SEAC: The Southeast Asian Confederation

The Southeast Asian Confederation is one of the most active colonial groups operating in the DragonScape throughout the initial colonial period. A fascistic confederation scraped together from the total collapse of Southeast Asia and Oceania due to the extreme geographic caused both by the DragonScapes inception and the crumbling of global order that followed it. They were known to send the earliest operatives into the Americas in the history of the DragonScape as well establish both the earliest and largest colonial presence in the dragonscape. They would settle in thousands of small outposts across the dragonscape, be they research, economic or environmental exploitation, or as infrastructure for their increasing net of colonial presence. While it would all collapse in the aftermath of Jallher’s stand, their presence would continue to be felt by the presence of hundreds of thousands of SEAC survivors spread throughout the Americas.

The Pulse Collapse Period: 2020-2055

The direct aftermath of the pulse, while devastating and apocalyptic across the board, particularly was damaging to Southeast Asia. Now situated effectively at the edge of the world, Southeast Asia and Oceania were effectively cut off from most of Asia, Europe and Africa. This sudden economic isolation would worsen between 2020 and 2040 due to the gradual collapse and dissolution of the European Union, the growing Indian dominance of the newly formed South Sea trade route. Though it wasn’t until the 2040s, marked by the Desolation of Russia and gradual collapse of east Asia that would close off one of the final trade routes they had to the rest of the world. Combined with hostile naval dominance from India beginning in the late 2030s, most of the nations of Southeast Asia would either see social and economic collapse or be absorbed by India. By 2055 Southeast Asia was broadly a series of post collapse societies and failed nation states.

The Pre Colonial Period: 2056-2156

It wasn’t until the early 2060s when the many smaller, economically devastated communities of Southeast Asia and Oceania would have a new opportunity to rise due to the nuclear war between Pakistan and India that would lead to a collapse of Indian domination and the Indian state as a whole. While the nuclear fallout would cause many problems for the people and ecosystems of southeast Asia many of the remnants of various prepulse nation states would scramble to take advantage of the chaos. This would lead to small groups amongst Australia, Thailand, Malaysia and Indonesia would begin coordinating and reaching out to trade with the many other small groups amongst the East African coastline. This would eventually come to establish the core trade of the human world between Oceania and Africa and would be the lifeline between both the rising African Union and the Southeast Asian Confederation.

By the 2070s there had grown a larger political unity between Australia, Thailand, Malaysia and Indonesia and a call to further unite as a more effective trading bloc for the favor of everyone involved and, in 2074, the Southeast Asian Confederation would see its first meeting of the Confederation. This involved the establishment of regional governments in each respective region that would receive the job of more broadly uniting their vastly disorganized and uncontrolled regions and islands. Throughout the 2070s through to the dawn of the 22nd century would be spent broadly by an increasing unification of Southeast Asia and Oceania. This would involve a series of unification wars within Australia and Papua New Guinea, often imperialistically forcing compliance of various groups when it couldn’t be bought or taken freely, as well as the Malaysian perang wars which involved conflicts across Malaysia. Though while there were many conflicts in which groups were forcefully integrated into the growing Confederation, there were also many groups that joined in the hopes of joining on a growing wave of economic growth and potential prosperity. Most of Vietnam, Cambodia, and some parts of the Philippines would voluntarily sign into the Confederation to gain the benefits of a more powerful network and its economic growth.

By the beginning of the 22nd century AD, SEAC (The Southeast Asian Confederation) was one of the major growing powerhouses of the human world, Thanks to their collective power they would be able to bargain and achieve greater trading pressure with other human groups such as the Sawianaan front, the Mediterranean line, and the increasingly powerful African Union. Particularly SEAC grew into a technological powerhouse and a large exporter of valuable metals such as Zinc, Uranium, Iron, Silver and Gold. Thanks to investments in renewable energy (more out of a desperation to generate energy by any means rather than an ecological concern), they would also become a large exporter of natural fuel and gas.

But politically SEAC was far from perfect and a growing fascistic movement would rise out of the increasingly unified Australia and Malaysia and, due to their early involvement in the confederation, would take an increasing degree of political power within the confederation. But due to the economic stability SEAC provided, and the more physical security it would provide against threats from Indian and Chinese warlords, compliance would continue by most SEAC parties. But the culture would begin to turn increasingly fascistic and imperialistic regardless.

Throughout the early 22nd century SEAC would begin gaining land across East Asia and across the Pacific Ocean. Much of the far more rural, immensely isolated islands of the Pacific such as the Hawaii, Samoa, Vanuatu and their neighboring islands would fall under SEAC control, some peacefully, some through conquest, and others through a mix of tense transition and conflict. SEAC would also begin pushing into what was once china, taking over Guangxi and using the local population, with SEAC management, for the production and export of a variety of metal and oil related industries. Though they would continue having a variety of conflicts with many of the smaller Chinese remnant groups of the region for decades to come.

Note, just a small small fragment of Imuas memory of Hawaii in the 2156 period. Not necessarily 100% accurate obviously, but regardless.

The Very First Entrance into the DragonScape

The SEAC confederated territory of Hawaii, at this point both one of the closest still populated regions in relation to the Chiming Haze and a decades long holding of SEAC, had for decades served as a monitoring station for the Chiming Haze. It was through this that two organizations were mostly based throughout the Hawaiian Islands. The most important being EREM Agency, the Emergency Reactive Environmental Management Agency and its sub team of Foward Operational Specialist “hikers” or simply FOS hikers. On the 12th of December, 2156AD a noted shift in the intensity of the Chiming Haze would be noticed. After a series of successful tests sending empty, inanimate automated drones into and out of the chiming haze successfully EREM would seek and receive SEAC approval to launch a probing expedition into the Chiming Haze. With the following 3 months of work being part of a massive SEAC operation known as Operation Torchbearer.

The EREMFOS hiker chosen for the eventual first expedition into the DragonScape would be Oliver Ikaika, a Hawaiian who would come to be the first human to set foot in the Americas in over 136 years, beginning their 2 week expedition on the 24th of March, 2156 (36PA). But SEAC wouldn’t afford the risk of letting Oliver leave. Namely and most importantly due to the risk of information about the Americas being possibly open to human exploration once again being far too valuable to let loose in the rest of the world before SEAC itself could reap the benefits of the Americas.

But moreover due to the evidence of experiments showing that living entities may not have been able to leave the lost Americas. While Oliver would end up being abandoned at the end of their journey, their different audio logs and entries would successfully be extracted from the DragonScape and returned to SEAC.

While the surreal revelations of Olis journey through the Americas would give SEACs increasingly imperialist government a degree of pause, it would not stop SEAC from launching their first flurry of colonial efforts. in 2160 (40PA), The Operation “Dawnlight” would begin with a series of small probing outposts that were to be established across locations across the new Americas to better understand both the situation in the Americas and the potential for extracting resources and economic production from the Americas to the benefit of SEAC.

Though Olis journey would not stay under wraps for long, in 2158 (38PA) it would be leaked to the broader world, beginning both a massive rise of interest in the lost Americas and the development of other colonial projects. While SEAC was the first to enter the DragonScape, a colonial gold rush had started and they wouldn’t be the only power like they had hoped.

The Colonial Period: 2160-2212 (40-92PA)

By the early to mid 2140s SEAC had already begun establishing a broad net of probing research outposts across the DragonScape. With this early colonial period sourcing professionals and volunteers from across Southeast Asia, Oceania, and their territories in the Pacific Ocean and China. This was often encouraged through campaigns of propaganda and even misinformation by explaining that Oliver Ikaika had died, sacrificing themselves to ensure the information of their expedition got out. Many of these volunteers in the early colonial period wanted to be a part of history,

with the common ideology being a “reconquest of the Americas” and a “taming of the lands turned savage.” Carrying an even more intense imperialistic vigor than SEACs earlier campaigns in China and the Pacific.

These early outposts were meant to research and understand the DragonScape discretely. With most working to identify bountiful natural resources, old ruins full of valuable metals, and to understand the limitations of human existence in the dragonscape. Many also would try to establish themselves as logistical footholds in the Americas, as supply depots and stopping points for other incoming SEAColonial teams heading into the DragonScape.

By the mid to late 2160s (40sPA) The presence of SEAC could truly be felt in many regions of the DragonScape, with many local drekir cultures and sivilão õfuthar beginning to make contact with human groups. Due to SEACs goal being more to conquer the land and “tame the savage chimeras within”, conflict often resulted in these early encounters. This would create many of the early losses of outposts, often overrun by sivilão forces or local drekir warbands that could take advantage of the more supernatural qualities of the DragonScape. But this wouldn’t stop SEAC and their ambitions.

By the late 2160s a name would develop of the Americas within SEAC colonies and broader society, referring to its strange and often surreal supernatural aspects. By the turn of the decade the name “Polygondwanaland” would become the name used in the SEAC lexicon.

However, the logistical realities of the DragonScape would become more apparent in the 2170s (50sPa) during which an expose from a Filipino reporter, part of a subversive anti SEAC political movement, would make many of the realities of the DragonScape known. The fact those who enter it can’t leave, Olis abandonment at the hands of SEAC management, and the dangers of the Dragonscape such as the sivilão “Ring Slavers” and the presence of powerful anomalous godlike entities within. This information, previously obscured and repressed by SEACs government, would reach a larger audience and, due to them the prior decades excited volunteers would dwindle into the 2170s. People understandably weren’t necessarily willing to enter Polygondwanaland for the rest of their lives or risk turning into a “bestial savage chimera” of which they perceived the drekir to be. Due to this loss of willing volunteers, SEAC would begin using more coercive means to find specialists for the DragonScape and begin pulling involuntary colonials from their large population of prisoners and incarcerated persons. Doctors and Scientists were blackmailed, threatened to be exposed for political, social, or moral taboos if they did not move into the DragonScape. Political dissidents to the increasingly Malaysian and Australian controlled SEAC government would be kidnapped and sent into the DragonScape and, for the bulk labor and security, nonviolent prisoners were sent involuntarily into Polygondwanaland.

But, in spite of this change of colonial demographics, colonial expansion became far more expansive in the 2170s (50sPA) with the establishment of more specialized outposts that were more dedicated to extracting resources, researching niche aspects of the magic and natural resources of the dragonscape, and specialized projects within Polygondwanaland. By the end of the decade SEAC had thousands of colonial outposts within the DragonScape, with most being generally as well supplied as possible and mostly doing their jobs. The extraction of those natural resources helping SEAC push their influence on the human world even further.

Though it would be by the end of the 2170s (50sAD) that you would start to see the end of the initial “gold rush” of colonial outposts and expansive infrastructure would grind to an end. With most outposts slowly beginning to succumb to a variety of issues that would impact the efficiency and stability of these outposts.

SEAC Colonial Decay

The colonies of the late 22nd century would begin to suffer from a phenomenon that would tend to be referred to as “colonial decay” of which SEAC would try desperately to crush at its roots.

This period of decay would generally be marked between 2180-2210AD (60-90PA). One of the biggest problems would be the increasingly dominant population of colonial drekir within SEAC outposts as, by this point there have been many waves of human colonials that, naturally, would become drekir due to mana exposure throughout their years and decades of life in the DragonScape.

These colonial drekir would usually be assigned to continue their jobs on the colonies instead of being replaced which resulted in the phenomena of outposts becoming almost or outright entirely populated solely by drekir. As SEAColonial culture tends to look down on chimeras with a perspective on drekir or “chimeras” being naturally half feral and destined to “tribal savagery”, this would result in an increasing divide between SEAC colonials. As the increasing majority of drekir colonials became increasingly alienated and socially placed under their still human coworkers and higherups, they would turn closer to both eachother and local populations of drekir for social support.

Additionally this problem would be worsened by the decaying logistics of colonial infrastructure. Previously efficient, though expensive, drone automated imports and exports of supplies and resources would become increasingly coopted by more corrupt higher ups.

These higher ups, typically decades long residents of the DragonScape, would tap into the supplies meant for other outposts mostly to make their lives more comfortable and, for the still human amongst them, maintain their humanity with extra filters. But as a result of this increasing corruption, supplies that other outposts sorely needed weren’t delivered. This would create a loss of reliable access to SEAC supplies of all sorts. Rations, mana filters, weapons and munitions, and other important supplies becomes far less easily accessible for many increasingly isolated colonials throughout the DragonScape.

Due to this increasing social isolation and withholding of supplies, many outposts would begin forsaking their own assigned duties both as a means of protesting the corruption and bigotry disrupting their lives and to focus on acquiring resources for survival. This would often result in increasingly solid social, economic, and political bonds with the local drekir communities. These in of themselves causing the development of audits and conflict within SEAC outposts.

Due to this increasing social isolation and withholding of supplies, many outposts would begin forsaking their own assigned duties both as a means of protesting the corruption and bigotry disrupting their lives and to focus on acquiring resources for survival. This would often result in increasingly solid social, economic, and political bonds with the local drekir communities. These in of themselves causing the development of audits and conflict within SEAC outposts.

Many outposts would start to see infighting between colonial upper management and the on the ground colonials themselves. With many colonial groups of drekir, often resulting in the staff of many outposts abandoning those outposts to integrate into the local drekir communities of their regions. Some of these outposts would in fact see multiple waves of

staff that, likewise abandoned and undersupplied, would also face audits and condemnations. Other outposts however are simply destroyed, due to the risk of having to deal with angered locals and colonials in the region. This increased infighting, corruption, and abandonment of SEAC outposts would slowly and gradually cause a shrinking of SEAC colonial influence and their outposts throughout the late 22nd and early 23rd centuries AD.

Jallher’s Stand and The 3rd Panic

As the increasing logistical stress of the colonies, and the corruption it encouraged, became apparent to the SEAC government, the prior optimism and wealth wrought from their American colonial net would melt into an increasingly depressive money sink. But SEAC wanted to colonize the Americas, to make an empire and to reap the still largely untapped resources of the Americas. For decades leading up to 2212AD (92PA), SEAC would work on how to actually properly colonize the DragonScape.


By this point in the human world SEAC had gained direct control of many regions of east Asia. Particularly with the more formalized political Indo-Chinese Coalition, itself a collection of Indian and Chinese states working together who, much like SEAC, wanted access to the Americas to form a truly human empire across it.

Moreover, over the decades SEAC had grown increasingly aware of the more powerful entities of the DragonScape, namely the Balãr. Their understanding of the balãr was that they are the godlike entities that made the dragonscape and established their own spheres of influence over the Americas and, that by killing them, they could push back the influence of the DragonScape.

They were wrong… but its kinda hard to know about that sorta thing anywho!

Over the course of 15 years, between 2197-2112 preparations were made. Based on observations and conflicts with various lesser resonant creatures such as Mavõtur, as well as on knowledge of Prejager, SEAC had presumed that while resonant entities were powerful they could be overwhelmed. As a pulse resonant creature can only invalidate so many projectiles or other attacks before it becomes too distracted to protect itself further, allowing for potentially lethal attacks to go through. Though that was only seen on lesser resonant capable entities. So SEAC and their partners in the ICC would take no chances in taking on a Bal.

Over 3.5 million dedicated soldiers, tens of thousands of warships and planes, and tons of ordnance including many nuclear weapons. If everything worked out they would be awash with control of the Americas and legends in history as they saw it. For this operation these millions of SEAC and ICC soldiers would cross into Polygondwanaland and attempt to destroy a bal, particularly Jallher of Aconcagua due to the SEAC belief that, of the balãr it was a weaker one. On the 22nd of August, 2212, Jallhers Stand would begin.

It was a battle in which the Andean mountains were ripped asunder and one in which reality itself cracked and physics waned, but in end SEAC would successfully strike the bal Jallher with over 32 nuclear warheads… But in the process just about all of the 3.5 million men and most all of the military equipment brought into the DragonScape to fight in the reality disrupting battle would die. To say it was a phyrric victory would be an understatement as SEAC had thought, while the casualties would be high, they wouldn’t have suffered a near complete loss of millions of people.

Moreover Jallher wouldn’t even die from its mortal wounds for another 8000 years after the battle. On top of that the other Balãr of the Americas would take note of the event and exact vengeance upon the human colonial groups of the DragonScape. With most of SEACs remaining loyal colonial holdings being destroyed and with a further 478,000 casualties as a result of the attacks of the other balãr in the DragonScape. Itself even intensifying the Chiming Haze to become impassible, preventing further people from entering the dragonscape. Within a week of Jallhers Stand, SEACs colonial empire and its imperial ambitions had crumbled, along with every other human presence in the DragonScape.

The Aftermath of Jallhers Stand and SEACs collapse

Outside of the DragonScape, the unexpected sheer scale of losses that SEAC had thought they wouldn’t have suffered from would shake the SEAC and ICC apart. The economic strain of their misguided expedition would economically cripple the Confederation and depress the global economy, the social uproar of such a massive loss of life, combined with increasingly obvious decades of corruption and wasted money would result in more violent revolutionary movements within SEACs many states, further disrupting the human worlds economy.

The resulting civil wars would bring a collapse of the Southeast Asian Confederation and, as its economic impacts spread to the rest of the world, would cause a widespread collapse of the existing order of human society in the human world. With the long term result being a downward spiral of the human world into a dark age that would last thousands of years.

But as for the survivors of the 3rd panic within the DragonScape, those colonial drekir who had abandoned the colonial cause prior to Jallhers stand or those who were able to escape the wrath of the balãr would be left with nothing. Their entire lives completely destroyed, with all that remained as an option for most of those survivors being to integrate into the local drekir communities. From there they would just do their best to start their lives anew in the DragonScape, a fate most had already come to understand to a lesser degree.

By the end of the timeline, SEACs ambitions, imperialism, and arrogance had brought the human world to ruin and the survivors that remained in the DragonScape left to live and move on as best they could with the local communities with whom they had relied on before, and would become a true part of for the rest of their lives.

But eventually time moves on, and aside from Jallher and those around it, people would move on.

Human Colonials

While the effect of the Pulse and the alternate reality of the DragonScape was vast, much of the universe was left intact, or at least not consumed by draconic reality. While the rest of the Earth would not be consumed by Õndemic reality, the human would would fall into a period of massive economic and societal collapse due to the Pulse. After 136 years of economic and societal collapse, reconstruction and reformation, with the fall of old powers and rise of new powers, humanity would once again look to the Americas with colonialism in mind. Though with the strange dangers and nature of the dragonscape the colonial efforts of humanity would be far more limited in effect, and far more sparse.

To fall for 100 years: After the Pulse.

The pulse to all observers had happened instantaneously, suddenly the entirety of the Americas and most of Greenland were gone, locked behind a shifting wall of warping reality spiraling infinitely into the sky. This single event would define the rest of human history for the rest of time and bring upon a century long period of turmoil, collapse, and social upheaval. First came the social panic brought on by the pulse, Travelers from American countries scrambling to try and return to the Americas or breaking down at the news of the Americas inexplicably gone. Social panic would grip the people of every country as well, if the Americas were gone yesterday, will Africa and Europe be gone today? All of Asia and Oceania? Is it an attack by an Alien army or the rage of God? The 2020’s in the human world would be awash with the rise of riots, social upheaval, and increasingly radical political and religious elements in already increasingly extremist societies.

The second problem that would arise in the 2020s was the breakdown of international trade. Not only are markets across the Americas now gone, noone can pass through or even near where the Americas once were without being consumed by the wall of warped reality. Places that were once well connected to the international market such as Western Europe, Western Africa, and the far East and Southeast of Asia were now stuck at the fringes of what trade routes remained. throughout the 2020s inflation would rise and economies would crack and fray as trade routes became increasingly restricted.

This deadly combo would bring on the collapse of many societies around the world, from the descent of Europe into a series of warlord states and the self inflicted nuclear desolation of Russia to the collapse of China. Though as many societies began to fall new societies and multinational blocks would begin to rise up and take hold of the new world and it’s order. By 2156AD, the pulse wall would begin to wane in it’s intensity and influence and with the first expedition launched by a Southeast Asian Confederation Agent by the name of “Oli”, the new powers of the world would begin looking into the Americas for new resources as well as a desire to figure out what happened to the American lands over a century ago.

The subpages to this page mention more about the specific human colonial powers, their histories and societies and motivations for going into the Americas. Admittingly as the Dragonscape setting is focused entirely in the Americas, there will only be a few societies mentioned who don’t participate in American colonialism and I don’t plan on going into depth on life in the Human World specifically outside of it’s relevance to the DragonScape. This particular page will focus on the broad strokes.

The Quiet Outposts of Plastic

Due to the logistical challenges of bringing people in and supplying people in the DragonScape from the human world, generally human sponsored colonies are the least present entities in the dragonscape when compared to the millions of drekir and dozens of densely populated sivilão õfuthar. Human colonies are small in scale, often home to fewer than 30 colonists living in rapidly constructed, 3d printed and prefabricated buildings built overnight with outpost missions ranging from natural resource exploitation to scientific research.

Unless the mission of the outpost is intertwined with that of the local drekir societies or if geography provides them no other option, human outposts tend to be small and hidden away in the quietest reaches of the DragonScape, seldom interacting with anything other than the local wildlife.

Most outposts are managed by multinational economic blocks, sovereign nations, or corporations that have risen out of the chaos of the human world collapse. Different outposts serve different functions, from resource extraction colonies that specialize in extracting untapped or abandoned natural resource deposits such as mineral and oil deposits, lumber gathering, or other natural resource exploitation. Other outposts are scientific in nature that spend their time researching to try and understand aspects of the dragonscape, such as where it came from or the denizens within it, while others try and utilize the dragonscape to harness inventions that could change the world such as infinite free energy. There are also infrastructural outposts that exist to help in logistical infrastructure and the transportation of resources around the other various outposts of Dragonscape. Finally there are security outposts that function to aid outposts dealing with threats that the outpost cannot handle alone, such as conflicts with local tribes of drekir, the sivilão or other colonial groups attempting to cripple a competitors operation.

So life within these outposts tends to focus on the designated purpose of the outpost. However much of the time life in the outpost is spent mostly within the outpost trying to pass through the days in whatever way they can while still satisfying the quotas and requirements of their higher ups.

The worst situation that can happen to a human outpost, outside of destruction of said outpost by outside forces, are the audits often sent in from higher positions within their own colonial systems and management.

If there is any sign that the outpost is not achieving it’s intended function, falling behind on quotas, cooperating with locals when they shouldn’t, or are otherwise believed to have fallen behind, an outpost will be audited. Should they fail the audit then they will be forced from the outpost by a military attack in which the previous workers are chased into the wilderness or killed and replaced with a new, more loyal team of workers to restart the project and resume where the last team had left off.

There are also outposts that are destroyed by outside forces, be it magical catastrophes, sivilão attacks, a compromised situation forcing temporary or permanent abandonment, etc. So while there are many successful outposts, there are hundreds of not thousands of outposts abandoned and forgotten deep in the rural reaches of the DragonScape.

An Index of Colonial Presences in the DragonScape

This is by no means exhaustive, not that there are countless colonial organizations and groups, but rather they take quite some time to write information on. But hopefully what is here gives you a good idea of the varied situations humans find themselves in the DragonScape for.

SEAC: The Southeast Asian Confederation

Отголоски: Otgoloski, Post Nuclear Wanderers

Rilïm: The Wandering rot

(Pronounced Reel-kh-Yeem)

One of the four balãr that shattered the bridge, Rilïm is not as sadistic nor manipulative as some of the other balãr involved in that battle. If anything its content to be left alone to its hobbies, though its rage is well known to those who dare disrupt it from what it loves to do.

A Fascination with Putrefaction

Rilïm finds peace in watching dead things rot

Rilïm has found its home along the myriad swamps, marshes, and wetlands of the Tepid southeast of North America in the American plane as it is quite interested in maybe not life or death, but how death begits life. It’s something that it understands but enjoys seeing in action. It is known to manifest and be seen wandering over a vast area, visiting the sites of the dead and rotted and just… watching. Often it will speed up that rot to save its time through its own powerful resonance and, generally thats what it’s content to do. Dead drekir, dead animals of all sorts from crabs and gnats to dire gators and celestial leviathans. Trees and plants of all sorts! Be it a body or rotting fish in the back of a villages storehouse. If it rots, it will often seek it out and enjoy the show! Of course though it can’t be in multiple places at once, or at least prefers kindly to not do that. So if its watching something rot here, it can’t be there. Though it will manifest at will. It is known to crawl from the rotten material it which is to observe and/or from any rotting material, though if lacking all of that it will just crawl from anything.

Though other times, if its next target is within 200 miles, it will meander on over the old fashioned way, one cockroach leg after another. Moving generally at a leisurely pace of about 10 miles per hour

The Rot Watcher and the Still Living

Rilïm, as far as balãr go is a highly neutral entity in regards to how it interacts with the living. It tends to not mind nor really actively communicate nor explain itself to the living. Its singularly focused on watching the rot on the spot and will not address the living passing it by, provided they aren’t disruptive of Rilïms fixations. If its not messed with, it won’t mess with anyone else. Animals tend to get the idea and keep clear of it and the drekir that are familiar with the bal know not to mess with or make too much noise or movement around the Bal.

Touching or trying to directly interact with it, making a lot of noise by barking and yelling, bringing too much visual distraction about it, etc. will annoy Rilïm who will promptly destroy the source of the distraction. It prefers to to rot things fast and a drek averting its gaze to address them often means it missed the show it was carefully rotting away. So usually with its desired target gone and rotted away, it will shift its gaze to that which distracted it, usually a drek. It tends to kill those who bother it via rapid live putrefaction, often melting and pretty quickly killing the victim by rotting its internal organs to a horrifying speed. The rotting victim is then the new “show to watch” for the ever fixated Rilïm.

Though that said, it isn’t necessarily very easy to distract Rilïm, in fact it can be quite forgiving of incidental groups of people stumbling upon it provided that those people respect its boundaries. Be it a group of drekir foragers stumbling upon it in the middle of the tepid swamp or be it that Rilïm had manifested in the middle of a villages storehouse, jump scaring a drek looking for breakfast. Though provided that any of the people who stumble across Rilïm leave it be in a manner that is reasonably quiet and reasonably quickly, it will not attack said unfortunate people. It is a punishing bal but it is by no means unforgiving.

Veidrasil: The Pine Stalker

(Pronounced Vay-drra-seelkh)
One of those which shattered the bridge, and one of the most sadistic of those sundered yet to drown in the morii, it comes to test those it finds, none have withstood it’s curious and sadistic tests.

Veidrasil manifests almost solely as a massive serpentine wyrm, without arms or legs with a long head made of manaslate, focusing down into a single, malevolent gaze. The space between its head and body is wreathed in a deep mess of pine and from the pine dangles many of its chimes through which it shapes its world.

Veidrasil generally manifests itself in the Far Northern Yukon, particularly in the Southeastern boreal forests. In which it passes it’s time in the horrifically straightforward idea and interest of finding the “breaking points” of other life around it. Simply seeing at one point a body may be able to survive it’s efforts to break it, or how quickly it can drive even the most powerful of entities to madness, or what it can do to shatter apart a person. It is known to stalk the forests for prey that it deems suitable and using all of its immense and powerful reality warping abilities to test someone beyond the realms of conventional physics. This almost inevitably will kill the victim in a horrific fashion. Many balãr are hostile to the people around them though Veidrasil is actively malevolent. It is best described as sadistically curious, cheerful perhaps upon seeing an unexpected result from its attack always wistful.

Shõlresa: The Unbraided Voyeur

(Pronounced as Shee-yolkh-resa)

So bored, drowned in ennui it seeks to feed upon the memories of those mortals that have such strong experiences. Their joy, their pain, their very names are all on the appetite of Shõlresa.

It may also be known and referred to as The Dragon of Paradise, the Lord of Reeds, Ralgil or Temdor.

Watcher of the Maw

Shõlresa manifests throughout the Sawtooth Mountains of Idaho, known as The Maw by locals, as well as the Owyhee Plains, and the Snake River Basin. It will take many different forms depending on it’s preference, one being the form of cattails. Though the most common form it takes is a hydra of 3 “heads”, unbraided from eachother with each head made of manaslate, glowing with a set of 6 lights. 5 small points on the sides and center of the head and a larger spotlight within the tip of the “head”. Each one of these “heads” is wreathed in cattails that all braid back together into a serpentine body with tanned and pink scales, ending in a long tail with a glowing rattle upon it’s tip. Where the braids meet sits a hungering, gnashing maw and an infinitely long tongue.

It’s size varies depending on how it chooses to manifest in a given area. Shõlresa is also fond of using it’s resonance to puppet the living, making them speak through it’s preferred tone and using their control of reality to make those it controls to fulfill whatever whims it wishes for them to do. Shõlresa often prefers to use those it possesses as it’s personal mouthpiece for speaking with those that it is interested in.

What Shõlresa longs for is entertainment and it particularly it extracts that entertainment by consuming the memories and experiences of mortal beings, particularly the drekir of the region though it has devoured the whole consciousness of a mavõt on at least one occasion. For any drek that has experiences, memories, or even an identity that it desires or finds interesting and unique Shõlresa will drag them to the mountains, voluntarily or involuntarily to devour the memories it finds interesting.

Though the bal does not see itself as a robber and will graciously reward those whom it takes the memories and experiences from in various ways, either through physical rewards and protection from dangers, in information and gifts, or by circumcising the memories that might trouble an individual the most. However Shõlresa does not tolerate insubordination or a lack of cooperation, if a drek hears Shõlresa’s call and does not abide by its desires then Shõlresa will drag them into the mountains and be far less merciful in it’s feast, often leaving little of the original person remaining with all that is left a hollow, hedonistic fervor of a person.

The Story of Shõlresa

As all Balãr are, the story of Shõlresa begins upon the Great Sundering of Jãrsta, as it and many others were ripped from the fold they called home and forced to build new bodies to exist within their new realities so too did Shõlresa. The Bal was mangled by the force of Jãrsta, it’s very being unbraided like a rope unwound, so in the early years of the century between the Pulse and the Awakening it would hide.

As it began to hide in the Sawtooth Mountains it heard the call of GoDomer who would head south to break the Steiron entirely to cleanse the world of the filth beyond the veil, it ignored it fearing it’s wounds. Shõlresas failure to show up for the battle that GoDomer waged against Veidrasil, Rilïm and Rodurimer would lead GoDomer’s scream calling Shõlresa a coward. But after GoDomer was buried under rotten reality in Montreal, Shõlresa would be left alone for the remainder of the pre awakening period.

When the awakening happened the Bal became suddenly and intensely aware of all the new surrounding life, it could taste the panic and confusion of the first few weeks and the desperation of months afterwards as winter set in, as the sivilão raided early settlements, and as the drekir went from trial to trial. But eventually, over the years as the lives it tasted became increasingly few, It started to taste more complex emotions from within the valleys and mountains, satisfaction and accomplishment, hope and optimism as the survivors slowly came to grips with their new lives and began to construct more stable and functional societies. It was then, in 7PA that Shõlresa would manifest amongst the drekir of the mountains and the valleys, coaxing them with promises of food and safety in exchange for the memories that haunted them. Over time the appearance of this god created new ideologies, from it becoming the Dragon’ve Paradise and Lord of Reeds in Broncen cosmology to the monotheistic Dragon’ve Paradise amongst the Dragons’ve Paradise, and as the Hedonist devil god “Ralgil” in Perrinean cosmology and as the “Timder” demon of the Corscow drekir. As the drekir it brought to the mountains began to lay eggs and the next generations of drekir began to grow in the mountains, Shõlresa would encourage their worship of it and tailor the drekir who would become the Dragons of Paradise as a culture devoted to giving it’s memories and experiences to it.

In 12PA “The Teal Rush” happened, a year of unprecedented sivilão raiding and aggression in the region would lead to many drekir in the Boise River valley to flee into the Sawtooth mountains for protection and, as the sivilão attempted to follow them were met by the rage of Shõlresa. Shõlresa was enraged at the disruption of it’s garden of memories to feast upon and would set upon the sivilão in an unstoppable rage. hundreds of Drãlkir and Ormer would have their very sense of self consumed by the Bal, killed by a driving madness that broke their bodies. When the mavõtur tried to intervene with their great power, Shõlresa broke the mind of one and devoured all the knowledge, experiences, and memories of another. This rage from the mountains sent the dozens of survivors fleeing desperately back from the Boise River towards their Õfuth, and there would never be a push so far East by the sivilão of Turs Vi again. In 31PA, a large den of exiled bandit drekir from the east would migrate into the mountains and stumble upon the hedonistic Dragons of Paradise, whom they found to be easy targets and would quickly start attacking and robbing the local drekir. And in doing so it wouldn’t belong before Shõlresa intervened as a mere week after their arrival they were called by Shõlresa to feed it’s boredom.

As they refused to show up, the bal would take them one at a time against their will, controlling their bodies and walking them by their own hooves deep into the mountains. Shõlresa would rip their spirits from their bodies of half of the bandits and shove them into the body of a dead tree, which it uses as a container for spirits while it chews on their memories and experiences. For the other half of the bandit den it hollowed out their memories, their sense of being and left them blank and their identities gone.

These hollowed bandits would slowly transition into living with the Dragons of Paradise, lost even deeper in the hedonistic haze of their new lives than the average drek of the mountains.In 36PA, it would sense the arrival of a pair of newcomers that it had never sensed before. A blue drek who survived it’s own hard life and an even stranger, purple hiker who it knew was not organically a part of the dragonscape but rather, something that had arrived into the dragonscape from the outside. Energized by this it would spend months slowly watching the drekir through their time in the Boise River Valley, abandoned by a “SEAC” and learning to continue on in the Star Den of the Broncens and, eventually, it would request for the Hiker and Forl to come to the mountains. Leading to The Long Hike from The Dragon of Paradise story.

The Balãr

(Pronounced Balkh-yar)

The Balãr are the most powerful entities of the DragonScape, those sundered yet to drown here in the morii. These entities are varied, enigmatic, and willing to shatter reality on a whim for whatever they can do to find new meaning as they are trapped in the tides of ennui and longing.

The Sundering of Jãrsta

The Pulse was an apocalypse for all things and the power that had caused the pulse was something that even the Raddir themselves were unable to fight, the force of the pulse was so great that it pulled many of the raddir from their very fold of reality, forcing them into the living fold that most life walks upon. This is known as the Sundering of Jãrsta and would leave hundreds of raddir injured, weakened, and thrown from the home of the gods of sound. These sundered raddir, known as the Balãr, were then left disconnected and abandoned in the many planar of the dragonscape, left to pick up the mutilated pieces of themselves and find new meaning and ways to deal with the pain of their destruction.

Each Bal is their own story and their own individual, each with the power of a god that can warp reality entirely to their own will, entirely able to do as they wish through their grasp of pulse resonance. Each one passes their time in distinct ways with distinct motivations so it is hard to summarize them much as a broad group. I will not be able to list every bal, so consider these balãr to be just a handful of examples of what the balãr are and can be like.

Index of the Balãr

The Sivilão

Pronounced See -Veelkh – kyao

The Sivilão are the denizens of Õndem who have spent the past century between the pulse and the awakening trying to rebuild from a once glorious, dominant civilization across the stretching planar expanses of Õndem. Though their current state is but a shadow of what used to be, smaller, more disconnected, and somehow even more dogmatic than they were before

What lay before Jãrsta

Õndem (Yohn-dem) Was the reality that was the home of the Raddir and the planar expanses of Õndem, a planar reality of draconic sound that resonated all landmasses into shards that rippled across the universe. Amongst these shards were vast wildernesses of many draconic creatures. But legend of the ancient Sivilão memories amongst the Prejager claim that an entity was born from the sound of the Raddir, shaking stones forced together and melded. One day forming the great Prejarngalmõk (pray-jarn-Galkhem-Yok), a hydra of countless heads, each whirring and listening to the chimes of the cosmos.

There was also a sapient draconic species that had evolved before the formation of the Prejarngalmõk, the small Éldimor, who had sustained and created small communities across the planar over millions of years of gradual evolution. The legend has it that the many heads of the Prejarngalmõk after many eons came to a consensus upon the way of the world and would create the Fifth decree, Fim Ēodin Õheduradir and would set out to create it’s vision. over 30,000 years it would begin to attract the Ẽldimor of all reaches to its cause, those who refused were crushed under its power. As the remaining would gather around they would start to build the first Õfuth and the Prejarngalmõk would begin its warp upon the Ẽldimor. Over those 30,000 years the Prejarngalmõk would change the Ẽldimor gradually.

Through selective breeding, magical manipulation and pulses of resonance, it would create 3 new specialized species from the progenitor Ẽldimor. These 3 species would become known as the Drekir, Ormer, and Mavõtur. and, at the end of these 30,000 years the foundations of the first Õfuth, would be complete and the first eon of the sivilão would begin. Sivilão, being an untranslatable word meaning something more like “The Social Machine”. The sivilão would begin waging war upon the surviving Ẽldimor who had not fallen or knelt to the Prejarngalmõk ãf sivilão, expanding their great city into an urbanized continent of size and grandeur known as Agõrl, building knowledge upon which to better exercise their faith of society. After the last stand of the Ẽldimor in the mountain of Tal on the plane of Logáu, the Sivilão would enter a grand 10,000 year period of prosperity known as Rindãltul,the Golden age of the Sivilão, in which the system would function with few flaws continuously and endlessly into the future.

Jãrsta: The Far Throw

(Pronounced Je-yar-stah)

As a Brazilian miner would breach the Steiron and accidentally begin The Pulse, the reality of Õndem would itself be entirely shattered, with much of it physically sucked from one reality into the other. This cataclysm would be an apocalypse that would almost entirely destroy Õndem, it would itself cause a break of reality that would completely destroy sivilão society, killing over 90% of its population of billions and scattering the remnants across the planar, with most never to see the grand plane covering city of Agõrl again. The scant few survivors would find be scattered across hundreds of planar, including the Americas, without explanation, reason, or purpose. For the early years most of the few survivors would try scrape by with many more dragons of all species dying from various causes, with this struggle for survival continuing until the reformation of the sivilão õfuthar.

Õnjardil: The Rebuilding

The once great Prejarngalmõk was not left unscathed by Jãrsta. Indeed it was still intact but each of its countless heads screamed in fear, rage, panic, confusion, dismay, and all wondering what had happened and why had it happened? They had followed Fim Ēodin perfectly and yet everything had fallen apart regardless. Each head of Prejarngalmõk would disagree with the others on what happened and what to do. Eventually on the 3rd day after Jãrsta their disagreements grew so bitter that various factions of the countless heads would separate from the mass, each going their own way to rebuild the world that was in the way that they saw fit. From this great Schism would grow the many Prejager that would create the new many Õfuthar across the planar of the DragonScape. Many of the other remaining heads would flee into the 2nd Construction to ponder what had happened and why, forming the Spire in the 2nd construction. The various Drekir, Ormer, and Mavõtur survivors in the meantime would spend weeks, months, years or even decades surviving on their own in small loose settlements. some rebuilt shammed shadows of the society they remember and others just tried to start as anew as they could. Sometimes species worked together and other times apart, things like conflict and struggles to survive were common in this time as they were after the drekir awakening 100 years later.

Many of these groups of survivors, particularly the ones that were never found by the prejager would eventually become descendant and divergent éldimor societies, entirely separate from the sivilão that they had descended from.

But for some, eventually they heard a familiar call as the Prejager would arrive to their new homes and rally the survivors amongst them to the cause of their newer, usually more dogmatic interpretations and adjustments of Fim Ēodin to build the Õfuthar again.

The Pre Awakening Period 0S to 0PA

During this period the rebuilding sivilão would try to adjust to the new worlds they found themselves in.

First were the new and more dogmatic interpretations of Fim Ēodin. For many of the new, smaller Õfuthar that were being built across the DragonScape a common belief would arise. While specifics vary most of the sivilão believe that Jãrsta was a punishment for the decadence of the empires of the past and, while they were given their chance to begin anew by the Raddir, there would be no guarantee that a 3rd chance would await them if they failed again. To most sivilão õfuthar, they would see this as their last chance to do the system right lest everything is destroyed forevermore.

The details of this core belief would vary however and to each õfuth, these minor differences between õfuthar would amount to a deep dangerous heresy that would have to be crushed. Amongst many planar in the 100 years prior to the Drekir Awakening and well after it, vast apocalyptic wars of annihilation would break out between the burgeoning sivilão of their respective lands, often leaving vast scars of these wars in the land and prominent sivilão ruins scattered amongst many planar just as the human ruins of the Americas. Many Õfuthar fell to these wars of heresy by the hands of other sivilão armies.

Particularly of note in the American plane the sivilão, horrified by the existence of the prior prepulse ruins of humanity would also set about large scale demolition operations throughout the pre awakening period and into the post awakening period. Often the strange structures and organizations of these cities would be otherworldly to the sivilão. These demolition operations would often leave once heavily urbanized regions of the Americas as empty fields, with what little remained buried under the ground and grown over by young growths. Combined with magical degradation, natural degradation, and damage from the pulse and other magical catastrophes sivilão demolition would be a major contributor to the lacking state of human ruins in the post awakening period.

The sivilão would also of course be rebuilding. Throughout the centuries as aided by the resonance of the prejager and mavõtur as well as the dedicated fanatical ormer and drekir, they would build many smaller õfuthar throughout the DragonScape. While they do not take up a large amount of space compared to human cities, they would be intensely more dense, packed, and urbanized. Converted into metropolises for thousands if not tens of thousands of drekir, ormer, and mavõtur. The sivilão are for all tense and purpose the most powerful societies of the early dragonscape. they have powerful manufacturing capabilities in magical and mana based materials and technologies. They have the largest and densest populations of the dragonscape, and they are highly organized and fanatically motivated.

The Post Awakening Period

While not every plane has the presence of the sivilão, the planar that do would just be dotted by a handful of highly dense urbanized Õfuthar, with often less than 20 square km holding tens of thousands of drekir, ormer, and mavõtur with a prejag at the center of each.

These new sivilão societies were pale imitations of of that from the golden age but were nonetheless well organized and mostly adapted to their new world and the dangers within it. Though the awakening, of course, would create problems for the sivilão. Almost as if from nowhere, thousands of strange drekir would start cropping up in many regions that were far more numerous and culturally distinct. They were not of sivilão lay and spoke strange languages never heard by the sivilão.

More confusing they had nothing with most early expeditions finding only fragile leantos, small fires and panicked individuals with neither clothing nor tools. But Fim Ëodin called therefore, they would be taken by force if they did not come voluntarily. Though the resistance was often far more steadfast and vicious than expected, the sivilão would mostly win these sorts of battles. But over time as the years started to pass these small groups became more organized, better equipped and prepared, and far more able to deal with the sivilão into the awakening period.

Throughout the awakening period most sivilão õfuthar would present a grave threat to the bands, tribes, and chiefdoms of the drekir and kerrir. Participation in Fim Ëodin is required and, to the sivilão, the new and large populations of heretical drekir were abominations to the fifth decree that could and would lead to the end of the world if not dragged into the õfuthar and given the tasks befitting their caste. 

In the American plane particularly, the sivilão would also become particularly hostile towards human outposts, seeing humans as horrid and otherworldly monsters that must be destroyed. Where humans or their outposts are uncovered by the sivilão, violent assaults and massacres follow. Any colonial drekir found in the outpost are taken just the same as any other heretical drek and all humans found are killed.

The Prejag: The Caste of Environment, Management, and Coordination.

The Prejager are what is left of Prejarngalmõk, each prejag being a hydra serpent with three masked heads. They are beings of pure resonance and sound rather than biological beings.

The Prejager, being beings that never forget have accumulated thousands of years of knowledge prior to and after Jãrsta and use that knowledge to make decisions on behalf of the õfuth. The first manner in which it does this is through modifying the local climate and environment, making an optimal environment for the comfort and efficiency of the õfuth and it’s denizens. In most cases this means a warm and humid, but not overly hot climate with timed, consitent, and targeted rains along with constant sunlight during the day. They also create the resonance needed to create the sivilão breeds of drekir, ormer, and mavõtur. These climates will often defy the local natural climates, with warp spots appearing in arctic climates, cooler climates forming in tropical regions and wet grasslands rising from the sand.

The next goal is monitering and managing, the Prejag watches the õfuth it lives within at all times, like a panopticon it may not always look at all locations at once though its near omniscience makes it able to see whatever it may focus on and therefore it is generally able to catch any sort of problem within it’s realm.

The last of course is to direct the other castes towards specific goals, everything from the rhythmic morning wake and nighttime curfew to organizing sivilão militias and expeditions for raiding drekir settlements to what the ormer should produce. A prejag is effectively the demigod leader of a õfuth and what they say goes.

The Mavõtur: The Caste of Scholars and Teachers, Inventors and tacticians.

The Mavõtur are the partially magical, mostly biological giant wyverns of the Ëldimor. Often centuries old and carrying knowledge from thousands of studies, they are known to serve amongst the sivilão as the Teachers of all, including the Prejag.

While the Prejag is a being that never forgets, the neverending attention it must spend to it’s õfuth means it can never learn on it’s own. So instead it is the job of the mavõtur to travel through the world, learn all they can about it through complex analysis, and feed that knowledge to the Prejag so that it can make the decisions needed for the õfuth.

Most of a mavõts life is spent in this dedication of transfering useful and relevant information to the Prejag. They are also the caste charged with teaching the drekir offspring, who are always raised seperately from the parents.Their next job is to innovate where needed to insure the efficiency of the sivilão way of life. The goal being to sligly tweak and perfect the systems of the sivilão and adapt them to changing situations to maintain the status quo of the sivilão way of life. These tweaks are designed to be conservative, with slight tweaks, less reinventing the wheel and more making it smoother.

On rare occasions, when a conflict warrants the involvement of the mavõtur, the function both as vicious mages of war and as tacticians to coordinate drãlkir and ormer militias. They are the most powerful dragon mages of the DragonScape and, while they are not nearly as powerful with pulse resonance as the prejager, they are capable of utilizing it to limited effect. They also use their centuries of knowledge and intellect to lead militias and military forces to victory for their õfuth.

Ormer: The Caste of Industry, Manufacture and Enforcement

The Great Cyclope Drakes of the Ëldimor are known for their precise attention to detail, great strength and size, and are mostly known by the many drekir tribes, chiefdoms and bands of the dragonscape for their ability to inact violence.

However more often than being a warrior militia, the Ormer are the industrial foundation of a sivilão õfuth. The broad primary job of the Ormer is construction and manufacture. All things that are made within sivilão society are made by the ormer. This includes everything from building buildings to smithin stal tools, armor and weapons, to tanning leather and even cooking all the food eaten in the realm. If it was made by the sivilão it was likely created by the claws of an Orm in a workshop. The secondary job is that of enforcement, whether its punishing a group of stubborn drekir taken in from the outside refusing to work or investigating potential issues within the ormer or mavõtur. Or, as many non sivilão societies often see the ormer as, they serve as part of the common warrior militia along with Drãlkir. Ormer often compliment the more mobile drãlkir by serving as a mobile, highly dangerous guardian that is highly dangerous to approach for drekir warriors or drãlk sivilão opponents.

The Drekir: The Caste of Labor

The draconic theropods known as the drekir are meant to serve as pack animals to the sivilão.

They work all of the jobs that center around the gathering, growing, harvesting, refining, and transportation of raw materials that the Ormer use to manufacture products for the rest of the õfuth. 

Drãlkir: A drek subcaste, the loyal tutors and milita.

While there was originally just the drekir, many õfuthar would invent a subcaste of the drekir to help account for the thousands of newcoming drekir who did not know the language, understand Fim Ëodin, or how to do their jobs. These tutor dens of natural lay, loyal drekir would become the drãlkir.

Drãlkir are usually dens of drekir who were laid and raised within sivilão society, having a strong loyalty to and understanding of their õfuth and are assigned primarily with the task of helping the newcoming drekir adjust to their new lives within the õfuth. They help teach drekir how to function in sivilão society as a worker of Fim Ëodin, how to better understand the culture within sivilão realms, and will also monitor their assigned dens for any signs of collusion or uncooperation.

The other job of Drãlkir is to serve within the militias of the õfuth for fighting outside of the õfuth in various wars. They are often the bulk of most armies (as drekir are the majority populatin of the Ëldimor). As they are proven loyal they would be unlikely to take the oppurtunity to disappear within a military campaign away from the Õfuth.

While most Drãlkir are of natural lay, outsider drekir can “promote” into drãlkir through decades of consistent and honorable labor to the sivilão õfuth. though this is exceedingly rare. In these cases individual loyal drekir are taken from their original den and implanted into a den of natural lay drãlkir to provide them the environment needed to succeed.

The Õfuthar: Ring Cities of the Sivilão

The Õfuthar (Yoh-foo-thar or Õfuth singular) are the cities of which the sivilão live, as designed by the doctrines of fim Ëodin. These ring cities are compact, highly urban population centers that are defended by titanic walls. To each õfuth there is one prejag and usually each õfuth is an independent state from other sivilão realms, usually hastily so.

Each Õfuth is organized by generally the same layout, each one being circular and covering anywhere from 10-40 square miles of land. Each Õfuth is additionally divided into 5 distinct districts that are organized into a series of concentric rings. Each of these ring districts, known as Bilõr (Beelkh-Yor), is seperated by a large wall that could range anywhere from 30-80 feet in height depending on the wall. These five bilõr are numbered with each specific bil having a specific series of tasks, industries of production, and purposes with the urbanized lands optimized for their specific goals just as the castes that work them. These rings are the Fimbil, Gurobil, Prubil, Vabil, and Prebil.

Fimbil: The Security District

The fimbil is the district that is focused on managing the intake flow of allied or taken dragons while also protecting the Õfuth from attacks by enemy realms. This district tends to boast the highest walls, sometimes upwards of 30 meters in height, and each Fimbil is a confusing labyrinth of twisting corridors, chokepoints, and corridors to allow for a defending force to more easily control the flow of battle and repel attackers who breach the walls.

The labyrinths also serve an incidental secondary function of hindering escape efforts from rebellious drekir from within the õfuth who often get lost in the unfamiliar maze. This is also the final set up location for outward bound expedition forces leaving the õfuth to fight wars, capture heretical drekir, or otherwise conduct important missions for their õfuth. Their is no permanent housing nor population in this district but rather daylong shifts headed by various drãlkir and ormer militia.

All drekir who are captured by the sivilão will take an initial physical check in this õfuth before being tagged with an ear tag and moved deeper into õfuth for further integration into their new lives.

Gurobil: The Agricultural District

The Gurobil is the center of production of many various raw materials and foods. From meat and crops to leather and lumber amongst other various agriculture and animal products. The Gurobil is also both the largest bil of a õfuth and home to the majority of the drekir of a õfuth who work in their assigned sectors of agriculture throughout their entire lives.

the Gurobil is a large open urbanized farmland divided into segments that are home to a wide variety of crops such as romãtor and Tirïtir as well as animals like õfar and lindir. Trees are also likewise grown in vast lumber orchards in this district. All of the housing in the region is designed for the drekir, often taking the form of manastone pavilions open to the air, bedded with straw with baths provided and food/water given every day to the laborers of the gurobil.

Life within this bil as a drek is, in spite of the size of the bil, restricted to a small space of life as you work a particular plot or series of plots of crops or animals. The prejag will awake everyone with the sunrise and morning food and water will be brought by other drekir workers. The remainder of the day will be spent working the plot of land, farming, planting, harvesting, and transporting the harvested food, animal products, or wood to the prubil for further manufacture by the ormer. the day ends with two hours of free time in the evening before the night comes and the morning starts again.

The prubil is the center of manufacture of all things from food to tools, armor and weapons, building materials and clothing. The prubil is itself the most urbanized and densely populated bil of a õfuth and is the home of all ormer within the õfuth as well as many drekir and drãlkir.

The prubil is massive ring of urban sprawl, organized workshops, smithies, kitchens, woodshops, tanneries, clothing workshops, mana processing shops, butcher houses, amongst many other industrial buildings. If it is made within a sivilão society it is made within this district.

The district is also home to the entire production and manufacture of mana products. Accomplished through dozens of massive open air towers known as the Helgistalõr, with massive hollow claws filled with mana and compressed by great weights.

Raw mana is turned into usable manacrust, stalore, and spellglass/flint for use in sivilão society. Orm housing is often similar to the drek housing, open manastone pavilions bedded with straw, though they are often separated by orm familial groups. Drekir often are housed on pavilions that are built into the Helgistalõr or return to housing in the gurobil at the end of the day.

Life within the prubil as a drek is almost always working either to transport materials and manufactured products between orm workshops, or as a laborer in the great helgistalõr towers in long, laborious shifts.

Vabil: The Library of Gongs

The vabil is a õfuths repository of knowledge that has not yet been fed to the prejag by the mavõtur. All the information that the mavõtur gather during their research expeditions of the outside world are inscribed onto massive gongs made of stal, known as kingïdor (keeng-yee-dore). These gongs are hung by the thousands upon the great pillars that fill the vabil.

The vabil is only the home of the mavõtur, who build nests throughout the library, spending endless days and nights recording information, and picking knowledge to feed to the prejag.

Prebil: The Great Pot

The Prebil is less of a district and simply the physical building that the prejag resides in. It is often little more than an open arena for the great hydra wyrm to coil within. From this seat the prejag projects it’s power through it’s pulse resonance and it’s recommendations to the other castes of sivilão society.

Drekir Sexuality, Biology, and NSFWorldbuilding

Sexuality has impacted the behavior and cultures of humanity ever since… humanity. So it feels important to have drekir sexuality and reproductive behaviors recorded down and demonstrated so there is a foundation to extrapolate on how drekir ideas of sexuality, decency and privacy form. As well as how these reproductive traits as an engineered species shift their perspectives personally, spiritually, and abstractly.

The Casual, Often Public, Everyday Social Sex of the Drekir

While sex and perceptions around it vary culturally, Drekir were designed by the sivilão to breed often, in relatively large numbers and a lot of that is informed in the low consequence and constantly active sexuality of the drekir. Biologically and socially, drekir are R-Selective Promiscuous breeders, with the average drek being pansexual. In practice drekir often pursue sexual partners with any other consenting adult who they find appealing enough to bed with, usually with denmates and strangers alike being open to proposition for anything from a slow intimate session to a quickie behind some strangers hut. It is pretty common for drekir to have sex pretty frequently with most adults engaging in some sort of sexual act upwards of 3 times a week to as little as once a month, with the rare exceptions going above or below. Generally privacy also falls out of concern in many cultures, with a lot of drekir sexuality and explicit sex occurring in a variety of public or imprivate spaces from the middle of a den home to in a river with other villagers bathing, sometimes even the middle of the village as others are going about their day to day tasks. This publicity and frequency of sex tends to create cultures with an incredibly lax sense of sexuality, both in conversation and in sexual conduct that might strike many people as very upfront. Complimenting a drek sexually, propositioning a stranger for sex, and publicly bragging about ones sexual abilities is pretty typical in many drek societies.

Group Sex and Arousal Pheromones.

Both males and females, when aroused, produce and ejaculate strong arousal pheromones and, like most pheromones, they can affect the behavior of drekir. Often these pheromones signal and attract other drekir and usually get the hormones moving around the body and mind in a way that usually makes a drek more pliable and interested in joining into sex with those already having it. This effect isn’t impossible to resist for drekir, especially in smaller amounts where it might be felt more as a desire that can be resisted relatively easily. However in larger amounts the influence of drekir sex pheromones can become more intensely pleasurable, tempting and mind numbing.

This can often result in a snowball effect where a handful of drekir start having sex, which attracts more drekir who join in, which then produces a stronger influence of pheromones that makes other drekir more easily attracted into joining in.

In extreme cases in which upwards or more than a hundred drekir consolidate together, a session can become an uncontrollable orgy very quickly as the pheromones leave most of the drekir in that orgy lost in something of an arousal high that may not subside for a long time. Generally combined with the lax attitudes and public tendencies of drekir though, group sex is pretty common even when it’s not a larger orgy. While it is not unheard of to see a single pair of drekir having sex uninterrupted, it is equally typical to see other drekir involved in some sort of way whether it’s watching and commenting, masturbating or joining directly into the session. All of this combined with commonly lax attitudes cross culturally often means that sex is a group social activity more often than not.

Drekir Reproductive Anatomy

Obviously, as drekir are a sexually reproducing species, you do need male and female sexual organs that are typically split between males and females. Males have a penis, and females a uterus, both tucked cleanly within the cloaca.

Drekir penises are often long, internal soft organs that spend most of their time inside a cavity within the cloaca known as the “Penile Cavity”. During arousal blood is pumped into the organ, making it hard, pushing it out of the cloaca. The Length of the penis is usually on average 16-20 inches, most small breed drekir still have a 12-16 inch penis on average and larger breeds tend to have a penis of around 18-22 inches.

The penis is so long as to allow a drek with both a large pubic boot and an inflexible torso to still effectively penetrate a mate. The head of the penis, in addition to being sensitive, is designed to “squeegie” out the arousal pheromones the male penis constantly ejaculates. The shaft is… a shaft. Behind the shaft sits a large, often active pheromonal gland that produces the pheromones a male will constantly ejaculate or “leak” while aroused and finally behind that lays the testes that often are active throughout arousal, often mixing small amounts of semen into their typical pheromonal ejaculate. Though the testes will produce a larger amount of semen than normal arousal up to and during the male orgasm.

Often the large amount of blood needed to make such a large penis erect, combined with the influence of pheromones and physical stimulation will leave males in a rather unfocused state. While not impossible, its somewhat common for males to get lost in a state of low inhibitions and foggy mental state in sex, which makes it hard for them to remember to pull out. This often is seen as a sort of “Breeding haze” for males.

As for females, when aroused, the cloacal tissue will swell and open up their cloaca wider than normal, often pushing out the interior walls. During arousal it is also normal for female pheromone glands within the cloaca to produce an arousal pheromone-mucus mix that both drips from the cloaca and, during penetration or stimulation, is ejaculated aggressively.

The female cloaca is flexible and muscled and can clench, convulse, and squeeze on things that penetrate it through both voluntary and involuntary movements.

It is common for female genitalia to squeeze down and grab onto whatever is penetrating them, be it a penis or some other object. During sex it is common for females to ejaculate pheromones multiple times and repeatedly clench around whatever may be penetrating them. Generally this normally ends in a climax orgasm in which the cloacal muscles clamp down around a penis (or whatever is penetrating them). This final orgasm in a lot of ways functions as a mating tie that tightly grabs a male penis, preventing it from being pulled out easily, particularly as the males head is often hard and wide (on top of it already a difficult task for drekir considering their anatomy). This clamping will only last for 2-3 minutes though, as it occurs only after prolonged stimulation and the intense stimulation it gives to a male it is common for a female orgasm to be followed by a male orgasm and the mating tie ensures that the male ejaculates into a female, mostly guaranteeing a pregnancy. This mating tie, combined with the influence of pheromones and the difficulty drekir have in quickly pulling out anyways makes it hard for male/female penetrative sex to not end without the male ejaculating into the female. A result of prolonged sivilão genetic and magical modification of the drekir as a species designed explicitly to reproduce reliably and quickly with a large volume of eggs.

While males are very much affected by sex pheromones and arousal pheromones, females tend to be moreso affected by them, which combined with the physical stimulation of sex can lower their inhibitions greatly.

Drekir females are also induced ovulators and, when aroused, will ovulate, though this induced ovulation doesn’t differentiate by sorts or types of sex. But as a result, a female having penetrative sex with a male has a very high chance of becoming impregnated from that male. Often the chance of a successful fertilization can be as high as 90% if not more. So the likelihood of becoming gravid is Just about guaranteed

But thankfully, being in a gravid state does not impact a female drek much in regards to her physical capabilities, with that pregnancy lasting roughly 3 weeks before laying their egg which, while large is an effortful but reasonably easy task. Moreover as a drek lays more eggs, it becomes easier to lay eggs.

Usually by the time an adult drek is in their late 20s, laying eggs takes a matter of 2-3 minutes, can be done easily, and the drek can recover within seconds and return to what they were doing. Drekir were designed to lay a large number of large eggs and so it doesn’t stop most drekir to lay one every now and again.

It is also normal for gravid female drekir to carry on with normal sexual behavior throughout a pregnancy and after they lay it. Can’t stop em suppose!
Lastly, after becoming gravid, female drekir will not be able to ovulate throughout their pregnancy and for some time after laying their egg. This time can vary on individual and individual pregnancy though once a female is pregnant, they cannot get pregnant again for at least 3-12 days after laying their egg.

Éldimor Atavism

This page mostly exists to explain why, all of a sudden, the drekir started growing fur, or at least the ones that weren’t already growing fur, feathers, wool, etc. That being the phenomena of Ëldimor Atavism! This page will also explain some of the traits of the drekir prior to the onset of Atavism. But all things are always shifting and that can best be seen with this phenomena.

A Resurgence of what was Crushed

As explained in other pages, the drekir along with their other cousins such as the ormer and mavõtur were all created from a single, now extinct progenitor species known by the sivilão as the ëldimor. With each species meant to accomplish a specific casted task in the service of the civilization machine. As such what remained of the original ëldimor were driven to extinction and the now three seperate ëldimor species were wholly subject under the sivilão. As such many of the traits the prejarngalmõk couldn’t forcefully breed or mutate out of the populations under their control were suppressed through the editing of natural resonance in Õndemic space. In doing so the drekir, ormer, and mavõtur of Õndemic space would exist perfectly in line with the vision of the powerful Prejarngalmõk.

But, eventually, so passed the Pulse/Jãrsta and the once powerful Prejarngalmõk and its stranglehold on the physical folds of reality were shattered and, as it split into many, far weaker prejager in its cascading arguments, never again would any being actively control Õndemic reality so intensely. Ever since then the natural resonance of Õndemic reality has been spreading and stabilizing after tens of thousands of years of disruption and that has had a marked effect on much of the wildlife of the dragonscape, but none least of which as the ëldimor outside of sivilão society. The Non sivilão drekir, ormer, and mavõtur which, as time wears on, will begin seeing traits pop up and change in ways that don’t mirror, but vaguely resemble the lost progenitor ëldimor species.

When does Ëldimor Atavism Begin?

The onset of the phenomena varies region to region. While the prejager are not nearly as powerful as their prior form, they nonetheless do continue their efforts to suppress Ëldimor Atavism, successfully reversing it under their very limited and direct influence, but only slightly slowing it down outside of their direct influence. So the onset varies regionally on the amount of sivilão prejager that are around trying to (in vain) slow it down.

In the Americas, the initial onset of atavism outside of sivilão society is slow due to the high number of sivilão remnants on the continents and, as such, doesn’t start until 137 years after the Pulse (around 37PA). But in other planar such as Agõrl, the atavism begins to take effect far more quickly due to the lack of enough prejager to meaningfully effect the tides of resonance there. In some planar it happens even faster, such as in Logáu, due to the efforts of the ancient Sovardi to actively dispell the influence of the sivilão from the continent. In those cases the onset may begin as soon as in 4-20 years after Jãrsta, decades before the awakening. So at the soonest it could start to take effect within the first decade after the Dragonscapes creation, and at the latest it may happen 150 or so years after it, 50 years after the awakening.

Sivilão Reversal of Atavistic Traits

As said prior, the prejager are not powerful enough to stop atavism as a whole, but are capable of reversing its effects for anything under their limited, direct spheres of influence. So outside drekir who are fully atavised

may see those traits gradually reverse if they are captured by the sivilão and brought into the õfuth and the prejags resonant manipulations of reality. As such their fur, feathers, wool, etc. will fall out and cease to regrow and a lot of the internal anatomical, social, biological and behavioral changes of atavism will gradually change more to how drekir were prior to atavism. Though if that drek were to escape the õfuth and the prejags influence, they will see a gradual new onset of ëldimor atavism, returning to their original state before the sivilão had taken them.

The Drekir Prior to the Onset of Ëldimor Atavism

The current biology and social behavior pages reflect the drekir as they would become after the heavy onset of Ëldimor Atavism! Due to the relatively small window of time in the whole timeline the drekir would exist prior to the onset of atavism.

So consider this both an explanation of how drekir anatomy, biology, etc. had varied prior to the onset of ëldimor atavism, as well as how drekir are under the influence of a prejag.

Anatomical and Biological Differences

Some breeds of Drekir, even prior to the onset of atavism, do grow feathers, wool, or fur but that is generally due to more extreme environments such as Arctic, Tropical, and Alpine environments. For many drekir though they will be notably bald, no fur or other such “pelt” aside from their bare scales.

The other primary biological distinction is tied to reproduction, with females having a gestation of 12-14 days. So as a result drekir that have not atavised tend to produce far more eggs far more quickly. Mostly due to the sivilão need to keep drekir populations high as attrition rates are often high within the õfuthar.

Social Differences

Drekir parenting is already light with drekir who do show atavistic traits, but they are even less driven to raise their offspring without it. Often non-atavistic drekir will show no bond towards their offspring and no emotional attachment whatsoever. In sivilão society its mostly to make it easier to seperate drekir from their eggs so that those offspring could be raised “properly”.

Drekir Technologies and Manatech

There are countless small drekir societies, bands, chiefdoms, and tribes mainly, that are spread out across many of the planar and have over the years developed their own very distinct material cultures and tool traditions that befit those environments. So this page is not talking about any singular or particular culture, but rather general trends in the types of materials and tools used by drekir. This can have understandable variations in specifics, techniques, etc. The setting is generally inspired by Precolombian indigenous American technologies as well as periods like the late neolithic, middle paleolithic, and chalcolithic of other regions of the world. Expect this to cover general ideas on tools, wares, baskets, pottery, clothing, and the ergonomics of such. For specific tools and tool traditions though, I would refer to specific cultures! This is more to talk about materials. See these as guidelines to explain these technologies.

Mundane and Magical Tool, Jewelry and Ware Materials

There are a lot of different materials that see common adoption across a lot of drekir cultures all over the DragonScape, both familiar to us, mundane and magical and so this isn’t going to talk about every type of stone, but generalities in the materials that one may find in a culture and the general processes in how its turned from a raw material into a tool and/or jewelry and/or object.

Knapped Stone Industries

Perhaps one of the most widespread, next to copper metallurgy, is the creation of lithic tools and jewelry through the process of knapping. Stones such as Chert, Obsidian, Chalcedony, Basalt, Agate, Glass, Quartzite, Flint, etc. As well as mana based spellithics such as manachert, spellglass, etc.

Most all drekir, be they survivors of the initial sivilão scattering or the humans turned awakening drekir 100 years later, are generally not folks with much if any knapping experience, let alone generations of flintknapping tradition.

So most of the knapped lithic industries that develop tend to begin in the early experimentation of knapped lithics by drekir survivors, desperate to make blades that wind up discovering and producing opportunistic flakes.
Knapping relies on fine grained, high silica stones that fracture conchoidally  producing microscopically thin feather fractures that are extremely sharp. These fractures can be somewhat predictable and the razor edges these fractures produce can create very effective tools. Most people may imagine Biface technology when they think of a lithic arrowhead, knife, etc. Though the lithic technologies of the drekir are often notably different.
And so these often will begin to develop into more intricate flake and core technologies. Where drekir construct tools off of the razor sharp flakes they strike off of a variety of different cores. There are generally 4 broad types of flintknapping cores that are created by drekir to produce favorable flakes.

Opportunistic cores Are generally where early survivors start, simply you find a rock, you break a rock without much preparation or forethought. The sharp flakes you get are what you get.
Conchoidal/Bifacial cores Are simple in which the knapper selects a core and strikes off a flake, the core is then flipped over to the other side and that prior flake scare is used as the platform to knock off another large flake, that flake is removed, you flip the core over and repeat that process. Over time producing a self sustaining core that will produce a varied array of reasonably large flakes. This is a simple process that gives a knapper some light control in the flakes they produce and allows for a variety of flakes that can be turned into cutting blades, projectile points, scrapers, drills, burins, etc. In many drekir cultures, these cores are converted into simple bifacial tools such as handaxes, more on those later.Levallois prepared cores Are more intricate, in which the core is prepared through shaping to preferentially produce a specific shape or type of flake. This can be done to make the core solely for a single optimal flake, or it may be designed to produce multiple flakes.

Unlike non prepared cores and their flakes, these flakes are often more precise triangular, rounded, or squared shapes that are also easily hafted, allowing for the construction of projectile points, knives, spears, wood chopping tools, amongst many other flake tools either without a lot of further modification to the flake.
Prismatic Blade prepared cores Are also intricate prepared cores in which the core is shaped into a long, cylindrical form with a flat top, optimal for producing long, reasonably straight, often pointed double edged flakes that are very effective for making knives, points, drills, burins and many other sorts of tools.

Generally these flake/core strategies are the more common forms of flintknapping rather than the far more familiar bifacial styles of flintknapping we commonly associate with flintknapping.

Bifaces do still appear though, With many bifacial cores being turned into larger tools such as achulean handaxes and bifaced choppers, though there are cultures that make more of the commonly understood bifaced projectile points, knife points, woodworking tools etc.

Spellithics 

Spellithics Are also of course a family of simple mana technology that can be made either purely from mana or stabilized via the addition of various powdered silica minerals. Both Spellglass and Manachert are made by compressing pure mana under an intense amount of pressure, often this is done (as most of these) by compressing mana for a prolonged period in a simple press with a heavy amount of rocks.

Spellglass is a potent, intensely sharp glass like material comparable to materials like obsidian or well, glass, presenting extremely sharp edges upon fracturing. Is also very potent in exuding elemental energy meaning it can be elementized to exude intense amount of elemental energy, making it very useful for producing extremely and continuously hot, acidic, or electrified edges in addition to the unelementized, but still very sharp normal edges. However, due to spellglass not being stabilized it is known to sublimate into manafog as a form of rapid corrosion, with most fresh, sharp edges becoming unusable and dull within a week from their forming. This short life tends to limit the use of spellglass to disposable flake tools rather than long term tools.

Manachert is the stabilized type of spellithic, when a source of finely powdered silica is added to the mana (sand, clay, knappable powdered stone, etc.), that silica contains and stabilizes the compressed mana within it creating a sort of seal to keep the mana from sublimating. Manachert, while not as sharp or elementally potent as spellglass, Still can produce razor sharp edges and exudes some degree of elemental energy. It is more comparable to stones like Quartzite, Chert, or Basalt, with varying grades depending on the quality of manufacture that could range from unworkable and grainy to waxy and glass like.

Ground Stone

There are a wide variety of stones that, while not suitable for knapping, can be formed into a variety of shapes, objects, tools and forms through a process of grinding. This is often done through a process of shaping the stone via pecking and breaking before grinding it against an abrasive stone to eventually reach a final shape. While this is a long and painstaking process, it can be done with almost any stone to make beautiful jewelry and decorative objects as well as tools. But the grinding and fine polishing of stone is often more done for decoration rather than for tools as the ease of making knapped manalithics means that having to turn to grounded tools as seen in the prehistory of humanity is not as necessary if natural quality stone cannot be sourced. Moreover many stones that can be polished to beautiful states for jewelry are either not useful as ground stone tools, or rare and seen as too valuable for that. Though there are niche yet also widespread forms of ground stone tools that appear. These are often made for very specific sets of tasks as, depending on the desired tool, a wide variety of common stones can be ground to suit the purpose of that application.

Ground Stone Chisels and Celts are a great example of a widespread form of ground stone tool. With stones such as Granite, Basalt, Jade, Slate, Shale, and other various stones that are painstakingly pecked and shaped, ground, polished, and formed into stout woodworking tools with strong dullish edges that allow for a high degree of force concentration, breaking wood fibers. Various groundstone adzes, axes and chisels are seen throughout the dragonscape for the felling of trees.

Cutting tools made of polished stone are uncommon, mostly adopted in regions where there is both a lack of quality knapping stone and also a lack of mana intensity due to low plant life, mostly meaning extremely cold arctic tundras and ice sheets. But stones such as Shale and Slate can be ground into workably sharp blades that are often made as a means of keeping limited knappable stones and spellithic stocks for more specific uses.

Drekir Metallurgy: The Chalcolithic Expanse

Metallurgy is widespread though rarely is seen on the scale of other technologies. General, more familiar metals that we may associate with metallurgy such as Iron and Steel are both usually unavailable in a native state and require long, intricate processes to smelt and hammer to form usually outpacing the reasonable expectations of the small populations of drekir who themselves possess limited, if any, knowledge of such metallurgy.

But there are many metals that are effective, require less infrastructure to work, and are both easy to begin working and allow for a high expression of skill. The most common metal for tools, wares, and jewelry in the whole of the DragonScape is Copper and particularly native, pure copper that is either scavenged as melted nuggets from ruins, quarried from native copper trapped in rock formations and caves, or more uncommonly smelted copper ore. But due to its widespread and varied use as a metal in many cultures of drekir I wanted to cover it in depth as it becomes the defacto utiliarian metal of the DragonScape, even if it does not see as universal use as lithic and bone implements.

Generally it is shaped into a variety of tools, such as utilitarian knives, blades, projectile points, spearpoints, chisels, adzes, axes, fishing hooks, awls and needles etc. As well as wares such as pots, pans, skillets, bowls, and cups. Finally it is very commonly worked into a variety of artistic mediums such as decorative plates, jewelry and piercings of all sorts, amongst many other utilitarian and decorative tasks.

There are two general methods of shaping copper that are done in the dragonscape, cold hammering and smelting/casting. Though of those two cold hammering is far more common.

Cold hammering is the the act of hammering a metal at room temperature and, thanks to coppers softness, allows one to easily (though laboriously) shape it with a hammerstone and a stone anvil via hammering it into shape. Though due to coppers work hardening eventually making it too brittle to work without breaking, it is generally annealed in a moderately hot source of heat such as a general wood fire, cooled off and then hammered again.

This process is repeated until a general shape is achieved.

There is variation in this process as well, some cultures will hammer a native nugget into a rectangular ‘ingot’ and then hammer that ingot into a final shape. Others hammer the copper into a somewhat flat sheet from which desired shapes are broken out of via sawing with stone (or preferably acidic chert) implements, chiseled out via bone or stone implements, or simply broken via stressing the metal. Once the general tool shape is finished it will usually be ground into a more refined shape and sharpened if needed.

Some cultures will often due Hot hammering (hammering a hot piece of metal), though this is less common due to the difficulty of making tongs that can stand up to prolonged use without very heat resistant metals.

Smelting and Casting is the act of smelting a copper ore to extract the copper from within it and of course can be done to native copper as well. This is done by producing extreme amounts of heat such as with a charcoal or firemana forge, both of which pumped with air via some sort of bellow system, with some sort of crucible to hold and from which to pour the molten copper. A mold of stone, clay, claysand, sand, etc. is prepared with a desired shape imprinted into the mold that is filled with the molten metal that is then left to cool. After it has cooled the shape must be further refined via cold hammering, grinding, and other sharpening/polishing to achieve the final desired shape.

While this method can allow both unfavorably sized pieces of native copper and otherwise useless copper ores to be turned into copper shapes and forms, it does usually take a larger amount of effort, infrastructure, and preperation which tends to make it less common.
This also allows for Bronzes: Such as Tin Bronze, Arsenical Bronze, Aluminum Bronze and other bronzes to be made for a variety of functions! While Bronze objects, tools, weapons, wares, etc. are not as common as copper in the DragonScape, they are highly present in a variety of alloys and styles. But as those can be read about far more readily than most other things, I will hold off here.

Stalndão Copper

Stalndão Copper Is one of the earliest stabilized manametals to appear in most every plane of the DragonScape and is technically an alloy between a small amount of the manametal stãl, less than 3%, with the remainder being copper. It can vary in color from a slightly redder shade of copper to a vibrant red or violet tone depending on how it was made and with what amount of mana.

It is made simply by annealing copper in fire mana repeatedly for several cycles of cold hammering and annealing, through this process the fire mana may resonate a small amount into the metal, stabilizing and alloying with the copper without smelting. Alternatively, stãl can simply be smelted into the copper in the same process as making stãlbronze.

It’s general advantage is in its slightly increased hardness via work hardening and in its ability to be lightly elementized, giving it mild but beneficial magical properties.

Stãlbronze: The Draconic Metal

Stãlbronze is simply a copper alloy involving the compressed mana metal Stãl, and copper! While stãl does not smelt by fire, due to the resonant properties of copper it is known to disperse and mix into molten copper effectively. The copper in turn stabilizes the stãl, preventing it from sublimating out of reality (due to being mana.)

Stãlbronze, while losing the extremely supernatural qualities of pure stãl, does present a very effective bronze that is comparable to aluminum bronze in it’s qualities. It can also be far more logistically straightforward than any other bronze since stãl can be made off of mana alone, but due to the inconsistent manifestation of mana, which comes and goes through reality almost at random, someone looking to make stãlbronze must exploit a mana pool very quickly as, within a few weeks time that mana may well be gone. This problem is compounded by the immense mana cost in making stãl, which may take the valuable resource away from other, more mana efficient crafts such as alchemy.

While simple stãlbronze involves just copper and stãl, over time more intricate and complex alloys would begin to see spread and use, mixing other metals such as tin, nickel, lead, aluminum (while it’s still available in the human ruins of the DragonScape), amongst other metals to create different metals for different practical or aesthetic or symbolic uses.

Other metals worked by the Drekir

Gold and Silver are very commonly worked metals, often in a similar fashion to how that culture works copper. Gold and Silver are almost always used in the creation of artistic and decorative objects as well as in jewelry and luxury goods. Sometimes they are used as alloying metals in the creation of a style of Stãlbronze. A stãlbronze of copper, gold and silver is known to make Ori, a metal particularly potent to magical elementization and alchemical energy allowing very magical, almost enchanted items to be made with the metal.

Aluminum Is a metal found in a pseudo-native state beneath the ruins of the American plane, in which it has melted into large “nuggets” of aluminum that are frequently dug up by drekir peoples of the region. This metal is more typically casted thanks to its low melting temperature and is often used in the production of artistic and decorative objects as well as jewelry and luxury goods.

Lead Is an easily worked and common, but not heavily used metal that is often melted and casted into shape or, if lacking, cold hammered. Its most frequent uses are in more niche applications where its density and weight are useful, such as in fishing weights, tent weights, and in some styles of thrown weighted darts and sling projectiles.

Animal Sourced Organics: Bone, Chitin, and Shells

Organics sourced from animals are a universal and common tool material. Drekir are mesocarnivores and as such eat a lot of meat and, due to that, are left with a lot of animal bones, large plates of insect chitin, and shells in their day to day subsistence in varying amounts.

Combined with the ease of making jewelry and tools out of these materials means that they often appear more commonly than other materials listed as general tool and decorative materials, most commonly piercings for bone and chitin and small cooking vessels for a variety of shells.

Bone 

Bone is very useful for making pointed tools such as sewing needles, awls, fishing hooks, spear and projectile points, and as tips for digging sticks as well as edged tools such as knives and scraping tools

Chitin

Chitin, specifically from the exoskeletons of the many varied giant insects and crustaceans of the DragonScape does make a suitable material for making different decorative and utilitarian objects, wares, tools, etc. Often chitin comes in in thin plates and takes an edge well, leading to the most common tools made of it being cutting tools such as knives and blades, projectile and spear points, and types of saws suited for wood.

It can also be molded via heat treating to construct a variety of containers such as buckets, baskets, bowls, trays, and other containers for objects that are not hot. Much like bone it is also a popular medium for making jewelry as well as decorative plates.

Chitin, like other organics is often alchemically treated, this can be done to make it a more effective spring, or to make it heavier, denser, harder or more brittle to make it more suitable for other tools and objects. In many regions it often joins bone as a substitute for metal, with alchemically treated chitin being a specialized minority in a tool industry.

Shells

Shells are often more niche than bones and chitin but nonetheless can be found amongst many coastal people who rely on shellfish as a core part of their subsistence and is often used in very distinct ways. Shells can be used without modification as small vessels for heating things over a fire, for melting glues or cooking small amounts of food and things inbetween. It is also common to grind shells into a gravel or sand for use in construction projects or for stabilizing spellithics. It is sometimes also used for making tools by grinding the shell into shape and/or grinding an edge or point into it. This is often done to make simple cutting tools, scrapers, fishing hooks, points, and other things.

Unlike bone and chitin, seashells tend to not take well to alchemical treatment and tend to not be used in that manner.

. Many larger bones have been worked into smaller woodworking adzes and chisels as well. Bone is also a very suitable, pointy material for making a variety of piercings with bone being perhaps one of the most popular materials for piercing generally speaking. It is also popular for making percussive and wind musical instruments thanks to many bones offering a hollow, tube shape.

Ivory from teeth and tusks from a variety of animals is worth a mention here as, while Antler is not much of a thing in the dragonscape, ivory is and is very useful in making very stalwart impact tools such as chisels, soft hammers for knapping, and punches while also being quite vibrant when polished.

Horn Also deserves a mention due to its unique qualities, while it is often made into various containers, projectile points, and decorative objects. It can be shaped through boiling and forming and is a popular material for the construction of drekir short bows due to its ability to build up elastic energy. When combined with the sometimes large horns of many creatures makes it one of the best materials aside from wood for bow construction.

Bone can also be Alchemically treated to change is qualities, with many tool treatments making bone denser and heavier, making it more suitable for long cutting tools and heftier chopping tools. Though alchemical treatment of bone is done more to achieve these specific tasks as a substitute for knapped lithics or metallurgy as generally its more time and labor effective to use bone as is. It’s already quite effective!

Plant Sourced Organics: Wood and Bamboo

For tool usage its obvious that wood and bamboo would see use for things like hafting. But what about as tool materials in of themselves? In fact for the construction of specific tools using entirely wood or bamboo is a very efficient idea! Though these applications tend to be more niche.

Likewise in many cases these materials are embraced sometimes as much for their abundance and expediency as much or more as for their effectiveness.

All sorts of woods have all sorts of uses, from tool hafting and construction to just, countless things. So this is less to talk about all the potential uses of woods and more to give credit to a few niche tools and applications.One of the most important tools made entirely of wood, and one of the most common, are sharpened digging sticks made of hardwoods.

Simply sharpened, sometimes fire hardened, sticks that are used to displace sediment and soil. Though can serve a lot of uses as prying tools for uprooting edible vegetables or buried desired stones, metals, etc. For prying open large insect nests for harvesting food. They are also useful in generally digging and excavating by loosening up sediments and soils for gathering clay, digging hearths, and even preparing plots of land for agriculture.

Digging sticks really are important

Likewise wood of course is very good for making weapons for hunting or defense. Be it bow, atlatl or a wooden club or staff or be it a sharpened wooden spear, throwing stick, dart, arrow or other projectile, or other weapon for hunting, fishing or fighting. Even things as simple as sharpened wooden stakes, basic hand drills for making fire (or drilling), amongst countless other potential uses for moderately shaped or sharpened sticks. It could be used to make percussion tools like mallets and hammers, etc. Look wood is very useful even on its own.

Though wood tends to not take to alchemical treatment due to its high mana content, it often will cause such a dangerous reaction in the wood as to cause it to explode which, may not be incredibly dangerous in the typical methods of alchemical treatment, does lead to a broken useless piece of wood.

Bamboo

Bamboo and its varieties such as river cane, see very common regularly use across the Dragonscape planar in wherever they appear or where similar plant life appears. Presenting a practically shaped, easily worked and versatile medium for a variety of technologies. Bamboo can also be made extremely sharp which, while dulling quickly, enables a quick and easy to make edge for working soft materials such as meat and soft plant materials. Its also effective at making pointed tools making it effective for everything from stakes to projectiles and spears. With many being quite springy on top of that many are quite good candidates for tools such as bows and crossbow prods. And it coming in a straight, usually tubular line combined with its strong structural integrity makes it well suited towards pipes, structural posts and roofing tiles, as well as projectile shafts for atlatls, bows, and crossbows. It can even be used as containers for various materials, sometimes even as waterproof containers! Its useful stuff!

More particular to the dragonscape, most bamboo and river cane are able to prevent mana from passing between the “rings” of bamboo. Combined with the hollowed tube shape most provide makes bamboo a highly effective material for making Fogmask filters to resist high mana concentrations.

Bamboo moreover takes well to alchemical treatment, allowing for imbued qualities such as increased hardness and edge retention making bamboo more suitable to making edged tools, improving its springiness to make it suited for well, powerful springs! It can even be made to be more difficult to burn making it suitable as a cooking vessel! Its a very flexible medium for alchemical treatment.

Alchemically Treated Organics

As its been mentioned plenty above, is the process of instilling different alchemical and elementized mana mixtures, as well as chemicals and materials, to change the properties of an organic material.

This is often done through exciting mana via causing it to resonate, this is usually done by striking a container full of mana that has a tendency to ring. This is commonly pottery though stone, metal, and glass are also useful. This excited mana is then contained in a basin designed both to sustain the resonance for a time, and to vent some of that resonance out to disperse safely and prevent a warp explosion.

From there an organic material along with some sort of chemical are wrapped in a spell conduit material, most commonly wet clay, and steeped within that resonant chamber, the reality distortion generally causing those materials to meld together and add properties to the target material. This is generally done to augment the capabilities of a material or applying elemental and magical properties. Could be to make a sturdy saw of chitin, a leaf spring made of a bone, a tube of freezing bamboo to serve as a cooler for food, amongst other things. While these materials will degrade rapidly due to the unstable mana that had disrupted their microscopic structures, they can be very useful in the time in which they do exist.

Weaving and Ceramics

Last to mention of all of these tool traditions and industry materials are in regards to Baskets and Ceramics which are both widespread, even if not always universal, amongst drekir societies. Additionally these can and are made by a massive variety of materials and methods, as well as in shapes and forms amongst both utilitarian and artistic mediums.

Ceramics

Ceramics are varied across a variety of wares, structures, containers, jewelry and art. In addition to serving as an important ingredient in a variety of alchemicals. While ceramics are not a universal technology amongst the drekir, often even within planar and continents there is heavy variation in the use of ceramics, they are nonetheless common and used by many drekir societies.

Local clay is often gathered, soaked and mixed before being formed. The most common manner of shaping it into more 3 dimensional shapes such as pots is by rolling it into ‘ropes’ of clay that are then stacked and smoothed on top of eachother until forming something more resembling a pot, bowl, etc. Pottery wheels are notably uncommon in the dragonscape, only being present in a few of the larger urbanized societies in the DragonScape. These are then fired in a variety of ways. It is common to let a pot airdry and then to fire it in a conventional wood fire, but there are also a variety of kilns. Simple pit kilns and kilns of adobe or cob are not unheard of at all in the dragonscape though are far from universal.

Clay, being ever free form in what it may be shaped into, can be formed into countless useful shapes. Utilitarian container and storage vessels, cooking pots and eating wares, water containers and even as an ingredient for structural materials such as adobe. It can also be formed into artistic sculptures and decorative artworks, jewelry etc. With many generally utilitarian ceramics being heavily decorated in a variety of ways and methods! Clay and ceramic technology is far to broad to summarize here.

Basketry Is likewise broad, through the process of weaving (but not always) a variety of storage vessels, eating and cookware, and other such tools can be made in a lot of ways that are all generally effective and exist with a wide variety of regional variation. Basket weaving is itself an even more common industry than ceramics! With many of cultures not making pottery, but indeed making a lot of baskets for various tasks.

Woven baskets are the most familiar and may use a wide variety of materials, an immense variety of grasses, reeds, vines, tree bark and tree limbs, cloth, amongst other varied plant materials may be woven into a variety of baskets of a variety of shapes and purposes. With some woven baskets or “cooking baskets” That can hold water well enough to be used in cooking via the addition of hot rocks to boil said water!

There are also a variety of sheet or bark baskets that are typically made of a variety of tree barks. These are then peeled off of the trees during favorable seasons and then cut, folded, and formed into different containers. This can also include watertight containers that can also be used as cooking baskets as said prior.

Bundle baskets are also a common variety of woven basket that includes the use of cordage or things like pine needles that are bundled and/or braided together that are then wrapped and coiled around and over eachother to form a type of common basket.

Variation in Tool Tradition and Material Culture

You may notice I am not going into wide general statements about how drekir use these materials to make the tools, jewelry, art, and objects that define their respective traditions and cultures. There are just too many drekir societies to possibly make any general statements beyond the broad and vague aspects of how these materials may be formed into different tools, be they magical or mundane. Each drekir society, each of the dens within a clan within a tribe etc. Are going to be faced with different environments, available resources, social and cultural preferences, and other factors that make differences in how drekir use these materials to construct different tools.

A culture like the Broncens may be engaged heavily in metallurgy where as a culture like the Dragons’ve Paradise lacks metal and doesn’t use it, whereas a culture like the Seattlens have access to some metal but see it more as a luxury good rather than a thing to make tools out of. The Dorer of Logáu are heavily involved in ceramics but the Unjar don’t make any such thing and the Meché of the Americas rely heavily on treated bamboo as a substitute for ceramics. Some cultures make adzes and others chisels and others both. So on and so forth, the specific tools and material cultures of any specific drekir culture is best discussed relative to that one. This page is about generalizations, not about universal statements.