Dragonia

Please note that the following is NOT the fanfiction Dragonia by Dixxy. This is simply an appendix that talks a little bit about the land and its history to give you some background. This is so Lucky doesn't become something similar to a Hollywood tour guide. "And to your left you'll see a castle. Built in blah, blah, blah. . ."

The Four Countries of Dragonia

Dragonia consists of five continents. To get to almost any of the continents there are boats and ferries to take you to almost anyplace you want to go. For a traveler or a small group, the cost is free. The boat captains charge high prices for merchants and larger groups to make up for the lost profit.

There are small islands scattered about the world of Dragonia, though they are generally uninhabited, owned by hermits, or used as vacation getaways. Some of the larger islands are home to entire villages of fishermen, tailors, and other trades people. These villages are independent and are not owned by any of the four super powers.

No Name Land

The nature of the smallest continent is shrouded in mystery as there has never been a settlement on any of its shores. Most of the explorers who trekked there have never returned. The one explorer who did return was a young sailor named Rowen whose boat washed apon the shore. Because he was the only person to ever return from No Name Land, he was considered to be the luckiest man alive. Since then, many parents have chosen to name their sons Rowen in hopes of their child to have good luck throughout their life.

Though the sailor didn't say much about what was on the island, he reported it as having very dense vegetation and very tall trees that are still considered to be the tallest in the entire world. It is suspected that animals of some sort live on the continent, but no one knows what these animals are.

Fuoco

Fuoco is largely a mining country. The land consists largely of mountains, caves, and valleys in which the people mine ores, precious stones, and other minerals for their livelihood. Most of the country is very cold, but several hot springs exist throughout the continent, most of which serve as the center for towns and villages. Because of these hot springs, farms are functional and vegetation can grow.

Because of how far each town is from each other, there is no central government, though the leaders of each town and city meet once a year for the Great Summit to discuss political issues and problems in each town. In the event of an emergency, the towns may send a messenger to the nearest town for assistance.

Fuoco does the majority of its trade with the artisans and tradesmen of Terra, though it sells coal and other useful minerals to all three of the super powers. There is also a large business stemming from the hot springs which act as a getaway for weary travelers.

Terra

Terra is the largest of the continents as well as the most populated. The land is a mix of farmland and forest land with a mild climate all year round. The people are considered to be cheerful, friendly, and willing to lend a helping hand to a perfect stranger.

The country is a pure monarchy, though unlike most other monarchies power is passed from mother to daughter unless no daughter was born. In this case power would be passed to the eldest son's wife. Women are regarded very highly due to their role in nature, which is to give life. Men are considered to be the protectors of women and expected to treat every woman the same way they would the Queen. Many men hold positions of power in addition to women.

Most of the people of Terra are artisans and trades people, and at that, considered to be the best in the entire world of Dragonia. Because of how prosperous the people of this land are, the boat captains give them a slight discount to travel from port to port because of how frequently they travel and the large cargo they bring with them.

Acqua

Acqua is a continent that consists largely of entertainment facilities. Situated in an extremely warm climate, the people generally dress for the extreme heat with loose fitting clothing or. . . little clothing. Due to the nature of the country's economy, some of the business owners are dishonest and greedy, though most businessmen are generally good-natured and honest- after all, lying is bad for business!

The government, like Terra's, is a monarchy. Unlike the tradesman's country, however, the men of the royal family are notorious womanizers who take advantage of strip clubs, prostitution rings, and burlesque houses. The people of Terra rarely travel here casually due to this aspect of the culture.

Acqua is the least active of the countries in terms of exporting goods but import the most goods- they make enough money to survive on their services. They do, however, have the largest crime rate in terms of murder, rape, robbery, and fraud. Because of this Dragon Kin from Aria are often called to help Acqua law enforcement keep the peace.

Aria

Aria is the homeland of the Dragon Kin. It is the only country with four seasons, going through a spring, summer, fall, and winter each year. Aria has no major industry, preferring to have an even mix of the industries of the other continents (though admittedly the entertainment in Aria is much cleaner than that found in Acqua).

The people of Aria- excluding the Dragon Kin, who have their own ruling system- elect one person for life as their ruler, called simply the Ruler. Each town also elects a consultant to aid the Ruler and keep him or her connected to the people. In case of a tyrant, all of the consultants must agree to have him or her assassinated, usually by a Dragon Knight, Maid, or Matron. From there a new Ruler is chosen.

Despite this, Aria is most notable for the Dragon Kin, whose home is base in Aria.

Kind of.

The Dragon Kin

The Dragon Kin have been a part of Dragonia for so thousands of years. In short, a Dragon Kin is a human being with a connection to a dragon and a sword. All three of these factors form an intimate (no, not THAT kind of intimate) relationship. This relationship is what makes the Dragon Kin such formidable opponents- it's like facing three people at the same time due to these connections. In essence, any number of Kin is actually worth three times their actual number.

In general, the Kin and sword are the main fighting forces in the trio. A Kin can use magical attacks with their sword and dragon based on the breed of their dragon. The dragon plays the role of an advisor, trusted friend, and assistant in combat. If a Dragon Kin of the Knight rank or higher casts the correct spell, a dragon can grow several times its normal size, which allows them to fly their Kin and several passengers around for means of simple transportation or a battle in the sky. Usually a loose sense of telepathy exists in these relationships, though some Kin have a much stronger or much weaker connection.

There are several "levels" of the Dragon Kin that form a sort of social pyramid. Unlike most other pyramids, however, the lower classes are not treated poorly (though they don't have as much power or as many privileges). This is because one is not born into high status- to get to any of the higher levels, one must work there. EVERYONE starts out at the bottom. Naturally those of higher rank are granted respect for their hard work to get where they are, but in most situations they would not be treated any differently from anyone else.

Anyone has the potential to be a Dragon Kin, though it IS something they are born with. For each dragon born, there is a Kin for them, though there is no dragon for every human. A person learns they are Kin when their sword or Cadet Pendant appears to them while their dragon is near. This does not always happen automatically and it sometimes takes a desperate situation or a Dragon Witch or Wizard (explained later) to activate.

Dragon Kin do NOT have to be from Aria, or even Dragonia at all. However, these Kin are harder to track down as they may or may not come from a world familiar with magic and dimensional travel, which Dragonia is. No one is sure WHY this occurs, but it does.

Dragon Cadets

Dragon Cadets make up part of the lowest class of Dragon Kin as well as the smallest. Dragon Cadets are Kin who have found their dragons prior to their sixteenth birthday, which is considered a rare event. Until they turn sixteen, they cannot evolve to the next level (Knight, Maiden, or Matron status) and their sword takes the form of a pendant. The pendant changes shape when the Cadet comes of age. Until then, the pendant is a purely defensive talisman that will create a protective bubble around Cadet and dragon until danger passes. There are not many Dragon Cadets as most Kin are sixteen or older when they learn they are Kin.

The pendant may appear to someone older than sixteen if their dragon is absent. They would not be considered a Cadet in this VERY rare event, though they would not be given the title of Tamer, either. There is no name for this unusual rank as there is no need for such a title due to the small number of Kin this happens to.

Dragon Tamers

Most Kin start out at this level and most of the Kin stay at this level. A Kin becomes a Tamer either by receiving their dragon and sword after they turn sixteen or, if the Kin was a Cadet, on their sixteenth birthday at midnight. This is the most basic and peaceful of all levels in the hierarchy. Tamers also make up a vast majority of all Kin. Unless there is a time of extreme unrest, Tamers are not generally called into battle. As a Tamer, these Kin are allowed a weekly allowance and are often given discounts at different businesses around Dragonia.

Dragon Knights, Maidens, and Matrons

This class is the first class of any real significance. Most generally referred to as the Knight class, a Kin must take a test to become any of these titles. To do this, Tamers study under a Dragon Lord or Lady for a period of two to three months, during which time they'll undergo strenuous tests and obstacles, some of which ARE life-threatening. Once the final test has been passed, those who lasted gain rank.

Each of the above titles are all considered equal and only differ between each individual Kin. A Dragon Knight is any male at this rank, a Maiden is any virginal female and a Matron is any non-virginal girl (even if the girl is not married). Knights, Maidens, and Matrons do differ slightly in how their powers work and all three armors have a different basic structure.

At this level, the Kin will gain a light suit of armor and the ability to "hide" their sword away in a jeweled choker that appears as a result of their gained rank. Depending on the situation, the dragon can also escape into this gem. The allowance is doubled and more privileges are added.

A Tamer may also become a Dragon Knight/Maiden/Matron if an already existing Legion is willing to accept a new member. This test is not necessarily considered to be more or less dangerous, though it is much longer as it requires the Tamer to travel with the legion for six months (hence the danger) and then beat at least one of the others in a sword match. During this match, the Knight/Maiden/Matron slips into a state of unconsciousness to avoid any emotions get in the way of "letting" the other person win. This may end in tragedy if the Tamer fails to win the match and is killed. For this reason Legions rarely accept new members, and if they do, they usually choose the worst swordsman in the Legion.

First Knight/Maiden/Matron

The Kin who performs, in the eyes of the Dragon Lord or Lady, best in a Dragon Knight Test, is given this special title. They act as the leader of the Legion, have a higher salary (slightly more than doubled), and have almost all of the privileges a Lord or Lady has. A First Knight will usually have a cape in addition to their armor as well as an earring in the shape of a flying dragon. This earring becomes a part of the Kin and can NEVER be removed, no matter how sharp the blade or how strong the magic. In a way, it's like a cockroach.

With the title of First Knight also comes extra responsibility. The First Knight must undergo additional training with their Dragon Lord in fields such as leadership, how to handle large crisis situations, and reporting what he or she and their legion have done. Usually this means the First Knight and his or her Legion stay in the Dragon capitol city for a number of months before becoming an active team of Dragon Knights.

Dragon Lord/Lady

The next highest ranking in the hierarchy of the Dragon Kin, Dragon Lords make up a very small percentage of all Kin. Though they hold powers that far exceed those of the Knights they train, their role is more political in the function of the Kin. They rarely fight, though it is considered very bad news for the opponent if they decide to fight.

Becoming a Dragon Lord or Lady involves no test. The Dragon Mage and Sorceress must jointly agree to make the Knight, Maiden, or Matron a Lord or Lady, then approach the said person on the matter. The potential Lord or Lady has the right to decline the offer. If they change their mind, the offer stands as long as the Mage and Sorceress are still in power.

The Dragon Mage and the Dragon Sorceress

The highest attainable rank in the Dragon Kin, the Dragon Mage and Sorceress are the most powerful of all the Kin (if you thought pissing off a Lord or Lady was a bad idea, don't even think about attacking these two). As joint rulers, the Mage and Sorceress run everything in the Dragon capitol and act as generals during times of war. People from all four countries see the Dragon Mage and Sorceress as important figure heads.

The Dragon Mage and Sorceress are chosen after the previous rulers pass away. A sacred rune chooses the new rulers. The new rulers must not be married, as the new Mage and Sorceress are married to each other within a week. They are then expected to bear a child within two years. This child has no specific name or rank, but once their parents feel they are old enough they do have the right to join major councils or committees.

Dragon Breeds

There are several different breeds of Dragons in many combinations. Dragons are classified by two elements- one major, one minor. The major element determines the main source of power for the Kin, and the minor element decides how these powers may be affected by location, time of day, and other factors.

The Major Elements

The major elements are as follows: Wind, Thunder, Water, Frost (Ice), Earth, Fire, Mystic, Light, Bard, and Venom. Each of these dragons draws a different kind of magical power. These breeds are the second term by which a dragon is defined. Example: Fire, Earth, ect.

The rarest dragon breed is Mystic. Only a few dozen are known to exist in the entire world of Dragonia while most other breeds range well into the hundreds. The most common breeds are Fire, Water, and Wind, though there is also a large number of Venom and Thunder dragons.

The Minor Elements

There are many minor elements: Morning, Noon, Night, North, South, East, West, Dark, and Holy. These minor elements can apply to ANY dragon breed except for Mystic, which has its own minor breeds (Elf, Fairy, and Pixie). Not all major and minor elements can co exist- there is no such thing as a Dark Light dragon or a Holy Venom dragon. Also, some of the major elements have minor elements that only apply to them. Red, Orange, Yellow, Green, Blue, and Purple are all minor elements to Thunder and Swamp, Forest, and Meadow minor elements are only found amongst the Venom element.

There are rumors of Star, Crystal, Gold, and Silver minor elements existing. These rumors go back thousands of years to a time before written records were kept. No historian has ever found solid proof of these dragons existing, nor has anyone ever seen a dragon of any of these minor breeds.

Dragoran

Dragoran is the base of operations for the Dragon Kin. Here, the Dragon Mage and Sorceress live and rule with the aide of several Dragon Lords, Knights, Tamers, and Wizards (further down). It's considered to be one of the most fantastic places in all of Dragonia to visit, though getting there is a bit tricky. Some would rather try to open those little packets of peanuts they give you on airplanes.

Dragoran is something of a sixth continent in Dragonia- it's a giant floating island half the size of Aria! Flying just below the clouds, the view from the island is said to be the most breathtaking in all of Dragonia.

The entire island is a representation of an intimate balance between civilization and nature. Buildings are build around the natural forests and wildlife on the island, adding to the already mystical feel of the continent. It isn't rare to find atriums inside of buildings that contain patches of grass, fruit orchids, or even entire farms.

Dragon Falls

The only part of Dragoran that extends to the continent of Aria, Dragon Falls is a waterfall that falls from a lake on Dragoran (known as Sky Lake) into the middle of a lake below (Crystal Lake). Crystal Lake was possibly formed by the waterfall itself due to what is known about the laws of erosion. The waters of both lakes are considered to be the best tasting and cleanest in all of Dragonia, and some healers insist that the water can work miracles. Because of this thousands of people flock to the Falls each year in hopes of health and good luck.

Crystal and Sky Lakes are also the sites where normal people can enter and leave Dragoran by either dragon back, flying boats (which look more like decorative soup bowls than boats), or teleportation. Due to the dangers of the teleportation system (as in only half of you making it there), only cargo is allowed to travel this way.

The Dragon Castle

An incredibly huge structure said to contain well over five-hundred-trillion acres of floor space (and that's a modest estimate!), the Dragon Castle is the largest man-made structure in not only Dragonia, but also in the Nether Realm AND the Mortal Realm. It encompasses well over half of the continent. The glistening white palace, like every other building on Dragoran, was built around the wildlife and contains several small atriums. No one is sure how many people the palace can fit, though because of how many floors it has, it may very well be able to hold every man, woman, child, and dragon in all of Dragonia!

The Heart of the Kin

Located in the center of the castle, the Heart of the Kin is the main hub of Dragon Kin business. This is where the Dragon Mage and Sorceress as well as the majority of the Dragon Lords live. Several studies, libraries, and training rooms can be found within the walls of this area. Councils meet here regularly and audiences with high ranking Dragon Kin occur here.

This is the most restricted area in the entire continent, though getting in isn't a complete horror show- it's simply a matter of passing the inspection of two Dragon Knights (not necessarily First Knights) to make sure your intentions aren't bad. A person is allowed back into the Heart of the Kin indefinitely.

Lavara Springs

A large network of hot springs similar to the ones found in Fuoco. Here, people can come and relax after a long day. Masseuses, therapists, and entertainers are all available in one of the most casual parts of the Dragoran. This is a popular meeting place for the residents of the Dragoran.

Moonlight Atrium

The Moonlight Atrium is the largest indoor atrium in the Dragon Castle. A large field surrounded by trees, it's a bright, relaxing spot where people come for picnics and casual sparring. The dome over the top of the atrium provides a good source of sunlight and one of the best places to see the stars as clouds never travel over it. This is another popular meeting place for friends and business associates.

It is also considered a popular make-out spot amongst teenagers.

Other Dragon People

Not all people affiliated with the Dragon Kin are Kin themselves. Other jobs exist for normal humans to partake in if they wish to help the Dragon Kin if they aren't one themselves. For the most part, these are small office jobs such as secretaries and services like physicians and bankers, but other jobs are unique to the Kin.

Dragon Wizards

Normal humans can also attain the power of dragon magic as every human does have an affiliation with either Fire, Light, Water, Earth, or Air magic (though some people do carry more than one of these powers, and in rare cases, all of them- they are called Omni Elementals). Because of this, the element can be drawn out and intensified to be used by the owner. This is how Dragon Wizards and Witches come into being.

Most Dragon Legions travel with at least one Dragon Wizard, though some prefer to rely on their own numbers for support in battle. Still, they are considered to be excellent advisors and useful in battle or other awkward situations. Their spells may also provide shelter, food, healing, warmth, or other survival necessities.

In order to have the procedure done, an interviewing process begins. Basically, the Kin and already-existing Dragon Wizards want to know if someone has a noble reason for becoming a Dragon Wizard or Witch. Else wise, they will be denied the power extraction and sent on their way.

Dragon Wizards usually have a magical item to aide them in their magic, often times some sort of a wand or staff. This item is crafted for them by a Dragon Smith (see below) based on the kind of power they can exert and how well they'll be able to handle it- larger items are given to bigger and taller people.

Wizards also have the option of choosing a familiar, though this usually doesn't occur. A very special relationship between the Wizard and animal must exist before the animal can become a familiar or else one or both parties may get hurt or possibly even die. The familiar usually acts as an assistant in spell casting and often times has the power to communicate telepathically with their Wizard.

Several classes are available for new Wizards and Witches who wish to learn more about their new powers, though only a few are required before they can join a Legion. Typically these are very basic classes that surround simple healing, attack magic, defense magic, and proper techniques.

The Dragon Smiths

Considered to be the best black smiths in all of Dragonia (as well as a result of Dixxy's adoration for Presea of Magic Knight Rayearth), the Dragon Smiths are responsible for making weapons. They use magic to help them build everything from daggers to catapults with precision, detail, and beauty that has never been matched. They are also the only weapon smiths who can repair Dragon swords and several weapons bearing magical properties.

Their most important job, however, is to create the talismans for Dragon Wizards and Witches. These staves, wands, pendants, rings, necklaces, and other miscellaneous items have one unique characteristic- they are completely indestructible. No one is exactly sure why this is, but a Dragon Wizard's talisman is the only weapon in existence that cannot be damaged or destroyed (much like Sage's hair ).

Miscellaneous

Dixxy's Note: This section, more than the others, is highly subject to change

Demone

According to legend, Demone is an evil demon who resides somewhere in Dragonia, though no one is exactly sure where (though due to its nature many people venture to guess that he may be on No Name Land). Very few people have ever seen him and lived to tell about it, but those who survived tell stories of a man who drinks blood from a golden goblet- the source unknown- and has bright blue skin.

Demone is the Master of the Eternal Darkness, a strange force that is an odd mix between an entire dimension and a mass of magical energy. It is said that once a person is tossed into this abysmal darkness they will wander about it forever, unable to find the way back out.

Though his intentions are unknown, it's suspected that he wants to expand the Eternal Darkness so it consumes all of Dragonia, sending the people of the land into an eternity of chaos and despair. Others think the Eternal Darkness is simply a weapon of his that he uses against people he doesn't like and has no intentions to take over or destroy Dragonia.

Rune Fairies

Aside from humans and dragons, there is one other major population scattered across the land- Rune Fairies. Rune Fairies are very childlike in appearance, even if they are well over a thousand years old. Generally peaceful, friendly, and carefree, the Rune Fairies are considered to be trustworthy and reliable friends. They will do anything if they believe it will save or help someone dear to them.