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Dragomii are a alien species, one of the three base sophonts of Sertha. They present as large heavy carnivores. Obligate carnivores at that, and extremely quick to anger. While they are covered in mammal-like fur, and bear offspring as mammals do. Dragomii are not mammals, Terramagnus is the sub-class that Dragomii are consolidated under. Dragomii do not possess breasts and lack any milk-producing ability, their infants are fed meat from the very start of their lives. And like life on Sertha, Dragomii are eternal. They will not die unless disease, accident, poison, or blade takes them. Which gives them an extremely alien mental state and fortitude. Here lies a comprehensive guide to their physiology, biology, and genetics, and mental fortitude.
Name: Dragomii
Sub Order: Death of the Stars, oh those Hellish Guards
Class: Pretaria
Sub Class: Terramagnus
Order: Carnfor
Group: Terra
Sub Group: Howling Terrors
Height Classes:
Weight: 1750-3400lbs
Dragomii function on an extremely complex genetic code. DNA passed down from parents only makes up two-thirds of a descendant, the third comes from a dominant rescendant . When two dragomii reproduce one parent will take dominance over genetic code passed down, normally this is the individual who will carry the spawn. This dominant parent will become a dominant rescendant if their spawn chooses to reproduce. Two dragomii with grey coats both could reproduce and end up with spawn of a completely different color and height due to the override DNA of the dominant rescendant. This system of dominance stems from their high resistance to radiation, since one individual can sustain significant genetic damage yet have their dominant rescendants' genetic info to fall back on. Sometimes the stored resendant information can decide to override the genetics of a dragomii, changing coat color, length, patterns, arm length, eye color, and more.
The red path shows the overrides of the dominant rescendants
As seen, the first dominant rescendant overrides the childs appearance. Instead of the
accented plum and the cloudy blue mixing. The child takes the base coat of the dark purple and white accents.
With blue highlights in the cheek from the non dominant parent. The accented plum parent now becomes the new dominant rescendant.
And not always is a child/grandchild overidden. Moreover it is a fourty sixty chance for a override from a dominant rescendant at birth.
The green path shows the path of dominance
As seen, the path of dominance shows who becomes dominant and who doesn't. Notably, the path
can be broken. It is not always a straight line through lineages, different sides of the lineage
fight for dominance. Often jumping back and forth on who becomes dominant.
The purple path shows the direct bloodlines
Two dragomii are needed for reproduction, no sexes need nor do they truely exist. These
are straightforward and simple.
Phenotype, Genotype, Halgantype, Exthertype, Sablsatype, and Magnaratype control how a dragomii looks. Halgantype and Exthertype control the coat color and markings, Sablesatype and Magnaratype control a dragomii's general appearance. An example of a Magnaratype would be The height of a dragomii. As it is controlled by their STH type, or Segmented Trait Height Type. Height in dragomii is based on the dominant parent and dominant rescendant.
As an example of Magnaratype, Dalakins. The race comes equipped with a set of wings
and vestigial hands mounted on the joints. One of the most glaringly obvious examples of Magnaratype in use.
As they posses different code to replace the look and use of arms. As well as to alter the tail greatly
IE: A fanned tail much like a peacocks.
Due to their highly segmented and adaptive nature, a winged trait has evolved.
Originally this trait was only reserved for the Dalakin race. And through the years
it has been passed down. Certain lineages are capable of keeping their original arms,
and having the wings sprout from their back. Though that type of wing is hard to come by,
instead the arms often end up being replaced.
Sablesatype acts in much the same way. Replacing and overiding limbs to control appearance. Though it is unique
in the way that it comes from Sable'sa. Hybrids often display Sablesatype, an arm or a leg looking akin to a Sable'sa's.
Only in rare cases (DTPS) will a dragomii posses 80-95% of Sablesatype. And only if one has a sable as a dominant rescendant.
This however will near never happen naturaly, often one
will have to take a threshhold amount of radiation, and rarely do they survive the overiding of their Sablesatype.
Halgantype is a modifier that changes the looks and appearances of existing well-known patterns, patterns that otherwise would be unaltered. As in the genetic info that controls stripes
should only produce stripes yet now the stripes have started to bleed outwards. Despite the genes for that pattern not dictating that, instead another set of alleles
has taken precedence and caused alterations. Halgantypes are harmless and can even be sought after since one would want a pretty heir.
Exthertype however has the chance to
be harmful and lethal. Exthertype will either be a TY1(Harmless) or a TY2(Harmful). Exthertype commands the dominant rescendants genetic info to override the individuals.
In both TY1 and TY2 it will present as patches/patterns of the dominant ascendants' appearance (These patches will be far more melanated). In TY1
these patches will only affect coat color, texture, and fur length. In TY2, these patches will affect the coat, flesh, organs, and bones of the individual. Forcing those areas to conform
to a 'copy-paste' of the dominant ascendant. Resulting in mismatched flesh, organs, and bones. Sometimes those with TY2 fall apart as their flesh cannot properly hold form. This can happen
early in the womb, birth, or at any stage of life. Individuals with TY2 depending on how much of a match they are to the dominant ascendant can be fine, though normally the majority of those
affected have chronic lifelong conditions. Depending on the severity of the TY2, one could be helped or they could slow the process of falling apart at the seams.
Magnaratype and Sablesatype control general appearances. Due to dragomiis segmented bodies and extreme adaptation traits and physical features are once again partitioned into different areas. Magnaratype is the type all animals who belong to the Magnus class have. Dragomii (Terramagnus) therefore rely upon this branch for their appearances. Ears, tails, snout length, teeth, eyes, horns, and the like are all controlled by the Magnaratype. Sablesatype is the same, but it is mainly used for Sable'sa (Serratamagnus). Note the use of magnus classification, both traits can be interchanged between the two species. As Dragomii and Sable'sa ride the line between being able to and not being able to reproduce with each other. A line rode so thin each hybrid can vary in the extremes to how they look, and how well their health holds up. Most hybrids are fertile and capable of reproducing.'Purebred dragomii' will only possess Magnaratype. Hybrids or those with Sable'sa in their lineages will present and have recessive Sablesatype alleles.
Dragomii are rather intelligent beings, when they slow down and focus that is. On average an individual would be considered decently smarter than humans, the gift of eternity is to thank for that. Dragomii while sociable, intelligent, and agreeable. Are wild animals.Unlike humans these beasts have not domesticated themselves, they still possess every animalistic instinct and desire. And being instinct-driven animals, they despite being fairly smart, will most often act first think later. Which has created their extremely durable bodies by way of evolution, as those unable to sit, concentrate, and think often end up killing themselves by way of idiotic move.
Biting, clawing, snapping, hissing, barking, nesting, and growling are common standard behaviors. They will snap at each other and chase after small prey. Alongside spoken and signed word, dragomii like bees do have complex and intricate dances and combos of movement that will quickly get across a complex message. The shaking of the head, swaying side to side, and other more complex and exaggerated movements are performed to convey emotion and message. Dragomii often speak in sing-song tones of voice. As with a universal deep love and connection to culture and piety, it is only natural their spoken words are to take upon aspects of that. Which in most cases express as speaking in song. Though topics that are serious or dire often do have individuals speaking normally, as to convey dire tone. This aspect of song interwoven into speech acts as more identifiers for tone and meaning.
Dragomii generally do not care for the bodies of the dead, this is in part due to their wild nature. And their extremely violent tendencies, for the reason they have so many context clues and expressive signs. To avoid fights, as dragomii have a temper hotter than the deepest pits of hell, they can, do, and will kill if they feel challenged and if the other accepts their duel. As far as they are concerned, The Cycle will take the dead and march ever onward. As long as one's temper is not tried and their boundaries not forced, and small nips and warning growls listened to. One should have little issue getting along with and agreeing with these beasts of a violent nature. They do not have anything hardwired into them, as to produce torment upon killing another of their kind, and dragomii do encourage cultivated and careful violence. This general disregard for the dead sees them recycle the fallen into various tools and materials.
Dragomii are very emotional beings, being extreamly reactionary. Thus have emotions only they can understand. Often do these alien emotions take over and drive them forth, wether that be to good or bad ends. Alien things that only vague words can describe. They are as listed:
Dragomii are incapable of feeling remorse. They cannot, and will never feel for what they have done.
Unlike Sables who are very capable and feel remorse exceedingly strongly. The dragomii do not; this inability to feel
remorse does not equate them to unfeeling bastards. They can recognize an ill they have done, but they will not feel
for it. They can choose wether to better themselves, but they will feel if anything annoyance at the prospect. Many
despite this fact will still apologize, it is a acknowledgement of harm done. Apologies are not emotional, they act
simply as a device for understanding the other.
The closest one of their kind can come to remorse, is if one is domesticated. A exceedingly rare occurrence that is
solely happenstance. By way of a perfect accidental chain of breedings. Domesticated offspring usually
don't last long. Even then the degrees of remorse vary greatly, from twinges, to half the feeling. Unique to them as well is
the feeling of empathy.
Guilt is processed vastly different. For dragomii, they will not feel any twist of the heart,
nor pangs of pain. Guilt once more is a simple acknowledgement, a recognition of what was done.
And if anything is to be felt, more oft than not. It be a sort of persecution they feel, wether
they watch their tongue or lash out be up to the particular individual. This is not to say
they will act out of line without fear or restraint. They have a culture of respect and prestige, and if one is
to act so rash quick will they find themselves a trophy upon the wall.
Often, when their strange guilt is processed and acknowledged. The offending party will pay to settle a debt. Wether that
be the meaning of self, an item from their horde, or service is up to the offended. Dragomii pay for forgiveness, and even
then they may pay the toll to be rewarded nothing.
Domestication is beyond rare, it is the perfect aligning of the stars. Subservience to sneak into a species so violent. The topic is wildly
debated, with many coming to agree that their domesticated kindred should not serve in government. Leaving those who feel, to feel even more
persecuted. This agreement had a probable cause, Queen Isenblaihk and the disaster that a domesticated individual faced in a world that
could not see through their eyes.
With domesticated dragomii a strange phenomenon occurs, the majority of domesticated individuals fail to
develope pupils in their later stage of life. Leaving them with partial blindness. Much like their distant Sable kind.
Not too much is known about the domesticated. Often are they too kind for a world so cruel, unaware the raving animal hungers at
the sight of outstretched fingers; blind to the bread offered.
Dragomii stand on average at a height of 10ft. At their tallest they stand at 17ft and at their shortest they stand 7ft. (Excluding disabilities such as dwarfism covered later in this section). This vast range of height is due to their exceedingly complicated genetics and segmented bodies(Although they do not visibly display this.) At 10ft they are classified as Ralgeir (STH-RLGR). At 15ft-17ft they are classified as Algoreth (STH-AGRH). And at 8-7ft they are classified as Inferi (STH-INFR)
Dwarfism in dragomii happens and often is not caught until teen years due to the range in height. All three body types are affected and all differently. Classic tell-tale signs
in Ralgier and Algoreth both will appear to be Inferi and Ralgier. But their limbs will be stubbier than they should be, and their skulls will present with thicker and heavier densities.
Back problems are far more common in these individuals, scoliosis to name one. As well as ribs cramming in their chests, leading to a perpetual shortness of breath and on occasion perforation into vital organs.
Dwarf Inferi will present as the shortest of the short, at 5-6ft they are the most easily seen and addressed.
Dragomii are heavy beasts. Weight can vastly fluctuate, and calculating a healthy weight is far harder in them. For there are many factors that contribute to how heavy an individual is. Such as bone density, bone composition, bone coating, do they gait, do they walk, how active is one, and where do they live. An average weight is hard to come to, generally, it varies depending on race, region, city, and sleep habits. Though generally, they will sit anywhere between 1750 and 3400 pounds.
The varying height differences aid the dragomii in different ways. Smaller individuals are far better at long distant runs and jumps, as well as climbing into higher trees than their taller heavier kindred. The bigger the stronger, these differences have seen dragomii form packs. In both cities and wild these packs are formed either intentionally or not.
Gaitors are dragomii who choose to walk upon all fours. Often will gaitors develop adaptations that see them gait with more efficiency. Carrying things in their mouths and in saddlebags is how these individuals get around. Long-term gaitors often will act as mounts for others, a sort of trade and barter taxi service. Or you will find them as imposing battle mounts. Gaitors will find their fingers over time becoming more splayed, and their wrists and arms will become far more bulky. But above all, they will find their spine shift and twist to accommodate for the new common position they find themselves in. Their metabolisms will speed up compared to those who walk on both legs, this is in part due to how their organs and bones have shifted. And how their bodies will start to rapidly adapt. Old gaitors may resume a normal metabolism depending on their level of activity. As a result, gaitors need to eat much more and weigh less than their non-gaiting kindred.
Dragomiian teeth rely on the dominant ascendant. Their bodies should alone take the needed information and dump the rest. As teeth are a relatively static body part. Dragomiian teeth are not coated in enamel or otherwise biological protection. They are extremely hard outcroppings of bone.
Rather teeth grow as spikes from the skull, there is no loosing and regrowing of teeth as a human child might. Though if given enough time, if an
individual snaps a fang. It could regrow, though not always. And the process of regrowth takes an immense amount of time.
The most fluid teeth will present in the Ripteeth of infants. Where their mouths are lined with both smooth and serrated fangs, all round
the roof and bottom of their mouths with the sole goal of shearing flesh from bone. These are the only teeth a dragomii will drop, and they will never regrow. Some individuals will fail to drop these teeth, but the occurrence is rather rare and doesn't
pass down unless one lineages.
Different individuals may possess vastly different amounts of teeth, hypodontia is fairly common among their kind. Braces are a thing of which dragomii do not use nor would they understand, as for as long as they can still eat
there is no issue. Crooked and misaligned teeth happen, as well as fangs so large they poke over one's lips.
Sometimes the resendants and parents' genetic info for teeth does not drop. Instead, it merges improperly with the already set teeth data. This can result in half-merged teeth as seen in Fig.1 and Fig.2. These half-formed teeth can prove to be health issues later down the line yet can serve as shredders in case of battle. Sometimes the data is half-formed and what should be smooth and uniform can become jagged and improperly serrated. It's possible for all of these malformations to occur in one individual. Though it is important to note, the more malformations one has: the more likely it is for them to be indicative of health issues. Especially if they grow these extra ends later in life.
Over the course of one's life, teeth will continually darken. With the older gaining black teeth. Metal will as well with age and exposure start to coat the teeth. Giving them a sheen with a color dictated by the type of metal that coats one's fangs.
This acts as extra protection for the exceedingly hard bone. Dragomii lack specialized teeth, they possess only sharp canines. No molars are found and thus they have no way of chewing, instead their sharp teeth function as shredders for the tougher meat they eat.
Dragomiian tongues are prehensile and capable of wrapping around objects and the like. Generally, they should not extend five inches past the lower jaw. Yet on occasion, some can have freakishly long tongues, as example: Arch Warlord of Liderea Pyrewarth has a freakish five-foot-long tongue. Individuals with these longer tongues are capable of somewhat fighting with them, in close quarter they can act as a last-ditch insult of a slap. Otherwise they besides tasting use their tongues as emotional indicators. Curling, extending, flaring, and flicking are all vital for communication between individuals. The long tendrils upon their tongues are as well prehensile though to a lower degree. These tendrils take to the cleaning of the teeth, through idle or intentional movements they keep the mouth clean.
With the lack of specialized teeth, their muscular tongues have taken the role of crushing and strangling food. Capable of tightening around an object in an attempt to crack or soften it, things like bone weakened by teeth can be opened by their tongues for the marrow inside.
Mottling or colored patches on their tongues or simularly any part of their throat and mouths is not normal. Any discolored areas or mottling is indicative of health issues or disease, often mottling
presents as the first warning sign to sickness or death.
Life on Sertha breathes through holes in the jaw referred too as nostellae. The amount on Dragomii can vary, this unique way of breathing helps them eat and not choke. As the lack of specialized teeth and ability to chew has them swallowing most things whole. A normal airway would be blocked easily. But the use of multiple windpipes allows them to shift and bend around the object in the throat, keeping the flow of air steady and preventing choking. These multiple windpipes and their placement under the jaw do not assist the dragomii in cases of drowning. And serve in making it much harder to breathe while in water. As more effort is needed to keep their heavy bodies treading water and to keep their jaw above water.
These windpipes can be flared to produce what they will read as an 'Intimidator' signal. Though other intimating signals are used as to avoid extreme discomfort. As well as flaring them, an individual could whistle rather complex tunes and songs, willingly choosing which windpipe of which to breathe and exhale through. Additionally, one can breathe while speaking leading to more complex song. Trauma to their throat can result in one or more bleeding, though unless it is major they should be rather ok. Enduring situations like this daily.
Dragomii have an extremely perceptive smell, with their kind very notably being able to smell anger/rage. An adaptation befitting creatures of their fiery temperament and violent tendencies. The smelling organ is located on the top of their nose bone, it as well as being sensitive can contort to help the dragomii emote. Nosebleeds are common injuries, and with their face-biting behavior the organ is suited to heal fast. It is as well capable of expelling a visible cloud-like condensed breath, this serves as a way to warn others of a building temper and rising danger.
The long white whiskers on dragomii sprout from the base of their ears around the back. They are capable of minor movement to aid in emoting, such as being able to lift them up and down. These whiskers serve a variety of purposes. The most common purpose they serve in Modern Era, City life
is to detect passersby and wind pressure and speed. They help the dragomii figure out wind direction and if a wind storm is on the rise, a vital adaptation for Serthas volatile and dangerous weather. These whiskers typically form in mid-toddler years, they start off short and often will remain short until
having a grow-spurt in their young adult years. Additionally, if an individual suffers a stressful illness, it can prompt the whiskers to grow much longer. An adaptation to give the affected individual more time to sense and flee coming storms in their weakened state.
Polywhiskeriate is a harmless condition dragomii who manage to sprout whiskers where they should not be growing. Such as around their eyebrows, cheeks, chin, top of their muzzle, and the like. These individuals notably have issues with air conditioning and light weather.
Given their extreme sensibility to changes in wind and air pressure.
The eyes of a dragomii are extremely colorful, with too many different variations in color to count. The eyes of a dragomii are extremely fragile, being sunken into the skull as to avoid eye trauma. Large brow bones and higher cheekbones keep the fragile organs safe. The colorful organs
are more liquid than solid. They are capable of seeing more colors than humans, and very few shades of ultraviolet light. Not enough to be useful or impact much but enough to identify hidden patterns and the like on their kindred and others.
Being more liquid than solid, their eyes do
not have any sort of iris texture. Only a lighter patch of flesh circular in nature rests under the slit in their eyes. They have two pupils per eye, when the eye is at rest it presents as a slit with a half-moon shape under the slit. When in active use, if the individual wants to focus upon
different targets at once. Both pupils can shift and move within the eye to allow for more direct focus.
Being more liquid than solid, their pupil is but a concentrated absence of pigment in the eye. With a very thin
muscle webbing holding in place the structure of the eyes, keeping the pupil devoid of liquidity pigment.
Since pigment suspended in liquid makes up their eyes, dragomii have a massive field of view. However, the edges are cast in constant
shadow and blurry image due to the concentration of pigment. Infants lack pupils, gaining them later in life.
With dragomii, since their eyes act as a sort of compound eye. But with liquid instead of a million lenses. They have two major types of blindness, Type 1. The inability to form a pupil later in life, leaving them with a blurry, yet massive, field of view. And Type 2, total blindness. The inability to see at all.
The bones of a dragomii are extremely dense and heavy. With metal accumulating and coating/strengthening the bones over time, typically after the fiftieth year of life (juvenile/young adult). The integrated metal varies extremely, one will end up with a mix of different materials. Individuals who work with certain types of metal will have a much more concentrated accumulation of said metal. This includes lab-made and alchemy-made materials(Alchemy materials oft led to complications due to extreme instability). Bismuth creators for example will start to accumulate bismuth, though due to its brittle nature, this often doesn't lead to any advantages like other metals would. Instead it leads to a very pretty skeleton, bones of bismuth accumulated individuals often find themselves pretty trinkets. Lead is among the most common with metal accumulation, quite literally being bred into their lines. Lead among being one of the main coaters finds itself in every bit of their body. With metal accumulation dragomii do not take kindly to strong magnetic fields nor do they take kindly to any sort of electricity. Nor does this metal buildup assist the individual in swimming, instead it allows for the individual to fall from impressive heights and walk away with only a broken rib or two at worst.
The thick bones are strung together in a rather interesting formation and allow for extreme flexibility within the dragomii. While the bones may look like a nightmare, their muscle systems both, and ligaments are strong enough to allow them to yield undeniable strength. With the bones able to shift in many directions, falling is uncommonly fatal. Since upon striking the ground from an impressive height individuals will get slightly jumbled up, instead of seeing their bones break shatter and pierce their organs. Bone plates sit in their chests and forearms, acting as natural shields as well. Capable of taking quite a beating. Their skeletal build comes from their origin in cave systems. With the precursor dragomii having to be able to loosen and shift the bones in its body to avoid entrapment in tight passages and dire turns.
Additionally, the small bone spur at the base of the hip acts as a solid bone casing for nerve clusters. And one of the larger banks for neural strands and clusters. With that being one of the first spots to have metal accumulate. Breaking the hip spur is quite the task yet it is one of the most painful things a dragomii is capable of experiencing. And will leave them in a concussed like state, with a chance of permanent neural damage. Weeks after the injury do many still beg for death and do some take their fate into their own hands. It is not a kind injury, as the majority of the pain receptors for the lower groin and belly is stored there. These nerves are delayed, meaning if injured in the belly area the dragomii wont feel the injury all at once, rather the pain is lessoned and partitioned mostly to those nerve clusters. The breaking of the spur will cause as individual to feel pain around the break and up and down their middle for a variable amount of time afterwards.
Additionally, the claws of a Dragomii as shown above. Are outcroppings of bone covered by a unique material much like their
horns. Metal as well will accumulate in their claws, lending strength to them. With claws like this, scaling structures is
made easier. Since one would not have to worry about chipping or breaking a claw, rather they can hold strong and form onto
any sort of purchases.
Further up the arms, the bony plates that rest in their forearms act as natural shields. Being
as violent as they are, shields like these are necessities. With an individual capable of putting both arms up to block a
blow, with the plates taking the force of the blow. Often these will fracture in fights, but they keep the arm from breaking.
Dragomii possess two ribcages, the primary ribcage is the larger of the two. Their thick ribs have specialized cartilage
crossing between each rib, creating a ‘closed’ look in the dragomii. The specialized cartilage is capable of bending with
ease, allowing for all sorts of acrobatic movements. As they age and metal accumulates, this specialized cartilage will gain
metallic ‘scales’. Small formations not unlike the formations of volcano snails for a comparison.
The secondary ribcage is thinner and lighter, comprised mostly of cartilage. Except for the bottom two layers of ribs, which
are regular bone. The specialized cartilage connects each special rib, and connects this secondary ribcage to the primary.
The result is a highly protected area. However, there be a glaring weakness despite the aforementioned protections. Larger
gaps between ribs are present on the back, with thinner cartilage.
Depending on where the Magnoret sits on an individual, two extra “ribs” separated from each cage will extend from the
spine. A few extra bones will connect to these to act as supports for the Magnoret.
Dragomii have five joints in their legs. Hip, knee, ankle, ankle, and rotary bone. The rotary bone is a small joint
located after the secondary ankle, lending just a smidge more of mobility to the legs. Digitigrade in nature, it helps
their aggressive nature. Capable of being more efficient in fights they can last longer in trials of endurance.
Dragomii like many other animals on Sertha, have two ankles. One primary after the knee, and the secondary before
the foot. The primary ankle is the ankle to take a lot of their weight, and the secondary takes some. This complex
structure allows for the dragomii to shift and switch between bones. This becomes useful if one is to break an ankle,
the bones able to shift to relieve this burden.
This unique structure as well helps with mobility, as their
ankles are capable of bending more. Allowing them to scale and climb structures with relative ease.
The horns of a dragomii are ball jointed, they can move freely. Typically this is used to emote, with different positions of
the horns lending different meanings to sentences and such. An individual could let them go limp, or hold them in positions
at will.
The skull of a dragomii is exceedingly thick, ranging from two to four inches thick. These heavy, heavy skulls aid in bite
force and to avoid neural trauma. Their teeth grow straight from the skull, they are incapable of falling out (Except for
the ripteeth of infants). One major weak point on their skull would be their nose bone. Only supported by a thin bridge
of bone, it breaks often in fights.
Their jaws have a ratchet system in place, and they have a bite force of 2,800-4,800 PSI. Once one can grabs onto something or
someone, they are not getting free unless the dragomii lets go. With such a crushing power and a ratchet system, old
traditional hunting techniques were combinations of leg and spine biting. Dragomii capable of cracking bone and paralyzing
their prey. Able to hold on and to continue apply pressure, these techniques were largely successful.
Dragomii are in possession of two muscular systems. One that takes care of pulling and pushing the skeleton, and
one that exaggerates those movements. Adding a sense of brutish power behind every movement. This extra flesh upon
the dragomii acts as more armor and insulation against cold weather. Their muscles are as well riddled with stray
bits of metal and the like, with the exceedingly rare possibility of a gem or pearl of sorts forming within tissue
and only being discovered after death or x-ray.
Blood vessels are buried under the first layer of muscle, with the outer muscle being supplied with blood from
underneath. Due to this dragomii do not bleed much, only deep gashes can and nose injuries lead to excess amounts
of blood. A dragomii's blood has a hefty amount of pyrite found within it, as well as lithium. Leading to flammable
blood that is used in both machinery and lighting. Generally, blood types are not too important, as dragomii’s rapid ability to adapt will see them make it work. However, individuals in especially dire states will need a matching blood type.
Their tails are thick with muscle, very heavy. In a relaxed position they do not however drag alone the ground. Tail
dragging is indicative of sickness. Semi-prehensile at their ends, they are often used to hold small objects. Or in
cases of battle, their thick musculature will stiffen. Allowing one to wheel around and slap their enemy hard.
The hide of dragomii consists of thick scales and two layers of leathery skin
underneath. The tiny scales which cover a dragomii are called Skrites.
Skrites will fit over each other to be nearly seamless. Locked in a tight
pattern so one would experience no irritation if rubbed certain ways. The
bottom is where fur grows from. Typically skrites are tiny, through rarely
through health issue or malformation they can be large. Warping into proper
scales.
Under the layer of skrites lay two thick layers of leathery hide. The one
not directly beneath the skrite layer is typically softer and thinner. Fat
deposits line this layer. Acting as insulation more than the tougher skin
above. Which acts more as armor, through it thins out in the back region.
Again marking their backs as massive targets for damage.
Dragomii being blast furnaces for nutrients rarely produce waste, due to their size and activity. If they need to spill waste, it is vomited back up. They have no other way of clearing themselves, ejected meals are typically bones too hard and tough to digest. Obligate carnivores, only certain types of flora are safe for them to eat. Non-meat-based flora are the most dangerous to a dragomii, their bodies will try to see what they can do with the plant. And subsequently, will end in a horrid agonizing death if they eat too much of the incompatible flora. Instead, they should opt to eat meat-based flora and those lifeforms in between. Being obligate carnivores, and with their megastructure cities and violent nature. The excess of dead and their exceedingly lax attitude for it births a need for cannibalism. Those who do not opt in to funeral services, will find themselves in a Chopshop.
The retractable organ on their sides works to help them identify and sense oncoming storms, it is sensitive to the electric charge in the air. Most of the time these Magnoret are retracted into the body. The magnoret is capable of identifying electric storms and surges hours in advance, when out and in use. Typically the dragomii will bend over backwards as to help force the magnoret outside the body and have it extend to its fullest. The organ has the texture of rubber mixed with chitin. The nose of the dragomii is equipped with its own organ. It works to receive scent information and to snort a small cloud of condensed air. A warning signal to any around them. This visible cloud is seen as well if they are hit hard enough in the nose.
Dragomii are filled with heavy metals, its in their bones, blood, and organs. To a such a significant decree that dragomii will set off metal detectors, they are not TSA-approved. Lead, lithium, pyrite, iron and the like are the main metals found. With lead making up a significant amount of their bodies, an adaptation made as the early dragomii somehow managed to crack the art of alchemy using stolen Sable tools. And thus desperately needed to be able to survive blasts of concentrated radiation. Their ability to shake off radiation is as well thanks to their unique genetic systems. The resendants genetic information being stored acts as an emergency backup if one does manage to douse themselves in a lethal dose of radiation. The genetic damage sustained can be ignored, the dominant resendants information will quickly replace the dead and damaged cells. Repairing what was lost and allowing one to walk it off, though they will find their bodies are now subjected to developing a TY2 Exthertype.
The lungs of a dragomii and many other groups of animals on Sertha are becoming vestigial. And as the pseudo heart already has lines and connections through the airways and lungs. It was a suitable replacement for individuals who had their lungs pierced by Sertha’s storms. The heart is capable of taking and spreading oxygen through their body. Through years of selection the pseudo heart has taken over the main functions of the lungs. As a tradeoff, dragomii can no longer hold their breath.
Through their long distances on Sertha, and how adaptation and
evolution work slightly differently. Sometimes, one can be infected with a parasite
that becomes beneficiary to its host. Dragomii are extremely compatible, many
accidently picking up various bugs and parasites to which they are the first or one
of few to host. As an example, Milnsthrot is a symbiotic flora. It will
attach itself to a host, spreading and growing roots throughout their hide.
Sprouting white strands that detect any shift with wind and air pressure, giving the
host the ability to “see” things behind them and all around. The blind may choose to
willingly host the plant, given it allows them in some sense to see what is around
them.
Another example to be Keirlurk. Another plant that has a recurring
symbiotic relationship with dragomiian kind. Keirlurk is a newer one, and thus is
rough around the edges. The eyes and face mold over as the plant sprouts, causing
gnarly scar issue build and blinding the host. These moldy spots will grow in patches
on the host, they will as well be compelled to seek out dark and damp places to live.
In return, the host gains an incredible kick to the immune system. Able to shake off
and prevent dire diseases, hosts have been known to beat out Miremeck. They
will as well gain quite the large boost to smelling and hearing. Keirlurk
seems to affect intelligence for the better, but not much upon that
frontier is known.
Sables, a related species of the Dragomii are of a bygone age. One where things flowed
with so much more connectivity, they sport a hive mind. As did many of Serthas
respective clades and kingdoms. However, with the downfall of their reign and the
continued march of evolution that age of connectivity is but reduced to a whisper.
Dragomii and all other things of the post-sable era possessed this connectivity as a
ghost of what it was. Sables look down upon Dragomii because of this, and it has
brewed many conflicts due to their inability to connect via hive-mind.
The Sound, a thing heard by dragomii. It is unknown what exactly it is, for
some cannot hear it. And others can, its theorized that it is a planet wide mind.
For in dire situations of battle, either between a fellow kindred or animal. The
two engaged in battle can be seen moving in a waltz-like way, dancing through their
motions. Slow and methodical, despite the fact one could break away from the dance
and slay the other. Neither will. Dragomii do as well hear The Sound at any given
point, wether it be a melody pertaining to a small shop. Or a pious drone of the
wilds when one takes on Pilgrimage. The Sound does aid in survival,
one is able to pick up on danger should the beat of some force make itself known.
Some dragomii are described to have a reoccuring theme about the noise of their sound,
but that is rare.
With a high content of sulfur and other materials in their blood, if one should ingest extra sulfur by any means. Depending on the amount, it can send one into a sulfur induced psychosis. Of where the individual with find their body sending excess amounts of sulfur through their hearts and cycling it through neural matter. And as the organs hold onto and processes the extra sulfur, their hearts will quicken. And their mind, “sharpen” yet become overloaded. Sending them into an adrenaline fueled state, pupils will contract to the thinnest they can. And the individual will drool a distinctive yellowish-orangish color. Which is the body dumping sulfur, pyrite, and lithium in an attempt to balance out their newfound chemical imbalance. The drool will burn the mouth and cause agitation, which with an overloaded mind and high adrenaline. Pushes the individual into a state of violent psychosis. The high can last hours or days depending on the individual affected.
Dragomii have twelve distinct races, while they are technically separate species. It has been unanimously agreed upon to ignore that fact,
lest some dire circumstance arise out of a ruinous individual. And being that the differences between races are only survival adaptations; larger
horns with spikes or a thick heavy coat and armored scales. And medical information can be normally universally implied, so it was deemed an unnecessary risk
to openly disclose such information.
While dragomii are eternal and can keep their cells together without issue to push lives to the max. They will occasionally
grey, or switch appearances. Dawning the image of their dominant rescendant, or having patches of fur turn to white and greys.
The first stage in a dragomii’s life is their infant stage, these especially young individuals are betokened the
name of Terrasals. Being in dragomii are still wild animals, with the ability to think and create culture.
Their young are still stick in the most base desires and abilities. They cannot stand well if at all during this
stage, and so run around on all fours. It is also important to note the distinct lack of pupils. Of which they will gain in their
next stage.
Typically, infants in the wild would be abandoned a day or two after birth. Their violent nature showing bright
then, armed with an extremely thick hide that thins as they age. And seven rows of Ripteeth along with
sharp keratin sheaths over the claws. Fast and small, Terrasals are threats to be reckoned with. This
violent small nature would see predators looking for an easy meal sent off with a mauling.
The impulsive drive of violence Terrasals hold lasts for 3-7 years. In civilization often are they blindfolded
and bound. As the lack of visual stimuli calms their violent impulses. And are they allowed to run around in isolated
chambers build specifically for their violence.
Terrasals are not your typical child however, while their violent stage lasts long. And while they are
locked into the mindset of a raving animal blind to all logic, they do take in information and learn.
It is only blocked off by various neural connections that will break later in life. Meaning any information
learned or overheard during that time is stored.
The second stage sees the Terrasal turn to a Terracut. They will drop their Ripteeth and
lose the keratin sheaths over their claws. Slightly larger and now capable of standing for long periods of time
with ease. The neural blockades which kept them in a rather violent disposition have eroded, being timed to their
dropping of Ripteeth. Of which fall out all within 30-1 minute of each other, the Terracut having
to spit them out. Which will result in an uncanny personality change in a matter of minutes. One minute a raving
animal stark mad, to a calm and ill-mannered child. Speaking as well as an adult would and with all the knowledge
it has gained through the years.
This jarring switch marks the era of childish pettiness mixed with the intelligence of a teenager.
Often left alone and to their own devices, Terracuts are allowed to participate in almost
any activity freely. (That they be of age of). Running around undisturbed and learning without hindrance.
Often, this snap to intelligence leaves the Terracut disinterested with their biological parent/parents.
Often do they say their goodbyes and depart, looking for another of which to cling too. Though it is typical for the
biological parent/parents to take care of the Terracut for a few years afterward.
Their violent disposition however, will not have fully left. Often, for “enrichment” sakes will
Terracuts group up if they do not already have a group. And jump city guards, and often do they
steal and mug for no apparent reason other than “fun”.
The third stage sees the Terracut grow to a Terraurin. Their juvenile stage,
often its here that they start growing their whiskers. Their violent nature tempers great,
leaving them often quieter and more reserved. Hesitancy marks this stage, with strange emotions
and new desires Terraurin are often left wandering about. searching for another
separate from a parent to sweep them under their wing.
Now capable of going upon both legs for however long they wish. Many choose to walk
upright, only gaiting later in life. Once this general awkwardness stills, it is also here
that the horns will undergo a growth spurt. Growing much longer and gaining girth.
Their adult and final stage, Terramag is one of more confidence. Taller and meaner,
with tempers typically smoothed over. Their whiskers will have grown long by this point, and
their horns should end in sharp points. Or in the case of Snivuhound race, darken at
the tips. This stage as well will see their teeth turn to a yellower shade, which darken
further as they age.
Terramag require more sleep in this stage. Often slumbering for five-seven days in
between three to four days of regular days and nights. Though they can for-go this need for
extra sleep, it will leave one particularly violent and snappy. They will also start to put
on heaps of weight, with new fat reserves in the tail and legs.
It is here in the adult stage where it will show an individuals preferred sleep rhythm.
Diurnal, Crepuscular, nocturnal are all common. And often one individual will fall into one
category, though you do find the occasional cathemeral.
Dragomii are extremely carnal beings, they do not shun sex for recreational nor reproductual needs. As lust is a deep-seated emotion that cannot be denied given their wild nature. Redhalls are some of the more common buildings found in cities and settlements, with there always being a great demand for Whores. Only fringe communities shun their nature, as the majority of the species finds no issue.
Being hermaphrodites, one need only find another to reproduce. Again, no urine or subsequent waste product is produced. Genitalia are purely for recreation and reproductional activities. Dragomii have purely internal reproductive organs, nothing that is not being currently used will hang outside the body. The unique shape and "threads" on the side are due to an interesting issue that comes from using a heart as your lungs. Passing out is common, the strain derives them of the ability to breathe. And so do they need a way to ensure offspring can be made.
Dragomii have live births, and their young start eating meat from the second day they live. A birth is pretty hard on an individual since they have a sort of female hyena situation on their hands. Typically unless one assumes the position of Sire or Dam their first birth will be their last.
Due to their wild nature dragomii do and can go into heat, though many will opt out via legal drugs and the like. Typically in heat ones coat would achieve a shine
and luster, their agressive nature will show itself in full. Their ability to see some UV light has yielded their coats displaying bright and brilliant colors
when one is in heat. All under the UV spectrum, these patterns will have the body send a vast amount of energy toward it, as the colors and patterns shift and swirl
over time. The brighter the color and the faster it moves the healthier the individual. Redhalls and their Whores are a favorite during this time.
Dalakin in particular can see more UV light and with their feathers have been described as the prettiest. Dalakin in heat do perform courtship dances much like birds,
which may or may not be well received by non-winged individuals.