Dragonkin

Dragonkin are a race of isolationist Dragonfolk and distant cousins to the Draaken, descended from a sect of Great Wyrms who settled in the Cloudscraper Peaks, a mountain range in the far north of Mirau. Culturally, Dragonkin are honor-bound warriors of sky and fire, as well as superstitious mystics. Small in number, the Dragonkin are an enclave of memories and forgotten knowledge.
== History ==
Millenia ago, a group of Great Wyrms, also known as Dragon Gods, migrated to the subcontinent of Mirau, in the land that would come to be known as Eldham, attempting to escape from the decline of their race. These first dragons, who would come to be known as the Progenitors, by modern Dragonkin. They eventually settled in a extremely hostile and isolated mountain range to the north, which eventually were named The Cloudscraper Peaks by the younger races who settled in these lands. Over millennia's of evolution, the sect of Great Wryms who had settled the mountain drastically changed, changing from the majestic, scale covered, winged dragons they had once been, to the humanoid dragonfolk they are today. Their drastic evolution can be attributed to the potent magic wielded by these ancient dragons, which they used to change themselves over time, believing their race to be stagnant, and that only through change would their race persist. Following their settling of the Cloudscraper Peaks, the group of dragons who would later become the Dragonkin discovered a well of potent magical energy on one of the peaks of the range. In this specific location, the Material World, and the Spiritual Realm, what the Yirsi call the Otherworld, touched, causing the latent magic contained wherein to seep through to the realm of mortals. Around this wellspring of magic, the Dragonkin would build their homeland, centered around Taleniel'Mar, the "city" for lack of a better word, where the Wellspring resides.
== Biology ==
Dragonkin are tall, slender humanoids, with extremely prevalent draconic features, which display their proud heritage. Although they have lost their wings to their evolution, they still retain many of their ancestors traits and gifts, such as their horns, scale patterns, tails, and fire.
Dragonkin are the most humanoid of the various different Dragonfolk that are seen around the world. The average dragonkin is tall by the standards of most races, both male and females standing at heights between 1.83 meters and 2.13 meters. Dragonkin can have a plethora of different skin, and hair colors, although they are for the most part within the human spectrums for both, although some dragonkin are born with skin that is slightly more red, or slightly more blue than would be seen in a human. The most common hair color for Dragonkin is auburn brown, as well as jet black, with blond hair being nonexistent. Dragonkin hair fibers are much thicker than that of humans, making their hair a much better insulator, and often far longer. Typically, males are more massive than females, although this is not to say that they are stronger, as Dragonkin muscle fiber is extremely concentrated, making females just as strong as their male counterparts. Dragonkin, unlike Draaken and other dragonfolk, are mammals, and have live children.
Despite being more humanoid than most other Dragonfolk, Dragonkin have very distinct draconic features that set them apart. Firstly, all dragonkin have horns, which start growing in their second year. These horns come in many different variations, from antler-like to curling horns, similar to those of a ram's. Different horn types often are indicative of a Dragonkin's clan and ancestry. Dragonkin also have scales, which can come in any color on the spectrum, although certain colors are more common among certain clans. Unlike Draaken and other distant cousins, their scales do not cover their entire, or even most of their body. Instead, Dragonkin scales grow in patterns that run down their entire bodies, which can be mistaken as warpaint from at a long distance. These scale patterns are unique to each dragonkin, although they often share similarities with those of the Dragonkin's parent. In Dragonkin society, these scale patterns are of great importance, and are said to be an outward reflection of their souls. Lastly, all Dragonkin, except for a select few hybrids, have sinuous, scale covered draconic tails.
The tail of a Dragonkin is not vestigial or ornamental, but in fact holds great importance as a one of a Dragonkin's greatest strengths, and as a possible weakness that can be exploited. As well as being a major nerve center, Dragonkin tails also hold important sensory and equilibrium organs. While Dragonkin are not known to have shockingly superior strength to most other races, they posses seemingly impossible, catlike balance, dexterity, and grace. The source of this is their tail, which as stated previously, contain sensory and balance organs, which most other races do not posses, granting them their vaunted grace and balance, which they use to travel their perilous environment, as well as allowing them to perform feats of dexterity and acrobatics that should be impossible in combat.
However, this boon comes with a heavy price, as the tail of a Dragonkin is extremely sensitive, and can prove a fatal weakness when injured. Tail injuries provoke intense, long lasting pain to a Dragonkin, and if damaged to much, the organs in their tail will cease to function temporarily, robbing a Dragonkin of their ability to maintain their balance, making it impossible for them to even stand, much less fight.
One of a Dragonkin's biggest assets in a fight is their ability to breathe fire, a ability which they inherited from their ancient ancestors. The average dragonkin can breathe fire to a length of 6-8 feet outwards from them, for a duration of around thirty seconds. However, Dragonkin use this ability hesitantly, due to a factor which they call "Overheat". Overheat is the term Dragonkin use to describe the way their internal temperature when using their fire, which can become dangerously high. Breathing fire generates Overheat, and if too much Overheat builds up, the Dragonkin can pass out, have their organs damaged, or even suffer severe heatstroke. This causes most Dragonkin to use their fire in short bursts and sparingly, to avoid such a fate.
Dragonkin, like most Draconic races, are capable of living for centuries, their dragonsblood granting them extreme longevity. However, Dragonkin rarely live past their second century, due to the hostile nature of their homeland, and their warlike nature. Dragonkin mature at the same rate as humans, reaching physical maturity in their late teens. However, after reaching adulthood, Dragonkin aging slows immensely, with even dragonkin who are in their hundreds not showing any signs of age, appearing to still be in their prime.
Lastly, although Dragonkin are not KNOWN to posses any unusual strength in magic, very rarely, Dragonkin can be born with what they refer to as "The Gift": the ability to touch the spiritual realm, and glimpse possibilities of the future. These prophets are known as "Seers", and they are able to see into the future, from visions they receive in dreams. Dragonkin seers can only be born from bloodlines that are descended from others who processed The Gift, and even then, it is tremendously unlikely that a Dragonkin will be born with the power. Most Seers remain unaware of their powers, until they reach their 50th year of life, in which their powers manifest. Ancient Dragonkin tales also speak of other, more arcane abilities that their people once held, stories of warriors who could dance with the wind, or sing to the stones and shape them. These powers have not been seen for millennia, however, and most Dragonkin assume them to be fanciful stories.
== Culture ==
Dragonkin live in deeply spiritual, militant, clan based societies. Dragonkin do not formally worship any set of deities, although they acknowledge their existence, instead believing them to be powerful mortal creatures, rather than divine beings worthy of reverence. Instead, Dragonkin all share a set of superstitions and practices, all tied to their mysticism, which they practice through rituals and traditions. Dragonkin believe themselves to be creatures of "Wind and Fire", and these two elements hold a important place in their beliefs. Dragonkin believe that fire represents their souls, using the inner fire within them as proof of this. Thus, heaths, firepits, and cookfires are all considered holy to them, and can only be lit after certain prayers have been said. Furthermore, when one of their own dies, Dragonkin believe that the body must be burned in order for their soul to pass on. The smoke that rises from the cremation is believed by the Dragonkin to be the individual's soul rising from their body, freed by the flame from their earthly remains, traveling into the sky to join their ancestors. If a dead Dragonkin's body is not burned, they believe that the individual's soul remains shackled to their broken body, tormented in pain for the rest of eternity. Thus, it is the most grievous sin a Dragonkin can commit, to leave the dead behind, in battle or otherwise. Such a atrocity can result in execution, or more often, the Dragonkin being branded as Clanless, and thrown out of their family. The Dragonkin view the afterlife differently than most other races. After ascending in a pillar of smoke, the soul of a dead Dragonkin is believed to be free to wander across the skies for all eternity, free from all earthly chains. The Dragonkin believe the stars of the night sky to be the souls of their ancestors, soaring above them on wings of Wind and Flame.
While fire represents the soul of a Dragonkin, wind is seen as the voice of the world, the conduit from which fate is spoken. Dragonkin mystics, also known as "Storm Shamans", use the wind as a guide, interpreting the blowing of the wind, to influence various decisions. They do this by scattering pine needles onto the snow, letting the wind swirl and blow them into patterns, which they can then read and interpret. While it is unknown whether these rituals actually are able to see into the future, these interpretations oftentimes have some truth to them, and have helped Dragonkin avoid disaster on several occasions. Whether it is true magic, or just a result of the keen intuition that all Dragonkin possess, is unknown. Storms are often seen as omens as well, with certain types of storms indicating good fortune, and others ill. Most notably, if a blizzard strikes a battleground the night before a battle is supposed to take place, both sides immediately cease their conflict, negotiating a treaty, no matter how grievous the insult or wound. Finally, Dragonkin are unable to sleep unless they are able to see the sky, and are sufficiently high off the ground. They become physically uncomfortable in places where they cannot see the sky, such as a building with a roof, and in places of low altitude. This results in Dragonkin seeking out places to perch upon, such as trees, roofs, and walls.
Dragonkin society is not a unified country, like many of the other nations of Eldham. Unlike the Yirsi or the Vulpur, the Dragonkin live in various different groups and societies, which often war with each other, although not in a traditional manner. The Dragonkin live in three clans, all of which have their own rich cultural traditions, ruling bloodlines, and histories, dating back to the progenitor dragons who originally settled Mirau. These three clans are known as the Skybreakers, Stonesingers, and Firebrands. To most Dragonkin, their clan holds their ultimate loyalty, oftentimes more loyal to their clan to their own blood relatives. A Dragonkin's clan is stated in their name, with different name suffixes indicating a different clan. Although only three clans exist within dragonkin society, another group does exist, known as the Clanless. These Dragonkin are exiles and outcasts from the original three clans, cast out for a variety of different reasons. Clanless Dragonkin are forced to live outside of cities and towns, or in abject poverty, within slums of larger Dragonkin cities. Although Dragonkin of different clans can coexist and live together, most notably in the settlement of Taleniel'Mar, a truce zone between the different clans, most live in small groups of members of their own clans.
=== Skybreakers ===
The Skybreakers were once the most powerful and proud clan of the Cloudscraper peaks, their martial might unchallenged by their peers. However, this all changed with the coming of the Blightwind, the plague that decimated the peaks, and killed off much of the Dragonkin population. The Skybreakers were hit the hardest by the plague, which killed their people by snuffing out their internal fire, causing them to die of frostbite that crept from the inside out. The most debilitating effects of the Blightwind were the decimation of their warriors, and the deaths of the majority of their clan leaders. Out of the clan's royal bloodline, only one heir remained, a young woman named Sylpherenael'Elin, the future mother of Vatilytan Valenar-Rezuraia, and the grandmother of Sylphariel'Lin, who would be named after her. Forced into a arranged marriage for the sake of producing heirs, a concept sacrilegious to most Dragonkin, Sylpherenael left her homeland, travelling to the Yirsi lands of Anglunia in search of sanctuary. 
Culture wise, the Skybreakers are the most militant of the Dragonkin clans, producing some of the strongest warriors of their people. They are also very superstitious, placing much importance on the mysticism of their culture, particularly the predictions of Storm Shamans, and their connection to the winds. In Skybreaker settlements, Storm Shamans are treated with the reverence that most other cultures reserve for saints, and are typically made settlement leaders, and are never to be questioned. Out of all the other clans, Skybreaker Dragonkin hold most closely to the ideals of honor and the protection of the weak. Skybreakers are loath to break oaths or lie, and also hold themselves to a strict code of honor during warfare, treating even their foes with respect and dignity, refusing to commit atrocities such as those seen among other races. Some Skybreakers even follow the Way of True Honor, a sect of Skybreaker warriors who are bound to absolute candor, never to utter a falsehood, and saying exactly what they believe or think, without regard for politeness or tact. The Skybreakers are most closely descended from blue, grey, copper, and brass dragons, and therefore these scale colorings are the most common in the clan, although colors of the whole spectrum are seen among them. The name suffix for a Skybreaker Dragonkin is 'Elin.
=== Firebrands ===
The Firebrands are the great smiths and architects of Dragonkin society. Holding a unrivaled mastery over the natural ability of Dragonkin to breath fire, they are capable of forging weapons and tools rivaling the creation of the dwarves. The Firebrands are the most prideful of the Dragonkin clans, and following the fall of the Skybreakers, they are the most populous and influential, as well as the richest. Despite tensions between the clans, the Firebrands are willing to lend their services, both forging and architectural to the other clans, in exchange for trade deals or favors. The Firebrands are also responsible for the creation of the mountain fortress of Taleniel'Mar, the only true city of the Dragonkin's realm. Following the Skybreakers, the Firebrands are also one of the clans most decimated by the Blightwind, as the death of so many of their members destroyed their ability to run their forges for many years.
Culturally, the Firebrands are prideful and oftentimes arrogant. Their mastery over the element of fire is unrivalled by any of the other clans, and they treat fire with far more reverence than the other two clans, believing it to be of higher importance than the other elements, something which other clans see as borderline sacrilegious, particularly the Skybreakers. The Firebrands are also far more thrifty and greedy than other clans, making excellent merchants among their people. Personal wealth is important to them, likely as a result of their connection to the ancient red dragons, who hoarded treasures and wealth, and Firebrand Dragonkin oftentimes adorn themselves with jewelry and other masterfully crafted works, made from rare metals, which the Cloudscraper Peaks are rich in. Despite their apparent avarice, however, Firebrands have a redeeming attribute, which is their fierce loyalty to their allies. Firebrand Dragonkin would oftentimes rather end themselves than leave their allies or friends behind in battle, and will fight with fury that surpasses even that of other Dragonkin on their behalf. The Firebrands are most closely descended from red, gold, and bismuth dragons, and these scale colors are the most common in the clan, although colors of the entire spectrum are scene among them. The suffix for a Firebrand Dragonkin is 'Tal.
=== Stonesingers ===
The Stonesingers are the final of the three clans, and despite being the smallest, and often least influential of the Dragonkin clans, they are of great importance to the survival of Dragonkin society. Living on the lowest of the peaks of their home mountain range, the Stonesingers live closest to the lands below the Cloudscraper Peaks. Their home being far more temperate than those of other Dragonkin clans, they are able to grow small crops, using unknown techniques to make the rocky and inhospitable rocky soil around them livable for small plant life. Despite their ability to grow small amounts of food, they, like all Dragonkin, primarily hunt for food, using bows and lances to kill their prey. Consequentially, Stonesinger Dragonkin are some of the best archers in Eldham, able to hit miniscule targets in fierce blizzards. They are also producers of clothing and other such things, using the tanned hides of their kills to create clothing, blankets, packs, and other such resources, which they trade to other Dragonkin clans. Stonesingers put much emphasis on the sanctity of life, expressing a belief in the balance of the world. They see hunting, and the killing of animals to be sorrowful acts, and do such activities with tremendous solemnity.
Culturally, Stonesingers are patient and wise, far more calm than their hotheaded peers, the Skybreakers and Firebrands. Further setting them apart from their peers, however, is their reverence of the stone over the more traditional Dragonkin beliefs about the importance of flame and wind. The Stonesingers 
Category:Races
Category:Traveler's Era