Dra'corians Species in Dra'cora | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Dra'corians

The first colonists and rulers of Dracora.

"Dra'corians" is the collective name for those magical/mythological creatures and spirits who fled Earth to another world, Dra'cora, and settled there. They currently live in their first settlement, the forest city of Heartholt, under a magic biosphere which protects them from the lethal freezing temperatures and toxic atmosphere of the rest of the planet, which they call The Void. This biosphere is slowly expanding due to a terraforming spell.

Basic Information

Anatomy

These are Earth's mythological creatures from all over the world. No matter the creature, all are physical manifestations of spirits. Turned werebeasts and undead are exceptions. Being humans affected by magical curses/illnesses, and not considered truly magical, they were excluded from the colony.   Spirits are somewhat translucent, while Dra'corians appear more “solid” than spirits, but there is still something “off” about them at a glance. As if the creature is reminiscent of certain aspects of nature. The older ones seem to shift even more between element and flesh and blood. It's hard to tell if it’s a living creature or a piece of landscape.   Dra'corians can breed outside their own kind with any other Dra'corians to create viable, fertile offspring, though this is an uncommon practice.   Not all Dra'corians are sentient--such as cockatrice and wyverns--with those creatures being treated no differently than the animals and giant insects.

Ecology and Habitats

Habitats and diets vary by creature, but none can survive without magic. Magic is as necessary for them as air is for everything else.   Marine Dra'corians, such as merfolk, currently live in the largest fresh and saltwater crater lakes, until the terraforming spell can spread far enough to effect Dra'cora's only sea.

Additional Information

Perception and Sensory Capabilities

They are born with the ability to naturally control magic (Breath as the locals call it) using only their willpower. But there is a limit to how powerful their spells can be. Channel too much magic at once, and they literally burn up their life force. Those who die in this way leave only bones behind--if anything at all, becoming pure magic. Dra'corians grow more powerful as they age, with magical abilities corresponding to the four classical elements (earth, air, fire, water). Depending on the creature, most can only control one to three of these. Dragons are the exception, and can control all four to an extent, making them highly respected.
How Magic Works in Dra'cora

Civilization and Culture

Average Technological Level

Dra'corians tend to rely more on magic than technology, and even than, they are slow to change and invent. Still, they were forced to learn quickly to survive on this deadly new world, with their greatest advances currently being in magical agriculture and animal husbandry.

Major Language Groups and Dialects

When they first crossed from Earth to Dracora, they borrowed Latin from humans to use as a common language, since they came from all over the world. Over time, it evolved into what became known as High Common, along with their own surviving racial and regional dialects held over from Earth.

Culture and Cultural Heritage

There are magical creatures here from all 7 continents (Antarctica had several tribes of polar merfolk and sea serpents) and everywhere in between. With this came a kaleidoscope of differing cultures. Most tend to stay with their own cultural groups, forming smaller communities within settlements. Despite being stranded here and forced to live together, it will still take time for them to get completely used to the differences in each others' cultures. The spirits who came with them tend to move in with creature families from their home regions, if they were urban dwellers or house keepers used to living with humans. Those spirits of the wilds tend to avoid the inhabited areas and restlessly wait for the terraforming spell to expand and give them more room to roam.

History

The colony of Dra'cora was formed to escape a magical strain of Black Death, which had spread from humans and then by flying myths to all corners of the Earth. It was thought that by forming a new home without humans, they would finally be safe. Once the portal to this other world had been stabilized and the The Pearl Egg of Creation's terraforming spell provided enough room, wild animals, plants, and trees were brought over and farms were established. Several decades later, the portal collapsed due to unknown reasons, cutting the two planets off from each other permanently. It was thought that with the plague culling so many powerful magic users, there simply weren't enough left to keep a stable connection open any longer.   150 years after founding the colony, the Dra'corians are thriving in their new home. But they have noticed something strange about their livestock, penned in craters on the outskirts of the city. Some claim the animals are getting smarter, but others deny it. There are less of the latter believers with each new rumor, but not everyone is ready to accept that beasts they use for food and sport might be becoming a people in their own right. There is no more denying that something big is happening. But what? How? And more importantly, what should they do about it?
Some argue that it doesn't matter, that the beasts are still animals for their use. Others aren't so sure, and wonder if they should treat the beasts as a budding civilization to be taught and nurtured, as had once been done with humans. But the other big question plaguing the Dra'corians is what to do about their food problem. What if the beasts continue to grow smarter and escape capture--or worse, rise up and start fighting back--or even hide away completely and multiply out of control, eating all of the available food? The deniers claim that will never happen, and even if it did, any fighting could easily be put down, but fears still linger. Meanwhile others seek to study the problem to advance their understanding of what's happening, and even try to communicate with the beasts.
Origin/Ancestry
Earth
Lifespan
Varies by creature type. Most live for centuries, 250 years on average, with the longest lived creatures capable of reaching 500, barring illness or accident. A very few are immortal unless killed.
Note on Lifespans: Dra'corians have the same lifespans as their Earth ancestors, but that number seems shorter due to Dra'cora's much longer years.
Show spoiler
Four and a half times as long as Earth years.

Remove these ads. Join the Worldbuilders Guild

Comments

Author's Notes

Currently edited to show how the Drac'orians were during the Awakening of the Beasts instead of in modern day for the Forging Worlds with Tale Foundry Challenge. This article will be restored to its modern day setting after the challenge is over.


Please Login in order to comment!
Oct 5, 2018 21:54 by Sierra Brown

So some questions that come to mind - What's the colony that was founded 150 years ago? Are Dra'corians essentially a catch-all term for all mythological beings? What is the 'Gravedigger Tree', 'Vegetable Lambs,' and 'Barnacle Geese'?

Also, just as a note. The introductory section in the vignette doesn't quite seem to fit in with an article about the Dra'corian species itself. It's not telling me much about the Dra'corians as a race or a people, instead giving me an introduction into a conflict with the race and their beasts. That aside, this is an interesting article, but it does leave a lot of questions unanswered and has a couple grammatical mistakes here and there.

Oct 5, 2018 23:17

Edited. Does it look better now? You can find out more about those plants by clicking "magical agriculture and animal husbandry".

Oct 5, 2018 23:21 by Sierra Brown

It does look alot better, yes. Vignette gives a nice summary of what the Dra'corian are now and answers the questions I'd had about them :D

Oct 5, 2018 23:27

I just added a little more about their home in the vignette. Don't know if you saw that or not. :)

Oct 6, 2018 03:08

Content: 3 Although I understand the need for brevity in light of the Tale Foundry contest, this article is still quite short (at least for my taste). It is also a little too reliant on links for my taste, because as a single bite of your world, while I understand the concept, there seems to be a lot more that is kinda wanting. First, I get that all Drac'orians are mythological creatures. But, there are a *lot*, a *loooot* of mythological creatures. They don't quite fit into one category, one species, one kingdom even. What makes them alike enough that you consider them the same group. Second, you reference them existing on Earth by the time they came here? How did they come to be on Earth? Maybe you could include some in your history? Also, for the final important point, what is this magic? You touch a little on elementals, but **what does it do?** Can it do anything (that's too overpowered, in my opinion). How much does a spell cost? There are other, more minor questions, but these are the major ones.

Conventions: 3 I like the content in here so far, but it needs work. Style does somewhat too. First, the paragraphs seem to be somewhat arbitrarily divided, with one-sentence ones near the top and long ones near the bottom. I don't want to get too finicky with grammar, but there are some issues that I can spot if you DM me and I have time. In sum, the style seems rather longwinded, with frequent occurances of things like they, there, that, etc. Not an English scholar, but IMHO it messes my reading up a little.

Style: 2 The style for this work, and the use of BBCode is also somewhat lacking. You include one image, which is really nice, but we could use more help describing what creatures are and how they work together. Usage of quotes to break up large text blocks are also neat. So far, I see minimal use of BBCode to spruce up your article, which to me is a shame, because it can make it look so much more appealing to TF.

Total: 8 This could be really good, but right now (sorry if this is a bit harsh) it looks pretty mediocre in my opinion. The first thing I'd work on if I were you would be to spruce up content, answer some of the questions I asked, given the word count works for you. Next, style, especially images (ZERO WORDS!!!!) would help make your article more appealing, and finally, touch-up with conventions would be nice. Really good seed of an idea, but could use some expanding.
-------------------------------------------------------
ElementalShrike's Scale: (Modified Tikal Grading Criteria)

Content: Are all the necessary components of the article included, such that the reader isn't left asking any major questions? Does the writing draw me in? Is the article able to stand alone as a small snippet of a world, or does it rely on links for references?

Conventions: Covers capitalization, punctuation, grammar, all that good stuff. Concentrates not on the content, but on how well the author 'polished' said content.

Style: How well did you use the World Anvil features and BBCode to layout your world. Does it give me a feel for your world and its context?

Every article starts up with at least one point and scales upward. Each area is technically capped at five, but if I am suitably impressed I will continue up the scale.

Oct 6, 2018 15:58 by Elijah Talbot

The article is good but confusing because it’s talking about a group of species. When the format is designed for one. I recommend not making the entire group of Dra'corians as a species but a organisation.

Nov 25, 2018 01:43 by Avalon

This is a really good article (I specifically like how you used the map feature, interesting idea to use it like that)