm Crags (gale ) This habitat is the primary home to wind dragons, who live in the continent of highest mountains which peaks are incredibly hard for other elements to reach, yet those of wind feel most comfortable at. Due to the Wind Kingdom being rather closed off, they don't have many dragons of other elements living within it. Igneous Lands (solar ) A deserted biome for the most part, Igneous Lands is home to all fire dragons, but also earth dragons who feel comfortable in the less hot areas, where fiery forests have grown thanks to the rich volcanic soil. Celestial Seas (tidal ) The aquatic biome exclusive to water dragons, and other marine creatures. It encompasses the entire world. Umbral Lands (umbra ) Home to shadow dragons, the Somber Vale is a varied area, with the woodlands proving to be eerie and sinister just like its inhabitants, and the mountainous regions dark and treacherous. Mystic Reach (soulweaver ) A continent surrounded by smaller floating islands, known for its ethereal forests. It is home to the soulweaver dragons, which find most comfort in the mist and fog that surrounds their land. Sundered Summit (fear ) This continent is known for being half an inhospitable grey desert, and half ominous forests and tundras on their northernmost regions. Fear dragons hail from these lands. Noxious Wetlands (toxin ) This southern continent has the worst reputation of all as a land full of naturally toxic swamps and other hazardous environments that make life nearly impossible within. However this is only half true: the continent isn't as toxic and in fact has quite a few forests and deserts that are suitable for life in them. Poison dragons are the most adapted to these hazards however. Iron Fjords (blood ) The Fjords are an ancient northern continent that is home to blood dragons, having a tropical biome, colder by its northern fringes. Valmoor Wastes (argent ) Tbd Mystral Isles (gravity ) Famous for being a massive conglomeration of large islands, the Mystral Isles levitate around a particularly massive one that is the capital of the gravity Kingdom. Atop these isles, their biome is mostly temperate grasslands, with the highest ones being colder tundras, all of which have developed their own fauna and flora adapted to the altitude.
- Flora (WIP) | Honorbound
Work In Progress This page is still a work in progress, check back later! <3
- Saarkyr (kobolds) | Honorbound
Saarkir The Saarkyr are a small race of kobolds known for their cleverness and worship of dragons. History 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. Historical Figures TBD 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. 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. 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. Lifespan Saarkir's lifespan is usually 80 up to 100 years old. Growth Rate & Stages 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. 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. 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. 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 Small and unassuming, Saarkyrs are one if not the most underappreciated and overlooked races due to their small stature. 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. 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. 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. 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. 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". Tongue TBD Fangs TBD 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. 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. Gender Dimorphism Males are usually smaller and weaker than females, yet with more vibrant or higher contrasting scalecolors. Diet Saarkyrs are omnivore, and thus have a varied diet of meat, fish and fruits. However they largely prefer cooked meat. Different breeds/types Saarkyrs have three breeds depending on their biome. 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. 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. 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. 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 A Saarkyr is only sexually mature at the age of 20, and stop being able to reproduce past 60 years of age. 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. Same Gender Couples TBD 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. 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. 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. 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. 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. 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: 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 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 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. Customs, Traditions & Rituals 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. 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. Way of Life Saarkyrs are fairly peaceful, yet very adventurous in their way of life. 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. 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. 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. 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. 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. Social Structure Saarkyrian society is heavily matriarcal. Within this structure there are several social positions within each tribe however: Hunter/Gatherer The ones in charge of keeping the tribe well fed Warrior/Guard Those dedicated to the safety of the tribe, and compose the first line of defense. Guards are often a priviledged position. 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. 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. 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. 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: Tribe of the Moon TBD Tribe of the Sun TBD Tribe of the Goldleaf TBD Tribe of the Alder Tree TBD Tribe of the Shadows TBD Tribe of the Crimson Spear TBD Tribe of the Empyreal Spark TBD Tribe of the Frost Lance TBD Tribe of the Gentle Waves TBD Enemies TBD 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. 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’. 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. 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. 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. 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 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.
- Religion | Honorbound
The Celestials These two supernatural beings of Aether and Nether, whom take the shape of a white and a black dragon respectively, are responsible for the creation of the world and all life in it, as well as its balance, both seen as beings of pure untold levels of aether and nether energy. The Aetherian Celestial, Athyna , is capable of breathing life into whatever she comes in contact with, as well as capable of purging darkness. Athyna is told to be a wonderful dragon of pure white scales, with a smooth body, with a row of feathers down her back, bright blue eyes, feathered wings, and adorned with golden kintsugi-style markings that seem to dynamically change. The Celestial Scion of Aether is said to be born from one of her sanctified scales. The Netherian Celestial, Althyon , is capable of taking any life he comes in contact with, as well as capable of purging light. Althyon is mentioned as a mysterious dragon black as the void itself, with horns that sharply point forward, bright red eyes, a row of spikes down his plated body, and adorned with golden kintsugi-style markings that seem to dynamically change. The Celestial Scion of Nether is said to be born from one of his sanctified scales. The two opposites complement each other and naturally coexist without quarrel, as part of the natural order of existence. Without them, the world is vulnerable to imbalance and chaos. They are neutral despite their innate elements: neither good nor evil, and often seen as the symbols for day and night, life and death, light and darkness. All species know and understand deep down the source of their existence as shaped and given life by these Celestial beings. The most religious members hope that with the permanent defeat of the Entity one day, the gods will return. The Celestial Chantry In Aethyr the prevalent religion of all beings is that of the Celestials, followed by a minor religion that worships the Ancestors. The main building for the Celestial Religion is the Celestial Chantry, located in the City of Aethyria, within the Heartlands, which encompasses both Aetherian and Netherian variants. In the Capitals of every Kingdom we can find specialized Aetherian or Netherian Chantries and Temples, depending on the Kingdoms' alignment. Elementless dragons or other non-draconic beings often choose neutrality but remain respectful of the Celestials, or select one of the two to worship, which is acceptable and encouraged. There are also Sanctuaries and smaller Shrines dedicated to the Celestials spread throughout the world. Within the Celestial Chantry reside the members of the Celestial Order: individuals of any species that have devoted their lives to caring for these temples, and educating the population about their deities as well as the tennets of their religion. These tennets promote the acceptance of all creatures as holy creations of the Celestials, and should be respected as such. To harm other beings unnecessarily is always considered heresy and a punishable offence by the Order. The temples are organized in the following manner: The Grand Divine : They are considered to be the Listeners of the deities, whom speak through them. Depending if the Chantry is of Aether, they will have a female Grand Divine, if it is of Nether, they will have a male Grand Divine. The Chantry in the Heartlands alternates between each successor. The Grand Cleric : each Celestial Temple has a Grand Cleric, and they are the one to guide every member and uphold both faith and morals. They are the supreme teachers of the Celestials' faith, and their authority is to be respected. They are the ones to oversee the union between members of high society. Revered Mother/Father : these members oversee Celestial Sanctuaries and smaller temples or shrines, aiding in organization and conflic-solving. They are also the ones to consecrate Templars to become fully fledged members of the Order. They are the ones to unite beings in sacred union. Referred to as "your Reverence". Clerics : usually assistants to the Revered Mother/Fathers, Clerics are the leaders of the smaller comunities within Celestial Sanctuaries. In the Celestial Temples they aid with other religious tasks such as masses, etc... Mothers/Fathers : usually assistants to Clerics within Celestial Sanctuaries, also the ones in charge of overseeing the ranks below them. Brothers/Sisters : the faithful of the Celestials, fully fledged members are expected to follow with their practices and mundane tasks such as scribing, etc... Volunteers : these are not members yet, but are being trained and taught to be. All members must follow the Temple's rules, or risk being banished permanently from it. All are allowed to Unify, but Grand Clerics and the Divine are expected to put their duties before anything else. Within the Temples, lie the dragon hatcheries and nurseries: rooms dedicated to each element (depending on the location of the temple, with the Heartlands having the Chantry which features enough rooms for both aether and nether aligned elements) to support the hatching of laid eggs, under the protection of the Order, and nurseries to help them grow the first week of their infancy until they are strong enough to walk and run for themselves, which is when they are taken home. Clerics of each chantry have their own themed robes depending on alignment, with Aetherian having pristine white robes and golden details, and Netherian having obsidian black robes with golden details. The Celestial Order The Celestial Order, also known as the Templar Order, is the military body of the Celestial Faith. The sword and shield that protects and aids its members. It is one of the highest professions in the realm. When the Corruption arrived in Aethyr, a group of valiant dragons gathered together, reuniting the strongest of their kind to protect their kin, independently of their status or wealth, as long as they were strong, capable and would risk their lives for their kin. Led by Grand Master Vinthur, of the Frostborne House, this group was the spearhead by the first Celestial Warrior which banished the Entity during the First War. Regarded as heroes, the Order was founded, and were since tasked to protect and serve the Celestial Warrior, and later, the world itself in the Celestial's name. They only answer to Celestial Sanctum, the de-facto leading House of Religion. The Order is military-oriented and is considered a neutral organization with authority that supercedes any Kingdom, albeit they are still expected to respect the rules of each. Templar : Members of the Order in charge of keeping the Order Strongholds safe, as well as the entire realm. They only answer to the Grand Clerics and Grand Divine. It is an extremely high honor, and they are chosen from the best of the best the army has to offer. They are demanded their lives for the cause of the Order, which makes it a rather undesireable profession, since they must put the Order and the safekeeping of the Realm over their own safety or that of their loved ones. They must also be in top physical condition and not miss any limbs or anything that could potentially hinder their job. As such, any health issues are grounds to be denied during recruitment. They are also required to have a minimum elemental mastery of Tier 5 (experienced). Templars are assigned to Celestial Temples, but also any regions in which there's even the slightest whisper of Corruption. Templars are also fitted with the best armor to be possibly crafted, which due to their rarity end up often passed down from one Templar to another when they step down or pass away. This armor is easily recognised for its obsidian or white color with golden accents, which depending on the dragons' alignment will be one or the other, regardless of their personal belief. Sentinel : Dragons in charge of guarding the Temples, often standing by their doors, as well as guarding the troves of knowledge and artifacts within them, but also patrolling twhere higher security levels are needed such as Royal Palaces, and keeping an eye for possible Corruption. They answer to the Order only. Keeper : Members of the Order of lower ranking, often occupying positions related to the upkeep of the Templar Orders' headquarters, as well as writing of scripts, caretaking of younger apprentices, etc... They answer to the Order only. The Celestial Scions Created by the Celestial Gods Athyna and Althyon in a time of despair during the assault of the mysterious Entity which they could not defeat, this being was given a fraction of the Gods' powers in order to fight for them and prevent the otherworldy creature from consuming the world while they took refuge inside the world itself, providing for it from within. This being was the only thing that stood between life and total annihilation, and was capable of doing so only because of their combined power of Aether and Nether. Centuries later, two Celestial Scions hatched, and it will be their duty to stand between the Entity and total corruption. Celestial Scions are able to harness multiple elements at once, as well as the magic of pure Aether or Nether. Nether Scions can learn Nether elements easily, while Aether Scions are the opposite, learning Aether elements easily. They always master their elements in their lifetime, and these will always be white or black with touches of gold, depending on whether they are Aether or Nether. Pure Aether will always be breathed and manipulated as pure white, and pure Nether will always be breathed and manipulated as pure black. Aether Scions are white-colored dragons with golden metallic kintsugi-like markings. Nether Scions are black-colored dragons with golden metallic kintsugi-like markings. Most often, these dragons will look nothing like their parents in coloration, though physical features and traits will remain. If found, they are taken in by the Elder Keepers to be adequately raised for their glorious purpose. The Ancestors While the Celestials is the primary religion, there is a secondary religion that most beings worship as well, called the Ancestral Religion. This religion focuses on worshipping past Ancestors, as sons and daughters of the Celestials themselves whom have returned to their place of origin besides their Makers. The Ancestral Temple The Ancestral Temples are often considered "lesser" than the Celestial Chantries, due to their higher accessibility to the common folk. They are mostly dedicated to hatcheries, orphanages, free schools, and Ancestor worshipping. These large buildings are often under the care and watch of dragon Guardians, who in turn answer to the Elder Guardians. Ancestral Temples can be found in most Cities and Capitals. There are the following roles within Ancestor Temples: Guardians : Dragons in charge of teaching and overseeing the Temple. Only one of each element, but depending on which Kingdom they are located at, there will be only Aether-aligned or Nether-aligned guardians. The only exception to this is the Heartlands in which they will have a mix. Protectors : Dragons in charge of watching over Temples and Academies, with extensive military training, often regarded as elite warriors. They answer to the Guardians and Elder keepers only. These members are tasked for the specific guarding of highly sensitive targets, such as eggs, high profile members of the Order or the Chantry, etc. They answer to both the Chantry and the Order. Custodians : Dragons in charge of watching over eggs and hatchlings until they are old enough to be sent to school, as well as any other mundane tasks to keep the Temple functioning seamlessly. They often act as foster parents to abandoned hatclings that are not adopted through their life. They answer to the Elders and Guardians only. Seers : Dragons with a special "sixth sense" who are capable of tapping into the branches of the Great Tree of Time, also known as Yggdrassil, in order to see past, present and future events depending on their mastery, experience and innate talent.
- Dragons | Honorbound
Dragons Dragons are a diverse species of exceptionally powerful reptiles (displaying avian, mammalian or aquatic traits such as feathers, fur, and fins) who naturally harness the energies of the universe around them, known as Aether, Nether and Neutral magic, which in turn manifest into Elements that shapes them physically and psychologically. Their bodies are almost always scaled, with the exception of Gravity dragons which can have fully furred bodies. They have a lot of variety when it comes to features, some more common in certain elements than others, always having a set of horns, and/or fins, plates, spines, feathers, manes, crests, etc... They have two arms, with dexterous hands with opposable thumbs that allow for writing, two wings, and digitigrade legs. Their height varies depending on their element They are only able to harness a single element. Dragons are largely omnivore, eating primarily meat and seafood, but also fruits and vegetables. They highly dislike insects and fungi however and will always avoid these unless under extreme necessity. They are categorized by body shape first and Element after. Thus there are several sub-species of dragons: wyverns, drakes, kobolds, hydras, amphiteres, wyrms, and faelings. All dragons have human-level intelligence and are capable of reading and writing. History After the Celestials created the world, they began shaping life to populate it. The first species, were the dragons, who were given the power to draw from Nether or Aether like no other creature is able to do, and are the most in-tune with the world and it's own flow of energy. They have human-level intelligence and are by nature quite social, first living in groups or "clades", before they began forming tribes, then Clans and finally, Houses, as their society developed. Distribution Dragons are widely spread in Aethyr, originating from several continents in which they first appeared as the Celestials shaped them. These are: The Heartlands : home to dragons of all elements, and the only neutral nation. Surrounding Isles : mostly homes and trading hubs of Tidal dragons. Northern Lands : mostly inhabited by the Frost dragons of the region. Viridian Forests : the primary home of Nature dragons, specifically habited by the variant of flora. Surgent Skies : the homeland of Storm dragons. It is a rather inhospitable country due to its most frequent and violent storms, unsuitable for most that are not aligned with the element of electricity. Windstorm Crags : an extremely windy land, the Crags are quite suitable for Gale dragons, and it is where tehy originate from. The rich lands are often raided by pirates however, who challenge the royal army on the daily for the sake of obtaining the rich resources of the nation. Igneous Lands : the home of the Solar dragons, known for its active volcanoes and fertile soils, as well as pockets of metal that are heavily mined. Glacial Expanse : a highly inhospitable place for the most part, it is the homeland of most Frost dragons, as well as reatures who either thrive in or challenge the extreme sub-zero temperatures. Celestial Seas : covering the entire world, the Celestial Sea is the home of Tidal dragons exclusively. Umbral Domain : (Umbra) Mystic Reach : (Soul) Sundered Summit : (Fear) Noxious Wetlands : this warm and humid region is the place of origin of all Toxin dragons and toxin-aligned beings. It is a dense and labyrinthian place, that only the locals know how to navigate. It is teeming with the most dangerous wildlife on the planet. Iron Fjords : (Blood) Mystral Isles : also known as the Floating Isles, these lands are curiously well suited for Gravity dragons, whom are well-off in the rich soil the Isles provide them, as well as safety being so high in the air. Copper Deserts : the homeland of both stone and crystal Nature variant dragons as well as other races that find the extremely hot areas a place a thriving home. Western Approach : the Argent Dragons hail from this region, which is mostly desertic but has plenty of paradise oasises. Areas with limited or exclusively military presence : Withered Vale
- Studies | Honorbound
Elements are a dragons' identity and pride, something they guard zealously, and thus knowledge and teachings about them are quite well guarded. Each capital has a Grand Academy, each major city has an Academy in which dragons may study to learn to harness it to the best of their ability, and each smaller city has Schools, which teach dragons the basics only. Towns do not have schools nor academies, and instead, those must move to cities if they wish to receive education, or are taught by the town's elder. The Heartlands has two Grand Academies: The Celestial Academy, which is more religious and scrutinous; and the Ancestral Academy, which is the one most young dragons of high standing will attend. Temples are a different type of schooling: while Academies and Schools offer education at a cost, Temples offer free education, and instead of being run by paid teachers and masters, they are entirely run by volunteers. They are called such for the fact they are primarily a place of worship of the Celestials, as well as a place of knowledge, but eventually, during and after the war, they became places of charity, where older dragons would offer shelter, food and education to those orphaned by the war. Before the First War, there was no schooling system, with dragons being taught by the family or their community. During and after it, they created the first schools within the safety of cities and towns, where dragons were shown how to harness their elements for both self defence and hunting.But afterwards, dragon society began teaching it for study, training, self-defense, performance, etc..., and so the system was further refined and upgraded into what it is today. With its further development also came the increase in costs, specially due to the increasing number of students, which caused the lower classes to be unable to afford tutoring, while middle class often is only able to afford a few years. Schooling Hatchlings are taught by their parents up until they reach 10 years of age, which is when they are enrolled in tuition as long as the family may afford it, in which case they will send an application form to the academy or school, and if accepted, the child will be sorted into a class, often with others of their same status. A class is usually comprised of 10 up to 15 students, with a Master of Education remaining at the head of it for the next 10 years, when they will graduate and proceed to the last phase of their education: Trade Academy. Trade Academy comprises 5 years and it is where young dragons may choose their specialization, in order to prepare them best for what they wish to do in their adult lives, and may change it at any given time. Organization Classes will usually be elementally diverse in the Heartlands, while at Kingdoms they will often be a single element, with mixed classes being a rarity. Siblings and friends may be often grouped together. While in the Kingdoms there is a clear division between low-middle class and high class in the system, with some Classes consisting only of House-born or rich dragons, while others are commoners; in the Heartlands there is no such division. Teachers are all equal, regardless of their status. Curriculum There is a total of 10 subjects taught at schools, all of them aimed at helping a dragon fully develop in every aspect: Common Language Also known as Draconic. This is the most widespread language throughout the world. They will be taught how to read, speak, and write eloquently. It is usually taught by a Master of Education, but it can also be taught by a Master of Linguist. It takes up to 3 years, but it can be continued if the young dragon desires to learn other languages from other races. Elements This class is usually taught by a Master of a specific element, and Flights are often divided and paired with other Flights for it. Flight While young dragons should already be able to glide amor even fly on their own, this class focuses on perfecting that skill. It is taught by the Flight Master, but it can also be taught by a specialized Master of Flight. Combat All dragons are taught how to defend themselves using not only their element but also their natural weapons such as fangs and claws. Sparring against eachother is the best way for this, but first, they use training dummies. It is often taught by the Flight Master, but it is not uncommon to see retired veterans or soldiers come by to impart their own experience. History Another important subject, history is taught by the Flight Master. It encompasses the two eras, the creation of the world, the First War, etc... Obscure details about the Entity or Corruption are disregarded and often considered taboo however. Health In this class they are taught how to hunt, forage for medicinal herbs, what food is appropriate for consumption and what isn't, illnesses, etc... It is taught by the Flight Master, but a Master of Healing may also impart this class. Society In this class dragons learn about their society, how it works, their leaders on the Senate, the Kingdoms and proper social etiquette and manners, about their religion (both Celestial and Ancestral), etc... Taught by the Flight Master, but sometimes they may receive a visit from members of the Celestial Order or Ancestral Temple that may impart their knowledge also. Science This class is sub divided in different categories that students will learn as they progress through their school years, and they will be simplified: biology, geology, mathematics, astrology, and even technology, which will be quite rudimentary and basic. It is taught by Masters of the specific subject Magic In this class, dragons are taught runic language as well as how to measure their own mana, how to manage it, and only then, how to perform spells. They are also taught healing magic. Students are usually grouped by their skill. It is taught by Masters of Magic. Arts This class is used to foster creativity in young dragons, and includes sculpting, painting, dancing, and singing, amongst other things. It can be taught by a Flight Master, but there are specialized classes after 3 years should the young dragon desire to pursue a specific art. Materials The necessary materials dragons will need for their studies are as follows: Books, in which to take notes during classes Quills & Ink A leather satchel, to store their belongings, preferably with their name etched on the underside of the lapel A scroll tube, in which to store scrolls A familiar , which will be the young dragon's responsibility to care for and nurture Student badge if Ancestral Academy or Celestial Academy (there's not much difference between them except the second is more religious and puts a lot more emphasis in this. It is also more affordable for dragons of the middle-high class) Cape, for the rainy days Tomes for the following subjects: Language ("The ABC of Draconic", "Advanced Draconic", "Aethyr's Languages") Flight ("Beginner's Guide to Flight" only necessary for the first year) Combat ("Beginner's Guide to Combat", "Strategies and Sparring") History ("Aethyr's History", "Kingdom's and Empires", "The First War", "Aethyrian Religion") Health ("Guide to Foraging", "The Hunter's Almanac", "Basic Recipes for Food and Medicine", "Illnesses and Injuries: How to Treat Them") Magic ("A beginner's guide to magic", "Spells for the Initiated") Science ("Draconic Biology", "Aethyr's Creatures", "Geological Wonders", "Arithmetic Art", "Technology and it's applications") Society ("Heartland's Society and Laws", "Royal Etiquette", "Trades and Professions", "Traditions, Customs and Taboos", "Ancestral Roots") Arts ("Artist Techniques", "Sculpting Scripts", "Dancing Dreams", "Singing Secrets") Timetable for Academies and Schools Calendar of Schooling Holidays Fees Due to the increased demand for education and applying students after the first war, academies and schools were forced to grow, which increased the fees greatly. To put this into perspective, a single parent with a full time job will be unable to afford their kid's schooling on their own. It is specially harsh on soldiers and army members with low-tier roles, as they are given no benefit due to the peaceful times they currently live in. Guards have an increased salary, which means it is one of the few jobs that makes it affordable for commoners to enroll their off-spring into school. Dragons within Houses do not have this issue, as the House itself will pay for tuition (provided the hatchling is blood-related, and the parent isn't disgraced). Roles Student Students are young dragons who attend a School or Academy in order to learn everything necessary to live in the world. They are often supervised by dragon masters. Academies demand the most out of students, while schools are more forgiving. They also allow the use of corporal punishment, while schools do not bother with such. This contributes to Academies having a reputation of being elite, while Schools are known as slightly more anarchic in nature. Flight Master A dragon who is in charge of a class is referred to as a Flight Master. They will never be related to a student in order to prevent favoritism, and there is no exception to this. They are often seen as parental figures due to how they will care for and see through an entire class of students during their 10 years of studying. Specialized Master Dragon Masters are scholars who are recognised by the Heartland's Council as top experts, thus awarding them the title as well as the responsibility and authority that comes with it. Becoming a scholar is not only expensive, but the dragon must also apprentice first under a senior scholar or Dragon Master, who will then recommend them for the position when they feel they are ready, although it is not uncommon to gain recommendation from fellow scholars as the leading expert. Dragon Masters can choose to dedicate their lives to their studies, and take or not an apprentice, or they can choose to study at Academies or Schools. Some may even do a half and half, studying/researching and teaching. Some Dragon Masters can also choose to learn a bit of everything in order to become Flight Masters, as opposed to Specialized Masters. The current specializations they may undertake Master of Language Master of Flight Master of Combat Master of History Master of Health Master of Magic Master of Science Master of Society Master of Arts Headmaster Each Academy has a senior Master of Education that has been appointed as the Headmaster, to whom Flight Masters and Masters answer to. The Headmaster doesn't have a Flight of their own, and instead they ensure the students have quality education and are well off. They also manage and employ/fire Masters, and is the one to sort new students into their Flights. They also manage finances, special events and many other tasks. When a Headmaster retires due to age or dies, a new Headmaster is appointed by either succession or suggestion, which the Heartlands' Council will approve or reject. Schools and Academies Schools Schools are smaller and usually less formal centres of education, usually found in districts at cities or towns. They aren't run by a headmaster, but by the local teacher council, yet still answer to the House of Education. They teach dragons the basics of education and prepare them to later choose a Trade Academy. It takes 10 years for a dragon to complete their schooling. Academies Both within the Heartlands and the Kingdoms Academies offer different specializations. This is the next step in a dragons' education, and allows them to further their studies until they feel ready to take on the specialization based in what they feel is their true calling, or is their profession of choice. It takes 5 years to finish a specialization.
- Strongjaw (drake) | Honorbound
TBD History The third species to be developed after dragons and wyverns. Historical Figures TBD Distribution & Architecture Drakes are a nomadic race that travels often. Drakes are very widespread throughout the realm Lifespan Drakes have the same lifespan as their winged counterpart, of 200 years. Growth Rate & Stages Hatchling (1-10 years) TBD Juvenile (10-20 years) TBD Adult (20-50 years) TBD Elder (50-100 years) TBD Biology & Physiology Aethyrian drakes are dragons born naturally without wings, on four legs. 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. 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. Markings All Aethyrian drakes have elemental markings and attributes that show what element they control, and are also limited to a single one. 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". Tongue TBD Fangs TBD 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. 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. Gender Dimorphism Males are usually smaller and weaker than females, yet with more vibrant or higher contrasting scalecolors. Diet Saarkyrs are omnivore, and thus have a varied diet of meat, fish and fruits. However they largely prefer cooked meat. Different breeds/types TBD Arctic TBD Desert TBD Forest TBD Aquatic TBD Reproduction Unlike Skydancer dragons, Aethyrian Drakes do not produce offspring from couplings with other draconic species. Any eggs that result from such matings are infertile, and will not hatch. Eggs TBD Same Gender Couples TBD Interracial Relationships TBD Soul Bonding TBD Abilities TBD Magic Strongjaw are unable to perform magic spells however. Elements Very closely related to winged Aethyrian dragons, they are capable of utilizing all Aether and Nether elements but only through manipulation, and share many commonalities with their brethren such as elemental features, colors and magics. Generally, their elemental affinity will be lower in base power than winged dragons, but gifted individuals who train dedicatedly may match or exceed their cousins' strength. 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. 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. 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: 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 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 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. Customs, Traditions & Rituals 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. 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. Way of Life Saarkyrs are fairly peaceful, yet very adventurous in their way of life. 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. 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. 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. 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. 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. Social Structure Saarkyrian society is heavily matriarcal. Within this structure there are several social positions within each tribe however: Hunter/Gatherer The ones in charge of keeping the tribe well fed Warrior/Guard Those dedicated to the safety of the tribe, and compose the first line of defense. Guards are often a priviledged position. 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. 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. 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. 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: Tribe of the Moon TBD Tribe of the Sun TBD Tribe of the Goldleaf TBD Tribe of the Alder Tree TBD Tribe of the Shadows TBD Tribe of the Crimson Spear TBD Tribe of the Empyreal Spark TBD Tribe of the Frost Lance TBD Tribe of the Gentle Waves TBD Enemies TBD 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. 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’. 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. 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. 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. 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 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.