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Wyrm ((We-yer-ms))

Wyrms are massive reptilian beasts that achieve flight with expansive sails of membranous skin supported by deceptively strong finger-like bones. Their large bodies are supported with four thickly muscled limbs ending in vicious retractable talons. Their heads are held aloft by long, serpent-like necks that ripple with concealed muscle.    They plague the lands of Elgis with malicious intellect and vicious magics. Incursions of the beasts into civilized lands are not uncommon, though dreaded nonetheless. Stories abound among small farming and ranching communities of young and foolish dragons hunting herds of sheep and cattle in enclosures, or reducing farms to charred wastelands in the night; leaving fields of gore and many destitute and dead behind.     Whilst for some 'Wyrm' and 'Dragon' are synonymous, there is an important distinction between the two. 'Dragon' refers to true dragons: the seven Dragon Gods; while 'Wyrm' refers to their significantly inferior copies.     Unlike most other species capable of magic, each bloodline of the wyrms has a different element that cannot differ throughout the generations. Water wyrms will give birth to water wyrms, fire wyrms to fire wyrms, ect.

Basic Information

Biological Traits

There are six draconic bloodlines, each holding a different element, and having distinct appearances.     Fire wyrms are lithe and flexible, much like a snake is, though their bones are no more brittle than any other wyrms. They are plated with red and orange scales that give way to tan wing membranes. Their teeth are long and serrated, meant for stabbing and tearing away full chunks of flesh.   Water wyrms are, much like their fire wyrm relatives, thin and flexible, but it is not just their joints that are flexible, their bone structure itself can warp slightly. This allows the water wyrm to slip through spaces it would otherwise be unable to. Their scales are a rippling pattern of blues, greens, and specks of reflective silver that give the appearance of flowing water when the wyrm is in motion. Long fins supported by bony struts follow the spine of the wyrm to the tip of the tail. Their teeth are long and thin, meant for piercing and holding.   Shadow wyrms have narrow shoulders and are lightweight in comparison to the other wyrms. Their scales are dull black, non-reflective, and unimpressive, giving an unsettling effect as light does not provide shadows or highlights on the figure. Their teeth are small, numerous, and serrated on the back edge, meaning any bite is one that leaves the prey with shredded flesh and death by bleeding out.   Light wyrms have wide shoulders and thickly muscled limbs, though they still appear very lightweight. Their scales are pure white, complexly intertwining lines of gold and silver crisscrossing it. The scales have a faint glow to them, not enough to light a dark cave, but enough to give the outline of the wyrm. Behind the gold horns on the backs of their heads, a mane of gold fur drapes down the back of their neck. Their teeth are triangular and serrated, perfect for vicious slicing.   Earth wyrms are wide-shouldered and heavy-set, appearing much like a grassy hill from far away. Their scales are a mixture of lush greens, a wide variety of browns, and splotches of shimmering gold scattered throughout. Their teeth are short, wide, and sharp as blades, capable of snapping and grinding bone to dust.   Air wyrms are thin and muscular. Their scales are light blue, wisps of white like clouds frozen on their bodies. Their horns are white and follow the curve of the skull until they curl up at the back. Their teeth are small and proficient at tearing, aside from two that emerge from the bottom jaw, forming tusks. These tusks are the primary hunting weapon of this wyrm, using them like spears to skewer unsuspecting prey from the air.

Growth Rate & Stages

The lifespan of a typical Wyrm is broken into four stages: Hatchling, Young, Adult, and Elder.   The Hatchling stage stretches from hatching to five years old, where the wyrm stays the size of a large dog. The creature acts much like a puppy, curious, excitable, and incredibly clumsy. Neither speech nor magic is possible in this stage.   The Young stage stretches from five to twenty-five years old, where the wyrm is the size of a stallion. Here the wyrm goes off on its own, hunting large deer and large sea mammals. The wyrm is experienced in speech, usually learning multiple languages, and is beginning to experiment with magic.   The Middle stage is everything from twenty-five to two hundred, where the wyrm is as large as a whale. This is the main life stage of a wyrm, and where it becomes reproductively active. At this stage, the wyrm can speak in most available languages and is equivalent to a powerful mage.   The Elder stage is everything beyond two hundred, where the wyrm can grow as large as a small mountain. The wyrm continues to grow, even as its body becomes weaker and weaker, and loses the ability to fly. These wyrms are one of the greatest sources of information in all of Elgis, if you could only get it out of them. Their magic becomes equivalent to a group of high-power mages.

Additional Information

Social Structure

The interactions between wyrms in their young stage are often startling and awful displays, as they sling spells and flit through clouds, talons tearing at resistant scales. Whether it be territory, various scraps of treasure or disputes over food, the blood of these wyrms run hot.   Older wyrms are far more likely to pass each other by with little more than a warning growl. Most adult and elder wyrms have learned that battles with others of their species are not worth the effort and bloodshed.   In some specific circumstances, young wyrms have been observed to form loose coalitions with other young wyrms for the purposes of hunting more dangerous prey such as Sea Serpents.

Geographic Origin and Distribution

Wyrms can be found across Elgis, though there are some areas that are infamous for their draconic inhabitants. Dreadwater bog, of The Conjoined Kingdom, is well-known for its infestation of Young and Adult Wyrms. Their numbers have significantly reduced in recent years as the hunting of these beasts by the god of the swamps, Dread Thvalto, has increased in intensity.

Civilization and Culture

Naming Traditions

Whilst a wyrm can generally identify individuals of their own species by their scent, the use of names is useful when discussing others not present. In this instance, they tend to refer to each other with titles containing their accomplishments or physical descriptions, such as 'Mountainshaker' or 'Bloodedclaw'.

History

The wyrms were created by the Prime Gods as inferior copies of the Dragon Gods, meant to serve the Dragon god matching their element. Though even when the Prime gods still distorted the reality of Elgis from their distant corners, not all wyrms accepted their ordained task and frequently rebelled. These rebellions were quickly squashed by their masters though, unable to stand against the might of the near gods.
Lifespan
200 to 400 years
Conservation Status
Wyrms are viewed by the majority of other species as dangerous pests, akin to an unfettered tiger in a neighborhood, and are thus hunted and exterminated by all manner of folk. The Mavanish military has an elite faction known as the Wyrm Claws who hunt wyrms in Mavanish lands.

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