Dragons

You don't have to play a human if you don't want to! Well - certain limitations notwithstanding, of course. All details related to canonical species or highly specific ethnic groups are to be found here.
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IamLEAM1983
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Dragons

Post by IamLEAM1983 »

- evolution began when curious angels herded tetrapods and early quadrupeds towards biggest via nexuses
- much the same evolutionary path as anthros. Dosage was much stronger, though. From grazing herbivores to sentient life forms within two mortal lifetimes at best
- exposure initially rendered them immortal. Dragons would age very slowly over thousands of years, then become stuck in a largely capable, if venerable and weakened state
- population explosion proved problematic. Angels shared the Creator's methods for bringing Heaven into being. Dragons used this to create the Realms of Seasons - later known as Faerie
- dragons lived beyond via wells for millions of years. Earth is left untouched and allowed to recover from early terrestrial expansion from dragons

- during golden age, dragons were a singular species. Masters of magic; able to find arcane equivalents to all technical disciplines we can imagine. Created a hidden empire spanning entire continents. Sprawling cities...
- ...art, science, philosophy, etc. Dragons pioneered everything long before mammals would appear on Earth. Explains the comtempt of some of them.
- also pioneered creation of animates. See Sidhe. More than simple golems. Suggested that mortals usurped creation myths behind Sidhe unconsciously and created Adam & Eve myth as a result

- Sidhe were servants. Titania was the first, Oberon came later to stop her from being lonely.
- spread like a fad. Every dragon wanted his or her indentured servant. Sidhe did everything from upkeep to housekeeping and advisory tasks. Some dragon masters were harsher than others.
- decadence eventually spreaded. Abuse against Sidhe becomes common. Titania and Oberon were treated well, but Oberon saw closest kin callously murdered. Would inform cultural differences between two clans
- Summer maintains old courtly habits. Most hold no grudges against modern dragons. All of them are too young to have known their captors. Winter has a few anti-dragon extremists...
- abuse becomes endemic, Oberon apologizes to Titania and launches first Wild Hunt in retaliation. Kills hundreds of dragons.
- dragons reply with repressive measures and negative enchantments. Iron intolerance is added for maximum lethality.
- dragons and Fae fight for generations while physical plane is left untouched. Jurassic Extinction event destabilizes Faerie and forces everyone out.
- event is traumatic enough for nature spirits & dryads to seal their wells and go dormant - trapping everyone outside.

- Fae and dragons are forced to coexist and adapt to survive. Some bury the hatchet, others bide their time. Anthros and Mankind both give dragons and Fae a new sense of direction
- Both rule over a few clans for a while. Introduces mortals to supernatural cruelty, on occasion. Seeds dragon and Fae-slaying cultures. Would later splash onto vampires.
- ultimately, kinder clans or masterless clans develop the best. Neolithic Age develops. Both supernaturals share their lore bit by bit.

- continental drift forced the one breed of dragons apart. Arcane nature makes them adapt to new environment until man-made tech eliminates evolutionary stress. Outside factors include selkies and avian anthros (Mac Loch and Quetzalcoatl)
- also include dealings with Others in early days of recovery from cataclysm. Desperation creates the Ouroboros strain. Climate conditions favor emergence of Wyrm and Oriental strains.

- dragons are largely distrusted throughout history. Kind dragons don't mark history or literature; people seem to remember greedy or ambitious lizards better...
- forces dragons to develop bipedal stance and veiling abilities to ensure survival. This varies from culture to culture.
- Orientals and Quetzalcoatl never needed to veil themselves until Whites found their homeland. Some Wyrm revered or worshipped without disguises, depending on early Germanic cultures.
- dragon slayings still permeate Dark Ages and High Medieval periods. Western civilizations particularly intolerant.
- vindictive dragons obviously retaliate. Partial motivator for Jabberwocky strain.
- Merlin's curse robs oldest dragons of most of their strength, introduced species to concept of mortality. Thousands die within a few mortal years.
- Causes include old age, but also basic lack of medical treatment. Historically integrated in Black Plague victims for concealment purposes.

- Renaissance improves things for survivors. Better medical sciences. Renewed interest for finer points of Antiquity motivates many of them.
- Mortal culture starts to feel "noble" to them, now. Almost palatable. Some always supported mortals, but others are only now being convinced. See Cordatus and Aldergard for example of millennia-old support for mortal races.
- Dragons are now mortal, but subject to timelessness if nutrition is adequate. Oldest dragons are very fragile, but delicate balance seems eternal if not disturbed.
- Tanner could be finished with a stroke. Assuming medication + nutrition + exercise holds out, could live on for several centuries longer. Excludes lethal injuries, obviously.
- Like humans and anthros. The older you are, the easier you can be injured, the harder it is for you to heal.
- Dragon health is *very* delicate and fertility rates are dangerously low. Only a dozen established rookeries around the world, most eggs are expected to be stillborn. One egg out of six hatches.
- Dragon infants from humanoid intercourse are also fragile. Mothers must endure extremely delicate pregnancies. High risks of premature birth + complications.
- Explains why so few dragons actively fly, even after Vienna Accords pass and aerial corridor designations are given. Flying without strong winds = highly exhausting.
- can be hazardous to dragon's health if pushed too far.
- high metabolism is a good sign of approaching natural death. Healthy dragons eat for two or three persons in human form. Older scaly gentleman barely finishes one plate? Serious cause for concern.
- old dragons have trouble putting all that energy to use. No occasions to breathe fire or produce acid in glands. Body is too fragile for dangerous flight habits. Old dragons sleep a lot in modern days, as a result.
- active senior dragons sometimes take metabolic supplements to help with burning excess calories. Only sure-fire way to maximise hours of wakefulness.
- weight never seems to be an issue for them, though. Apparently not biologically able to store more than the expected average amount of fat.

- all dragons speak Hiss from birth. Strongly imbued language, comparable to Void Weavers' incantations.
- dragons use Hiss to create gravity effects to compensate for potential lack of limbs when in natural form, to harm, imbue or heal other dragons.
- much like Skyrim. Two dragons spewing fire at one another? Are actually engaging in a sort of magic-based debate or flinging insults.
- explains why dragons tend to be shy about exhibiting abilities in front of others. Breathing fire looks cool to humans, theriomorphs and anthros, but shooting fire through nostrils is a vulgar gesture for Western dragons...
- works in reverse, sometimes. Oriental dragons are more proficient in blessings.

- modern-day slayer culture is mostly co-opted by jealous or greedy immortals in need of a bigger trove of riches. Formerly hired by knights and clergymen; most slayers now trained and employed for organized crime units
- highly illegal, but doesn't stop dragons from perpetuating a veiling culture. Their power is too great, so Homeland Security keeps most compliant dragons on a permanent Witness Protection Program analog.
- each dragon is only allowed a small number of confidants. Government authorization is required for more latitude. The more law-abiding a dragon, the more freebies you get.
- on average, a dragon has five or six people in the know, plus his government contacts that call in or check in once a year.
- financially restrained, as well. Dragons tend to be unimaginably wealthy even if they weren't hoarders. Old enough to know the ins and outs of banking since Renaissance!
- wealthiest dragons are only authorized to spend in chunks of a few million dollars per decade. Wiliest sorts counter that by investing in stock market and inflating their "allowance".

- standard tactic for modern scaly fiends involves illegally dumping a few billions into Federal Reserve, devaluing US currency until index is revised. Seems odd from point of view of human investors, but inflating Fed = jail.
- naturally, dragons are best at policing other dragons. Wyvern Securities is leading Private Contractor for investigation and prosecution of defrauding, landering or embezzling immortals.
- not naturally prone to petty or organized crime, but there are exceptions. Most criminal dragons would make Gordon Gekko blush with envy.
- Aldergard heads Wyvern. Cody Tanner heads Tanner and Associates, East Coast's leading corporate prosecution firm.
- Tanner and A's still known to perform consulting jobs for defense cases.
- Since Vienna Accords, Aldergard + Tanner received several distinctions from Washington for services rendered towards Humanity. Known to have rid the world of high-stakes organized criminals without supes.
- basically Hope's suit-wearing "superheroes". Public personas are highly esteemed, private ones are regularly thanked by government communiqués, FBI or NSA agents.
- Frequent collaborations with both, but no one knows, obviously.

- Different breeds, as said above:
a) Wyrm
b) Anglo-Celtic ("Western" for most folks)
c) Scottish (Mac Loch clan exclusively)
d) Jabberwocky
e) Oriental (same species traits across China and Japan)
f) Quetzalcoatl
g) Ouroboros

a) Wyrm
- wings and hind quarters. No developed arms, except when in human form. See Skyrim's dragons, for instance.
- about as big as a fighter plane. Strongly acidic body fluids. Natural defense against bites and burns. Most open wounds and sores tend to self-cauterize within minutes when Wyrm is young and healthy
- this makes for a hostile metabolism for most infectious diseases and viruses. Young Wyrm are practically immune to disease. Humours grow increasingly neutral with age as alkaline elements begin to be produced
- around 1500 years: specimen begins to be susceptible to disease
- older Wyrm have some biological defenses left, but reliance on acidic body means most have a weak immune system. Old ones are massively vaccinated to compensate
- eldest Wyrm have the most fragile health of all dragons
- only constant in acid body is glands in throat. Mixture of hydrochloric acid + phlegm + magic = variable uses of acid as tool or weapon.
- age can be estimated by state of scales and color of blood. Clear yellow fluid is young Wyrm blood. Most corrosive substance known to man. Eats through virtually anything organic and some of strongest metals
- fun fact for slayers: acid elements carry electric charges well. Remember lemon experiment in Elementary? Young Wyrm are *especially* susceptible to lightning spells or natural lightning
- black fluid is old Wyrm blood. Lasting efficiency depends on diet and exercise habits. On average, a little more acid than human blood. Worst case? Can cause blisters on skin. Can be safely imbibed by vampires
- species tends to trade defensive abilities for arcane power as it grows older. Old Wyrm blood is not very acid, but very potent arcane fluid
- very slow process. Takes a lot of time for body and mind of a Wyrm to be able to hold up even a basic veiling spell. Wyrm mages start studying very late in life.
- disadvantaged, compared to other practitioners

- tied to roots of Germanic cultures, native to Siberian plains long before emergence of recognizable Russian cultural traits. Emigrated south for sacking of Rome and Constantinople
- usually act like proto-Vikings in the minds of most people. Inclined to grasp European languages first, excluding French. Heavy bias for German, Norwegian or Swedish.
- some familiar with Orkneys' Celtic dialect. Includes Aldergard. Circumstancial affect caused by dragon rebellion against Commutatis Orcadiae
- usually tied to Norse pantheons. Baldur, Odin and Loki can all be inferred to have been Wyrm either veiled or represented in human form
- racially driven towards conquest and/or control. It's in their blood. Wyrm tend to have trouble accepting someone else's orders. Very haughty by nature.
- has less to do with ego and more with lasting knee-jerk instincts. Some can work past that. See Aldergard.
- were openly confrontational against one another, but age forces them into politicking. Wyrm political sphere is a mess of backstabs and power plays.

- Wyrm perpetuate idea of dragons needing a hoard. Nesting and hoarding instincts are strong with them. Showing off wealth is integral part of their culture
- can be seen to have sparked the trope of the elderly miser. Aldergard is very much a penny-pincher and feels tortured when forced to buy luxuries for appearance's sake
- is another case of instinctive reasoning being hard to abandon. Leftover from days spent surviving on scraps and building mounds of food for later use. Wyrm have innate distaste for stock market/credit system.
- not greed, however. At least, not for all of them. Most convert their hoards into vaults kept continents away. Unlucky few have pathological tendencies and must live close to their pile or suffer withdrawal effects
- most are nostalgic for years when gold piles could be "easily" procured. Money is virtual now. Makes it difficult for more attached Wyrm to have a tactile rapport with their money.

- possessiveness brings protectiveness. Wyrm can sometimes "claim" mortals they hold dear. Can become openly aggressive if "property" is challenged;
- very Cartesian, but not terribly sensitive. Master strategists and warlords, but poor ruling bodies. Severe trauma and hundreds of years are needed for Wyrm to forcefully learn the value of humane interactions
- even then, Wyrm who received sensitivity training can be clumsy lovers and distant parents. Saving grace is age. Eldest of all Wyrm tend to mellow out significantly. Still dour by dragon standards.
- Aldergard is an example of a "successful" adaptation. Not terribly demonstrative, demanding and a little gruff - but he shakes hands, smiles, hugs the occasionally lucky sort and grows fond of idealistic sorts
- past as warriors usually means they're inclined to drink profusely. Intoxication tends to bring out the bawdy and awkwardly sociable Visigoth...
- Aldergard honestly likes mortals - he's just more comfortable being someone's lender or boss than their friend.

b) Anglo-Celtic
- extant species from Wyrm, from population drifts dating back to Ice Age.
- rooted in Celtic Britain for most part, product of Wyrm wanting to conquer their own interpersonal failings. Connected to a Nexus, were altered by it
- wings, forelegs, hind legs, tail. Forelegs are prehensile.
- brighter colors, ranging from earthen hues to greens, reds and yellows
- overall stockier build than Wyrm. Less serpentine - almost a little leonine from neck down when in true form.
- thicker, flatter faces. Much more expressive. Western dragons capable of human speech even when in true form
- lost acid trait, gained racially ingrained magic abilities and tendency for strong empathy
- considering, most Western dragons naturally become Archmages over time
- more physically vulnerable than Wyrm, but higher pain threshold and wider array of arcane defenses

- culturally considered to be the most "noble" of all dragon breeds. Were often known to be adequate tutors and protectors to mortals
- few Western dragons who held tithes of land during Dark and High Middle Ages are anonymous. Usually means things went well and didn't warrant historical notes. :)
- the one dragon species to maintain cool, if civil relations with Fae
- bad apples exist, but Western dragons are notoriously intolerant of assholes in their midst. Some mistakes do happen, like Westerners giving into the Wyrm-instated racism towards "inferior" mortal species
- proximity to mortals means most have an inkling of what it means to work an honest day in your life. Very few dragon fraudsters are from Cody's wider family.
- can still be a tad conservative... Westerners tend to feel overwhelmed by amount of technological progress made by mortals in the last two hundred years
- conservatism applies to morals, dress code, even choice of devices they'll consider using.
- leads to "Neo-Medieval" clothing lines (not quite Ren Faire stuff, because tailored like jeans and waistcoats and such) and feeds into continued existence of Victorian haberdashery.

- usually chivalrous and/or ladylike, they tend to be a little put off by the overt "Strong Independent Woman" trope of recent years. Sensible men are less of an issue.
- masculine sensibility exists, but is carefully dosed. Modern society favors openness, Western males tend to understate their feelings for the sake of avoiding awkward moments or not breaking gentlemanly habits
- recent Western/human or anthro couples can involve coaxing the dragon partner into being more open. Plenty of dragons still need to learn that there's a difference between overdoing it and being earnest about your feelings

- conservative elements can slip out of control for certain dragon rookeries and families. Western families implanted in Southern US can hold plantation and slavery ideals dear. Leads to very gentile (but openly racist) sorts
- seems weird, but yes, some dragons are part of right-wing "Family First"-type groups who see corruption of moral values everywhere. Can be natural to some Western dragons, as they'll remember educating
mortals in past centuries. Cody himself used to be a headmaster for a boys' academy in Wales, circa 1880s.
- just as many Western dragons are staunch progressives. They might not wear jeans and iPods and might look like they stepped out of a Dickens novel, but will support Goliath's biological research, fight inequalities in Senate, etc.
- overall, most "human" of all dragons. Most love several aspects of mortal culture, are reasonably okay with the way things change quickly because of us.
- most are wordly, as a result. Tend to travel a lot, if health permits it. Leads to impressive cultural backgrounds, wide array of studied subjects and loads more personal experiences than with Wyrm
- humble ones twist their own lives into fun tales for friends and family, egocentric ones gloat.
- have a yen for family gatherings, much moreso than Wyrm. Rookery meet-ups are common after a few centuries. Most open about embracing email to keep up with long-lost brothers and sisters.
- if human/anthro family exists, will grow excessively close to it. Westerners have incredible memory when it comes to remembering sprawling mortal family genealogies. Can remember dozens of names and faces going back generations.
- very loving, despite conservative elements. Love big family dinners with lots of food and people, on average.
- overall, most gregarious of all dragon subspecies

c) Scottish
- extant species from Anglo-Celtic, from mating with selkies
- fairly recent, only dates back to Middle Ages
- rare instance of exclusively aquatic dragons. True form includes flat head, no scales but leathery grayish-brown skin, variable amount of blubber, front and back fins. Finned tail for steering
- about the size of an orca
- slightly smaller and more delicate teeth in true form than Western dragons. Comes with mostly swallowing small shoals of fish whole or venturing into Atlantic for other prey
- corresponds to Loch Ness myth, obviously enough. Body is tailored for high-pressure deep dives, fairly large lungs in relation to thoracic cavity.
- blood stays oxygenated much longer than for other occasional dragon divers (Westerners, some Orientals). Can be immersed almost twelve hours straight on average, for a single inhaled breath
- lungs appear to be compartmentalized. Only one third of lung capacity is used on land, even while in bipedal form.
- still fairly expressive, but some Wyrm inheritance is making their uniform and sleek head seem to be a little on the grumpy side. Selkie blood softens that, on the opposing end
- magic talents are exclusively aquatic and based on vocalizations. Can sing while underwater, a bit like whales. Songs are spells being cast. Involves charming shoals into venturing closer, disorienting predators, etc.
- also tend to fuck up radars and sonars with their songs. Pretty good at not being detected.

- fishing talents also apply on boats. Most Mac Loch are master fishermen.
- fairly isolationist. Most refuse to leave the greater Loch Ness area, those that do refuse to leave their new home, even for temporary travels.
- smaller colonies around coast of Delaware, Rhode Island, Irish shores, Orkneys.
- a bit feral. Rarely people persons, but very recognizably prone to human pastimes and excesses amidst their own. Includes selkies.
- can seem odd to outsiders. Humans and anthros aren't openly trusted. Seen as "city folk" come to snoop around in things that don't concern them. Roanes get a pass.
- single medium-sized rookery, tends to care for selkies while selkies care for the rookery. As such, the greater Mac Loch clan also includes selkies.
- local legend is that Lovecraft travelled to Lake Island for research before writing "Innsmouth". Was treated to famed hostility of local water dragons and related selkies
- local Mac Loch have gotten *a little* better over the last two hundred years. Incorporation into Hope was inevitable as the city grew. Locals learned to accept it.

- even so, a Mac Loch who isn't related to fishing in one way or another is usually looked down upon. Seamus Mac Loch has been Captain in HPD for the better part of seventy years.
- one of the few dragons ballsy enough to refuse the protection program. He's known as a dragon by all, unlike Cody and Aldergard.
- despite his excellent service record, has trouble going back home. Father and mother look down on his job, see it as not being good enough for him.
- tends to make life for native selkies who aren't Mac Loch a bit difficult. They're not seen as outsiders, but diverging opinions can be rejected.
- very stubborn bunch, overall. Scottish dragons shared a distrust of the English along with their mortal kinsmen and have that recognizable Celtic temper
- everything is pretty much done their way, or the highway. Hence why they don't mix well with the flexible Westerners and the acerbic Wyrm
- in Seamus' case, is twisted into a very efficient application of law and order. :) He tends to have a Captain Ahab bend, with Weasel Biggs as his Moby Dick

- thanks to lifespan, most are stuck with thick Scottish brogue even if they've spent generations away from Scotland
- Seamus still manages to represent the best of his species and their more cheerful racial connotations. Scottish dragons might seem placid underwater, but they're very dirty and dedicated fighters. Fiercely loyal to family and friends.
- Wife Connie and son Patrick are proof enough. Poke enough, and the warmer Western undercurrent breaks through. They still can potentially be as warm and open as their English cousins.
- History with Wyrm and conquest-minded English dragons motivates the small race's distrust of others. See Jabberwocky and Finmen.

d) Jabberwocky
- cursed Wyrm, created during conflict over the Orkneys, as Norwegian jarls and England fought for control. Chaos was perfect for a Wyrm power grab - destabilized everyone in the region
- selkies, Finmen and early Mac Loch had enough. Brainstormed for a way to sabotage conflict. Selkies and Mac Loch prayed for something humane, at least. Finmen didn't care.
- curse involved extensive mutations, usually including cranial problems. Seizures not a problem, but headaches and migraines are common. Sometimes crippling.
- too twisted to fly, too stoned out of their minds to even try, in most cases - even if wings could sustain their body's weight. Not all of them can.
- most are confined to a bipedal form. Small mercy, as it gives them easier access to whatever it is they need to make life bearable
- variety of mutations is extreme. Some are still Wyrm-like, others look more like Western dragons, others look more like anthro breeds with scales on, etc.
- no real cure, but time and travels allowed the Jabberwocky to realize that intoxicants and sedatives made life palatable again.
- a few centuries later, Jabberwocky were chronic enablers for substance abuse. Several took part in the least... coherent elements of Romanticism, Symbolism and Beatnik cultures
- developed a misting technique of sorts. Sacs that used to contain hydrochloric acid are now used to store a biologically produced "megadrug" that is a synthesis of each Jabberwocky's personal favorites.
- same high pressure that delivered acid is used to deliver an extremely potent psychotropic mist.
- never lethal to their enemies, but whoever would assault a Jabberwocky is usually guaranteed to end up tripping his balls out instead of killing anyone

- constant buzz and several subcultures that glorify intoxication more or less contributed to formation of breed's identity, over time.
- most of these dragons are former geniuses in their own right, some still very much current geniuses as well, but are consumed by their need to keep pain at bay.
- former Wyrm engineers and alchemists; usually well acquainted with Medieval and arcane explosives. Some kept up with the times and became suspected bomb makers for terrorist cells around world
- on the other end of the spectrum; no Victorian armatures (clanks) without Jabberwocky. Rests on inscribed formulas no human or anthro mage had been able to figure out in years. Ethelred managed it.
- most end up being chemists of some degree of expertise. Most refine their own drug cocktails, most of which aren't intended for human use. Far too powerful.
- being that they're a bit flaky, though - some of their creations slip away and out of their control. Jabberwocky are also sought after by crime rings for obvious reasons
- legally authorized to produce and smoke pot. Authorization applies and extends only to their own people. Everyone knows a Jabberwocky's enhanced "medicinal" cannabis gets passed around
- pot being fairly weak for their own ends and with governments not being ready to relax their laws more, most are forced to encourage drug trafficking

- can veil themselves, but their cover has the shortest fuse in all subspecies. Their doped-up mind has trouble holding onto the patterns and concepts needed to sustain veils
- name comes from a meeting the assumed "first" Jabberwocky, Ethelred, and Cordatus, had with Lewis Carroll. Ethelred had just taken a strong hit, wasn't particularly coherent...
- he doesn't consistently remember the story, and doesn't really care. He's still adopted "Jabberwock" as his sobriquet and "Jabberwocky" as the plural form referring to those who were also affected.
- are usually regarded as insane, but they're not. Ethelred is coherent enough to work a chem lab or a blueprints portfolio. It's just that his skill and sanity come through in odd ways.
- he can be pretty close to fully lucid for hours, and then suddenly drop into a drug-induced fantasy and mistake some female guest of his for Alice Liddell - while still carrying their initial conversation

- naturally, biggest weakness is how temporary their reprieve from their migraines is. A Jabberwocky on a comedown is one of the most miserable things you'll ever see. A fully sober one is even worse.
- Ethelred's recollection of being forced to go sober is the stuff of nightmares. Pounding your head into walls, howling your lungs out.
- these migraines come with more weaknesses. Detoxed Jabberwocky develop light and sound sensitivity, and pain can encourage lashing out or other forms of aggressive behavior.

- some amount of the Wyrm's lack of care or sometimes condescension for mortals remains, but mortals are now regular clients of these dragons. Hard to stay exclusive when you have bills to pay...
- most have a fairly non-aggressive attitude. The most they tend to manage is a semi-sharp critique of the offending person or subject behind a haze of this or that drug of the moment.
- condescension is hardly their default mode, though. Drug-consuming subcultures contributed in shifting their gears over time.
- most of them are lax, scatterbrained, absent-minded, extremely permissive, rather carefree and dangerously willing to forgive just about anyone who slights them.
- thanks to their cultural input, first or second-generation Jabberwocky tend to speak in a mishmash of Goth, Orcadian and English in three flavors. Throw in parlance from the Beatnik and Hippie eras.
- a dragon who has the "munchies" can be an issue if you only stock food for your average mortal...

- most are covered by protection program, like it or not, because of the projected worth of their toxin glands. Early years of the Vienna Accords saw Triads kill and cut open Jabberwocky for their throat glands.
- "Dragon Gonads" usually freeze-dried and sold to cure all manner of things. Also marketed to less naive drug resellers. They extract the compound from the frozen glands and sell it as Ambrosia.
- Ambrosia: most expensive liquid street drug. Because of nature, each bottle is unique. Each one delivers its own buzz.

e) Orientals
- separate evolutionary path, no influence from Wyrm or Westerners
- quadrupedal in beast form, usually wingless, but use magic and serpentine body to "swim" through air. Second-best swimmers after Scottish dragons
- usually furred around China and Nepal, scaled around Japan. Plenty of exceptions, though. Mix of both for Malaysia/Thailand/etc.
- members included Fuxi and Nuwa. Chinese civilization literally bootstrapped by dragons. One of rare instances of dragons spearheading entire cultures
- Shen Long develops common root for all Asian martial arts, but never influences mortal developments in terms of technique and style. He only starts the applied research, in a sense. Mortals still claim most of the credit
- Susanoo and Amaterasu may have been dragons. Respectively seeded early forging techniques and agricultural/fishing expertise
- Japanese iron is particular in composition. Masamune and Muramasa were Fae (or changelings, nobody's certain) who figured out how to use these properties to their advantage.
- starts with technical considerations (fittings, screws, hinges, tools), recognizable techniques emerge with bladed tools (axes) and are refined once conflict between Ainu and settlers emerges

- Orientals contribute elements of Zen, Buddhism and Bushido, without religious connotations. Not the most passionate of dragon species. Usually calm, poised and deliberate
- praised for their wisdom. Seems innate even to other dragons, but Shen Long would prove it can still be hard-earned. Sometimes more sedate than even traditional Bushido.
- they don't obsess over finding a "good death" for themselves. An honorable demise matters, but is about third-rate before living a good life.
- Chinese dragons among the least concerned about wealth. Supported austerity measures and the placement of allowances for immortals
- Shen Long, for instance, barely makes 15K a year. Lives a very simple and relatable life.
- other dragons can be surprised. One of the oldest dragons alive operates a little tea salon in Shanghai and refused position on Vienna Commission's advisory board?! Still pays rent?!
- Western dragons usually best at understanding them. Shen Long's wealth is spiritual and philosophical. Material wealth seems too complicated a thing for him to manage
- Orientals, in turn, can't easily understand Wyrm. Hoarding instinct strikes them as being useless.
- Most he does is meet with philosophers, researchers into Buddhism or martial arts club presidents

- developed the least obvious magic expertise: metaphysical alteration. Basically influences luck or success. Can be ruthlessly efficient at placing curses, but they use their gifts to better their own odds or someone else's
- tends to function like a very passive mantle. You aren't actively changed by an Oriental's blessing, but everything seems to go a little better for you.
- most overt application can involve combat. Can't completely negate danger, but can ensure that what would kill you only gets you sent to the ER, instead.

- not all Orientals are as humble as Shen, however. Long lives allow some to grasp concept of reincarnation very well.
- Ambitions Orientals who take a shine to a particular lieutenant, friend, lover or helper can weave Fate in extreme ways. Force departed's soul to be reincarnated and for new person to cross their path in their lifetime
- can later awaken the old soul's past lives in the new body's mind. Souls that stack lives and are aware of all of their previous incarnations can be superhumanly proficient and very dangerous
- these semi-immortals are usually called Wanderers. Usually marked with a complete lack of fear of death, even if "coming back" can take decades.
- these ambitious dragons can put selected souls through indignant conditions for the sake of making them tougher. Can also steer a successful alpha wolf's soul into a few humans or anthros over centuries, for instance.
- memories of hunting instincts will come in handy

- see Watatsumi. Japanese dragon, water-specific elemental mage, prefers curses over good luck
- said to have gamed early Feudal period for power, obviously tried to push back Portuguese and later Europeans from Japan. Had ambitions of becoming an overlord of sorts, was unable to adapt to end of Meiji Era.
- is more or less "reduced" to leading the Five Hundred Dragons Yakuza clan. One of the dragon financial criminals Aldergard's company relentlessly hounds
- more than likely has a "sister" Triad. Watatsumi's undeclared wealth would make Victum cringe. He tends to use dumping his hoard into the public circuit as a threat. Is estimated at several billion
- more than enough to crash global economy if not removed quickly.
- avoids quick detection by acting as though he were constrained by financial laws. Doesn't move or invest in huge chunks. Very financially conservative.
- suspected that Watatsumi wasn't shy about asking a few Wyrm for financial advice...

f) Quetzalcoatl
- also seperate path
- fully serpentine when in true form, covered in feathers that see variable uses. Can be hardened or softened by magic. Hard = protection. Soft = affected wings for flying
- "hard" feathers that break off are actually jewels, if mineral analyses are to be believed. Usually lapis, emeralds, rubies. Rough state, waiting to be cut. Always pure.
- only dragons that "wear" or generate their own source of wealth. Encourages a fairly unhealthy relationship with power and economics
- characterized by a very brazen attitude. Coatl almost act like they could buy anything and anyone, seduce anyone with promises of jewels and fineries
- instated themselves as gods early in Mesoamerican history, scared Conquistadors into taking their people and leaving them alone
- modern days: very Latinate attitude. Slicksters addicted to bling for the youngsters. Older ones veil themselves with South-American human traits. Old Cuban "papi" with cigars, Quechua extremist denouncing excesses of the West
- usually two-faced and addicted to power. Hard to come off it when you've spent thousands of years being worshipped as the god Kukulkan

- developed blood magic. Never their own blood, initially, though that's changed. Casual murder is obviously looked down upon and it's hard to commit ritual sacrifices without being bothered in 2025...
- blood and life force used for both positive and negative effects. Can bolster crops or force plague upon enemies. As a result, Coatl aren't shy about killing to get what they want.
- even the most mercenary of all Wyrm would consider some forms of bloodshed wasteful. The Coatl don't.
- some entire shootouts in Cuban barrios or favelas in Brazil are wrapped up in blood rituals prepared by Coatl crime lords. No matter who dies in the firefight, spell is fueled. Win-win.

- Oscar Gutierrez is old Coatl that is said to have been *the* Kukulkan, or so he claims. Says he shepherded entirety of Mesoamerica. Mayans, Toltecs, Aztecs, etc. Flight made this possible.
- claims Cuzco, Quito, Chichen Itza, etc all had vastly advanced transportation methods for civilization's level. Air balloons, for instance.
- was first thought to oppose the Spanish and fight for his people, but he left Atahualpa to Pizzaro's hands when he could have saved him. Used leader's blood to curse Spanish.
- ruthless and calculating. Less concerned with wealth than with immediate control. Moved to Cuba first, then later Mexico.
- controls Californian drug trade. Hope is his easiest access point to Atlantic.

g) Ouroboros
- created by desperate dragons who made a deal with the Others for ensured survival, after Jurassic Extinction Event
- genetically unrecognizable as dragons. Impossible to biologically relate to any race, extant or otherwise. Only evidence is in remaining facts from this time period
- twisted to serve Their purpose, usually in smaller clusters that each serve a specific entity. Were sealed back in the Void by dragons
- Apophis is one of Amaxi's brothers. Symbolizes entropy, paralyzing logic. Servants are the least traditionally nightmarish. See Gammell.
- because of alignment, Gammell is peculiarly lawful and considerate. Even gentile at times. Craves conversation and companionship despite reprehensible leanings
- the only one of his kind, though. Other Serpents vary between endless lust and hunger and brainless fury.

- usually scaleless and eyeless. No wings. Body types vary greatly. Apophis constricts Gammell into a shape that makes sense... within reason. Bipedal human with long eyeless head, like droopy sock cut in half along length
- peculiarly expressive, considering. Can't really veil himself, but comes with a "It doesn't matter" field that more or less makes people disregard and entirely forget his appearance.
- powers related to the Other they serve. No projectile abilities, though. Apophis grants Gammell the ability to assemble devices that defy limits of mechanical engineering and physics.
- can't fly, but can easily put together reusable mechanical portals to give to his few friends.
- is on a slippery slope as a serial killer. Very close to becoming a semi-respectable vigilante. Comes from desire for recognition.
- Apophis doesn't care either way, Amaxi disapproves.
- Gammell has the advantage of being fairly young. About 263 years on his record. Is still very physically active and nimble.

- are maintained by their ability and willingness to serve the Others. If George strays from his path, he might revert into the only remaining ancestral dragon.
- Transition might kill him and would rob him of current talents and sense of identity. He doesn't see that as a risk worth taking.
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