IMPORTANT NOTE: Before you role-play a Dragon in Mysts of Eyr, you must first submit a Dragon Standard Agreement Form.
Dragonkin of Eyr keep to themselves, breaking their solitude only to mate, rear offspring, or obtain help in meeting some threat. Dragons of different species seldom form alliances, though they have been known to cooperate under extreme circumstances, such as when a powerful mutual threat arises for all of Eyr.
Some, along with their Riders, seek within the dark depths of the island while others change form to disguise themselves amongst other races. Whatever the method, one aim is clear: Increase their hoard and maintain the balance of the Realm.
Dragons are inherently magical beings, and in no case should dragons be considered reptiles, despite obvious similarities such as a scaled epidermis and reproduction by laying eggs. In fact, Dragons are more akin to feline creatures than reptiles, particularly in regards to their posture and movements, as well as being inherently warm-blooded and an eye composition similar to felines, although far more complex. A good example of this is the placement of the legs: Reptiles have their legs placed on the sides of their body, while most mammals have them placed underneath their body; dragons also tend to place their rear foot where their front foot was previously, much like most stalking feline predators.
Their lifespan is nearly on par with Celestial and Demons, crossing past the three millennia mark (3,000 years) before a Great Wyrm fades away from the mortal coil. In comparison to Humans, Dragons age very slowly. A dragon isn’t considered an adult until they’ve lived through their first century (100 years).
Mysts of Eyr dragons have three potential forms - a True Form, a Bi-Pedal Form and a Humanesque Form.
The True Form, which is the traditional giant quadruped form and what most think of when they hear the word dragon. They are massive beasts with armor-like scales or metallic looking skins. They have huge gaping jaws and immense strength. Their huge wings let most dragons be fairly agile fighters in the air, though this varies from the different dragon species. Horns, spikes and fins are all possible for the true form, ranging from ear and back frills to leg and arm spikes, once again varying with the type of dragons. You can view a list of approved Second Life avatars for True Form dragons at the bottom of this article.
The Hybrid Form, considered the ‘half form’ of a dragon is an anthropomorphic form. Hybrid forms may either suit aquatic (in the case of water dragons) or terrestrial environments. Dragons must decide upon one or another and may not switch between terrestrial and aquatic hybrid forms without admin approval.
- Terrestrial Hybrid: As a much smaller bi-pedal hybrid between humanoid and full dragon, the physiology allows the dragon to walk upright whilst remaining very ‘dragonesque’ in appearance. A full anthropomorphic head is coupled with digigrade legs, scaled skin, claws, talons, almost always with wings and a sizable tail allow the dragon to move safely within buildings and crowds which the True From dragon is unable to achieve.
- Aquiatic Hybrid: A notable exception would be water dragons, who may have a mer-tail instead of legs, and can still have wings, but cannot fly. Instead, like flying fish, they may glide briefly, or easily adjust their falling.
You can view a list of approved Second Life avatars for Hybrid dragons at the bottom of this article. Please note - NO furry or cartoonish forms permitted.
The Humanesque Form looks basically human, or sometimes elven, depending on the dragon. They tend to have dragonesque features that may hint that they are not entirely what they seem though. Small horns hidden by hair, slight scaling, taloned fingers or toes or other minor things are an example and most are easily concealed. Wings however, are often a clear giveaway!
Things included are:
- Scales (can cover the whole body, but will not offer any protection other than normal skin)
Things NOT included:
- Digigrade legs
- Full Draconic heads (kinzart for example)
The most important factor to keep in mind when creating a Humanesque Form is that it should still have the appearance of being mainly human. It should not, however, look like a human with random dragon parts tacked on - hints should either be very subtle, or blend efficiently.
Strengths & Weaknesses
- Humanesque Form: Sight and smell are twice as strong as the average human, being able to see fine details from 20m (SL chat distance) and detect some subtle aromas on others up to 10m.
- Hybrid Form: Sight and smell are three times as strong as the average human, being able to see up to 30m (a little beyond SL chat distance) and smell some subtle aromas on others up to 10m. Night vision also increased, being able to see in darkness up to 10m relatively clearly.
- True Form: Sight and smell are five times as strong as the average human, being able to see up to 50m (SL yelling distance) and smell some subtle aromas on others up to 10m. Night vision also increased, being able to see in darkness up to 20m relatively clearly.
- Humanesque: Roughly twice as strong as an average human, being able to lift a small horse. Skin, bones and muscles slightly more durable than the average human.
- Hybrid Form: Roughly five times as strong as an average human, being able to lift an empty horse and cart. Skin, bones and muscles are twice as durable than the average human.
- True Form: Ten times as strong as an average human, being able to lift a large, filled hay cart or uproot a large tree. Honeycombed bones allow for flight while supporting thick, heavy mass.
- Humanesque Form: The skin is as durable and rough as thick leather-armor.
- Hybrid Form: Small scales provide increased durability, generally as tough as elven glass. Damage is reduced by a quarter. The presence of scales and stronger muscle tissue allows for three times the durability of an average human.
- True Form: The thick scales provide a great deal of durability, resisting most weapon types and reducing damage done by half. Scaly hide and thick muscle allows for five times the durability of an average human.
- Humanesque Form: If the form has wings, they can fly up to and maintain the height of a rooftop from ground level though only over short distances, and can fly at a speed roughly that of an average run for a human. If it does not have wings, it cannot fly. The avatar should visibly depict this.
- Hybrid Form: Increased muscle strength allows for short bursts of flight in this form to reach the height of a four story building and the tallest trees. Speeds maintain equal to that of a running human with quicker maneuverability than in the larger, true form. However, wings in Hybrid form are far more suited to gliding and hovering over short distances due to the bulk of scales.
- True Form: With wings, they can fly up to and maintain a maximum of 70m (roughly above the tree-tops or to rock perches on cliff edges). They can fly at speed roughly 3x as fast as that of a human's average run. If fit, healthy and well rested, great distances can be covered before a full-form dragon will tire.
- All Forms: Able to heal minor wounds in 4 emoted posts. Major or many minor wounds take a few RL hours to 1-2 RL days, depending on severity/amount. Limbs may be regenerated over the course of 3-5 RL days.
Hybrid Form: Able to breathe/shoot ONE type of element; they are also resistant to this one element. Please Note: This works just as any other spell. One post to build minimum and another to cast, to allow for interruption. Limited to ONE use per day.
- Fire - Small momentary flames (enough to light a fire, melt thin ice or scald flesh)
- Water/Ice - Small momentary shards of ice (similar to hailstones, enough to douse a small fire)
- Lightning - Small electrical charges (enough to scald or light up a dark place)
- Acid/Poison - Small poison effect (enough to cause fever or allergy reaction & melt through un-controlled substances)
True Form: Able to breathe/shoot ONE type of element; they are also resistant to this one element. Please Note: This works just as any other spell. One post to build minimum and another to cast, to allow for interruption.
- Acid/Poison Cloud
CLAWS, JAWS & TAIL
- Humanesque Form: If the form has notably sharp teeth and nails or claws, both can easily puncture skin when force is applied behind them. If the form has a tail, it can lash out, but not knock someone over. The avatar should visibly depict these.
- Hybrid Form: Claws, jaws and tail are capable of causing more severe damage than in humanesque form; able to sever skin and even fracture bones with a successful, well-aimed swipe of the tail.
- True Form: Besides the breath weapon, these are the primary weapons of the form. The claws and teeth can tear into most creatures, including vulnerable areas of dragons, such as wings but not other dragon scaled areas, while the tail can knock an average human into a nearby wall with applied/purposeful force.
KNOWLEDGE & MEMORY
- Dragons have a natural ability to learn and remember information better than most races.
- All forms: Due to heightened senses, powerful stimuli such as pungent odors and bright lights can overwhelm the creature, causing disorientation, pain, and possibly nausea, light-headedness, and fatigue. The closer or more direct the stimuli, the more disorienting, overwhelming, and/or painful the stimuli can be. Sensitivity to light is increased further when using night vision.
- All forms: This purple-leafed, puffy-headed, dandelion-like plant causes a myriad of problems: the natural aroma - even at a distance - can cause gradual loss of voice, extreme coughing, extreme vertigo, and temporary blind-rage; when burned, the smoke causes extreme coughing, instant loss of voice, and extreme labored breathing. When touched to the skin, it creates a severe, painful rash with partial paralysis; if it enters an open wound, it will paralyze the connected limb or torso (and in severe cases, cause cardiac arrest). If ingested, it will induce seizures, unimaginable pain, and potentially death. Contact with dragonsbane *requires* medical attention.
- In contrast to the ONE elemental breath weapon, all forms of the dragon are vulnerable to ONE opposing element, with it doing roughly 2 to 5 times greater damage depending on the type of attack and where it is directed. Earth (like dirt and rock, not plants) may nullify/equalize breath ability, but does equal damage.
- Fire is weak to Water/Ice
- Water/Ice is weak to Lightning
- Lightning is weak to Acid/Poison Cloud
- Acid/Poison Cloud is weak to Fire
- All forms: Must consume two to three times as much food as an average human in order to maintain enough energy.
- Humanesque Form: As this form is condensing the larger true form, it is 1.5 to 2 times as heavy as a human of equal proportions. They cannot run as fast or as long as a normal human in this form and are susceptible to fatigue faster.
- Hybrid Form: With the addition of scales, snout and denser muscle tissue, this form is up to 3 times as heavy as a human of equal proportion, and slower still and more easily fatigued than in humanesque form.
- True Form: Due to their large size, it maneuvers on ground half as well as an average human, being clumsy and inflexible. It also runs half as fast as an average human and cannot sustain it long.
- As bones, muscles, and mass are physically changing, shifting between the true form, bi-pedal and the humanesque form is excruciating. Side effects of shifting include pain, breaking bones, nausea, hunger, light-headedness, soreness, and fatigue. The shift must be roleplayed over minimum 2 posts and requires uninterrupted concentration; you are also limited to only shifting forms (a back and forth shift) twice in a RL 24 hour period. As the true form is the natural state, it recovers somewhat more quickly from side effects, but is still affected.
- Humanesque Form: While slightly more durable, this form is vulnerable to all weapons.
- Hybrid Form: Piercing weapons (i.e., arrows, spears, and the points of blades) and weapons with piercing enchantments may overcome the bi-pedal scaly hide. These cause 1x to 2x greater damage than an average attack to the form, with greater damage caused if one spot his hit repeatedly, thereby going through the scale. The front torso and underbelly has softer scales, which allows the Hybrid dragon to bend sideways and forward and therefore is their most vulnerable area.
- True Form: Piercing weapons (i.e., arrows, spears, and the points of blades) and weapons with piercing enchantments may overcome the scaly hide. These cause 1.5x to 3x greater damage than an average attack to the form, with greater damage caused if one spot his hit repeatedly, thereby going through the scale.
UNDERBELLY, JOINTS & WING MEMBRANE
- Wings in all forms, areas under joints, and the scaled underbelly are vulnerable areas that will take 1.5x to 2x as much damage as the rest of the body.
- All Forms: While more lightweight than hollow bones, the bones in the wings are susceptible to blunt weapons (i.e., hammers and maces) at an average degree of damage. Other bones, especially forelimbs, are susceptible to increasing damage with direct blows, with 4-5 direct blows to one area causing bone breaks.
- In all forms, they are prone to collecting and obsessing over gold, jewels, and other treasure. This tends to drive a dragon to be unreasonable in trade/commerce, aggressive when defending what is theirs, and foolhardy when trying to gain more.
There are two types of Bonds in Mysts of Eyr Dragon Lore. One is the bond between souls, and the other between a Dragon and its Rider.
This type of bond is the closest to human marriage Dragons have, in which a reunion of two souls take place. This is accomplished through the “Sepa Rumag Tonopar” (Soul Mate Bond) ritual known amongst the kin. It is a grand and celebrated event that requires several Dragonkin to complete. The two mates lock hands and are physically bound to one another while one of the dragonkin in attendance calls forth the power to spiritually bind them. At this time, the mates-to-be may speak an oath to one another or simply go forth with the proceedings. Once the binding is complete, the kin add this mating to the tomes for history to remember. The two dragon are released from their physical binds and the newly united mates join one another on a traditional hunt in the wilds to share in their first kill and first feast as re-conjoined souls.
Limited Telepathy: The two mates are telepathically linked and can communicate with and feel one another through this link at any given time, so long as they have not themselves blocked it. As distance between the two increases, so does the link weaken. Between two Dragon mates, this link may weaken but never cuts off. Between a Dragon and mortal mate, this link spans the distance of one sim (500m).
Elemental Strength: The two mates gain a small amount of strength versus the other's chosen element. For example: A dragon with lightning breath would allow its mate to take less damage versus lightning attacks. So rather than taking 2x damage, they would take x1.5 damage.
There Can Be Only One: A Dragon will choose only one mate only in their lives, though they may commit the act of mating (sexual intercourse to reproduce or otherwise) with several others. Should they lose their mate, it is at best unlikely that they would ever choose another again in their lifetime.
Telepathic Pain: On the off chance a humanoid mates with a Dragon, the telepathy they gain would be a painful experience. The thoughts and emotions of a Dragon projected into a mortal mind cause terrible headaches, drain the energy of the one being projected on, and can often times overwhelm them.
This type of bond is a close camaraderie between a Dragon and non-Dragon rider, each entrusting the other with their life should conflict arise. While deep senses of duty, care and devotion are implausible to not feel with this bond, it does not necessarily lead to sexual attraction nor true love. This bond is accomplished through the “Enel Tonopar” (Trust Bond) ritual known amongst the kin. While not as grand as the “Sepa Rumag Tonopar”, it is still widely celebrated when a Dragon finds a mortal to claim, and still requires several Dragonkin to complete. The Dragon and Rider interlock arms, as this is generally done in Humanesque Form to avoid crushing one’s mortal Rider, while another dragon use an athamé to cut through the two gripped hands. The essence of the Dragon flows through this cut and into the Rider’s palm, branding them as the Dragon speaks their true name. Upon completion, the kin add this bond to the tomes for history to remember. The two’s wounds are tended to and then join one another in their first traditional flight as Dragon and Rider.
Limited Telepathy: The two bonded are telepathically linked and can communicate with and feel one another through this link at any given time, so long as they have not themselves blocked it. As distance between the two increases, so does the link weaken. This link spans the distance of one sim (500m). For example: If one bonded is on the Stromness sim and the other is on the Krillian sim, they will not be able to hear nor feel one another.
Elemental Strength: The Rider gains a small amount of strength versus the Dragon's chosen element. For example: A dragon with fire breath would allow it's Rider to take less damage versus fire attacks. So rather than taking 2x damage, they would take x1.5 damage.
Longevity: The Rider gains limited longevity from it's Dragon's life cycle, pushing it's life span beyond that of it's normal race constraints.
Telepathic Pain: The telepathy gained would be a painful experience for any Rider. The thoughts and emotions of a Dragon projected into a mortal mind cause terrible headaches, drain the energy of the one being projected on, and can often times overwhelm them.
Elemental Weakness: The Rider gains a small amount of weakness toward the Dragon's opposing element. For example: A dragon weak to water/ic would instill a weakness upon it's rider, causing it to take x1 more damage than normal versus a water/ice attack.
Creeping Madness: Longevity is the boon of all Dragons, and their species is well adjusted to this racial inevitability. Mortals, however, are shorter lived and have never dealt with time on such a broad spectrum. As the years go on passed the Rider's normal race constraints, past their time to die of old age, they will slowly begin to go mad.
Breaking the Bond
This ritual was created centuries ago after the loss of countless lives to broken bonds, whether through death, or through circumstances that tore them apart. “Wer Apato Jikmada” (The Agony Break) is a ritual known amongst the kin. This ritual, unlike the bonds, is not a celebrated nor grand event. It is a time of mourning, of deep reflection, and of mending. When a bond is broken, the life essences of those formerly bonded begin to shrivel and die. While it is possible to fight through this deep and painful experience, the ritual is the only known certain way of staying alive after a bond has been broken.
Whether or not an individual proceeds with the ritual, it should be noted that breaking a bond is a very serious decision. The act is heart breaking, mentally damaging, and life altering for both parties. Often times, it leads one or both to their death from the sheer amount of maddening pain it inflicts upon them. The ritual merely concretes both individuals’ ability to live through the experience, it does not take away the pain, memories, or madness. Any boons or drawbacks gained from the bond, whether a mate bond or a rider bond, are lost when the bond is broken.
In order to completely sever one’s self from this broken bond, several items must be gathered before the ritual can be conducted, one being a fire ruby of decent size. The gem is imbued with the blood and tears of the one seeking to sever the broken bond. Once this magic has been worked, the one severing must shatter the gem to complete the ritual. Upon completion, the breaking is recorded in the tomes and the health of the bond severer is monitored. Those severing a bond risk sanity, health, and their very life when severing a bond. It will change their lives forever. Whether or not both parties of this broken bond are present, both are left with an everlasting scar: Mates with a scar over their heart, Riders with a scar on their palm. It is said that this scar serves as an everlasting reminder of this bond, a caution to those who would seek another future bond, to consider their choice carefully, and to avoid the pain of loss once again.
Currently there are two approved terrestrial hybrid bi-pedal dragon avatars. One is the Western Dragon and Southern Dragon created and sold by Sylver Bu; it is only available through the in-world location found HERE. The second is the DC Next-Gen Dragon which can be purchased off the Marketplace.
Please note that minor editing/alternations to this avatar may be permitted but you MUST gain approval from one of the admin team before bringing into play.
All genitalia MUST be removed unless in a full nudity permitted area (ie the Bath House).
Questions on obtaining bi-pedal terretrial or aquatic hybrid forms can be directed to a Mysts of Eyr Mentor. Have a custom avatar that you’d like to be reviewed? Contact an Admin with headshot and full body pictures.
Approved True Form Avatars
Colours: The True Form and Humanesque Form can have any colour combination with skin/scales, hair, nails and so on as long as it does not look cartoony. Please avoid excessive amounts of neon colours.
Pre-Approved True Form (Quadraped) Avatars:
Seawolf European Mountain Dragon: https://marketplace.secondlife.com/p/Seawolf-Adult-Dragon-Marketplace-Box/7083064
(Juvenile & Adult sizes Only. Ancient is NOT Accepted)
(Seawolf) Roarbeast Wvyern: https://marketplace.secondlife.com/p/RB-Adult-Wyvern-Avatar-v12/6697089
(Only certain textures accepted. Do NOT use the tiger stripes or any other garish markings or colors. Contact a Mentor for clarification.)
Grendel's Children Avarian Dragon: http://maps.secondlife.com/secondlife/Avaria%20Tor/133/134/302/
(Forest, Plains, Canyon & Ravine)
Avalon Dragon Avatar: https://marketplace.secondlife.com/p/Avalon-Dragon-Avatar/383243
(Small size Only)
Spider Productions' Guardian Dragon: https://marketplace.secondlife.com/stores/2456/search?utf8=%E2%9C%93&search%5Bcategory_id%5D=&search%5Bmaturity_level%5D=G&search%5Bkeywords%5D=dragon+guardian
(both included AO's allowed)
DreamCrawler Feral Dragon (shown above): https://marketplace.secondlife.com/stores/2339/search?utf8=%E2%9C%93&search%5Bcategory_id%5D=&search%5Bmaturity_level%5D=G&search%5Bkeywords%5D=feral+dragon
(Feral Dragon only.)
.DL. Hikari ga motarasu Ryu Box: https://marketplace.secondlife.com/p/DL-Hikari-ga-motarasu-Ryu-Box/6914621
Questions on obtaining quad form can be directed to a Mysts of Eyr Mentor. Have a custom avatar that you’d like to be reviewed? Contact an Admin.