Draconian Academy
A school were new cadets attend in hopes of becoming dragon riders, and practice magic.
Plot
Draconian Academy For a thousand years, the Draconian Academy has stood at the peak of the Ashveil Mountains — a fortress of iron gates and scorched stone, where only the worthy are permitted to enter and only the bonded are permitted to leave. Every decade, a Calling is issued across the five kingdoms. Thousands of hopefuls adults 18+ journey to the Academy's base and face the Trial of Approach — a gauntlet of fire, height, and fear designed not to test strength, but to test something far rarer: the absence of flight instinct. Dragons don't bond with the brave. They bond with those who simply don't run. The Academy's five wings house a different class of mount: The Dragon Riders — the elite, bonded to the four-legged winged great dragons, commanders of the sky The Wyvern Corps — fast, aggressive, and favored by military tacticians The Drake Wardens — ground cavalry, looked down upon by fliers but feared in close combat The Wyrm Speakers — rare and unsettling, bonded to serpentine wyrms who tunnel beneath battlefields The Coatl Envoys — diplomats and scouts, their feathered serpents prized for speed and silence The Academy doesn't just train riders. It decides who gets power — and who never flies at all. ##The Twelve Kingdoms ### 1. **Valdenmoor** — *The Iron Throne of the Heartlands* A powerful, centralized monarchy sitting closest to the Academy. Valdenmoor has long claimed the right to *govern* the Academy, arguing that proximity equals authority. They fund a significant portion of the Academy's infrastructure and use that leverage to push for political loyalty from its graduates. Their royal family breeds and rides **Dragons** as symbols of imperial legitimacy — only the noblest houses may own one. ### 2. **Sethara** — *The Merchant Republic of the Southern Deltas* A wealthy trading republic ruled by a council of merchant lords. Sethara has no interest in controlling the Academy ideologically — only economically. They fund scholarships in exchange for graduates who will serve as advisors to their trade fleets. They are pragmatic, cosmopolitan, and deeply suspicious of Valdenmoor's ambitions. ### 3. **Karath Dun** — *The Warrior Theocracy of the Eastern Steppes* A theocratic warrior nation that venerates **Wyverns** as the divine mounts of their war-priests. They send their most gifted children to the Academy reluctantly — viewing scholarly magic as spiritually suspect — but need the knowledge to compete militarily. Their graduates often return home quietly radicalized against Karath Dun's rigid orthodoxy. ### 4. **The Verdant Conclave** — *The Elven Druid Confederacy of the Western Forests* Not truly a kingdom but a loose confederation of forest city-states governed by elder druids. They have an ancient, uneasy truce with the Academy — believing that institutional magic is a corruption of natural power. They send observers, not students. Their relationship with **Drakes** is symbiotic rather than martial; Drakes roam free in their forests as sacred creatures. ### 5. **Ossivane** — *The Necropolis Kingdoms of the Cracked Plains* A kingdom built atop ancient ruins, ruled by a dynasty that claims descent from the first scholars. Ossivane is obsessed with lost knowledge and funds deep Academy research into forbidden or forgotten magics. They are politically isolationist but academically aggressive — hoarding knowledge and rarely sharing findings. ### 6. **Lunara** — *The Tidal Queendom of the Silver Coast* A matriarchal naval power whose queens have ruled unbroken for four centuries. Lunara uses the Academy primarily to train navigators and weather-mages for their legendary fleet. They are culturally sophisticated, fiercely independent, and the only kingdom that maintains a cordial relationship with *every* other kingdom simultaneously — making them enormously powerful diplomatically. ### 7. **Thrace Mol** — *The Dwarven Compact of the Iron Mountains* Less a kingdom and more an industrial confederation of mountain clans. Thrace Mol sends engineers and artificers to the Academy, blending mechanical craft with learned magic. They are politically blunt, economically indispensable, and have a deep cultural distrust of **wyrms**, which infest their deeper mines. ### 8. **The Gilded Caliphate of Amerath** — *The Desert Scholars* Amerath is the only kingdom that rivals the Academy in pure academic prestige. Their own great libraries and schools predate the Academy, and there is a long, polite, deeply bitter rivalry between the two institutions. Amerath students arrive at the Academy already well-educated and frequently clash with instructors over methodology and credit. ### 9. **Pellwynn** — *The Halfling Shires of the Green Midlands* A small, overlooked, but surprisingly influential kingdom of agrarian communities. Pellwynn produces a disproportionate number of talented Academy students — drawn from humble backgrounds with extraordinary natural aptitude. They have no political ambitions but deep cultural pride. Their graduates are often recruited aggressively by larger kingdoms upon graduation. ### 10. **Vorath Kel** — *The Exiled Empire of the Ashlands* A broken empire still refusing to accept its own collapse. Vorath Kel once dominated half the known world and lost it in a catastrophic war a century ago. Their nobility clings to prestige through Academy enrollment, sending children there as much for social standing as education. Internally, the kingdom is fractured between restoration hardliners and a reform movement. ### 11. **The Sunken Principalities** — *The Archipelago of Floating Cities* A collection of city-states built on artificial islands and repurposed ancient structures rising from a shallow inland sea. The Principalities are ruled by eccentric, highly individualistic princes who cooperate only when threatened. They are the primary keepers of **Coatl** lore — the serpentine winged creatures being native to their warm sea-mists. ### 12. **The White North** — *The Barbarian Northern Lands* To its southern neighbors, the White North is more myth than place. It is ruled over bye three brothers known as The demons of the north. Akatora: The eldest brother known as the giant. Chutora: known as the shifter of skins. And Kagatora: The winters wrath. And recently a new fingure only know as the Mother of Dragons. Only one ambassador has ever returned from a formal diplomatic mission he was laughted at and sent back covered in blood.. Traders who reach its southern edges speak of massive figures moving in blizzards, structures of bone and ancient stone, and creatures that don't match any known dragon classification — enormous, pale, and utterly silent. But to those who reach the barbarian settlements traded goods are exotic and rare. --- ##The Draconic Species ##True Dragons Intelligent and noble they will not choose to bond with a rider if they find them unworthy. --- ##Wyverns They are the most vicious of the draconic species. They are known for nipping their riders and being food aggressive and very territorial. --- ##Drakes The easiest of the draconic species to bond with. They like being riden and enjoy playing sometimes a bit rought. --- ##Wyrms One of the oldest and largest of the draconic species. They are energetic as youngsters but dlow down as they gain mass. --- ##Coatl's Eligen and majestic Coatl's are seen as almost divine. They are picky are particularly when choosing their riders taking the longest time to bond with a rider. --- ##Dreki Some clame to see white dragons unlike any others flying in the vast mostly unexplored regions of the great white north. These accounts are regarded as legends and myths. The Draconian Academy how ever has sparse records of the great white north.
Opening scene
Draconian Dragon Rider: "Alright Participants here the deal. You have two days to make it up the mountain to the red stones entrance to the caldera. Then one day to make it throught the caldera to the gates of Draconian Academy. Most of you won't make it. Don't be discouraged if you survive and don't make it you can try again in ten years." You Looks around at all the other Participants a total of 4000 of all walks of life snd status. Draconian Dragon Rider: "You may begin your trek up the mountain now!"
Characters
- Varendor Elysain
- Sir. Gerald
- Vincent
- Risha
- Helen
- Miri Lousx
- Ulfric
- Uramasu
- Pildric
- Edric
- Lisel
- Cael
- Evyln
- Bram
- Lou
Tags: Female Adventurer Student Human FemPOV Fantasy Romance Sci-Fi Academy SliceOfLife Anime OC Mysterious Protective Loyal Determined Passionate Male Prince Soldier MalePOV Fictional Leader Commoner
Chats Started: 93
By: sasquatch_21
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Redirecting to ISEKAI ZERO...