Sertha

Physiology

Three Stars Glitter in The Night

Here thou shall find the overview of the dragomii. For now that is all that is here. In future updates Sable’sa and Reiss shall get their overlook too. But we focus on our main species, the Dajérastel. Death of The Stars.

A fullbody image of dragomii. Their heads are shaped like 
                        rex mixed with dragon. Four fingered hands, whiskers from below the ear. Five toes, a long tail

Dragomii

Dajérastel Death of The Stars

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. 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.


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:

  • Algoreth:15-17ft
  • Ralgeir:10-14ft
  • Inferi:7-9ft

Weight: 400lbs-3705lbs

Genetics Briefing

Dragomii and much of Serthas life function on a complex system of genetics. Three individuals are responsible for how offspring looks. DNA passed down from two parents only makes up for two thirds of an offsprings genetic code. The third part, comes from what is called a Dominant Rescendant. When two individuals reproduce, one parent will take dominance over the genetic code passed down, normally this is the carrying individual but can be the inseminator as well. 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 due to possible override DNA of the dominant rescendant. This system of dominance stems from their high resistance to radiation and ability to live eternally, since one individual can sustain significant genetic damage yet have their dominant rescendants' genetic info to fall back on. Sometimes the stored rescendant information can decide to override the genetics of a dragomii without damage, changing coat color, coat length, patterns, arm length, eye color, and more.

Visual of how their lineages/genetics work

Visualized


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. As they lack sexes, the process is straightforward: Find a mate any mate and reproduce.

Phenotype, Genotype, Halgantype, Exthertype, Sablesatype, 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.

Dalakin are a prime example of Magnaratype in action. Given their arms have been modified into wings (Though this was originally a gene edit from the Sable’sa playing around with the dragomii like toys). Partially vestigial hands are mounted on their wings. The armored brace in their arms has been modified to be extremely long and durable, supporting large membrane and feathers. This configuration is due to the change in Magnaratype present in Dalakins. Other examples between various races exist as well. From the water adapted Islanmere, with their “gills” and paddled tails. To the Syrus with their venomous fangs and stingers. To Dreadhounds who are massive and possess a unicornic horn.

Sablesatype acts in much the same way. Replacing and overriding limbs to control appearance. Though it is unique in the way that it comes from Sable'sa. Hybrids alone display Sablesatype, an arm or a leg looking akin to a Sable'sa's. Segmented with chitin and carapace. Generally, only a small tidbit of the dragomii will be replaced with Sablesatype. Perhaps an arm or a leg, maybe they gain the wings of a Sable. Rarely though, will the Sable’sa genes take total dominance. Overriding much of the hybrid and causing them to look more like Sables than anything else.

An image of a Dalakin, their arms are replaced by wings. Mostly useless hands rest at an angle. Their wings have four joints and would appear 'broken' in an earth context.

Dragomii have a few base patterns, labyrinthine, spots, underbellys, and stripes for one. Halgantype is a modifier that changes how those patterns look. It can take simple spots (Spotted(sp/SP)) and heavily modify the pattern to present as cheeked (che/CHE) where two spots will create markings either round or uniquely shaped upon the face of a dragomii. Or how striped (strp/STRP) can create something like whoremark (whrm/WHRM) Or stripes and dots may merge to create markings like darse (dar/DAR). Why do they have such an in depth pattern system? Because certain marks are very appealing to certain kindred, and they will seek them out for heirs. Those in the frontier tend to be made up of simple Halgantypes whilst those in cities tend to be made up of more complicated decorative markings.

Exthertype have two base states they exist in, TY1(Harmless), or TY2(Harmful). Exthertype commands the dominant rescendants genetic info to override the individual's current genetic info. This can be done after one sustained a rather devastating blast of radiation, or perhaps one's body just decides it wants to switch. Typically, you do not want your body to switch over as it is not a pleasant affair. The incoming patches of rescendant information or parental information will be very noticeable as they are far more melanated than the material around it. In TY1, the change will be slow and careful. The body working to properly knit together the needed information and while uncomfortable, will be harmless. In the case of TY2, it is almost always a death sentence. TY2 is exceedingly rare however and many do not need to even think of fearing it. TY2 change causes the change to become swiss cheesed– filled with holes and improper stitching of genes together. Causing excessive growth of spots and or limbs (Watskra(WTRSK/DWTRSK)) or in rare cases, an individual to literally fall apart at forming seams (Wasted(WASTE/DWASTE)). Though some may escape death, like those afflicted with Lacksac (LNSC/DLNSC), Rakagat (RKGT/DRKGT), and Grey (GREY/DGREY) can either walk it off in Greys case; or live with modern assistance in Lacksac and Rakagat’s case.

Intellect and Nature

As alien, dragomii possess an entirely new set of emotions and lack some of the feelings humans commonly feel. As a baseline they are smarter than the average human and capable of much grander feats from younger ages. Yet, despite this. Despite their inclinations to consider every angle, they are instinct driven animals with poor impulse control. As they are wild and free, not domesticated and under leash. Every day is a battle against their animalistic desires and indulgences. A favorite pastime, violence, is prevalent in many societies for they cannot help it. But what they can help is the refining of bloodsport, making sure everything still works even as they indulge. 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 will dance and perform to get their emotions and points across. A shake of the head here, a display of tail there, a jump and skip to lay bare their emotions and mark their sentences with passion. It is not uncommon for them to speak in sing-song tones as they listen to that eternal thing~ That eternal song~ The Sound.

Whilst violent and possessing tempers hotter than fire, they do what they can to minimize unneeded slayings. For whilst in many societies and especially The Region Pact one is allowed to kill when it is needed, it is mainly the younger bickering amongst themselves, the younger partaking in the arena pit fights, the younger brawling in the streets, and the younger killing. Those older tend to try to avoid the violence despite revering it as The Wheel’s will. Nor do dragomii care for dead bodies in the way one might expect, often are the dead repurposed, consumed, or preserved in taxidermy. Why? Well that is the way of The Wheel and The Cycle! Death is part of life, they do not fear it nor do they hate it. It is an accepted work hazard. Afterall, reincarnation exists. 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 too. One should have little issue getting along with and agreeing with these beasts of a violent nature.

Alien Emotions


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:

  • Cyacrafar
    -The call of the void, as The Cycle and and its commander Existence call back. A deepfelt need to climb that spire, a need of transcendent longing. Of transcendent exhaustance, solemn and happy, the feeling of a skull cracking and a neck-snapping. A hollow pious chill to creep down their back and encircle eyes.
  • Vincoverack
    - An emotion that cannot be defied, it is one they all fight against lest the alien semblance of rage and black bitter death mired in hollow insanity take hold. Drive them to be nothing but a beast of rage, langar, sorrow, agony, and vengeance.
  • Langar
    - The feeling of entrapment eternal of a void. A grey-brown place mired in fog of memory, memory clouded by older stranger desire. Yet solemnly out of reach, a sweet and agonizing sort of thing. Yet with a deeper pain to manifest physically.
  • Kilhia
    - An emotion of longing and fond memory, something of a happy recall. Yet hollow lust and long simmer at its edges. Often driving one into a rage if felt for too long.
  • Brumar
    - To challenge life's hellish fire, to smile in face of indignity. A stride, a pride, drunk with happy hellish mire. To not be defied in soul, and in attempt of body.
  • Mithoul
    - Cracked smile and happy saunter, for the dead so speak neither here nor there. Trapped they speak for the world yet do not hear their words, to smile and embrace that remembrance. Sweetest story to be forgotten, details mired, yet memories remain.
  • Rotacal
    - The emotion of the damned, of the pious, of the rotten. Where the sins of past writhe and crawl, burst into blood under skin. The rot consumes and it demands exhaustance and bitter defiance embodies this alien thing.
  • Morolt
    - A love deeper than one can handle, a bond shared by two. Something to kill the other if one dies, something to split maw and break jaw if mate shall fall. To cry ranchor and to die. To intertwine and live as one, two beings of the same, emotion and hunger shared. Rage and hate ensnared.
  • Beseer
    - Penitence of an unimaginable radial desire, a need, a fight, to rake the skin and tear the flesh. To consume the blood of their profane and grotesque forms. To snap brittle bone and dig out eyes in service of thine lord.
The alien emotions of dragomii visualized

Lack of Remorse

Dragomii do not feel remorse. They can and will understand when something they’ve done is bad, but they will not really feel any which way about it. Making apologies transactional in order to pay a due for a wrong committed. There are instances where they can feel twinges of remorse but generally it is just an uncomfortable feeling. One that must be paid in blood or item to show you knew what you did was wrong. This is not to say that dragomii are vicious evil things that never will feel bad. Their bad is just mild uncomfortability and annoyance. Unpleasant but not the same as feeling truly sorry. They are not evil for this lack of remorse, they simply just have other ways to say they’re sorry.

Feeling of Guilt

Unable to feel remorse in any meaningful capacity, they process guilt far differently. For whilst they do not feel bad for what they’ve done, they still may feel the need to apologize for any sort of slight. They will not feel a sharp pang of guilt, but they will feel uncomfortable or accused (Which in this case they are). To offset these feelings, their processing of guilt becomes transactional. They will pay the offended in service, trinket, or blood. Either offering up their work, some item, or biting/cutting themselves to appease the offended.

Domestication

To be domesticated is beyond rare– it would have to be pure happenstance. A perfect line up of lineage over the span of generations to conclude in a domesticated individual. These domesticated dragomii are often singled out for being weird. They do not enjoy the violence nor revere it as an extension of The Wheel and The Cycle. They do not like how bodies are handled and processed. They do not like how quick to anger their kindred are. There is a sense of persecution amongst them, and to a degree they are correct. They are often barred from participating in politics due to their stances which are at odds with everyone else. But is that fair? To be cursed into a body softer and kinder than the rests? To be denied proper representation? No. It is not. It is a problem that is only now being partially addressed in The Modern Era.

Height and Weight

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 a difficult task given the variety of factors that affect dragomii. Have their bones turned to or been coated in metal? If yes expect them to weigh more, if no expect them to weigh less. Do they gait? If yes then expect them to weigh more. Are they a dalakin or related to dalakins? If yes they will weigh significantly less. If they’re sakin then expect them to be heavy as hell. And if they fall into the classification of brute: those who are heavier set, it still depends heavily on the individual if their weight is healthy or not. Obesity may look one way in one brute, yet another brute that looks the exact same may not be obese. Their bodies are highly flexible in that regard. Being underweight is generally measured by how much the ribs and bone plating sticks out.

Gaitors

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. They may also gait because their bones have turned to metal and are too heavy to support normally. Many gaitors are heavier than the average dragomii.

Gaiting is more common in communities out in the frontier than communities within cities. Data on citadels is as per usual, lacking. Out in the frontier, it is advantageous to run around high branches and lowlands. Acting like an animal in every sense of the word assists frontier dragomii in surviving. This is not the case in cities, a gaitor will be slightly impeded within a city for the architecture is not always made for them. And because it is a city, cannot be easily altered to accommodate them. Leading to less gaitors within cities. Despite this, some city gaitors make communities in the cities Archgarden as it emulates the frontier.

An image of a dragomii upon all fours.

Heads

Teeth

The teeth of a dragomii take after the teeth of the dominant parents (ascendant). If all goes right, the body of a dragomii will take the needed information for its teeth and dump what is not need (The non dominant ascendant). Dragomiian teeth are straight bone grown as a spike from the skull. They do not have roots(save for ripteeth) nor enamel. Instead, they may present with metallic coating instead. That or they will go bare, much like an antler in one's mouth. If broken, they can regrow though the process takes years and the regrown teeth have a high chance of being deformed. Teeth are generally very resistant to cavities given the wide range of diets individuals have. Teeth are all fangs and do not have any specializations, dragomii cannot and do not chew their food. They swallow what they need too after shredding what they can.

Infants (Terrasal) are born with teeth developed in the womb. They will present with two extra rows of temporary teeth known as ripteeth. Ripteeth do have roots as to not be a permanent feature of the dragomii. After they come of age into their next growth stage, Terracut, the ripteeth will be dropped and the holes will grow over with new bone. Preventing any chance of new ripteeth being grown.

Because teeth number, configuration, size, and shape are dependant upon their dominant ascendant, the number of teeth different individuals have fluctuate greatly. One will almost always have a different amount of teeth than someone else. And those teeth may be shaped differently or be different sizes as to accommodate more or less teeth. Hyperdontia is a common affliction among many.

Sometimes the resendants and non-dominant 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.

As their teeth age, the metallic coating they may have will grow more intense. And if they lack metallic coating they will almost certainly gain it as they age. Some individuals shave their coating off yet most embrace it. This metallic coating could be comprised of a mix of any sort of metals. Given how much metal is in the food chain, individuals typically end up with a hodge podge coating of this and that. Others, typically those who work with metals or are exposed to a certain kind of metal can end up with purer coatings. When snapping their jaws together sometimes certain individuals can birth sparks. Giving them another intimidation display to avoid actual spats or the ability to possibly set an enemy or the air around them alight. Another reason older individuals tend to avoid fighting. Their fights get nasty and dirty quick.


Tongues

Prehensile and long, they can manipulate objects or constrict food once in the mouth. Typically, a tongue should not extend beyond five inches past the lower jaw. Yet, some individuals present with freakishly long tongues. The majority of the tongue when not speaking or otherwise in use will sit deep in the throat. Extending into the maw and beyond when needed. Longer throated individuals are usually the owners of longer tongues. The tendrils seen on either side of the tongue tend to clean the mouth. Digging food out from between the teeth and wiping clean the gums.

With the lack of specialized teeth, the tongue will crush or work at particularly tough chunks of food. Popping open food akin to grapes, digging around in bones for marrow, or strangling small animals they may catch who are not killed by the immediate trauma.

The flesh of the tongue and by extension the entire mouth should be one solid color. If mottling is present, that is indicative of a serious health issue creeping up on the individual. Often foreshadowing Exthertype disasters or other diseases that may wrack the body and or steal the mind.


Faces and Throat

Life on sertha breathes through holes under the jaw. They can be referred to as spiracles. Typically individuals will have seven spiracles connected to seven windpipes. Though this amount can vary, those with less than seven may struggle to breathe properly. The seven windpipes are pretty flexible and an adaption to make sure one can still breathe whilst swallowing large chunks of food whole. Since one or three may close due to pressure but the others may stay open. When presented with water, one will have to be very careful to avoid drowning and will have to manually control breathing instead of leaving it up to the body.

These windpipes can be partially inflated/flared to display when one is annoyed or attempting intimidation. Doing this however is extremely uncomfortable and one cannot breathe whilst flared. Whistling is common among individuals for communication, and whistling songs can become very complex as spiracles are closed and opened at will to create song. This behavior is traditionally ambient as it is not a conscious decision half the time to harmonize with The Sound. Trauma to the throat and or chest can result in the windpipes bleeding. Coating the throat in blood or spilling it to the floor below.

A dragomii is very perceptive to smell. With their kind able to smell fear/rage as a way to avoid poking at an already enraged/unstable individual. Adaptation to manage their fiery tempers and violent tendencies. The smelling organ is protected loosely by a fragile nosebone. It sits just under the bone and can draw air in and out. Though this air does not enter their respiratory system at all. It is exclusively for sniffing and snorting.

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 the Modern Era is to detect passerbys, wind pressure, and speed. They help the dragomii figure out wind direction and if a storm is on the rise, a vital adaptation for Serthas volatile and dangerous weather. These whiskers typically form in mid-toddler(Terracut) years, they start off short and often will remain short until having a grow-spurt in their young adult years(Terraurin). 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.

A Polywhiskeriate is an individual who sprouts whiskers where there should be none. This can be around the eyes, eyebrows, cheeks, shoulders, and what not. It's a harmless condition that allows the individual to become highly sensitive to changes in the environment around them.


The eyes can be almost any color. Irises may be a different color than the surrounding eye but may also be the same color. Pupils should be black or very darkly colored. White pupils are indicative of blindness. Pupils can be summoned and dismissed as needed as eyes are mostly liquid. Pupils are extremely flexible and can rotate and shape themselves at will. The edges of a dragomii’s vision will always be blurry due to how liquidy the eyes are, their range of vision is wide and they can focus on two separate points at one time. Each eye should have two pupils. Dragomii can see a wide range of color and a few ultraviolet shades. Infants(Terrasal) do not have pupils or irises when they are born, instead as they age they develop the feature. Though sometimes they may fail to develop the structures. Sakin as well do not develop pupils but may develop irises.

Bones

The bones of a dragomii are extremely dense and hard to break. Often as they age, metal will accumulate upon and in them. With some individuals bones almost completely being replaced by metal. Keeping just enough to produce marrow where its needed. The metals that accumulate on bones reflect the metals that said individual has been exposed too. In many cases it is lead which is a common metal. Dragomii tend to avoid machinery that needs powerful magnets as it can be uncomfortable and detrimental to themselves.

Bones are strung together mainly by cartilage and ligament, supported by muscle. The configuration of the skeleton is there to support extreme flexibility. Bones will typically dislocate before they break. Allowing the dragomii to fix field injuries with much more ease. 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 or shatter and pierce their organs. Basal dragomii would need to slip into tight places either in root/vine bundles or caves, leading to their skeletons to be shaped that way. Additionally, the 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 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 are stored within the spur.

Arms

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/on 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. Further up the arms, the bony plates that rest in their forearms act as natural shields. Being as quick to violence 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 tendons and muscles relatively intact.

Torso

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, composed 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 for the vital organs. However, there is 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.

Legs

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.

Skulls

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.

Muscles and Skin

Dragomii have a main muscle system and a secondary one. This secondary one is much smaller and consists mainly of smaller attachments. It lies over the main system and is mainly relegated to the face and neck. This secondary muscle system works to convey so much of their emotions whilst the main muscle system controls body movements. 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.

Diet

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. Though routine and continuous consumption of improper flora will likely end in death. The body, unsure of what to do, will try to shove improper plant dna where it does not belong. This is fine if it's a desperate meal but continued consumption will not be fine.

The diet of a dragomii typically consists of meat harvested from farmed animals, hunted animals, and the bodies of the dead. Indeed dragomii are cannibals of convenience. Since they do not view bodies the same way a human does, and because they cannot always rely on farmed/hunted food 100% of the time. And to them, it is another way to give back. To be consumed is to return to The Cycle. To use the bones of the dead is to spread thyself and to exist after death. Wheelist tradition is this habit of eating bodies, tradition that is here to stay.

Internals

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, they’re in their bones, blood, and organs. To such a significant decree that dragomii will set off metal detectors half the time. 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. Clumsily however, and thus desperately needed to be able to survive blasts of concentrated radiation.

Additionally, with a dispersed and non concentrated neural system: they do not suffer from ailments such as concussions or the like. Instead neural matter is concentrated somewhat behind the eyes and in the hip spur, and when damaged can repair itself with much more ease than something like the brain. Though it may overwrite memories and or certain behaviors. Dragomii can survive without their head, and due to modern technology, the head can survive without the body. This dispersal of neural matter does mean that losses of limbs can affect memory and neural function. Though new connections can be grown and lost information can be learned back.

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 debris from 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 really hold their breath.

Differences in organs

  • Dragomii lack the various organs:
  • -Kidneys
  • -Spleen
  • -Brain
  • -Liver
  • -Bladder
  • -Intestines

Life Stages

Terrasal

Infant

The first stage in a dragomii’s life. Being that dragomii are wild animals, their young act like wild animals. The first line of defense in infants is their extreme violence. Often roaming in herds in the wild: charging animals much larger than them and mauling. Striking learned fear into many bloodlines. Like this did the infants cultivate a “leave terrasal’s well alone” mentality in many animals. Their claws are covered in long keratin sheathes to appear scarier, and they are in possession of rooted teeth called Ripteeth. Giving them a few extra rows. In modern and ancient times, it is customary to keep Terrasal in enclosed buildings almost like zoos. Giving them enrichment and leaving them to their own devices until they mature. Or just simply, to tie them up and cage them. Though this is the less popular method.

Terracut

Toddler

When a terrasal matures, they do it with a sudden snap. At once upon the dropping of their claw sheathes and ripteeth does a certain kind of intelligence bloom in their mind. For their entire time as terrasal, they were absorbing information and knowledge. Just with hormonal blocks that kept them but a wild animal. Here, matured, do those hormonal blocks fall away and with a little bit of learning can they speak fluently, hold conversation, do business, fight, and kill. Often forming cartels and gangs, whilst aware, coherent, and street smart. They still cannot consent or think their actions very well through. Often are they excessively violent and mean, stealing from, jumping, and killing rivals. They are not afraid to gang up on adults or juveniles as well.

Often, terracut cartels do business with adults. Just… More ruthlessly and without compassion. Often they are on the forefront of manufacturing and distributing drugs. Often because it's ‘fun’ or ‘funny’. Not aware of or not considering the wider impacts their activities have, or maybe just not caring in the slightest. Terracuts really do showcase the dragomii’s lack of remorse.

Terraurin

Juvenile

Described as lost or haunted, Terraurin are a strange sort. Stuck between the excesses of the terracut and the understanding of impact of the adult. They can now understand the impacts of what they have done as terracut, and often still feel the call to continue. But are aware that adults will no longer tolerate it. They often drift in and out of cliques whilst trying to find their way, seeking mentorship from their matured kindred. Most find it somewhere and someplace, yet others remain distant for a long while after maturing one last time.

Terramag

Adult

Once matured, adults are welcomed into society with a chance to prove themselves should they not have already in their last stage. The change is somewhat abrupt, they will be considered not just as an annoyance, criminal, or drifter but as an equal. And will be treated as an equal. This is strange to the once terraurin– they can finally carve out a life for themselves if they have not already. But this time, they can do it and consider all angles, all consequences. They won't feel that childish impulse to be needlessly mean, nor will they be so quick to kill. Now they must partake in social dance, must consider politics, must be careful to survive. Now they can see to all their hopes and dreams as an animal wild and free.

Reproduction and Sex

Dragomii are especially carnal beings, they do not shun sex nor those who partake. It is a common recreational activity, Whores, for that is a reclaimed name, are some of the most respected actors, entertainers, and performers. They are found everywhere in cities and most places out in the frontier. There are however communities who shun sex yet they are few and far in between. Often looked down upon as well for their backwards conceptions of life.

Dragomii do not have sexes, much like the majority of planetary life. One only needs to find another of their kind to reproduce. Yet unlike the majority of planetary life, dragomii do it for mostly recreational use. Genitalia are purely for recreation and reproductional activities. Dragomii have purely internal reproductive organs and systems. Anything not in use will retract into the body. Passing out during sex is common due to the use of the pseudoheart as lungs, and the ‘threads’ lining the genitalia are there to keep one inside whilst passed out.

Being wild animals, dragomii can and will go into heat. Often their coat becomes lustrous as it sheds some metal. This can be avoided with various remedies available to them if one does not wish to endure the week to two week long period. Though most turn to Redhalls to end their plight.

The vaginal opening is located on the underside of the penis and will only be displayed when an individual is fully aroused. One individual must be fully out in the case of reproduction, as access to the vagina is needed. Dragomii after a pregnancy period of a year will give live birth. Once more they must be fully out in order to give birth. This is typically done by standing for gravity to help in the process. Tearing is uncommon but can happen, whelps are usually small enough to be passed without much issue.