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Dragon Tribe Information

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Dragon Tribe Information

Post by Owner on Fri Sep 09, 2016 5:45 pm



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The Ki'Sha

Post by Scortia on Sun Sep 11, 2016 9:05 am



The Ki'Sha
[The Desert Tribe]

Location: The Uoangi Desert
Language(s): Kishin, Universal, and Ga'ar. Ga'ar is the ancient language, founded nearly 30,000 years ago, long before any tribes started. As tribes began to form, the vecular language slowly started to disappaer. Today, almost no known tribe still speaks Ga'ar, but a few members of the Ki'sha tribe have books, and know how to speak it, though it is unusual, and not a common language to speak. Most Ki'sha know only Kishin, and only the queen and a select few educated individuals know Universal.
Common Types: Dragon, Drake, Wyrm, Lindwurm, Certain Wyverns

Alliances:
The Kaamil- Neutral
The Vuari - Neutral
Stormcallers- Neutral
Valeterrene - Neutral
Xoya - Neutral
The Lakara- Neutral

Motto

"Maek Ta'fin Zali Shumar, Ak'i Su'maku!" Through blood and vigilance shall we  triumph.

Form of Government

The Ki'sha are a strict form of dictatorial matriarchy and theocracy, with the first born child of the leaders being chosen to rule the tribe next. The child must either wait until the parent dies, as once you are crowned you stay ruler until dead, or the child may challenge the ruler to their position. If challenged, it is a fight to the death, and cannot be surrendered; meaning one of you must die. The challenge cannot be denied by the current leader, as it is a sign of weakness to refuse the fight. All members of the Ki'sha follow their own polytheistic religion, and law is spread through whatever the shaman decrees. The Kuz'a must obey the Safyz'a to a degree, and same goes for the Safyz'a.

Ranks

Royal Ranks

The Kuz'a: The head of the tribe, they are treated basically like a dictator, having total control, and their orders being taken as law. No decree of the Kuz'a can be denied, and all orders must be initiated. It is against the culture of the Ki'sha to argue with the decision of the Kuz'a, as she is basically believed to be a messenger of the gods. The Kuz'a is also always female, and always a descendant of the Linfae family. If under the occasion that no living relatives of the Linfae were left, the position would likely be passed on to a different, distant relative of another high ranking family.

Lekuz'a: Any daughters of the Kuz'a and Gorg are announced Lekuz'a. The Lekuz'a have more power than most, often being taught skills no other dragon would learn, and becoming important officials and leaders, seeing as the Kuz'a allows it. There is no Lekuz'a that is destined to become Kuz'a, rather, they must fight for the title. Generally, the oldest daughter will challenged the queen, but this isn't always the case. You must be at least 600 before you can challenge the Kuz'a. It was designed this way so that no ignorant Lekuz'a were to ever become Kuz'a.

Irem and Grog: All sons of the Kuz'a and Grog, they are generally regarded as lesser beings when compared to the Kuz'a or the Lekuz'a, though often times they may hold more power than the Grog. The can sometimes lead military combat strikes, and serve as officials, but must obey all laws that the Kuz'a decrees, or anything she orders them to do, with punishment of death if ever they ever deny to perform as the Kuz'a requests. The Grog are pretty similar, except they are not allowed to do anything without the Kuz'a's permission, and usually do not hold any positions of great power, other than their title making them noticeable throughout the tribe.

Common Ranks

Safyz'a: Known as the Great Shamans, this is perhaps one of the highest ranks you can achieve through pure merit alone. It is also one of the most independent ranks, as Safyz'a are allowed to work freely without having to ask the Kuz'a for permission. Only on smaller things, though. They are very well adept in the practices of magic, healing, and science, being strongly tapped into their spiritual side, and believed to be the primary source of spiritual knowledge within the tribe. There can only be one at a time.

Ugaan: The hunters of the tribe. Due to the Ki'shan being a primarily hunter-gatherer civilization, most of the tribe's fighting is done by the Ugaan, who are trained in the ways of both long ranged and short ranged combat. A special sector of the Ugaan, called the Aliugaan, usually put their energies into the royal family, and are more war focused than than the average Ugaan, who's primary task is the capture food for the tribe. The Aliugaan's primary goal is to help the Ki'sha to claim land and protect borders.

Nftari: Being toned to spirit and mind, the Nftari act as both the priests, educators, and healers of the tribe, using strong magics to cure and enlighten all draconiformes who desire it. There are often very few Nftari in the tribe, due to the process it takes to become one being very strenuous and aggressive. They pledge their loyalty to the gods and Kuz'a, and often times the Nftari will become abstinent, refusing to have a mate as they believe it would interfere with their religious practices. They are some of the only draconiformes in the tribe that practice magic, due to magic being a holy practice.

Luiaan: These are the gatherers of the tribe, and generally the draconiformes who chose not to participate in more violent huntings, acting sort of as the peasants and bulk of the Ki'shan tribe. While their main focus is to gather food and the like, they can also serve as craftsmen and artisans, workers who do mundane tasks the Ugaan don't usually perform. They are fiercely loyal to the Kuz'a, and must follow all orders she asks them to. Sometimes, Luiaans can become loyal soldiers of the Ki'shan tribe, and will become more adept in their own skills as worksmen or scholars.

Syaan: Esteemed scholars and educators of the tribe, they usually tend to work side by side with the Nftari, though are generally held slightly lower in rank, and are usually used more directly by the Kuz'a than the Nftari are. After going through an intensive education when they are still Luiaans, it is the Syaans' job to help to advance the tribe, often relying on a mix of science and critical thinking, while also staying in touch with their religious beliefs. They are the only other draconiformes besides the Nftari that can become Safyz'a.

Vuuaan: Regarded as the more advanced form of the craftsman, these Vuuan can sometimes work with the Syaans, and are tasked with architecture, weaponry, art, and other tasks required of them by the Kuz'a. They hold a higher position that is usually used for military combat, as opposed to regular artisan Luiaans who work simply because that is what they need to survive. Vuuaans are usually supplied with a good number of Shemscaluri, and if the Kuz'a orders and allows it, they can have freedom to design weapons or machinery to their own design.

-fei: Examples: Syfei, Ugfei, Vuufei, etc. fei is a suffix given to draconiformes who are studying to better their abilities in a certain subject. Such as draconiformes studying to become Ugaans, or perhaps Luiaans who want to extend their knowledge and become scholars, they would be referred to as Ugfeis and Vuufeis. Simply put, it means student or pupil in the Ki'sha language.

Wawuri: All young draconiformes under the age of 7 are regarded as Wawuri, or Pure Blood. The term can also be used to refer to some Nftari, but usually refers to the hatchlings of the tribe. In the Ki'sha culture, hatchlings are highly valued, and it is believed that the younger you have them, the healthier and stronger they will become. They are usually free of work or chores until they are old enough to start working, which is around 7-8.

Shemscaluri: Sometimes called Tainted Blood, or Lesser Blood, the Shemscaluri are essentially slaves of the Ki'sha. Most of the time, they are war prisoners, or lawbreakers of the Ki'sha. Sometimes, if a sacrifice is made, there is a rare chance that they can become Shemscaluri, and have their lives spared. Usually, they are used to perform mundane tasks, or build structures, or can be servants of high ranking officials. Sometimes, outsiders who wish to join the Ki'sha will start out as Shemscaluri, depending on their heritage.

Religion

Anmaism:

The Ki'shan religion of Anmaism is a polytheistic religion. Much of it relies on nature and the inner workings of the world, as well as a heavy reliance on magic and prophecy.

Fae'ela; Known as the goddess of creation, death, and rebirth, legends say that the gods were birthed from her breath, and that all draconiforms are descended from her. There are many great churches set up that teach to her enlightenment.

Mora: Goddess of life and love, Mora is often depicted a large beast, with seven hundred heads, large wings that could span across the sea, and a voice that can either kill or bless you.

E'coran: The god of war. This is the primary god that the Ki'sha pray to. There are many temples and shrines set up around their territory dedicated to him, and often, sacrifices of live draconiforms will be made to him.

Mis'nu: Goddess of fire and the underworld. Many dragons worship her in a cult like fashion. While most gods of the underworld are seen as evil in other cultures, Mis'nu is seen is benevolent.

Leur-nagi: God of the wind and sky. A trickster god, Leur-nagi enjoys fooling around with mortals, and is seen as a malicious, evil god by some.

Gaeia: Goddess of the earth. Gaeia is an incredibly stern goddess, and many dragons will pray to her when they desire good hunting.

Scaier: God of fortune and prophecy. This dragon god is often depicted as a serpent, which sits atop a tree in the heaven lands of Alka'har, and will whisper words of wisdom into the ears of mortals who are smart enough to listen.

Wi'ganda: The god of charisma and strategy. Known to stand by the sides of all who call his aide, and will give them the knowledge they desire.

Iuigaaqinora-fi: The God of disease and darkness. Most don't really recognize him as a god, but rather, as an evil entity. Very few except for occults pray to him, but he is recognized in most Ki'shan myths and legends.

Nura'ly: Goddess of maternity and childhood. Most dragons have a tiny statue of Nura'ly in their homes, to bless their children. Dragons whom are ready to lay eggs will often eat her fruit, the desert date, in order to ensure healthy hatchlings.

Yug'szk: God of the sea and guardian of the frozen desert. Said to watch over the ocean and all beyond its shores, and to destroy all whom try to come to Verula with its stormy might.

U'ua: Goddess of trickery and magic. While not necessarily seen as bad, U'ua isn't usually regarded as a dragon. Rather, a primordial life force that exists in all things, and what cause dragons to commit evil.

Customs and Laws

Living within the Ki'sha is often seen as a strict life, and for some, that might be the case. Most dragons are put to work, unable to simply live as citizens, and it is very easy to receive punishment. However, the Ki'sha also have a very rich spiritual history, as well as a physical history. They are surprisingly good at storytelling, and are generally very dedicated and loyal.

The Ki'sha are a war stained tribe, surviving from years of bloodshed. As such, they have closed themselves off from other tribes, and are often very weary of strangers. Most Ki'sha that were born into the tribe speak nothing except for Ki'shan, due to their isolation from the outside world.

Generally, it is seen as disrespectful for a Ki'shan to not to greet a stranger with respect, especially if the stranger happens to be from the royal family. Most Ki'sha might bow when they meet someone new, assuming it is from their own tribe. If it is a rogue or an outsider, Ki'shan are taught to act and proceed with caution.

The law system is very strict in the Ki'sha. Here are some of the most basic laws within the tribe. Most crimes are punishable by whipping, public humiliation, or even death.


  • One shalt not sleep with another dragon behind their mate's back. To do so is to defy the will of Nura'ly and Mora themselves.

  • If you congregate with a dragon from another tribe, you defy the will of the Kuz'a, and to do so will label you a traitor.

  • Worship only the gods of Fae'ela. Be her loyal servant. Turn your back on her is to turn your back on life itself.

  • Steal not from your brethren, for to do so is having your hand guided by Iuigaaqinora-fi into a life of despair and darkness.

  • Kill only in the name of honor and for the good of your tribe. Slaughter not your brethren, unless you suspect them of doing a wrong deed, for if you first are the one to taint your own blood, the ancestors will not forgive you.

  • Care for your kin and blood brothers. Abandon not your brethren on the fields of combat, as doing so is abandoning your blood, and the ones who made you, and Mora frowns upon such disrespect.



History

The history of the Ki'sha starts nearly 30,000 years ago.

[WIP]







Last edited by Scortia on Fri Jun 16, 2017 9:40 pm; edited 18 times in total
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Re: Dragon Tribe Information

Post by Scortia on Mon Sep 12, 2016 2:18 pm


The Lakara
[The Ocean Tribe]

Location:

Language: Aquatic
Aquatic is a language most Lakarians can speak underwater, but some are fortunate enough to be able to speak it above water. For those who have sections of their bodies that can light up, Aquatic is easier for them as they can just flash above or below water to talk. Those without just blow a sequence of bubbles underwater. Unless someone is able to flash or breath underwater, Aquatic is the 2nd hardest language to speak, but not to understand. Aquatic is not a written language.

Because of this, most Lakara's are taught how to speak the Universal language in a school in the castle.


Common types: Western Dragons, Wrym, Hydra, Lindwurm
Being an underwater tribe, the Lakarian draconiformes have to be able to breath underwater. Without that, they'd never be able to reach the castle. Very rarely is a draconiforme without the ability to breath underwater accepted into the tribe, but there have cases where a draconiforme that can hold its breath for a long time is accepted into the tribe, just with a bit of extra help.

Alliances
Xøya - N/A
Vuari - N/A
Ki'Sha - N/A
Valaterrene - N/A
Stormcallers - N/A

Ranks

Orca(s)
Orcas are the King or Queen of the tribe, also known as the leader or ruler. Orcas are usually the offspring of the current King or Queen, taking their place once they die. Orcas have full rule of the tribe, but can accept ideas and advice from others if they choose.

How the ruling is passed on -
1. The heirs of a King or Queen take control
2. When no heirs are available, the closest family member.
3. If non of the two above are present, then the dragon appointed by the former Queen/King as a backup becomes leader.


Seals
Seals are the ones who protect and fight for the tribe. Usually made up of the strongest dragons, there can always be a few exceptions. These draconiformes go through vigerous training and are, most of the time, willing to lose their life for the tribe.

Sailfish
Sailfish are those who hunt, gather, and get food for the tribe. Sailfish are usually fast, but when dealing with strong prey that isn't always the case. Most Sailfish need to be fast and have endurance, able to travel far to get food.

Seahorses
Seahorses are the healers of the tribe, healing those who got injured, sick, or aren't feeling well. Some of the best healers are always ready to heal the Orcas, but most of the time they care for the other draconiformes of the tribe.

Salmon
Salmon are draconiformes who explore for the tribe. Most of this exploration is done underwater, for more places to live, hunt, or even learn about. Recently, a few Salmon have been exploring unclaimed land above the water.

Tuna
Tuna are those who either decide that they don't want to be a higher rank, or can't be. They are also known as civilians, and are usually the ones who run various shops around the kingdom.

Fish
Fish are the ones who have just turned 20 and are able to try out and train for one of the higher ranks. If they choose not to, or can't, then they just become Tuna.

Fry
Fry are young draconiformes under the age of 20. At this time they are learning the language Aquatic and/or the Universal language. If their parent can't teach them or doesn't have the time to then they can go to the school.

Living
The Lakaras live in an underwater kingdom, the castle surrounded by homes and shops of the other draconiformes. Seals protect them from wandering sea creatures like sharks that want to swoop in for a quick snack. Although very uncommon, there have been stories of Fry being taken by the giant sea creatures below, but that is mostly a tale mothers tell to their children to stay near them at all times.

Frys tend to live with their parents until they are old enough to become trainees and start their own family. Within that time either their parents teach them how to speak in Aquatic and the Universal language, or they are taken to the school located inside of the castle. They also learn about other types of draconiformes, ones that do not live under the sea, and about other things they may need to know to live.

The Orca, or Orcas, are the rulers or leaders of the tribe. Passed on from their families heirs of the old Orcas take over the leadership and responsibilities of the tribe once they die. They make all of the decisions and do what they think is best for the tribe. Every Orca has their own way of leading, and some may be better than others.

Outside the tribe is a very dangerous place, full of rogues and dangerous sea creatures. While not all will attack on sight, and some are even non threatening, there are still many things that wouldn't mind having a draconiforme for a snack. It has been rumored that someone has been hiring rogues to kill members of the Lakara tribe, mostly the Kings and Queens, but there is no real proof of this.


History
Founded by King Aqua, the Lakara was made as a refuge for water dwelling draconiformes. While the land dwellers had their tribes, there was nothing for the beats that lived under the seas. The first few years were hard, rogue draconiformes and sea creatures attacking the slowly building tribe, trying to construct a castle and living for the other tribe members, getting draconiformes to join. After constructing the castle was done the tribe was able to rest for a bit before getting to plan.

King Aqua and his tribe of dragons began to fight against the rogues and creatures of the sea, showing that they weren't a force to be reckoned with. They also encouraged other draconiformes to join them, to come live in a place where they could be kept safe and well fed. Soon, his tribe numbers began to grow.

Shortly after, King Aqua knew he was in need of heirs, and a queen. Every female he was shown didn't fit with him, or wasn't fit to rule and produce heirs. Every second without a queen called for a time when all of his hard work would be ruined, his tribe crumbling until it was nothing more than pure history, one that the land dwellers might not even know existed. When running late for one day King Aqua met a nice dragoness named Anemone. Anemone wasn't like the other draconiformes, she didn't care for his rank as a king, only about him. Lets just say he didn't make it to the meeting that day.

Queen Anemone laid an egg a few months after their first meeting. Prince Coral emerged a few more months after that. An eager and excited hatchling, King Aqua promptly trained him on how to rule, and how he was such a successful ruler. Once Prince Coral turned 25, both of his parents died in an accident with a wild sea creature. Luckily enough, Coral already had found his mate, Alkaline, and made her queen alongside of him. They quickly had two children, Princess Zolt and Prince Zach. King Coral had only taught Princess Zolt a bit about ruling, thinking he'd have all the time in the world to teach her later. By the time she was 23, King Coral and Queen Alkaline had been killed by a rogue wyrm.

Now it was Queen Zolt's time to rule.



Last edited by Scortia on Fri Sep 16, 2016 4:53 pm; edited 2 times in total
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Re: Dragon Tribe Information

Post by Scortia on Wed Sep 14, 2016 2:52 pm

The Valeterrene
[The mud tribe]

Location: The southwestern portion of the continent known as Shveki.

Language: Vlow, Arretiz
Vlow is a language not so unlike the Lakara's aquatic language in that it is used when dragons are underwater to communicate to each other. Many of Valeterrene's inhabitants speak this as well as their tribes other main language because the tribe is located by many water sources like rivers, swamps, lakes, and ponds. This language can be used with the same letter system as the Arretiz language, but does not have its own written form.

Arretiz is the tribes main language which is generally used above water. This language is both written as well as spoken and even has a number system associated with it. Both aquatic and terrestrial members of the tribe use this and all hatchlings who have grown up in the tribe are taught this by their parents, teachers, and elders. This language also adorns artwork as well as historical stories and scenes sculpted or painted onto rock walls of their tunnels and caves.The language is as much a way to communicate as it is to show ones artistic skills off.


Common types: Both aquatic and terrestrial western dragons, both aquatic and terrestrial wyrms, eastern dragons being some of the most common, only a few of the North American wyverns, some drakes, and lastly both aquatic and terrestrial lindwurms.  

Alliances
Xøya - N/A
Vuari - N/A
Ki'Sha - N/A
Lakara - N/A
Stormcallers - N/A

Ranks

Rost / Rossa
Rost is the word the tribe uses for their male leader or king, and rossa is used for the female leader and queen.

How the ruling is passed on -
1. The heirs of a Rost or Rossa take control.
2. When no heirs are available, then the closest family member takes on leadership. If there is more than one family member available with equal claim to leadership, for example: Rost's eldest brother against Rossa's eldest brother, then both must fight and defeat their opponent to claim leadership unless one backs down.
3. If non of the two above are present, then whoever claims the leadership through fighting their way to the top will become the next Rost or Rossa.  
4. If a mated pair of dragons decide they want to be leaders then they must fight the Rost and Rossa on a 2 versus 2 battle to claim leadership. When one side backs down or is killed then the victorious pair becomes the new Rost and Rossa.
5. If the previous leaders step down with no heirs or appointed seconds to take over after them then either a single dragon or a pair can try to step up and begin leading, but that single or pair of dragons may be challenged for their leadership by others.


Nragin
These are the battle trained guards who are much like the enforcers of the tribes laws. They can also be sent to the borders to help guard their tribes land when needed. Normally they enforce rules within the tribe and help to keep the peace.

Shrleav
These are the healers that help to keep the tribe strong and healthy. They are highly regarded within the tribe and thought of as wise ones. Some also believe that these dragons have the most magical ability and may be able to see and convene with spirits and demons.

Wraga
These are the tough and strong dragons trained primarily for war and death. The word wraga translates to death bringer or warrior in the Arretiz language. They must have certain personality traits and physical characteristics to be accepted into this group and given the title Wraga. Anyone who is turned away from this group but still wishes to help guard or fight for their tribe is usually turned into a Nragin.

Ikutrun
These dragons are both scouts and hunters who normally have vast amounts of speed and/or stamina. They can hunt for the tribe and themselves as well as feed themselves while sending messages or scouting the lands outside of the tribe's territory.  

Tulyath
These are important advisers to the Rost and Rossa as well as to other members of the tribe. They are normally made up of older dragons, wise healers, or other dragons who have proven themselves to their leaders as reliable and smart. These members tend to help with decisions regarding war, peace, inter-tribal relations, and important events.

Raihin
These are the history keepers, scholars, and artists of the tribe. They are few and far between, but their knowledge of their own tribe as well as the lands outside surpasses most. These members also tend to become young Tulyath if they impress the Rost or Rossa with their knowledge or skills. They also tend to be good diplomats during inter-tribal affairs and may be called upon to help in this matter.

Hyelzith
These are the average tribe members who do not possess a higher rank. They tend to run their own businesses within the tribe, keep the tribe clean, and live comfortably, but they can be called upon by higher ranks to assist the with something when needed.

Weishil
These are young draconiformes who are in training to become a higher rank. They are kept separate from their parents nests at this age and must sleep in large nests of others who share their own ranking. Once they graduate from this level then they can make their own nest or den elsewhere within the tribe.

Pori
These are the youngest members of the tribe. Normally these members stay with their parents learning from them until they are physically and intellectually ready to start training to reach a higher rank. Once they are at that stage they then must leave their parents and become Weishi.

Living
The Valeterrene have their own organization which to an outsider would look more like the chaos of an upturned ant hill. Fighting may occur rather often where leadership is concerned, but once a good leader, or set of leaders, is established the tribe can settle down into a peaceful existence. Much like a wolf pack the tribe likes to have the strongest leaders at the head of their tribe, and everyone in the tribe has a job to do to keep the tribe strong. As such, the tribe is constantly moving either expanding their territory or keeping their own members educated, healthy, and fed.

History
TO BE EDITED AND ADDED


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Re: Dragon Tribe Information

Post by Gemini on Sun Oct 02, 2016 11:42 am

Xøya

Location: Shveki

Language: Xøyan
Xøyan is the official language of Xøya. Having both a written and spoken language, Xøyan is one of the hardest languages to pronounce. It involves much growling in the back of the throat, with hard consonants and sharp vowels, which is why it gives off the sound of a very aggressive and intimidating language.  

Common types: Any type of dragon can be found in Xøya, as Xøya's territory vast and distinct enough to accommodate all sorts of types.

Alliances
Valaterrene - N/A
Vuari - N/A
Ki'Sha - N/A
Lakara - N/A
Stormcallers - N/A

Ranks

Kommandant
The Kommandant leads Xøya. The Kommandant can function both as a political leader or a war commander, depending on the situation.

How the ruling is passed on -
1. Whoever is the most capable of the Generals will take the place of Kommandant. It is decided by the Kommandant beforehand.
2. If there is no General chosen, then other Generals or even regular challengers may step up to fight for the position of Commander.


General
There are only 3 Generals who take up the position right underneath the Kommandant. They take commands directly from the Kommandant, but head the entire Xøyan tribe underneath them. More often than not, they also serve as advisers for Xøya's leader. Only the best of the best can become a Xøyan General and each General specializes in a different area.

- Offense The offense general takes command of the troops of soldiers, and functions as a war general of sort. They lead the offensive force of the Xøyan tribe.
- Defense: The defense general takes care of the internal affairs of the tribe, as well as defending it. Their role involves keeping the peace and unity of the tribe, as well as defending its territory and borders. The defensive general manages political affairs with the Kommandant, and generally is a very smooth and persuasive talker.
- Intelligence: Like its name states, this general is in charge of any matter pertaining intelligence, which also includes Skyggers, the highly skilled assassins who serve as the tribe's special operations team.
 

Skyggers
Skygger, in the Xøyan language, translates to shadow. Also known as the assassins, the Skyggers fall under special operations. Only the most elite dragons are capable of becoming a Skygger, handpicked by their general and forced to go through grueling tasks and tests. They report to intelligence.
This rank is closed unless chosen.

Schützen
Schützen make up the rest of Xøya's military. They can be split up between both the defensive and offensive generals. Once a dragon has turned 18, they can apply to become a schützen. Inside the schützen system, there are more detailed ranks.

- Schützen: Schützen, in general, are the offensive force of the tribe. They conquer, invade, and fight to protect the tribe from the outside. They report to offense.
- Polizei: Xoya's police force. They patrol the insides and borders of Xoyan territory, maintaining order mentally and physically within the tribe and guarding it from invaders or intruders. They report to defense.
- Spion: Spions are covert agents; They are skilled in the art of espionage and infiltration, secretly collecting information and constantly reporting activity, plans or movements of an enemy. They report to defense. They can also work as messengers, delivering messages from one place to another. They report to intelligence.
- Paramedic: Paramedics are dragons trained to do medical work out on the battlefield, acting quickly in emergencies, which can make them a very open target to enemy attacks. They can report to offense.


Civilians
Anybody else that is not part of the Xøyan military. Instead, they work to support the tribe from the outside and can range from a variety of workers, including farmers, architects, engineers, scientists, doctors, and many other jobs. (Feel free to put down any job you want if you are a civilian, but it must be reasonable). Civilians also include the younger dragons that have not applied for the military yet, or senior dragons that have retired.

Living
Xøya is a large and strong military empire, considered as one of the most powerful tribes currently existing. Their military is quite powerful, and their tribe well-developed, having been around for much longer than the other tribes. The tribe has set positions in the military, which lets them function together like a well-oiled machine. The strongest and most capable of dragon leads the tribe, and everyone else works together to keep the tribe strong and connected. They are constantly conquering other lands, expanding their territory and have become a powerful empire. Their territory stretches from north of Shveki down south.

History
Soon


Last edited by Phancy Pleb on Fri Nov 25, 2016 2:45 pm; edited 4 times in total
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The Stormcallers

Post by Imperia on Thu Oct 13, 2016 4:10 pm

Stormcallers

The trade wind dragons

Life in our tribe:

The Stormcallers are infamously the most spread out of all the dragon tribes, tribe members are free to move around at their own discretion. Stormcallers have alliances, or arrangements, with dragons and tribes all over the world of Nuria, there are many sanctuaries or homes available to travelling dragons from our tribe. Places where few other dragons go are claimed by us.
The nature of our tribe leads to us having many allies, but still remaining as neutral as possible during conflict. On occasion we will act as spies or scouts for our allies, but we are inclined to aid both sides should they ask.
Individual Stormcallers can make allies or enemies at their own discretion, and find friends wherever they please, but our tribe will support them and offer them safety should they ever need it. However it is considered among the worst treachery to take advantage of our help. We respect that every dragon has a right to serve themselves first, but it is good courtesy to respect us in return.

Tribe Ranks:

Diplomats: Every member of the tribe who isn’t living in our territory, as well as many of the tribe members who are, is considered to be a diplomat, and all diplomats are given the same privileges and respect. They are free to come and go from Stormcaller territory as well as from the territories of all tribes that we have agreements with.
Scholars: Dragons in training, their teachers, or any dragons who wish to remain in our palace and study fall under this category. Scholars make up the political section of our tribe, co-ordinating us and advising Diplomats if they need to. Dragons in training should never be considered lesser than their teachers, for what is a teacher without someone to teach? Although experience or skill is still respected and almost essential should a dragon wish to wield more power within our system.
Ruler: The ruler of the Stormcallers has the duty of maintaining the standing of the Stormcallers within the world of Nuria. There is only ever one ruler, and the position is passed down by them to a chosen successor. They are tasked with ensuring the safety of all the Diplomats, no matter which territory they visit, as well as monitoring and if necessary vetoing the actions of the Scholars. Some accidents will happen, of course, but the ruler of the Stormcallers has the duty of ensuring that Stormcallers are welcome everywhere. The ruler has the right to judge the actions of others, and should never allow any individual to engage in repeated misdeeds, which would sully the name of our tribe and make Stormcallers seem as if they were untrustworthy.
Home:

The Stormcallers have homes all over Nuria, but their territory is their safe space where most of the Scholars reside and where any Stormcaller can go for refuge. Their territory is on the central island of Nuria, an island called Verula, and is extremely easy to find as it has a vast cloud hanging over it constantly. This cloud is known as the Tempest Ring, because it forms a circle around the palace of the Stormcallers. The ruler of the Stormcallers traditionally lives and rules from there in the highest tower, known as the Xero tower, of the Twilight Palace. Only dragons with suitable abilities can traverse the Tempest Ring, as the centre of the storm has wind and rain so powerful as to be impassable by most of dragonkind. The Twilight Palace is powered by constant lightning strikes, and it uses this magic to draw and maintain storm clouds from all over Nuria. The palace is one of the most secure places in all of Nuria, but due to its small territory and the difficulty of supplying food, it was not intended to provide living space for all of the Stormcaller tribe. Thousands of dragons could be housed in the palace or on the shores of the huge underground lakes below the earth, where rainwater collects, but likely they wouldn’t be able to remain there for long.
Current status:

The Stormcallers are a very open tribe, they set little store by bloodlines and heritage. Many of the members of their tribe have chosen to live almost exclusively in other tribes to the point where they belong more to those tribes than to that of the Stormcallers, but we see nothing wrong with that. We accept any dragons that are capable of reaching the Twilight Palace, and we have a hidden but much safer way for less able dragons to cross the Tempest Ring, meaning that almost any dragon can be part of the Stormcallers.
(Currently alliances have not been determined, but expect us to have close alliances with most of the tribes) Alliances: Xoya, Vuari, Ki’Sha, Lakara, Valaterrene
Traditionally the ruler of the Stormcallers has been a Scholar who holds court from the Twilight Palace, but the Queen Imperia is much more of a diplomat and often travels around Nuria without escort, visiting other territories and keeping in touch with what’s going on. She is a very fast flier, and is rarely more than a few days travel away from the Twilight Palace, meaning that she can usually still fulfil the official role of the Ruler when she’s needed.
Language:

The Stormcallers have Scholars and their library specifically designed to teach members of the tribe as many languages as possible. There is no language known only to Stormcallers, although they can use the languages of other tribes if they wish to have private conversations while others are present. Most Stormcallers are bilingual or more, and if they aren’t then they can go to the Twilight Palace and study to learn new languages there.
Common types:

All types of dragons are accepted, although those with wind, water, or electricity magic/abilites are by far the most common.
History:

The Stormcallers were once nomadic dragons, constantly being threatened with destruction by the much more powerful tribes and factions of Nuria. At the time the leader of the tribe was a dragon named Xero, he felt that this situation could not continue. The Stormcallers had to get on an equal level with the other tribes, and so he laid claim to a mountain and secured a small territory. Then the Stormcallers got to work, building their safe place according to the plan that Xero had designed.
The Twilight Palace was constructed, taking over a hundred years, at the time it was known as Storm Peak. Many times it was almost destroyed by more powerful tribes, but eventually it was completed but for the final part of Xero’s masterpiece design. The weather simply would not allow them to create the eternal storm. Xero died, knowing that his people were just a little bit safer, but never seeing his life’s work completed.
It was three hundred years later when at last a storm of great enough size reached Storm Peak. Xero’s son Tempest and his mate Twilight were the leaders of the tribe at that time, and when at last the chance came for them to finish Xero’s work Tempest sacrificed his own life to give the tower the magic it needed to activate. However his life alone was not enough, and just before the power failed Twilight too scarified her life rather than see her mate’s death be for nothing.
Together they succeeded in finishing the palace, and it was named in Twilight’s honour, while the storm around it was named in honour of Tempest. The highest tower of the palace, where the symbols that maintain the storm are, is named Xero’s tower, and the three of them are immortalised as heroes.
It was soon discovered that the Tempest killed a lot of the surrounding area, creating a barren and desolate home that was constantly battered by wind and rain. Many of the Stormcallers had to go hungry, and eventually housing the entire race in the Twilight Palace became impossible, causing the tribe to return to its nomadic ways, secure now in their future and knowing that safety and support were always available.
The Stormcaller way of life is adaptable enough to survive the changing of the outside world, and the tribe has only ever grown better at maintaining their place among the dragon tribes. The philosophy and methods of the Stormcallers have remained almost unchanged for a very long time.
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Re: Dragon Tribe Information

Post by Neru on Tue Dec 20, 2016 5:29 pm





The Etcan Mountain Range


The Vuari are an extremely old tribe known for their adaptations that allow them to be the only creatures that can live in extremely high altitudes. They are a small tribe, in both size and number due to the harsh conditions they face daily. Family is important to them, many of them living in small family groups, or clans, led by Mestras.


Mountaintops between 20 and 30 thousand feet in altitude.


This range is on the Layrian continent, a bit inward from the northern coast of the Magienta Ocean. It is known for extremely high mountains, it's tallest mountain, Oblique, being a whopping 31000 feet. Other notable mountains are Dufourspitz, which is 27000 feet, and Kikiriki, which tops at 25000 feet. The home of the main village of Vuari is atop Dufoursptiz mountain in a cave system that resides near the top of the mountain itself. The village itself has no name, and so is often known to share the name of its tribe, and is thus called Vuari. Oblique is considered a sacred mountain, and a connection to the heavens. Their only temple, Kuwan, lies at the top. Kikiriki is generally held as the hunting range, as it is short enough to have more animal life than the other mountains.


Amphiptere, Wyvern, Dragon (Both Western and Eastern), Wyrm


• Low oxygen needs
• Small body (the tunnels they live in are 50 feet tall. No creature with a height of anything more than 45 feet could fit comfortably inside.)
• Ability to withstand freezing temperatures
• Omnivore


Living in high altitudes is very hard on the body of those creatures that are used to lower altitudes. Thus, the draconiformes of Vuari are heavily adapted to live in high areas, which the unfortunate consequence of being unable to descend without some sort of breathing help. Some highly common adaptations of these draconiformes are as follows:
* Small, stocky bodies
* If a creature has fur, it is thick and heavy. Fur between scales and skin is common, as well as a fire propulsions system that includes the heating of their bodies.
* Wide-spread toes on feet (if any).
* If there isn't any fur, there are often feathers in replacement.
* Thick skin
* Long, flexible tails to aid in balance, especially on rocky mountain slopes.
* Thick tails and legs to help store fat and keep heat in the limbs.
* If a draconiform has external ears, they are often rounded, to keep heat from escaping.


Nearly all Vuari are omnivores, beings that can eat both plants and animals. Their common sources of food are:

Plants:
* Bark
* Brush

Animals:
* Snow Leopards
* Yaks
* Goats

Given that it is such as sparse environment, this is nearly all they can find. Any other food is traded for with other tribes.


Kaamil - N/A
Ki'sha - N/A
Valterrene - N/A
Stormcallers - N/A
Xoya - N/A
Lakara - N/A


The Varui govern in a way that holds family in high regard. In their community, there are generally two draconiformes in higher positions. One is the Chief, or the designated leader of the community and the other is the Sage. The Chief leads the tribe, guides them, and is in charge of all problems within their midst, including defense. However, the Chief makes all decisions vocally, in an open meeting in the tribe’s main hall. There, other of-age members of the tribe may attend as well to either contest or agree with the debated decision. When it comes to decisions that affect the entirety of the tribe, such as a decision to go to war, each family traditionally gets one day to speak among themselves. At this point, a meeting is held, and one representative of each family (typically the family head) is sent to give their decision to the Chief.
The Chief is always chosen by the Sage, who is the oldest Emara in the community, by terms of time in their position. If there are two Sages who have been in the position of an Emara an equal amount of time, the Sage is chosen through a test of skill.
Neither the Sage nor the Chief have ultimate power. If either are seen to be corrupt or are causing dilapidation to the tribe and their home, they can be voted out of their positions in a meeting in which all tribe members are present, excepting those who are physically unable to attend.


Chief: Leader of the Varui. Usually female, they are required to keep the community lively and happy, as well as safe, healthy, and peaceful.

Sage: The oldest and most skilled Emara, there are few occasions when this draconiform cannot heal those who are hurt. Many often have natural abilities related to the field of healing. This draconiform often lives in the medicine area, separate from clans and dwellings of other creatures. They are not permitted to be a part of or affiliated to any clan, to aid in avoiding bias if they have to come to choose a leader.

Emara: These are the tribal healers. The Sage generally caps this number at 5, with occasional exceptions. They assist the Sage in their work, as well as heal their own patients. They must go through 10 years of training before they can take this position.

Tsunrok: With no more than 3 at a time taking this position, the Tsunrok are the blacksmiths and detailed architects of the tribe. They make most complex items or building features, and often are required to either wear armor or to have extremely thick scales to stay in their line of work. Their most important job is constructing S'thanes, which are magical items that allow the Vuari to descend the mountain without the adverse health effects of increased atmosphere and air composition differences.

Mestra: The Mestra are the family heads. There are no limit to the amount of Mestras the tribe may have, but only families of 4 or more may appoint a Mestra. (At least 4 members must be PCs for an PC (Player Character) to become a Mestra.)

Onari: Most of the tribe is consisted of Onari. Those who do not choose a specialized rank to go after will end up here. These draconiformes defend and feed the tribe, just as every other rank does, but with no added on responsibilities.

Marana: Healers in training, Marana must go through 10 years of vigorous learning before they may become an Emara. No exceptions are made in the time length.

Nrokna: Nrokna are Tsunroks in training. They generally do the tough lifting of the work, to help strengthen their bodies for their life’s work. 15 years of training are required before they make become a Tsunrok.

Strana: Strana are the eldest born of the Mestra in a family group. They are raised to become a Mestra from birth, and as such are generally skilled in the knowledge of most workings of the tribe. Strana are called so from birth, despite going through the similar age and training stages that a Naru or a Narina does. As they are expected to care for an entire family group, Strana are not permitted to attempt to become a Marana or a Nrokna. (Same as with the Mestra, you cannot become a Strana without at least 4 PC members of a family, as well as a PC Mestra.)

Narina: Onari in training, all young in the tribe go through this stage. From the age of 20, at which point they are no longer considered a Naru, they become a Narina. They stay in this stage until 35 years of age, training daily to learn to fight with exceptional skill and hunt with the same. When they finish this stage, they may choose to become an Onari, or attempt to become a Marana or Nrokna.

Naru: A Naru is any young draconiforme ranging from just hatched to 20 years of age. They spend their days playing and often getting under the feet of others in the tribe, as well as learning simple skills, and how to speak languages other than Varuish. Only the common language is required, though some more studious Naru choose to learn more.


Vuarish is a language that is very short and guttural, as well as composed of a lot of nonverbal tail movements. It's the common form of communication among the tribe, though most members know the Universal Language as well. It's often called birdlike by those who do not speak it.

Common Nonverbal and Verbal Sayings:
A Loud Squawk: Hello/Greetings
Crouched with Head and Tail Close to the Ground: Sorry/Guilt
Tail Wave: A friendly gesture usually accompanying a sentence, meant to give a sense of friendship, family, and/or romance.


Chief Induction:
TBA

Sage Induction:
This ceremony is held on Oblique, inside of the Kuwan temple. It begins the moment the Council has agreed on acceptance of the new Sage, which can take anywhere from a month to months. At this point, the Chief is expected to arrive at the temple first, to host those who arrive as well as proceed the ceremony.
The ceremony itself begins when all or most of the members of the tribe have arrived. In the cases of most, it is often fifteen minutes after the destined start time the tribe will wait. After this point, the tribe gathers in the center of the temple, before the door that leads into its inner workings. The Emara gather at the front of the tribe, before the Chief. At this point, the Emara with the most experience steps forward, and is presented to the tribe while a final recognition to the past Sage and an introduction to the new one is given. At this point, the Chief steps aside, and allows the new Sage to be the first to enter the inner temple since the passing of the last Sage.
Under careful watch, the new Sage lights the temple with their magic or breath attack. Those who cannot light it with either may ask the Chief or a Mestra to light a torch for them, so that they may carry it inside and light the temple themselves. At this point, the "light" of the new Sage has begun, and the ceremony ends. Often, the tribe goes back to the village to celebrate. The Sage may follow them or remain at the temple, but they are expected to have it in working order once more within the next 36 hours. The first cleaning of the temple is done alone, though after which the Sage is permitted to allow the Emara to aid them.


The Vuari were founded a bit over 18 thousand years ago. Despite this, they've only had 11 leaders, the current being the 11th. They were founded by Vuane, an egotistical dragon who wished to gather the mountainous dragons, most of which were dispersed at the time, fighting for scraps. So, she set about the hard task of drawing all of the dragons together. It took her nearly 500 years, but eventually most of them had come to live on Dufourspitz. It was at this point the mountain's magnificent cave system had begun to be built.
For a time, there as peace. After Vuane's death, her sister, Anila, took over. Despite not having founded the tribe, today, Anila is the most well-known leader of the tribe, as she organized much of the government, and educated many of the mountain's draconiformes.
After Anila came Rectai, the first male leader, and then Crane, a well-known smith and the creator of the S'thane, the object that allowed the Vuari to descend the mountain more quickly for the first time. She was also the one that established the training system used today, to allow the younger dragons to learn their trades more quickly.
Unari and Mana were the next leaders, notable in the fact that, despite not being related, they appeared to be almost twins. Presk took over after Mana. She was the most troublesome leader, and for a time, plunged the tribe into a depression of sorts. Yone came after Presk, though little is noted about him, as he died only 3 years into his leadership. His daughter, Elara, took over, and her daughter Welai after her. The 10th leader was strange in the fact that it was a rarer breed, a Nebula Wyvern named after the breed itself, a type that usually stayed in the high atmosphere and kept to themselves. Nebula died at age 2048, and his daughter, Neru, took over. At this point, we reach present day.


Neru (Chief)
Feluxious (Sage)
Sapphire (Emara)
-4 Remaining Emara Positions-
-No Current Tsunrok-
-No Current Mestra-
Hyruu (Onari)
Fate (Onari)
Iwaizumi (Marana)
-No Current Nrokna-
-No Current Strana-
-No Current Narina-
Shudaar (Naru)
Keira (Naru)


Last edited by Neru on Mon Feb 27, 2017 3:52 pm; edited 5 times in total
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The Kaamil Tribe

Post by Whispering Soul on Thu Jan 05, 2017 12:26 am

The Kaamil
Location:Icello Region
Language: Kenarun, Urisa(Mostly High ranks know this language), Universal( Mostly High ranks)

Kenarun

The main language of the Kaamil.  Many of its words sound similar to words in Universal, however, Kenarun was created way before Universal.

Urisa

Urisa is the spoken code of the Kaamil, it is the most complicated language to learn due to its double meaning words and phrases.
Ex: Furshunken cain Lori Alors Anug yur Nactmag! = Greetings my new friend among us! /Or it could mean = Beware of the enemy among us friend!

Common Dragoniformes: Western Dragons, Eastern Dragons, Wyrms, Wyverns.

Requirements

  • Cold magic and/or Cold resistance.
    Some sort of fur or feathers to protect from cold temps.(Can have scales still)
    Able to use magic




Alliances
Ki'sha- UnFriendly
Stormcallers-Neutral
The Lakara-Neutral
The Vuari-Friendly
Valeterrene-Friendly
Xoya-Neutral



Government
The Kaamil are ruled by three dragons, the Kainura, the Fiunuri, and the Icein. The Kainura, or "Learned One" is the highest in rank of the Kaamil, and rules with the Fiunuri, "Wise Healer", and the Icein, "High Mage". The Kainura is the overall ruler, while the Icein takes care of anything magic related, and the Fiunuri is the healer of the tribe. When the Fiunuri dies, its apprentice, the Fiosi, shall take on the role of Fiunuri, the same is with the Icein, when he/she dies its apprentice, the Inira shall take over. When the Kainura dies however, its oldest relative in the tribe becomes the Kainura, if the Kainura does not have any relatives, the new Kainura is chosen by the Thunder Bird, Krakareen, the Krakareen is only seen when a Kainura must be by chosen.

High Ranks

Kainura:The main Leader of the tribe, treated like the king/queen of the tribe. Its word is the law, all orders must be followed. The Kainura is also the one of the only dragons allowed to call upon the Parliament for a Court. It is against the law to challenge the Kainura.

Fiunuri:The Fiunuri is the Healer of the tribe, it is one of the Parliament and normaly has an apprentice. The Fiunuri is the second ruler, he must follow the Kainura's orders and he is also allowed to call upon Parliament for a Court. The Fiunuri controls anything related to herbs and/or healing supplies.

Fiosi
The apprentice to the Fiunuri. The Fiunuri only has one or two apprentices at the time. The oldest becomes Fiunuri when it dies. The Fiosi is the healer in training and learns about healing, for one to become a Fiosi they have to have a skill in healing magics and/or have the ability to remember things easily to become a Fiosi.(Fiosi is considered a high rank. But they cannot call a court with the Parliament)

Icien
The Icien is oldest of all the magic users and the strongest magic user in the tribe, the Icien controls anything related to magic and/or magical items. The Icien has three to four apprentices at a time, the oldest becomes the next Icien when it dies. The Icien is part of the Parliament and can call for a court.

Inira
The apprentice to the Icien. There is only two to four Inira's at a time. They learn about multiple types of magics and magical items, and learn how to enchant things. They cannot call a court with the Parliament.


Nemara
The Nemara is the head hunter, and deals with anything related with the hunters and gathers. The Nemara is chosen by the Kainura. They are part of the Parliament.


Normal Ranks


Huin
The hunters and gathers of the Tribe. They hunt and gather food for the tribe and patrol the borders of the tribes land. They also gather herbs for the Fiunuri.

Tracker
The tracker helps hunters track down prey in noncombat situations. They are also used in stealth missions when spying or tracking a dragon/dragons.

Morai
The warriors of the Kaamil. Morai's have to go through three years of training to become one. Morai are the army of the Kaamil, and are commanded by the General.

General
The General is the commander of the Kaamil army. He/she is part of the Parliament of the Kaamil. He/she has full control over the army, and is treated with high respect. The General is chosen by the Parliament.

Kyion
Kyion in universal means Assassin. There are only a few dragons in the Kaamil tribe who could be assassins, for a certain skill-set and looks is required. Dark scales, feathers, or fur, willingness to kill without mercy, and are willing to follow direct orders. Although the Kaamil are mostly peaceful, they have a few... Troubling dragons who get..Exterminated. The Oldest Kyion is part of the Parliament.

Kailin
A Kailin is a normal Citizen of the Kaamil tribe.

Sai
The law enforcers of the Kaamil tribe. They report any suspicious activities and offenses.

Blacksmith
The Blacksmith is the dragon who makes all the armor and weapons of the Kaamil tribe. There are normally 3-5 blacksmiths at a time. The Blacksmiths rely on trade for resources due to the lack of safe areas to mine for rescources.

Students
Young dragons who are learning about all the history of the tribe and its ranks, when they reach their 20th year they will be able to choose what they want to be in the tribe.
-Young dragons under the age of 6 are considered Youngsters until they reach their 6 year.

Thia
The builders of the tribe, they specialize in carving ice and building ice structures. They also dig tunnels for the Farmers to plant food that can grow underground.

Farmer
The Farmer grows food underground for the tribe.

~Authors

Also known as writers, they write a series of stories, facts and their opinions on a scroll. They are 4 types of text an Author could be known for writing:


-Fictional stories: It can be based off from the Mythology or it is the Author's imagination writing in any shape or form.

-Historical text (Non-fiction): Factual text recorded on paper by an Author because it had to be written down or summarized by someone you know? Text can vary from historical events, politics, languages or science related laws.

-Theorists: Most things in life are aren't explained at all. Theorists can write down what the ideal they think it might be the answer to an unanswered question, sometimes backing it up with some 'proof' that may whenever supports the theory or not.

-Journalists: Though the most common for those who aren't actually Authors to become a journalist. A journalist delicate their time to obverse the environment around them, regardless of what matter they are observing. Some observations can raise questions to the Theorists.


~Artists

Probably the most common types of articulture ranks. They illustrate a picture using any known form of medium on scroll, cavnas or even on the wall and window! The artworks they create often is in a form of a narration mainly relating to the Kaamil Mythology.


~Artisan
They are the master of sculptures! They can sculpt statues using a wide range of media, though ice and snow is the most common media due to available.
(Keeping Some of Kyanites original ideas)


Diet:Mostly all dragons of the Kaamil are omnivores or carnivores. They can kill what they prey they find to eat. Although it is against the law to kill a thunderbird or its offspring.If one found to violate this law, they are given to Krakareen to deal with.

Trading
The Kaamil exports food, a lot of art, crafts and written scrolls to other tribes. Dragons under any ranks of articulture in Kaamil may get commissioned by anyone including the other tribes to create a specified piece of artwork for them and expected to be paid.(:Kyanites writing) They do not trade with any tribe they are Unfriendly with.


Important Structures


The Ice Palace of Uriel

This was the home of the four founders of the Kaamil tribe, Uriel, Kyridin, Icela, and Ersi. This is were the Kainura, the Fiunuri, and the Icein live. In one of the giant chambers the parliament meets for court to discuss important matters, such as war, trade, ect.
There are six chambers in the Palace, the Main chamber, where the parliament meets, The Royal Chambers, where the Kainura, the Fiunuri, and the Icein live, Krakareens Chamber, where only the Kainura is allowed to enter, and Uriel's Library which is the oldest, and biggest library in the Kaamil tribe.

Kaliti's Tunnel

This is the Ancient tunnel that has survived for centuries, the tunnel goes through the Kaamil's territory and exits at the border of the Vuari. This is very useful for trade.

Celestial Stone

This stone lies in the center of the Kaamil tribe, it is rumored to be the reason Krakareen has lived far longer than any of her species. Every Spring there is a festival held by the stone, The Talar Valerce, due to crops beginning to grow plentifully again. It is held a lot like thanksgiving. With a large feast, music and dancing.

Mirror Tomb
An ancient tomb under the Ice Palaces that has stood longer than the Palaces themselves, no one knows where it came from, or what made it. It is filled with graves of dragons, seemingly a species that had died out. The Tomb is known to "rearrange itself" as it often changes, causing many together lost.

Culture/Traditions


Winter Gala
This is a festival that occurs on December the 31st (OOC December and January) and is held in honor of the day the Founders survived the harsh arctic and discovered the Ice Palace of Uriel.The festival is held by the Cashra's Lake, dragons bring food, torches and wear fancy masks to celebrate. Before the festivities begin, the tribe leader says a speech and then the festivities begin. There is ice skating, contests of strength and speed, and many fun games. This is considered the best festival that occur in the Kaamil tribe. The festival can last up to two days.

Contest of the Thunderbird
This contest/festival occurs in the summer (OOC June) and is a show of strength, endurance, and speed. The "festival" consists of 3 challenges to complete. The one that finishes quickest is awarded the winner and is given a prize.(Chosen by the Tribe leader) The first challenge is to complete a complex puzzle inside one of the tunnels. The second challenge is to figure out a way to open a gate inside the tunnels, this challenge requires excellent speed to complete. The third challenge is to defeat a Ice Balorga, a long wyrm like creature that is quick and deadly.


Talar Valerce
(Spring Moon)
The Talar Valerce is one of the more joyous festivals that is held in the Kaamil tribe.
It is held by the Celestial stone, and celebrates the coming of spring and new harvests.It is accompanied with a large feast, music, and dancing. Other tribes are invited to the festival, and it is often held on a warmer then normal day.(OOC February & March) 


Fenin Valerce
(Summer Moon)
This Valerce is a festival with lots of games and dances (Alike a Masquerade)
Masks are made for the dances and costumes as well. It is in this festival where the Contest of the Thunderbird is held. Other tribes are normally invited. (OOC June)




History


"The Kaamil tribe wasn't always as it seems, they started off as a small group of eight dragons trying to survive in the harsh conditions of a mountain range in the Icello Region, food was scarce, healing herbs even more scarce, the group of dragons suffered much to survive in the mountains. Although they were determined to survive in the mountains as their ancestors did many years before, and wanted to stay in the mountains forever. However.. That was not the case. A powerful blizzard blasted over the mountains, killing much of the prey and freezing the plants of the mountains, leaving the group with nothing. The storm lasted four days, killing two of the original eight dragons that lived on the mountain. That was then the remaining six decided that they had to leave the mountains, or face a cold death. Kyridin, Icela, and Ersi, and Kaa, were the ones who had suggested leaving. Two of the dragons wanted to stay, stating that conditions would get better and they would survive. However they were out voted heavily. Kyridin, who was leader of the tribe at the time lead his group down the mountain and towards the Ouatel Forest, hoping to find a more hospital land there. However on the way they were turned around by another strong blizzard, which took the life of another dragon of their group, and they were forced to camp until the storm ended. Once the blizzard cleared however, they were completely lost. Kyridin decided to keep moving forwards and hoped to find somewhere were his group could finally settle down and rest, free from the grasp of the cold heartless land. Days and nights passed quickly as they traveled, seemingly never getting anywhere, until they found something that would change their lives. It was Kaa, the eldest of the "tribe" Who had found the first Palace. Curious to who made the structure in such a remote place, the group went inside of the palace to see if it was hospitable. The interior, so cold vapor came from the travelers breaths, one spoke in a quiet voice, astonished by the natural beauty."Who made all this?" A dragon walking down a lone spiraled staircase answered them."I did. For I am Uriel, carver of the Ice Palace.' The travelers looked up at the dragon, realizing their journey was at an end, they had found the place to live, a place of peace where they could finally rest. The Ice Palace of Uriel.

It was not long before other dragons who managed to survive in the Icello region began to journey to the Ice Palace, and soon two more were made to accommodate the newcomers. Soon the original survivors decided it was time to start a tribe. The Kaamil Tribe. They became strong in magic and knowledge, studying and collecting books and tomes for their libraries, living in their giant ice palaces formed by nature, filled with precious libraries as old as the sky. They lived mostly peacefully, for conflict was rare in their lands, they began to focusing more on technology and ancient magics which had long been forgotten."

Mythology+Important Creatures

Krakareen: The Oldest living Arctic Thunderbird of her species, being of 1450 in age, she is considered a blessed creature and is an important part of the Kaamil tribes culture.

Arctic Thunderbird: The Arctic Thunderbird is very important to the Kaamil tribe, and are displayed as proud, but wise creatures. They normally live up to 230 years but Krakareen is an exception. Not one dragon in the Kaamil tribe is allowed to fight or kill an Arctic Thunderbird, not only because they are rare, but because they are a sacred creature in their culture. They have a length of 70ft-85ft and a height of 62-70ft.

Ice Balorga
Ice Balorgas are feral wyrms that live in the Icello Region. They tend to live in deep underground tunnels due to their low cold resistance. They have been known to steal food from underground farms and are considered pests. They have a Length of 67ft-70ft and a height of  45ft-50ft.



Technology/ Magic
*Important for character stuff and/or roleplay.
The Kaamil tribe uses magic with a mix of technology, and have managed to create interesting weapons, armor, and metal replacements, using magic energy to use as joints or to connect things. Their weapons are quite complex as well, *They only started making better ones due to the recent problems they've been having with Ki'sha.* Their weapons consist of retractable tail blades *They use magic to retract them*, battle claws, wing claw Claws, etc. Most of their weapons are based on magic, so if one of the spells on the weapon was dispelled, the weapon would either become less powerful, or would break.*Depending on the power of the dispel spell. For example, if the retracting tail blade had the spell canceled, the blade wouldn't be able to retract until the spell is re-casted. Same with metal replacements, such as paws/claws, they would either break and/or become useless until the spell is re-casted.

The Kaamil are also known to be developing a strange weapon of great accuracy. Only the Kainura and a few others know exactly what the weapon is.

*SOMEWHAT WIP*
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Whispering Soul

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Join date : 2016-10-21
Age : 16
Location : Somewhere over the rainbow
Rank : Kaamil Leader

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