The Species and the Citizens
- Physical Traits
Lifespan: ♂ 150, ♀ 148
Height: ♂ 7'2", ♀ 7'0"
Weight: ♂ 280 lbs, ♀ 250 lbs
Skin Color: ♂ Tanned, ♀ Peach
Eye Color: ♂ Grey, ♀ Beige
Hair Color: ♂ Black, ♀ Auburn
Listed: Average/Most Common
- Species Distribution
TOTAL: 7.775 billion
Drawkland Mainland: 70.4%
Drawkland Territories: 14.3%
Other Total: 7.0%
From Largest→Smallest Concentration
*Calculations performed via 5500 Census
The Drawkian species, known scientifically as "Dapaticus altus" or "Neiksie," is the species of creature which comprises most of Drawkland's population, and a significant portion of Sonnel's population as well. The species is sentient, sapient, bipedal, and is known for its physical stature and advanced minds that constitute most sapient creature's existence. The species is credited as the first to become sapient in Sonnel as well as being the major factor for the development of other sapient species across Sonnel via evolution and inter-species procreation.
The first drawkians were thought to have evolved around the Sonnelian year -12000, likely in Southeast Dra in what is now known as the Ellzidanian wilderness. The Ellzidanian wilderness is, of course, an extremely difficult place to survive in, especially back in the prehistoric times such as that, when thousands of now-extinct deadly creatures still lived and hunted. Most scientists theorize that the use of tools and small mutations caused the brain of some ancient primate to expand and trigger the creation of a new species. However, the fossil record suggests that once that species what created, no further macro-evolutionary changes occurred in the indigenous peoples, and the species known as drawkians today is a result of small and gradual micro-evolutionary changes which don't exactly constitute classification of a new species. This means that the pureblood drawkians mainly populating Drawkland are genetically the same as their prehistoric ancestors. Some macro-evolutionary changes did occur in some prehistoric drawkian populations, but they're credited as being the beginning of species which founded other nations.
Around the year -11000, several groups of drawkians apparently began expanding away from the Ellzidanian wilderness, due to remains found in the Malicollan and Kanyon lands. By -10000, the "diaspora" of the drawkian species had mostly concluded, as drawkians had mostly populated the entire continent. It's worth noting that at this point Sonnel was a few Units colder than it is in present day, and the poles were expansive and thus the oceans were at a lower level than they are today. Because of this, the continent of Dra was in fact much larger than it is today, and a landbridge connected Dra, the various islands part of Dra, Suntae, Dre, and Dree. By the -9500s, drawkian populations had settled in Northern Dre, Northern Suntae, Eastern Dree, and several isles in the Navis Ocean.
The Great Catastrophe
In -9001, The Great Catastrophe, as it's now known, occurred. It was the impact of a small asteroid which both carved a massive crater in between Dra mainland and Suntae (which is now totally submerged), and caused a small extinction nearby. This impact also created a small moon now known as Maliganthe (its creation after the event is what caused the ancient-rooted belief that the moon is cursed). The hellstorms that ensued scorched a lot of Ellzidanian wilderness and killed most of the wildlife there, including native Drawkian populations. This is assumed to be a large factor why drawkians were not as prominent in that area of Dra rather than others. Some storms also caused the northern Malicollan lands to become desertified.
In addition, the firey atmosphere triggered a small greenhouse effect which melted a lot of the poles (to what is now considered normal levels. This caused a massive flood and raising of sea levels, which destroyed most landbridges and isolated most drawkian populations from each other.
By this point, the first inklings of spoken and written language were estimated to have been in use, and basic clothing had begun to be in use as well. The first evidence of permanent settlements had been found in this approximate area, but creation of permanent settlements ceased briefly after The Catastrophe and didn't resume until the -8800s.
After The Great Catastrophe, drawkian populations were largely cut off from each other, and left to their own devices. This is where the beginning of evolutionary and physical occurred. Several new dispersions of drawkian populations occurred, and most continents began to be populated. By -8000, all of Dre, all of Dree, Northern Droo, Northwest Suntae, and the isle now known as YOLOvilla had all been populated by drawkian species.
The physical differences of each are fairly numerous, but the common trend among all the dispersed drawkian species was a regression in height, some seeming to drop a foot or more in average height. The exception to this is a small group of Dre residents which actually drew taller, but after several generations of breeding this trait also came out of common appearance.
Nowadays, these subspecies of Neiksie are known by the nationality these species came to eventually create, thus the usage of "Drawkian," "Dreaglelani," "MadManian," and "Veckian," are common when referring to the species itself. The difference between the species and the nationality is generally denoted which capital letters, i.e. "Drawkian" refers to a citizen of Drawkland whereas "drawkian" refers to the common Sonnelian creature.
The drawkian is similar to the human of Earth, as they are both bipedal, have relatively large brains, and share similar body arrangements. However, neither of these species are related or have seen the existence of each other, so this is just a comparison for the benefit of simplicity.
Drawkian gender is a simple XX-XY basis, male-female. Drawkians have 24 pairs of chromosomes and a pair of sex chromosomes, for a grand total of 50 chromosomes.
Perhaps the most noticeable feature of a Drawkian is their height. The average Drawkian male is 7'6" while the Drawkian female is 7'4". Thus, the average weight is 280 lbs for males and 250 for females. The Drawkian metabolism is quite fast, leading to a leaner body shape, and the skeleton is generally not very broad. The body is naturally built more for endurance rather than for brute muscular strength. This originated from early Drawkian history when the drawkians found that fighting against predators was less fruitful than simply outrunning and outdistancing them. This is also a major factor as to why running is one of the most common athletic activities in Drawkland and marathons are held in high regard.
Eye color, skin color, and hair color vary widely, but the most common is black hair, grey eyes, and tan skin in males, and auburn hair, beige eyes, and peach/light pink colored skin in females. These charts outline the most common instances in both males and females of the common drawkian. Other variant drawkian species' common colorings can be found elsewhere. Slight variants of color (ex. light blue, dark blue) are included under a single name (ex. Blue).
Curiously, Grey hair is common in drawkian males from birth. Hair color changes from old age generally result in white hair, with Grey hair being a normal hair color from any ages. Baldness is uncommon and is a result of a rare genetic disorder. Baldness due to age is extremely unlikely. "Bald spots" do not occur, but hair may become less thick as time progresses.
Age / Life Cycle
Phase of Life
Early Development, Dependent on Parents
Primitive Learning, Parental Guidance
"Primary" Schooling, Outside Influences
"Intermediate" Schooling, Beginning Interests
Some Mature Activity allowed if parent permitted
"Advanced" Schooling, More Freedom and Niche-Learning
Age of Adulthood, Total Consent, and Drinking/etc.
"Secondary" Schooling, Career Preparation
Optional "Tertiary" Schooling, Early Career
"Prime Years," physical prowess & energy, Career Building
"Settle Down" period, marriage, serious dating, children
Advanced Career phases, later phase child raising
Post-children, Senior Career Phase
Official Minimum "Retirement Age"
Age of Official "Seniority"
Average Age of Death
Dependent Living/Very little responsibilities
As can be seen above, the average age of a drawkian is 150 for males and 148 for females. To the right is a graph detailing the average "phases" of a drawkian life. This development cycle is common across all drawkian species, so most Sonnelian residents follow this pattern loosely (some may differ by several years based on cultural institutions. This chart is most accurate to residents of Drawkland).
Early life is spent at the expense of the parents, as usual. Most drawkian babies spend about 1 year Nursing, and start alternating breastmilk with food about the 8 month mark (Sonnelian years have 16 months). Most babies learn to walk before they turn 2 and begin to speak in small sentences or at least say some words by age 2. Basic calculations and cognitive development begins around the 1.5 year mark and by age 3, most drawkian children can at least understand or be understandable to older drawkians. Advanced motor skills like running, swimming, or cycling are generally introduced by age 5.
Ages 3-5 is mostly spent with the mother (or father) of the family for the child, and this is usually when parents begin self-teaching their child to perform basic arithmetic or reading tasks, and other basic knowledge. By age 5, most children can at least read or speak legibly. If they have learning troubles or their parents were somewhat neglectful, the reading and arithmetic skills become universally taught by their first year of Primary school, generally starting age 5. The next 5 years are spent on advancing their intellectual and social skills, learning up to basic algebra, and reading small novels. By this time, most drawkian children have begun to widen their knowledge of the world, by being allowed access to television, internet, and long-distance trips (before age 5, most children's access to TV/internet is limited).
10-15 mark the "Intermediate" phase, in which advanced skills and knowledge are shaped. Most students learn more advanced algebra and mathematics, and know most if not all grammar rules and have obtained a wide vocabulary, as well as being versed in preferred literary works. Sciences and social studies are also common at this point. By now, many young drawkians have taken a liking to certain sports, clubs, or activities, and participate in "junior" or "intermediate" versions of these activities.
Next comes ages 15-20. This is when students switch to "Advanced" school. By now, students take advanced courses in core subjects. Many students have also found a few career paths to follow, and so education for them is aimed at becoming prepped for these paths. If not, students receive a general "advanced" education which will hopefully give them a base for whatever path they wish to pursue in Secondary phase. The "junior" versions of the activities from Intermediate Phase have been promoted and advanced to better counterparts, and many drawkians become very skilled at what they do. This part of life is, for most, their first taste at truly excelling in something.
Age 15 is also the age in which drawkians are legally allowed to begin learning to drive or pilot common vehicles. Piloting ships, planes, or airships is less common but still taught by most. Also, exposure to more mature content or materials is allowed to drawkians over 15, if their parents or guardians permit it as such. Small jobs are usually filled by those in this age group. Some drawkians commit to relationships, usually short and casual, but not many.
Age 20 is the official Age of Adulthood in Drawkland and most other Sonnelian nations. This entails freedom in driving/piloting, consent of lewd activities, and consumption of alcohols and similar substances. This is when most drawkian adolescents move away from their family, and travel away from home to attend "Secondary" Phase schools. This is where the knowledge from early schooling phases pays off, and for the next five years, 20-25, drawkians learn information essential to their desired career or activity path. This is when most if not all drawkians feel true freedom, and thus, activities are more wild and unmoderated. The more insignificant types of jobs are held in this phase of life. Casual and short-term dating relationships are most common in this phase of life.
By age 25, the average drawkian has finished their secondary schooling phase and begin the early stages of a career. This is when many begin to become fully independent from their parents, and begin to live fully on their own. Some, however, decide to stay on the advanced track and spend the next 5 years in "Tertiary" phase schooling, where they learn skills for advanced or high-class careers or positions. More mid-to-low level jobs are held by this age group, and more advanced/longer relationships begin to occur. Military membership and the mandatory government positions in Drawkland are commonly started here or during the Secondary schooling phase.
Most, if not all, drawkians have a career or a non-menial job by the time they turn 30. This is around the time most drawkians decide to upgrade their standard of living, by purchasing better vehicles, housing, or other accomodations, depending on their career choice and geopolitical location. Thus, ages 30-50 become "the golden years" for most drawkians, especially in Drawkland, as at this point, most are free from past ties and have a significant/constant form of income, as well as their bodies being in prime working condition. Most professional sportsmen and athletes compete in this age range. Also, this is the time many Drawkians join corps, which are common institutions in Drawkland. They're similar to a conglomerate of companies, universities, and groups generally under one name. They're essentially nationwide clubs, with bonuses for members at their national branches. It's common for groups of Drawkian friends to join together in one. Again, the upgrade in living, the high relative income-responsibility levels, and much freedom, makes this the best years of most Drawkians' lives. Long term and serious relationships occur here and early marriages are common past 40. Drawkian marriages are often entire day-long affairs which are very fun and exciting. Generally the festivities begin with a collective meet-and-greet where relatives and friends of both bride and groom can become acquainted. Then comes the actual ceremony, generally performed and officiated by a priest or other major figure. Iarocav, Drawkland's leader, has been known to occasionally marry couples. Then, there is a banquet immediately afterwards. Most of the guests mill about while the bride and groom spend time alone together, waiting for the banquet to be set. After the banquet, a large and lavish party spanning into the night is held, with dancing, food, games, and lots of social activity.
Anybody still in the military leaves past age 50, unless they're a high commanding officer or requested to stay by command due to high skills. Most drawkians are promoted in whatever career they hold, and most of those lagging behind in the career track have found a decent base at least by this point. This is most prominently the time where drawkians settle down, get married, upgrade their living accommodations further, and start a family. The average age of first-time birth in Drawkland is 57. Most couples who plan to have children have them by age 75, and the "prime time" of fertility generally ends by age 100. However, by 100, most drawkians who've had children are now back on their own, as their children have gone off to their own lives.
Past age 100 is when drawkians obtain senior career promotions, or even switch to a more lucrative/high-class position. Most are expected to work for the next 25-30 years of their life, as the average age of retirement is 130. This is, for most, the "second peak" of life, since the high responsibility of having children is behind most, and there is little stress in working since most to all of the ropes are known career-wise. A lot of couples experience a new romance, or falling in love again. By age 130, most drawkians retire, and have lavish and emotional retirement parties, which aren't usually limited to coworkers - most of a drawkian's beloved friends and family attend. These parties are colloquially referred to as "living funerals," since it's a celebration of a person's life while they're still around to celebrate it themselves.
Past 130, many drawkians become grandparents, and help out their children with raising their children. A final "upgrade" to better accommodate old age living conditions is made, and very few drawkians move away from whatever town or area they settled in. "Senior neighborhoods" or "Crusty Colonies" are where many retired drawkians live, either in small gated communities or in secluded suburban developments, where most residents are retirees or people close to it (younger-generation friends of retirees, or family, for example). Many couples or individuals do lots of traveling with their saved money, but otherwise they stay in the same place.
150 is the average age of death for males, and 148 for females. When a drawkian dies, their property is usually distributed as their will dictates, and if none is present, it's given to the spouse or closest family member to divide up. It's considered bad manners if you're given the property to divide and you keep it all for yourself. Drawkians' funerals are both upbeat and downbeat. The first phase is when the body is viewed and the final goodbyes are said, this generally is proceeded by the burial. Afterwards, a polite but happy party in the person's memory is held. The funeral is meant to honor somebody's life with fun and humor, rather than turning the day dark and depressing.
When a drawkian surpasses the average age of death, they generally continue with their prior retirement behavior, but most must move to more intensive facilities at age 160, as this is when most physical and mental faculties of a drawkian begin to noticeably fade. Many different organizations generally can provide shelter and care for the very elderly. Military or longtime government workers have specific facilities for their old age, while most Corps provide facilities for their longtime members. Those who don't fit into either of these groups are cared for by families, friends, or private facilities.