Traits

NPC

An NPC may be included for a Lore bonus. NPC dragons may be used as companions. Some NPCs come with small art restrictions to get the bonus (such as drawing Stella fullbody, with both her head and tail showing).

Eclipse

Category: Sex

Eclipse is a sex separate from male and female, but during breedings, they may fill in for either one. At least one male or female still needs to be in the breeding--two Eclipse dragons can't breed together. As with all sexes in this game, these dragons may use any pronouns and identify as any gender. This sex only appears when the Eclipse Gene mutation is present on a dragon. Rites of Renewal cannot transform a dragon into this sex. Please be mindful of any pronouns that come after the dragon's sex, should you see them.

Male

Category: Sex

These dragons may breed with dragons of female or eclipse sex. They may use any pronouns and identify as any gender they like. They may use Rites of Renewal to change their sex, if desired. This trait only describes the physical ability of a dragon's nether regions, not their identity. Please be mindful of any pronouns that come after the dragon's sex, should you see them.

Female

Category: Sex

These dragons may breed with dragons of male or eclipse sex. They may use any pronouns and identify as any gender they like. They may use Rites of Renewal to change their sex, if desired. This trait only describes the physical ability of a dragon's nether regions, not their identity. Please be mindful of any pronouns that come after the dragon's sex, should you see them.

Day

Category: Element

Day dragons appear at a very specific time of year, no matter what world a person might find themselves on. They will usually appear after the Winter Solstice and depart before Spring. Things get tricky when more than one sun is involved, but the concept is roughly the same. They appear in the coldest time of year and then leave shortly before Spring in those odd situations. Day dragons are rumored to have power similar to the great Ancestors of all creatures. Rather than being original or basal forms, they are a mutation that further advances the magical capabilities of elemental dragons.

Purebred dragons with completely mythical-tier traits only occur once per year. These legendary dragons are influencers which can affect the dragons around them. A Day dragon enhances the elements of dragons it encounters in its youth, leading to some unpredictable magic. It learns to control this ability and support others as it ages.

 

PHYSIOLOGY

Day dragons do not have default physical traits. This means that purebred Day dragons cannot swap out traits. Crossbreeds may still switch out for their secondary element's traits. It is exceptionally rare for the Day element to pass through breeding. When the Day element does not pass to offspring, a random element from a certain pool passes instead. These are the same elements that Day is compatible with.

Light | Fire | Jungle | Thunder | Earth

TEMPERAMENT

Day dragons do not appear to look for specific temperaments in their Riders. It is noted that their own temperaments are a mixture of their affiliated elements–with Day dragons being slightly extroverted. This varies from dragon to dragon, especially since Day dragons might inherit a bit more haughtiness from their Light affinity. They may bond with any element of Rider. Further preferences are difficult to understand due to their extreme rarity.

DAY MAGIC

The incredible physical versatility also reflects in the magic they can learn. They are born with Tier II magic in the following elements:

Light | Fire | Jungle | Thunder | Earth

They may show minimal effects of these forms of magic--in example, tiny fires at the end of their horns, small plants in their footsteps, or little sparks that come out when they breathe. Additionally, if they have a Rider, they may choose one of these elements to rank up to Tier IV for its normal Tier IV magic. In this case, they skip Tier III learning.

Along with these learned magics, the Day dragons are rumored to possess innate abilities. The day dragon can look up to a year into the future. The extent of this ability–or if it even exists–is only known by their Riders. When a conversational dragon is asked about it, they will quickly dodge the question. Whether the magic comes at a price, or is forbidden, or is much more meager than believed, is something the general populace can only speculate on.

COLOR RULES

Day dragons are treated as being albino and follow those design rules. In addition, their scales will sparkle like stars and shimmer with iridescence. Crossbreeds may show partial albinism with either a hard or soft edge.

The following traits may display their normal colors over the albinism effect, if desired:

  • Appaloosa
  • Tobiano
  • Vampire
  • Zebra
  • Hailstorm
  • Nebula
  • Aurora
  • Starry
  • Dust
  • Grunge
  • Veil
  • Pollen

Additionally, Somatic may create patches of any coloration where they cover the Day dragon, so long as all markings are distinguishable and follow regular brightness rules (IE: sooty is still black, inside of rosettes is still lighter than outside, etc.).

DEFAULT DISPLAY AND MODIFIER TRAIT RARITY

They inherit markings of affiliated elements as if they were that element. Day semi-customs are not normally available.

Fire

Category: Element

Physiology

Purebred fire dragons are most similar to classical Western dragons. They have four feet, leather bat-like wings, hard scales, and frequently have lines of spikes and horns. Their wings are long and large, and their silhouette during flight is rectangular. They do not practice any type of camouflage, as their natural environment is usually full of smoke. Their long necks, tails, and wings can be deceitful, since they are very light. They have a gland that produces volatile gasses they can release at will, generating their fire breath in an instant.

Free Trait: Spaded Tail
Default Physical Traits:

Temperament

Fire dragons are bold, brash, temperamental, and independent. They seek out Riders that are filled with feelings of frustration, anger, vengeance, fear, and other powerful negative emotions. They can sense such emotions from other creatures and alert their Rider to any danger. When fire dragons form a bond with their Rider, their Riders gradually learn to use their emotions as a type of fuel that can propel them through tense situations, rather than something that they fester over. Fear turns to bravery, anger turns to understanding, and frustration turns to motivation. Of course, flare ups of negative behavior are still expected. Those who are well aligned with their dragons can manipulate flames.

Preferred Rider Attributes:

  • Vengeful
  • Courageous
  • Sense of Justice
  • Aggressive
  • Honorable
  • Founded
  • Outsider
  • Brave
  • Honest
  • Loyal
  • Intense
  • Temperamental
  • Independent
  • Strong

FIRE MAGIC

They can breathe fire, naturally. They are capable of generating smoke, ash, and creating explosions with their own body as a fuel source. Conjuring fire out of thin air is child’s play for a fire dragon. Fire dragons can generate heat even without a fire, and when properly used, this can cause objects to ‘spontaneously’ combust. They are resistant to both extreme colds and intense heats. In battle, they give off an incredibly intimidating aura that can freeze their enemies through pure fear. Such intimidation won’t affect those who have done no wrong to the dragon.

Magic Physiology

On top of the general Tier IV magic effects, your dragon can have these traits. This is only available to dragons with Tier IV Fire magic or Elemental Anomaly. Feel free to get creative and use things outside of this list.

  • Spaded Tail
  • Horns/spines anywhere and everywhere
  • Fiery traits
  • Flames and sparks around it
  • Fire on feet, wings of fire, etc.
  • Plated Underbelly

ELEMENT COLOR RULES

Their most common colors are gold, red, orange, and brown. By desaturating it or darkening it, you can get acceptable browns and maroons. It should not stray too close to white or black. Below you can find an in-depth example of Fire Dragon palettes, though you do not need to pick directly from it. Click to view the full image.

 

Element Compatibilities

Light - While the Light magic is known for being manipulative, Fire dragons see it for what it is–a means to communicate. A Light dragon can easily indicate the health of a community based on its status, which allows Fire dragons to easily determine if something is amiss. Additionally, a dragon that is able to balance socializing with community needs is attractive to a Fire dragon.

Jungle - Jungles are strongly independent, a trait which is admirable to Fire dragons. Rather than doing what they are told, Jungles do what they feel is right, and their ‘right’ always has its reasons. They avoid conflict and even point out areas of the forest that are safe to burn. Their mischief is a bit of a let-down, but usually their mischief is as small as they are, and never antagonistic.

Storm - As the upholders of balance and justice, Fire dragons have a distinct hatred of the chaotic Storm dragons. Fire dragons require motive and reason behind every destructive action, while Storms do it on a whim. Storm dragons are seen as nuisances and instigators.

 

Fire Display and Modifier Traits

The following traits are founded in the Fire element, and thus have a better chance of passing to offspring.

Origin | Vibrancy | Detonation | Emblazoned | Pharaoh | Magma | Scorched | Sable 
Phoenix | Double Crest | Aegis | Thorned Spine | Translucent | Spaded Tail | Dorsal Spines

 

Fire Dragons are equally compatible with these Light and Jungle traits:

Flaunt | Zebra | Roan | Faded | Rabicano | Suntouched | Pangare | Appaloosa
Radiance | Spectrum | Star Pearl | Iridescence | Bioluminescence | Bearded | Heraldry
Fairy | Leafy | Rosettes | False Eyes | Chameleon | Foliage | Dart Frog | Rattlesnake
Swarm | Dazzle | Insectified | Floral Parasite | Frog Throat | Antennae | Miniature

 

However, they are incompatible with Storm Traits, and the following traits have a reduced pass rate. Fire semi-customs and Fire SC cross breeds have the rarity of these traits increased by two:

Somatic | Frost | Vampire | Mist | Pollen | Hailstorm | Panda | Striped
Avalanche | Debris | Split Tail | Bumble | Tailless | Odd Ears | Webbed Tail

Jungle

Category: Element

Physiology

Purebred jungle dragons are typically small, since their strength lies in their craftiness. They blend in with smaller wildlife and resemble insects or amphibians. Large jungle dragons are fairly rare and jungle dragons that can ferry more than their rider are almost legendary. They are frequently multicolored, with the majority of them sporting orange scales as a base. Their wings are thin and fragile, almost like an insect’s. Their body appears similar to that of a skink or frog. They are primarily tree dwellers and live off of insects, nectar, small rodents, and juvenile mammals. Despite their size, they are the deadliest dragons, with a multitude of poisons available at their disposal. They are prone to biting their Riders with small amounts of these poisons, building their immunity over time. Young jungle dragons have difficulty controlling the amount of venom they release, so it is best for inexperienced Riders to handle them with gloves until they are old enough to hunt or have built up an immunity.

Free Trait: Miniature
Default Physical Traits:

Temperament

Jungle dragons seek out cleverness in Riders. While this can be exhibited in many ways, it is most common for their Riders to have a proclivity towards chemistry, medicine, constructing, or cooking. Quick wit is also seen as desirable. After forming a bond with a Rider, the Rider gains a powerful assistant that can help make observations, discuss complex ideas, and even aid in the study of poisons, medicines, botany, and zoology. Jungle dragons consciously decide which venoms they carry and what they can eat to gain the required elements, so their Riders will always have an aptitude for identifying unconventional treatments or recipes. Furthermore, Riders are much more likely to catch on to tricks, lies, and pranks. Having a prankster constantly by their side helps with that.

Preferred Rider Attributes:

  • Devil’s Advocate
  • Resourceful (MacGuyver-style)
  • Clever
  • Curious
  • Quick-witted
  • Humorous
  • Crafty
  • Unique
  • Argumentative
  • Lazy
  • Insensitive
  • Goes Against the Flow

Jungle MAGIC

Jungle dragons are quick to adapt to the world around them. They can quickly camouflage with their environment. They are covered in poisonous secretions at all times, ensuring they are safe from their foes. They can manipulate these secretions to shoot acid or form a solid web that they can use to capture prey. They recognize the ‘language’ that plants use to communicate—in example, they can see if a creature bothered the plant recently or if a cold front blew through a week ago. To a limited extent, they can regenerate lost limbs. They usually use plant life to refuel this generation, though bugs will do in a pinch. Large, circular clearings in the woods are an indicator that a Jungle dragon had its fill of plantlife to regenerate a lost tail.

More than anything else, Jungle dragons excel at making poisons and cures. They are immune to all known deadly substances and will eat anything to learn its composition. Once they have a taste of something, they will know exactly what it’s made of and be able to replicate it after eating all the right ingredients. Mature dragons can also immediately tell what the ‘opposite’ of a substance is, allowing them to quickly neutralize poisons with an antivenin. This knowledge gets passed on to their Rider, who can then use it to craft medicines or excellent meals out of normal ingredients. Over time, the Rider will develop both a physical immunity to poisons through the nips of their own dragon as well as similar abilities to taste and resist poisons on a magical level.

Magic Physiology

On top of the general Tier IV magic effects, your dragon can have these traits. This is only available to dragons with Tier IV Jungle magic or Elemental Anomaly. Feel free to get creative and use things outside of this list.

  • Dazzle
  • Insectified
  • Floral Parasite
  • Frog Throat
  • Antennae
  • A Personal Bug Swarm

ELEMENT COLOR RULES

They sport highly saturated, warm colors (sometimes extending into the bright green range). This is because they give off the same warning that butterflies and dart frogs do with their flashy colors–they’re very poisonous! Here is a suggested color range. You can lighten or darken it, so long as the colors still appear vivid. Click the image to see the palette in closer detail.

Compatibilities

  • Fire - Jungle dragons do occasionally have duties, and Fire dragons are very helpful in that. They can scorch forests that need a ‘refresher’ in a controlled manner, which provides important habitat for insects, worms, bugs, fungi, sprouts, and generally tasty things. If a Jungle dragon is ever ‘bullied,’ the stronger and more intimidating Fire dragons are quick to defend. The tiny Jungle dragons can easily hide if their cry for help was a white lie of some sort. The main connection between Jungles and Fires is their independent attitude. Neither of them adhere to social constructs and they both follow their own morals when it comes to conundrums.
  • Thunder - The relationship between Jungles and Thunders is…an interesting one. On a basic level, both have a love of knowledge, research, and discovering new things. On a slightly less basic level, Thunders are lovely creatures to mess with. Their pride is both easily boosted and harmed, so any kind of remark towards them is sure to lead to amusing results. Most come with accessories that are easy to hide–and thus, they are easy to prank.
  • Wind - Though Jungle dragons do not necessarily hate their opposing element, Wind dragons can be a pain. They can spot pranks-in-progress and fix them. If a Jungle dragon has a particular target they’ve latched on to, Wind dragons will notice and prevent long-term shenanigans. They are relentless tattle-tales, and if one is in charge, they dole out punishments befitting of their ‘crime.’ As small creatures, even small punishments are too much to bear for the mischievous Jungle dragon.

Jungle Display and Modifier Traits

The following traits are founded in the Jungle element, and thus have a better chance of passing to offspring.

Fairy | Leafy | Rosettes | False Eyes | Chameleon | Foliage | Dart Frog | Rattlesnake
Swarm | Dazzle | Insectified | Floral Parasite | Frog Throat | Antennae | Miniature

 

They are equally compatible with these Fire and Thunder traits:

Origin | Vibrancy | Detonation | Emblazoned | Pharaoh | Magma | Scorched | Sable 
Phoenix | Double Crest | Aegis | Thorned Spine | Translucent | Spaded Tail | Dorsal Spines
Echo | Glass | Runemarks | Aurora | Sparks | Checkered | Fractal | Stamp

Electric | Disassembly | Glitch | Coils | Halo | Display | Whiskers

 

However, they are incompatible with Wind Traits, and the following traits have a reduced pass rate. Jungle semi-customs and Jungle SC cross breeds have the rarity of these traits increased by two:

Dancer | Breeze | Flight Bars | Barred | Streaks | Cap | Collared | Tipped
Cirrus | Curled | Seraph | Frilled | Plumes | Beaked | Extensions

Thunder

Category: Element

Physiology

Purebred thunder dragons are sickly creatures that die without the intervention of their Rider or some serious planning. They have smooth skin with no scales, feathers, or hair. They are typically wingless, though this can be changed by their rider. When they are born, they select incredibly intelligent individuals that are capable of building golems or mechanical contraptions for them to inhabitant. This new body helps them survive. If there is a multitude of qualified individuals, they will choose the most charitable one. Thunder dragons grow to be incredibly long, so their artificial parts will have to be adjusted over time. The form of their final body obviously varies from dragon to dragon, and their Riders may even choose to adjust their parts based on their current needs--racing, hunting, hauling, and so on.

Free Trait: Whiskers
Default Physical Traits:

Temperament

Stereotypically, they are full of themselves and conceited. They are more likely to treat their Rider as a personal servant than a partner. Thunder dragons are considered untamable and only protect or help their Rider if it is necessary for their survival. They do treat their Riders with more respect than any other creature, but that isn’t saying much. This does not apply to all thunder dragons, but it's prevalent enough that new Riders are given some helpful tips on reining in their ego. They select kind, caring, and selfless Riders, so it's all the more crucial that these Riders prepare themselves and adapt quickly. The initial construction of a body is often full of mistakes, and this event usually sets the dynamic of their future. Riders may adopt an aloof or superior attitude towards others and are prone to sarcasm. On the other hand, it is possible for thunder dragons to gain the empathetic qualities of their Rider and acknowledge the existence of other creatures. Thunder dragons are ridiculously intelligent and capable of complex magics or advanced engineering, which they can pass on to their Rider to ensure they get the best treatment possible.

Preferred Rider Attributes:

  • Intelligent
  • Kind
  • Selfless
  • Generous
  • Introverted
  • Caring
  • Knowledge-Seeker
  • Sarcastic
  • Naive
  • Tinkerer
  • Imaginative
  • Magician
  • Meek
  • Eccentric
  • Anxious
  • Self-deprecating

Thunder MAGIC

Thunder dragons are incredibly good at detecting their opponent’s health and magical potential. They can notice their opponent’s abilities quite quickly, analyze it, and then create their best attempt at a copy. Being weak creatures by nature, they use body substitutes, powerful electric shields, and incredibly quick movement to get out of trouble. They can travel through the electrical currents of wires, though they will need to leave their artificial bodies behind to do so. They can inhabit multiple bodies if their Rider provides it for them, as long as they are connected with a wire somehow. While not on par with the spectacles of Light dragons, they can create crude holographs to portray images.

They are capable of reading the memories of artificial objects and communicating with all sorts of magical constructs and machines. They can even possess machines with enough processing power to handle them. As they grow stronger, they unlock an eidetic memory that allows their Riders to construct an ideal form for them. Oh, and of course, they can shoot out lightning bolts and powerful bursts of plasma magic--what sort of thunder dragon would they be without that sort of skill?

Magic Physiology

On top of the general Tier IV magic effects, your dragon can have these traits. This is only available to dragons with Tier IV Thunder magic or Elemental Anomaly. Feel free to get creative and use things outside of this list.

  • Disassembly
  • Glitch
  • Coils
  • Display
  • Electricity coming from the dragon
  • Auroras floating around it

ELEMENT COLOR RULES

Their most common scale colors are yellow, electric blue, neon green, or any other natural lightning/aurora color. They will occasionally have a pallid or sickly complexion, which desaturates their colors a bit. Gray and black may also appear.

Thunder dragons often have artificial parts covering their base colors. If this is the case for your dragon, then refer to the artificial trait page to find some more colors you can use! Otherwise, click here to view the full Thunder palette:

Compatibilities

  • Jungle - Jungles are one of the few dragons that can think as quickly as Thunders. While Thunders are clearly superior when it comes to knowledge, they can at least hold a conversation without downgrading their vocabulary and concepts. Jungle dragons are also small creatures that can use their tiny feet to help Thunders tinker with smaller machinations. Their flowers make lovely decorations for the Cottagecore Thunders.
  • Earth - Earth dragons are dumb and, with enough rocks, can be convinced to do some heavy lifting for frail Thunders. They are bringers of jewels–perfect for any artificial enhancements. Any sort of rude quips from Thunders go right over their heads, so they make a good wall for Thunder ranting. Additionally, Earths make good magic guinea pigs, what with many having a conductive layer of filth on their skin.
  • Dark - Dark dragons exist outside of the corporeal realm and can shapeshift into any form they desire. While not universal, Thunders do have to put up with a lot of physical disadvantages, and many find themselves jealous of the dragons that ‘made the cut’ and got to enjoy a life without ‘the burden of pain’ (according to them). The feeling is mutual, albeit for different reasons.

Thunder Display and Modifier Traits

The following traits are founded in the Thunder element, and thus have a better chance of passing to offspring.

Echo | Glass | Runemarks | Aurora | Sparks | Checkered | Fractal | Stamp

Electric | Disassembly | Glitch | Coils | Halo | Display | Whiskers

 

They are equally compatible with these Jungle and Earth traits:

Fairy | Leafy | Rosettes | False Eyes | Chameleon | Foliage | Dart Frog | Rattlesnake
Swarm | Dazzle | Insectified | Floral Parasite | Frog Throat | Antennae | Miniature
Wild | Crackle | Sandstone | Skunk | Tobiano | Brindle | Fawn Spots | Underbelly
Jeweled | Brawn | Neckfrill | Fanged | Protofeathers | Club Tail | Maned

 

However, they are incompatible with Dark Traits, and the following traits have a reduced pass rate. Thunder semi-customs and Thunder SC cross breeds have the rarity of these traits increased by two:

Veil | Nebula | Stitched | Starry | Wisp | Comet | Dust | Sooty
Celestial | Companion | Multi-limbed | Transparent Skin | True Sight | Wither | Tattered

Earth

Category: Element

Physiology

Purebred earth dragons are the strongest and heaviest of this list, and their appearance varies depending on their talent. Most are flightless and have razor-like teeth and intense crushing power. Their forelegs may be short or even useless, while their hindlegs can withstand tremendous pressure. They are often covered in stone and crystals and are capable of burrowing in an instant using their immense strength and elemental magic to break into the earth. They often hunt by crushing their prey with their jaws or feet after emerging from the ground, and they can use their tail like a battering ram if they feel threatened. It is rare for an earth dragon to feel fear because they are so massive—they are easily the heaviest land-dwelling dragons of them all. They enjoy using their strength to its maximum and how they use it is a reflection of their Rider. Their bodies, especially their crests, resemble the forms of ancient dinosaurs and modern reptiles.

Free Trait: Club Tail
Default Physical Traits:

Temperament

They choose Riders who have a similar desire to gain or show off their strength. Due to the discipline that body training normally takes, their Riders are often responsible and their dragons are set to work in quarries, farms, mines, construction, or other occupations which require heavy lifting. Hunting is also a talent, and they show particular affinity towards feral animals. They impart great strength to their Riders, who often gain a fair bit of muscle themselves. An earth dragon that has bonded with a more sinister person or a show-off can run rampant and injure many others. For this reason, earth Riders and their dragons are sent to train with other earth Riders until they and their dragon are certified for unsupervised work.

Preferred Rider Attributes:

  • Strength
  • Fortitude
  • Focus
  • Hard Worker
  • Achiever
  • Confident
  • Competitive
  • Fast Learner
  • Optimist
  • Simple
  • Callous
  • Perseverance

Earth MAGIC

On top of being physically adept, Earth dragons can concentrate their power to make themselves a monstrous force. To a lesser extent, they can diminish the strength of their foes. Both Riders and dragons have an innate combat ability and enhanced reflexes that only become more apparent as the dragon uses more magic. Particularly strong Dragons and Riders can unlock a feral mindset that helps them battle on pure instinct without being hindered by emotion. Their bodies may transform to match.

Earth dragons can generate dust and stone from thin air. They can manipulate rocks and crystals, which makes burrowing through the ground a quick and simple process. On top of manipulating dirt and stone, they can snack on them like rock candy whenever they want. Due to their somewhat simple natures compared to other dragons, they are able to communicate with creatures slightly less than sentient. This includes wildlife like birds, deer, and wolves.

Magic Physiology

On top of the general Tier IV magic effects, your dragon can have these traits. This is only available to dragons with Tier IV Earth magic or Elemental Anomaly. Feel free to get creative and use things outside of this list.

  • Crystalline Growths
  • Parts Melting Into Sand
  • Brawn
  • Neckfrill
  • Fangs
  • Club Tail

ELEMENT COLOR RULES

Their scales are invariably a verdant green, but the color of the dirt in the area will tint them over time or even form a solid barrier around the dragon. The end result is a dragon that looks like red clay, gray clay, brown dirt, yellow sand, and similar such colors. Feel free to take inspiration from natural dirt hues. When these dragons take a dip in the water, their normal colors might melt off as mud and show a bit of the green underneath! Their colors quickly return to normal once they have a good dust bath. You can use any green, along with any natural sand, dirt, or clay color. When referencing non-green colors, take care not to make them too saturated. You can find good examples of both greens and alternate earthy colors below.

Compatibilities

  • Thunder - Thunder smart dragons. Trade shiny candies for food. Make smart decisions for Earth dragon problems, find good dig spots. Always win at brain games, but lose at strong games. Even footing.
  • Ocean - Ocean dragons live in water with big food. Much tasty fish. Trade rock stories for big fish, make both dragons very happy. Ocean dragons full of love, also very strong, make Earth dragons want to be even stronger! Earth dragon become best dragon for protecting big lovely family. Then whole family is strong in heart too.
  • Metal - Metal no like fighting. Very weak, probably. Sad when tiny hurt. Sometimes eat Earth dragon rock food, make Earth dragon very angry. Takes the shiny candies especially. Ouch when bit, Earth dragon tongue hurt if make fight.

Earth Display and Modifier Traits

The following traits are founded in the Earth element, and thus have a better chance of passing to offspring:

Wild | Crackle | Sandstone | Skunk | Tobiano | Brindle | Fawn Spots | Underbelly
Jeweled | Brawn | Neckfrill | Fanged | Protofeathers | Club Tail | Maned

 

They are equally compatible with these Thunder and Ocean traits:

Echo | Glass | Runemarks | Aurora | Sparks | Checkered | Fractal | Stamp
Electric | Disassembly | Glitch | Coils | Halo | Display | Whiskers
Shark | Koi | Marbled | Marked | Ripple | Blanket | Orca | Spotted
Torrent | Capricorn | Tentacles | Many-finned | Pelvic Fins | Dorsal Fin | Gilled

 

However, they are incompatible with Metal Traits, and the following traits have a reduced pass rate. Earth semi-customs and Earth SC cross breeds have the rarity of these traits increased by two:

Grunge | Patina | Stairstep | Forged | Veined | Chroma | Rusted | Splotched
Treasure | Engraved | Shimmer | Gilded | Sheen | Shell | Plating

Ocean

Category: Element

Physiology

Purebred ocean dragons are entirely aquatic and all of them are able to breathe in water and enjoy an underwater life. If they have legs, they tend to be small and stubby compared to their eel-like bodies. Flippers or fins are far more common. Their snouts are quite diverse, ranging from snake-like to shark-like and all sorts of appearances in between. Typical ocean dragons are the size of orca whales, though they are also seen at sizes up to 30 meters long. These leviathans rival or match the size of Earth dragons.

Free Trait: Gilled
Default Physical Traits:

Temperament

Ocean dragons seek out those who exhibit dedication, compassion, or love. The larger they get, the more power they can impart to their Riders. Most riders will gain the ability to sense oncoming storms or bad water conditions. Larger dragons can impart a better lung capacity for water diving. The largest dragons can impart advanced prescience, convert their Rider’s lungs to a gill-like system, and grant them the ability to withstand a wide range of pressure. These Ocean Riders are referred to as leviathan riders and many of them take up an aquatic lifestyle if they do not already have one. They are quite capable of telepathy to keep in touch with land dwellers.

Preferred Rider Attributes:

  • Compassionate
  • Religious
  • Emotional
  • Dramatic
  • Empathetic
  • Fierce
  • Dedicated
  • Loving
  • Intuitive
  • Instinctive
  • Sensitive
  • History nerd
  • Charitable
  • Daydreamer

Ocean MAGIC

Ocean magic is based less on the strength of the dragon and more on the strength of others. They can manipulate and generate the element of water with skill, of course, but they also support those around them both physically and mentally. They can directly assist their Riders and a few others by providing a bit of water breathing. In time, water breathing becomes a passive skill for their Rider. They can quickly melt into water and travel vast distances to carry messages or witness events. They excel in casting blessings and healing spells upon others. They can instantly heal their Riders or cast a spell that improves their health over time. If a person comes to them with a malady or curse, they can quickly dispel it.

At the same time, the magic of these dragons can be quite abstract. Ocean dragons with any level of magic will be able to sense catastrophe before it happens. The stronger a dragon is, the more clear that danger becomes, and the more time they have before it strikes. Masters of Ocean magic will be able to see visions of the future, even without catastrophe involved. They can project their soul across the vast ocean of space in order to witness events far from their bodies. They can calm others so well that they can induce a slumber, and from there, they can manipulate dreams. Dreamwalking allows them to more clearly see the future of an individual, though the subject will generally notice if someone else is inhabiting their mind.

Magic Physiology

On top of the general Tier IV magic effects, your dragon can have these traits. This is only available to dragons with Tier IV Ocean magic or Elemental Anomaly. Feel free to get creative and use things outside of this list. Note: Blood is unrelated to the Ocean element. It is a Dark element magic trait.

  • Capricorn
  • Many-finned
  • Tentacles
  • Gilled
  • Froth
  • Turning Into Water
  • Coral, seashells, and sea life following it around or living on it.

ELEMENT COLOR RULES

Their most common colors are teals and blues, but occasionally you will find a black or white dragon. Here is a suggested color range for dragons showing color:

 

Compatibilities

  • Earth - Earth dragons have the ability to talk to stones, which means they have literal mountains of stories on the tip of their tongue at all times. Ocean dragons can listen to an Earth dragon tell stories for hours–it would be even longer if Earth dragons would stop eating the rocks before finishing the stories. The simple nature of earth dragons also gives them confidence that the stories are not made up. An Earth and Ocean dragon with a particularly strong bond can make magnificent Dens that last for generations. Both dragons run on instinct of some sort, making any place they choose to lay their clutch a bonafide fortress.
  • Storm - As they understand Storms have it hard–especially with their reputation for destroying things–Oceans are extra compassionate towards them. As healers, Oceans are highly perceptive when it comes to illness of all types. They can tell when the chaotic actions of a Storm dragon are a symptom or an action from the heart. Alongside that, Storms rarely tame their emotions. The raw emotions and sensitive side of Storms make them very attractive to Oceans.
  • Light - Light magic is about communicating, but on a shallow level, it’s about manipulation. Oceans prefer rude words to sweet lies. The superficial nature of Light dragons goes against the emotionally charged Oceans. Ocean dragons are sensitive to the feelings of others and when a dragon goes out of their way to hide those feelings, it is a challenge to connect on an emotional level. When these two fight, things get very dramatic.

Ocean Display and Modifier Traits

The following traits are founded in the Ocean element, and thus have a better chance of passing to offspring:

Shark | Koi | Marbled | Marked | Ripple | Blanket | Orca | Spotted
Torrent | Capricorn | Tentacles | Many-finned | Pelvic Fins | Dorsal Fin | Gilled

They are equally compatible with these Earth and Storm traits:

Wild | Crackle | Sandstone | Skunk | Tobiano | Brindle | Fawn Spots | Underbelly
Jeweled | Brawn | Neckfrill | Fanged | Protofeathers | Club Tail | Maned
Somatic | Frost | Vampire | Mist | Pollen | Hailstorm | Panda | Striped
Avalanche | Debris | Split Tail | Bumble | Tailless | Odd Ears | Webbed Tail

 

However, they are incompatible with Light Traits, and the following traits have a reduced pass rate. Ocean semi-customs and Ocean SC cross breeds have the rarity of these traits increased by two:

Flaunt | Zebra | Roan | Faded | Rabicano | Suntouched | Pangare | Appaloosa
Radiance | Spectrum | Star Pearl | Iridescence | Bioluminescence | Bearded | Heraldry

Storm

Category: Element

Physiology

The wings of a purebred storm dragon are large compared to their body, with the leather attaching at their shoulders and extending down the sides of their legs. Their tails are long and rat-like, trailing behind them as they fly. Their faces are flatter than other dragons, and their nose is enlarged  so they can smell their way through torrential downpours. Their ears are very sensitive to noise and their brain instinctively tunes out sounds similar to rain and wind. They eat large birds and insects that find themselves lost in the wind currents of a storm. Their velvet scales are hydrophobic, and combined with their leather wings, they can fly through a storm with ease and execute complex aerial maneuvers.

Free Trait: Odd Ears
Default Physical Traits:

Temperament

Storm dragons are fairly rare, since they seek out traits that are sometimes frowned upon. They seek a bond with the mentally unstable or individuals that have faced far too much strife to give a care in the world. The constantly changing conditions of their favorite flight weather causes them to gravitate towards an equally adaptable Rider. Since a bonded dragon is considered a second self, the dragons and Riders are never a danger to each other. They also have a crooked sense of humor, so they will impart that to their Riders. These traits aren’t all bad, though—in the case of a Rider who is dealing with a troubled past, their dragons can help them cope and gain a new purpose in life. No matter the case, storm Riders appear inscrutable and keep their true intentions hidden.

Preferred Rider Attributes:

  • Unstable
  • Excitable
  • Clumsy
  • Disobedient
  • Poor Listener
  • Easily Distracted
  • Forgetful
  • Whimsical
  • Picky Eater
  • Depressed
  • Impatient
  • Talkative
  • Energetic
  • Psychopathic
  • Survivor

Storm MAGIC

Storm magic is always a risky business. Unlike the other types of magic, even very skilled dragons can have their spells turned on them. Their spells might exhibit a bit of ocean, thunder, and wind tendencies. They can use noise manipulation of wind dragons to echolocate in the darkest environments. They can combine the magic of ocean, wind, and thunder dragons to conjure up a storm. They can whip up dust and debris through the power of Earth dragons and create a catastrophic landslide. Perhaps the only elemental magic of their own—something not made through combining the magic of others—is the ability to freeze other objects. Snow seems to be exclusive to their kind.

Of course, not all magic takes on a physical form. Probability manipulation is no issue for them, making gambling quite a lucrative occupation for incognito Storm Riders. They can curse those they hate with bad luck and grace people who win their favor with a streak of luck. Any time they apply a luck spell, the opposite amount of luck must be taken or applied to someone else. To cause a bit of mischief, they can imitate the voices of others perfectly…although their acting ability isn’t quite on par with Wind or Light dragons, so they won’t fool too many people.

Magic Physiology

On top of the general Tier IV magic effects, your dragon can have these traits. This is only available to dragons with Tier IV Storm magic or Elemental Anomaly. Feel free to get creative and use things outside of this list.

  • Frozen areas
  • Body parts turned into storm clouds or twisters
  • Odd Ears
  • Debris

ELEMENT COLOR RULES

Their most common colors are indigo hues. Naturally, this means a few people argue over whether they are mainly blue or purple. In some cases, you will find Storm dragons colored with white, gray, or cyan. Here is a recommended color range for Storm dragons. Click to view the full image.

Storm Compatibilities

  • Ocean - The minds of Storms are chaotic, to say the least. Ocean dragons? They help with that. Ocean dragons are some of the most understanding and gentle of dragonsWhen a Storm dragon is out of control, they can tame the situation with their kind words. They understand the erratic actions of Storm dragons and the chaotic mood swings even in situations that would make other dragons furious. 
  • Wind - Wind dragons may not like the chaos of Storms, but they will still do their best to understand them and take them under their wing. Winds know that there will always be disagreements and conflicting opinions in any relationship–friend, foe, child, or lover–and they will try to look beyond that. At heart, Storm dragons are innocent and carefree–something which jives well with adventurous Wind dragons.
  • Fire - Fire Dragons are the killjoys, downers, spoilsports, wet blankets, and otherwise most annoying of the other elements. They have no sense of humor or understanding when a Storm dragon wants to destroy a building for fun. They adhere to rules, reason, and justice, when the real world is not so nice as that.

Storm Display and Modifier Traits

The following traits are founded in the Storm element, and thus have a better chance of passing to offspring:

Somatic | Frost | Vampire | Mist | Pollen | Hailstorm | Panda | Striped
Avalanche | Debris | Split Tail | Bumble | Tailless | Odd Ears | Webbed Tail

 

They are equally compatible with these Ocean and Wind traits:

Shark | Koi | Marbled | Marked | Ripple | Blanket | Orca | Spotted
Torrent | Capricorn | Tentacles | Many-finned | Pelvic Fins | Dorsal Fin | Gilled
Dancer | Breeze | Flight Bars | Barred | Streaks | Cap | Collared | Tipped
Cirrus | Curled | Seraph | Frilled | Plumes | Beaked | Extensions

 

However, they are incompatible with Fire Traits, and the following traits have a reduced pass rate. Storm semi-customs and Storm SC cross breeds have the rarity of these traits increased by two:

Origin | Vibrancy | Detonation | Emblazoned | Pharaoh | Magma | Scorched | Sable 
Phoenix | Double Crest | Aegis | Thorned Spine | Translucent | Spaded Tail | Dorsal Spines

Wind

Category: Element

Physiology

Purebred wind dragons can inhabit almost any environment—from the chilly arctic to the tropical beaches to the desert wasteland. Average chicks are as big as a turkey and adults have a wingspan of roughly 10 meters. Their bones are hollow and they are covered in aerodynamic feathers, giving them the greatest flying ability among all dragons. They are capable of carrying one to two riders in adulthood. They display their crest feathers when they are amused or upset. Their tails are long with flat feathers that aid in steering. While they are not as acrobatic as storm or fire dragons, they are capable of flying vast distances for extended time periods.

Free Trait: Beaked
Default Physical Traits:

Temperament

Wind dragons seek out Riders who exhibit honesty, honor, and creativity. Riders who exemplify integrity are given a high rank in the wind dragon hierarchy and imparted greater power by their dragon. Wind Riders are very intuitive and can recognize the strength and abilities of those around them. Their instincts as a whole become acutely honed towards others, making them excellent leaders, diplomats, and commanders.

Preferred Rider Attributes:

  • Integrity
  • Exploratory
  • Brave
  • Inspirational
  • Commitment
  • Loyalty
  • Decisive
  • Communicator
  • Enjoys Literature, Poetry, Song, or other Art
  • Accountable
  • Empowering
  • Commanding
  • Diplomatic
  • Sincere
  • Competent

Wind MAGIC

Wind dragons have a surprisingly small effect on the element they are named after. They can move the wind to a certain extent to make flight easier, but they can’t quite conjure up clouds like a Storm dragon can. Instead, their power lies in boosting the strength of others. They enhance the magic of all allied dragons around them. They can deflect attacks with ease. They can fly far higher than any other dragon and require less oxygen to do so. Their Riders and, once they master their magic, their allies can manifest wings of their own regardless of their race. If wings aren’t their thing, levitation serves them just as well.

Perhaps their true talent lies in their voice. They can speak the tongue of all sentient creatures, allowing them to communicate across all language barriers. They may not understand the specifics of a culture, but they can make themselves understood. They can weave their spells into intricate songs that either boost the strength of their allies or strikes fear into the foes unfortunate enough to hear the siren song. Not only are they exceptionally good at seeing the qualities in others, but they are also excellent at seeing in general. Their attacks are incredibly accurate and advanced magic users can see for miles.

Magic Physiology

On top of the general Tier IV magic effects, your dragon can have these traits. This is only available to dragons with Tier IV Wind magic or Elemental Anomaly. Feel free to get creative and use things outside of this list.

  • Curled
  • Seraph
  • Plumes
  • Beak
  • Clouds/Mist
  • Levitation

ELEMENT COLOR RULES

Their most common colors are hues of indigo, purple, black, pink, white, and tan. Every now and then, a brown Wind dragon will be born. Here is the suggested hue range:

Wind Compatibilities

  • Storm - Usually, the chaotic tendencies of Storms wards away dragons. However, Wind dragons do their best to look beyond surface level and understand the true wants and needs of their companions. Wind dragons understand that sometimes the actions of a person are not due to intent, but inexpressible circumstance. Is a Storm dragon ‘acting out’ because it is stressed? They will do their best to address the problem. Is there something in their nature that causes them to lash out? Wind dragons can de-escalate that. Their power over weather keeps crops safe, plus a friendly Storm dragon can bless their community with good luck. Storm dragons are especially good allies to have when some Chaotic Good actions are needed and the responsible Wind Dragon is out of ‘normal’ ideas. 
  • Dark - Dark dragons are wielders of wisdom, knowledge, and memory. Their insight is essential both to the solitary adventurer and the community leading Wind dragons. Having Dark dragons as an ally is an incredible boon when it comes to handling odd situations. As good leaders, Wind dragons know to seek help when they need it, and Dark dragons can provide a lot of help.
  • Jungle - Jungles are prank-loving creatures, and unlike Storms, everything they do is with intent. They base their actions on personal needs rather than community needs, and because of their blatant and knowing disregard for rules and laws, their little actions often domino into big consequences. More than anything, Jungle dragons are difficult to trust. They don’t wear their heart on their sleeve and even hide their good will under layers of sarcastic jokes and gentle pranks. This makes them difficult to keep as friends; As such, the honest Wind Dragons find them unpleasant.

Wind Display and Modifier Traits

The following traits are founded in the Wind element, and thus have a better chance of passing to offspring:

Dancer | Breeze | Flight Bars | Barred | Streaks | Cap | Collared | Tipped
Cirrus | Curled | Seraph | Frilled | Plumes | Beaked | Extensions

 

They are equally compatible with these Dark and Storm traits:

Somatic | Frost | Vampire | Mist | Pollen | Hailstorm | Panda | Striped
Avalanche | Debris | Split Tail | Bumble | Tailless | Odd Ears | Webbed Tail
Veil | Nebula | Stitched | Starry | Wisp | Comet | Dust | Sooty
Celestial | Companion | Multi-limbed | Transparent Skin | True Sight | Wither | Tattered

 

However, they are incompatible with Jungle Traits, and the following traits have a reduced pass rate. Wind semi-customs and Wind SC cross breeds have the rarity of these traits increased by two:

Fairy | Leafy | Rosettes | False Eyes | Chameleon | Foliage | Dart Frog | Rattlesnake
Swarm | Dazzle | Insectified | Floral Parasite | Frog Throat | Antennae | Miniature

Dark

Category: Element

Physiology

Dark dragons are elusive creatures whose true forms are unknown. These strange-looking “lizards” do not typically fly, even when they appear to have wings, and instead float about. They have no scales and appear to absorb the light around them. If they do not want to be touched, hands and claws will pass right through them as if they were made of mist. They can interact with objects and even carry their riders despite this ability. Their Riders describe themselves and their dragon as blind interchangeably, although neither has trouble distinguishing between colors, locating light sources, or anything we considered normal sight.

Free Trait: Wither
Default Physical Traits:

Temperament

Even the method of rider selection is unknown for this element, though Riders are often familiar with death or the supernatural. Individual Riders may cite a reason for the bond, but all of them are unique. Individuals will also claim that they know the true form of their dragon, with a similar predicament occurring. The ‘true’ form of their dragon may even change over the course of its life. Since dark dragons can take on any shape, size, and consistency that they desire, they explore everywhere and report their knowledge back to their rider. Riders claim that they gain the ability to see from their dragons–separate to the sight we know–but are unable to describe how it differs from the vision they had before. One peculiar ability that these dragons impart to their Riders is the ability to see wandering Spirits and the magical seams of the world.

Preferred Rider Attributes:

  • Brooding
  • Insightful
  • Dreamer
  • Empathetic
  • Superstitious
  • Frail
  • Anxious
  • Depressed
  • Remorseful
  • Overwhelmed
  • Easily Startled
  • Anti-social

Dark MAGIC

Dark dragons use magic to become formless. This is something innate to them, but also something enhanced with magic. The stronger a dark dragon is, the more ‘solid’ they can make their form. In the meantime, the miasma they produce can unnerve others and even make people with sensitive personalities feel ill. They can move through the shadows, become invisible or intangible at will, and even shift their shape according to their needs. Their Riders can take part in the shapeshifting once the dragon has reached advance magic, allowing them to imitate the appearance of others.

Their magical vision is a strange thing, as it involves no sight at all. It is more similar to synesthesia combined with a bit of imagination. It provides far more information than normal sight without overwhelming the user. Dragons with True Sight can access these illusion-piercing abilities without needing any sort of magical training.

Their strongest and most fearsome magic involves the dead. They are perfectly capable of seeing and speaking to ghosts. Dragons that master magic have no issue seeing the identity of wandering souls. They can summon souls close to them at will and even have them possess uninhabited bodies nearby for hours at a time. This necromancy is forbidden in many places due to the stress it places on the spirit and the respect many cultures hold for the bodies of the dearly departed…but that doesn’t stop them and their Riders from being capable of such feats.

Magic Physiology

On top of the general Tier IV magic effects, your dragon can have these traits. This is only available to dragons with Tier IV Dark magic or Elemental Anomaly. Feel free to get creative and use things outside of this list.

  • Living Shadow
  • True Sight
  • Ghosts floating nearby
  • Blood
  • Body of Bones
  • Transparent Skin
  • Stars or Nebula floating nearby

ELEMENT COLOR RULES

The base coat will always be a dark color. Dark dragon colors will always be desaturated. If your dragon is pure black, the line work and all traits must still be visible with normal screen brightness. Here is an example of acceptable saturated colors for dark dragons. Click for a better view.

 

Compatibilities

  • Wind - Wind dragons have it tough. They need to constantly socialize, think of the community, take risks, take responsibility for their wide-impact actions, and guard their friends. They are loyal like no other. However, Winds still have needs, wants, and desires. The fact that they can put that away and think of others first is very admirable to Dark dragons. As Wind dragons are one of the most honest elements–but also knowledgeable of the ways of the world–they make good company for even the moodiest of Dark dragons.
  • Metal - Dark dragons often act as supporters for Metals. They admire the naivete of Metals and their overflowing optimism about the nature of life. And, unlike many dragons, this optimism is not surface level. It is at the core of many Metal dragons’ hearts. They are the most honest and heartfelt dragons of all, even though they wield so much power. Dark dragons love to befriend Metals and linger around them to refresh their faith in the world.
  • Thunder - While Dark dragons consider themselves wise, they are not immune to emotion. There are penalties to being a Dark dragon; their existence is more comparable to a ghost than a living entity. All Dark dragons and Thunder dragons originated from the same Frail mutation; However, Thunder dragons are the ones who entered the world of the living, while the Dark dragons did not quite make it. Even if the life of a Thunder dragon comes with its own difficulties, Dark dragons would rather be alive and take those difficulties than ‘live’ as a ghost.

Dark Display and Modifier Traits

The following traits are founded in the Dark element, and thus have a better chance of passing to offspring:

Veil | Nebula | Stitched | Starry | Wisp | Comet | Dust | Sooty
Celestial | Companion | Multi-limbed | Transparent Skin | True Sight | Wither | Tattered

 

They are equally compatible with these Wind and Metal traits:

Dancer | Breeze | Flight Bars | Barred | Streaks | Cap | Collared | Tipped
Cirrus | Curled | Seraph | Frilled | Plumes | Beaked | Extensions
Grunge | Patina | Stairstep | Forged | Veined | Chroma | Rusted | Splotched
Treasure | Engraved | Shimmer | Gilded | Sheen | Shell | Plating

 

However, they are incompatible with Thunder Traits, and the following traits have a reduced pass rate. Dark semi-customs and Dark SC cross breeds have the rarity of these traits increased by two:

Echo | Glass | Runemarks | Aurora | Sparks | Checkered | Fractal | Stamp

Electric | Disassembly | Glitch | Coils | Halo | Display | Whiskers

Metal

Category: Element

Physiology

With their sharp and rough scales, large horns, and long claws, it is highly recommended that even their Riders avoid petting them needlessly. Even the seemingly smooth and reflective scales have a razor-like texture at the microscopic level that can cause a rash at best and long cuts at worst when a Rider tries to pet their dragon without equipment. Purebred metal dragons cannot generate enough lift for themselves, but on windy days the winged dragons are capable of controlled gliding. Despite their terrifying physical composition, they are gentle giants and rarely start or finish disputes. They subsist on rocks, dirt, and small insects. Their long tongue is especially useful for licking up ants.

Free Trait: Plating
Default Physical Traits:

Temperament

Metal dragons bond with Riders that show purity, innocence, or a good sense of what is right and wrong. As timid creatures, they then look to their Riders for how they should interact with others. Metal Riders and Earth Riders are similarly employed, but Metal Riders tend to be much more dependable when the situation calls for communication rather than strength. Riders can use the intuition of their dragon to easily perceive the intentions of others, making them excellent detectives and guards, even if they’re not that strong. The strongest Metal Riders are even capable of seeing the auras of others.

Preferred Rider Attributes:

  • Naive
  • Sense of Justice
  • Wholesome
  • Intuitive
  • Patient
  • Forgiving
  • Calm
  • Accountable
  • Philosophical
  • Honest
  • Sincere
  • Indecisive

Metal MAGIC

Metal dragons are the hardiest dragons of all, having both elemental and mental strength. Their armor is impenetrable when they set their magic to it, and they can exist even in a vacuum without the need to breathe. They can manipulate anything magnetic and bend metal at will. Illusions have no effect on them—in fact, they have a peculiar relationship with light. They can enter the reflections of metal and travel through a ‘parallel’ world of sorts for several minutes at a time. They can exit from any other reflective surface or simply look through the 'window.' If their strength is spent while they are in this mirror world, they are ejected from the nearest reflective surface.

Another peculiar magic they wield is the ability to project their minds towards others. Weak dragons begin with telepathy, while the strongest dragons can superimpose their own mind upon others and control their body. The soul of their target is temporarily placed in their own body or the body of their Rider. When abused, this is the strongest magic dragons are capable of.

Despite these frightening abilities, metal dragons and their Riders are typically too pure to use these powers for nefarious ends. They are much more likely to use weaker abilities or simply talk things out to get what they need. Both dragons and their Riders can see auras surrounding all life forms. These can immediately tell them the mood, intentions, and personality of everyone they come across. It’s not an ability that switches off, either, so Metal dragons and their Riders will detect lies the moment they happen—even if they’re relaxed. They can dim their own aura and the aura of others to avoid detection. Along with that, their aura reading will occasionally reveal a curse or illness that the victim is unaware of.

Magic Physiology

On top of the general Tier IV magic effects, your dragon can have these traits. This is only available to dragons with Tier IV Metal magic or Elemental Anomaly. Feel free to get creative and use things outside of this list. Dragons with Tier IV Metal magic may be marked as Flighted, even if they have no traits for flying.

  • Engraved
  • Shimmer
  • Sheen
  • Armored
  • Large plating and scales
  • Gilded
  • Molten Metal
  • Metal Spines/Horns
  • Metal Gravitating around the dragon
  • Flight

ELEMENT COLOR RULES

Their most rare colors are gold, pink gold, and silver. Grays are the norm. Here are some suggestions for base color and markings:

Metal Display and Modifier Traits

The following traits are founded in the Metal element, and thus have a better chance of passing to offspring:

Grunge | Patina | Stairstep | Forged | Veined | Chroma | Rusted | Splotched
Treasure | Engraved | Shimmer | Gilded | Sheen | Shell | Plating

 

They are equally compatible with these Dark and Light traits:

Veil | Nebula | Stitched | Starry | Wisp | Comet | Dust | Sooty
Celestial | Companion | Multi-limbed | Transparent Skin | True Sight | Wither | Tattered
Flaunt | Zebra | Roan | Faded | Rabicano | Suntouched | Pangare | Appaloosa
Radiance | Spectrum | Star Pearl | Iridescence | Bioluminescence | Bearded | Heraldry

 

However, they are incompatible with Earth Traits, and the following traits have a reduced pass rate. Metal semi-customs and Metal SC cross breeds have the rarity of these traits increased by two:

Wild | Crackle | Sandstone | Skunk | Tobiano | Brindle | Fawn Spots | Underbelly
Jeweled | Brawn | Neckfrill | Fanged | Protofeathers | Club Tail | Maned

Night

Category: Element

Night dragons appear at a very specific time of year, no matter what world a person might find themselves on. They will usually appear at the start of Winter and depart at the Winter Solstice. Things get tricky when more than one sun is involved, but the concept is roughly the same. They appear as the coldest time of year approaches and leave when it reaches peak intensity. Night dragons are rumored to have power similar to the great Ancestors of all creatures. Rather than being original or basal forms, they are a mutation that further advances the magical capabilities of elemental dragons.

Purebred dragons with completely mythical-tier traits only occur once per year. These legendary dragons are influencers which can affect the dragons around them. A Night dragon enhances the bonds of dragons it encounters in its youth, leading to some strange elemental pairings between dragons and Riders. It learns to control this ability and support others as it ages.

 

PHYSIOLOGY

Night dragons do not have default physical traits. This means that purebred Night dragons cannot swap out traits. Crossbreeds may still switch out for their secondary element's traits. It is exceptionally rare for the Night element to pass through breeding. When the Night element does not pass to offspring, a random element from a certain pool passes instead. These are the same elements that Night is compatible with.

Ocean | Storm | Wind | Dark | Metal

TEMPERAMENT

Night dragons do not appear to look for specific temperaments in their Riders. It is noted that their own temperaments are a mixture of their affiliated elements–with Night dragons being slightly introverted. This varies from dragon to dragon, especially since Night dragons might inherit a bit more adventurous spirit from their Wind affinity. They may bond with any element of Rider. Further preferences are difficult to understand due to their extreme rarity.

Night MAGIC

The incredible physical versatility also reflects in the magic they can learn. They are born knowing Tier II magic in the following elements:

Ocean | Storm | Wind | Dark | Metal

They may show minimal effects of these forms of magic--in example, a short tuft of feathers on their tail, softly glowing eyes, or a few tiny metal scales scattered among their normal ones. Additionally, if they have a Rider, they may choose one of these elements to rank up to Tier IV for its normal Tier IV magic. In this case, they skip Tier III learning.

Along with these learned magics, the Night dragons are rumored to possess innate abilities. The night dragon can look up to a year into the past. The extent of this ability–or if it even exists–is only known by their Riders. When a conversational dragon is asked about it, they will quickly dodge the question. Whether the magic comes at a price, or is forbidden, or is much more meager than believed, is something the general populace can only speculate on.

COLOR RULES

Night dragons are treated as being melanistic and follow those design rules. In addition, their scales will sparkle like stars and shimmer with iridescence. Crossbreeds may show partial melanism with either a hard or soft edge.

The following traits may display their normal colors over the melanism effect, if desired:

  • Appaloosa
  • Tobiano
  • Vampire
  • Zebra
  • Hailstorm
  • Nebula
  • Aurora
  • Starry
  • Dust
  • Grunge
  • Veil
  • Pollen

Additionally, Somatic may create patches of any coloration where they cover the Night dragon, so long as all markings are distinguishable and follow regular brightness rules (IE: sooty is still black, inside of rosettes is still lighter than outside, etc.).

DEFAULT DISPLAY AND MODIFIER TRAIT RARITY

They inherit markings of affiliated elements as if they were that element. Night semi-customs are not normally available.

Light

Category: Element

PHYSIOLOGY

Purebred light dragons have thin and flexible scales that resemble velvet or fur. They often carry a set of antlers or a single split horn. Despite their docile appearance, their teeth are curved and ideal for tearing flesh. Their forelegs are typically cloven hooved. They have a thin, wiry tail that ends in a tuft of fur. They are said to resemble deer, zebra, antelope, or Kirin. Unless they are crossbred with a flighted element, they will only grace the fields and not the sky.

Free Trait: Heraldry
Default Physical Traits:

TEMPERAMENT

Their Riders tend to be aesthetically pleasing, charismatic, vain, or manipulative. Light Riders get a boost in all of these attributes after they have bonded with their dragon. Looking at a light Rider or their dragon can give a sense of euphoria, peace, and happiness. This strange aura doesn’t affect other light riders, dark riders, or their dragons. Their abilities make them exceptionally good at convincing others of their cause, which has plenty of drawbacks.

Preferred Rider Attributes:

  • Charismatic
  • Attractive
  • Insufferable
  • Vain
  • Manipulative
  • Narcissistic
  • Sensitivity to Others
  • Self-confidence
  • Ambition
  • Consistency
  • Easily Bored
  • Power-hungry
  • Dramatic

LIGHT MAGIC

More than anything else, light dragons are capable of stunning illusions. They can appear invisible, gigantic, beautiful, and all other kinds of shapes. These illusions are not true shape shifting, and only caused by particularly tantalizing pheromones that the dragons give off. The illusions cannot physically affect the world, although a good Light dragon is able to weave a very convincing illusion that may not need to do any physical work of their own to get the job done.

They can’t exactly mind control, but they can heavily influence the thoughts and memories of others for a short amount of time. Temporary hypnosis is quite possible for them. On the physical level, Light dragons can use magic to gain enhanced agility and jumping skills. Finally, they are capable of glowing or generating balls of light near them once they have learned magic.

Magic Physiology

On top of the general Tier IV magic effects, your dragon can have these traits. This is only available to dragons with Tier IV Light magic or Elemental Anomaly. These traits have no effect on breeding. Feel free to get creative and use things outside of this list.

  • Bioluminescence
  • Heraldry
  • Star Pearl
  • Iridescence
  • Shimmer
  • Light orbs around it

BASE COLOR RULES

Their most common colors are pastel hues or simply white, though this range is incredibly versatile. If you want to learn how to push the limit, just think of your dragon as having the Faded display trait. Here is a suggested selection of colors. Below you can find an in-depth example of Light Dragon palettes, though you do not need to pick directly from it. Click to view the full image.

Light Display and Modifier Traits

The following traits are founded in the Light element, and thus have a better chance of passing to offspring.

Flaunt | Zebra | Roan | Faded | Rabicano | Suntouched | Pangare | Appaloosa
Radiance | Spectrum | Star Pearl | Iridescence | Bioluminescence | Bearded | Heraldry

 

They are equally compatible with these Metal and Fire traits:

Origin | Vibrancy | Detonation | Emblazoned | Pharaoh | Magma | Scorched | Sable 
Phoenix | Double Crest | Aegis | Thorned Spine | Translucent | Spaded Tail | Dorsal Spines
Grunge | Patina | Stairstep | Forged | Veined | Chroma | Rusted | Splotched
Treasure | Engraved | Shimmer | Gilded | Sheen | Shell | Plating

 

However, they are incompatible with Ocean Traits, and the following traits have a reduced pass rate. Light semi-customs and Light SC cross breeds have the rarity of these traits increased by two:

Shark | Koi | Marbled | Marked | Ripple | Blanket | Orca | Spotted
Torrent | Capricorn | Tentacles | Many-finned | Pelvic Fins | Dorsal Fin | Gilled

 

Stellar

Category: Element

Physiology

Stellar is an element only achieved through the blessings of higher powers. As such, much of this information is speculative and based on a tiny sample size. Any inaccuracies should be reported to Abrendese Research Unit 20.39.5 C.

Dragons that have been blessed with a stellar blessing may bond with any Rider. At the time a dragon receives a stellar blessing, their body goes through metamorphosis, and all of their traits may take on a fantastic appearance. This metamorphosis does have permanent effects on their reproductive abilities, lowering their clutch size to one in any circumstance. At the same time, their single egg will always hatch into a Day or Night dragon. It is believed that the hatchling itself chooses what element to be upon hatching.

Curiously, Riders may also receive this blessing. Those who have been blessed with a stellar blessing have an affinity with all of the elements. While metamorphosis into other forms is possible, there is no known instance of the Rider becoming an elemental dragon, and some Riders display no change at all.

The nature and origin of the blessing is the most mysterious of all. It is reported to involve several deity-like figures, though their existence cannot be confirmed.

Free Trait: All Of Them
Default Physical Traits:
Mythic Snout
Mythic Crest
Mythic Body
Mythic Scales
Mythic Wings
Mythic Limbs
Mythic Tail

Temperament

Both Stellar dragons and Stellar Riders have no predisposition. Rather, their personality seems to be founded on whatever element they once were, and we all know how inaccurate the temperament assessment of typical dragons can be. While some Stellars do appear to undergo personality adjustments, it is likely a reaction to their new circumstances, rather than a predisposition of the element.

 

Stellar Magic

Stellar dragons will automatically receive a boost of magic in all ten standard elements. According to current research, these elements cannot be developed further, even with the assistance of expert Trainers. Additionally, they appear to have access to an odd, dimensional-based magic all their own. It is somewhere between the instance magic of powerful Metals and the star generation that experienced Darks can wield. Shapeshifting also appears to be one of their specialties. After Stellar magic tests resulted in the disappearance of two research labs and a vending machine in another building, it was decided that further research would be put on hold until they could be located.

 

Element Color Rules

Stellar dragons may display any markings or lack thereof, regardless of their genes. They may display any colors. Additionally, these colors and shapes may shift over time, though all subjects remain recognizable when compared to their Identification Images.

 

Game Notes

  • Unless updated by the person who wrote it, a slot written before a dragon’s Stellar Blessing will use their old elements.
  • Stella’s Blessing is given as an item which can be applied to any Rider or dragon, even if that Rider or dragon was not in attendance during the blessing.  It is exclusive to a rare and difficult chain of Expeditions.

Chronoscape

Category: Origin
Species: Rider

A Rider from the Chronoscape came from a world other than Shérok and Eredia. These could be humans or something completely alien. Other ARPG or closed species (pending permission from their creators) are also in this category. It encompasses all alternate-dimension critters. Here are the details of the Chronoscape:

Physics

As something in between time and space, the Chronoscape has some pretty unique physics going on. Here’s one quick way to imagine it. You have a sheet of paper. The top of the paper has a red dot, while the bottom has a blue dot. These dots appear very far to each other. However, by folding the paper, these dots can be made closer. Now, let’s throw in another dot—this time, green. Rather than folding the paper to get all three to meet, it’s easier to use a thread and needle to sew them. The paper looks really weird now, but hey, they’re all together!

In this scenario, the universe is a piece of paper. The string represents path through the Chronoscape. All of the 3D space between the folds and the paper are the Chronoscape. Paths can go in every which direction. Time is manipulated just as easily as space. A trip that would take a million years through space suddenly becomes a walk in the park. Creatures with a Chronocompass can easily navigate through this realm, but all other Life ends up turning around and getting lost, either ending up in the wrong place or time, or perhaps even the wrong universe. It’s unlikely that a person can ever find their way home once they lose their way.

Doors to the Chronoscape are created by Instance Mages of all sorts. Metal Riders are particularly good at manipulating the space to connect a ‘string’ to their desired ‘dot.’ The Chronoscape doors are sometimes literal doors. Other times, they appear like a rippling mirror, a tunnel into a realm unknown, or a land that appears after passing through a thick fog. You are free to create your own entrances and exits to this realm.

Weather, Terrain, and Life

The Chronoscape appears as a flat plain that stretches infinitely in all directions. It breaks into desert-like patches, heavily forested areas, rocky pathways, volcanic regions, and any environment you can think of if you travel far enough. There is no perceptible curvature…in the third dimension, at least.

In regions with open sky, it will be shrouded in clouds. Sometimes they are thin, and light will shine through in rhythmic fashion akin to days and nights. Other times, the clouds will lay low and create a blue fog that blocks vision beyond two meters. In areas with deteriorating terrains, a sun-like star can be seen below the ground. If anyone was ever able to solve the mysteries of time and weather in the Chronoscape, they never returned to tell anyone about it.

Flora & Fauna

The land contains flora and fauna from every corner of the universe. Humanoids are the most common sentient species, but they are hardly the only ones. Sentiency comes in all shapes, sizes, and forms. From eldritch horrors to charming little creatures, you never know when something will try to communicate with you. As for normal fauna, there are all sorts of creatures running around in the Chronoscape. It’s unknown if any species can truly be extinct, since there surely exists a shadow of them in the Chronoscape somewhere.

It is incredibly dangerous to travel through the Chronoscape because of the flora and fauna. Of course, getting lost in space and time is horrible, but getting killed between space and time is a little worse. Just as anything could be sentient, anything can be a hunter. That set of mountainous boulders? A golem, ready to spring. That enchanting song? A siren searching for their prey. The sweet-smelling tree? It’s ready to put you to sleep and trap you in its roots. Without the protection of dragons or safety in numbers, the chance of surviving in the Chronoscape is slim to none.

Doors to the Chronoscape

There is a good reason Quetzalcoatl and Moondrifters are not frequently seen among the populace of Shérok and Eredia. The planets have several major hubs that are monitored by different entities to ensure dangerous individuals do not sneak in. The most popular doors are on Bestia d’la Mer and the city of Corli. These are guarded by the Bestia and the Abrendese Militia respectively. Tsotska d’la Mer contains a door that leads to very specific locations, guarded personally by the Tsotska-mar. The Phinae-mar guards many of the doors at sea and beyond, and they even have an influence within the Chronoscape itself. There are doors underwater which lead to corresponding watery terrains in the other realms. There are many minor doors outside of this which peoples of all kinds use. The Naki are most active in these locations and will only report to the Naki Alliance concerning those who cause trouble or endanger others.

Civilizations & Cultures

Choosing to live in the Chronoscape is dangerous and foolhardy, but a few people do it. There are some recognizable peoples and organizations that are known throughout the Chronoscape, and these are the notable ones.

Peregrines

[full peregrine info here]

Anyone who travels through the Chronoscape as a lifestyle is called a Peregrine. Many of the Naki were originally Peregrines that had their compass settle on Shérok. The compass of their dragons—if they even have one—won’t point anywhere. That’s how they like it. They learn the ins-and-outs of the world around them. While the dangers may shift and change, the doors go different places, and former colleagues disappear into the mists, the Peregrines learn how to deal with it. With practice and luck, a Peregrine will know danger when they see it and stay out of its path. They know how to approach game they’ve never seen before and can converse in some common languages that will get them by.

To stay safe, Peregrines will sometimes form caravans. Caravans consist of up to two hundred people traveling together. In order to stay in one place, it’s left to Riders to serve as navigators, guides, and hunters. Although caravans are faced with many troubles, the Peregrines keep them stable. While having so many mouths to feed and few ways to trade makes survival hard, the benefits of seeing the same faces every day and staying together with family vastly outweighs the struggles. Caravans typically exchange members between each other, rather than adopt vagrants traveling alone. A lone traveler is seen as a threat and someone who was potentially exiled from another caravan, and thus a danger.

With that said, not all caravans are benevolent. There are some that keep themselves occupied with the poaching of all types of wildlife–monsters, plants, humans, and whatever they believe is valuable–to sell on in the most profitable way. These groups are typically referred to as poachers.

Quetzalcoatl

[full Quetzalcoatl details here]

Quetzalcoatl are feared throughout the realms. They are dragons that can appear as large, feathered wyrms or as feathered humanoids. They possess a Chronocompass, just like any other dragon. They live in a huge community that could almost be called a metropolis. As they all have a Chronocompass, navigating throughout their ‘city’ never gives them a problem. They absolutely despise dragons and Riders, considering Riders to be brainwashers of some sort and dragons to be unwitting victims. Although they form mental bonds, they do so with their soul mates rather than a companion.

Also called Blood Serpents, the Quetzalcoatl will negotiate with visitors or even require passersby to give sacrifices. The sacrifices must be sapient, and the longer their lifespan, the better. The Quetzalcoatl do more than consume the sacrifices. They also use ancient magicks to perceive what their prey could not—a glimpse of a future that would never be. Their ability to learn the future, manipulate blood to their whims, and create venoms of all types instills fear and awe in all who learn of them. It’s not uncommon for powerful leaders to provide a surplus of sacrifices in exchange for a glimpse into the future or a morsel of forbidden knowledge. Below is a size chart for Quetzalcoatl and their forms. Click for full size.

Moondrifters

[full moondrifter information here]

The Moondrifters are a caravan that has gained a reputation for their cult-like behavior. Their activities are strictly monitored by those within. Seemingly nonsensical laws are tied in with their religion to manipulate and command those within their ranks. It’s not unusual for god-like entities to exist in the Chronoscape, so for them to presume a god guides them isn’t outlandish. What is odd about this group and their god is the extent to which they follow the teachings. Those found to commit a sin or break a law are branded as an outlaw. Many can be condemned because they were associated with a criminal, and sometimes even victims of violence could be considered corrupted and driven out.

Unfortunately, they are known for their avid evangelism. They will try to convert unwitting lone Peregrines and execute them if they refuse to change their ways. When dealing with multiple individuals, the Moondrifters do not try to convert whole caravans. Instead, they kill all of the adults and take in the children as their own. The children are raised to hate their old community and taught that they deserved what happened to them, all alongside the normal cult rules. They are typically human, though will raise species outside of humans when they are adopted as children. Along with normal human skin tones, they may appear as a ghostly white or with hues of blue. They are one of the few communities the Naki do not actively communicate with.

Wild Inhabitants of the Chronoscape

The world between worlds is full of strange life. To learn about a few of the creatures, click here.

Eredia

Category: Origin
Species: Rider

A resident of the world of Eredia. There are five distinct "races," which manifest as a person matures on the world. It depends on which spirit the particular person has earned a blessing from; The spirit imparts magic and/or animal traits to aid them. Not everyone earns the favor of a specific spirit or any spirit at all.

Note: Often called the furry race.

The people of Eredia (called Erré from now on) have some intriguing features that set them apart from other humans. Their planet appears to have an elemental fluctuation that changes their physical form over time. They begin to resemble the animals or beasts of other worlds, and some particularly powerful and wizened Erré can even transform into their beastly forms. The youngest Erré usually have a small muzzle, modified ears, and a tail. The eldest of them resemble animals on their hind feet more than humans.

They live on a planet covered almost entirely by water—something along the line of 95%. There are many Chronoscape entrances and exits that lead to Shérok, allowing for constant communication between the two planets. However, the two still possess vastly different cultures. In general, the Erré have a greater respect for nature and magic. Magic is openly taught and practiced, with or without a dragon involved.

Please note that not all animals are covered by the variety of Erré. If you use an animal outside of these specifications (such as a dragon person), their origin will invariably be marked as Chronoscape. When in doubt, ask! You are free to pursue your own stories.

Language

All Erré speak Latin, with languages from other places showing up most often at Ere D’la Mer and Bestia D’la Mer.

 

National Colors

Since appearances can be deceiving, the Erré distinguish between classes and nationalities based on attire. The rulers of the islands (with the suffix -mar at the end of their name) will dress entirely in the primary color. The workers of all classes will wear a mix of the two colors. The unemployed, elderly, retired, and children will wear the secondary color. Those who wear solid colors will often wear accessories of their other color, since there is a lot of color overlap between the islands and the trinkets help differentiate them.

 

More information can be located on the specific race pages.

Shérok

Category: Origin
Species: Rider

This trait describes characters from the world of Shérok. They are not necessarily Shéar.

Shérok has one incredibly large land mass with a single treacherous ocean surrounding it. There are a few islands along its shoreline, with a few being large enough to warrant their own name, but it is altogether a single continent. The areas are loosely divided into kingdoms (sometimes referred to as Pradeshes). All inhabitants appear human except for some Naki. You may use any natural skin tone for them, even if they have an average skin tone listed for their particular race. Incredibly dense cities are spaced intermittently in the land, usually by rivers. These cities are surprisingly scarce.

The Shéar continent is a united country in the present state of the game:

However, it has a long history that split it into several different countries.
  • Northwest Green: Murciélagia was a hot, humid, and tropical area that used Obsidians as their main companions, rather than dragons.
  • North Yellow: Inviernot is a realm of expansive, chilly tundra. The most common companions are still Tombre.
  • Northeast Orange: Halcyon is full of low-altitude mountains, hills, and pine forests.
  • Central Light Blue: Central Shérok contains a large sea–most likely formed by a cataclysmic celestial event–along with an island at its center. This sea is usually covered in dense fog, with many hidden doors into aquatic areas of the Chronoscape. Its western area is the most populated area of the world, while its easternmost region is filled with enough dangerous fauna to make it uninhabitable. South central Shérok has a small desert where the Irrit live to this day.
  • Southwest Red: Riosilvano is infamous for its southern swamps and rainforests. The western areas are mostly deciduous forests and flood plains.
  • Southeast Violet: Aviara is full of winding canyons and plantless regions. It is occupied by cliff-dwelling fauna--mainly Gryphons and independent wind dragons. The northern islands have a large amount of natural resources that supports the rest of the country.

Abrendese

Category: Race
Species: Rider

A member of the Abrendese race.

Clothing Style: Typical Victorian Garb
Language: English

The Abrendese are fairly recent arrivals to the world of Shérok—clocking in at about five centuries ago. Before their arrival, the world of Shérok was made of small villages with low technological ability but incredible magic skill. After their arrival, the Abrendese imparted their advanced knowledge of space travel, engineering, cloning, medical practices, and experimentation to the Shéar. They began to build huge cities and automate many old occupations. There are two distinct populations of Abrendese—your typical ‘street dweller’ and the nobility. The nobility are shunned, though they hardly notice. The street dwellers live alongside the Shéar and are only distinguishable through their accents and a fondness for gadgets.

Erré - Tsotska

Category: Race
Species: Rider

Clothing Style: Cold-faring Tribal Garb
Primary: Black ; Secondary: Gold


Tsotska d’la Mer is located on an incredibly remote and mountainous island. While it isn’t as expansive as the islands of the Bestia, it is covered in large, steep mountains. The extreme edge of the island has an incredibly high and active cone volcano. It is said that an ancient fire dragon in its center keeps the volcano from ever harming the people of the island. Despite this, the island itself is always cold and often covered in snow. These people are incredibly attuned to the world of dragons and even resemble them in a way. They take on reptilian appearances, though they never grow wings as a true dragon would.

Which is good and well, since they would only want to soar the skies with a dragon companion! A disproportionately large number of Tsotska become Riders. Learning to work with dragons is part of a child’s curriculum, just as important as math or magic, giving them lots of chances to impress a dragon. For those that don’t bond with an Elemental Dragon, there are always feral dragons to tame and use.

They are led by a Tsotska-mar, though a senate exercises great control over the Tsotska-mar’s power. A group of trained dragon riders is also considered a major political force alongside the senate, and they are much more influential on the Tsotska-mar thanks to the respect they have earned from dragons.

Their homes are made of brick and wood to maximize heat retention. Dragon Riders live close to the stables towards the top of the mountains, while the others live near a large port close to sea. The stables themselves have one entrance that opens to the side of the mountain and another that opens to a cliff—perfect for dragons to land and light. The island itself has very few wild animals, which leads Riders to feed their dragons with prey from the Chronoscape.

Tsotska Culture & Politics

Like Bestia d’la Mer, Tsotska d’la Mer is split into two islands. The first has a sparse population that continues to grow smaller. The second island is used to raise wild game exclusively to feed their dragons. It has mild summers and harsh winters. It’s the only place on the planet that hosts frozen seas in the winter. The beaches are covered in stones rather than sand. Their tailors are masters at what they do, though few visit their docks to take advantage of their skill. They have to be masters with all the cold-blooded creatures running around in need of warmth.

The inhabitants are highly distrustful of outsiders—even their own Erré. They particularly detest the T’terre, who ride mounts they consider sub-par, stupid, and demeaning to their rider. They think it reflects an inability to tame or deserve a dragon. Dragons are central to their culture and cause a huge rift within it. Not everyone becomes a Rider, so those that do are lauded as heroes. Those that don’t are the ones that determine the rules, but the Riders have huge political sway. On top of that, the Tsotska-mar is personally appointed by the vote of dragons. These two powers are constantly at odds on what is important for the island.

Although they learn no magic of their own, they can quickly tap into a dragon’s abilities and use it to its fullest extent. This exceptional learning speed and power, combined with their close affiliation with dragons, is the main reason that the Abrendese seek them out for experiments. The second reason is their isolation from the rest of the world. It takes several days of straight flight or swimming to reach the nearest populated island. The third reason is their cultural distance from the other races; In general, they are disliked for their inability to use ‘normal’ magic and their exclusive communities. The fourth is the general lack of wealth. While the Tsotska-mar frequents the Chronoscape more than any other living ruler, he does so purely to protect his island. Advantageous trades are not on his list of priorities, nor would he be very good at them.

It is something of a perfect storm that the Abrendese nobles have taken full advantage of. Raids of the island are not unusual, and the Tsotska are hindered in protecting themselves by a strict code set in place by their god. They can only defend their island while in flight or sailing.

Tsotska Religion & History

 Their god is the oldest of them all. Tsotska is called the father of all Riders; He was the very first among them. Prior to his bond, the dragons were seen as mortal enemies to life itself. He founded Tsotska d’la Mer as a sanctuary to anyone who sought it. Dragons, Riders, and anyone else who needed assistance were permitted to stay. At the same time, the requirements to do so were very strict. Dragons were not permitted to harm one another with ill intent. They were certainly not allowed to harm Riders and vice versa. Those found to disobey these rules on the soil of the island would be killed on the spot. There was a tiny bit of leniency for accidents and scuffles. Tiny. It was not a utopia by any means, but it was one of the first places of its kind.

Tsotska himself is weak compared to other gods, despite his age. He spreads out his existence through the consciousness of all Riders, allowing him to convey critical information to the Tsotska-mar and provide small pieces of assistance to Riders in far places. While he can’t interact directly with the world, he can command dragons to aid others and have complete conversations with the Tsotska-mar. He is not able to communicate with other Riders, though he knows all their concerns.

Tsotska Magic

Tsotska do not have any intrinsic magic of their own. However, they possess a vast wealth of potential that any dragon can tap into. Both they and their dragons are quick to learn dragon magic. This exceptional learning speed and power, combined with their close affiliation with dragons, is the main reason for their persecution.

At the same time, Tsotska have a strange ability to recognize the ailments of dragons and know exactly how to treat them. This could be due to their upbringing more than magic, even if the young ones are able to do it perfectly. There are some common signs that Tsotska can use to pose a dragon and check their health. They are not magical, though even foreign dragons will always know what the Tsotska is trying to indicate.

The only one to practice unique abilities is the Tsotska-mar. Through the blessing of Tsotska, he can read the minds of both dragons and their Riders. He is capable of singing dead dragon souls and Riders into a peaceful rest, which in turn strengthens Tsotska. He can command all dragons as if he himself was their Rider.

 

Erré - Bestia

Category: Race
Species: Rider

Clothing Style: Anything Goes
Primary: Brown ; Secondary: Gold
Bestia are the most plentiful of the Erré, and their animal forms tend to mimic mammals and marsupials.


The Bestia actually inhabit two islands. The first and largest of them has rolling hills that give most homes a view of the islands. People from all over Eredia and even the visiting Shéar live here alongside the Bestia.

Bestia Culture & Politics

Bestia d’la Mer has hundreds of doors to and from the Chronoscape, making it the de-facto hub of the entire planet. Their homes are typically made of four joined buildings (often inhabited by multiple generations) with a large courtyard or garden in the center. The buildings themselves are made of clay and stone, with each topped off with a thatched roof.

Races and refugees of all kinds mingle among the Bestia, and it’s sometimes difficult to tell whether someone is native or not. The locals take full advantage of the foot traffic, setting up stores and food stalls where the Peregrines like to take short cuts. On top of this commerce, the island is a popular hub for dealings with worlds beyond even Shérok. They possess the most wealth of any other island. This wealth is evenly dispersed, for the most part, so it’s difficult to notice when visiting the lands.

Not everyone enjoys the mingling of cultures on the main island of Bestia d’la Mer. Those on the smaller island show a clear distaste of visitors. After the Abrendese caused Shérok to plunge from a veritable paradise into a world of crime, some of them began to turn away all inhabitants of the Chronoscape. Eventually, this extended to the Shéar. Abrendese were certainly not welcome on their land. These people believe that the larger island is forsaken and that their island is the only true Bestia d’la Mer. They also believe that the current Bestia-mar must be out of touch with their god. Nonetheless, they are more than eager to receive monetary support from the mainland.

Bestia Religion & History

As with all other Erré islands, Bestia d’la Mer is named after its god, Bestia. What’s more, the god is appropriately named after his domain—the beasts of the world. It’s said that a great calamity occurred which caused the original Erré to flee to the Chronoscape. Bestia was the one who made a safe haven for the mammals, marsupials, vermin, and other creatures of the land. When he accepts someone into his domain as a Bestia, they will gradually grow attributes that match the animals whom he originally saved.  

Among the Erré gods, Bestia serves as the biggest troublemaker. The trickster can only be managed by Ere, though even she has trouble keeping him on a leash. The god once made a bet with Phinae on whose children were stronger. The winner would rule over the living, while the loser would rule over the dead. Phinae was quick to take the bet. The Bestia were strong, but the Phinae were much stronger. It almost seemed that their strength had no limit. However, Bestia had a plan. He had all of his children shapeshift into terrifying beasts and frighten the Phinae any time they attempted to perform a feat of strength. Unable to compete, Bestia and his children were the winners. Phinae and his children retreated to the sea, but out of revenge, the sea god split Bestia d’la Mer into two pieces.

The god himself is kind and welcoming of all people. He sees all of the living—even creatures outside of his domain or people from a different realm—as his own children. As such, the mainland of Bestia d’la Mer is full of people from all places, and those less welcoming to foreigners are tolerated all the same.

Bestia Magic

More than any other race, the Bestia have a penchant for shapeshifting. They can even revert to a fully human or animal form at will and—unlike the other races—it takes absolutely no magical effort to do so. They still receive magical training in their early years to make shifting a clean process. Those who show great magical talent are selected for further training among priests. From there, they can gradually learn to speak to certain animals. These animals include all the creatures whom Bestia originally saved.

Those who manage to speak fluently are made into a priest and receive further training from their fellow priests, the Bestia-mar, or the god himself. A fully trained Bestia priest will be able to read the minds of smaller creatures. The Bestia-mar is also granted the ability to control animals directly (this does not include people). This ability works best the tamer a creature is, though the Bestia-mar has no trouble commanding one or two non-cooperative animals at a time. His favorite color is brown, the color of the earth from which all things come. Second to that, he enjoys the gold of life-giving seeds.

Erré - Phinae

Category: Race
Species: Rider

Clothing Style: Ancient Greek or Roman Garb
Primary: Blue ; Secondary: Black

The Phinae are strange in that they do not always resemble creatures. Sure, you’ll see fish, eels, sharks, dolphins, and those sort of aquatic things around. But you’ll also see people growing coral, studded in urchins, or covered in kelp. You might also see people that look completely human plus some gills or a couple scales.

Phinae Culture & Politics

Young Phinae are exceptionally rare, and Phinae that visit land are even more rare. They have no islands of their own and instead spend their time at the bottom of the sea, ruled by a singular Phinae-mar. In the rare event that they have a visitor, magic is used to create corridors down to the cities. It is much more common for the Phinae-mar to visit land than the other way around. When Phinae do opt to leave the waters, they never stray far from the sea. When outsiders visit the world of the Phinae, the inhabitants are welcoming and very accommodating (almost to a frightening extent). Water dragon riders are incredibly common among them, thanks to their advantageous location and scrying abilities.

Because of their location and the nature of their ruler, they rarely partake in the politics of the land. They are acutely aware of the things that go on, though, making their information incredibly useful to those that can win their trust. Since the Erré sea extends into the Chronoscape, their knowledge about culture and the movement of people extends much farther than the margins of a map.

Phinae Religion & History

The god of the Phinae is the only one to directly interact with their people. They serve as the Phinae-mar and represent their people in all political events. However, their identity changes as the dominant spirit of the realm changes. Like many gods, Phinae represents the conglomeration of many souls, with one particular entity at the helm. This entity is the soul among them with the most attachment to the world above the sea, usually through lingering regrets or anger. Their shape shifts depending on this latest identity, along with their name and gender, but they are ultimately the same god. As time goes on and the new soul observes more of the world, they gradually forget their human memories and fade into the ‘old’ Phinae. By allowing human souls to lead the helm, Phinae remains connected to the realm of the living. It prevents them from doing something drastic (such as flooding the world to prevent suffering).

The current Phinae is female and takes great interest in the Tsotska. As such, she is more likely to appear when the Tsotska-mar calls him than any other entity of the worlds. Among all the gods of Eredia, Phinae is the strongest. Their power even reaches into the Chronoscape. They can instantly know what all creatures of the sea know. Since there are many underwater doors to the Chronoscape, they receive information from far-flung worlds and can travel quite swiftly by merging with the waters or hopping from the minds of fish to fish. It is only through this collective knowledge that Phinae knows the frivolous nature of abusing his powers. He is capable of bring the dead back to life—which is how all Phinae are born—so long as they die in the sea. While he is a god, the Phinae treat him more as a king or a great grandfather than an all-powerful being. The Phinae uses the color blue to represent their eternal home and the color black to represent the eternal sleep they are all too familiar with.

Phinae Magic

They are quite capable of breathing underwater, but there’s a bit more to their magic than modified appearances. No one appears to be born or die there. The cuts and injuries they incur are filled by sea life rather than skin and flesh. It isn’t unusual for some Phinae to have exposed bone, though they are just as jovial as ever. Land dwellers that spend too much time among the Phinae will find themselves drawn back to the sea, consequences be damned. It isn’t unusual to find people that resemble those lost to sea dwelling within the realm of the Phinae. However, upon prodding, they will insist they have always lived there.

Alongside their strange longevity and dubious origins, the Phinae can borrow the abilities of the Phinae-mar to perform small rituals and scry all kinds of things. They can see scenes from the future, determine the fate of others through cards, and even warn others of impending danger. On top of that, particularly adept Phinae may meld into the water and travel great distances quickly. Transforming or possessing sea life is second nature to them. Rumor has it that all feral sea serpents were once Phinae who aspired to be dragons themselves and never bothered to shift back. Alternatively, they may have forgotten their original identity in the first place.

Erré - Ere

Category: Race
Species: Rider

Clothing Style: Ancient Greek or Roman Garb
Primary: Gold ; Secondary: White

Ere are the only inhabitants that can appear entirely human in shape, though many have soft pastel skin akin to flowers. More than anything else, they value knowledge. They boast the largest library in all of Eredia, and certainly the largest physical library between Eredia and Shérok (it’s hard to compete with digital libraries). Due to the limited space of the library, recreational books are not permitted within its walls. It’s all historical tomes, scientific studies, researcher’s notes, and magical findings.

Ere Culture & Politics

The Ere are led by a council who host hundreds of souls. The living host is the one who takes the prominent role in communication, but the memories and thoughts of each spirit can be called at will. When calling upon multiple spirits, they will typically identify as female. More than anything else, they value knowledge. They boast the largest library in all of Eredia, and certainly the largest physical library between Eredia and Shérok (it’s hard to compete with digital libraries). Due to the limited space of the library, recreational books are not permitted within its walls. It’s all historical tomes, scientific studies, researcher’s notes, and magical findings. Their mandatory schooling includes not just magic but mathematics, science, literature, history, and so on. They believe that a variety of knowledge is just as crucial—if not more crucial—than physical health.

Because of all this, they have incredibly prominent guests that come to ask for legal counsel. Their architecture greatly resembles that of ancient Rome or Greece. They have the largest forum of all islands and host frequent festivals. It’s sometimes said that there’s a festival any time the council wants to drink. In any case, the Ere tend to be quiet towards outsiders, but will open up if food or gifts are involved.

Ere Religion & History

Unlike the other island gods, Ere is not seen as a single presence. All of the Ere host a small part of her power, which is returned to her upon their death. The more spirits you possess, the closer you are to using her power. Eventually, you end up with someone who has hundreds of souls. These ‘people’ serve on the council for hundreds or thousands of years, with each legion switching hosts every century or so. Each of these council members can speak on behalf of their god, Ere, and display enough power to be called a god in and of themselves. They can be killed like any mortal, and if they are outside of Ere d’la Mer’s boundaries, the legion will disperse entirely. As long as Ere inhabit the island, it is possible for a new legion to form and replace the one that was lost.

Ere is capable of some incredibly frightening feats. She can possess not just one but many living people at once. Along with that, she’s capable of reading the minds of others. The only people outside of her control are ones actively protected by Tsotska. She also has no command over simple animals or dragons beyond the ones her hosts bond to. Among the ‘living’ gods, she is undoubtedly the strongest, and she isn’t afraid to wield this power to intimidate her enemies.  

Ere Magic

Despite their subtle differences from the humanoids of Shérok and the Chronoscape, they do seem to have powerful magic abilities. The souls of the dead will attach to the living, which makes the oldest of the Ere a conglomerate of souls. The appearance of her spirits ranges from wispy tendrils to dainty butterflies to terrifying amalgations--all depending on the perception of the one viewing her. On top of this passive magic granted to them by their god, they train in an extensive variety of magical arts.  

The most prominent of their skills lie in healing magicks. They can cure many illnesses, heal many wounds, and identify the physical causes of many ailments. Combined with their anatomical knowledge and excellent surgeons, it’s where you need to go if you want an illness addressed. Even if their magic has no effect, they will take you in, pamper you, and research all of your symptoms in an attempt to save you and others. Beyond this, they practice simple magic. Lighting up small areas, levitating small objects, creating illusions, and so on are all within their power. Explosions and lightning bolts are not. They use wands of various materials (ranging from wood to bone to programmed devices) to channel their magical power.

Erré - T'terre

Category: Race
Species: Rider

Clothing Style: Ancient Greek or Roman Garb
Primary: Green ; Secondary: Red
Like the Ere, the T’teré appear quite human, with a single difference…those big wings of theirs which makes them look like birds. The wings can attach on their back or onto their limbs. Many also grow taloned hands and feet, with the most dramatic appearances involving feathered arms, legs, and a sharp beak.

T’teré Culture & Politics

T’teré are ruled by a single T’teré-mar, though their exact identity is unknown. Instead of revealing the identity of the T’teré-mar, a mixed council dictates and discusses the decisions. It is typically considered democratic, with the final word and major political decisions decided by the reclusive ruler. All members of the council treat each other equally, and outside of their Chamber, they are all treated as a T’teré-mar would be.

They live on the smallest islands in all of Eredia, and their little homes have to cling to the mountain at the center of the main island. Thanks to the tiny size of their islands, every roof has a view of the ocean. Roofs are flat and have large entrances and exits, since these tend to be used more than doors. Rain water from the roof is a serious problem for lazy families. They tend to dislike outsiders and keep them restricted to the docks unless it is urgent business for the council. Due to odd rumors coming from many directions, they show an obvious annoyance to any Tsotska they come across.

Very few become dragon riders, as they breed and raise Gryphons. These beasts do their job just fine without a magical bond. Those that do become Riders might still keep their old Gryphon around, much to the dismay of jealous dragons.

T’teré Religion & History

The history of the T’teré goes back quite far and is purposely muddled by the T’terré-mar’s efforts. The majority of people were immigrants from Bestia d’la Mer who were tired of overcrowding and visitors from every corner of the universe. They eventually considered themselves a separate people from the Bestia, though they had no god to call their own.

Eventually, a child appeared that had feathered wings. This was the first instance of any Erré in the world having wings at all. Birds were not under the domain of Phinae, Bestia, Ere, or Tsotska. The child was revered as their god, treated as their ruler, and otherwise allowed to do as he pleased. He had wisdom beyond his years and aged slower than the others, cementing their opinion. As their worship for the child grew, the child gained powers of his own. He became the god they sought and was able to grant the same shape-shifting skills that the other gods of Eredia could.

In reality, he was no god. He was a simple creature from the Chronoscape that held a humanoid appearance for far longer than he should have in that situation. Although he hailed from a race that hunted humans as prey, the worship and kindness of the Erré turned his heart for the better. Their strength became his strength, and with time and the assistance of whatever rested in the planet, he could grant the wings they desired. He still warned his newfound followers of the dangers of the Chronoscape and of accepting anyone under their wing without question. This gradually morphed into the xenophobia that many T’teré exhibit to this day.

The island took its name simply because it was easy for the bird-beaked people to say. The name was then attached to their god. As the original T’teré-mar grew slowly, he stole away from the public light to avoid scrutiny. He does not show himself in public or even visit the Council Chambers. His only ruling duties involve signing off on important decisions or settling quarrels. Though he has existed for almost as long as T’tere d’la Mer, he appears to be in his early fourties.

T’tere Magic

Being creatures of the wind, T’teré took control of the skies. In time, their magic developed to move and manipulate wind. When traveling in a flock, they can create a tailwind to travel vast distances. A hundred-mile trek across the sea is trivial for them, though taking a path through the Chronoscape is usually faster.

The advanced magic users of the T’teré are able to control storms or quell them. When the other islands are in drought or in peril from an impending storm, they call on the T’teré for aid. Combined with the endurance of a Gryphon or dragon, they are masters of the skies.

Erré - Other

Category: Race
Species: Rider

This is a member of the Erré race without a specific affinity. You can learn more about Eredia here.

Shéar

Category: Race
Species: Rider

A member of the Shéar race or any older race from the world of Shérok.

Clothing Style: Typical Middle Eastern/Desert Garb
Language: Shéar (A mix of Spanish and Italian.) Written vertically right to left or horizontally left to right.

These are the main people that live everywhere on the planet. They are the name for natives of the planet that don’t have any other affiliation. Because the kingdoms (or Pradeshes) are currently united and several of them inhospitable, it is much more likely for Shéar to refer to themselves by their planetary origin rather than a particular kingdom. Their average skin tone is cinnamon, though they can have any natural human skin tone without being out of the ordinary.

Individual homes are scattered in the wilderness and made by hand. Their homes change depending on the climate—just draw what you would expect an Earth home to look like in a swamp, forest, and so on. In any place where many people gather, the architecture changes straight to urban skyscrapers. The density is also incredible—easily comparable to the densest areas of China and India. There’s not an in-between for the general populace! Shéar also tend to live alone, rather than family groups. It’s not unusual for families to become entirely fragmented over the land.

 

Naki

Category: Race
Species: Rider

Clothing Style: Cyberpunk
Language: Varies; Sign

The Naki are those of mixed race or unknown race. They have a bit of Abrendese, a bit of Shéar, some Erré, and maybe just a tiny bit of Irrít. It’s completely random and completely irrelevant. Their appearance can take from any of the races, including oddities from the Chronoscape that have settled in on Shérok. Despite their ambiguous origins, they form strong communities with each other. There are several waypoints on traveling roads that will constantly have Naki watching out for each other. They are also responsible for the traditional message relays across the country.

Along with these, there are many Shéar and Erré who become Naki over the course of their lifetime. People can develop odd mutations through experimentation or acquire a bit too many mechanical prosthetics for the liking of the general populace. Even when their appearance is unaffected, they may lose their magic and become shunned by others. While other races would shy away from these ‘abominations,’ the Naki take them in with open arms and help them get acclimated to a new life. If they decide to join the group for life, they will adopt the race as their own and their children will be Naki with them.

They are the originator of a peculiar sign language that takes as little effort to ‘speak’ as possible. It’s simple, but the subtle cues are enough to recognize each other immediately and get across important messages. Since Naki find themselves in dangerous situations more than any other group, a language that allows them to speak freely without arousing suspicion was a necessity.

 

Quetzalcoatl

Category: Race
Species: Rider

Quetzalcoatl are feared throughout the realms. They are dragons that can appear as large, feathered wyrms or as feathered humanoids. They possess a Chronocompass, just like any other dragon. They live in a huge community that could almost be called a metropolis. As they all have a Chronocompass, navigating throughout their ‘city’ never gives them a problem. They absolutely despise dragons and Riders, considering Riders to be brainwashers of some sort and dragons to be unwitting victims. Although they form mental bonds, they do so with their soul mates rather than a companion.

Physiology

Basics

In their dragon form, they have four bird-like legs, a feathered crest of some kind, large feathered wings, a long tail covered in feathers…you get the idea. While in flight, they tuck their legs into their feathers, giving the illusion of a feathered serpent proper. They each maintain special speculum feathers that store the ingredients they need for magic. These speculum feathers are green, gold, red, or a mix of those (reflecting that Quetzalcoatl’s magic specialty). Outside of their speculum feathers, they can have any color feathers or skin. They will have natural-looking markings, though it’s not unusual for beauticians or magical prodigies to dye their feathers in weird patterns. They molt periodically by shedding and regrowing their feathers. They will live forever as long as they can consume other sapient creatures. Without a proper diet, their lifespan is greatly reduced and they can starve.

Size

They will only take their largest form after a particularly good meal. Even in their most ‘humanoid,’ appearance, they will retain their wings and tail, and stand 6′ at shortest. When walking on two legs, they generally slouch to keep balanced. The level of dragon or human appearance in between these forms depends on the individual’s whims. No matter the form, they will always weigh the same. The air pockets of their bones expand and allow them to shrink or stretch without creating much new mass. They are physically weak in all forms and not suited to carrying things while in flight. Females are typically larger than males.

Venom

They possess fangs in all forms hooked into a venom gland. These are not visual in casual conversation, since they are tucked away when not in use. When they bite, they pull the fangs forward and unsheathe them. They are hollow and only able to channel venom when extended. Their venom has an enormous variety. Green-feathered Quetzalcoatl even have a biological ‘codex’ of sorts where they store information of all the poisons and medicines they tasted over the years. They can paralyze their victims or they can give a bit of relief to someone suffering from illness. Yes, they can even make aphrodisiacs. They will only have one type of venom at a time and it takes a few days to swap venom. The more complex a venom is, the more skill and time are needed. The serpent will also need the raw materials on hand–particularly ‘magical’ venoms will require a magical diet.

Diet

They do not put a lot of thought into eating beyond the sustenance and nutrients they get from it. Because their fangs are fragile, they most commonly swallow everything whole and raw. Those magically inclined may supplement their normal diet with herbs and even metals.

Perception

In addition to seeing the same spectrum of light as humans, Quetzalcoatl are able to sense infrared or heat signatures. Their ability to sense heat is much more complex and red-feathered Quetzalcoatl can even see fine details like veins. They are able to smell both with their tongue and their nostrils.

Magic

All Quetzalcoatl are born with some amount of magic. For most, it’s as simple as prolonging their life by eating people and switching between dragon and humanoid form. About a third of Quetzalcoatl show magical aptitude and are brought into the center of the capital to hone their skills. Only ten percent are able to master all three kinds.

Each magic is referred to by the color of its ‘materials.’ Quetzalcoatl store magic materials in their speculum feathers and draw from them when they use magic. Thus, a green-feathered Quetzalcoatl is someone good at green magic. Referring to a Quetzalcoatl by the color of their feathers is almost always referring to their speculum feathers. A ‘gold-feathered’ Quetzalcoatl could have blue feathers everywhere other than their speculum.

  • Green Magic – Concentrated biomass appears green in their speculum feathers. This greatly assists in the production of venom. They are able to passively store poisons that they taste and break it down into its components. Talented green-feathered serpents can then reconstruct it or improve upon that formula to use whenever they want.
  • Red Magic – Red represents a high iron content in their feathers. Red-feathered Quetzalcoatl specialize in the manipulation of blood, so having a simple store of normal blood helps a lot. These serpents are good in battle, as they are able to hinder their opponents without resorting to venoms or foresight.
  • Gold Magic – This is the main type of magic that impresses other species. Using precious metals and a bit of their latent magic, Quetzalcoatl can see into the future. While most serpents are able to trust in their ‘intuition’ or ‘gut feeling’ with confidence, gold-feathered Quetzalcoatl can see specific visions of the future and even interact with their visions. Visions of the future are considered a blessing from their goddess, whom they consider to be the mother of all dragons. The goddess despises humanity and those who would subject dragons to their will, and encourages their suffering. Singing hymns is a way to enhance and focus this magic. Every minute spent looking into the future is a minute taken from someone’s life. As such, gold-feathered serpents are the most ravenous.

Many magics are intertwined. Red magic is best for extracting the life force crucial to gold magic. Green magic might be required to change the bad fates spotted by gold magic. The list goes on. That’s why, despite specializations, Quetzalcoatl rely on each other as a community to use their magic to the best of its ability.

Home and Community

Their home is best described as a metropolis. They have buildings as large as skyscrapers throughout. However, instead of walled boxes, these structures have many open arch ways, floors, and bridges between them. Foul weather and predators are so unlikely that only personal quarters need walls. The architecture and clothing have a decidedly Mesoamerican aesthetic.

All Quetzalcoatl lay their eggs in the center of the city. Clutches are kept together and cared for by anyone broody in the vicinity. Gold-feathered dragons are tasked with raising the hatchlings. Children have a poor concept of danger–especially since adults seem to see everything–so they have a habit of getting into trouble. Once they grow out of that, they are sent to the outskirts of the city to be raised by caretakers. They do not go with siblings and they do not go to the care of their parents (unless by sheer coincidence). Because friends nip at each other to check their health, it’s very easy to tell if they are related, which makes lineage tracking for romantic reasons is a non-issue.

It’s important that hatchlings learn how to live without magic, along with how to respect those without magic, so caretakers are never magically inclined. When a child comes of age and shows magical talent, they are sent back into the city to hone their skills. Quetzalcoatl with magical abilities are expected to serve and support those without. Because they are very community-oriented, crimes against others are unthinkable and severely punished. In order to pull something off without alerting gold-feathered Quetzalcoatl, a criminal needs incredible premeditation.

Interactions with Outsiders

The Quetzalcoatl will negotiate with visitors or even require passersby to give sacrifices for safe passage. The sacrifices must be sapient, and the longer their lifespan, the better. The Quetzalcoatl do more than consume the sacrifices. They also use ancient magicks to perceive what their prey could not—a glimpse of a future that would never be. Their ability to learn the future, manipulate blood to their whims, and create venoms of all types instills fear and awe in all who learn of them. It’s not uncommon for powerful leaders to provide a surplus of sacrifices and luxuries in exchange for a glimpse into the future or a morsel of forbidden knowledge.

 

Peregrine

Category: Race
Species: Rider

Anyone who travels through the Chronoscape as a lifestyle is called a Peregrine. Many of the Naki were originally Peregrines that had their compass settle on Shérok. The compass of their dragons—if they even have one—won’t point anywhere. That’s how they like it. They learn the ins-and-outs of the world around them. While the dangers may shift and change, the doors go different places, and former colleagues disappear into the mists, the Peregrines learn how to deal with it. With practice and luck, a Peregrine will know danger when they see it and stay out of its path. They know how to approach game they’ve never seen before and can converse in some common languages that will get them by.

To stay safe, Peregrines will sometimes form caravans. Caravans consist of up to two hundred people traveling together. In order to stay in one place, it’s left to Riders to serve as navigators, guides, and hunters. Although caravans are faced with many troubles, the Peregrines keep them stable. While having so many mouths to feed and few ways to trade makes survival hard, the benefits of seeing the same faces every day and staying together with family vastly outweighs the struggles. Caravans typically exchange members between each other, rather than adopt vagrants traveling alone. A lone traveler is seen as a threat and someone who was potentially exiled from another caravan, and thus a danger.

With that said, not all caravans are benevolent. There are some that keep themselves occupied with the poaching of all types of wildlife–monsters, plants, humans, and whatever they believe is valuable–to sell on in the most profitable way. These groups are typically referred to as poachers.

 

Moondrifter

Category: Race
Species: Rider

The Moondrifters are a caravan that has gained a reputation for their cult-like behavior. Their activities are strictly monitored by those within. Seemingly nonsensical laws are tied in with their religion to manipulate and command those within their ranks. It’s not unusual for god-like entities to exist in the Chronoscape, so for them to presume a god guides them isn’t outlandish. What is odd about this group and their god is the extent to which they follow the teachings. Those found to commit a sin or break a law are branded as an outlaw. Many can be condemned because they were associated with a criminal, and sometimes even victims of violence could be considered corrupted and driven out.

Unfortunately, they are known for their avid evangelism. They will try to convert unwitting lone Peregrines and execute them if they refuse to change their ways. When dealing with multiple individuals, the Moondrifters do not try to convert whole caravans. Instead, they kill all of the adults and take in the children as their own. The children are raised to hate their old community and taught that they deserved what happened to them, all alongside the normal cult rules. They are typically human, though will raise species outside of humans when they are adopted as children. Along with normal human skin tones, they may appear as a ghostly white or with hues of blue. They are one of the few communities the Naki do not actively communicate with.

 

Other

Category: Race
Species: Rider

This is a catch-all group for races and species outside of the setting or undescribed in other areas. It can include other ARPG or closed species, so long as the owner of that species has given permission. Just a few examples are below:

  • Angels, demons, or species in-between
  • Humans from another world
  • Giant plant people
  • Sentient objects
  • Talking bugs
  • Slimes

Irrit

Category: Race
Species: Rider

A member of the Irrit tribe. They are a group of united older tribes that don't necessarily consider themselves Shéar, despite their location on the continent.

Clothing Style: Typical Central Americal Garb
Language: Shéar (A mix of Spanish and Italian.) Written vertically right to left or horizontally left to right. Language Script Key

These are the singular magical peoples remaining in Shérok. They dwell in the small, inhospitable deserts of Shérok, but are blessed by their gods to a life of splendor. Those who would do them harm become turned around in thick sandstorms while their allies navigate the sands without an issue. They live a nomadic life throughout the desert, but an oasis will spring up wherever they rest. Whether this is the truly the work of gods or some sort of magic that follows them is up for debate. They are not led by anyone in particular and instead barter among each other as friends and family would. They track their family lines through their mothers, and their oral history goes quite far. Some tales may even occur before the Abrendese arrived to the planet—at least, that’s how far the generational tree seems to go.

Due to global perception of magic, they tend to stay within the sands and rely on travelers for foreign goods. Some will venture out of their lands, but their magic will dim. Similarly, most will not leave for the Chronoscape because their magic is intertwined with the land. Their skin is normally dark tan and they have bright red hair. Their eyes vary widely in color and will change when they cast magic. While their ancestry is very recognizable, they can easily masquerade as Naki when they travel, so long as they keep their magic under wraps.

Other Art Group

Category: Race
Species: Rider

These are open species, closed species, and other ARPG group critters that have entered the game as Riders! Permission was received from the associated species owners/group moderators before entering them into the game. These species remain 100% within the domain of their original creators. The parenthesis shows what species they are. The imports or masterlist pages for these characters are located in the notes section of the character profile.

If you would like to use another ARPG character as a Rider in Chronocompass, we require:

  1. Proof that this is allowed in screenshot form.
  2. A link to the masterlist entry for the character, so the correct group can be credited.
  3. Familiarity with the rules of both groups--don't break the rules of either when using your Rider! Two common rules that come up are:
    • Most groups do not allow import images to be used outside of their corresponding group. For these, you will need to make your own art to use on the Chronocompass import image, OR you may use gemstones on a background without an image of your Rider at all.
    • The world of 'double activity rolls' is very iffy when a character is being used in two different ARPGs. While this situation isn't written outright, it's frowned upon and we highly discourage doing this! In example, if a Rider is doing a hunt in the other group, the image should be redeemed as No Prompt in Chronocompass.

Attyceps

Category: Race
Species: Rider

Attyceps are the alliance of arthropods and fungi. Both of those groups became highly specialized over the years, with many species of arthropods and fungi represented. Most of these ‘families’ of arthropods work together, leading to hives with a huge variety. Amanita tarantulas and morel ants can work together side-by-side, although Hives are more likely to have ‘related’ arthropods, such as arachnids in one and lepidopterans in another. 

Physiology

It is believed that the start of the largest Hive was brought about by a genetically modified species of cordyceps. In addition to controlling its ant host, it also granted the host great intelligence, and its preservation became more of a farming endeavor than an eat-the-host tactic. Because this is a huge win for both species, they developed in tandem to become smarter and more efficient farmers. They diversified and convergently evolved into their many arthropod forms. It’s worth noting that the potential of a dragon Rider is located in the fungi, not their host, and Attyceps Riders without a fungus have never been reported.

Host Size

Attyceps hosts are not shapeshifters, but they do go through metamorphosis or instars like modern arthropods. They start as an egg, develop into larva, and then go from there. Their pupa and chrysalises tend to be mobile, though they do not get very far. Shed exoskeletons are usually consumed by fungi. Like the host species, final size varies dramatically, with some hosts never ceasing to molt and grow. There are unfortunate incidents where hosts are unable to shed due to large size and die in their last molt.

Fungi Details

Like their hosts, the fungi have evolved convergently to resemble a variety of species we know. Before they create a bond, they feed on dews, pollens, shed exoskeletons, and other treats given to them by their host species. While some do go ‘rogue’ and actively hunt for a host, most of the farmed varieties are quite content to be treated like royalty even if they are not selected. Fungi are the source of magic and supernatural abilities in the Attyceps, with each species boasting its own specialties. Some fungi might excel at fire magic, while others can bond so well with their host that they cause physical enhancements. Multiple individuals of different species can infect the same host, though the host may grow weak if they take on too many. The Queen of the largest Hive has a sample of every fungi they care for, rendering her almost immobile. Her great size and wisdom allow her to survive and contribute to the hive.

Outside Interactions

The Hive has spread into separate divisions over time, with a select few choosing to fight with others, but most cooperating. Like their original parasite, they aim to ‘reproduce’--in this case, spread as far as possible, looking for new hosts. Since this is seen as greatly beneficial to the Attyceps, they don’t always understand that another species may not want to be a host, or that their fungi aren’t always compatible with other creatures. When they are not gently prodding others to become One of Them, they do a lot of work preserving nature, establishing environments in ‘dead’ areas, and protecting populations that they deem at risk.

Naki Alliance

Category: Affiliation
Species: Rider

The Naki Alliance is primarily focused on maintaining peace. They consider themselves allies to both Eredia and Shérok, but they do not actively work against the Abrendese Militia. Instead, they focus on liberating slaves, preventing future raids, gathering information, welcoming new inhabitants from the Chronoscape, and supporting those in need. They are widely respected among the all peoples due to their charity and effort to perform ethically. They believe that cooperating with the Abrendese to change their policies is superior to attacking them and attempting to claim power again.

Unlike other affiliations, memberships are implied when someone takes up the Naki title. Wanderers are very trusting of Naki, who are expected to refer those in need to practicing members of the Naki Alliance. The main organization will commission their own people for materials or services to strengthen this bond, so long as such workers are available. If a Naki is found to mislead escaped slaves or visitors of the Chronoscape, they are stripped of their title by the family and the information is passed on to the Shéar Rebellion. While the Shéar are more focused on liberation of the kingdoms rather than its inhabitants, they consider acting against the Alliance to be acting against them and will handle it accordingly.

Dragon Riders are surprisingly scarce in the group, with much of the central organization going without. Riders are therefore highly treasured and given special tasks that can’t be done through communication. The Riders use the gathered information to infiltrate Abrendese strongholds and free slaves. The information is mainly gathered through electronic intelligence gathering (hacking, of course), and they work to exchange information between all others groups to prevent bloodshed. This includes Abrendese nobles who disagree with the policy of slaves, even if they are content with the rest of the political situation.

Erré Coalition

Category: Affiliation
Species: Rider

In order to protect their people from the Abrendese Militia and stand united on interplanetary issues, the Erré leaders formed the Erré Coalition. The larger islands send reinforcements to smaller islands and share all information of suspicious Shéar activities. It’s difficult to protect Tsotska d’la Mer, but for the most part, it’s an effective method of protecting their inhabitants from the dangers of the Chronoscape and system politics.

They are considered neutral and do not side with any other affiliations. At the same time, they abhor the collection of slaves, especially when such raids are on their own world. They share their information with the Naki Alliance, who will do their best to retrieve any lost inhabitants or pass on information about upcoming raids.

 

Abrendese Militia

Category: Affiliation
Species: Rider

Glory, grandeur, and grasp. These three g’s represent the central philosophy of the Abrendese. After destroying their own homeworld due to reasons beyond their comprehension, they have settled on Shérok and work to discover just where they went wrong. Their position here is temporary, but nonetheless, they see themselves as the rulers of this place. They brought with them technology of all kinds, medicine, research, and knowledge from all corners of the Chronoscape. They pride themselves on being able to run an entire world peacefully. Their accomplishments have brought great wealth to the system and nearby areas of the Chronoscape. Most importantly, their grasp on the solar system continues to expand.

Knowledge is their priority, and they use their power to secure it. The study of magic—which appears to be proliferous in the system—is done in the hopes that they can return and heal their own world. Although they don’t know whether or not their planet’s decline was due to a lack of magic, magic appears to be the best solution to regenerate the world. As the magical resources of Shérok diminish, they are struggling to understand why that is and how to reverse it.

They have no qualms with using humans or Chronoscape inhabitants as their subjects. From their view, they are taking their guinea pigs from the dangerous wilds and giving them a better life—albeit a shorter one. In the best situations, these people walk away with quite a few enhancements. The innate talents of dragon riders and how their dragons can generate elemental magic through them are of particular interest. Dragon riders who do not agree with their philosophies are used as subjects, while those that do are only subject to checkups at regular intervals and mandatory service in the militia.

 

Shéar Rebellion

Category: Affiliation
Species: Rider

When the Abrendese arrived at Shérok, they were welcomed with open arms. Unfortunately, the Abrendese went ahead and assassinated those in power and claimed the world as their own. After the capture of Shérok and dissolution of its original kingdoms, the people of Shérok took things into their own hands. They initially acted as traveling entertainers to recruit people to their rebellious cause. When they were discovered, they became a little more organized and formed a base of operations. Although their location is known to the Abrendese Militia, it is impossible to capture due to its proximity to their own stronghold and the many protections in place to combat physical, technological, biological, and magical forms of control.

Out of all groups, they are the most versatile and have the force of six former kingdoms behind them. The Ringleaders are separated by their specialties. Characters may choose any of the sects to join and occasionally do favors for other sects.

Common Roles

  • Support | These people provide healing of all sorts, maintain barriers where needed, and constantly develop new techniques to keep them ahead of the Abrendese without resorting to unethical research. The only time they run into danger is if they are acting as field medics. They assist in making physical weapons effective against advanced weaponry.
  • Physical Fighters | The strength and prowess of a fighter is highly prized among Shéar, even if it’s considered outdated by the Abrendese and puts them at a serious disadvantage. With the help of their support and technological fighters, they manage to fight on par with the Abrendese and successfully translate their traditions into modern warfare. The role of physical fighter is considered the greatest honor among the Rebellion, since it represents the original spirit of the Shéar kingdoms.
  • Magical Fighters | Their magic is rumored to be a gift from the god of life and death. They are particularly good at sailing, so they serve as the largest marine force in the small Shéar ocean. They practice all forms of magic, with the most powerful among them having dragon allies to assist in magic learning.
  • Technological Fighters | When you’re up against people with lasers and space ships, it’s foolish to rely on swordplay and martial arts. Technological fighters use mechanical weapons, including but not limited to lasers, guns, fighter vehicles, explosives, electronic interruption devices, and similar things. The only type of technology they do not dabble in is hacking. They communicate closely with the Naki Alliance, almost entirely funding them through their commissions, since they are more adept with digital warfare. The technological fighters also assist in making physical weapons effective against more powerful Abrendese weapons.
  • Erasers | Like the magical fighters, they are avid users of magic. Unlike them, they specialize in destructive magics. They aren’t beyond using physical means and biological agents to dispose of their targets. Concealed weapon training is mandatory for them. They get their information from other sects, the Ringleader decides who is the most dangerous from this information, and they are expected to execute their duties without question.
  • Espionage | These people are critical to the defense of the Rebellion. They intercept any and all attacks towards the main force. Unfortunately, they also act the part perfectly, often contributing to the mess. Only the Ringleader and their close associates know the identities of these people. The only way to keep them out of harm’s way is to warn them to avoid certain locations before a Rebellion attack.

 

Adventurer

Category: Jobs
Species: Rider

The Adventurer excels at activities! Activities include Gathering, Salvaging, Hunting, and Caving. An adventurer can easily bring uncommon items home or sell them to crafters. The chance of success is also much higher, and Master Adventurers never fail at their task.

Breeder

Category: Jobs
Species: Rider

In a world where dragons can look like anything, it’s only natural that breeders appeared. They can affect the outcome of any clutch they oversee. Whether you want more eggs, more markings, or a magic boost to the babies, these breeders know exactly what to do!

Rancher

Category: Jobs
Species: Rider

Familiars are an integral part of many Riders’ lives. They provide bonuses in every aspect of the game! Ranchers specialize in finding and raising these cute critters. If there’s a Familiar you want to find, they are the ones to do the job!

Trainer

Category: Jobs
Species: Rider

Among competitors of all kinds, the Trainers stand out. They expertly raise their dragons to win at all kinds of competitions. Races, shows, and battles are their realm of expertise. They lend their dragons their strength and can even tutor the dragons of others.

Alchemist

Category: Jobs
Species: Rider

These chefs and potion peddlers can create a variety of consumables. While they do dabble in a bit of beauty treatments and health supplements, it’s their cuisine that really shines. Their food can even tame wild dragons! Alchemists also create some very important materials that other crafters can use.

Carpenter

Category: Jobs
Species: Rider

These workers stay far away from the glory of battle or the pride of appearance. Instead, they focus on the essentials. Anyone who furnishes their Den knows the importance of a good Carpenter. The Carpenter excels at comfortable furnish and effective contraptions that can be used around the Den.

Blacksmith

Category: Jobs
Species: Rider

When it’s time to go to battle, the Blacksmiths suit you up. They provide weapons to use against wild beasts, along with well-fitted armor that meets your every need. They sometimes craft some heavy Den items that Carpenters have trouble managing. Blacksmiths with a careful hand may create smaller things, though–what one might consider a bit technological.

Tailor

Category: Jobs
Species: Rider

When your dragon wants to look fierce or beautiful, the Tailor is the one to commission. They are masters of clothing and tack, and their equipment provides all sorts of benefits. They also dabble in toys and trinkets, which can help convince extra Familiars to live in your Den.

Ungulate Snout

Category: Physical

Default to: Light

The base for kirin snouts. You may choose any member of the ungulate family to reference for a snout except for the Whippomorpha clade. This means that horses, mules, antelope, bison, buffalo, llamas, and tapirs are fair game…but hippopotamuses and whales are out of the question. You may include a SHORT mane that resembles that of wild zebras. This mane should not go past the neck of the dragon. You may include ears which match the species you chose. Avoid making them stylistically larger than they appear on the species you reference.

Please note that horns, fur, barbels, and other protruding traits are excluded when looking at real-world species (unless otherwise stated)! Ears must have realistic proportions compared to the species referenced. Stylized ears that are too large will be pinged. When referring to species, you can’t combine multiple species. When looking for inspiration, only look at species with eyes (unless your dragon has the true sight ability).

Can I have slitted eyes?
Yes! Eye pupils are not tied to snout types. They just need to be natural for any living animal.

Can my dragon have fangs or tusks?
Fangs and tusks should not protrude the distance of the lower jaw (and definitely not hang out) without the Fanged mutation unless otherwise noted. Tiny little nibble fangs are fine. All dragons, regardless of snout type, may have carnivorous-looking teeth.

Amphibious Snout

Category: Physical

Default to: Jungle, Ocean

These snouts must reference living, real-world species, though lenience is allowed for simplified styles. Snouts that resemble fully matured amphibians! This typically means frogs, but salamander snouts are also quite common! Only reference living species of amphibians. Please note that horns, ears, fur, barbels, and other protruding traits are excluded when looking at real-world species (unless otherwise stated)! When referring to species, you can’t combine multiple species. When looking for inspiration, only look at species with eyes (unless your dragon has the true sight ability).

Can I have slitted eyes?
Yes! Eye pupils are not tied to snout types. They just need to be natural for any living animal.

Can my dragon have fangs or tusks?
Fangs and tusks should not protrude the distance of the lower jaw (and definitely not hang out) without the Fanged mutation unless otherwise noted. Tiny little nibble fangs are fine. All dragons, regardless of snout type, may have carnivorous-looking teeth.

Aquatic Snout

Category: Physical

Default to: Ocean

These snouts must reference real-world species, though lenience is allowed for simplified styles. May take from amphibious snouts, aquatic reptilian snouts, or any living sea-dwelling species. If you choose a species that does not live in water, then the snout should have specific adaptations for moving through water that are essential for the creature.

Please note that horns, ears, fur, barbels, and other protruding traits are excluded when looking at real-world species (unless otherwise stated)! Gills are also too far back for them to count as part of the snout. When referring to species, you can’t combine multiple species. When looking for inspiration, only look at species with eyes (unless your dragon has the true sight ability).

Can I have slitted eyes?
Yes! Eye pupils are not tied to snout types. They just need to be natural for any living animal.

Can my dragon have fangs or tusks?
Fangs and tusks should not protrude the distance of the lower jaw (and definitely not hang out) without the Fanged mutation unless otherwise noted. Tiny little nibble fangs are fine. All dragons, regardless of snout type, may have carnivorous-looking teeth.

Artificial Snout

Category: Physical

Default to: Thunder

Snouts may be made of metal, clay, bone, or some other artificial or sculpted substance. It covers at least 1/3rd of the underlying face. They can take any shape, but typically serve as a mask rather than a true snout. The eyes will still be visible. If depicted, artificial pieces must cover at least part of the snout. They will not create horns or crests without additional traits. It may blend and connect with other artificial traits, so long as it follows the other rules.

The following list has a few acceptable materials for artificial traits. Their colors must be at 90% opacity or more (see colors for more info on transparency and color). If you do not see something on this list, feel free to ask if it is available!

  • Plastic
  • Clay
  • Metal
  • Glass
  • Cloth
  • Wood
  • Bone (note–must be carved/shaped rather than a skeleton on top of the dragon)

All traits must be visibly artificial in order to pass. In example, clay would have a few cracks or flakes, cloth would have something tying it to the rest of the dragon, and metal would have screws on the edges holding them together. You may use up to two materials. Each material must be the same color as all matching materials. In example, if you want to use brown clay as a material, then all other clay must match. Wires, screws, and simple fasteners do not count towards the material limit and may have their own color that matches something else on the dragon. The colors of these extras must still match each other.

Colors

Artificial traits will only have colors natural to their material or colors in the elemental spectrum. For example, a fire dragon cannot be covered in lime green metal. The natural colors of plastics are white and tan. The natural colors of cloth depend on the material used to make them; For that, stick to plant materials in our known universe. Cloth traits cannot be dyed without the Scalestain item. Glass will always be tinted white or an elemental color. Clay will take on white, gray, light steel blue, red, orange, brown, or tan colors, similar to the ones seen in the Earth palette.

As elemental creatures, the magic of your dragon may also color its features their corresponding elemental color, even if it is outside of that material’s natural range. In this situation, it will only be one or the other (a red clay + blue ocean element color can’t equal purple). The reason that glass will never be fully transparent is because of this ‘leaking’ magic effect.

Artificial traits may have a sheen/shine if it’s a material that naturally does that.

Display Traits

Similarly to color, a dragon’s display traits will always show, even if they need to leak through the artificial materials. Accents are included in this, allowing some areas of the snout to take on colors that might not match the material it's made of. While you can have artificial materials cover traits, they must still be apparent somewhere on the dragon. In example, if your dragon has Zebra, you may limit its stripes to the face and legs if your dragon’s body is covered in artificial scales. When the artificial parts are removed, you may have markings appear underneath, or simply leave that area blank.

What’s Underneath

The purpose of artificial traits is typically to aid in the health of the dragon. No dragon is born with their artificial traits included–their Rider, a passerby, or they themselves will construct something for them. Here are some reasons that a dragon may need an artificial snout: Misaligned jaw, exposed flesh, sensitive snout.

With that in mind, the traits underneath resemble traits you can see in other dragons. When your dragon has their artificial parts off, they will resemble a malformed version of a parent’s trait (with the exception of mythical traits, which will only produce a default option) or a monstrous snout (although this monstrous snout will always have eyes unless true sight is present).

A Matter of Pride

Of course, there are many reasons that a dragon may not need artificial traits at all. There are crestless dragons that live their life just fine, wyrms that have no need of legs, and wingless critters that are content with their position on the ground. For dragons on the healthier scale of things--especially those of the Thunder element--artificial traits are a way to boost their confidence and have traits they believe is required for them, regardless of whether or not they really need that giant crown-shaped crest.

Going Without

Similar to healthy dragons which insist on their custom artificial traits, there may be some dragons with health issues that choose to go without. These dragons may choose to only partially cover their scales, replace only a single limb and leave the others mismatched, or even go without an aid entirely. If your dragon goes without, its design must follow the ‘What’s Underneath’ section above.

Can I have slitted eyes?
Yes! Eye pupils are not tied to snout types. They just need to be natural for any living animal.

Can my dragon have fangs or tusks?
Fangs and tusks should not protrude the distance of the lower jaw (and definitely not hang out) without the Fanged mutation unless otherwise noted. Tiny little nibble fangs are fine. All dragons, regardless of snout type, may have carnivorous-looking teeth.

Fruit Snout

Category: Physical

Default to: Storm

Flat snouts resembling that of a bat! These snouts must reference living real-world species, though lenience is allowed for simplified styles. It should be from the true family of bats. You can choose any single species of bat to base your snout on. You are free to include strange noses and ears, so long as it matches the species you choose. When referring to species, you can’t combine multiple species. When looking for inspiration, only look at species with eyes (unless your dragon has the true sight ability or a monstrous snout).

Can I have slitted eyes?
Yes! Eye pupils are not tied to snout types. They just need to be natural for any living animal.

Can my dragon have fangs or tusks?
Fangs and tusks should not protrude the distance of the lower jaw (and definitely not hang out) without the Fanged mutation unless otherwise noted. Tiny little nibble fangs are fine. All dragons, regardless of snout type, may have carnivorous-looking teeth.

Reptilian Snout

Category: Physical

Default to: Fire, Earth

The typical dragon snout! These snouts must reference real-world species, though lenience is allowed for simplified styles. You may reference any non-avian reptile for this. This includes extinct species. When referring to species, you can’t combine multiple species. When looking for inspiration, only look at species with eyes (unless your dragon has the true sight ability).

Can my dragon have fangs or tusks?
Fangs and tusks should not protrude the distance of the lower jaw (and definitely not hang out) without the Fanged mutation unless otherwise noted. Tiny little nibble fangs are fine. All dragons, regardless of snout type, may have carnivorous-looking teeth.

Theropod Snout

Category: Physical

Default to: Wind

The dragon’s head takes the shape of any theropod dinosaur (which does include avians, if you desire a beaked dragon). You may include strange beaks if your chosen species has it; However, any horns, spines, feathers, or other crests should not be included unless it is part of the beak. You may reference extinct species. You can’t combine multiple species. When looking for inspiration, only look at species with eyes (unless your dragon has the true sight ability).

Color

The beak of a dragon may be treated like bone. You may use any elemental color, plus black, white, or desaturated browns and tans. Additionally, any area affected by Accents may follow the color rules of Accents, including beaks. Lastly, if you are referencing a species with distinct ceres (such as Parakeets or Pigeons), then the cere may be any color.

Can I have slitted eyes with non-reptilian snouts?
Yes! Eye pupils are not tied to snout types. They just need to be natural for any living animal.

Can my dragon have fangs or tusks?
Fangs and tusks should not protrude the distance of the lower jaw (and definitely not hang out) without the Fanged mutation unless otherwise noted. Tiny little nibble fangs are fine. All dragons, regardless of snout type, may have carnivorous-looking teeth.

Scrounge Snout

Category: Physical

Default to: Metal

Snouts designed for digging through substrate and finding small creatures. Their sensitive noses can detect slight electromagnetic fields that their prey exhibits.

Shape

You may reference opossums, moles, rodents, pangolins, anteaters, and the mammal order Eulipotyphla. If referencing a species, ears must have realistic proportions compared to the species referenced. Stylized ears that are too large will be pinged. If you are not referencing a species, ears should be very small or nonexistent, as in the above examples. You are free to include strange nose shapes if they match the species.

These are one of the most versatile type of snout, but they do have a very defining feature. Their brow will always be very concave or convex. A snout will never be both--it may only have one curve direction (though, it can be dramatic enough to loop around!) There may be a small area towards the snout that sharply flattens. For nostrils, you may use lizard-like nostrils or small mouse-like nostrils. If you do choose to refer to specific species for oddities like a star-shaped nose, you can’t combine multiple species, and it must look like that species. When looking for inspiration, only look at species with eyes (unless your dragon has the true sight ability).

Examples without a Specific Species Reference:

The left three all have dramatic concave or convex brows. The one on the right does not pass, as the brow is flat and not dynamic, AND it does not reference a species listed above.

Can scrounge snout have rabbit ears?
No, they are too large. The examples at the top of the page show how large Scrounge Snout ears are allowed to be.

Can I have slitted eyes with non-reptilian snouts?
Yes! Eye pupils are not tied to snout types.

Can my dragon have a flat brow/normal-looking brow if I reference a species?
Yes, as long as it's a species from opossums, moles, rodents, pangolins, anteaters, and the mammal order Eulipotyphla.

Can my dragon have fangs or tusks?
Fangs and tusks should not protrude the distance of the lower jaw (and definitely not hang out) without the Fanged mutation unless otherwise noted. Tiny little nibble fangs are fine. All dragons, regardless of snout type, may have carnivorous-looking teeth.

Monstrous Snout

Category: Physical

Default to: Dark

Monstrous Snout is a type of deteriorating face common to Dark dragons and--should they lack prosthetics--Thunder dragons. It can be as minimal as two large, malformed teeth (fangs!) or as extreme as odd mouth shapes and melting scales. Simple plating on the top or bottom of the dragon's snout also works.

You can use just about any shape, with one caveat–it must also be deteriorating in some way. This can be bones or flesh showing, unnatural mouth shapes, a mask of bone, more or less eyes than the normal two, or even turning into mist or goop. For minimal expression, a pair of fangs is enough (as seen on the second example above). Ears may be as large as a lion’s, in any shape (avoid stylizing this to be larger!). This snout may have small fangs, tusks, and bony material without the corresponding mutation. It may have between 0-4 eyes placed anywhere on the snout. When eyes are missing, you may choose whether or not there are sockets left behind. If the mouth is hard to see, then a reference must be provided in the Design Notes of your design submission.

Shape

When using stylized mouth shapes, the abnormal teeth should be apparent. The first example has consistent teeth shapes, while the latter two have noticeable fangs.

The dragon will never be actively bleeding, even if there is missing skin or scarring.

Can monstrous snout have cat ears?
Domestic cat ears are very large, so they are not allowed. The largest ears allowed are lion-like ears. Apophis is a good example of the largest ears allowed. Other types of ears are allowed as long as they are within the size range, resemble ears, and appear on the sides of the head as one or a symmetrical two ears.

Range

Monstrous effects such as bones, misplaced eyes, misplaced mouthparts, and so on may extend to the neck. It will not go further than the shoulders and/or collarbone.

Color Rules

  • Bones and spines follow regular Bone Color rules.
  • Flesh may be any color, though it must be consistent with any other visible flesh.
  • Melting areas will always match the color of the melting area. It may have minimal sheen and transparency in areas it has dripped off of the body--these effects must very subtle!
  • Only skin, spines, plates, and ear tips may have accents. Flesh and regular bone will not have accents.
  • Traits similar to Monstrous effects may stack. In example, a dragon with a Fanged trait does not need to do anything extra for the snout to count as Monstrous. The same applies to Plating, Aegis, Transparent Skin, True Sight (other than color-changing), and other effects that resemble monstrous effects--as long as they appear somewhere on the snout.

Mythic Snout

Category: Physical

This allows you to have a free-for-all in how you design your dragon’s face! It is an incredibly rare trait, with a very low chance of passing down. It may have any of these modifiers for free, as long as they are in the snout and neck region: Iridescence, Bioluminescence, Bearded, Translucent, Insectified, Floral Parasite, Frog Throat, Antennae, Miniature, Odd Ears, Disassembly, Glitch, Coils, Halo, Display, Whiskers, Neckfrill, Fanged, Protofeathers, Maned, Tentacles, Many-finned, Gilled, Bumble, Curled, Frilled, Plumes, Beaked, Extensions, Companion, Transparent Skin, True Sight, Boneless, Tattered, Engraved, Shimmer, Gilded, Sheen, Armored, Plated Spine.

In addition to any of those modifiers, you can get creative. Want to reference extinct species? Go for it! Want to make up your own anatomy? That's an option, too! Want to keep things simple and just give them a wolf snout? Honestly, the options are limitless. Have fun!

No Crest

Category: Physical

This is pretty self-explanatory. The dragon has no extra horns, spines, or fins as a crest.

Crowned Crest

Category: Physical

Multi-pronged horns (antlers). They must have branches of some kind. While one or two prongs may be 'misaligned,' it should be roughly symmetrical. The ends do not need to be sharp, but they do need to be easily visible as different 'points.' This will not create fangs or tusks. The origin point of the crest must start in the colored area below:

Various Examples of Crowned Crest:

The crest may also be affected by a free gradient of two colors. The free gradient must take from the elemental color palette and/or white, tan, and black. The gradient may radiate from the prongs or affect the crest as a whole. The color and/or gradient will be the same on every horn. The gradient is optional, and you may choose to use a solid color instead. The very ends of the horns may be affected by minimal markings.

Spined Crest

Category: Physical

Porcupine-like spines on the head and neck. They should be thin and must contain at least three spines. Patches of spines should be roughly symmetrical. While they can bunch into regions, the individual spines should be apparent. It will not create a hair-like mane, fangs, or tusks. It can be anywhere except the throat of the dragon (the jawline is a-okay, though--just make sure your dragon can look down without stabbing itself on accident!).

The crest should appear somewhere in this range:

Here are some examples of Spined Crest:

The crest may also be affected by a free gradient. The free gradient must take from the elemental color palette and/or white, tan, and black. The gradient must start from the point. The colors and gradients will be the same on every horn, with a bit of leeway given for spines that are dramatically different sizes. The gradient is optional, and you may choose to use a solid color instead. The very ends of the horns may be affected by minimal markings. Here is a gradient example:

 

Thorned Crest

Category: Physical

Horns with one starting point and one ending point. They can be twisted and curved however you like as long as you follow that rule. They should be placed symmetrically along the head and neck. Avoid placing it at the top of the throat so that it doesn't hurt itself (the jawline is alright, though). You may choose the number of horns as long as they do not resemble sharp scales. This will not create fangs or tusks.

The crest should appear somewhere in this range:

 

Here are some examples of Thorned Crest:

The crest may also be affected by a free gradient of two colors. The free gradient must take from the elemental color palette and/or white, tan, and black. The gradient must start from the point. The colors and gradients will be the same on every horn. The gradient is optional, and you may choose to use a solid color instead. The very ends of the horns may be affected by minimal markings.

Examples of a color vs. a gradient:

Finned Crest

Category: Physical

This crest takes inspiration from fish. No matter what, this crest will either be centered or symmetrical. It may do one of these:

  • create up to two lures/barbels/spines/humps
  • create fins on the side of the head and/or down the neck

Lures/barbels/spines/humps will not glow. They must resemble structures on existing fish. Here are some examples of this style:

Gradients for this style will contain two colors in the elemental palette. If using a gradient, it will radiate from the end of the crest (or center, if using a hump). The very tip may be affected by minimal markings.

Finned styles may resemble the fins of any living fish. It may have one fin down the center of the neck, two fins on the side, or both.

Gradients can affect the center fin and side fins differently, but they will both use the same color, and the side fins will be symmetrical. Here are some examples of these free colors:

Feathered Crest

Category: Physical

A head of feathers that can resemble any real-world bird crest or simply a bunch of feathers looking pretty. The crest should appear somewhere in this range. The base of the jaw and top of the neck are not allowed. However, you may use the jawline and cheeks themselves! The feathers will never create a mane-like structure--it should be a focal point starting near the head!

Here are some examples of Feathered Crests:

Crests may take on a gradient from the furthest extreme or from the top feathers to the bottom feathers.

Minimum marks may affect the very tips of the mark.

The top layer of feathers may be the same color as the base.

Artificial Crest

Category: Physical

Default to: Thunder

Crests may be made of metal, clay, bone, or some other artificial or sculpted substance. They can take any shape as long as they look artificial. The eyes will still be visible. If depicted, artificial pieces must cover at least part of the head. It may blend and connect with other artificial traits, so long as it follows the other rules.

The following list has a few acceptable materials for artificial traits. Their colors must be at 90% opacity or more (see colors for more info on transparency and color). If you do not see something on this list, feel free to ask if it is available!

  • Plastic
  • Clay
  • Metal
  • Glass
  • Cloth
  • Wood
  • Bone

Additionally, artificial crests are allowed some decorative materials that do not contribute to the total:

  • Chains
  • Strings
  • Jewels

All traits must be visibly artificial in order to pass. In example, clay would have a few cracks or flakes, cloth would have something tying it to the rest of the dragon, and metal would have screws on the edges holding them together. You may use up to two materials. Each material must be the same color as all matching materials. In example, if you want to use brown clay as a material, then all other clay must match. Wires, screws, and simple fasteners do not count towards the material limit and may have their own color that matches something else on the dragon. The colors of these extras must still match each other.

Colors

Artificial traits will only have colors natural to their material or colors in the elemental spectrum. For example, a fire dragon cannot be covered in lime green metal. The natural colors of plastics are white and tan. The natural colors of cloth depend on the material used to make them; For that, stick to plant materials in our known universe. Cloth traits cannot be dyed without the Scalestain item. Glass will always be tinted white or an elemental color. Clay will take on white, gray, light steel blue, red, orange, brown, or tan colors, similar to the ones seen in the Earth palette.

As elemental creatures, the magic of your dragon may also color its features their corresponding elemental color, even if it is outside of that material’s natural range. In this situation, it will only be one or the other (a red clay + blue ocean element color can’t equal a pure purple metal). The reason that glass will never be fully transparent is because of this ‘leaking’ magic effect.

Artificial traits may have a sheen/shine if it’s a material that naturally does that. If you use a gradient, it will be consistent across each material, and start from the extremities.

Display Traits

Similarly to color, a dragon’s display traits will always show, even if they need to leak through the artificial materials. While you can have artificial materials cover traits, they must still be apparent somewhere on the dragon. In example, if your dragon has Zebra, you may limit its stripes to the face and legs if your dragon’s body is covered in artificial scales. When the artificial parts are removed, you may have markings appear underneath, or simply leave that area blank.

What’s Underneath

The purpose of artificial traits is typically to aid in the health of the dragon. No dragon is born with their artificial traits included–their Rider, a passerby, or they themselves will construct something for them. Here are some reasons that a dragon may need an artificial snout: Misaligned jaw, exposed flesh, sensitive snout. With that in mind, the traits underneath resemble traits you can see in other dragons. When your dragon has their artificial parts off, they will resemble a malformed version of a parent’s trait (with the exception of mythical traits, which will only produce a default option) or simply no crest.

A Matter of Pride

Of course, there are many reasons that a dragon may not need artificial traits at all. There are crestless dragons that live their life just fine, wyrms that have no need of legs, and wingless critters that are content with their position on the ground. For dragons on the healthier scale of things--especially those of the Thunder element--artificial traits are a way to boost their confidence and have traits they believe is required for them, regardless of whether or not they really need that giant crown-shaped crest. Which, speaking of, is what a lot of artificial crests look like. Unlike other artificial traits, crests may be decorative and abstract in nature, so long as they appear artificially created. There is also no need to create monstrous effects if dragons choose to go without an Artificial Crest.

Going Without

Similar to healthy dragons which insist on their custom artificial traits, there may be some dragons with health issues that choose to go without. These dragons may choose to only partially cover their scales, replace only a single limb and leave the others mismatched, or even go without an aid entirely. If your dragon goes without, its design must follow the ‘What’s Underneath’ section above.

Saurian Crest

Category: Physical

Takes inspiration from non-feathered crests of reptiles in general (not necessarily dinosaurs). Parasaurolophus, Carnotaurus, and Nyctosaurus are just a few examples of acceptable Saurian crests. It should have a noticeable real-world equivalent with similar shapes and proportions. Since a lot of dinosaur restorations are speculative, a bit of leeway is given for unusual crests (in example: whether some crests had membranes or not). It must appear somewhere on the head or upper neck. This will not touch the base of the neck or create expanding flaps or air sacks. Here are some examples of acceptable saurian crests:

Because these traits exhibit a lot of diversity, the free gradient/coloration can appear in many forms. Flesh, webbing, and horns may take on their own free gradient of two colors or a solid color. Webbing and flesh will use colors from the elemental color palette. Horns use the palette in addition to black, white, or tan. Gradients will radiate either from extremes or down the lining of the webbing. Here is an example of the same crest, colored in two different ways, both showing the bone with a unique color:

Here is an example with the flesh showing a gradient and the webbing showing a different gradient:

Here are more general examples:

 

The world of Saurian Crests is huge. If you want some ideas to bounce off of, here are some creatures with acceptable Saurian Crests: Pterosaurs, Ceratopsians, Carnotaurus, Pachycephalosaurs, crested Hadrosaurs, and even Plumed Basilisks. Avoid using overly speculative crest interpretations.

 

Mythic Crest

Category: Physical

This allows you a free-for-all in how to design your dragon's crest! This will not change the shape of the face itself, but may add on protrusions. You may add any of these traits to your dragon for free, as long as they affect the crest area:

Feathers, Plating, Scales, Fur, Double Crest (or more), Translucence, Horns, Spines, Antennae, Floating Pieces, Glitching, Wires, Halos, Display, Whiskers, Neckfrill, Maned, Tentacles, Fins, Debris, Odd Ears, Frilled, Plumes, Extensions, Companion (note: this will not give an extra snout and must affect the crest), Tattered, Engraved, Shimmer, Gilded, Sheen, Armored

In addition to any of those modifiers, you can get creative. Want to reference extinct species? Go for it! Want to make up your own anatomy? That's an option, too! Want to keep things simple and just give them a unicorn horn? Honestly, the options are limitless. Have fun!

Quadrupedal Body

Category: Physical

A dragon that stands on four legs. No matter the shape of its legs, its center of gravity should be near the belly or chest. It should not be overly long, as that would resemble the Wyrm body type. Here are two examples--one with and without wings. The dark area shows the amount required for a dragon to gain lined and shaded exp. The whole colored area shows the amount required for fullbody and background exp, as well as activity rolls. Note that the range for winged and wingless varies slightly!

 

Bipedal Body

Category: Physical

A dragon that stands on two legs and has a set of arms. Its center of mass while running should be between its thighs. It may rest on all fours when not in motion. Some dragons have longer front legs that they pull up when they are running, and are thus bipedal. These front legs are not adapted for walking and will end in sharp digging claws that prevent running on them. The dark area shows the amount required for a dragon to gain lined and shaded exp. The whole colored area shows the amount required for fullbody and background exp, as well as activity rolls. Note that the range for winged and wingless varies slightly!

Wyvern Body

Category: Physical

A dragon that stands on two legs and has no forelimbs (other than wings). A Wyvern that is also wingless is a sorry sight indeed. Winged wyverns sometimes walk with their wings to support them, similar to pterodactyls and bats. Red represents minimum coverage to gain colored/shaded exp, while the colored area represents the minimum for activities. The range is the same both for wingless and winged wyverns.

Wyrm Body

Category: Physical

A long and noodle-y dragon. May have zero, two, or four limbs of the same size; they should be proportionately small and/or distant from each other compared to the length of the body. Wyrm dragons may participate in Rite of Ascension without using an Ascension Elixir, even if they do not have wings. The color shows the amount required for full body credit. Note that winged and wingless dragons have a different minimum!

How long does a wyrm have to be?

The example below is a dragon that could count as either Quadrupedal or Wyrm. The body section of a Wyrm should appear this long or longer. Tail length does not contribute to how stretched-out a wyrm needs to be.

Design by AnimeFan4Eternity23

Monstrous Body

Category: Physical

Just…what is this dragon? Its body is unable to maintain a solid shape. It can resemble any body shape, but will clearly be melting or deteriorating in some fashion. Here are the options you can choose from (or pick all) to show that your dragon has a monstrous body:

  • Melting
  • Evaporating
  • Bones/flesh sticking out

It can have between zero to four legs…but this does not need to be an even number, or even symmetrical.  When melting or deteriorating, it will always move in the same direction. It will not create localized cloudy feathering, oozing manes, or so on (unless those traits are on the dragon’s genes).

Since the number of legs and length varies dramatically for these dragons, reference the nearest body type to your design to find out what coverage is needed for this dragon to gain EXP or activity rolls.

Avoid creating long trails of melting or evaporating material. Deterioration fizzles out very quickly, so adding long-lasting effects like that require magic. When adding bone structures, they should resemble bones that would naturally be in the area. In example, you can put a spine-like set of bones on the back, but not on the legs. Plating still needs the appropriate trait before it can be used as a monstrous effect.

 

Color Rules

  • Bones and spines follow regular Bone Color rules.
  • Flesh may be any color, though it must be consistent with any other visible flesh.
  • Melting areas will always match the color of the melting area. It may have minimal sheen and transparency in areas it has dripped off of the body--these effects must very subtle!
  • Only skin, spines, plates, and ear tips may have accents. Flesh and regular bone will not have accents.
  • Traits similar to Monstrous effects may stack. In example, a dragon with a Thorned Spine trait does not need to do anything extra for the snout to count as Monstrous. The same applies to Plating, Aegis, Transparent Skin, Dorsal Spines, Shell, True Sight (if it is somewhere on the body), Beaked, Shell, and other effects that resemble monstrous effects--as long as they appear somewhere on the body.

Mythic Body

Category: Physical

This allows you to have a free-for-all in how you design your dragon’s body! It allows you to choose the placement of wings, snout, limbs, and tail (if they have them). It may have up to four wings, one snout, four limbs, and one tail.

It is an incredibly rare trait, with a very low chance of passing down. It may have any of these modifiers for free, as long as they affecting the main body, rather than extremities: Iridescence, Bioluminescence, Heraldry, Plated Underbelly, Plated Spine, Thorned Spine, Translucent, Dorsal Spines, Frog Throat, Miniature, Disassembly, Glitch, Coils, Display, Neckfrill, Tentacles, Capricorn, Many-finned, Pelvic Spines, Dorsal Fin, Gilled, Debris, Bumble, Odd Ears, Curled, Frilled, Plumes, Extensions, Companion, Multi-limbed, Transparent Skin, True Sight, Boneless, Tattered, Engraved, Shimmer, Gilded, Sheen, Armored.

In addition to any of those modifiers, you can get creative. Want to reference extinct species? Go for it! Want to make up your own anatomy? That's an option, too! Want to keep things simple and just give them an extra pair of wings? Honestly, the options are limitless. Have fun!

Artificial Scales

Category: Physical

Scales may be made of metal, clay, bone, or some other artificial or sculpted substance. They can take any shape, but always serve as a functional covering rather than a decoration. If their natural scales are visible, then there should be an attachment where the artificial scales begin (screws, string, stitching, etc.). If depicted, artificial pieces must cover at least 1/6th of the body. It may blend and connect with other artificial traits, so long as it follows the other rules.

The following list has a few acceptable materials for artificial traits. Their colors must be at 90% opacity or more (see colors for more info on transparency and color). If you do not see something on this list, feel free to ask if it is available!

  • Plastic
  • Clay
  • Metal
  • Glass
  • Cloth
  • Wood
  • Bone (note–must be carved/shaped rather than a skeleton on top of the dragon)

All traits must be visibly artificial in order to pass. In example, clay would have a few cracks or flakes, cloth would have something tying it to the rest of the dragon, and metal would have screws on the edges holding them together. You may use up to two materials. Each material must be the same color as all matching materials. In example, if you want to use brown clay as a material, then all other clay must match. Wires, screws, and simple fasteners do not count towards the material limit and may have their own color that matches something else on the dragon. The colors of these extras must still match each other. Fur, feathers, and anything that resembles natural scales will not be accepted even if they are attached with strings, nails, plates, or other artificial things.

Colors

Artificial traits will only have colors natural to their material or colors in the elemental spectrum. For example, a fire dragon cannot be covered in lime green metal. The natural colors of plastics are white and tan. The natural colors of cloth depend on the material used to make them; For that, stick to plant materials in our known universe. Cloth traits cannot be dyed without the Scalestain item. Glass will always be tinted white or an elemental color. Clay will take on white, gray, light steel blue, red, orange, brown, or tan colors, similar to the ones seen in the Earth palette.

As elemental creatures, the magic of your dragon may also color its features their corresponding elemental color, even if it is outside of that material’s natural range. In this situation, it will only be one or the other (a red clay + blue ocean element color can’t equal purple). The reason that glass will never be fully transparent is because of this ‘leaking’ magic effect.

Artificial traits may have a sheen/shine if it’s a material that naturally does that.

Display Traits

Similarly to color, a dragon’s display traits will always show, even if they need to leak through the artificial materials. While you can have artificial materials cover traits, they must still be apparent somewhere on the dragon. In example, if your dragon has Zebra, you may limit its stripes to the face and legs if your dragon’s body is covered in artificial scales. When the artificial parts are removed, you may have markings appear underneath, or simply leave that area blank.

What’s Underneath

The purpose of artificial traits is typically to aid in the health of the dragon. No dragon is born with their artificial traits included–their Rider, a passerby, or they themselves will construct something for them. Here are some reasons that a dragon may need artificial scales: Scales prone to scratches, sunburns, and bruising; scales completely missing from areas.

With that in mind, the traits underneath resemble traits you can see in other dragons. When your dragon has their artificial parts off, they will resemble a malformed version of a parent’s trait (with the exception of mythical traits, which will only produce a default option) or smooth scales with some kind of visible issue.

A Matter of Pride

Of course, there are many reasons that a dragon may not need artificial traits at all. There are crestless dragons that live their life just fine, wyrms that have no need of legs, and wingless critters that are content with their position on the ground. For dragons on the healthier scale of things--especially those of the Thunder element--artificial traits are a way to boost their confidence and have traits they believe is required for them, regardless of whether or not they really need that giant crown-shaped crest.

Going Without

Similar to healthy dragons which insist on their custom artificial traits, there may be some dragons with health issues that choose to go without. These dragons may choose to only partially cover their scales, replace only a single limb and leave the others mismatched, or even go without an aid entirely. If your dragon goes without, its design must follow the ‘What’s Underneath’ section above.

Common Interactions

  • Accents - These affect the scales within the normal range. The edges of artificial scales do not add extra accents.
  • Skittertint - Skittertint does not affect base scales.
  • Scalestain - Scalestain does not affect Artificial Scales.
  • Loremark - Loremark can create etchings within its usual range. In places where Artificial Scales do not cover, Loremarks has a regular effect.
  • Tattered - Tattered may cause scales to have large breaks or hang off the body. It can affect up to 1/3rd of the artificial scales. Charged Tattered can affect 3/4ths of the artificial scales. These scales will never float.
  • Surgical Kit - Surgical Kit has no effect on Artificial Scales.
  • Transparent Skin - Artificial Scales will always be on top of Transparent Skin.
  • Pollen - If pollen appears elsewhere on the body and touches artificial scales, the artificial scales may optionally become discolored to match the body's Pollen. If there is no area where natural Pollen shows, then they have to show somewhere on the scales.
  • Display - Display will not affect the base scales.
  • Extensions - Extensions does not affect Artificial Scales. To create large artificial structures, you will need the Large Adornments item.
  • Coils - When Coils is present, it may be intertwined with the Artificial Scales without counting as part of the materials.
  • Companion - Mini-me type companions do not need to have Artificial Scales, even if the main dragon has them showing. The reverse is true--the Mini-me can show Artificial Scales while the main dragon goes without. Mini-mes do not need Monstrous effects when going without, but the main dragon will.

F.A.Q.

How do Artificial Scales react to Monstrous Body?
It's possible for the mist or goop from monstrous body to seep out around the edges of artificial scales. Artificial Scales will never go underneath bony structures created by monstrous body.

How do Bumble, Protofeathers, and other fuzzy traits affect Artificial Scales?
It's possible to have fur/feathers/hair come out from underneath the scales. As long as both traits are visible, you can layer them however you like.

Can Artificial traits discolor scales?
Yes, they can discolor scales! If your dragon wears their constructs frequently (it is depicted on their import sheet), you may choose to have the scales directly underneath be lighter or darker. The markings underneath will remain the same color.

Feathered Scales

Category: Physical

A coat of feathers that covers the dragon’s body. You may choose to leave the head and/or the legs bare, including just portions of them, free of feathers. They should not resemble thick fur or protofeathers. The feathers will have roughly the same length along the body. They will not form plumes or manes without the appropriate trait.

Feather and Fur Tips

The difference between feathers and fur can get very tricky with varying styles. Here is the general rule when drawing feathers. It will have the same flexibility as paper being pulled in the wind. This means paper makes for a very good reference in how feathers bend and fold. Feathers will generally move together and flow in the same direction, with the body. They will not wave in opposite directions or bend in more than one spot.

Common Interactions

  • Accents - These affect the scales within the normal range.
  • Skittertint - Skittertint does not affect base scales.
  • Scalestain - Scalestain may create stylized feathers that bend in odd ways or resemble plumes/manes. The coverage is determined by the base of the feathers affected.
  • Loremark - Loremark can remove scales where it touches. When long feathers are affected, only the base counts toward the coverage.
  • Tattered - Tattered may cause feathered scales to show shredding or even have patches missing. Patches will be small, no bigger than the size of the dragon's head, and never affecting more than 1/6th of the dragon.
  • Surgical Kit - Surgical Kit may remove feathered scales and reveal smooth skin underneath.
  • Transparent Skin - Feathers will not grow on top of transparent skin. However, the edges might have feathers that extend a bit over the trait.
  • Pollen - Pollen affects scales normally.
  • Display - Display will not affect the base scales.
  • Extensions - Extensions does not affect feathered scales. To create manes/plumes/similar structures, you will need to use Scalestains.

Smooth Scales

Category: Physical

Silky smooth reptilian scales that do not protrude out from the body. Smooth scales will never appear shiny unless they have a Sheen trait or something similar.

Common Interactions

  • Accents - These affect the scales within the normal range.
  • Skittertint - Skittertint does not affect base scales.
  • Scalestain - Scalestain may create stylized scales.
  • Loremark - Loremark can remove scales where it touches.
  • Tattered - Tattered can create small scratches on the scales.
  • Surgical Kit - Surgical Kit does not affect Smooth Scales.
  • Transparent Skin - Scales will not grow on top of transparent skin. However, the edges might have scales that extend a bit over the trait.
  • Pollen - Pollen affects scales normally.
  • Display - Display will not affect the base scales.
  • Extensions - Extensions does not affect scales. To create horns/spikes/similar structures, you will need to use Scalestains.

Velvet Scales

Category: Physical

Short spines that resemble fur or velvet. They will never be longer than the fur of a horse. They will not have feathering/extra long hair on the legs unless they also have the Heraldry modifier. You may choose to leave the head and/or the legs bare, including just portions of them, free of scales. They should not create a mane without the appropriate trait. The scales will have roughly the same length along the body.

Common Interactions

  • Accents - These affect the scales within the normal range.
  • Skittertint - Skittertint does not affect base scales.
  • Scalestain - Scalestain may create stylized fur that resemble tufts or manes. The coverage is determined by the base of the scales affected.
  • Loremark - Loremark can remove scales where it touches.
  • Tattered - Tattered may cause velvet scales to have patches missing. Patches will be small, no bigger than the size of the dragon's head, and never affecting more than 1/6th of the dragon.
  • Surgical Kit - Surgical Kit may remove velvet scales and reveal smooth skin underneath.
  • Transparent Skin - Velvet scales will not grow on top of transparent skin. However, the edges might have scales that extend a bit over the trait.
  • Pollen - Pollen affects scales normally.
  • Display - Display will not affect the base scales.
  • Extensions - Extensions does not affect velvet scales. To create manes/tufts/similar structures, you will need to use Scalestains.

 

Mythic Scales

Category: Physical

This allows you to have a free-for-all in how you design your dragon’s scales! It is an incredibly rare trait, with a very low chance of passing down. It may have any of these modifiers for free, as long as they affect the scales: Iridescence, Bioluminescence, Bearded,Heraldry, Plating, Spaded Tail, Spines, Disassembly, Glitch, Coils, Display, Whiskers, Protofeathers, Club Tail, Maned, Many-finned, Gilled, Debris, Bumble, Curled, Frilled, Plumes, Beaked, Extensions, Companion, Transparent Skin, True Sight, Boneless, Tattered, Engraved, Shimmer, Gilded, Sheen, Armored, Pollen.

In addition to any of those modifiers, you can get creative. Want to reference extinct species? Go for it! Want to make up your own anatomy? That's an option, too! Want to keep things simple and just give them some floating feathers? Honestly, the options are limitless. Have fun!

Wingless

Category: Physical

Default to: Light, Earth, Ocean

Pretty self-explanatory. They have no wings.

Leather Wings

Category: Physical

Default to: Fire, Storm, Dark

Wings resembling a bat or pterodactyl. Leather wings do not create webbing between the tail and legs. You may choose to make the entire wings fingered or just add one finger. The ‘arm’ part and top finger are mandatory. If you don't want to draw them distinctly, you can make the shape apparent with shading or minimal line art. The leather must have at least 90% opacity. The leather must attach to the body.

The examples below are not accepted as leather wings without the corresponding traits. The first and second are missing supports, which can only be done with the boneless trait. The third has long extensions rather than a bat-like or pterodactyl-like structure. The last example shows a ‘tail’ of leather not attached to the body. Any leather on the bottom edge must attach to the body.

Interactions

  • Scalestain - You may use Scalestain to add extensions or unnatural shape to the wings, as long as it's within the item's usual range.
  • Skittertint - You may add an extra color to the gradient of the wings. You may use multiple Skittertints for multiple extra colors.
  • Loremark - You may use Loremark as usual on the wings.
  • Tattered - You may use Tattered to create random holes and chips in the wings. Most of the damage will be on the edge of the wing.
  • Surgical Kit - You may use Surgical Kit to hide the trait. You may also remove all or significant parts of the leather.
  • Transparent Skin - Transparent Skin may affect the finger and arm part of the wing, but not the leather.
  • Pollen - Pollen affects wings normally, hiding any marking that would be in the area.

Unless the dragon has Mythic Wings, Mythic Body, or the Multi-winged mutation, wings will always attach on the back of the dragon, somewhere between the neck and tail and above the legs.

F.A.Q.

How do I make this type of wing?

You would use Extensions or Surgical Kit. A random/rough looking version may be achieved with Tattered. Please note that dragons should not imitate Closed or Copyrighted species. If the rest of the dragon looks too much like a Leonopteryx or similar species, it will be denied.

Feathered Wings

Category: Physical

Default to: Wind

Wings that resemble that of a bird or bird-like theropod. The feathers will usually be long and capable of flight. You may choose to replace the feathers with proto-feathers or shorten them if desired, but this will make the dragon flightless. Feathered wings may either use the normal gradient across the whole wing or use different solid colors for each layer of feathers (black flight feathers, white coverts, etc. within color rules) for up to three different-colored layers. You do not need to draw each individual feather.

Interactions

  • Scalestain - You may use Scalestain to add extensions or unnatural shape to the wings, as long as it's within the item's usual range.
  • Skittertint - You may add an extra color to the gradient of the wings. You may use multiple Skittertints for multiple extra colors.
  • Loremark - You may use Loremark as usual on the wings. Removing a feather only counts for the area of the feather's base, no matter how long the removed feather might be.
  • Tattered - You may use Tattered to create random holes and chips in the wings. Most of the damage will be on the edge of the wing.
  • Surgical Kit - You may use Surgical Kit to hide the trait. You may also remove large amounts of feathers or even all of them.
  • Transparent Skin - Transparent Skin may affect the finger and arm part of the wing, but not the leather.
  • Pollen - Pollen affects wings normally, hiding any marking that would be in the area.

Unless the dragon has Mythic Wings, Mythic Body, or the Multi-winged mutation, wings will always attach on the back of the dragon, somewhere between the neck and tail and above the legs.

Insect Wings

Category: Physical

Default to: Jungle

Wings heavily inspired by insects! You may have one or two pairs of wings. The ‘cover’ typical of beetles counts as a set of wings. You may imitate the shape of any living insect wings (such as Luna Moths or beetles). They must have at least 90%  opacity, even if their inspiration is transparent. They will not show iridescence without the proper trait. Insect Wings will be in their own segment. The wing section will not be directly attached to the body.

Interactions

  • Scalestain - You may use Scalestain to add extensions or unnatural shape to the wings, as long as it's within the item's usual range.
  • Skittertint - You may add an extra color to the gradient of the wings. You may use multiple Skittertints for multiple extra colors.
  • Loremark - You may use Loremark as usual on the wings.
  • Tattered - You may use Tattered to create random holes and chips in the wings. Most of the damage will be on the edge of the wing.
  • Surgical Kit - You may use Surgical Kit to hide the trait. You may also use it to create unnatural shapes. When using Surgical Kit to shape the wing, it only affects two wings symmetrically at a time.
  • Transparent Skin - Transparent Skin will not affect the wings.
  • Pollen - If Pollen affects Insect Wings, you may make it a normal skin tone or you may make the area transparent. These two effects don't mix. The transparency may be sharp or gradual from the regular colors.

Unless the dragon has Mythic Wings, Mythic Body, or the Multi-winged mutation, wings will always attach on the back of the dragon, somewhere between the neck and tail and above the legs.

Artificial Wings

Category: Physical

Default to: Thunder

These may resemble any sort of wings, as long as it is clear that they are constructed out of metal, clay, or another artificial material (see below for options). Materials (including glass and plastic) must have at least 90% opacity. You may choose to draw the dragon without artificial wings. In that situation, the dragon would be either wingless or show some sort of condition that would keep it from flying normally.

The shape may be close to natural wings or a little abstract, but it should be very obvious that the wings are artificial in some way. Artificial wings will not float off the body. You may put jetpacks on dragons with Artificial Wings, as long as they are simple in design/materials and have no stamps/labels/etc. without the proper trait or item.

The following list has a few acceptable materials for artificial traits. Their colors must be at 90% opacity or more (see colors for more info on transparency and color). If you do not see something on this list, feel free to ask if it is available!

  • Plastic
  • Clay
  • Metal
  • Glass
  • Cloth
  • Wood
  • Bone (note–must be carved/shaped rather than a skeleton on top of the dragon)

All traits must be visibly artificial in order to pass. In example, clay would have a few cracks or flakes, cloth would have something tying it to the rest of the dragon, and metal would have screws on the edges holding them together. You may use up to two materials. Each material must be the same color as all matching materials. In example, if you want to use brown clay as a material, then all other clay must match. Wires, screws, and simple fasteners do not count towards the material limit and may have their own color that matches something else on the dragon. The colors of these extras must still match each other.

Colors

Artificial traits will only have colors natural to their material or colors in the elemental spectrum. For example, a fire dragon cannot be covered in lime green metal. The natural colors of plastics are white and tan. The natural colors of cloth depend on the material used to make them; For that, stick to plant materials in our known universe. Cloth traits cannot be dyed without the Scalestain item. Glass will always be tinted white or an elemental color. Clay will take on white, gray, light steel blue, red, orange, brown, or tan colors, similar to the ones seen in the Earth palette.

As elemental creatures, the magic of your dragon may also color its features their corresponding elemental color, even if it is outside of that material’s natural range. In this situation, it will only be one or the other (a red clay + blue ocean element color can’t equal purple). The reason that glass will never be fully transparent is because of this ‘leaking’ magic effect.

Artificial traits may have a sheen/shine if it’s a material that naturally does that.

Display Traits

Similarly to color, a dragon’s display traits will always show, even if they need to leak through the artificial materials. While you can have artificial materials cover traits, they must still be apparent somewhere on the dragon. In example, if your dragon has Zebra, you may limit its stripes to the face and legs if your dragon’s body is covered in artificial scales. When the artificial parts are removed, you may have markings appear underneath, or simply leave that area blank.

What’s Underneath

The purpose of artificial traits is typically to aid in the health of the dragon. No dragon is born with their artificial traits included–their Rider, a passerby, or they themselves will construct something for them. Here are some reasons that a dragon may need an artificial wings: missing wings, malformed wings, can't fly, or simply wants wings.

With that in mind, the traits underneath resemble traits you can see in other dragons. When your dragon has their artificial parts off, they will resemble a malformed version of a parent’s trait (with the exception of mythical traits, which will only produce a default option) or malformed/missing leather wings.

A Matter of Pride

Of course, there are many reasons that a dragon may not need artificial traits at all. There are crestless dragons that live their life just fine, wyrms that have no need of legs, and wingless critters that are content with their position on the ground. For dragons on the healthier scale of things--especially those of the Thunder element--artificial traits are a way to boost their confidence and have traits they believe is required for them, regardless of whether or not they really need that giant crown-shaped crest.

Going Without

Similar to healthy dragons which insist on their custom artificial traits, there may be some dragons with health issues that choose to go without. These dragons may choose to only partially cover their scales, replace only a single limb and leave the others mismatched, or even go without an aid entirely. If your dragon goes without, its design must follow the ‘What’s Underneath’ section above.

Interactions

  • Scalestain - You may use Scalestain to add extensions or unnatural shape to the wings, as long as it's within the item's usual range.
  • Skittertint - You may add an extra color to the gradient of the wings. You may use multiple Skittertints for multiple extra colors.
  • Loremark - You may use Loremark as usual on the wings.
  • Tattered - You may use Tattered to create random holes and chips in the wings. Most of the damage will be on the edge of the wing.
  • Surgical Kit - Surgical Kit has no effect on Artificial Wings.
  • Transparent Skin - Transparent Skin may affect the finger and arm part of the wing if present. It will not affect artificial materials, leather, feathers, or other natural wing parts that might be present.
  • Pollen - Pollen affects wings normally, hiding any marking that would be in the area.

Unless the dragon has Mythic Wings, Mythic Body, or the Multi-winged mutation, wings will always attach on the back of the dragon, somewhere between the neck and tail and above the legs.

Scythe Wings

Category: Physical

Default to: Metal

Large, curved, movable scales that project from the same area and loosely resemble wings.

They are created by a unique magnetic field around the dragon. This same magnetic field will allow some wings to float off of the body. Scythe Wings will start at the shoulders and the blades may float down to above the hip bones. No matter where they are, they will angle towards the shoulders, even if very slightly. The entire scale may also be spiraled. They are a solid material and are sharp enough to be used as their namesake; they usually appear bright and reflective, but some dragons may keep their blades dull. You may depict them with metal-like shading even without the Sheen trait. Scythe “wings” do not aid in flight, rendering dragons with scythe wings flightless. They will angle towards the shoulders, rather than down the back as spines.

Interactions

  • Scalestain - You may use Scalestain to add extensions or unnatural shape to the wings, as well as additional points, as long as it's within the item's usual range.
  • Skittertint - You may add an extra color to the gradient of the wings. You may use multiple Skittertints for multiple extra colors. You may alternatively use Skittertint to make mis-matched wings, where one wing is pink and the other silver, for example. Mis-matched wings do not need to be symmetrical. Any number of blades may be affected by one Skittertint, as long as they are the same color.
  • Loremark - You may use Loremark as usual on the wings.
  • Tattered - You may use Tattered to create random holes and chips in the wings. Most of the damage will be on the edge of the wing.
  • Surgical Kit - Surgical Kit has no effect on Artificial Wings.
  • Transparent Skin - Transparent Skin will not affect Scythe Wings.
  • Pollen - Pollen affects wings normally, hiding any marking that would be in the area. Optionally, you may make shiny wings dull in areas that Pollen touches.

Unless the dragon has Mythic Wings, Mythic Body, or the Multi-winged mutation, wings will always attach on the back of the dragon, somewhere between the neck and tail and above the legs.

Mythic Wings

Category: Physical

This allows you to have a free-for-all in how you design your dragon’s wings! Your wings may also attach in any location and appear in any number. It is an incredibly rare trait, with a very low chance of passing down. It may have any of these modifiers for free, as long as they resemble wings/affect wings: Iridescence, Bioluminescence, Heraldry, Plating, Spines, Horns, Translucence, Transparency, Different Wing Types, Miniature, Disassembly, Glitch, Coils, Halo, Display, Protofeathers, Velvet Scales, Bumble, Curled, Smooth Scales, Tentacles, Many-finned, Gilled, Curled, Seraph, Filled, Plumes, Extensions, Companion, True Sight, Boneless, Tattered, Engraved, Shimmer, Gilded, Sheen, Armored.

In addition to any of those modifiers, you can get creative. Want to reference extinct species? Go for it! Want to make up your own anatomy? That's an option, too! Want to keep things simple and just give them a bunch of regular wings? Honestly, the options are limitless. Have fun!

Amphibious Limbs

Category: Physical

Legs should follow the body shape rules–the center of mass should be further forward for quadrupedal dragons and further back for bipedal dragons. The scales of all dragons may switch to smooth scales at some point between the shoulder and claws; if they do, it will match the color of anywhere else on the dragon with smooth scales. This smooth-scaled area may have a different color than the normal base, as long as it’s within elemental rules. If a dragon is already smooth-scaled, then it will all be one solid color.

Amphibious limbs are smooth limbs with nubs for fingers. The legs are quite flexible and can end up in strange positions. They don’t have claws. They can have webbing between their toes. When drawing amphibious limbs, you can reference any living amphibian for your design.

Unlike other dragons with smooth scales, amphibious limbs will not have scutes or plating on the feet. They will never have paw pads or claws without the corresponding modifier.

How do I make wolf feet/cat feet/[insert animal here]?
There are three ways to give your dragon paws. The first is to have mythic limbs, which allows lots of legs, different legs, and almost limitless possibilities for your limbs. The second method, and by far the easiest, is to have a dragon with fingered limbs. Lastly, there is the brawn trait. This rare Earth trait can give your dragon the feet of any land-based animal you can think of.

Can I make mis-matched legs?
If your feet are within the same type of leg (such as a sea turtle and a bird both being reptilian), then you may mix them without any extra stuff. Mythic limbs allow mis-matched legs. Brawn allows you to mix in pairs–which means the front can be bird-like, and the back can be paws–similar to a gryphon!

 

Artificial Limbs

Category: Physical

Legs should follow the body shape rules–the center of mass should be further forward for quadrupedal dragons and further back for bipedal dragons. The scales of all dragons may switch to smooth scales at some point between the shoulder and claws; if they do, it will match the color of anywhere else on the dragon with smooth scales. This smooth-scaled area may have a different color than the normal base, as long as it’s within elemental rules. If a dragon is already smooth-scaled, then it will all be one solid color.

Limbs which are made of metal, clay, or some other clearly manufactured/artificial substance. You may choose to have only one limb be artificial. If you do, the other limbs will resemble one of their parents or one of their natural element (excluding mythic limbs). They must be designed for grabbing, walking, or swimming, and movement functionality. It will not have an excess of materials, things hanging off of it, decorative designs, or frivolous add-ons. You may choose to draw your dragon without artificial parts, although there will be some sort of weakness or deformity underneath them.

Issues with the above legs:

Row 1: 1 – not designed for grabbing, walking, or swimming; 2 – artificial traits are not apparent; 3 – not designed for grabbing, walking, or swimming–they look like wings; 4 – too many unnecessary objects that do not serve a practical purpose, along with too many materials
Row 2: 1 – fur is not an artificial material, and faux fur is also not accepted; 2 – this is a firearm, not an actual arm; 3 – this is not designed for grabbing, walking, or swimming; 4 – this has a feature which is not practical and likely not part of the limb itself

The following list has a few acceptable materials for artificial traits. Their colors must be at 90% opacity or more (see colors for more info on transparency and color). If you do not see something on this list, feel free to ask if it is available!

  • Plastic
  • Clay
  • Metal
  • Glass
  • Cloth
  • Wood
  • Bone (note–must be carved/shaped rather than a skeleton on top of the dragon)

All traits must be visibly artificial in order to pass. In example, clay would have a few cracks or flakes, cloth would have something tying it to the rest of the dragon, and metal would have screws on the edges holding them together. You may use up to two materials. Each material must be the same color as all matching materials. In example, if you want to use brown clay as a material, then all other clay must match. Wires, screws, and simple fasteners do not count towards the material limit and may have their own color that matches something else on the dragon. The colors of these extras must still match each other.

Colors

Artificial traits will only have colors natural to their material or colors in the elemental spectrum. For example, a fire dragon cannot be covered in lime green metal. The natural colors of plastics are white and tan. The natural colors of cloth depend on the material used to make them; For that, stick to plant materials in our known universe. Cloth traits cannot be dyed without the Scalestain item. Glass will always be tinted white or an elemental color. Clay will take on white, gray, light steel blue, red, orange, brown, or tan colors, similar to the ones seen in the Earth palette.

As elemental creatures, the magic of your dragon may also color its features their corresponding elemental color, even if it is outside of that material’s natural range. In this situation, it will only be one or the other (a red clay + blue ocean element color can’t equal purple). The reason that glass will never be fully transparent is because of this ‘leaking’ magic effect.

Artificial traits may have a sheen/shine if it’s a material that naturally does that.

Display Traits

Similarly to color, a dragon’s display traits will always show, even if they need to leak through the artificial materials. While you can have artificial materials cover traits, they must still be apparent somewhere on the dragon. In example, if your dragon has Zebra, you may limit its stripes to the face and legs if your dragon’s body is covered in artificial scales. When the artificial parts are removed, you may have markings appear underneath, or simply leave that area blank.

What’s Underneath

The purpose of artificial traits is typically to aid in the health of the dragon. No dragon is born with their artificial traits included–their Rider, a passerby, or they themselves will construct something for them. Here are some reasons that a dragon may need artificial limbs: Malformed limbs, missing limbs, inability to walk, wants legs.

With that in mind, the traits underneath resemble traits you can see in other dragons. When your dragon has their artificial parts off, they will resemble a malformed version of a parent’s trait (with the exception of mythical traits, which will only produce a default option) or fingered limbs.

A Matter of Pride

Of course, there are many reasons that a dragon may not need artificial traits at all. There are crestless dragons that live their life just fine, wyrms that have no need of legs, and wingless critters that are content with their position on the ground. For dragons on the healthier scale of things--especially those of the Thunder element--artificial traits are a way to boost their confidence and have traits they believe is required for them, regardless of whether or not they really need that giant crown-shaped crest.

Going Without

Similar to healthy dragons which insist on their custom artificial traits, there may be some dragons with health issues that choose to go without. These dragons may choose to only partially cover their scales, replace only a single limb and leave the others mismatched, or even go without an aid entirely. If your dragon goes without, its design must follow the ‘What’s Underneath’ section above.

How do I make wolf feet/cat feet/[insert animal here]?
There are three ways to give your dragon paws. The first is to have mythic limbs, which allows lots of legs, different legs, and almost limitless possibilities for your limbs. The second method, and by far the easiest, is to have a dragon with fingered limbs. Lastly, there is the brawn trait. This rare Earth trait can give your dragon the feet of any land-based animal you can think of.

Can I make mis-matched legs?
If your feet are within the same type of leg (such as a sea turtle and a bird both being reptilian), then you may mix them without any extra stuff. Mythic limbs allow mis-matched legs. Brawn allows you to mix in pairs–which means the front can be bird-like, and the back can be paws–similar to a gryphon!

Aquatic Limbs

Category: Physical

Legs should follow the body shape rules–the center of mass should be further forward for quadrupedal dragons and further back for bipedal dragons. The scales of all dragons may switch to smooth scales at some point between the shoulder and claws; if they do, it will match the color of anywhere else on the dragon with smooth scales. This smooth-scaled area may have a different color than the normal base, as long as it’s within elemental rules. If a dragon is already smooth-scaled, then it will all be one solid color.

Fins, flippers, or limbs adapted to aquatic life! Animals that simply hunt in the water do not count for aquatic limbs if their feet are not adapted to water. You are still limited to the amount of limbs determined by the dragon’s body type, and the limbs must be in the appropriate parts of your dragon’s body type.

How do I make wolf feet/cat feet/[insert animal here]?
There are three ways to give your dragon paws. The first is to have mythic limbs, which allows lots of legs, different legs, and almost limitless possibilities for your limbs. The second method, and by far the easiest, is to have a dragon with fingered limbs. Lastly, there is the brawn trait. This rare Earth trait can give your dragon the feet of any land-based animal you can think of.

Can I make mis-matched legs?
If your feet are within the same type of leg (such as a sea turtle and a bird both being reptilian), then you may mix them without any extra stuff. Mythic limbs allow mis-matched legs. Brawn allows you to mix in pairs–which means the front can be bird-like, and the back can be paws–similar to a gryphon!

Fingered Limbs

Category: Physical

Legs should follow the body shape rules–the center of mass should be further forward for quadrupedal dragons and further back for bipedal dragons. The scales of all dragons may switch to smooth scales at some point between the shoulder and claws; if they do, it will match the color of anywhere else on the dragon with smooth scales. This smooth-scaled area may have a different color than the normal base, as long as it’s within elemental rules. If a dragon is already smooth-scaled, then it will all be one solid color.


Legs with fingered feet that resemble that of lemurs, monkeys, shrews, rabbits, bats, rodents, canines, or any members of Euarchontoglires. You may include digging claws and paw pads. They must always have some sort of opposing thumb on the front limbs–this can appear in the shape of a dewclaw if needed. They will have four or five toes per foot. The front limbs should be able to grasp.

How do I make wolf feet/cat feet/[insert animal here]?
There are three ways to give your dragon paws. The first is to have mythic limbs, which allows lots of legs, different legs, and almost limitless possibilities for your limbs. The second method, and by far the easiest, is to have a dragon with fingered limbs. Lastly, there is the brawn trait. This rare Earth trait can give your dragon the feet of any land-based animal you can think of.

Can I make mis-matched legs?
If your feet are within the same type of leg (such as a sea turtle and a bird both being reptilian), then you may mix them without any extra stuff. Mythic limbs allow mis-matched legs. Brawn allows you to mix in pairs–which means the front can be bird-like, and the back can be paws–similar to a gryphon!

Reptilian Limbs

Category: Physical

Legs should follow the body shape rules–the center of mass should be further forward for quadrupedal dragons and further back for bipedal dragons. The scales of all dragons may switch to smooth scales at some point between the shoulder and claws; if they do, it will match the color of anywhere else on the dragon with smooth scales. This smooth-scaled area may have a different color than the normal base, as long as it’s within elemental rules. If a dragon is already smooth-scaled, then it will all be one solid color.


Inspirations: Chameleons, Parrots, Hawks, Tortoises, Brachiosaurus, Sea Turtles, Velociraptors, Geckos, Lizards, Ducks, T-Rex

Reptilian legs ending in smooth, clawed, elongated toes. These toes usually have spaces in between them and will never look like paws. Lizards, birds, and dinosaurs are just a few examples you can pull from. They will always have claws. You may give them larger scales or scutes leading up to their toes. They typically point in different directions, rather than having the toes point towards a ‘center.’ You may use any reptile or bird as an example.

Here are some examples of Reptilian Limbs that don’t work:

Issues for each limb:
Row One: 1, there are no claws ; 2, there are no claws; 3, there are no claws ; 4, there are odd bumps. although the toes are pointy, that does not mean 100% they have claws, so they won’t count; 5: the scutes look more like armor and will need to be toned down; 6: the toes are too concentrated in one spot | Row Two: 1, This sea turtle fin does not show claws ; 2, While the feet are clawed and the toes are similar to alligators, there are no spaces between them and the four bottom toes point towards the center. Even though there are no paw pads, they resemble paws; 3, there are paw pads and no claws; 4, there are paw pads, no space between the toes, and the toes point inwards. they look too much like paws; 5, there are no claws. Points are not accepted as claws. ; 6, how did this even happen, it is a human hand and definitely not reptilian

How do I make wolf feet/cat feet/[insert animal here]?
There are three ways to give your dragon paws. The first is to have mythic limbs, which allows lots of legs, different legs, and almost limitless possibilities for your limbs. The second method, and by far the easiest, is to have a dragon with fingered limbs. Lastly, there is the brawn trait. This rare Earth trait can give your dragon the feet of any land-based animal you can think of.

Can I make mis-matched legs?
If your feet are within the same type of leg (such as a sea turtle and a bird both being reptilian), then you may mix them without any extra stuff. Mythic limbs allow mis-matched legs. Brawn allows you to mix in pairs–which means the front can be bird-like, and the back can be paws–similar to a gryphon!

Ungulate Limbs

Category: Physical

Legs should follow the body shape rules–the center of mass should be further forward for quadrupedal dragons and further back for bipedal dragons. The scales of all dragons may switch to smooth scales at some point between the shoulder and claws; if they do, it will match the color of anywhere else on the dragon with smooth scales. This smooth-scaled area may have a different color than the normal base, as long as it’s within elemental rules. If a dragon is already smooth-scaled, then it will all be one solid color.

Any sort of hooved legs from the ungulate family that are not extinct. This includes zebra, camels, rhinoceros, bison, hippopotami, horses, elephants, and pigs. This does not include whales or extinct ungulates. Below are examples of what not to do!

How do I make wolf feet/cat feet/[insert animal here]?
There are three ways to give your dragon paws. The first is to have mythic limbs, which allows lots of legs, different legs, and almost limitless possibilities for your limbs. The second method, and by far the easiest, is to have a dragon with fingered limbs. Lastly, there is the brawn trait. This rare Earth trait can give your dragon the feet of any land-based animal you can think of.

Can I make mis-matched legs?
If your feet are within the same type of leg (such as a sea turtle and a bird both being reptilian), then you may mix them without any extra stuff. Mythic limbs allow mis-matched legs. Brawn allows you to mix in pairs–which means the front can be bird-like, and the back can be paws–similar to a gryphon!

Mythic Limbs

Category: Physical

This allows you to have a free-for-all in how you design your dragon’s limbs! You may have any number and they may attach or float anywhere. It is an incredibly rare trait, with a very low chance of passing down. It may have any of these modifiers for free, as long as they are affecting the limbs: Iridescence, Bioluminescence, Heraldry, Plating, Spines, Translucence, Spines, Transparency, Insectified, Miniature, Disassembly, Glitch, Coils, Halo, Display, Brawn, Protofeathers, Capricorn, Tentacles, Fins, Debris, Bumble, Odd Ears, Curled, Seraph, Frilled, Plumes, Extensions, Companion, Multi-limbed, True Sight, Boneless, Tattered, Engraved, Shimmer, Gilded, Sheen, Armored.

In addition to any of those modifiers, you can get creative. Want to reference extinct species? Go for it! Want to make up your own anatomy? That's an option, too! Want to keep things simple and just give them some paws? Honestly, the options are limitless. Have fun!

Whip Tail

Category: Physical

There is no maximum limit on tail length. However, your dragon’s tail must be long enough to be able to touch the ground. Legs will not attach to the tail.

Whip tail is a long, serpentine tail that ends in a taper. Simple in shape. It has strong musculature and decent weight to help with stabilization. Some dragons may even use them as a weapon (thus, their name).

Color Rules

Whip Tail will always be the same color as the rest of the body. Traits may extend to it.

Size & Range

There is no maximum limit on tail length. However, your dragon’s tail must be long enough to be able to touch the ground. Legs will not attach to the tail. Unless a dragon has Tailless, there must be a central bony area that tapers as it reaches the end--the same as a lizard or snake.

Shape

Whip Tails start off at the same size as the body and tapers slowly to the end. It will NOT resemble a cat tail, dog tail, or rat tail--those tails start off much skinnier and only taper at the end. Iguanas are a good living example of a Whip Tail, but you can also look at Diplodocus and other dinosaurs for an idea of what to do.

What’s the difference between whip tail and rat tail?
Rat tail starts off skinny and ends up skinny, similar to rats and other mammals, with very little muscle. On the other hand, Whip tail starts the same width as the body and gradually tapers, similar to lizards and other reptiles, and it has strong musculature.

What is the maximum/minimum tail length?
There is no maximum limit on tail length. However, your dragon’s tail must be long enough to be able to touch the ground.

How can I get multiple tails?
The split tail mutation.

Tufted Tail

Category: Physical

A serpentine or wired tail that ends in a tuft of fur. The tuft of fur at the end may be any color within elemental rules. The bony part of the tail may be thin or thick, as well as short or long. There is also no length limit to the tuft. However, the tail will need at least part of it to be bony without the tuft. The tuft area may have minimal support, similar to a horse tail.

How do I make a wolf tail?
Rat tail + tailless + velvet scales or similar traits.

What is the maximum/minimum tail length?
There is no maximum limit on tail length. However, your dragon’s tail must be long enough to be able to touch the ground.

How can I get multiple tails?
The split tail mutation.

Rat Tail

Category: Physical

A thin tail that keeps its width throughout the tail. It starts abruptly and ends abruptly. It contains bone with very little flesh or muscle. You may choose whether or not scales appear on this tail.


Color Rules

You may choose for Rat Tail to have no scales. If you do remove them, then the tail will follow regular flesh color rules. If flesh is showing elsewhere on the dragon, then the tail will match that color.

If you decide to keep scales on the Rat Tail, then they are treated like regular scales and will be the same color as the base.

Size & Range

There is no maximum limit on tail length. However, your dragon’s tail must be long enough to be able to touch the ground. Legs will not attach to the tail. Unless a dragon has Tailless, there must be a central bony area.

What’s the difference between whip tail and rat tail?
Rat tail starts off skinny and ends up skinny, similar to rats and other mammals, with very little muscle. On the other hand, Whip tail starts the same width as the body and gradually tapers, similar to lizards and other reptiles, and it has strong musculature.

How can I get multiple tails?
The split tail mutation.

How do I Make a Rat-tailled Wyrm?
This should give you an idea on how a rat tail attaches to a wyrm body:

 

Raptor Tail

Category: Physical

A long tail with a frill of feathers that extends from the base to the tip. The feathers will always overlap each other, like a bird’s wings or tail feathers, and never be distanced apart. Alternatively, it may be covered in short protofeathers. It should resemble the tail of Archaeopteryx, though you can also use wiry protofeathers. The feathers attach to the bone of the tail and point outwards.

Color Rules

When presenting with full feathers, Raptor Tails may either use the normal gradient across the whole tail or use different solid colors for each layer of feathers (black primaries, white secondaries, etc. within color rules) for up to three different-colored layers. When presenting with protofeathers, it may have a gradient towards the end of the tail that lies below all other markings.

Size & Range

There is no maximum limit on tail length. However, your dragon’s tail must be long enough to be able to touch the ground. Legs will not attach to the tail. Unless a dragon has Tailless, there must be a central bony area that tapers as it reaches the end--the same as a lizard or ancient theropod.

Shape

Feathers and fur must both point towards the center area of the tail. For tails that present with full feathers, the end may have a spaded or frilled appearance that sticks out from the rest of the feathers.

Special Interactions

  • Accents (Feathered) -The end of the outer tail tips may be affected by accents. In addition, the end of the tail tip and feathers attached to it and up to three feathers attached to it may be affected by accents.
  • Accents (Protofeathers) - The very end of the tail may be affected by accents.
  • Transparent Skin - When presenting with full feathers, the feathers cannot be affected by Transparent Skin, but the central tail may be. When presenting as protofeathers, the fur will also be affected.
  • Pollen - Pollen may appear as a gradient mark. It may optionally remove plumes and protofeathers where it touches.
  • Tailless (Feathered) - In addition to completely removing the tail, you may also have plumes that attach to the base of a tail. These plumes may be tiny or long enough to touch the floor, but no longer.
  • Tailless (Protofeathers) - In addition to completely removing the tail, you may give it a small, dog-like tail. The tail will still have no tufts. The protofeathers will still be short.

Items

  • Skittertint - This allows an additional color to be used when the tail presents with a gradient.
  • Scalestain - This allows stylizing of the feathers. You may have them curl or extend.
  • Loremark/Tattered - This may remove up to half of the feathers. Tattered must be random, but it may damage part of the feathers rather than remove the whole feather. Loremark may trim the feathers into a shape or leave just enough feathers for a plume on the end.
  • Surgical Kit - This trait may be removed with a single Surgical Kit, along with any modifiers that are exclusive to the tail.

Common Issues

Below, left: This dragon has feathers that point towards the base of the tail, rather than a central bony area. Shapes like these need at least a few lines to indicate that the tail feathers point to a central area.

Below, right: This tail presents with both protofeathers and full feathers. You can only pick one!

Below, left: This has a frill of feathers on the end, but not the reast of the tail. Feathers will always cover the entirety of the tail. You would need whip tail and Plumes--or similar traits--for this.

Below, right: The same applies when using protofeathers--feathers will noticeably cover the entire tail. Additionally, tails that present with protofeathers do not have a frill option for the end. You would need Heraldry or Tufted Tail for this.

Feather and Fur Tips

The difference between feathers and fur can get very tricky with varying styles. Here is the general rule when drawing feathers. It will have the same flexibility as paper being pulled in the wind. This means paper makes for a very good reference in how feathers bend and fold. Feathers will generally move together and flow in the same direction, with the body. They will not wave in opposite directions or bend in more than one spot.

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Aquatic Tail

Category: Physical

There is no maximum limit on tail length. However, your dragon’s tail must be long enough to be able to touch the ground. Legs will not attach to the tail. When selecting species for a tail reference, do not mix them with other species.

You may use the tail of any water-dwelling species. The tail should only have one fin, and that fin will always be on the end of the tail. At least a small part of the tail will have a bony section—the end fin will not attach directly to the body. If you choose a species that does not live completely in water, then the tail should have specific adaptations to moving through water used in that animal's daily life.

 

How can I get multiple tails?
The split tail mutation.

Segmented Tail

Category: Physical

They resemble the tails of Leopard Geckos, Alligators, Spiny-Tailed Lizards, or similar lizards. You do not have to pick a specific species, as long as it shows the basics of a segmented tail: It has at least one segment that starts off smaller, grows larger, then smaller again. It can be as subtle as a few bumps on the edges of a thick tail.

Can I use this to make a scorpion tail?
No, you will need the Insectified trait for that.

How Long Can the Tail Be?
There is no maximum limit on tail length. However, your dragon’s tail must be long enough to be able to touch the ground while standing. Legs will not attach to the tail.

How can I get multiple tails?
The split tail mutation.

Mythic Tail

Category: Physical

This allows you to have a free-for-all in how you design your dragon’s tail! It is an incredibly rare trait, with a very low chance of passing down. It may have any of these modifiers for free, as long as they affect the tail: Star Pearl, Iridescence, Bioluminescence, Heraldry, Plating, Spines, Horns, Feathers, Fur, Scales, Spaded Tail, Translucense, Transparency, Miniature, Disassembly, Glitch, Coils, Halo, Display, Protofeathers, Club Tail, Maned, Capricorn, Tentacles, Many-finned, Dorsal Fin, Debris, Split Tail, Bumble, Tailless, Odd Ears, Webbed Tail, Curled, Frilled, Plumes, Extensions, Companion, True Sight, Boneless, Tattered, Engraved, Shimmer, Gilded, Sheen, Armored.

In addition to any of those modifiers, you can get creative. Want to reference extinct species? Go for it! Want to make up your own anatomy? That's an option, too! Want to keep things simple and just give them a wolf tail? Honestly, the options are limitless. Have fun!

Albinism

Category: Mutation

Prevents most display traits from showing on your dragon and covers the dragon with a white or off-white mark. Its eyes will be red unless it has True Sight. Some things which affect the texture of scales, such as Shimmer, Iridescence, Bioluminescence, or Gilded, will still display. In areas where the scales are thin, some pink coloring may show through, and you may also use very light pink as accents on the body of the dragon.

albinism1.png

You may erase areas of white to let the regular base show through–these patches will still be lighter colored than normal. You may also show non-white markings as a very light tan or pink color. Here is an example of the same Albino from above with a glowing mark, iridescence, and light tan markings showing:

Eclipse Gene

Category: Mutation

Eclipse is a sex separate from male and female, but during breedings, they may fill in for either one. At least one male or female still needs to be in the breeding--two Eclipse dragons can't breed together. As with all sexes in this game, these dragons may use any pronouns and identify as any gender. This sex only appears when the Eclipse Gene mutation is present on a dragon. Rites of Renewal cannot transform a dragon into this sex. Please be mindful of any pronouns that come after the dragon's sex, should you see them.

 

Elemental Anomaly

Category: Mutation

This dragon is born with Tier IV magic of the corresponding type. Additionally, the Elemental Anomaly mutation will display magical effects in its design from the moment it’s hatched. They also gain a terrain bonus from the corresponding element and may wear equipment of a matching element. It has access to all color sliders that its anomaly does, in addition to the palette of its natural elements. You can find magical effects on the element page for that anomaly's element. Note that while this can pass on to offspring, the anomaly element is still selected random. Here are quick links to the element pages:

Light | Fire | Jungle | Thunder | Earth | Ocean | Storm | Wind | Dark | Metal

 

Or you can click here for a broad guide on using magical effects on your dragon.

Elemental Chimerism

Category: Mutation

Your dragon has their element rolled twice, raising the maximum number of elements to between two and four. Only one set of elements may pass to the children, which must be designated at the design stage. This primary set of elements is treated as the parent's elements during breeding. They gain the benefits of multiple elements where applicable, such as magic mastery or marking inheritance.  It has access to all color sliders that its elements do.

Fortune

Category: Mutation

This dragon will always bring an extra item home from activities.

Frail

Category: Mutation

One of the Dragon’s elements is replaced with Thunder or Dark. You may choose which element is replaced, and with what. This mutation cannot be made recessive. On single element dragons, you may tack on one of the two or replace the single element.

Harmony

Category: Mutation

This dragon is compatible with all elements.

Genesis

Category: Mutation

Allows the dragon to have eggs without a mate. Courtship art is unavailable for this type of reproduction. The parent would be used as both the mother and father in the breeder, so it does not create true clones 100% of the time. Eggs born from Genesis will have the same lineage as their parent. It has a lower chance of passing than other mutations. It will never appear randomly in a clutch. This dragon may still breed normally with other dragons.

Greying

Category: Mutation

Greying is a mutation that creates patches of desaturated scales on the dragon, desaturates a few markings of the dragon, or desaturates the dragon entirely. The areas affected by greying should not be recognizable as a particular color, and therefore greying is almost entirely desaturated. Here are some examples of greying.

Normal Design:

With Greying Applied:

 

Independent

Category: Mutation

The Independent gene must be active to gain the benefits of the mutation (not Recessive). This is a trait exclusive to auctions, events, sales, and dragons bred from one of those.

By nature, Elemental Dragons use much of their own essence to create their magic, which leaves them reliant on a Rider of some sort. Every now and then, a miracle happens, and a dragon is born which can support itself without the assistance of a Rider. These dragons are called Independent Dragons, and without their dependence on a Rider, they can take a far more active role in the world around them. 

Special Activities

  • Den Founding - A dragon may found their Den immediately upon hatching. Den items that expand Familiar availability do not work for dragons, as they are limited by magical means, rather than physical space.
  • Familiars & Rite of Summoning - After a dragon founds a Den, they may perform a Rite of Summoning to gain their first Familiar. Den items that expand Familiar availability do not work for dragons, as they are limited by magical means, rather than physical space.
  • Joining Affiliations - After a dragon founds a Den and completes their Rite of Passage, they may join an Affiliation.
  • Jobs - Independent dragons may take one Job: they may unlock their first Job after undergoing their Rite of Passage, may gain a promotion at level two, and may become a master at level four. 
  • Challenges - Dragons may compete in Races and Expeditions on their own, though they may be at a disadvantage without a Rider helping them. For Taming, they may invite a Rider of their choice to assist. If their chosen Rider swaps, they will still keep progress from previous attempts. They must have some sort of Rider accompanying them during Tamings.

Co-existing with a Rider

These dragons do not require a Rider, but they may still choose to bond with one. When they do bond, they do not need to match the elements of the Rider. There are a few caveats to bonding with a Rider, listed below.

  • Dens and Familiars - A dragon may share their Familiars with the Rider, but not the Rider's other dragons. In example, if a dragon has a Blue Sea Dragon, the Rider may use them in the rolls, but not another of the Rider’s dragons. They are only shared between the dragon and Rider. The same applies to Dens–a Rider is considered an inhabitant of their Dragon’s den, but other dragons belonging to that Rider are only visitors.
  • Political Affiliations - When bonded to a Rider, the dragon will take on the Affiliation of their Rider. If they were previously Independent and a member of the same Affiliation, then the dragon’s currency will be moved to the Rider’s wallet. If they were different Affiliations, then the dragon’s old Affiliation currency will be lost. If an Independent dragon separates from a Rider, they do not take their currency with them, and will have to re-enroll into an Affiliation to begin duties alone again.

 

Kaleidoscope

Category: Mutation

Eggs from this dragon will have one extra random trait. The drop chances are influenced by trait rarity, but not by element rarity. This effect does not stack, even if there are two Kaleidoscope parents. Here are the approximate rarities:

1/1000 (0.1%) : Ultra-rare
99/1000 (9.9%) : Rare
300/1000 (30%) : Uncommon
600/1000 (60%) : Common

Melanism

Category: Mutation

Prevents most display traits from showing on your dragon and covers the dragon with a black or near-black mark. Its eyes will be brown or black, unless it has True Sight. Some things which affect the texture of scales, such as Shimmer, Iridescence, or Gilded, will still display. In areas where the scales are thin, some dark brown coloring may show through, and you may also use dark brown as accents on the body of the dragon.

You may also show markings lighter than the base as a dark brown color. Here is an example of the same Melanistic dragon from above with Bioluminescence showing.


Multi-winged

Category: Mutation

No Element | Mutation

Your dragon has more than one pair of wings. Any pairs of wings may be located anywhere on the body, so long as they are mirrored on the other side of the body.

The type of wing will match the dragon's genetics, and the wings otherwise follow normal rules. If your dragon is wingless, then you may either 'hide' the trait, or you may pick wings based on the scale type. These wings do not affect the genetics/offspring of the dragon--it will still be treated as wingless for breedings.

  1. Smooth Scales -- > Leather Wings
  2. Velvet Scales -- > Leather Wings
  3. Artificial Scales -- > Artificial Wings
  4. Feathered Scales -- > Feathered Wings

If your dragon is not wingless, you will need to use the wing type normally available to the dragon. The wing type will be consistent throughout and follow regular wing shape rules. They may also attach at any area, so long as they are symmetrical and recognizable as their wing type.

Range

Multi-winged may appear anywhere on the body, as long as it is a symmetrical pair.

Color Rules

Wings will have normal color rules. However, you may choose to color each wing differently! They may also show different markings.

Shape & Effects

The wing shape will always be symmetrical. The wings themselves may have different shapes. In example, for a dragon with Insect Wings, you may have beetle-like wings for one set, then butterfly-like wings for another. You may also choose to apply modifiers to any set of wings--or all of them--so long as the wings are symmetrical. In example, you can choose for leather wings to have very stylized extensions on one set of wings, but a regular appearance on other sets of wings. Additionally, you can have the wings appear boneless--bending unnaturally and so on.

Notable Interactions

  • One Skittertint will be needed per pair of wings affected.
  • One Scalestain will be needed per pair of wings affected.
  • One Surgical Kit will be needed per single wing affected.
  • Two Surgical Kits will be needed to hide all wings.
  • Magic effects work normally on each wing. You may also have magic effects on one pair but not on the others, or any ratio you prefer.
  • Transparent Skin does not affect wings.
  • Pollen may affect scaled areas of the wings. You may choose to have it affect each set differently.

Common Problems

Below: This dragon only has one set of wings. There should at least be two sets of wings.

Below: This dragon is using two different types of wings. The wings will always be the same type. There are a few traits that allow for different types of wings: Swarm, Wind IV magic, Jungle IV magic, Thunder IV magic, and Metal IV magic. Without one of these traits, the wings must be the same base type.

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Monochrome

Category: Mutation

No Element | Mutation

Monochrome is a mutation that applies one hue across your entire dragon. You may also ignore brightness rules, as long as all traits are visible. This will never obscure traits. The hue must be the same, literally--two similar colors, such as indigo and purple, do not count as a Monochrome color scheme. The easiest way to create a Monochrome design is to design it normally, then apply a 'color' or 'hue' layer (depending on your program). When you color dip the dragon, it should all have the same hue, even if it varies in brightness or saturation. Black, white, and gray do not have saturation, so they may also be used.

Here is an example of a regular dragon, before and after a Monochrome mutation is applied. The dragon on the left has violet, red, and neon green. The dragon on the right has only blue.

You may also ignore  brightness rules. For example, an all-black marking like Dust may be brightened, and a marking like Sable which darkens things underneath it may brighten them instead. Here is an example of both in action, on the same design:

Layering

Monochrome affects the whole dragon.

Shape

Monochrome will not have and holes. It will cover the entire dragon.

Edge

Because Monochrome does not have holes, it will not allow for an edge.

Effects

Monochrome will not be affected by color effects. However, light effects may show through, and they may even break the color scheme. Here is an example of an iridescent, Monochrome dragon:

Notable Interactions

  • Skittertint may not be used to add a second color to Monochrome.
  • Pollen still follows regular color rules. It must still appear pastel, and it can be any pastel color.
  • Loremarks, scratches, and scars may follow the color scheme of Pollen.
  • Transparent Skin, flesh, tongue, and magic effects still follow regular color rules. Alternatively, you may optionally apply Monochrome to them.
  • If a dragon has Display, you may choose two different monochrome colors. It may switch between these two colors. The entire dragon's colorscheme will change--not just one or two marks. It will never show both colors at once.
  • If a dragon has Somatic, you may choose for each half to have a different Monochrome color. You may also choose for only one side to show the Monochrome mutation.

Common Problems

Below: This dragon has holes in Monochrome. While this effect is lovely, Monochrome should not have holes. You may achieve this effect when it is combined with the Somatic trait.

Below: This dragon has two different hues. The blue on the wings is a different hue than the blue of the body. The hue of the dragon must be the same throughout. Part of the free marks are also red instead of blue.

F.A.Q.

Do I need to provide the regular color scheme?
No--the design is judged based on Monochrome color rules, so the design without a mutation is not needed.

Prodigy

Category: Mutation

If a dragon would gain stats, it gains that many +1 instead.

Shifter

Category: Mutation

This dragon may exchange any of their physical traits with any other non-mythic traits. Once this dragon is uploaded, its traits are set in stone and can no longer change.

Reliant

Category: Mutation

This is a trait exclusive to auctions, events,and sales. The dragon may form a bond with a Rider of any elemental specialty. It does not pass on in Breedings.

World-eater

Category: Mutation

Choose an element. The dragon gains elemental breath of that element (such as breathing fire or spitting stones). Once chosen, the element cannot be changed, even with redesigns. This allows the dragon to learn the Tier IV breath attack of that element, even if the dragon does not match that element.

Mercenary

Category: Mutation

Affiliation Points earned from Political Affiliation quests are doubled. This does not include randomized effects, such as Familiar effects.

Mage

Category: Mutation

This allows the maximum amount of Summoning Rites for a dragon, even if they do not have Independent or were born with a Soulbound Familiar. This means they may have two Familiars total. When completing a Rite of Summoning, this dragon does not need a Keepsake Collar.

Druid

Category: Mutation

This dragon brings home an additional Collectable Item from Adventures. The item matches the activity. Currently, only one Collectable Item is available.

List of possible items:

Bard

Category: Mutation

This dragon's clutches have one additional egg.

Ranger

Category: Mutation

This dragon has a small chance of obtaining a Familiar in any prompt. Familiars found are based on terrain.

Fortress

Category: Mutation

This mutation prevents the dragon from receiving the following status effects:

  • Charmed
  • Burned
  • Poisoned
  • Stunned
  • Burdened
  • Weariness
  • Confusion
  • Despair
  • Cursed
  • Corrosion

This Mutation affects Expeditions and Battles.

Bloodlust

Category: Mutation

If this dragon receives an adverse status effect from an Expedition, their reward rarity increases.

If either dragon receives an adverse status effect other than Wounded during a battle, this dragon immediately gains +10 to their score.

Dragon Rider

Category: Rank
Species: Rider

Dragon Rider is the base rank that all Riders start out at. As Riders complete tasks, they gain Prestige and can advance in the ranks. For more information on Riders, click here.

 

Dragon Companion

Category: Rank
Species: Rider

Dragon Companion is the first rank upgrade that Riders can achieve. As Riders complete tasks, they gain Prestige and can advance in the ranks.

Dragon Knight

Category: Rank
Species: Rider

Dragon Knight is the second rank upgrade that Riders can achieve. As Riders complete tasks, they gain Prestige and can advance in the ranks.

Dragon Master

Category: Rank
Species: Rider

Dragon Master is the final rank upgrade that Riders can achieve. It is the highest honor.

Emissary

Category: Rank

This is a group Emissary; It belongs to no player! Slots to them are available periodically.

Lucky

Category: Status

When this character returns from an activity, their loot is doubled.

Wounded

Category: Status

This dragon is wounded, preventing it from participating in most activities until it is healed. It may still participate in the following activities: Gathering, First Aid Kit, Soft Bed. This status may be healed with a small health potion.

Hibernating

Category: Status

This character cannot participate in group activities. This is due to one of the following:

  • a dragon has no rider and does not have the independent trait
  • a rider has no dragon
  • a character has no owner
  • a character's owner has requested that they enter hibernation
  • it is an event dragon with certain aspects (such as name or sex) not yet determined by the owner.

Second Bond

Category: Status
Species: Rider

For information on a second bond and its benefits, visit this page.

Pair Bond

Category: Status

For more information on Pair Bonds and their benefits, click here.

Confused

Category: Status

Confused characters cannot participate in Challenges (racing, taming, expeditions, etc.). When adventuring, they will return with unusual items from the wrong location.

Rite of Passage

Category: Rites

This dragon has completed their Rites of Passage!

Passage Incomplete

Category: Rites

This dragon has not completed their Rites of Passage. Read more about that here.

Rite of Ascension

Category: Rites

This dragon passed their Rite of Ascension and have access to unique features.

Grand Display

Category: Rites

This dragon has completed their Grand Display. If they have slots, they can breed with another dragon! If they do not have slots, they may use Courtship Art to breed without using one.

Display Incomplete

Category: Rites

This dragon has not completed their Grand Display and is unable to breed. Read more about that here.

Salamander

Category: Familiars

 Brings back one extra item from the Caving elemental loot pool (element is random).

Salamanders can regrow limbs if they lose them. Please help your salamander keep track of all their legs in the first place.

Feisty Fish

Category: Familiars

Effect: If a dragon’s or Rider’s stats would be used, they are treated as if they had +3 in each stat.

Mac the Flirt

Category: Familiars

Effect: If Mac the Flirt is included in a submission, all dragons in the submission receive the friendly Familiar bonus. He must be depicted with a flower of some sort. This Familiar does not take up a Familiar slot.

He’s giving you a rose because apparently non-birds dislike offerings of pre-digested food. Don’t be afraid to ask, though. He’s ready.

Thrummingbird

Category: Familiars

Effect: This Rider’s dragons gain +10 Intelligence in races.
If your Rider is Jungle element, you may Spiritbind this Familiar.

Bearded Dragon

Category: Familiars

Effect: This Rider’s dragons gain +10 Strength in races.
If your Rider is Earth element, you may Spiritbind this Familiar.

They can run 40mph, making them the fastest reptile in all of the Chronoscape…as long as we’re ignoring reptiles bigger than them.

Greyhound

Category: Familiars

Effect: This Rider’s dragons gain +10 Strength in races.

A constant bundle of zoomies.

Jackalope

Category: Familiars

Effect: This Rider’s dragons gain +10 Intelligence in races.
If your Rider is Thunder element, you may Spiritbind this Familiar.

 

They only get it on whenever lightning strikes. Antlers…aren’t exactly the best thing to have in a thunderstorm, so there’s not very many of the little critters.

Coyote

Category: Familiars

Effect: This Rider’s dragons gain +10 Willpower in races.
If your Rider is Dark element, you may Spiritbind this Familiar.

 

Despite popular opinion, this good pupper can run twice as fast as a roadrunner.

Free-tailed Bat

Category: Familiars

Effect: This Rider’s dragons gain +10 Dexterity in races.
If your Rider is Storm element, you may Spiritbind this Familiar.

This little critter makes the cheetah look like it’s standing still.

Loveletter Kite

Category: Familiars

Effect: Brings back one extra greenery item when your character is depicted with flowers.

If someone has a loveletter kite land on their right shoulder, they will soon be married. If they land on the left shoulder…well, let’s just say that they will want to take a break from the mating game for a little while.

Macmatician

Category: Familiars

If Macmatician is included in a submission, all dragons in the submission receive the friendly Familiar bonus. He must be depicted with glasses of some sort or sitting on someone’s glasses.

This Familiar is soulbound.

While he doesn’t understand computers, he does know that the mouse moves things, and that monitors are a good perch. Given enough time, he’ll be an elite esports competitor. Or maybe he’ll just stick with N64 classics. We’ll see.

Mac the Merry

Category: Familiars

Effect: If Mac the Merry is included in a submission, all dragons in the submission receive the friendly Familiar bonus. He must be depicted with a red bow. This Familiar does not take up a Familiar slot.

Toy Chimera

Category: Familiars

Effect: Adds +1 Affiliation Point to all Abrendese Militia art duties. Adds +1 EXP to all depicted dragons in the Abrendese Militia.

Technicat

Category: Familiars

Effect: Adds +1 Affiliation Point to all Naki Alliance art duties. Adds +1 EXP to all depicted dragons in the Naki Alliance.

Migratory Snaketail

Category: Familiars

Effect: Adds +1 Affiliation Point to all Erré Coalition art duties. Adds +1 EXP to all depicted dragons in the Erré Coalition.

Xiuhcoatl

Category: Familiars

Effect: Adds +1 Affiliation Point to all Shéar Rebellion art duties. Adds +1 EXP to all depicted dragons in the Shéar Rebellion.

Rooster

Category: Familiars

This Rider’s dragons gain +10 Defense in Talent Shows.

If your Rider is Wind element, you may Spiritbind this Familiar.

Corgi

Category: Familiars

This Rider’s dragons gain +10 Strength in Talent Shows.
If your Rider is Earth element, you may Spiritbind this Familiar.

Hedgehog

Category: Familiars

Effect: This Rider’s dragons gain +10 Defense in Talent Shows.
If your Rider is Metal element, you may Spiritbind this Familiar.

Sunstar

Category: Familiars

Effect: 10% chance for this dragon’s eggs to inherit a random Modifier Trait.

Despite its benign appearance, this is a ferocious predator in the seas of Eredia. It can eat anything it fits into its mouth and regenerates limbs with ease. Thankfully, it only grows as big as a dog.

Hamster

Category: Familiars

Effect: This Rider’s dragons gain +10 Willpower in Talent Shows.
If your Rider is Dark element, you may Spiritbind this Familiar.

Arctic Fox

Category: Familiars

When this Rider’s dragon breeds, the player may present a meat offering to the Arctic Fox to earn its blessing and a chance at an extra egg. Small meat —> 10% . Medium meat —> 20% . Large meat —> 30%. You may present one of each, for a maximum of 60% extra egg chance.

Badger

Category: Familiars

Effect: Brings back one of the following items when your character is depicted in a temperate area with mushrooms:

  • Skittercritter
  • Eggs
  • Feathers
  • Scales
  • Herbs
  • Berries
  • Sugarcane
  • Small Animal Skin
  • Fleece
  • Claws and Fangs
  • Suspicious Spores
  • Peppers
  • Large Animal Skin
  • Beautiful Shell
  • Large Bones
  • Small Bones

Snaaake, it’s a snaaake!

Bath Bird

Category: Familiars

Effect: If Bath Bird is included in a submission, all dragons in the submission receive the friendly Familiar bonus. He must be depicted with a bubble on his head. This Familiar is soulbound.

Why does this wet chicken need an air bubble when he only gets halfway wet? The world may never know.

Beaver

Category: Familiars

Effect: Once bonded, 10% chance of increasing a Carpenter craft yield. Look at the Carpenter page for more information.

How much wood would a woodchuck….wait, what kind of animal are we talking about?

Black Cat

Category: Familiars

This Familiar currently has no effect.

You know what they say about black cats, right? Since it’s already in your house, maybe it’s best you don’t know…

Blue Sea Dragon

Category: Familiars

Effect:  Brings back one extra item from the Salvaging elemental loot pool (element is random).

It’s smaller than most regular dragons, but don’t let its size fool you!

Border Collie

Category: Familiars

This Familiar currently has no effect.

Clever and quick. Just don’t leave your shoes unattended.

Bumblebuddy

Category: Familiars

If an activity has a chance of bringing Berries or Herbs, then the character will bring home one additional Berries or Herbs item (the latter is decided randomly). This does not count drops from other Familiars. The activity does not have to be successful for the Bumblebuddy to return with an item.

It was long argued whether this was an arthropod or a plant. It was discovered through DNA testing…that it was both! They live in a symbiotic relationship, with the flower providing sweet sustenance directly, and the bumble providing a hive of other flowers to pollinate with.

Khameleonian

Category: Familiars

Effect: 10% chance for this dragon’s eggs to inherit a random Display Trait.

Not to be confused with a giant Tsuchinoko.

Chickadee

Category: Familiars

When depicting your dragon or Rider with a forested background, find a random Gathering item.

A chickadee might eat as much as 1/3 of its body weight per day. Not the recommended dietary guidelines for a human.

Common Dolphin

Category: Familiars

When depicting your dragon in a collaboration, the collaboration bonus is +5EXP to all dragons that belong to a collaborator. A maximum of four dragons may redeem this effect. Contributions to the collaboration must be clear.

You can probably teach a dolphin more tricks than your dragon.

Cormorant

Category: Familiars

When depicting your dragon or Rider with a watery, above-ground scene, find a random Salvaging item.

Cormorants are said to be good omens; they find lost loved ones at sea and guide them home again.

Cozy Bird

Category: Familiars

Effect: If Cozy Bird is included in a submission, all dragons in the submission receive the friendly Familiar bonus. He must be depicted with a scarf of some sort. This Familiar is soulbound and does not take up a Familiar slot.

Cuckoo

Category: Familiars

40% chance of receiving an extra egg from a clutch if one or more parents are below level 5.

Cuttlefish

Category: Familiars

Effect:  Brings back an additional item during Salvaging or Caving prompts.

Use this item to create a MYO Familiar slot. Before submitting, make sure to include info on the Rider you are attaching it to.

 

Eagle

Category: Familiars

When depicting your dragon alone, gain +2EXP.

Majestic. Almost lost out to the turkey.

Ermine

Category: Familiars

Effect: When depicting your dragon with a snowy background, that dragon receives +2 EXP.

Fruit Bat

Category: Familiars

Effect: Brings back one extra item from the basic Caving loot pool.

Probably not a vampire.

Goldfish

Category: Familiars

Effect: This Rider’s dragons gain +10 Willpower in Talent Shows.
If your Rider is Ocean element, you may Spiritbind this Familiar.

Headless Borb

Category: Familiars

Effect: If Headless Borb is included in a submission, all dragons in the submission receive the friendly Familiar bonus. He must be depicted with a ghostly glow. This Familiar is soulbound and does not take up a Familiar slot.

Where is his head? His other foot? It’s a mystery…

Horseshoe Crab

Category: Familiars

Effect: Brings back one of the following items when your character is at sea:

  • Sand
  • Beautiful Shell
  • Scales
  • Floating Coral
  • Glass
  • Algae
  • Large Stone
  • Clay
  • Salt
  • Limestone
  • Sugarcane
  • Claws and Fangs
  • Small Bones
  • Pearls
  • Rusty Anchor
  • Fossil
  • Lost Barrels

Gem Tarantula

Category: Familiars

When depicting your dragon or Rider in a cave or ravine, they find a random Gemstone.

Kid

Category: Familiars

Effect: This Rider’s dragons may receive +1 EXP for any of the following activities. If a dragon is doing more than one in an art piece, it will still only receive +1 EXP.

  • Playing a prank
  • Cooking
  • Weathering a Storm
  • Learning to Fly
  • Painting
  • Swimming in a Coral Reef
  • Finding Eggs
  • Singing
  • Dancing
  • Using Flowers (the flowers must do more than appear in the art)

It jumps. It bleats. It faints. It is a good Spring bean.

Lemur

Category: Familiars

Effect:  Brings back one extra item from the Gathering elemental loot pool (element is random).

Use this item to create a MYO Familiar slot. Before submitting, make sure to include info on the Rider you are attaching it to.

Refuses to participate in choreographed dance numbers. Pretty handy with fruit-gathering though.

Leopard Gecko

Category: Familiars

Effect: This Rider’s dragons gain +10 Strength in Talent Shows.
If your Rider is Fire element, you may Spiritbind this Familiar.

Leopard Seal

Category: Familiars

Effect:  Brings back one extra item from the Hunting elemental loot pool (element is random).

These solitary hunters can grow to be over ten feet long.

Lovebird

Category: Familiars

Effect: When depicting your dragon or rider in a romantic situation, +2EXP to all dragons.

Constantly trilling romantic songs. Less charming at 3 o’clock in the morning.

Lucky Duck

Category: Familiars

Effect: Currently has no effect.

Guaranteed to be better than an unlucky duck. Many are found in and around a certain Salvus.

Maneki-neko

Category: Familiars

All images have a chance to drop between 1-20 Silvence.

Legend has it that feeding a stray cat can bring great fortune.

Monal Pheasant

Category: Familiars

Effect: This Rider’s dragons may receive +1 EXP for any of the following activities. If a dragon is doing more than one in an art piece, it will still only receive +1 EXP.

  • Gathering flowers (not just being near them)
  • Going on a date
  • Seeing the future
  • Crafting or helping to craft
  • Watching the sunrise or sunset (must be looking towards it)
  • Experiencing an aurora or fireworks display
  • Wearing a scarf
  • Weathering a blizzard
  • Surrounded by Fairy Lights
  • Feasting
  • Dreaming
  • Passing through snowy pine forests

The cold never bothered them, anyways.

Mothbun

Category: Familiars

Activities only yield items from the common pool. Uncommon items and rare items will never appear when the mothbun is near. This does not include the loot from other familiars.

One man’s trash is another man’s treasure.

Nanite

Category: Familiars

Effect: This familiar can be soulbound to thunder Riders. If their dragon is using thunder magic, they gain +1 EXP.

Narwhal

Category: Familiars

When depicting your dragon with a dragon of completely different element(s), that dragon receives +2 EXP.

Needletail

Category: Familiars

Effect: This Rider’s dragons gain +10 Defense in races.
If your Rider is Wind element, you may Spiritbind this Familiar.

Ocelot

Category: Familiars

+2EXP when your dragon is depicted during twilight.

Twice as large as the ‘ocelittle.’ Still not very big.

Okapi

Category: Familiars

Effect: Increases the chance of inherited mutations by 10%.

Even rarer than a unicorn! At least in the Chronoscape…

Opossum

Category: Familiars

Effect: This dragon’s eggs have a 5% increased chance of spontaneous mutations.

This marsupial will volunteer to eat all your leftovers.

Orchid Mantis

Category: Familiars

Effect: If an activity involves flowers, then the Orchid Mantis will bring back a Bug Box.

You might think this critter would look out of place if it fell onto the ground, but it can actually change colors to brown! No matter where you are, it could attack at any time.

Pangolin

Category: Familiars

Effect: Once bonded, 10% chance of increasing a Blacksmith craft yield. Look at the Blacksmith page for more information.

Pangolins are extremely susceptible to habitat loss. Plant a tree; befriend a pangolin!

Party Parrot

Category: Familiars

Effect: +2EXP to all dragons depicted in a Group Event image.

Peacock

Category: Familiars

Effect: Once bonded, 10% chance of increasing a Tailor craft yield. Look at the Tailor page for more information.

Considered a symbol of royalty; can scream like something from a horror movie.

Peacock Spider

Category: Familiars

Effect: 50% chance of increasing dragon magic by one tier during breeding.

Shake those tail feathers! Or else…

Pig

Category: Familiars

Effect: Brings back one extra item from the basic Gathering loot pool.

Enjoys befriending spiders. Much smarter than most folks give them credit for.

Piggybank

Category: Familiars

Effect: Brings back an additional coin purse during Silvence-yielding activities. This currently affects the following things:

  • Maneki-neko
  • Canvas Den Prompt
  • Challenges

Extra coinpurses stack.

Pink Fairy Armadillo

Category: Familiars

Very rare chance of finding a dragon egg in images...or it might just find an egg-shaped rock. Who knows?

This armadillo’s sniffer is right once every hundred days.

Platypus

Category: Familiars

Effect: Chance of randomly charging the trait of a hatchling in a clutch.

It doesn’t help in carpentry, but it might be kind of lucky!

Pocket Dragon

Category: Familiars

Effect: This Rider’s dragons gain +10 Intelligence in Talent Shows.
If your Rider is Thunder element, you may Spiritbind this Familiar.

Poison Dart Frog

Category: Familiars

Effect: Once bonded, 10% chance of increasing an Alchemist craft yield. Look at the Alchemist page for more information.

Some poison dart frogs secrete poison from their skin. Cuddle with care.

Prideful Chevrotain

Category: Familiars

Effect: This Rider’s dragons may receive +1 EXP for any of the following activities. If a dragon is doing more than one in an art piece, it will still only receive +1 EXP.

  • Showing pride
  • Putting on a beautiful elemental magic display
  • Participating in a beauty pageant
  • Watching a meteor shower
  • Looking for objects from outer space
  • Exploring outer space
  • Appearing in a video game
  • Writing an angry letter
  • Lighting something on fire

They have a wide array of interests, but their biggest hobby is being the best.

Quetzal

Category: Familiars

3% chance hatchlings gain a random Spiritbound familiar. Certain Familiars (Silvence, SC, and Challenge Familiars) do not appear.

  • The dragon can use its Familiar benefits, even though it did not summon the Familiar.
  • If it does have a Rider, only the Rider and the Spiritbound dragon may use the benefits of the Familiar.
  • If a dragon with a Spiritbound Familiar transfers ownership, the old Rider can no longer use the Familiar effect. The new Rider will be able to use it.
  • Spiritbound Familiars attached to dragons can’t be removed.
  • You may choose to illustrate the Spiritbound Familiar on your dragon’s import image.

Use this item to create a MYO Familiar slot. Before submitting, make sure to include info on the Rider you are attaching it to.

Its name means “large, brilliant tail feather.” Sounds about right.

Rabbit

Category: Familiars

Characters may search for an extra Familiar in activities.

Raccoon

Category: Familiars

+2EXP when your dragon is depicted during night.

Please don’t call it a trash panda. Raccoons have feelings too!

Raven

Category: Familiars

5% chance of finding a random crafted item in images with its owner.

Ravens can be taught to emulate human speech. Please don’t teach it Romantic poetry.

Red Panda

Category: Familiars

Effect:  Brings back an additional item during Hunting or Gathering prompts.

Rhino Beetle

Category: Familiars

Effect: This Rider’s dragons gain +10 Intelligence in Talent Shows.
If your Rider is Jungle element, you may Spiritbind this Familiar.

Robin

Category: Familiars

Effect: Characters that belong to other players gain +2EXP. You can’t stack Robin bonuses.

This bird lost its family in a tragic circus accident.

Rockhopper Penguin

Category: Familiars

When depicting your dragon with a dragon of the exact same element(s), that dragon receives +2 EXP.

Sailfish

Category: Familiars

Effect: This Rider’s dragons gain +10 Willpower in races.
If your Rider is Ocean element, you may Spiritbind this Familiar.

By far the fastest predators of the sea, take care not to get in their way during a hunt!

Sea Otter

Category: Familiars

Effect: Brings back one extra item from the basic loot pool of a salvage mission.

Prehistoric examples could be as large as 100 pounds. That requires a lot of clams!

Sheep

Category: Familiars

Effect: This Rider’s dragons gain +10 Dexterity in Talent Shows.
If your Rider is Light element, you may Spiritbind this Familiar.

Snow Macaque

Category: Familiars

Effect: Brings back one of the following items when your character is depicted in a snowy setting:

  • clay
  • sand
  • salt
  • limestone
  • coal
  • sulfur
  • sugarcane
  • beautiful shell
  • scales
  • algae
  • logs
  • herbs
  • berries
  • large stone
  • lost barrels

Snowy Owl

Category: Familiars

Effect: Brings back one extra item from the basic hunting loot pool.

Unfortunately doesn’t know how to deliver the mail. Very good at killing mice, though.

Springbok

Category: Familiars

Effect: This Rider’s dragons gain +10 Dexterity in races.

If your Rider is Light element, you may Spiritbind this Familiar.

BOING BOING BOING

Stymphalian

Category: Familiars

Effect: This familiar can be soulbound to metal Riders. If their dragon is using metal magic, they gain +1 EXP.

A beak of bronze, feathers of gold, and talons like blades…

Sugar Glider

Category: Familiars

Effect: This Rider’s dragons gain +10 Dexterity in Talent Shows.
If your Rider is Storm element, you may Spiritbind this Familiar.

Tame Rat

Category: Familiars

Effect: If a dragon shares a member of their lineage with another dragon in the image, the dragon gains +2 EXP. Tame Rat affects dragons even if they do not belong to the Rider with Tame Rat. Link to the related dragons’ import sheet when using the Tame Rat EXP bonus.

The Good List

Category: Familiars

Effect: If the Good List is included in a submission, all dragons in the submission receive the friendly Familiar bonus. There must be two parakeets carrying a banner of some sort to count as this familiar. This Familiar is spiritbound and does not take up a Familiar slot.

You can’t get through the holidays without a helper! It seems this helper ate the edges of the List, though…

Vixen

Category: Familiars

Effect:  Currently has no effect.

Use this item to create a MYO Familiar slot. Before submitting, make sure to include info on the Rider you are attaching it to.

Often considered trickster spirits, but their cleverness can be used to your advantage. 

Wild Dog

Category: Familiars

When depicting your dragon or Rider with fields or savanna in the background, there is a chance to find a random Hunting item.

Zebra Finch

Category: Familiars

Effect: +2EXP when your dragon is depicted during the day.

Rocdove

Category: Familiars

Effect: This Rider’s dragons gain +10 Defense in races.
If your Rider is Metal element, you may Soulbind this Familiar.

Falcon

Category: Familiars

When depicting your dragon in an outdoor Fire or Earth terrain, they find a random Caving item.

Some falcons can fly as fast as 240 miles per hour. Can you dragon best that?

Alebrije

Category: Familiars

Effect: This familiar can be soulbound to wind Riders. If their dragon is using wind magic, they gain +1 EXP.

They came to an artist in a dream, and since then, people have made these paper figures to honor artists around the world. If an artist brings an Alebrije to life, they're considered as a master of the generation, and they go down in history alongside their new familiar.

Chipmunk

Category: Familiars

Effect: This Rider’s dragons may receive +1 EXP for being depicted during Autumn. Examples of Autumn things include:

  • Falling Leaves
  • Leaves Changing Color
  • Animals Hoarding
  • Birds Migrating
  • Plants Ready for Harvest
  • Falling Seeds (Pinecones, Pinwheel Seeds)
  • Chilly Air
  • Participating in Fall Festivals (they do not need to be official, but it should be clear that they celebrate the season)

When creating a custom skin, it must have the pattern and anatomy of a real chipmunk species. However, you can use any colors, including unnatural ones!

Just how much can fit in there, anyways?

Basilisk

Category: Familiars

Effect: This familiar can be soulbound to fire Riders. If their dragon is using fire magic, they gain +1 EXP.

When creating a custom skin, it may appear as a cross of any game bird or domestic bird and a snake.

These birds are well-known for blinding their enemies with their fiery breath. They do not make good house pets.

Whirlybug

Category: Familiars

Effect: Earns 1 AP outside of Affiliation Duties. Adds +1 EXP to all depicted dragons in the Attyceps Network. Can only be used by members of the Attyceps Network.

When creating a custom skin, you may change the species to any snail shell and leaf combo, in any color or pattern. The body of the Whirlybug should stay the same shape.

These little animals are known as the hive janitors. They happily munch on mold that grows where it's not supposed to. Given their slow speed, they can also be used as a forum board, and often have advertisements and public notices taped to their shells.

Nyandroid

Category: Familiars

Effect: Earns 1 AP outside of Affiliation Duties. Adds +1 EXP to all depicted dragons in the Naki Alliance. Can only be used by members of the Naki Alliance.

When creating a custom skin, it must appear as a bipedal feline robot.

Cats are cute, but what if they were also bipedal? After the first generation of Nyandroids were produced, they had their answer. Mischief. Lots of mischief. The project was cancelled, but somehow new ones keep turning up.

Ahuizotl

Category: Familiars

Effect: Earns 1 AP outside of Affiliation Duties. Adds +1 EXP to all depicted dragons in the Shéar Rebellion. Can only be used by members of the Shéar Rebellion.

When creating a custom skin, you may change the species to any small dog breed, as long as it has thumbs and water elemental effects.

This creature stalks the rivers of Shérok, pulling enemies of the land to their death. Should they encounter an ally in need, they deliver them to safer shores. It is common for people to bring dog biscuits when traveling through strange waters in case the creature cannot decide what to do.

Soulstealer

Category: Familiars

Effect: Earns 1 AP outside of Affiliation Duties. Adds +1 EXP to all depicted dragons in the Erré Coalition. Can only be used by members of the Erré Coalition.

When creating a custom skin, you may change the species to any fish, as long as it glows and has jellyfish-like souls nearby.

Despite its name, this creature is more like a collector. It swims along the deepest parts of the sea floor, gathering the shreds of souls that were too faded to become Phinae. Over the course of centuries, it can grow from a few inches to a hundred meters in length. This familiar is just a fry, though. It won't grow bigger unless you feed it.

Slime

Category: Familiars

Effect: Earns 1 AP outside of Affiliation Duties. Adds +1 EXP to all depicted dragons in the Abrendese Militia. Can only be used by members of the Abrendese Militia.

When creating a custom skin, it must appear as a single-colored slime with no markings and one eye. It can be shaped as anything. It may be shiny, but it won't look like it's made with glitter.

Slimes are a common occurence around Abrendese laboratories. They could be test subjects, test materials, results of a successful experiment, results of a failed experiment, something that came out of the drain, something that a lab rat barfed up...really, the list goes on.

Aphyd

Category: Familiars

Effect: Adds +1 Affiliation Point to all Attyceps Network art duties. Adds +1 EXP to all depicted dragons in the Attyceps Network affiliation.

When creating a custom skin, it must appear as an aphid-like creature with a tank of neon-colored liquid for a butt. It may have glittering particles, such as sparkles or shaped glitter. The tank does not need to be circular. They may have up to four tiny insect wings of any insect species.

These adorable creatures live in and around Attyceps hives. Some Attyceps even keep them as companions for their journeys. In exchange for safety and food, they provide a delicious honeydew to their caretakers. Its effect varies depending on what the Aphyd is fed. Aphyds that reach old age can shed their exoskeleton and reveal a small, winged, youthful version of their old selves. Their wings fall off after a few uses and their life cycle repeats.

Ixipxiptla

Category: Familiars

Effect: Adds +1 Affiliation Point to all Quetzalcoatl Feathermage art duties. Adds +1 EXP to all depicted dragons in the Quetzalcoatl Feathermage affiliation.

When creating a custom skin, it must appear as a combination of any monkey/ape with a large mane. Its pattern should match that of a living cat species, breed, or mutation.

These ill-fated monkeys are used as practice for the feathermages, due to their similar body structure and uncanny intelligence. They are treated with just as much respect as the ixiptla.

Yauhtli

Category: Familiars

Effect: Earns 1 AP outside of Affiliation Duties. Adds +1 EXP to all depicted dragons working with the Quetzalcoatl Feathermages. Can only be used by allies of the Quetzalcoatl Feathermages.

When creating a custom skin, you may slightly adjust the size of the avian traits, but it should be recognizable as avian. You may also add as many nudibranch traits as you like, and the coloration may take from any nudibranch species.

Then the ruler of storms flew down and laid low the mortals and heathens; Only her children remained, and their feathers coursed with the magic of gods.

Will-o-Wisp

Category: Familiars

Effect: This familiar can be soulbound to dark Riders. If their dragon is using dark magic, they gain +1 EXP.

When creating a custom skin, it may appear as any ethereal, skeletal skull or an empty flame.

Deep in the marshes, in the dark of night, these malevolent creatures try to lure their victims into the deep. When they lure the victim close enough to their place of death, they can possess their skeleton to pull them into the mud.

The Lone Ranger

Category: Familiars

Effect: If the Lone Ranger is included in a submission, all dragons in the submission receive the friendly Familiar bonus. He must be depicted with a cowboy hat and mask of some sort. This Familiar does not take up a Familiar slot.

Use this item to create a MYO Familiar slot. Before submitting, make sure to include info on the Rider you are attaching it to.

To find the lost, save the weak, right the wrong, and fly beyond the horizons. That is the duty of the Lone Ranger, who is never truly alone.

Kermode

Category: Familiars

Effect: This familiar can be soulbound to earth Riders. If their dragon is using earth magic, they gain +1 EXP.

When creating a custom skin, it may appear as any bear cub.

By all accounts, there's nothing magical about this familiar--unless you're counting that weird, ethereal shimmer. Or maybe the trail of stars it leaves behind with its tail. Or possibly the fact it never appears to age. Other than those things, it's a perfectly normal bear cub.

Capripotamos

Category: Familiars

Effect: This familiar can be soulbound to ocean Riders. If their dragon is using ocean magic, they gain +1 EXP.

When creating a custom skin, it must appear as a combination of any fish and any cloven-hooved mammal. (The species must not be extinct.)

Bestia placed his goat stables too close to the domain of water spirits, leading to a bit of mischief. This was not his first mistake, nor his last.

Yeti

Category: Familiars

Effect: This familiar can be soulbound to Storm Riders. If their dragon is using Storm magic, they gain +1 EXP.

Use this item to create a MYO Familiar slot. Before submitting, make sure to include info on the Rider you are attaching it to.

When creating a custom skin, it may appear as any white-furred animal with black or blue-skinned extremities and horns.

The Yeti climbs using its hind legs to grip the branch and forelegs to grasp at branches, which causes some people to mistake it as a small monkey. There are tales of thousand-year-old yetis growing huge, gaining a voice, and walking on the ground like a human...but those are just myths, aren't they?

Small Adornments

Category: Equipment

You may include small adornments in your import updates.

Strength

Category: Stats

Defense

Category: Stats

Intelligence

Category: Stats

Willpower

Category: Stats

Dexterity

Category: Stats
286 results found.