Dragons in Mythralune
Overview
- Dragons in Mythralune are deeply tied to the world’s arcane and elemental forces. Many are direct children of primal forces or the gods themselves. They are ancient, often older than many civilizations.
- Their very presence bends the ley lines, affects weather, and influences wildlife. Many mortals view them as semi-divine.
- Dragons have Hoard Marks — arcane patterns that glow faintly beneath their scales, linked to the power of their hoards and oaths. Breaking a dragon’s oath can scar these marks, weakening them.
- Dragons are not simply beasts or villains. Some are rulers, scholars, even reluctant guardians. Others are cataclysms waiting to happen.
Role in the World & History
- In Mythralune, dragons once dominated the early Age of Dawnlight, shaping territories, forcing fledgling kingdoms to pay tribute.
- When the gods walked more freely, some dragons allied with them, others opposed — leading to the Riven Skies War, a time when entire mountain ranges were shattered by draconic battles and divine magic.
- After that era, many dragons went into long slumbers, bound by Ancient Pacts to keep the balance of the continent intact. Others self-exiled into distant isles or deep earth.
- Modern kingdoms keep draconic contracts in hidden vaults, fearful that awakening these primordial beings could shift power drastically.
Types
Red Dragons aka Emberdrakes
- Description: True red dragons still exist in Mythralune, ancient and terrible. They are often called Emberdrakes or the Wyrms of Molten Blood because their very veins run with liquid flame that can be seen glowing through their scales in dark places.
- Behavior: They embody raw ambition, greed, and destructive passion. They often claim volcanic ranges or deep magma chambers, believing the heart of the world is their rightful dominion.
Chromatic Dragons
- Voidfire Dragons
- Coloration: Deep black scales with sharp, glass-like edges that catch faint starlight. Veins of shifting purple-red voidlight pulse beneath.
- Breath: A cone of disintegrating voidfire that corrodes matter and memory alike — things caught in it sometimes forget they ever existed.
- Personality & Role: Obsidian dragons feed on memory and significance. They are drawn to places of historic or emotional weight, stripping them bare.
- In the World: Seen as omens of erasure — entire villages vanish after an obsidian dragon passes through. Their hoards include lost histories, forbidden spells, and soul-crystals of great scholars
- Tidecoil Serpents
- Coloration: Emerald to teal scales with a bioluminescent underbelly, long sinuous bodies akin to eastern dragons.
- Breath: A roiling torrent of corrosive saltwater and heavy minerals, forming temporary rivers that carve through the land.
- Personality & Role: Manipulative, enigmatic. They claim ancient coastal ruins, direct ocean currents, and demand tribute from coastal cities. Some fishermen consider paying them off part of regular business.
- In the World: Tied to lost undersea civilizations — it’s rumored the Viridian Dragons destroyed the first seaborne empires to reclaim dominion over the tides.
- Ashen Dragons
- Coloration: Pale gray to charcoal with jagged, lightning-burn scars. Constant crackles of static play across their bodies.
- Breath: A beam of pure magnetic lightning, bending metal and disrupting arcane spells.
- Personality & Role: Mercurial and easily provoked. They often perch atop high mesas or shattered spires, drawing storms around them to form isolating fiefdoms.
- In the World: Known to interfere with major trade routes by summoning tempest walls, demanding tithes in precious ores or enchanted items to allow safe passage.
Dragon Turtles
- Appearance: Massive, island-sized turtles with mossy, coral-crusted shells that often resemble atolls. Ancient individuals carry entire miniature ecosystems.
- Breath: A boiling steam that combines scalding heat and raw primal magic, causing reality to briefly warp — coral grows instantly, fish swirl in the air, seaweed writhes on deck.
- Role in the World:
- They are keepers of oceanic ley lines, acting as slow, contemplative stewards of balance.
- Sometimes they transport druidic conclaves across seas.
- Cultural Place: Coastal societies see them as living demi-gods. Legends say to disrespect them is to doom one’s lineage to drown.
Oneiric Wyrms
- Appearance: Ethereal dragons with scales that look like drifting nebulae or aurora. Their wings leave trails of starlight dust, eyes swirl like galaxies.
- Breath: A cone of lucid dream essence, sending creatures into vivid, shared dreams that may reveal truths or trap them in illusions forever.
- Role in the World:
- Thought to be spawned by Naelir, god of daydreams and stars. They drift through the Veil of Dreams that overlays Mythralune, sometimes accidentally pulling dreamers with them.
- Known to “graze” on nightmares, leaving villages unusually peaceful — or disturbingly vacant.
Sylvan Serpents
- Appearance: Green, brown, and flower-dappled dragons whose scales resemble bark and leaves. When still, they’re easily mistaken for colossal trees.
- Breath: A cone of rapid growth pollen that can overrun armies in seconds with strangling vines and massive thorns.
- Role in the World:
- Guardians of the deepest primal woods and the heart groves tied to Fenros, god of the wild.
- Often give cryptic tasks to druids and forest folk — failure can lead to entire villages swallowed by forests.
Glacien Wyrms
- Appearance: Translucent, crystalline scales that refract light into dazzling colors. Their breath mists continuously from jaws, leaving frost wherever they go.
- Breath: A line or cone of shattering frost, freezing not only flesh but cracking stone and even magic wards.
- Role in the World:
- Make lairs within moving glaciers or ancient frost-rimed caves.
- Some claim they keep primordial spirits of winter sealed within themselves, acting as reluctant wardens.
Thanatoclasts
- Appearance: Gaunt, skeletal dragons cloaked in dark smoke or ghostly mist, with hollow eyes that drip shadow. Often mistaken for undead, but are living extensions of death itself.
- Breath: A pulse of necrotic energy that wilts life and ages mortals instantly. Those slain may rise as husks bound to the dragon’s will.
- Role in the World:
- Said to be agents of Virelyn, goddess of death, ensuring natural endings to unnatural empires or disturbing experiments that defy mortality.
- Known to sleep for millennia atop catacombs, absorbing the essence of entire civilizations.
History
Era | Red Dragons (Emberdrakes) | Obsidian, Viridian, Ashen (Chromatic) | Vine Dragons | Ice Dragons | Death Dragons | Dream Dragons | Dragon Turtles |
---|---|---|---|---|---|---|---|
Age of Dawnlight | Claim volcanic ranges, forge first draconic empires | Establish lairs across mountains, coasts, and storm heights, enforcing tribute | Awaken in ancient forests, shape primal groves | Form glacial dominions, craft first ice citadels | Lurk in necrotic plains, overseeing death's balance | Drifting between dream realms, rarely material | Slowly roam oceans, create coral kingdoms |
Riven Skies War | Ally with minor fire gods, scorch kingdoms | Obsidian erase cities from history, Viridian drown coasts, Ashen disrupt sky lanes | Join forest gods to defend wilds from Emberdrakes | Duel Emberdrakes, shatter continents creating Glass Fields | End necromantic empires, consume death magic | Accidentally fracture reality, spawn dream storms | Fight against Viridian over ocean dominion |
Era of Binding | Sealed beneath volcanic belts by divine pacts | Bound by ley wards, many forced into deep hibernation | Enter agreements with druids to nurture rebirth | Retreat into glacier sanctuaries, guarding frost spirits | Bind themselves atop crypts to seal ancient evils | Withdraw into Veil of Dreams, avoiding mortal pull | Accept pacts to stabilize ocean ley lines |
Age of Refraction | Some stir as seals weaken, earthquakes rise | Stormblights reappear, halt skyship trade; Obsidian spotted near ruins | Expand forests into abandoned lands | Ice Dragons roam anew, accidentally threatening new settlements | Rarely rise, but appear to end blasphemous experiments | Feed on nightmares of growing cities, spawn lucid cults | More active, causing sudden tidal shifts |
Present Day | Feared to be waking fully; cults form to worship them | Coastal cities pay tribute to Viridian; Stormblights become pirate patrons | Shape borders of Lilted Vale, give omens to archdruids | Hunted by settlers for ice harvests, leading to brutal reprisals | Whispered sightings near plague zones | Inspire artists and prophets with shared visions | Seen by sailors as omens of fortune or doom |
Comments