The Kingdom Houses

A FANTASTICAL REALM

You will be cast into one of ten epic Kingdom House teams, each with its own culture, values, goals, and ambitions. We use various casting techniques to place you and your crew in a Kingdom House that fits your personality and playstyle. Dragon Thrones will shape the world around you with a customized experience.

Review our 10 Grand Kingdom Houses, Trade Guild, and Golden Court!

House Ardmore

“Ambition. Avarice. Ambiance.”

“Our Venom Runs Deep” 

“Wealth is the envy of All”

The ambition of Ardmore knows no bounds. It runs as deep into the souls of its people as their sacred mines run into the underworld. Ardmore is proud of its overachiever reputation, even when the achievement is purchased. Ardmore learned long ago that people will do anything for gold and that every rival has a price. Gold pours from their divinely blessed yet dangerous mines, and the Kingdom’s elites have capitalized on this for millennia. Their wealth enables them to buy and provision high-quality armies, which has led to a history of Ascension victories. The Ardmore Church has raised grandiose buildings to peer down on the cities below in extravagant fashion. Ardmore is built on the concept of faith being the symbolic power for profit. It’s a society with a class system and an unyielding religion that the highborn use to maintain their hold over the minds and hearts of the people. Obsessed with winning, Ardmore is known to sacrifice everything it holds dear to earn Favor from the Golden Court during Ascensions, even if it means emptying the coffers of their affluent Serpent Bank to outfit Golden Knights to ride off into battle. The other Kingdoms view Ardmore as a land of superstition and sheer luck. Ardmorians believe differently, as they understand the sacrifices they must make to keep the gold coming.

House Helfarian

“Brave the Forge” 

“Tradition Meets Creation”

“Our Pack is Our Nation!”

The Kingdom of Helfarian is built on the unity of six northern clans that balance bravery with innovation and the powers of the past with the wonders of the future. This Kingdom is replete with daring warriors, big game hunters, and other permafrost survivalists who fearlessly hunt down any threat and draw power from mysterious natural phenomena. Meanwhile, tucked away in hidden laboratories are Experimentalist inventors crafting new technologies empowered by ancient energies that push the boundaries of what is possible. The Kingdom’s friction between their traditional warrior spirit and new mechanical curiosity is like two flint stones that spark a fire in an icy landscape; if aligned, they can be an unstoppable blizzard of a force in the Ascension. The Helfarian spirit proudly survives all storms, and the clans enjoy competing in the Ascension due to their adventurous nature. The Helfarians do not fight for Kingdom pride as much as they do for one another. They will hold grudges against double-crossers and value honesty, even if the truth hurts. Proud and protective of their lands, the Helfarians understand that to live in the North means they must bear the added responsibility of defending the realm from whatever dark forces may descend from above the frozen landscape of the Frostmoors. When victorious in the Ascension, it is because the Helfarians have combined steel with science to overcome all challengers.

House Lancastria

“Pride. Spirit. Legacy” 

“Mercury’s Majestic Touch”

“The Lush Cradle of Kambria”

Built on a foundation of magic and mystery, the Kingdom of Lancastria wears a veneer of elegance, grace, and beauty to hide the poisoned apple within. The Kingdom is widely known for its agricultural abundance, arts, and stylish swordmasters. Like the seasons, its alliances and enemies are in flux from generation to generation as Lancastria leverages its bountiful resources to manipulate the other Kingdoms. Mercantile but luxurious, the royal families of Lancastria tend to make all things beautiful, even the fates of their victims. Lancastrians are infamous for their deceptive nature. However, their lands are irresistibly welcoming, so all in the realm keep making House Lancastria a destination. Beauty is a veil over a cunning regal society, as it’s considered more refined in Lancastria to plot from behind the scenes, so victories appear as strokes of luck. As a Kingdom built on former Essentia lands, Lancastria’s power is inextricably tied to the spirits of these lost magical beings, from whom the royal ancestors of Lancastria took land and power. Pleasures are something the people of Lancastria both enjoy and use to their advantage. The Kingdom fields highly trained armies and courtesan spies to infiltrate foreign courts while channeling various magics appropriated from the Essentia of old. When the Lancastrians are victorious in an Ascension, it is earned from battlefield success and ballroom gossip.

House Wyndon

“Equality. Justice. Honor.” 

“Iron Does Not Bend” 

“Freedom Is Worth the Price”

Wyverns soaring overhead, a bustling bazaar, a smith’s mighty hammer pounding iron into martial artistry, and a magical blue flame channeling through the streets—all of this can be found within the splendor of Wyndonia. This capital city of Wyndon stands as a beacon for hard work and human freedom. The Kingdom rules over vast plains, rivers bustling with trade, and scattered wild forests, with its capital city standing atop towering cliffs of iron and rock. Behind Wyndonia’s walls are multiple sprawling urban districts, each led by a powerful Baron or Baroness, who is granted power over one aspect of the diverse Wyndonian economy. Wyndon has always stood for ideas, innovation, and opportunity, but its people know that all freedom has a price. Wyndon must continually contend with merciless criminal elements that spawn in its complex districts. Wyndon maintains order through its intimidating Enforcers of Justice, who are proud and dutiful rangers who patrol Wyndonia’s streets. To some, Wyndon is a corrupt and dangerous place. Others see the Kingdom as a rare place of opportunity, unlike any other in Kambria, where individual dreams can come true. Wyndon’s quality arms and mounted Wyvern riders make the Kingdom a formidable force during the Ascension.

Arcadian Dominion

“The Arcane Guides Our Way” 

“The Stars Shine on Us” 

“Knowledge. Insight. Power.”

Long ago, a group of reclusive magic schools nestled in the northeastern cove of Kambria past the magical Everwood Forest became a unified, magically emboldened Kingdom called Arcadia through the intelligence and power of the Diamond Dragon, Diamendia. The Diamond Dragon’s influence drew refugees who sought peace and valued the protection of magic, and her leadership founded a meritocracy where magical mastery and intellect reigned supreme. Arcadia is home to humans and rare Diamond High Draconians. A smaller Kingdom by population, the Arcadians nonetheless command powerful combat magic to defend the Everwood Forest and their people. Arcadia is not a traditional monarchy; magical prowess and academic achievement determine power. It’s organized into seven Orders representing all magical and mundane aspects of society. Arcadia is known for its commitment to natural law and reason. Often, Arcadians are seen by their rivals as elitist academics who claim to understand how to safeguard magic better than the other Kingdoms do. However, Arcadia’s history shows an everlasting commitment to protecting magic. During the Ascension, its denizens field powerful spellswords and combat mages, so although their armies are not vast, their powers are.

Gulph Armada

“Kraken, Hydra, Leviathan”

“Acquisition, Decadence, Peril” 

“The Sea Is Life, and the Sea Is Death”

The Gulph Armada is unique to Kambria as it is the only oceanic Kingdom in the realm. Gulph’s inhabitants are proud sea people whose spirit can be contagious but also have a history of piracy. They are an island and archipelago with courageous captains and sea magics. They sail in fleets and rule from their tremendous battleship citadel, Seaspire, which is a testament to their mastery of the realm’s oceans. Experts in Kambria’s waters, they conduct a vast trade network that brings them both prized commodities and gold. Gulph takes care of their own, easily inspiring members to fight for a full belly and their share of the wealth. Rival Kingdoms must be wary of angering them, or their shores will be raided quickly. Gulphians live free from the mundane. They are often jovial but respond with boldness when threatened. Gulph is always an exciting competitor in the Ascension. With their sea prowess and magic of the deep, their tactics are tricky for enemies to anticipate. Many battle victories and merriments abound when its armada is unified and under sound leadership. However, when the Kingdom’s politics are stormy, Gulph can become unpredictable, just like ocean currents. The Kingdom of the Kraken, as nicknamed, stands for freedom that does not bow to the influence of the land-based Kingdoms. They will make anyone, regardless of their privilege or power, walk the plank if they deserve it!

Empire of Vyr’mihtraxe

“Honor, Fire, Fury” 

“The True Way of the Dragon” 

“Unstoppable Honor Forged in Fire”

Powerful and courageous, the armies of the Vyr'mithraxe are often without peers. Their culture is based on custom and reverence for their Elder Dragon, the Ruby Dragon Vyr'mithraxe. Ruby High Draconians are known to be frighteningly intense, with fiery tempers that are kept in check through an honor code based on an ancient scroll discovered long ago within a volcano. Their magic is focused on causing fire-based destruction and augmenting physical skills in battle. Both physical and mental strength are highly valued in their society. They see themselves as honorable and righteous, and they view most of the Kingdoms of Kambria as disreputable heathens. Their entire society is structured around the military, and every adult is part of it, making the Kingdom effectively one large army. The Kingdom provides everyone with what they need to live and assigns each citizen their duties, resulting in a highly disciplined structure. Their non-market economy centers around manufacturing and trading arms, armor, and metals. However, many foreigners could learn from the communal craftsmanship in the closed Vyr'mithraxe society that provides for all. In Vyr'mithraxe, everyone has a function, resulting in a day-to-day harmony not found in most other Kingdoms. The Vyr'mithraxe can have a distaste for humans and cite the betrayal in their politics to justify this sourness. The Vyr'mithraxe have won many Ascensions, usually with honor. However, their stubbornness has remained their worst enemy. 

Empire of Za’Haria

“Anything Is Possible” 

“Dreaming Forever” 

“Wisdom, Imagination, Family”

The Amethyst High Draconians of Za'haria make their home in the vast Zareen Desert. Like the sands, they magically flow with the wind without losing the core of who they are as children of the Elder Dragon Onira'zahar. Za'haria calls itself an Empire not because of conquest but because its denizens have mastered both the material world and the dream plane of the Dreamscape. Hence, they have an Empire that spans two planes. Viewing wisdom as the highest virtue, they work toward an ever-increasing understanding of magic, and in doing so, they believe all of Kambria will bend to their wisdom one day. Za'harians act as a beacon of enlightenment that opens the way to new planes, so that time is not a linear experience but a cyclic one. As dreamily abstract as this may sound, Za'harians are also highly resourceful. They carve out a life in a harsh desert connected to portals that bring forth magical beings from other realms, some benevolent and others not so much, all the while maintaining a fascinating civilization built around a sandstone city and a colorful merchant trade network. Their Great Pyramid is studded with portals, while in the desert, oases suddenly appear and then vanish to reveal otherworldly treasures. Such mysteries entice many to travel to Za'haria to experience inexplicable phenomena; others enjoy some of the best festivals under the stars. In the Ascension, Za'haria is unpredictable. Sometimes Za'harian rulers will use the Ascension as a time to celebrate, learn, and take chances other Kingdoms would not dare to, while other times they will unleash extra-planer magic and nightmare attacks to inflict terror that often defeats their rivals.

Kara’Kung Legion

“Brutality, Cunning, Discipline”

“Sound the Drums of Freedom” 

“Her Legion Will Never Fall”

The Copper High Draconians of Kara'kung have an infamous reputation in Kambria as an aggressive tribe. But anyone who gets a rare glimpse of the inner world of the Kara'kung will understand that they are quite the opposite. A group of warbands living in the most desolate and dangerous of landscapes, the Kara'kung take pride in striving against all odds and proudly maintaining their virtues of survival and loyalty to one another. Living in a wasteland with few resources, they always find ways to acquire what they need. While lacking in necessities, the Krag has plenty of power. The Kara'kung's homelands are steeped in Elder Magic, unlike elsewhere in Kambria. This makes the Kara'kung some of the world's top traders, pawing Elder Magic-infused items and weapons for precious resources and comforts from the other Kingdoms. During the Ascension, they can field vast horde-like armies and enjoy destroying the hopes and dreams of their rivals as much as being victorious. The Kara'kung have the longest memories in the realm, which is terrifying to their enemies. Yet behind their intimidating exterior is a rich and inclusive tribal culture filled with wondrous surprises that few outsiders ever experience. 

Dynasty of Sher’lyndria

“Weavers of Eternity” 

“Eternity, Vigilance, Essence” 

“Bright as the Sun, Mystical as the Moon”

The Celestial Elves of Sher'lyndria have an air of regal mystery about them. Yet there is a playful energy in their magic and a sincerity in their society that compels humans and Essentia alike to seek them out. The Celestial Elves draw their power from sunlight, directly from the celestial body during the day, and as reflected energy from the moon at night. They have been an enigma to the other Kingdoms ever since they appeared on a remote jungle island on the eastern shore of Kambria, seemingly from nowhere. Originating from another world that perished long ago, the Celestial Elves took refuge in their new home in Kambria and are committed to the prosperity and protection of the realm. The Dynasty is a sophisticated magical society on an exotic island veiled in mists named after their beloved Platinum Elder Dragon, Sher'lyndria. The Celestial Elves know some of the most potent methods of manipulating Essence, which causes the other Kingdoms to be cautious about their powers. The elven armies can strike from the moonlight and vanish or directly overwhelm foes with blasts of raw solar energy on a sunny midday. Thus, Sher'lyndria is a formidable foe during the Ascension, using dual sun and moon powers to achieve battlefield victories. However, despite their combat prowess, the elves of Sher'lyndria are often the first to respect and defend the realm of Kambria, a realm they believe saved their kind.

Coming Winter 2025

The Guild

The Golden Dragon King understood that the unique talents and skills of the peoples of Kambria could not be confined to the Kingdoms alone. Within many Kingdoms, there are gifted and ambitious residents who are overlooked for various reasons; maybe they were not high-born, or they fell out of favor with their family or faction, or perhaps they were orphans or outcasts. For those wanting or willing to renounce their homelands for fortune to be made abroad, the Golden Dragon King created an independent organization to be the watchful eyes and ears of the Golden Dragon King, a secretive group called the Guild. To join the Guild requires forsaking allegiance to one’s Kingdom, pledging an oath and dedication to their new family of the Guild, and recognizing the Guildfather as their leader. Once within the organization, the new members of the Guild will be further trained in their natural skillset while also receiving specialized training to use those skills in spycraft and black market activities. The Guild offers its services to Kingdoms that covet the information and items needed to win Ascensions.

The Golden Court

SUMMER EVENTS ONLY

“Ascension for Tranquility, Tranquility for Ascension” 

“May the Favor be with You” 

“Children of the Golden Dragon King”

The Golden Court is a circle of demigods under the paternal rule of the Golden Dragon King himself. Each member lives eternally within a tower of a castle that reflects their home kingdom. The Golden Dragon King issues various challenges, quests, and trials for the Golden Court within the Tranquility to keep the members’ powers sharp and attuned, rewarding them with bountiful Essence and favor. The court members with the highest favor before the Ascension are rewarded with the chance to participate as Kingdom House Sponsors during that year’s games. During the Tranquility, if any Kingdom acts contrary to the laws, wishes, and desires of the Golden Dragon King (for example, by waging war), then a Golden Court member from that Kingdom is tasked with “correcting” the situation by imposing penalties, including reducing the Kingdom’s favor in the next Ascension. Aside from that duty, Golden Court members are expected to not interact with the mortal world and instead remain detached, in their boundless power, within the Golden Citadel. Rumors circulate, however, about Court members sneaking away occasionally to mingle and secretly interfere with Kambrian mortals. The Golden Dragon King often ignores it if it's a minor transgression.