Wyrmkin – Curious about the world around them, lived first phase of their life in servitude to their dragon sire, sensitive to magic.
Max Age: 100
Make-up: Elemental color theme (earth, water, fire, air) Scales on forehead, at least one prosthetic accent (Horns, eartips, wings, tail) Additional scales and shading optional.
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The Wyrmkin are a mysterious race, native to the islands of D’taniynoa B’azmoroa. These curious, scaled humanoids can be found in nearly any locale, feeding the wanderlust that usually overcomes their people. The Wyrmkin are children of the Dragons, and retain the minor elemental affinities of their parent, but otherwise do not share much in the way of physiology. Often mirroring the human body in physique and build, the first difference in wyrmkin growth is that they are born from dragon eggs.
When a Dragon reaches the end of its current growth cycle, it chooses to reincarnate. It returns to the sacred islands of D’taniynoa B’azmoroa, and lays a clutch of eggs in a prepared hatching chamber, dozens of which dot the island chain. The dragon then leaves the clutch, heading to a hidden section of the island where it goes to pass from its body. The spirit of the Dragon in question then makes its way back to one of the eggs, hatching into a dragonling roughly the size of a grown hound. At the same time, all the other eggs in the clutch begin to hatch, with dozens of Wyrmkin being born in a single instant. These newborns are not helpless on their own, as they are born at roughly the size of a human in its teenage years. They proceed to care for their dragonling parent, hunting the small animals that frequent the island chain for food, until such a time as the dragonling feels it can protect itself.
Wyrmkin in this stage of their life feel a compulsion to care for their parent. It is the main drive of their life, their purpose, to protect their dragonling parent from harm. While no predator can match a mature dragon in combat, young dragonlings do not have access to all their physical and magical powers. So, large birds of prey, hunting cats, and other predatory beasts are all scared away or slain by the Wyrmkin. When the dragonling reaches its own perceived maturity, it gathers its children in their nest, and releases them all from its compulsion. The Wyrmkin, now released from their all consuming drive to serve their parent, are free to do as they wish. Some stay behind on the island forming small bands, who seek to become more a part of the island than to seek an individual identity. Many more seek adventure, their newfound freedom calling out to them.
These wandering Wyrmkin gather together materials from the forests of the island to construct small rafts, and make their way over to the mainland. From there, the world is open to them, though it is a dangerous journey. Many clutch mates band together for safety in this new world, but some wander alone, entirely consumed by the need for adventure, and leaving all other concerns behind them. The Wyrmkin people are usually well received in many parts of the world. By the superstitious, they are sometimes seen as omens of change, but to most, they are a curious and diligent people, retaining the resolve to reach their goals that drove them during their birth years. The population of the Wyrmkin people always remains fairly small, due mostly to the fact that Wyrmkin can not bare children, and so they do not have settlements or kingdoms that they call their own. Luckily, Wyrmkin enjoy a place in most communities, so do not usually go long without a place to make a home.
Sometimes, a Wyrmkin wishes to return to its birthplace, D’taniynoa B’azmoroa, and makes the pilgrimage back. Wyrmkin find they have little to no problems with returning home when alone, or with other Wyrmkin. The skies are usually clear, the routes unblocked. However, when accompanied by any other mortal, the trip somehow becomes impossible. Storms harass them, mudslides ruin roads, rodents consume the trail rations. Even the Wyrmkin loses its sense of direction, being unable to explain to mortals how to reach the island. These are ancient spells, woven into the island itself by the Dragons. They do not wish to be disturbed, and have no deep love of mortal kind. To this day, no mortal but a Wyrmkin has been able to reach D’taniynoa B’azmoroa.
-Designer’s Note: The following are example parent dragons for Wyrmkin players. The player may choose a parent, and match it’s element when creating a character. These are not mandatory, and the player has the option of writing their own dragon, however, any dragon the player writes must be submitted for plot approval. It is suggested that any player written dragon follow this template to have the best chance at approval.
Korbalra – The Lord of Swords
Type – Fire Dragon
Time since last reincarnation – 27 years
Long ago, the fire dragon Korbalra was an arrogant creature. Quick to point out the superiority of his kind, and quicker to point out the weakness in others. According to Korbalra, that all changed the day he met a particular mortal. This wandering swordsman calmy challenged Korbalra to a duel, and while he never speaks the details of the duel to his children, Korbalra retains the scar over his left eye, even though he could choose to heal it. He claims to keep it as a reminder, that there is always room for improvement, that one never ceases to grow. It is said, that since the day he met that man, Korbalra spent his considerable horde on collecting beautiful swords from across the world. He took the title “Lord of Swords”, and has mastered innumerable styles throughout the centuries since.
Shayu – The Red Sunrise
Type – Fire Dragon
Time since last reincarnation – 65 years
Shayu is a dragon of tremendous size, even by the measure of other dragons. Throughout her many incarnations, she has retained that trait, and at her largest, she claims, she could blot out the sun while still high in the sky. From this, she claimed her title, “The Red Sunrise”, reportedly from how many mortals claimed they saw a second red sun rising in the sky, her furnace under belly giving off its own light. Despite her intimidating size, Shayu enjoys company, and loves spending time with her Wyrmkin children while she reincarnates. She returns to D’taniynoa B’azmoroa often, to visit the many Wyrmkin there, before returning to her lair out in the world.
Beterish – The Stone Tinkerer
Type – Earth Dragon
Time since last reincarnation – 21 years
Beterish is sometimes seen as having strange habits compared to other dragons, as he used to spend much of his time watching mortals. As an earth dragon, he was quite able to hide on mountains overlooking villages, to keep an eye on what the mischievous and short lived mortals could be up to. Much less interested in the creatures themselves as to what they were building, he eventually became obsessed with engineering, and tool making. Beterish now spends much of his time in his workshop, building new tools, and the ideas of clockwork. Claiming to have no time for such cosmetic pursuits, his fellow dragons nicknamed him “The Stone Tinkerer”, and left him to his work.
Garehark – The Diamond Bulwark
Type- Earth Dragon
Time since last reincarnation – 57 years
Garehark has always been an inactive dragon. Always seeking the comfort and solitude provided by his hidden lair, Garehark spends most of his time sleeping on his horde, which just happens to be a sea of diamonds he has collected over his many reincarnations. Slow to anger, not much has ever roused Garehark to action, save for nearby natural disasters, which draw his attention with quick focus. Many mortal reports of earthquakes and forest fires have found dozens of small diamonds in the affected area, little knowing that these are but loose cast offs that fell of the dragons mighty bulk, after which Garehark took the title “The Diamond Bulwark”.
Valezia – The Serpent of Coral
Type – Water Dragon
Time since last reincarnation- 49 years
The serpentlike Valezia spends much of her time watching the deep oceans of the world. Ever watchful for natural disasters, she makes her home in the hollowed core of a gigantic ocean reef. She takes great pride in her home, attracting all kinds of undersea animal life to share in its beauty. She often allows her body to take of the color of the surrounding coral, becoming indistinguishable from her surroundings. Not so much for protection, Valezia most often uses this talent for games, enjoying a good round of undersea hide and seek with her aquatic friends.
Nydelli – The Songstress
Type – Water Dragon
Time since last reincarnation – 23 years
Nydelli was always a social creature, visiting her fellow dragons, and the islands of D’taniynoa B’azmoroa. She took to music quite quickly, spending much of her time on isolated sections of coasts singing and dancing, or in her lair admiring and expanding her collection of music and instruments. Many great songs of the mortal world are actually originals of Nydelli, which she composes, and “misplaces” so that are found by mortal musicians. Not caring who gets the credit, she is happy enough to know that her music is being enjoyed, leaving her time to focus on her important works.
Asoriu – The Patient One
Type – Air Dragon
Time since last reincarnation – 54 years
Asoriu lives a quiet life of meditation, listening to the winds high above the clouds of the world. Only occasionally returning to the ground, Asoriu can see and hear with perfect accuracy for many miles around him, allowing him to spot signs of trouble far sooner that other dragons can. On his rare returns from his meditations, Asoriu spends time in a mountain lair, deep inside a cave system that sings as the winds pass over the cave mouths. There, Asoriu records what he witnesses, from the migrations of animals, to the passage of the stars in the sky, before storing his scrolls in what would be the most complete historical library the world has ever seen, if ever the world could see it.
Jiresni – The Spear of the Tempest
Type – Air Dragon
Time since last reincarnation – 28 years
Jiresni is a dragon of impulse. She is quick to act, confident in her judgement of any situation. As fast as the lightning bolts from which she takes her name, Jiresni is never in one place long. Always on the watch for any signs of natural corruption, her presence is almost always preceded by a rolling thunderstorm. The lightning that accompanies her arrival to an area masks her presence, often accessing an area with her sharp mind, and departing with the next flash of lightning, leaving only a faint scent of ozone and a scorched patch of earth behind her.