The DragonScape is quite the massive space, somewhere between a galactic to universal size and scale as a matter of fact. But of course the Celeste is no space and the celestial bodies within it are no planets. So lets cover some aspects of that! Expect a fair number of Thalmvaric age drawings here, as it’s kinda the “space age”. It’s a bit inevitable to use them here.
The Celeste: The Endless Skies
The Celeste is the õndemic version of “space”, even if that comparison may not be entirely fair as it is really far more akin to an eternal sky. The space between planar is in fact often (though not always) breathable, and filled with all sorts of signs of life. From localized fields of gravity, breathable atmospheres, and even solar system sized expanses of water known as celestial seas. It is a place where deep wind currents lightyears long slowly wind through the universe, spurring weather and climate onto the myriad planar. All that said however, there are areas, particularly further away from the planar where more dangerous anomalies, a lack of air, and extreme mana anomalies. So while it can be very hospitable in some places, it can be incredibly dangerous in others.
A large portion of the celeste rotates forever around the two most powerful balãr of the setting, Sologa and Sila. Sologa being a great bal who functions as a sun itself the size of a solar system, both holding the planar in its orbit and warming them with its celestial light. While there are other star like entities made of other balãr, mana anomalies, or other magical sources of heat in light in the Celeste, many planar see their mornings and evenings thanks to the light of Sologa. Sila is a great bal from whom all celestial wind currents start, blowed forth from it’s nostrils across the celeste for eternity.
For most of the history of the DragonScape, traversing beyond ones planar through the celeste would be mostly impossible. The earliest expeditions would happen in the 8th millennia post awakening thanks to complex sailboats with void sails designed to propel vessels that could transport peoples through the celestial seas connecting planar. That simple manner being how the first contact between Suyun (American) and Logaún dragons would make their first acquaintance. Eventually during the Draconic Golden Age, Celestial sailboats, simply called Celestial Ships, would revolutionize travel throughout the Celeste. Even in the massive technological decline in the aftermath of the Human-Thalmvaric war and the onset of the Thalmvaric Age, Dragonkind would still traverse through the Celeste through the now ancient designs of Celestial ships. The Celeste itself can support life, with many celestial seas and smaller landmasses being host to often strange and distinct life forms, even éldimor dragons and planarial life can survive in the Celeste effectively, given some ingenuity. Though up until the Thalmvar such a way of life is elusive to dragonkind.
Planar: Drifting Continents of the Celeste
Planar (Plana singular) are the celestial landmasses that float across the resonant fabric of the Celeste, with there being hundreds to thousands, or even millions of planar across the whole of the Dragonscape. The size of any given plana of course will vary, some planar are as small as a large island, such as something similar in size to Greenland. On the other hand there are planar that are as large or even larger than super continents such as Pangea, with some even having a land area equal to the total surface area of a whole planet. Each plana likewise is it’s own distinct landmass, thankfully most can be rather comparable to Earth, with some degree of plant life and animal life, water, weather patterns, and at least some sort of potential to sustain life at least somewhere on the plana. There are of course planar that are also considerably more alien and strange. The specific climates of planar likewise don’t just vary plana to plana, but also regionally within those planar, with their climates and weather patterns varying depending on the celestial currents that blow over them, amongst many other factors.
During Jãrsta/The Pulse, the Sivilão diáspora would come to get scattered across the Planar of the DragonScape and, in the aftermath of the Awakening 100 years after, so too would the Americans caught in the original pulse. There are many planar therefore that would come to be inhabited by various remnants of the prepulse worlds, be they sivilão or once human in origin. Of course the amount of sapient life on any given plana will vary, though there is rarely more than 100 Million dragons across any given plana, and that number can be less than 100 people total. Some planar are even entirely bereft of éldimor life entirely. It varies.
The landscapes of those planar, and even sometimes highly specific anomalies that affect the skies, ground, etc. will also vary plana to plana. The plana may be a vast archipelago of islands that rapidly shift in their celestial sea, or like Logáu, there may be a sea above the plana affecting the times of day. A plana could see anything from blasted heaths of resonant voicelakes, to vast deserts, jungles and forests, to vast lands of rocky expanses, to fungal steppes and forests, or anything between or even weirder. It’s a whole universe of continents out there!
To Read About Some Planar, once i get the time to write em out, Here are some Upcoming planar entries
(Pronounced Meer-Mil) Mutiliated, and drowned in eternal pains perhaps worse than most balãr, Mirmil would flee into it’s own imperfect pocket dimension to escape prying eyes… watching those who wind up in it’s domain, waiting for them to blink.
The Butchered Warden of Peõksemg
It’s important to remember the sheer physical and metaphysical damage that had happened to the raddir that were sundered from their fold of reality. For all of them, they suffer eternal pains in many ways, though the mutilation of what would become Mirmil would leave it particularly scarred. It would become a being which saw itself as so ravaged, butchered and torn apart from the pull of the Pulse that it would desperately burrow into reality in an effort to flee the prying eyes of mortal and immortal alike. This realm would eventually turn into a small, yet indefinitely sized pocket dimension that Mirmil would come to refer to as Peõksemg. But those in Central Mexico, who would often find themselves eventually falling into the realm incidentally. Would come to simply refer to the hellish realm as ‘La Tierraniebla’, the Fog land.
The Gaze of those who Gazed
If there is one thing that Mirmil will not abide are those beings, be they drek, bal, mavõt or man, who dare to gaze upon it in it’s own hidden realm. So for those who gaze upon its mutilated form, no matter who they are, their fate is sealed. Their body will be taken apart molecule by molecule and rebuilt to serve Mirmil as a part of it’s ever growing swarm of eyes that slither across the mana blasted heath of Peõksemg. Those eyes gazing and trailing each unfortunate soul to stumble accidentally into the pocket dimension, waiting to see if that new pair of eyes will join the pack. Whether or not those slithering eyes still trap the same poor, damned souls will never truly be clear.
For Those Poor Unfortunate Souls…
For the living beings of the DragonScape, they can incidentally fall into this imperfectly sealed realm in El Bajio of the American plana, Suyu. The rifts into this pocket realm tend to come and go, and so where one person may fall in one day could be safe the next. The only way to discern the safety of a place comes to minute Distortions in reality that even those who know what to look for can miss in certain situations. So for those who slip into Peõksemg, there is only one simple, though tedious way to escape Mirmil intact. Close ones eyes, and walk. It does not matter where provided that one walks. Mirmils only concern is that those who come into its realm gaze upon its form or the eyes that it gazes back at them with and, if that trapped soul wishes not to gaze upon nothing and is attempting to leave, eventually Mirmil will oblige and they will manifest again in the physical world. As many people in Central México died learning this, in many of the various cultural groups, clans and tribes of the region a common type of religious figure would begin to take form throughout the decades. These people, known as Caminantes, Cegados, Andantes, Ahiucyú, amongst other names, are often religious figures who intentionally enter and wander Peõksemg for religious purposes or to rescue those who remain unintentionally trapped within la Tierraniebla. These religious figures are often heralded as folk heroes amongst these people.
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 (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 (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
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.
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.
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.
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 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!