The Lore & Teams

Dragon Thrones is a campaign story that runs for about two years (with 1-2 weekend events per year). New Players should never fear joining Dragon Thrones mid-campaign, just like many of our favorite cable television series sometimes our favorite characters enter the adventure midway and have a real impact on the world.

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. Legend has it that magical creatures, such as elves, were ancient caretakers of 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.

The 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.

As with any revolution things got "messy and complicated", although the Elder Dragons were either slain or fled, and the Draconians pushed out, 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.

During Dragon Thrones 1 the Draconians returned, there were massive battles on all sides and the saga ended with some semblance of unity between humans and Draconians alike, as the ended unified against a common enemy.

During Dragon Thrones 2 a magical war was raged, resulting once again in magic being misused. Now, Cambria finds itself thrust into a new dark age as most magic has been once again extinguished from the realm.


 The Story for Dragon Thrones III: Exodus Magi

The lesson for Dragon Thrones III is: can the people of Cambria rediscover magic and, if so, learn to once again master it with the respect and honor it deserves? A new age of Malluma Ago (ancient Cambrian for 'Dark Age') has resulted in drastic changes in the realm -- specifically a loss of most magic.

Presently, beings born of magic (or needing it for sustenance) have either gone into hibernation or have retreated to safe zones where their magical essence is more protected. The Draconian Blood Clans have put their ideological differences aside and have entered secret safe zones together, only to appear occasionally amongst humans when needed. Those humans who recently turned Draconian are not as affected by the reduction in magic due to their youth.

The human Houses are now racing to fulfill their unique agendas. They once again find themselves in a reality where the biggest threat to the realm are not outsiders, but the ambitions of human civilization itself. Some Houses may desperately want magic back, others not so much, each House will have its own global agendas. Moreover, with the gross imbalance in the realm each House now finds itself somewhat divided within.

Finally, with loss of magic the bonds that held together Bryn Mawr's mirror prison were shattered releasing an ancient threat who believes Cambria can only be saved if certain destructive measures are taken.

Megagame Mechanic 'Hint': Teams will race throughout the map to locate 'magic crystals' that were hidden by ancient elves long ago. Once a cystal is located it can be recharged by that team with various magical purposes in mind. Some teams will desperately want to locate these crystals, other will want to keep them hidden, while others are bent on destroying them.


THE HUMAN FACTIONS

 

House Ardmore

Privileged. Masterful. Materialistic.

"Know Thy Enemy, Know Thy Self"

Often referred to as the First House, Ardmore had a history of collusion with some of the Draconians so they could be appointed human overseers rather than serfs. But, as Ardmore is quick to remind others -- this allowed them access to the wealth that fueled the revolution against the Elder Dragons. Viewed by outsiders as overly dramatic, cunning perfectionists, the Ardmorians see themselves fit to be the rightful rulers of Cambria, should the opportunity present itself.

House Colors / Symbols / Customs

  • Major Color: Hunter Green (like the grasses of the rainy Western Expanse)
  • Minor 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 wealths. 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: Not to be underestimated, Ardmore possesses a well paid (and trained) professional army that is routinely ordered to skirmish with neighbors as a means to keep them sharp.

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 the god who 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 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 site 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 take their throne within the Gold Citadel in Caer Orynth. Following a code of modified primogeniture, the crown passes from father to child, with the first male child taking precedence over the first female child.

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 of Gitrix, and their brave armies were the first to take on the Elder Dragons and Draconians head-on. Today the people of the north are close group of united clans within one proud House, a people 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. For a Helfarian, a 'kill' is wasted unless their enemy knows true fear and respect for the warrior in the moment prior to death.

Geography: the vast Northern reaches and the massive Ice Mountains (they also assert 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 not left them behind in the arcane arts, as they have also learned the natural, governing laws of magic. Helfarian mystics are as practical as Helfarian engineers, which makes them most capable.

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. In recent years, that longing has been filled by the promise of Tanza of Morrow, the Silver Flame, who speaks of an ancient Knight known simply as "Lord Lucent" and her message as spread to portions of the north and beyond.

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 that was the former home of the Cambrians, the original people of Cambria who are lost to history. 

Military: never shying a way 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. 

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 or Rus warriors
  • Wolf symbolism, plus blood vials to represent their fallen
  • Followers of the Lord of Lucent carry crystals to represent being able to "see the one true God of Light"

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 / Deep Red (mimics the color of their rich red soil)
  • Minor Color: Gold
  • Symbol: Sparring Lion

Customs: by far the most fertile Kingdom in all of the realm, the Lancasters love to showcase that 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: 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.

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 the boast the best sea port in the realm they may tote bags with unusual collectables of high value
  • Think Tudors with lions as their main symbol 

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House Wyndon

Passionate. Steadfast. Sacrificial.

"Our Vow is Our Duty"

As passionate and fiery as the dangerous lands they live within, the fireland dwellers of Wyndon have the strength of emotional intensity. Following the revolution they swore an oath to watch the firelands, ensuring that the threat of the Draconians would never rise again. When the Draconians returned they fought valiantly to protect Cambria but in the process Wyndon learned a valuable lesson: that all living beings, human, Draconian, magical, sea-born and other alike deserve the opportunity to contribute to peace. Now, having absorbed the ailments and unusual afflictions of their harsh homelands near the Krag, Wyndon is now known to be a House of mutants (with unique powers) whose renewed vow is protection of the realm for all.

House Colors / Symbols / Customs

  • Major Color: Sky Blue (to honor when the firey sky parts once per year to an ocean blue)
  • Minor Color: Red
  • Stag standing over the snake represents the House's vow to protect against dangers 

Customs: everyone in House Wyndon has taken an oath that no matter how dysfunctional humankind can become, they will bear "the greatest weight" of being the first to be protectors for peace. They are highly vocal in politics and are not persuaded by material things. They are a very communal House; no matter rank, age, or race, they train, eat, sleep, and remain a together and vote as one.

Military: Wyndon uses the limited resources of its realm to the best of its ability. They do not possess a traditional army but rather have fast response task forces that are ready to act, infiltrate and influence battles across the realm, if  and when needed. However, the House strives to effectuate political change first to avoid bloodshed at all costs.

Geography: Wyndon is set in the southern marshes next to the Zareen dessert, a quagmire of a region where swamp land meets fire, steam, and sand. Nothing grows easily down south and there are no seasons.

Religion / Government / Costume Ideas

Religion

Unlike the rich lush lands of their neighboring counties, the Southern Marshes are harsh, wild and untamed. From the grasslands where the herds graze, to the dangerous humid marshes and the solemn fortress of Sadathea that shadows the Red Gates, the lands of Wyndham do nothing but harden their people. Those of Wyndon look within for the inner strength that mirrors their lands, having no use for false gods and superstition. No, Wyndon puts its faith in the individual, for they know that a spark of divinity, a small tongue of the Eternal Fire, rests within each of their souls. It is what fuels their passions and strength, sometimes manifesting in more visible ways, such as wrymspeaking or pyromancy. And while each flicker of the Eternal Flame is powerful, Wyndon’s people know that together they can take a candle and turn it into an inferno when they are together. While praises may be sung of the individual, as a community they can be unbreakable. 

Government

Wyndon’s vow is to each other and to the rest of the greater realm. Personal freedom is to be protected, and never again will they bow their necks in servitude, to any race -- dragon, human or other. As such, their government works as the first council in Cambria, with each member of the council having the same vote on House decisions.

Costuming

  • Light or medium blue and Red are their main colors. 
  • Try to avoid Green and Gold, Silver is preferred
  • More conservative medieval fantasy, think noble guardsmen, priestess, vestal, or anything that speaks of honor and self-respect. Wyndon too likes to dress up, just with honor and respect for how the House is seen by others. 
  • As Wyndon has been touring the southern marshes and fire pits for quite some time they may have in their possession fossils, relics, and other items that only the House can understand 
  • Wyndon may have some tamed and non-threatening serpents they keep as pets, whom they treat as well as children

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. However, life at sea is harsh and Clan Gulph lost most of its human leadership in violent storms over the past generation. Now, the Clan is lead by exotic races from the sea, well equipped to deal with the dangers of uncharted waters, and their unique interests stem far beyond just living a freedom loving sea life.

House Colors / Symbols / Customs

  • Major Color: Sea Blue
  • Minor Color: Gold 
  • Symbol: the Shield 

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: Clan Gulph does not have a standing army, however they do have the largest fleet in Cambria by leaps and bounds and can deploy raiders on coastal targets without notice or warning to their targets.

Geography: the eastern sea and they are known to conduct night raids on land by way of Cambria's central lock.

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 hippocampus, but see it more as a kindred spirit rather than an object of worship.  The beast, half-horse and half-fish, is a creature of made from two worlds – both the land and the sea, much as Clan Gulph sees itself. The hippocampus is a fiercely independent creature, not one to be tamed easily but occasionally a crew will befriend one.  On these rare occasions, the creature will help a crew by providing warnings or lead them to a rich haul of fish.

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 rule more in a more royal house structure.
This is primarily due to the ambitions of the sea races to become more like the grand, land-based human houses (a fact concerning to both land civilization and some within Clan Gulph itself). The Clan also has a breakaway faction, known as Red Brine, rebellious pirates who do not see "eye to eye" with Clan Gulph's new, ambitious direction but nonetheless stay loosely a part of the Clan due to the mutual benefits of the Clan's mighty fleet and Red Brine's skills in causing trouble. 

Costuming

  • Prime colors are Blue of the sea and Gold of trade
  • The Clan do not like to be seen as "dirty pirates" (unless one is of the Red Brine, then the label has no insulting effect). 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 Brotherhood of Yarrow

Bonded. Fearless. Hungry. 

"Forget the Past, Move Forward"

Not all of humanity is sworn to a House.  The Brothers of Yarrow, named after a hero of the revolution, can be a home for those who seek a family more than loyalty to a throne. The Brothers have one rule -- anyone can join, but once they become blood, their past is forgotten. All ties are severed, and all previous oaths are forsworn.
This mercenary group has long fought for whatever border skirmish or internal war comes along, ever since the Elder Dragons were vanquished their second motto has been "Pay me, and I will slay the..", safe to say, they are eager to find someone to pay them to fight. However, their broader politic ambitions is to overthrow monarchies to institute democracy as the primary form of governance in Cambria.

House Colors / Symbols / Customs

  • Major Color: Organe
  • Minor Color: yellow and colors camp soil, brown, beige etc.
  • Symbol: Fist + Axe

Customs: As traditionally an outdoor people, they keep their fraternal customs secret and carry what is needed only to travel and survive. They are known as survivalists with "9 lives", being exceptional in hand-to-hand combat and resourceful in even the most treacherous of conditions. From an outsider's perspective, there is something almost tribal about the Yarrow, and their reputation as a fearless group of mercenaries is well earned. However, with riches mounting from successful campaigns (for which they were well paid) Yarrow has built quite a few structures, some for military purposes and others cultural centers. They will not offer their services until they have a contract signed by the paying client.

Military: Yarrow does not have a massive army, but a highly skilled and unflinching one. To a soldier they may be the toughest lot in the realm and, if paid, often shift the odds of any battle in favor of the side that the Orange is standing with.

Geography: Camp Yarrow is nestled on the east coast above the Eastern Planes and next to Castle Bryn Mawr, there are no walls or guards. If one is interested in an open field spar or, dare we say skirmish or battle, they will welcome that challenge in spades.

Religion / Government / Costume Ideas

The Religion

When someone joins The Brothers, they leave all oaths behind - for many, this includes their religious ones. Although there is no requirement that says a Brother cannot be religious, many of them have taken to “worshipping” only the strong connection that exists within this group. For those who still maintain a tie to the religions of their former lands, those ties tend to grow weaker over time and ultimately fall away in all but name.

The Government

Those of Yarrow follow a Captain Commander who is chosen through a combination of experience and democratic election. The Brotherhood is full of well heeled soldiers who know how to make sacrifices and to lead their fellows to victory, but without fail there is almost always one who rises from amongst their number. Should he ever stop being the obvious choice, any member of the Brotherhood can call for a vote to replace him. As long as the call receives a second, it will go forward with a vote.  A removed Captain Commander will still always have a place within the Brotherhood, so long as they do nothing to betray its members.

Costuming

  • Bold orange and yellow to show independence and defiance, Borthers like to be easily spotted on the battlefield to cause trepidation and display confidence, earth colors as well (beige, night blue, earth green)
  • Camping equipment, backpacks, water bottles, medical equipment, they are on the move and ready to take action at anytime
  • Medieval caps, hoods, not lavish hats but something to deal with the elements and get hair out of one's face
  • Boots to deal with mud
  • Think mercenaries, pikemen, the Brothers are never afraid to get "down and dirty". 

THE DRACONIAN CLANS

 

Blood of Vermithrax

Fire must be Worshiped...

Those of the Blood of Vermithrax are a warrior class society that adhere to the traditions of their Draconian ancestors as a and their Elder Dragon Parental Gods. They 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 achieve this goal. They also want to one day summer the spirits of the Elder Dragons (whom they see at their parents and Gods), but understand that the realm is in far too delicate of a state at the present to attempt such a bold feat. They also believe Gitrix was a traitor and charlatan and that the Elder Dragons were not the vultures feeding off the magic of the realm, as told by humanity's history books. Vermithrax holds that they are the one loyal and true blood of the Draconians.

House Colors / Symbols / Customs

  • Major Color: Red 
  • Minor Colors: Gold
  • Symbol: Rising Dragon on a Sword

Customs: Little was known (until recently) about the Blood of Vermithrax. 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: 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 solider is considered the equivalent of 10 human soldiers. 

Geography: they reside within the southern fire pits, a land uninhabitable by humans, however the Clan desires to expand is lands into greater Cambria.

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.

Each Draconian pays homage to the Elder One, either in the temples of Flame (often within the hearts of smoldering volcanoes) or in the small fires they keep burning at home. Blood is a common offering, and the Draconians believe that such an offering will drip down to the bowels of the earth, strengthening their Master, eventually awakening him. And from the visions and signs, it would seem that such a practice has worked, as their blood boils and the earth moves not of its own accord…

Government

Blood is everything to these Draconians. Those once favored by Vermithrax often find their descendants in positions of power. Those who can both prove lineage and command the Elder One’s blood 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

  • Reds, Gold (and/or Yellow Gold), and Black
  • 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 staunchly if necessary.  

House Colors / Symbols / Customs

  • Major Color: Purple 
  • Minor Colors: Silver and Black
  • Symbol: Diplomatic Dragon
  • Customs: Unknown to Humans 

Customs: the Draconians of Ashbridge have customs that mirror and emanate from the unique conditions of the dessert 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: Ashbridge does not have a typical standing army. Similar to Vemrithrax they have less units that the humans Houses but their units are more powerful. Whereas Vermithrax is know for their Draconian Paladins and weapons of war, Ashbridge is know 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 the deceased Elder Dragons like 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, but is chosen for life and cannot be removed except 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 dessert 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.