Lore
Improv Worldbuilding
Drakomere Linguistics
Timeline
Songs and Poems
History
The Three are the keepers and makers of the world. Bahumat, the Platinum Father, lover of creativity, music, verse, and history, Tiamat, the Chromatic Vengeance, Justice’ Mother, and lover of the holy, good, and those who keep others to those standards, and Sardior, the Ruby Counsel, wise and playful, and lover of those learned and all things natural
The world began when the Three created the world, resting in the Soul of the Universe, a chamber filled to the brim with creation energy, or Khaagaazh in Draikyaan, which the Three used to begin creating the world. They made a larger cave system around the Soul of the Universe and called it the Soul of the World. After much time laboring they finally finished the world of Drakomere. War-bringer gods from other planes came and tried to take Drakomere by force so they could rule over it, but the Three fought them back. In an attempt to protect their world, the Three each made a ward to keep the other worlds and universes of the multiverse out.
Sardior’s Ward is the first, a massive magical field around the planet of Drakomere itself that takes power from any who pass through it and are not natives to the world. This would stop any weak creatures from even entering and it would vastly weaken any stronger creatures. Bahumat's Ward is the second, an ethereal vale around the world, which alerts those in Drakomere if a threat has entered. This vale serves another purpose, dreams, which Bahumat crafts for the denizens of Drakomere, however when a powerful creature breaks through the First Ward, images of the creature show up in the denizens of Drakomere’s dreams as nightmares and a warning of its entrance. Tiamat’s Ward is the third, an ever shifting, reverse pyramid tower in a region of the Chaos, this tower, The Citadel, traps those who enter Drakomere, by disabling magic to escape via a powerful anti-magic field, and has monsters lurking it's halls who attack those trying to escape by descending the tower. However, if you die in the Citadel, you are brought back to life the next day at the top of the tower, with motes of Khaagaazh which can be used to gain power and abilities. Those who “Break through”, escaping the Citadel have, to the Three, earned their place in Drakomere, becoming accustomed to its rules, whether they be physical, magical, and mental. Any who reach the bottom of the floating tower are deposited into the shifting sea of the Chaos. The Citadel has 9 foot tall guardians and agents who have the ability to stun and then transport creatures from different worlds to the top of the Citadel. These Agents of the Citadel are used to bring trespassers into the Citadel, where they are unable to escape except for fully descending the tower.
With these three wards created, the Three began creating creatures to live in Drakomere. First they created Dragons, twenty different kinds and divided into four classifications, Metallic, Chromatic, Gem, and Miscellaneous, each of the classifications come in five varieties. The Metallic dragons are Gold, Silver, Bronze, Iron, and Copper, the Chromatic dragons are Blue, Red, Green, Black, and White, the Gem dragons are Sapphire, Crystal, Topaz, Emerald, and Amethyst, and the Miscellaneous dragons are Faerie, Moonstone, Turtle, Shadow, and Deep. Because there are twenty dragon varieties, twenty is the number of completion in Drakomere.
The Three also made the Dragonwrought and the Kobolds, creatures in a humanoid shape with aspects of draconic influence and descent. Humans, Kethie, Giants, Faeries, Treants were also made. These were all placed in Drakion, the center geographic region in Drakomere made up of a myriad of contents, the Kethie in the Lierethi, a forest continent, the Giants in the Khaat Mountains, a continent consisting of large mountains and deep caves, the Faeries and Treants on Mooraarbaa, a continent with a massive swamp to the north, and a large magical forest to the south. The Dragons, Dragonwrought, Kobolds, and Humans were scattered over the whole of Drakion.
The Dragons and their humanoid kin scattered into twenty different cities, each one built for and by one of the types of dragon classification. Humans were somewhat nomadic and lived almost everywhere. The Giants developed a strong, proud culture of living underground and high in the mountains. The Elves became expert hunters, developing a language with a companion sign language, able to be spoken with a single hand. And the Faeries and Treants developed a society of playfulness and curiosity (Hence why it’s not uncommon to see a Faerie pirate, assassin, blacksmith, or Cursed).
The Loxodon, Locathah, Tritons, and Ìqáalìe were placed in the Archipelago, a geographic region to the south-west of Drakion with hundreds of islands. The Loxodon, Locathah, and Tritons, made a society together, with the Loxodon generally living on the coast, the Locathah living underwater nearby, and the Tritons living on both. The Ìqáalìe made their own society with a rich oral tradition and no written script. Finally, in the Chaos, the Genasi and Verdan began springing up due to the chaotic elemental nature.
After their work of making the creatures was complete, the Three lifted the sun for the first time and so the world of Drakomere had begun and was alive. The world was mostly peaceful at first. The oldest dragon of each type was named the head of the city, or the Baron. The Baron of Aquatias, the city of the Turtle Dragons, was fed up with only having Turtle Dragonborn and Turtle Kobolds living in Aquatias. He called out to the Neethlen and some Elves answered his call. Via creation energy, he made them into Sea Elves, he also used creation energy to make some turtles into Tortles. Apart from this, as of now, the world was largely uneventful for about seven-thousand years. After that, strange things began to happen, horrid monster’s began showing up, such as Shrieking Terrors, Ten heads on long necks connecting to wings, or Woe Striders, pale bodied monsters with long limbs, with what looks to be a head, but instead of a face, a starry void which produces an anti-magic field. These monsters were named Aberrations. It was soon discovered that in the Soul of the World an aberrant infestation began to grow, so a group of adventurers was summoned to purge it, they succeeded.
It was found that every seven-thousand years, an aberrant invasion and corruption began to spread, they were called Incursions, and since they begin at the seven-thousand year mark after the last one is purged, the number seven is considered unlucky or cursed. After an incursion is purged, a new Age begins and there is a year of feasting and joy. However, since the longest life-span in the world is that of a dragon, only 5,000 years, often Incursions are forgotten about until the next one takes place. This cycle continues normally and like clockwork, until the 14th Age.
During the 3rd Age, a race of Giants, who’s exact forms and culture are now lost, diverged into two groups, Dwarves and Goliaths. During the 7th Age, some half-Kethie-Dwarves began developing their own culture and shrinking in stature, build, beard, and ear point. They assimilated elements from all cultures, languages, and scripts, becoming the Halflings. During the 8th Age, some Dwarves and Goliath’s attempted to explore Mooraarbaa, but were transmuted into Goblins, Hobgoblins, and Bugbears. During the 13th Age, a detonation of creation energy went off in a set of three continents, the Wild-Plains, untouched by sentient life, ruled by beasts. When the detonation went off, Centaurs, Ursan, Minotaurs, and Leonin all came into being from their normal beast counterparts.
The Incursion in the 14th Age was the worst yet, many died and much was lost, unbeknownst to the rest of the world, in the final Geographic Region, aberrations began setting up roots. After defeating this incursion, the 15th Age was one of plenty, and exploration began. Drakion, the Wild-Plains, the Archipelago, and the Chaos all discovered each other and began trading and communicating. Then the Twisted Lands was discovered, seven towers scraped into the sky, every day, one shot a beam of energy out from its summit, and it was filled with aberrations. Additionally in the 15th Age, an Ìqáalìe named S'óekhìq became a Lich, a group of adventurers, Goebaan, 'oelin, and Dragonheart ventured into his first dungeon. 'oelin and Dragonheart fell and became his lieutenants. Dragonheart, being a former member of the Cult of the Dragonflesh taught S'óekhìq how to graft dragonflesh, so now all of S'óekhìq's zombies and undead servants have one horrifyingly large draconic arm.
After the incursion of the 15th Age, a crusade to try purge the Twisted Lands of their aberrant infestation began. Almost all failed, most who went there died, the few who came back had some mad in a way never seen before. Some humans who arrived were changed as the corrupting energy tampered with the wellspring of creation energy seated in humans and they became Gnolls, however, with the direct assistance and intervention of Sardior, many Gnolls were able to regain their sentience and will, and helped in the crusades. A group of three Dwarves attempted to infiltrate the Twisted Lands, to see if that was more effective than an up front invasion, in a sense it was. The three, Garrick Stormbreaker, Lord of Bows, Stauris Stormbreaker, Lightning King, and Nordrolin Flashkand, Half-Giant, survived without going too insane. They assisted in establishing a city they found made up of survivors, Renth, which they helped to create a ward, similar to Sardiors, around the city.
After the losses of the 16th Age, many gave up on the Twisted Lands, except the Aberrant Scholars, a taboo profession which studied aberrations and the minds of the Twisted (those who went mad in a unique way) to try to understand how to reclaim the Twisted Lands. This research led directly to the creation of the Cursed, expert monster hunters, mutigenically enhanced, who could enchant weapons by making them, also, Cursed, which could be used to harm monsters traditional weapons could not. They also had snake eyes which could see in the dark, and extended lifespans.
During the 16th Age, frog-like creatures named Slaad broke into the world, captured by the Citadel, and eventually escaped en masse during the 17th Age, but now they are Grung, both Aberration and elemental, with skin made up of elemental power and slime, and long claws from their slaad heritage. Around the time the Grung escaped, the Kalasthari entered, humans bound to a Quori spirit and of dual-mind, however, due to the nature of Drakomere, their connection was severed, and they began to create worlds in their minds due to the free space and room, they escaped around the 19th Age.
During the 28th Age, a set of heroes, Artham O’Carrick, Bard of Old, Torcilyus, Shelléd Champion and keeper of his lineage, Brax Tideprancer, the Mindbreaker, Jack, the Angry Lumber, Belt-Crowned, and Starbough Brightleaf, Night-Sky and Lunari’s Root. These five heroes helped in destroying this Incursion, their tale is told more fully in the Heroes of the Soul of the World, a poem written by Sadosc Buldarum about their exploits.
Artham O’Carrick protected the town of Coloro from Faethon, the Baron of Ebonfast, the city of the Black Dragons, who had become evil, hungry for power, however Artham fell, dealing a mortal wound to Faethon. Faethon made sure his children and heir would kill all bards and musicians who dare come to his city.
During the 29th Age, a set of heroes, Nowhere, Bubbles, Varyano, Sarakaya, Alduin, Lazarus, and Khellik went to fight off some Fire Druid in the Wild Plains, but that story has yet to play out.
During the 29th Age, a set of heroes, Croc Ashstrike, Alnar Mageborn, Zegara, and Sadosc Buldarum has begun their quest which may lead them to defeating that Age’s aberrant Incursion, but their story has yet to play out and come to an end