The Aethyrian Dragon
General Information;
Aethyrian dragons are a relatively young species, created by Auryelia and Athlryion, former gods of the Celestial and Cosmic dragons who fled Millirand to create the world of Aethyr. These Aethyrian dragons are (mainly) western in body type, and are possessed of a single magical affinity that distinctly shapes their appearances. Sorted into several different variants based on their magic type (called 'elements' regardless of nature), each has common attributes shared with others of their kind.
Statistics;
Name:: Aethyrian Dragon
Average Lifespan:: ~1000 years
Average Height:: differs by variant
Average Weight:: varies per individual
Location Found:: primarily Aethyr, but rarely abroad
*all statistics based on averages; extremes in any direction, or found in odd locations, are always allowed.
Notes;
Aether and Nether The Aethyrian elements spawn from the divine magics of Aether and Nether: pure energies in Aethyr that are present within every living thing, an after-effect on the energies of creation formed by the gods Auryelia and Athlryion. It is similar to conventional light and dark, but bolstered by the divine, and thus cannot be altered or destroyed. Due to the fusion of these divine, celestial energies in the making of Aethyr, each living creature - from Aethyrian dragons to the smallest fauna - is touched by these powers, and bound to them in a way that directly affects how they live. All creatures that have been crafted by the gods or btought to Aethyr by their wisdom are affected by the Aethyrian 'elements' (clarified below), with a limited number being born or hatched 'elementless'. Very, very few are capable of using pure Aether or Nether, and never both at the same time. These are detailed below.
* not to be confused with conventional Aether, the alchemical substance consisting of solid reiatsu.
Aethyrian Aether is equivalent to light reiatsu; energy in its purest light-aligned form, manifesting in a pure white color flecked in glitters of gold. Aethyrian Nether is equivalent to dark reiatsu; energy in its darkest form, existing as the natural counterbalance of Aether. It manifests as a pitch black color flecked in glitters of gold. It is known that, unlike conventional light or darkness, these divine magics are much more powerful and are much rarer in their pure form, found only in Aethyr. Aethyrian dragons hatched outside of their home Realm will be weakened magically, and be unable to access their element's full potential unless they return to Aethyr and reconnect with their natural attunement to Aether or Nether. Those hatched in other Realms may have limited physical elemental features and muted colors, though their element's color itself will remain largely vibrant.
Rarely, an individual may be capable of using Aether or Nether in its purest form. Generally discovered alongside their natural element around fledging age, these divine types of reiatsu are unique in that they, over time, seem to 'push out' an Aethyrian dragon's other magic, altering their appearance and weakening their element until it is no more. Aether dragons slowly lose all of their color, and their markings will grow wispy and insubstantial from fledging to adulthood; their base color may lighten to white by the time they reach elder. Nether dragons will likewise lose their color and their markings will grow dark and ethereal from fledging to adulthood; their base color may darken to black by the time they reach elder. In both cases, their traditional elemental magic will be gone by the age of five-hundred, replaced entirely by Aether or Nether. No dragon may use both Aether and Nether, but has one or the other only.
The magic of pure Aether and pure Nether are both limited store abilities; please do not make one unless bought. Celestial Scions, listed below, are granted one of these automatically with their own unique store-bought item. Thank you!
Pure Aether and pure Nether are not equivalent to Pure White and Pure Black reiatsu; it does not share a connection with the Ethers or the Void, and upon very close inspection, can be told apart by the keenest of eyes due to the tiny golden flecks.
Aging and Lifespans Aethyrian dragons are not immortal like their similar dragon cousins - most do not live long past their first millennium. This is long thought to be their connection to the powerful Aether and Nether energies, and the effect it has on their bodies. Those that remain in Aethyr their entire lives will likely only reach the perceived average of a thousand years, though those that travel to other Realms - away from their connection to Aether or Nether - may live much, much longer. This faster aging is seen in all Aethyrian races.
Celestial Scions Celestial Scions are an important aspect of Aethyr, and stem from the historical Divine Scions of antiquity - two beings that were chosen as vessels for the Celestial Gods, one of Aether and one of Nether. These original Scions were fully engulfed and changed by the gods' presences, a dragon of white and gold and a dragon of black and gold, both of which had access to all of their gods' elements as well as either Aether or Nether. The battle against the Serpent's presence and its corrupted beasts was so destructive, and the power needed to blast apart the snake's bones so much, that it fused the Scions with the gods to a level that they almost could not separate from. When the Celestial Gods parted from their vessels, the two chosen dragons perished, and the gods withdrew to a dormancy that lasted several thousand years.
Since the gods' return, they have allowed small pieces of their power to touch the eggs of certain dragons to create individual Scions unbound by the full powers of their chosen deity and are able to live full lives. Celestial Scions hatched since have little of the originals' power, but share a touch of that magic, and are able to harness multiple elements at once, as well as the magic of pure Aether or Nether. Nether Scions can learn most Nether elements easily, and some Aether elements rarely, while Aether Scions are the opposite - they can learn most Aether elements easily, and those of the Nether come to them with difficulty. However, modern Scions cannot utilize more than six elements total regardless of alignment.
Aether Scions are light-colored dragons with golden metallic kintsugi-like markings. Nether Scions are dark-colored dragons with golden metallic kintsugi-like markings. Most often, these dragons will be hatched looking nothing like their parents in coloration, though physical features and traits will remain. They generally master four to six elements in their lifetime, and these elements will always be white or black with touches of gold, depending on whether they are Aether or Nether. Pure Aether will always be breathed and manipulated as pure white, and pure Nether will always be breathed and manipulated as pure black. If found, they are taken in by the Celestial Order to be raised amid its religious scholars.
Celestial Scions are a limited store class; please do not make one unless bought. Limited ONE per member. Thank you!
Elements and Magic Terminology Magic in Aethyr is commonly called 'elements' regardless of whether or not the magic is conventionally elemental, especially in non-elemental affinities such as gravity, poison, and blood. Reiatsu as a term is virtually unknown within the bounds of the Realm, and knowledge of it is understood as 'pure magic' or 'energy' and its purest manifestations are the Aethyr-unique Aether and Nether as listed above. These primordial 'elements' are Aeria (wind), Aquaria (water), Glacia (ice), Ignia (fire), Natura (earth), Voltia (lightning), Anima (soul), Aurata (metal), Phobia (fear), Sanguia (blood), Toxina (poison/venom) and Umbra (shadow). Chrona (time) and Gravitia (gravity) are derivative elements.
All elemental magic connected to Aether or Nether is strongest in the Realm of Aethyr. Should an Aethyrian dragon travel to another world, this connection weakens, and their power will be reduced. While it will never disappear entirely, and how noticeable the effect is depends on the individual, it will always be a marked difference.
Elemental Balances Unlike conventional elements, Aethyrian versions balance each other in unexpected ways. Ignia (fire) balances Umbra (shadow); Glacia (ice) balances Phobia (fear); Voltia (lightning) balances Anima (spirit); Natura (earth) balances Toxina (poison); Aeria (wind) balances Aurata (metal); and Aquaria (water) balances Sanguia (blood). Chrona and Gravitia are considered 'derivative' elements, formed after the creation of Aethyr without the guidance of the gods - as such they do not balance the others.
Balancing can be best explained by their inherent Aethyrian natures and the intent behind their creation. The counterpart to fire is shadow: they both behave in a similar way, and even share some properties, but are the counterpart of eachother. Poison's counterpart is earth, they both share the same energy-core, specially with the flora-focused variant of Natura. Yet both are opposites. Fear's counterpart is lightning, and they don't share an energy-core, but a principle: Phobia magic is primarily an 'element' based on sound, but it's effects can cause paralysis similar to the shocking effect on a body that electricity may have. Anima's counterpart is ice, and they share the same principle that is a cold energy-core, or more literally when it comes to necromancy: "the cold embrace of death". Blood's counterpart is water, and they share the same properties of being liquids, with blood's base being water. Metal's counterpart is wind, and they don't share either principle nor core, yet are opposites of eachother. Time and gravity stand alone, as they evolved outside of the gods' creation listed above.
Elemental-Cross Hybrids Aethyrian dragons of any element may produce offspring with any other element. However, only one elemental magic can 'set' in an Aethyrian dragon at any given time. When two different elements of the either alignment cross, the result will be either element, never a new element. For example: an Aeria dragon producing a clutch with an Ignia dragon, resulting in half-blood offspring that will display physical traits from both parents, but will be either Aeria or Ignia. Half-blooded dragons of mixed elemental lineage are considered by much of high society beneath pure elemental lineages, and (though untrue) are thought to be weaker in magical strength. However, in recent centuries, mixed-blood types of the same alignment have been more widely accepted. Those of mixed alignment - Nether and Aether crosses - are frowned deeply upon by all parties.
Rarely, a cross-elemental hybrid will have a somewhat altered version of their element; while these align with the fourteen elemental magics, they may be affected by their other parent and be represented in markings, colors and physical features. These may manifest in a variety of ways, and no two 'sub elements' are entirely alike. Remember: these are rare occurances, and most often a cross-element hybrid will inherit the natural element of one of its parents, not a sub-manipulation like these. However, the following have been recorded:
Most common are lava, a cross of Ignia and Natura (aligned to Natura); plasma, a cross of Ignia and Voltia (aligned to Voltia); fog, a cross of Aeria and Aquaria (aligned to Aquaria); and steam, a cross of Voltia and Aquaria (aligned to Aquaria), all of Aether-aligned mixes.
There is sonic, a cross of Anima and Phobia (aligned to Phobia); glass, a cross of Anima and Aurata (aligned to Aurata); and acid, a cross of Sanguia and Toxina (aligned to Toxina), all of Nether-aligned mixes.
Especially rare are mixed-alignment crosses or neutral-alignment crosses such as smoke, a cross of Umbra and Ignia (aligned to Ignia); thunder, a cross of Phobia and Voltia (aligned to Voltia); snow, a cross of Umbra and Glacia (aligned to Glacia); telekenisis, a cross between Phobia and Gravitia (aligned to Gravitia; exceptionally rare); corrosion, a cross between Aurata and Chrona (aligned with Chrona); and ink, a cross between Aquaria and Umbra (aligned to Aquaria).
White Scales Pure White: Aethyrians with pure white base scales have been thought to once have come from a theorized 'god-touched' bloodline called the 'Lightbringers', who are now known as the noble House of the Oathkeepers. This House claims that their white scales come from the gift of both gods in unison for their dedication in purging the taint of the Great Serpent, though this historical account has been brought into question on multiple occasions.
Though pure white dragons have been known to have hatched within the last thousand years that are not part of the Oathkeepers, this remains the most populous House and their lineage is considered 'divine'. Dragons that display pure white scales will be celebrated as god-touched, and those not a part of the Oathkeepers may be mistaken for them. This does not apply to white elements, or those dragons who's scales are overtaken by pure Aether.
Diet This is what this species, and any variants, may eat at any given time.
Common:
Ignia, Voltia, Sanguia, Toxina, Umbra, Chrona-
primarily red meat, large game, raw or cooked; varies greatly per individual.
Aerie, Aquaria, Glacia, Anima, Aurata, Phobia-
primarily white meat, large fish, raw or cooked; varies greatly per individual.
Natura, Gravitia-
primarily nuts, berries, plantlife, with limited cooked meals of white and red meat; varies greatly per individual.
Uncommon:
Ignia, Voltia, Sanguia, Toxina, Umbra, Chrona-
white meat; small game.
Aerie, Aquaria, Glacia, Anima, Aurata, Phobia-
prepared plantlife, tubers, nuts and berries; sometimes fresh carrion or bone marrow (especially for Phobia).
Natura, Gravitia-
white meat; small game; cooked red meat.
Rare:
Ignia, Voltia, Sanguia, Toxina, Umbra, Chrona-
tubers, nuts and berries, carrion and bone marrow.
Aerie, Aquaria, Glacia, Anima, Aurata, Phobia-
older carrion, unprepared plants.
Natura, Gravitia-
raw red meat of any kind.
Overview:
Aethyrian dragons are immensely varied in their diets. While the greater majority of dragonkind are apex predators, they also partake in a vast array of different foods and most Aethyrians - especially in settled regions - cook and prepare their meals. Most hunt with regularity, with smaller dragons hunting more frequently than larger beasts. Others may forage or fish, and some grow their own food or raise their own livestock. However, it is rare that any dragon would partake in something already dead, and most do not hunt sapient prey. Food trade is common with Aethyr's bipedal races, and humanoid cooks are found in many a city.
Of the Aethyrian subspecies, wyverns and drakes are nearly identical to their elementally-aligned counterparts, though may not have the resources to cook their meals quite so often. Gravitia easterns are listed above.
Credits;
Species info credited to Fyfergrund, and Verridith.
Original concept by CarinaAyland.
In-Depth Information;
Appearance Aethyrian dragons are very similar to Felnovian western dragons in basic shape, and are often referred to as 'dragons' both within Aethyr and without. Sporting four limbs and a pair of wings, covered in scales with an assortment of features - such as horns, frills, manes, etc - shaped by their elemental alignment. They are smaller than true western dragons on average, and do not grow much beyond their averages due to their short lifespans.
Most Aethyrian dragons' wings are batlike, with three to five wing fingers, and either a thumb claw or growth upon the wing hand. Feathered wings are common to Aeria dragons, but can be found in any with this variant's heritage. Hybrid wings - consisting of both feathers and webbing - are uncommon, but may be found in various elemental mixes and are always attributed to Aeria blood.
The vast majority of Aethyrian dragons are born from one of the twelve primordial and two derivative 'elemental' affinities, sorted into thirteen elemental variants and one true-element subspecies. These are thought to be split by alignment to Aether or Nether, an Aethyr-unique division of pure light and dark reiatsu, one that affects all of this Realm's living things and much of its magic, culture and physicalities. These variants are Aeria (wind), Aquaria (water), Glacia (ice), Ignia (fire), Natura (earth), Voltia (lightning), Anima (soul), Aurata (metal), Phobia (fear), Sanguia (blood), Toxina (poison/venom), Umbra (shadow) and Chrona (time). Aethyrian dragons can only have one element, even if hybridization between the variants occurs. However there are cases in which a dragon is not connected to Aether/Nether, and thus are born elementless. These have no magically-aligned markings, but their features will reflect their parentage and the magical affinities found within.
An Aethyrian dragons' colors are first and foremost dictated by their elemental hue; all Aethyrian dragons host special elemental colors unlike true dragons or conventional magic. Base colors vary, but Aether dragons tend to be bright, where Nether dragons are much darker; for example, no purebred Aether dragon may sport black as a base color, and no purebred Nether dragon may sport anything close to white. While Aethyrian dragons tend to have common color sets found often in their variant, other colors can be found, and there are no restrictions on color groups or mixes. However, their element color must be found somewhere on their body, even if said color is very minimal.
Primordial; Aether: Aeria: western, 10ft (3m)
Wind-aligned Aethyrians. Aeria dragons are tall, elegant figures, often slender and graceful, and regal in appearance. They are the second tallest Aether breed, rivaling Natura for overall height. Common colors include blues, teals, whites, greys and silvers. Aeria markings tend towards natural or very abstract gusts of wind or swirls. Elementally-aligned features may include but are not limited to: feathered crests, whiskers, and feathered wings though the latter is exclusive in Aethyrian dragons to the purest Aeria lineages.
Primordial; Aether: Aquaria: western, 7ft (2.1m)
Water-aligned Aethyrians. Pure Aquaria dragons tend to be robustly built, especially those that dwell the deepest within the Starswept Oceans. However, those that dwell on the surface or in coastal regions tend to be slimmer and more slender than their deep-dwelling counterparts. Common colors include blues, purples, greens, greys and blacks. Markings commonly have natural or abstract flowing stripes, running water, waves, water surface, bubbles, ripples, etc. Elementally-aligned features may include but are not limited to: gills, fins, sharp and even (dolphin-like) fangs, semi-transparent membranes, tendril-like whiskers, webbed feet, and bioluminescence, though the latter is exclusive in Aethyrian dragons to the purest Aquaria lineages.
Primordial; Aether: Glacia: western, 9ft (2.7m)
Ice-aligned Aethyrians. Glacia dragons are large, sharp-edged and imposing, with strong builds and razor scales. Common colors include greys, silvers, whites, blues, teals and greens. Markings reflect natural or abstract ice and/or snow with swirls and soft/squiggly stripes for snow, diamonds/pointy crystalline markings or soft glacier patterns for ice. Elementally-aligned features include but are not limited to: ice accents/effect on horns, frills and spikes; sharp, jagged or bladed body parts and growths; and stiff fins and frills that resemble frozen fur.
Primordial; Aether: Ignia: western, 8ft (2.4m)
Fire-aligned Aethyrians. Ignia dragons are of average height, but have variable builds with an assortment of scale and hide types and body configurations. Common colors include reds, oranges, yellows, golds, purples, blacks and greys. Their markings range from natural to abstract shapes associated with fire and heat, embers, flames, lava, and sparks. Elementally-aligned features include but are not limited to: manes and ruffs of fur; wavy fins, frills and horns that resemble fiery shapes; a glowing core to their manes and fur of bioluminescence, to be turned on and off at will; and plate over the chest/glow underneath plates that resemble a furnace, though the latter two are exclusive in Aethyrian dragons to the purest of Ignia lineages.
Primordial; Aether: Natura: western, 11ft (3.3m)
Earth-aligned Aethyrians. Natura dragons have incredibly variable builds, though there are commonalities in the various types. Those that are hatched to earth families that specialize in the moving of rock and stone often have heavy builds and thick plated scales; plant and flora families are gracile and slender, sometimes described as willowy in appearance. Common colors include browns, tans, greys, blacks, greens and blues. Markings range from leaves, vines, flowers, branches, and rocks, sand, cracks, geodes, moss, etc, to sharper markings, shattered crystals, sharp lines, among others. Elementally-aligned features may include but are not limited to: wooden/leafy/rocky mimickry in their horns, fins, frills and other growths; tusks; heavy plates and armor; crystal growths somewhat similar to a gemdrake's, though the latter is exclusive to in Aethyrian dragons to the purest of Natura lineages and does not reflect a diet of eaten gemstones.
Primordial; Aether: Voltia: western, 9ft (2.7m)
Lightning-aligned Aethyrians. Generally of athletic and muscular builds, though individuals may lean either slender or heavy depending on family genetics and heritage. Common colors include greys, silvers, blacks, whites, blues, and yellows. Most have markings that resemble abstract or natural electricity/lightning with a mix of zig-zags, sharp points, curves, etc. Elementally-aligned features may include but are not limited to: sharp and jagged horns/spikes/frills, sharp physical features, and glowing vents between plates, or in front or between ribs, though the latter is exclusive in Aethyrian dragons to the purest of Voltia lineages.
Primordial; Nether: Anima: western, 8ft (2.4m)
Aethyrians with abilities aligned with the spirit, reiatsu, and necromancy. Etherial in nature, Anima dragons are of average height and various builds, though they tend to be more gracile and lean. They commonly have bright and bold coloration unlike most of their kind, and common colors include the entire spectrum. Their most remarkable feature are the glowing markings that resemble runes across their bodies, often on the face, neck, sides, tail, and wings (though they can be found in other places, such as the shoulders and legs more uncommonly). Magically-aligned features include but are not limited to: veil- or ribbon-like growths, bioluminescent markings, and naturally ribbonlike or flamelike shapes in their wing webbing, though the latter is exclusive in Aethyrian dragons to the purest of Anima lineages.
Primordial; Nether: Aurata: western, 11ft (3.3m)
Aethyrians with abilities aligned with the art of metal manipulation. Aurata dragons range widely in build, but tend to have broader wings and sharper claws than most other Aethyrian dragons. Common colors include metallic hues - such as golds, silvers, coppers, bronzes, etc. Their markings are similar to Voltia dragons, sharp-edged and jagged, though their shapes might be more geometric and artificial-looking, sometimes layered or bordered with other colors. The chromatic colors of their 'element' may be bold or subtle, but are rarely as metallic - instead, these markings may hold a sort of shimmer or iridescence not found in other Aethyrian dragons. Magically-aligned features may include but are not limited to: bladed horns, spikes and claws; sharp and angular builds; and natural-metal growths and features, though the latter is exclusive in Aethyrian dragons to the purest of Aurata lineages.
Primordial; Nether: Phobia: western, 12ft (3.6m)
Aethyrians with abilities aligned with sonic blasts, disorientation, and the inspiration of fear. Phobia dragons are lanky creatures with long legs, long necks and large wings, their features accenting often nightmarish appearances. Common colors include blacks, greys, reds, golds, greens and purples. Their markings are most commonly abstract shapes often similar to sound waves, fake eyes, skulls and bones, etc. Magically-aligned features may include but are not limited to: bone-like growths, heavily spiked accents, or a skull-shaped head, though the latter is exclusive in Aethyrian dragons to the purest of Phobia lineages.
Primordial; Nether: Sanguia: western, 7ft (2.1m)
Aethyrians with abilities aligned with blood, healing, and affinities commonly associated with vampirism. Sanguia dragons are smaller and more robustly built than many of their Nether cousins, often dark in appearance with thin scales and long talons. Common colors include blacks, reds, maroons, pinks and purples. Markings are similar to water in their portrayal of natural or abstract floating globs or running lines of blood, waves, ripples, etc. though thicker in comparison. Blood splatters, splotches, and drops are also common. Magically-aligned features may include but are not limited to: needle-like spikes, sharp horns, and naturally torn-appearing membranes and frills, though the latter two are exclusive in Aethyrian dragons to the purest of Sanguia lineages.
Primordial; Nether: Toxina: western, 7ft (2.1m)
Aethyrians with abilities aligned with poison, venom and toxins. Small as Sanguia dragons, Toxina are slender and thin, with angular features and lean, if muscular, builds. Common colors include blacks, greens, browns, oranges, reds and purples. Markings tend to be similar to natural or abstract thorny vines, reminiscent of poisonous plants or animals (such as poison dart frog patterns), blobs of poison, splashes of poison, etc. Magically-aligned features may include but are not limited to: poisonous spikes, thorny scales, venomous fangs, and thin spikes or scales they may fling as poisoned prjectiles, though the latter is exclusive in Aethyrian dragons to the purest of Toxina lineages.
Primordial; Nether: Umbra: western, 12ft (3.6m)
Aethyrians with abilities aligned with darkness and shadows. Umbra dragons are the tallest of Aethyrians, and generally are lean and sinewy in build, with thin scales and limited plating. Both sharp, angular profiles and smoother, sleeker builds are very common, where stocky and bulky purebred Umbrans are nearly unheard of. Markings are often natural or abstract silhouettes similar to wind or fire, with a smoky effect, often soft. Magically-aligned features may include but are not limited to: false-feathers, manes of fur (similar to Ignia, but more like bristles), sharp or bladed spikes or horns, and long trailing tendrils or leather-like feathers from wing web, frills, etc. However, the latter is exclusive in Aethyrian dragons to the purest of Umbra lineages.
Derivative; Neutral: Chrona: western, 9ft (2.7m)
Aethyrians with abilities aligned with aspects of time. These dragons vary in build but tend to be angular and sharply built, with soaring wings and bladelike features. Common colors include monochromatic hues (whites, greys, silvers and blacks) with minimal colorful accents if any. Their markings often resemble vortexes, swirls, and geometric patterns, though stripes and lines are also common. Magically-aligned features include but are not limited to: sharp, bladelike horns, claws and spines, translucent and glasslike or mistlike webbing, and growths that resemble small shiny orbs or swirling stone cabochons, though the latter is exclusive in Aethyrian dragons to the purest of Chrona lineages.
Culture Dragon society has long been split by element, and while the social order varies on each territory (detailed in the Realm information for Aethyr) there are some generalities. For centuries, dragons of different elements and alignments barely knew one another existed, and lived in tribes and clans scattered across their elemental region. They protected small territories, wary of one another, and fits of violence were common in territorial disputes.
As the dragons' numbers grew, and their civilization solidified, some clans grew more powerful and more prosperous than others, and these clans began to lord over others in their lands. They offered protection, education, and the promise of wealth in exchange for fealty. Numbers grew rapidly, and the most powerful families claimed the term 'Noble House' to describe themselves, which was eventually shortened to House which is the term used today. Houses are blood-ties: a (usually large) family of Aethyrian dragons in which they are all related by blood, and are run by an atriarch with the advice of the elders. Those with the greatest power were raised to lead, one to each elemental kingdom, and are thus known as the 'Imperial Houses'. These Imperials are, effectively, the royal class of Aethyr.
The middle class are those who do not belong to a House, but still hold some wealth or power. They are often settled right above the working class, and enjoy some higher privileges that the commoners do not, based on their achievements. Captains, Commanders, etc. belong in this class.
The second lowest caste is the working class and least favored of all, also known as the Commoners. However, Aethyrian dragons that have lost their status and achieved such lows in their lives that they are shunned by society and forbidden to be a part of it. Most Aethyrians in the Underground are disgraced ones.
Aethyrian dragons tend to view themselves as the greatest, most gifted race on Aethyr, and the dragons of the Imperial Houses in particular tend to view the other races with a sense of Noblesse Oblige, and see is as the responsibility of the strong, obviously meaning themselves, to look after the weak, which they see as most everybody else. Exactly what form this guidance takes tends to vary between Imperial Houses.
Among the Aethyrians, glyphwriting is seen as a superior form of magic to all other kinds, save for runelore, and for an Aethyrian to not be able to write working glyphs is seen as a disgrace. Many dragons practice a form of calligraphy using glyphs instead of letters, though such glyphs aren’t intended to actually be infused with magic.
To avoid open, widespread conflicts, the Imperial Houses are governed by an unwritten code of behavior which guides how family rivalries and vendettas are to be carried out. From when and who politically motivated assassinations can target and who is strictly off limits, to when and where the Imperial Families can perform military strikes, as well as the number of dragons they may send on such maneuvers, are all silently but rigidly enforced.
Rivalries are more often expressed through the numerous athletic contests that take place between Imperial Houses. Feats of strength, endurance, agility, and speed are frequent, and hotly contested, with any hint of foul play being greeted with scorn, since anything but a fair victory is seen as a sign of weakness. Such performances are one of the few ways dragons not otherwise affiliated with the Imperial Houses may win renown, if they can manage to secure sponsorship from one of the Imperial Houses.
The Imperial Houses send chosen representatives, called Electors, to meet every hundred years to elect a new Imperial Monarch from among eligible candidates (often within their own bloodline, if not out of several chosen Heirs), and oversee transfer of the crown from the former monarch to the new one. The imperial monarch ensures a sense of unity between the Imperial Houses, with exactly how much authority and influence they wield depending on the ruling individual, and whatever political alliances are in place at any given time. Former monarchs are very rarely elected once again, and some elements are more prone to this than others.
Cultural aspects that differ via variant can be found below.
Primordial; Aether: Aeria: Led by the wind-aligned Imperial House located within the Heavenly Spires, and found spread throughout that region.
Dragons of this element are known for their graceful, lofty architecture that tends to soar high above the ground, yet always in such a way to fit in with the natural world around it. Curving walls and stone walkways among the treetops are common sights. The dragons themselves have a tendency to be a bit haughty and self-important, and place a great importance on craftsmanship. Their artwork tends to look delicate, but in truth be deceptively strong.
Primordial; Aether: Aquaria: Led by the water-aligned Imperial House located in the Starswept Oceans, and found spread throughout that region.
Dragons of this element are known for building settlements by the sea, and in some cases upon it, preferring wooden buildings that are easily moved, or easily replaced if the sea gets restless. Settlements by the shore are often built so that the streets are dry at low tide, and partially submerged at high tide. The dragons themselves are relatively loosely bound together, though are extremely fierce and united when provoked. They love to craft works of art from things taken from the sea, and tend to enjoy lively music.
Primordial; Aether: Glacia: Led by the ice-aligned Imperial House located in Frostlorne, and found spread throughout that region.
Dragons of this element tend to disdain permanent settlements, save for a few widespread, austere palace-fortresses made of ice, often atop rocky crags. Such strongholds are often reserved for elders and hatchlings, though young dragons are expected to start learning to survive in the harsh, cold lands they call home from an early age, usually beginning when the young learn how to fly. They pride themselves on being strong, brave, and self-sufficient, preferring to make do with what’s provided by the natural world wherever possible.
Primordial; Aether: Ignia: Led by the fire-aligned Imperial House located in Vulcandaern, and found spread throughout that region.
Dragons of this element tend to employ many columns in their architecture, often carved from marble, with bright, terra cotta tiles for roofing. Such columns range from simple to ornate, with the fanciest boasting exquisite carvings. Their settlements are highly ordered, as is their society. Dragons are born into castes, and assigned to occupations allotted to said castes from an early age. These castes exist within a rigid social hierarchy, and moving between castes is extremely rare. The highest castes are regarded for their literary and scholarly accomplishments.
Primordial; Aether: Natura: Led by the earth-aligned Imperial House located in Vhirydea, and found spread throughout that region.
Dragons of this element tend to favor grand, stone-cut cities that feature temples and palaces that rise high above the surrounding forests. However, instead of clearing the forest away, they tend to replant it within their cities, with the larger temples and palaces being terraced so they can support grand gardens. They make heavy use of polished beads of crystal and stone, even as currency, and use intricate metalwork to embellish their cities. They tend to be highly spiritual, observing numerous rituals throughout the year, and place a heavy emphasis on athleticism.
Primordial; Aether: Voltia: Led by the lightning-aligned Imperial House located in the Ancestral Peaks, and found spread throughout that region.
Dragons of this element have similar architectural leanings as dragons of Ignia, with marble columns being prevalent. However, Voltia dragons prefer a more austere style, and go without many of the luxurious trappings common among Ignia dragons. They have a distinct blood-red dye often found in their terra cotta and fabrics, rumored to be made from actual blood, and they have a similar caste system as the Ignia, though not so rigid. They place a heavy emphasis on military discipline and skill at arms, and all dragons of the military caste receive demanding, often brutal training.
Primordial; Nether: Anima: Led by the spirit-aligned Imperial House located in the Eidolan Highlands, and found spread throughout that region.
Dragons of this 'element' tend to dwell in elegantly carved wooden castles at the center of imposing hillforts. They tend to adorn themselves and their dwellings with bright, vibrantly colorful works of art, and often engage in fests of strength and skill, both in competition, and just for the enjoyment of it. However, while they won’t outright lie, they are prone to deception, and beneath the surface covering of bravado and artistry lies an untamed ferocity they haven’t completely succeeded in overcoming, a ferocity only seldom unleashed.
Primordial; Nether: Aurata: Led by the metal-aligned Imperial House located in the Suntouched Sands, and found spread throughout that region.
Dragons of this 'element' are proud and lively, with a never-ending supply of self confidence. Often strong minded and gifted with vigorous personalities, they are highly intellectual and very quick to take advantage of any chance life throws at them. They tend to dwell within grand stone cities, set in place without regard for the land around them, and of all Aethyrian dragons they are most prone to alter the lay of the land to suit their needs, instead of working with the land to build.
Primordial; Nether: Phobia: Led by the fear-aligned Imperial House located in the Metusian Heights, and found spread throughout that region.
Dragons of this 'element' tend to construct foreboding, towering, dark cities with prevalent Gothic architecture abounding. There are always parts of their cities that lie in deep shadow, and the shadows hide some of the shadier happenings among their society. They are rigidly divided into castes, and the ruling caste keeps a hidden but unbreakable grip on the lower castes. While they don’t outwardly acknowledge it, they don’t go against it either, since dissenting voices tend to be abruptly silenced when their owners vanish. As a result, Phobia’s artists tend towards grim humor, performances that lean towards tragedy, and a resilient spirit that endures regardless of hardship.
Primordial; Nether: Sanguia: Led by the blood-aligned Imperial House located in the Sundered Coastlands, and found spread throughout that region.
Aethyrian dragonkind was quick to fear these dragons as much as their other dark cousins, due to seeing them as vampiric beasts that could quickly take your life without your notice or weaken you to death. Although not that from the truth, as this is their hunting techniques, Sanguia dragons respect other beings for the most part, and wouldn't usually manipulate their element without strong reasons.
Society learnt to accept them however during the war, as they made superb healers, thanks to their innate talent in blood manipulation.
They tend to prefer to dwell in cities made of solid stone with Gothic architecture, though they carefully plan their city layouts to avoid the heavy shadows that tend to cloak Phobia cities, managing to create cities that are outwardly foreboding, but grand and open inside.
Primordial; Nether: Toxina: Led by the poison-aligned Imperial House located in the Abyssal Boglands, and found spread throughout that region.
Dragons of this 'element' dwell with hidden cities that are carefully concealed beneath trees and plants of their swampy homes. The moss-covered stones are carved in such a way that they lack straight edges and sharp corners, and are covered with abundant plant growth. Within, out of sight of prying eyes, the chambers and passageways are decorated with subdued but beautiful paintings and carvings. They tend to be very secretive, and outsiders are only invited to enter their hidden cities on very rare occasions.
Primordial; Nether: Umbra: Led by the shadow-aligned Imperial House located in the Darkreach Mountains, and found spread throughout that region.
Dragons of this element tend to dwell in opulent, grandiose dwellings that are utilitarian in layout, though richly decorated. They tend to view themselves as superior to other Aethyrian dragons, and are strictly governed by an authoritarian Imperial Family. They maintain a long tradition of artistry and ritual, and they place a heavy emphasis on military discipline. They tend to keep to themselves, and expect to be left to their own devices. Should any hint of a suggestion that they could stand to make changes to their way of life be detected, they tend to react with immediate, severe anger.
Derivative; Neutral: Chrona: Led by the time-aligned Imperial House located in the Moonlands, and found spread throughout that region.
Dragons of this element tend to dwell in settlements that look more like grand, crystalline towers instead of more traditional cities. These city-spires tend to reflect the sky, which can make them difficult to make out at times, especially from a distance. Chrona dragons are politely isolationist, and only rarely respond to diplomatic or even Imperial overtures. When they do, such interactions are usually short, and often enigmatic on the Chrona side. They simply wish to be left to their records and studies.
Abilities Aethyrian dragons are possessed of several different magical affinities, known as 'elements' (regardless of whether or not they are true elemental magics; see Notes). Each 'element' is a magical affinity split between Aether and Nether (save for Chrona and Gravitia, considered 'neutral' or a combination), capable of displaying a wide array of colors. This is thought to be an Aethyr-unique version of 'reiatsu-staining' of an element, though the color of such is commonly separate from a dragon's proper aura color. For example, Ignia dragons may breathe fire that is purple, blue, white, pink, or any other hue; in similar fashion, Aeria dragons may have color-tinted streaks in their elemental magic, where manipulation-based elements such as Aurata (metal) and Natura (earth) will have visible auras of color around the material they are manipulating. Each individual may only have a single element, and no more.
'Magic' as it is known in Aethyr is a neutral manifestation of Aether and Nether energy - elsewhere, this is equivalent to reiatsu in all ways save name, and is identical to glyphwriting in casting intent and spell production. When this energy is used, It appears as a soft glow often displaying the color of the magic caster's aura, as they trace the glyphs necessary for the spell while maintaining their intent clear in their mind. These may range from light sources to healing spells, magical locks, enchanting, illusions and more.
However, the Aethyrian elements are by far the most common attribute of these dragons, and their variant attributes and colors are listed below.
Primordial; Aether: Aeria: Born from Aether, Aeria is the element of wind. It can be both utilized as a breath weapon and manipulated from existing sources, or created upon command.
Aeria dragons use wind and air in varying degrees; it is a true element found everywhere, and thus it is one of the elements that is discovered and utilized by dragonets fairly young. Depending on age and skill level, these wind dragons may breathe it as strong currents of air or manipulate it around themselves, ranging from small gusts to brief but powerful windstorms. Energy drain when using Aeria is minimal except at the strongest uses of its magical intensity.
Their element, albeit naturally invisible, displays a color given its Aether-touched nature. The chromatic spectrum is the most common 'color' for wind, and displays strong and bright colors: reds (all hues from yellows and oranges to reds), green (all hues from lime to green and teal) and blue (all hues from cyan to blue and purple). Multicolor is possible where the element is two or more colors while pure white (limited to the purest of Aeria lineages) and black (dark blood mixing via Nether elements) are extremely rare.
Physically, Aeria dragons are fast and accurate in their strikes, but are not often strong physically. They are known to have the most fragile bones and bodies of all Aethyrian dragons.
Primordial; Aether: Aquaria: Born from Aether, Aquaria is the element of water. It can be both utilized as a breath weapon and manipulated from existing sources, or created upon command.
Aquaria dragons are unique in that the creation of their element - utilizing it as a create 'breath weapon' - is something most dragons learn later in their elemental studies. To do so draws a considerable amount of energy, and the summoned water cannot be drunk and does not persist once that energy is spent. Thus, manipulation of their element is paramount, and learned relatively early on.
Their element, naturally clear or blue, displays a color given its Aether-touched nature. The chromatic spectrum is the most common 'color' for water, and displays a wide array of colors: reds (all hues from yellows and oranges to reds), green (all hues from lime to green and teal) and blue (all hues from cyan to blue and purple) with blues, teals and greens being most common. Multicolor is possible where the element is two or more colors while pure white (limited to the purest of Aquaria lineages) and black (dark blood mixing via Nether elements) are extremely rare.
Primordial; Aether: Glacia: Born from Aether, Glacia is the element of ice, which represents rigidity and indifference. It can be both utilized as a breath weapon and manipulated from existing sources, or created upon command.
Glacia dragons are capable of breathing ice in a stream or cone, as if it were an extremely cold mist somewhere between water and wind, capable of freezing or frosting everything in its path. It can also generate a cold push as if it were a strong gale. Depending on mastery, this breath can condense into shards that act as projectiles.
Most ice manipulation consists in compressing their misty breath into solid ice upon contact, capable of covering parts of their body in ice such as coating their tails or claws into sharp blades, or even creating icy armor plates at higher masteries. Ice armor shatters easily depending on the strength of non-elemental impacts, but it resists better against elemental strikes.
As with other elements, Glacia dragons may pull from existing sources of ice and snow, such as snowbanks, blizzards, or even broken pieces of frozen bodies of water.
Their element, naturally colorless or icy whites and blues, displays a color given its Aether-touched nature. The chromatic spectrum is the most common 'color' for ice, and displays off-whites, light blues and pinks most commonly; other hues fall into the usual categories: reds (all hues from deep goldens and oranges to reds), green (all hues from lime to green and teal) and blue (all hues from cyan to blue and purple). Multicolor is possible where the element is two or more colors while pure white (limited to the purest of Glacia lineages) and black (dark blood mixing via Nether elements) are extremely rare. Yellow as an ice color has not been recorded, and warm colors are very rare.
Primordial; Aether: Ignia: Born from Aether, Ignia is the element of fire, which represents both destruction and rebirth. It can be both utilized as a breath weapon and manipulated from existing sources, or created upon command.
Dragons of this element are often capable of breathing ardent torrents of fire that can be shaped into a cone or a stream which, depending on mastery, has a force behind it similar to wind, capable of pushing things away in addition to scorching them. It is also possible to condense it into fireballs as part of manipulation techniques. They may also be able to coat themselves in flames, superheat parts of their body such as claws or tail tips, or create an area of superheated air which may protect them from loose projectiles but is not solid.
Fire may be drawn from existing sources - including those fires conventionally created - and utilized, lessening the draw on a dragon's energy reserves.
Their element, naturally orange, red and yellow, displays unusual colors given its Aether-touched nature. The chromatic spectrum is the most common 'color' for fire, and displays a great variety of bright colors: reds (all hues from yellows and oranges to reds), green (all hues from lime to green and teal) and blue (all hues from cyan to blue and purple) though cool colors are much rarer. Multicolor is possible where the element is two or more colors while pure white (limited to the purest of Ignia lineages) and black (dark blood mixing via Nether elements) are extremely rare.
Primordial; Aether: Natura: Born from Aether, Natura is the element of earth, which represents confidence and durability. It can only be manipulated from existing sources, and only rarely be summoned into being at will.
This power has allowed dragons to somewhat “terraform” the world around them, albeit it is an ability hard to control and thus only the strongest are able to truly make significant changes in the world. Most Natura dragons are capable of other tasks such as sensing and gathering crystals or minerals, manipulate flora to their goals (usually to aid in farming), or help with mining ores.
Most commonly, Natura dragons' abilities can be sorted into three types: those with affinities for stone, affinities for flora and affinities for crystal. Depending on which type, it behaves differently, with stone and flora being reasonably common, and crystal being much rarer.
Stone is able to mentally move small rocks to shoot as projectiles, or shape them as a dense sphere and use it as a wrecking ball. Larger rocks may be moved by older and more experienced dragons, and looser materials - such as sand and mud - may be utilized by practice and control alone. Flora is seen to have the deepest connection to plants of all types, such as summoning and altering the world’s flora, with the most common ability being the summoning of vines, which will appear magical and wither away once the dragon stops channeling their element into what is known as controlled hypergrowth. They may also alter foliage and wood, inspiring it to grow at a slower, but more permanent rate. Crystal is oftentimes confused with stone due to both being derivatives of minerals; however, this type is both similar yet different from it. This element has no standard breath, however a crystal dragon may summon small crystal shards which will compress into bigger shards, thus creating darts of varying sizes. Manipulation of crystal allows for the “sprouting” of sharp shards or spires from the ground, or shaping existing crystals found in the world.
Their element, which normally cannot be classified by color due to its physical nature, displays a soft color glow given its Aether-touched affinities, seen only around the materials being manipulated. Each earth-type has commonalities for colors, with stone having desaturated hues, flora holding the most vivid but natural colors that lean towards greens, and crystal sporting the most chromatic colors: reds (all hues from yellows and oranges to reds), green (all hues from lime to green and teal) and blue (all hues from cyan to blue and purple). Multicolor is possible where the element is two or more colors (associated with type mixing) while pure white (limited to the purest of Natura lineages) and black (dark blood mixing via Nether elements) are extremely rare.
Primordial; Aether: Voltia: Born from Aether, Voltia is the element of lightning, which represents unpredictability and aggressiveness. It can be both utilized as a breath weapon and manipulated from existing sources, or created upon command.
The way lightning is breathed is through internally-generated bolts, which often branch out and with experience, become more focused as well as stronger. With more practice, dragons learn to breathe multiple bolts, and thus hit several targets, but this causes their element to also divide in strength. The manipulation of lightning often consists in creating electric whips or arcs that may strike several opponents at once, as well as creating a protective area of effect that will strike everything in its range, though this takes a great deal of energy to maintain. Lightning may also be drawn from existing storms and utilized without a large drain on the Voltia dragon's reserves.
Their element, naturally incandescent blue-white, displays a color given its Aether-touched nature. The chromatic spectrum is the most common 'color' for lightning, and displays bold and bright colors: reds (all hues from yellows and oranges to reds), green (all hues from lime to green and teal) and blue (all hues from cyan to blue and purple). Multicolor is possible where the element is two or more colors while pure white (limited to the purest of _ lineages) and black (dark blood mixing via Nether elements, extremely frowned upon) are extremely rare.
Primordial; Nether: Anima: Born from Nether, Anima is the 'element' of soul, which represents natural living reiatsu. It can be both utilized as a breath weapon and manipulated from existing sources, or created upon command.
Spiritual energy is reiatsu, the spiritual aura all things in every Realm hold. Similarly to those in other worlds may utilize this essence in its purest form, Anima dragons may tap into it in unique ways, though because it is so misunderstood in Aethyr, it is not trusted by most other dragons regardless of elemental alignment. Most are capable of using their own aura much like common races do, in a pure-energy form, even from the earliest days after their magical awakening. However, due to their unique nature, they are also capable of learning to siphon or saturate the spirit of other living things depending on strength, age and experience. In other creatures, this causes a conflict between their natural energies and the Aethyrian reiatsu, leading to imbalances and oddities that affect them both magically and physically. Other Anima dragons are immune to oversaturation with Aethyrian reiatsu, but are susceptible to siphoning regardless of age and mastery.
This element is primarily used via manipulation, but it can also be breathed in a few different ways, such as a torrent of spirit energy which will either help or harm a creature depending if the intention is to give or take their reiatsu. Manipulation, their main use, consists of energy infusion such as enchanting, conjuration, aura manifestations and necromancy. Most Anima dragons fall into three categories: necromancer (subject to the classifications of conventional necromancy, otherwise seen as dark-aligned), warden (ghost-whisperers and light-aligned necromancers, subject to the same rules as the above), and forgemasters (those who specialize in conjuration, Soulgem creation and the making of golems).
This 'element' can come in any color, due to it being naturally tied to their spirit's unique colors. Most often, these are monotone or dual-toned, in any spectrum of the rainbow, but can have more or less depending on the individual. However, unlike conventional reiatsu, the birth-colors of this magic cannot change due to life events, and carry the same colors through their lives until death. Their auras also do not manifest but in various shades of light with runelike symbols shimmering in its depths, unlike true reiatsu. White and black Anima element colors are unique both in the Realms at large and Aethyr itself; white is often flecked in black, and black flecked in white, regardless of elemental purity or heritage. White-element Anima dragons are thought to be 'tainted' by their Nether cousins, and black-element Anima are similarly seen as untrustworthy - called 'deathbringers' by their fellows.
Primordial; Nether: Aurata: Born from Nether, Aurata is the 'element' of metal, which represents honesty, confidence and pride. It is unable to be breathed and can only be utilized via manipulation, from existing sources outside of the dragon itself.
Aurata dragons manipulate the metal in the world with great ease, as one would shape clay, and with the help of a heat source they can manipulate it in liquid form as well, making the possibilities near-endless. However, the manipulation of metal is an inherently difficult form of magic, and takes a great deal of energy - the larger the supply of metal being utilized and the density of the alloy take greater amounts of power, and may exhaust younger and less experienced dragons much faster than their elders. The finesse of how these metals are shaped also costs concentration and energy, especially keeping alloys pure or crafting distinct items. Some Aurata dragons specialize in certain alloys they find easier to manipulate than others, though training is usually generalized and any metal can be used to certain degrees.
They are able to manipulate it into armor and weapons, or even projectiles at higher masteries. Most are capable of pulling existing pure alloys and shapelessly using them with relative ease, by way of levitation or crude but brief shaping. Anything that takes finesse is often approached by older dragons with higher levels of experience, and thus true smithing is a field dominated by those who have worked with their elements for many years.
Their 'element', which normally cannot be classified by color due to its physical nature, displays a soft color glow given its Nether-touched affinities, seen only around the metals being manipulated. Most metal glows with chromatic colors: reds (all hues from yellows and oranges to reds), green (all hues from lime to green and teal) and blue (all hues from cyan to blue and purple). Multicolor is possible where the element is two or more colors while pure white (very rare, attributed to light blood mixing due to Aether impurities) and black (limited to the purest of Aurata lineages) are extremely rare.
Primordial; Nether: Phobia: Born from Nether, Phobia is the 'element' of sonic-based fear, which represents uneasiness and caution, anxiety and self-doubt. It can only be utilized as a breath weapon, as no sources exist to pull from.
Phobia is taught mostly as a defensive measure, rather than offensive, and it is an element based on the manipulation of the mind, as well as sound, with Aethyrian dragons being capable of generating their own sound at highly variable decibels. Their breath consists of sonic waves that disorient and disrupt enemies and their senses, with higher masteries allowing them to push targets or even cause internal damage. These shockwaves may compared to a shriekan's shriek, or a sarka's scream, and scholars believe they have a similar effect on one's body when utilized by old and experienced Phobia dragons. The most skilled of these may create semi-solid 'shards' of sonic energy that are a physical attack that can be manipulated, but this is difficult to maintain and learn.
Their 'element', naturally colorless and immaterial, displays unusual colors given its Nether-touched nature. The chromatic spectrum is the most common 'color' for time, and displays a great variety of bright colors: reds (all hues from yellows and oranges to reds), green (all hues from lime to green and teal) and blue (all hues from cyan to blue and purple) though cool colors are much rarer. Multicolor is possible where the element is two or more colors while pure white (very rare, and attributed to light blood mixing through Aether elements) and black (limited to the purest of Phobia lineages) are extremely rare.
Primordial; Nether: Sanguia: Born from Nether, Sanguia is the 'element' of blood, which represents healing, vampirism, and the night. It can only be manipulated from existing sources, and is never breathed.
These dragons are capable of not only siphoning the blood of other creatures, but also sharing their own, which regenerates at a much faster pace than any other being. Their element is never breathed, unlike water, and only manipulated, like time. It is a complex learning process because, albeit being taught the same way water is, it is thicker than water and can easily become 'impure' causing it to be unusable for healing purposes.
The element can be used to perform attacks or to heal shallow wounds, depending on the level of mastery, while the manipulation itself is the power to control the blood of both one and the other dragon, which only older and more experienced dragons are capable of.
Their 'element', naturally scarlet, displays unusual colors given its Nether-touched nature - and unusually, their blood reflects this color in full. Blood manipulated from others will always be that individual's blood color, but any they utilize from themselves displays the following. The chromatic spectrum is the most common 'color' for blood, and displays a great variety of bright colors: reds (all hues from yellows and oranges to reds), green (all hues from lime to green and teal) and blue (all hues from cyan to blue and purple) though cool colors are much rarer. Multicolor is possible where the element is two or more colors, as well as transparent or translucent, while pure white (very rare, and attributed to light blood mixing through Aether elements) and black (limited to the purest of Sanguia lineages) are extremely rare.
Unusually, Sanguia dragons have different abilities depending on their element color. Those of red, blue and yellow elements are excellent for healing and their attacks are usually of moderate power. Those of green color are usually not very good for healing but for extremely powerful yet very exhausting attacks. Those of blue and transparent elements are rare but have the benefits of the above mentioned but with the difference that they are more difficult to manipulate when it comes to mastery.
Primordial; Nether: Toxina: Born from Nether, Toxina is the element of poison and venom, which represents corrosion, resiliency, and change. It can be both utilized as a breath weapon and manipulated from existing sources, or created upon command.
Toxina dragons have several ways of inflicting their element upon another, both passively and actively, with intensity and effect depending on their age and mastery level. Unlike other Aethyrian dragons, part of this is biological in origin, though its origin is magical as other elements are.
Passively, Toxina dragons have poisonous blood - anything that ingests their blood or flesh will become ill, with older dragons being more potent than younger. They generally have venomous barbs that can be used both defensively and offensively (being able to fling the 'sheath' of the barb away to strike and attach to an enemy, leaving the core of the spur to regrow), while others may have horns and claws that secrete poison.
Actively, they are able to inject venom with a variety of effects, toxicity growing more potent with experience and age. Some may summon their element as a cloud of breathed toxic gas, while others are able to generate corrosive acid to 'spit' at enemies - both of which reflect the color of their element.
Their 'element', naturally translucent or dependent on ingredients, displays unusual colors given its Nether-touched nature. The chromatic spectrum is the most common 'color' for their poison, and displays a great variety of bright colors: reds (all hues from yellows and oranges to reds), green (all hues from lime to green and teal) and blue (all hues from cyan to blue and purple) though cool colors are much rarer. Multicolor is possible where the element is two or more colors, as well as transparent or translucent, while pure white (very rare, and attributed to light blood mixing through Aether elements) and black (limited to the purest of Toxina lineages) are extremely rare.
Primordial; Nether: Umbra: Born from Nether, Umbra is the element of shadow, which represents subterfuge and concealment. It can be both utilized as a breath weapon and manipulated from existing sources, or created upon command.
Normal Umbra breath acts almost like fire, and often presents itself as dense smoke, obscuring everything in its path, which coupled with its persistence, makes for a rather asphyxiating element. At higher masteries, the dragon is able to blend in with the shadows around them, or manipulate them at will, with the highest levels able to “steal” and even morph them into a tangible copy of their source. Umbra cannot be made into a physical object by itself, it needs to come from an existing source that is already casting a shadow the dragon may draw from.
Umbra is unique in how it can behave like a cold flame, having the same properties of fire and wind in how they can push and envelop a target. Manipulation techniques often include puppeteering shadows, at higher masteries allowing to indirectly control other creatures: the more complex or stronger their target’s willpower, the harder it will be to bend them to the caster’s will.
Their element is unique in that it is always a dark color; its base will always be black, dark grey, or a very dark color, with its core displaying unusual colors given its Nether-touched nature. The chromatic spectrum is the most common 'color' for the center of their element and displays a great variety of bright colors: reds (all hues from yellows and oranges to reds), green (all hues from lime to green and teal) and blue (all hues from cyan to blue and purple) though cool colors are much rarer. Bright-based with bright-core shadow magics are a sign of Aether impurity. Multicolor is possible where the element is two or more colors, though the main color will always be dark, while pure white or black and white (very rare, and attributed to light blood mixing through Aether elements) and black (limited to the purest of Umbra lineages) are extremely rare.
Derivative; Neutral: Chrona: Derived from both Aether and Nether, Chrona is the 'element' of time, which represents balance, knowledge, and respect. It is unable to be breathed and can only be manipulated, as time is inherently a fickle magic.
Considered to be one of the most difficult abilities to use even in other Realms, Aethyr's variation is similarly restrictive, and can just as soon backlash against the user or overtax their pools of energy as be sustained for any amount of time, depending on age and experience. Chrona is utilized by Aethyrian dragons as a stream of colored magic that may be used in one of three ways - to create a 'bubble' of slowed or (in rare cases) stopped time; to briefly slow the aging of an item or individual; or, at the highest masteries, to briefly quicken aging of an item or individual.
Most often, this magic is seen as a bright and resonating light that seems to fracture and pull at its surroundings in unusual ways.
Their 'element', naturally colorless and ethereal, displays unusual colors given its Nether-touched nature. The chromatic spectrum is the most common 'color' for time, and displays a great variety of bright colors: reds (all hues from yellows and oranges to reds), green (all hues from lime to green and teal) and blue (all hues from cyan to blue and purple) though cool colors are much rarer. Multicolor is possible where the element is two or more colors while pure white (very rare, and attributed to light blood mixing through Aether elements) and black (limited to the purest of Chrona lineages) are extremely rare.
Species Origin;
In Aethyr's first year, after the saving of Kaligos and the restoration of the balance between two of Novaltair's Realms, the two gods realized their world was missing an important aspect; for all its ordered perfection, its life was lacking. Plants and animals flourished, prospered, fused and flooded with the shimmering white and void-black energies of Nether and Aether. But there was no intelligence to study and watch grow; no sapient thought behind the bundles of fur and scales and skin.
So the gods came together once more. In a dance of divine magic, they recalled the shapes they were born of - the dragons of their original home. Of soaring wings and sharpened teeth, of scales and talons and swishing tails. And out of the beautiful world they drew the latent energies of Aether and Nether, shaping them into balls of energy; and then, they began to split these orbs of light apart, infusing them, twisting them, molding them. Dragons were formed of magic itself - dragons of fire, ice, water, earth, wind and lightning from the Aether, and dragons of shadow, fear, spirit, blood, poison and metal from Nether. Both Auryelia and Athlryion crafted their dragons with structure, containing such energies within living, breathing bodies.
The glow of white and black, the Aether and Nether that had once infused everything so vividly and outwardly, now lay within the lives and souls of those that dwelled within it. Dragons, separated by their magical affinities and the borders of continents they now shaped to their will, crafted tribes, then clans, then Houses of nobility, even as they began to explore and dominate their world. They took new names, and harnessed the abilities of their 'elements' - though intermingling would be long in coming.
Since, new magics and elements have come not from the gods' talons, but long after their dormancy took them from Aethyr and the threat of the Great Serpent. While the pure energies of Aether and Nether are little understood, it was thought to be a natural combining of both that led to time - Chrona - and gravity - Gravitia - as elements, showing up in dragons in an inexplicable miracle of happenstance. Scholars believe more neutral-aligned 'elements' may appear in Aethyr, due to its young age - but with the Great Serpent's remnant Corruption looming over all, who is to know what the future holds?
This species did not have an Ancient First.
subspecies
Aethyrian Drake
Classification: naturally wingless Aethyrian dragon. Location: abroad in Aethyr, in tribes or clans spread across the continents.
Aethyrian drakes are dragons born naturally without wings, on four legs. Very closely related to true Aethyrian dragons, they are capable of utilizing all Aether and Nether 'elements', and share many commonalities with their brethren such as elemental features, colors and magics. However, they are only able to manipulate these from energy and the world around them, and are incapable of summoning their magic as a breath weapon in any degree.
The magic colors are virtually the same as their dragon counterparts. All Aethyrian drakes have elemental markings and attributes that show what magic they control, and are similarly limited to a single power. Generally, their magical affinity will be lower in base power than true Aethyrian westerns, but gifted individuals who train dedicatedly may match or exceed their cousins' strength.
Unlike Gravitia dragons, these drakes do not produce offspring from couplings with their fellow subspecies or true Aethyrians. Any eggs that result from such matings are infertile, and will not hatch.
Aethyrian Wyvern
Classification: naturally four-limbed (two legs, two wings) Aethyrian dragon. Location: abroad in Aethyr, in tribes or clans spread across the continents.
Aethyrian wyverns are dragons born naturally with only a single pair of limbs and a pair of wings. Very closely related to true Aethyrian dragons, they are capable of utilizing all Aether and Nether 'elements', and share many commonalities with their brethren such as elemental features, colors and magics. However, they are only able to breathe these, and are incapable of summoning their magic to manipulate it in any degree. This makes manipulation-focused magics, such as earth, quite rare.
The magic colors are virtually the same as their dragon counterparts. All Aethyrian wyverns have elemental markings and attributes that show what magic they control, and are similarly limited to a single power. Generally, their magical affinity will be lower in base power than true Aethyrian westerns, but gifted individuals who train dedicatedly may match or exceed their cousins' strength.
Unlike Gravitia dragons, these wyverns do not produce offspring from couplings with their fellow subspecies or true Aethyrians. Any eggs that result from such matings are infertile, and will not hatch.
Gravitia Eastern
Classification: eastern-bodied Aethyrian dragon. Location: Jadre Innkuzan, Aethyr.
The Gravitia dragon is a unique Aethyrian dragon breed with a different evolutionary line, thus considered by many to be its own subspecies instead of a variant, despite its attachment to the magic of gravity - an 'element' that was born from a mixture of neutral Aether and Nether. They are eastern in build instead of western, with wingless frames, long bodies and short legs. They may be covered in either scales or fur, and almost always have whiskers. These dragons become longer as they age, rather than taller, with the eldest individuals seeming to span horizons. Height is not as important but they tend to be slightly above average. Gravitia dragons are known to come in metallic colors mostly, or to have colors and patterns matching that of forestwolves (whites, greys, silvers, blacks, browns and tans). Most are naturally markingless, but they also may sport stripes and swirls, usually hard-edged.
Gravitia dragons are one of only two Aethyrians types to sport naturally occurring metallic sheens on their growths and scales or fur. True metal growths can be found in growths (such as horns, claws, spikes, etc) due to latent mineralization, and only occur in very pure Gravitia lineages. Tusks and fur - either full or partial - can also be found in these dragons. Depending on where their habitat is located however, some generations of Gravitia dragons have developed fish-like scales instead, but their traits will be consistent with most other types and will not vary too wildly.
All Gravitia easterns have a ribbonlike stripe of color stretching down their bodies, beginning on their shoulders and extending down their sides. These will match the color of their magic, can come in a variety of styles, shapes and sizes, but will always match their magic's color. These colors are red-chromatic (all hues from yellow, orange and red), green-chromatic (all hues from lime, green and teal), blue-chromatic (all hues from cyan, blue and purple), multicolor (two-colored), monochrome (white) or monochrome (black). White and black are particularly rare, with white coming from mixing with other Aether-blooded Aethyrian dragons and black from mixing with other Nether-blooded Aethyrian dragons. This magic is unique, and allows them to fly without wings similarly to the eastern dragons of other Realms, despite being unrelated, and similar due only to convergent evolution. With practice, Gravitia dragons can impose their magic on items and individuals around them, making them levitate with ribbons of color surrounding them. This is often used offensively to throw objects or keep attackers away, though this varies from individual to individual.
Dragons of this 'element' live in highly ornate wooden buildings that seem to be more gardens with cities built around them than cities with gardens within them. Everything follows the lay of the land, often guided by a mystic who can sense the energy of a place and how best to harmonize with it. Gravitia dragons hold themselves to a strict code of honor, and engage in many rituals throughout the year. Even diplomacy is governed heavily by ritual, as are the colors of whatever adornments they may make use of. The greater majority of Gravitia dragons live in Jadre Innkuzan.