Throughout Eredia and Shérok, there is a wild species of dragon far more numerous than the Independent Elementals. They are distinguished from their distant cousins by the inability to use magic–with the exception of some bursts of flame here and there. Additionally, they do not form mental bonds with Riders, and they do not speak to anyone except their own flock. Wild flocks can be a menace to anything in their territory. This has led to their main moniker, Feral Dragons.
Because they are not confined by a mental bond, it is possible for anyone to tame and ride them. The downside is that the beasts are not easily tamed and have no qualms munching on a would-be rider that upsets them. The most common form of taming involves families; A flock of dragons is attracted all at once by a feast of meat and gradually becomes accustomed to those trying to ‘tame’ them. They may even expand their territory to include human settlements and guard them from invaders accordingly. As social animals, they feel safer in the presence of their flock, and once one member is swayed the others will follow. In a way, this method of taming is more like becoming accepted as part of their flock rather than training them to do anything.
Even with the best training possible, feral dragons are temperamental and unpredictable. Without proper training for both a rider and dragon, surprises in flight result in grave consequences. Since dragons are very picky with people, untrained people are advised not to ride them. They are also unlikely to bear extra weight during flight–carrying a rider and tolerating a saddle are enough of a gift from their perspective. This means they are most suited for bearing messengers and guarding their territory.
They are far more ravenous than Elementals and will proliferate in great numbers wherever there is game to hunt. Because they do not form a bond, they can be raised, bred, and used similarly to horses. Just with a much meatier appetite and a tendency to eat people who annoy them.
Compass Rot
During earlier Abrendese conquest, feral dragons were a critical issue, given their availability to the common person. Their solution was to develop a strain of virus that attacked the nervous system of these dragons. It works similarly to rabies, though it is faster to infect and faster for the body to detect. This results in fewer fatalities but disastrous neurological issues.
Infected feral dragons show greatly increased hostility, frothing at the mouth, and a peculiar habit of becoming more social (albeit in an aggressive sense). Their Chronocompass quickly breaks down and they become unable to navigate the Chronoscape. It remains contagious until cured, though this is easier said than done. Treatment includes healing magic, Ocean magic, antidotes, and vaccinations. Since the virus is always in active development, vaccines and anti-virals are not effective in the long term. Dragons that are cured still have severe neurological issues that are difficult to reverse by any means.
Compass Rot decimates both wild and captive ferals. It can jump to other creatures that have a developed Chronocompass, but symptoms are as mild as a flu, and it rarely spreads through communities. Riders are rumored to be affected on occasion, though this has not been confirmed in a scientific setting.