Note: all genes can be applied through use of magic. Some may only be obtained through magical means; others are naturally occurring.
Primary/Secondary–
Bar/Daub: Naturally occurring patterns. Most commonly found in the Sea of a Thousand Currents and the Ashfall Waste.
Basic: Naturally occurring, and the “default” state of dragonkind. It is thought that all dragons were basic at the dawn of the Fourth Age, but that, through countless generations of breeding, they obtained the many spots and stripes they boast today. Some dragons view basics as pure, and believe that they are favored by the Eleven.
Cherub/Seraph: Naturally occurring patterns. Most commonly found in the Sunbeam Ruins and the Windswept Plateau. Often associated with divinity.
Clown/Eye Spots: Naturally occurring patterns. Most commonly found in the Sea of a Thousand Currents.
Crystal/Facet: Can be naturally occurring, or acquired through various means. Dragons who spend a great deal of time working with crystals will sometimes take on their properties. Similarly, some forms of magic can cause scale crystallization. Most commonly found in Dragonhome and the Starfall Isles.
Falcon/Peregrine: Naturally occurring patterns. Favored among hunters and rangers.
Giraffe/Hex: Naturally occurring patterns.
Iridescent/Shimmer: Can be naturally occurring, or acquired through various means. Iridescent and Shimmer are often the result of immense magical build-up within a dragon’s body–or of obsessive cleaning habits. Most commonly found in the Starfall Isles.
Jaguar/Rosette: Naturally occurring patterns. Favored among hunters.
Jupiter/Saturn: Naturally occurring patterns. Most commonly found in the Starfall Isles.
Metallic/Alloy: Can be naturally occurring, or acquired through various means. See Iridescent/Shimmer. Most commonly found in the Starfall Isles and the Shifting Expanse.
Petals/Butterfly: Naturally occurring patterns. Sometimes augmented with dyes. Most commonly found in the Viridian Labyrinth.
Piebald/Paint: Can be naturally occurring, or acquired through various means. The practice of dying select patches of one’s scales can be found throughout Sornieth, and dye patterns often carry deeply personal or cultural meanings. Additionally, a dragon may lose color in their scales due to illness or defect.
Pinstripe/Trail: Naturally occurring patterns. Sometimes augmented with dyes. Most commonly found in the Tangled Wood.
Poison/Toxin: Gene concocted by alchemists. Now naturally occurring. Can manifest as a result of alchemical mishaps or ingesting large amounts of a toxic substance.
Ripple/Current: Naturally occurring patterns. Most commonly found in the Sea of a Thousand Currents, the Viridian Labyrinth, the Ashfall Waste, and the Scarred Wasteland.
Savannah/Safari: Naturally occurring patterns. Favored by hunters and rangers.
Skink/Spinner: Gene concocted by alchemists. Now naturally occurring.
Speckle/Freckle: Naturally occurring patterns.
Tapir/Striation: Naturally occurring patterns.
Tiger/Stripes: Naturally occurring patterns. Favored by hunters. Most commonly found in the Viridian Labyrinth.
Vipera/Hypnotic: Naturally occurring patterns.
Wasp/Bee: Naturally occurring patterns. Most commonly found in the Viridian Labyrinth.
Tertiary–
Basic: Naturally occurring, and the “default” state of dragonkind. It is thought that all dragons were basic at the dawn of the Fourth Age, but that, through countless generations of breeding, they obtained the many spots and stripes they boast today. Some dragons view basics as pure, and believe that they are favored by the Eleven.
Capsule: Can be naturally occurring, but is more commonly applied to a dragon for aesthetic or practical purposes. Can contain any liquid. Involves an extensive (and painful) rearrangement of a dragon’s internal structure. Popular among renegades and individualists.
Circuit: Can be naturally occurring. Has origins in the Shifting Expanse, where Lightning dragons experimented with burning magical patterns into their skin. Circuit patterns are unique to each individual, and serve as magical highways through the body.
Contour: Naturally occurring pattern.
Crackle: Considered a magical malady. Can be naturally occurring, but more commonly manifests as a symptom of magical overabundance. Crackle forms when a dragon possesses too much magical energy inside of them and either cannot or neglects to release it.
Filigree: Not naturally occurring. Filigreeing is the process of melding flesh and precious metals to create intricate designs on a dragon’s scales. Popular among aristocrats as a show of wealth, or among dragons sporting Gembond and other abnormalities.
Gembond: Considered a magical malady. Naturally occurring through heredity. Highly contagious if not maintained. Most often contracted from Onyx Cobras and other crystal-bearing creatures, or from prolonged contact with select strains of celestine. The severity of the Gembond depends largely on the host’s genetics.
Ghost: Not naturally occurring. An aesthetic alteration to scale pigmentation. Most common found in Dragonhome, the Scarred Wasteland, and the Tangled Wood.
Glimmer: Can be naturally occurring, or acquired through various means. Particularly wealthy dragons, who laze about on their hoards all day, will sometimes get coins and precious gems stuck between their belly scales, thus achieving the effect of the Glimmer gene.
Lace:
Not naturally occurring. An aesthetic alteration to scale pigmentation. Most commonly found in the Sunbeam Ruins and the Windswept Plateau.
Okapi: Naturally occurring pattern.
Opal: Forms when young dragons are exposed to immense concentrations of magical energy before hatching, or rarely when a dragon masters a magic that is not native to them. Most often accompanied by some form of magical quirk, such as the ability to siphon magical energy from others, or control over elements outside of the afflicted dragon’s alignment. Considered a magical malady.
Runes: Can be naturally occurring, or acquired through various means. Rune patterns are unique to each individual, and dictate the dragon’s magical abilities or purpose. Can cause severe physical and/or mental damage when incorrectly applied. Most commonly found in the Starfall Isles and the Sea of a Thousand Currents.
Scales: Naturally occurring pattern. Patches of thicker scales, typically found on battle-worn dragons with need of extra protection.
Smirch: Not naturally occurring. An aesthetic alternation to scale pigmentation, or rarely a manifestation of shade sickness. Most commonly found in the Scarred Wasteland and the Tangled Wood.
Smoke: Originated as an aesthetic alteration to scale pigmentation. Now naturally occurring. Most commonly found in the Ashfall Waste and the Windswept Plateau.
Spines: Most commonly a naturally occurring pattern, but can be the result of curses or other magical maladies. May carry potent toxins.
Stained: Naturally occurring discoloration of a dragon’s primary and secondary colors.