Attributes: Green Fire, Fire Immunity, Scale Armor, Dragon-Shapeshift.
Brief: Kayda is an adventurer/archeologist who makes a living raiding old temples and abandoned towns. She searches for trinkets and objects of interest that she can sell at her traveling cart, the Bizarre Bazaar. Her prices are high, but her wares are rare and (mostly) legit. She cares deeply for her girlfriend Naomi, whom she is rarely seen without. Kayda would do anything to protect Naomi, which might be true considering Naomi’s ex-husband has not been seen in quite some time…
Narrative Role: True Dragons used to be respected and revered in Pyris and Colere. Their fierce power and undying loyalty became their undoing when humans decided that sacrificing them to the gods yielded more blessings than the dragons could offer. Dragon hunts became popular centuries ago, and the population has diminished greatly since.
Kayda is forced to reconcile with a broken past as she fights between her pride as a True Dragon, and yet, learning to trust others with that secret. She is naturally wary of humans and downright disgusted by the “other” dragons, who seemingly turned a blind eye to their shared history, and whom either went into hiding or have attempted to distance themselves from the draconic title.
Kayda must meet all types who, in her mind, have played some part in their lives to hurt her, and come to terms with the fact that people can and will change if you let them.
Her backstory and the dragons in general are heavily inspired by LGBTQ+ history. True Dragons represent those of the community who were involved in politics, working to make real change by exposing themselves to ridicule and violence. Long Dragons represent those in the community who do not involve themselves with the political side, preferring to distance themselves from “those” queers, while still reaping the benefits of their labor. Siren Dragons (or mermaids/merservants), representing those who now use the acronym “LGB” or who go by “terf” in a futile attempt to appear sanitary in a world where they would not have rights either if the government could comfortably get away with it.
Likes:
True Dragons
All types of history, but especially draconic history
Starting fires
Dislikes:
Cold climates
The "other" dragons
The Festival of Dragons
Trivia:
Kayda eats bugs and especially loves the hard crunch of a nice shiny beetle.
She has exactly one plushie, a small purple dragon named "Baby." Naomi won Baby for Kayda during the Festival of Dragons in Pyris.
She wears a breastplate made up of her own shed scales. Because her scale pattern is considered common, it is believable that she would shell out a pretty penny for a practical, if less "showy," scale armor.
She has one snaggle-tooth that doesn’t quite fit in her mouth; otherwise, all her teeth are the same, spiky length.
The metal clasps on her leathers she smelted herself to subtly resemble the True Dragon insignia.
Her hair color is natural, but if anyone asks, it's dyed.
I wanted to put together the backstory for my SOTS story as a reference for anyone interested in understanding my characters' situation. I know this is the first thing I've posted at this point, but I've been working on updated reference sheets, and I wanted to post this before I posted those.
Overview
Songs of the Soul is the story of how the kingdoms of Vivere placed the weight of the world on nine heirs to the throne, who, in turn, fought against the pressure and changed the future forever.
Mythology
In the beginning, the great Divinity Aashalata inhabited Nihil, a long, dark expanse of space that held nothing but the stars and her presence. Aashalata lived alone for centuries in the twilight but grew tired of her own company. One day she decided she would make life to fill the expanse and break her solitude. She began by making two creatures, life forms she named gods. In her palm, she held a god and a goddess named Samson and Selene. She gave these gods special powers she called Emblems, which would aid them in their sacred duty when the time came. She taught them how to use their Emblems of the Sun and the Moon, and soon Aashalata made more gods to help with the work. When all was said and done, eight Gods stood before Aashalata, with mastered Emblems ready to fulfill their next task.
They were Samson, God of the Sun, Selene, Goddess of the Moon, Chantal, Goddess of the Earth, Halla, God of Fire, Muiredach, God of Water, Syvne, Goddess of Ice, Lucius, God of Lightning, and Thalia, Goddess of Wind.
Aashalata presented them with a globe that she had lovingly called Vivere. She instructed each God to design a plot of land to occupy. For many days, they toiled, crafting the perfect sanctuary for which to call their own. Soon enough, there were nine kingdoms in place, including the one Aashalata designed for herself.
These nine kingdoms were Eden, belonging to Aashalata, Luceat, belonging to Samson, Tenebris, belonging to Selene, Colere, belonging to Chantal, Pyris, belonging to Halla, Loch, belonging to Muiredach, Glacies, belonging to Syvne, Fulgur, belonging to Lucius, and finally, Zephyr, belonging to Thalia.
With the newly made lands complete, the Gods were then taught how to animate. They began to make animals to inhabit their lands. Fish, bugs, birds, reptiles, and mammals were all beginning to disperse across Vivere. They even gifted animals to each other, to help one another fill their lands with plenty of life, and to start proper alliances. When the gods had run out of ideas, they had been given their next goal: Sentient Life.
Aashalata demonstrated how to create a creature known as a Dragon. Using her groundwork, the Gods paired off to work together in animating their dragons. When each pair had returned with their dragon in tow, Aashaata inspected their work.
Halla and Chantal had worked closely on Aashalata’s base, keeping it mostly the same but adding their own personal flair. They called it a True Dragon, a creature with scales stronger than any metal, wings twice their body length, and scorching fire breath. Aashalata was pleased with this creation, and soon True Dragons resided in Colere and Pyris.
Thalia and Lucius had created a Long dragon, a creature that could soar without wings and spark lightning from its flowing mane. They had made it longer than Aashalata’s base and covered it in fur. Aashalata was again pleased with this, and soon, Long dragons were spread across the skies of Fulgur and Zephyr.
Muiredach and Syvne had made a Sea Dragon, a creature that could not fly, but instead inhabited the ocean. Its scales were reflective like ice, and spines sharper than any blade. The Sea Dragon was very decorated, easily standing out from its former contenders. Aashalata, once again impressed by her pupils, allowed the sea dragons to inhabit the waters of Glacies and Loch.
Finally, Samson and Selene presented their dragon. It looked nothing like the base Aashalata had given them. Its scales had been replaced with fur and its claws with hooves. Instead of multiple horns adorning its head, it had one horn between its eyes. Instead of claws or spines, it was decorated with two large, beautiful, feathered wings. Perplexed, Aashalata waited for the pair to explain their work. Samson quickly demonstrated that their creation, a unicorn, could do something entirely different from a dragon. Using its mixture of light and dark magic, and its single horn as a conductor, it could trick your eyes into seeing things that were not there. Illusions. Impressed by this display, Aashalata placed herds of Unicorns throughout Luceat and Tenebris.
With their last task complete, Aashalata had just one more assignment: Create a human.
She began by making her own race of humans, whom she had called Elysians. Elysians were creatures that harnessed a unique Emblem called vitality, a power bestowed upon them by Aashalata. Elysians could be reborn over and over again so long as their rebirth flower, which tied them to Vivere, was still in bloom. Their long life spans and deep appreciation for the world allowed Elysians time to be scholars and creatives. All kinds of knowledge of medicine, biology, and the humanities originate from, and are stored in, Eden.
Samson made the Luciec to inhabit the Luceat Realm. They harness the Light Emblem and are known for being creative thinkers. Many of Vivere’s artworks and architecture are directly inspired by those produced by the Luceic. Their light emblems allow them to better visualize ideas in 3D space and project fields of light that display their thoughts in the physical world. Because of this, Luceat is an expertly built kingdom with a rich culture.
Selene made the Tenebrans to inhabit the Tenebris Empire. They harness the Dark Emblem and are known for being detailed planners. Many Tenebrans helped other kingdoms establish proper economies and governments that allowed them to grow stronger together. Their dark emblems allow them to change the light around them and project into the world possibilities and theories. Tenebrans can manipulate an object's shape, artificially giving it a new appearance. Because of this, Tenebris is a well-crafted empire with a strong foundation.
Chantal made the Colereans to inhabit the Colere Kingdom. They harness the Earth Emblem and are known for being strong and level-headed workers. Much of Vivere’s food is harvested right from the fields of Colere. Colerean’s Earth Emblem gives them a better understanding of Vivere’s agriculture and allows them to properly care for the many plants that grow across the kingdoms. Because of this, Colere is an expanse of food and prosperity as far as the eye can see.
Halla made the Pyric to inhabit the Pyris Empire. They harness the Fire Emblem and are known for being warm and neighborly. Pyris will find almost any reason for festivities. Some of the most commonly used traditions originated from Pyric culture. The hot flame that burns within a Pyric is often the source of their burning need for community. Because the Pyric are so vibrant, Pyris is frequently filled with lights, colors, and excitement, and is a common spot for travelers to rest their weary legs.
Muiredach made the Lochese to inhabit Loch Bay. They harness the Water Emblem and are known for being adventurous storytellers. The Lochese are the cornerstone of the fishing market in Vivere, and ever the pirates, often have a tale of the beasts they’ve encountered and the treasure they’ve found when sailing the ocean. A Lochese Emblem allows them to push through the waves easily, rarely with the need for oars. With this unique ability to command the seas, the Lochese have helped many Emblems explore new lands and discover new creatures. Loch Harbor is one of the most diverse kingdoms in Vivere.
Syvne made the Glacic to inhabit the Glacies Province. They harness the Ice Emblem and are known for being composed and thoughtful artisans. The Glacic make up many of the finest artists in Vivere. From expert tailors to skilled sculptors, the quiet tundra has allowed many the opportunity to focus and perfect their techniques. The Glacic distribute many of the highest quality furs, leathers, and stitchwork to the kingdoms of Vivere, as well as a multitude of other genuine Glacic artistry. The Glacies Province is easily one of the most exquisite kingdoms sculpted from Vivere’s surface.
Lucius made the Fulger to inhabit the Fulgur Power. They harness the Lightning Emblem and are known for being energized inventors. The Fulger have some of the most high-tech innovations implanted in their empire. From artificial light to communication devices, and most recently, a horseless vehicle. The Fulger’s Emblem generates controlled sparks of electricity that have helped them to power their Kingdom since day one. The Fulgur Power is home to some of the most sophisticated and ingenious novelties in Vivere.
Finally, Thalia made the Zephers to inhabit the Zephyr Realm. They harness the Wind Emblem and are known for being open-minded philosophers. Because of their high perch above the rest of Vivere, they’ve been able to silently watch the progress of the other kingdoms. Since their Emblem allows them swift, easy travel across the globe, they can research quickly and quietly. Without them, many kingdoms would not have nearly as many detailed records of their advancements. The Zephyr Realm library archives are some of the most extensive in Vivere.
With each land fully settled and bustling communities on the rise, Aashalata at last revealed the divine purpose she had intended. Each God was to now reside within their kingdoms and look over their subjects. They were to keep Vivere alive and prosperous, and as a reward for their hard work, the mortals they had created would dote on them in return for blessings. Exhausted from all the time she had spent expelling power, Aashalata made one last creation. She called it an Asteran.
There, in the expanse of Nihil, Aashalata placed the Asteran on a satellite far above Vivere. There, she explained, it could keep watch and record the many choices made by the gods, and report back to her what transpired in her absence. Then, Aashalata had laid to rest, leaving her gods to their own devices to command the new land of Vivere.
Modern Day
10 years after the burning of Eden and on the brink of another large-scale war, the kings and queens of Vivere meet to discuss plans to counteract the growing tension. Distinct personalities and old wounds make it impossible for an agreement to be made. The only thing the monarchs can agree on is that they cannot agree. With the mutual understanding that this was not a problem they could solve, a compromise had been arranged.
5 years later, surrounded by a protective moat and perched above a towering plateau, sits the result of the parley. The newly built Vivere Manor stands tall with ornate architecture designed by the finest craftsman in Luceat and a solid foundation composed by the most expert architects from Tenebris. With high-quality and expensive materials purchased from Colere, Pyris, and Loch, and cutting-edge tech installed by the Fulger. Endowed with pristine artistry designed by the finest artists in Glacies and a courtyard that rivals some of the most exquisite castles in Vivere. Purposefully built with enough rooms to fit all nine heirs and their guests, it is truly meant to be a home away from home.
You see, the kings and queens of Vivere have never been particularly compatible. With such varying ideas and viewpoints, it had been impossible to live alongside one another without a few wars here and there. So, in the hopes of establishing harmony and understanding between kingdoms, the heirs to each of the thrones should spend five years in shared quarters to build a reputation and mutual respect before they can accept their sovereignty. These heirs, now in their early 20s, comprise:
Princess Helene Sommer, representing Luceat. Prince Donovan Abital and Prince Lelius Abital represent Tenebris. Princess Amari Montero, representing Colere. Princess Guinevere Seymour, representing Loch. Prince Rivin Hildebrand, representing Pyris. Prince Maquis Aquafredda, representing Glacies. Prince Keme Lichtenburg, representing Fulgur. And Princess Cinna Nephele, representing Zephyr.
With the weight of the future on their shoulders, each heir prepares for the Vivere Manor, hoping to build peaceful coalitions with their fellow heirs, but thoroughly equipped for unavoidable conflict.