⋆ DRAGONS ⋆
Dragons, akin to humans, possess an intricate system of politics and social hierarchy, governed by the Empyrean, their top dragon leadership. However, the affairs of dragons remain shrouded in mystery to humans, who hold no sway over the laws that govern dragons.
Dragons are the only beings capable of fueling the protective barriers that render all non-dragon magic impossible within the boundaries of Navarre. The energy emanates from the Vale, its reach limited, forming the circular borders.These magnificent beings tower at appr. 25 feet [ 8 m. ] and come in a spectrum of colours: black, blue, green, red, orange, and brown. They also sport different types of tails: clubtails, scorpiontails, swordtails, morningstartails, daggertails, (and feathertails). [ also feathertails while they're juvenile ].
Endowed with diverse skills like fire-breathing, ice-blasting, and healing, dragons form an unbreakable, exclusive bond with a rider, and one rider only. Once bound, this connection stands until death; if a dragon dies, so does its rider, yet the death of a rider doesn’t necessarily kill the dragon. It is significant to note that once a bond is formed, the bonded dragon and rider can communicate mentally with each other. In fact, the bonded dragon can practically hear all of it's rider's thoughts, unless the rider has learned to shield their thoughts. Upon bonding, a dragon also reveals it's true name to the rider.
The bond between rider and dragon unlocks a unique ability called the signet, which often reveals more about the rider’s essence than the dragon’s. Strengthened by the depth of their connection, and the dragon’s might, the signet becomes increasingly potent. Many believe a rider’s signet mirrors their innermost desires and truest self. Through this bond, the dragon channels its power into the rider, enabling the use of lesser magics such as object manipulation or even enhancing tools like ink pens. However, the pinnacle lies in the distinct ability—the signet—the rider gains from this unison.
Within six months, the rider’s signet should manifest. Failure to manifest within this timeframe often leads to a backfire, causing the rider to lose control and be killed due to it.
Riders who are able to manifest a signet must exercise caution in their magical endeavors, as drawing excessively from their dragon can lead to exhaustion and eventual death due to burnout. In dire instances, some riders have tapped into overwhelming power beyond their capacity, extracting energy from the earth and transforming into Venin.
(⋆ Feathertails are shrouded in mystery. They usually steer clear of violence and are generally deemed unpredictable and unstable, making them unsuitable for bonding.)
⋆ Blue dragons—especially the Blue Daggertail—are imposing in size, with knife-like spikes and are renowned for their ruthlessness. The Blue Daggertail, considered the rarest among the Blues, is described as unyielding and vicious, showing little regard for regulations.
⋆ When encountering Red Dragons, avoiding direct eye contact is crucial. The Red Swordtails tend to become particularly nasty when provoked, while the Red Scorpiontails exhibit the quickest temper among the Reds.
⋆ Not much is known about Black Dragons, leaving them enveloped in secrecy, too. The Black Morningstartail, however, regarded as a “killing machine”, possesses the brutal force of a clubtail alongside spikes capable of inflicting fatal wounds. It’s deemed one of the deadliest and most intelligent dragons, impossible to outwit and exceptionally rare.
⋆ Green Dragons, stemming from the esteemed Uaineloidsig lineage, are celebrated for their sharp intellect. They are known for their rationality and fairness, especially potent as siege weapons, particularly in the case of clubtails. Approaching them requires a show of confidence and awaiting their consent.
⋆ Orange Dragons exhibit various shades from apricot to carrot and are highly unpredictable and hence, risky. They trace their lineage to the Fhaicorain line.
⋆ With Brown Dragons, displaying fear or apprehension is strongly ill-advised. Confidence is key when interacting with them.
⋆ SIGNETS ⋆
Some of the most common signets are fire, ice, and water wielding, which are specific and useful signets that can make a rider’s career.
⋆ Elemental signets ⋆
— Lighting wielding
— Storm wielding
— Wind wielding
— Air wielding
— Extending wards ⋆ ability to extend the wards protecting Navarre
— Ice wielding
— Metal wielding ⋆ metallurgy
— Shadow wielding [ Extremely rare ]
— Fire wielding
⋆ Healing signets ⋆
— Mending [ Extremely rare ] ⋆ ability to fix, restore, or return anything to its original state, from ripped cloth to pulverized bridges including broken human bones. Mending is extremely painful. Cannot mend missing limbs/appendages.
⋆ Physical signets ⋆
— Farsight ⋆ ability to see very far away
— Underwater breathing
⋆ Psychic signets ⋆
— Retrocognition ⋆ ability to read their memories, but touching the subjects temples is mandatory
— Object summoning ⋆ ability to summon objects within a short distance
— Mind wiping ⋆ ability to erase a memory, unknown how recent the memory has to be
— Inntinnsic ⋆ ability to read people’s surface-level thoughts, outlawed due to security risk—those who manifest this signet are killed on sight
— Battle foresight ⋆ ability to see the outcome of future battles, only battles [ ability is countered whenever three or more people with rebellion relics gather due to the use of runes ]
— Astral projection ⋆ ability to send their consciousness outside their physical body, allowing them to explore the area undetected and without risk
— Pain projection