I've been re-reading the encylopedia for some more breed info and I realized people tend to forget a lot of the cool facts! People always rememebr things like Ridgebacks disliking water, or Imperials having the chance of becoming emperors when they die, but there;s so much more!
Bogsneaks...
Coatls....
Fae...
Guardians...
Imperials...
Mirrors...
Nocturnes...
Pearlcatchers...
Ridgebacks...
Skydancers...
Snappers...
Spirals...
Tundras...
Wildclaws...
Bogsneaks...
- Can have many different head crests in a variety of shapes and sizes.
- As a species, tend to focus on self-preservation over the communal good.
- Are "staunchly solitary."
- Will work together when families are threatened to gang up and hide again for ambushes.
- Have jaws lined with razor-like teeth.
Coatls....
- Have prehensile tail can be used to secure a perch or hold custom tools.
- Are an "agreeable lot," and attempt to placate enemies and competitors with gifts of metal.
- Have unique ear structures and are able to discern and interpret vibrations in the air.
- Have hearing not as keen as dragons with eardrums.
- Hum to communicate. It sounds awful to other species.
- Cannot understand fae. At all.
- Prefer open-air lairs. Also are terrible at architecture.
- All feel an unrelenting urge to travel to the Emberglow Hearth during mating season.
Fae...
- Use their crests to display emotion.
- Cannot travel far if there's not a constant source of insects available
- Make roosts of tree sap that they cure with magic, and even do so in lairs with many species.
- When fighting on magically or elementally charged terrain, have a nearly infinite supply of energy to channel into their destructive spells.
- Have smaller internal reserves of magic than most species.
Guardians...
- Have rigid fins are armored, and can be held stiff or collapsed like fans
- Fins can be flared outward to help protect the hide of the creature, making them one of the most durable dragons in physical combat.
- Males go to incredible lengths to maintain their beards.
- Age and become venerable, their typically small inner reserve of magic begins to grow and flare.
- Can be stuck in their Search for decades.
Imperials...
- Are conspicuously absent from its point of origin.
- Have incredibly unpredictable lifespans. Some individuals live only a decade, while others thrive for hundreds of years.
- See perfection of a craft is highly valued.
- Are capable maintaining flight for weeks on end
- Dislike Pearlcatchers.
- Have hidden methods of treatment of the sick and the burial rites.
Mirrors...
- Use their larger set of eyes to see light, while the smaller forward-set pair allows them to track their prey by heat signature.
- Can sprint speeds of up to 50 miles an hour (About 80 kph)
- Consume its body weight in prey each month.
- Tire quickly after flying and cannot travel far by flight.
- Travel in packs, with pack size ranging between 5-40 members. Lone mirrors by choice are an anomaly.
- Live in temporary lairs owned by no pack or clan, constructed from whatever material can be easily scavenged.
Nocturnes...
- Often remain staunchly hidden away and only surface to breed during the weeks following the Winter Solstice.
- Loathe solitude.
- Can easily defeat themselves in combat since they forget tactics in favor of copying their opponents.
- Pass personailities and behaviors from one individual to the next in an lengthy communal games of copycat.
Pearlcatchers...
- Love gossip; choice tidbits and secrets of other dragons a currency among them worth more than mere gold.
- Think they are the pinncale of dragonkind.
- Consider pearl-less dragons outcasts.
- Hatchlings will immediately consume their eggshell before their wings have had the chance to finish drying, and regurgitate their pearl in a few hours.
- Flee is physically attacked.
Ridgebacks...
- Polish their scales by rolling around in desert sands.
- Prefer to fight alone; as "close formations tend to create as many damaged friends as foes."
- Shed their spines! And they tend to get bad tempers.
- Constantly tunnel, so much so that other breeds suffer fround the sound all day.
Skydancers...
- Use their head gem and antennae to sense emotion
- Are extremely energetic.
- Enjoy channeling their energy into elaborate dances and displays of aerial acrobatics.
- Prefer to live in larger clans.
- Focus entierly on young until the hatchlings are fully fledged.
- Rear clutches which must be petitioned and discussed among the entire clan.
- Can sense magic from a distance and can pinpoint enemy units.
Snappers...
- Go into incredible detail and length in their recounts of information.
- Dislike mixed-breed lairs.
- A few times a year, will create a shallow burrow and spend several days molting.
- Are very difficult to fight as they have thick hide and powerful, bone crushing jaws.
- Do not make permanent lairs.
Spirals...
- Possess large eyes for nocturnal hunting.
- Will speak non-stop for hours and then pass out mid-sentence for a nap.
- Instinctively wrap and coil around any available surface even in slumber.
- Build layers inside trees or mighty fungi.
- As clans, are capable of decimating large swathes of ancient forest.
- Will lose a fight if any of its six wings is damaged.
Tundras...
- Do not grow winter coats in hotter climates.
- Possess impressive canine teeth used for combat.
- Use "You smell like a friendship." as a common greeting between tundra dragons who have not seen one another in years, the names and details of their association forgotten.
- Also use "You smell like an enemy" when meeting an old foe, and "friend-again" for dragons they had a bond with but have forgotten.
- Are called "flocks" when in groups.
- Are extremely skilled at coordinating breath attacks.
Wildclaws...
- Are most populous in the Viridian Labyrinth and The Wandering Contagion, most encounters between the groups end in combat.
- Females are typically larger than males.
- Have a strict hierarchy revolving around hunting prowess.
- Nest far from their lairs, and do not return until the eggs hatch.
- Duel over the slightest infractions.
- Decorate their lairs vibrantly, and strip everything and repaint whenever there is a shift in hierarchy.
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