Dragons. Arbiters. Breath Types.

"Let lesser lands boast of kings and gold —
Jukainah was carved by flame and blood,
and its oldest citizens were gods before names were spoken."
— A Concord Bark Rite, etched in stone
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Zeik
King of Chaos
King of Chaos
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Joined: Thu Sep 27, 2018 10:10 pm

Dragons. Arbiters. Breath Types.

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Dragons
Hydras
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Anatomy: Multi-headed reptilian giants (3–7 heads), muscular quadrupeds with armored ridges.
Habitat: Land (mountains, sacred groves).
Size: Colossal (80–100 ft).
Communication: Speech, Psychic.
Birth: Laid in sacred triune eggs, hatch during Solara eclipses.
Abilities: Head regeneration, judgment venom rituals.
Breath Type: Elemental fire (each head may breathe a different flame).
Zmei
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Anatomy: Serpentine body, three crested heads, feathered tail, small wings.
Habitat: Sky and mountain spires.
Size: Huge (60–80 ft).
Communication: Speech, Psychic.
Birth: Born during solar convergences of Xelphis and Solara.
Abilities: Memory absorption, fate-marking runic breath.
Breath Type: Runic flame.
Royal Drakes
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Anatomy: Winged dragons, short tail, heavy armor-plated scales.
Habitat: Highlands, ancient cities.
Size: Large (50–70 ft).
Communication: Speech.
Birth: Born from living embers in ancestral forges.
Abilities: Mortal weapon resonance, influence over royal courts.
Breath Type: War flame.

Helixclaws (Dragonettes)
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Anatomy: Tiny, winged, four-legged with peacock-feathered tails.
Habitat: Sky, court trees and palace gardens.
Size: Tiny (6–12 inches).
Communication: Speech (polyglot mimicry), telepathic echo.
Birth: Hatch from gem-feathered clutches during eclipse.
Abilities: Language mimicry, emotional camouflage.
Breath Type: Light shimmer (blinding dazzle).

Amphiteres
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Anatomy: Winged, limbless serpents, narrow heads and sinuous bodies.
Habitat: Sky.
Size: Medium (30–40 ft).
Communication: Wind-tuned song.
Birth: Sky nests electrified by lightning.
Abilities: Illusion creation, stellar map projection.
Breath Type: Wind slash.

Soryalung
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Anatomy: Gigantic sea serpents with bioluminescent hides and flowing fins.
Habitat: Ocean depths.
Size: Titanic (300+ ft).
Communication: Psychic dreamwalking, song through water.
Birth: Spawned from dead star-coral beneath lunar shrines.
Abilities: Tide-song sorcery, moonlight-based scrying.
Breath Type: Lunar mist.

Tusk
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Anatomy: Elephantoid quadrupeds with ivory tusks and bark-thick hides.
Habitat: Desert vaults and earthen sanctuaries.
Size: Colossal (90–110 ft).
Communication: Subsonic vibration, slow speech.
Birth: Live-born beneath forgotten moons.
Abilities: Vault-forging magic, seismic law-writing.
Breath Type: Sandstone dust storm.

Bark-Skin Drakes
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Anatomy: Short-winged dragons, bark-textured scales, plant-like ridges.
Habitat: Cliff-sides and canyon groves.
Size: Large (45–60 ft).
Communication: Carved sigils, whisper speech.
Birth: Hatch from deep-rooted canyon seeds.
Abilities: Stone memory etching, terrain blending.
Breath Type: Sap mist.

Crab Dragons
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Crab Dragons
Anatomy: Multi-limbed armored behemoths with shell plating and giant pincers.
Habitat: Deep ocean trenches.
Size: Colossal (200+ ft).
Communication: Sonar clacks, tidal pulses.
Birth: Born from superheated ocean vents in volcanic rifts.
Abilities: Steam explosions, armor shedding for regeneration.
Breath Type: Superheated vapor burst.
Water Luns
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Water Luns
Anatomy: Long, sleek bodies with glistening blue-green scales and fin-wings.
Habitat: Shallow and open seas.
Size: Large (60–80 ft).
Communication: Harmonic pulse and water resonance.
Birth: From tidal blossoms during solstices.
Abilities: Current redirection, whirlpool generation.
Breath Type: Mist and harmonic wave.
Lindworms
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Lindworms
Anatomy: Long, wingless serpents with armored plating and no limbs.
Habitat: Deep earth tunnels.
Size: Huge (100+ ft).
Communication: Gravitational pulses, resonance through stone.
Birth: Born from molten ore veins.
Abilities: Magnetic field manipulation, tunnel collapse control.
Breath Type: Molten ore stream.
Wyrms
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Wyrms
Anatomy: Blind, segmented, massive burrowers with heat-resistant hide.
Habitat: Earth’s mantle and deep crust.
Size: Massive (90–120 ft).
Communication: Seismic pulses.
Birth: Live-born in the mantle from fire-locked wombs.
Abilities: Naten corruption absorption, lava surfing.
Breath Type: Magma surge.
Tarasque
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Tarasque
Anatomy: Mountain-backed dragons with armored shells the size of cities.
Habitat: Land, wandering strongholds.
Size: Gigantic (300+ ft).
Communication: Tremor drumbeats.
Birth: Born from the dormant core of the earth.
Abilities: Portable fortress, siege field projection.
Breath Type: Obsidian flame wave.
Apophic
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Apophic
Anatomy: Shifting, dissonant dragons wrapped in entropy halos, incomplete form.
Habitat: Astral chaos, forgotten space.
Size: Unstable, variable.
Communication: Paradox pulses.
Birth: From failed stars and broken creation events.
Abilities: Reality corrosion, anti-magic storms.
Breath Type: Entropy wave.
Eunari
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Eunari
Anatomy: Radiant dragons with orbiting halos.
Habitat: Celestial peaks, sacred skies.
Size: Large - planetary
Communication: Radiant script and harmonic resonance.
Birth: Born in solar alignment between Xelphis and Solara.
Abilities: Harmony projection, celestial magic weaving. Memory Absorption
Breath Type: Photonic flare.

Breath Type
Elemental Fire
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Traditional fire breath empowered by a dragon’s elemental affinity (can be red, blue, black, or other colors based on sub-element). Can ignite, cauterize, or purify.
Runic Flame
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Fire etched with ancient symbols. Each gout of flame carries inscriptions that can seal, brand, or even alter fate. Burns the spirit, not just flesh.
War Flame
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A heavy, pressurized flame used in sieges and martial displays. Causes structural collapse, explosive ignition, and emotional dread in enemies.
Light Shimmer
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A blinding burst of photonic particles. Doesn’t burn, but overwhelms the optic nerves and can disorient or paralyze through intense flash.
Wind Slash
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A slicing torrent of compressed air expelled from the lungs. Invisible and silent until impact; it cuts like a guillotine and is often layered with hidden motion.
Lunar Mist
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Cold, glowing vapor that induces visions, slows time perception, or reveals illusions. Can also suffocate or freeze, depending on intent.
Sandstone Dust Storm
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A pulverizing spray of stone particles and sand, used for entombing, eroding, or choking enemies. Often carries trace minerals used for magic conduction.
Sap Mist
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A sweet, sticky breath that can bind foes, encourage plant growth, or fossilize over time. Some use it to heal, others to trap.
Superheated Vapor Burst
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A jet of boiling steam, used for melting armor, flash-cooking foes, or creating temporary cloud cover. Can launch the dragon backward in recoil.
Harmonic Wave
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A tuned exhalation that travels through water and disrupts enemy rhythm, sense of balance, or navigation. Used as both weapon and sonar.
Molten Ore Stream
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A breath of liquid metal and slag. Burned from within and expelled in long arcing jets that harden upon contact.
Magma Surge
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Pure molten rock and sulfuric gas forced from deep internal chambers. Can cause localized volcanic events or floods of lava.
Obsidian Flame Wave
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A rare breath that combines molten stone with razor-sharp volcanic glass. Used to blanket battlefields in impassable terrain.
Entropy Wave
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Not true breath, but a collapse of structure, heat, and logic. Unweaves physical and magical constructs upon contact.
Photonic Flare
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A beam of solar light and radiant energy, often used to purify corruption or pierce shadow. Burns on a molecular level.
Dragonic Arbiter
Psychic Communication
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Dragons communicate mind-to-mind, bypassing language barriers. Often used to teach, warn, or share visions instantly.
Language Mimicry
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Some dragons can imitate any language they hear — even tonal or gesture-based ones — after a few minutes of exposure.
Illusion Craft
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Dragons weave light, shadow, or sound to create false forms, voices, or entire environments. Can fool minds and senses alike.
Dreamwalking
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Access the subconscious or dreams of nearby beings. Used to warn, manipulate, or commune with sleeping minds.
Seismic Law Writing
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A ritual act of scratching truths, codes, or prophecies into stone using magic-infused claws. These etchings cannot be falsified.
Vault Forging
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The construction of eternal chambers beneath the earth, imbued with memory and Naten. Houses sacred items or histories.
Tide-Song Sorcery
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Magical singing that affects the moon, tides, or sleeping spirits of the sea. Commands currents, dreams, and the moods of water spirits.
Harmonic Song
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A melodic pulse that stabilizes or disrupts ecosystems, relationships, or magical flows. Used for calming or enchanting.
Magma Surfing
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The ability to ride volcanic flows or survive submerged in magma, guiding lava like a second skin.
Magnetic Field Manipulation
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Dragons realign metal, ore, or even gravity via electromagnetic pulses emitted through their scales.
Reality Corrosion
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A chaotic ability that degrades the rules of magic, gravity, light, and form around the user. Dangerous and unpredictable.
Siege Projection
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The ability to manifest fortifications, barriers, or battlefield structures from Naten. Usually done by titanic dragons.
Harmony Projection
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Radiate emotional or energetic stability to surroundings. Soothes tension, amplifies allied magic, or cancels minor chaos.
Celestial Magic Weaving
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Use stellar alignment to knit spells of cosmic scale — such as gravity manipulation, astral travel, or time dilation.
Fate-Marking
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The ability to tattoo, brand, or trace a path on a soul or body that leads toward a destined outcome — sometimes involuntary.
Memory Absorption
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Dragons may consume words, voices, or entire lives via contact, leaving behind knowledge but no physical trace.
Corruption Absorption
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Dragons feed on broken, tainted, or warped Naten — often neutralizing curses, toxins, or spiritual anomalies.
Vault-Womb Shaping
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Certain dragons build eggless incubation chambers underground that crystallize Naten into new life forms.
Celestial Birthright
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Born from planetary or stellar events, some dragons carry pieces of dead moons, stars, or the void itself in their blood.
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