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[4.1] Dragon Tribe Information - OLD

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[4.1] Dragon Tribe Information - OLD Empty [4.1] Dragon Tribe Information - OLD

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



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[4.1] Dragon Tribe Information - OLD Empty The Ki'Sha

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


[4.1] Dragon Tribe Information - OLD Wip_fl10
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
[4.1] Dragon Tribe Information - OLD Fewcll11
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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[4.1] Dragon Tribe Information - OLD Empty Re: [4.1] Dragon Tribe Information - OLD

Post by Scortia 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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[4.1] Dragon Tribe Information - OLD Empty Re: [4.1] Dragon Tribe Information - OLD

Post by Scortia 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


Last edited by Scortia on Fri Sep 30, 2016 2:48 am; edited 1 time in total
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[4.1] Dragon Tribe Information - OLD Empty Re: [4.1] Dragon Tribe Information - OLD

Post by Gemini 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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[4.1] Dragon Tribe Information - OLD Empty The Stormcallers

Post by Imperia 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 maintain storm clouds. 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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[4.1] Dragon Tribe Information - OLD Empty Re: [4.1] Dragon Tribe Information - OLD

Post by Neru Tue Dec 20, 2016 5:29 pm

[4.1] Dragon Tribe Information - OLD 2iNHHSI
[4.1] Dragon Tribe Information - OLD UtiUTR1

[4.1] Dragon Tribe Information - OLD 05ovT9V
The Etcan Mountain Range

[4.1] Dragon Tribe Information - OLD MV7wWR5
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.

[4.1] Dragon Tribe Information - OLD CwLOLaF
Mountaintops between 20 and 30 thousand feet in altitude.

[4.1] Dragon Tribe Information - OLD Q95tP0r
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.

[4.1] Dragon Tribe Information - OLD ZS7sIcF
Amphiptere, Wyvern, Dragon (Both Western and Eastern), Wyrm

[4.1] Dragon Tribe Information - OLD DHX3ll2
• 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

[4.1] Dragon Tribe Information - OLD Hr9hQk1
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.

[4.1] Dragon Tribe Information - OLD 8tflNX7
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.

[4.1] Dragon Tribe Information - OLD CEMhsf2
Kaamil - N/A
Ki'sha - N/A
Valterrene - N/A
Stormcallers - N/A
Xoya - N/A
Lakara - N/A

[4.1] Dragon Tribe Information - OLD WUVGoIG
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.

[4.1] Dragon Tribe Information - OLD Phca7NY
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.

[4.1] Dragon Tribe Information - OLD QNGFfev
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.

[4.1] Dragon Tribe Information - OLD 5eReWhe
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.

[4.1] Dragon Tribe Information - OLD T1nWUBV
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.

[4.1] Dragon Tribe Information - OLD LcAeqa6
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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[4.1] Dragon Tribe Information - OLD Empty The Kaamil Tribe

Post by Whispering Soul 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!

Calendar

Newbirth (January-feburary), Rirsird (March-April), Vendes (May), Highsun (June-July), Ardorcrest (August), Snowclose (August-September), Icebellow (October), Frosthelm (November-December)

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, but only are called in for low-ranking issues or talks. Very rarely they will be sent out on diplomatic missions, mainly regarding trade of gathered or hunted produce.


Director
The head of the secret research conducted in the Kaamil underground. He/She has full control of the research, and can call upon scouts or Researchers to make expeditions into the Mirror Tomb to collect relics.

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.


Alchemist
Dragons who have extensive knowledge of the plant world. They can make poisons and potions from the plants from the Kaamil, and imported from other lands. They are commonly commissioned by Kyions to create powerful poisons.

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, those who are magically gifted are called upon to craft the currency of the tribe. 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.

Researcher
The very intelligent dragons who construct prototypes from the endless amounts of relics from the Mirror Tomb, they are rewarded well for their efforts, as many of the relics can provide fatal effects.

~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


Inner City
The safest area in the surrounding city of the Tribe. Most blacksmiths and crafters tend to live here, as it is sheltered from the cold and blizzards in the area. Crime tends to be rare in this part of the city, as there are plenty of law enforcement around. High ranking dragons as well as lower ranked dragons live in this part of the city. The gates to the Ice Palace of Uriel lie in the center of this segment of city.

Outer City


The colder outer layer of city around the Ice Palaces. Markets and housing is most common in this area, along with public structures and resources. Law enforcement is looser in this area, making small crimes more common. 

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/Hearth 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. The stone is rumored to be a connecting point between two planes of existence, as it spontaneously spouts wild uncontrollable magic into the surrounding tomb.

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. It is also the location of the Hearth Stone, a newly discovered large crystal in the center of the Tomb. It waves with untapped wild magic energy, so powerful that it can alter the attributes of dragons magics or hurt them. It is currently off limits.

The Black Towers
Surrounding the outer perimeters of the Kaamil are six huge black towers with intense enchantments casted upon them. When activated, they create a forcefield of lightning and magic energy, keeping out any creature from getting inside. The towers can't stay on forever however, and can only be on for two hours a day.

Culture/Traditions/etc




Currency
The kaamil use special enchanted square shaped coins made of crystal as their currency, which is produced and enchanted by the tribes blacksmiths.
An Emodo is the smallest bit of currency, and is silver colored with a Kaamilan symbol on either side. One-hundred Emodo's equals one Chrono. A Chrono is soft green, typically with an image of a Kaamil landmark on either side. Ten Chronos equals one Sredzal. A Sredzal (often called a Zal), is golden in color, and has the mark of the current Kainura upon its sides. A Zal is the biggest piece of currency, and is worth the most.
All Kaamilian coins are enchanted to grow or shrink to fit the size of the dragon holding them, and cannot be magically copied due to their (magic) crystalline nature.




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/Hearth 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. They have been known to prey on dragons, but due to their significance, a drake cannot kill them, even in self defense.

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.


LIST OF CURRENT MEMBERS 
*IF YOU HAVE A CHARACTER IN A POSITION THAT IS NOT LISTED BELOW*
*PLEASE MESSAGE ME*


Kainura: Esridar *Whispering Soul*


Fiunuri: Falliché *NPC* (Grey furred Wyvern)


Fiosi: Feria *NPC* (Small red and maroon feathered Western)


Icien: Kozume Kenma *Ken*

Inira: Kyuurei *Kyuurei*, Mygod *NPC* (Pale grey furred Drake)



Nemara: Kizzyntayt *NPC* (Black striped Sand colored feathered Western)



Director: Arissé *NPC* ( Soft Green feathered Drake)
Normal Ranks


Huin: Moiddracrut *NPC* (Brown dark spotted furred Western), Artemise Rynnuria *Artemise*, Kuroe *Kuroe*


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: Shiranui(?) *Shiranui*
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 Vierleith, (The Taker Of Life) *NPC* (Large muscled scaled/feathered Silver Western*


Kyion: Pokiantein *NPC* (Pitch Black feathered Western), Ezziliet *NPC* (Dull Black furred Western), Grolzrienteg *NPC* (Pearl Black feathered Drake)



Kailin: Percivel Frostwing *Frostwing*, Chimera *Chimera*, Solstice Equinox Wolf-Irn *Solstice Equinox*


Sai: Katyusha Ariande *Katyusha*


Blacksmith: Pusay *NPC* (Charcoal Black feathered Drake), Dymranut *NPC* (Aquamarine and green feathered Wyvern), Zivuny *NPC* (Dull black furred Wyrm)

Students
...

Thia: Nimyl *NPC* (Reddish brown scaled drake) , Redi *NPC* (Greyish blue feathered wyvern)


Farmer
...

Researcher
...


~Authors 
Crystal Galaxy Lace *Crystal*





-Theorists:...

-Journalists:...


~Artists: Crystal Galaxy Lace *Crystal*

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: Crystal Galaxy Lace *Crystal*
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.








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.


Magic Prototypes


CEB1-2-3-4 (Circular Energy Bomb)
An explosive that can be charged with a spell or magical fire, then thrown. It has a few second counter, signified by a soft beeping, so the one who threw it can get away. More recent prototypes (only 4) can put themselves back together after being shattered.




















*SOMEWHAT WIP*


Last edited by Whispering Soul on Sat Jun 27, 2020 5:04 pm; edited 14 times in total
Whispering Soul
Whispering Soul

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Join date : 2016-10-21
Age : 23
Location : Everywhere
Rank : Kaamil Leader, Hellspawn
Tribe : Kaamil

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[4.1] Dragon Tribe Information - OLD Empty Re: [4.1] Dragon Tribe Information - OLD

Post by Solarlight and Darksky Wed Aug 01, 2018 6:09 am

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, are 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.

Archivist: An Archivist is a Scholar that serve as record keeper for the tribe. These dragons study the history of the tribe itself, and write new records as the major events happen. These dragons also often teach the young about the basics of the tribe.

Guardian:
Guardians are a small group of dragons in the Stormcallers dedicated to protecting the tribe, though they are still more like trained citizens. Despite what the name may suggest, Guardians duties usually do not include guarding the Ruler. Guardians are trained to focus on keeping Diplomats, Scholars, and travelers/guests to the Twilight Palace safe, with protection of the Ruler actually being one of their last priorities. Guardians are also trained to judge orders given to them, with the training even including the trainer telling a trainee to apprehend an obviously innocent "citizen" with the hope that they won't follow the order. Despite their training, most Guardians would not be considered warriors by other tribes, and are not considered a military force, and they often hold an additional rank, usually Diplomat or Scholar.

Adviser:
An Adviser is a rank generally held dragons with more experience in certain areas than the Ruler they advice. The number of Advisers can vary based on the willingness of others to fill the roles, and the needs of the Ruler. Almost any dragon can become an Adviser, no matter age or rank, and continue to hold their previous rank as they serve as an Adviser.

Caretaker: A Caretaker is a dragon that focuses on caring for hatchlings that either have busy parents or are orphaned. These dragons focus one the needs of the hatchlings under their charge, thus the duties of one Caretaker may be different from another. A dragon needs to be caring to take up this rank.

Messenger: This rank is usually filled by fast fliers who with great endurance. Messengers delivered messenges to and from various Stormcallers around Nuria. They make sure that Diplomats keep in touch with the Twilight Palace, and visa-versa. They are also often used to sent messenges to other rulers as well to give a heads up for meeting.

Artist: Artists are dragons that are painters, sculptors, blacksmith, and other similar trades. They are responsible for much of the beautiful work within the Stormcaller’s possession.

Writer: Writers, similarly to Artist, are dragons that spend their time writing poetry, fiction, and nonfiction.

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.

Ruler’s Mate: This rank is reserved for the mate of the current Ruler(s). While the mate of a Ruler has enough power to keep the Twilight Palace in order, and to lead and oversee activities, they cannot make decisions regarding other tribes or make major laws within the Stormcallers. They can, however, advise their mate.

Holding Multiple Ranks: Stormcallers are allowed to hold more than one rank, assuming that both ranks can perform. As such, a Diplomat may be an Artist as well, or a Scholar could be a Guardian. Some ranks can not be paired however. Scholars cannot be Diplomats, for example.

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 maintain storm clouds. 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.

The Twilight Palace also has many unique rooms within. The Stormcaller’s massive library is housed on the eastern side, and houses almost all the knowledge that the tribe possesses. The library is well lit using both magic and natural lighting, and has plenty of places to sit and read it’s contents. There are even areas almost exclusively for teaching hatchlings. Any knowledge not kept on the shelves are stored within an archive, with the exception of knowledge on the most dangerous arts of magic, which are stored within the Xero Tower, and considered off limits to all but the Rulers and those they choose. There is also a training area where magic and combat adept dragons can better their skills. This area has become more important recently with the creation of the Guardians. Along with these, there are various living quarters (mostly in the towers), a kitchen, and a dining hall.

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.

Alliances: Ki’Sha (Trade, military/information, and defense of Verula.)

Traditionally the ruler of the Stormcallers has been a Scholar who holds court from the Twilight Palace, but the Queen Imperia was 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 was a very fast flier, and was 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. Solarlight and Darksky are also strange as they are serving as two Rulers.

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 Dragon 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.

Later on, Imperia became the Ruler of the Stormcallers. While she served in this position very well, she did have an incident with the Ki’sha Ku’za at the time, Scortia, and two Ki’shan that were former Stormcallers. This incident could have led to a war between the tribes, and strained what little relationship there was. Rihzome’s rule later did not change much either.

After Rihzome’s time as Ruler, he made the unique decision to put not one, but two dragons in the position. The twin head dragons, Solarlight and Darksky. While it’s still too early in their rule to know how well they will fair, they did secure an alliance with the Ki’sha Ku’za, Athena. This, however, was most likely due to both tribes having new leadership, and many were not fond of the choice of ally.
Solarlight and Darksky
Solarlight and Darksky
Leader

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Age : 27
Rank : Rulers
Tribe : Stormcaller

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[4.1] Dragon Tribe Information - OLD Empty Re: [4.1] Dragon Tribe Information - OLD

Post by Prasi Fri Mar 08, 2019 11:40 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 - Neutral
Vuari - Neutral
Ki'Sha - Neutral
Lakara - Neutral
Stormcallers - Neutral

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. Currently held by Prasi. Formerly held by her mother Rii.

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.


Every rank below this has a lead position of its own who basically leads the entire group when needed. The leads of each rank tend to be the strongest, most talented, or most cunning of the group. A member of a rank may formally challenge the leader of their rank once a year during peacetime (when the tribe is not under threat from outside influence...) and if they win may take the position as the new lead of that rank. Example: a normal Nragin challenges the lead Nragin, defeats them, and then becomes lead Nragin them self.

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
Prasi
Prasi
Leader

Status :
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Posts : 93
Join date : 2016-09-07
Age : 31
Location : Practically Canada
Rank : Schnoodly noodle
Tribe : Valeterrene

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[4.1] Dragon Tribe Information - OLD Empty Vuari Tribe

Post by Tharasis Sat Oct 19, 2019 9:39 am

[4.1] Dragon Tribe Information - OLD Ae5b316579c2d2941c1974cae7ca6018

[4.1] Dragon Tribe Information - OLD 3850105f805a7410d85929375ad6304b
The Etcan Mountain Range

[4.1] Dragon Tribe Information - OLD 8cf97acdd129edf0f2b678276e3afc7a
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.

[4.1] Dragon Tribe Information - OLD 1e9ee04681e9c87b60cbc7dccbe588b7
Mountaintops between 20 and 30 thousand feet in altitude.

[4.1] Dragon Tribe Information - OLD 30e966030308b9431403609ab796f9ef
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 capital of Vuari is atop Dufoursptiz mountain. The capital itself has no name, and so is often known to share the name of its tribe, and is thus called Vuari capital. 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.

[4.1] Dragon Tribe Information - OLD 68fcfcbf31de0759e90c63c160847eec
Any and all dragons are welcome with open arms to join.
[4.1] Dragon Tribe Information - OLD 3f7942f2d9e3a07421ca46f0ee864900
( Upper City Capital )
• Ability to withstand freezing temperatures
• Omnivore

" Those who fail to meet these requirements are often not able to live here. Instead they live on the lower parts of the capital, mostly the lower city capital. This is where most of the tribes people reside and work in. But apart from that, there are a handful of small settlements that dot the Vuari tribes territory. With most offering good living opportunities and of course, protection. "

[4.1] Dragon Tribe Information - OLD C6be9a086c66943fd42c42c44e712984
Living in high altitudes is very hard on the body of those creatures that are used to lower altitudes. Thus, the draconiformes of Vuari have adapted to living on these harsh conditions. And ever since the improvements and advancements of technology and living conditions, a good portion of the Vuari population still have and continue to pass these traits to the next generations.


" With the advances of the Vuari much of the living standards of the upper capital have been improved. And it even allowed dragons whom are not well suited for cold climates be able to live there. Albeit a rather harsh environment for them. And much of the Vuari population of those whom survived the great fall have these traits. "
* 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.

[4.1] Dragon Tribe Information - OLD Bc40d88b6e60fa0d1c9e529ec594f47c
The Vuari tribe has since grown to be able to supply themselves with plentiful bounties of food. Be it meat, plants, or fish. With the lower city allowing for farming, and the starting of the great expansion the Vuari are ever increasing their abilities to grow and harvest food.

And to those that they are not able to aquire or are not so plentiful to be gathered or grown here are often traded.

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

[4.1] Dragon Tribe Information - OLD A3ab4c921462f72191dd1066eccf3edf
Kaamil - Neutral
Ki'sha - Neutral
Valterrene - Neutral
Stormcallers - Neutral
Xoya - Neutral
Lakara - Neutral

[4.1] Dragon Tribe Information - OLD 3c0670f5ec77b8be09b79a2f973b1888
The current government has since been reformed and improved ever since Tharasis and Xenithe came into power.

The Highest ruler are the King and Queen of the tribe. Acting as the tie breakers in the event of a stalemate in decisions, and they are often to have the last say in any great actions the tribe makes. Such as going to war, giving of land, forming alliances and so on.

The second are the Advisers, or the Mestras. They are

[4.1] Dragon Tribe Information - OLD 41ef965e7c2e57096a18b2b225392a33




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 Mestras are the ones responsible for both keeping the tribe up and running in their various duties, from signing treaties and projects, taking stock of the tribes resources, reporting, and filling paperwork. And most of all they are the ones who keep the rulers informed of the tribes situation and health. Often in the form of either written or spoken to. They have the responsibility of making sure that they are loyal to both the tribe and the rulers as well as be responsible in making sure they accomplish any and all duties that as given to them.)



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.



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Last edited by Tharasis on Sun Sep 13, 2020 9:28 pm; edited 1 time in total
Tharasis
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Tribe : Vuari

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[4.1] Dragon Tribe Information - OLD Empty Re: [4.1] Dragon Tribe Information - OLD

Post by EmriTheUnstoppable Sun Jul 26, 2020 7:32 pm



[4.1] Dragon Tribe Information - OLD Theki_10
[4.1] Dragon Tribe Information - OLD Wip_fl10
[4.1] Dragon Tribe Information - OLD Thedes10

[4.1] Dragon Tribe Information - OLD Locati13
The Uoangi Desert

[4.1] Dragon Tribe Information - OLD Langua13
Kishin, Universal, and Ga'ar.

Ga'ar is an ancient language, created nearly 30,000 years ago, long before any tribes started. As tribes began to form across the continents, Ga’ar was carried across the seas by dragons fleeing the Great Drought and slowly evolved into many of the languages we know today. As such, Ga’ar is considered an important language for scholars, but it is otherwise a very dead language. Ga'ar is a very rough, guttural language, and has often been described by non-native speakers as sounding like someone is choking on glass (adn, for those attempting to learn the language, it often feels that way too). A few members of the Ki'sha tribe still have books written in Ga’ar in their private collections, and some of those even know how to speak, read and write it; but most books written in Ga'ar end up in the Kra'vros. The most frequent usage of Ga'ar is in the glyphs and written spells used by most spellcasters, and in the ruins lurking within the desert wastelands. Often, it's hard to tell whether those runes are a simple inscription, or a magical trap that could easily blow you to smithereens. Hence, the reason why most exploration groups that leave to explore the ruins without a translator never return... Most Ki'sha know only Kishin, as Universal is just now being implemented into the schooling system. Additionally, should someone have spare time, the Syaan in the Kra'vros are almost always willing to teach new languages.

Kishin is somewhat of a unique language as well; in the sense that not all of its words translate well to other languages: some single Kishin words best translate to short phrases, or even small paragraphs in other languages. When spoken, Kishin is a very smooth, fluid language, with each word tending to flow into the next like some sort of verbal river. For example, there are many Kishin words for “stranger”, but each variation carries a different connotation. “U’mavii” roughly translates to a gender-neutral: “One-Who-Wanders-The-Sands” and usually has a condescending air, especially when used to address someone who has done something wrong; whereas “Un’salii” roughly translates to “Wanderer-Of-The-Sunlit-Path” or “Rider-Of-The-Winds” and has a much more friendly connotation, so the speaker can usually be assumed to be open to talk or perhaps even trade.

[4.1] Dragon Tribe Information - OLD Common14
Western Dragons, Eastern Dragons, Drakes, Wyrms, Lindwurms, and Certain Wyverns
[4.1] Dragon Tribe Information - OLD Common13
Heat Resistance, Water Retention, Lithe Body Types, Sandy or Brilliant Coloration, Decreased Metabolism, Increased Stamina, Large Wings, & Widely Spaced Toes

[4.1] Dragon Tribe Information - OLD Tribal10
The Kaamil- Tense
The Vuari - Neutral
Stormcallers- Allied
Valeterrene - Neutral
Xoya - Neutral
The Lakara- Neutral


[4.1] Dragon Tribe Information - OLD Throug10
~~~~~
Through Blood And Vigilance, We Shall Persevere
But Through Knowledge And Discipline, We Shall Prosper

[4.1] Dragon Tribe Information - OLD Govern10
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 and therefore receiving specialized training. The child must either wait until the parent dies, as once you are crowned you stay ruler until death, or the child may challenge the ruler for their position. However, challenges are not limited to the eldest daughter; provided one of the younger daughters meets the requirements, they may challenge the Kuz’a. If challenged, it is a fight to the death. The only way for 2 survivors to emerge is if the victor of the fight chooses to spare the defeated. Usually on the condition that they renounce all claim to the throne, and agree to serve their new Kuz'a faithfully until the end of their days; or they are exiled from the tribe for the rest of their lives, the punishment for returning being execution. 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 many laws are spread through whatever the shaman decrees. The Kuz'a must obey the Safyz'a to a degree, and the same goes for the Safyz'a.

[4.1] Dragon Tribe Information - OLD Ranks13

[4.1] Dragon Tribe Information - OLD Royalr14

The Kuz'a: The head of the tribe, she is treated basically as a dictator, having total control, and her 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 believed to be the Chosen of the gods. The Kuz'a is always female, and always a descendant of the ruling family. If, under the occasion that no living members of the ruling family were left, the position would likely be passed on to a different, close relative of the royal family.

Lekuz'a: Any daughters of the Kuz'a  and Grog are declared to be 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. If one of the younger sisters meets the requirements, they may challenge the Kuz’a in place of the elder sister Generally, the oldest daughter will challenge the queen, but this isn't always the case. You must be an adult, and have: at least 50+ years of military experience and 50+ years of bureaucratic experience (likely as a diplomat) before you may 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 are known as Irem, and they are generally regarded as lesser beings when compared to the Kuz'a or the Lekuz'a, though oftentimes they may hold more power than the Grog. They 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 they ever fail to perform as the Kuz'a requests. The Grog are very similar, except they are not allowed to do much of anything important without the Kuz'a's permission, and usually do not hold any positions of great power, other than their title.

[4.1] Dragon Tribe Information - OLD Highra10

Irezu: A special rank created to give the people more of a voice in the government. The Irezu act as a council of advisors for the Kuz’a; and an entirely new concept to traditional the Ki’shan government. Each member of the Irezu are the best of the best, and the most prominent in their field: generals, doctors, merchants, scholars, the Safyz’a, craftsmen, herbalists, the head of the E’naru, and the Kael. These experts can advise the Kuz’a in any and all matters she brings to them, but the end decision still belongs to the Kuz’a alone.

Kael: The Kael is the leader of a group of elite mages called the Kal’fin; a group that Kuz’a Asherna implemented after spending several years of her life among the Stormcallers and being exposed to the true power of properly controlled and harnessed magic. Magic is still very much an unknown quantity for the Ki’sha, being formerly reserved for the Safyz’a and the Nftari as it was seen to be a holy practice, the people were understandably distrustful about a group of mages. But after untrained hatchlings started losing control, it was decided that something needed to be done. The Kal'fin are in charge of training any Wawuri who shows magical talent, inventing arcane enhancements to further the lives of Ki'shan citizens, and providing the Kuz'a with access to both magical power and council on how to effectively use that power. The Kal'fin are heavily controlled and restricted, for fear of the mages conspiring against the tribe like the Azra of eons past.

Safyz'a: Known as the Great Shamans, this is perhaps one of the highest ranks you can achieve through pure merit alone. It is one of the most independent ranks as well, as Safyz'a are allowed to work freely without having to ask the Kuz'a for permission for tasks relating to temple business. The Kuz'a may challenge these decisions, should they be unsatisfactory for some reason, but the initial choice belongs to the Safyz'a. The Safyz'a is very well versed in the practices of magic and healing, being strongly tapped into their spiritual side, and is believed to be the primary source of spiritual knowledge within the tribe. There can only be one Safyz'a at a time.

Athoast: The position of Athoast is the highest form of Syaan one can achieve. The Athoast, also known as the Archivists, are charged with the safekeeping of the Kra'vros Archive, and the wealth of knowledge stored within those cool, sandstone corridors. The Athoast control access to the restricted sections of the Kra'vros, and they also are in charge of supervising the Kael and the Kal'fin so that nothing.. Dangerous (or at least nothing unregulated and dangerous) will happen. Those tasks are both public knowledge, but what most people don't know about the Athoast is that they also act as the heads of the Ki'shan spy network (Spymasters, if you will), as well as the commanders of the Kaaluza. Hence why "Athoast" is derived from a Ga'arian term that can either translate to "Guardian of Forbidden Knowledge", or "Guardian of Forbidden Secrets". There can only be three Athoast at a time.

Kaaluza: One of the most feared and most exalted positions in Ki'shan society; the Kaaluza are fearsome warriors. Elite assassins sent after Ki'shan defectors intending on endangering the tribe, and important military leaders of opposing forces in times of war. Once one becomes a Kaaluza, their true name is struck from the record, and they become ghosts in the system. Only other Kaluza know each other's true names, otherwise they just go by various aliases. They have the authority to command the Ugaan and are on roughly the same level of authority as the Aliguaan.

Sai'luza: The Ki'shan spy network, they are sent out at any and all times to spy on the rest of the tribes in case there is information that the Athoast, and through them the Kuz'a, should be aware of. Although many Kaaluza are trained in spying method as well as assassination techniques, the Sai'luza are true specialists in their field. Expert forgers, cat-burglars, infiltrators, masters of disguise, and likely the most cunning draconiformes to have ever walked the sands of the Uaongi desert: the Sai'luza are never to be underestimated.

Aliugaan: These elite warriors have a diverse range of areas to dispense their valuable talents. There are 2 primary divisions of Aliugaan, with a rough ratio of 1 Aliugaan to 25 Ugaan: The Aan-Aliugaan put their energies towards guarding the both the palace and the temple. They are primarily called upon for special occasions such as diplomatic meetings and important religious ceremonies, but are always stationed at various places throughout the palace of Darííus, and throughout the Great Temple of Ek'ävar. Whereas the Lazri-Aliugaan are more war focused, and act as field generals stationed in various fortresses along the borders in an effort to both preserve the land that the Ki'sha have, and to drive the monsters out of any land that they could possibly use; whether it's for food, water, or other resources. Aliugaan who choose not to specialize may be stationed under either branch, either serving under the Aan-Aliugaan much as a royal guard does under a captain, or under the Lazri-Aliugaan as lieutenants serve under generals in various fortresses.

[4.1] Dragon Tribe Information - OLD Common15

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. Many Ugaan technically have "homes" in the Ki'shan cities, but spend most of their time out on the wastes, hunting and scavenging whatever goods they can find to sell at the baazars. Other than becoming an Aliugaan, the highest rank an Ugaan can achieve.

Kal’izi: A member of the Kal’fin; the Kal’fin are both the most heavily controlled and heavily guarded group of individuals in the entirety of the tribe, due to the general distrust of magic. Though there aren't many, all hatchlings born with any amount of arcane potential are required to receive training from the Kal'fin while they are Wawuri, and they receive the title Kal'fei. Should they choose to pursue their talents even further than just the initial training, that is when they become known as Kal'izi and become so closely guarded and controlled.

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 oftentimes the Nftari will become abstinent, refusing to have a mate as they believe it would interfere with their religious practices.

Luiaan: These are the gatherers of the tribe, and generally the draconiformes who chose not to participate in the violence that sometimes results of the Ki'shan hunts; acting sort of as the peasants, the Luiaan make up 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, in times of war, the Luiaan can be called upon to act as loyal soldiers, but they are generally expected to become more adept in their skills as workmen or scholars over the duration of their lives. While many choose not to pursue a higher ranking, the city guard, or Enaru, are largely made up of Luiaan who just wish to keep the peace.

Syaan: Syaan are the esteemed scholars and educators of the tribe, they usually tend to work side by side with the Nftari on matters of religious history, though are generally held to be slightly lower in rank. The Syaan hold court in the Kra'vros, believing it to be their sacred charge to gather and protect the knowledge of the realms under the wise guidance of the Athoast. After going through an intensive education when they are still Luiaan, it is the Syaans' job to help to advance the tribe, often relying on a mix of science, magic (with the cooperation of the Kal'fin) 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 craftsmen, Vuuan can sometimes work with the Syaan and the Kal'fin, and are tasked with architecture, weaponry, art, and other tasks required of them by the Kuz'a. They hold a higher position than regular artisan Luiaan, who work simply because that is what they need to do to survive, whereas the Vuuaan are considered artisans and often take pride in their work. Vuuaans are usually supplied with a good number of Shemscaluri, and if the Kuz'a orders and allows it, they can have freedom to invent new weapons or machinery of their own designs (under careful supervision of course).

-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 Ugafei and Luifei. Simply put, it means student or pupil in the Ki'sha language. The suffix -fei is applied to the first three letters of the ranking that they are training for.

Wawuri: All young draconiformes under the age of 10 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 Ki'shan culture, hatchlings are highly valued, and therefore under the personal protection of the Kuz'a. Any sort of abuse, neglect, or otherwise maltreatment of Wawuri is dealt with swiftly and harshly. They are usually free of manual labor until they are old enough to start working without any negative consequences towards their growth. This age is usually around 7-8, but most families begin to instruct their children in basic self defense as well as the basics of education before this time period arrives. Though Ki'shan culture has advanced in leaps and bounds, the ever-present concern of monsters breaching the city walls calls for a swift and often harsh childhood.

Shemscaluri: Sometimes called Tainted Blood, or Lesser Blood, the Shemscaluri are essentially slaves of the Ki'sha. They are the war prisoners, the lawbreakers, the traitors; the lowest of the low in Ki'shan society. Almost no one is born into this rank, it is something earned through your deeds alone. Occasionally, should the crime be so heinous, or so wretched; that criminal's bloodline will be cursed to be Shemscaluri for the rest of time. Should one of a cursed bloodline prove themselves worthy, it is possible to overcome the curse of your ancestors and become an actual Ki'shan citizen, but that is a long and dangerous journey. Sometimes, if a sacrifice is to be made, there is a chance that they can become Shemscaluri, and have their lives spared in return for living a life of shame. Usually, they are used to perform mundane tasks, build structures and monuments, or they can be servants of higher ranking officials and citizens. Usually, outsiders who wish to join the Ki'sha will start out as Shemscaluri and have to work their way up the rankings to prove their worth.

Apply for ranks in this color with the current Kuz'a

[4.1] Dragon Tribe Information - OLD Religi12

An’maism: The Ki'shan religion is a polytheistic religion, formed of 12 God's, Goddesses and Entities, each having their own sphere of influence and keeping the natural order of things. Much of An’maism relies on nature, the inner workings of the world, as well as a heavy reliance on magic, prophecy, and the importance of the Tribe.

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. She is frequently depicted as a massive hydra with 8 heads, one per type of draconiform, in a position that suggests comforting a loved one. Her idols are often carved from a colorful see through material, such as Rose Quartz or Ruby.

Mora: Goddess of life and love, she can be as fickle as the tides and the ever changing moon. Her dual nature is represented by her 2 heads: one is kind, beautiful, and passionate, always ready to help those she cares about; and the other is vicious, spiteful, jealous, every downside there is to love. Mora is often depicted as a large beast, with 2 heads, large wings that could span across the sea, and a voice that can either kill or bless you. Her idols are often made of Citrine with Rose Gold accents.

E'coran: The god of war, strategy and the sun. 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. Should a draconiform have been accused of treason or deserting on the field of battle, E’coran demands their lives as a bloody tribute. The only way to escape this punishment is to serve as Shemscaluri until you redeem yourself. During the Solstice and Equinox festivals, live animals are sometimes sacrificed by the more devoted acolytes, but more often than not burnt offerings are deemed acceptable. He is very frequently depicted in murals and mosaics as a stocky, dark red western dragon with 6 wings, eyes like supernovas, and a rolling wave of white-hot flame heating the ruby-red spines along his back to superheated proportions. His many idols are carved from the finest rubies and garnets, with accents of bronze, in a rampant pose.

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 as a benevolent guide to the afterlife. She is often depicted as a lindwurm with soft yellow flames for eyes and tears of molten rock. Her idols are frequently carved from Fire Opal and Carnelian, and in the pose of one offering their condolences for some great loss.

Leur-nagi: God of the wind and sky. A trickster god, Leur-nagi enjoys fooling around with mortals, and is seen as a capricious, somewhat chaotic god; equally likely to provide pleasure as he is to provide punishment. No one can predict how Leur-nagi will react, for he’s just as fickle as the winds he rules and twice as clever. Frequently depicted as a lanky eastern dragon with sleek antlers, a carefree attitude, and a devilish grin. His idols are carved from Aquamarine and Aventurine, with a pose that brings to mind laughing about an inside joke. Leur-nagi and Wi’ganda are often prayed to together, and are usually painted as two kindred-souls.

Gaeia: Goddess of the earth. Gaeia is an incredibly stern goddess, and many dragons will pray to her when they desire good hunting. She is known to be a steady goddess, but one who gives equal opportunities to both predator and prey. The poor favor her with their offerings and praise. Statues of her are usually carved from Malachite or Nephrite Jade and in a position that suggests a hard, but caring, mentor.

Scaier: God of fortune and prophecy. This dragon god is often depicted as a feathered 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. His idols are usually carved from Hiddenite or Jasper and in the shape of a coiled serpent.

Wi'ganda: God of charisma and luck. He is known to be fickle, frequently changing his mind as well as changing tactics. But when he pulls through, the results can be remarkable. He is usually depicted as a lanky wyvern, utterly decked out in gold and jewels, with bright purple eyes. His idols are usually carved from Iolite or Amethyst and accented with Gold, in the pose of someone who knows something you don’t and is taking great pleasure out of it.

Iuigaaqinora-fi: The God of pestilence and darkness. Though recognized as a god, he is often despised and frequently blamed for the plagues and famines that sweep the lands. Very few except for cultish fanatics pray to him, but he is recognized in most Ki'shan myths and legends. He is depicted as a slinking crimson western dragon, with 4 eyes and 4 wings and smog hanging about him like a fetid cloud. For the few effigies there are of him, they are usually carved from Dragonblood or Smoky Quartz in a pose that brings to mind a slinking rat.

Nura'ly: Goddess of maternity and childhood. Most dragons have a tiny statue of Nura'ly in their homes, to bless their children. Dragons who are ready to lay eggs will often eat her fruit, the desert date, in order to ensure healthy hatchlings. Frequently depicted as a serene quetzalcoatl with rainbow feathers, curled around a nest full of eggs. Statues of her are usually carved from Bismuth or Opalite.

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 those who would come to Verula with foul intentions in violent bursts of thunderous power. He is known for being slow to anger, but nearly impossible to appease once his fury is unleashed; and, though his fury is awe inspiring, he is often thought of as the protector of the innocent. Those who are wrongly being hunted often pray to him for protection in times of need. Frequently depicted as an enormous blue-grey eastern dragon with horns like lightning and eyes of an icy blue. Statues of him are usually carved from Labradorite and accented with Lapis Lazuli and often feature him roaring defiantly at some unseen enemy.

U'ua: An ancient being, born of trickery and magic. While still "technically" seen as one of the gods, U'ua isn't regarded as a dragon, and is the only god-like entity not of Fae'ela's brood. Rather, they are a shapeshifting hive-mind of primordial evil that exists throughout all things, and fosters dark thoughts that drag dragons down the darkened path. But even though they are the embodiment of evil, U'ua is bound by several restrictions: they cannot lie, nor can they break any oath that they have made. Additionally, after the final battle of the War of Bloodlines, it is believed that U’ua was bound and sealed away under the capital city of Al’yaek by the god E’coran. They are frequently depicted as a smoke-like entity with eyes of gold, often carved in see-through Obsidian and Onyx.

[4.1] Dragon Tribe Information - OLD Ki_sha14

Living within the Ki'sha is often seen as a strict life, and for some, that might be the case. Almost all dragons are put to work, because they are unable to simply live as citizens, you pull your weight or you get left behind. It's that simple. It is relatively easy to receive punishment for infractions in Ki'shan society as well, with the punishments ranging from jail time, to public whippings, execution, and The Hiariquam; a particularly nasty punishment, in which the offender is tied to stakes, left eagle-spread in an area with full exposure to the searing desert sunlight, and left there from sun-up to sun-down with neither food, water, nor any chance of respite from the scorching heat waves. Dragons have been known to lose eyes to particularly bold vultures whilst staked out like that...

However, despite their fiercely unforgiving culture, the Ki'sha have a very rich spiritual history, as well as an incredibly rich physical history. They are surprisingly good at storytelling, and are generally very dedicated, loyal and passionate, should anyone manage to befriend one. Many unexpected facets of Ki’shan life are just now coming to light with the slow loosening of the borders, the first and foremost of which are the Bazaars and the magnificent goods and services found in them. These open-air markets truly show the rich cultural history of the Ki’sha; vendors shout over each other from their brightly-colored, cloth covered street carts in the busy square, the heavy scent of incense and perfume hang in the air like scented fog mixed with the scents of roasting meats and the other spicy cuisine that the Ki’sha are famous for. Many outsiders are utterly unprepared for the extreme levels of spice, but luckily most food vendors come prepared with a special type of flatbread, called nara, designed to help cut the heat for those unaccustomed to it. Practically anything can be found in a bazaar! Gems, precious metals, cloth, rare desert fruits, small statues and idols of the gods, rare books and scrolls, ceremonial masks during festivals, and sometimes even imported goods from other tribes.

The Ki'sha are a war stained tribe, having survived years of inter-tribal bloodshed. As such, they have been mostly closed off from other tribes, and are often wary of strangers; even to this day. Most older Ki'sha speak nothing except for Kishin, due to their previous isolation from the outside world. But in the last 70 years, Kuz’a Asherna has been establishing a system that allows travelers, who have attained the proper documentation of course, to lawfully enter Ki'shan lands and experience their culture first hand. In addition to that, Asherna has implemented Universal into the basic schooling system to further promote communicating and understanding other cultures. That's not to say that strangers are well trusted, not by any means, but knowledge is one of the most prized possessions of the Ki'sha. In fact, one of the oldest structures in the Ki’sha is the the Archive, called the Kra’vros (or the Wealth-Of-The-Worlds). Whereas it had formerly only been available to the higher rankings, is now available to the public, if they should be so inclined to use it. It houses some of the oldest scrolls (books disintegrate quickly in the harsh climate, so scrolls are used more frequently) in the entirety of the Ki’shan tribe, as well as housing the official workshops and headquarters of the Kal’fin.

Generally, it is seen as disrespectful for a Ki'shan to not greet a stranger with respect, as their legends tell of the gods taking mortal form to test their followers. Of course, should the stranger prove rude and arrogant, all bets are off. Most Ki'sha bow when they meet someone new, assuming it is one from their own tribe. For rogues and outsiders, Ki’shan are taught to be cautious, but courteous. And should the stranger act in any way suspicious or dangerous, to immediately report them to the nearest E’naru. The Ki’sha are also expected to bow to someone of a higher rank, most extremely high ranking officials are recognizable on sight, but it gets more difficult as you go further down the ranks. To help with that, it is usually a safe bet to assume that the person with the more ornate tattoos and/or body paint and garments is of higher ranking. Additionally, the law system is very strict in the Ki'sha as most crimes are punishable by whipping, incarceration, public humiliation, time spent as Shemscaluri, the Hiariquam, or sometimes even death. Sentences tend to be lighter for the young and ignorant, but as you get older you are expected to learn the rules and pull your weight.

[4.1] Dragon Tribe Information - OLD Festiv12

The Ki’sha are a strict tribe, focused on discipline and vigilance, but even they need to let off some steam at times. These times are the festivals: fantastic week-long celebrations of the passing of time, complete with music, dancing,  special dishes, ceremonial masks, special face and body paint, and stories of their past told with masks, costume, and dance. These special festivals happen during the Summer Solstice (Shel’ac), the Autumn Equinox (Ri’hal), the Winter Solstice (Ostos), and the Spring Equinox (Adza). Additionally, each family celebrates the birth of new children, and the entry to adulthood, as well as the death of family members. Funerals are very much in the celebratory style, as the Ki’shan culture firmly believes in celebrating the lives and deeds of those who have passed on, for the halls of the gods have gained another worthy soul. One of the most important festivals, however, is one that occurs during eclipses, both solar and lunar. However the solar eclipse is by far the most important and the biggest celebration, even though it only lasts for a day, compared to the other week-long festivals.

Face and body paint are important parts of the festivals as well, with different patterns and colors signifying different ranks as well as different social statuses during the event. For example, the Kuz’a has one thick line of crimson paint stretching from one side of her jaw, over the bridge of her snout, to the otherside of her jaw with a line of dots above that, a line straight through each eye, and one straight down her chin. There are more ceremonial markings used in religious ceremonies as well, but they are usually applied during the ceremony itself and are much simpler. Tattoos are also a large part of Ki’shan culture, they tend to be pure black in color, have sharply defined edges, and to be rather simplistic. If an individual has an extremely detailed tattoo, they can be assumed to be a higher ranking person and generally quite important.

[4.1] Dragon Tribe Information - OLD Trade10
Just as dwarven armaments are considered the best of the best in many fantasy novels, so Ki'shan armor and weapons are frequently acknowledged as being some of the finest works to have ever graced the face of Nuira; and therefore the most prized trade good that the Ki'sha have to offer. Ki'shan blacksmiths are considered masters of their crafts, usually spending centuries, and oftentimes entire lifetimes tweaking and perfecting their craftsmanship; it's not uncommon for draconiforms to personally travel thousands of miles just to commission a suit of armor, or a particular weapon from the Ki'shan master smiths. Ki'shan smiths don't take requests for specialized armaments by letter. To get this legendary equipment, one must brave the wastes and travel to Al'yaek itself. Al'yeak is where every legendary blacksmith holds court, and though there are certainly other blacksmiths elsewhere, only the weapons and armor forged in Al'yaek had the properties that Ki'shan armaments are so famous for; likely having something to do with the unique forging process. Know as Laitifu, only elite Vuuaan are allowed knowledge of this technique as it is a VERY well protected tribal secret. As of yet, no other tribe has been able to perfectly replicate the Laitifu technique; there are approximation, or course, but nothing on par with the real thing. The reason for this, likely, is the unique materials and conditions needed to successfully forge a Laitifan blade.

The Laitifu technique requires that the chitinous hide of the deadly khinziran (See Creatures of Legend) be beaten and folded into the existing metals to form a sort of organic alloy, then that alloy must be fired in the super-heated, caustic steam from one of the many vents in Al'yaek (resulting in the Universal name for the practice: Steamcasting); but those who would attempt to crack the code of the Laitifu are more likely to end up with a nasty acidic surprise than they are to get a functional result. In the end, steamcast weapons, armor, and metals in general are left with a distinctive wave-like pattern beaten into the metal, and a slight prismatic shimmer whenever the light happens to glance off it just right. Steamcast objects are lighter and stronger than most other materials, and tend to take to enchantments much easier than other materials; as such they are highly prized as excellent weapons, armor, and reinforcements. There are drawbacks, however: the khinziran is a deadly beast which lairs deep within the desert wastes; not only is it a treacherous journey to find one in the first place, but many of those who go searching for a khinziran never return, likely dying slowly and painfully thanks to the creature's acidic poison and sadistic tenancies. As such, Laitifan objects are exceedingly rare, and extremely expensive.

[4.1] Dragon Tribe Information - OLD Notabl12
The Capital City of Al’yaek:
REVISION IN PROGRESS

A massive city carved into the hollowed out interior of an enormous sandstone butte. The titanic skeleton of Ko-Ghemrezeth wraps around the outside of the spire, and it's jaws now form the city to a metropolis of the beings it hated so much while alive.

Kra’vros (The Archive, AKA The-Wealth-Of-The-Worlds):
One of the largest buildings in the city other than the palace itself, it's a large sandstone structure carved into the very rock of the Yae'kl spire itself. It has many floor to ceiling shelves, in the form of small hexagonal cubbies to hold the thousands of scrolls within the Archive. Farther within the spire, there is a "Restricted Section" that requires the approval of the Archivist to access, as it mainly holds forbidden tomes of other religions, dangerous magics, and information about the locations of possibly dangerous ruins. Probably the most famous part of the Archive is the Hall of Memories. It is a long sandstone corridor leading to a second entrance to the Archive; but the interesting part is the corridor itself. The walls of the hall seem to grow extremely slowly, but it never breaches the side of the spire except for where it has originally. The walls of the hall are a magnificent mural, depicting Ki'shan history in all of it's glory. If you look at it out of the corner of your eye, the mural almost seems to move; but it's solid stone when you look at it directly. The specifics of the enchantment are to chronicle the extent of Ki'shan history in one place; each distinct "era" is distinguished by a different color, and the beginning/end of an era is usually marked by a distinct event. Additionally, the Archive is the central location of the Kal'fin. They have access to almost every section of the Archive except for the Restricted Section, only the Kael may have access to that without first gaining permission from the Archivist.

[4.1] Dragon Tribe Information - OLD Histor13

The Ki’sha are most likely the tribe with the oldest culture on Nuira, and they take great pride in that fact; they have most likely survived more bloodshed and fear than most other tribes combined. The history of the Ki’sha begins over 50,000 years ago, when the land was still green, rivers still flowed, and prey was as plentiful as clouds in the sky. But the Ki’sha were not one people at that time, they were split up into over 50 squabbling clans, each led by a male mage called an Azra, and each plotting to conquer the others as was their “inherent right”. This made Fae’ela, the Mother of All, furious; her children were not supposed to murder each other in cold blood! But when she went to the other gods for help, each of the gods came up with either an excuse or just a reason they should let the mortals keep killing each other. So, disgusted by the behavior of her elder children, Fae’ela fled further into the divine lands of Alka’har and eventually came upon a dark chasm and the evil being sealed within it. They introduced themselves as U’ua, and offered to help the All Mother in return for her freeing them from their prison. Although she was wary of accepting anything from this malevolent being, she agreed to accept their help on the condition that they didn’t kill anyone. U’ua easily accepted this deal and assured the All Mother that they would do their best, so the All Mother at once smote the chasm with holy thunder, and freed U'ua as was the bargain. And so, the two parted ways.

Less than a day after the bargain was struck, Fae’ela realized what a horrible mistake it was. But all she could do was sit back and watch in horror. For you see, U’ua had created great hoards of monstrosities, led by an enormous armored snake-like creature known as Ko-Ghemrezeth, to kill, torture, and terrorize the nomadic people of the land; and there were, technically, obeying their oath. They weren’t personally killing anyone, and even more technically, Fae’ela gave them permission to do so. But needless to say, the mortals cursed the gods for letting this happen and tried to fix it on their own. They banded together under their mages and brought forth their largest weapon, a sort of arcane bomb designed to disintegrate it’s target on contact. But when they attacked the monsters and tried to take out Ko-Ghemrezeth with the weapon, it malfunctioned and targeted the land instead; instantly killing all plant life in a wide radius, but leaving the monstrosities untouched. Unbeknownst to the People, these effects would be permanent; turning the formerly lush landscape into a desert nearest to the blast area, and drying it out into a rocky savannah through the farther reaches of Verula. Finally realizing that they were in trouble, the fearful mortals regrouped under a large spire of rock called Yae’kl, or The-Spire-Of-Blood-On-High, and cried out to the gods to rescue them. To prove their devotion, they sacrificed each and every Azra that had failed them, and had the rest swear fealty to E’coran and the rest of the pantheon.

Far above the lands, E’coran heard their cries and finally came to the rescue of the Chosen people. Like a flaming comet of death, E’coran rocketed towards Ko-Ghemrezeth; drawing down the power of the sun into a mighty spear as the mighty Sandwyrm coiled around Yae’kl and struck toward the flaming god, noxious gas spewing from its maw as the two collided in a massive supernova of fire and death. Miraculously, the people were spared from this explosion, but when the smoke and dust cleared, Ko-Ghemrezeth was utterly annihilated. The flesh and armored scales were reduced to ash, but the fearsome charred skeleton remained. And of the rest of his forces? The weakest were dust on the wind, and the survivors were barely standing. After a brief moment of stunned silence, a great roar came from the people as they poured down the dunes and did battle with the remaining creatures under the approving gaze of their god. Needless to say, the People crushed the remaining resistance, but many still managed to flee into the desert before being ripped to pieces. Yet another permanent change to the landscape, as the descendants of those creatures still roam the desert and are more than willing to tear into any unprepared travelers. And of U'ua themselves? Having already committed to helping the mortals, E'coran caught and bound U’ua with chains of holy fire, binding their essence to that singular form and sealing them away far, far beneath the spire of Yae’kl. E’coran thus gave the Kuz’a a holy charge to defend the seal, and to prevent U’ua from ever returning to the mortal realm. Hence, why the word “Kuz’a” is an altered form of the Ki’shan word for “Keeper”.

On that very day, the People formally came together under their Kuz’a as the Ki’sha. They swore to remain faithful to the gods, and to always remain vigilant against the threats that would rise up from the sands. And at this point, the history of the Ki’sha truly begins. There have been 24 Kuz’a in the history of the Ki’sha, some good rulers, some bad rulers. But only some of them have done enough to be considered important enough to list: Kuz’a Saeri Linfae initiated moving the tribe into the skeleton of Ko-Ghemrezeth and the building of the capital city of Al'yaek roughly 2,000 years after it's death. Before that, the Ki’sha were somewhat nomadic and had no permanent place of rest. Kuz’a Jyenai Linfae caused the tense situation with the Kaamil, having deliberately antagonized traders and merchants headed to the Icello Region after a perceived insult from a Kaamilian dignitary towards the Ani'ma Pantheon about 7,000 years before present day.

And finally Kuz’as Scortia Linfae, Kuz’a Athena and Kuz’a Saiya. Kuz'a Scortia disappeared, along with a patrol of royal guards and some of those closest to her, over 150 years ago; launching the tribe into a period of chaos and infighting. Athena was made Kuz'a, and shortly after that Saiya was crowned Kuz'a. Both were attempts to soothe the furious populace, but both attempts were unsuccessful as the riots still continued. The young people were becoming unhappy with their way of life, even with the calming influence of the older Ki’sha, the young would not settle for anything. Finally, Asherna Ky'aelri stepped forward to claim the throne; having belonged to an offshoot branch of the Linfae family, she was of the correct bloodline, and experienced military leader to satisfy the older traditions; and she was a popular choice among the young people, so she was one of the more logical choices in the selection of a new Kuz’a. But, in an unexpected and never seen before maneuver, she spared the life of the previous Kuz'a instead of taking her life as was expected of her. This being the first of many revolutionary decisions and proclamations, the entirety of the Ki’shan nation must wait to see if these innovations are for better or for worse. At this point, we have reached the present day.

[4.1] Dragon Tribe Information - OLD Creatu11
"Go out into the wastes" they said, "you'll be fine" they said.
~Lone survivor of a khinziran ambush


Skiveshrath, or spined sand-devils as they are called in Universal, are a rare sight in the desert. These creatures are long, armored snake-like, creatures, averaging 20 feet of length or more and looking for all the world like miniature versions of Ko-Ghemrezeth: the massive sandwyrm that threatened the Ki'sha over 10,000 years ago. They are covered in poisonous spines, sport a pair of incredibly sharp snake fangs jutting upwards from their bottom jaws (also capable of delivering their agony-inducing venom), and are capable of burrowing through the sands at an extremely rapid pace; easily able to surpass an adult dragon sprinting at their top speed. While their venom isn't inherently deadly, it is extremely fast-acting and agonizingly painful; the slightest scratch can cause an adult dragon to feel as if their very blood has been set alight within seconds of contact with the poison.

When hunted, these monsters are harvested for their poison sacs, spear-like spines, and surprisingly delicious meat.

Khinziran: Screeching howls echo through the chilled night air, echoing miles from their fiendish sources, closer, closer- suddenly silence. Then the giggles begin. They're illusive, briefly appearing at in the corner of your peripheral vision, but they're gone before you can spin to look. Slowly, maddeningly slowly, the giggling turns to maniac cackling, reaching a crescendo like some sort of demonic orchestra of insanity- then an armored stinger stabs through your heart before you can even scream. Called Shade-Stalker, the Cackling-Demise, and That-Which-Screams-In-The-Wind; Khinziran are rarely underestimated twice. Khinziran are large beasts, usually only slightly smaller than the average adult dragon. On a first glance (a first glance which is usually your last), khinziran resemble dogs; muscular, grey skinned, largely hairless canines. But that's where the similarities stop. Khinziran have heavy sloping shoulders (much like the modern day hyena), long tails topped by a thick scorpion-like stinger, and heavy armored heads with glowing red eyes much like burning coals glaring out from underneath that armor; often, the alpha's head armor will have grown into increasingly elaborate designs the longer they have control of their pack. Additionally, they usually have a ragged mane of thick tangled hair running from their shoulders to their heads, and rows of bony plates along their underbellies. Khinziran are a fair bit slower than a sprinting dragon; but what they lack in speed, they make up for in stamina. There have been reported cases of packs chasing their prey for days on end; no sleep, no rest, no food or water; they intend to run their prey into the ground.

The khinziran are among the most fearsome monsters in the wastes, not only are they know to purposefully prey upon and eat dragons, but their sadistically intelligent tendancies make sure that no death is ever quick and painless. The poison secreted by their scorpion tails is non-lethal, but it is a powerful paralytic toxin, designed to keep large creatures paralyzed for several hours as they drag their prey back to their fetid nests. Once there, the scorpion-like tail has another purpose: the females of the species shove their (noticibly sleeker) tails down the throat of the paralyzed prey animal, using the ovulator in the tail to implant eggs inside the unfortunate creature. The creature is then purposfully kept alive over the course of the several-week gestation period. After that time has passed, the khinziran whelps eat their way out of their still-living hosts.


These creatures are rarely sought out, for obvious reasons, but when they are hunted, their bony plates are especially prized as they are integral in the forging of Laitifan objects; the Ki'sha's signiture trade items. Their paralytic venom also goes for a high price, but their meat is inherently toxic and therefore largely considered worthless.

U'riku: By the time you hear the screaming, it's already too late. These large, hexapedal, arachnid-like creature are stealth predators (Appearing much the the acklay), lying in wait in the dark sandstone caves that pocket the mesas and canyons of the northern desert wastes for whatever unfortunate souls stumble across their lairs. These monstrosities are well known for the intricate nests they build within their caves, strands of sticky webbing criss-cross the interior of the caverns and form a veritable maze for those looking to seek the heart of the U'riku's domain. For, see, the u'riku have hoarding tendancies, and stockpile whatever shiny, pretty, and valuable items their prey may have had on them. This could be anything from gems, shiny metals, crystals, chunks of glass, or even badly skinned hides of previous victims (if the deceased's skin or scales were pretty enough). Though the u'riku are not intelligent creatures, they seem to have some concept of value; though that is very much limited to whatever appears shiniest at any given moment. U'riku are incredibly jealous beings, and will likely attack anything that is sufficiently bright and pretty enough in an effort to expand their hoards. The u'riku posses few natural weapons other than their incredibly sharp teeth, but they do have a piercing scream that has been known to briefly paralyze it's prey- just long enough for it to scuttle down from above and attack.

[4.1] Dragon Tribe Information - OLD Member13

[4.1] Dragon Tribe Information - OLD Royalr14

Kuz’a: Asherna Ky'aelri
Lekuz’a: -
Safyz'a: -
Irem: -
Grog: -
[4.1] Dragon Tribe Information - OLD Highra10
Irezu: Saiya
Kael: -
Sai'luza: -
Aliugaan: Karvsek, Kimerth Talihar, Molag Bal
Kaaluza: -
[4.1] Dragon Tribe Information - OLD Common15
Ugaan: Andromeda, Dirge, Acer
Kal'izi: -
Nftari: -
Luiaan: Gamliella
Syaan: -
Vuuaan: -
-fei: -
Wawuri: -
Shemscaluri: Erin Tallihar, Ardent



Last edited by EmriTheUnstoppable on Fri Nov 27, 2020 3:29 pm; edited 10 times in total (Reason for editing : CURRENTLY UNDER REVISION)
EmriTheUnstoppable
EmriTheUnstoppable

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