Playthings of Mad Gods

Draconids: physiology and culture for my unnamed setting!

Draconid Physique

The Draconids are around the same size as humans, with females being taller than males. They are cold-blooded (in the sense that they take on the temperature of their surroundings), and their skin is covered in scales. They have vestigial wings on their backs, which are useful for longer jumps or in breaking falls(a useful skill in the rocky terrain, torn apart by the volcanoes, where they mostly live), but do not allow them to fly. They are immune to poisons derived of sulphur and other volcanic gases, and they even feel better when breathing them in. They also have an in-born elemental affinity for fire - they believe that it is the gift of the volcanoes, which are worshipped as givers of life. They can survive the temperatures of up to 1000 degree Celsius with no ill effect (although they still need oxygen to breathe - they can hold their breath for up to 10 minutes). Their scales take various colours, depending on their ethnicity, age and health. Their females are able to reproduce every 5 years (each has her own cycle, and is aware of when she is ovulating), laying upwards of 8 fertilized eggs over the span of a month. Only around a half of them will successfully hatch after 3 months. They reach sexual maturity at ~15 years of age, which is also when they are considered adults. They may live for up to 150 years, although they retain the ability for reproduction up to their 60th year. They call their elders (those unable to reproduce) Winterfolk.

Draconid Magic

All Draconids have an inborn capacity for a special kind of magic - Fire Magic. Powered by their internal flame, they may create fires in the surrounding world, making themselves colder in return. While most Draconids treat this ability mostly as a small boon to be used when desperate, some become dedicated mages. They wear robes out of asbestos and pour oil on themselves, then light it on fire so that they may unleash infernos without freezing themselves. These mages may even call upon the power of Volcanoes, waking them up or even creating new ones while standing on molten rock - if they are skilled enough at channeling of their inner flame, they need not to worry about burns on their feet, but about frost burns on their hands and faces.

Draconid Psychology

The Draconid minds are mostly similar to humans, with the exception of their love for fire and warmth. They seek them almost compulsively, having symptoms similar to drug withdrawal if unable to find a warm place. It causes them to sometimes have a reputation of Pyromaniacs with other species, although it is not correct - they prefer hearths and constant bonfires, not violent conflagrations.

Draconic Ecology

Draconic Ecology is the term used for volcanic areas where the Draconids live, and where other life-forms imbued with fire gather. It is unclear if Draconids have emerged from them, or if they have created them (as their mages sometimes are able to create new species with a great deal of research.) Regardless, these life-forms are characterized by their fire-resistance, their sulphur based biology. They are used as cattle, pets, and other working animals. They tend to have fiery tempers, however, which makes their husbandry quite difficult. The Draconic plants are all poisonous to non-Draconic forms of life, but are otherwise quite similar. The Draconids grow lush blue forests and on their volcanoes, by planting this strange vegetation.

Draconid Culture and Technology

The Draconids are divided among many city-states, each based around a volcano. Each city-state's Mountain is covered in smaller villages that swear fealty to their Crown (which is literally situated at the crown of the volcano). They also drill into the mountains so that they gain access to more warmth from the bowels of the earth. The villages are managed by a member of the Winterfolk, who is nominated by the Crownbearers. The Crownbearers are usually either a single despot, or an oligarchic council of elders. In either case, the Draconids usually practice debt/contract slavery for up to 10 years (with chattel slavery and selling of slaves prohibited by most city states). Their capitals are usually places of science and culture, with rationalism and philosophy flourishing. They are also good at metalurgy, with their steel rivaling that of the craftdwarfs. Their technology is mostly powered by geothermal energy, with great irrigation engines carrying boiling water from hot springs to fields and households. Their greater buildings (like walls or palaces) are mostly based around lava manipulation by their mages - they look almost organic, as they are made out of basalt and granite that was frozen by the air.

#setting