Drekar

The Drekar are a reptilian, draconic species native to Novrayth

### Traditional Names

Traditional Drekarian names are typically harsh sounding. Names are mostly considered gender-neutral, though some names tend to be given more often to one assigned gender than the other.
Traditional names follow the following format: First Name|Great Dragon Surname|Family Name
First and Family Names may vary, but Great Dragon Surnames cannot deviate from what is listed.

#### First Names

Seetha, Eramash, Durhazar, Kelbirith, Arythir, Caraan, Dryscys, Nyskarn, Kelwophyl, Vyravys

#### Great Dragon Surnames

Dragon Ancestors and Assosiated Surnames

 Kalaphyr
 Fortyzyn
 Havalt
 Lightric

Magmatalon, Tempestscale, Acidmaw, Rockhide, Sunwing

#### Family Names

Krealdruc, Nyeldrash, Praarnuuk, Krordetash, Ealdirak, Ilkmuunkash, Lixinseth, Geamphir, Shalduus, Errbaath

### Lifespan

The average lifespan of the Drekar is **250 years** because individuals tend to die in battle rather than living their full lives. Assuming their lives are not cut short, a Drekar can live up to ***450 years***.

### Physical Description

Being descendants of the Great dragons, the Drekar are reptilian and greatly resemble their draconic visage. The Drekar are bipedal and have digitigrade legs. Both their feet and hands have four digits each, all of which end in large claws. Large, magnificent, leathery wings sprout from their backs, and they have long, strong tails that end in a spike. The colour of a Drekar's claws and tail spike matches that of their horns. The Drekar have round eyes that are red, yellow, or orange and have slitted pupils.
Their bodies are covered in heavy-plated scales, the colour of which are determined by their Great Dragon ancestor. The underside of a Drekar is the a lighter shade of their main body scales, and is shared with their inner wing membrane. Unless specified otherwise specified, scales may be any shade of a listed colour.

Dragon Ancestors and Descendent Colours

 Kalaphyr the Tempestscale
 Fortyzyn the Acidmaw
 Havalt the Rockhide
 Lightric the Sunwing

\* An individual may only have this scale colour under certain circumstances.

 Atop their heads are horns, the colour of which are black or dark grey. Most Drekar have one set of two horns, but they can have up to two sets for a total of four horns. The species has a fairly wide range of horn types, the most common of which are straight back, curved like a ram's, and waved like a kudu's.

The Drekar have thick quills that start at their foreheads and end around the base of their necks, that may be black or any shade of grey. These quills tend to be longer in individuals born female while those born male tend to grow small quills on their chin, and these traits are not exclusive to either sex.

They are quite tall, with heights in the table below.

### Abilities

* The Drekar's patron magic type is Fire, but under certain circumstances, some individuals are born with a different inherent magic type
* Their large powerful wings allow them full flight, and they can remain airbourne for up to an hour. They aren't the fastest of fliers, but their flying speed is significantly faster than a regular humanoid's walking speed. Unfortunately, they aren't very agile midair, though they are usually capable of dodging projectiles
* The Drekar are able to withstand high-heat conditions and even stand in fire for a time without harm. The average Drekar can **not** withstand lava, magma or Chaos flame for any period of time whatsoever
* Prolonged exposure to direct flames will eventually result in injury, but burn wounds are less severe and tend to heal faster than most races
* Like their Great Dragon ancestors, they are able to exhale fire. Although, natural firebreath is often weaker than magic
	+ Firebreath may be strengthened by channeling mana, though then it becomes more akin to a spell than a biological function
* They are able to see quite well in low-light conditions
* Like their draconic relatives, the Drekar have an eye for anything sparkly and shiny, and can tell the difference between similar precious metals and minerals at a glance. They can also
* Very rarely, a Drekar may hatch with a special ability related to their Great Dragon ancestor. Such individuals are known as Exalted by the species. Sometimes, the eggs of Exalted Drekar can be identified by a certain way the shell looks, or a way the egg appears, though this isn't always the case
	+ The Exalted of the Magmatalon hatch with a purple tinge on their scales and are fully immune to fire, lava, and magma. Such individuals are even able to resist Chaos flames for a short while. As an individual spends more time in direct contact with such things, their scales will become a darker purple until thoroughly cleaned. Exalted of the Magmatalon should take care to regularly clean their scales as the purple charred layer coating their bodies may become uncomfortable after significant buildup
		- If the Exalted Drekar's egg shows signs of the infant's status, the egg's shell will have a purple tinge to it that may darken over time
	+ The Exalted of the Tempestscale hatch with the inherent ability to manipulate Lightning mana. This ability overwrites one's inherent Fire mana and as such, Exalted of the Tempestscale exhale electricity rather than flame. However, this may come as a double-edged sword as Lightning magic is incredibly harmful to draconids, and unfortunately these Exalted didn't inherit their forefather's resistance to the element. Lightning breath is seldom ever used as it brings agonizing pain, and most of these Exalted have some degree of permanent scale loss and scarring on their bodies, starting with the hands and arms
		- If the Exalted Drekar's egg shows sign of their status, the egg will produce static electricity starting a few hours after laying. Eggs may also possess faint markings resembling lightnings strikes
	+ Exalted of the Sunwing hatch with glowing patterns along their bodies, most notable on the underside of their wings. These markings resemble filigree and are of a sun or light motif. Fire magic and Firebreath from these individuals are abnormally bright and deal greater damage to the unholy. It is also worth noting that their natural Firebreath is much more powerful and is now on par with advanced Fire spells. In addition, Exalted of the Sunwing have an easier time learning Light magic, although it isn't inherent like the Exalted of Kalaphyr
		- If the Exalted Drekar's egg shows sign of the infant's status, the shell will have glowing markings, the same as the child's. The egg may also be a little warmer than the rest around it
	+ Exalted of the Rockhide hatch with scales as hard as stone, with adamantine rock-like protrusions all across their bodies. These protrusions seem to be some sort of modified scales. Like Exalted of the Tempestscale, these individuals are born with the ability to manipulate Earth mana at the cost of being unable to exhale fire or other elements. In addition, Exalted of the Rockhide are graced with great physical strength to make up for their lack of any sort of breath weapon
		- If the Exalted Drekar's egg shows sign of the infant's status, the shell with have rock-like structures all across its shell. Unlike other Exalted, the it is much easier to tell if an egg contains such an individual as they are often far larger than a regular egg
	+ Exalted of the Acidmaw hatch with a natural and powerful resistance to acids and immunity to most toxins. Even if not immune to a toxin, they are resistant to them and are able to intake much more than normal before dangerous effects occur. Their scales are highly resistant to acids which heal from such damage quickly. The Exalted of Fortyzyn also have the ability to spit powerful acid in both liquid and gaseous form. This acid does not have any effect on other Exalted of Fortyzyn. However, these individuals are prone to a strange parasite that seems to manifest out of nowhere, and only afflicts the Exalted of Fortyzyn. This parasite is easily treated and develop slowly, but will often kill its host if left untreated for years.
		- If the Exalted Drekar's egg shows sign of the infant's status, the egg's shell has bright green markings that make it appear as if the shell was etched with acid.

### Origins

⠀⠀⠀⠀The Drekar were originally created by the five Great Dragons of Novrayth (Midava, Kalaphyr, Havalt, Lightric, and Foryzyn) to be servants to them, though each one of the five had their own ideas of what they should be. Not all were keen on the species' eternal servitude, either. Rather than outright servants, Midava wanted her Drekar to be warriors so that she may teach them her ways of battle, and so that they would defend their kin and spread her teachings among the mortals. Kalaphyr wanted his as servants to sort his ever increasing hoard full of ancient knowledge and arcane artifacts, and to write down everything they could about his theories. Havalt wanted his Drekar to build them all a grand home to live in with plenty of commemoration, and when they were done, to stand ready to defend with their lives with Midava's. Lightric simply wanted her Drekar to thrive, do their best, and bring happiness to the lives of others. Fortyzyn wanted his Drekar to perform his every whim, and subjects to experiment on, either for the advancement of his scientific knowledge or for his own entertainment.

⠀⠀⠀⠀Although the Great Dragons were strong, none were as powerful as the gods, even with their powers combined. As such, the Drekar were born with traits that were *undesirable* to most of the Dragons, most notably, the ability to think for themselves (though this wasn't so much of a problem for Midava and Lightric). The first few generations of Drekar served the dragons loyally before they began to tire of the rising demands made by most of Great Dragons, and began to rebel.

⠀⠀⠀⠀Tension between the Drekar and Great Dragons rose. The Drekar planned to fight (and even slay) one or more of their rulers for their freedom, while Kalaphyr, Havalt, and Fortyzyn were going to wipe the Drekar from existence for their disobedience. Though they didn't approve of their siblings' actions, Midava and Lightric didn't want to see them injured or killed, and they certainly didn't want their creations exterminated for what felt so trivial. Midava came up with the idea, and Lightric stood by her as the two confronted their siblings, persuading them to leave Novrayth and leave the place to the Drekar. Seemingly successful in their diplomacy, Lightric, Kalaphyr, Havalt, and Fortyzyn left the continent as Midava stayed behind to give guidance to the Drekar.

⠀⠀⠀⠀Unfortunately though, the event was not completely without violence. It is true there was never a fight among the Drekar and Dragons, as the act of cruelty was between two of the Great Dragons instead. Furious and bitter at the loss of his playthings, on the night he and his siblings were to leave, Fortyzyn attacked Midava while she slept. He waited for the others to leave, then crept into Midava's cavern and spat massive amounts of acid on her, injuring her severely, disfiguring the left side of her face and leaving her with awful scarring. However, Fortyzyn wasn't without injury either. In retaliation, Midava threw Fortyzyn into her magma pool, holding him there for a short while, as well as continuing to claw and bite him as she dragged him over to the cliff their siblings flew away at and tossed him off. After such a brutal fight, Fortyzyn was left with severe burns, blinding in the right eye, and the removal of two of his six wings and legs.

### Society and Traditions

⠀⠀⠀⠀Typically a little stubborn, strong-willed, and undyingly loyal to friends and family, the Drekar pride themselves on their honour. They are apt to do whatever it takes to achieve their goals, even if it puts themself in danger. However, most would never stoop so low as to cheat, steal, defame, or put another in harm's way to fo so. Those who commit acts of dishonour, such as committing crimes or regular failure to complete their duties are typically shunned or disliked by the community.

⠀⠀⠀⠀Family is among the most important things to the Drekar, and most family members are extremely close to one another. Traditional houses within cities are incredibly large and can house several generations at any given time. They are often more than willing to throw themselves into danger to protect those dear to them.
Though the dishonourable are often ostracized by society (at least until they rectify their actions), they aren't often treated as such by family. Their family members may be disappointed in them, but many don't treat their own kin with utter disdain unless they have committed a particularly foul act. It takes quite a lot to break the trust of a Drekar, and even more to earn it back if at all.

⠀⠀⠀⠀When two Drekar get married, one of them will move into the home of their spouse's family. Typically, the spouse that moved will keep their hoard at the home of their birth family and begin stashing new belongings with their partner's hoard. Most pairs will track their belongings in case of divorce. However, divorce is uncommon among the Drekar as there is little societal pressure to marry early, and the race has an incredibly long lifespan to find the right partner.

⠀⠀⠀⠀The race is known for their love of precious metals, gemstones, and shiny things all around quite like their draconic relatives. Because of this, they tend to notice small, shining objects even among dense clutter which makes them favourable among adventuring parties. Most homes include rooms dedicated to each member's hoard, though some members share a hoard room if there isn't enough space. These hoard rooms are most often underground in a basement-like section and tend to mostly contain coins, gemstones, and jewellery, but some contain armaments, statues, or even books. It all comes down to the individual's preference and what they wish to collect.

⠀⠀⠀⠀Every township is governed separately by at least two people of different families and (usually, but not always) Great Dragon heritage. These governors are chosen from who the people view as the most powerful and capable to lead. As such, these governors also tend to be Exalted, as they tend to be more powerful by birth. The groups work together to ensure the well-being of their citizens, and every settlement has its own laws that no other government can impose upon. However, Midava the Great Dragon is an exception, as her word is above all.
Dlohenots, the capital city of the Drekar is governed by five people and nearly all of which are Exalted with the exception of one. They are: Zhuyin Magmatalon Encenush, Balkul Tempestscale Thiirak, Wulxiar Acidmaw Tuuldriancar, Craghull Rockhide Klamok, Sorina Sunwing Iridiaath. Zhuyin is the odd one out, as she is half Giant and Drekar rather than an Exalted Drekar. The quintet has been governing together for some time, though Zhuyin and Sorina are significantly younger than the rest and joined a few years ago.

### Other

* During the War For Feybourne the Drekar's main motivation for attacking was to take the Icon of Yamitala; a precious statue of the Elven goddess
	+ The statue made is made of an exceedingly rare marble only found in Giants, who the Drekar are allied with. As the physical depiction of a Life goddess, the statue was and still is perceived to bring flourishing life to the surrounding area, and soil capable of growing a wide variety of crops is scarce in the Emrinthe Mountains
* Most individuals prefer to use halberds, greatswords, spear, and glaives. Polearms and other weapons with reach are preferred as a common method of combat involves diving down at the enemy with the weapon held forward
* A large portion of armaments and armour are forged by Giants, though there is no shortage of Drekarian blacksmiths
* Drekar lay eggs. Mothers tend to only lay one egg at a time, though clutches of two aren't unheard of. Eggs are usually placed in family nests at the settlement's hatchery, and as the Drekar often have large families, nests can have nearly a dozen eggs at any given time. Drekar typically lay eggs three months after conception and the eggs hatch after seven months of incubation.
	+ The colour of an egg's shell depends on the Great Dragon ancestor
		- Eggs descended from Midava are red and orange. Some may be spotted with black, and some eggs may possess patterning reminiscent of magma with a blend of colours
		- Eggs descended from Kalaphyr are blue (typically dark) and grey, usually stormy with a tinge of green. Eggs are rarely a solid colour and possess markings resembling cloudy skies
		- Eggs descended from Lightric are white, yellow, and light orange. Eggs usually have a solid base colour, speckled heavily with a different colour (such as solid yellow speckled with white spots). Occasionally, eggs have four pointed star markings
		- Eggs descended from Havalt are grey and brown, and some have a tinge of pale red. These eggs are patterned in a way to resemble stone and dirt, and are often incredibly convincing
		- Eggs descended from Fortyzyn are black with the bottom third being dark brown and dark green. There is always blend or gradient between the two colours, and never a simple solid jump. The green or brown section of the eggs usually resembles a moss bed (if green) or muddy ground (if brown), or it may be reminiscent of a swamp if both colours are present. It should also be noted that these eggs naturally smell foul
	+ Although eggs from all Great Dragon lineages can develop safely under universal conditions (specifically in a warm, dry environment), the different bloodlines may develop better under conditions unique to the bloodline
		- Eggs descended from Midava develop best at a higher heat than other lineages. Magmatalon eggs are typically directly placed on embers, which are usually mixed with smoldering Vulkablaze Vine
		- Eggs descended from Kalaphyr develop best when regularly dampened. Hatchery rooms for Tempestscale eggs are designed with ceilings to be opened directly to the sky, which are opened during rain. If there hasn't been any rain recently, hatcheries of adequate size are also designed to dispense water in a rain-like fashion. If a hatchery does not have such a mechanism, mages will summon rain indoors
		- Eggs descended from Lightric develop best when exposed to direct sunlight. Like hatcheries housing the Tempestscale's eggs, hatchery rooms containing Sunwing eggs are made to open to the sky. If there is a lack of sunlight (such as if the weather has been particularly rainy recently), hatcheries also contain UV lighting that work just as well
		- Eggs descended from Havalt develop best in nests built of rocks and semi-precious gemstones. If there are no gemstones around, metals (with priority of precious, unalloyed, natural alloys, then manufactured alloys) will suffice. The reasons for nests made of rocks having any effect on an egg's development whatsoever is still unknown and seems ludicrous even to descendants of the Rockhide. The current consensus is that Havalt just really liked stones and made it so. He always had an odd sense of humour
		- Eggs descended from Fortyzyn develop best in nests mimicking a swamp-like environment. Ideally, Acidmaw eggs are partially submerged in water in a nest built of long grasses with reeds and water plants, as well as mud at the bottom in a humid room. Bones as well as live water insects and fish are quite often thrown into nests as well, though this doesn't seem to have any additional effect