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Tales of Draekana - General Info

Draekana

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Introduction: Draekana is the only continent on a small planet with small islands around it. Long ago, the inhabitants of Draekana were mindless creatures, seeking only to hunt and hurt. Then, they were then saved by 8 Elders, dragons who were thought to embody the very concepts of the elements. They granted intellect to the denizens of Draekana and tought them magic. Since then, Draekana was split into 9 regions, one for each element and one to help keep peace between them all. However, historians, archeologists and adventurers have found ancient records suggesting a time before the Chaotic Era, a civilization that devolved into mindless violence and a time where gods walked the earth alongside people as well as the existent of another continent thought to be non-existent.

Population: The denizens of Draekana consist mostly of draconians, intellectual humanoid dragons, and aken, a wide genre of intellectual humanoid animals, though there are other races that live there like phyllia, intellectual humanoid plant life, humans, intellectual humanoid humans, and more. Individually, they are the minority of the overall population due to the large numbers of draconians and aken subraces, but they all are vast in different subraces of different natures and cultures.
-note: While some races (Aken and Phyllia) have sub-races that correlate to similar species as non-intelligent animals and plants, they are not considered the same. As such, it is socially acceptable and even sometimes encouraged by the cultures of the aformentioned races to keep their unintelligent counter parts as pets/house plants. It is also culturally and morally acceptable for the aforementioned races to kill and eat their unintelligent counter parts as foor and it is not considered canibalism.

Magic: Magic is a powerful energy that permeates every crevise of Draekana's universe and it can be classified into 8 differing elements based on its innate properties: Fire, water, earth, sky, light, dark, thunder and ice. Every creature is born with an affinity for a certain element of magic, sometimes more than one, which determinds their class (see classes below). Magic itself can also separated into different types. Raw magic, natural magic and tempered magic.

Raw magic is magic itself, energy without a correlating element and the kind of magic that just exists everywhere like oxygen, invisible but potent and essential for life.

Natural magic is the elemental magic generated inside a being or thing. Every creature, rock, pool of water, plant and cloud each exudes natural magic and gives them their affinities. It empowers their special abilities (like breath attack) and what they can naturally manipulate (like conjuring fire or ice). Being near an external natural source of magic (like water or light) can also enhance a being's ability to manipulate the magic around them. it makes them feel lighter and more at ease depending on the strength of the source.

Finally, tempered magic is when you give raw magic properties and artificially turn it into elemental magic in the use of magic in spells, runes and enchantments. Spells are the use of a being's will in order to manipulate raw magic into elemental magic. This can be done through simply feel alone, but is easiest to learn via incantation. The stronger your innate magic or the closer you are to your natural affinity, the stronger the spell. Spells associated with your class are easier to use while those that aren't or oppose your class are significantly harder to learn, though not impossible. Runes are writen, or more often etched, symbols imbued with spells that can be stored and used at any time by anyone by simply powering it with magic. They can be as large or as small as you want, but the size also corelates to the amount of magic used so the larger a rune, the more magic it takes to make. Runes also, while they can be any symbol, are easiest to make when the symbol correlates strongly with the magic being imbued. Enchantments are much like runes except instead of imbuing a symbol with magic, you imbue an object with magic. Now, this can be tricky to do as it requires to load an object already filled with its own magic with more magic, potentially from a differering classes. The larger the incompatability or the more magic an object holds, the harder it is to enchant it. Moreover, the spells used in enchants are also more complex as they must be conditional spells (spells that require a task to be done before they can activate) as enchanted objects use the magic embued into the object to function, rather than the users magic. As such, enchanting is considered a high-class and extremely difficult profession. 

Classes:

Gods:

History: Draekana used to be a world of chaos and violence, before sentience and intelligence was granted to dragons. Huge aggressive dragons always fighting over primal things like small territories and prey turned living in Draekana like a war zone for smaller creatures that couldn't survive easily. After the Elder dragons awoke from their primordial instincts, they learned of the great powers they had and used them to give new life to Draekana, shaping it into a more peacful land.

However, days of war were not behind them. Although dragons now had the intelligence to think through their actions, that didn't stop the instincts that called for them to protect and expand their boarders from slipping into everyday conduct. Conflicts between the 8 regions started to rise and the Elders did all but did nothing to ease them. In fact, peace talks between the Elders simply turned to arguing and near aggression, only escalating the issue. As they aged, they continued to only make the conflict worse, handing down their grudges and hatred onto their predecessors after they passed. As the war dragged on, an organization appeared from the bloodshed, Esckillon, that promised all of draekenic kind the anihilation they seemingly deserved.

In the face of danger, the new ruling leaders of the regions of Draekana agreed to a temporary cease fire until Esckillon was dealt with. But that did nothing to change the tensions between them. Despite the looming threat, the regions refused to cooperate with each other, each selfishly trying to either fortify themselves or deal with Esckillon on their own. One dragon, from the region of Drakalis, decided to take things into his own hands. He first went to each of the leaders individually, but was turned away and laughed at by each, including his own region's leader, Drakah. 

So instead, he gathered his own troops, creatures from every region who thought the war between the regions was just as stupid as he did and that Esckillon was too dangerous to let boundaries dictate their actions. He gathered more and more dragons, calling them the Dragon's United Alliance, as Esckillon attacked each of the different region's temples and stole the Elemental Crystals that helped direct the region's magic flow and empower the residents of each area. After Esckillon had gathered all the crystals, he challenged the eight regions and their Elders one last time to face him in the center of Draekana in a last ditch effort to save themselves. When they gathered, once again, they stood divided, still snarling at each other despite the pressing issue at hand, only proving Esckillon right, that the creatures of Draekana were no better than when they had no intellect at all.

But just as all hope was lost, an unexpected dragon appeared. Sola, an Eclipse dragon, appeared before Esckillon. Before Esckillon could use the staff empowered by the eight crystals, Sola stole the staff and absorbed the raw elemental crystals. Now unable to use the raw elements to destroy Draekana, the dragons of Draekana all banded together and destroyed Esckillon's organization, sending them all to rot in confined prison.

After this entire ordeal, however, relations between the regions were still sour. So the leader of the D.U.A raised his voice. He called for the war to end and for the original boundaries of the territories to become their permanent boundaries. Additionally, a central region would be created, a metropolis city that would hold the rest of the regions in check and where the leaders of each region could come together and solve issues diplomatically.

As such, the central region of Draekana, and the official nineth region, came to be known as Laktyrn, the region of law and order. After the war concluded, Laktyrn's capital city, Solace, was built and named after Sola. Laktyrn's Elder would summon the other regional Elders every couple decades to discuss Draekana's future or when the times called for them. Since then, Draekana has prospered and grown into the wonderful place that it is today.

© 2026 Dragon_Phyrre - Tales of Draekana - General Info - Draekana

Discussion

2 comments
StarziiButNot Avatar
buh
Mischiefmaster98 Avatar
This sounds so cool!
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