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/ Series / The Legend of the Luminaires – A Coming Of Age Fantasy
The Legend of the Luminaires – A Coming Of Age Fantasy
The Legend of the Luminaires – A Coming Of Age Fantasy
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Characters
Drenar Rashalda

One of the main protagonists of the series. Our messy haired teenager with a heart of decency and honor! He has quite a personality.

Birthday: December 11th (Age 17)

Hair: Dark brown

Eye color: Green

Favorite Colors: Earth tones. and purple, for some reason. 

Height: 5'7"

Weight: 145 lb

Personality: Loves science like Julia, sardonic wit, and a bit of an uncanny charm to win people over. Protective of his friends to a fault, will choose violence as an option of last resort, and prefers talking the monsters down. Knocking them down hard works, too if he knows that's the only way. Can be bogged down by memories of the past

Hates: Bullies, injustice and dishonesty.  

Hobbies: fencing, tabletop gaming, amateur sketches, engineering

Skills: martial arts (close range brawling), martial weapons (bladed weapons or a quarterstaff), firearms training (pistols, rifles, trained by Julia's parents and military friends--safety first, folks!), basic engineering/fabrication

Magical affinity: Stay tuned!



Favorite food type: Japanese/Korean. But will also eat half a pizza, too.

Julia DeVerdra

Julia Deverdra, our enigmatic ray of sunshine! (Mostly--she can get angry, too!)

Birthday: December 10th (Age 17)

Hair:  Black, usually in a ponytail

Eye color: Azure Blue

Favorite Colors: Nerdy Memes (black and purple--occasionally blue! Wants a bomber jacket, has to be jealous of Nick's)

Height: 5'8"

Weight: Hey, don't ask a girl that! It's all muscle, and she will pummel you!

Personality: Loves science, memes, pushing Drenar out of his comfort zone. Protective of her friends, sometimes a tad too bold to punch first, think later in danger situations. Like Drenar, she's fast on her feet and analytical.

Hates: Bullies and villainy. Also broccoli. 

Hobbies: martial arts, shooting on the range, outdoor activities.

Skills: martial arts (multiple), martial weapons (prefers a staff), firearms training (pistols, rifles, shotguns, and trained by her parents and military friends--safety first, folks!), chemistry. 

Magical affinity: Stay tuned!



Favorite food type: Japanese/Korean. And a strange addiction for cinnamon cookies. Don't look at me, ask her!

Jonaleth Winters

Every school has one. That jackass you can't touch because no one's witnessed him doing the dirty deeds. He started attending school a few years ago, with a rumor that he got expelled from his previous school for an aggravated assault. He's moving up in the world as a nuisance of even bigger and deadlier proportions.

Jonalath is ruddy cheeked, wiry-strong, and has straight black hair and ice-cold blue eyes. His hands are bony and he almost appears slightly pallid--in start contrast to his appearance as a Valencian Red dragon. 

Angela Shalinde

Kind, caring, but far from defenseless, Angela is a close friend of both Drenar, Julia, and Evan, and while she doesn't always get along with her brother James, they do agree on the things that matter.

Birthday: October 31st

Hair:  wavy, shoulder length brown hair. Sometimes ties it back.

Eye color: grey blue

Favorite Colors: Blue, green shades

Height: 5'6"

Weight: 140 lb

Personality: loves the arts, has a slight obsession for dragons, and very calm and observant, and rational minded--a good balance for her friend, Julia. She is good at piecing abstract information together. Constantly seeking recognition for her efforts from her indifferent mother. Chooses to live life the way she wants after a close shave with death at a young age.

Hates: Wanton destruction, bigotry 

Hobbies: art sketching, singing, fencing/martial prowess 

Skills: martial weapons (prefers a longsword or rapier), firearms training (rifles), 

Magical affinity: Stay tuned!

Favorite food type: American bistro


Items
Wands/Staves/Scepters

Yeah, they exist. But they're more like the disposable variety you'll find in DnD, and they fire a pre-fixed spell with the right arcane runes inscribed on it to control the spell effect. There's going to be more on this later. They're not typically as powerful as natural abilities, but when most of the world are level one mages who pass out after their first fire bolt, you improvise. 

IM-15 Grenade

It's a fireball in a grenade! It doesn't explode with as much force as it does just a blast of intense heat, which can auto-ignite susceptible items. It's an anti-personnel munition with a well-defined detonation radius, and no concerns about longer-range shrapnel. Some monsters don't like fire. They really don't like it.



Just like, don't throw it at flammable canisters if you don't want bad things happening.

GRC-15A Autobow

Think of an assault rifle, but with crossbow bolts, and lacking a gas blowback system, instead they're recoil-operated by a small amount of kinetic mana powder that resets the weapon to the primed state after each bolt is fired. They are deadly, to put it mildly, you would not want to be taking hits from these things.



The autobow comes in many flavors, a few of which don't have the recoil arms either, and lend themselves to a more compact design. They are typically magazine-fed, and while mages can certainly carry more ammo due to magic, they still follow military conventions of ease of operation, loading, unloading, and troubleshooting, and maintenance. 

Matilda - M82M3 variant

M82A1: Yeah, that's the Barrett .50 caliber sniper rifle. The original. The classic.

Except, Nick's isn't factory stock. His is the M82M3, and it's a magically enhanced anti-material rifle, upgraded for higher chamber pressure, and enchanted metalwork to improve accuracy and barrel velocity, and accepts a variety of scopes that can enhance visibility with magical spectrums (mana sights, thermals, X-ray, to name a few). The round is a traditional .50 BMG round with an armor penetrator core and a mana coating to put immense strain on mage barriers. The weapon is a good choice for long-range engagement against mages at ranges they could not traditionally engage at, and ensure a first-shot neutralization against even arcane barriers. Repeated shots can defeat even a dragon's arcane barriers, and the semi-auto capability of the firearm allows a withering barrage to counter a barrier with multiple follow-up hits.



The disadvantage, is it's a beast of a heavy rifle, this isn't something you're firing from the hip, and the ammo isn't cheap or readily available. Arcanist gunsmiths command a premium price on weapon enchantments and ammunition, since bolts are radically cheaper, and easier to enchant in bulk. This is considered a specialist weapon, and the recoil is immense--normal humans can barely fire it without injury, and is usually fired by other Kin or mages with magical padding to counter the recoil. 

Biometric IDs

A step above a conventional RFID keycard, these are magically enhanced badges that allow access only when held by the paired personnel they're created for, a decided upgrade in security. Some variants also have a built in secure communicator to reach out to those with the same badge access. They're typically found in relatively secure facilities under the jurisdiction of the Conclave, or even those run privately. Asqualia is privately funded, however security is still handled by SAF per Conclave policies, due to the sensitivity of their work. 

Location
Veil-Free Zones

Established zones in existing locations, or pocket planes where Kin and mages can freely reside without having to mask their forms, have get-togethers, or set up commercial/industrial establishments. Large population centers typically have several, but some are found in more rural regions. Conclave laws are enforced inside and outside of these zones, and everyone consents to being registered if they live or use these locations. Many however, manage to slip beneath this screening to conduct less than legal business, or try to avoid being tracked due to innate distrust of the Conclave. 



In general, Veil-Free zones are considered 'neutral' locations for adversarial parties to resolve differences, and non-magical humans would find it almost impossible to wander into these locations by accident. Breaches do happen on occasion, which elicits a quick response to tailor memories, or for more trustworthy individuals with magical vetting, giving them permission to enter these zones freely with an escort. 

Asqualia Research Center (ARC)

Considered to be a significant arcane research facility for metallurgy, alchemy, and artifacts. It is under the direction of the Conclave for security purposes, but is run by private enterprises and donations within the arcane world. Its location and security operation are tightly controlled, and people who work here are considered top talent within the arcane world, detailed security validation is required to work at such a premiere facility. It is a strange fusion of a work environment and a communal living space, somewhat like a university, and workers are encouraged to live on-site. Many do and work together collectively, sometimes hosting dinners, parties, and get-togethers after work hours.



One of the MC's works here, along with her friend from her days at the London Academy of the Arcane. 

Miscellaneous
Awakening

The biological process on which a half-dragon human gains the abilities and form of their parents dragon form. Unlike the other Kin species capable of transformation, they do not gain this power at birth until their late teens, at the end stages of puberty. Alchemical reactions triggered by hormones as part of development drive the reorganization of the bodies' cellular structure to become more dragon-like, and leads to the generation of mana in the body. While this does not happen consistently with those with 25% draconic heritage or less, it also has led to many scenarios where unaware children assume their parents heritage with great surprise. After their awakening, they are able to shift at will. 

Mana

At it's basics, it's best to think of the existing (known) periodic table of 118 elements as the baseline experience of the universe. Mana is considered an aetherial energy source--and impacts all matter. Every element has its corresponding mana-infused variant, and forms the basics of all metamagical substances, and impacts the ability to use magical abilities. In this universe, there are vocal invocations, but it's best to think of them as merely configuring the brain and body to emit mana energy in a very specific pattern or to utilize the right elements for the intended spell effect. Elements infused with mana can have wildly different properties than their normal counterparts, along with compounds made of combinations of magical and non-magical elements.



Mana is often more simply referred to as a form of energy, regardless of which materials its infused into, and can be generated from either biological sources in many magical creatures, or by a slower process of converting matter to energy charged variants in manifestations called mana crystals--the purest form of mana. In many biological organisms, mana is typically found in smaller crystalline structures embedded in the bones and organs, connected by thin strands of mana infused materials forming a lattice or connected network. 

Vine

Vine: Also known as it's original plant name, Murkvine. Basically, it's the mage equivalent version of weed. With more magical euphoria. And definitely less addiction. It can be a potent painkiller and antidepressant, when prepared properly, but doing so without the right facilities or quality reagents gets expensive. And when neither of those resources are around, people go for the lowest common denominator solution.


Draconologist

Draconologist: Yeah you guessed it, someone who has a specialization in the biology, culture, and magics of dragons. Demand for the occupation isn't as high as it used to be, and there's reasons for that...But those that are well trained find themselves well compensated for their knowledge.

Dragon Species
Siberian Hellkite

Siberian Hellkite: Yeah you guessed it, the Maleficent of the dragon world. Of course, dragon species, unlike some other fantasy settings aren't really aligned to good/evil, or law/chaos, or benign/malevolent axes. Even the name kind of gives them a bad reputation, though they could make better choices in how others view them.

The Siberian is an apex predator of the northern latitudes, and will take on threats too dangerous for most other apex predators, even the polar worms that occasionally wreck havoc in tundra/sub-arctic regions. When settlements collapse in these regions due to 'thawing permafrost' It might actually be related to polar worms. Or Hellkites lighting things ablaze with their blue-black flames that can turn a human from an is to a was in about five seconds. They're powerful, deadly, and they know there's few that can challenge them from a physical standpoint, with the exception of elemental plasma magic that can defeat their defenses a little more easily than conventional physical attacks. 


Bavarian Scarlet

Bavarian Scarlet - Also referred to as 'metalheads' (and not for their preferences of music, either), these are another dragon species with literal metal teeth and claws, formed from mana infused bone and enamel materials. they're slightly smaller than the average species (2.75m tall, compared to the 3m average standing digitigrade), but do not lack firepower in the form  of a flame belch. Their feather manes are more pronounced and colorful than other species, and serve to insulate from extreme heat and kinetic impacts. They're capable of creating gravitational anomalies, which is an extension of the ability of dragons to manage flight (most are able to reduce their effective mass passively when flying to balance the lift to weight ratio required). This ability creates local gravity wells, and depending on the intensity, can serve to crush opponents into dust if powerful enough. However, few can achieve the strength required to be lethal to organic matter. A permanent anti-gravity field can be established with a mana core powering a field of effect, and allowing for hovering landscapes to be constructed--something that was used to great effect in the early days of the dragon empire. 



Bavarians are more fragile against elemental attacks than others, owing to their lighter scales beneath their feather manes, but their abilities are prized by many for numerous applications.

Maridian Silver

Synonymous with regality and the shining silver knight of the dragon world, this species makes its home in the high peaks of the world--tundra or volcano makes no difference, but they do prefer warmer climates. They are considered the most resilient dragon species, owing to their exceedingly fast regenerative abilities, armor scales that contain mana infused iron that makes any superalloy steel pale in comparison, and innate telekinetic abilities that can reinforce their standard arcane barrier. There is little that they can't shrug off, short of massive trauma delivered in concert to the vital organs, or the dark energy attacks of a few select species. They are typically six meters long and half that high when standing upright, with feather accents in the typical locations of most dragon species. 

Their secondary ability is a frost breath attack that be used to protect, entrap, or to directly harm their opponents--magma worms observed in mage restricted zones provide no challenge to this species. Few would engage in open combat, and fewer would have the chance--the Maridian tribes developed a cultural preference for dialogue with humans and other tribes as the dragon empire prior to the Schism events. The silver and azure feathers of these species are highly prized, and have often been seen adorned in various cultural artifacts in Kin history.

Valencian Red

Valencian Red: Right there in the manual, this bad boy is the fire dragon. Muscular, resistant to plasma, and they just don't stay down when you knock them down. Jonaleth is...going to be a problem, they realize.

This dragon species typically is seen as the foil to the Maridian Silver, and despite breathing fire, likes the cold and high altitudes in mountainous regions. They can emit fire embers from their body as a deterrent against attackers, or channel fire bolts of incredible intensity at foes using their limbs and tail. They do possess a fire breath attack, but in Evan's case, the Maridian silver genes got the lucky dice roll, and he can emit a frost blast instead.



Valencians are considered the archetypal fire dragon, but their secondary abilities are more interesting. They can manipulate the earth and create tunnels with little effort, or to sniff out certain metal ores. They get along very keenly with dwarves, and would extend mutual partnerships for extraction, processing and trading ores at various increments of dragon and Kinship history. Digging an ancient dragon warren also commands a premium price, too--otherwise, other dragons have to find existing caverns, dig new ones out themselves, or blast one into existence. 



 

Azure Skimmer

Azure Skimmer: They don't breathe water, but they can hold their breath. And make funky air bubbles just like you might see out of the game Riven. Anyone remember that game? Or trying to beat the puzzles without a guide? That was old school hard. Anyway, they're more adapted to swimming, even their wings and secondary airfoils are more suited for water than air, not that they can't, but it's obviously harder for them to fly in air. They also have elemental plasma similar to the Auran Goldback (next entry), but it's a bit more limited. It's also more suited for their underwater environments, either in oceans, or large lakes, typically nested within mountainous regions. Their scales are smaller, more streamlined and colored azure blue, with small banding patterns of gold on their chest and legs.

Their breath ability is like a plasma bolt--very powerful, very fast, but also extremely taxing on their energy reserves, so they pick their targets carefully, so they don't waste their shot. They also have a third 'nictating' eye membrane that protects them when diving. Their internal fortitude allows them to resist dives to deep areas, and their magical abilities keep them from suffering decompression by preventing nitrogen saturation, or at least not at the same level a human body would. 


Auran Goldback

Auran Goldback: Okay it's a gold dragon and they're shiny, and fluffy, too. They've got a lot of feathers. They don't have any alchemical powered breath ability, due to lacking those secondary tracts in their body (normally in parallel to their gastric tract), but more than make up for it with their ability to manipulate elemental plasma. They have great resistance to heat and cold, and are considered one of the heavier armor scaled dragon species. They give as much as they can take

the plasma comes in two forms - energy blasts, or semi-solid tethers of energy that can be controlled on how much power they radiate over time, or at a frequency. they can plug into arcane consoles and manipulate them with practice. Like cyberdecking, but with magic. and dragons. There will be plenty of examples of this later.


Hinterland Green

Yes, we come to the classical western European dragon, but fluffier. Nick's form is a lithe, muscular dragon species that prefers densely forested magical zones, and they spend much time cultivating trees to produce large above-ground lairs in an organic shelter. They're covered in moderate green and olive colored scales, and have green and blue feather down intermittent, along with a dense feather mane on their chest. 

Hinterlands have a primary fire blast as their alchemical attack, but they can also tone it down to produce a soothing, healing warmth for allies. Their primary ability is to emit embers of fire plasma as a close range deterrent, but can focus them into powerful rays that can go considerable distance. They're more omnivorous than most dragons and can cultivate crops in their selected locations within communities to great effect.



Nick still prefers a pan seared steak, though.

Organizations
Onyx Talons

Onyx Talons: Oh, these are some bad people. and they're not just named for a dragon's claws, either. Just know there will be more on this later.

The Talons were a former mercenary company developed in the 1280's by Valosterla Roshanikov, and later co-opted by Robespierre Crosomer in the rebellion movement against the Conclave. 700 Years of getting beaten down by every law enforcement agency on the planet, plus the Valkyries, has put them in a tough bind, but they're tougher to dissolve due to their decentralized structure. 


The Conclave of the Arcane

Established post-schism war to restore order among the world, work on containing the knowledge and prevalence of magic among the non-mage population, and begin post-disaster relief and repairs. Eventually evolved into the modern day conclave, which in theory should work like a representative republic, but cooperation died out when humans kept winning seats, and all remaining Kin (dragons included) started losing voting influence over the generations. 

The Valkyries

Far from being the mythical handmaidens of Odin, this sect of mage warriors has been around almost as long as recorded mage history. They are mostly women and a few men of all Kin species, and have served to protect the world as a whole for thousands of years. They have stood the tide of history, a small but powerful organization that holds incredible military might despite their low numbers, and their disproportionate large check on overt aggressors within the mage political world. The Valkyries prefer neutrality above all else and try to remain a staying hand for peace and rational solutions, occasionally acting as arbiters between groups. 

Working from their secret operations base in Valhalla, and smaller bases globally, they are battle hardened warriors who recruit only the best and brightest. One doesn't simply go looking to sign up--they usually find you, if you've got the skills, attitude and daring to endure the intense training of both physical and mental aptitude. They maintain as much self sufficiency as they can with talent recruitment in various magitech and arcane fields, and have an unparalleled combat record against even the Talons, Menazari, and out-world threats such as the Outsiders. 

If the world has true heroes, they're the closest anyone's going to get.

Materials
Metamagical Ores

Metamagical Ores: any mineral ore containing one or more magically/mana fused elements. This can lead to magical effects that enhance a materials basic properties (steel blends become mage steel, which have a significantly higher yield and tensile strength than base metals, depending on the blend), or create a material without analogue to its ordinary version. Most ores are difficult to access - either located in mage restricted zones, or deeper underground beyond current mining limits, or in pocket planes, which are mini-worlds layered over our own. More on this one later. 


History
Schism Wars

There will be more on this one later, but it effectively set the stage for the fall of the draconic empire about 4,000 years ago and coasted into gradual decline between this event, and the War of the Magi in 1298 AD. Essentially it was a civil war of dragons, and a series of rebels had had enough of the draconic empire using humanity for experimentation, slavery, or worse. The rebellion was met with open arms with many Kin who had suffered endlessly at the hands of the empire and the hardliners who used humanity in any way they saw fit, and the empire was split right down the middle, with the liberators arguing that they must do better for all Kin. 

The resulting war was bloody, and costly. the hardliners--the Alterian faction of the most deep seated and extreme of the dragons who would have even destroyed all Kin and started over, were losing. There has been speculation that if they had been given the option to effect a cease-fire from the rebels in hostilities, and allowed to negotiate a peace, they would not have gone as far as they did in nearly destroying the planet. They utilized the astral gates--supercharged teleportals that allowed travel between worlds--to try to summon allies from the cosmos. What they found was terror made manifest in the form of the Outsiders. Once everyone was on the menu for consumption by these eldritch nightmares that were seemingly limitless hordes of monstrosities, everyone started working together. 

The end result was the destruction of the empire, all Astral gates were demolished, and the Conclave was established--a unified government that forgave transgressions of both sides, and reparations to all Kin affected by the war were set as terms of peace. This new Conclave settled some hostilities, but the Alterians felt like they got the bad end of the deal. 



Then again, being eaten or enslaved by eldritch monstrosities was a choice no one was willing to entertain.

Draconic (language)

The common language of dragons, also related to general-purpose spells. Most 'spells' in this universe are elemental or ability-based, and driven by mastery of a person's own innate magic. Draconic carries the essence of magic and allows the use of some basic spells, but they lack the potency of a natural ability. Draconic is a fairly commonly used language for arcane devices, and is commonly offered as a course in the various mage academies. 



Words are indeed, power. And with the right words and amount of mana in a person, they can become quite potent

Magic
Arcane Barrier

A mana-infused semi-solid barrier generated by mages within all species of Kin, and dragons, it is a reliable barrier against physical impact, momentum and thermal transfer. It is a generic defense that is effective when used in short-term, intense combat, but becomes mana intensive in a battle of attrition. As the wielder's stamina and mana are reduced through exertion, the barrier decreases in strength and some strikes may penetrate at reduced effectiveness. A hard enough hit or enough rapid-fire hits will shatter a barrier in a shower of gold sparks--a telltale sign when a mages' defenses are breached. Reasserting the barrier takes time and concentration, leading to combat tactics to preserve their own barriers, and remove others. Some mages rely on specialized defenses or armor, or their mobility, as well as dragons relying more on their scales for protection and using their mana reserves for utility or more offensive maneuvers.

Barrier strength and effectiveness are variable between individuals--intense training by mages allows them to get a feel for their barrier durability and knowing when it's time to withdraw or rely on alternate tactics. External power sources (mana crystals) allow for enhanced barrier duration and strength, or specialized magical items can generate them on their own, independent of the user's mana.



Physical attacks prove more effective against barriers, as higher momentum seems to put a greater strain on them than kinetic energy alone. Plasma is a noted counter as it disrupts the energy field substantially, along with attacks that are not energy based (acids, chemical attacks, inhaled poisons).

Elemental Plasma

Mana charged particles capable of delivering a shock, or in a different configuration, allowing a charge to be transferred to arcane devices. With the right configuration, it can take on a semi-solid consistency and be used to pull objects, or form solids of simple geometry that will dissipate after a few hours. 

Telekinesis

This is the specialty of Maridian Silver dragons. Force acting over a distance, essentially. Or in some cases, boosting the force of an existing motion. Like people's fists or kicks. Self-harm by shattering your hand is mostly mitigated by the telekinetic field at the edge of a strike. There's also the ability to push or fling objects. While it's not technically limited to motions of the limbs or body, and can be controlled by direct mental processes, very few individuals can maintain the discipline and precision required to do so. 



Telekinesis also includes the ability to rotate or pull objects, too. At its extreme potency, it is used as a high-frequency field barrier to deflect blows and accentuate existing arcane barriers. On the offense, it can be used to form a cutting edge--a kinetic blade, in essence. The ability to do so is based on the training of the individual, and this is a rather advanced technique few have mastered.

Magical Combat

The thing people get wrong about swordfights is that they're not clashing blades non-stop. Typically strokes are quick, well-placed, and try to maximize damage with minimum motion, and protecting themselves from a riposte attack. LOTR and the like have them hammering swords together, and that blunts weapons rather quickly. In instances like that, non-bladed weapons might be preferrable. I also spent some time thinking it out like John Wick or Cleric (Equilibrium) would handle mage attacks with quick reactions and fast counters against powerful abilities like magical healing, arcane barriers that stop direct attacks, or flame blasts. Thinking about if from a tactical viewpoint gives it a better flow and more realism--well, at least in my head anyway.



Mage battles are more battles of attrition, due to assumed basic defenses of both parties. Arcane barriers provide good generic defenses, but can be countered rapidly by a prepared opponent. In this instance, mage barriers can't handle melee attacks (high momentum) as effectively as projectiles/spells, as they are meant to block high-velocity threats. I suppose I got this idea from Stargate SG-1, which touched on this at one point where Col O'Neil put a baddie in his place by flinging a knife that bypassed his barrier, because the low velocity of the projectile didn't trigger the automatic defense. 

Mana Burn

Related to an overuse or even an overexposure to mana. Most mages are capable of wielding their abilities without incident, but excess use can result in an energy burn that can damage tissue and organs if used too much. Continued chronic expenditure can result in possible fatal mana poisoning of the body, and causes organ failure and likely death unless it is immediately countered to neutralize the residual mana. Mages develop a sense for their own natural limits over time, and can expand them by gentle overexposure. Dragons have immense mana capacitance, and mana will crystallize in their body over time, even over thousands of years with no harmful effects. The crystalline version is more stable and has higher yield potential, and higher thresholds of mana burn symptoms.



Saturated environments can prove to be a problem. It's not dissimilar to radiation, except no grotesque putrefaction of flesh in fatal radiation incidents. Areas with immense mana crystals require hazard suits if the crystals are fractured.

Mana Storm

Not healthy for anything magically attuned if you want to avoid being hit by elemental plasma. Most Kin species wouldn't be bothered by the effects, but mages with low mana saturation capacitance or humans can get hurt by the mana charge. Or the giant bolts of magical energy arcing through the air. Their effect is pretty local to the area they form, but they can drift out of magical biozones. How much that occurs demands on how much mana emanation is nearby. Since most biozones are restricted geographically or are in the various pocket planes (basically folded space on Earth, some of it artificial, some of it natural 'wrinkles' in reality), most normal people won't run into them.

Kin
Wargen

The equivalent of a werewolf in this world, but unlike many other fictions, they can transform back and forth at will. They're shifters just like dragons, but how they gained their powers is radically different.

So, the old Hollywood trope is, get bit by a werewolf, and you become one. Lycanthropy is...well, transmitted a little bit differently. Wargen were 'created' during the Dragon Empire as part of the more infamous experiments on humanity, mostly to create durable shock troops. Wargen are treated as type one, and type two. Type ones acquired their lycanthropy from others. Type two are born from a Wargen, and cannot transmit the infection. There are also some other differences.

Wargen are bipedal like all other Kin, and take a wolf-like shifter form at will. They have enhanced strength, fur that varies in color patterning, and sharp claws and a bite pressure that can crush bones.  They also heal incredibly fast and have higher pain tolerance.



There's more than a little stigma against Wargen due to the risk of infection--however, they can only infect humans. All other Kin are unimpacted, and there is currently a vaccine that can counter the infection if applied quickly enough.

Creatures
Undead

Twilight lovers, don't get your hopes up, vampires in the traditional sense don't exist in this universe. Drenar is eternally grateful he won't have to man-fight an Uber-powered lich as a proverbial boss fight. That said, plenty of living monstrosities and constructs and other bizarre  magical creatures can prematurely end their adventure, as we'll find out eventually. 

Outsiders

They're bad news. They're bad news in a way that if even one of them was ever spotted on the planet again, there would be no expense spared, no weapon held in reserve, to get rid of them. Think of them like demons with grotesque, abhorrent anatomies that view anything other than Outsiders as food, slaves, or both. The average foot soldier of the infinite Outsider horde would be a spikey, dark-skinned monster about six feet high with spiny blades sticking out at the major joints, claws that can rip most kin apart, and a ravenous appetite. Some possess other anatomy like tails that look like scorpions, or bizarre mutations that lead to too many teeth, eyes in the wrong position, or a shuffling, unnatural gait that belies their speed and deadliness. Minor ones don't possess magic, but have innate fear generation just by being close enough to them that drives flight instinct in unprotected Kin. 

Bigger ones are worse, and they come in different flavors. and the biggest ones...

...they spell the end of worlds.



The threat they pose to the world if left unchecked cannot be understated, and even after four thousand years of ruthlessly scouring the world, no one ever feels truly safe that every one of them on the planet is dead, and the astral gates that had formed a nascent extrosolar dragon empire were cut apart. Their fate, as of present, is unknown.

Glacian Viper

Think of a python, but with primitive rib-like wings, a prehensile tail, and the intelligence of a four year old child, intellect and emotional, and beautifully faceted green, silver, or blue eyes, and you'd have roughly what they look like. They are a reptilian magical creature that frequent mana-saturated forests, and are considered an omnivore by many. They can glide for limited distances by coiling up and springing forward from trees to surprise ground-based prey, and can flee with chameleon-like scales that closely mimic their surroundings with rapid adjustment to location. 

They are a common pet for mages, due to their longevity, and overall amiability to Kin. They are considered excellent pest species hunters, and when properly trained, form bonds with their owners and can understand basic commands and can sense emotions. They also are slightly mischievous, and will try to surprise their owners on occasion in their version of 'hide and seek.'

 



 

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