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Races of Dracia

  • Below are the descriptions of the Closed species (Created by Zenith) that make up the native populations of the world and verse of Dracia. If you desire to play one of these races, then you can receive a MYO slot by supporting our patreon through the correct tiers.

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    Humans, El'vir, and Vam'yr are not listed. May add if there is interest.

    Draconian Empire

    Common Name: Dragons
    Maximum Life span: 850-3,000 years.
    Native Lands: The Eastern continent of E'ildren
    Government: While ruled by a monarch, and appointed Viceroy's to oversee individual towns and settlements. Even their king or queen is held accountable and must adhere to the decisions made by the flight-elected senate.
    Racial Ability: Dragon's are capable of shifting between their 'true' state, and humanoid variants with near-instant results. See 'flights of Dracia' for Flight specific capabilities.
    Noteable Contributions: In addition to possessing the strongest military offensive and defensive might in all the civilized nations, and having forged the foundation of law and order during the worlds earliest Era's. The dragons are renown for their blacksmiths, stonemasons, and jewelers. Not only due to their exceptional quality and long lasting durability, but because of the unique materials obtained only from their nation controlled mines. Many of which, such as dragonium, can be forged only in red flight kiln's and forges.

    Racial Characteristics:
    While their 'true' size, and appearance may range depending on flight, and lineage. Their humanoid counterparts prove to be a bit more common across the whole of their species. Standing at a range of 4-7ft tall, they are usually of either a human or slightly elven appearance. Sporting Horns upon their heads just above and behind the temples, wings upon their backs fully proportionate and capable of flight, a tail flowing off the end of their tailbone, and dragonic legs from the knees down. These traits are often identical to their 'true' dragonic forms, though some individuals may choose to display more of their 'true' traits then others in addition. Such as fangs, claws instead of nails on their fingers, scales along their skin adorned bodies, and others. Some few have even opted not to take a humanoid form at all, and merely remain in their 'true' state for the duration of their lives.

    The Flights of Dracia
    • Black Flight - Honorable, Dutiful, and Authoritative. The black flight has left their mark on Dracian history in many shapes and forms. Acclaimed as the 'true enabling force' that allowed the Empire to grow into the strong nation it is today, they have counted many of dracia's lesser heroes among their number. From respected generals long after their deaths, to assassins, and archmages. Master's of poisons, due to their naturally venomous bite and toxic blood. Tactical strategy, subterfuge, and a devotion to growing one's power are their elements of choice.

      Unfortunately they have been scorned by the other flights and exiled due to their powerful resistance against the foundation of the senate - which many of the flight saw as a stepping 'down' of their species in terms of power and influence in worldly affairs. Many, thus still hold resentment against their kin for such dishonor - specially given how they are commonly treated as untrustworthy.
    • White flight The only flight that sports feathers, these sleek and slender creatures are masters of the air, and boast the strongest magic of that element among the flights of the empire. Idealistic, and prone to dedicating themselves to the preservation of knowledge. They are known known most for the unwavering strength of their conviction, and will see anything they dedicate themselves through all the way to the end. Even if that end is bitter, so long as it was for the greater good. Notable Philosophers, scholars, ambassadors, and government officials have been among their lineage. They are also the inventors of the modern senate.
    • Red Flight When most think of Red, they think of fire. But in this instance, such is very far from the case. These wingless, flameless beast like dragons are known as the Master Craftsman of the Dragonic empire, and have produced time and time again Legendary Artisans from among their numbers. In addition, their technology that allows them to produce these timeless creations. Are the result of generations of apprentices and masters toiling to marry innovation with traditional crafting techniques. While they partake in Empire politics, mostly to ensure their way of life is preserved and their wares see worldwide distribution. Most reds find comfort, purpose, and immortality in the creations they forge that will last long after they've returned to the ashes from which they came. Some historians have debated that Vil'seth may trace their ancestry to these dragons - though the Sanharen natives fiercely reject these claims.
    • Blue Flight While the smallest of the flights, even in their 'true' forms given they are often no larger then an adult horse, and some as small as a falcon. Do not let their petite stature fool you, or think little of their capabilities. Master's of innovation, and minds bursting at the seems with the allure of possibility. They, Unlike their red flight cousins, prefer to devote their time and energy to pushing the barriers of science, technology, and industry for more then just 'pretty baubles'. Advancements in medicine, agriculture, cartography, conservation, and even astrology can be traced back to their workshops and drawing boards. As one sprightly blue once put it "Those sand sucking Vil'seth can't have -all- the fun."
    • Green Flight When it comes to tending the land, and ensuring the veins of manai flow freely throughout the empire's territories. These enforcers of the natural order are who one turns to in times of environmental crisis or concern. Attuned to feel the manai flow within all that lies around them, these winged kirin like dragons are as much at home within the lush ancient forests of their territory as they are anywhere else in Dracia. Nor will one find one better gifted in the art of healing magic and knowledge of medicinal herbs and plants. Enforcers of the balance, one can find even hunters, rangers, and even knights among their numbers.
    • Bronze Flight The largest of the dragons, and behemoths of the sky, they all but dwarfed their fellow dragons at an average size of 42 meters long from head to hip. While completely unable to harness magic, what they lacked for such 'numbness' they made up for with brute strength and stamina. Once proclaimed as living fortresses of the sky, the Fendrin war saw the entire flight wiped out in the span of a single night. Only one survivor, one of Dracia's legendary nine heroes - Allexander and the last true 'King' of the Dragons, could claim such lineage. While the rest of the flight may have faded into history, they are remembered and immortalized in his deeds. As any and all dragons know of him, and how he carried an empire crippled by corruption through the darkness of the fendrin war and into the new Era. Before vanishing into the unknown with the promise that if the empire failed it's people ever again, he would return to abolish it.


    Racial Summary:
    Known most for their fondness of remaining true to their Terran medieval roots, at least in terms of architecture, and societal influences. The Dragons have the ability to boast themselves as the first, and oldest of the mortal races to have graced Dracia's landscapes. Having claimed all of the eastern continent of E'ildren for themselves, their sprawling empire is also the largest in the world. However, the empire has been segmented into smaller territories - each gifted to one of the flights that make up the empire upon it's founding. Their culture as well, holds individual nuances depending on which territory you travel through. Despite their military foothold, and strength - they are more fond of law, order, and civil relations with the rest of the racial nations. Which reserves their full strength for defense of their lands, and law enforcement.


    The Sanharen Clans

    Common Name: Vil'Seth
    Maximum Life span: 25-30+ years
    Native Lands: The Central Continent; Su'thir and the Sanharen desert that consumes all of the continents surface from it's core, to where it meets the sea.
    Government: The Master's Council. The only form of civilized government in place, they write the laws of Slavery that are enforced worldwide in what is known as the 'Sandstone Accords'. Unless strict adherence is met, slaves are stripped from contracted territories and returned to Val'kesh; their capitol city. Aside from the council, local laws are written by whatever 'clan' so happens to be in charge at the time - an aspect that changes as often as the weather.
    Racial Ability: Vil'seth are the only race on dracia that have adapted to a 'dead' continent. Without exposure to manai, they have evolved without the ability to use, sense, or even harness magic, or manai crystals. Instead, they have had to rely entirely on their own means to survive and make the most of the 'old tech' they can scavenge from the dunes. With slaves, and unique technology as their main exports - the vil'seth know every language on dracia with fluid, native-born accuracy, and pick up on new languages much easier and quicker then any other species. You'll also never find a people more gifted in trade and commerce, or more violent if you attempt to swindle them in a deal.
    Noteable Contributions: Steam-based Technological advancements, monopoly on airship use and creation, International slave trading laws and traditions.

    Racial Characteristics:
    With little variation between males and females, the Vil'seth are the most Iconic and uniform of the races Dracia is host to. These bi-pedal dragon like creatures are covered in a full body coat of thin, fiber like fur to keep them cool in the blistering heat of the sands and protected against the unrelenting sun while offering a warmth in the frigid nights. White in color, their only markings are black stripe like patterns that are as unique to the individual themselves as a fingerprint. They also possess long fluffed tails, feathering on the backs of their legs and arms, and fin like frills along the sides of their head and throat. Thick black, stone hard claws also tip each finger and toe. Diversity often comes most in how they choose to style, dye, and maintain the hair like mane that grows out from their temples and down the back of their spines to the shoulders.

    Racial Summary:
    Resourceful, cunning, calculating, opportunistic, and greedy. There is often no finer voice to the vil'seth then the glint of coin and the prospect of increased prestige and influence over their peers. Due to this cutthroat culture, life in the cities is often violent and volatile - resulting in very few vil'seth living to see beyond their twenty-fifth birthday. Outside of these cities, often build within the mummified carass of the sand drakes - the largest predators on dracia and second only to the leviathan. Life is far more peaceful, nomadic, and collaborative. Constantly on the move from one 'excavation site' to the next, the clans make a living selling tech to the engineers of the city. So much so, that these nomadic clans often own more slaves then any one city-dweller could in their short, violent lives.

    There are only four professions in vil'seth culture; Raider - a guardsmen and fierce combatant, Engineer, junk - a scavenger of the dunes, and Dunhar - an artisan slave trainer. Due to this, Slaves are a vital and cherished resource to the vil'seth and make up most of the 'labor force' both within and outside of the cities. From manual labor, to companionship, slaves fill the varied and diverse roles that vil'seth themselves cannot.


    The Animal Kingdoms

    Common Name: Y'kai. Though their official 'species' in the eyes of Dracia, Y'kai will firmly deny this as a name for what they are. Instead proudly calling themselves whatever animal species they 'represent' in their breeding.
    Maximum Life span: 70-80 years
    Native Lands: None. They are worldwide, and hold no racial homeland - instead calling whatever natural habitat their animal 'kin' belong to as their ancestral homes.
    Government: They hold no formal nation, or government body. Instead most Y'kai live in clans of their own 'species' and govern themselves, or have integrated into the common populations of Dracia.
    Racial Ability: All Y'kai have the ability to shift between their 'standard' and animal forms at will, and with near instant transitions. In addition, any senses, traits, or instincts their animal species possesses - also carries over to their standard, humanoid forms as well.
    Noteable Contributions: Due to environmental awareness, and being the bridge between animals and the nations of the world. The Y'kai can boast at having created, implemented, and enforced more environmental, conservation, and animal welfare laws then any other civilized or united nation in the world.

    Racial Characteristics:
    While their animal forms are just that, animals. It's their humanoid forms that hold the most iconic traits of a Y'kai, in that it's a blend of the characteristics of their animal species with either a human or El'vir form. This, has resulted in a rich diversity, even among their own blood-kin. Also possessing the ability to breed with any other species on dracia, and produce viable offspring. It's led to some rather... 'interesting' Hybrids and mixed species, though the offspring will only take after the Dominant species of both parents.

    Racial Summary:
    A species that came about out of necessity during the first era, and the war of the elemental lords. The Y'kai were the result of kenrin 'ascending' half of the population of every single animal species on dracia in a manner similar to how a human or El'vir can ascend to become a sarvix. This resulted in a large enough boom in the sentient population of the planet, to effectively fight back Zerith's attempts to devour the world and seal him within the depths of a world pillar. Since then, the Y'kai have become the most common and numerous species on the planet and found in even the most remote corners of the world. Though some are quick to brush them off as mere half-beasts, the Y'kai are quick to inform even native dracians that were it not for them, kenrin would have died in the war and the world would have ceased to exist. They are a proud, capable, adaptable, and loyal people - even more so to the animal species in which they belong to.

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    Forged by the elemental lords themselves, these races maintain the temples of their creators and help spread their teachings to the 'mortal races' of the world. While considered the most 'religious' of the races, they have been known to swear devotion to a different elemental lord then that which created them. They also do not have authority over the other races of the world, seeing the judgement of them to be a power only the elemental lords themselves possess. Nor can they reproduce outside of their own species.

    The Dramour, have not been listed due the current political climate surrounding their temple.

    The Children of the Earthen Father

    Common Name: Aerodel
    Maximum Life span: 3,000+ years
    Native Lands: The northern forests of the eastern continent of C'dire. While the Eastern clan home is the ancestral home of all aerodel, there are actually four clan homes total across all of Dracia.
    Government: The temple of earth, and kenrin himself holds authority and dominion over all four clan homes. Beneath him, are the four Aerodel princes, each in charge of their respective clan homes and carrying out the earthen fathers wishes.
    Racial Ability: This varies depending on which clan of aerodel they hail from. See 'the Aerodel clans' for additional information.
    Noteable Contributions: In addition to being the first race ever created on Dracia, they stand to be the only species capable of healing the 'tainted' corruption upon the landscape left by the fendrin. Because of this, many aerodel have become 'pilgrims' and spread across the world to heal Dracia, and their father, by healing the wounds left by the fendrin war.

    Racial Characteristics:
    While some variations are unique to each of the four clans, others remain consistent across their species. The aerodel are described as elven in appearance, with horns that sprout from just above and behind their temples and in shapes as unique to the individual as a fingerprint. Digi grade, their lower legs flow down into clawed feet not unlike a dragons - but entirely void of scales. Claws also tip their fingers like the talons of a bird, and a set of large feathered wings sit proud upon their backs. The shapes, colors, and styles of which seem to mimic birds themselves to the point that if it exists, an aerodel probably has it's wings somewhere. Long whip like tails also flow down from their tailbones, though some have been known to sport a tuft of fur on their tips like a lions, or even tail feathers. All aerodel also lack an iris, pupil, or sclera - instead having solid color eyes that offer no reflection of the outside world.

    The aerodel are a male-only race made up of Za'tian (non child bearing/ridged horned), and Se'driel (child bearing/smooth horned) individuals.. See 'Aerodel culture' for more information.

    Racial Summary:
    The aerodel were the first species ever to breathe the air and know life on Dracia, and have thus long considered themselves it's custodians alongside their earthen father. being the only race capable of direct reincarnation as well, some aerodel have lived, died, and returned again and again. Thus resulting in a way of life that has never truly changed, even with the turn of each new era. Wise, but traditional, they view the world outside their clan homes as 'ever changing' and thus are reluctant to attach themselves to any traditions, or ideals outside of their own. Though some, have found it fun if not enlightening to wander into fresh settlements and observe as they sprout, grow, bloom, and eventually fade into history.

    The Aerodel Clans

    Below are the four clans of the aerodel and what makes them unique from their peers.
    • The Eastern Clan: The first and the oldest of the Aerodel clans, they are the only one of the four in constant communication with Kenrin due to the temple of earth residing within the clan homes heart. They also possess the largest territory of the four clans, having laid claim to the entire northern half of the eastern continent which has been turned by their tending into an ancient and towering old growth forest. Living in symbiotic harmony with their region, the most notable of these relationships is seen in their bond with the forests kirin. Matched with one who was born at the same exact time as the aerodel themselves, they are lifelong companions and able to communicate telepathically. Due to this, you will find no other individuals in the world who are better at mounted combat, specially when equipped with a bow or lance. Geomancy is their strongest magic, and their sensitivity to the 'pulse' of the planet is found in no other individuals.
    • The Western Clan: Hidden underground, and right beneath the noses of the Dragonic empire. These subteranian aerodel have inspired comparisons to mythological 'drow' given their fair colored hair and dark hued skin. Though none are so black and white in their appearances, rather the opposite as they come in vibrant and varied bio-luminescent colors and patterns. None but them know where their clan is located, and none will tell even upon the point of death.

      While at first, they sought merely to keep the Dragonic empire from becoming too arrogant, and sabotaging any of the empires efforts deemed to 'destructive' to the planet. It was the fendrin war that shifted their focus entirely. It was through them, that the first 'fendrin hunters' came to be, and it was they who established it's order of the raven. Swearing that so long as the clan survived, they would devote themselves to the containment of the fendrin threat - and the preservation of innocent life. Now that the war is over, some of the clan have tried to return to their old ways and traditions - others, convinced that the fendrin threat could re-emerge refuse to abandon their vigil.
    • The Southern Clan: The only clan without a clan home, these elemental 'monks' have chosen instead to wander the whole of Dracia as nomads. Devoting their short-lived existence bringing balance to the natural order and elements of the land wherever it's been disrupted or destroyed. Living only to the age of twenty five if they are lucky, these aerodel are the only individuals in the world capable of casting magic from all four elemental 'schools' (wind, water, earth, fire) as most dracians, can only ever use one or two elements at most. yet this power, is also their death as the more of their magic they use - the more the warring elements within their bodies destroys them from within.
    • The Northern Clan: Hailing from the frozen wastes of the northern continent, these aerodel are the only ones of their species incapable of harnessing magic. Due to this, they have devoted themselves instead to the art and disciplines of weapon based combat. Thick in build, and hardened by the harsh enviroment they call home - they have abandoned worship of kenrin in favor of 'Sal'rune' a arctic goddess said to take the form of a white wolf. Choosing instead to see kenrin only as their 'father' they are sworn into an eternal oath with the elemental lord to guard the 'ark'. A place of eternal death that has become the frozen tomb for the weapons the gods wielded during the war of the elementals.


    Aerodel Culture
    • A male only species
      In an attempt to weaken the armies fighting against Zerith during the war of the elements, the corrupt elemental released a fast spreading disease across the aerodel population. This virus, lethal only to the females of the species, was designed to ensure that the earthen god would be forced to watch as his children suffered and died out even if he should claim himself the victor. Sure enough, though zerith was eventually defeated, the aerodel population continued to thin further and further until only a few thousand remained. Desperate to save them, kenrin used the last of his strength to transform half of the remaining aerodel into 'Se'driel'. Males genetically immune to the dormant and waiting disease, yet still capable of producing viable offspring. This last act, forced kenrin to bind himself to the planets core in order to survive - thus merging the soul of the earthen father with the planet itself.
    • A crystallized soul After kenrin's fusing with Dracia's core, the aerodel noticed something rather strange with the newborn individuals. Their manai reservoir, found in all dracian life and the source of their life force was not internal, but rather grew outside of their bodies in the form of a crystal. This 'soul stone' grew as the individual did, and should it shatter or crack, the individual it belonged to would fall into a grave illness, before passing away shortly after. Due to this, the soulstones of the aerodel are their most cherished treasure and hidden well away from where anyone could ever find them.
    • Mating and Marriage During the months of august to November' is the aerodel mating season, and the only time of the year the Se'driel become fertile and capable of bearing children. Yet while some races may see this as an excuse to throw elaborate sex parties, the aerodel treat this time of year with anxious anticipation, and ironclad devotion to tradition.

      These 'seasons', designed not only to weed out the weak from the strong, are also designed as a trial of devotion for many aerodel couples. The moment a Se'driel comes into 'season' the Ze'tian male they've chosen as 'mate' must successfully win every challenge by combat issued to them by other interested ze'tian. Should they succeed, then their 'mateship' of the Se'driel is accepted for the entire year until the next season when the trial begins all over again. Should they lose, the Se'driel instead becomes the companion of the victor.

      If a Ze'tian and Se'driel mated pair successfully defend their mateship for three consecutive years - they are permitted to produce children, and are exempt from having to accept challenges in any season thereafter. However, if the couple wishes to persue a life-bond, they must defend their mate ship for five consecutive years.
    • The Eternal Bond: Five long years, has a aerodel couple weathered the storm of their yearly trials, and now victorious in these efforts. They find themselves granted the right to a life-bond. This 'high marriage' of the aerodel, is seen as the most sacred of acts across the whole of their species. As it is not only the union of two individuals who shall hence forth be mated for life, but a union of their soulstones as they are fused by kenrin's hands into a single crystal. Memories, emotions, thoughts, pain, pleasure, life span, and death. All is shared equally between the life-bound pair, and when they perish from this world. Together, will they reincarnate into the next life over and over again no matter what species or form their new lives will begin as.


    The Children of the Lord of Air
    The only playable sarvix, are of the fallen. These sarvix have chosen to surrender their immortality of their own free will in order to live on Dracia as mortals until they meet a natural death. Sarvix do not become 'fallen' as punishment for anything, it's seen as a reward for honorable service in the armies of Bentix. Those who have gone against the god of air, have been labeled 'heretics' and are executed without mercy. They cannot run, and they cannot hide from their fate.

    Common Name: Sar'vix
    Maximum Life span: Immortal (Fallen: 90 years after falling)
    Native Lands: The only homeland the sarvix have ever known, is the sky city of Bentix himself.
    Government: Bentix, the high general and lord of air holds absolute dominion over the sarvix population. His word is law. His teachings are the path of 'virtue' and his punishments divine justice. His armies exist for one purpose: Protect Dracia from anything that threatens the star as a whole. Be it Dracian, or extraterrestrial like themselves.
    Racial Ability: Sarvix are not 'true' Dracians, but rather creatures of the cosmos itself. It is from stardust they are forged, and into stardust they become again in death. They hold no affinity for planetary elements, and no loyalty to any single star. Instead their magic comes from the suns, moons, and space itself.
    Noteable Contributions: The sarvix have proven themselves time, and time again as undefeatable protectors of Dracia in the realm of worldwide threats. But when Dracia itself is not threatened, they monitor the threats on other stars and worlds that have fallen under their protection. With the foundation of the 'Rifters association', inter dimensional travel has long been possible for them. Allowing them to move their armies within mere minutes and with pinpoint precision across the cosmos. Dracia itself however, is heavily regulated - and 'rift travel' is permitted only by a rare few, and heavily monitored airships.

    Racial Characteristics:
    Long rumored to have been the race responsible for spawning the mythos of 'angels' on Terra (Earth) due to their appearance. These white winged paladins, mages, and priests are all 'ascended' humans and el'vir. Individuals who died as mortals living true to the 'path' of selflessness, honor, sacrifice, and integrity and were gifted immortality by the cosmos and a place to do in the afterlife, what they dedicated themselves to as mortals. Even bentix himself, is a product of this same 'reincarnation', having been once a mortal himself and thus the embodiment of what all sarvix, and mortals aspiring to ascend, embrace as their ideals.

    Aside from their wings and human/el'vir appearance. The most iconic trait of the sarvix are their eyes. Without pupil, iris, or sclera, what meets the gaze of those who look upon them is instead the endlessness of space itself. Swirling galaxies, constellations, and celestial bodies passing eternally through the dark void of space.

    Racial Summary:
    None know of the Sar'vix, save through the stories told by those who have chosen to 'fall' and become mortal once again. These individuals, rewarded for eras of service in the armies of Bentix. Have been stripped of their immortality, and while retaining some of their Solinos (Solar), Lumios (lunar), and Celstin (Celestial) magic. It is but a fragment of what their full power and capabilities might once have been. Instead, these retired paladins, mages, and priests seek to simply guide other mortals in their journey and desire to 'walk the path to ascension'. While living peaceful, gentle lives within fledgling communities in need of their experience, and skills. While they have kept their wings, and their eyes, any children they choose to have will not inherit these traits from their parents. Even if both of them happen to be sarvix, their offspring will simply be a plain, normal human or El'vir.

    The Children of the Water Goddess

    Common Name: Leviathan.
    Maximum Life span: 3,000+ years
    Native Lands: Oceanic leviathan claim all of dracia to be their dominion, as even the continental shells 'float' upon their kingdom. The 'land levi' however, are not so arrogant and will merely claim whatever body of water they've claimed as their 'home' even if it's a small, tiny little frog pond in someones backyard.
    Government: Jensu, the Goddess of water holds absolute dominion over the oceans of Dracia. As an aquatic planet, she teaches her subjects that those of the 'land' are but honored guests on her star. Whom she will happily sink down into the black, abyssal depths if they dare decide to turn their weapons and wars upon her kingdom. Due to this, her subjects do not interact with the 'shells' through diplomacy. Only hostility and merciless anger should -anything- as small as a rowboat dare venture too far from the coast of the continental shells. Or through her 'ambassadors' who walk the surface on her behalf to convert individuals into worshiping her through spreading her teachings.
    Racial Ability: Unknown to the -entirely- of the world, probobly to spare the leviathan their own dignity. None but them, or through freak accident know that the size of a leviathan's 'true' form is dictated by whatever volume of water they occupy at the time. This has resulted in ambassadors being rather unpleasantly turned into 'beta fish' sized versions of their leviathan selves if they aren't careful. They also cannot survive far from water, for if their fins dry out the leviathan can die of dehydration and lose the ability to 'breathe' out of water.
    Noteable Contributions: 'Land levis' are their only racial contribution to the surface world. Outside of being seen as 'Monsters of the deep', and the absolute embodiment of fear - not just for international travelers having to pass over the 'dark water' or span of ocean between continental shells. Land levi's, are leviathan who have chosen to live on land (Or rather, land water) as self exile from Jensu's kingdom of water, and thus the most common leviathan for many people to meet outside of the Ambassadors.

    Racial Characteristics: As their true selves Leviathan are colossal, abyssal 'monsters' in the eyes of many dracians. Averaging on a size that makes the average humpback whale no larger then the diameter of one of their eyes. They rise up from the depths to attack even airships that dare to fly too far off the edge of the continental shells. Creatures of silent death, that cannot be spotted until it is far too late. They have six eyes, three on each side of their long narrow heads. Connected to a long eel like body swathed in thick fins stretched between long, sharp, spines. Their jaws, often the first and last thing anyone sees, are wreathed in sharp inward facing teeth along their throats and long, spine like teeth that line their outer jaws like that of baleen whale - if such creatures were carnivorous.

    Their rarely seen humanoid forms however, are far less sinister looking and have actually been considered deceptively beautiful. Long, slender, and possessing of a seemingly unnatural grace - their naturally white skin is capable of changing it's skin tone the way a cuttlefish might camouflage itself. Yet for all it's blending in, the most iconic and tell tale of a leviathans features remain consistent. Six eyes, one pair where a 'humans' would be, are followed in succession by two more along the sides of their heads. Possessing of smooth angles and an overall El'vir face, where pointed ears would be are instead spines to support their collapsible ear fins. Rising up from their soft, long hair also rise fined 'horns' that flow down the backs of their skills and merge at their spine at the base of their longer then usual necks. These horns, are quite expressive, able to flare and collapse as a dog or cats might to better relay their moods. They have webbed fingers tipped in claws, and human feet tipped in the same. With fins flowing down the backs of their arms and legs, and a thin but powerful fin adorned tail.

    Female leviathans, are actually more common then males within leviathan populations - stronger in terms of magic also, and taller in terms of humanoid forms.

    Racial Summary:
    The leviathan are a proud, if not reclusive people. Aside from sightings within their colossal 'true' forms, very few dracians can actually say they've ever actually -met- one. Even the ambassadors, sent to land every century or so, often keep to the coastlines and not for very long. In fact, were it not for their constant attacks on air and sea ships, the creatures might very well have faded into myth and legend.

    Even the 'land levis' are often solitary and secretive. Choosing to occupy whatever bodies of water they please, and observe the movements of others from the depths of their lakes, ponds, and rivers. Choosing to approach a mortal, is something done either out of curiosity, or compassion - such as saving them from drowning.