THE CULTURE
This section pertains to social norms. This is headcannon and subject to additions and change over time.
Shapeshifting:
Every dragon has the natural ability to shapeshift into a humanoid form. This is merely a change in the size of the dragon: weight remains unchanged. A Guardian may be similar in size to a Fae when in humanoid form, but it is unlikely that the Fae would be able to lift him. For this reason, larger breeds must be careful when traversing delicate or shoddy structures in humanoid form.
How much time a dragon spends in their humanoid form versus their natural form is entirely determined by personal preference, but smaller breeds generally spend less time in their humanoid forms simply because their draconic form is not an impediment. Larger breeds tend to shift in order to fit more comfortably in enclosed spaces: for example, between the stacks in a library.
Shifting is a fairly rapid process, usually accompanied by smoke or a similar effect that momentarily obscures the transforming individual. The level of showiness during the shift varies from dragon to dragon.
Gene & Breed Change Scrolls:
Some dragons opt to change their appearance with Change Scrolls. These scrolls must be made by a mage and the quality is dependent on the mage's knowledge of this particular type of magic. Some Changes are quick, simple, and painless while others can take significantly more time to complete and may be physically taxing or even painful to endure. An eye Change is a simple matter and will take effect immediately upon using the scroll, but a breed Change is a strenuous process that can take days.
While it is theoretically possible to create Imperial Change Scrolls, most believe the knowledge to be lost to the ages. Even if it weren't, most Scroll Makers would agree that it would be a terrible idea to make or use one.
Aging, Incubation & Eggs:
I subscribe to the idea that dragons can live for several thousand years* and some of the dragons in Vellinym are much older than their hatch date indicates. As a result, actual ages are rarely specified, and estimates must be inferred based on the dragon's lore.
Dragons are considered hatchlings until about 10 years of age, and are considered fully mature by 25.
*Populations would get entirely out of control if dragons lived for thousands of years and reproduced with the frequency seen on FR. For this reason, offspring lists should generally not be taken literally, as most pairs will only have a clutch or two, perhaps four or five at the most, in the span of their adult lives.
Incubation periods tend to last between 2 and 3 months, and caring for the nest essentially becomes a full time job during this time. Mates sometimes take shifts, and some rely on a hatchery caretaker so their lives are not completely put on hold during the nest incubation period.
All eggs, regardless of flight, look fairly similar. A rare few emit a faint glow, showing heightened magical potential, but there isn't a huge range of variety in terms of texture and color. Some are very smooth and solid in color, others are slightly pebbled and have a speckled coloration, but it's relatively difficult to distinguish one egg from another. For this reason, great care is taken to make sure eggs are not mixed up or lost.
Imperials as Warriors / Imperial Burials:
Many believe the Lightweaver's first children cannot become soldiers because of the danger they pose if they fall in battle. This can be the case, but many choose to serve regardless. Before every battle, Imperials receive a blessing at the Temple of the Lightweaver. The blessing is temporary, but it guarantees that a fallen Imperial will not become part of an Emperor. Because of this tradition, many Imperials treat each battle as though it will be their last.
When an Imperial is laid to rest there are two options: either the remains are cremated and sealed in a rune-protected stone urn or a permanent version of the pre-battle blessing is performed over the body, preventing reanimation of any sort.
The ritual, which is essentially an anti-necromancy rite to seal the body, is only performed on Imperials of the highest eminence. It requires several hours and massive amounts of energy to complete the ceremony. A failed attempt could result in reanimation, and as such the ritual can only be handled by multiple gifted Light mages. The risk of failure increases as the body decays and typically the ceremony is not attempted more than 4 days after death.
Both methods allow for an Imperial to be safely buried in the crypts below the city or another cemetery, but cremation is vastly more common as it is much less costly because it does not require the intricate ritual spellwork.
Pearlcatcher Pearls:
Most PC pearls don't get even close to the size represented in the site art. When the pearl is first formed, it is the size of a large marble, and the addition of each memory adds only the slightest layer. Most adult PC's pearls range in size from a plum to a grapefruit. They are often displayed as jewelry or stowed in purses or satchels. Pearlcatchers also have a pocket in their throats capable of storing the pearl, but most prefer to keep their pearl easily visible.
While a PC can survive without its pearl, it is likely the dragon's personality and memories will fade over time, sometimes significantly.
A PC who uses another's pearl in place of it's own (which is something that has extremely negative connotations whether the pearl was stolen or merely found and would not be broadcast) is likely to suffer some degree of confusion as the previous owner's memories merge with newly added layers.
Language & Communication:
Each of the Beastclan factions has its own language, and all of them speak a common language used for trade and policies. Similarly, each Flight has its own language and Common Draconic is spoken by all dragons.
It is polite to speak in the host clan's language or Common Draconic when meeting with dignitaries or large assemblies. To speak in the visitor's native language in a public setting (unless initiated by a local) is considered quite rude, as it implies a sense of pretentiousness or deceit. For this reason, interpreters are often present at official occasions and negotiations.
Light:
Lumoisa
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A language that is best spoken quickly. Native speakers sometimes speak so rapidly that they are asked to repeat themselves. The sound is very fluid and brisk.
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Lightning:
Zaopo
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A rapid, efficient language. Zaopo sounds very clipped and abrupt.
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Fire:
Ruggia
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An exuberant language. Words have a bright nature to them, and are often louder and more emphatic than would be necessary in other languages.
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Arcane:
Narcani
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Very much like a chant, with odd pauses that sound out of place to non-speakers. Monotone quality.
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Plague:
Braca
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Almost impossible for non-native speakers to pick up due to extremely complex pronunciations and conventions. Sounds professional and business-like, albeit overly complicated.
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Earth:
Stiria
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Rumbling and gravelly, Stiria sounds very rough and carries easily.
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Ice:
Fraian
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Sounds inhospitable and sometimes hostile to non-speakers. Very sharp in tone and quality.
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Shadow:
Manque
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Resembles the quality of a whisper, even when spoken at a normal volume. Sibilant in nature.
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Wind:
Imonie
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Like a song, very melodic in tone and candesce. Has a lilting sound.
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Water:
Quali
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Has a mumbling, murmuring quality, where sounds tumble over one another and flow into the next. Sometimes hard to follow, but typically has a calming sound.
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Nature:
Brustanan
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Sounds like chattering squirrels and chirping birds. Very organic structure.
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Quote:
Rayleigh and I came up with these language concepts. If you would like to use them in your own lore, go for it! If you could link back to this thread for credit, we would appreciate it.
For communication within the city or with nearby clans, a courier network is in place. They carry documents and small parcels swiftly across relatively short distances (trips less than 3 days each way).
The courier center will send messengers on longer trips, but the fee goes up as the distance increases. The Collectors can be persuaded to carry messages or packages far and wide in the course of their travels, but there's no telling exactly when it will reach its destination.
A bell system is used for emergency communications within the city. A series of bells hangs in each of the main gates and a corresponding set for each of them resides in Kit's presence. Each bell in the gates is magically linked to its counterpart- when one rings, so does its mate. This allows for a situation (such as an impending attack) to be instantaneously communicated to Kit from any of the gates.
Religion:
Religion tends to be a proclamation of allegiance in addition to outright worship. There is a spectrum of faith, from those who merely support a certain deity to those who are extremely devout. Often a dragon will follow the teachings of only one deity, but sometimes individuals choose to follow more than one deity. Some dragons choose to remain unaffiliated, but none denies the existence or power of any of the gods.
The Temple of the Lightweaver is the largest religious institution in the city, and due to Vellinym's location in the Sunbeam Ruins, the majority of its citizens worship the Lightweaver.
There are a number who worship the other deities, and even a very small few who secretly worship the Shade. The Church of Shadows has a good size congregation, probably due to the close proximity to the Tangled Wood, and the Church of Flames is fairly popular as well.
Technology:
There is a network of trains across the sunbeam ruins to transport passengers and larger cargo. The trains are solar powered, with light, ivory cars and gilded scrollwork. Some of the cars have stained glass windows, and there are silk hangings and velvet cushions everywhere. Traveling in this kind of luxury is costly, but often deals can be made to trade knowledge for transportation.
There is a train station just south of Vellinym, and another to the northwest, at the edge of the Tangled Wood.
Vellinym also has a portal network in place with several allies. The process requires two mages to open a one-way portal to a specific destination. The destination clan must have two mages in order to open a portal back to Vellinym, otherwise the transported dragon(s) will have to fly back. The magic required is quite taxing, and as a result, the portals are only used in times of urgency.
Familiars:
Familiars are generally treated like pets; they can be taught commands, but cannot communicate verbally with their masters. Some dragons in Vellinym have the same familiars as others, or have more than one familiar. In these cases their familiar(s) will be listed in their bio. How familiars are handled- whether they are kept in a residence or allowed to roam- depends on the dragon the familiar belongs to. There are stray familiars that wander the city and surrounding areas, some more feral than others.
Familiars may also be livestock or pack animals.
Members of the Beastclans are NOT considered familiars, and if a dragon has one listed, they are to be considered as equals or companions.