For nearly a century, the Draconic Forces of the great kingdom of Verlendia have lay dormant, the creatures all but driven to extinction by a mysterious illness. Six eggs remain, belonging to the original line, guarded diligently in their stasis. At long last, the kingdom prepares itself for the Hatchling Ceremony. But on the cusp of the ceremony, a great evil builds, determined to ensure the creatures born from the eggs of their ancestry will never rise to meet their calling.
Meanwhile, the time has come for the Eyes of Orestra to begin their pilgrimage. The Oracles have been called forth to choose the Riders that will defend Verlendia and all her surrounding lands. The Knights of the Phoenix Ash are tasked with the protection of the oracles as their journey leads them into the world to complete their Vision Quest. But the Knights are not the only ones aware of the pilgrimage, and danger lies in wait at every turn as dark forces strive to prevent these quests from their fulfillment.
RACES
The Gatskin and Dracoric were thought to be some of the original races on Calion - slowly, over many generations, the dragon-like qualities of the Dracoric becoming less and less apparent in many Dracoric (giving way to a separate of darker, scaled Dracoric and the lighter skinned, who began referring to themselves as Scalefeld). Over time, the Gatskin and Dracoric began to interbreed, thus giving way to both the Marband (Gatskin-like with slightly curvier ears and smaller stature) and the Sol'dien (elven-like, with sharply pointed ears and taller, leaner structure).
Also present on Calion at the time of its creation were the Esquirian - half man, half beast - and Amalfi (beast-like men), as well as the minuscule race known as Triflings and the druidic tribes of the Nera.
While all races appear capable of magic, not all utilize it, and fewer possess a natural inclination for it. Due to the focus it requires to learn even the basic skills of magic, few strive beyond one school, and those that do are generally stunted in their abilities to master any skills.
DRACORIC & SCALEFELD
Dracoric [dragonborn] || Dracoric - [dragonborn] - No one knows quite how the Dracoric race came to be. Some speculate that they are a mutated breed of dragon and some suggest that they were created by the great Draconic deity, Lioris. All that is really known is that their appearance greatly resembles that of their much larger, primal relations. Scales line their skin - their colors varying in shade as dragons do - and their eyes are reptilian in nature, with claw-like hands and feet, elongated faces and sharpened teeth. Their ears are sharply pointed and their noses flat and slit-like. Their height averages to six foot for women and six five for men.
Over time, some Dracoric beings began to experience an alteration in their biological appearance - thought to be a result of their decision to leave their cavernous dwellings and explore life above ground. While their tusks and the sharp point of their ears remained, their scale-like skin softened, the coloring fading significantly, and their eyes began to dilate more evenly, adapting to the brightness of the sun and sky. Eventually, they took on the name Scalefeld, and began societies of their own.
While the nature of the world has forced civility as much as it might, the Dracoric are a naturally elusive race and prefer isolation. They can be quite territorial and when pressed, significantly volatile. The Dracoric lineage still live beneath the mountain ranges of Taz'dien, while the Scalefeld take residence within the valleys above.
Dracoric tend to favor the Natural magic and lack most of the education for other magical schools.
Dracoric have their own language, though most speak the common tongue as well. Their naming conventions are customarily revered in most all settlements - a personal name given at birth, with a surname reflecting that of their clan name. Most Dracoric will also go by a pseudonym given to them during childhood, something reminiscent of an event or quirk - For example, Stickyfinger Jinclaw of the Orios or Swallow-pecked Midrim of the Blackscales.
Scalefeld [orc] || A product of their environment, quite literally, Scalefeld are the result of a sect of Dracoric, having abandoned the lifestyle to which they were accustomed and adapting to a significantly altered state. While their physical form in build remains similar to their original state, little else is reflective of the dragonborn nature of the Scalefeld. Scaleless, as vaguely implied by their name, their slightly coarse skin varies in shade, from pale to dark, and in hue, ranging from green to peach. They still possess significantly sharper teeth, but with the flattening of their facial structure, manifest tusks. Their ears still rise to a point, but their eyes have lost most of the reptilian slit and their claw-like hands and feet are considerably less so.
After their shift in appearance first manifested, the Scalefeld were subjected to cruel prejudice from their dragonborn kin and have since separated themselves from the Dracoric nature entirely, settling above ground on Taz'dien and parts of Verlendia, educating themselves, particularly favoring the sciences of the Gatskin and artistic nature of the Nera.
The Scaleborn, due to their inquisitive nature, have quite the affinity for Alchemy. Given their connection to the Dracoric, they are also often gifted in Natural magics. Both Dracoric and Scalefeld tend to live roughly 150-175 years.
Scaleborn will often speak Dracoric and common-tongue, and have also transmuted some branches of Dracoric, to separate themselves from their former kin. Names within the Scaleborn reflect common traditions, generally utilizing a proper name and surname, usually of a strong or guttural tone to them.
GATSKIN, SOL'DIEN & MARBAND
Gatskin [dwarf] || Despite their somewhat shortened stature, the average height of their males buckling at five foot five, the Gatskin are not a people to be taken lightly. Wise and cultured, they are as formidable as they are intelligent. Generally ranging from lighter skinned to a pale bronze, the Gatskin possess rounder, plumper frames, smooth ears and quite often, some degree of facial hair (though not prevalent among the females, it isn't entirely unheard of for even a woman to possess a full beard).
The Gatskin take great pride in the nature of their intellect, and are quite gifted in medicine, astronomy and architecture. Their cities are often spectacles, magnificently beautiful and filled to the brim with cultural heritage and educational resources. While originating on Taz'dien, the Gatskin people have since taken to spreading out across Calion, and can be found on nearly every continent besides Maglin - having no affinity for the discomfort of sand in one's undercarriage.
A scientific people, Alchemy is generally the central focus of Gatskin magic, but they seem to possess capability in nearly every school apart from Shalmar (which requires far too much time in the desert for their comfort). Gatskin tend to live roughly 100-125 years.
The Gatskin don't follow much in regards to a naming tradition, but they do tend to emphasize those things with which they take great pride - for instance Martha Featherstep Trunch or Simeon Thickbeard Malman. The Gatskin speak their own language as well as common - most Gatskin are fairly fluent in Dracoric, due to their proximity to the largest Dracoric settlements.
Sol'dien [orc] || The Sol'dien are another offshoot of the union between the Scalefeld and Gatskin. Similarly colored to Marband, they retain the somewhat pointed ears of their ancestors, as well as the nature of their structure. The Sol'dien are a somewhat nomadic people, traversing Calion throughout, though large groups have settled within Maglin, forming several tribes within the desert lands.
The Sol'dien are a private people, but their natural gifts in healing make it difficult to maintain an entirely secluded society. Most Sol'dien live to be about 90-100 years.
The Sol'dien seem to practice Shalmar magic quite exclusively on Maglin, but elsewhere bear a natural gift for other magics as well.
Marband [human] || Created from a union between Scalefeld and Gatskin, Marband possess very little of their dragonborn heritage. While their coloring is varied, from pale to dark, their skin is completely smooth, their eyes and ears rounded and their teeth straight and flat. Their height and stature are varied as well, though they are smaller than their Scalefeld forebearers, generally averaging between five foot five for females and six feet for males.
Marband people have no particular territory, and over time and with expansion have settled within every continent on Calion. The Marband lifespan is roughly between 70-90.
Marband are capable of most magics, but also appear the only race capable of Runic magic, largely contributed to the combination of their genetic blend.
Marband speak common and are known to study other languages as well. Their naming conventions are fairly standard, with a proper name and surname. Occasionally, a Marband will also go by a title, if one is applicable.
ESQUIRIAN & AMALFI
Esquirian [centaur] || Esquirian are a race comprised of half-man, half-beast, possessing the upper quadrant of the former and the lower quadrant of the latter. Where the upper half can vary in terms of coloring and build, the lower half is always, to some degree, a hoofed beast - primarily horses, deer, elk, moose or mule, though camel variants exist on the desert continent. The physical appearance of their upper halves has some correlation to the lower half, and it is not unheard of for Esquirians to compare antlers as a sign of dominance.
Esquirian are a societal people, living in herds. Though they seem to possess no ill will towards other races, understandably, they do not intermingle and in fact find the non-hoofed to be quite ridiculous and unpleasant to look at.
They are largely located in the plains Of Verlendia and Sor'len, and parts of Maglin, though some herds can be found on Sor'len. They are a largely non-magical society, though each herd does seem to possess some form of healer, either Natural, Celestial or Shalmar trained. Esquirian generally live to roughly 70-80.
Esquirian naming conventions are generally uncomplicated - they will choose a proper name, then a surname in relation to their coloring - for example, Sebris Baycoat or Dammer Greyskin. Esquirian speak common.
Amalfi [anthropomorphic] || Amalfi, similar to the Esquirian, are an amalgamation of beast and man, but in a way more notably defined, with features of beasts in a bipedal, humanoid frame. The Amalfi are spread throughout Calion, but the largest population lives on Verlendia. Amalfi are significantly more territorial than the Esquirian, and are not above base or primitive behavior, often where outsiders are concerned. Because of this, Amalfi are regarded often with caution or fear, and occasionally with discrimination, in all but Maglin, where the Sol'dien are quite accepting of the race.
Yearly, a few Amalfi youth are selected by their kin to pursue an Honor Quest of their choosing. Most involve the slaying or taming of a great beast or the procurement of a relic or hidden artifact. Amalfi that have completed their honor quest tend to choose a new nickname reflective of this task.
Amalfi are generally inclined towards all branches of magic, though few possess the patience to explore beyond the basic skills. Amalfi are also incapable of breeding outside of their own race, and rarely associate with outsiders more than is absolutely necessary. Their lifespan is generally between the Marband and Sol'dien, averaging 80-90 years.
Most Amalfi are fluent in common-tongue, as well as their own language (related in general to their subspecies race). Their naming conventions are common-inspired, though it isn't unusual to find Amalfi have taken on names with tones of prowess or intimidation - Bragdin 'Claw Bearer' Bellows or Leopold 'Sharp Bite' Dane.
NERA & TRIFLINGS
Nera [druids] || Druidic by order, Nera are a people centered around nature. Several tribes of Nera exist, scattered across the continents, each developed around one of the eight elements. Due to their tribal lifestyle, Nera are generally accustomed to traditionalism and ceremony, including the selection of a leader, annually, by whom all tribal decisions are mandated. Outsiders are generally welcomed within Nera camps, but are not permitted to take place within the Nera tribal makeup. To preserve their lineage, Nera marry within their tribes and for this reason, are quite small by comparison to other races. Nera that choose to marry outside of their own are banished from tribal life. Nera do not appear capable of reproducing other Nera with those outside of their race. Half-Nera appear profoundly mundane - possessing little to no magical proficiency whatsoever.
Nera appear similar to Marband, but for the natural elemental aspects of their appearance. Their size and shape vary, but they are generally Marband-sized. Their lifespan tends to be longer than most races in Calion, often extending beyond 150 or so.
Nera magic is almost entirely Natural and each tribe focuses on only one elemental form. The Wood and Dark tribes are located in Sor'len, the Metal and Fire tribes in Verlendia, the Earth and Air tribe in Taz'dien, the Light and Water tribes in Maglin. Once yearly, all eight tribes gather for what is known as The Suring - a celebration and ceremonial blessing of the next year's Tribal Ruler.
Nera naming traditions are customarily uniform throughout the varying tribes - a Tribal surname is given, as opposed to a traditional surname, along with a proper name. Lyra of the Air or Jermal of the Earth. It isn't out of the ordinary for a Nera to also bear a name related to their great strengths - for instance, Marquit The Stonebreaker or Lorenna Fireeater
Triflings [brownies] || One might go their entire life and never encounter a Trifling, and for many, this is how they prefer it. As minute as their name would suggest, this pygmy race rarely grows much larger than average house mice, well hidden within secretive communities in the forests of Sor'len. Not unfriendly, Triflings are nevertheless quite shy and have a tendency to avoid those things that might very easily tread on them.
Trifling are, however, brilliant in all things, but primarily their militaristic mentality - their army quite intimidating for being so tiny, employing beasts and birds as cavalry, and fashioning weapons from scraps of metal and other materials they find lying around. As well as prolific numbers, families often as large as eight to ten children on average, the Trifling life expectancy is also a great deal longer than most at nearly 250 years, and they boast nearly impeccable memories.
Unlike the other races on Calion, however, Triflings do not appear to possess the ability for magic, which might, in part, account for their lack of social enthusiasms.
Trifling speak several languages (of which they study out of curiosity. The tend to have shorter names (in reference to their stature), such as Pip, Tuck, Lim... etc. Surnames usually represent the trees within which they name their home. Pip Oakleaf, Tuck Maplewood..
KLERION & EIRBLINS
Klerion [tieflings] || The Klerion appear to be a variant of Sol'dien, though differing greatly in both size and physical aspect. It was rumored at one time or another that Klerion were Sol'dien practitioners of forbidden psychomancy, used in relation to control of dragons, and their race was cursed with a distinctive physicality to their undying shame. Klerion are, however, generally considered a venerable proponent of current society, often valued for their knowledge in both magic and their weapon-craft.
For the most part, they reflect the appearance of Sol'dien - ranging between five to six feet tall, with some variations, with pointed ears and soft features. Where they differ is in the color of their skin (which reflects the chromatic scale of dragonkind), oddly hued eyes and the prominent horns crowning their heads.
Klerion lifespan is similar to Sol'dien, though they have been known to live upwards to 200 years, given their advanced use of magic. For the most part, Klerion can be found throughout Calion, though they have a tendency to resist settling on the cold continent of Taz'dien.
Klerion have their own language, and it is not uncommon for them to learn one or two other languages, as well as common. Their naming conventions tend to be reflective of soft vowels and hard consonants, though it isn't unusual for a Klerion to choose a virtue name in favor of their given name.
Eirblins [goblins] || Contrary to their diminutive appearance, Eirblins have something of a fearsome reputation, scattered across the continents of Calion. Ranging between three to four feet tall and almost never weighing more than that of a large hound, Eirblins are generally skittish and territorial, though their disposition can vary in dependence to their correlation to civilization.
They are generally green skinned, though their tone can vary, and have sharp teeth, bulbous eyes and claws on both their hands and feet. The more civilized make a habit of wearing clothing, but it is not uncommon to find Eirblins living more primitively. They possess little in the way of magic, but are well known for being quite sneaky and their reputation often colors them as thieves or scoundrels.
Less commonly, Eirblins are known for their odd gift in musicality, and the race has been known to bring tears to the eyes of even the most stalwart with their song.
Eirblins lifespan is between 70-90 years, though some have surpassed this out of simple spite. Their names are harsh sounding, with hard vowels and consonants, and nicknames generally reflect some form of fierceness - Jawbreaker, Throatripper... Anything that, in theory, lends them a more threatening appearance.
CREATURES
Dragons
Four legged winged beasts, generally possessed of flight. While they are not opposed to working with humans and are, in fact, often inclined to, they are neither tame, nor are they unintelligent. Their alliance with humankind is generally born from survival instinct, as their lifespan and the gestation length of their offspring often leaves them vulnerable to loss. Dragons can live upwards to three-hundred years, barring significant injury or illness but their eggs will generally gestate for half that time. In fact, most full grown dragons never see the following generation reach adulthood. The dragons within Verlendia were nearly entirely wiped out by a mysterious disease - only six eggs remain.
Most dragons are born to their mother, and therefore develop a passive, if not feral nature. Some, however, when the mother is absent or killed and the egg abandoned, should they not be harbored by humans and bonded, find madness at birth and their nature becomes savage and violent. Eggs that are recovered, provided a rider can be bonded with the creature, will result in an unflappable union of the soul. Should their relationship be severed (either by abandonment or death), the dragon may suffer greatly - either through death itself or a similar madness to its unbonded kin.
Dragons tend to vary in both shape, size and coloration, but they're also quite different where personalities are concerned. Even in dragons bonded to riders, the dispositions can be quite diverse.
Dragons are classified by color.
- Chromatic - Blue, Red, Green, Yellow, Purple, Pink, Orange, Brown
- Achromatic - Black, White, Grey
- Metallic - Brass, Copper, Bronze, Silver, Gold, Iron ,Adamantine, Cobalt, Mercury, Mithral, Orium and Steel
Drakes
More reptilian than dragons, drakes are on a smaller scale, four legged and without wings. While less loyal and responsive than Wyverns, drakes are occasionally known to side with larger species dragons, and their affiliations.
Drakes have often been used as mounts, for while they are wild and generally not tamable, they have a strong affinity for food and can often be convinced to cooperate for a hunk of red meat.
Drakes are generally classified by elements, with which they have some affinity.
- Air
- Earth
- Fire
- Ice
- Magma
- Ooze
- Smoke
- Water
Wyvern
Similar to dragons, but on smaller scale, Wyvern possess hindlegs upon which they stand and talon like appendages attached to their wings. While appearance wise they appear closest to dragons, Wyvern are considerably less intelligent and far more submissive, often kept as mounts. Wyvern played a grand role in the War of Sowers, ridden into the fray by several of its most notable peasant regiments.
Wyvern are classified by their locational terrain -
- Rock
- Sand
- Bog
- Snow
- Sea
- Field
Wyrm
Also in similar build to a drake and slightly larger than a wyvern, wyrms are without limbs or wings. While considerably more primitive in appearance, wyrms are in fact one of the more cunning breed. They loathe both mankind and those who willingly side with them, as wyrm's find it offensive to be kept or lorded over. Curiously, however, Wyrms do possess a strange affinity for the Klerion people.
Wyrms are generally found on all continents and are usually classified by their location terrain - Sand Wyrms, for instance, in Maglin, Frost Wyrms in Taz'dien.
Sea Serpent
Their structure is very similar to wyrms - limbless and wingless, but they bear long fins along their spines and as their names suggest, tend to keep to deeper waters - they are classified by salt or fresh water. Sea Serpents are a rarer breed, one to two seen, per year by sailors or travelers along the coast. They generally keep to themselves, and will only surface should they feel threatened or need to feed.
Hydra
Similar frame and size to drakes, Hydra have three separate heads, each capable of its own movement and action. Severing a head will result in two more sprouting. Their rarity is such that only one Hydra has been witnessed in the last several hundred years, deep within a cave in the Maglin desert - though some are not as of yet unconvinced the creature wasn't a figment of a desperately thirsty mind.
Fae dragon
Tiny dragons, roughly the size of birds - fae dragon are possessed of magic, and can be quite tricky should they be crossed. Generally, these dragons, if found, are found on Sor'len. They hide within flora, blending in to their environment to avoid detection. Fae dragon, however tricky, are usually amiable in nature, found of small treats and children (the two being mutually exclusive, of course). They aren't generally tamed, but have been known, on occasion to act as mounts for favored members of Trifling tribesmen.
Kirin
Horse-like in build, but possessing reptilian shaped heads and scales. Kirin trend near water - particularly natural lakes and streams, and have a tendency to be exceptionally shy. Because of their equine forms, Kirin are occasionally used as mounts, but given their nature, can be quite difficult to tame. Kirin appear to be of middling intelligence, compared to other dragon-like creatures, more animalistic in behavior.
Chimera
Blended creatures - amalgamations of multiple animals. (griffins, enfields, peryton, hippogriffs etc.) Chimera are found throughout the continents, usually within mountain ranges and caverns. They are often aggressive, but with proper motivation have been known to form bonds with other species. Certain breeds of Chimera have been used as mounts, but they must be trained from hatching, or they will not yield to the will of their rider. So much is their stubborn resolve not to be tamed that there is a well known adage "It's harder than mounting a full grown Chimera!" that has circulated Calion.
Trolls
Ogre-like beasts, large and hairy, withsimple, aggressive minds. Trolls typically live beneath structures - bridges being their most likely place of residence. They are exceptionally unintelligent and territorial and have a habit of attacking passer-byers with very little motive beyond the enjoyment of it. While not difficult to best, Trolls are known for regenerative capabilities, and the only way one can truly defeat one is to burn the body before it can heal.
Giants
Massive man-like beasts - unintelligent and extremely territorial. Giants live in the mountain ranges and deeper in the deserts of Maglin. They, like trolls, re typically lacking in intelligence and extremely quick tempered and territorial.
Merrow
Sea people - half man, half fish. Devilishly tricky, and generally responsible for ships going astray. Merrow are found in both salt and fresh water, and have even been known to take up residence in swamp areas. Merrow have a pheromone that they excrete, which if inhaled can cause hallucinations.
Kraken
A squid-like sea creature, prone to causing ship-wrecks. Kraken are found in deep waters, and rarely surface without cause. There have been a few spotted off the coasts of Taz'Dien, though often times these stories are chalked up to drunken ramblings of sailors past their prime. One particular story centers around the legend of the great One-Eyed Grin'Gashiir - a popular tail for fireside chats in taverns around Taz'Dien.