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The World

  • Map of Nagarr

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    Artisans Kingdom
    Mostly plains, with some forest and mountains. The ARTISAN CAPITAL is nestled between the forest and AVALAR VALLEY, which is home to cheetah tribes, and some fauns. SUNNY VILLA is a bustling town with all sorts of creatures going in and out. Near the western border, deep in the woods, is DARK HOLLOW, where the foliage is so thick that the sky isn't visible. The northern part of the kingdom is dominated by the mountain range, STONE HILLS.

    The Artisans inhabitants tend to be the most peaceful, preferring to solve conflicts with words instead of violence, but they're not helpless. They are also very talented, the majority of the greatest art and music comes from the Artisans Kingdom.


    Peace Keepers Kingdom
    Deserts, canyons, and dry, arid places make up the Peace Keepers Kingdom. The PEACE KEEPER CAPITAL is on the eastern outskirts of a desert. Further north is the frigid ICE CAVERNS. In the mountains lies MOLTEN CRATER, home of the phoenixes. SKELOS BADLANDS is in the valley, and just as hot and forbidding, but a few tribes: sabertoothed cats and dire wolves, survive there. DRY CANYON is a place with beautiful rock formations and splendid views. CLIFF TOWN is a suburb of the capital.

    Peace Keepers are strong and durable creatures. Water wielders are rare in the Peace Keepers Kingdom for obvious reasons. The inhabitants of the Peace Keepers Kingdom are often warrior types who are always on the lookout for troublemakers so they can teach them a lesson.


    Magic Crafters Kingdom
    A highland kingdom. The MAGIC CRAFTER CAPITAL is on a large island off the coast of the mainland, just a short flight, swim, or boat ride away. WIZARD PEAKS is in the mountains, named for its tribes of wizards and other magicians. Further south is HIGH CAVES, a large cavern system. HURRICOS is a town inhabited by mostly wind wielders. TALL PLAINS, in the center of the kingdom, is a vast wild area inhabited by nomadic tribes: fauns, mountain goats, kangaroos. The northeast tip of the kingdom has ALPINE RIDGE, an evergreen forest with a cold climate that yetis call home. FROZEN ALTARS, an isolated temple, is beyond the cold forest.

    The Magic Crafters are often solitary, secretive creatures. They are good at creating magical artifacts and weapons. They tend to be the best inventors and they take pride in their work and studies.


    Beast Makers Kingdom
    A kingdom made up mostly of forests and wetlands. The BEAST MAKER CAPITAL lies on the edge of MISTY BOG, a large swamp. The thick forest known as ANCIENT GROVE is also nearby. A town called TERRACE VILLAGE is south of the capital. A river runs through the woods, forks into the swamp, and forms the beautiful TWILIGHT FALLS before continuing south. A fortress called TREE TOPS is deep in the jungle to the west.

    Beast Makers are strong, but mostly gentle creatures. They know the most about nature and the things that live in it. Legend has it that Beast Maker dragons could once revive fossils and bring mud sculptures to life, but there is little evidence to support this.


    Dream Weavers Kingdom
    A kingdom made up of a series of islands. The DREAM WEAVER CAPITAL is on the island closest to the mainland, and so is LOFTY CASTLE, a towering castle community of the rich. CLOUD TEMPLES is a place of worship, on the mainland but owned by the Dream Weavers. One island has HAUNTED TOWERS and DARK PASSAGE, both places thought to be evil and demonic, so that island is rarely visited, but there are also tales of treasure and riches there, so sometimes it attracts explorers and the braver tourists. Many visitors to the kingdom are interested in CRYSTAL ISLANDS, three small islands known for their beautiful crystal caves.

    The Dream Weavers often prefer night over day, enjoying stargazing and believing the most in astrology. They also tend to be spiritual creatures. Folklore suggests that Dream Weaver dragons can control dreams and chase away nightmares. This has yet to be proven.


    Warfang
    Also known as the Dragon City, it is the largest town in Nagarr, and located on the borders of four kingdoms. It serves as the shared capital for the dragon race. Dragon leaders from all five kingdoms often meet there to discuss politics, trade routes, and issues common to all dragons.

    Despite being the Dragon City, it has plenty of other races working and living in the area.
  • Elements

    Here are the elements that can be wielded by magically inclined creatures. Remember that the vast majority of the time, each individual can only have a single element!

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    Fire
    One of the strongest elements. Fire dragons can learn to launch long ranged fireballs or cloak themselves in flames and charge forward, burning everything in their path. Not much can stand up to fire's destructive power, but it isn't without its weaknesses. Fire wielders don't do well against water obviously. Sometimes ice can also be bad for them, but experienced fire wielders can usually shrug it off.






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    Water
    An element that's more defensive than offensive. It doesn't usually do much damage in combat unless it's against fire wielders. Water dragons are naturally the best swimmers of the dragon race. They can, with enough experience, summon geysers or create powerful ranged water blasts. Water wielders are always weak to electricity, and may be weak to ice depending on the individual's level of cold tolerance. They also tend to not do well in dry places.






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    Wind
    This element has varying amounts of power and strength. Less experienced wind wielders can create weak gusts that don't do much in battle other than being an annoyance to enemies. Masters of wind can make gale force gusts that rip and tear their foes. Wind dragons tend to be the best at flying, with stamina that lets them cover long distances without getting tired. Wind doesn't do well against earth wielders.






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    Earth
    A very strong, but slow, element. It resists wind, but is weak against ice. Earth dragons tend to have thicker scales than other dragons, giving them above average defense. With enough experience they might be able to survive things such as sharp spike pits. Earth wielders can learn to make the ground open beneath their foes, or summon vines to whip and entangle them. They might suffer from their slowness but the power of the earth element makes up for it.






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    Ice
    An element with a good balance between offense and defense. Its main weakness is fire, but ice wielders can sometimes hold their own against fire wielders regardless. A common ice ability is using ice shards to snipe from a distance. Ice dragons tend to have good magical resistance, but they also tend to be frail and weak against physical attacks. Ice wielders don't do well with heat.







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    Light
    This element can be used for healing. Combat wise, it can do a lot of damage against dark wielders. Beginner light wielders can usually make only small flashes of light that don't do anything except temporarily blind an enemy. With more experience, powerful laser beams can be produced. Healing with the light element requires a serene personality and lots of practice and dedication, and normally, these light wielders have trouble getting to the laser level if they ever want to.






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    Electric
    One of the fastest elements. It is strong against water and can be weak against earth. Electric dragons can learn to make little balls of energy that don't explode right away, instead acting as land mines and exploding when they're stepped on, but they will fizzle out and disappear if they're there too long. The electric element's power can range from small static shocks to large thundering bolts, depending on the level of experience the wielder has.






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    Dark
    A powerful element, but it is very weak against light. Dark wielders can learn to blend into shadows for camouflage and protection. Sometimes they can even move while in the shadow and move past things that would trap others, like metal barred doors. Jails that have problems with this will often use magic proof bars. Contrary to popular belief however, the dark element isn't evil. All elements can be either good or evil. Dark wielders can also create blasts of magic that hit hard and drain the target's energy.
  • Bestiary

    Here are the races that can currently be played. There are other creatures that inhabit the land, but these are the sentient ones. If you have a race you want to add, run it by Dragoncat.

    Dragons
    A magical race, dragons live all over the world, and are reptiles with leathery wings. They are quadrupeds, but they can use their front paws as hands. Adult dragons are the size of horses on Earth. They hatch from eggs, clutch sizes range from one to three. They can have any element, and their magic tends to be stronger than other races. You can usually get a good idea what element a dragon has by looking at their color: fire dragons are usually warm colors like red or orange for example.

    Fairies
    Small bipedal creatures, with wings like that of insects. Males tend to have plain, transparent wings, females have colorful ones. They hatch from tiny eggs that resemble dewdrops or crystals, clutch sizes range from two to five. They are a magical race, they can have any element, but their magic isn't as strong as that of dragons. Fairy groups are normally made up of one or two elements and live in fitting areas. Ice fairies live in Frozen Altars, earth and water fairies live in Misty Bog, etc.