The Lore, History & Teams

Dragon Thrones is a campaign story that has now been running for three years. This makes it quite possibly to longest running MegaGame in the world. However, new players should never fear joining Dragon Thrones, just like many of our favorite cable and internet series sometimes our favorite characters enter the adventure midway and have a real impact on the world. Also, each event features a new story so the Dragon Thrones weekend always begins with a fresh start.

Below is a brief overview of the realm of Cambria and our teams. This page is updated prior to each event to reflect the current status of the game.


The History of Cambria in a 'Nutshell'

Ancient Cambria was a realm created and bonded by magic. Humans themselves were originally of one united House and relied on magic for balance in the realm, however their eventual overuse of magic left a trail of 'scent' that emanated far beyond their known world.

This scent was eventually tracked by a school of Elder Dragons who arrived at Cambria and, according to human lore, began feeding off of and draining the realm's magic for power. The Elder Dragons also used magic to create Draconians, half dragon half human overlords. The Draconians were created to rule over humanity. With this stroke all magical creatures went into a long hibernation to hide from the Elder Dragons, whom they feared would feast upon them. Draconian rule lasted many generations and the humans chose the break off into various houses. The Draconians favored different peoples at different times to keep the humans divided, a rift that still exist to this day.

One day a Draconian mage -- named Gitrix "The Red" -- saw what awaited Cambria: the eventual total destruction of the realm when the Elder Dragons had finally used up all of the magical resources. She boldly chose to lead a revolution with human armies support called The Extinguishment. Then, as with any revolution things got "messy and complicated", the Elder Dragons were either slain or fled and the Draconians were pushed out into the fire lands. The human Houses ended the revolution victorious yet very divided.

Gitrix left each of the major Houses a magical throne that was created from the corpse of a slain dragon -- a Dragon Throne. Ever since humanity has been at odds, with many powerful Houses vying to control the magical, yet dangerously seductive Dragon Thrones.


A Recap of Prior Events

During Dragon Thrones I the Draconians returned to retake their lost lands. There were massive battles on all sides and the saga ended with some semblance of unity between humans and Draconians alike, as they had to unite against a common enemy, a Mega Dragon Born of dark magic, to save the entire realm.

During Dragon Thrones II a magical war between rival houses was raged. This resulted in magic once again being misused by the humans. The magical war ended with the destruction of some houses and left Cambria trapped in a new dark age where most magic was lost from the realm.

During Dragon Thrones III some humans and Draconians alike sought to bring magic back to the realm, while others believed magic was the source of all evils. With the loss of magic an ancient Undead Army appeared and the houses united to defeat the army and restore magical balance to the realm.


 The Story for Dragon Thrones IV

The next Dragon Thrones will be a game about exploration, civilization management, and the war over ideals. The realm of Cambria has experienced some advances and now the Houses must face new challenges, such as political struggles, internal house rivalries and the dwindling resources in the realm.

Additionally, a new continent called Lloegyr has appeared very close to Cambria. A magical illusion had separated the continents for many millennia. This new land has new peoples and forms of magic never before encountered in Cambria. Now, the stage has been set for the ultimate era of exploration, cultural exchange, and possible conflict.


THE HUMAN FACTIONS OF CAMBRIA

 

House Ardmore

Privileged. Masterful. Materialistic.

"Know Thy Enemy, Know Thy Self"

During Elder Dragon rule of Cambria Ardmore was referred to as the “First House” as they allied with the Dracionians to maintain a privileged status as a human house under Dragon rule. However, Ardmore is quick to remind others that is was their wealth that fueled the revolution against the Elder Dragons. Viewed by outsiders as overly dramatic, cunning perfectionists, the Ardmorians see themselves as the perfect example of religious royal rulers.

House Colors / Symbols / Customs

  • Major Color: Hunter Green (like the grasses of the rainy Western Expanse)

  • Other Colors: Gold and Red

  • Symbol: Rising Snake on a Sword

Customs: The Ardmorians are never too shy to adorn themselves in gold and gems as a display of their mine wealth. They use snake symbolism in clothing and jewelry, as to reflect their past dealings with dragons as serpents. Ardmorians also have a fondness for roses, as their lands are mine rich but lacking fertile soil. Few flowers can grow off the windy and rainy cliffs of their lands.

Military & Magic: Ardmore employs an large standing army of fanatics that blindly follow the ruling religious priest class. Ardmore uses ideology to control its masses and have them do the royal court’s bidding. Ardmore is also rumored to dabble in dark magic, which continues to spawn their golem elite units. Ardmore's   to ban dark magic is a point of political contention in Cambria.

Geography: Possessing the Western Expanse and the sharp Endwall Mountains, House Ardmore proudly sits off the high cliffs of the western stormy waters.

Religion / Government / Costume Ideas

The Religion

Atop the Endwall Mountains lies the Shrine of Letitius the Grand, also known in folklore as The Miner. Letitius is the patron to whom all in Ardmore owe their lives and has made Ardmore the “Chosen People”. He carries with him a snake that is both his companion and his guide.  He gave to the people of Ardmore the riches of the mines and kept them above other houses which were enslaved under the Elder Dragons. Prophecy has it that Ardmore is the House of Destiny – meant to rule all of Cambria one day with the grace of the hand of The Miner.

Every year, Ardmorians make an homage to Letitius with material offerings, giving to him the most beautifully crafted metal sculptures and tools and the most sparkling of gems. The Festival of the Miner is a sight to behold, full of tents made of cloth of gold and attended by every merchant and artisan in the land.  Here is where fortunes are made, relationships are started, and the gossip of the realm is learned.

Most homes in Ardmore, even those in which no miners dwell, will contain a miner’s pick, hung above the doorway to convince Letitius to bless the house and its inhabitants. Even the poorest of Ardmore’s inhabitants wear jewelry made of fine gems around their necks and wrists and in rings on their fingers, often in the shape of Letitius’ snake companion.

Secretly, the Highborn of Ardmore (though they would never confess such things to outsiders) also continue the occasional practice of offering up to Letitius a sacrifice of a young virgin (male or female), sent alone into the mines with a poisonous snake to be taken as companion to the God who has blessed them all. But such rites are only done when it is clear that Letitius has grown lonely and angry – when the mines appear dry and the crops that support the miners lay barren.

The Government: The royal family of Ardmore takes their throne within the Gold Citadel in Caer Orynth. Following a code of modified primogeniture, the crown passes from parent to their first born.

Costuming:

  • Greens, some Red, Gold accents

  • Love showcasing affluence, silks, satin, gowns, and formal medieval fantasy gentlemanly attire, or knightly attire

  • Love snake symbolism, mining/pick symbolism, and roses

  • They possess many jewels and jewelry, and love to show these off!

  • Think French or Italian aristocracy


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House Helfarian

Innovative. Hardened. Sentimental. 

"Horses Move Mountains"

Before the arrival of the Elder Dragons those of House Helfarian were renowned for the mounted charge of their heavy cavalry. Once humanity was enslaved by the Edler Dragons their horsemen were turned into heavy laborers and their chargers became draft horses. They bore the weight of their servitude stoically, hiding their armor in the mountains, awaiting a time when a rebellion would succeed. When the war arose, the Helfarians were the first to answer the call and their brave armies were the first to take on the Elder Dragons and Draconians head-on. Today the people of the north are a close group of clans, often united but sometimes not, who favor human ingenuity over superstition. The Helfarians have witnessed far too much from the past to trust other Houses or races too quickly.

House Colors / Symbols / Customs

  • Major Color: Midnight Blue (like the northern sky at night)

  • Minor Colors: Silver

  • Symbol: Dire Wolf plus Anvil

Customs: Helfarians tend to carry (what they believe to be) precious stones only found in the cold, harsh lands of the north. Plus, in order to honor their lost warriors, they ritually save a vial of blood from a brethren who has fallen in battle.  Usually, that vial will be carried by other Helfarians until their own deaths, whether natural or premature. They love innovative weapon design to the point of fetishizing novel and creative weapons, always inventing new ways of striking fear into the hearts of their enemies. Helfarians also enjoying tinkering with steam and coal powered technology, always thinking of how they can bring humanity of the steel and into the machine age.

Geography: the vast Northern reaches and the massive Ice Mountains (they also assert a claim to the Pembroke Forrest, which is not yet recognized by the global council).

Religion / Government / Costume Ideas

Religion

The stoic Helfarians have long turned away from the rituals and practices of religion. After the revolution, anything connected to dragons or old human ways was rejected. While the rest of humanity turned back to old superstitions, the northerners set to understand the laws of nature and craftsmanship. From these principles, they learned how to create impregnable fortresses and siege engines. This pragmatism has made many clans of the north eschew the arcane arts and magic.

Yet, many in north find that the grace of natural laws is passionless -- they hunger for a meaning that is not commonly found on the Frost Moors. Some Helfarians, to the anger and dismay of their brethren, have begun exploring and practicing magic found in the nearby and vast Everwood Forrest.

Government: Due to heavy losses suffered in the revolution against the Elder Dragons, the Helfarians were forced to adopt a seniority succession law that holds true to this day. The oldest remaining member of the noble house inherits the throne of Caer Farron, regardless of how many children they possess. The High Ruler of the Helfarians holds the Iron Citadel, a towering beast of a castle. However, politics of the north are not as simple as the top-down ruling structure found in the east and west. At times, those who hold the Iron Citadel do not necessarily have the support of all the regional clans.

Military & Magic: Never shying away from a fight, unlike the other main Houses where there is a strict line between those who have taken an oath for a "military life" versus a citizens life, most in this House are trained and ready to take up arms when called upon. The subject of magic is hotly debated in the north and a divisive subject, some believe magic should be banned while others practice magic without proper regulation.

Costuming:

  • Think classic northerner, maybe minor faux fur items (nothing too hot for July)

  • Colors of dark (midnight) blue, gray, white, black, with silver being their choice metal

  • As engineering types, they tend to carry tools, think land-based Vikings, Rus warriors or even Dwarven culture.

  • Wolf symbolism, plus blood vials to represent their fallen


House Lancaster

Seductive. Ambitious. Hedonistic.

"Nobility Over Riches"

All roads lead to Lancaster, an adage that stands at the heart of the House’s philosophy. The eastern lands have the easiest passes and the best roads, and sea trade begins on their shores. It takes a deft hand to handle the intricate politics of the most fruitful land in Cambria, and the blue-blooded Lancasters play that role to perfection. Unlike the rest of the Houses, whose noble lines were destroyed in the initial assault by the Elder Dragons, Lancaster hid its line away, posing as peasants for centuries. However, each heir was raised with the weight of noblesse oblige upon them. The Lancasters have a saying that “there is a difference between wealth and nobility.”  

House Colors / Symbols / Customs

  • Major Color: Maroon / Red (mimics the color of their rich red soil)

  • Minor Color: Gold & Yellow

  • Symbol: Sparring Lion

Customs: by far the most fertile Kingdom in all of the realm, the Lancasters love to showcase what they possess. They often bring plants and flowers that naturally grow throughout their lands (mostly to annoy other Houses). They are also collectors of anything exotic, as they operate the main port in the realm. Lancasters possess spices, textiles, antiques, and exotic acquisitions, and others throughout Cambria will pay handsomely for their goods.

Military & Magic: although the Lancasters do possess an efficient (and very well lead) military force, their strategy has been "mercantile over might". Priding themselves on politics and espionage, they've often won a war without winning a single battle. Due to the risk posed to their bloodlines, the Lancasters have outlawed the use of dark magic and rather use light magic from the Dryads that live in their forests. With this magic, they have created powerful lion calvary.

Geography: the Eastern Plains and fertile Danan's Cradle, plus they operate the largest port in Cambria

Religion / Government / Costume Ideas

Religion

The Lands of House Lancaster are lush and green, wealthy and rich in both produce and trade. As such, the Lancastrian beliefs tend to focus on bounty and fertility. Their practices of ancestor worship have been handed down from generation to generation (especially reinforced during the years in which the nobles of the House were forced to hide away from the Elder Dragons as peasants). Nobles maintain shrines to their beloved ancestors, espousing the virtues of their departed kin and largely erasing and ignoring their failings. Even the common folk trace their lineage to some long dead noble relative, revering them as a touch of lost nobility that they may someday hope to emulate.

Sometimes couched as “learning from the past,” the philosophies of long-dead Lancastrian predecessors remain pervasive within daily life. Many nobles affect behaviors, foibles and sometimes even flaws known to have been present in members of their lineage, while commoners quote catchphrases used by their ancient rulers. Naturally, as lineage is important, so is fertility. Many outsiders claim that their obsession with fertility is just an excuse to be hedonists, but the Lancasters know that true pure-blood royal legacy can only be secured by a strong lineage.

Government: As a people defined by nobility and bloodlines, naturally, Lancastrian succession follows primogeniture, though it ignores gender in favor of “Strength of Blood” which is a hotly debated topic within the nobility. While a King or Queen’s direct children almost always inherit the wealth and lands of their parents in birth order, occasionally a claim can be made by a lower born child to have “stronger blood,” attempting to demonstrate that the spirit of rulers past has more thoroughly inhabited them. This can lead to all sorts of interesting political entanglements as various factions attempt to prove the strength of their chosen pawn’s blood. Fortunately, politics is the strong suit of the Lancasters, and this is good practice for when they must pit their wits against the other houses.

Costuming:

  • Maroon/Red and Gold (to represent affluence)

  • Medieval fantasy formal attire, dresses and gowns for women, medieval princely attire for men, but they're also quick to "get comfortable", so no shock to see a Lancaster wearing something more seductive, even to peace summit!

  • They like to show off their land's fertility, so they will often have flowers in their hair or pinned to their clothing, also they will place plants on their tables to make others envious

  • As they boast the best seaport in the realm they may tote bags with unusual collectibles of high value

  • Think Tudors with lions as their main symbol


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The Republic of Sadathea

Idealistic. Innovative. Profiteering.

"Freedom is Inevitable"

The newest House in Cambria will be the first to correct one who dares calls them a ‘House’. Born of a union of a house and a mercenary faction, Wyndon and the Brothers of Yarrow, the fortress of Sadathea, that once stood as the bastion of protection against the Draconians for a thousand years is now the first official Republic in Cambria, and this makes Sadathea a threat to the traditional royal house and clan-based civilizations in the realm. The Republic of Sadathea stands a symbol of freedom, hope and self-made destiny for all people of Cambria, and this makes other royal courts nervous.

The mercenary armies and leadership of Yarrow and the volunteer conscripts and oath-takers of Wyndon agreed upon a natural union, where a constitution and republican set of laws would be enacted as law for those who sought freedom. The republic will welcome anyone who agrees to the laws and code of Sadathea and has the skills and work ethic to be an asset to society.  The elected leadership of Sadathea knows that change comes slowly, so they are too wise (and by no means in a position yet) to challenge the wealth and armies of the other royal Kingdoms. However, their advancements in law, trade, and commerce have made Sadathea a valuable neutral partner to the other houses.

House Colors / Symbols / Customs

  • Major Colors: Blue and Red (to represent Wyndon) and Yellow (to represent Yarrow)

  • Minor Color: none, as a Republic Sumptuary Laws, have been stricken

  • Axes with a Steer

Customs: similar to the societies that gave rise to the republic, aspiring citizens will pledge an “allegiance” to Sadathea vowing to abide by the democratic rule of law and the commitment to egalitarian values. With that said, the citizens of Sadathea have often joined the republic in search of upward mobility and a better life than found in their homeland, so the movement to spread republican forms of government in Cambria has been slowed by its competing commercial desires. This can mostly be blamed on Yarrow’s influence and roots in putting as much value on wealth earning and strategic deal-making as the tough work furthering idealism. Having positioned itself as the new center of trade in Cambria the dream of Sadathea will be challenged by its own materialistic desires.

Military & Magic: the republic has a more modest army that its neighbors, but a far better trained one. Leadership is split between the volunteer armies of Wyndon and the mercenary units of Yarrow. This can make Sadathea a formidable opponent, but their open republic would much rather divide and conquer through ideals than repeat the mistakes of the past. Sadathea avoids the use of magic and believes it should be strictly controlled from a central guild based in Bryn Mawr, a proposal rejected by the other houses.

Geography: the former seat of House Wyndon, that strictly abided by its vow to be the first line of defense for Cambria for a thousand years, the republic is set in a quagmire of a region where swampland meets fire, steam, and sand. Nothing grows easily down south and there are no seasons. Without the benefit of the natural resources of the north, east, and west the citizens of Sadathea have to master law, trade, and education as a means of sustaining the economy.

Religion / Government / Costume Ideas

Religion

The republic keeps matters of religion simple: all faiths are tolerated if they do not impinge upon the rights and happiness of others and that a clear division is set between “faith and the republic”. This has resulted in a very diverse population. To accommodate this diversity the republic has established multiple temples of “Universalism” that proclaims that all faiths, if studied closely, have similar structures and patterns and that truly all belief systems can be understood and united under a Unitarian religious approach.

Government: The rule of law is what makes Sadathea revolutionary, so much so that the other houses contemplated attacking Sadathea after the republic was declared. However, Sadathea executed the Treaty of Thomas Hall with all the other royal houses and clans of Cambria that set forth the following terms:

  1. The republic would not enter sovereign regions to spread democracy and the republic’s army would be defensive only;

  2. The republic would agree to be the facilitator (legal neutral) for all trade and other commercial dealings and disputes between the other houses and clans;

  3. The republic would pay a tax to the other royal courts and clans to maintain the republic’s use of Sadathea.

The republic believes that freedom and democracy will eventually come to Cambria, but such a revolution will take time, as it’s a war for the minds and ideas of people.

Costuming: As a citizen of a new republic those from Sadathea may seek to wear clothing that exhibits their enlightened values. They often carry with them the republic’s flag but they tend to prefer to dress for their trade. A legal barristers cloak, medieval or 18th Century jacket, a tradesmen’s belt, a basic tunic, are all examples. Additionally, citizens will always carry official contracts and gold to close deals with others quickly and officially.


Clan Gulph

Independent. Adventurous. Prideful. 

"Liberty is Life"

Not even the Draconians could ensure that every human remained in slavery, but there were few places for runaways to flee -- except the sea. Clan Gulph were originally the descendants of those that fled to the open waters. At first, they were merely a nomadic people surviving by fishing, but as word of a home on the water got out, their number grew until they had enough to raid their former homeland's coastline from a flotilla they created, the City of Sails (which has now taken to the sky). However, life at sea is harsh and Clan Gulph lost most of its human leadership in violent storms over the past generations. Now, the Clan is lead by exotic sea races, well equipped to deal with the dangers of the sea.

House Colors / Symbols / Customs

  • Major Color: Sea Blue

  • Minor Color: Gold

  • Symbol: the Octopus

Customs: As the only pure seafaring people of Cambria, Clan Gulph will often collect precious items from the sea, such as rare shells and sea minerals to which land folk attach value. Trade brings them a good amount of gold that they tend to splurge on outlandish clothing. Land peoples view them a "fashionable pirates", to which Clan leadership takes as an insult. However, the Clan does have its share of pirates and sea misfits which are just too useful to not keep around. They are also a culture of sea sport, including boat racing and diving. Although they have access to the islands of the eastern sea, they prefer to live year round on their flotillas, employing the islands only to bury their treasure.

Military & Magic: Clan Gulph does not have a standing army, however, they do have the largest fleet in Cambria and can deploy raiders on coastal targets without notice or warning to their targets. They also practice sea shaman magic that no land-based civilization has ever come close to understanding.

Geography: the clan now operates a city of sails that navigates the skies, it functions outside of any laws, rules or regulations of Cambria and is known to be a location for gambling, blackmarket trade, and other “off the grid” dealings.

Religion / Government / Costume Ideas

Religion

As a people who are constantly in motion, there are many beliefs among Clan Gulph. They are a superstitious lot – a fact which is driven by the capriciousness of the sea. In general, however, the peoples of Gulph follow an animistic bent – but they do not believe in the spirits of individual creatures or things. Rather, they believe in the spirits of groups of things – not a spirit of a fish, but the spirit of the school – there’s no spirit of a bird, but there’s a spirit of the flock. In fact, the interpretations of the movements of these spirits is how the shamans of Clan Gulph perform their auguries. It is through these divinations, and their ability with herbal medicines, that gives the shaman so much sway over a crew and its leaders. Clan Gulph reveres their heraldic beast, the Octopus, seeing it more as a kindred spirit rather than an object of worship.  

Government: The sea is a harsh mistress. In the past, the Clan's human leadership survived through cleverness, perseverance, and camaraderie. Their small form of government organization was simply seen from within as a crew. However, following a loss of human leadership, the new sea races that have assumed control of the Clan and have more of a top-down leadership structure, with a Divine Captain rendering many major clan decision.

Costuming:

  • Prime colors are Blue of the sea and Gold of trade

  • The Clan do not like to be seen as "dirty pirates". The Clan prides themselves as sophisticated privateers who will carry items of the sea such as decorative shells and rare medicinal herbs and/or spices that are found of islands only Clan Gulph knows about. Safe to say most Houses love having members of Clan Gulp as dinner guests both for their spices and their stories of the sea.

  • Sea tools will also often be carried, such as compasses, nets etc.

  • Those of the Clan tend to like decorative hats.

  • Think less stereotypical pirate and more like explorers from the Age of Exploration.


THE DRACONIAN CLANS Of CAMBRIA

 

Blood of Vermithrax

Fire must be Worshiped...

Those of the Blood of Vermithrax are a warrior class society that loosely following the traditions of their Draconian ancestors. They hold that not all Elder Dragons were evil consumers of magic, but rather that Elder Dragon societies are as complex (or more so) than human societies. As such, they worship Elder Dragons known as Athair, Dragons that are not wholly consumed with the desire to consume magic and are believed to be great leaders. But, the reality is that no true Elder Dragon has been seen in Cambria for over a thousand years. So, to outsiders, the Vermithrax seem to be worshiping ghosts. However, Vermithrax holds that they are the one loyal and true blood of the Draconians.

The Vermithrax desire to once again establish a homeland outside of the fire pits and will use both military might, and blood magic conversion of humans to Draconian to achieve this goal. Their continued presence makes the human Kingdoms nervous, and all sides have been seeking new lands to provide a solution to this problem.

House Colors / Symbols / Customs

  • Major Color: Red & Black

  • Minor Color: Gold

  • Symbol: Rising Dragon on a Sword

Customs: Little was known about the Blood of Vermithrax for some time. This is because, following the revolution against the Elder Dragons, the Houses entered into a pact that all of the available books and records about the Draconians were to be locked away in the deepest chambers of Castle Bryn Mawr. However, after the Clan reemerged more was learned about them through political interactions.

Military & Magic: Vermithrax does not have the volume of soldiers and equipment to match the human Houses (as to birth and mature a Draconian is a far longer process than that of a regular human), however the forces they do have are extremely powerful as one soldier is considered the equivalent of 10 human soldiers. They also have some limited battle magic but tend to stay true to the paladin roots.

Geography: they reside within the southern fire pits, a land uninhabitable by humans, however, the Clan desires to expand is land into greater Cambria or another continent. If a solution to the land and lack of food issue is not solved for Vermithrax soon there could be another war.

Religion / Government / Costume Ideas

Religion

….For the Blood is the life and life is the blood. For the life of a creature is in the blood, and I have given it to you to make atonement for yourselves upon My altar; it is the blood that makes atonement for one’s life.  The Elder Blood is sacred. All those of Vermithrax’s Brood know it to be so. It is how they gain their power and how they maintain the right to rule; it is the central tenet of their worship.

As such, before fledglings can take their place among those of the Blood of Vermithrax, they must first undergo the rite of the Dance of Sanguine Flames. Aided by the Priests and Priestesses of the Elder One, each fledgling is led down to the most violent and volatile rifts of the Fire Pits; it's here that they must walk (or dance) as the flames consume their bodies. If they are of strong blood, they survive and bear the scars of their Second Birth. If they do not, well, Vermithrax never coddled the weak, and the Brood is better off without them.

Government:

Blood is everything to these Draconians. Those once favored by the Elder Dragons, such as Vermithrax, often find their descendants in positions of power. Those who can both prove lineage and command the Elder Dragon blood that flow through them often have the power in the Clan. However, blood lineage is not necessarily everything, and it is not uncommon for Draconian positions of power to be hotly contested, and for Draconians to fight over the right to prove one’s “Blood”.

Costuming:

  • Red, Black, Gold

  • Avoid Purple, Blue, Green

  • Medieval fantasy clothing works, clean lines fitted work well to reference the traditional and knightly ways of this clan

  • They like weapons and rising Dragon symbolism

  • Scales / horns are up to each player and are not mandatory. They are less magical and more "Might Makes Right". Masks are even applicable to Vermithrax as they range range from Human-Like Draconian, to Human-Like Dragon!


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Blood of Ashbridge

Fire must be Controlled...

The Ashbridge Draconians are unique among the their race, as their philosophy is formed by their famous founding member -- Gitrix. She sought alliances with humanity and believed that that eternal slavery to the Elder Dragons was no place for her fellow Draconians, or the humans they ruled over, as the Elder Dragons were draining the life energy from Cambria which would doom all, human and Draconian alike. Thus, upon the end days of the revolution those Draconians who followed Gitrix's message fled to the desert lands and formed their own unique culture, free from strict Draconian traditions and human threats to them. More magically inclined than their Vermithrax kin Ashbridge are willing to work with both sides to achieve fairness, but they will defend themselves fiercely if necessary.  

House Colors / Symbols / Customs

  • Major Color: Purple

  • Minor Colors: Silver

  • Symbol: Diplomatic Dragon

  • Customs: Unknown to Humans

Customs: the Draconians of Ashbridge have customs that mirror and emanate from the unique conditions of the desert in which they reside. They are very careful to share their culture and knowledge, as they understand very well where an abuse of what is powerful can lead a civilization. However, the Clan will very welcoming and open to those who earn their trust. To the few outsiders who have traveled the Zareen dessert reports are of an exotic culture, with cities built at and around a few oasis, where strange rituals are practiced and the movements of Cambria's moons are tracked closely.

Military & Magic: Ashbridge does not have a typical standing army. Similar to Vermithrax they have less units that the humans Houses but their units are more powerful. Whereas Vermithrax is known for their Draconian Paladin Knights, Ashbridge is known for their battle mages.

Geography: They actually freely live deep within the vast Zareen desert to the southwest, a climate that human expeditions and armies avoid due to the temperature and sand storms.

Religion / Government / Costume Ideas

Religion

The Blood of Ashbridge are not totally and completely devoted to the worship of certain Elder Dragons like Blood of Vermithrax. Ashbridge are followers of the message of Gitrix and willing to work with humans diplomatically.

Government: Those of the blood see themselves as the natural successors to Gitrix, and have seen themselves that way for generations. Like Gitrix, they believe ultimately in peace instead of war. The inner workings of the Clan reflect this devotion to peace - although they do have a High Ruler that ruler answers to a Council of governors who advise on all matters public and political. The ruler is chosen by the governors, and the role is chosen for life and can only be ended through death.  

Costuming:

  • Purple is their color, as it represents a mix of traditional Draconian Red and dessert oasis Blue

  • Avoid Red, Gold, and Orange

  • Silver is their metal, as chromium and carbon steel withstand high heat

  • As a dessert Clan any clothing that would be comfortable for desert living would be expected, flowing and airy clothing, scarfs, jewelry from the dessert and so on. However, Draconians do handle the heat well so traditional armor and dresses are comfortable for them too

  • Scales / horns are up to each player and are not mandatory, also Ashbridge is more magical so unique magical items, wands, secret journals, and more are all favored.


Geography/ Locations

Cambria - the continent/lands central to the setting. It is bordered on the east by the Cerulean Sea, the west by the Endwall Mountains, the south by the Firelands, and the north by the Frost Moors. Geographically, Cambria is a rough and rocky land, split into 5 main lands/kingdoms/duchies, and bordered by harsh, largely uninhabitable lands on most sides.

  • Northern Reaches -

    • Caer Farran - The Iron Citadel is the mountain stronghold of House Helfarian and a testament to their engineering genius. It is an imposing sight from even a league or more away, and is widely considered to be utterly impregnable.

    • Everwood - A vast wilderness of evergreen forests many leagues in area spread out into the Reaches and the southern borders of the Frost Moors. The land provides a nearly endless source of lumber and game animals for the humans that populate the many frontier communities that dot the land.

  • Eastern Plains -

    • Caer Montrell - The Ivory Citadel of House Lancaster sits atop a confluence of two rivers in the very center of the fertile lands of Danan’s Cradle. Built on flat land instead of high, rocky ground like the citadels of the other Great Houses, Caer Montrell is easily one of the least defensible strongholds in Cambria, but that is as the Lancasters’ would have it. Caer Montrell is a bastion of mercantile, cultural, and artistic exchange, and is easily the most cosmopolitan city in all of Cambria.

    • Danan’s Cradle - Fertile farmlands, vineyards, plantations, and orchards dominate the center of House Lancaster's lands and holdings. Of all the Great Houses, the Merions have the largest number of vassal Houses scattered through the Cradle to oversee the wealth of food and cash crops that are traded throughout Cambria.

  • Western Expanse -

    • Caer Orynth - The Gold Citadel is the seat of power of House Ardmore. It is a glorious (some would say garish) testament to the incredible wealth, influence, and culture of the Ardmores.

    • Endwall Mountains - A stretch of great mountains separates the temperate lands and holdings of the Ardmores from the vast, arid Zareen Desert. The Endwalls are extensively mined by House Ardmore operations for gems and precious metals.

  • Southern Marches - Subtropical climate, hot summers, mild winters, heavy tropical storm season; flatlands, grasslands, swamps, floodplains, some major river systems

    • Sadathea - The fortress temple of the Wyndons has stood inviolate at the Red Gates of the Krag for centuries. Constructed during the Rebellion War as the first bastion against the armies of the Elder Dragons, it has withstood Draconian assaults, siege bombardment, and even dragonfire for centuries.

    • The Krag - A twisting maze of shattered valleys and trenches that divides the Marches from the Firelands. Rock slides, lava flows, and untold varieties of dragonspawn plague the labyrinthine passages, making safe travel into the Firelands nearly impossible.

  • Cerulean Sea -

    • City of Sails - When the last of the Elder Dragons fell and the heroes of the Rebellion War began carving up the lands of Cambria, the sea folk of Clan Gulph rejected the land and returned to the sea that had nurtured them for generations. While there are scattered pockets of civilization on small islands, the majority of the Gulph reside in the City of Sails, an enormous group of vessels lashed together to create a floating city that moves slowly from place to place.

    • The Pall - Where the burning flows of the Firelands meet the waters of the Cerulean a great wall of steam rises to cover the sea for leagues, shrouding the land and water alike in thick fog. As if that itself were not treacherous enough the coast of the Firelands is a broken maze of stone shards and islets infested with sea drakes, leviathans, and other aquatic dragonspawn.

  • Firelands - A burning wasteland to the south of Cambria’s habitable lands, separated from the Southern Marches by the Krag. It is a desolate land of erupting volcanoes, ash storms, and burning pits. It is an unforgiving hellscape to any but the Draconians and other dragonspawn who thrive there.

    • Fire Pits - When the Elder dragons came to Cambria they burrowed deep into the ground to make their nests and spread their poison throughout the land. All that remains of those lairs now are eternally smoldering chasms deep within the Firelands that regularly spew forth dragonspawn.

    • Talons of Nargus - Massive, twisting stone spires that rise hundreds of feet into the air. They are infested with all manner of flying dragonspawn, but wyverns in particular make their nests in the caverns that riddle them. The Talons were created by the Elder Dragon Nargus using powerful dragon magics to pull the spires up from the ground.

  • Frost Moors - In the north, beyond the great mountain fortress of House Helfarian is a cold land of evergreen forests, frozen scrublands, and seemingly endless stretches of taiga and tundra. Few humans live in this place, but other savage creatures roam the frigid expanse.

  • Zareen Desert - Over the great Endwall Mountains stretches a vast, arid desert with no known end. Few venture over the mountains themselves, much less out into the burning sands, but most who do never return. Some few intrepid explorers return with tales of ghosts that wander the sands at night, illusory cities that are forever out of reach, and other strange figments that plague any brave enough to travel the desert.

  • Caer Bryn Mawr - The Great Citadel, the Eternal Sanctuary, the Castle of Doors, and the End of All Roads, Caer Bryn Mawr is to the castles of the Great Houses as those great citadels are to a roadside tavern. Constructed during the Rebellion War centuries ago as a bastion of the allied peoples of Cambria, the castle itself is a near impossible construction forged by a circle of human sorcerers led by Gitrix the Red. It remains one of the greatest wonders of magical construction in the known lands. The castle itself is nearly impossible to access by land, but is connected to many locations throughout Cambria through arcane Waygates and very rare Pathstones, runic artifacts with the power to turn any door into a gateway to a keyed doorway in the castle. Ancient magics suffuse the stones of Caer Bryn Mawr in complex arrays of enchantments with a wide variety of effects, but the most prevalent utterly prohibits any sort of violence or bloodshed within the walls of the citadel, making it a place of safety and sanctuary frequently used as a neutral meeting place for even the most dire of enemies.