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Dragon God of Magic

0 · 679 views · located in Late Medieval.

a character in “Gods; A New Age.”, originally authored by Aftershock, as played by raven king



God Name:
Strach. Well, that's what the humans call him. They cannot pronounce his other names.

Dragon God of Magic



God Appearance:
Strach has two forms. His humanoid form, the one he most often uses as a God, and his Draconic form, the one he held whilst on the plane of mortals. His Draconic form is a mix of what he one was, the humans that revere him, and the magic he is now God of. It is roughly of a humanoid shape, but has many Draconic features, such as the wings, claws, head and scales. The magical energies flowing through him are so intense that, unless he unleashes them regularly, they start to build up. When this happens, the magical energies thicken, condense, coalesce into a solid form. No mortal could survive such a thing, but he is no longer mortal. As it is now, the magical energies form some strange mineral deposit growing into Strach's flesh. The closest thing to compare them to would be a pearl, though that does not do them justice. Perfectly rounded and smooth, there is some inexplicable, simple beauty to them. Once they reach a certain size, they fall off. Rather than dropping, these strange orbs float, and emit a soft light. If one visit's Strach's realm, they will find millions of the little globes.

His Draconic form (picture below) is slightly simpler. However, it is far, far more terrifying. Strach was massive in life, revered as a God among Dragons. He is all the more impressive now that he is a God. A leviathan creature, each beat of his wing stirs up hurricanes below him. When he flies, it as if the entire sky has been blotted out, an unnatural darkness falling over the land. And when he unleashes his breath attack? It is as if the sun itself descended upon the earth, melting away all beneath it.

Strach is proud, but not to the point of vanity or foolishness. He demands only the respect he deserves, and turn respectful to all others. Through ascendancy, he gained much wisdom. In life he sought to conquer all, to take the place of the Gods and drive mortals into either non-existence or eternal slavery. He would see a world of which Dragons were master, and he was their God. But he no longer wants such a thing. He sees now that there is so much more to existence than power and dominance. Now, if he were to have his way, all would be peaceful, and respectful of each other. War would be none existent, and petty rivalries would be set aside in a universal brotherhood. Their is still much of the universe that even the God's have yet to discover. Strach has developed a love of knowledge for knowledges sake. Perhaps one day he will become the God of Magic and Knowledge. Until then, he has much to learn.

Opinion of mortals:
Strach loves mortals. He sees no reason for suffering, and wishes they could all simply find peace together. He forged a peace between Dragon-kind and the people now known as Dovakiri, and would see this union spread across all people.

God’s Domain:
Strach's domain is infinite. There are no words that can do it justice. But I must try, at least to give you a rough idea if nothing more. A realm of peace and tranquillity, Strach's is a mountainous domain, with a forestry tundra that ranges from lush forests and plains, through snow capped pines and mountains, all the way to icy glaciers. There is even a massive ocean, it's waters pristine and unspoiled by any more than the gentlest ripple. The 'center' of this realm is where Strach resides. Giant mountains form a mighty wall, an almost ring against the vast ocean, protecting the inner sanctum of the domain: a lush, beautiful glade. In the center of the glade, a pillar rises up. Made of stone and long overgrown by the pristine flowers and trees of the glade, the top is perfectly smooth. A flat circle, the top of the pillar somehow seems far larger once atop it. In the center sits a clear, almost crystal pool. No sides hold it in place, the water floats by itself, with a perfectly smooth top. Behind the fey pool sits a grand chair. The throne is overgrown by a strange, luminescent vine. One can barely see the seat beneath the vines, but it is obviously large, and almost seems to be made of ebony... though rather than merely being black, it's as if the throne actively absorbs light. One would think this sounds sinister, but it's strangely... beautiful. In his Humanoid form, this is where Strach can often be found. When not busy he often simply sits in the throne, staring out across the ocean and thinking to himself. When asleep, the vines move around him, covering him, sinking him into their protective mesh, so that one cannot even see him.

There is one feature of Strach's domain that is unique. The soul of any dragon to have ever passed away lives in his realm. There is infinite game, infinite territory, and no fights amongst them. It is the heaven of dragons. You see, for aeons, dragon's were thought to be soulless. None could speak their language, not even the God's understood it. They did not have the words to call the dragons and guide their souls. So, these souls would merely sit. Attached to their old bones, or whatever was left of them, dragons would simply fade away with death... but that changed. The day Strach ascended, the very first thing he did with his Godhood was to call these dragons. He made a realm for them, a place these broken, shattered souls could mend themselves. Death soon learnt of this, and demanded that Strach surrender the souls to him to be guided to their proper death. When Strach refused, Death attempted to call them. But he did not speak Draconic, and could not say the words so unique to dragons that they named their very souls. Now, one must understand that this was in the beginning of Strach's Godhood. Before any of the other God's acknowledged him, back when they all still thought him an extremely powerful dragon, no more. Death sought to stride into his realm, and take the souls. But the God underestimated Strach. Within Strach's own realm, Death could do nothing to him. Even worse, he was forced to acknowledge Strach's Godhood and that he had no power over him to force Strach to surrender the dragon souls to Death. To this day, Death has not been able to force Strach to surrender the souls. So, to this day, the souls of all dragons to have passed reside in Strach's realm. Strach now aims to barter with Death, so that even the souls of the Dovakiri, his people, will go to his realm in death.



Strach is something incredibly rare. He was not born as a God. He achieved it. A dragon, he grew so powerful in life that he was able to cross the boundaries of mortals, and attain Godhood. He lived long, long ago. He was powerful then, even amongst dragons. Slowly, he began to attract other dragons. As long as they served him, they would be safe beneath him, feasting with Strach on his enemies. Before long, Strach gained enough power that he was known as a Dragon Warlord. More and more rallied to his banner, joining an ever increasing army of Dragons. Up until now, they had mainly fought in rogue territories, places where the other races held no true claim. But then, in the dead of night, his army fell upon the elves. They did not care what kind. Wood elf, high elf, drow, all were beset. None of them were prepared. They had not expected to be attacked by any dragons, let alone an army, and were not ready for it. The elves fell. They fought back all right, but their resistance was futile. The elven kingdom was lost.

This victory was only the beginning. With such conquest, many more dragons came flocking to Strach's banner. Eventually, there was not a dragon left that had not joined his side. The army moved on. It was fast, deadly. The others fell like the elves. There was resistance, and they were a bit more prepared, but none had ever faced the likes of a dragon army. None even knew so many dragons existed. Though hope was not lost. Many chose to flee rather than fight, to join together and amass their strength. These were the ones that survived. The races that held no members in this desperate congregation were lost to the war. By this point Strach had grown even larger, even more powerful. None could stand before his magic, his breath attacks, or his brute strength. To demonstrate, he single handedly fell upon Kazen Tor, the Grandest dwarven city of it's time. Even the avatars of the Gods, powerful though they were, could not stand against him. They were gods among men, but not gods themselves. That was when Strach realized that the same was true of himself. A god amongst dragons and all mortal-kind, he was still nought compared to the Gods themselves.

However, Strach would see this changed. It took many days, and powerful magics steeped in the energies released by the mass slaughter and carnage of this fierce war, but Strach did it. He broke the barrier, shattered the line between mortality and divinity just long enough to pass through. This left his army leaderless though. The energies of the divine realms were great and fierce, and long was the struggle that led to Strach mastering them. In the meantime, the dragons were confused. Strach told them nothing, he had merely disappeared. Eventually it was decided to attack anyway, but the enemy had been given enough time. With out Strach leading them, the enemy was now able to defeat the dragon onslaught. The dragons were pushed back, then hunted down. Their numbers were cut down severely, and the first ever dragon nation was destroyed. The alliance fell apart, and the people rebuilt, though their new-found hatred for dragons was never lost.

This was a long, long, long time ago. Even for the other Gods, this was in their youth, and at the time they wondered where Strach had disappeared to. They weren't sad at his disappearance. As long as he was in the mortal realm, they could not turn their full power against him, and he would have reigned unchallenged. He slipped from their minds, and was forgotten for a long time. Eventually though, each of the Gods found out about this Dragon-God. Some accepted his ascendancy, some rejected it. At some point though, all were forced to accept it. He was now one of the Gods, as much as they were.

Strach has so far kept secluded from the other gods, and their events, keeping to his own realm. However, he has turned back to the mortals. Far wiser now, his need for domination has gone. Rather, he guided two beings, a man and a dragon, to find peace with each other. An ancient, innate hatred towards dragons was put aside, as well as an ancient, innate dismissal of men and their ilk as 'inferior'. Strach guided this to spread. Eventually, an island nation was founded, where dragons could live in peace with other races. The Dovakiri were formed, a joining of dragon and any other that would share their ways of life.

People of importance

Avatar Name:
Aurum Goldwing

Aurum was a Red Dragon before becoming Strach's Avatar. Because of this he still holds many of the traits common to the Reds. He is large, powerful, and has a strong love of gold. His ferocity has mellowed though, and is now rarely invoked. He has become wise, kind, and fond of talk. Any who visit him or wish to speak with him are welcome to, and he has become even more indulgent in conversation than in gold. He no longer hoards more treasure, content with what he has. The only other thing he would expand upon is his knowledge. He does not actively lead his people, but oversees them. He conveys his gods word, and offers guidance. He will steer his people should they stray, but otherwise is content to sit back in his 'retirement'. He is, after all, very old, even for an avatar.

Magic Abilities:
Aurum has all the strengths of a Red (listed below), but with some differences. He is old, and not as energetic as the younger dragons. He can still summon up great strength, but likes flexing his mind more than he does his muscles. As well as breathing the intense fire of all Reds, he also has a strange ability. He can release from his mouth a Golden light, a holy testament to the peace Strach would now bring to his kind. All that it falls upon is healed, and undead and blights are repelled. Due to his age, Aurum was Avatar long before the Dovakiri were formed. He does not have a rider, for he would long outlive any of them.


Hero(es): Pumilio and Manduca
Rank/Reason: Overseers of mining and smithery
Personality: Pumilio is a jolly soul, a dwarf born into and fiercely loyal to the Dovakiri. He remembers well the arts of smithery that his family has preserved, and likes to get involved hands-on with those working under him. Manduca is a large, good-natured dragon, and is surprisingly placid for a Red. He often takes turns providing the intense jet of flames and heat used in the Dovakiri adaptation of dwarven smithery. He also schools other reds in the kind of flames required, and teaches any dragons that's interested how to help in the mines.


Hero(es): Peregrin and Laetum
Rank/Reason: Chief advisor on trade and foreign relations (very recent)
Personality: Unlike many of the high ranking members in the Dovakiri community, Peregrin is the first of his line to join. He heard of a 'mythic island where man and dragon rule together' and had to discover it for himself. He was welcomed to join, and after living on the island for four years, the council approved his request to undergo the Draconic Oath. Laetum, a playful, high-spirited young brown, chose to be Peregrin's partner. Since then, the two have been inseperable, and fondly regarded across the island. The colourful young elf travelled much before coming to the island, and has told many who have lived all their lives there what it is like past their borders. When the push for the Dovakiri way to spread began, Peregrin became one of it's greatest promoters. Now that it has been agreed upon, he has been appointed to advise on all trade matters.

Hero(es): Generals N'Gorzaak and Belbus
Rank/Reason: High Generals of the Dovakiri Army
Personality: N'Gorzaak is part drow, part orc, all ruthless. A cunning warmonger, ever since his arrival he has been pushing for the Dovakiri to expand outwards. Born on the island, he left it to explore the world. His luck turned foul though, and he was forced to turn to banditry for survival. Long story short, he rose in rank to infamy, becoming known as a scourge in both mounted and unmounted combat. Things went south though, when a bad deal meant that the head of this clan wanted him dead. He fled, turning back to his homeland. He knew that none of these bandits knew of the island, and he'd never be followed. With new eyes did he look upon the dragons, seeing powerful killing machines. A particularly insidious black, by the name of Belbus, shared N'Gorzaak's views. They believed in a Dovakiri empire, with dragons and mortals equal beneath a single banner. They also believed this could be achieved through might. The two of them train endlessly in fighting in unison, rider and dragon, and train any others that hold interest in combat. With the decision to branch outwards, it was decided the Dovakiri should have an army to protect themselves. N'Gorzaak and Belbus were held in high esteem as combatants, and N'Gorzaaks battle knowledge was second to none, so they were obvious choices.

Hero(es): Council Members
Rank/Reason: Dovakiri master and head of their race (Dragon race, the race of the rider is irrelevant). The bond these riders and dragons share is truly amazing, going from a psychic link to almost linking their two souls. Once this bond is achieved, one rarely outlives the other. If a partner should pass away, the other will often choose to meet their end as well. Some merely fade away, some disappear never to be seen again, and others choose to meet their end in battle.
Each head of race is mentioned towards the end, in the race section.

Magical Items

Strach is the God of Magic, so Magic is common amongst his people. They manipulate it with ease, and even the average person has some skill. The greatest amongst them though? Those that have dedicated themselves to it's study are great indeed. However, few of them are combat oriented. Magic is often viewed as one of two things amongst these people. Some see it as having the potential to answer all questions, in which case
they study it to advance their field towards the infinite possibilities that lie in wait for it. Others see it as an art form. The purest of all energies and a fundamental science, they too are dedicated in unlocking whatever secrets and knowledges they can about it and how it works. The only difference is the discoveries of the latter are often less practical in nature, though can lead to many practical applications. The enchantment of items is one aspect of magic that receives many trickle-down advancements from other discoveries. Listed here is by no means a definitive list of all magical items on Dovakin, but rather a list of the notable ones.

Type: Sword
Advancement: 6
Power: It generates a feeling of happiness and generosity amongst those Peregrin targets with it, as well as being extremely light despite it's size.
Weakness: The sword rusts easily, and if it's damaged it's magic will no longer work. Due to how ornate it is, Peregrin must invest lots of care into it to make sure it doesn't break.
Owner: Peregrin, Chief Advisor on Trade and Foreign Relations

The Night Rose
Type: Staff and Dress, the two are linked
Advancement: 9
Power: The staff's power is fairly simple. It amplifies the magic of both Carla and Larizan, and fortifies their connection. The dress is more complex. Seemingly made out of the night sky, there is no clear end. It sinks into her shadow. A truly beautiful dress, it is flattering without being too showy. Even those that would normally never look at a woman cannot help but find themselves attracted to Carla. Pious priests, faithfully married men, gay men, even straight women, when Carla wants it to be so, feel attraction to her. It is not only her looks that do this. If weak minded enough, the dress can drive one to slave like devotion. It serves a combat purpose too. In a fight the dress seems to come a live, whipping out to strangle and slash at her enemies from her shadows or off her body.
Weakness: The dress has an effect on Carla too. True love does not come easily to her, and she often delights in purely physical passion. However, when she does fall in love, she does so fully and completely. If her love is returned she becomes loyal to her lover above all else, even above her nation and her god, until her passion fades. If you scorn her though? Gods help you.
Owner: Carla, Council Representative for the Arcanes

The Dovakin Union

Name of Kingdom/Empire:
The Dovakin Union

Location and conditions:
The Dovakin Union is located on a vast island (named Dovakin since it is the place the union was first formed), far to the North and West of most other kingdoms. It is separated from the mainland by the Serrot Straits, a stretch of ocean that Strach cursed so that it is perpetually in a vicious storm. Aurum possesses the ability to hold the storm at bay, should the Dovakiri want to pass through it. This means that, unless you know what is past these straits, few people would venture through them. The island itself is blessed by Strach, and enjoys blissful conditions year round. The soil is lush and fertile, and the largely mountainous island is rich in ore and mineral deposits. There are good supplies of large fish not far from the coast, and the blue dragons are particularly adept at fishing. The population is far smaller than most other nations, with the dragons outnumbered by humanoids. Most of the island is still wild, and where there are 'cities' they are often shaped around the land, rather than destroying it.

Relationships with the other nations:
Currently, few other nations remember the existence of Dovakin. Even dragons themselves are often mere legends, which many think were only ever myths, and even more think were real but are now extinct. This is because the dragon race is nowhere near what it once was. All that remain live on the island, hidden from the world while their species recovers. Occasionally, rumours of an island where dragons and people co-exist circulate. Most ignore it, but the few that are brave enough to cross the Serrot straits to get there are welcomed. As long as they come with good intentions. The island is made up of people of all races and origins though, and though all think themselves Dovakiri primarily there are still those with connections to other nations. Of course, the Gods know of the island, and some told their avatars and people of it. But that was long ago. Unless reminded, the people would have long since forgotten about the Dovakiri.

The Qualkavir Dominion is an exception though. Markel and Kellepo came across a rogue dragon, the last not on the island, and got into a fight with it. There is some confusion as to who started the fight - which is a bit of a bone of contention between Strach and Seriosis. They managed to slay it, but it is fresh in their minds. The Qualkavir Dominion have remembered dragons exist. Seriosis may tell them about Dovakin, but until then they do not know of the island, or how many other dragons exist.

Talmari, central and highest point in the kingdom. Built around and in Thralhorn, the tallest mountain on Dovakin, it is as much citadel as it is city. Each race holds their mark on the Dovakiri, and here lies a mixture of the elves and dwarves. Skilled craftsmen built this city aeons ago, dwarves of great prowess. When they fell to Strach all those aeons ago, he demanded they rebuilt the city. He loved the beauty of it, the skill of the craftsmanship. These dwarves he let live, enslaved as his own architects. When he ascended, abandoning dragon-kind, they all mysteriously disappeared. No sign of them was left. Only if you looked very, very hard, could a faint trail of blood spattering be made out, leading downwards towards the cavern system running beneath the city.

However, the past of this city is long gone. None know now how it came to be. When it became home to the original Dovakiri, those that first took union with dragons, it was in need of some repair. Not to the structure. Dwarven structure of this quality would likely be around long after the island itself was gone, whether it sinks beneath the ocean or rises to become part of a continent. But it was dusty, and all decoration and ornament was long since broken or gone. There was a strong elven presence in the original Dovakiri, it was they who offered to refurbish the city. One would think the two would clash, but the elves were tasteful. Somehow, Talmari now looks even more a part of the mountain than the dwarves could make it. It could be the incorporation of the trees and plant life that could be found on the mountain, or the openness of it. Unlike dwarves, who like caves, the elves needed areas out in the open. There are many courtyards and rooms that are open to the air now. Good thing too, as they are far easier for dragons to land in than were doorways. Almost all rooms and doorways are now large enough for a dragon to pass though, with many residential houses now out on plateaus carved with the help of the dragons. The city is huge, and open for the population to grow greatly, even with it's dragon inhabitants.

The peak of the city is a grand tower, where the Council hold their meetings. There is a grand room for the avatar, and a rider should he ever have one, but for now Aurum prefers to remain in his den, not far from the city. The tower sits high enough so that there is always at least a light sprinkling of snow, in any season. It does make for quite a beautiful sight, the snow crusted tower. Below the tower sits an open courtyard, low enough so that it snow does not touch it through spring and summer, but high enough that there is always a crisp quality to the air. This courtyard is kept as a magnificent garden, with trees and roses of all kind here. It is also where the temples are kept. Grandest and central is the temple to Strach, the patron God of this fair nation. All throughout the garden are temples to each of the other gods, even Apollyon. Though none worship the others before Strach, all respect them, even if they dislike what they stand for.

Major Cities:
-Rolgar (Located at the southern point of the island, harbour and fishing hub)
-Enerith (South-east coast, Enerith is located atop a series of cliffs. Mainly spacious living quarters, for dragon and mortal. Main marketplace is here, and is designated to expand once trading connections are made)
- Val (Located north of Talmari, at the base of the Lopan Mountain, atop which Talmari is located. Val is where the mines are located, and where much of the islands smithery takes place. It is a hub for craftsmen of all kinds)

(Note: The distinction between cities is only in their physical seperation. With the high mobility of dragons, and the sense of unity amongst the Dovakiri, it is as if they are one.)

The Dovakiri

The people of The Dovakin Union are an interesting bunch. Firstly, there are the dragons. They come in all shapes and sizes, with some of them beginning to hint at the legendary scale of old. Dragon kind is nowhere near the level of power it once held, but you tend to forget that when seeing them. Majestic creatures, every bit as intelligent as the humanoid races, dragons have learnt to magically speak in the language of men. The Dovakiri are the humanoids that have come to the island, seeking to share life with the dragons. All races are welcome, any may bond with a dragon. Once bonded, the Dovakiri and the dragons form a psychic connection, linking the two and allowing the Dovakiri to slowly learn some Draconic. Because the Dovakiri come from all throughout the world, every race is represented on the island. Some out number others obviously, but this doesn't matter. They see themselves and the dragons as one people. They are a friendly, hard-working, honest lot. That's because dishonesty simply cannot thrive in this community. With the openness of the people, privacy is something all learnt to forget. Besides, with the honed senses of the ever-present dragons, lies are easily detected. Even a master thief would struggle to get away with the pettiest of crimes.

Opinion on Magic
Dragons are magical beings. Those that bond with them gain some magical capabilities. If they do not outright become better at magic, their speed or strength may be augmented, or they may become impervious to disease, or they may gain any other of a variety of magical benefits. That a people live with these creatures, and are primarily faithful to Strach, the Dragon God of Magic, naturally leads to them becoming more magically inclined. Most people living here are born with some magical talent, even if not much. Talmari has a massive college built in it, where any with magical interest may go. Everything is accepted, whether they want to learn about telekinesis or necromancy, there are no forbidden arts. All magic is seen as a part of a greater whole, and as long as one is respectful and diligent in their studies, anything is accepted.

Opinion on Love and Sex
The Dovakiri are an open, happy people. They hold very few, if any, cultural stigma. People are taught to love and accept themselves and others from a young age, so though there is much appreciation for beauty, there is no shyness or jealousy from those that aren't considered beautiful. Obesity is not a problem on the island, due to the high value placed on sharing and against greed and gluttony of any kind. If people have a problem it is openly talked about, so very few feel the need to binge. Nudity is accepted, though not done around strangers to the island. People are taught from a young age what sex is, though it is not condoned until the onset of puberty (generally accepted around 14-16). Wards of protection against transferable infections or diseases are commonly known and taught to any that ask for them, as are spells to prevent pregnancy. Ultimately the Dovakiri believe in polygamy and marriage. It is seen as similar to a union between a dragon and rider, almost unbreakable and not taken up lightly. However, as long as both partners are okay with it, sex and flings with other people are completely acceptable, provided they all understand the situation.

The Dovakiri are highly appreciative of the finer things in life. Many things are considered 'art' to the Dovakiri. Art is a general term there, describing anything that has been made just for the sake of enjoyment and the skill and talent involved in making it. Fine food, for example, is considered an art form, something made as delicious as possible not because that's more efficient, but because it's more enjoyable. Beautiful paintings and sculptures, skilled musicians and singers, performers of all kinds are accepted and encouraged amongst the Dovakiri. Often such performers will look into other areas as well where they might serve practically. Many have looked into the art of being a skilled swordsman, with dazzling displays of such skill always a part of festivals. The Dovakiri are a joyous people. Festivals are not a rare event, with some even happening spontaneously as the people sweep into a celebration of joy as some great news is heard.

Individual wealth is not something cherished amongst the Dovakin. Hard work, honesty, standing tall with your brothers and sisters at your side, these are cherished. Trade is largely goods based, and, though this is bizarre to outsiders, free. No one goes wanting because no one likes to over indulge. Artists, smiths, fishermen, warriors, mages, all professions are respected. The people genuinely take pride in their work. They work to provide for others, not themselves. That way, others provide for them too. If you ask for something, it is likely that you will get it. This doesn't mean they aren't ready for trade. Currently, foreign trade is just about non-existent. However, the Dovakiri are prepared to branch out. The marketplace of Enerith is prepared to take on foreign traders, to house them and feed them as long as they have goods to trade with the people.

Obviously, the ultimate rule of Dovakin falls to Strach, and his avatar Aurum. However, they serve more as a friendly, guiding presence than a ruling monarch. The leaders of the land are the people. A well honoured pair of Dovakiri masters (Dragon and Rider) is chosen amongst the people to become head of their race, and to sit on the Dovakiri council as representative for their race. Other well honoured members of the community, whether they are bonded or not, are chosen by the community to join the council. The council rules the people, though are effectively guides as well. Their propositions mostly go unchallenged by the good-natured Dovakiri, but if there is a peoples outcry the council will facilitate discussions amongst the people to decide the best way of handling the situation. As a whole, the political system is fairly free form and open. It only works due to the honest nature of the people here, and the near impossibility of hiding deceit from dragons.


The following is a guide to the different races of dragon kind, and their council representatives. The are listed in order of how common they are (though no dragon is common). This is just a rough guide, as even amongst these races there is much variation, so I shall simply list their common traits. However, there are also traits common across all of dragon kind, which I shall list here:
-They all hold an affinity for magic
-All speak and understand Draconic, a deeply rooted language that is magical in nature
-No other species, not even the Gods, has ever been able to understand Draconic (Strach can, but only because he was once a dragon)
-Unless wounded or crippled, all of them can fly
-The bond they form with their rider is a deep, psychic connection. At the rank of Dovakiri master, the connection even bonds their souls. Through this link to a dragon soul, the rider may learn some Draconic (still not counted as a non-dragon learning it, as it is only the dragon part of them that learns it)

-Also known as Fire Dragons
-Breathe an intense jet of flame
-Amongst the largest of the dragons, tied only by the blues
-They are strongest of the dragons, but also the slowest in flight
-Sharp, angular features with powerful jaws
-Their horns and spikes do not break through the skin, and though are still extremely sharp. This is referred to as "leather-horned".
-Reds have a large number of spikes running from the tip of their nose to their tale, but they are not especially large
-The reds were the last to lose their love for hoarding, and still hold a little fondness for gold

Council representative of the Reds
Czerep and Rogat
Czerep is human, and his family line was amongst the original humans to become the Dovakiri. He is deeply patriotic and proud of Dovakin, and strongly believes in the idea of expanding the kingdom. A strong supporter of N'Gorzaak and Belbus
Rogat is seen as a proud, fatherly figure of the reds. He holds lots of faith in the union between dragon kind and the humanoid races. He believes that it should be spread out of the island, brought to the other kingdoms. Also a strong supporter of N'Gorzaak and Belbus, but has some doubts.

-Also known as Water Dragons
-Breathe highly pressurized jets of water. Not enough force to be lethal, but it is only meant to throw the enemy off balance so they are open to attack. Will easily blast humanoids off their feet
-Tied in size with the reds
-A fairly strong race, they are faster and more agile than the reds
-Fairly smooth features, the blues strength is well distributed
-Unlike the reds, their horns and spikes do break through the skin. This is referred to as "free-horned".
-Blues have many spikes on their head, and two on their elbows and heels, but that's it. They have spined frills on the sides of their heads, and one that stretches from the top of their head down to their tales.

Council representative for the Blues
Val and Carmen
Val is elven, with a long lineage of fine Dovakiri. Her family arrived as beggars, but are now well respected. She is fiercely proud of Dovakin, and would love to see the ideas of the kingdom spread outwards through peace and trade. However, she is willing to back it up with her lance and shield.
Carmen is the oldest blue currently alive, and was bonded to Val's mother before her. She is seen as a motherly figure for all that wish to talk to her, especially her blues. She believes in peaceful expansion, but thinks war will be unavoidable.


-Also known as Earth Dragons
-No breathe attack, but can emit short, sharp sonic bursts
-Smaller than the reds or blues, but sturdier
-They are incredibly tough and reliable, and often pull/carry heavy loads
-Rough, craggy features, the browns are far stockier than the other races
-Browns have several horns on the side of their heads, and spikes on their bottom jaw

Council representative for the Browns
Terram and Erdwal
Terram is a stocky man, human but with gnomish blood. No fan of hasty action, he likes to balance up all the factors equally before making a decision. Although this can be frustrating when a quick decision is needed, his advice is usually sound. He is apprehensive of expansion, fearful that the nation is not yet powerful enough and that they will be wiped out if they should incur the wrath or attention of a large empire.
Erdwal is a well respected humble brown, chosen to represent them despite being far from the eldest. He is even tempered and considerate, but stubborn and immovable once his mind has been made. He believes the expansion policy should go ahead, but cautiously.


-Also known as Acid Dragons
-Breath a highly corrosive acidic gas
-Roughly the same size as browns, but more agile and serpentine
-Greens are well balanced in their strength and speed, neither as fast as whites and silver nor as strong as reds or blues. They are incredibly agile though, adept at worming their way through tight spaces
-Greens have very smooth features, adept at slipping through marshes, and thick, powerful tails for crushing their opponents
-Leather Horned. Greens are unusual, in that the spikes on their wings are not hooked
-The horns on their head are relatively large, and form a sort of crown. There is also a row of horns that continues right down to the tip of their tails.

Council representative for the Greens
Praelim and Alica
Praelim was one of the rare Dovakin to bond as a child. Alica was young then too, but she had already chosen him. The two have grown up together, and are flawlessly in-sync in combat. Praelim is a wood elf, and uses his grandfathers restored armour and spear in combat.
Alica is cunning and competitive, though is light hearted outside of competition. Praelim shares this trait, as well as her views on expansion. In their youth, they hold a naive view that ultimately people will see how great the union works, and join them. They believe there will be some battles, but that they'll be of the triumphant good vs. evil type.


-Also known as Smog Dragons
-Breath a thick smog. Breathing in said smog is highly inadvisable
-The largest of all dragons, blacks are fairly sluggish creatures
-Very strong, but not in a violent, sudden way. They are often used in the mines, as laying in a cavern grinding away at rocks is quite in their nature. They do not seem to work quickly, but make surprising progress
-Blacks have thick, sharp features, with powerful limbs for digging
-Leather Horned
-There are large horns on their head, and several smaller ones on their jaw. The rest of their body has many smaller spikes.

Council representative for Blacks
Lucia and Dolor
Lucia is a woman far older than she seems. In her late 50s, she is not far from retiring to become an elder. However, as long as Dolor still lives, she will remain on the council. An anchor of reason and patience, she is proud of her people but content with where they are. She sees no need for expansion.
Dolor is one of the oldest dragons on the island. Her mind is still sharp, but her body is crippled by disease. She now lives down by the mines, in a private chamber she dug earlier in life. She rarely flies, no longer even attending council herself. She can feel that death is near for her. She wishes to continue to provide her advice through Lucia though, and the blacks respect her choice.


-Also known as Wind Dragons
-Lightning breath
-Light and fast, whites are only slightly smaller than their green cousins
-Possibly the weakest of the dragons, in all but wing and mind. Whites are incredibly fast, cunning hunters. They are naturally sociable, good-humoured and witty
-Whites have relatively narrow features, except for their powerful wings
-There is a very prominent, large crest of horns on their head and shoulders, and a series of spikes running along their tail.

Council representative for the Whites
Conner and Locke
The Dovakiri are filled with unusual people. They are an unusual group. Conner is perhaps one of the stranger members. Not something typically recognized as a 'person' by the other races, Conner is an air elemental. It is true that, in many ways, Conner is different than other 'people'. But nonetheless, the Dovakiri are accepting of any sentient being that wishes to join with them and form a union with a dragon. Besides, Conner has adjusted relatively well. He is becoming more and more like 'people'.
Locke is one of those dragons that just never got particularly big and powerful. However, the wisdom of age most certainly did visit him. Locke does not believe the Dovakiri are quite as great as others would like to think, and thinks that they should still keep to themselves while the dragon population recovers. However, he accepts that fate does not move ideally. Perhaps it is simply their time to move out past their island, and flourish rather than merely survive. In ways though, he still holds his youth dear. There is nothing he loves more than taking Conner in his child-like human form for a flight.


-Also known as Ice Dragons
-Breathe an intense cone of icy wind
-The same size as whites, but far more adept at physical combat
-Silvers possess a wiry strength, and are highly fast and vicious
-Equally adept at combat on ground and in the air, silvers are slim but well muscled. They have been described as a 'stalking panther, only with wings and a deadly breath'
-Silvers have a lot of fairly thick horns and spikes on their head, neck, and running along their spine. They have vicious claws and a wicked looking metallic blade on the end of their tails

Council representative for the Silvers
Ulciscere and Styria
Ulciscere can trace her family back down two lines. Down one line her family extends to the original inhabitants of Dovakin, the first to take up union with dragon kind. On the other, she is Dendapim. Like most members of the Dovakiri, she considers herself to be with the dragons primarily, and Dendapim secondary. Also like most others, she has heard much about her families old homeland. Ulciscere is a powerful mage, and believes that Dovakiri expansion should primarily be into the arcane arts, of which their God is patron.
Styria, like Ulciscere, is fascinated by the power of magic. She also believes it is the path to forward, after all if Strach was capable of amassing enough magical power to tear a gash between this realm and that of godhood, surely the Dovakiri can progress far further than they have. She is more interested in the combat aspect of it than Ulciscere is, and favours Dovakiri expansion through a mix of alliances and conquering.

-Also known as Crimson Dragons
-Bloods can exhale a thick, red mist in which they hide. The mist is especially red and pungent if they have recently eaten
-Larger than browns and greens, but closer to them than the reds or blues, bloods look especially sinister
-Bloods hold similar strength to reds, but are sneakier, adept at stalking and ambush
-Aside from their wicked horns, the bloods are quite thick, heavily muscled dragons. ((NOTE: the picture is slightly inaccurate. Bloods do have wings, and thicker forearms for sneaking around on all fours))
-With a massive crest of spikes on the back of their heads, bloods have a very distinctive look. Hooked spikes on the top and bottom of their jaws, and wide serrated spikes running down their backs, bloods are easily distinguished from other dragons

Council representative for the Bloods
Malack and Diritas
Malack has no Dovakiri blood, never before has a member of his family held union with a dragon. He doesn't even know anyone related to him by blood, but knows that he is of the maskmen. His adoptive family, a group of drow, were on their way to the rumoured dragon island when they passed through the Hecklown Free Workers Union. They were shocked by the crime-filled depravity of the place, and even though much of what they had brought with them was stolen there, they decided to do one good deed. They knew nothing they could do would help better the city, so they decided to better the life of someone living there. They came across a destitute, desperate women, who claimed she used to be a maid at Manchester Fort. She was now living on the streets with a young baby she could not feed. She refused to say why she was fired, though told them the babies name as if it were some great revelation. Edmund von Sneiker. The drow adopted the boy, and gave the mother some of the little coin they could spare. They renamed him Malack, and brought him with them to a new life.
The blood dragons were amongst the last to move to Dovakin, joining with the other races of dragons. Depictions of dragons as cruel, malicious, sadistic beasts mostly originate from bloods (and, to a lesser extent, blacks). This is fading away, but is still strong in Diritas. Even stronger though is his loyalty to Aurum and Strach, and to his rider Malack. Malack is not proud of his maskmen background, and believes in honour and cool-headedness on the battlefield, and forgiveness and honesty off it. This balance between viciousness and peace is very representative of the bloods, so the two were elected to represent them.

-Also known as Psychic Dragons (this is inaccurate, as all dragons hold a degree of telepathy)
-No breath attack, but powerful magical abilities
-There is no typical size for arcanes, as their size varies highly
-They are generally fairly weak amongst dragons, though some are quite agile.
-Again, there is no common set of features amongst arcanes, but it if always clearly magical and quite unique amongst dragons

Council representative for the Arcanes
Carla and Larizantiuumarientiphiliastar ("Larizan" for short)
Carla is a powerful witch, as dedicated to the magical aspect of their God as Ulciscere. The people of Dovakin are open, honest, accepting people. As long as practitioners are open with what they do, and respectful of what others are uncomfortable with, any magic is permitted. Carla has delved into areas that are usually considered 'dark magic'. Conjuration, Necromancy, Witchcraft, and many more. She is particularly interested by the God Apollyon, and pure destruction. She is also interested in Death, despite the rift between him and Strach. She visits both their temples, almost as much as Strachs. A beautiful women, she is seen as somewhat of a seductress, and embraces the sexual liberation of the Dovakiri.
No humanoid, not even any God besides Strach, can say a dragons true name. So, a translation system was worked up. Unfortunately, Larizans name, which is relatively simple in draconic, becomes incredibly complex when translated (due to the quirks of attempting to translate Draconic into something pronounceable). Since Larizantiuumarientiphiliastar is too confusing and too much of a mouthful for everyday use, people simply refer to him as Larizan. Larizantiuum if they are showing special respect, and Larz if they are close to him. A powerful Arcane dragon, though he originally swore he would never embrace union his views have softened. Upon meeting Carla, he was highly impressed with her magical ability and freedom. She saw magic as a wild and beautiful energy, something which could not be restricted or classified as humans so love to do. She embraced all of it, and Larizan admired her for this. He took her on as his student, then, eventually, as his rider.

-Also known as Undead Dragons
-Dracoliches could have been any colour in life, and will hold the skeleton of that race.
-Skeletons animated by the dragons soul and powerful dark magics
-Rare creatures, though immortal it was uncommon to have more than one or two even at the height of dragon kind.
-Not even Strach or Death are sure how they are created. Usually some kind of catastrophic event has to happen during their death, or there is something so grave that it prevents the dragon from relenting their grip on their body. This is never intentional though

Council representative for the Dracoliches
Though he refuses to accept some translation of his name, the Dovakiri took to calling the dragon Mortalis. Though he would only ever acknowledge his draconic name (which all dragons still use when referring to him) he grudgingly accepted this. Mortalis is ancient. Beyond ancient. He has lived deep beneath Dovakin, in cavern systems for longer than any can remember. Rumour has it that he was alive all the way back when Strach was mortal, and was part of that reign of terror and destruction. None know for sure. They daren't ask. However, what is well known is his opinion of humanoids. He thinks this union is a perverse travesty, a stain upon dragon kind. If he had his way dragons would claw their way back to their old power, and enslave or destroy all others, just as Strach had once been on the cusp of achieving. However, whatever the dragons of today are doing they are still his brothers, and Strach his god. He disregards his position on the council, mostly shunning all others, but remains on the island. Any dragon is allowed to speak to him (though few dare). Humanoids on the other hand? Well, the remains of previous unwelcome visitors should make obvious his hospitality to them. The only one to even dare enter is Carla, and even her only once.

So begins...

Strach's Story