Resonant Anomalies of the DragonScape

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

Spirits and Starir

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

How do Spirits Form in the Living Fold?

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

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

Unseen Spirits, Wanderers and Starir

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

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

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

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

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

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

Spirit Possession.

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

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

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

Voicelakes, Obelisks and the 3 Constructions

Where The Cacophony rules

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

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

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

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

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

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

The 3 Constructions

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

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

The 1st Construction: The Tidal Chimes

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

The 2nd Construction: The Spire

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

The 3rd Construction: The Expanse

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

Mana, The Dangers of Mana, and Dragon Magic

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

What remains of the Dragonsong

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

Primary Elementization of Mana

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

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

Fire mana

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

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

Ice mana

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

Lightning mana

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

Acid mana

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

Wind mana

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

Secondary Elementization of Mana

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

Plasma

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

Melter

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

Torrent

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

The Dangers of Magic, Õndemification and Meltdowns.

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

Mana Sickness and Venting

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

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

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

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

Õndemification and Draconic Mutation.

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

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

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

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

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

Dragon Magic

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

Internal Elementization

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

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

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

The Dragon Magic Disciplines

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

Breathrowing

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

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

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

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

Scalemorphing

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

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

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

Dreamcalling

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

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

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

Resonance: The Dragonsongs that Shape Reality

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

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

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

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

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

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

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

Отголоски: Otgoloski, Post Nuclear Wanderers

The Otgoloks are a strange exception to the pattern that every colonial human power lived by time and time again. They were the harbingers of the true collapse of human civilization that, over centuries dulled in their extremist ideologies, eventually arriving into the dragonscape not to purposefully exploit the natural resources, but by accidentally migrating into the DragonScape and later founding various settlements. Unlike the rest of humanitys colonial efforts strangely, they would be the only human group to outlast Jallher’s stand and the 3rd Panic. Though they weren’t ever a colonial power, they are a society of humans who would settle a decently large amount in the DragonScape, and would be the only one of all human colonial groups to have a united cultural identity past the point of Jallher’s Stand, even if by that point it’s not recognizeably Otgolok nor human.

The Pulse Collapse Period: 2020-2055

After the onset of the pulse that consumed the Americas in 2020, there would rise mass social unrest and economic instability. Much of this social unrest across the world would settle and consolidate into the form of  countless extremist groups people across the world. Some of these were born as religious or ideological cults that sought to explain and understand the world, and others that were born from political radicalization caused by the following decades of social unrest and the collapse of many world trade networks. Many of these groups however would be a mix of political and economically born extremism and religious, often apocalyptic cult like religious movements.

There is no better example of this than отголоски.

зов отголоски/ zov otgoloski, meaning “The Call of World” or “The Call of Echoes”, depending on who you ask. There is no one origin point for this religious and political movement, as it’s rather a rapid consolidation of many different religious beliefs, political ideas, and conspiracies that were borne from the early 2020s in Russia as a pile built of a myriad of reactions to the Pulse that consumed the Americas. While in the first few years of the decade it wasn’t exactly a cohseive movement it had slowly coalesced into a loosely connected belief system adopted by millions of Russians and a not small number of Mongolians. Each region of Russia had it’s own well known demagogues and prophets and leaders of these movements, each slightly varied in it’s messages and ideas. Though amongst most f these early Otgolok cults you would find a similarish throughline:

"We, the people of this earth have witnessed the wrath of our transcendant, rageful and still immanent god/gods. They have grown tired of the waste of the peoples of our world and are starting to wipe the slate clean. Our corrupt government does nothing but feed it's own pigs, speeding up this cycle as do all the gluttonous pigs of the world, if we do not do something then God/ The Gods will and anything we do will pale in comparison to the fate held by the Americans."

The specific name of this god or gods varied on each individual group, with the most common word associated being “Adonai”, though it varies. Generally these early Otgoloks believed that the Americas being consumed by the Pulse was the first strike of a divine entity tired of the failings of humanity and, slowly and painfully, was ripping it all apart. A lot of the blame for this was put onto the elites of the world, be they Russian or otherwise. This would also be combo’d by a myriad of other conspiracies, such as the Russian government summoning various demons who sowed chaos and that the elite of the world were ruining the world trade to send resources to themselves. Amongst a massive and varied mountain of beliefs.

In the early 2020s the Otgoloks were generally mocked, derided and laughed out of the room as rediculous. Though slowly they continued to gai more followers, particulary from the poor and disenfranchised. Slowly followers within media would radicalize even more. And by the mid 2020s the Otgoloski movement could be found in one form or another across much of Russia, often calling for a violent purge of the corrupt aristocracies of governments around the world, including Russias. In 2026 the Russian government would fail in a desperate invasion of Eastern Europe and lost much of what remained of the publics faith at the time. Beginning in the late 2020s Otgolok adherents became increasingly aggressive and militant. After several high profile terror incidents, two bombings and one shooting near or within government buildings across Russia, the Government would begin to crack down on the Otgolok movement viciously and militantly.

Though rather than stop the movement it increased it. Dead demagogues became martyrs, the worsening economic and social liberties of Russia prompted more to adopt Otgoloski, and the vicious crackdowns brought down by the Russian Government spawned increasingly militant reprisals from the many Otgolok groups of the country. This seemingly endless cycle of terror attacks, government crackdowns, and further deprivations of civil rights would intensify into the 2030s.

Increasingly though Otgoloks began to creep into positions of power within the Russian Military and government, people who kept their beliefs quiet rising the ranks into more delicate positions, an increasingly large demographic of otgoloks in the military, and keys to dangerous buttons falling in the hands of militant radicals…

The Desolation of Russia

In 2038 a key leader of the increasingly united otgolok movement, Olga Bebanin would be grievously wounded and captured by the Russian military, her fate one of public torture and execution from a secure, televised location. This execution would, at long last tilt the decades of terror and violence into an outright apocalyptic insurrection that is known as The Desolation of Russia.

There was no individual uprising necessarily, but it was a decentralized uprising done by hundreds of Otgolok chapters and terror cells. Tens of thousands of soldiers from the Russian armed forces deserted to the Otgoloks and for weeks mass violence consumed Western Russia, with the major cities of Eastern Russia becoming overthrown. Within this time a larger Otgolok revolutionary force would converge onto Moscow, beginning the Battle of Moscow. After an intense several months of total warfare though, the Otgoloks were slowly worn and beaten back by the Russian military and by anti-otgolok militias. Though as the tides of conflict turned, members of the Otgolok movement in many regions would kick into gear the fruits of decades of gradual infiltration into the Russian Government, infrastructure and military.

First all 38 nuclear power plants within Russia would be brought into deliberate meltdowns, wrought by sabotage, and afterwards a handful of Otgoloks, either through infiltration or through violently overtaking military faciltiies, would get a hold of and control of many of Russias nuclear weapons. With many deeming Russia to be a lost cause and for it to be the time to rip apart the worlds elite, would fire Russian nuclear missiles into the heavily populated regions of western Russia.

32 Nuclear warheads of various sizes would crater western Russia, in a mere few days annihilating Russia as a nation state and plunging the Human world into a cascading disaster. Nuclear fallout spread throughout the word, plunging it into a 2 years long nuclear winter, ecological collapses would consume much of Northern Eurasia, Eastern Europe, and the Caucuses. Western Russia itself would be burned and torn into a bare, blasted heath of a nuclear wasteland uninhabitable to most life.

This event would also directly lead to the collapse of Eastern and Central Europe, due to the rush of nuclear fallout, ecological collapse, and the surge of Russian refugees and Otgolok extremists fleeing the nuclear desolation. the world would take centuries to recover from the drastic impacts of this event and would go on to shape the rise of human hegemonic powers in later decades and centuries.

After the Desolation of Russia you would see a mass fragmentation of the Otgolok movement, many fleeing into other parts of the World and causing new problems within those regions, the largest population though, only amounting to about 15,000 surviving otgoloks and russian survivors, would flee Easterward past the Ural Mountains, where they would mix with the many indigenous peoples of the region and over the next century, fade into obscurity. The two largest settling populations of Otgoloks would settle and mix into the Taimyr, with the Ngannassan and Dolgan peoples, with another group making the exodus to Kamchaika.

The Pre Colonial Period 2056-2156

Not much can be said about the Otgoloks in this period, generally as the movement more or less collapsed and splintered after the Desolation of Russia, Though over the rest of the 21st century and the beginning of the 22nd a long transition would begin for the Otgoloks. They were forced to learn to survive in a post nuclear Siberia and Circumpolar Russia, with many dying and those who did survive adopting the lifestyle of and mixing culturally with the many indigenous peoples of Eastern Russia.

This of course led to an increasingy fragmented identity of the otgoloks as religious, cultural, and linguistic traditions would slowly shift and warp amongst the various survivors and descendants of survivors, often away from the more extreme and militant otgolok beliefs of the 2030s and towards broader religious belief systems that would begin to vary amongst otgolok groups. At this point it’s easier to understand the Otgoloks not as a political movement or ideology, but more as a general demographic shared by a vast and varied series of descendant tribal and band societies living within Eastern Russia. some became nomadic reindeer pastoralists or hunter-gatherers and others would settle small communities on the russian coasts, fishing for a living. But generally none of these descendant otgolok groups would be easily recognizeably Russian culturally, at least not at first glance.

Moreover Northern Eurasia by the turn of the 22nd century had become one of the most isolated regions of the planet. Isolated from the west due to the vast nuclear wastelands that were once western Russia and isolated from the south by a vast number of Chinese and Mongolian warlord states, and isolated on the East by the Chiming Haze created by the Pulse long ago. This immense isolation, after enough time would create an environment not even that too far removed from how many drekir societies would come to live in the DragonScape, though with more iron metallurgical industries.

By the time the Otgoloks would discover the DragonScape, they wouldn’t really be Russians but rather a complex and varied ethnic group comprised of many tribal networks, nomadic bands, and cultural and linguistic traditions.

First Entrance into the DragonScape

Unlike most human societies, the Otgoloks would never come to know of the SEAC operator Oliver Ikaika and their confirmed entrance into the DragonScape, nor were there any large organized attempmts to colonize the dragonscape by anyone north of China. Rather the Otgolok migration into Alaska was a disorganized and often accidental entrance as fishermen accidentally began to disappear beind the Chiming Haze instead of being resonated apart by the sheer force of it.

As Most of these far northeastern peoples would have become deeply accustomed to the normal behavior of the Chiming Haze by this point, this will have prompted more informal expeditions of people sailing over to see for themselves. So it’s hard to put a date on the first Otgolok arrival, is it was never any single movement of people though the first arrivals likely happened sometime between 2156 (the earliest possible date any human could have arrived) and 2160. By the end of 2160 (40PA) over 1,000 Otgoloks had made the journey onto the frigid coasts of Alaska.

Most of these ships would have been simple vessels and most all of them would land along the northwestern coasts of Alaska, now the coldest region of the DragonScape earthen Plana. For many of these people, lacking mana protective equipment, õndemic influence and consequent drekification would settle in almost immediately. Many would melt and reform into drekir prior to landing on the shore and all others would often drekify within 3 days of their arrival.

These Otgolok settlers would make first contact with many of the local drekir societies such as the Kobuk and Alut cultures which would lead to a variety of mixed responses, some were hostile and others were tense and some were altruistic. Though after a few years of many independent efforts of crossing large linguistic barriers, negotiations, and informal agreements between the many drekir clans, dens and tribes and the otgolok settlers, land would be given to the Otgoloks on the northern coasts of Alaska. By the beginning of the 50sPA several struggling but surviving Otgolok communities would be founded.

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

While the first decade was tense, due to the struggling cold blooded foreign drekir that populated otgolok communities and the local Alut and Kobuk drekir generally having to go out of their way to help them, the Otgoloks would settle into a relative peace and cooperation amongst the various other cultures of Alaska, becoming more aquainted with the Angit drekir and the civilly unstable sivilão õfuth of Ikõnulton. Much like the prior decades up till 73PA the Otgoloks would live as a fishing culture. As they learned how to better survive the specific challenges of the dragonscape with local aid and as new generations began to be laid that would grow up as arctic warm blooded drekir rather than the cold blooded foreign drekir, life would get easier. Though in 73PA A large chaotic conflicct would consume the Alaskan Peninsula would drag all the cultures of the region into it, including the Otgoloks.

Scrapit at Tookil Nesgal

Generally referred to commonly amongst the Alaskan drekir of many cultures as “Scrapit at tookil nesgal” or “The War that took all dens”. It was broadly an event in which the drãlkir and ormer of Ikõnulton, who had been locked with the mavõtur and prejag in centuries of disagreement over how to handle human ruins, had decided to coordinate and do the job themselves to uphold Fim Ëodin, with many warbands surging across Alaska. This sudden outbreak of conflict would sweep up many different groups of Alaska, over the next 2 years various battles would rage until the Scrap of Mcki, in which a mixed confederated group of Kobuks, Otgoloks, Angit, and Farbans would defeat one of the largest of the Rebellious sivilão warbands, causing a general collapse of sivilão cohesion and a retreat back into the Õfuth.

It was after this particular war that the Otgoloks would more fully settle into the region and a fully accepted as a respected peoples by the rest of the local drekir.

Jallher’s Stand and the 3rd Panic

Throughout the colonial period, there would be a small trickle of Otgoloks from Northeastern Eurasia into the Alaskan region, with most settling into the local Otgolok communities, themselves slowly shifting in cultural identity. By the time of Jallhers Stand in 92PA (2212AD) most of the younger drekir would refer to themselves culturally as Oglonlots or Oglonamrits, or as the most common name, Oglolotics.

The Oglolotics are very much a culture descendant from, but not really with much left in common with the Otgoloks still living in Northeastern Eurasia, particularly as all potential cultural interactions ended with the beginning of Jallhers Stand.

As Jallher all the way in Mount Aconcagua would fight to the bitter end against the combined militaristic and nuclear might of SEAC, the ICC. As Jallher killed millions Alaska, would remain relatively unaffected even throughout the beginning of the 3rd Panic.

During the 3rd Panic, as the Balãr would target and annihilate human colonial groups across the entirety of the DragonScape, none of the Balãr of Alaska, neither Inül nor the wandering Drulibu would eye the Oglolotic drekir with much scruinty, percieving them both as not a threat and aout as local as any of the other drekir of the region. So even while thousands of humans and colonial drekir would be annihilated by the rage of hundreds of Balãr, the Oglolotics would quietly transition into the Late Awakening Period. The only notable change being the intensification of the Chiming Haze entirely cutting the Oglolotic peoples off from the Otgoloks of Eurasia. Throughout the Late Post Awakening period (92PA-150PA) they would continue to transition and slowly move on and forget their prior human roots, with what was left of said roots falling into cosmology, myth, and legend.

The Oglolotics probably deserve their own entry into the Drekir Societies of the Dragonscape as, for the decades up to 100PA and after, they wouldn’t be really discernably a colonial group. They are better described as settlers, made up of the descendants of post nuclear russians and the many many indigenous peoples of northern Eurasia. Arguably the most successful of any human colonial effort in the DragonScape.

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.

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.

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.

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.