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Fire of the Future: Characters

lasciel

Malefic
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Dec 29, 2018
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East Coast, USA
Of Dranuvir

The Royals

The royal house of Dranuvir takes it's colors as green and silver.

Alec: Human, prince and the heir apparent to the throne of Dranuvir, betrothed (unofficially) to Zeh'viha and the Heart of her Hoard, occasional bed-partner of Eliviria. Manifests Pearl, Rose-Quartz, and Diamond.

Davhid: Human, the King of dranuvir, Alec's father. Hasn't been in his right mind since his wife, son, and daughter's deaths, possibly even before. Has recovered somewhat, but suffers a palsy of his left side as the result of a nearly-fatal "fit".

[Dead] Lillian: Human, princess of Dranuvir, Alec's sister and Davhid and Isabella's daughter. Died when their carriage fell through a failing bridge.

[Dead] Isabella: Human, queen of Dranuvir, Alec's mother and Davhid's wife. Member of a cadet house of the Talundor royal line. Died when their carriage fell through a failing bridge.

[Dead] Zachary: Human, prince and the former hair to the throne of Dranuvir, Alec's brother and Davhid and Isabella's daughter, married to Telila. Died when their carriage fell through a failing bridge.


The Aristocracy
George: Governor of Berna, married to Lady Darryn. An awkward but honest politician with deep ties to the wine-producing families of the area.

Darryn: Wife of George, and self-proclaimed scholar of the Scaled Lords. Gave Zeh'viha a dragon-skin tome that neither of them can read. May be dying her hair red to look more dragon-blooded.


The Common Folk

[Dead] Jayson: Human, manservant to Alec. Killed defending Alec of Dranuvir from an assassination attempt just before the Summer Festival.

Gemma: Human, handmaiden to Zeh'viha, former handmaiden of princess Lillian.

Suzanna: Human, royal seamstress.

Michael: Human, royal cook. Has a strong dislike of Zeh'viha.

Smitt: Human, royal cook.

Lack: Human, messenger.

Of Talundor
The royal house of Talundor takes it's colors as black and silver, and it's crest a black dragon rampant on a silver field.

Lukas Axelsonn: King of Talundor, brother of Lord Ulrik.

Ulrik Axelsonn: Lord of Hemvall and brother to king Lukas.

Jedra: A knight with a mysterious past with familiar eyes who has arrived in Dranuvir. Liege-lord to a recent cadet branch of the Talundor royal family. In service to Lord Ulric, cousin to the king. Though a dragon, he uses eye-drops and dyes his hair to appear (more) human. Manifests Diamond, Ruby, and Amethyst.

Guinivere Silidras: Diplomat sent by the Royal Family of Talundor to attend Dranuvir's summer festival.


Of Eclasia
The royal house of Dranuvir takes it's colors as black and gold.

Vasil: King of Eclasia, ruler of the Red Keep, father of Atkin.

Atkin: Crown prince of the throne of Eclasia, unattached. Kidnapped by Zeh'viha after being discovered setting up a warcamp within Dranuvir's boarders just south of Berna. Suffered a brief coma and a loss of memories as a result of Zeh'viha searching though his memories to determine the full planning and extent of his attempted invasion. Replaced by Vaaldar after being drugged into unconsciousness.

[Unnamed Queen of Eclasia]


Of Kakash
The royal house of Kakash takes it's colors as gold and green, and it's crest a stallion rampant on a field.

Kannan: King of Kakash and Parisa's father.

Parisa: Princess, and head of the royal rangers. Frequently adopts a guise to go out and scout her borders with her soldiers. Skilled fighter and negotiator.

Razieh: Handmaiden and personal spymaster of Parisa. Frequently adopts a guise to keep Parisa from getting herself killed. Skilled assassin and spy.


Of Ledora

Telila: Human, wife of Zachary. Was visiting her homeland when Zachary died in a tragic accident, and chose not to return after. Supposedly, she was pregnant at the time, and miscarried from the grief.

Of the Lochs

Tahmas MacCuric: Rising star among the loch lords, looking to unite the clans under his banner

Of Achayle


Of the Crescent Empire


Eliviria Kivik: A part-elf, niece of Evlar Kivik, occasional bed partner of prince Alec.

Evlar Kivik: A part-elf, a trained doctor, presently in the service of King Davhid.

Vaaldar Lemnt: A part-elf from the Crescent Empire, an apprentice healer to Doctor Kivik, in the service of King Davhid. Currently assuming the guise of Atkin of Eclasia.

"Meshri": A member of Elvar's contingent.


Of the Lands Far Beyond



Zeh'Viha: A dragoness from the ice wastes, a user of the Art, betrothed (unofficially) to prince Alec and claims him as the Heart of her Hoard. Kidnapped by Xarlalho and sold to King Davhid for half the remaining wealth of the royal house. Previously bound by a collar preventing her from accessing the majority of her talents and her greater form. As a result of a magical mishap in rending Atkin's memories in search of information, she now carries a sliver of the prince's personality around in herself. Manifests Emerald, Garnet, Topaz and Onyx.

Xarlalho: A drow of unknown origins, purveyor of fantastic beasts and one particular dragon.
 
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In Dranuvir

The North

[Manor House Location]: Largely undeveloped, owing to it's mostly mountainous terrain and old, dense forests. The royal family keeps a manor house here, originally for hunting trips.

The Center
Sethdun: The capital city of Dranuvir, with the royal palace a mere stone's thrown away across the river [unnamed].

Brighthall: The seat of power in Dranuvir, where the royal family lives. While the main body of the castle has been rebuilt several times, the foundations date back to the kingdom's earliest days.

The South

Berna: Wine-growing region on the boarder with Eclesia, currently managed by governor George and his wife Darryn.

Davent: Wine-growing region west of Berna but of a similar latitude.

The East

Cathys: A large city at the eastern edge of Dranuvir.

In Talundor

Vernes
: The capital city of Talundor and the home of Talundor's royal family, nestled in the center of a large, flat valley almost in the center of the Indigos.

Hemvall: Seat of House Ulrik

In Eclasia

In Kakash


Princeseat
: The seat of power in Kakash, where the royal family lives. A large and airy palace built atop a cliff overlooking rolling planes that once held an inland sea. While Princeseat looks deceptively open at first, much movement in the palace is facilitated by a series of clever interior passages and secret walls.


The Lands Beyond

Achayle:
An island nation to the west of Dranuvir, roughly nine hundred miles over water. The local people are known for baldness, reddish skin, and purple eyes, and are virtually never seen outside of Achayle. When foreign visitors arrive, they are not allowed beyond the beaches. All attempted explorations of the interior have resulted in total loss.

The Crescent Empire: A distant kingdom an ocean away and then some, roughly as far as London to Singapore. The Crescent Empire is large enough to be host to many races and ethnicities of peoples within it's sprawling boarders. The region surrounding the capitol city, however, has been home to elves and humans for hundreds of years, and most citizens from that area show signs of this mixed heritage: pale skin, dark hair, large eyes in unusual colors such as violet and turquoise, the women with thick hips and trim waists, the men with tapered torsos showing chiseled muscles but a distinct lack of body hair in most places.

The Frozen North: Not a country, but a region, roughly the size of Siberia and about as distant. Home to dragons, uruk, daherow, and other races otherwise unseen in more commonly-visited territories.
 
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Notes on Dragons

Senses
  • Taste
    • Dragons favor very intense flavor profiles, especially in the realms of "salty" and "sweet", possibly owing to a reduced sense of taste [ref, ref]
    • They may or may not be able to taste "sour" [ref]
    • They can taste "bitter" and seem to dislike it [ref]
    • They cannot taste capsicum, and thus have unlimited tolerance for spicy things [ref]
    • They can taste mustard oils, and at least one dragon has an unhealthy obsession with the related condiments... [ref]
    • Cinnamon tastes incredibly bitter and cannot be tolerated, even in trace amounts [ref, ref]
  • Smell
    • A dragon's sense of smell is about as strong as a human's. [ref]
  • Sight
    • Dragons are primarily sight-hunters, and have keen distance vision and depth perception. [ref]
    • Dragon eyes are constructed similar to cat's eyes, with vertical pupils and possessing of a tapetum lucidum that grants them enhanced night vision [ref]
    • Some dragons will stare straight into the sun for extended periods of time. This causes them no harm. [ref]
  • Hearing
    • Dragons have a keener sense of hearing than humans. [ref]
  • Touch
    • Dragon skin is about as sensitive to touch as human skin. [ref]
    • The larger scales along a dragon's spine are less sensitive than their skin. [ref]
    • The tiny scales surrounding a dragon's genitals are of yet-unknown sensitivity, compared to human counterparts.
  • Treasure
    • Dragons retain a general awareness of objects in their hoard, though this sense quickly diminishes with distance.
    • A dragon always knows the direction to the Heart of it's Hoard. Other information, such as distance and condition, can be sensed at moderate separations.
    • If the Heart of a dragon's Hoard is a living being, a deeper link is established. Through this link emotions, and occasionally other senses, can be shared.
  • ???
Abilities
  • The Art
    • Dragons are expert users of the Art, capable of using all six elements, though most of their spells emphasize Light, Fire, and occasionally Air.
    • The use of Shadow, and of Water or Earth, are considered "sorcereries", and forbidden under nearly all circumstances.
    • A dragon's ability to use the Art is significantly enhanced when they are in their scales.
    • A dragon's ability to breathe fire in their scales is a thaumaturgical, not physical, ability.
  • Heat and Cold
    • Dragons are impervious to most types of fire and heat.
    • When agitated, angry, or afraid, dragons will draw on the air around them for heat. This results in the air growing colder, sometimes cold enough to frost.
    • Cold temperatures can induce torpor in a dragon, but they are generally immune to frostbite and other cold hazards.
    • Paradoxically, this means that an agitated dragon trapped in a confined space can actually cause itself to fall asleep, by sucking the heat from the air until it is cold enough to trigger their semi-hibernative response.
  • Shifting
    • All dragons possess two forms, a human form (their "skin"), and a dragon form (their "scales").
    • Shifting, especially from (wo)man to dragon, is an energy-intensive process.
    • Shifting can also be dangerous for onlookers, as the first step in shifting involves enshrouding one's self in fire.
    • Objects not part of the body, such as clothing, are generally destroyed by the shifting process. Items inside the dragon's body, such as a recently-consumed meal, simply disappear. Thus, a dragon is always naked after shfiting, and often hungry.
    • Shifting heals minor wounds, but old injuries, especially scars, are reflected in both forms.
  • Binding
    • A dragon can mark something (or someone) as the Heart of their Hoard.
    • An item so marked becomes (significantly) more durable. A person does so, as well, healing faster and becoming harder to injure or sicken.
    • A dragon always knows the direction of the Heart of their Hoard. At ranges closer than a mile they gain a general sense of distance, and a notion of status, as well.
    • Binding a person rather than an item as the Heart of one's Hoard has interesting consequences, including an empathic link and some sharing of injuries.
    • This is a use of The Art (thusfar) unique to Dragons.
Biology
  • Appearance
    • Dragons in their skin resemble humans, though they are generally taller and leaner.
    • All dragons have red hair, though shading ranges all the way from bright red-orange to a shade only distinguishable from black in strong light.
    • Even in their skin, dragons retain a line of scales along their spine, starting past the hairline and continuing down past their tailbone to between their buttocks. These scales range in size from pinkie-nail-sized to two-thumb-nails-sized, and are either red or gold in color.
    • Neither male nor female dragons possess body hair. Tiny scales surround and protect their sex organs, but otherwise their bodies resemble those of extremely fit and hairless humans.
    • Some dragons retain their horns even in their skin. They are usually much shorter than in their scales.
    • Dragon eyes can be green, yellow, amber, or gray. Blue is exceptionally rare, and usually considered a poor omen. The pupils are vertical and can open from a slit to a full circle, like a cat's.
  • Health and Diet
    • Dragons heal faster than humans, at the expense of having a far higher resting metabolism.
    • Light can be used to substitute for food when available in sufficient quantities, though true food is required to heal injuries or gain weight.
    • A dragon deprived of Light will grow sick and weak.
    • While it is believed dragons are obligate carnivores, a dragon will readily consume most starches and fruits, dairy, and some vegetables.
    • Dragons have a particularly high tolerance for alcohol.
  • Aging and Lifespan
    • Dragons grow from fledgling to adulthood at about the same rate as humans, but after this point, their aging slows to a crawl.
    • Dragon lifespans are unknown, but believed to be significantly longer than those of men.
    • Most dragons die from accidents, starvation, or fights.
  • Reproduction
    • It is unknown how dragons reproduce, though what sparse literature exists on the subject makes reference to eggs.
    • It is unknown whether dragons are inter-fertile with other races, such as humans or elves.
    • Supposedly, red-headedness is a sign of draconic heritage.

Notes on The Art

"The Art" refers to the thaumaturgical use of the four natural elements, Fire, Air (or Wind), Water, and Earth (or Stone), as well as the two greater (or divine) elements, Light and Shadow. All users of The Art can use all six elements, though strengths and weaknesses in each differ between species and teaching styles. Each element is opposed by one other: Fire by Water, Air by Earth, and Light by Shadow.

Colors
All users of the Art have a personal set of colors, though the exact hues found differ based on species and lineage. Different groups of peoples may display different, unique sets of colors among their magic-users. Zeh'viha's people exclusively possess dark, clear gem-tones with an absence of blues and only emerald green. Dragons of other lineages may have other hues.

Spells and Abilities
 
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Kakashian Royalty
Parisa- Princess, and head of the royal rangers. Frequently adopts a guise to go out and scout her borders with her soldiers. Skilled fighter and negotiator.
 
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imi'breara

chatrang (dranuvirian), shut (kakashian): a chess-like game
 
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