
We are the primordial beings, been here since the beginning, we watch over the world and keep the peace where it’s needed.

Dragons are among the oldest and most powerful beings in all of Seyruun. Their origins trace back to the dawn of creation itself, born of IO’s divine breath, shaped from the raw elemental and metaphysical forces that forged the world. Few races can claim a lineage older or more deeply woven into the fabric of Seyruun.
Dragons are divided by essence into two great primal aspects: Chromatic and Metallic.
Chromatic Dragons embody raw elemental forces, driven by will and instinct, often chaotic in nature.
Metallic Dragons embody order, wisdom, and cosmic balance, though they are no more inherently “good” than any mortal being.
Dragons are not bound to simple morality, like all peoples of Seyruun, they possess free will. Some choose paths of protection and wisdom; others pursue dominion or destruction.
In the earliest ages of Seyruun, Dragons ruled vast territories, their own realms, long before the rise of modern kingdoms. Their bloodlines remain ancient, so old that even the Creators have long struggled to diminish their influence. This timeless presence makes Dragons an enduring and unpredictable force in the world’s balance.
In this age, most Dragons have become reclusive and secretive. Many walk among mortals in polymorphed forms, concealing their true nature. It is whispered that nearly every major kingdom harbors at least one Dragon in disguise, though few would ever suspect.
When revealed, a Dragon is a being of awe and terror, colossal, winged, scaled, with magical and physical might unmatched by any other race. Their breath reshapes battlefields, their will alters the fates of entire realms. They are apex beings, not only in body, but in spirit and magic.
Though fewer in number today, Dragons remain an undeniable force. In North Anfang, they are known to stand in alliance with the free peoples of that realm, the only kingdom where their presence is openly acknowledged. Elsewhere, their influence runs unseen through the undercurrents of the world.
To encounter a Dragon is to face a piece of the world’s living heart, ancient, proud, and forever beyond the full grasp of mortal understanding.
DRAGON DESCRIPTION
~~ ORIGIN & LORE ~~
Before kingdoms. Before stars bore names. Before breath gave shape to prayer. There was fire.
From the center of the eternal flame, the god I.O. reached into the churning core of existence and forged seven perfect beings. Born of roaring star-embers and sculpted from the very bones of creation, they were called Drakoryn, the First Flames. These were the dragons, primordial, thinking forces of destruction and renewal. They were not gods, but they were divine creatures, each one born with a purpose that echoed across the turning of every age.
The dragons were given dominion not over peoples or thrones, but over concepts, Time, Storm, Fire, Stone, Tides, Growth, and Dream. In these domains they were sovereign, and through them the laws of nature first gained harmony. They did not interfere in mortal life in those first ages. Instead, they slumbered beneath mountains, danced through solar winds, or nested at the edge of dimensional rifts, dreaming of flame and void.
In time, the world grew louder. Mortals began to rise. Gods gave voice to men. And dragons, watchful and eternal, began to stir. Some grew curious. Others are wrathful. Yet all knew that balance must be kept. Thus was born the sacred oath of the dragons: to guard the Divine Flame of I.O. until the end of time.
All true dragons share one immutable trait: they are creatures of immense scale and power who can take human form at will. This transformation is not a magical disguise. It is a compression of divine essence, a furnace of will. In mortal form, they walk unseen among kings and slaves alike. In draconic form, they are cataclysm made flesh, gargantuan beasts of terrible wisdom and breathtaking beauty, cloaked in flame, wind, and scale.
Unlike mortals, dragons do not reproduce easily or often. Each is a singular being, either born of the original Drakoryn or descended through sacred rebirth. There are no half-dragons, no diluted lines. You are either a dragon, or you are not.
Though few in number, dragons have shaped empires, shattered prophecies, and whispered into the ears of gods. Their blood ignites relics. Their tears seed the oceans. And their wrath is the last thing many civilizations have ever known.
Today, dragons walk the world in silence. Their names are forgotten. Their presence hidden.
But when they return to their true form, mountains move. And the world remembers fire.
~~ HISTORY ~~
In the earliest days of Seyruun, before even the rise of the vampire progenitor Godsven and before the first mortal souls walked the world, there was only the breath of IO, the All-Creator. From IO's divine exhalation came light and fire, stone and storm, raw primordial elements given purpose. The first beings born of these elements were the Dragons, majestic titans infused with raw power, each embodying the primal forces of the world.
IO split their breath into two essences:
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Order and Protection, giving rise to the Metallic Dragons, bringers of balance, wisdom, and guardianship.
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Chaos and Ambition, birthing the Chromatic Dragons, creatures of passion, pride, and dominion.
These two great broods were not born in conflict, but tension simmered beneath their wings. As creation grew and more beings were formed, the dragons were given stewardship of the raw world, a duty some fulfilled with care, while others sought to twist it for their own ends.
The Age of Flame and Storm – Dragonic Dominance
During the First Era, Dragons ruled vast territories, before the mortal races carved cities or the gods of the lesser pantheons were worshiped. Each dragon established a Lair-Realm, a domain tied to their power, where their magic shaped the land itself.
The Chromatics, driven by desire and elemental impulse, built kingdoms of flame, shadow, and storm. Their power was terrible and awe-inspiring, mountains cracked under their fury, oceans boiled with their wrath.
The Metallics, however, watched and intervened when destruction grew too great. They established covenants among themselves, the Concordance of Scale and began protecting the lesser races as they emerged.
But peace could not last.
The Sundering Skies – Civil War of the Broods
Inevitably, ideology clashed. The Chromatics viewed mortals as tools, pets, or prey. The Metallics saw in them potential and worth. Tensions between the broods erupted into the War of Wyrms, an apocalyptic conflict that scorched the heavens and shattered continents.
Entire dragon flights perished. Mountains were leveled. The skies wept fire.
In the end, IO intervened, not to destroy their children, but to bind them. Dragons were cursed with the Diminishing, a metaphysical chain that ensured they could not remain in their full, world-shaking forms indefinitely. Their immense power would now come at a cost. Their kind would become rarer, their magic would wane in a world increasingly ruled by gods, mortals, and fate.
Many dragons went into slumber. Others retreated to hidden places, forging new civilizations or simply watching, waiting for the right moment to rise again.
The Rise of Godsven and the Fall of Old Elysia
During the Second Era, as Godsven founded the Old Elysian Empire and sired the vampire progeny, dragons became distant myths to most. Some, like the Metallics, aligned quietly with his vision of balance and control, guarding ancient relics or serving as wardens in remote parts of the empire. Others, Chromatics especially, watched with bitter disdain, longing for the age when their word was law.
When Godsven was betrayed by Genevivia and Lazarus II, some dragons sensed the disturbance in the world's balance. A few awakened, but it was too late. Old Elysia fell, and the Avalonian Empire rose, a cruel dominion of slavery and shadow.
In this new world, dragons became hunted or courted, sought by those who wished to steal their power or forge infernal bargains. Some Chromatics, tempted by promises of influence, allied with Avalonia. Metallics, more cautious, began aiding the rebellion in secret.
The Third Age – Return of the Wyrm-Blooded
Now, in the current age, whispers echo across Seyruun of dragons awakening once more. Some emerge from ancient slumber to reclaim their lairs or protect sacred places. Others are born anew, manifesting through dragon-blooded mortals, a sign that the bloodlines are not extinct, only dormant.
Dragons are no longer the rulers of the world... but perhaps they are its last hope, or its final doom.
The balance between Chromatic ambition and Metallic guardianship hangs in the air like the tension before a storm.
Will the dragons rise united, or tear the world apart once again?
~~ RELATIONS WITH OTHER RACES ~~
Aasimar
Dragons and Aasimar often stand as allies in the cosmic balance. Metallic dragons especially admire Aasimar as fellow agents of light. Chromatics may attempt to corrupt or destroy them. Together, Aasimar and dragons have sealed ancient evils in celestial vaults.
Anthromorphs
Many Anthromorphs see dragons as great totems or sky-gods. In return, dragons often treat Anthromorphs as the “heart of nature,” respecting their bond to the wild. In the deep jungles or tundras, ancient pacts exist between dragon lines and beast-kin clans.
Celestials
The relationship between Dragons and Celestials is one of mutual recognition, often teetering between rivalry and reverence. Dragons are primal incarnations of elemental might, while Celestials embody divine law and cosmic order. Some Celestials view Dragons as dangerous remnants of the Shaping, unbound by divine structure and prone to wrath. Conversely, many Dragons see Celestials as arrogant overseers who mistake hierarchy for wisdom.
However, ancient pacts do exist. In the earliest Epochs, metallic dragons and angelic hosts fought side by side during the Elemental Wars, forging alliances that remain honored among elder dragons and divine knights. Still, tension lingers between Chromatic dragons and the Celestials, especially when ideals of dominion and purity clash.
Relationship Summary: Ancient allies and occasional rivals. Celestials value metallic dragon honor, but distrust chromatic ambition. Dragons respect Celestial power but reject their authority.
Djinn
Dragons regard the Djinn with a blend of curiosity and guarded respect. Both races are ancient and elemental in nature, yet the Djinn are bound by contracts, while Dragons answer to none but their own kind. Some Dragons envy the Djinn’s ability to shape destiny through wishes, while others dismiss them as ornamental creatures shackled by mortal dependency.
Chromatic dragons often seek to control or hoard Djinn vessels as trophies of arcane significance, while metallic dragons may attempt to guide mortals who come into possession of such artifacts. Djinn, in turn, treat Dragons with caution, knowing their pride, insight, and elemental fury make them unpredictable wielders—or enemies.
Relationship Summary: Powerful equals who rarely cooperate. Dragons see Djinn as ancient cousins of the elements, though leashed. Djinn handle Dragons with utmost care.
Dwarves
Dwarves both fear and admire dragons. Many dwarven myths involve dragons as nemeses of forge and flame. Dwarves mine into ancient draconic tombs or lairs, awakening sleeping wyrms. Metallic dragons may honor dwarven craftsmanship; Chromatic ones demand tribute or fire.
Elementals
Dragons share a deep elemental kinship with Elementals. Many dragons slumber near ley lines and nexuses of elemental power. Elementals and dragons may form ancient compacts, especially during planetary upheaval. They rarely oppose each other unless domains overlap.
Elves
Elves and dragons often share mutual respect, especially ancient high elves who treat dragons as divine. Forest elves revere dragons of nature; arcane elves seek to learn from them. However, some elven kingdoms have tried to control dragons via magic, resulting in catastrophe.
Fae
Fae and Dragons are two forces of legend, both born of primal creation, but walking different paths. Where Dragons claim the skies, mountains, and elements, the Fae rule illusion, emotion, and the veil between dreams. The Fae admire dragons for their majesty, while Dragons often find the Fae maddeningly cryptic and untrustworthy.
That said, older dragons, especially silvers, golds, and greens, have long memories of alliances with Fae courts during the Age of Echoes. Some even maintain eternal pacts with Fae monarchs, trading protection for glamoured knowledge or promises of hidden lore. These relationships are rare and often ceremonial, but they persist.
Relationship Summary: Distant respect mixed with cultural friction. Fae revere Dragons as symbols of greatness. Dragons see Fae as clever, but rarely worth their full attention.
Humans
Humans are viewed with curiosity or wariness. To Chromatics, humans are either prey or pawns. To Metallics, they are children in need of guidance, or caution. Some dragons take human apprentices or lovers, while others burn human cities for pride or justice.
Lycans
Chromatic dragons may respect Lycans for their ferocity, while Metallic dragons see them as beings in need of harmony. Dragons rarely intervene with Lycans unless territory is contested; but both can acknowledge each other as apex predators.
Orcs
Orcs often worship dragons as war gods or destruction spirits. Chromatics embrace this adoration and may forge pacts with warbands. Metallics, however, seek to temper or redirect orc aggression. Some orcs have draconic blood through ancient rites or forced bonding.
Tieflings
Chromatic dragons often see Tieflings as kin in chaos and corruption, sometimes using them as emissaries or warlocks. Metallic dragons are more cautious, some seek to redeem Tieflings, others destroy them if they spread infernal influence.
The Undead
Dragons loathe undead. Even Chromatic dragons despise the stench of stagnation that undeath brings. Undead dragons (Dracoliches) are abominations to both sides. Draconic crusades have been waged to purge necromantic blights from the world.
Vampires
Dragons and vampires share ancient enmity. Chromatic dragons despise vampires as undead abominations; Metallic dragons often view them as tragic or cursed. Pendragon vampires with noble causes may earn tolerance, but never full trust. Legends speak of vampire-dragon wars during the Age of Shattered Suns.
Warforged
Dragons view Warforged as curiosities, soulless to some, potential vessels to others. Some dragons attempt to awaken sentience within Warforged, while others see them as tools or threats. A few ancient dragons use Warforged guardians to protect their lairs.
DRAGON PHYSICAL INFORMATION
~~ APPEARANCE & PHYSIOLOGY ~~
Dragons are not mere beasts or scaled titans. They are the living echo of creation's raw intention, forged by I.O. in the earliest breaths of the world. Every curve of their form, every flicker of their aura, speaks to ancient purpose and elemental memory. They are not born in the ordinary sense but awakened into being by cosmic need, the rumble of mountain roots, or the cry of a burning star. Their bodies are sculpted in grandeur, often enormous, yet capable of transformation into humanoid form when necessary. Even then, the ancient power beneath their skin never truly sleeps.
The most unmistakable trait of a dragon is their eyes. In every form they take, their gaze holds the unblinking truth of ages. Their irises blaze with colors born of their elemental nature: smoldering crimson, glacial blue, storm-wrapped violet, or molten gold. To meet a dragon's eyes is to be seen not only in flesh but in soul. When channeling their power, their eyes shimmer with living energy, often creating pressure in the air and resonating within the bones of those who dare look back.
Their scales, whether visible or hidden beneath illusion, range in texture and hue based on lineage. Chromatic dragons may bear radiant reds, charred blacks, or oceanic greens, while metallic dragons shine with ancient copper, silver frost, or hammered bronze. Some scales reflect starlight even in darkness. Others pulse faintly with the elemental force sleeping within. In their humanoid forms, remnants of these scales may appear across the collarbone, shoulders, or spine, especially during moments of stress or fury.
Claws, fangs, and horns are common even in hybrid shapes. Though they may conceal them, most dragons keep these marks as a sign of identity. Horns grow in branching crests, spiraled ridges, or backward-pointing antlers. Their claws are blackened bone or glinting crystal, capable of rending stone or channeling flame. Their fangs are honed ivory, often tipped with the lingering residue of elemental venom or divine breath.
Dragons do not grow hair like mortals, but in their shapeshifted forms, they may mimic it through flowing manes of scale-filament, horn filigree, or elemental mist. These tendrils often move in rhythm with emotion or magical presence, creating the illusion of wind even in stillness. In ancient dragons, these manes may contain fragments of lightning, smoke, or cascading aurora strands.
Dragons do not scar or age in the mortal sense. Their bodies regenerate over time unless struck by weapons of celestial origin or shattered by magic tied to betrayal. Some dragons bear ritual markings etched by ancient rites, glowing runes or brands seared into scale and soul alike. These are sacred and unchangeable. Others may display unique birthmarks, glyphs shaped like wings, draconic eyes, or spiral galaxies along their chest or brow.
Subtle features that mark their ancient nature include:
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Breath that smells of ozone, brimstone, salt, or metal
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Voices that echo across distances, carrying more than sound
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Shadows that flicker with ancestral shapes when cast by firelight
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An aura that unsettles animals, weakens liars, or stills magic around them
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A heartbeat so deep it resonates in the air like a distant drum
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Presence that disrupts illusions and reveals hidden truths
Internally, dragons are constructed as forces of nature given form. Their organs pulse with elemental matter, flame for hearts, stone for bone marrow, storm for lungs. Their blood burns or freezes, heals or poisons depending on their lineage. When wounded, their flesh may crackle, harden, or hiss with magic, and their bones refuse to break without incredible force. Their sense of smell can identify truth from lies, and their hearing is attuned to the harmonics of the world itself.
When a dragon accesses their full strength, the transformation is apocalyptic. Wings of obsidian, storms, or shining gold tear free from their spine. Their voices become the roar of mountains or the hiss of volcanoes. Their bodies swell into colossal serpentine forms, each scale a mirror of a different age. These manifestations are not disguises. They are revelations of what dragons are, immortal, sovereign, and born from the marrow of creation itself.
~~ FOOD, DRINK, AND MISC ~~
Drinking and Eating:
Dragons possess omnivorous capability, but their nutritional needs are tied to their elemental soul-core, not traditional digestion. In their true form, dragons require raw primal energies, lightning storms, volcanic vents, mana pools, leyline flares, or the divine aura of celestial events. These are not consumed physically but absorbed through spiritual resonance.
While in mortal guise, dragons can consume food and drink for appearance, social integration, or ritual meaning. Most find mortal meals bland or unfulfilling, though exotic or high-magic ingredients may evoke sensation or memory. Ancient dragons often feast symbolically to honor traditions or recall past identities.
Meat, especially that of magical beasts, is preferred among fire and storm dragons. Others, such as dream or crystal dragons, require etheric substances found only in high-realms, enchanted gardens, or the flesh of fallen celestials. No dragon is sustained by simple grains or mortal delicacies for long.
Alcohol:
Dragons may experience intoxication in humanoid form, but the effects are vastly muted unless paired with magical brews or godmarked vintages. True drunkenness requires alchemically enhanced spirits or elixirs brewed with draconic intent.
Young dragons often indulge out of curiosity or rebellious thrill, while elders typically avoid intoxication due to the risk of memory bleed, where ancient thoughts, wars, or past selves come to the surface. Some draconic cultures use specialized intoxicants during vision quests or Seerfire rituals.
Weather and Environment:
Dragons, by nature, are elemental anchors. Their physiology is resistant or entirely immune to most environmental extremes. However, their interaction with weather is often reflexive, not passive.
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Cold: Ice and cold affect only the very youngest dragons. Most adults radiate heat or elemental aura that nullifies environmental chill completely.
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Heat: Extreme heat nourishes most dragons. Fire, magma, and desert suns empower rather than weaken them.
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Humidity / Rain: Rain is irrelevant to a dragon’s internal balance. However, acidic storms or magically tainted rain may cause temporary irritation to scale integrity.
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Storms / Disasters: Storms are seen not as threats but as omens. Some dragons can predict, summon, or command natural disasters, depending on their age and aspect.
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Sunlight / Moonlight: Neither harms nor strengthens them. However, ancient dragons are often tied to solar or lunar cycles, gaining subtle benefits or insights during eclipses, solstices, or rare celestial alignments.
Miscellaneous Physical Traits:
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Dragons can breathe, bleed, and appear mortal, but their bodily systems are divine constructs. They do not suffer from suffocation, fatigue, or hunger in the way mortals do.
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Their senses are hyper-advanced even in humanoid form, capable of hearing heartbeats through stone or detecting lies through scent and aura.
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Many dragons possess perfect night vision, thermal sight, or magical perception akin to true seeing.
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Prolonged exposure to cursed zones, necromantic influence, or anti-divine terrain may cause spiritual dissonance, especially in younger dragons.
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Dragons are instinctively reactive to strong emotion, fear, rage, lust, awe, and may experience resonant empathy when nearby mortals suffer intense feelings.
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They may emit unintentional draconic aura, causing unease, reverence, or primal terror in those who fail Resolve checks near their true presence.
~~ AGING ~~
Dragons do not age in the mortal sense. Their existence is tied to the flow of cosmic forces and elemental permanence, not the decay of flesh or the passing of time. While they emerge into the world through various means, hatchling, manifestation, or celestial birth, they do not grow old. They grow vast, wise, and powerful. Their scale and might increase not through years but through their interaction with the world, the weight of memory, and the mastery of their lineage.
From the moment a dragon awakens into the world, it is already marked by the forces that shaped it. Fire dragons burn hotter with each conquest. Stone dragons grow heavier with each memory. Time itself bends around them, and the natural laws that bind other beings hold no firm grip on their life span.
Dragons pass through three defining phases in their lives:
1. The Wyrmling State (Hatchling to First Century)
In this earliest phase, dragons resemble large beasts, roughly the size of a warhorse or hill cat, depending on breed. They are curious, impulsive, and driven by instinct. Their breath weapon is unstable and often tied to emotion. They begin hoarding, even if they do not understand why. Wyrmlings are highly sensitive to magic, dreams, and ancient bloodlines. In humanoid form, they appear as gifted children with intense eyes and voices that echo in unnatural ways.
2. The Sovereign Phase (Second Century through the Ninth)
By this time, a dragon has claimed its domain. It has chosen or forged a lair, learned speech in every tongue it needs, and begun to manipulate the world to its will. Its humanoid form becomes indistinguishable from powerful leaders or arcane champions, though still laced with unmistakable marks of dragonkind. Most dragons do not age in appearance past this phase. They may retain this form for a thousand years or more, growing only in strength and presence rather than visible age. Their minds begin to stretch across centuries, allowing them to perceive patterns, predict futures, and remember the dreams of the dead.
3. The Ancient Form (Ten Centuries and Beyond)
Dragons that survive this long become beings of myth. They shed their attachment to the land and begin to align more closely with the element or force that birthed them. They are rarely seen outside of great crises or epochal events. Their mere presence warps the sky, cracks the earth, or silences the wind. They speak rarely, but their words become law to those who listen. In this phase, some dragons may cease using humanoid form entirely, preferring to remain in their colossal draconic body. Others may become ethereal, flickering between states of spirit, flame, storm, or stone. No dragon truly dies of old age. When they vanish, it is due to choice, divine calling, or cataclysm.
Dragons may also experience a rare transformation known as the Molting of the Worldscale. This occurs only once, if ever. In this state, the dragon sheds its former body entirely and is reborn in a new form, larger, more complete, and often tied to a specific elemental convergence or prophetic event. After this molting, the dragon’s soul becomes nearly indestructible. Only divine or cataclysmic power can unmake it completely.
Some dragons are also touched by the Dreamcoil, a metaphysical state where their soul drifts through time itself. These dragons may reappear centuries after vanishing, bearing knowledge from the future or the forgotten past. In Seyruun, such dragons are feared and revered in equal measure.
Death for a dragon is never natural. It is chosen, stolen, or sacrificed. And when they fall, the world remembers. Their bones become sacred relics. Their breath lingers in storms. Their last roar may echo for generations across the sky.
~~ PROCREATION RULES ~~
Dragons do not reproduce in the conventional manner known to mortals. Their creation is a convergence of power, ancestry, and will. Some are born from eggs laid in primordial times, while others are shaped directly by the elemental breath of ancient dragons or the divine forces that shaped the world. Every dragon soul is old, even when newly awakened, and birth is never random. It is a declaration of purpose.
True dragons are born only under rare and often cataclysmic circumstances. Their emergence signals the rise of kingdoms, the fall of tyrants, or the turning of ages. Whether born through fire, stone, storm, or shadow, each dragon carries within them a fragment of a deeper order.
Conditions for Dragonbirth
A dragon may come into being when:
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An existing dragon lays an egg within a sacred or geomantic location tied to their elemental domain
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A Draconic Rite is performed by a dragon cult, invoking the soul of a sleeping ancestor into a new vessel
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An elder dragon willingly splits their soul into a physical form, sacrificing memory or power to rebirth their line
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The land itself calls for balance, and a dragon soul is forged by elemental convergence or divine necessity
Dragons do not reproduce frequently. A single birth may be the result of a century of preparation. Many eggs lie dormant for decades or centuries until conditions align.
Signs of True Dragonbirth
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Earthquakes, wildfires, or tidal disturbances in the region of birth
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An unhatched egg humming with elemental resonance or glowing with internal light
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Animals fleeing the area without cause, or gathering in silence around a nesting site
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Storms that circle the nesting ground without ever striking it
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A resonance in nearby relics, runes, or lairs tied to draconic ancestry
Fertility and Ritual
Dragons rarely choose mates. When they do, it is a matter of legacy, balance, or ancient pact. Some dragons meditate for centuries before laying a single egg. Others steal fire or memory from their hoard to forge a new soul. The act of nesting is sacred and often defended by rituals performed by bonded cults, elemental guardians, or enchanted sentinels.
No dragon lays eggs idly. The ritual may involve the blessing of a Runefather, the singing of ancestral names into flame, or the surrendering of a treasured memory to fuel the soul within.
Twins among dragons are nearly unheard of. When they do occur, one is usually destined for destruction and the other for greatness.
The Ancestor Flame Phenomenon
In rare cases, a dead dragon's essence may coalesce in the world once more. This phenomenon, called the Ancestor Flame, manifests when the soul of an ancient wyrm returns within a new vessel. These dragons are not reincarnated in the mortal sense but are born with instincts, knowledge, and spiritual weight far beyond their age. They often remember flashes of prior battles, old hoards, or sacred duties long left unfinished.
Dragons born with the Ancestor Flame are feared and venerated. Some are watched by the elder Moot. Others are hunted by ancient foes who remember the dragon they once were.
DRAGON RACIAL GROUP INFORMATION
Racial Groups – The Dragon Moots
In Seyruun, draconic society is organized through Moots, ancient conclaves of dragons bound by elemental affinity, ancestral duty, and mutual sovereignty. A Moot is more than a lineage. It is a sacred assembly of wills, a declaration of purpose, and an expression of the primal forces each dragon embodies. Within these councils, dragons deliberate on matters of legacy, territory, ritual, and the preservation of their kind.
Moots are as old as the world itself. Born in the Age of Flame, when the first Wyrms awoke beneath IO's dreaming breath, the Moots served as courts of judgment, circles of remembrance, and sanctums of prophecy. Though dragons are by nature solitary and proud, they answer the call of their Moot when storms gather, omens arise, or the balance of the realm is threatened.
Moots function as formal racial groups under the Seyruun racial structure. While they do not provide custom discipline trees, they offer powerful narrative, territorial, and spiritual advantages that evolve as a group rises in standing.
What Is a Moot?
A Moot is a structured draconic gathering defined by:
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A shared elemental ancestry or mythic oath
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A sacred bond beneath a named Elder Wyrm or draconic progenitor
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Internal rites of passage, titles, and trials of wisdom or dominance
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Seasonal councils, memory recitations, and rites of burning or breath
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Collective decisions governing territory, relics, prophecy, and law
In roleplay, a Moot may resemble a mixture of elder tribunal, elemental cult, and sovereign court. Some Moots meet beneath mountains in molten halls. Others gather atop storms, in the bones of dead gods, or deep beneath sapphire oceans. Their deliberations shape the conduct of dragons across Seyruun, from the skies above Ravenholm to the molten chambers of the Worldfire.
Forming a Dragon Moot in Seyruun
To form a Moot, players must:
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Have 3 or more active dragon characters
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Declare a mythic or elemental focus (e.g., Embercoil, Stormbind, Verdant Circle)
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Submit a group charter that includes:
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Moot Name, Emblem, and Heraldic Crest
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Elemental or ancestral creed
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Ranks and ceremonial rites
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Founder identity (mythic or historic)
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Maintain consistent in-character activity, including rites, councils, and scene-based participation
Once approved by Staff, a Moot becomes a recognized racial group and may begin its five-rank progression through IC milestones and shared XP.
Moot Rank Advancement
Note: XP costs may be divided across members. Advancement requires continuous in-character presence and active story engagement.
Moot Benefits by Rank
CREATING THE DRAGON CHARACTER
~~ CREATING YOUR CHARACTER ~~
To create a dragon character on the Seyruun server, follow the base rules for character creation in the modified oWoD system, with the following race-specific additions and expectations:
Step 1: Choose Your Flight (Optional)
Dragons are not required to join a Flight at creation, but if you do, you must select from an existing Flight or propose a new one following the racial group rules.
A Flight determines your political standing, elemental legacy, and spiritual alignment in draconic society. It may influence your access to resources, relics, and story-driven rites.
Once chosen, a Flight may only be changed through major story development or divine transformation.
Step 2: Assign Attributes and Skills
Use standard character creation rules:
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Attributes: 7 / 5 / 3 across Physical, Social, and Mental (in any order)
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Skills: 13 / 9 / 5 across Physical, Social, and Mental (in any order)
Your choices should reflect your dragon’s age, role, and temperament. Dragons may favor Mental and Physical attributes (for magical power and strength), but any path is valid. Common skills include Lore, Occult, Survival, Melee, Leadership, and Insight.
Step 3: Choose Discipline Trees
Dragons begin with 3 dots total to spend in any combination of:
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1 Dragon-exclusive Discipline Tree (related to breath, form, or essence)
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2 general or thematic trees (e.g., Elementalism, Arcana, Domination)
Each tree may start with up to ●● unless otherwise approved. All Dragon Discipline trees are 10 dots in total. Higher ranks require XP and in-character progression such as meditation, bonding, or ancient memory unlocking.
Step 4: Assign Backgrounds and Resources
You may begin with up to 5 Background Points, which represent influence, allies, material wealth, or mystical holdings.
Dragons often invest in:
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Lair (Haven-equivalent) – your resting place, hoard site, or memory vault
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Fame or Legend – your renown among mortals or ancient beings
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Relics – old enchanted items tied to your kind
Step 5: Apply Racial Mechanics
All dragons automatically receive their racial strengths, flaws, and innate traits (see the Racial Traits section). You may also select unique Draconic Merits as well as standard server-wide Merits and Flaws.
All dragons begin with a Power Pool called Draconic Essence, with 20 Essence Points at creation (see Power Pool section for usage and recovery).
Step 6: Define Your Origin or Awakening
All dragons must have an Origin Story, which explains:
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Your current age category (Wyrmling, Young, Adult, or Ancient)
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Whether you were born in your current age or have transformed over time
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Your first memory or the moment of awakening (can be dreamlike or mythic)
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Your bond to mortal lands, relics, or oaths (if any)
Unlike vampires, dragons are not created through Embrace. Their transformation may be spiritual, elemental, or rooted in IO’s breath.
If you are newly awakened, this moment should be described in a short scene or paragraph and submitted with your sheet.
Once your sheet is completed and reviewed, submit it to a Storyteller or staff member for approval. Once approved, you may join RP events, storylines, and Flight gatherings as a full participant in the world of Seyruun.
~~ STRENGTHS, BANES, AND FLAWS ~~
Dragons are not merely beasts of ancient fire or scaled monstrosities from forgotten myths. They are primal incarnations of will, memory, and divine power. Forged by I.O. before the fall of the Veiled World, dragons carry a legacy written in fire, breath, and sky. Each one is a soul born of essence and echo, capable of shaping mountains or leveling empires with a single act of wrath or mercy.
They are immortal in spirit, vast in knowledge, and bound to the tides of magic that course through the world. Yet this power carries consequence. Dragons are not immune to the burdens of age, greed, or the haunting dreams of the past.
These strengths are innate to all dragon characters and cannot be removed except through divine transformation or Storyteller intervention.
RACIAL STRENGTHS
Primordial Vitality
Dragons do not age as mortals do and are immune to natural diseases, poisons, and non-magical environmental harm. They can exist in volcanic heat, frozen peaks, or voidic silence without ill effect.
Draconic Presence
You gain +1 die to all rolls involving Intimidation, Leadership, or Resolve in scenes where your true nature is known or felt. Mortals and even lesser immortals instinctively recognize your ancient power.
Essence Regeneration
Once per scene, you may regenerate 2 Bashing or 1 Lethal damage by spending 1 point from your Essence Pool. Regeneration increases if resting in your lair, sleeping on your hoard, or in the presence of an ancient relic of your kind.
Shifted Form
Dragons may assume their full draconic form (size, breath weapon, flight, and all). This transformation costs 1 Essence Point per scene and must be triggered voluntarily or during moments of extreme emotion or ritual.
Soul-Bound Memory
Dragons gain +1 die to Lore, Occult, or Insight rolls related to history, myth, or ancient magics. They remember things their ancestors saw and may glimpse truths long buried.
Power Pool Access
All dragons begin with a Draconic Essence Pool (see Power Pool section). This is the core source from which they fuel their breath weapons, shifts, spells, or invocations.
Even a dragon’s magnificence is not without limitation. These flaws define their mythic burdens and temper their overwhelming potential.
RACIAL BANES
Greed of the Hoard
Dragons suffer a spiritual and emotional bond to their hoard. If separated from their hoard for more than 3 days, they take a –1 penalty to Willpower checks and suffer irrational anxiety, dreams, or territorial anger until reunited.
Oathbound Nature
Dragons are bound by their word more deeply than any other race. Breaking a sworn promise causes 1 Aggravated damage and requires a Willpower roll (Difficulty 8) to avoid temporary power loss or emotional collapse.
Elemental Weakness
Dragons are tied to a specific element (fire, ice, lightning, etc.) that forms the base of their breath and soul. Spells or weapons of that opposing element deal +1 Lethal damage and bypass 1 point of their soak or resistance.
Overwhelming Aura
In social settings with crowds of mortals, dragons must succeed on a Charisma + Etiquette roll (Difficulty 6) or provoke awe, fear, or discomfort. Their presence cannot be hidden easily, even in humanoid form.
Ancient Slumber
Dragons require prolonged periods of rest, meditation, or ritual slumber to maintain balance. If deprived of true rest for more than a week, they suffer a –1 penalty to all Magic, Lore, and Social rolls until restored.
You may select one of the following optional dragon flaws during character creation to gain +3 Freebie Points. These are thematic burdens that enrich story and growth.
OPTIONAL FLAWS (+3 Freebies Optional)
Memory Fracture
You are haunted by fragmented memories of an ancestor’s fall or ancient betrayal. Once per week, you must roll Resolve (Difficulty 7) or suffer a vivid vision that disrupts the next scene (–1 to all rolls for 1 hour).
Hoard Addiction
You are obsessed with your hoard and must perform a Willpower check (Difficulty 6) to part with even a single item. Losing part of your hoard causes 1 Lethal damage due to emotional trauma.
Draconic Rage
When your Essence Pool drops below 5, you must make a self-control roll each scene (Difficulty 7) or enter a destructive rage. This may result in accidental breath attacks, property damage, or terrifying allies.
Burned Name
Your name was cursed, bound, or erased in the past. Magic that targets your true name bypasses all magical resistance and causes an additional +1 damage or effect.
Banishment Scar
You were cast out by an ancient dragon court or divine order. You suffer –1 die on all rolls to influence other dragons until this exile is lifted through story.
~~ INNATE BENEFITS (Free Merits/Traits) ~~
All Dragons in Seyruun receive the following innate Merits and racial traits at character creation. These reflect their ancient bloodlines, mythic essence, and the divine origin woven into their being by I.O. Himself. These traits do not cost XP or Freebie Points and cannot be removed without a complete race change, divine severance, or metaphysical collapse.
Innate Merits
Celestial Motion (2 pt Merit)
You gain +1 die to any Dexterity-based roll involving flight, leaping, or rapid movement. This includes actions such as aerial combat, gliding, dodge, or climbing in draconic or humanoid form. Dragons move with weightless precision and terrifying grace.
Ancient Endurance (3 pt Merit)
You gain +2 bonus HP beyond your base maximum and add +1 die to resist fatigue, pain, or magical displacement. Dragons can operate for days without sleep and recover from grievous wounds through will alone.
Wyrm’s Majesty (2 pt Merit)
You gain +1 die to any Presence or Charisma-based Social roll where your true nature, status, or lineage is revealed or suspected. This includes Intimidation, Leadership, or Persuasion against mortals and lesser immortals. Your aura stirs awe.
Wardbreaker’s Will (1 pt Merit)
You gain a +2 bonus to resist curses, paralysis, banishment effects, and sealing magic. Your soul remembers primordial bindings and rises in defiance of attempts to chain it again.
Draconic Essence (2 pt Merit)
When channeling your breath weapon or signature racial power, the first activation in a scene does not cost Essence, and it rolls with –1 Difficulty. This applies only once per scene and must be declared before the roll.
Innate Systems Access
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Power Pool: Dragons begin with access to the Draconic Essence Pool, their race’s dedicated Power Pool. They start with 20 Essence Points, used to fuel breath weapons, racial invocations, and shifting forms. See Power Pool section for full rules.
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Form Shift Access: Dragons may shift between their humanoid and draconic form at will by spending 1 Essence Point. This transformation takes one full round and grants access to their full wingspan, natural armor, breath, and aerial movement.
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Magical Immunity (Mundane): Dragons are immune to mundane disease, poison, drowning, and mortal aging. Even in humanoid form, they may go without food, sleep, or oxygen for extended periods with no ill effect.
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Lairbond: Dragons who sleep within their hoard or personal sanctum gain +1 to Essence recovery per rest and may invoke defensive enchantments known only to their kin. These rituals become available with advancement in their Racial Hierarchy (Draconic Courts).
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Lineage Echo: Older dragons may receive ancestral dreams or visions from their bloodline, allowing them to seek counsel or remember truths long lost. These visions require no roll but may be cryptic, fragmented, or painful.
~~ RACIAL MERITS (Unique to This Race) ~~
These are exclusive Merits available only to Dragon characters in Seyruun. They represent the divine flame of origin, the soul-memory of ancient wyrms, and the mythic legacy of draconic power granted by I.O. and tempered by time. These Merits are unavailable to other races and often reflect mastery of form, hoard, and spirit.
Players may purchase these Merits with XP or Freebie Points during character creation or through roleplay progression (pending Storyteller approval). Some Merits may have prerequisites based on age, lair depth, or role in the Draconic Courts.
Minor Racial Merits (1–2 XP)
Scent of Gold (1 XP)
You gain +1 die to Wits + Investigation when searching for hidden treasure, magical relics, or rare components. Your hoard-sense guides your gaze like a whispered instinct.
Lurking Wyrm (2 XP)
You suffer no penalties when moving through narrow, natural terrain or subterranean caverns. In draconic form, you can move silently through places sized for your humanoid shape (with effort). Gain +1 die to Dexterity + Stealth in mountainous or cavernous terrain.
Draconic Presence (2 XP)
You gain +1 die to Charisma + Intimidation when speaking as your true self or revealing your draconic lineage. Your voice carries the weight of eternity.
Memory of Flame (1 XP)
Once per scene, you may spend 1 Essence to gain +1 die on any Mental skill roll tied to lore, arcane knowledge, or ancient prophecy. This insight is drawn from your ancestral memory.
Standard Racial Merits (3–5 XP)
Scalebonded Awareness (3 XP)
You may roll Perception + Lore (Difficulty 7) once per scene to detect magic in the air or sense the nature of supernatural beings nearby. You instinctively recognize threats, especially those who would seek to cage or bind dragons.
Wyrm’s Conviction (4 XP)
Gain +2 dice to resist spells or effects that would charm, coerce, or bind your will, including fear, compulsion, or geas-like effects. Dragons are notoriously difficult to manipulate or enslave.
Ancestral Spark (5 XP)
Choose one passive racial trait from a known elder dragon or legendary lineage and gain a lesser version of it (subject to Storyteller approval). This could include minor elemental resistance, enhanced senses, or enhanced hoard empathy.
Combat Recall (3 XP)
If you are struck by the same enemy more than once in a single scene, you gain +1 die to all rolls made against them on the third engagement and beyond. This bonus stacks to +3. Dragons are tactical predators, not brutes.
Advanced Racial Merits (6–10 XP)
Wyrmbound Attendant (6 XP)
You may bind a single lesser magical creature (elemental, beast, or fey) to your hoard or service through ancient rite. This creature gains +1 to any one Skill (your choice) and does not flee combat when near you. You may only have 1 Wyrmbound per 2 dots of Charisma.
Echo of Roar (7 XP)
Once per week, you may unleash a Resonant Roar. Roll Charisma + Intimidation (Difficulty 8) to force all enemies in earshot to roll Willpower or suffer –2 to all actions for 1 turn due to primal fear. This is not magical, but instinctive.
Aegis of the Ancients (8 XP)
When targeted by a supernatural power (spell, Discipline, or curse), you may spend 2 Essence and roll Stamina + Resolve. On success, you reduce the effect’s power (–1 Difficulty to resist or +1 die to soak or save). This does not prevent damage but lessens its influence.
Heir of Flame (10 XP)
Once per Chronicle, you may declare that your true draconic nature awakens fully. For one scene, you gain +2 to your Essence Pool, +1 to all racial power rolls, and become immune to magical suppression or fear. At the end of the scene, you collapse for 12 hours, unconscious but slowly regenerating. Your eyes retain a faint ember glow for days.
~~ RACIAL POWER POOL NAME & FUNCTION ~~
Power Pool Name: Draconic Reserve
Dragons do not draw their strength from prayer, blood, or mortal faith. Their power originates from within, the coiled flame of their soul, the echo of I.O.’s breath, and the weight of their hoarded purpose. This inner reservoir is called the Draconic Reserve. It fuels their transformations, sustains their true form, empowers their elemental fury, and anchors their will to the world. The Draconic Reserve is the essence of their being, and without it, even the most ancient wyrm risks fading into stillness and silence.
Draconic Reserve Basics
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Starting Pool Size: 20 Essence Points
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XP Advancement: +1 Maximum Draconic Reserve per 5 XP spent
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Hard Cap: 50 Essence Points (unless increased by Storyteller blessing, hoard rituals, or mythic evolution)
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Refill Method: Meditation, Hoard Communion, Elemental Absorption, or Combat Dominance
Refilling the Draconic Reserve
Unlike vampires or divine mortals, dragons draw their power from their bond with the world. Their reserve is restored by reclaiming dominance over their element, territory, or spiritual hoard.
Common Refill Methods:
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Meditation atop Your Hoard: Regain 1 Essence per 10 minutes of uninterrupted focus
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Elemental Absorption: Regain 1 Essence per 5 minutes while immersed in your native element (flame, storm, stone, etc.)
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Combat Dominance: Delivering the final blow or conquering a worthy foe restores 1–3 Essence (ST discretion)
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Wyrm-Ritual: Sacred rites, ancient draconic chants, or offerings from mortals may restore reserve points
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Celestial Alignment: Special lunar phases, eclipses, or ancient omens may restore Essence in full
Using the Draconic Reserve
You may spend Essence from your Draconic Reserve to fuel your power:
Merits, ancestral items, or racial Disciplines may grant additional or alternate Essence uses.
Draconic Reserve at Zero
When your Draconic Reserve is empty:
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You suffer –1 die to all Mental and Supernatural rolls
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You cannot activate Disciplines or Draconic abilities
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You must roll Willpower (Difficulty 6) to avoid reverting to your true dragon form
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You feel pain in your elemental core, as if the world itself rejects your fading spark
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After 24 hours without replenishment, you enter Dormancy, a slumbering state only broken by hoard rituals, sacred sites, or being reawakened by others
Special Notes
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Your Hoard matters: The size, symbolism, and purity of your hoard influence how quickly your reserve refills during rest or meditation
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Elemental Affinity: Aligning your environment with your element makes recovery easier, while oppositional zones (e.g., water for fire dragons) hinder you
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Draconic Madness: Prolonged depletion or hoard violation may trigger a Frenzy-like state known as Wyrmwrath, where the dragon attacks anything perceived as a threat to its domain
FINISHING THE CHARACTER
~~ FINISHING YOUR CHARACTER ~~
Once you have defined your Dragon’s bloodline, flight, hoardbond, and Draconic traits, you are ready to complete the character sheet and take your place in the skies and underworlds of Seyruun. Dragons are ancient titans of soul and fire, shaped by divine order and the primal forces of creation. Whether reborn, disguised, or risen from ancient eggs, each Dragon carries echoes of the first flame.
Checklist for Finalization
Ensure each step below is fully completed before submitting your Dragon character for roleplay approval:
1. Attribute Assignment
Distribute Attributes according to the standard system:
7 / 5 / 3 across Physical, Social, and Mental categories, in any order.
Dragons often excel in Physical or Mental traits, though their ancient social presence may also be commanding. Whether you are a silver-tongued shapeshifter, a brute of claws and rage, or a tactician of the skies, your Attribute spread should reflect your lineage and age.
2. Skill Allocation
Allocate Skills using the core distribution:
13 / 9 / 5 across Physical, Social, and Mental categories.
Common Dragon skill sets include Lore, Tactics, Endurance, Brawl, Leadership, and Rituals. Knowledge of ancient ages, mastery of flight and breath, and the maintenance of lairs or hoards all shape the Dragon’s capabilities.
3. Discipline Selection
Dragons begin with three Disciplines:
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One must come from the Dragon Discipline List (e.g., Breathcraft, Wyrmblood, Draconic Sovereignty)
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Two others may be chosen from general or race-compatible lists
Each Discipline starts at ● unless otherwise approved. Dragons unlock advanced abilities through roleplay and XP. Custom trees are available only after reaching the proper narrative threshold and require ST approval.
4. Merits and Flaws
You may select:
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Racial Merits exclusive to Dragons
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Standard Merits and Flaws available to all races
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Optional Racial Flaws (+3 Freebie Points each if taken)
Dragon Merits often involve lineage purity, hoard attunement, elemental resistances, or spiritual legacy. Flaws may include Draconic pride, cursed ancestry, or blood-bound oaths.
5. Backgrounds
Dragons begin with 5 Background Points. Suggested options include:
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Hoard – the magical or symbolic essence of your accumulated treasures
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Territory – the region or hidden place you guard or dwell within
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Fame – myths or legends surrounding your former glory or destruction
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Allies or Guardians – mortals or mystics who serve or worship you
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Ancient Relics – scales, bone tokens, or artifacts tied to your bloodline
Backgrounds help ground your character’s past and present place in the world, whether hidden or publicly revered.
6. Power Pool: Draconic Reserve
All Dragons begin with 20 Draconic Reserve Points, their internal spiritual flame. These points fuel racial abilities, Discipline activations, flight, breath weapons, magical shapeshifting, and elemental manifestations.
Your sheet must define:
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How your Draconic Reserve regenerates (e.g., hoard meditation, celestial alignment, consuming rare elements)
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Your primary elemental type and how it shapes your powers and visual traits
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How you lose power if separated from your hoard, bound by oaths, or struck by anti-dragon magic
Draconic Reserve cannot be restored by sleep or rest alone. It requires a direct connection to your legacy.
7. IO Blessings and Saving Throws
Dragons begin with 5 IO Blessings, which function as the renamed World of Darkness Willpower system. IO Blessings reflect draconic resolve, divine link, and metaphysical dominance.
IO Blessings may be used to:
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Resist magical influence or elemental suppression
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Fuel powerful Disciplines that bend time, command mortals, or assert domain
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Invoke ancestral memory or divine presence in dire moments
Spend 1 Freebie Point to gain +1 additional IO Blessing.
You also begin with the following Saving Throws, each starting at 1:
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Willpower – resists psychological compulsion, fear, or ancient blood magic
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Reflex – used for aerial combat, dodging attacks, or reacting to divine strikes
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Fortitude – resists fatigue, poison, Draconic corruption, and massive trauma
These are used with the standard World of Darkness dice system and may be increased only by Merits or XP.
8. Health and Defense
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Base HP = 10 + Stamina
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Defense = Reflex + modifiers, including natural armor or defensive Merits
Dragons can shrug off lesser wounds but suffer immensely from silver, divine flame, or soul-forging. When reduced to 0 HP, a Dragon may:
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Enter Wyrm Sleep, a dormant hibernation of ash and memory
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Collapse into their true form, whether corporeal or spectral
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Shatter their mortal guise, revealing their full power for one final act
True death requires powerful rituals, divine weapons, or the complete destruction of body and soul.
9. Profession and Wealth
Select your Dragon’s:
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Profession Rank if they work among mortals, rule a region, or maintain a magical vocation
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Wealth Rating (● to ●●●●●) based on hoard value, legacy titles, or social deception
Dragons often accumulate wealth as symbols of power and identity. A Dragon without a hoard is spiritually sickened and suffers from reduced Draconic Reserve regeneration.
10. Racial Group Registration: The Moot
Dragons organize under the Moot, a high circle of winged elders, primal bloodlines, and dragonflights. The Moot is not a monarchy but a tradition of challenges, roaring counsel, and cyclical emergence.
To register in a Moot:
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Gather three or more Dragons who share bloodline, purpose, or elemental affinity
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Define your flight’s colors, philosophy, and ancestral call
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Submit a group sheet with STs, including flight name, symbol, history, and flight oath
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Begin progression through the five-tier racial advancement system
Moots gain access to sacred flight-grounds, ancient rites, and political sway across dragonkind and mortal kingdoms alike.
Storyteller Reminders
When ready, submit the following:
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Your completed character sheet using the Dragon format
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Draconic Reserve rituals and hoard rules
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Racial group entry if part of a Moot
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Any Merits, relics, or unique lineage requests
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ST notes if you are part of a draconic prophecy or bloodline quest
Once approved, your Dragon takes flight into the chronicles of Seyruun, where flame, thunder, and memory shape all who dare face you.