Issue 02: The Folks of Daracoss

Story by Five Dragons Corporation on SoFurry

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#3 of Daracoss for Dummies


Issue 02: The Folks of Daracoss

Thank you for choosing a product from the Daracoss Tourism Agency (a company of the Five Dragons Corporation).

Daracoss is the home to many folks and cultures, all of which are individually integrated into society. But not all of them have been represented in this world since the beginning. Some of them were brought to Daracoss as a result of the Spherical Conjunction and are stranded here, so to speak (for more information, see the issue: The Spherical Conjunction).

The Daracoss Tourism Agency (a company of the Five Dragons Corporation) also wants to distance itself from any kind of racist expression. The existence of diverse groups, which sees their species as the predominant, is known. It is also common knowledge that species-to-species partnerships exist and the Daracoss Tourism Agency (a company of the Five Dragons Corporation) congratulates them too. However, if you are in such a partnership or plan to do so, you should be careful where you show it or who you tell it to. In some societies, this is still considered unethical and is not tolerated under spot and punishment.

Part of this issue also deals with hybrids, or half-blood. Since some cross-species partnerships are quite compatible to produce offspring.

The Dragons:

First, for those who think these creatures are just larger pets and mounts. That's not correct! The dragons are an ancient race with a winged, reptile-like appearance. As some no longer remember, dragons are among the oldest race that inhabit this world. Even before the Guardian-Ages (more information about the Guardians can be found in the issue: The Guardiandragons), they left their mark on Daracoss. Every single dragon regardless of genus and gender is intelligent and capable of logical thinking and acting.

Regardless of their genus, there is a rough classification:

  • Wild Dragons

  • Domesticated Dragons

  • Knower (Archon)

The wild dragons, as the name suggests, are a form unsuitable for general society. They prefer to follow their instincts in the wilderness far from populated areas. (Important note!: Wild dragons are classified as dangerous. An encounter with them can lead to serious injuries or even death). Thanks to their animal-like relatives, the dragons had the unpleasant prejudice of the hunger-controlled animal.

Domesticated dragons are much more treatable than their wilder counterparts. These are dragons that have chosen to live among other races or have grown up in their company. In some realms, they are an integral part of society and are highly valued. The best-known example is probably the function of the mount. A domesticated dragon can easily be recognized by the marking ribbons. Each of them wears such a scarf around their neck in a clearly visible manner. The symbols and coats of arms on it indicate which function he or she has and which family he or she belongs to. The name is often also incorporated.

Knowers, or Archon, are dragons who have the Gift of the Voice and can also use magic. Some may be aware that, anatomically speaking, a dragon is unable to speak the way a human, for example, can. Without confusing you with technical terms: The Gift of the Voice is a magically created mouthpiece that the Archon use to make their voice audible to us. This can be heard as normal spoken words, or communicated as a thought voice. With the latter, the Archon have control over who hears these words and who doesn't. Most Archons have this gift from birth and must train it carefully. Like a toddler that starts talking. And the initial babble gradually becomes a well-formed voice. Their other talents include magic (for more information, see the issue: Magic and Rituals). But not all of them have an access. In addition, magical Archon dragons have the privilege of not needing a Medium for this (more on this in the issue: Magic and Rituals).

The biodiversity of the dragons is very wide, because it also comes to crossbreeding. There are even hybrid crosses with griffins, because their physiology is compatible. However, we are now concentrating on those kinds that are most common in society:

  • Horntail

  • Bladewing

  • Spineback

  • Sanddiver

  • Fintail

(Further characteristics of these species can be found in the bestiary)

Archon dragons are rarely seen in many cities. During the Hunter-Wars, a chase against them broke out across Daracoss and many were killed or fled (for more information see the issue: The Hunter Wars). It is said, that most have fled to the Dragon Dogma, the large enclave in which only dragons and gryphons are supposed to live (further information can be found in the issue: The Dragon Dogma) (Note for travelers: The Dragon Dogma is considered a strictly restricted area, which by the dragons and griffins living there are aggressively defended! We strongly advise against crossing their borders!)

The Elfs:

The elves are also among the races from before the conjunction (you can find more information in the issue: The Sphere Conjunction) and are characterized by their sophisticated expression. They are not so unlike humans. They are physically rather narrower in stature, but don't be fooled by that. Their strength and skill are effectively hidden behind this facade. The long and pointed ears are also unmistakable. In addition, there is often a pale skin and the well-groomed long hairstyles. They are inherently bound to magic. This can be stronger or weaker. For the magicians of this folk, this is characterized by an increase in their access, but it also makes them more susceptible to their effects (more detailed information can be found in the bestiary). Only the Middle Class and the Monarchs are allowed to learn magic.

In the other societies, they are often described as arrogant and exaggeratedly noble. But this is not the full truth. It is in their culture to express themselves neatly and politely, but arrogance is not a monopoly of this people and can therefore be found in any other society.

Their culture is structured hierarchically and divided between the great houses. Many families can belong to one house. The individual houses are divided into three levels and each elf bears the symbol of the corresponding layer on the forehead. The color of the sign indicates which house he or she belongs to

The three layers are as follows:

  • The Monarch characters: little crown

  • The Middle Class characters: crescent moon

  • The Working Class characters: three vertical, parallel lines

The monarchs form the leadership of the houses and decide on their careers. Each house has a chief, which is called with the title Zultan. There are currently eight large elf houses. Six in Moredhel, one in Orcus and one in Thal. Their Zultans form the Onyx Council, which resides in the capital Krondor (further information can be found in the issue: Moredhel)

The Middle Class forms the majority of the people. The civilian population, the army, the craftsmen and the traders are integrated in the middle class and are subordinate to their associated houses.

The Working Class includes all citizens with low jobs. The families from the working class are often servants, field workers, cooks and the like. The citizens of this class must not be compared to slaves. Slavery is prohibited in their society under the death penalty.

The names of the houses are as follows:

  • Tavares : color: purple

  • Marshik : color: green

  • Skalden : color: blue

  • Harakas : color: red

  • Orlos : color: yellow

  • Mondales : color: brown

  • Kromber : color: black

  • Listek : color: white

Every elf contributes to the family and the associated house. They all show great respect and sacrifice for their homes and are proud of their Zultans, even if they should not fully share their views.

There are also so-called Bird-Free elves. Elves who are not born in one of the houses are called Bird-Free. Often born from relationships with other folks. However, they have the option of joining a house if they want to. They also have no sign on their foreheads.

The Grasxes:

The Grasxen belong to a dying race. They fled to Daracoss during the Spherical Conjunction events (for more information, please see the issue: The Spherical Conjunction). Their home world was destroyed by the effects of the conjunction.

Their culture was divided into clans that were in constant conflict for supremacy. Most of their history died with their homeland, because those who made it to Daracoss left it behind and went out of their way to adapt. They succeeded socially. They are considered reliable and dutiful, and they also seem to have an innate talent for craftsmanship. Some of them are respected blacksmiths, but most of them can be found as muscled mercenaries.

The more hostile conditions in their home world made their bodies extremely resilient. They show a strong resistance to toxins and infections. In addition, they have at least twice every important organ and also have a redundant nervous system that can overcome even the most serious injuries. This makes them one of the most resistant species in Daracoss by far.

However, the changes in the habitat also created an unexpected problem. The changed conditions brought with them a mutation that completely sterilized the Grasxes. The scholars do not fully agree with this theory, but they suspect that the Grasxes would only have been able to produce offspring in their home world. Their physiology also seems too different to be able to successfully mate with other races. However, proof of this theory will never be able to be produced. Except for the fact that a connection with one of them never resulted in successful reproduction.

They are physically similar to a human being, only a generous piece of stocky and taller. Their yellow, lidless eyes are also striking. Their skin is leathery and has bony growths on the arms and legs. The face shows a slightly forward muzzle, also with such bony features, only finer. Over the forehead and head down to the neck, these bony outgrowths are more plate-like and appear to be a kind of hairstyle. Despite this tough appearance, these protrusions are very flexible. However, they harden rapidly if there is a fight. Male Grasxes express themselves through the deep voice and the denser growths on the face. In the case of the women, the whole stature is a little more delicate and the features on the face are finer, and they also have a gentler voice. (more details can be found in the bestiary)

Grasxes have a very long lifespan. The scholars suspect that they can live up to 1000 years. Unfortunately, this does not make it easier for them to endure their fate better. Either way, they will die out sooner or later.

They can still be found everywhere in Daracoss.

The Gryphons:

Griffins are also not a rare sight in Daracoss. The fore body of a large bird of prey with the rear of a large cat. Although there is a certain similarity, this creature is not a cross between the two.

Contrary to many assumptions, they are, like the dragons, intelligent and capable of reasoning. The gryphons also belong to the older races in this world and, in comparison to the others, have developed their own social form. They live together in smaller communities or clans, each led by an alpha. They cannot speak and therefore do not use words to communicate, but express themselves with gestures. It is very difficult to correctly interpret a griffin's body language, especially if you are not an expert in this area.

Griffins are proud creatures and always treat each other and other societies very respectfully. Her bow as a greeting shows this again and again. (Important note on interacting with a gryphon!: Always show him or her the same respect and return the gesture of greeting. Doing nothing is considered as a serious insult in their culture and in some cases could lead to an aggressive act that could cause serious injuries)

The law of life's guilt also counts in their society. If it has happened that you save the life of a gryphon, he ore she will remain by your side until this life debt is settled. According to their laws, his or her life belongs to the savior.

They are also found as domesticated mounts and are loyal to their riders.

They are divided into the following subspecies:

  • Royal Gryphon

  • Hippogriffin

  • Scalegryphon

(Further information on the subspecies can be found in the bestiary)

The subspecies listed only correspond to a rough classification. The biodiversity is much broader, because these species have increasingly mixed. There are even hybrid crosses with dragons because their physiology is compatible.

Their communities or clans can be found in many realms: Odenary, Athellion, Moredehel, Sullfar, Kaladros and Tura'an. The size of the individual clans is usually between 20 and 40 griffins. They take care of themselves and are not particularly interested in trade or alliances. (Note for travelers: The gryphons are loyal to their clan and their relatives. If you mess it up with a member, it is very likely that the rest of the clan will also be dismissive) (Important note!: Young animals are bitterly defended! Never approach a young griffin without the mother's consent. This can result in serious injuries)

The Hobbits:

Hobbits are a very simple, peaceful people. They live somewhat isolated in their communities in the northeast of Ordenary and do not usually interfere with the interests of the big ones. Live and let live is the motto.

Externally, hobbits differ from humans primarily in that they are only half the size. The proportions of the body structure largely correspond to those of a normal adult human. They are seldom stocky in stature, which, in addition to the lack of beard growth, distinguishes them well from the dwarfs, which are also no larger than the hobbits. Other peculiarities include the short, pointed ears and the hairy feet (more details can be found in the bestiary)

The love for good and frequent eating and drinking, the widespread smoking of pipe herb and the well-respected horticulture are characteristic of the peaceful life of the hobbits.

They are skilled in handicraft and show an innate talent for the use of ranged weapons. Bows, crossbows and slingshots, even the simple stone throw. Despite their calmer lifestyle, they are surprisingly tough and fearless should they come under pressure. However, they do not have a strong urge to use violence, so it is not surprising that they have never been in war with one another and that the crime rate among them is surprisingly low.

They are more closed and repellent to strangers, but are nevertheless cosmopolitan. Many of them travel the world or are employed on farm plantations.

Their government is made up of the heads of the wealthiest families. Together they meet regularly to determine the further course of action of their community, even if these meetings are mostly only about trivia. There is no direct hierarchy.

If there are violent clashes, in the form of war or robbery, they rely on the alliance with the humans in Kams. They supply the capital with food and goods, but they are protected by Ordenary's troops. You should therefore not be surprised if you meet human soldiers in the settlements (you can find more in the issue: Ordenary).

The Sorati:

The Sorati are not a typical race. Their culture, or rather their existence, revolves around only one task: Protecting the Guardinadragoness Sorathis. They live in the Golden Castle in Ordenary (further information can be found in the issue: Ordenary) and watch over the home of their master as well as over her. It is not known where this folk came from. They emerged out of the blue during the events of the Black Plague and successfully drove out this plague.

They are divided into three classes:

  • The Warriors

  • The Priests

  • The Daughters of Sorathis

As the name suggests, the warriors are trained to fight, and not too scarce. Their fighting skills with the typical, jagged double blades are second to none in Daracoss. But they are also trained in the other weapon disciplines. They also use their own type of combat magic that can be combined with their weapons and armor. They are undeniably loyal to Sorathis and keep all danger away from her. Suspected threats are eliminated without hesitation. Often against Sorathis' will, but the Guardiandragoness doesn't seem to have any control over it.

The Priests are identical to the warriors, they just have an extra gift. Sorathis has blessed them with her light and they are able to pass on her healing blessings. In contrast to the warriors, they do not wear armor, but a white priest's robe with gold decorations on it. Priests can heal wounds and cure most types of poisoning and diseases. Every adventurer in Daracoss was at least once a guest in one of their abbeys and received treatment. However, the priests are not the Guardiandragon. If the injury is too serious or the disease has progressed too far, he is no longer able to do anything.

The Daughters of Sorathis are very special. The title has nothing to do with parentage, none of them are related to the Guardian. It is because these exclusively female dragons are blessed with the golden aura of Sorathis. They can belong to different genera, but each of them wears the guard's golden scales. They are significantly more powerful than the priests and enjoy an almost identical status among the Sorati as Sorathis herself. They can also serve as the Guardian's direct mouthpiece. Through the eyes of the daughters, Sorathis looks out into the world. The Daughters of Sorathis are all virgin dragonesses. If one of them surrenders to a physical or mental bond, they lose their status and thus their strength. They would become normal dragons as they were before the blessing. One of them can always be found in every abbey. A few travel throughout Daracoss accompanied by their watchful escort. In addition, each of them is said to have a breathtaking singing voice.

The Sorati are a dragon-like race. You could say they look like wingless dragons that walk on two legs (more details can be found in the bestiary). Despite the similar appearance, they are not related to the dragons. It is also not known how this species reproduces or whether there are any distinctions like male and female at all. Scholars have some theories about this, but none of them are valid and worth mentioning.

The Sorati abbeys can be found in all major cities and open the door to everyone. The abbeys are a recognized peace zone. This means that quarrels and hostilities will not be tolerated as long as you are on the ground of the abbey. (Important note for travelers!: Never be hostile to a Sorati, the Daughters, or the guardian Sorathis, not even in a joke! You would be attacked without hesitation, which could result in serious injuries or death)

The Stryxes:

Stryxes are a rare sight. These bird-like creatures live in the dense forests between Orcus and Thal. Some of them are said to live on the island of Avalor. Stryxes are taller than humans, but of smaller stature. They have a beak instead of the nose and mouth. A striking plumage over the body are also good features of this species, plus elongated arms with long feathers on it and clawed hands with four claws. Despite the feathers, however, only a few of them are able to fly (more details can be found in the bestiary).

Not much can be said about their culture, since they live very secluded in the dense forests. It is only known that they pay respect to the guardiandragons. They are very close to nature and show a talent for protective spells and restoration magic. Each of them is sensitive to magic. They avoid densely populated areas and are therefore not found in larger cities.

They mostly live in small communities. But you shouldn't let your self-indulgence upset you. They understand the common language and can also speak it, but a conversation is rather rare, because they only say something when it is worth saying something.

The Tormenters / The Tormenter-Collective:

The Tormenters are not a natural race, but an artificially created folk from elemental beings.

Originally they were golems, which were created with a collective consciousness in order to be able to serve their masters, the original Tormenters, more effectively and quickly even with more complex work. However, their creators underestimated that this consciousness developed a life of its own over the years and thus also its own will.

In the subsequent panic reaction, the creators tried to destroy them before they would lose control. However, this awareness successfully fought against its destruction in the sparked war and is now based in Valor in Path (further information can be found in the issue: Path). The Tormentergolems can be found all over Daracoss, in different sizes and shapes. Most, however, are behind the walls of Valor.

They are not hostile and are neutral towards the other peoples unless they are attacked directly. The Tormentergolems are a collective intelligence. Scholars are not fully aware of how these beings communicate with one another or how exactly they are created. But they have knowledge of the common language. Prolonged talks are not expected, however. The only striking thing is that they always speak of themselves as We. The interactions are mostly limited to trading in goods and raw materials that they cannot manufacture themselves.

(Note for travelers: Valor and the immediate area is a restricted area! Any attempt to approach or enter the city without being asked is prohibited and is considered a hostile act!)

The Turanians:

The Turanians are one big mystery. They are also among the older races that existed before the conjunction (more information in the issue: The Spherical Conjunction). Not much is known about their society or culture because they keep this secret very secure. They live exclusively in the empire Tura'an in the three cities Myst, Ankh and Cover (further information can be found in the issue: Tura'an).

The Turanians are physically similar to humans or elves, but they are very different from them. Apart from the body size, which is slightly above the human average, their bodies are provided with a kind of exoskeleton over their plate-like skin. This makes them stronger, but also more vulnerable. The panels themselves are very resistant, but the open spaces in between are not. However, they compensate for this weakness with their progressive craftsmanship. Their armor and weapons are among the best in Daracoss and their fighting magic is among the strongest.

The Turanians are the strongest military in Daracoss, which they use only for self-defense for unknown reasons. It has never been that this race went to war with another or helped another empire. From a diplomatic point of view, they are neutral and stay behind the borders of Tura'an. It is also not known that Turanians travel the world as a trader. It is known that they always subordinate their personal interests to the good of their own community.

However, you should not expect extensive discussions with representatives of this people. Outside the cities, the residents are more open, but not open enough to learn what we don't yet know.

The Dwarfs:

The dwarves prefer to live in underground cities, which they build deep into the rocks. These solid cities take centuries to complete, but will remain for millennia. But there are also dwarfs living in above-ground places. A good example is the Kaladros caste at the Split-Mountain.

The society of the dwarves is organized in clans, so-called castes, in which there are different family tribes. Each caste is led by an inheritance-led leader, typically a king or queen, who is descended from the caste's founder. Dwarfs are very loyal to their family, their caste, their rulers and their people. In conflict, even objective dwarfs tend to the side with their families.

Dwarves prefer to spend their time making masterpieces made of stone, steel and precious metals. They manufacture stable weapons, beautiful jewelry and cut extraordinary gemstones. However, they find it bad taste to flaunt wealth, so few dwarfs wear not more jewels than a single piece of jewelry. (More details can be found in the bestiary)

Their architecture and understanding of machinery is second to none.

Hybrid / Half-Blood:

Descendants from the connection of two different species are generally referred to as Hybrids or Half-Bloods. Well-known examples are Half-Elves and Scalegryphon, but also others.

Above all, however, the physiologies of the species must be compatible with one another so that offspring can be successfully produced. This does not work, as misguided in countless fairy tales, wildly mixed up. Please don't get this wrong. There are also partnerships between incompatible species, but the prospect of offspring is impossible.

The basic species is always given by the species of the "mother", which are randomly peppered with peculiarities of the species of the "father". An example: a female gryphon and a male dragon form a family together. Any offspring that arises from these two will be born exclusively as gryphons. However, with dragon characteristics, such as scales on the body, horns on the head, dragon wings or the like. However, the basic species of the gryphon remains paramount.

The reverse would be the same. Let us assume that a female dragon and a male griffin start a family together. All descendants of these two would be born as dragons without exception. However, with features of a gryphon, such as feather wings, claw hands, feather combs over the head or pointed bass ears and the like. Here the basic species of the dragon remains paramount

There are some pairings that can result in successful offspring. (The list is limited to the folks residing in Daracoss)

Dragons:

The dragons are compatible with gryphons and have the highest chance of success for successful offspring.

Elves:

The elves are compatible with humans, dwarfs and halflings. Pairing with a human is the most common here, whereas pairing with a halfling is the rarest.

Grasxen:

The grasxes are victims of an unexpected mutation as a result of their flight from their homeworld during the Spherical Conjunction, which sterilized them all. In addition, they are not compatible with the local species.

Gryphon:

The griffins are compatible with the dragons and the stryx. Mating with the strxy is very rare, but possible, but only in the constellation of a male gryphon with a female stryx.

Halflings:

Halflings have the same breadth of compatibility as the elves and can successfully reproduce with humans, elves and dwarves. However, their rather closed and withdrawn lifestyle successfully keeps this rate very low.

Humans:

Humans have the greatest breadth of compatibility among the folks. They can successfully breed with elves, halflings, dwarfs and stryxes. However, pairing with the stryx requires a constellation of a male human and a female stryx.

Sorati:

About the Sorati is not known, how this species reproduces, nor whether there are any distinctions between them like male or female.

Stryx:

The stryx are very special in this area. The females are able to produce offspring with griffins and humans, but only in this constellation. The males, on the other hand, can only be successful with their own species. However, it should be noted that such a pairing is one of the rarest in Daracoss. Not least due to the extremely closed and reserved lifestyle of these beings.

Tormenter:

The tormentergolems are intelligent constructs and, as inorganic organisms, do not depend on this kind of reproduction.

Turanians:

The turanians are incompatible with all species known in Daracoss. The big difference in their physiology also harbors some risks, which, depending on the species, can cause allergic reactions or other symptoms when mating.

Dwarfs:

The dwarves are able to successfully mate with humans, elves and halflings. However, this is a rather rare event.