Dragyri

Based on the various elements of nature, the Dragyri splinter themselves off into unique sub-factions called “Castes”, each caste emulating a way of life in tune with their chosen element. Of these castes two of the most powerful are the Ice Caste and the Air Caste, each bringing their own unique methods to the field of war: The Ice Caste, honor-bound to the use of melee combat, bring heavy hitters and rigid armor to the forefront, while the Air Caste rides the wind, annihilating their foes with a grace and flourish unseen in any other army. Unknown to the other Castes, however, the Fire Caste is readying itself for war, and soon not only their rival castes, but all of Samaria, will bear witness to their ferocity and might.

Models

Generic

Ice Caste

Air Caste

Fire Caste

History

The race now known as the Dragyri is barely recognizable as the same one that landed on the planet thousands of years ago. Time, changes in environment, and the fickle whims of evolution have altered them irrevocably, so that others of their species would recoil in horror to see them in their current state. It is not only their physical form that is the abomination but the structure of their society.

Millennia ago, far from Samaria and many thousands of light years closer to the center of the galaxy, another empire existed. A prosperous and highly intelligent civilization flourished, traveling widely throughout the galaxy and interacting with other alien races. They were a physically small race, thin and frail, but incredibly advanced in technology and the sciences.

They had dominated the interplanetary economy of much of their galactic zone, and their financial might was bolstered by a well-trained, and very well equipped, military force that used a combination of advanced technology and slave warriors with incredible effectiveness. This race called themselves the Alteghra, and they controlled a merchant empire that encompassed a vast quantity of worlds.

The Alteghrans had traveled throughout hundreds of star systems in their part of the galaxy, closely investigating each planet for resources, or life forms, that might expand their financial or military clout. They found no species on any planet they visited that had come close to their level of advancement, with hardly any capable of faster than light travel. This gulf in evolution between the Alteghra and their galactic neighbors served them in several ways. They were able to use both their ability to access many different worlds, and their already extensive travels, to their own advantage in trade; generally trading things found in abundance on one planet for something equally abundant on another.

Also notable was the leverage that their technology gave them. Due to the advanced machinery and equipment they employed, they were able to accomplish tasks with far greater ease than a less advanced race. Their military, in particular, far outclassed any other they encountered, again due simply to their exceptional equipment and weaponry. A single squad of Alteghran soldiers, outfitted as standard, was worth nearly a hundred soldiers of most other species in their area of space. Even the difficulties they had faced on other worlds had benefited them. The Alteghrans had encountered many different styles of species, cultures, and societies. They had seen virtually every possible permutation of military tactics, strategy, and warfare. They were prepared for anything; almost anything.

For all their advanced technology, Alteghran society wasn’t quite as enlightened as one would think. They had completely subjugated dozens of other species on worlds throughout their vast civilization, keeping many of them in simple breeding pens. The primary warriors of the Alteghra were one such enslaved race, called the K’tarl. Powerful and savage, they stood nearly twice the height of an average Alteghran, with thickly muscled bodies covered in natural armor plating. The K’tarl was nimble and cunning, despite their size and savagery, and excelled in physical combat. They were trusted with melee weapons only, the Alteghrans maintaining control with their own superior armaments. The K’tarl eagerly adapted to any new training and weaponry given to them but, although they chafed under the yoke of slavery, they could do little against the personal force fields and ranged weapons of their oppressors.

This status quo existed for centuries with very little changing throughout Alteghran society as if they had reached a technological plateau. Finally there was a new development; Alteghran scientists developed the ability to transport reasonable amounts of matter, over vast distances, through the use of controlled wormhole effects in generator gateways. These gateways were incredibly expensive to use and maintain, but allowed for a smooth flow of personnel and materials to a myriad of different locations with remarkable ease and speed. Due to their expense, and the vast potential for their abuse, most planets deemed worthy of a gate were allowed just one and rare indeed was the occasion that a second gate was installed. At first, the Alteghra reserved their use for transporting badly needed supplies, time-sensitive materials or for travel by highly important individuals.

As the empire flourished and expanded once more, planetary governors started using highly dangerous interstellar versions gates. Some of the more ambitious governors used unstable, one-way, gates in a desperate attempt to acquire unclaimed territory first. Early acquisition, before the involvement of the Trade Council, meant greater profits and this outweighed the risks of sending crews blindly into the void of deep space.

It was one such expedition that landed a low ranked governor’s forces on an uncharted, unexplored world, well outside Alteghran territory. An initial cursory inspection of the planet showed nothing of interest, but their geological scanning equipment showed the existence of something they had never previously encountered. A network of tunnels and caves snaked below the surface of the planet and amid the strange underground ecosystem there existed a unique crystalline composite.

Finding unknown elements or materials was very rare for the Alteghra and rare equals valuable in a trade empire. Although having little experience with mining industries, the enterprising governor instructed his forces to build the return gateway on this back-water world and secretly began to move a portion of his resources over to the planet. He set up mining operations along with small garrisons of troops. The crystal was not only stunning in appearance but also incredibly potent in energy concentration when properly matured or refined. It did, however, prove to be quite volatile and the unrefined formative crystals were found to easily detonate if disturbed, making the mining itself a dangerous prospect. Fortunately that was just the kind of task for which the Alteghra used their K’tarl slaves.

Despite the fact that they were primarily used only as warriors, the governor ordered that a large contingent of them be brought to this new planet to work his mines. He hoped to keep his new discovery a secret and figured that purchasing a different slave detachment, bred specifically for mining, would only draw attention to his affairs on the unassuming planet.

Excavation began shortly, and the first batch of crystal gained the governor’s traders more wealth than even he had imagined. He immediately dedicated greater resources to the mining effort, opening new projects across the planet. The crystal had created something of a craze in the Alteghran systems and the substance was in instant high demand. The next several shipments also earned an incredible amount of revenue and the unique compound was selling for more than seven times his original asking price by the time the fourth batch was shipped.

The governor was now rich beyond his most ambitious dreams, but it was not enough. He used a portion of his newfound wealth to commission the construction of extra transport gateways on his pet planet, which he had nicknamed Secktess: a word describing the personal treasure hoard of a monarch. The construction of the gateways was performed at breakneck speed as engineers and construction crews worked night and day in order to complete the governor’s orders. Their completion heralded an entirely new level of income for the ambitious merchant. Capable of transporting his loads of crystal in the blink of an eye, he was able to reclaim all of the wealth spent on the gateways in a short matter of time. The number of Alteghrans and K’tarl based on the planet also grew as quickly as the resources could maintain. There was a single problem in the governor’s plan; he was having an increasingly difficult time hiding the source of his newfound prosperity. Luckily for him, the income from each shipment of the crystalline substance was more than enough to pay for the immense cost of the necessary security, bribes and counter-espionage measures. Even so, had this pattern continued much longer, the Trade Council’s eyes would surely have turned on Secktess, but it was not to last. Before the governor’s tremendous success drew their full attention, disaster struck the fringe planet. In his single-minded pursuit of wealth on Secktess, the governor had failed to install many of he standard trappings of a colonized world. Indeed the planet offered little attraction besides the crystals, populated only by unintelligent species, and the governor had already planned to abandon Secktess as soon as the profits had dried up. As a result, they were blind to the asteroid that screamed silently through space towards them. It dived into the atmosphere, shredded the eastern volcanic range and crashed into the planet’s surface all within the space of seconds.

The effects were immediate and devastating: every volcano in the great ridge erupted simultaneously, belching forth billions of tons of gasses and hot ash; cataclysmic earthquakes rippled out from the impact crater, instantly reshaping the land for hundreds of miles; and the few bodies of water on the planet were massively displaced with enormous waves inundating the coastlines and crashing inland. Life on the planet altered in an instant. Hundreds of Alteghrans and K’tarl were wiped out in the earthquakes including, most notably, the governor himself who had taken to spending more and more time personally inspecting the source of his great new wealth.

The native animal life reacted accordingly and ran for cover, any cover. The surface installations of the Alteghra were buried in hot ash or destroyed in landfalls, including the gateways they now relied on and their single original ship. Most mysteriously, Secktess became home to another new element, but the Alteghra would never get the opportunity to investigate or exploit this second one.

The asteroid’s impact had dug deep and thrown up millions of tons of dust and rock particles. Amongst this was an undetected substance that reacted violently with the atmosphere of the planet causing several effects: huge, billowing, dark purple clouds appeared across the sky; straggling lesser fragments of the asteroid practically dissolved while traveling through the newly thickened atmosphere; and clouds became infected by material thrown up from the asteroid’s impact with the sudden and frequent rainstorms proving to be dangerous in themselves. Within days of the impact, the Alteghrans found themselves with few options. The bulk of their technology had been destroyed before they had time to react and now the planet itself seemingly turned against them; they retreated. The only place to go was the underground tunnels and caves. The Alteghrans and their K’tarl slaves quickly evacuated everything they could salvage and went as deep as they could. What was left of the Alteghrans reasoned that the underground ecosystem, separated from the surface world, would sustain them until they could return to the surface and make repairs or contact their brethren. The K’tarl had other ideas.

Unlike the Alteghra, the K’tarl were just as home underground as on the surface, sharing many physical characteristics with subterranean species and being naturally hardy. They were quick to realize that they finally had the upper hand, with the Alteghrans disorganized and very little of their defensive capabilities salvaged. A revolution erupted across the warrens and spread rapidly. The physically formidable slave race had little trouble overcoming their masters. Alteghran slave handlers were cut down summarily and the, nearly impotent, warriors that had guarded the K’tarl were overcome with relative ease. The former slaves weren’t dumb beasts, nor were they entirely barbaric, and their idea of vengeance for generations of being treated as such was an ironic one indeed. They turned the tables on their former masters, enslaving them in turn. The Alteghrans initially attempted to resist such treatment, but their resistance quickly withered when they realized that those who failed to comply were immediately slaughtered outright and escape to the surface was simply a slower death sentence. Life on Secktess had changed.

After a time the K’tarl began to revert towards their original culture. They began hunting the creatures that lived beneath the ground and re-establishing their native society that had been repressed for countless generations. Warriors to the core, the K’tarl culture was based entirely on the rule of the mighty, with virtually all conflict resolved through single combat. Each underground conclave was referred to as a ‘clan’, almost exclusively ruled by the most powerful warrior amongst the population. They possessed an incredibly strong sense of personal honor, and had respected that virtue even throughout their centuries of enslavement by the Alteghra. With their newly bound slave race to tend to their menial affairs, all of the K’tarl were now free to pursue the advancement of their martial skills; and their training by the Alteghra had only increased their potential. They resumed the ancestor worship and allegiance to the primal forces of nature that had been forbidden them by their former masters. Life seemed only to be improving for the K’tarl, and the changes had not yet reached their height.

Even underground, the K’tarl and Alteghrans were not immune to the ravages of the planet by toxic pollution from the asteroid’s impact. Contamination worked its way through the soil, seeped down into the underground water table, overloaded the natural filtering effects of the sub-surface flora and gradually affected all life under the surface of the planet. The animals that the K’tarl hunted and fed upon, the water they drank, and eventually even the very air around them bore some taint from the atmosphere’s new chemical influence.

Over the next few generations, the frail Alteghra were affected powerfully by this contamination; mutation began to affect their small bodies, twisting their limbs and toughening their skin. Thick exoskeleton plates of chitin grew on various parts of their bodies, and their evolution almost seemed to reverse itself as their bodies mutated into a hunched posture and lower level of intelligence. Their change was agonizing both to witness and to experience and, ironically, by the time the mutations had run their evolutionary course they had more in common with the K’tarl than ever before. While the hardier bodies of the K’tarl, for the most part, fought off the ravaging effects of mutation it was around this time that some of their number started an entirely different transformation.

Certain K’tarl, particularly their spiritual leaders who spent large amounts of time in meditation, began exhibiting mental abilities previously unknown to their kind. The visible effects of these mental powers initially manifested only in times of extreme emotion, unconsciously exercised by the will of the individual.

In addition to revering the memory and spirits of their ancestors, all K’tarl aligned themselves with a part of a primal force they called the Spirit. They believed that the Spirit was composed of parts of each natural element, each in differing quantities depending on the individual. Pure Spirit was a perfect balance between all elements, but almost all living things are unbalanced in alignment towards one element or another. Often, these traits are hereditary, but some find themselves drawn to a different element than their families.

This elemental alignment divides the K’tarl into Castes, each feeling its own is the most true of them all. The alignment of a K’tarl affects much of his outlook on the world, and the effects first manifested by the new psychic abilities of the race were correspondingly elemental in nature.

The unconscious lashing out took many forms: a violent gust of wind, a K’tarl’s skin toughening like as stone, a powerful jet of water or a pillar of white-hot flame. The spiritual leaders of the K’tarl, called Ti’rak Saru or ‘Soul Wardens’, were those who collected the lore and wisdom of a clan’s, or even an entire Caste’s, ancestors; drawing wisdom from the triumphs and failures of the past. These lore masters and spiritualists then took on another role. Feeling that the newly apparent powers of their people were effects that fell under their province, they launched their own efforts at searching within themselves, hoping to learn to control this newfound capability. Slowly they came to understand that, through diligent mental exercise, they could force this ability to serve their own will. It required the utmost focus of their mental faculties and willpower, but they were able to learn incredible feats that appeared nearly magical. They called the abilities and their effects, simply, ‘Focus’, as that was what was necessary in order to bring them to fruition. As the years progressed, those who were apprenticed to become Soul Wardens were more and more often those who exhibited a great degree of ability in the skills of Focus. Over time and with tangible powers to support their influence, those of their calling became far more prominent in K’tarl society, nearly always appointed to positions as advisors to the warlords that ruled each clan or warband.

Vast amounts of time passed, the newly established culture of the K’tarl and their Alteghran slaves evolving with each passing decade. The subservient race slowly came not only to accept, but also to justify, their relationship to their masters. Without the underground survival skills of the K’tarl, they reasoned, the Alteghrans would simply have died on the surface. The K’tarl uprisers could have simply executed all of their former masters, but they had given the survivors the chance to live instead, in service to a greater and more powerful race. The lengthy and confined subjugation was slowly affecting the psyche of the Alteghrans, subtly convincing them that their new role was only just and proper. Over the ages, the two alien species even came to view themselves as parts of the same race, divided only by class. The K’tarl now called themselves the Rekk-kai, or Trueborn, and the Alteghrans simply “slaves,” but they both referred to the assembled whole as the Tack’kut, which means something close to “Heirs of Justice” in the K’tarl native tongue. The society of the Tack’kut had developed more and more, their spiritualism growing increasingly important with the passage of time.

As the Soul Wardens’ power grew, and as they were able to teach even the warriors impressive abilities through the use of Focus, the divisions between different elemental Castes grew ever wider. Armed conflict became increasingly frequent between clans of opposing Castes, until their culture was on the verge of total war. At the brink of such monumental destruction, a leader arose to prominence amongst the Tack’kut. A warlord that claimed allegiance to pure Spirit, without divisions of Caste or clan, he was able to wield feats of Focus from every element; as well as others never seen before, and was a powerful warrior besides.

The Great Arbiter, as he was titled, bridged the divides between the Castes, and united the Tack’kut for the first time under a single rule. He championed balance, harmony, and equality. Quick of mind, strong of limb, unflinching in resolve, his rule was unassailable. His reign became the pinnacle of the race’s culture. With minor internecine warfare made obsolete, the warriors pursued their martial training as a true art form, sharing techniques between clans and elevating their skills to new heights. The Soul Wardens were able to teach ever increasing numbers of warriors the skills of Focus. The Great Arbiter established specific warrior groups, each specializing in a different area of warfare based on their different skills and the needs of the army. He seemed oddly concerned that the Tack’kut may someday have to face an enemy outside their own species, and was determined that they be prepared for such an event.

It was during this golden age of their culture that the Tack’kut discovered their own use for the crystals they had been brought to the planet to mine. A group of Soul Wardens, while experimenting with new Focus techniques, targeted a particular effect at one of the crystals that decorated their meditation room. The result was quite surprising. The crystal magnified the psychic energy of the Wardens, multiplying the outcome threefold. The resulting investigations revealed that t h e versatile crystal was capable of harnessing, storing, and magnifying uses of Focus.

This revived the mining efforts immediately, the slaves being put to work in the mines their ancestors had first commissioned so long ago. Some of the Wardens found that the crystal could actually be shaped through Focus, and the more skilled managed to craft weapon blades from the material. The crystals quickly became the primary form of wealth amongst the Tack’kut.

The reign of the Great Arbiter was long and fruitful, but even he was not immortal. Worse, throughout his entire lifetime, not a single other Trueborn emerged who was of such intricate, perfect, balance as to bear truthful allegiance to pure Spirit and the Great Arbiter had sired no young. The day that the Great Arbiter died was a dark one indeed for the Tack’kut. While none had ever questioned his right to rule over the sundered elemental Castes, there was still animosity between them as to which was the mightiest when divided.

When the time came to choose a new leader for the unified Tack’kut kingdom, no consensus could be found. War erupted again, much like the war that the Great Arbiter himself had averted so many years before. The War of Ascension shattered the unified kingdom of the Tack’kut, as no elemental Caste was able to establish superiority over any others. Indeed, during the years of slaughter and conflict, new Castes emerged, splinter factions that proclaimed allegiance with primal forces other than the primary elements. Most of these Splinter Castes were largely reviled, and some broke off from the center of the Tack’kut lands to forge their own Clans. After many bloody years, it became quite obvious that the desired throne would never be filled, and an uneasy alliance settled into place. The leader of each Clan was given the title of Spirit Lord, and these warriors came to rule each clan individually. The strongest Spirit Lord of each elemental Caste was given the title of Arbiter, and each is given a suffix to his title, a particular field in which he excels, over which he is considered to be the supreme temporal authority.

The pattern into which Tack’kut society settled has remained relatively unchanged unto this very day. It is a simple one, revolving around two primary goals: martial mastery and Focus. The Trueborn practice the skills and techniques of warfare ceaselessly, it is the most important thing to them at which to excel. They abhor long-ranged combat, viewing it as cowardly and without honor to attack a foe from a distance. Face to face fighting is the only true test of mettle in their opinion, where one’s skill can be matched fairly against another. Their form in battle is both terrifying and beautiful. Thousands of years of specific breeding programs, natural selection and a short period of mutation, have made them virtual killing machines. Wielding their weapons so skillfully that they evoke the idea of dance even as they leave slaughter and carnage in their wake.

They are extremely concerned with personal honor, and follow a complicated and ritualistic system of etiquette. Any breach of this etiquette can easily be viewed as an insult, only reparable by way of a duel. Their dueling protocols are as complicated and formalized as their etiquette systems, and trophies are expected to be taken from worthy foes to show respect for the defeated. The most flattering trophy is the head of a foe, an honor reserved for only the most deserving opponents. Due to sheer limits in space to store the trophies in their subterranean homes, more often than not they take only the jawbone from their defeated foe. Because of this practice of trophy taking, during battle a warrior’s slave retainers, or even comrades in arms, will often take the head of a fallen ally in order to keep the enemy from claiming an undeserved prize.

Mastery of Focus is led by the Soul Wardens, who serve as priests, advisors, teachers and sages in each Tack’kut clan. They are the ones who learn and study the stories of their ancestors, drawing wisdom from their forefathers. They educate the Trueborn in the intricacies of Spirit and its fragmentation, hoping that one day another will be found who can transcend the elements to align with true Spirit. They coach their students in the various qualities of the different elements, helping the young to find their place in their Caste. Most prominently, they are the teachers of the Focus arts, instructing the Trueborn warriors in the techniques needed to use their psychic energy. It is the Soul Warden who teaches them how to achieve feats of focus that will assist them in their martial endeavors. The study of Focus is appealing to the Trueborn not only because of its practical and tangible results, but also because it exemplifies their devotion to control, skill, and concentration. A warrior in tune with his Focus skills and adept with his martial training is a formidable one, indeed. By this time the slaves had been segregated into their own warrens, small and squalid living quarters tunneled into the outer areas of the vast subterranean cities. They handled all of the menial affairs of Tack’kut society, from preparing food to running errands for the Trueborn. They had reached a point in their relationship with the Trueborn that they no longer required supervision by their masters to serve their interests. They live only to please the Trueborn, and to ensure that they are afforded the pleasant existence and honored treatment that they so deserve.

The highest aspiration amongst the slaves is to be named a Taskmaster, a title that only the most loyal and resourceful slaves are granted. Taskmasters supervise and control the other slaves, keeping them productive and busy and stifling rare dissention. They also serve as officers for the slaves in times of battle. Slaves have come to outnumber the Trueborn by nearly thirty-toone, and they are used as cannon fodder on the field of battle. Armed with crude spears and slings, they’re sent in vast numbers to swarm the battlefield, seeking to overwhelm by virtue of numbers alone. This culling of the weak ensured that only the strongest and most worthy enemies ever survived to face the Trueborn warriors that followed behind them, as it is seen as a great honor to face another Trueborn in single combat.

As the clans grew in number, their territory expanded, until they began to outgrow the tunnel network they had fled to millennia ago. In need of new space, they began to venture above ground again. Enough time had passed that the surface of the planet was no longer toxic, but it took incredible bravery for the first of the scouts to verify that fact as the stories of the surface world had grown more hellish with each passing generation.

Slowly, by small steps and in initially small numbers, the Tack’kut rediscovered the surface world. They still vastly preferred the underground that was now their native environment, but the surface allowed them to spread out to areas cut off to them for various reasons. Another reason they found to take to the surface was food; the surface held larger game, often in the form of herd animals. The slaves were not nearly as well equipped as the Trueborn for hunting such large quarry in strength, stamina, or courage. The Trueborn created large crossbows specifically for use in hunting, and the practice of venturing to the surface in small groups to search for such food became relatively common.

Recently, the Tack’kut had their first major encounter with humans. A hunting party from an Ice Caste clan on the outskirts of their mountain homeland stumbled across an exploration force led by Saint Mark. A horrendous battle ensued, resulting in the near-complete annihilation of both forces. The humans did not make a favorable first impression, using a wide array of long-ranged weaponry. Saint Mark himself made the terrible transgression of killing a Trueborn with a very long-ranged weapon, then turning his back on a challenge from a second, an unparalleled insult. When he returned to New Ashkelon to report the slaughter of his forces, he coined the name by which the Forsaken would call the Tack’kut from that point forward. It was a humanization of their traditional battle cry, which he had heard screamed at the outset of the battle: Dack-Gee-Rii. The howl, which means “Find Honor in Battle,” was bastardized into Dragyri, a word that the humans of Samaria would quickly learn to fear. Modern day Trueborn have passed through the ravages of time fairly unscathed. They bear a far closer resemblance to their ancestors than their slave counterparts. A male Trueborn is approximately 3 meters tall, with the females generally topping two and a half meters. Their heads and necks extend more from the front of their torsos, than the top, with their neck muscles able to expand and contract mightily, pushing their heads outwards from their body. Older Trueborn’s neck muscles can grow in size and strength remarkably and it’s not abnormal for a Trueborn’s neck size to be relative to its age.

All Trueborn are thickly muscled with incredibly tough skin, the males also being covered with chitinous plating on various points of their body. Female Trueborn, while lacking this added defense, are exceedingly agile and sure-footed being able to easily perform feats of acrobatics well beyond even a trained human athlete.

Their senses are extremely acute and backed up by physiological enhancements such as a second eyelid, recessed deep nostrils and pupils capable of dilating or contracting very quickly. Depending on Caste or clan they may also have other physical benefits such as added immunity to extreme temperatures or the ability to breathe underwater for a prolonged period. All Tack’kut possess three digits on their hands, two fingers and an opposable thumb, and two on their feet, with Trueborn having a balancing horn-like appendage at their heel. Despite this seeming handicap they are extremely dexterous and nimble, with the Trueborn especially adept with both weaponry and tools.

Even the Trueborn have not completely escaped the passage of the years and their unique environment with no changes. Their skin color varies dramatically between clan and Caste and their size also varies depending on which particular element they worship and thus which part of their underground kingdom they inhabit. The afore-mentioned small physical changes also vary wildly between castes and clans, some so insignificant as to go unnoticed.

The Alteghrans did not fare nearly so well. Never truly recovering from the initial mutations forced upon them by the world altering disaster and ensuing toxins, they have changed almost beyond measure. Still small by Trueborn standards they have hunched over and now barely reach a Trueborns’ midriff. Their skin has become hard and rocky, covered in bony protrusions, and their musculature has contracted leaving them looking wiry and almost stick-like. Some traits have survived their ordeal: they have retained their second leg joint, which contributes to their hunched posture, oddly perfect for their underground lifestyle; their innate cowardice has also remained, even been enhanced by their current conditions.

The Tack’kut language is made up of a combination of howls, throaty clicks and guttural consonant sounds. Although the slaves speak their own dialect that is very similar to the original Alteghran language, much more chittering and high-pitched, they also completely understand the Trueborns’ language, as it is necessary for them to fully please their masters.

The Dragyri race lives across, or rather under, the central continent of Samaria but has clustered wherever their beliefs or circumstances permit. The existing underground ecosystem was extensive, but suffered severe damage during the planetary event that shook the world and many areas were buried or cut off. This restricted the Dragyri’s underground movements to the areas left open and those they could safely clear. Some Castes in particular have amassed at areas that they find suitable for their chosen element, such as volcanoes, icy peaks and underground lakes.

Even with such exploration the Dragyri have, until recently, found themselves limited primarily to the caverns and tunnels beneath the two large mountain ranges East and West of the vast wasteland containing Port City at its center. Until recently…


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