For those unfamiliar with Flight Rising, the web game has a well defined lore. The history of Sorneith (the name of FRs world) is detailed in videos and text which you can peruse in the encyclopedia or on Youtube. Each dragon species has their own entry that details the typical behaviors, looks, and lives of said species. It also makes note of any important, defining, characteristics and occasionally the species attitude toward another species. Such as Pearlcatchers and Imperials disliking one another or the Faes inability to understand Coatl speech patterns.
However while the encyclopedia and staff entries are considered canon, many players create their own lores and histories. Many will keep largely to canon but toss in some of their own variations. Others may choose to only use bits and pieces of the site lore. This is part of what makes the web game interesting and enjoyable. You're free to explore and create, choosing how much of the canon you'd like to follow. Some players don't create clan lore at all and instead focus on breeding, battling, or collecting.
With this in mind, I created my lore using most of the canon information. However I tweaked mine to suit what I wanted to do with my clan. Since I'd like to use my dragons in writing exercises, and since I bounce around and don't always stick to the same timeline, I decided to create a theater. However, how were dragons supposed to fit in buildings?
It seemed impractical to try and stuff an Imperial through a Fae sized doorway. Add that to the logistics of keeping such massive creatures from trampling the building and I realized there was a problem. So I took the different breeds and turned them into humanoids. Not shape shifters like some players create, just plain humanoids. Each keeping defining characteristics of their dragon species so that they remain unique and identifiable.
The Beastclans remain largely the same as they are already sentient and partially humanoid. According to FR lore some of the clans compete with dragons for space, territory, food, or some other spat. This carried over to some degree into my lore. Some Beastclans are friendly, others ambivalent, and some outright hostile.
On this page you can see images of the original Flight Rising species and read how I changed mine. I'll include descriptions of how the humanoid form looks and make note of important characteristics.
Faes are the smallest of the Dracokin, even the largest individuals don't meet average height. They're an energetic and sociable people that are most commonly found in large family groups. An expressive species, faes communicate more through body language than they do by speech. Large crests sprout behind the ears that are independently moved to emphasize emotion and tone. As they rely so heavily on this unspoken language, faes struggle to communicate effectively with other Dracokin. The same can be said of other races who struggle to understand a fae's quiet, monotone, voice and flapping crests.
Their expansive groups rarely leave homesteads and it's not uncommon to encounter a family who have been in a location for generations. Skilled in horticulture, the arts, and animal husbandry, Faes are commonly sought out for detailed projects and as gardeners and caretakers. Even the largest of animals pose few problems for this halfling size race as most creatures are partial to their delicate hands and gentle spirits. It's rumored some Faes may even be gifted enough to speak with animal kind though no Fae will ever confirm this fact as true or false.
At the theater, Faes usually work on costumes, animal training, and artistic endeavours. The Fae, Cirion, is responsible for many of the detailed murals adorning the public halls of the building. Taking a walk in the gardens may show you Mith's sculptures or young Naqar training a pair of Parda!
Typically larger than Faes, though sometimes by very little, Nocturnes are an impish Dracokin. All individuals are skilled at mimicry and can copy voices, actions, personalities, and more to near perfection. They're the closest any Dracokin gets to shape shifting and only a few rare individuals have attained such a skill. Nocturne communities are secretive and outsiders rarely manage to find their domains, let alone be invited in. Those that have tell stories of a sociable culture that revolves around curious games of mimicry, the sharing of skills and discoveries, and more importantly around family and the young.
Nocturnes typically remain secluded in their family colonies for most of the year. After the celebrations around the Winter Solstice, colonies start a nearly two week pilgrimage to various religious sites. There they will worship their goddess, the Shadow Binder, and intended Nocturnes will seal their marriage bonds. While Nocturnes living outside the home colonies may take mates or marry at any time, those within follow strict cultural laws that discourage vows outside the darkest nights of the year. These Dracokin celebrate family and take great care and pride in raising their young and caring for the elderly among them.
Many Nocturnes have made homes for themselves at the theater. Primarily they are performers, jesters, and craftsmen. Despite their scaled appearence and six horned heads, they're some of the most popular actors with visitors and coworkers alike.
A Dracokin of average height and broad build. Despite their intimidating appearence and size, Snappers are an amiable and gentle people. Snappers live within fair sized clans made up largely of relatives and close friends. They are more family orientated than even Nocturnes and have a rich culture. This is further strengthened by their impressive memories and dedication to passing on the history of Sornieth. Young Snappers begin learning right from the beginning. Since they forget very little in their impressive life spans, many Dracokin seek them out for information. Patience, however, is needed when speaking to them as they have a tendency to give novel length answers instead of a quick response.
Strictly nomadic, these Dracokin do not build permanent homes. Instead they constantly move along ancient routes known only to them. It's not uncommon to see a Snapper caravan move without seeming to stop for days. You'll find that when they do stop it's to examine some new phenomenon or to speak with a fellow clan. With such impressive knowledge and with their ancestral routes, it's not uncommon to find Snappers working as guides. Especially in the barren lands of Dragonhome where water and food are scarce. Native to these dry plains, Snapper clans know the location of every accessible water source. This makes them invaluable to treasure seekers and cave divers. Many dragons in other territories also find the Snappers skills vital for safe crossings through Beastclan territories and the less civilized places in between.
Very few Snappers ever stay long at the theater. The call to journey, learn, and teach is often too strong for any to linger.