Drekir Social Behavior, Dens and Social Organization

As I have continued to read and study for the worldbuilding of the dragonscape, I have read more and more on Anthropology and Archaeology in order to better understand the sorts of structures drekir societies might take in regards to how their societies might socially organize and so, as I have been updating the page I have felt it necessary to rework the four non evolutionary models of social organization to better line up with those of the Drekir.

Drekir Social Behavior

Drekir social behavior is a notable departure from that of humanity and, before social organization is talked about there needs to be some coverage of their natural social behavior, den psychology, as well as reproductive and parental behaviors of the Drekir.

The Drek Family that does not exist

Drekir are a R-selective, promiscuous species of breeders and inevitably make a lot of children. They do not particularly bond with any of their own children either, with the average parent not recognizing their children in a hatching generation of new drekir. Rather, both male and female drekir have a very light parental drive for children in general. They do not have a parental drive to protect their children in particular but rather, they have a light parental drive to protect children generally regardless of parent.

Drekir show no bond to eggs. Broken eggs, be it on purpose, accidental, or for whatever reason, don’t phase drekir who often break their own eggs regularly for pragmatic reasons, such as avoiding overpopulation, and for cultural, religious, and ceremonial reasons.

Drekir are also not very intense parents when it comes to hatchlings and younglings either.

This parental drive is very light though when compared to human parenthood. Drekir by no means will allow a child to die neglected and they will care for their children. However, while the death of a child is a sad matter for the drekir, it isn’t a world shattering tragedy, it happens. As long as the overall health of the hatchling den they are raising is good then the death of one or two is sad, but not the end of the world. More will be laid anyways.

Compared to humans, this leads to a very hands off method of parenting in which children are almost always raised communally and often separate from the adult dens within the community, often left to their own devices for most of the days and weeks of their upbringing. Almost always the adult drekir of a community lend a very light hand in supporting a growing den, providing shelter and safety, food and water, and an often limited education that often takes the form of a apprenticeship like relationship to teach a young drek/drekir important skills and knowledge for their coming adult life.

Moreover drekir are aromantic. They don’t have a concept of romantic love in the same way humans do and do not form long term pair bonds. Their sexual behavior is driven by lust specifically and they are generally very promiscuous, mating with friend and stranger alike, whomever suits their fancy in that moment. Due to this, drekir cultures never have a true concept of a “marriage” between individuals, be it a monogamous or polygamous marriage. So you will never see drekir form ideas of spouses nor spousal relationships.

In either case it should be no surprise to say that drekir do not form the anthropological concept of the nuclear family as you see across the world of human social interactions and familial systems. Instead of a lineal family like you often see with humans, drekir have a different type of social group that forms the core of their societies, that being the Den.

The Drek Den

Drekir dens are generationally distinct groups of non-genetically related drekir that may have grown up together, or had formed later on, most commonly a mix of both. Drekir of a den develop a deep and intensely close bond, being intensely platonically and playfully friendly and lustful. Drekir see their fellow denmates as a sort of “found family”, as fixtures of their life, as trusted companions and close compatriots, social, economic, and social support, as mates and casual sexual partners, and as generally the most important group of people in their life.

Drekir dens are generally large, with most dens ranging around 30 drekir. Though dens can sometimes number over 50 drekir, and some smaller dens may number as low as 20 individuals. Drekir dens are usually egalitarian in social organization and don’t have formalized leaders with each individual of the den generally being socially equal, aside from pragmatic and informal specializations in trades and skills.

Dens are also generally relatively loose in regards to membership, with all members of a drek den being of a similar age range and generation. Most members of a den had likely grown up together in the same hatchery and in the same general generation. Moreover, drekir dens will often integrate new members into their den of a similar age group as their own den. So within any given den the majority of the members of that den will all share a similar age, with an average age range between most members of any given drek den being between 1-3 years of eachother.

Packs are also worth a mention here. A drek pack is a group of drekir that numbers under 20 individuals, but shares a similar tight close bond and sense of platonic and playful love to a den. Some packs are traveling offshoots of larger dens, such as trader caravans, whereas others are wholly independent groups. These smaller social groups are similar to dens though, just otherwise too small to be considered a true den.

Non Linear Models of Social Organization and the Drekir

As far as social organization is concerned, drekir dens are the closest (even if not at all similar) structure to human families and, as such, tend to be the most basic social unit that builds up into more socially complex societies such as drekir tribes, chiefdoms, and other states of social organization.

Generally the 3 Non Linear Models of Social Organization are a mechanism of understanding very broad models of social organization that occur in Human societies. In spite of popular belief these are non evolutionary and non linear, so one does not progress one into the other but rather these sorts of models arise in response to different environmental, cultural, economic and social factors that are unique to a specific culture. This page is going to discuss a lot of the distinct differences that these models of organization take commonly with drekir. Just like humans drekir societies have a massive variety of societies that take different routes on how they socially organize.

Moreover as tribal societies are the the most common social model seen in the DragonScape generally speaking, a lot of this segment is going to be focused on the nuances of Tribal Societies. Though there will be a good bit of information on Den Bands and Chiefdom societies in the context of the Drekir Species.

Band Societies

Band societies are the smallest type of drek society and are simply a society that is made up of a single, generally socially independent pack or den. Band societies do not form complex political, 

economic or social bonds with other dens and functions primarily for the survival of it’s own denmates. Band Cultures typically feature a very low population density and may interact with other bands within their culture, but they do not share a broader political unity or social organization.

Bands are generally den exclusive (more on that below) though membership can often be relatively fluid with many den bands, with these den bands often taking in new members. Band societies also never possess any sort of strict hierarchy and are purely egalitarian. Though as each den is effectively functioning on it’s own, there are few social institutions or practices that are practiced between dens. Bands might be sedentary, semi nomadic, or nomadic and almost universally have a foraging economy, though there are a few rare pastoralist bands. Populations of Band societies are always very low, often with only a few hundred drekir existing in a culture.

Tribal Societies

Tribal societies are the most common form of drekir social organization and most cultures and people live in some type or variation of a tribal society. Tribal societies are a series of many dens that, while often autonomous and economically self sufficient, are united by loose and informal political, social and economic institutions. These dens are generally united by a shared culture, history, and language. Drekir dens of a tribe also have shared sense of kinship that is often reinforced through mutual cooperation, den clanship,  and sometimes other practices of egg mixing, mate trading or den mixing.

Tribal economies vary heavily by regions and cultures and strategies. Most tribal societies have some element of foraging in their economies, though often will also incorporate other strategies such as pastoralism or horticulture into their economies. In terms of lifestyle you see all the varieties of sedentary, nomadic, and seminomadic lifestyles. Populations of tribal societies are often low to medium, with most tribal societies being home to between 400 to 1500 drekir.

There are a few factors to mention here in Tribal societies with various forms of adult den residency (den inclusive and den exclusive societies) and the types of Den Clans that occur (Generational and Geographical Den Clans)

Den Clans and Den Clan types: Generational Den Clans and Geographic Den Clans.

A Den clan is a group of dens that cooperate together informally as a larger political and social group. These den clans are often closely tied through economic trade, social events and cooperation. A tribal society may be made of just a single den clan or may be made of multiple den clans that form a larger informal network of people. The dens of a clan usually (but not always) get along with one another, but tend to support one another socially, often reinforcing the relations between dens through economic and social mutual aid as well as through close cultural ties.

Generally while clans are an important aspect of political and social life in tribal societies, different cultures have different systems of who comprises a clan and how clanship is determined. These fall into the categories of Generational Den Clans and Geographic Den Clans.

Generational Den Clans are den clans which form amongst drekir of a similar broad age range and generally feature a larger range of ages between the dens of a clan than the denmates within each specific den. This may take the form of a generation of dens with an age range between 20-35, or 40-60, etc. It sometimes occurs that generational dens also move to live in the same geographic area together, though this is not universal and not necessary for a den to be a generational den. Generational den clans are far more common amongst nomadic and seminomadic drekir though also occur from time to time in sedentary cultures.

Geographic Den Clans are den clans that form amongst drekir that share the same geographic area. It might be a series of drekir dens that live along the same stretch of river, around or on a specific mountain or within a certain valley or a series of drekir dens that share a similar nomadic range. Unlike generational dens these den clans are often made up of den clans that vary wildly in age, from adolescent to elder dens, that all work together and unite based on a shared land. While it is common for geographic den clans to also be den inclusive societies, with each den of the clan living within the same larger settlement, this is not universal. Geographic dens are also usually more often sedentary communities though there are a few nomadic examples that exist.

Den Inclusive and Den Exclusive Tribes

There are broadly two systems of broad tribal locality which separates how the individual communities of a broader tribal society are organized, while there are variations in these patterns there are two very broad patterns which are generally understood as “Den Inclusive” and “Den Exclusive” societies.

Den Exclusive societies are the more common of the two and are marked by adult dens of drekir living separate from eachother. Each individual den has it’s own nomadic range, it’s own homestead, or otherwise lives with a degree of autonomy and independence from the other dens within its tribe and/or clan. Usually once a youngling den hits adolescence or adulthood they are sent out to either inherit the territory/land of an old den that now lays empty or are sent to inhabit a new piece of land and territory. While these dens still cooperate it provides each individual den a great degree of solitude and independence.

Den Inclusive societies are the opposite, where clans of multiple separate dens live together in a single, larger community. Often each den is seen as its own political group while also sharing a close tie to the broader clan due to them quite literally sharing a nomadic range, settlement, or other such tangible land or area together.

Residence of drekir dens

Generally another layer of variation comes in regards to where new up and coming adult dens from the adolescent generation of drekir in the region. These tend to be categorized as locality or residence. With a few general types

Neolocality is the most common form of locality amongst the drekir, in which an adolescent den leaves the community of their parental den to live somewhere else. The most common form of this is found in den exclusive societies in which the up and coming dens are sent to establish new communities or to inherit the communities of older, dying dens. In den inclusive societies this is most commonly found with adolescent dens moving into new communities, particularly to move into den inclusive societies that are defined by generational dens so that all of the new young adult dens can establish a multiden community together.Linealocality Is mostly seen in Geographic den clan sedentary den inclusive societies, in which the grown up offspring of a drekir community continue to live within that community. This creates communities defined by multiple generations living together, usually in a linear organization of an Elder den, Midlife Den, one or more Adult and Young Adult dens, and one or more up and coming adolescent dens, youngling, and hatchling dens.

Tribal Politics: Informal Institutions and Reciprocity

All the drekir of all the dens and clans of a tribe generally have a lot to work on and negotiate with one another. Things like regional land use and management, economy and trade, commitments of mutual defense and/or aid in crisis situations, as well as resolutions to prior disagreements between these communities of drekir that are generally done informally.

In tribal societies, there aren’t official organizations or institutions that are referred to but rather, tribal societies are negotiated by informal institutions, traditions, expectations, and general rules that help drekir individually and as larger groups navigate the political situations within their community and to other communities.

In this informal environment, one of the most important aspects of political life is Reciprocity.. Reciprocity is the culmination of desired or needed  acts of trade, gifts, goodwill and trust exchanged through a variety of favors and actions. If a community helps another in building a hatchery then they might get some friendly aid in return.

Neighbors help neighbors and it is the long term culmination of these tokens of goodwill, hospitality, and generosity that becomes the informal social economy of a community of drekir dens that binds them together. Generally drekir are willing to negotiate things like land use with their neighbors because they are on good terms with their neighbors and understand that their generosity will lead to a favorable return of generosity down the line. Its these systems of mutual trust, aid, and cooperation that bind den clans together and that bind whole tribes of people together just as they have done for human societies.If everyone is willing to do favors for everyone and everyone is willing to return reciprocity for favors, then everyone tends to get along. But also its when these notions of reciprocity are not returned when conflicts arise.

Just as positive reciprocity unifies people, negative reciprocity splits them apart. A Den taking more favors than they are receiving in the eyes of the other folks, a clan acting flippant and disagreeable about trade plans or land use within the broader region that are thought to be reasonable, or a den not pulling their own in a crisis situation. Lots of things can put a den in a bad light relative to the broader clan or tribe and these conflicts may resolve themselves informally between the parties in disagreement. Sometimes they warrant larger political intervention by other dens, clans, or even other tribes to resolve these built up disputes. Sometimes they build up to a point in which informal cultural conflict resolution takes place in the form of things like Ritual warfare to resolve conflicts definitively with as little blood spilled as possible. Sometimes relations get so bad as to warrant complete and violent confrontations to force the issue to a close. More often though, many of the political disagreements between drekir dens and clans are resolved through negotiations between the disagreeing parties and others within councils and conflict is negated by threats of denial of aid and cooperation. 

Tribes are united on the expectations of reciprocity and on maintaining a good reputation and relations! You are what you do with the broader people, as a den helps and supports others they too are helped and supported and they build up a sort of social currency for working out political and economic matters. As a den doesn’t help or doesn’t contribute however then the less others help them and the more disagreements and conflicts may arise. But generally drekir of differing dens get along well and each pulls their own respective weight in their own respective way.

Generalizations of a vast variety of systems

Tribal societies are the most common form of society drekir societies in the awakening period take, so trying to describe all of the potential varieties of which they could take is mostly impossible. So instead take the above forms as more like broad trends that occur across many though not nearly all drekir societies.

Chiefdom Societies

Chiefdom societies are the largest common societies that drekir go on to build in many contexts across the DragonScape. While chiefdom isn’t necessarily the best word to describe these societies, as few if any chiefdoms are led by a single chief or individual leader, they do follow a similar basic description as human Chiefdoms. Chiefdoms are societies that are comprised of one or more tribal groups that are united under a concrete aristocratic leadership within a stratified society.

So, whereas a tribe of drekir is a more decentralized society constructed of multiple clans, each made of multiple dens that work together via systems of kinship and reciprocity binding them together, a Chiefdom is comprised of multiple tribes united under an aristocracy. Additionally is the stratification of chiefdom societies compared to the generally egalitarian tribal societies of drekir. Chiefdoms are often a series of united settlements with a defined political class of drekir who makes decisions that affect the other communities under their leadership. In chiefdoms you find multiple social classes and in the most basic sense you have the aristocracy who leads the chiefdom and everyone else, though it is common to see several social classes that exist within a chiefdom. All chiefdoms are sedentary societies with generally higher population densities than tribes or bands. While there is a usually plenty of foraging and pastoralism in chiefdoms, their economies are primarily fueled by intensive insect farming, aquaculture, limited agriculture etc.

Here I will cover two broad, varying systems of governance in how a chiefdoms aristocratic class is formed. Just like with the above mentioned tribal society structures and systems, there is broad variation with these practices and some societies do not follow these structures at all. But these two broad systems of aristocratic structure are Denarchs and Amalgamate Dens.

Denarchs and Amalgamate Aristocracies

Generally chiefdom societies are lead by a single group of drekir, usually a den of some sort and structure that functions as a ruling class. How these dens are constructed, how long they rule, and how leadership is inherited varies culturally and by the particulars of that chiefdom.

Denarchs are leader dens that had inherited their position as chosen by a prior denarch or were elevated to the position through some political process. Denarchs independently make decisions on policy, economy, and organization of the other communities under their rule, often without any other powers in check, in a lot of ways you can compare them to a oligarchy. In addition to managing the chiefdom it is often the job of this denarch to manage diplomacy, rally militias and/or the warrior class of their society and generally protect the territory of the chiefdom. This den functions as the upper class and also receives a larger portion of the wealth of a society, usually through a form of tribute by the various communities that make up the chiefdom. Typically a denarch rules for the full lifespan of the den, from when they first inherit the “throne” to when the last of the drekir in the den breathes their last breath. the den that will inherit the denarch may be determined through various means. In some cases the heir is chosen of the adolescent and adult dens within the chiefdom, usually of the other, non leadership upper class dens of drekir within the chiefdom. In other cases it comes down to a democratic vote across the entire population of the chiefdom, in addition to other various systems of selecting an heir.

Amalgamate Aristocracies are artificial dens that are constructed from members of multiple dens who form a political den that functions as the leader den of a chiefdom. In this system one or multiple drekir from various dens leave their natal den and join into one or more artificial dens that function as the group that organizes policy, division of labor, and control of resources. In some cases all the dens of a society must provide at least one drek from their den to join the amalgamate den, and in other cases drekir are selected from a more restrictive set of upper class dens within the chiefdom. In this system the ruling body never technically dies, needing to be replaced. Rather as older drekir pass away and are replaced by drekir from the younger dens the ruling body of an Amalgamate Aristocratic chiefdom is always gradually morphing and transitioning with the changes of the people around them. So instead of a structured system of inheritance that occurs all at once, the body is always in transition.

Drekir Biology, Ergonomics, and Breeds

This Page is for the basic information about drekir as a species in the biological and ergonomic aspects. So their general basic anatomy, size and weight, diet and life cycle, ergonomics, physiology and other relevant topics.

Size and Weight

The size and weight of a drek varies slightly on their breed so this will cover more of the broad averages of how big drekir 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: Drekir are relatively short compared to humans, the smallest of drekir may only stand around 3 1/2 feet and the largest breeds of drekir tend to be as tall as 6 feet. In metric measurements that would be 1.1-1.7 meters in height. Though your average and most common sized breeds of drek will only reach about as high as 4 1/2 feet on average, or around 1.4 meters.

Weight: The smallest of drek breeds may on average weigh in at only 140 pounds and the heaviest largest breeds of drekir may weigh in around 350 pounds, or in metric measurements around 55-115 kilograms. Your average drek in the more common normally sized breeds may weigh in around 200 pounds, or around 90 Kilograms.

Sexual Dimorphism and Drekir

like the other intelligent draconic species known collectively as the Ẽldimor, drekir 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

Drekir are Mesocarnivores and can subsist off of a mixed diet of meats, fruits and vegetables. Drekir do require at least 50-60% of their diet to be some form of meat.

This can be red meat, poultry, eggs, insect meat, blood, bones, or any other type of meat or meat product. Drekir are also lactose intolerant and are incapable of digesting cereal grains. Though they are able to digest tubers and starchy plants such as potatoes, roots, and squash. So generally most of the typical drek diet comes mostly from meat and products there of with a smaller amount of local fruits, vegetables and tubers.

Drekir and Ectothermy

Most drekir are ectothermic, or in other words cold blooded. Being cold blooded provides drekir a fair number of biological advantages and disadvantages in their day to day lives. There are only three breeds of drekir that are warm-blooded unlike the vast majority of drekir. Those breeds are Arctic and Alpine drekir, with the sole subspecies breed being the Highland Himir

One of the larger advantages is that drekir do not have a constant metabolic rate such as humans do as they do not have a constant internal body temperature. As such drekir do not need to eat nearly as much as the average human, on a typical day a drek may only eat upwards of 700-1100 calories.

Drekir can further reduce the amount of calories they burn through reducing their physical activity and staying warm. This makes drekir notably resistant to starvation, with the average drek being able to survive for over 60 days before succumbing to their starvation. Arid drekir are notably more resilient, capable of going without food for upwards of 3 months before dying of starvation.

Drekir, thanks to their ectothermy and particularly strong digestive systems are also more tolerant of food that might be uncooked, rotten or bad. So raw meat and partially rotten meat, untreated water, and other sorts of foods that would easily make a human sick are generally safe(ish) for drekir to eat barring more intense rot in the food in question. So it is also quite normal for drekir to safely eat food in spite of it being past the point in which a human would not be able to safely eat it.

However, cold blooded drekir are also very vulnerable to extreme heat or cold and inclement conditions can prove dangerous and even lethal. Drekir are particularly vulnerable to hypothermia. As a dreks body temperature drops their muscles begin to move slower and slower, their reflexes begin to slow, and the cognitive abilities of that drek will begin to decline. At freezing temperatures a cold blooded drek can lose consciousness within 20 minutes, it is typical for a drek that is not pulled from those cold temperatures to die shortly after within 5-10 minutes. Hyperthermia is also a larger threat to a drek than a human might appreciate. It is easy for drekir to overheat and if they are unable to cool down externally then they could easily suffer from heat sickness or a heatstroke. Prolonged exposure to temperatures that are above 85-110 degrees Fahrenheit or 32-45 degrees Celsius (varies by breed) can cause a decline of cognitive ability, physical sickness and dehydration, and eventually death over the course of 6-7 hours.

Thermoregulation and Basking

To help combat their lack of a consistent internal body temperature and their vulnerabilities to extreme heat and cold conditions drekir have a variety of instinctive and developed cultural behaviors.

But for now lets keep this focused on biological and instinctive behaviors, To deal with cold conditions Drekir are instinctively driven to bask (more on that below) and seek out external sources of heat to warm their bodies up. Consuming warm foods and liquids is also a common tactic. Drekir are also known to naturally shiver to try and warm their bodies up and to cluster together in cold conditions. To protect themselves from the heat drekir instinctively pant to help cool off. Drekir that are hot are also instinctively driven to consume cool foods and liquids, cool off in the shade or submerge themselves in cool water. In more desperate situations drekir might be roll in dirt or mud to try and cool themselves off.

Pheromones

Drekir produce a lot of pheromones that help communicate with other drekir and different pheromones are secreted in different ways throughout the body. Some pheromones are secreted out of saliva, others are secreted from between the scales, etc.

Pheromones communicate a lot of social and physical information about a drek. Everything from a dreks rough age group, if they are healthy, injured or ill, if they are pregnant, in a fertility period or receptive, if they are hungry or dehydrated etc. Additionally it can convey important social information. For example, if a drek is frightened then they will naturally secrete a pheromone signaling for other drekir to be alert for danger, and if a drek is sad it can influence other drekir emotionally.

Drekir, as discussed on this site are very different creatures from humans and that extends to their physical abilities. In some ways they are stronger than humans and in some ways they are weaker than what I feel is a fitting comparison, humans.

Drekir Ergonomics

Physical Strength

Drekir were designed by the sivilão to function very much like pack animals and so it is no surprise that their bodies reflect that. Most of a dreks core muscle groups are in their back and leg muscles which allows them to carry and pull many times their own body weight. In optimal situations a drek can pull up to 9x their own body weight and carry upwards of 6x their own body weight at the maximum.

But while a dreks back and legs are incredibly powerful, they do not compare well to humans in regards to arm strength and upper body strength, with most healthy drekir comparing more to a 15 year old human boy in respects to arm strength. This is both due to smaller muscle growth in the arms relative to humans, the inability to utilize their whole body effectively in many applications, and thanks to how short their arms are. The exception is in situations where a drek can use their legs as the main driver of energy, in which they can at least match a humans capabilities.

Drekir Speed, Agility, and Maneuverability

Drekir are fast compared to humans, particularly when moving forward your average moderately fit drek can break 20mph and a well trained runner can break upwards of 30mph. A drek of most any state can almost always outrun a human.

However their biggest problems come in regards to maneuverability, drekir are mostly designed to only go forward. While they can backpedal reasonably well it takes a drek a lot of space to try and turn, requiring them to slowly turn in a forward moving arc. This inability to turn efficiently often gives drekir notable problems in cramped or claustrophobic spaces.

Endurance and Cardio

Drekir and humans are both good with various types of endurance, though in different aspects. Humans have generally better stamina in physical activities such as long distance runs and sprints where as drekir are generally only capable of high speed but short bursts of exertion for running. By contrast drekir generally fare a lot better in regards to walking long distances and carrying heavy loads while doing it then what your average human might be able to handle. So overall the two species are relatively similar in regards to stamina just slightly better in different areas.

The Primary Senses of the Drekir

Drekir possess most of the same senses as humans do, sight, smell, hearing, touch and taste among the other various senses that we possess as humans. Though the way those senses interact with eachother and the world does vary slightly with drekir being more sensitive in some aspects and less sensitive than others.

Drekir possess the same number of rods and cones as humans do and thus perceive a similar spectrum of colors, additionally their eyes aren’t particularly sharper at seeing than humans and are quite comparable. the main difference is the location, a dreks eyes are on the sides of their head which does result in a dramatically different field of vision compared to a human. Compared to a human, a dreks vision is almost panoramic in nature, with their eyes giving them a field of vision that is almost 260 degrees of vision. Generally this gives drekir a notably greater view of the area around them though they have minor problems in relation to depth perception.

Drek hearing is notably more sensitive than humans and more comparable to that of a canine or cat. This more sensitive hearing allows them to better hear the world around them in addition to using their hearing to accurately locate the source of a sound.

Drekir smelling is not necessarily better than humans, just more specifically tuned., mainly using their more sensitive smell to catch in on the pheromonal smells of other drekir. Though generally outside of that more specific sensitivity drekir smell isn’t much more sensitive than human sensitivity to smell would be.

Drekir are notably less sensitive to tactile sensations than humans. Due to their thick scales and clawed hands means that they aren’t as attuned to changes of texture, temperature, sharpness, or other bits of information gained through touch. They can feel these sensations just, in a “duller” sense than humans.

Drekir, while having a similar degree of taste as humans, often don’t make the most use of it due to how they eat and their inability to properly chew their foods. So while its not worse than a human they tend to utilize it less than a human overall.

Reproduction and Life Cycle

Drekir are a sexually reproductive species and, more specifically, are a promiscuous R selective species. As drekir do not form pair bonds nor bond with any of their mates.

So it’s natural behavior for drekir to mate with whoever they take a fancy to at any given moment, often bouncing from one mate to the next. Over decades with your average drek usually meets with hundreds of different mates throughout their life, most of whom they never see again after a single instance. This promiscuity happens both with denmates and with complete strangers. In other words, they get around.

Pregnancy and the Egg

Drekir are reproductively active year round. Adult female drekir are induced ovulators and, as such, tend to have a high fertility rate in comparison to other ëldimor species or humans. When combined with a generally higher libido between male and female drekir when compared to humans or other ëldimor species, it’s relatively common for drekir to engage in frequent sexual activity and, relatively often, that results in an egg.

Upon successful fertilization a female will have a gestation period that lasts 19-24 days. Almost always a female will lay only one egg at a time. A females pregnancy does very little to directly impact or hinder them in their day to day functions and throughout most of a gestation period a female is generally able to and continues their day to day activities as normal. Though during the last few days of the gestation period a female is likely to become mildly affected by their gravid state, overall gravid drekir are generally unbothered and unhindered by their egg.

Additionally, upon fertilization gravid female drekir will stop ovulating for between 28-41 days, both encompassing the entire gestation period and upwards of two weeks after laying the egg. While a drek may continue to be sexually active both while being gravid and after laying an egg they are exceptionally unlikely to produce another egg until anywhere from 4-14 days after laying their prior egg. In an average year most female drekir may lay 3-6 eggs. Though if pushed to extremes one could lay upwards of 8 eggs in a single year, though that is unusual.

Once laid, an egg will take around 4-5 months before it properly hatches into a hatchling. Eggs themselves are vulnerable to temperature changes and environmental changes that might delay the hatching of the egg or lead to the death of the embryo, creating a dead egg. Typically 20-40% of the eggs laid within a year will never hatch.

The Hatchling Period

A drek hatchling is incredibly small upon hatching, often being smaller than a foot long and weighing in at under 8 pounds. The egg tooth a hatchling breaks from the egg with will stay with them until adolescence. During the next 7 years a hatchling will begin to grow and develop rapidly. Due to a lack of strong paternal care hatchlings are hard wired with powerful survival instincts and are generally capable of finding food and water themselves. These powerful instincts tend to cover up their early leaps and bounds in cognitive development.

The Youngling Period

The youngling period is roughly in the prepubescent stage of life from 8-14 years of age. This, like the previous period is a stage of rapid growth.

Secondary breed traits such as horns, fur, feathers, wing membranes, etc. tend to begin to grow and it is during this period that a dreks scales begin to change into a become fuller in color. It is during this period that a dreks powerful hatchling survival instincts begin also to wear off. So during this period you often start to see drekir begin talking and showing the cognitive development that had previously been veiled under their powerful, overriding instincts.

The Adolescent Period

The Adolescent period is a brief period from around 15-19 years of age and is, as the name would suggest, when a child begins to fully mature into an adult. It is commonly signaled by the falling out of the egg tooth, replaced by a more usable set of teeth. During this period a drek will undergo their final rapid growth spurt into an adult, and become biologically and physically mature.

The Young Adult Period

The Young Adult period generally refers to the period of roughly 20-50 years of age, during which a drek is mostly at their prime of health and youth. This period is generally when a drek is at their most physically able and mentally sharp and is the most significant period of their life before later declines. It is hard to tell the difference between drekir who may be decades apart in age during this period, often with a 20 year old and a 38 year old not looking noticeably different from a basic glance, with pheromones often being the key tool for drekir to distinguish age in this period. Though as a drek hits their mid to late 40s you would begin to see the first signs of darkening scales.

The Midlife Period

The Midlife period refers to the period roughly from 50-80 years of age, This is when a drek begins to have their aging 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 a dreks late 40s they will gradually become more pronounced during this period. The ability of a drek to recover from physical problems begins to diminish as well. While a drek is clearly beginning to age during this period they are still generally very able and overall well.

The Elder Period

The Elder period is the last stage of life for a drek and lasts from 80 years until their death and is a marked period of general physical and/or mental decline as the drek ages further. This period is marked by the prevalence of pitch blackened scales and silver or fallen out feathers or fur when applicable. It is generally rare for drekir to live this far in the early awakening period though of course, many have regardless hit this old age.

The average maximum lifespan of the drekir tends to reach as high as 105 years, with a few drekir having made it to as old as 120 years.

The Drekir Breeds

Drekir, like all other creatures, have a variety of breeds that provide variation between different regions and their populations. So this chapter is going to discuss the locational nature of breeds and the different varieties of breeds amongst the main DragonScape drekir population as well as the subspecies of drekir.

The non genetic nature of breeds

The Variants of all creatures in the dragonscape are directly determined by location and the same applies with drekir. Drekir breeds are determined primarily by the location in which the egg is laid and not the breeds of the parents, as the sound of the environment and climate affects embryos within the egg to develop in a certain way. Once the egg is laid the breed of that drek will be determined regardless of the parents.

For example, if you were to have an arid drek and a tropical drek produce an egg and that egg was laid in an arctic region (however improbable this scenario is), then that egg would result in an arctic drek.

For 1st generation drekir, the previously human residents of the Americas hit by the Pulse, they become whatever breed would fit the environment that they would awaken into. So if you were to wake up in a desert, then you would awake as an arid drek, if you were to awake in a desert that turned into a tropical savanna (such as most of Argentina for example) then would awake as a tropical drek, etc.

Moreover in more extreme environments in some planar you may wind up with more distinct subspecies variants. While still drekir their anatomical and physiological differences are more extreme due to the more extreme situations of their environments and the resonance effecting them in different ways.

Drekir are the namesake of the whole species and the inhabitants of the many planar of the dragonscape. Be they in the Americas, Logáu, Agõrl or some other plane, the drekir are the most common species of Ëldimor in the dragonscape and these are the most common breeds that you can find on most planar! Though they are not the only breeds by any means! Just the most common.

Drekirfijal: Temperate Drekir

Also referred to as forest drekir, temperate drekir occur in all temperate climates and ecoregions, from temperate forests and temperate rainforests to temperate barrens and grasslands.

They are a common sized breed with the most notable feature of hard, two toed hooves. They are known to grow generally long, draping fur along their back and their neck that is almost always a similar or darker color to that of their scales. This fur helps preserve their body heat and keeps out cold precipitation such as rain or snow.

A trait that some (though not all) temperate drekir grow are also a variety of horns on various parts of the head, with varying sizes and numbers of horns that vary individually. Their primary scale tones are known to range from stone blues and purples to stronger teals and cyans, as well as a wide range of shades of green from deep forest greens to brighter grassier greens. Internally temperate drekir have a particularly strong circulatory system and generally have notably better endurance and stamina than most other breeds of drekir during intense physical activity. Combined with their hooves makes them very capable travelers.

Drekirpura: Arid Drekir

Also referred to as desert drekir, arid drekir occur in all arid and semi arid climates and ecoregions, such as deserts, semi arid plains and forests, and shrublands. They are a common sized breed with their most notable and constant feature being a short, fat tail. combined with the spines that many (though not all) arid drekir grow all throughout their head, neck, back and tail.

. They are known to grow a shaggier, curlier, and light fur on their back and neck, almost always of a similar or brighter tone than their primary scale color. Their primary scale tones range from from a variety of shades of red, brown, and sandy tans through to yellow and a variety of desert, shrubland greens.

In addition to being more able to withstand intense heat, their fat tails store fat that allows arid drekir to survive for far longer than any other breed of drekir without access to food, as they can survive off of the fat in their tail. These changes better help drekir to survive in the more arid and resource scarce environments they often find themselves in.

Drekirjuln: Tropical Drekir

Also known as feathered drekir, tropical drekir occur in subtropical and tropical climates and ecoregions. From tropical jungles and savannas to cloud forests and subtropical swamps or marshes.

Tropical drekir are a small breed and their most immediately obvious trait are their feathers, with each tropical drek growing their own plumage of primary and secondary feathers along the head, neck, back arms and tail.

Feather coloration can range from green to blue and earthy yellows often with brighter colors of secondary feathers and usually red, tan, or brown scales underneath. The feathers, while also helping hide drekir from predators, also protects from various parasites found in many regions of the tropics. Tropical drekir are also generally more resilient to disease than other breeds of drekir, all of these traits assist them in surviving in the often muggy tropics of the DragonScape.

Drekirkal: Arctic Drekir

Also referred to as furred drekir, arctic drekir occur in subarctic and arctic climates and ecoregions. From taigas and tundra to The far northern cordilleras of the DragonScape.

They are of a large breed with the main trait would be of course the fur that all arctic drekir grow, with a common though not universal secondary trait of growing horns. Their fur tones vary from russet and woody browns to faint, bluish whites and snow white colorations with the occasional blonde or black fur. The scales underneath are almost invariably gray, with an exception of the belly scales.

Another notable trait of arctic drekir is that they are warm blooded, which while requiring them to eat far more food than most other breeds of drekir, made worse with their larger size, allows them to far more easily withstand the intensely cold temperatures of their environment when combined with their fur and the clothing they generally make and wear. All of these traits combined allow arctic drekir to withstand some of the harshest climates in the americas that would kill other breeds of drekir within 10 minutes.

DrekirJalan: Alpine Drekir

Also known as mountain drekir, Alpine drekir are a more niche breed of drekir that occurs in Alpine mountainous regions. This includes montane forests and grasslands as well as upper alpine zones above the snowline.

Alpine drekir are a small breed with a very notable trait in the wool and hooves that all alpine drekir grow, as well as the various sorts of horns that many (though not all) Alpine drekir grow. Their wool is generally grayscaled and their scales brown, gray, blue or black.

Like arctic drekir, alpine drekir fall under the minority of warm blooded breeds, which helps them survive the often very hostile, and cold environments in the high mountains of the DragonScape. Alpine drekir also have larger lungs with more efficient bronchiole that allow them to breathe at incredibly high altitudes without the aid of specialized breathing equipment. These qualities allow these drekir to survive in some of the most difficult environments in the DragonScape, such as the peaks of the Andes and Rockies Mountain ranges.

Drekirsivilão: Drãlkir

Also known as Caste Drekir, though will be referred to as Drãlkir, Drãlkir are an artificial breed of drekir created through the manipulation of the Prejager and only occur from eggs laid within the walls of Sivilão Õfuthar.

Drãlkir, being modified to fit the realm of their lay and the labor expected of them, are similar to foreign drekir, however are known to grow armored plates along the head, neck, and back. Their scale tones are rigidly set by the realm they originate from and the colors mandated by the Prejag of the õfuth they live within. They are a large breed of drekir.

While not boasting many strong adaptations outside of the protective plates many grow, their larger size aids them with more strength, both for the labor of their caste ãf õheduradir thalmvar and in the common conflicts against other sivilão õfuthar

and the various drekir heretical tribes they encounter in the wildernesses of the Dragonscape. They are more common than foreign drekir though, overall with the broader population of the dragonscape, are a minority breed amongst the drekir.

Drekirerlen: Foreign Drekir

Also referred to as colonial drekir, foreign drekir do not hatch naturally in the dragonscape. Rather, they are a result of the drekification of humans in the post awakening, always colonial humans of some type, through mana exposure. It is common to find this breed of drekir, sure enough, in human colonial outposts as the residents slowly drekify over time.

They are a common sized breed and are notable for… nothing. They are essentially a featureless drek that lack any sort of horns, odd tail, fur, feathers, etc. They are just a drek with basic features, their scales can vary to near any palette of colors from neon to pastel tones to natural tones and everything inbetween. While new foreign drekir who had just drekified are bald, they will all grow fur along their back and necks, often heavily varied due to their foreign origins.

These drekir, as they do not occur naturally through reproduction, are a rare breed of drekir in the dragonscape and the only breed of drekir to occur, naturally or otherwise, outside of the DragonScape in the human world. Though that is a topic for another day.

The Drekir

The Drekir (Drek Singular) Are one of, if not the most central of the major focuses of the DragonScape so I feel like they warrant their own section of the website with multiple fleshed out subpages.

The once humans of the DragonScape would be changed, their bodies replaced by the closest equivalent creature of the Õndem which would happen to be the Drekir. These once humans, now drekir would have to adapt to an entirely different life as entirely different creatures. Everything from their social psychology and instincts to their anatomy and ergonomics are entirely new, so these new drekir would have to learn how to live again. This section of the website is all dedicated to the Drekir! So click the windows below for more information.

The Lore Basics!

Hey! Welcome! If you’re looking to learn more about this whole project lorewise you’ve come to the right place! This page is to give a very basic overview of the setting! If you wanna start out here and dive deeper into the lore feel free to keep exploring! Or if you’re just looking for a basic understanding of what is going on in the first place that’s fine too!

The DragonScape at it’s most basic is a post apocalyptic fantasy setting in which the Americas were overwhelmed by the influence of billions of draconic entities and a reality dominated by the rules of a draconic realm. With the transformed survivors of this catastrophe moving forward and rebuilding as best as they could within their new lives and worlds! But anywho lets get started with the basics!

The Steiron, The Pulse, and the Creation of the DragonScape!

Of course the DragonScape didn’t come from nowhere, as it’s pretty hard for interdimensional dragon gods to suddenly be thrown about willy nilly. So to start we have to explain the Steiron. The Steiron is one of many, made by something, scattered across a variety of realities and dimensions and universes that functioned essentially as a keystone. Like a plug the Steiron would keep one reality from crashing into another. In the case of our reality, the Steiron would be found under the ground of what would come to be the country of Brazil, placed there during the early formation of the Earth and sitting quietly for billions and billions of years. But that wouldn’t go on forever and eventually, it would be broken.

In the late months of 2020, an illegal mining operation in the Renca Reserve in Northeastern Brazil that was in the process of mining for gold and silver would unknowingly dig up the Steiron which, after billions of years, had been slowly pushed closer to the surface. Without any idea about what it actually was, the miners would use mining charges to try and blow past it, cracking the rock and causing the event that would make the DragonScape, The Pulse.

The Pulse was the surge of õndemic reality that was pulled from the other side into our own, an apocalyptic wave of resonant magic. Millions if not billions of raddir would be pulled into our own reality, their sheer presence irreparably warping the very laws of reality forever. Within the blink of an eye the Americas were consumed, ripped from our own reality and becoming one of the many planar of õndemic space. But the devastation would only stay in the Americas as the Steiron was only cracked by the mining charge. From the outside people would only see an infinite, spiraling wall of sound where the Americas and the reality above it once existed, the chiming haze. The Americas themselves, being a part of Õndemic reality, would see a massive transformation. Non Õndemic animals would either be turned into Õndemic animals or mutated in strange draconic beings

The Long Rest, Scattering, 100 years of Stasis and the Awakening

The Raddir, the billions of godlike entities that form õndemic reality themselves, were not powerful enough to keep themselves from being forcefully pulled into their new space and many of them would be sundered from the greater folds into the mortal coil, trapped as the godbeasts called the balãr. As the Raddir were able to quickly assess the situation, they understood the great dangers the technologies of the (now transformed to drekir) people of the Americas had at their hands and what that could mean specifically to their sundered brethren, the balãr. Within a second of the Pulse the Raddir would put the peoples of the Americas in 100 years of Stasis to ensure that such prepulse technology would never be used on the fallen balãr.

So for those 1.2 billion people hit from the Pulse, their spirits would be held in a stasis for 100 years. But the Americas and ruined planar of the new Õndemic universe would not stay silent. Scattered remnants of the indigenous õndemic Sivilão, scattered across the planar including the Americas, would try and rebuild in a variety of ways. In the Americas, deliberate destruction by sivilão remnants, natural and magical disasters, focused efforts by the Balãr, and the weight of time would leave the once proud concrete cities of prepulse humanity as little more than crumbling half buried husks. Leaving nature to swallow the old Americas under soil and plants. 100 years after the Pulse and the Americas would be unrecognizable.
Not to mention the vast majority of the once human drekir would never see the Americas again.

The Awakening Was the end of the stasis period, in which the spirits of the prepulse humans caught in The Pulse would now be awoken, given drekir bodies. But these people would be scattered across Õndemic space, with only about 60 million awakening again in the Americas. The remaining hundreds of millions would awake in small populations on thousands and thousands of different planar. Some familiar, others completely alien. These new awakening drekir would have to fend for themselves from this point on… Often making contact with the Õndemic remnants of the Sivilão and Éldimor for better… and worse.

Some Core Aspects of the DragonScape!

The Drekir: Out of Time, World, and Body

The story of the once humans of the Americas turned to drekir and their descendants is something of the core of the setting. People living their normal lives only, in their perspective, in the blink of an eye being left in a strange and hostile world with nothing left to them. The first generation of these drekir (us really) would struggle to survive with many millions of them dying as they fought to survive in their strange, new lives. They would have to adapt and learn to live with their new bodies, minds, and lives, without any of the prepulse technologies or lifestyle they had known previously. Due to these struggles, traumas, successes and failures, as well as the unexplainable and sudden manner they wound up in this situation and their complete isolation from the prepulse world, These American communities would begin to culturally diverge from the prepulse. As the 1st generation would lay and raise the 2nd generation, who would have no idea about the prepulse world aside from what the 1st generation would tell them, the culture of these once American survivors would diverge even more extremely.
Eventually, over the decades the once panicked small clusters of survivors would form larger, stable and informal communities. The DragonScape and the legacy of the American Awakening Drekir is defined by the tribal societies they broadly went on to found. The cultural variety of the Drekir is immense, impossible to recount fully here really! Each region of each plane is home to it’s own small culture, dens working together as clans, clans working together as tribes, each with their own history, customs, divergent languages, and their own distinct cultures and cosmologies.

The Sivilão: What Remains of the Great Social Machine.

Pronounced “See-veelk khyao

The Sivilão were the long established, dominant society of Õndemic space prior to the Pulse, an event they refer to as Jãrsta or “The Far Throw”. Founded on the tenants of Fim éodin, the Sivilão rose to become the sole society of Õndem through thousands of years of genetic manipulation, genocide and through driving to extinction every other form of life that stood in the way of their grinding machine. While the most manatechnologically advanced society in the Awakening period of the DragonScape, they are a shell of their former selves. Jãrsta had brought their once dominant society to ruin, leaving an immense variety of remnant sivilão õfuthar scattered about.

These remnant sivilão are not nearly as many, nor are they as unified as what once was. Most remnant sivilão have become far more dogmatic in their interpretations of fim éodin (Which was already immensely dogmatic). The sivilão of the awakening are horridly violent, often taking those not associated with their religion against their will, forcing them to abide fim éodin in their many farms and égilstalõr. The sad fate of many drekir is to be taken by the sivilão is to live a glorified slave, a “cog in the great social machine”. Wherever the sivilão remnant õfuthar are they will almost invariably run into conflict with those they see as heretics around them. Be they the once human awakening drekir, the éldimor diaspora, or other sivilão õfuthar. The sivilão are heavily present in the American plane, with some planar having smaller populations of remnant sivilão and many having none.

The Éldimor Diaspora: Those That Chose to Start Wholly Anew

Pronounced: Yelkh-dee-more

While the sivilão were the only society remaining in Õndem by the time of The Pulse/Jãrsta, after it many of the sivilão survivors of the catastrophe would wind up scattered across the planar. Far removed from their once dogmatic and oppressive society, would seek to cut ties from their old culture and way of life and start over again. Many of the survivors of Jãrsta would indeed go on to reject their old fascistic ideology and, in the 100 years prior to the drekir awakening and well after, establish new communities and cultures that would diverge significantly from the sivilão. These cultures are generally known as Éldimor cultures and would become immensely varied, usually tribal societies that would be well established and varied in many planar by the time of the Drekir Awakening of the American drekir. These cultures would have a significantly different diverging point than what would become the America descendant tribes and cultures of the dragonscape however, seeing as their cultural legacy was with that of the prejãrsta sivilão.

Many thriving éldimor cultures would exist on planar with little to no remnant sivilão presence, with those existing on planar with heavy sivilão presences being pushed to the fringes. The Sivilão are particularly hateful of the éldimor, seeing them as infidels who abandoned the social machine entirely. With respect to the the American awakening drekir, their relations would usually come to be more complicated, varying greatly on the cultures interacting. Regardless they are an important diaspora to mention, just as varied as the American cultures that would come to mix with them in many planar.

Human Colonies: Empires in a Strange, Lost World

While the Americas were summarily excised from our own reality, the rest of the Earth was left to suffer a series of shocks that would lead to a gradual apocalypse over the course of the following centuries. With the Americas being replaced by the impassable void known as the Chiming Haze, international trade that relied on traveling through or around the Americas broke down. The global economy slumped, social instability from the unexplainable perceived annihilation of the Americas would crumble nations, resource shortages and climate change would spark massive conflicts. Nuclear exchanges would render parts of the world uninhabitable. Needless to say the order of the world shifted. But after 136 years (the year 36 Post Awakening in the Dragonscape proper), It would become known that people could enter (even if not be able to leave) the DragonScape and many of the new human unions, confederations, corporations, and nation states would begin trying to head into the DragonScape for a variety of motivations. Be it to tap into regrown dense natural resources, research what happened to the Americas and the denizens within it, or to innovate via the magical materials found within.

However, the nature of the DragonScape would keep large scale colonialism at bay. The Immensely challenging logistics and communication between realities would make supplying hard. They would have to contend with the local cultures of drekir many would consider “half feral savages”, and the risk of mana exposure turning human colonials into the “half feral savages” they saw around them would present a problem for prospective colonials. Thus the colonies of the DragonScape would remain limited to the Americas and small in scale. But nonetheless they are a notable presence in the American Plane.

The Balãr: The Mutilated Godbeasts that Drown in the Morii

Pronounced: Ballkh- khyar

The billions of gods, made of the very dragonsongs that form õndemic reality itself known as the Raddir, were not immune to the pull of the Steiron which was made by something far greater than their tide of billions of voices. Many thousands of these raddir would even be ripped from the greater folds, being forced to take on physical forms and exist in the mortal fold as still immensely powerful, godlike beings… but much less so than they were before. These fallen gods, known as the Balãr, are incredibly varied individuals which makes it hard to summarize them. Each of them cope with their butchered and mutilated states, and the pain, boredom, sadness, and loss they feel in different ways. Some prefer to be left alone to cope alone, others interact with mortals for horrific or less horrific results, and others act far more chaotically and destructively.

One thing is for certain though, these entities have a degree of control of Pulse Resonance beyond anything else in the Mortal Folds, they are capable of bending reality at will and in most any way they wish to do so. At least in the pragmatic considerations, the balãr are gods, fallen ones, but gods nonetheless. Each dealing with the Morii and Enuii in which they drown in their own way.

Mana, Magic, Spirits and the Supernatural

The Dragonscape is a place full of some weird, supernatural things. The easiest of which to explain is mana, the spit that’s left over from the raddir as they sing as it were. It’s an iridescent substance that often fazes in and out of reality in ways that are often difficult to understand or control, regardless it is an important if not dangerous material for many manatechnologies. In addition to being the most important material for draconic magics.

It is also the source of energy for the many spirits that roam the mortal coil rather than dispel to the 1st construction. Spirits vary dramatically from invisible managhosts to dense clusters of spirits known as starir, Which themselves are a surreal, but mainstay of the magical nature of the dragonscape.

There are also obelisks, strange chunks of broken reality that endlessly ring in a single tone, warping the immediate space around them in strange ways. From preserving cities by transforming them into sculptures of crumbly glass to creating strange self sustaining ecosystems… or just making the nearby space a bit warmer! Obelisks are rarer than most anomalies, but infinitely strange in their effects on the nearby areas in which they have manifested.

In any case…

This is just a very basic overview, to help get folks acquainted with some of the basic ideas, right now adding the lore to this website is a bit of a process but as pieces become available feel free to check them out by clicking the links in the lore landing page! This setting has been a big part of my life for 6 years by this point and is near and dear to my heart.

The Lore of the DragonScape

The DragonScape is a personal worldbuilding project and the setting of the Long Hike comic that captures the stories of the once human peoples of the Americas turned to the drekir through apocalyptic pulse and their new lives scattered across the americas amongst dozens of other lands across their new reality. This website should function as a way of keeping and compiling lore together both to help newcomers learn the basics of the setting while also conglomerating information that will help deepen the lore for those who already know the basics of the setting.

Just start by opening up The DragonScape Lore section of the site and feel free to get reading!

If you are new to everything it might be good to check out The Basics page to get a good basic overview of everything. And if you want to know more then feel free to explore deeper into the Website as you wish! Not everything is done on this website and to be honest there is a lot to type, it may take a long while to finish everything if at all! But I hope you enjoy your time here.

Great Fan Artists and Fan Writers

Hey! I just wanted to make a page that provided links to some of the friends and fans who have contributed great stories to the canon! Be it the current modern lore, older versions of it, or outright alternate lore scenarios. Everyone deserves that! So lets get into it

Avery Gallaghan

“Apocalypse? Draconic mutation? Magic? Eldritch gods? I just wanna swim for God’s sake!”

Avery’s Awakening: Avery thought it was a struggle attending a new school on a new island.  Until he finds himself in a new world… in a new body.
Avery’s Paradise: The struggle for survival continues. Avery and the other new raptors have escaped the existential threat of the basilisks. But there ain’t no rest for the weary.

Avery’s Revelation: Avery comes upon two other transformed survivors, both having snuck off privately to inspect their new reptilian genitals. Reluctantly, Avery chooses to discover what lays within his cloaca as well. Not merely out of curiosity, but out of the necessity to disprove… or prove a troubling suspicion he has about his new body. (Explicit Content 18+)

Stealthyspirit

Did you know I drew these with my phone? Don’t believe me well jokes on you i have no proof ;D

Greenie

“Dragon slapping at a keyboard until good words come out of it.”

Never Too Late: Irishman who’s not good with people gets shot and goes on a journey of self discovery (Explicit 18+)
Matt’s Mercy (Incomplete): Matt’s having the mother of all bad days. Just as he’s decided that life might actually be worth living, his entire sense of existence gets flipped inside out, along with everyone else in the rural Appalachian region where he lives.

Tracks

Formerly active author and worldbuilder, wrote several stories set in the old canon and did some early worldbuilding for the Detroit/Southeast Michigan region of the Dragonscape, including the Djinnist drekir culture. Though I’m not as around anymore, still happy to talk about my ideas or anything else!

Note, all of these stories are no longer canon and are from an older canon. There is a more modern version of his worldbuilding, but these stories are out of canon.

The New Normal Part 1: Resurrection: In the suburb of Dearborn just outside Detroit, an Arab-American family witness the sudden and violent transformation of their world, leaving their lives and very existence changed forever.
The New Normal Part 2: Metro: Five years after the awakening, two brothers adjust to their new lives in the strange and wild new world.

The New Normal Part 3: The Dragon God of Lake Erie: As they explore the world outside what was once Detroit, a group of young drekir come across an entity of unfathomable power on the shore of the Great Lake.
The New Normal Part 4: To Reign in Hell: The Djinnists send an expedition to a nearby town, for reasons both commercial and religious. On the way, they have a violent encounter with the alien empire now dominating the nearby countyside: The Sivilão.
The New Normal: Beasts: Decades after the awakening, two wildly different groups of drekir meet in the forests of central Michigan. After a tense encounter, their leaders debate which direction the descendants of humanity should take their fledgling societies.
The Last One’s Song: The last Djinnist drek to have any memory of the old world of humanity talks with her god, reminiscing over her long and eventful life, and looking towards a future she will never see.
Limbo: The passengers of a Washington DC metro train find themselves cast deep into the Undercaves, forced into new bodies and adapting to an utterly alien and dark existence.