The Draaks
Draak are massive scalebeasts that inhabit every land of Earth and parts of the Great Blue as well. They have four limbs, with their front legs being used both for motion and flight.
All Draak-Kin belong to one of the four Great Clans: the Sapphire Clan, the most numerous in numbers, that live in water-rich areas and managed to conquer parts of the Great Blue, the Emerald Clan, that lives in forests and are also called the tree-dwellers, the Ruby Clan that lives in whatever territory they manage to conquer, even areas no other Kin establish themselves in and the Onyx Clan, mostly active during the night, they can live in any territory like the Ruby Clan.
Draak of different Clans can Create with each other, the resulting generation will inherit the Clan of the birther-Creator.
Life cycle
Draak birthers lay their eggs at a certain distance from each other at the edges of their territory, during the incubation they visit the eggs to instruct them about the world they will live in and teach them the Good Way of the Draak, once the unborn Kin are considered sufficiently taught they are left to fend for themselves.
Once born the hatchlings claim patches of land at the edge of their Creator territory and grow there. They pass their childhood learning to survive, collecting their first Treasures and Challenging each other over hunting grounds or portions of their burrowed territory.
Once the hatchlings grow their ornamental feathers and attain true flight they are considered adults among the Draak and leave their birther territory. Young adults travel the world in search of knowledge, Treasure and glory. Once they become Great they conquer a territory for themselves.
Great Kin protect their territory from rivals and any threat, Create the new generations and dedicate themselves to perfect their elemental Mastery. Older Draak on the verge of completely mastering an element are called Sages, Sages are considered Great among the Great and it's not unusual for young adults to seek them out for counsel.
Above the Sages there are the Elders. Elders are fabled Kin who are told to have completely mastered one element. There are numerous tales surrounding them, from their ability to eclipse the already large lifespan of the Draaks, to the ability to Destroy all living beings in an area in a matter of minutes. Some say that they no longer follow the Two Great Laws as they no longer exist as Bodies, having left them behind to exist only in Spirit, avatar of their mastered element. Whatever the truth Elders are exceedingly rare and their word may as well be a lesser Law among the Kin.
Dance of Creation
Kin don't really care about their role as birthers or givers unless it's the Time of Creation, a sacred moment where Draak recognized as Great seek others to Create. Courtship consists in a birther or giver Kin entering the territory of the Draak they are interested in Dancing with and then proceeding to prove their worth to it. Kin decide the Greatness of another based on individual values and while Treasure and glory are an almost universal measure of Greatness, some Kin may decide to test their perspective partners challenging their Mind or Body or demand a gift.
Tradition
Draak's Way is one of strength alone, instead of numbers, since Earth wouldn't be able to sustain their cooperation. Tradition is a series of honorable norms that regulate meetings between Draak. While tradition is not a Law, not respecting it is a powerful but dangerous tool, as being known as dishonorable might lose the respect of other Draak, making it harder to find a partner for the Dance of Creation, losing the right to barter and making the breaker look weaker, increasing the number of Challengers.
While the most important aspect of tradition is the regulation of Challenges, these are the other regulations:
1. No Kin should impose their Way on another
2. When entering another Kin territory one should announce themselves with the Song of Annunciation, if the Song goes unanswered the Kin has right to enter the territory.
3. All Treasures and prey in a territory belong to the Kin that owns it.
4. Kin should make their den at least three days of walk from the border of another Kin territory
Challenges are confrontations among Kin to prove their superiority. They are divided into two categories: Trials of Body, which are Dances of Destruction, in which Draak face each other in open combat. This type of Challenge ends when one Draak recognizes the superiority of the other, in this Dance of Destruction it is extremely unlikely that one of the partners is Silenced. Then there are Trial of Mind or Trials of Song, these intellectual Challenges consist in riddle contests. The Challenged is the one that picks what type of Trial the Challenge will be.
Treasure
Treasure is something that holds value to all Draak. This wide definition includes Knowledge, Wisdom, a powerful Body, territory and so on.
The largest part of a Draak Trove consists of Shiny Things, they include baubles, pretty rocks, shells and precious metals. Shiny Things are the currency among Draak, since among Kin doing something for another not in self-interest is unheard of, counsel and Artifacts are exchanged for them.
Artifacts are physical objects present in the trove that don't count as Shiny Things, some are pretty, many can have powerful uses.
Good beasts
The First Law is Truth for all beings birthed by Earth, so every interaction between good beasts and Draak-Kin happens only if neither is hunting. This is made clear by Singing to each other and by positioning the Body making their intentions abundantly clear. Only once it is done interaction between good beasts and Draak can begin.
Good beasts, depending on their Way, can Challenge Kin in trials of Body or Song for different prizes. Also since the Draak greed is a known Truth it is not unheard for a good beast to enlist Kin help by promising Treasure to it.
Draak-Kin that conquer a territory are revered as guardian deities by the good beasts of the land. The Draaks' might is widely recognized and due their vastly longer lifespan they can sought as sources of Wisdom and arbitrators to settle disputes.