Draconic Lifeways and Subsistence

Just about all draconic societies in the DragonScape are subsistence communities whose economies are focused on the day to day goals of securing the food, water, and shelter to live, with the rest of their time spent in the day to day life of well, life! This page is meant to speak with as much detail as I can about a lot of the broad ways of life that dragons tend to live by, mostly drekir. Of course don’t see this as a detailed universal list of rules, there are billions of dragons and hundreds of thousands of cultures spread across hundreds of Planar who live in distinct environments. So as always, take this with a pinch of your own personal creativity or see the cultures depicted in the stories!

Nomadic, Seminomadic, and Sedentary life!

Before we talk about the ways dragons make a living, we need to talk about how they choose to settle and live. It is equally important to note that entire cultures don’t always live the same lifestyle, and in many cultures there may be dens or clans that live nomadic lives whilst others in their broader tribal network live sedentary lives. Lastly its important to remember that often the environmental conditions favor specific lifestyles and that patterns of subsistence aren’t limited in certain styles of life with perhaps only a few exceptions.

Nomadic life

Nomadism is a pretty common way of life for many drekir and is generally define as a way of life in which a community does not stay in any one place for long, bur rather keeps on the move season to season, usually in a cyclical fashion. This highly mobile way of life allows a den of drekir to always maintain movement towards wherever food, water, and resources are.
It also helps keep them from exhausting any particular region of its all. As with drekir being mesocarnivores that need a lot more meat than a human, it can be easy for even a den of 30 drekir to exhaust a region of its local wildlife, fish, and other natural resources. The life of a nomadic drek often involves arriving into a known region, setting up camp with ones den, and spending the next several weeks or couple of months hunting, foraging, and gathering resources to subsist and make the tools and shelter needed to live. Perhaps in their free time after a day of foraging may be spent in cultural practices, stories, gossip, entertainment and artistry. But eventually they must move on with the movements of wildlife, the changing of seasons, and with the ability of an area to sustain that den of drekir.
Of course once they pack up and leave to the next campsite, their prior region will lay fallow and will recover and, in a few years time, those drekir may yet return to a campsite once again rich in the natural resources they need to keep living another day.
Nomadism is a way of life generally, almost entirely, associated to the Drekir who often need a lot of meat and can afford to be far more mobile than their larger orm cousins.

Seminomadic life

Seminomadism is of course, very similar to nomadism though usually at a much slower pace, with a community living in the same area for months, a year, or even multiple years, before eventually moving along to another area to set up another settlement. Particularly in regions that are particularly abundant in natural resources, or in places in which dragons can engage in a wider variety of subsistence methods, dragons can settle down and build more established communities in the medium term before eventually moving along!
Another form of seminomadism involves a long term sedentary settlement in which various dens regularly come and go throughout the years, spending months or years on the road before eventually returning to a shared, mutually shared settlement shared by the whole tribe.
These more developed settlements tend to involve more long term structures, more common usages of things that may not survive the constant march of nomadic life such as pottery and ceramics, as well as a more culturally defined sense of space. A dreks life may involve moving into a region and gradually building it up with their den into a long term shelter that can withstand all the local weather has to throw at them, engaging in a variety of subsistence patterns, extracting valuable minerals and natural resources to make tools and wares, engaging in larger tribal politics, and enjoying their day to day life.
Though eventually, perhaps after many months or even years of living in that area, with the land exhausted, they may eventually pack up and move on to the next piece of land to repeat the process.

Sedentary Life

Sedentism of course is the polar opposite of nomadism, in which a community will establish themselves and live in the same area for an extremely long time, perhaps even generations of time. In the day to day life of these communities, a whole den, or even multiple dens may live in a single village, engaging in subsisting, entertainment, as well as the use and maintenance of far more involved infrastructure for the village. From workshops to communal kitchens, often these more well established villages have the luxury of making and maintaining more heavy and unwieldy infrastructure.
Of course the trickiest things with sedentary life is subsistence, sedentary life isn’t even possible in many areas that lack the natural resources or a lack of useful land and water. Moreover in many other places sedentism is possible, but requires certain specialized subsistence strategies. But even with all that said, there are sedentary communities that make life work with any and all subsistence strategies common to the drekir and ormer.

Subsistence Economies: Making a Living!

Of course how dragons live, and for how long they stay in any one place is one thing, but they do have to make a living. They have to get the food, water, and resources to get by in the day to day and that, if anything heavily influences the lifestyles and lifeways of those dragons in their lives and broader culture and society.
The environment they live in is important to cover, not every place can work for inseculture or agriculture and not every place can work for pastoralism. Some places are so rich in food that you may find completely sedentary hunter gatherer societies and other places may be so scarce in food and water that small dens of drekir must stay mobile just to find enough food to eat week to week. Other places may poor for foraging, but may be optimal for herding livestock across the landscape. So on, and so forth. The subsistence strategies that societies use to make a living for themselves will vary region to region and sometimes even within the same region! But all that said, lets get into some of the broad categories of subsistence.

Hunting and Gathering

Also known as Foraging, Hunting and Gathering is perhaps the most common method of subsistence of the awakening period and more broadly across the timeline of the DragonScape and is perhaps also the most varied amongst a lot of vague, broad categories.
In a basic sense and as the name would suggest, Hunter Gatherers make a living by hunting and gathering from their surrounding environment to get the food, plants, water, and resources they need to survive and thrive in the DragonScape. Its generally normal for hunter gatherers to exploit any and all potential food sources within their region. If there are animals to be hunted, they likely hunt them, if there are fish in the water, they are fished. If there are fruits and plants they can eat, they will likely eat be eating them. Any and every food source that those drekir can eat, they likely would eat in any given region.
Of course Hunting and Gathering must also inevitably vary in it’s strategies and animals with the environment and ecosystem. Hunting and Gathering can take a lot of different appearances. It could be small dens moving through the brush of a savanna with slingshots, shooting skrimír out of the trees. It could also be a whole clan working together to run a herd of turtles off of a cliff, preserving as much of the food as possible, or it could be a hunting party attacking a truly titanic beast. It could also simply be a fishing village gathering shellfish and rowing into the waves to reel up whatever the seas or lakes may grant the people. But for most hunter gatherers, it is often a mix of hunting and foraging strategies and targets that may vary seasonally or even day by day.
All sorts of people do hunting and gathering and, depending on the environment, it can be a very bountiful way of making a living. Thus you can find individual dens, tribes, and even large chiefdoms sustain themselves mainly off of hunting in gathering in some environments. Likewise hunting and gathering can even sustain large sedentary communities. Whereas in other places, hunting and gathering may be the only realistic option for a den of drekir to get enough food and water to get by day to day. As such hunter gatherer societies can range from fully nomadic to fully sedentary and everything inbetween.
Its also something done by people who don’t entirely focus on hunting and gathering as their sole source of food. In fact horticulturalists, pastoralists, inseculturalists and aquaculturalists likewise often do hunt and gather, though to a lesser extent than the more common and more dedicated hunter gatherers.
Last to mention is that ormer almost never live in hunter gatherer societies, as in most environments there simply is not enough food and calories to keep a den of ormer going. But ormer often get a lot of their meat from drek hunter gatherers!

Pastoralism and Livestock Herding

As animal domestication and semidomestication becomes more widespread, provided there are indeed domesticatable/semidomesticatable and herdable animals, It should be no surprise that drekir particularly take to livestock herding and pastoralism as a way of making a living. As they need meat to survive, raising animals who can be eaten for their meat as well as the other products they can provide can be a very lucrative way of making a living.
Of course herded animals can vary wildly region to region and especially plana to plana. They could range from giant beetles to turtles, large snails or slugs, non flying wyrms or any other such creature. But it can also involve a more sedentary approach with animals like egg laying wyrms and insects, much like pens of chickens, can also be raised for their meat and eggs. The nature of the animals does of course dictate the nature of the society that raises them! Raising animals, be it a nomadic life on the range or the daily work of keeping a pen of juklir or rapsar healthy, it can prove to be very lucrative. Not just for the meat but for all the other materials one can get from these animals. Chitin, Bones, Horns, Hides, Blood, etc.

Also important to note, not all animals are fully domesticated but rather semidomesticated, with the relationship being more that the pastoralists follow and support a semiwild herd of animals rather than raise them from egg to plate.
Most pastoralist people tend to be more nomadic or seminomadic than sedentary. As such most pastoralist herdrakes you may find in the DragonScape are likely to be communities of nomadic or seminomadic drekir. With more sedentary pastoralists usually only raising livestock part time as a supplementary food source to others, most commonly inseculture, fishing of aquaculture.
Ormer are known to sometimes engage in livestock raising, though usually its more common for them to trade with drekir and for their animals.

Horticulture and Subsistence Agriculture

The cultivation of plants, be it on a small scale or a large scale, is not the most common amongst drekir, but is extremely common amongst ormer. But regardless both do it at least some of the time! But as far as plant cultivation goes we need to differentiate between Horticulture and Agriculture.

Horticulture is generally more common amongst Drekir than ormer and is the small scale cultivation of plants that are grown to supplement a source of staple food. It’s usually done somewhat passively and can be done in a variety of ways, but usually is done simply without fertilizer or crop rotation. Once the soil is exhausted it is usually left fallow so that it can rejuvenate and is sometimes helped via techniques like slash and burn agriculture to help replenish the soil while the horticulturalists are gone.
Agriculture is a more focused, with it being the primary source of food for a community and of course is generally the most common form of subsistence for ormer. In which a variety of crops and land is carefully managed to cultivate and harvest a wide variety of staple crops, fruits and vegetables. With an intensive focus on crop rotation, fertilizer use, and very careful crop usage ensuring that the whole den has enough to eat.
As for what plants dragons cultivate, the most common tend to be starchy tubers, as drekir nor ormer can process cereal grains, but they can digest starch. So starchy tubers that are or similar to real life plants like Potatoes, Sweet Potatoes, Yams, Cassava, or other such plants. But there is also often the cultivation of fruits and vegetables to help fill out any missing vitamins, minerals, and flavors that a community may want that are typically far more varied. Agriculture can also often include more specialized crops for the production of textiles, sugar, drugs, or other desired plant products. But for horticulturalists, it’s usually simply a starchy tuber that can go well with most anything, with the rest of their meat, fruits and vegetables coming from wild foraging and hunting or otherwise, some other source.
With regards to lifestyles, Horticultural drekir are almost always seminomadic, as they need to both remain in one place long enough to cultivate their plants and be able to move onto another plot of land after their harvest to allow their prior settlements land to recuperate lost nutrients.
By contrast intensive agriculture requires sedentism, it requires that a population stay in one place and farm a variety of crops year to year. Hence why most ormer communities, who are almost always intensive agriculturalists by necessity, are also almost always sedentary communities.

Inseculture, a Wide Umbrella Term for Insect Farming

Really, this is not really too separate from livestock raising though I wanted to make a separate category. As it is the cultivation of semidomesticated and domesticated small insects that are raised in enclosures. This of course is also an umbrella term that can extend to things like:
Grilloculture: For crickets, grasshoppers, stickbugs and similar animals
Vermiculture: For beetles, cockroaches, maggots, earthworms, and other such animals
Apiculture: Mostly for bees, but wasps and hornets as well in some contexts
Hormiculture: For Ants and Termites
Arachniculture: for Spiders and Arachnids

The specific enclosures for different bugs and grubs will of course very wildly. Mealworms need dark containers and compost substrates. Crickets need their own fruits, tubers, grains and foods to eat, bees need their apiaries. Including insects native to õndem that may need their own even more specific enclosures and care to grow on their own. This is impossibly varied even trying to research insect farming on my own has really shown me just how diverse it can be.

One common aspect however is the sheer amount of meat and biomass you can get from such insect farming techniques especially when compared to how much food or resources you put in. For the mesocarnivoric drekir who need at least half of their food to be meat if not more, this is effectively one of two of their only means of feeding larger, sedentary populations, especially when combined with the starchy plants that they can truly eat such as tubers that can be cultivated along with. Even further certain insects can be raised for different products or products along with their meat, with resources like chitin, honey, silk, fertilizer, and other useful products coming from a lot of insect cultivation.
Though all of that said, inseculture is technically and logistically challenging and is one of the rarer sorts of subsistence strategies present in the awakening age of the DragonScape, though becomes more popular in the Americas during the consequent Quiet Age, and would grow more widespread in other planar generally faster. Usually insecultural communities are sedentary due to the need to diligently care for most insects. But in the case of apiculture a more seminomadic approach could be adopted.

Aquaculture

Aquaculture is the deliberate cultivation and harvesting of aquatic life. Usually sealife and often shellfish such as barnacles, clams, mussels or shrimp, crab, even lobster. Particularly the shellfish can be relatively easily cultivated in natural or artificial tide pools provided the technical know how on how to build up the structures necessary for shellfish to latch onto. Aquaculture is often very fruitful, allowing for long term sedentism on the coasts, which usually is made even easier thanks to the potential abundance brought from fishing on the seas.
Aquaculture is often practiced by both drekir and ormer, but almost always requires a sedentary lifestyle to be able to care for the fish or shellfish up into the point in which they are harvested.

Other Methods?

Of course take this all as intentionally vague, there are billions of dragons subsisting across hundreds of thousands of unique environments with their own ecology and life that merits distinct methods of getting the food and water one needs to live life. There can always be other methods of making a living that may fall into the above categories, or none of em, or multiple of em! It’s a big world out there!

The Ormer

The Ormer (Orm Singular) Aren’t the biggest focus of the DragonScape lore, they are nonetheless an important species of Éldimor, making up 8-9% of the éldimor population which granted, is small compared to their smaller drekir cousins. But Regardless they are a significant aspect of the setting and while I won’t be going quite as much in depth right now with the ormer as the Drekir, I still wanted to establish a page for them. Expect this to be continuously updated as I develop more images for this website to help demonstrate their lore.
I would recommend reading the drekir biology and social behavior as ormer will be frequently compared to them
This is also a WiP page by the way! Slow goin but it will be slowly updated!

Ormer Biology, Ergonomics, and Breeds

Size and Weight

The size and weight of an orm varies slightly on their breed so this will cover more of the broad averages of how big ormer get in terms of their height and their weight ranges. It is important to keep in mind that these are averages and not necessarily representative of each individual drek.

Size: Ormer are absolute giants compared to humans and drekir, the smallest of ormer will easily brea 7 feet in heit and the largest breeds of drekir tend to be as tall as 10 feet. In metric measurements that would be around 2-3 meters in height. Though your average orm may be around 2.5 meters in height

Weight: The smallest of orm breeds may on average weigh in at only 950 pounds and the heaviest largest breeds of ormer may weigh in around 2000 pounds, or in metric measurements around 430-910 kilograms. Your average orm in the more common normally sized breeds may weigh in around 1450 pounds, or around 700 Kilograms.

Sexual Dimorphism and Ormer

like the other intelligent draconic species known collectively as the Ẽldimor, ormer are not a heavily sexually dimorphic species with very few pronounced distinctions between males and females. The only practical distinctions between males and females relate to reproduction both physiologically and in reproductive behavior.

Food and Diet

Ormer are true Omnivores, in that they can subsist off of most any food with the two exceptions of cereal grains and dairy or dairy products, both of which they are incapable of digesting. While Ormer do eat meat, they often subsist more heavily on vegetables, fruits, starchy tubers, and other such foods! The big catch of the ormer is their large caloric needs, with ormer needing anywhere from 3500-8000 calories per day per adult orm (depending on breed).

Similarly to drekir, ormer have particularly strong digestive systems and can handle most slightly stale or rotten foods without significant problems. This, combined with being omnivores does allow them to eat a truly massive range of foods.

Ormer Ectothermy and Gigantothermy

Most ormer are ectothermic, or in other words cold blooded. Being cold blooded provides ormer a fair number of biological advantages and disadvantages in their day to day lives. There are only two breeds of ormer that are warm-blooded unlike the vast majority of ormer. Those breeds are Arctic and Alpine ormer.

One of the larger advantages is that ormer do not have a constant metabolic rate such as humans do as they do not have a constant internal body temperature. As such, while ormer really need to at lot compared to drekir and humans do not need to eat nearly as much as a creature of a comparable size, on a typical day a typical orm may eat between 3500-10,000 calories. Cold blooded ormer can reduce the amount of calories they are burning day to day by reducing their physical activity, but even still they will starve far quicker than drekir if left without food, with most ormer capable of only lasting 3-4 weeks without food before dying of starvation.

While cold blooded ormer still are vulnerable to shifts in temperature, their increased body mass and body fat serves as an insulator, helping them maintain heat in the cold and cold in the heat. This phenomena, known as gigantothermy, drastically increases amount of time they can spend in extreme temperatures which, while still not very long, is overall better than drekir.

Just like drekir, ormer will also bask after eating! Not much to say they bask! Exactly like the drekir.

Pheromones

Also comparable to drekir at least in the vague sense that ormer, like drekir, produce pheromones. Those pheromones also function in a very similar way to the drekir in regards to conveying emotion, biological and mental state, and identifying information. That said orm pheromones are often different in their common smells than drekir pheromones and so ormer and drekir often have difficulties gathering information from one another by smell alone unless they have had the time and experience to become more acquainted to the pheromones of their sibling species.

Ormer Ergonomics

Ormer Strength

The biggest asset of ormer thanks to being giants, is their very high strength, particularly in relation to their arms and upper torso. Your average orm can, with relative ease, lift and effectively manipulate objects with their arms that are up to 650 pounds (300 kilograms). Combined with how long their arms are means they have an amount of strength that is immense and far beyond human levels of upper arm strength.
However while ormer boast very strong arms, they lack the ability to carry that same amount of weight on their back. While they could indeed hold more than a drek simply on account of size, they will struggle carrying a proportionately similar amount of weight on their backs when compared to a drek carrying their own proportionately similar weight. Moreover ormer are not nearly as powerful with their legs relative to drekir. While they have more muscles and can kick with more force due to their sheer size, proportionately they are less efficient than drekir in this regard.

Ormer Speed, Agility and Maneuverability

While Ormer aren’t by any means slow, they lack the speed of drekir. A very crucially important aspect of ormer mobility to cover first is that they primarily walk quadrupedal. While they can stand indefinitely on two legs and even walk short distances on their hind legs, if they wish to move any serious distance at any real speed, they must walk on four.

An orm, at a full sprint on all four legs can run upwards of 15 miles per hour (24 KmPH), additionally thanks to their additional flexibility compared to drekir they can turn and adjust their movement far faster. This lower speed, but greater agility compared to drekir allows them to maneuver through environments that are more winding and claustrophobic. befitting of a chaotic workshop. Though they cannot match the sheer speed of drekir, they are also not slow with ormer being just mildly faster than the average human runner and equal to a well trained human runner in overall speed.

Ormer Endurance and Cardio

Ormer and their ability to maintain physical activity is highly specialized, similar to the drekir. But whereas drek endurance is built around their role as beasts of burden, the endurance of ormer is built around their sivilão original job as crafters. Ormer have exceptional upper arm and upper chest endurance, allowing them to engage in physically intensive tasks that involve hammering, sawing, pushing and pulling things, etc. that involve their arms for extended periods of time. However they suffer in feats of traveling long distances, carrying weight on their back. While an orm can comfortably carry a load somewhat heavier than a drek, the efficiency that 3-5 drekir can bring to carrying heavy weight is far greater than any single orm.

Ormer Reproduction and Life Cycle

Ormer are a sexually reproductive, polygamous k selective species that forms a polycule of individuals with whom they form a tight familial and mating bond. While ormer often have many mates within their den, they are very selective about whom they mate with. Moreover they also far less promiscuous than drekir, with sexuality being far less common and therefore, eggs being far less common.
Ormer go through periodic “mating cycles” in which female ormer will only ovulate during these cycles, which happen once every 17-24 months. Males tend to be more consistently active, though have an incredibly low libido compared to humans. Sexual activity is infrequent, though a female is likely to become gravid due to engaging in sexual activity only during their mating cycle.

Pregnancy and the Egg

With successful fertilization, a female will have a gestation period that may last upwards of 4-5 months, though it may take longer. Unlike drekir, ormer may lay between 2-3 eggs with a single pregnancy and it is often the norm for an orm to lay up to 6 eggs per decade. Due to the far more actively parental drive of ormer, egg failure rates are notably low, averaging around 10%.

The Hatchling Period

An orm hatchling, while small relative to adult ormer, is still pretty large, averaging around 3 feet in length from snout to tail and weighing in at over 30 pounds. Like with drekir ormer hatchlings are pale, bald, with a large egg tooth that is used to break through their large, leather shelled egg. Ormer infants are far less independent than drekir offspring and require a similar amount of attention to that of a human child.
A hatchling is often a hatchling for an extended period of time compared to a drek, with the hatchling period encompassing the first 10 years of an orms life. They are known to grow and develop far more slowly than human or drekir children.

The Youngling Period

The youngling period for ormer is a very long prepubescent period that an orm will live through between the ages of 10-30 years of age generally, this is a period marked by gradual but steady physical and cognitive growth. Ormer particularly are mentally able to hyper specialize in their tasks and, therefore it is common for ormer to become masters of various crafts during this period.
Ormer are strange like that.
This is also when an orms color and fur fully grow in as well as breed specific traits such as horns, spines, and specialized tails begin to grow in as well. This is also when an orms molars begin to grow in, though the egg tooth will remain up until they become adolescents.

The Adolescent Period

The adolescent period ranges from 30-40 years of age and of course, is an orms teenager years. Starting with the falling out of an orms egg tooth, this is a period of incredibly rapid growth (relative to the slow growth of ormer) and when they mature physically and mentally into an adult. After this final Growth spurt, usually in their early 40s, an Orm will finally be a biological adult.

The Young Adult Period

This period, typically between the ages of 40-130 is both the longest lived period of an orms life and their most physically, mentally, and generally able. This is the period of life in which most ormer live the majority of it simply said. Much like with drekir, It can be difficult to tell the difference between varied ormer within this age group.

An orm in their mid 50s will likely look similar to an orm in their mid 80s, with age only becoming apparent as an orm reaches their midlife period. But overall the young adult period of an orm is about equal to that of the entire lifespan of many drekir. They are very long lived!

The Midlife Period

The Midlife period refers to the period roughly from 130-180 years of age, This is when an orms aging begins to become more apparent. The most notable trait is the blackening of scales and, if applicable, the silvering of fur or feathers. While signs of medical decline may be apparent as early as an orms later 120s, they will become notably more pronounced as the orm ages through the 50 years of midlife years. While many begin their midlife years relatively healthy, by the end of an orms midlife they are significantly worse off than a drek reaching the end of their own midlife.

The Elder Period

The Elder period refers to the twilight years of an orm between 180 years of age till the death of an orm. This is a period of extreme physical decline and, often, mental decline. This period is marked by the presence of pitch blackened scales, the falling out of feathers and fur, and an increasingly frail form.
The average lifespan of an orm tends to reach upwards of 195 years, but some long lived ormer have reached to be as old as 250 years.

The Ormer Breeds (wip will get back to this)

Ormer Social Behavior!

Ormer, while closely related to (and to be compared with drekir), have a fair bit of differences in regards to how they organize differently from drekir. Even moreso considering their smaller population when compared to drekir that shifts a lot of aspects of how their societies form and, often, mix in with drekir communities. Expect a lot of contrasting with drekir dens in this as while ormer have dens, their dens are quite a bit different!

Ormer Romantic, Polycule Dens

Ormer, as a species, are a K selective, polyamorous species that was built to make and carefully raise children over a long period of time to specialize in tasks, and that reflects in how their dens and perspectives of love, family, and romance differ from the drekir.
Unlike the drekir, who do not bond with mates and are heavily promiscuous, ormer are highly romantic and polyamorous. Usually throughout an orms adolescence they will form a clique with ormer of other dens that, over that decade, will usually turn into a romantically bonded polycule of ormer. An orm den, being more of an exclusive polycule, will remain sexually and romantically exclusive to their den. Whereas drekir don’t innately have a concept of infidelity, ormer very much do.
Moreover with parenthood, whereas drekir tend to breed first and parent later, Ormer have strong parental drives to raise their offspring and thoroughly prepare them for the world around them and, whereas drekir offspring do not bond at all with their parents, its normal for Ormer offspring to bond with their parents and form a familial bond. Similar to humans! But unlike humans, and similar to drekir, raising offspring is a collective effort with the entirety of the ormer den raising all of their children collectively and all their children seeing the adults as their parents.

Ormer dens, being far more exclusive and parent focused than drek dens, also stand out due to their size. These giants tend to have drastically smaller dens than their tiny cousins with the average orm den only ranging between 9-15 individual ormer. But unlike drekir dens, which are often a lot more independent and only loosely tied to the other drek dens of their clan or tribe, ormer dens are often far more tightly interconnected.
Ormer dens often live in larger settlements together both for social reasons, such as having friends and acquaintances outside of the den to work and socialize with.

They also live together for genetically pragmatic motivations to avoid inbreeding due to too small of a genetic pool. Having all of the ormer that live in a region consolidated in one area allows for an easier time helping adolescents find their own partners within a larger population and maintain a large enough gene pool for a sustainable community.

Ormer Social Organization, Agriculture and Sedentism.

Ormer social organization often forms a pattern based off of the realities of their species population and biology. Ormer are large and, while omnivores, need to eat a lot of calories to stay alive. Moreover in order to maintain a healthy population, ormer also need to consolidate together. While not universal, these factors tend to result in a phenomena or Ormer sedentism with an emphasis of agriculture that would not be feasible amongst their smaller, more numerous, and far more carnivorous drekir cousins.

Ormer often live in densely populated communities, with these populated communities often comprising the majority population of ormer in often, a larger region due to the ormer needing to consolidate for social and reproductive health reasons. Most ormer settlements tend to house between 200-400 ormer, though there are of course larger and smaller settlements than those.

This population of ormer is usually organized by distinct orm dens and their offspring, living and working together within the community and related by cultural and historical ties, who often cement their ties by marrying their offspring ormer together. These sedentary, urbanized communities are often therefore tribal in social organization, usually lacking a distinct aristocracy and rather maintaining cultural ties within the orm community, as well as outwards towards the drekir dens around them, through informal institutions of reciprocity and social unity keeping them together and giving them the space to organize, discuss and determine the best actions for their community.
Moreover, these ormer settlements very often rely on intensive agriculture to feed their people year after year, due to the intense caloric needs of the dense population of ormer. Thus calorie intensive crops such as starchy roots, beans, squash, or other similar crops make up the bulk of an orms diet with grown fruits and vegetables, as well as fished hunted and traded meats making up a smaller bulk of their diet. While ormer in some cases do domesticate animals, its more typical to exchange meat from the local drekir around them. Speaking of!

Tribal Unity Between Drekir and Ormer.

Ormer and drekir very usually work together within the same tribal networks and cultural groups as, even though they often live drastically different lives. they very effectively complement eachother and effectively support eachother. So while Ormer are often unique populations, they are usually considered parts of broader cultures that are generally populated by drekir, usually picking up similar cultural, religious, symbolic, aesthetic, and linguistic traditions as their little cousins. with the differences often coming from the more fundamentally distinct needs that Ormer have when compared with drekir.

In most cases, Ormer settlements are often surrounded by a far larger population of different drekir dens and clans, spread out over a significantly larger space. Both parties in most cases simply see the other as another member of the larger tribe, with ormer settlements being typically seen as sedentary clans by the drekir, and the ormer often seeing the drekir as simply less densely consolidated clans. Therefore its normal to see ormer and drekir participate as equals in tribal institutions and expectations, with ormer participating as equals in tribal councils or other such institutions to help determine political matters of trade, land usage, and social participation.


Ormer and drek dens also often compliment eachother economically. Drekir dens, being more spread out and often notably more mobile than the more agricultural ormer, usually have easier access to a wider variety of natural, mineral, and animal resources than the ormer. Additionally drekir being mesocarnivores means they often hunt, raise, “farm” or otherwise obtain a wide variety of meats in a large amounts that ormer don’t often have access to. Likewise ormer, usually being more agricultrally focused, have a larger amount of access to cultivated fruits, vegetables, herbs, and other crops that drekir would strongly want and need to balance out the nutrients missing from their meat heavy diets, but can’t necessarily justify farming themselves due to still needing a majority of meat in their diet.
And so it should be no surprise that drekir and ormer support eachother economically! Drekir often trade animal products such as meat, hides, bones, and fat as well as far flung natural minerals such as salt, knappable stones, or special woods and metals. Ormer in turn often trade valuable vegetables and fruits, and many make products that would be difficult for drekir to make that are nonetheless desired, such as services in making large log canoes, masoned stone bricks, and other sorts of crafts that are otherwise difficult for drekir. The two naturally support eachother heavily and compliment eachother.

This cooperation also often extends to ormer and drekir working together for tasks that benefit eachother and compliment their strengths. Wherever tribes with ormer can be found it is likewise typical to see ormer sending out members of their communities to work with drekir for mutual benefit where they can. Be it quarrying operations to extract salt, stones, metal, or other resources from the earth or joining warpacks to combat dangerous threats to the tribe, ormer and drekir often work together both as equals and within their advantages and disadvantages day in and day out.

Lindir: Cattle Turned Titanosnails

Lindir (Leen-deer) or Lind Singular
Cattle, specifically cows and oxen were equally transformed into the giant snails from the influence of the Pulse.
Lindir have a long prepulse history however as a prepulse õndemic creature, being made by the sivilão as an animal for meat, with both their eggs and flesh being used to feed the drekir of prejãrsta Õndem for thousands of years prior to The Pulse, and after in the many remnant õfuthar of the dragonscape. However thanks to the chaos allowing many sivilão lindir to rewild and the transformation of cattle in the americas into lindir they are also a common species to find both in the Americas and in many other planar. Though they are particularly common in the planar of America and Agõrl.

Anatomy, Biology, Breeds and Diets.

Lindir are massive snails (and sometimes slugs), often complete with large shells and mucusy bodies. The nature of their biology does require that they stay moist and so they will only be found wherever there is a lot of water. Ponds, rivers, coasts, lakes, wetlands, etc. are common places to find lindir thanks to their high water needs.

As for diets, lindir tend to fall into two categories of diet. Breeds like the temperate, alpine and arid lindir are obligate herbivores that will graze on most any plant they can reach but particularly shrubs, grasses, and reeds. Whereas Tropical and Arctic Lindir are far more omnivoric, bottom feeders of land and water that will dissolve and eat whatever they happen to slubber and slobber over.

But all lindir utilize an acidic alchemical to break down whatever it is they are eating and can secrete it from the ventral (bottom) side of their body.

And the tentacle like appendages on their head and neck are what they use to secrete said acids on their food in order to break them down into a state that can be consume by the lind and easily digested.
There are five breeds of Lindir that can be typically found in most planar of the DragonScape.

Lindirfijal or Temperate Lindir are the most common amongst America, Logáu and Agõrl as temperate biomes tend to have enough rain to not force the herds of lindir to live near standing water while also offering a lot of nice things to graze away at. Temperate Lindir are the largest of all the breeds of lindir usually standing around 6 feet tall, 16 feet long, and often weigh in well above 1200lbs if not upwards. They are obligate herbivores and tend to occur in dark green colors with sandy, spikey shells that are mostly for keeping bulver or other such animals from hopping on their back.

Lindirpura or Arid Lindir are pretty uncommon, with herds not being nearly as mobile as the fijal and living around arid wetlands, oasis, lakes and rivers and are considerably smaller though still pretty big, around 4ftX10ft on average and hefty fellas at around 600lbs
Otherwise they are quite comparable to temperate lindir dietwise, just more sage and cacti (they are pretty indifferent about spiney cacti). Their shells are more smooth and considerably more resilient to windier or more eroding environments.
Lindirjul Or Tropical Lindir aren’t found in tropical/subtropical jungles and rainforests, but usually are lurkers about the tropical and subtropical plains, coastlines, swamps and rivers. Unlike the other lindir tropical lindir are more omnivoric, they are known to scuttle through shallow waters devouring just about any biological matter that they can skim over, they’re bottom feeders of land and swampy waters. So its pretty normal to find tropical lindir half submurged in swampy or stagnant waters rummaging for small krill, tadpoles, insects, or algae. they won’t really go for larger creatures unless they’re already dead, Lindirjul are known scavengers and often develop reputations as “rotmongers” and scavengers. In terms of size they are comparable to their temperate cousins.
Lindirkal or arctic lindir are pretty small but they (and alpines) are able to take in mana and elementize it into a firemana, doing a sort of simple instinctive scalemorphing to warm their own internal body temperatures. But like all other lindir they oft frequent subarctic and arctic wetlands, ice sheets, snowfields, or any other place with water. It’s common to see arctic lindir use their heated bodies to melt snow to keep themselves hydrated. They are often only 2 and a half feet tall by 5 feet long, weighing only around 300 pounds on average. Arctic Lindir are also omnivoric and will often rifle through just about anything for anything to absorb for nutrients. They are known to be a bit more predatory too, targeting burrowing insects, klangur, etc. eggs that are unattended on the ground, lichen, dead bodies, just about anything they can slither over and slobber on
and Lindirlãr lastly are alpine lindir that share the scalemorphing abilities of the arctics but, while also being the smallest breed of lindir also have no shell!

They’re slugs!

But they almost exclusively stick to places with water, namely rivers and glaciers, and mostly graze on alpine lichin, mold, grass, and other small bits of plant here and there

Social Behavior

Lindir are still herd animals, like cows! (hence why cows became them), with Lindir herds often numbering around 40-50 lindir per herd. So wherever there is one there are many. they are also very defensive of their herd and their young, being known to form defensive circles, heads facing out to body slam, crush and dissolve attacking animals or hunters that care to get close.
At least for some breeds a failed animal attack can turn into a free meal!..
Lindir are also biological hermaphrodites! IE all lindir are capable of all sides of the egg making business, lindir help others lay eggs and lay eggs themselves. Lindir eggs are often found at specific areas that specific herds gather at during predictable mating seasons and, once the lindir hatch, the lindir will guard their young pretty carefully

Lindir and DragonScape societies

As lindir herds being found more or less wherever water is inevitably means that drekir, ormer, humans and everything between run into them. But first the biggest mention to emphasive would be the Sivilão who domesticated the lindir as meat animals and so in many õfuthar you can find lindir. Lindir in sivilão society (and sometimes outside of it) are farmed for the mass amount of eggs they lay during mating seasons and for their own flesh. With herds being surgically picked out and managed to maximize meat extraction. The Lindir are also what the majority of drekir wind up eating within õfuthar.


As for Drekir communities That are aside from the sivilão wild Lindir are prime hunting targets thanks to the sheer amount of meat one can get as well as their lovely shells which themselves serve a lot of uses! Of course hunting strategies rarely get close due to how formidable they can be and focus on ranged hunting strategies. Either stabbing them with enough darts, javelins, or arrows to kill them or using slings or throwing sticks to crack open their shells and rupture the organs hiding in them.
But Lindir meat is often prized by drekir and their eggs even moreso. Though most drekir communities learn quickly how to not exhaust the local herds so its not an every day meal but often important during certain times of year.
As for ormer communities Ormer, being often more agricultural don’t hunt a lot of things, but due to the size of lindir they often make an exception as 4-5 temperate lindir would probably give a den of ormer their meat needs for at least a month. Of course thanks to the size of ormer hunting them is easy (rock, meet shell)
For Human Colonies often a focus of many a colonial as they very fairly compare them to cattle, as they are a lot like cattle. SEAC and the WAU particularly focused on trying to domesticate them in fringe efforts to make long term colonies that were more self sufficient but like most, they failed.
Lindir got a lotta mana in them!.. bad for Humans trying to stay humans. But for drekir colonials they often, after usually a lot of cultural objections, hunt and eat them too as frankly they are good eating

A bit of fun Trivia

Lindir do come to become more widely domesticated across the Dragonscape even as animal domestication isn’t widespread.

But of the folks who do domesticate animals, Lindir are often an enticing target for it.
their herd behavior makes them easier to domesticate, all the breeds are easy to feed and upkeep on, and the payout of food you can get from their meat and eggs, as well as the useful shells they have and leave around are all worth it. They are difficult to work into being beasts of labor however. Turns out its hard to harness a snail to something.
They do sometimes get used as beasts of burden for carrying things, but they rarely pull, push, or get used to manipulate things. Just sling a blanket on the shell, haft some baskets, pots and bags to it, and thats about as good as it gets
So in later periods its not too wild to see drekir laying across lindir shells covered in goods as the lindir under carries a slow moving caravan community to community bartering their ways across the land.
and of course, flavor we gotta talk about the taste

Varies on diet but generally they have a mushroomy flavor or a beefy flavor. Though those that eat more plants may taste more herby and those that eat more omvnivorous diets often have more of an fermeted flavor. They are very strong in flavor which of course makes them very popular

Skrimír: Tree Rodents Turned… Tree Eating Snake Things..?

Pronounced Skreem-yeer

Many arboreal rodents, namely squirrels but many other arboreal rodents as well, were turned into a type of creature known to the sivilão as the skrimïr. Though as Skrimïr are a õndemic native species, they can be found all across the many planar of the DragonScape and are one of the most widespread species of the DragonScape.

They will almost always be found where there are forests and thickets, albeit not in the largest population densities outside of only the most dense of woods.

Anatomy, Biology, Variants and Diet

Skrimïr are highly variable in size easy between skrimïr of the same variant, while they aren’t a species capable of indeterminate growth,

there are many skrimïr that achieve sizes that are more than double that of the more average members of their population. They are snake-like but all skrimïr do have small, leg like appendages, usually between six to eight legs. Their leg like appendages along with their belly scales allow them to firmly grip onto surfaces, and how they stick to (usually) trees or other sturdier surfaces such as cliff faces.

Skrimïr are purely herbivores, known as grazing animals that will graze on a variety of plants. Most commonly they are known to feed on trees, often using their strange mouths to cut off and swallow small branches and clusters of leaves whole. Though they are also known to eat a variety of nuts, grasses, and reeds. Their mouths are also dangerous for predators, capable of seriously injuring limbs.

Skrimïr are often relatively solitary, not forming larger groups and relying mostly on their ability to hide in trees to protect themselves from predators. During the beginning of colder seasons they are known to group up and hibernate, with a mating seasons beginning right before their hibernations, with eggs commonly being laid shortly after and hatching as soon as warmer seasons hit the region. Skrimïr are not necessarily territorial, but rarely travel far distances from their general ranges of food.

There are only four really widespread breeds/variants of Skrimïr, considering that they only really live where there is enough plantlife to sustain their populations. This isn’t to say there can’t or are no other variants/breeds, just that they aren’t common enough to warrant mentioning here.

Skrimïrfijal or temperate skrimïr are perhaps, arguably, the most common of the skrimïr and are of course found in a variety of temperate coniferous and deciduous forests and even temperate plains, prairies, and savannas amongst the clusters of trees within those environments. The often occur with a variety of brown or beige scaletones with small speckles or stripes along their backs, and darker green belly scales. Skrimïr fijal are of course known to hibernate and feed on an immense variety of plantlife.

Skrimïrpura or arid skrimïr are the smallest variant of skrimïr and occur in more semi-arid thickets of woods, sagebrush steppes, and other semiarid environments. While they sometimes are found in true deserts they aren’t a common animal in those parts. While arid skrimïr can and do feed on a variety of trees found in many arid regions of the DragonScape, they more commonly feed on both woody sagebrush plants and other arid shrubs as well as many species of wild succulents. They tend to have sand and reddish scaletones and grow a protective series of spines to protect themselves from predators whilst they slowly meander through the open semiarid range.

Skrimïrjuln or tropical skrimïr are the largest variant of skrimïr and occur in tropical woodlands including rainforests, swamps and jungles. They are semiaquatic pseudoamphibians and as such need to maintain a moistened skin whilst out of water. Unlike most other skrimïr they more commonly feed on aquatic plantlife such as many species of seaweed, lilies, reeds, ferns, etc. Though they are known to feed on the roots of aquatic trees such as mangroves.

Skrimïrkal or arctic skrimïr are mostly found in subarctic/arctic taiga and boreal forests. Unlike other skrimïr arctic skrimïr are both warm blooded and thickly furred. They also are known to not hibernate like other breeds of skrimïr and are active year round. Their furtones tend to be grey or white with a dark, black scaly underpelt.

Klangur: Rats Turned Ruin Feeders

Klangur (Klahn-guhrr) Kla singular

Most, though not all rodents (Mice, Rats, Guinea pigs, etc.)  have been warped and turned into a single species that is known by the sivilão as the Klangur, as there are rodents all over the prepulse americas, you can most certainly find Klangur throughout the dragonscape with a handful of distinct variants.

Anatomy, Biology, Breeds and Diet

Klangur are variable in size, from somewhat small to relatively large mole-like reptilian creatures. They are not known to be particularly fast nor strong creatures aside from their powerful bite.

They are known however for their scavenger diet and voracious appetite for just about anything and everything that can be eaten. Klangur are known to eat most foods, be it meat or plant matter and are also known to gnaw and grind down their teeth on a variety of hard materials, from bone to stone and everything between.

Klangur are a R selective, polygamous species that is known to reproduce incredibly rapidly, lending themselves to dense populations that are known as broods.

These broods are usually highly mobile and nomadic, moving over vast amounts of space over time to find food, though they don’t have a clear social hierarchy or leader, klangur broods nonetheless work to protect their own from most dangers, including other klangur broods

There are four common breeds of Klangur

Klangurfijal: Or temperate klangur are common in a variety of temperate climates and ecosystems, often having deep browned scales and tufts of black or brown fur. They are known to be efficient climbers of trees and rocks alike and will chew branches off of trees to use for their temporary shelters for their brood. Unlike other breeds, temperate klangur are also mesotherms, being able to increase their body heat in colder conditions as needed, and become ectothermic in warmer conditions.

Klangurpura: Or arid klangur, are the largest breed of kla and are by far the most actively predatory, forming smaller broods than other breeds of klangur and defending their colonies aggressively as they move through a region. They are covered in hardened scales and spines along their back to protect them from other animals. They are known to hibernate during cold winters in colder deserts, increasing their feeding and aggressiveness throughout the summer and fall in many regions.

Klangurkal: Or arctic klangur, of course, are a furred and warm blooded breed of kla and are known to be far less nomadic than most variants of klangur, establishing complex underground burrows for which they are notably territorial. Due to this, while klangurkal are more selective in where their brood lives, they form much large broods than any other breed of klangur.Klangurjuln: Or tropical klangur are perhaps the most magical, through biological and instinctive spiritual processes they are known to produce a powerful acidic alchemical that they use to break down their foods rather than a strong set of teeth like most other klangur. This generally means they do not engage in the common gnawing behavior of most klangur breeds. They tend to hold food within their mouths for prolonged periods of time while the acidic alchemical they produce does its work.

Klangur and Draconic Societies

Klangur deserve a particular note in terms of their contributions to the degradation of prepulse human ruins during the 100 years between the Pulse and drekir awakening, due to the gnawing behaviors of most klangur breeds.

Before and well after the drekir awakening klangur broods would use ruined concrete as a source of gnawing material to keep their long teeth in check and in doing so have compromised and destroyed many prepulse buildings or, at least, have contributed greatly to their collapse and destruction.

Amongst drekir societies, klangur are often hunted opportunistically as a food source as, while most drekir understand that they may not be the most hygienic animals nor the healthiest to eat, its difficult to be picky. They are also often killed (and eaten anyways) in efforts by drekir scavengers to stop local klangur broods from ruining the prepulse ruins they scavenge from collapsing any further, potentially burying useful plastics, glass cullets, or metals.

The Sivilão see klangur as a scourge. Klangur have had many thousands of years to adapt to sivilão õfuthar and, due to this tend to very effectively infest them, eating sivilão crops and compromising the structural integrity of their buildings. This is so much of a problem that in many õfuthar there are drekir dens assigned solely to patrolling various parts of a õfuth specifically to exterminate klangur. Kla is also a term in the Ëla language that refers to someone who is a glutton.

Human outposts tend to also have a negative view of klangur, due to the risk of them gnawing at the concrete and polymer buildings of an outpost and all around creating a headache as well as a massive mana hazard if left unchecked (particularly tropical klangur). Beginning in the 2170s SEAC would go on to issue .410 bolt action shotguns specifically for killing klangur where infestations may appear.

Tirndar: Felidae turned Kaprosuchos

Tirndar (Teerrn-darr) Tirn singular

All felidae, including house cats, lions, pumas, and other large cats have been warped and consolidated into a single species known by the sivilão as the Tirndar. Due to cats being widespread in the prepulse americas, their descendants are likewise an immensely common species throughout the Americas but, also being Õndemic, are found on many planar.

Anatomy, Breeds, and Diets

Tirndar are large, long legged crocodilian creatures, specialized ambush predators known to sprint at extreme speeds for short bursts of time. Tirndar are universally obligate carnivores, eating solely meat from fish, insects, and animals. Much like an alligator, their maws are incredibly powerful when closing and very weak when opening.

Tirndar are a highly monogamous species, only forming small mating pairs of two that hunt and exist in a defined territory of which they are highly territorial.

There are five common breeds of tirndar.

Tirndarpura: Or arid tirndar are of a notably small stature and the venomous spines it has that protect it from larger predators. While the venom isn’t lethal it is known to be extremely painful. While they do not hunt larger entities or drekir they tend to predate on eggs, including drekir eggs.Tirndarjuln: Or tropical tirndar, are the largest breed of tirndar. While still ambush predators they are themselves quite hardy in endurance and often are capable of outpacing many other creatures in running endurance. Their spines are not venomous and mostly a holdover of the broader species. They are a highly dangerous breed of tirn for many creatures, drekir included.

Tirndarfijal: Or temperate tirndar are of a moderate stature and are known to be very arboreal, using a long prehensile tail and particularly sharp claws to grip into and hoist themselves up through larger trees to hunt arboreal creatures. They are known to hibernate through the winters in burrows as well.

Tirndarkal: Or arctic tirndar are of a small stature and are generally fully coated in fur, complete with warm blood and whiskers. Usually specializing in hunting for small arctic prey underneath ice and snow, being adept snow burrowers. They are of little danger to most larger creatures, drekir included, though will often eat eggs opportunistically.

Tirndarklãr: Or alpine tirndar are a common enough occurrence to bear mention. Also of a small stature these tirndar sport bright greyish tones and a light fur covering. They are warmblooded, aiding in their survival in the mountains and feature a long balancing tail helping them scale almost sheer cliff faces in pursuit of prey.

Tirndar and Draconic Societies

Amongst drekir societies, tirndar may be viewed as anything from an egg eating nuisance and food source to terrifying predators capable of overpowering even well prepared hunters and warriors, all depending on which breed exists in the region. Though most are viewed with at least some caution due to the danger of bites, venom stings, or outright maulings. 

The Sivilão likewise view them as a threat on their campaigns, with many campaigns in tirndar territory warranting a militaristic response where they hunt down local tirndar. Both serving as rations on their campaigns and in ridding the region of a potential wildlife danger.

Tirndar are of particular concern to human groups. As always their bites can expose a human to mana and cause manaphillic bacterial infections. Moreover the waste produces by human outposts often attracts various animals that in turn, attract tirndar. Most outposts develop a shoot on sight approach to them.

Bulver: Canidae turned Phorusrhacidae

Bulver (bulkh-vare) or Bul singular

In addition to being a common natively Õndemic animal, All Canidae, including Dogs, foxes, coyotes, wolves, etc. have been warped and, like most wildlife in the Dragonscape, consolidated into a single species known by the sivilão as bulver. Bulver, due to their predecessors being dogs,

are an immensely widespread species throughout the Americas, but are likewise relatively common across the Dragonscape and are reliably found in many regions of many planar and many islands.

Anatomy, Biology, Breeds and Diets

Bulver are large, wingless and of course flightless birds, generally with a beak tailored to the diet of the specific bul breed. All bulver have long legs that rely on knee joint locomotion. This allows them to have a high level of both speed (often running upwards of 20mph) and agility (often able to outmaneuver the slightly faster but less agile drekir).

Their diet varies breed to breed, two breeds are carnivores, one is an herbivore, and another is omnivorous. So it really varies on the particular breed!

There are four common breeds for the Bulver that make up the vast majority of the population.

Bulverpura: Known better as arid bulver are (very arguably) the most common breed of Bulver to be found as, prior to the drekir awakening there were larger migrations of bulver into more arid regions. Arid bulver are obligate carnivores,

eating only meat and nothing else. They are easily identified by their tan, read, amber and green feathers and their broad and powerful beaks. As such they hunt all sorts of meat sources, from other reptiles to large insects. They are lastly the fastest of bulver, being able to sprint upwards of 35mph, easily outrunning many other creatures of the DragonScape.

Bulverkal: Known best as Arctic Bulver are hyper-carnivores, eating mostly meat though they can and will eat a wide variety of different things. Their thick, water resistant feathers both resist the cold and allow them to dive into frigid waters to hunt for fish. They are also notably the largest breed of Bul and will hibernate in the impossibly frigid winters of the polar dragonscape.

Bulverfijal: Or temperate bulver. Being a smaller breed with a versatile omnivorous diet, temperate bulver are particularly unpicky in food sources and are known to be a particular nuisance to many communities in the temperate climates of the Dragonscape. They are best identified by their reddish and leafy green feathers and their pointier beak.

Bulverjuln: Or tropical bulver. Like temperates they are a smaller breed and unlike temperate bulver they are obligate herbivores, subsisting on a diet made up entirely of plants, nuts, the nectar of large flora. They can be seen with colorful and flamboyant plumages of feathers. Males often presenting a far more vibrant plumage of feathers compared to females, that often have a more dullish green tone. Typical bird affairs! Bulverjuln also form far smaller packs than other breeds of Bulver and are far less territorial than other breeds of bulver. Usually forming packs of 6 or fewer and being highly nomadic. 

Social behavior

Bulver have a very similar social structure to prepulse dogs with some exceptions. Generally they will form packs that range in size from 6-20 individual bulver and will establish a multi tiered hierarchy. It is common to see a stratification of hierarchy within packs between more dominant “leaders” and less subordinate “followers” within a pack that are all generally closely related. Bulver will only mate during a specific season that varied breed to breed. During this season they are known to generally leave their territory and seek out other packs of bulver, with priority going to the dominant members of a bul pack.

Bulver and DragonScape Societies

Amongst drekir societies, bulver are generally considered dangerous or annoying by most drekir societies, raiding food stores, hatcheries and sometimes even attacking local drekir. Sometimes warranting a concerted effort to chase a pack out of a region.

Otherwise, drekir will often hunt bulver as a food source, often prizing their feathers for fletchings, or for artistic and decorative purposes.

The Sivilão are very neutral on bulver, considering that most of the economy and population of a Õfuth live within the great walls, in which no bulver really has any reason to go to. So they are seen as generally annoying but not terrible animals.

Bulver are particularly dangerous to human groups. They are known to raid colonies for food, particularly the built up trash that is left in not secure storage that is found in and outside of human outposts. Moreover they are known to attack threats, which can cause anything from a PPE breach or a puncture or bite wound from their beak that is going to likely cause drekification due to the mana exposure and consequent infections.

The DragonScape Wildlife Index!

The Wildlife of the Dragonscape is varied beyond description, perhaps the only thing someone can say is that there aren’t any mammals! So this page is meant to provide a sort of Index for at least some of them, as well as a more general explanation. For the Index head to the bottom of this page! but lets get on the general information. Important first to cover the differences of Õndemification vs Draconic Mutation

Õndemification

When the Pulse hit the americas, many animals were Õndemified, meaning that they were transformed from their original species into a species that already existed in Õndemic reality. The most classic example is humans being turned to drekir! But this process had happened to many animals, particularly prepulse mammals. Usually they wind up becoming something similar but still quite drastically different. Prepulse pack animals usually become some õndemic pack animals of a similar size and intelligence as an example. Though often these paradigms can’t be made 1 to 1 (Cows became giant snails for example…) But its about the closest equivalent possible

Draconic Mutation

Draconic mutation, on the otherhand, is when an animal doesn’t become a wholly different species, but rather simply mutates to become more Õndemic/Draconic. This can involve becoming larger and more magical, seeing dramatic or mild anatomical changes, or other such mutations from the prepulse species. This is a particularly common fate of Birds (Wyrms) as well as amphibians, fish, insects, and other non mammalian animals.

Native Õndemic Life

Particularly outside of the American plane, there is also life that was already living in the Õndemic planar, often unique to those specific planar (though not always), there are still plenty of animals that survived the Pulse and have continued on well enough!

The Õndemic Wildlife Index

Bulver Lindir Klangur

Skrimír Tirndar

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Resonant Anomalies of the DragonScape

There are many anomalies that exist in the Dragonscape but I can’t realistically list all of them so instead, here are the broad categories. Voicelakes, Obelisks, Starir and Spirits, and the 3 Constructions

Spirits and Starir

The Dragonscape is awash in spirits, escapees from the Afterlife or those who cheated true death, spirits are the enigmas that wander the DragonScape, trying to find new purpose or rebirth within their undead situations.

How do Spirits Form in the Living Fold?

Almost all animals and many plants have their own spirit throughout their lives and reincarnations, an ethereal manifestation of will and the individual in the truest form. Though the presence of the spirit is impossible to discern while living, even for those who manipulate it as mages due to the spirit and body being one in the same amongst the living. The living body protects the spirit from dispelling into the 1st construction. However once a creature dies and the body fails, the spirit will normally be unable to resist the pull of the raddir into the afterlife of the 1st construction and upon death, most spirits will be pulled into the tidal chime.

However. when people die in areas with a large amount of mana, that mana will feed the strength of a spirit from a dying body and give it the power to resist the pull of the Tidal Chime. These rare spirits remain in the living fold, wandering and feeding upon mana to continue to maintain their strength through the consumption of more mana. This cycle of life can theoretically go on forever assuming the spirit is not harmed, nothing destroys the spirit, nor does it possess any egg or body. Over time in the DragonScape there indeed comes to exist spirits that are often thousands and thousands of years old. Ancient entities that are entirely unable to communicate with the living.

Unseen Spirits, Wanderers and Starir

Spirits can broadly be classified into three distinct stages of existence, however it is common for spirits to shift between these stages depending on the mana they can consume, going through periods of engorging and starving. As the heading says they can be grouped into Unseen Spirits, Wanderer Spirits, and Starir.

Unseen spirits make up the majority of spirits in the DragonScape, the spirits far too weak to maintain any degree of visual presence when away from mana, these spirits are on the brink and ravenous for mana. The only time they can be seen is when within mana or manafog, best visualized as squiring line shapes within the mana that blend into the iridescent changes of color. These spirits are broadly speaking unable to really affect the physical world in any way, lacking any degree of power.

Wanderers are uncommon spirits that have fed on enough mana to reliably maintain a visual presence and a limited effect on the physical world. They are similar in appearance to the unseen spirits, simply larger and more visible. They are capable of using a highly limited ability of pulse resonance to influence the physical world, rarely being able of doing anything more than slightly pushing objects, still being mostly ethereal.

Starir (sta singular) are the largest form in which a spirit might become, under heavy amounts of mana the spirit starts to swell and, in response, the spirit must form a protective and physical body to prevent its own size from ripping itself apart. This usually takes the form of rings and these rings are commonly made out of a manaslate that the spirit produces from it’s own mana and energy, using pulse resonance to form several rings. A makeshift “head” it also formed, though it only serves as a physical means of siphoning large amounts of mana from mana deposits in a way that allows them to consume mana far more quickly and effectively than any lesser spirit.

While not universal it is common for lesser wanderers and spirits to latch onto and feed off of the energy of a sta, in severe cases it might form a cloud of spirits buzzing around them, attempting to feed like parasites. Though it is typical for a sta to work with their parasitic spirits to protect themselves.

Starir are pretty rare in the DragonScape but not unheard of, particularly in areas that are either more mana intense or in mana pools and locations that have high mana concentrations. Starir are also strong, both in a physical sense and in a magical sense, with starir being particularly strong mages in both dragon magic and pulse resonance. They often use these to defend themselves from would be attacks, though starir are commonly passive and are more interested in feeding on mana than fighting, fighting is normally a matter of self defense. Starir are also too big to possess eggs with any degree of success though are known to eat spirits, including those in the bodies of the living in desperate situations. Starir, being the most visible and powerful of spirits tend to receive a lot of attention from drekir societies and often frequent themselves in various cosmologies and belief systems.

Spirit Possession.

Many spirits long for a reincarnation on their own terms and, while not every spirit can do a possession, many try. For any unseen spirit they are entirely unable to do a possession and, in trying, tend to be dispelled and subconsciously consumed by a living bodies spirit without the living individual even noticing consciously. Though with larger more powerful spirits possession can be a more threatening case. Spirit possession attacks amongst wanderers often come through the mouth in which they will invade the body and try to consume or destroy the spirit within (dispelling said spirit to the 1st construction). Generally this is an unpleasant but winnable battle for the victim of a possession, particularly with the help of others through the use of alchemicals or the aid of a dreamcaller.

If a possession is successful it often leads to the death of the body due to the intense physical trauma of the battle the spirits had over the body, usually leaving to a death.

The far more effective possession is of eggs, it is common for spirits to insert themselves into an egg before the hatching of the egg drags a spirit from the 1st construction. It is a risky situation as the spirit will be trapped in an egg once it enters, making it easy to starve if they jumped into an egg that was months out from hatching. But sometimes they are able to jump into an egg that hatches soon after and assumes the body and mind of that hatchling to start again and develop to live a new life. Often this will happen without the knowledge of the animals, or even Drekir and Ormer until the hatchling matures and is able to comprehend some of the memories that they had not entirely lost in the egg possession process. Other times eggs are given to spirits by cultures to specifically possess and some cultures (including the Sivilão) do their best to annihilate spirits trying to slip into their hatcheries.

Voicelakes, Obelisks and the 3 Constructions

Where The Cacophony rules

As the rush of the pulse destroyed reality there were many strange effects created. The strangest of those being the Voicelakes and the 3 constructions.

Voicelakes are probably the most fitting place to start. Voicelakes are holes in reality that have been completely destroyed by the rush and force of the pulse, leaking out the sounds of the spaces between the folds of reality, made by the raddir who’s Dragonsongs mix in the billions of calls and warp reality freely. Voicelakes are named as literally as they can, often taking on the appearance of a lake of flowing spirits, squirming and rising against the surface of the Voicelake as unrecognizable sounds push up from the depths of the spirit tide. These voicelakes are known to distort reality around them, Changing whatever environment previously existed into a strange, mutating wasteland sheathed in manafog that is lethally thick and dangerously volatile. Reality itself is known to collapse under the weight of mana and resonance that rises from the shores of the Voicelake, often distorting physics in close proximity to the “shores” of the void. Pragmatically speaking, Voicelakes are some of the most dangerous landscapes in the DragonScape, with an amount of manafog so thick that it can induce mana sickness and meltdowns within 5 minutes without proper protective equipment and, due to the volatile and elementally explosive mana storms that wreak havoc across the breadth of the voicelakes resonant sphere of influence. Voicelakes are also awash with spirits, desperate spirits of the 1st construction who are using the hole in reality as a path to escape back into the living fold and to feed upon the abundant mana that likewise flows from the voicelake. 

These spirits are often large and powerful and capable of invading a body and devouring the spirit within it, possessing the body (though causing it to die over time due to the damage). The resonance that leaks out of the voicelake is also itself lethal, causing wild and often deadly mutations that can overwhelm most biological life, or mutate life in bizarre and debilitating ways. As a result it is very rare to see any degree of settlement or even complex life (more complex than plants) existing within or near a voicelake.Voicelakes are also technically gateways into the 3 constructions as all voicelakes open into the tidal chime of the 1st construction. Though making contact with the “Surface” of the voicelake will destroy the body (and anything it touches) and drag the spirit of the living who made contact with it into the 1st construction, effectively killing anyone who touches it. It is very rare to see any sort of draconic settlement in the area as, understandably, drekir sivilão, and often humans (barring dangerous research missions) avoid these blasted heaths.

The Pulse was an event that did strange things to reality, destroying one and leaving another in a chaotic rush of magic and energy from powers that be that skyrocket both amongst and above the Raddir.

The Pulse was an event that did strange things to reality, destroying one and leaving another in a chaotic rush of magic and energy from powers that be that skyrocket both amongst and above the Raddir.

Many of the obelisks create their own sort of strange landscapes and dangerous or lethal effects. From the Packstone that turns intelligent beings feral to the Starpass that is itself a void of space allowing those within it to view beyond all folds of reality. Or even more useful obelisks like El Jardin that creates a strange growing space that can be used to farm bountiful fruits and vegetables. Each obelisk is it’s own situation and warps reality in it’s own unique way.

The 3 Constructions

The constructions are a space between the folds of reality, where our fold (the living fold) exists and from where the sound of the raddir resonates through everything. These are not spaces that were made deliberately but rather spaces that were created by the force of the pulse, held open by the presence of the raddir.

Therefore, these spaces are not really managed by any entity, just a space where things go and are warped by the unfiltered sound of the Raddir. For all spirits of the living fold when they die, and/or are dispelled from the living fold due to a lack of mana consumption. There are 3 spaces of this realm that are known as the 3 constructions. These can be referred to as the 1st, 2nd, or 3rd construction, but also tend to be referred to as the Tidal Chime, The Chambered Chime, and The Expanse.

The 1st Construction: The Tidal Chimes

The 1st construction is where most all spirits pool when they die and/or are dispelled from the living fold due to a lack of mana and is where all things flow and is the primary afterlife of the dragonscape. As an ignored space that exists only due to the weight of spirits it is a place of little but the tides of souls flowing through the expanse like an oceanic, tidal cloud. Spirits in the 1st construction are effectively in a truly random reincarnation relative to whatever the normal spirit could be. They might wait in the spiritides for anywhere from less than a second to millions of years with no control nor way of knowing and when they do reincarnate they might reincarnate as nearly any creature that contains a spirit. The only exception are creatures built of greater spirits which is restricted solely to Mavõtur and Prejager. The reincarnation process is also known to screen the memories and experiences of the past life, creating a life fresh and free from ones prior ties and memories. But for many spirits the desperation to force their way free of the 1st construction leads to them trying to escape through voicelakes.

The 2nd Construction: The Spire

The 2nd Construction is where greater spirits retreat when they are killed in the living fold, being mavõtur and prejager, they are known to use this place to build power and eventually forcefully reincarnate, possessing a new mavõt egg or outright reforming in the living fold. This space itself is an ever rotating, shifting mass of solid material, forming a labyrinth that can never be solved purposefully and may only be solved accidentally by those spirits who are willing to get lost within it for thousands of years. Lesser spirits may come upon the 2nd construction but, once they enter, will be unable to reincarnate until they leave the 2nd construction.

The 3rd Construction: The Expanse

The last fold between the Raddir and the folds below, nothing passes through here in the afterlife.

Mana, The Dangers of Mana, and Dragon Magic

Mana is the fuel of magic in the Dragonscape, a material that seeps in from beyond our fold of reality, it affects the Dragonscape in many ways. From tormenting and magical mana storms and corrupting Voicelakes, to dragon magic and the mana metal stal, amongst many other things. This page will just talk about the more basic information of mana itself.

What remains of the Dragonsong

Mana is essentially a biproduct of Pulse Resonance, particularly the most powerful resonance brought on by the Raddir in the folds beyond our own reality. Pulse resonance is itself sound that shakes and changes reality by resonating through it and, maybe as a poor analogy, mana is the spit that comes from the singers mouth. Mana can manifest randomly into reality, but it will more consistently manifest into and through plants, particularly woody plants such as trees, though mana might still manifest in places with no trees as well. Mana will also manifest more mana to diminishing effect, often quickly forming small pools of mana in regions that lack the forests to spread out the manifestation of mana. Mana goes through a life cycle of manifesting within reality as a glowing, iridescent liquid and manifesting out of reality by transitioning into a gaseous form known simply as manafog. When larger amounts of mana occur it is also typical to see larger clouds of manafog sublimating from the pool.

Primary Elementization of Mana

Mana’s most notable trait is how it reacts to various forms of energy, or the lack thereof. When exposed to various forms of energy mana will change properties to reflect the nature of energy affecting it and this is generally known as Elementization of mana.

Mana elementization can occur naturally, artificially, or magically. Sometimes natural environments or conditions will result in mana elementization such as wildfires, particularly cold environments, or thunderstorms. Moreover elementization can be done artificially, such as adding fire or chemicals to mana to elementize it. Moreover spirits within or outside of a body can elementize mana in a variety of ways. There are primary and secondary elementization of mana, with most mana elementization being solely primary and amounting to 5 broad “elements” of mana. These elements are called fire, ice, lightning, acid, and wind.

Fire mana

Fire mana is created when mana is exposed to a lot of thermal energy, heat

Moreover elementization can be done artificially, such as adding fire or chemicals to mana to elementize it. Moreover spirits within or outside of a body can elementize mana in a variety of ways. There are primary and secondary elementization of mana, with most mana elementization being solely primary and amounting to 5 broad “elements” of mana. These elements are called fire, ice, lightning, acid, and wind.

Ice mana

Ice mana is created when there is too little energy within the mana, this is most commonly a significant lack of thermal heat but could be a prolonged period without mechanical, chemical, or electric energy in the environment. Ice mana takes the form of a greyish blue, thick and incredibly cold substance. The specific temperature can range between -50 to -75 degrees Celsius depending on how severe the lack of energy is. Ice mana, unlike most forms of elemental mana, tends to last somewhat longer than unelementized mana, often lasting 40-50% longer.

Lightning mana

Lightning mana is created when mana is exposed to significant electrical energy and takes the form of a crackling, electric, and immensely bright liquid that is bursting with electric energy, Often the amount of wats changes quickly in any specific pool of lightning mana, jumping between 10-3000 watts in an unpredictable pattern. Lightning mana, like fire mana will sublimate faster.

Acid mana

Acid mana, despite the name, is created when mana is exposed to any sort of chemical energy and takes the form of a viscous, blackish green fuming substance. Acid mana, true to it’s name, will destroy and breakdown most substances that it makes contact with barring glass, plastics, or spellglass. However once acid mana starts corroding anything it will sublimate more quickly than any other elemental mana with the exception of wind mana.

Wind mana

Wind mana is formed not just by wind, but by any sort of extreme amount of mechanical energy and instantly sublimates into a rapid moving, gustful substance. Often it moves at a speed that can range between 100-275 Kilometers per hour. Wind mana in the awakening period is the least well understood sort of mana as it’s practically impossible to elementize and even more impossible to reliably store. So little is understood about it by most societies in the DragonScape. While wind mana is automatically sublimated, it tends to last about as long as normal mana, though it does disperse into small enough amounts to not be too noticeable in the environment.

Secondary Elementization of Mana

Secondary elementization is when a second elementized mana source, or an extreme source of energy is mixed into an already elementized mana. The concept of secondary elementization of mana is not well understood by draconic societies and these forms of elementization are considerably rarer than general elementization. As such this isn’t a total list of all secondary elementization, but rather the ones that might be known by a scant few cultures of drekir.

Plasma

Plasma mana is when mana is simultaneously exposed to high electric and thermal energy, creating plasma mana. Plasma mana is a semi gaseous, raging hot and crackling substance. It fits somewhere between a liquid and a gas, being less effected by gravity and partially floating, while still remaining together. It often shares characteristics with both fire and electric mana but lasts incredibly briefly, with two liters sublimating into nothing within 5 hours.

Melter

Melter is a mix of fire mana and acid mana, producing a hard solid crystalline substance that is red hot. Melter particularly is one of the most destructive forms of mana in the Dragonscape. Like acid mana this material will destroy both itself and anything that it comes into contact with, sublimating away. Though unlike acid mana this sublimating fog is itself highly destructive and corrosive, burning and melting most things that it contacts.

Torrent

Torrent is a mix of fire and ice mana, producing a rapidly expansive, boiling liquid form that has a series of qualities similar to that of boiling oil. It is known to sublimate very slowly when compared to other forms of pure elemental mana and secondary elementized manas. Often with it lingering for weeks or even months. While it is not necessarily extremely destructive its presence can indeed damage local ecosystems and present a very dangerous hazard to drekir and wildlife alike.

The Dangers of Magic, Õndemification and Meltdowns.

Magic is everywhere in the Dragonscape and, while dragons can handle it, it is itself an immensely difficult material to withstand large amounts of mana safely. Aside from the more easy to figure physical threats of elemental mana, using magic and mana can bring serious consequences to someones health and wellbeing.

Mana Sickness and Venting

Mana is a very dangerous material, being a reality defying substance made as a biproduct from the very billions of gods that shape reality through the presence of their sound.

Large doses of this mana can incur a variety of problems that vary wildly in their precise effects, but are generally known as mana sickness. This type of condition is known broadly as mana sickness and can vary from a horribly uncomfortable, debilitating and unpleasant sickness to a horrific and lethal meltdown. Mana exposure is constantly happening due to the presence of mana in all things. You could breath it in both from the omnipresent trace amounts in the air to the dense clouds of manafog from deep mana pools, it is consumed in all water and food or can be drank directly. It is common for most creatures to even produce trace amounts of mana in their body, making it present in everything from bacteria to blood, bites, meats and vegetables, everything.

So it is no surprise that most every creature that exists natively in the DragonScape has biological and supernatural means of venting excess mana that can vary wildly depending on the life form. For most plants, mana is vented out of their leaves, wood, etc. as manafog and for many creatures it is common to pant, drool, and/or breathe out large amounts of mana. These natural venting mechanics generally help most dragons and life in the dragonscape easily handle general ambient mana and tolerate moderate amounts of mana safely. Though for larger amounts of mana artificial protection such as simple fogmasks are made by various drekir societies or, for wildlife, more extreme adaptations are required.

But there are dangerous levels of mana that no natural amount of venting can cover and, if artificial protections are not around to be used then mana sickness can itself come about. Mana sickness often being the result as the resonance of mana inside the body begins to cause problems or breaks down cells and small amounts of tissue. Usually this condition is often uncomfortable, painful and extremely unpleasant but survivable as the body engages in more extreme venting measures to purge the excess mana from the body such as vomiting, mana lesions, etc. But mild mana sickness is generally survivable with more moderate levels of mana sickness resulting in semi-permanent or permanent disabilities caused by mana annihilating larger portions of tissue, organs, or bones. A meltdown is the worst and most lethal and catastrophic result that can occur from mana exposure amongst draconic life. A meltdown is a catastrophic cascading condition in which enough mana has entered the body to the point in which more mana manifests from outside reality within it, the same process that forms mana pools. Though inside of a body this can quickly snowball into a rapid and horrible destruction of the body as the mana’s resonance quickly disrupts reality within the body. This eventually will cause a rupture and the guaranteed death of an individual. Once a meltdown starts it tends to be unstoppable.

Õndemification and Draconic Mutation.

For entities that do not occur naturally or exist natively in the DragonScape, Õndemic Reality, they tend to be warped into õndemic life by the influence of mana and resonance within the Dragonscape in a process known as Õndemification. Õndemic reality is a very aggressive reality and when it encounters something that is not native to it, such as non Õndemic life like humans, it changes it into the closest possible equivalent so the reality can act conventionally towards that life. Basically changing an unrecognized entity into an entity that fits in reality, hammering a bolt into a screw to better fit the board. The end result is something akin to, but not exactly like, a transformation from whatever that entity was

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(Lets say a human) into the closest possible equivalent (In this case, a Drek). This isn’t exactly a transformation, rather the process involves the entire destruction of the prior body with the energy produced and the reality warping applied to create an entirely new body through which the spirit is forced into. With that individual waking up in a new body, mind, etc. Most of the time when õndemification occurs the õndemified person awakes in a body with as equivalent of an age, sex, body type etc. as possible. Though it is also not unheard of for a õndemified creature/person to wake up in the wrong sex (relative to their prior sex) or with a variation of age that might be as small as a year or as severe as decades of change in the persons age and changes of body type that can range in extremity. These types of variations usually occur in 10% of cases and only 0.5% of cases featuring more severe cases of shifts. The most common form of Õndemification is that of humans into drekir, generally referred to as “Drekification”.

Õndemification occurred to all relevant life in the Americas at the time of the pulse who did not instead mutate draconically, including Humans and most every mammal, many birds, and some reptiles, amphibians, and insects. After the awakening most situations of õndemification occurred with the onset of human colonization and the establishment of small human colonies throughout the dragonscape. With most if not all humans õndemifying within 10 years upon their initial entry.

Draconic mutation is a more mild series of mutations that occurred in the majority of sea life, most amphibians and reptiles, many birds and most insects as well as a wide variety of plants and fungi. Generally as these creatures “fit in” or resonate better within õndemic reality they are not outright replaced but rather changed and influenced by that reality in a way that mutates them in a wide variety of ways.

In some cases it might make the animal in question larger, such as with dire alligators and rattlesnakes, and in other cases it might make them more supernatural such as magma ants and (very) electric eels. Plants and fungi, resonating hollow in resonance, tend to be changed less but there are many exceptions such as the potatoes that uproot and walk about in search of resources and better conditions, as well as manaphillic molds that feeds on mana and resonance to sustain themselves. Though many plants are far less mutated and instead serve as some of the most mana resistant lifeforms that exist in the dragonscape, usually only warping and dying under the stress of voicelakes.

Dragon Magic

Dragon Magic is the variety and relatively soft system of magic that all dragons are able to use and is most commonly used by the various non sivilão drekir, ormer, and both sivilão and non sivilão mavõtur. This page exists heavily to clear up a lot of the mystery on the three different larger style of dragon magic and how magic generally works.

Internal Elementization

The most fundamental part about most (thought not all) dragon magic is the internal elementization of mana. 

Simply put most any creature with a well functioning spirit can drink in mana and, with deliberate effort can use their spirit to resonate through that mana in order to elementize it into a certain element. Allowing someone to drink raw mana and then output an element that they have trained. Elementization of each element requires a different process in which the spirit needs to be willed into doing. While creatures are generally unaware of the direct presence of their own spirit this can generally be accomplished through an intense control and discipline of will.

As generally each element requires it’s own elemental resonance and process, the majority of mages will only be able to learn to reliably elementize and utilize one element of mana, with a few rare exceptions learning to elementize two. Mavõtur are an exception to the rule, being beings made partially of magic and possessing a far more powerful Jenãl spirit, when combined with their centuries long lifespan all allows them to generally achieve reliable mastery of all elements in most cases. Though for every drek and orm who aspires to magic, they will mostly only have one element, maybe two in rare cases.

The Dragon Magic Disciplines

There are three Dragon Magic Disciplines, Breathrowing and Scalemorphing which are elemental forms of dragon magic, and dreamcalling which is a non elemental discipline.

Breathrowing

Breathrowing is the most common variety of Dragon Magic that exists in the DragonScape and is generally the easiest to learn. Most dragons have an innate gag reflex that triggers is a creature has breathed in, consumed or has otherwise taken in too much mana into their body in a short amount of time.
This is best described as vomiting and it is this gag reflex that can be used by a dragon mage in the discipline of breathrowing. So I suppose you could call it vomithrowing but… breathrowing sounds better.

In this discipline of magic a dragon drinks a large amount of mana very rapidly, and as the gag reflex triggers elementizes it into a volatile element and then throws it back up. The pressure and movement caused by the elementization is generally able to sling the magic out a fair distance depending on the nature of how it’s manipulated.

An untrained mage will definitely be able to spew out a torrent of elemental mana relatively reliably, though that magic can be further manipulated by a skilled user. Through controlling the rhythm, speed and intensity of the convulsions common in breathrowing as well as by manipulating the shape of the mouth, a skilled mage can turn their entire throat and maw into a sort of “nozzle” that can shape the magic coming out. Through different shapes and patterns of convulsing a skilled mage can make a wider variety of “spells”. A fire mage might be able to separate the mana rushing up their throat into separate blasts of fire, a cloud of smoke or a Jetstream of flame,. Or an ice dragon could manipulate their magic into anything from a cloud of frost to a spat icicle. This could be done with most any element in regards to breathrowing, the only limitation is the amount of power as dragons tend to be entirely limited by the amount of mana that they can take in without melting down. So while the shape and style of that magic can be manipulated with a great degree of skill there is only so much a mage can safely do in terms of sheer volume without danger.

Generally breathrowing serves a handful of utilities though, considering it’s volatile and fast acting nature (there is not a lot of time inbetween drinking the mana and spewing it back out) it is generally

Scalemorphing

Scalemorphing is a slower discipline of magic than breathrowing. Scalemorphing involves a slower, cautious distribution of magic and mana throughout the body to help improve the physical and mental abilities of the mage in a variety of ways.

A fire mage might warm their blood with the careful distribution of fire mana to allow themselves to weather cold temperatures that would otherwise kill them, an electric mage might use electric mana to more quickly transmute messages through their nervous system, improving their reflex. Wind mages might even force wind out of their feet to jump higher and run faster.

More skilled scalemorphers can also project magic from their bodies, a whip of the tail sending a splash of acid or an ice mage building ice off of their own bodies, etc. Scalemorphing can allow a skilled dragon mage to push past their physical limitations. However, scalemorphing is very dangerous. Keeping mana in the body, if not handled correctly can very likely result in mana poisoning, or a partial/total meltdown. Additionally forcing elemental mana into your body can have a slew of dangerous side affects. Such as an acid mage melting their internal organs, an electric mage giving themselves a seizure or a wind mage quite literally rupturing their body through the sheer air pressure. This immense danger tends to make scalemorphing a less common discipline of dragon magic compared to breathrowing overall. Though it’s utility is often simultaneously more desired and helpful for drekir societies.

Dreamcalling

Dreamcalling is a non elemental dragon magic in which a mage uses mana as a fuel source to project their own spirit out of their body in order to commune with spirits. Through projecting their spirit out of their body they can directly read the intentions of various spirits and send their own as well as use their spirit to consume mana and elementize mana outside of their body. This can be used to negotiate with entities like wanderers or starir, safely consume or dispose of mana, or even delve into the spirits of other living entities to understand their intentions. Many skilled dreamcallers often build up entourages of loyal spirits who aid them and their community in exchange for safety from other spirits and safe access to mana to survive.

Though this is itself incredibly dangerous. Malicious spirits can take advantage of the vulnerable state a dreamcaller puts their spirit in, ripping the host spirit out and attempting to possess the body, almost always resulting in the death of the body and host spirit. The intense mana can also result in mana poisoning or a meltdown.

Often this is the rarest form of magic in the Dragonscape, used for vary niche applications and very important cultural and religious ceremonies and rituals, dreamcalling is very poorly understood by most dragons save the mavõtur.

Resonance: The Dragonsongs that Shape Reality

Pulse Resonance is a sort of reality warping magic restricted to only the most powerful of entities in the dragonscape and the most supernatural of anomalies. Entities like the Mavõtur, Prejager and Balãr or anomalies like Voicelakes and Obelisks respectively.

Pulse Resonance is also what the Raddir are made of, those billions of voices sing forth reality to be as it is not by their intent but solely by their presence as they are the sound that shakes reality itself.

Put simply, pulse resonance is a type of sound that can warp reality through shaking it, breaking it and reforming it. Resonance is a magic that could theoretically do almost anything barring two primary rules.

The two rules of which Pulse resonance cannot break are as follows
1) What has been sung cannot be unsung, what is shattered by ones voice cannot be reforged by that voice. You can make a mountain into a molehill but you cannot then turn that molehill back into the mountain as it was prior. So once something happens in pulse resonance, if it is a fundamental shift in reality it cannot be undone.

2) You can only sing in the present, not the future nor past. It is impossible for any pulse resonant user, no matter how powerful, to influence anything that is not the present nor know what happens in the future nor past through solely the use of their resonance. So things like time travel or farsight are not possible even amongst those made of resonance themselves.

Otherwise, the limits of pulse resonance go as far as the ambition, will, and ability of the pulse resonant user. Anything from depriving a region of gravity or friction to turning concrete to water, and anything else that may defy the rules of reality, logic, or reason. It is the magic of gods.

The only limitation comes down to the species or entity in question. Mavõtur having the most limited ability of pulse resonance, only able to engage in short bursts of intense resonance. Though the ability and limitation of the Mavõtur is vastly overshadowed by that of the Prejager, itself shadowed by the Balãr and so on.