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EPYLLIONA DRAGON EPIC

a tabletop rpg by marissa kelly


Long ago, the dragons of Dragonia drove back the Darkness,
rescuing their way of life and protecting the land from a
corrupting shadow. Dragonkin were victorious and thrived for
thousands of sun cycles, yet the Darkness returned, creeping
into places once thought of as safe and corrupting the hearts
of dragons once more.

You are a new pilgrimage clutch of young drakes helping the


Council to investigate rumors and discover the truth of the
growing shadow in the land. Along with your fellow dragons,
you must protect Dragonia, help both dragonkin and beasts of
the wilderness overcome their troubles, and discover the true
value of friendship.

Dedication
I dedicate this game to a new generation of roleplayers and to
those among us who are brave enough to dream big and fight
for the things that matter.

Thanks!
-MK
Legalities & Credits
Art by Jason Poole
Art Direction by Marissa Kelly
Cartography by Stentor Danielson
Design by Marissa Kelly
Editing by Mark Diaz Truman, Brendan Conway, and Shelley Harlan
Indexing by J. Derrick Kapchinsky
Layout & Cover by Kaylee Goyer and Sarah Richardson
Proofreading by Shelley Harlan and J. Derrick Kapchinsky
Writing by Marissa Kelly

Rules Inspired by…


Epyllion is based on the Powered by the Apocalypse system used in
Apocalypse World, Dungeon World, Monsterhearts, Sagas of the
Icelanders, Urban Shadows, and more. This rules-light system gives
Epyllion simple mechanics that generate interesting stories with
little-to-no prep time!  

Special Thanks To…


Anastasia Kotsoglou
Ben Kaser
Ben Woerner
Brendan Conway
D. Vincent Baker
Eric Mersmann
Ian Miller
Jason Corley
John Adamus
John Harper
John Stavropoulos
John Wick
Jonathan Perrine
Katherine Fackrell
Mark Diaz Truman
Rich Flynn
Sage LaTorra
Sarah Richardson
Shelley Harlan
Suzette Presti
Thomas Deeny
Thomas Patrick Kelly II
Travis Scott
The Indie Game Developer Network
TA B L E O F C O N T E N T S

Chapter 0: Introduction Chapter 4: The Dragonmaster


What is Epyllion? 6 Agendas 78
What is Roleplaying 7 The Principles 80
What You Need to Play 8 Dragonmaster Moves 85
Using NPCs in Play 95
Chapter 1: Dragonia Beneath the Scales 97
The Academic 98
A Land of Dragons 10
The Crafter 99
Dragon Society 13
The Daredevil 100
The Great Dragon Houses 21 The Nature Adept 101
Magic of the Moons 28 The Seer 102
The Wilderness 30 The Warrior 103
The Clutch 32 The First Session 104
The War of Shadow 33 Keeping the Game Fun 107
The X-Card 107
Chapter 2: Creating Characters Roses and Thorns 109
Choosing a Playbook 36 Light After Darkness 110
A Long-Toothed Example 112
Chapter 3: Playing the Game
The Conversation 43
Chapter 5: Hazards
Building the World 44 Using Hazards 129
The Moves 45 Example: Festive Grudges 142
Modifiers & Rolling Dice 47
Friendship Gems 49 Afterword 144
Shadows and Darkness 51 Mediography 145
Shadowself 53
Basic Moves 54 Appendix: The Playbooks
Act Despite Danger 54 The Academic 148
Stand Up to an Older Dragon 56 The Crafter 150
Convince a Dragon 58 The Daredevil 152
Mislead or Trick 60
The Nature Adept 154
Study Another Dragon 62
The Seer 156
Survey an Ancient or Arcane Area 64
The Warrior 158
Moon Magic 66
Shadow Magic 68
Help or Hinder 70
End of Session 71
Advancement 72
E P Y L L I O N : A D R AG O N E P I C

CHAPTER ZERO

INTRODUCTION

n Epyllion, you and your friends tell the tale of


I Dragonia and the noble dragons who live there. In
fact, you get to play those dragons, and contribute
directly to the story your group tells. Epyllion is
a tabletop roleplaying game where you and your friends play
a clutch, a group of young drakes who lend a helping wing to
other dragons and discover the true value of friendship.

What Is Epyllion?
The word epyllion refers to a short epic poem made in the
style of the old epics like The Iliad and The Odyssey. Epyllion
is a game about small heroes who bravely protect their world
from a great danger while exploring a new and fantastic land,
a small epic that your group will play out from start to finish!

When you play Epyllion, you investigate rumors and discover


the truth of a growing Darkness in Dragonia while dealing with
the day-to-day problems of dragonkin. As you play, you talk to
each other about what dragons do and how they live, building
on each other’s additions to the story, exploring the history of
Dragonia, and shaping its destiny.

Epyllion emphasizes working together as friends, exploring


the challenge of growing up in a world where characters are
not evil or good but complicated and redeemable. The fiction
of Epyllion echoes young adult stories like Harry Potter or
Percy Jackson, making it fun for adults and ideal for families.

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E P Y L L I O N : A D R AG O N E P I C

What Is Roleplaying?
In a nutshell, roleplaying is a combination of improv acting and
storytelling with rules. You and your group take on the role of
characters in a world that one player, the Dragonmaster (DM)
describes for you. The other players pretend to be brave
dragons that work together to explore and protect their
homeland, rolling dice when there is uncertainty about how
characters overcome challenges in the world.

The player willing to take on the honor and responsibility


of being the DM should know the rules and be able to
confidently move the game along. But the DM isn’t the
only one responsible for creating the story: each player at
the table is responsible for contributing their own unique
twists that make the game interesting and fun! Roleplaying
games are collaborative; a DM leans on the creativity of the
players just as much as the players rely on the DM to describe
the world.

If you are new to roleplaying and storytelling games,


welcome! This rulebook is designed to help guide you and
your friends though a fun and exciting game of Epyllion.
When I co-founded Magpie Games in 2011, I aimed to bring
new people into the hobby of tabletop gaming, and I am
happy to think that Epyllion could be the first game in the
hands of a new roleplayer.

There are few roleplaying games that allow you to actually


play the dragons that drive and inspire so many stories. I am
excited to introduce a dragon-centric game that empowers its
players to bring their own unique visions of dragons to life!

Viva draconis!

CHAPTER ZERO: INTRODUCTION 7


E P Y L L I O N : A D R AG O N E P I C

What You Need to Play


II Players—Epyllion needs one person to facilitate the
game as the Dragonmaster and an additional two to five
players to play the game as dragons.
II Playbooks—Each playbook is a two-sided sheet that
describes a dragon the players can play. See page 36
for more on using playbooks to make dragons.
II Map—Your group will fill out Dragonia and its wonders
as you play, so have a printout ready to draw on.
II Dice—You need a few six-sided dice. You can get by
with two, but it’s better to have enough for each player
to have two dice of their own.
II Pencils—You will have to mark and erase on the
playbooks during the game. Pencils make this a lot
easier than pens.
II Index cards—Each player can fold an index card in half
and make a name tent with their dragon’s name and
virtue written on it, for quick reference at the table.
You can also use them to note new dragons that you
encounter along your adventures.
II Colorful gem sets—Each player selects a set of gems
to signify the color of their dragon when making
characters. The players will pass the gems between
them during the session, so it is important to have a full
set of unique gems (around 10) per player. It helps to
have a set of matching dice in the same color.   
II The X-Card—This tool, designed by John Stavropoulos,
makes playing together fun and comfortable. See page
107 for more on using the X-Card.
II Time—Try to set aside 3-4 hours to play, and think
about scheduling multiple sessions. You can play just
once, but your group will certainly end up wanting more!

8 CHAPTER ZERO: INTRODUCTION


E P Y L L I O N : A D R AG O N E P I C

If you’ve got the playbooks and DM materials, you probably


won’t need this book when you’re actually playing the
game, but it’s nice to have it on hand for reference. I’ve put
explanations and examples in throughout the book that can
help you figure something out if you get stuck.

A few optional materials that you might want to have on


hand are:
II The Epyllion Dragon Deck—Coming up with a non-
player character (NPC) on the fly can be difficult. The
Epyllion NPC Dragon Deck is full of cards featuring
unique dragons with their own portraits, names,
houses, occupations, demeanors, desires, and available
moons! Everything a DM (Dragonmaster) needs to
incorporate a new dragon into a session of Epyllion.
II The Encyclopedia Draconica—In addition to the core
text of Epyllion, the Encyclopedia Draconica is full of
entries that add to the setting of Dragonia. Each entry
reveals a new facet of dragon society, along with a
custom move that you and your group can add to the
game. (You can find more about moves on page 45 and
custom moves on page 140.)

You get these extras as well as other


custom Epyllion materials from
www.magpiegames.com/epyllion.

CHAPTER ZERO: INTRODUCTION 9


E P Y L L I O N : A D R AG O N E P I C

CHAPTER O N E : D R AGO N IA

WELCOME TO DRAGONIA

ragonia is a vast continent, filled shore to shore


D with draconic cities, strongholds, and ruins from
sun cycles long past. The mega-continent and its
northeastern archipelago—a sanctuary for drakes
large and small—are surrounded by dangerous waters filled
with kraken, aquatic beasts that can swallow an elder dragon
whole in the blink of an eye.

There are legends that speak of dragons who long ago built
great vessels that could withstand attacks from kraken and
journey to new lands, but no dragon has heard from them in
ages—if such adventurous dragonkin ever existed at all.

A Land of Dragons
The kraken may hold the seas, but Dragonia is filled with
every kind of terrain imaginable, more than any dragon can
hope to explore in a lifetime. From the monstrous forbidden
forests too thick to tame to the rolling dunes of sacred glass
deserts, Dragonia is full of beauty and wonder growing and
blossoming in every form imaginable.

Dragonia is not always kind or easy. Severe and demanding


seasons often assault the landscape, shaping and changing
whatever they touch: ice storms linger on far-off mountain
peaks and unrelenting heat waves may turn a placid lake into a
bubbling hotbed. Regardless, dragon society thrives wherever
strongholds endure and drakes take wing.

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E P Y L L I O N : A D R AG O N E P I C

The Capital
At the heart of that great civilization, the drums of the Capital
beat a comforting rhythm that pulses throughout Dragonia.
The Capital has stood as a symbol for all dragonkin for ages,
a beacon of hope regardless of house, occupation, or age,
a draconic masterpiece of massive architecture that seems
to reach up to touch the moons themselves. All of Dragonia
bands together around its spires and in its caverns to
celebrate their traditions and way of life.

On any given day in the Capital, the skies and passages


are full of dragons from all over Dragonia: some just flying
through, others nesting for a bit longer. Trade-perches exhibit
crafty carver craftsmanship or house Elder Wisewing’s
prophesies. The Swaying Gardens bustle with meetings and
dragonkin sunbathing or smoking their colorful afternoon
sugar sand. And the Basin Eating House’s roof is always open
to newcomers and regulars alike.

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The Council
One of Dragonia’s proudest traditions is the Council and its
appointees, a political body that roosts in the Capital. The
beating of wings rarely ceases to echo throughout the tiered-
dome Council chambers: dragons come and go bearing news
of events in far-off provinces, and the Council addresses
their concerns and celebrates their victories. All of the
houses of Dragonia are represented in the Council, sharing
power and responsibility for Dragonia. No one house can rule
Dragonia alone.

Because of their unique disposition, young clutches are often


tasked as intermediaries for the Council’s business. After
all, older dragons are busy; a clutch of young dragons should
have plenty of time to see to whatever troubles come to the
Council’s attention…

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Dragon Society
Dragons—proud and majestic—hold deep traditions that took
root in the foundations of Dragonia long ago. Their rich legacy
stretches and spans the ages, taking wing in many amazing
and fantastic ways.

Gender in Dragonia
Dragons have no sex or gender. When they refer to each
other, they use variations of the gender-neutral pronoun dre.

Nominative Objective Possessive Possessive


Reflexive
(subject) (object) Determiner Pronoun
Traditional Pronouns
She/He I roared at Her/His scales That perch She/He likes
snorted her/him shine bright is hers/his herself/himself
Dragon Pronouns
I roared Dris scales That perch Dre likes
Dre snorted
at them shine bright is theirs dremself

In addition to these pronouns, dragons use a number of words


that are more familiar to human ears: I, you, they, etc.

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Hatchery
A group of dragons (two or more)
who are ready to bear offspring,
must seek sponsorship from an elder
dragon to form an affinity clutch. Affinity
clutches are dedicated to caring for
one another, and—if approved by
their sponsor—they are granted the privilege
of yielding eggs.

When the clutch is ready to produce a set of eggs, each


dragon gathers a rare or precious object that they carefully
weave into the nest that will hold the eggs. It is said that the
eggs are soothed and comforted by the clutch’s objects,
allowing them to form a familial bond even when the affinity
clutch is far away from the nest.

Guardians
Guardians are plantlike creatures grown from ancient arcane
seeds. They are charged with tending to dragon eggs and
hatchlings, a responsibility they are honored to embrace.
These beings insure that the affinity clutch is not forced to
neglect any of their draconic obligations or responsibilities
to look after their young before the young drakes are able to
care for themselves.

Once the eggs have hatched, the guardians assign each


drake to one of the houses to be brought up within its
values and traditions. To this day, it remains a mystery just
how the guardians sort hatchlings. Do the guardians know
the hatchling’s destiny? Do they create a destiny through
their selection? Or do they simply see something dragonkin
cannot? Whatever their method, the guardians are trusted
partners who maintain a crucial balance of hatchlings among
the Great Houses of Dragonia.

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Aging
Age is everything to dragonkin. Dragon society is an explicit
hierarchy based on age; dragons who are older, wiser, and
stronger no longer have to take seriously silly young drakes
who don’t know better. Every dragon knows dris place, but
drakes just setting off with their clutch for the first time are
just discovering the role they will play in Dragonia.

As drakes age, they also grow substantially larger. Dragonia’s


structures are not built for small drakes: dining slats, racing
pylons, and mossy sunning stones are all built for dragons far
larger than a small drake. It’s hard to be taken seriously when
you can barely reach the perch for a meeting.

As dragons age, their magical connection to the five moons


also changes and shifts, forcing them to dedicate themselves
to one single moon and specialize in its magic. Older dragons
are thus limited but powerful, focusing on one moon and
losing their connection to the others.

There are five distinct stages of a dragon lifespan:


Raw-Scaled Drake, Winged Drake, Long-Toothed Dragon,
Bearded Dragon, and Elder Dragon.

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Raw-Scaled Drake
As a Raw-Scaled Drake, your scales are still soft, but your bite
is fierce. Your wings are not yet tested, so you rely on gliding
(and your paws and claws) to carry you on your journeys.
Older dragons expect you to help them out and do what you
are told. And for the most part, there isn’t a lot else to do but
follow their instructions.

Dragonia will take some growing into; its towering structures


are not built for drakes of your size and your neck may feel
strained as you struggle to navigate your way around dragon
strongholds, but all of the moons watch over you and grant
you strength should you call.

Winged Drake
As a Winged Drake, your scales harden and your wings
become strong enough to carry you, although you still have to
stop and rest frequently. Dragonia still towers above you, but
your increased size allows you to navigate massive structures
much faster. Older dragons can carry more and fly higher than
you, but you can demand raw-scaled drakes help you in your
tasks, evening the score a bit with the older generations.

Finding your path as a drake can be fun, but you have lost
your connection with one of the moons. You are closer to
knowing what it is that older dragons have sacrificed for their
power and strength.

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Long-Toothed Dragon
As a Long-Toothed Dragon, your teeth are longer and sharper
than ever; beasts and dragons may think twice before tangling
with you. At the peak of your physical abilities, you are strong,
energetic, and able fly great distances without needing to
rest. Dragonia’s towering structures are familiar flying
grounds and no longer
intimidating obstacles.

Younger dragons want to


be you, and older dragons rely
on your prowess. But you are
not immune to the demands
of the moons. Your
relationship to the moons
continues to strengthen
as you show your dedication
to lunar powers by sacrificing your second
moon. Many in Dragonia look to you for guidance, but you can
still remember what it was to be very, very young.

Bearded Dragon
As a Bearded Dragon, your scales are scarred and hard.
Larger than life, you tower over most other dragons, and
you are as big as you will ever be. The mighty structures of
Dragonia were built for your massive frame. Your brawn and
strength of mind reflect Dragonia’s own heartbeat: steady,
stable, and strong.

You have proven your dedication to the moons and have


begun to master your lunar powers. You have given up
three moons, but the connections you have left allow you
to do amazing things. Most of Dragonia looks up to you,
and it is your job to show dragonkin the path forward in
uncertain times.

CHAPTER ONE: DR AGONIA 17


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Elder Dragon
As an Elder Dragon, your body is mightier than any weapon
ever forged.  You channel the favor of your moon with
the fury of a hurricane. The whole of Dragonia is yours to
command and influence, and little happens without some
small drake reporting back to you on the events of the day.

Some dragons never live to see this golden age of being. Your
enormous body requires a massive amount of energy to wield,
and you require more time to rest than you did even as a
drake. Sometimes you feel like you spend more time dreaming
of adventure than actually adventuring!

You have chosen your path and the wind has carried you
here. You have much to teach and share with Dragonia, and
Dragonia puts you and your needs before all else. Yet you
often think fondly of your younger days, when you had few
responsibilities and so much freedom…

Ancients & Mystics


If a dragon lives long enough to retire as an Elder Dragon, dre
has the chance to arise and become an Ancient or a Mystic.

Dragonkin who arise to become Ancients give over their


physical form to their moon to become avatars of lunar will.
Ancients wander the earth unable to speak, intervening on
behalf of their patron moon. These gigantic dragons wander
through places that no dragon dares to enter—incorporeal and
mute—leaving drakes to wonder at their motives and methods.

For the great sacrifice an Ancient has made, the moons grant
them a sacred nesting place. Most dragonkin say that an
Ancient’s nesting place is a space that was significant to them
in life before dre arose. The Feather Plains is said to be one
such sacred spot where any drake small enough to hide in
the tall grass could catch a glimpse of an Ancient at rest and
perhaps even make a wish for the great Ancient to fulfill.

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Dragons who arise and choose to become Mystics turn into


giant sleeping moonstone statues that—when asked—provide
guidance to dragonkin. Mystics are usually placed inside
important strongholds or on sites of power and importance.
Each Mystic grips a rare stone that symbolizes their grasp on
the extraordinary knowledge that dre has dedicated dremself
to preserving.

Clutches are often drawn to weatherworn ruins to seek out


the wisdom of Mystics from sun cycles long past. Even in
ancient ruins, Mystics who still clutch their gems are waiting
to pass on their long-forgotten wisdom, in spite of any damage
their physical form may have suffered in ages past.

CHAPTER ONE: DR AGONIA 19


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Potential, Raw and Untested


Despite their small size, a raw-scaled drake’s role in dragon
society is full of potential. Dragons are never more connected
to all of Dragonia’s moons than when they are young, but
drakes have yet to prove their worth to Dragonia and find
their place among the beating wings of Dragonia’s most
powerful and knowledgeable dragons. A young dragon may
become an excellent scout, a resilient warrior, or a thoughtful
scholar who can see old disputes through a new lens.

There are many older dragonkin who can do one thing as no


other dragon can, but all dragons know that only a clutch of
young dragons can do everything and anything.

20 CHAPTER ONE: DR AGONIA


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The Great Dragon Houses


Dragonkin are diverse and capable rulers, but no one
viewpoint can rule Dragonia alone. In order to see Dragonia
flourish, dragons came together long ago to form the Great
Houses: Brynback, Kebros, Myndoth, Rothscar, Semscale,
and Tessith.

The Great Houses are charged with caring for the land and
maintaining strongholds built in honor of older, influential
dragonkin. The term “house” doesn’t refer to a physical
territory, but rather an institution dedicated to using their
resources to better Dragonia in a unique way. They also take
charge of protecting and serving Dragonia, but each has
unique perspectives and history that color how they might
express that service.

Since each house has a role to play in Dragonia, dragonkin


take their house’s traditions and responsibilities seriously,
even when they find themselves rebelling against their
elders. Older dragons often write of the day they realized
that they were becoming their elders, the time in which they
realized the value of ways that they once thought of as foolish
and wasteful.

Yet, each house is deeply different. Often it can feel as if no


two houses can see eye to eye, especially in times of crisis or
trouble. But their histories are long and their commitment to
Dragonia unparalleled. They are the beating heart of dragon
society, alive and well!
CHAPTER ONE: DR AGONIA 21
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Brynback, the House of Steel


The House of Steel is often referred to as
“the noble house” because of its dedication
to Dragonia’s traditions and current political
structures.

The House of Steel flies with their two-horned


skull of honor emblem to symbolize that their
commitment to dragonkin is not just scale deep;
it cuts right to the bone. Brynback’s founders
were the first to call for dragonkin to band together and
restructure their resources in order to make Dragonia a
better place to fly for dragons less fortunate. The dragonkin
all over Dragonia answered that call and, eventually, the Great
Houses were formed to help manage Dragonia’s holdings.

Brynback trains their own in the art of governing wisely


and exercising leadership effectively. The House of Steel’s
traditions have held strong for generations, and many of their
champions continue to lead the charge for the betterment of
Dragonia. Tradition is everything to Brynback—it is what keeps
them strong for Dragonia, allowing them to help dragonkin
who have the least.

Barge the Steel Champion is revered as one of Brynback’s


finest such leaders. Long since arisen as an Ancient, Barge
never thought much about philosophy, but if a drake from the
House of Steel needs advice about a difficult obstacle, there
is usually a fitting story of Barge the Steel Champion to guide
the young dragon. These stories are held up as examples of
Brynback’s values, even when they contradict each other;
when questioned about the meaning of a story, elders will
always say, “Steel is strong and resilient, but interpretations
must change and shift with the times.”

House saying:
“True honor is bone deep.”
22 CHAPTER ONE: DR AGONIA
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Kebros, the House of Ruby


The House of Ruby is often referred to as “the
fallen house” because of the role they played
during the War of Shadow.

The House of Ruby bears the sigil of a blade


piercing a precious stone. This imagery represents
their dedication to serving and protecting
Dragonia, no matter the cost. Members of House
Kebros see clearly what threatens dragon society,
and are the first to move to keep Dragonia safe, even
if it is to come at great cost to their house.

This pragmatic nature was instilled in House Kebros by one of


their founding elders, Keetsah the Chosen. Keetsah is praised
throughout Dragonia for calling upon the moons to destroy
a great hoard that divided the dragon clutches in a time of
crisis. Keetsah’s hatchright claim to the hoard was substantial,
but dre destroyed it completely rather than let dragons turn
to war. As a result, the great dragon houses were formed
to safeguard Dragonia’s resources and protect and rear the
hatchlings of future generations.

Despite these fine accomplishments, many in House Kebros


joined the forces of Darkness during the War of Shadow,
taking corruption into their hearts. This betrayal tarnished
their name as “defenders of dragonkin” and caused many
to distrust the whole house. Even though dre is a powerful
Mystic, Keetsah the Chosen was veiled in silk after the War,
so dragonkin could no longer hear dris whispers of wisdom.
Within the house, some dragons believe that they must do
what they can to redeem House Kebros and atone—others
seek to justify the betrayal as a sacrifice made to usher in a
new future for all dragonkin.

House saying:
“We are but blind until all is lost.”
CHAPTER ONE: DR AGONIA 23
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Myndoth, the House of Oak


The House of Oak is often referred to as
“the house of secrets” because of their
traditions of preserving knowledge and
trading in secret rituals.

Myndoth’s emblem depicts an oaken tree and


armament because, like growth rings of a tree,
the most valuable of secrets guard themselves. The house
has dedicated many magnificent strongholds to preserving
artifacts and arcane knowledge for Dragonia. The House
of Oak treats secrets as a garden that should be tended,
nurtured, and respected. Secrets can be poisonous,
beautiful, or medicinal; wisdom is knowing how to tend to
each one in kind.

Olgz Gentlemind was one of Myndoth’s most influential


founders: dre planted the first grove of guardians to look
after Dragonia’s eggs. It is said that Olgz waited to reveal the
well-guarded secret of the guardians until after the formation
of the Council. Olgz never revealed how dre came upon the
secret that has become so central to hatchlings in Dragonia…
but Olgz—now an Ancient in the service of the Spirit Moon—
always knew how to wait for the soil to be ready before
planting seeds.

Some members of Myndoth pledge themselves to tending


one type of secret, mastering its signs and applications and
employing their expertise for the betterment of Dragonia.
Others strive to collect and preserve seeds of mystery,
secrets not yet tamed or understood, because, to the House
of Oak, knowledge is power: a known unknown is better than
an unknown unknown, after all.

House saying:
“A secret known by many is no secret at all.”
24 CHAPTER ONE: DR AGONIA
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Rothscar, the House of Gold


The House of Gold is often referred to as
“the architect house” because of their
dedication (both physical and mental) to
producing breathtaking draconic structures
across Dragonia.

Rothscar’s insignia depicts a crown that


symbolizes dominance over excellence. The
tradition of recognizing elder dragons for their
achievements came from the House of Gold.
Moreover, the practice of dedicating strongholds
to elder dragons was first enacted by the brilliant
mind of Riptide the Hungry, Rothscar’s head founder. Dre saw
Dragonia coming together under one banner, but refused to
give up on the importance of individuality of dragonkin.

The House of Gold is the only house to have a “head founder”


and thereafter “head-of-house.” This honorable title was
first given to Riptide the Hungry for dris leadership and in
recognition of dris perfectly attuned skills. Since Riptide the
Hungry’s ascension to a Mystic, ambition and excellence have
been rewarded in the House of Gold, the highest honor being
the title of head-of-house.

Rothscar’s goals and values are diverse: the house supports


dragons who perform amazing feats of architecture and
engineering as well as those who work meticulously on finely
detailed strategies involving puzzles and plans. Whatever their
method, dragons of the House of Gold strive for perfection in
all things. They leave greatness in their wake.

House saying:
“Failure is temporary; excellence is eternal.”
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Semscale, the House of Jade


The House of Jade is often referred to as “the
house of many paths” because they encourage all
dragonkin to pursue enlightenment, no matter dris
direction.

The House of Jade features a symbol that depicts


a skycompass full of bright stars, to illuminate that
there is no right way to find one’s path in Dragonia.
While the other houses all focus on one way of living
—the right way, at least according to that house—
House Semscale instead encourages young drakes to
their own paths forward in Dragonia.

Sish Wind Walker, one of the founders of the House of Jade,


is remembered among all houses as “the trailblazer.” It was
dre who guided dragonkin into the Great Houses for the first
time. Sish Wind Walker’s own path led them to ascend as an
Ancient. But legend has it that as young drakes, every Council
member once crossed paths with the Ancient Sish Wind
Walker. So drakes with their hopes set on councilship whisper
to the moons, hopeful for Sish Wind Walker to help guide
them there.

Semscale has a long-standing tradition of mentorships


between elder dragons and drakes. They believe that there
is much to be learned from cross-generational relationships
and because of this, House Semscale has a high percentage of
elder dragons who wait to ascend until their mentorships are
complete and their drakes become their equals, both in age
and in wisdom. The House of Jade knows that there are many
paths to enlightenment and they offer many teachings to help
young drakes find their path, place, and home in Dragonia.

House saying:  
“A path walked once is walked enough.”
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Tessith, the House of Diamond


The House of Diamond is often referred to as
“the house without a home” because of the loss
of their holdings during the War of Shadow.

Tessith humbly presents the symbol of a dragon


nesting on a diamond, a constant reminder of that
which can be forged from constant pressure and
little resources. While the other houses sit on
hoards of gold and gems, the dragons of House
Tessith know how to make do with little but their
wings and scales, seizing victory from the jaws of
defeat on more than one occasion.

At the inception of the Great Houses, a young drake by the


name of Hummsinger sang a moving song of celebration and
future goodwill. Later that night, the moons shone brightly
and Tash Broken Beak gathered all of the house founders
together. At that fateful meeting, Tash Broken Beak spoke
with every founder and found the common ground that
formed the Dragon Council. Hummsinger’s song is credited
with inspiring Tash Broken Beak, and it is still sung today in
the Council chambers.

Tessith was truly tested during the War of Shadow. Their


magnificent holdings were destroyed and humbled...but that
pressure has made them hard like diamonds. Some drakes
saw the loss of their holdings as an opportunity and led House
Tessith to a nomadic existence, building wilderness outposts
far away from the Capital and dedicating impermanent
strongholds to their elders. However, a few of their members
strive to restore the house without a home to its former glory,
using their resources to keep greater hoards and build bigger
and better strongholds than ever before.

House saying:
“Many confuse need with comfort.”
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Magic of the Moons


It is said that the first dragon to wander the lands as an
Ancient went by the name of Orvash the Voiceless One.
Legend has it that the moons grew angry with the arrogance
of dragonkin, rescinding their lunar gifts and sending forth a
great tsunami to wash them all away. For one hundred sun
cycles, Orvash stood against the stormy sea that threatened
to wipe out all dragonkin, holding it at bay with the power of
dris mighty will.

Many versions of the story exist, but they always end the
same. Facing down a wave so great that it threatened to
swallow the world whole, Orvash used the last of dris breath
not to fight against the tidal forces but to thank the moons for
their service to Dragonia, pledging to serve the moons with all
of dris being. Orash’s selfless sacrifice calmed the fury of the
moons and the world was spared. The moons returned their
magic to the dragons, moved by Orvash’s humility in the face
of great challenges.

Since those days, moon magic is granted to those who ask for
the assistance of the great moons. Dragons who have served
those moons have shaped Dragonia’s traditions, crafting a
strong reverence for the moons in all things draconic.
28 CHAPTER ONE: DR AGONIA
E P Y L L I O N : A D R AG O N E P I C

There are five moons that have a resident cycle around


Dragonia:
II Liberty Moon whose power lies in the domain of
purification and freedom;
II Spirit Moon whose vigor lies in the domain of growth
and healing;
II Stone Moon whose strength lies in the domain of
protection and resilience;
II Storm Moon whose fortitude lies in the domain of
force and chaos;
II Void Moon whose energy lies in the domain of negation
and deflection.

Moon magic is shaped by the desire and vision of the dragon


that uses it; it is versatile and powerful, but it can also be
unpredictable. Many drakes wish to summon forth the power
of the moons but find themselves unable to control the lunar
powers. Even the mightiest of elder dragons, though more
experienced and wise to the ways of the moons, have trouble
from time to time.

As a drake ages, dre needs less help from dris friends to


access and wield the moons, but the drake has access to
fewer and fewer moons to call upon for aid. Young drakes
are granted access to all of the moons, and their gifts and
the choices they make strengthen the bond with some moons
and force them to sever the connection they have to others.
Specialization and growth come at the cost of flexibility
and youth.

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The Wilderness
The wilderness of Dragonia is a dangerous place for dragons,
untamed and full of mystical creatures, forgotten ruins, and
deadly monsters. Only the bravest dragons traverse the
wilderness regularly, and they do so with caution and care, for
there are many sinister secrets that have been lost to the
deserts and jungles of the land.

The wildlife in Dragonia is diverse and exciting. The beasts


have aspects of many different animals that would be familiar
in our world. For example, a monbaba, a winged beast with a
prehensile tail and a ferocious attitude, displays characteristic
of a monkey (mon-), bat (ba-), and badger (ba). These beasts
of the wild are as magical and enchanting as any dragon, with
displays of beautiful colors, odd desires, and mystical habits.

But as intriguing as beasts are, there are few dragons who


understand them. Beastology is a field of draconic study
that draws dragons to study the beasts of the land and their
natures, but only a few can have a conversation with a beast
like they would with other dragonkin. Despite their mystical
nature, beasts are unknowable to most of draconic society.

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Monsters
The wilderness holds other dangers—threats more frightening
than an angry weredapuss—that might harm dragonkin when
they travel the wilds. Creatures so foul, they display only one
aspect of a beast. A giant spider: no hooves, no wolf snout,
no feathers...just a creepy and monstrous spider. A beast so
frightening that most drakes would flee in fear when they
encounter it!

Monsters have long haunted Dragonia and they seem to thrive


with every triumph made by the Darkness. These monsters
are terrifying, vile, and (as any cloudcatcher will attest)
extremely resilient. If one day the Darkness swallows the
moons, these monsters will outlast the Darkness itself.

Dragonkin generally avoid monsters and it is almost unheard


of to see one in a city or near a bustling stronghold. Monsters
tend to stay close to the wilderness: hunting, feeding, and
growing ever stronger and more dangerous. Few dragons are
brave enough to face a monster and monster stalkers are
honored for the time they spend protecting dragon nesting
grounds from such terrible creatures; these horrors are
formidable opponents and the life of a monster stalker can
be quite dangerous.

The wilderness is full of wondrous beasts and arcane magic,


but its fate is tied to Dragonia. If the Darkness corrupts the
heart of Dragonia the age of dragons will fade, ushering in
something new, and monsters will inherit the world.

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The Clutch
Clutches are formal family groups within Dragonia that help
dragons forge relationships which enable them to accomplish
their goals, ranging from compassionate and eternally-bonded
affinity clutches to pilgrimages of growth and discovery
designed to uncover where the drakes belong in Dragonia.

Dragons can only be in one clutch at a time and each clutch


must be sponsored by an elder dragon; some clutches (like
affinity clutches) are only sanctioned by an elder dragon
once the members of the clutch have reached an appropriate
age. Regardless of when a clutch is formed, drakes take their
relationships with their clutchmates seriously.

The pilgrimage clutch is dedicated to helping young drakes


find their place in Dragonia. Pilgrimage clutches fulfill missions
sent to them by the Council and other older dragons, all
the while exploring Dragonia and reporting back on what
they learn along the way. Some drakes will grow with their
pilgrimage clutch and ask to be sanctioned as another clutch
with many of the same members.

Some other clutches to come out of pilgrimages are:


II affinity clutches; dedicated to care and compassion
between clutchmates;
II ceremony clutches; dedicated to hosting events and
festive celebrations great or small;
II cultivation clutches; dedicated to caring for nature and
managing wildlife;
II trade clutches; dedicated to an artistry or gathering of
talents that provide goods to Dragonia;
II wellness clutches; dedicated to physical and mental
health of dragonkin;
… and many more.

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The War of Shadow


Only elder dragons can remember the events that led up to
the War of Shadow, a war in which all dragons, regardless of
house or age, were forced to take wing and fight to protect
their world from a shadow so dark it could blot out the
moons. They knew it only as “the Darkness,” and they saw
it corrupt their friends, treasured possessions, and beasts
of the land. It even pierced the hearts of elder dragons and
turned them against Dragonia itself, forcing them to disregard
long-held traditions and forsake their land and families.

Many dragons were lost to the War of Shadow when


dragonkin turned against dragonkin. Tessith, the House of
Diamond, lost nearly all their strongholds and warriors to the
insidious corruption that had taken hold of Dragonia. But in
the eleventh hour, dragonkin found a light that pierced the
Darkness and drove corruption out of the soil, banishing it
back to the netherwhere from whence it came.

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The land was saved, peace was restored, and all who saw
the costs of war vowed thereafter to live in harmony. Even
Kebros, the House of Ruby, who had betrayed Dragonia by
siding with the Darkness, were welcomed back to their perch
in the Council.

The conflict was dubbed “The War of Shadow” in honor of


Flyreign, the drake whose visions of the Darkness helped
lead Dragonia out of shadow and onward to victory. Flyreign
fought on the front lines against the Darkness and was
struck down by dris own corrupted clutchmate in the last
moments of the final battle. With a last ash-filled breath,
Flyreign forewarned that the Darkness would rise once more
and consume the moons with shadow. But after the battle
pyres cooled and the scars left on their hides began to
fade, dragonkin found no sign of a lingering Darkness. Peace
reigned…and Flyreign’s warning was forgotten.

Since then many dragons dismissed or have forgotten what


Flyreign foretold that fateful battle…until now. Rumors have
begun to surface of a shadow corrupting parts of Dragonia
once more, a creeping evil that haunts the deepest wilderness
and Council chamber alike.

34 CHAPTER ONE: DR AGONIA


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The Darkness Today


Within every dragonkin lurks the threat of Darkness. It comes
in the form of selfishness or greed, revenge or self-righteous
pride. And, just as long ago, agents of shadow once again take
aim to penetrate the thick scales of dragonkin and corrupt the
hearts of dragons everywhere. But not by force alone; power,
wealth, and the promise of security are temptations that the
Darkness uses to lure dragonkin close.

During the War of Shadow, many dragonkin selfishly


allied with the Darkness, ignoring the importance of their
obligations to Dragonia’s deep-rooted traditions. These
dragonkin carved out their own caves, filled their lairs with
hoards to comfort themselves, and settled in to welcome a
new world ruled by corruption. But it was not their time. The
light won before the Darkness could take hold forever.

Despite the danger the Darkness poses to Dragonia...


the Council is denying any reports that the Darkness has
returned. After all, there are more pressing issues: vulnerable
eggs, food shortages, and civil unrest in the distant provinces!
It takes a very wise dragon to see the connection between
everyday problems and the creeping Darkness that can
corrupt a dragon’s heart.

At this time, the Council will not jump to any conclusions


regarding the Darkness and its rumored return; the
investigation of these rumors is seen as a problem best left
to a pilgrimage clutch to handle. After all, the Darkness hasn’t
appeared in Dragonia for ages!

However unpleasant, the Darkness is a part of nature’s cycle


and if left untended and unpruned it will flourish and thrive.
No matter how small or daunting the task may seem, the
threat can and must be quelled, for if it prevails it will mean
the end of the age of dragons. If the Darkness wins, Dragonia
will fade into legend.

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CHAPTER TWO

CREATING CHARACTERS

n Epyllion, each player takes on the role of a


I young drake in Dragonia. To create that character,
choose a playbook. The playbooks are designed
to help you bring your drake to life—each one is a
collection of abilities, limitations, and details that will help you
realize your dragon.

Choosing a Playbook
Each playbook represents an archetype among dragonkin,
and each of them has an important role to play in Dragonia.
All the playbooks have different strengths and weaknesses,
and there’s no “right” one to pick. Choose the playbook that
you will have the most fun playing!

Start by reading the archetype descriptions aloud; imagine


yourself writing a story with the character you will be creating.
If you still need help narrowing your choices, take a closer
look at the archetype’s signature move (the special move that
is core to the playbook) and other details that appear on the
playbooks. If the signature move of a playbook doesn’t catch
your interest, try a different playbook.

You can find digital copies of the playbooks at www.


magpiegames.com/epyllion, and I’ve provided copies here in
this book as well (pages 148-159).

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E P Y L L I O N : A D R AG O N E P I C

Name
Every young drake needs a name, so your playbook suggests
some traditional Dragonian names. Dragons don’t have
gender so don’t worry about a name sounding gender-
specific; just pick whichever one you like best. One day—if you
grow up to be brave and strong—your drakes’ names may be
carved onto the wall of the Hall of Heroes in the Capital!

Look
Once you’ve picked a name, think about what your dragon
looks like physically. Dragonkin come in all different shapes
and sizes, so don’t worry about how other dragons look; your
drake can look however you want them to look.

Decide what interesting aspects your drake has; do you have


antennae or antlers? Maybe scales, fur, or feathers? Your
playbook has some features listed that your archetype tends
to possess. Circle characteristics from each list that best
describe what your dragon looks like; feel free to add other
details or draw a picture to share with your clutchmates!  

C H A P T E R T W O : C R E AT I N G C H A R A C T E R S 37
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Color
Finally, choose a color for your drake. Your Dragonmaster
(DM) has friendship gems for you (see page 49). These gems
have a mechanical effect in the game, but they can also
represent the main color of your dragon.

Describe your dragon’s cool patterns or other colors mixed


in, but when you pick your friendship gems, write down the
color of them on your playbook (and on your name card) so
everyone can remember which gems represent your drake.
Put all your friendship gems in a pile in front of you; you’ll
use them often in the game to show how your dragon is
connecting with your clutchmates.

Houses
After selecting your color, choose a house for your drake.
Each house is part of the larger society of Dragonia, and other
dragons you interact with during your story all come from a
house, just like you. Read more in depth about each of the
houses on page 21.

Selecting a house also gives you a traditional path forward


that will help you ward off the Darkness. Read over your
house obligation and what it demands of you. If you are able
to complete the house obligation listed on your playbook for
your house, you loosen the grip the Darkness has over you,
freeing yourself from the negative emotions that grow in the
hearts of corrupted dragons.

Your house’s traditions are vital to staying safe when fighting


the Darkness. At the end of each session or episode, if you
fulfilled your obligation during play you can keep the Darkness
at bay and erase a Shadow. Make sure to pick a house with an
obligation that sounds fun and interesting for your drake to
play towards each session.

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Stats
Each drake has three statistics (attributes that help describe
what your drake is good at): Charm, Courage, and Cunning.
All stats are all equally important to a heroic dragon, but
your drake will be better at overcoming some challenges
than others.
II Charm allows you to figure out what makes other
dragons tick…and determines how likely you are to
persuade them or get them to see things your way. It is
the most important stat because without it you cannot
gather allies to fight the Darkness.
II Courage helps you to go forward in the face of dangers
great and small. It is the most important stat because
without it you cannot stand strong —or inspire others to
stand strong—against the Darkness.
II Cunning lets you notice details others overlook and
employ tricks or lies to get your way. It is the most
important stat because without it you cannot stay two
steps ahead of the Darkness.

When you create your character, your playbook will tell


you your starting stats. Add an additional +1 to one of them.
Choose carefully! You only get to add this +1 when you first
make your character.

Keep an eye on the basic moves and the stats your playbook
relies on most often as you add your +1. The Daredevil, for
example, has a lot of moves that rely on Courage, making it an
attractive stat for your starting bonus. That said, you can take
actions that rely on your weaker stats and still succeed, so
don’t fret too much about your stats before you play.

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Virtues
The virtue you hold is a behavior that you admire and look for
in your friends. You may not be very good at fulfilling that
virtue yourself, but it is one that you like to see your
clutchmates demonstrate. You have a couple of options in
your playbook to choose from; circle the one that you’re most
interested in seeing from your clutchmates. Because of your
life experiences and how you were raised, it is up to you how
to interpret the exact meaning of your virtue.

Hachiro possesses the virtue Curiosity. Dre generally interprets


curiosity to mean dragonkin should sniff out any new or interesting
things by physically poking their snouts around. Or Hachiro may
think curiosity means that dragonkin should regularly engage one
another and ask questions whenever possible.

Friendship Gems
Friendship gems represent the bonds you have between
you and your clutchmates. Each friendship gem represents a
moment when another character exemplified your virtue and
earned your trust. Give friendship gems to another player
when their character displays the virtue you hold, regardless
of the distance between your characters.

During play you can return friendship gems to the character


who gave them to you in order to activate moon magic. Your
pool of friendship gems is for rewarding your clutchmates’
actions; you cannot activate moon magic with your own
friendship gems. Only gems that have been given to you by
other drakes for exemplifying their virtue can be used. See
Rolling +Friendship Gems Returned on page 50 for more
information on using friendship gems in this way.

40 C H A P T E R T W O : C R E AT I N G C H A R A C T E R S
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Picking Moves
Every playbook has a signature move already selected, with
abilities or responsibilities unique and core to that archetype.
It would be impossible to play that character without that
foundational move. The playbooks also allow you to choose
what other moves you would like to start with; it is up to you
to select which moves best fit your character. Feel free to
go over the moves with your DM or the table. For more on
understanding moves, check out page 45.

As you gain experience and age you will be able to choose


more moves from your playbook, so don’t worry too much
if you end up wanting to take more than one to start. You
can add more as your character ages, including moves from
other playbooks.

Your Fellowship
After each player has completed their character, have
everyone in the clutch introduce themselves. Then you and
your friends are ready to fill out the Fellowship section.

Fellowships represent important relationships that your


archetype needs to establish before jumping into the action.
These questions will determine the relationship you have
with your clutchmates and give you a taste of what the
group dynamics were like during past adventures, prior to
the first session.

Each Fellowship has a blank space and directions on taking or


giving a friendship gem. Fill in the blank space with the name
of the player character with whom you want to have that
relationship during the game. Read each Fellowship aloud.
When you ‘give a friendship gem,’ hand that clutchmate one
of your colored gems. When you ‘take a friendship gem from
them,’ ask them to hand you one of their colored gems.

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After you fill in a Fellowship slot, you’ll know a bit more


about your relationship with the other dragons in your clutch
and some friendship gems will be exchanged. Continue
around the table, fill in a blank with a clutchmate’s name, and
explain ‘how’ or ‘why,’ until everyone has filled in all of their
Fellowship blanks.

Try to assign a different clutchmate to each slot, but if you


still have blank spaces left over when you’ve added everyone,
don’t leave any spaces blank. Add your clutchmates’ names
until the Fellowship slots are all filled up.  

One of Flyreign the Seer’s Fellowships reads:

“You dreamed of long before you two met. Tell them what
the dream was about and take a gem from them.”

Flyreign writes Daygon in the blank space and explains that


Flyreign dreamed that the two drakes would one day battle the
Darkness together and asks Daygon to pass them a friendship gem.

Once you’ve completed the Fellowship section, you’re ready


to play. Enjoy Dragonia!

42 C H A P T E R T W O : C R E AT I N G C H A R A C T E R S
E P Y L L I O N : A D R AG O N E P I C

CHAPTER THREE

PLAYING THE GAME

n this game, you and your friends tell a

I collaborative tale about your clutch’s adventures


across Dragonia. Your characters are all young
dragons trying to find their way in dragon society
by helping other dragons, and in turn, growing and changing
together. This section is full of rules, tips, and tricks to help
structure the story you tell together.

The Conversation
Epyllion isn’t like playing a traditional board or card game.
Instead of taking turns one at a time, your group will have a
conversation between the Dragonmaster (DM), the players,
and sometimes even the dice! Everyone shares the spotlight,
creating the best story possible together. That’s roleplaying:
sometimes you talk and listen as your character, and
sometimes you talk and listen as a member of the audience.

Just like any conversation, pay careful attention to your


contributions; if you are talking too much step back and make
room for others to speak. Likewise, if you aren’t talking
enough, step up and participate a bit more in the discussion.

When you’re not speaking as your character, try to focus.


Don’t have side conversations; just be a good member of the
audience and wait your turn. It’s likely that you’ll find some
other drake’s adventures and experiences to be interesting
too. And call for a break every once in a while!

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E P Y L L I O N : A D R AG O N E P I C

Building the World


Through the conversation at the table (and guidance from the
DM), the group not only decides how the clutch confronts
problems, but also collectively fills in missing details about
how things work in Dragonia. Want to know how dragons
buy food at the market or where dragons get ore for their
armaments? The DM might ask you to provide an answer,
allowing you to directly contribute to the world!

Coming up with new setting details makes your game of


Epyllion a personal and vibrant environment for players to
engage. And it’s not just up to the DM: each person at the
table is responsible for contributing to the fun by adding
interesting elements to the story through their characters and
their answers to DM questions.

This collaborative style continues when your characters take


action and make decisions. Through your drakes, you pursue
elements of the story that you find interesting. You speak
as your dragon would speak and describe what actions your
dragon takes. And all the while you stick together as friends
on your grand adventure. Clutchmates may have conflicts or
fall to the corrupting influence of the Darkness, but like the
main characters of a Saturday morning cartoon,
they are always drawn back together by the
healing love of the clutch.

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The Moves
Sometimes, the things your drake does in the story will lead
you to trigger a move, a bit of rules that helps to say what
happens next in the story. When you trigger a move, read the
move and follow the instructions it gives you to find out where
the story goes. Sometimes you’ll have to roll some dice or
make a decision because a move tells you to do so!

Moves won’t be triggered for every thing you do, though. You
don’t need a move to fly, unless your drake is flying over
something dangerous and the outcome is uncertain. You
probably don’t need a move to eat dinner either…unless
you’re consuming a plate of tasty—yet dangerous—fire beetles!
When a player character is facing an uncertain outcome in the
story, look to the moves to help resolve it.

Each move has a trigger, a phrase that describes when it


should be used during play. Pay close attention to the trigger
because each time you trigger a move something interesting
happens and the move tells you what happens next.

Groundswal (an NPC) tells Veri (a PC) to follow him into a side
room for a private conversation. Veri tells the DM that they are
looking suspiciously at Groundswal to see if dris intentions are
true. The DM recognizes that Veri triggered the move study
another dragon to reveal what Groundswal might be hiding and
asks Veri to roll +Charm to study another dragon.

Moves are not meant to limit your creativity: instead think of


them as a frame that supports your characters and your game,
regardless of what interesting and amazing thing your dragons
decide to do. A dragon who tries to fly through a volcano and
a dragon who tries to overcome dris fear to address the
Council are both acting despite danger even if they are
doing radically different things in the story.

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Moves and Uncertainty


Moves are a way to manage uncertainty in the setting and
signal what kinds of conflicts drive the story. You’ll notice
that there aren’t any moves here for how dragons travel long
distances or use breath weapons; Epyllion assumes that you
and your clutch will decide how your dragons travel, eat, live
together, and so on—so there’s no uncertainty there.

You’ll only make moves when something is uncertain


about the outcome, when you take risks that might lead
to interesting results. What will happen when you call on
the moons for strength against an avalanche of ice? How
will standing up to a stubborn bearded dragon turn out?
Moves help you and your clutch resolve the tension in those
moments, when no one at your table—not even the DM!—
knows what happens next.

Not everything interesting triggers a move. Sometimes you


follow the fiction and no move is needed.

Can this elder dragon really eat all of the food


for the Fire Feast before the guests arrive?
Yes. Dre isn’t called “Vinn the
Insatiable” for nothing!

Other times, the answer


isn’t so clear and the
uncertainty calls for a move
to help resolve the conflict.

Is Veri’s passionate speech


enough to stand up to Vinn
the Insatiable and convince
them not to eat all of the
food for the Fire Feast?
Maybe…maybe not. Time
for a move!

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Modifiers & Rolling Dice


When a move calls for you to roll, roll two six-sided dice (2d6).
Not all moves ask you to roll dice, but when a move does ask
you to roll, you always roll 2d6. Most of the moves ask you to
roll +something, a modifier you add to the total that comes up
on your dice.

Veri is rolling to study another dragon. The move asks for them
to roll +Charm and Veri has a +2 Charm, so dre rolls a 7 on 2d6
and then adds 2, giving them a total of 9.

There are three kinds of outcomes you can encounter when


rolling the dice:
II a 10+ is a hit
II a 7 to 9 is a partial hit
II a 6- is a miss

Note that a 10+ and a 7 to 9 are both considered hits—but a


10+ is a full hit, and a 7 to 9 is a partial hit.

Some moves will explain what to do or give you choices for


each of these outcomes, but higher rolls are better. If you roll
a 10+, you get (most of) what you want and you have the most
options available to your character. Rolling a 7-9 will get you
what you want, but the story becomes more complicated or
interesting. Either way, a hit means that you’re in the best spot
you could hope for, given the circumstances.

On a miss (6-), the story takes an unexpected twist; the DM


will tell you what interesting thing happens next. A miss may
mean that you accomplish what you were trying to do and
something unexpected happens, or it could mean that you
literally miss the target and fail at what you were doing. Either
way, a miss means that the story takes a turn that isn’t under
your control.

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But missing isn’t all bad! When you miss a roll, you gain
experience (XP) that helps you strengthen your stats and
acquire new moves. Young dragons have to make mistakes
to grow up and learn from their experiences. See page 72 for
more on XP and Advancement.

The DM never rolls dice. Instead, the DM tells you what’s


happening and asks what you do. When you trigger moves
with your responses, the DM looks to those die rolls to
tell you what happens next, always finishing by asking you
how you respond to the shifting events. Chances are, your
response will in turn lead to triggering another move, and so
on and so forth. This kind of snowball effect, of moves leading
to more moves, is exactly what you are looking for in the
conversation between the DM and the players.

And always remember—not responding, not doing anything


or triggering a move, that’s a kind of response all on its own.
The DM still tells you what happens next! You can’t avoid
trouble by standing still! The monsters of the wilderness
love to eat drakes that think they can keep themselves safe
through inaction.

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Friendship Gems
Friendship gems are an out-of-character way to reward your
clutchmates for acting in accordance to what your dragon
finds virtuous. They are represented by the unique set of
beautiful, colored gems that you selected when you made
your character.

Clutchmates can give friendship gems to each other for


exhibiting each other’s virtues, use them (without returning
them) to help or interfere with one another, or return them
for bonuses to call upon the moons.

Giving Friendship Gems


You give friendship gems to a clutchmate when their
dragon displays the virtue your dragon holds (found on your
playbook). Whether or not your dragon is physically close
to theirs, you still give them a gem when they show your
virtue to indicate approval of their actions. Clutchmates
should be playing to one another’s virtues to strengthen their
friendships and ability to call upon the moons for strength.

Luneth the Seer has been separated from the rest of the clutch
in some abandoned ruins, and stumbles upon a group of drakes
who are planning to steal a bunch of fire whirls meant for the
Moonbeam Festival. Luneth misleads them by saying dre will
help them with this even though dris plan is to ultimately stop
them from succeeding. Luneth’s clutchmate Morning thinks this
is a daring thing for Luneth to do and hands Luneth one of their
friendship gems, even though Morning is nowhere near Luneth
in the ruins.

When you give one of your clutchmates a Friendship Gem,


your clutchmate holds on to that Gem until dre returns it,
either to do moon magic or as the result of another move.

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Rolling +Friendship Gems


If a move calls for you to roll +Friendship Gems—usually
when you’re helping or interfering with another drake’s
action—count up the number of friendship gems you have
from the clutchmate in question and add that to your roll.
Do not return those gems; they represent your bond with
your clutchmate!

The more gems you have with a dragon, the closer you are
to them, the more you know them, and the more likely it is
that your interactions with that dragon will work out. If you
have a lot of gems from a clutchmate who’s about to miss on
a risky maneuver, you have a great chance at aiding. Likewise,
if you know what makes your friend tick and dre is trying to
do something you don’t want them to do, you have a higher
chance of stopping them.

Rolling +Friendship Gems Returned


When you activate moon magic or other abilities that require
you to roll +Friendship Gems Returned, choose a number of
friendship gems to give back to the clutchmates who gave
them to you and roll your 2d6 plus the number of friendship
gems you just returned. You don’t get these gems back. But
don’t worry about the lost gems: if you are doing something
heroic with your moon magic it is likely to earn you some
more friendship gems that you can use after your roll.

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Shadows and Darkness


While dragons are strengthened by their friendships with
each other, the Darkness is selfishness and greed that
festers beneath the scales of all dragonkin. When a dragon
gets wounded, physically or emotionally, the pain can cast
a shadow in dris heart where the Darkness can take hold.

Shadows
There are many reasons dragons mark Shadows. You may
have to mark a Shadow because you got physically hurt, or
because you were corrupted by the Darkness, or because you
refused to help a friend in need. Sometimes a move tells you
to mark a Shadow; sometimes the DM tells you to mark one.

When you mark a Shadow, check a box on the Shadow Track


to represent that a part of you is temporarily corrupted by the
Darkness and you must act in selfish or destructive ways.

Shadow Track
The Shadow Track represents how much hold the Darkness
has on you. As you continue to fight the Darkness, you may
find yourself drawn closer to a darker version of yourself.

You can mark Shadows in any order. When you mark a


Shadow, you must immediately take one of the actions
associated with the Shadow you marked:
II Anger: Lash out at a friend, break something valuable,
escalate a delicate situation.
II Doubt: Question a friend’s loyalty, steal something
valuable, reject a tradition of Dragonia.
II Fear: Hide something from your friends, avoid a
difficult task, exaggerate the danger of the situation.
II Shame: Blame a friend for your mistakes, mock or
belittle someone vulnerable, seek isolation.

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Sometimes the DM tells you which Shadow to mark, but make


sure you always mark a Shadow that best fits the situation.
Let the DM know if you think it doesn’t make sense for your
dragon to mark Fear or Shame in a particular situation.

Spirit and dris clutch bravely face down an elder dragon who has
been corrupted by the Darkness. While trying to subdue the huge
dragon, the elder swings dris tail and knocks Spirit into the sewers,
separating them from the clutch.

The DM tells Spirit to mark a Shadow. Given that Spirit didn’t


want to confront the elder in the first place, dre marks “anger.”
When Spirit meets back up with the clutch and finds that the elder
dragon escaped, dre scolds Talon: ”It is all your fault that I got hurt
AND that elder got away! None of this would have happened if
YOU hadn’t acted without thinking.”

You only need to take one action when you mark a Shadow,
but when you fill in all of the Shadows on your Shadow Track
you become your Shadowself. At that point, the Darkness has
a hold on you so strong that you turn away from your friends
and become selfish!

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Shadowself
When you mark the last condition on your Shadow Track, you
lose yourself to the Darkness and become your Shadowself,
a dark reflection of your true self that does not value
friendship. Your heart and mind have been corrupted by the
Darkness and everything you experience is twisted through a
dark lens of pain, anger, and anxiety.

Each playbook has a unique Shadowself. You might be


trapped as your Shadowself for one or more sessions, but
until you escape, you cannot give or receive friendship gems.
You may spend them to do moon magic as normal, but you
cannot replace them once they are spent. Do not mark any
further Shadows, even if a move asks you to do so.

You can return from your Shadowself when a friend convinces


you to humble yourself and acknowledge what you have
become. Each playbook contains specific actions that your
friends must take to help you return. When you come back
from your Shadowself, clear your Shadow Track completely.

Hachiro—overcome by dris Shadowself—demands that the clutch


follow dris leadership because it is “painfully obvious” that no
dragon knows as much as Hachiro knows. The other drakes listen
patiently for one full day, but as the sun rises on the second day
Hachiro’s friend Morning asks Hachiro a simple question: “Do you
know why I know the sun will rise?”

Hachiro recites volumes of solar astronomy, but Morning shakes


dris head and says, “That is not why I know the sun will rise,
Hachiro” and shares a sacred family story about why the sun rises
and falls each day. Hachiro says, “I didn’t know such stories were
still passed down through the House Tessith...”

When the rest of the clutch awakens, Hachiro bows before them
and apologizes to dris friends, freeing dremself from the Darkness
and clearing dris Shadow Track.

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Basic Moves
Throughout the story, every clutchmate will make use of basic
moves. The playbooks have other moves that might also come
into play (or alter the basic moves), but the majority of moves
the clutch makes during a session are basic moves.

Remember that the basic moves are essentially narrative


sparks that bring the rules into play, not chains that tell you
what limited actions you can take. Anytime you’re doing
something that might be uncertain, one of the moves can
usually fit the action you’re taking.

Here are the basic moves for playing Epyllion. I’ve included a
brief explanation of each move as well as an example of play.

Act Despite Danger


When you act despite danger, roll +Courage. On a 10+,
you succeed despite the odds. On a 7-9, you fumble,
stumble, or embarrass yourself. The DM will offer you
a worse outcome, hard bargain, or ugly choice.

This move should be interpreted broadly. If you find yourself


fighting a dragon high above the capital city, you are acting
despite danger because, well…you are dragons and fighting is
dangerous. Likewise, if you are trying to leap across a narrow
cavern that your wings cannot span, you are also acting
despite danger because your constrained wingspan and the
terrible drop mean you’re in danger of falling to your doom.

A lot of the cool things that you and your clutch do will be
considered acting despite danger, so if you find yourself
using this move more than some of the other basic moves,
don’t worry. It is a sort of catch-all or default move for the
game and the adventurous things that adventurous drakes,
such as yourselves, do.

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Spirit, the Daredevil, is trying to outfly the aggressive lavaflow


of an erupting volcano while carrying dris exhausted beast
companion, Tix the urchat (an adorably sticky urchin-bat beast).
Dre rolls with a +2 Courage to get…

…a total of 10+: the DM describes Spirit’s agile form


outmaneuvering everything the volcano is spewing forth, flaming
boulders and spitting lava alike. Spirit and Tix emerge unscathed
from the eruption and Tix thanks Spirit with a big sticky hug!

…a total of 7-9: the DM describes Spirit zipping through the debris


at top speed, but coming away from the smoldering volcano with a
singed wing, rendering them unable to fly long distances without
getting it patched up first.

…a total of 6-: the DM describes Spirit zipping between the


flaming boulders, but as Spirit is concentrating on getting away
from the lava, Tix slips and gets snatched out of the air by
Groundswal, a devious dragon whom Spirit despises.

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Stand Up to an Older Dragon


When you stand up to an older dragon (NPC), roll
+Courage. On a hit, they acknowledge your worth and
address your concerns. Pick one from this list.
IIYou delight them; they give you a useful item or
fancy gift.
IIYou impress them; they offer you a favor or
accommodation.
IIYou intrigue them; they tell you something useful
and interesting.
On a 7-9, also pick one from this list.
IIYou succumb to vanity. Mark a Shadow.
IIYou embarrass a friend. Return a friendship gem.
IIYou overstep social bounds. You incur an obligation.

Older dragons hold the highest status in dragon society—as a


young dragon it takes a lot of guts to stand up to an elder ten
times your size. This move allows you to stand up for yourself
when you want your concerns addressed by an older dragon,
and gives you rewards and benefits if you are successful.

If you delight the older dragon, dre might give you a fancy
or useful item pertinent to your concerns or something you
might have told them you wanted earlier. Even if dre is a bit
grumpy about granting you this boon, you can always tell dre
is delighted to see you stand up for yourself.

If you impress the older dragon, dre will offer you a favor or
accommodation to aid you in your pilgrimage. It could be
that dre tells the council to let you go on a mission or that
dre is personally moved by your display and offers direct help.

If you intrigue the older dragon, dre will tell you something
useful or interesting. This information usually reveals a new
path that you can use to accomplish your goals, such as a
rumor or a favorite story that points the way forward.

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When you roll a 7-9, you still get to choose one of the 10+
options above, but you also succumb to vanity and mark a
Shadow, embarrass a friend and return a friendship gem, or
overstep social bounds and incur an obligation. It’s up to you
to choose which consequence you suffer, and the DM will tell
you how that consequence manifests in the story.

Talon, the Nature Adept, is standing up to Tass the Gigantic (an


elder dragon) because Talon was denied aid to help them search the
forbidden forest for dris missing friend. Talon bravely flies up to
Tass the Gigantic’s snout and tells them dre must send at least one
older dragon who can fly above the treeline and aid in their search.
Talon rolls with a -1 Courage to get…

…a total of 10+: Talon chooses “impress them” and gets a favor…


The DM says “Tass grins and dris gigantic fangs gleam. ‘Dragonia
needs more brave drakes like you, Talon. The House of Diamond
should be proud.’ Tass holds out a paw and helps Talon to the
ground, ‘But you are very small… Very well, I will request that
Lightwing help you search the forest for one sun cycle.’”

…a total of 7-9: Talon still impresses Tass, but Talon incurs an


obligation: “...Tass grins. ‘Dragonia needs more brave dragons
like you, Talon, but you are still just a drake and your place is to
help those older and wiser than you.’ Tass unfurls dris coils and
surrounds the clutch. ‘I will send Lightwing to help you and your
friend. In return, deliver this message from me to the Council
petitioning for a ritual burn of the wilderness.’”

...a total of 6-: the DM describes Tass snorting at the small drake:
“Tass turns away and laughs at the young drake, ‘You say you love
the wilderness, go ask those beasts you call friends for help.’ The
shame of rejection washes over you. Mark a Shadow.”

This move is not triggered when you stand up to an older


clutchmate. They are older, wiser, and more respected, and
how they react is up to them…

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Convince a Dragon
When you convince a dragon, roll +Charm.
For NPCs: On a hit, they will do it if you offer them a favor,
gift, or useful information. On a 7-9, they don’t get it quite
right or they don’t tell you everything you need to know.
For Clutchmates: on a 10+, both. On a 7-9, pick one:
IIif they do it, they mark experience.
IIif they don’t do it, they mark a Shadow.

Younger dragons are not backed by the social order of


Dragonia the way that older dragons are—you have more
power to convince them to do what you want. This move
allows you to ask a younger dragon for help and assistance.

But because you are an older dragon, young drakes will


expect favors, gifts, or information from you in return for their
service…and they often enact your plans in a way you might
find foolish or incomplete.  

Deep Eyes the Crafter is lost in the Capital library. None of the
markings on the signs make any sense! Dre decides to ask a young
page turner for help getting out of the library, hoping the younger
dragon knows the library well enough to get them out. Dre rolls
with a +0 Charm to get…

…a total of 10+: the DM describes the younger drake fluttering


all around the room excitedly. “I would love a break from turning
pages!” dre says in a high-pitched, enthusiastic tone, “but I need
a bookmark to hold my place until I return.” Deep Eyes finds a
bookmark in dris saddlebag of potential (page 151), and the
two head out to the exit.

…a total of 7-9: the DM describes the page turner excitedly taking


the bookmark from Deep Eyes and guiding them to the exit, but
through the restricted section of the library where the Grand
Librarian is poring over a tablet and might spot them!

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…a total of 6-: the DM describes the young page turner


eagerly agreeing to help without any regard for dris current
responsibilities. The two drakes make it out of the library without
incident, but when they emerge from the library they find a
horrible storm ravaging the city outside. A gust of wind carries
away the page turner!

When you try to convince a clutchmate your age or


younger to do what you want, tensions can be a bit higher.
Clutchmates are supposed to help one another out, and even
if they are reluctant, there are opportunities to learn valuable
lessons by helping your friends. If a clutchmate refuses to
help, they may have to mark a Shadow for being selfish, a
reminder that requests from your clutchmates really matter.

Talon doesn’t want to leave the library to find the page turner until
after the storm has passed, but Deep Eyes—much older and wiser
than Talon—tries to convince Talon to help them find the page
turner by saying “We will have a better chance at finding them if
you help me now before dre is carried out to sea!” Talon thinks this
is a dangerous plan, so Deep Eyes rolls with a +0 Charm to get…

…a total of 10+: The DM tells Talon that the decision is theirs,


but if Talon helps, dre gets to mark one experience point; if Talon
refuses to help, dre will have to mark a Shadow.

…a total of 7-9: The final choice to help or not is still up to Talon,


but the DM asks Deep Eyes which dre would like to offer Talon: an
experience point for helping or a Shadow for refusing. Deep Eyes
chooses to offer the experience point.

…a total of 6-: The DM says “While the two of you argue about
what to do, the library staff comes out of the library. ‘What
happened to the page turner? Why was dre with you?’ they ask.
What do you do?”

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Mislead or Trick
When you try to mislead or trick another dragon, roll
+Cunning. On a hit, they are fooled for a moment; you
learn a valuable secret or create an opportunity. On a 10+, you
either get both benefits or you confuse them for some time.

Sometimes the best way to get past a suspicious dragon is to


mislead or trick them, lying to them about your intentions or
even just sneaking past them when they aren’t looking. Some
clever dragons rely on little white lies to create opportunities
for their friends and confuse other dragons long enough
for their clutch to get away from a sticky situation. Tricksy
dragons may also learn valuable secrets! The DM gets to say
whether you learn a secret or create an opportunity on a hit.

You can mislead or trick a clutchmate who has plausible


reasons for believing your story. If there is any doubt if
the trick or misleading story is plausible, the DM will help
arbitrate whether or not the dragon
could be fooled.

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The clutch is trying to sneak into the catacombs underneath the


famous Voidmoons Spire, but they must first get past the guided
flight taking a tour of the historical site. To gain access to the spire’s
interior, Luneth the Seer pretends that their clutch wants to go on
the flight tour as well. Dre rolls with a -1 Cunning to get…

…a hit (total of 7-9): the DM describes that the Flight Guide is


overwhelmed by the volume of young drakes visiting from Semscale
(an opportunity); dre waves them in with the rest of the crowd and
amidst the commotion is forced to call for a second dragon to help
herd the tiny drakes. Now the passageway leading underground
is unguarded, allowing Luneth and dris clutch to reach the
catacombs…although the Flight Guide might notice if the clutch
disappears and the headcount for the tour is smaller than it
should be.

…a total of 10+: the DM describes that the Flight Guides were


unable to get a proper head count due to a twin hydra; they are
“confused for some time” and won’t know anything is amiss unless
the clutch does something to alert the staff.

…a total of 6-: the DM describes the Flight Guide ruffling dris


feathers skeptically and asking what group they are a part of. Then
the DM asks Luneth, “What is it that gives you away?” Luneth
responds by saying “We are all MUCH too young and our wings
don’t meet the minimum wingspan allowed for flight tours!” The
DM describes them being carefully ushered out of the tower. They
have to find another way in!

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Study Another Dragon


When you study another dragon, roll +Charm.
On a 10+, ask 2. On a 7-9, ask 1.
IIWhat is your character hoarding?
IIWho are your dragon holding a grudge against?
IIWhat could I learn from your dragon?
IIWhat does your dragon wish I’d do for you?
IIHow could I get your dragon to ?

This move allows you to understand the motivations of other


dragons. You have to describe how you interact with them to
trigger the move: you might ask a barrage of questions hoping
they let something slip or observe them from a distance.

The DM will tell you what you learn, but it might be subtle. For
example, you might pick up on enmity between two dragons
by watching the shifty-eyed glances of one toward the other.

Morning the Warrior is trying to figure out Hassun, a charismatic


prankster. Morning narrows dris eyes and watches how Hassun
speaks to the rest of the clutch. Dre rolls with a +0 Charm to get...

...a hit (total of 7-9): Morning asks a question off the list, out-of-
character: “Who is Hassun holding a grudge against?” The DM
describes Hassun’s tone as defensive when interacting with two
members of another clutch from Kebros and when the name of one
of the House of Ruby’s elders is mentioned, Hassun’s scales shiver.

...a total of 10+: Morning also wants to know “What could I learn
from Hassun?” The DM says that Hassun has political standing
within the capital and that dre could learn who in the capital holds
the most power or sway. Hassun is a dragon in the know!

...a total of 6-: the DM describes Morning misreading Hassun’s


intentions as being pure and true and wanting to help! The DM
says, “You’re sure dre isn’t hiding anything! Totally trustworthy!”

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You can also study another clutchmate if you want to know


what they are hiding from you in character or how to get them
to go along with your risky schemes.

Morning then wants to know how to get Luneth, a clutchmate, to


go along with their plan to ditch Hassun and continue on to the
Capital alone. Morning circles Luneth a few times looking them up
and down, and rolls with a +2 Charm to get…

…a hit (total of 7-9): Morning asks “How can I get your character
to ditch Hassun in the woods and continue our quest to the
capital?” Luneth answers out of character, “By promising to come
back to get them later.” The DM then asks the follow-up question,
“How does Luneth show that?” (The DM could also take the
initiative and describe that the way Luneth insisted they take care
of Hassun thoughout their journeys gave them away.)

…a total of 10+: Morning asks a second question


from the list. Knowing what it would take to
get Luneth to leave Hassun, Morning also
asks Luneth, “What does your character
wish I would do?” Luneth thinks for a
moment then replies, “I wish you would take
Hassun with us and try to be dris friend!” Now,
Morning has some decisions to make…

…a total of 6-: the DM turns the move back


on Morning and tells Luneth that dre can
ask a question about Morning from the list.
Morning will have to answer honestly.

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Survey an Ancient or Arcane Area


When you spend a moment to survey an ancient or
arcane area, roll +Cunning.
On a 10+, ask 2. On a 7–9, ask 1.
IIWhat resources does this place offer?
IIHow can I gain access to this place’s secrets?
IIWhat here harbors Darkness?
IIWho else knows of this place?
IIAre we alone?

This move gives you the opportunity to assess any ancient or


arcane areas that you come across during your adventures.
Dragonia is full of forgotten ruins and magic rituals, special
places you can find exploring forests in the wilderness,
walking the streets of the Capital, or clawing your way
through the ancient caverns beneath the earth.

Whenever your DM describes something mysterious or


ancient, it is an opportunity for you to learn something special
about the area. Dragonia is home to many secrets, new and
old, just waiting to be discovered by curious and brave drakes.

How your dragon looks when dre surveys is up to you, but this
move is triggered when you describe your dragon looking for
answers, information, or interesting features in the area. You
might perform a minor ritual to call forward the secrets, ask
nearby beasts if they have seen anything interesting, or simply
look around with your sharp eyes and clever wits.

Keep in mind, this is only for ancient or arcane areas—this


move isn’t triggered if you’re just rooting among another
dragon’s living quarters, for example.

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The DM describes the ruins of an old temple, overgrown with


foliage and covered in spires long since fallen to the elements.
Talon, the Nature Adept, takes a moment to poke around the area
and asks a couple beasts from the nearby forest about the temple.
Dre rolls with a +1 Cunning to get…

…a hit (total of 7-9): Talon asks one question from list, “Who else
knows of this place?” The DM responds by saying, “You overhear
some buzzlebunns (fuzzy bunny-bee beasts) humming about a
group of angry dragons whose descriptions match those of a clutch
of drakes that you had met previously.”

…a total of 10+: Talon asks another question from the list. Dre
asks, “What here harbors darkness?” The DM says, “As you trot
through the tall grass you find a broken stela with fresh scratch
marks. As you sniff at the stone you can feel a shadowy aura of the
Darkness in the scratch marks.”

…a total of 6-: the DM describes a frightening roar that billows


out from a chamber that Talon pokes dris snout into. Buzzlebunns
bounce and fly around the ruins in a panic and –ZAP– Talon gets
stung! The DM says, “Mark a Shadow!”

C H A P T E R T H R E E : P L AY I N G T H E G A M E 65
E P Y L L I O N : A D R AG O N E P I C

Moon Magic
When you call upon the magic of the moons, roll
+Friendship Gems Returned. On a 10+, apply both. On a
7-9, pick 1.
IIThe magic is exceptionally powerful.
IIThe magic remains within your control.
On a miss, the moons act as they will, without your guidance.

Moon magic is flexible and freeform; you can call forth any
number of effects based on which moon you call upon.

When you call upon the magic of the moons, choose which
moon you are asking for help. For example: you may call upon
the Spirit moon (growth/healing) to mend a broken wing,
Liberty moon (purification/freedom) to banish the Darkness
from an ancient relic, or Storm moon (force/chaos) to call
forth a hurricane of wind and ice.

If you don’t pick one of the options listed, it’s assumed that
it doesn’t happen, i.e. not picking “the magic remains within
your control” means that the magic is going to get out of
your control quickly. A miss doesn’t necessarily mean that
the moons don’t honor your request, but you may find the
effects to be more than you bargained for when you called
upon them.

An earthquake from a bearded dragon’s angry stomping threatens


a Mystic as the ground beneath them begins to crumble and
break away. Spirit, the Daredevil, calls upon the Stone moon for
protection—as dre darts between the massive clubbed feet of the
bearded dragon—and rushes towards the Mystic, hoping to save
the massive statue as it tumbles to the ground.

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The DM asks Spirit what it looks like when dre calls upon the moon
and what dre is trying to do. Spirit says, “I fly into a barrel roll
and time seems to slow down around me as moonlight envelops me
and fills the chamber with blinding light. I then hurtle toward the
Mystic and all anyone can see is a beautiful comet impacting the
Mystic. I want to transfer my magical energy into the stone so if
it hits the ground it will bounce back!“ Spirit returns 4 friendship
gems, and dre rolls with a +4 to get…

…a total of 10+: Spirit gets both options! “The magic is


exceptionally powerful” and “the magic remains within your
control,” so the DM describes a brilliant flash of light that blinds
everyone in the chamber as Spirit collides with the Mystic at high
speed. As dris clutchmates’ eyes adjust, a stillness falls over the
chamber and tiny rocks and pebbles hang suspended in the air all
around; the Mystic slowly hits the ground and bounces back until
it fuses to the great pillar behind it by a layer of sparkling stone,
never to be moved again. The bearded dragon who caused all the
commotion looks on in awe and stops stomping to bow dris head
apologetically.

…a total of 7-9: Spirit can only choose one option from the list and
chooses to have the magic remain within dris control. The bearded
dragon keeps stomping, oblivious to the magic that Spirit has done!

…a total of 6-: the DM describes the Mystic toppling over as Spirit


barrels into it, the glow of the stone moon enveloping both of them
and filling every corner of the chamber with blinding light and
deafening silence. As the light fades and their hearing returns the
Mystic dragon is holding Spirit in dris tail, no longer made of stone.
The Mystic stretches out dris wings, letting out a deep sigh full of
dust and smoke that breaks the silence.

C H A P T E R T H R E E : P L AY I N G T H E G A M E 67
E P Y L L I O N : A D R AG O N E P I C

Shadow Magic
When you give in to the Darkness, mark a Shadow
and roll +Shadows Marked. On a 10+, you harness the
Darkness, casting powerful shadow magic. On a 7-9, you
harness that same magic, but it’s powerful—almost too
powerful. On a miss, the Darkness chooses how the magic
manifests, without your guidance.

The Darkness can grant great power: a dragon can wield


shadow magic with the fury of the moons and with the
versatility of all five combined. And there is no need to rely
on those around you to wield it; using shadow magic requires
no friendship gems. Instead, make your roll and add however
many Shadows you have marked on your playbook.

How you use the power of the Darkness is still up to you, but
the risk still remains that the shadow magic can be released
without the dragon’s guidance. But if you give yourself over to
the Darkness completely you can accomplish anything…

Dragons from all over Dragonia make pilgrimages to visit the


crystal chimes, a natural growth that produces pure musical tones
found nowhere else. When a strong blizzard threatens to destroy
the crystals, Morning tries to protect the site from damage…
but the snow building up nearby is too heavy. Morning watches
helplessly as a nearby snowbank gives way to an avalanche. As
a long-toothed dragon, dre gave up access to the Stone moon
that could protect this place, so Morning decides to give in to the
Darkness and use Shadow magic.

The DM asks Morning what it looks like when dre gives in to the
Darkness. Morning says, “I hear whispers from the Darkness
through the wind. They whisper about how strong I am, how I could
be the greatest dragon of our time… And I listen. I unfurl my wings
and the blizzard catches me and launches me high into the air. Just
as I am eye level with the avalanche rushing at me I beat my wings
back against the blizzard and stop the avalanche.”

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Morning already has Fear and Anger marked, so dre marks Shame
and rolls +3 Shadows to get…

…a total of 10+: The DM describes Morning’s total control of


the shadow magic as dre beats back the avalanche and howling
winds with the hurricane force of dris beating wings. As Morning
glides back down, the blue snow melts away and forms a beautiful
trickling waterfall.

…a total of 7-9: The DM describes the shadow magic being a bit too
powerful. The sun is blotted out by ice and snow swirling around
Morning as dre repeats back the Darkness’s whisperings of power
and majesty. Just as the avalanche is upon them, a blast of wind
explodes from Morning; when the snow settles a great dome of ice
surrounds the crystal chimes. This new glittering ice auditorium
will keep the crystal chimes safe, but their perfect tones will no
longer ring throughout the surrounding lands.

…a total of 6-: The Darkness chooses how to manifest without


Morning’s guidance. The DM describes dark whispers that echo off
of the crystal chimes so loud it drowns out the blizzard. Morning
stands strong, wings outstretched against the impact. As the snow
and ice crash into Morning the deluge turns to white smoke. The
crystals are safe, but the DM reveals that one now echoes with the
whispers of the Darkness.

Unlike moon magic, the Darkness refuses to be bounded


by categories or friendship gems. Many dragons may find
themselves tempted to give into the Darkness as they get
older and lose access to more of the moons. Using shadow
magic may also cause you to more rapidly become the worst
version of yourself—shadow magic incentivizes dragons to
hold on to their Shadow and view it as an asset rather than a
burden. Who needs friends when you have the Darkness?

C H A P T E R T H R E E : P L AY I N G T H E G A M E 69
E P Y L L I O N : A D R AG O N E P I C

Help or Hinder
When you help or hinder a clutchmate after they have
rolled, roll +Friendship Gems (max +3). On a hit, you add
+1 or -2 to their roll. On a 7-9, you expose yourself to cost,
complication, or harm. You cannot help or hinder your
clutchmates while they are calling upon the moons.

This move allows you to help your clutchmate...if the bonus


or penalty you give them matters to the outcome. You can’t
hinder someone on a 12 or help someone on a 4!

Helping or hindering requires you to roll +Friendship Gems


(see page 50) because Friendship Gems represent how close
you are to one another. One clutchmate can help and another
can hinder, but no one can help or hinder a second time. If
multiple drakes want to try to help or hinder a clutchmate at
the same time, the DM decides who gets to go first.

Hachiro the Academic is smoking out a hive of buzzlebunns to get


at their cottonhoney. Hachiro rolls to act despite danger and
gets...a 6; it looks like the buzzlebunns are getting upset! Luckily,
Luneth—Hachiro’s clutchmate—is there to help, fanning smoke
into the hive and rolling with a +2 Friendship Gems to get...

...a total of 10+: the DM describes how the buzzlebunns are calmed
by the smoke, hop out of the hive, and promptly fall asleep and
start to snore (“bzzzzz bzzzzz bzzzz”), moving Hachiro’s 6 to a 7.
Hachiro suffers one sting from a groggy buzzlebunn (and
marks a Shadow), but Luneth helps them get the cottonhoney!

...a total of 7-9: the DM describes the buzzlebunns falling asleep,


but not before both Hachiro and Luneth get stung! When the smoke
clears, the cottonhoney is ripe for the taking.

...a total of 6-: the DM describes how the smoke that Luneth is
fanning at the hive makes the buzzlebunns form an angry swarm
to chase the young drakes away. Quite a sticky situation!

70 C H A P T E R T H R E E : P L AY I N G T H E G A M E
E P Y L L I O N : A D R AG O N E P I C

End of Session
A typical session can run anywhere from 2 to 4 hours—unless
you happen upon a great stopping point—and it’s always fun
to come back for a second, third, or fourth session with the
same clutch. When you finish a session, read aloud the End of
Session Move. This final move helps to wrap up your clutch’s
adventure for that session!

End of Session Move


What your clutch accomplishes will vary from session to
session, but there is one move to make when your group is
ready to stop playing for the day or once you have finished a
story arc. Your End of Session Move will give you experience
and clear some Shadows, so don’t skip it!  

When you reach the end of a session or episode, look at your


house obligations. If you fulfilled that obligation at least once
this session, erase one Shadow. By keeping up with Dragonia’s
culture and traditions you fight against the hold the Darkness
has over you.

Go around the table answering these questions individually:


II Did you learn a lesson from a friend?
II Did you help a friend solve a problem?
As a clutch, answer these two questions:
II Did your clutch hold back or expel the Darkness?
II Did your clutch move a dragon older than yourself
to action?
For every question you answer “yes” to, mark an experience
point and remind the group of when it happened.

Be as generous as you want with the situations that could fit.


These are meant to help you recap what happened in your
story and help your drakes learn, grow, and advance.
C H A P T E R T H R E E : P L AY I N G T H E G A M E 71
E P Y L L I O N : A D R AG O N E P I C

Advancement
During a session, mark an experience point (XP) when you
roll a miss (6-) or when a move tells you explicitly to do so.
Missing can be a bummer, but growth comes from your
mistakes and mishaps!

As you mark XP, your track will eventually fill. When it does,
erase it, and take an advancement from your appropriate age
bracket. You can take advancements in any order you wish,
but make sure you keep re-filling the XP track until you have
taken all of the advancements in your age bracket. Finally,
when you have taken all of the advancements available for
your bracket, take an adult advancement.

72 C H A P T E R T H R E E : P L AY I N G T H E G A M E
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Adult Advancement
There are five ages of a dragon lifespan. Each age bracket
has special advancements that are only available to that
age group. Don’t rush ahead to the next age bracket until
you have taken all of the cool advancements available for
FELLOWSHIP
your age.
EVERYONE INTRODUCES THEIR DRAKES by name, look, and color. Then list your
Clutchmates’ names in the blanks below and go around again to read aloud your fellowship ties.
As you grow, your connection to the moons changes and
shifts. Every time you take an adult
guided youradvancement,
Clutch when you werecross
lost inoff
the
capital. Explain how they exemplified your virtue and give them a Friendship Gem.
one moon. Your moon magic will become stronger, but you
can no longer call on that moon showedforyoustrength;
the threat theas you age
Darkness posed you
by
getting your snout out of a book. Give them a Friendship Gem.
begin to determine what moon you will finally specialize in
and dedicate yourself to. doesn’t understand dragon history and the
importance of the old ways; you will teach them all you can. Take a Friendship Gem from them.

When you take an Adult Advancement, make sure you


ADULTwhat
describe ADVANCEMENT
that looks like to your clutch. Do you shed
your
THERE ARE FIVE AGESyou
scales? Do glow lifespan.
of a dragon with radiant moonlight
Each time your and
XP track fills, emerge
select an
changed? Do you make a ritual cocoon? What is different
advancement from the list and erase your XP track. When you have taken all three
advancements, you grow into your next age.
about you now? What is the same?
As you grow your connection to the Moons changes and shifts. Every time you take an Adult
advancement, cross off one moon. You can no longer call on that moon for strength.

1. RAW SCALED DRAKE Moons +0


¨ take another move from your playbook
XP: ¨ take +1 to any stat (max +3)
¨ advance your signature move Y
2. WINGED DRAKE Moons +0
¨ take another move from your playbook p
XP: ¨ take +1 to any stat (max +3) o
¨ advance your signature move
3. LONG-TOOTHED DRAGON Moons +1
¨ take another move from another playbook
XP: ¨ take +1 to any stat (max +3)
¨ advance your signature move
4. BEARDED DRAGON Moons +2
¨ take a ritual of your House L
XP: ¨ advance your signature move H

5. ELDER DRAGON Moons +3


¨ your House dedicates a stronghold to you
XP: ¨ retire your character; arise as a Mystic or Ancient

VOID LIBERTY STONE SPIRIT STORM

C H A P T E R T H R E E : P L AY I N G T H E G A M E 73
ADULT ADVANCEMENT
guided your Clutch when you were lost in the
capital. Explain how they exemplified your virtue and give them a Friendship Gem.
THERE ARE FIVE AGES of a dragon lifespan. Each time your XP track fills, select an
advancement from the list and erase yourshowedXP track.
youWhen you have
the threat thetaken all three
Darkness posed by
E P Y L L I O N : A D R AG O N E P I C
advancements,
getting your snout you out
growofinto yourGive
a book. next them
age. a Friendship Gem.
As you grow your connection to the Moons changes and shifts. Every time you take an Adult
advancement, cross off one moon. You can doesn’t understand
no longer call on dragon
that moonhistory and the
for strength.
Raw-Scaled Drake
importance of the old ways; you will teach them all you can. Take a Friendship Gem from them.
1. RAW SCALED DRAKE Moons +0
¨ take another move from your playbook
FELLOWSHIP
ADULT ADVANCEMENT
XP: ¨ take +1 to any stat (max +3)
¨ advance your signature move
EVERYONE
THERE AREINTRODUCES
FIVE AGES of THEIR DRAKES
a dragon by Each
lifespan. name,timelook,your
and XP
color. Then
track listselect
fills, your an
Raw-Scaled
AsClutchmates’
2. aWINGED
advancement
DRAKE
names
from the Drake
in the
listblanks your
below
and erase scales
Moons
and
your gotrack.
XP are
+0
around stillyou
again
When soft,
to read but
takenyour
havealoud your fellowship ties.
all three
bite is fierce.youYou start with ¨
a age.
+0
take another move from your playbook
¨ to takecall upon the moons forin the
advancements, grow into your next
XP: guided +1 toClutch
your any stat (maxyou
when +3) were lost
strength,
As you growbuthow
your
capital. Explain as they
youexemplified
connectiongrow into
to the Moonsyour scales
changes
¨virtue
your advance giveyou
and
and your themwill
shifts. Every
signature be ableGem.
time
move
a Friendship you toan Adult
take
advancement, cross off one moon. You can no longer call on that moon for strength.
take a new move from
3. LONG-TOOTHED your playbook,
DRAGON Moons +1 add a +1 to any stat, and
showed you the threat the Darkness posed by
advance
1. RAWyour
getting your
snoutsignature
SCALED DRAKE
out of a book.move. ¨
  Moons
Give them
take another move from another playbook
+0
a Friendship Gem.
XP: ¨ take +1 to any stat (max +3)
¨ advance
take another move from your playbook
XP:
¨
doesn’t
¨ takeunderstand
your signature
+1 to any statdragon move
(maxhistory
+3) and the
Winged Drake
importance
4. BEARDED of theDRAGON ¨
old ways; you will teach them
Moons all+2
advanceyou can.
yourTake a Friendship
signature move Gem from them.
2. WINGED DRAKE ¨ take
Moons +0 a ritual of your House
XP: ¨ advance
¨
take another yourmove
signature
frommove
your playbook
ADULT
XP: ADVANCEMENT
¨ take +1 to any stat (max +3)
5. ELDER DRAGON ¨
Moonsadvance
+3 your signature move
THERE ARE FIVE AGES of a dragon lifespan. Each time your XP track fills, select an
Winged
Asadvancement
3.aLONG-TOOTHED Drake
from your
the listDRAGON
and scales
erase
¨ your
begin
your Moons
XP +1House
track. When
dedicates a stronghold to you
to character;
harden;
you have youtaken have
all threelost
XP:
advancements, you grow into your next
¨
age.
retire your
¨ take another move from ariseanother
as a Mystic or Ancient
playbook
your XP:
connection to one of the moons,
¨ take +1
but
to any
your
stat
relationship
(max +3)
toAsthem
you grow your connection
VOID strengthens LIBERTY astoyou
the Moons
show¨changes
STONE your and
advance shifts.
dedication
your Everyto
signature timelunar
move you take an Adult
advancement, cross off one moon. You can no longer call onSPIRIT
that moon for strength.STORM
powers.
4. BEARDEDAs a DRAGON
Winged Drake you still+2roll with a +0 to
Moons
call upon
1. RAW the moons
SCALED DRAKEfor strength, ¨ take
Moons but as you
a ritual
+0 grow
of your House into
XP: ¨ advance
take yourmove
another signature
from move
your playbook
yourXP:
new wingspan, you will be¨able to take another
take +1 to any stat (max +3)
move
from
5. your
ELDER playbook,
DRAGON add a +1 to¨ any stat,
advance
Moons +3
and
your advance
signature moveyour
THE ACADEMIC
signature
2. WINGED move.
DRAKE ¨ your+0House dedicates a stronghold to you
Moons
XP: retireanother
¨ take your character;
move from ariseyour
as aplaybook
Mystic or Ancient
XP: ¨ take +1 to any stat (max +3)
VOID
Long-Toothed
LIBERTY
Dragon
STONE
¨ advance your signature move
SPIRIT STORM
3. LONG-TOOTHED DRAGON Moons +1
¨ take another move from another playbook
XP: ¨ take +1 to any stat (max +3)
¨ advance your signature move
Long-Toothed
As4.aBEARDED DRAGON Dragon your teeth
Moons +2 are longer and sharper
THE ACADEMIC
than ever; you have severed your connection
¨ take toHouse
a ritual of your two
XP: ¨ advance your signature move
of the moons, and your relationship with the remaining moons
continues to strengthen; you now
5. ELDER DRAGON add a +1 to your attempts
Moons +3
to call upon the moons for strength.
¨ your As a Long-Toothed
House dedicates a stronghold to you
XP: ¨ retire your character;
Dragon you are at the peak of a dragon’s physical arise as a Mystic or Ancient
abilities
and now you can diversify your talents and take a move from
VOID LIBERTY
another playbook, add a +1 to STONE SPIRIT
any stat, and advance yourSTORM
signature move.

74 C H A P T E R T H R E E : P L AY I N G T H E G A M E
THE ACADEMIC
¨ take another move from your playbook
XP: ¨ take +1 to any stat (max +3)
¨ advance your signature move
3. LONG-TOOTHED DRAGON E P Y L L I O N : A D R AG O N E P I C
Moons +1
¨ take another move from another playbook
XP: ¨ take +1 to any stat (max +3)
Bearded Dragon ¨ advance your signature move
4. BEARDED DRAGON Moons +2
¨ take a ritual of your House
XP: ¨ advance your signature move

Bearded
As5.aELDER Dragon your scales
DRAGON are
Moons +3 scarred and hard. You
have ¨
sacrificed your connection your House dedicates a stronghold to you
to three of the moons and
XP: ¨ retire your character; arise as a Mystic or Ancient
begun to master your lunar powers; add a +2 to call upon
the VOID
moons for strength.
LIBERTY You are as large as you
STONE SPIRITwill ever be STORM
(advance your signature move for the last time) and Dragonia
will honor you by allowing you to take a ritual of your House:

Brynback, the House of Steel, bestows upon you…


THE ACADEMIC
The Thunder of Dragonia: When you roar to the heavens
with the primal force of House Brynback, any dragon within
100 miles knows where you are and what aid you need
to protect Dragonia. If they are needed, they will rally to
your side.

Kebros, the House of Ruby, bestows upon you…


The Veil of Ignorance: When you draw a circle in the dirt
and mark it with House Kebros’s sigil, your conversation is
shrouded from the outside world. None outside the circle
shall overhear your secret whispers, and nothing from the
outside world will disturb your conversation.

Myndoth, the House of Oak, bestows upon you…


The Light of Truth: When you light a candle bearing the
mark of House Myndoth, the light from the candle pierces
all deceptions. No magic can stand against it, and any lie
told in the presence of the flame will be instantly recognizable
as falsehood.

Rothscar, the House of Gold, bestows upon you…


The Sound of Perfection: When you create a new puzzle in
silence, the rhythm of your heartbeat syncs with Dragonia’s
quiet drumming: you may ask the DM to reveal the true
interworkings of something you find puzzling or interesting.

C H A P T E R T H R E E : P L AY I N G T H E G A M E 75
THERE ARE FIVE AGES of a dragon lifespan. Each time your XP track fills, select an
advancement from the list and erase your XP track. When you have taken all three
advancements, you grow into your next age.
E P Y L L I O N : A D R AG O N E P I C
As you grow your connection to the Moons changes and shifts. Every time you take an Adult
advancement, cross off one moon. You can no longer call on that moon for strength.

Semscale, the House


1. RAW SCALED DRAKE of Jade, Moons
bestows
+0 upon you…
The Breath of Time: When you ¨ whisper
take anotherthe
movename of House
from your playbook
XP:
Semscale ¨ takeyou
into the ears of the dead, +1 to any stat (max +3)
can reach a dragon
¨ advance your signature move
who has already flown through the valley of death. You may
2. WINGED DRAKE Moons +0
ask them three questions; they¨will
takeanswer honestly.
another move from your playbook
XP: ¨ take +1 to any stat (max +3)
¨ bestows
Tessith, the House of Diamond, advance your signature move
upon you…
3. LONG-TOOTHED DRAGON Moons +1
The Avatar of Nature: When you make an offering to the
¨ take another move from another playbook
Wild
XP:in the name of House Tessith,
¨ takethe
+1 toweather of+3)Dragonia
any stat (max
¨
itself rises to protect you, creating a powerful avatar
advance your signature that will
move

rise and serveDRAGON


4. BEARDED you for one day.Moons +2
¨ take a ritual of your House
XP: ¨ advance your signature move
Elder Dragon
5. ELDER DRAGON Moons +3
¨ your House dedicates a stronghold to you
XP: ¨ retire your character; arise as a Mystic or Ancient

As an Elder Dragon
VOID your bodySTONE
LIBERTY is as mightierSPIRIT
than any weapon
STORM
ever forged. And with only one moon remaining, you channel
the favor of that moon with the fury of a hurricane; take +3
to call upon the moons for strength. Some dragons never live
to see this golden age of being, but Dragonia puts you and
THE ACADEMIC
your needs before all else. Your house will often dedicate a
stronghold to you; if they do, tell the DM what it is used for
and where it is located.

When you retire as an Elder Dragon you can arise to become


either an Ancient or a Mystic. Both are revered in highest
honor. When you have fulfilled all that Dragonia has asked of
you, you must choose your destiny.

76 C H A P T E R T H R E E : P L AY I N G T H E G A M E
E P Y L L I O N : A D R AG O N E P I C

Ancient
Ancients become avatars of their moon and wander the
earth unable to speak; they can only intervene on behalf of
their moon, leaving drakes to wonder at their motives and
methods. If you choose to become an Ancient, tell the DM
where the ceremony takes place and what it looks like when
you turn into an avatar of your moon. After the ceremony has
completed, tell the DM where you roam, what it looks like,
and why your moon asks you to reside there.

Mystic
Mystics turn to moonstone and sleep as gigantic statues that,
when asked, provide guidance to dragonkin. If you choose
to become a Mystic, tell the DM where the ceremony takes
place and what it looks like when you turn to moonstone.
After the ceremony has completed, tell the DM what phrase,
warning, or words of encouragement are etched into the base
of your statue.

Whether you choose to ascend and become a guardian


Ancient or a wise Mystic, your dragon’s name will live on, but
as a non-player character. If you would like to keep playing,
pick up a new playbook and create a fresh drake! Maybe one
day that drake will ask your Mystic for guidance, or be visited
by your Ancient. Either way, the Ancient and Mystic’s days
have passed and their story has been carved on the great wall
of heroes. Be proud and remember their accomplishments!

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CHAPTER FOUR

THE DRAGONMASTER

s Dragonmaster (DM), your job is to balance your


A agendas and principles to provide a rich draconic
world that your players can explore. This job can
seem intimidating, but is actually a really fun way
to guide a story that you and your friends will remember for
years to come. This chapter is all about the tools I’ve built to
help you tell your story!

Agendas
Agendas are your overarching goals for the game. As DM, try
to keep them in mind throughout the story that you and your
group tell. In fact, balancing agendas—choosing which one
matters at this moment—is probably your biggest job as DM.

The three Epyllion agendas are:


II Make Dragonia feel draconic
II Make the clutch’s choices meaningful
II Play to find out what happens

Make Dragonia feel draconic


Be creative in your descriptions and watch out for common
“human” language or perspectives. Every opportunity to
describe something commonplace (eating, entering someone’s
home, fashion) is an opportunity to expand on what it means
to be a dragon. A restaurant table becomes a stone basin
between two large perches or a huge dining slab in a roofless
great hall; a game of basketball becomes a swooping sport
involving boulders and lakes; a cloak becomes wing silks!
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Make the clutch’s choices meaningful


The players want to impact the world and see their actions
shape the future. Don’t be afraid of letting your players
change big things about the setting like relationships,
traditions, or even the landscape itself. And when the clutch
grabs an opportunity, remind them—using the world and
NPCs—that their decisions mattered. They may be small
dragons to start, but they are important drakes whose choices
will change the future of Dragonia!

Play to find out what happens


The players will surprise you with their actions: allow the story
to flow naturally from whatever they throw at you. Use your
moves when it makes sense for the fiction that your table has
created together and let whatever happens happen. The story
is big and epic. It doesn’t follow a simple path from here to
there, laid out in advance. Don’t try to control where things go
or what happens to the adventurous drakes of your group!
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The Principles
Principles are rules (not goals) for how to run the game. They
highlight what to do as well as what not to do; as the DM,
you’re responsible for sticking to them.
II Fill Dragonia with adventure, mystery, and wonder
II Address the dragons, not the players
II Make your move, but root it in the fiction
II Make the history and traditions of Dragonia matter
II Present the houses as dynamic and evolving, but
grounded in the past
II Ask provocative questions and build on the answers
II Exaggerate the hierarchy of size and age across Dragonia
II Name each dragon, give them a description and desire
II Challenge the clutch’s preconceptions and prejudices
II Be a fan of the players’ characters
II Remind them of the creeping Darkness

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Fill Dragonia with adventure, mystery,


and wonder
Dragonia isn’t a monotonous slog of dragon happenings, and
neither is your story! Dragonia is a vibrant and magical place.
Look for opportunities to showcase wondrous landscapes,
mysterious objects, and important adventures. Even the
most mundane item or plot in Dragonia can be corrupted by
the Darkness or blessed by the moons to create an exciting
environment for your clutch.

Address the dragons, not the players


Your players aren’t the ones standing up to Tass the
Gigantic; their drakes are! Set a draconic tone while DMing
by addressing your players as if they were their drakes. Say
“Luneth, what do you do?” instead of “Tasha, what does
Luneth do?” Addressing them as their dragons’ names
encourages the players to think, talk, and act like their drakes.

Make your move, but root it in the fiction


When you make your DM moves (page 85), don’t say the
name of your move out loud to the players; just describe
what happens. Rather than say “I’m waking something better
left sleeping…,” tell them what they see and hear: “the ground
beneath your paws, claws, talons, and hooves trembles, and
a great screech erupts from deep in the ruins…” Work a little
magic into the description to bring your moves to life for
your players without ruining the illusion by showing what’s up
your sleeve.

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Make the history and traditions of


Dragonia matter
Dragonia’s traditions and history are what make it a vibrant
and living culture. Create a deep history together and
respond accordingly when your clutch acts in accordance
with or flouts those established traditions. Make the history
of the world important to the events of today by surfacing old
rivalries and ancient curses, and grant your clutch the power
to influence new traditions.

Present the houses as dynamic and


evolving, but root them in the past
The Great Houses are pillars that hold up Dragonia’s society.
Run all of Dragonia’s traditions, obligations, and politics
through the filter of the great dragon houses. Show how
dynamic and different two dragons from the same house can
be, but unite them in loyalty when they hail from the same
traditions. The dragons of Dragonia care what houses dragons
hail from, and treat them differently because of it.

Ask provocative questions and build on


the answers
When you need to expand the landscape, traditions, or
dragons of Dragonia, turn to your clutch for answers. Be bold
with your questions: “Why did the Council banish this elder
dragon to the archipelagoes?” or “What has the Darkness
already corrupted in the capital of Dragonia?” Ask them
about old rivalries, hidden dangers, and ancient history, and
then build on the answers they give you. Let a member of the
clutch plant seeds of inspiration for you; turn their answers
into a full color description presented to the clutch with
meaningful avenues of engagement.

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Exaggerate the hierarchy of size and age


across Dragonia
Dragonia is built on hierarchy; officially (and unofficially), it
is a world built for elder dragons. When the spotlight falls
on a particular NPC, location, or feature, ask yourself, “who
goes here, who was this intended for, and how do others
see it?” Describe the grandeur and detail of structures,
but don’t forget that some dragon had to make it so. The
young drakes are setting out in the world to find their way
because they do not yet fit in Dragonia. As drakes, Dragonia
is full of obstacles to navigate through and around, but as
they grow older the architecture around them begins to feel
more comfortable and accommodating.

Name each dragon, give them a description


and desire
Dragonia has endless stories and tales to be told, but your
clutch only cares about the NPCs that they meet. The fastest
way to bring those NPCs to life is to give them all names
and descriptions. There is a list of some typical Dragonian
names and descriptions for you to choose from and keep
track of on your DM Worksheet, but feel free to make up your
own. Names and descriptions help your clutch connect to the
NPCs, while desires will help you guide how interactions with
your clutch go. It’s not just “a dragon who comes to deliver
a message from the Council,” it’s “Salmek, the weary lion-
faced elder dragon from the capital who wants a seat on the
Council.”

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Challenge the clutch’s preconceptions


and prejudices
Give your adventuring clutch obvious expressions of the
corrupting force of the Darkness, but challenge how they
think about what is “evil” and worthy of destruction. Show
them how a dragon who is holding a Council member hostage
is vulnerable and desperate for supplies or how a beast that is
terrorizing the Moonbeam Festival has been wronged by the
local drakes. Explore the ways the Darkness can manifest in
good intentions, and show how cruelty and evil deeds can be
enacted without corruption.

Be a fan of the players’ characters


Making things interesting for your clutch doesn’t mean you
should make them suffer needlessly. No one wants to see
the drakes’ lives getting worse at every turn. Not only is
it depressing, but it is also predicable and boring. Being a
fan means you want to see them be heroes and also face
opposition and distress so they can really shine.

It is also important to build trust with your players. Do not


trick them or lie to them. The players need to know that they
can trust the information you give them, even if they can’t
trust a particular NPC or dire prophecy.

Remind them of the creeping Darkness


Dragonia is not safe from the resurgence of the Darkness, but
dragonkin need more than rumors to take the threat seriously.
The potential for giving in to Darkness is inside each and
every dragon, so don’t be shy about confronting your clutch
with corruption. They will face personal, communal, and
existential shadows grasping for power and control for the
Darkness. So even though the problems the clutch faces may
seem small at first, small conflicts are all the Darkness really
needs to get involved in your story.

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Dragonmaster Moves
DM moves are actions you take during the game to make the
game interesting, concrete bits of fiction you offer in response
to the player’s actions (or inaction). Make a move when you
need to push the story forward, when a player rolls a miss, or
when you think the fiction demands it. If there is a lull in the
action and no one knows what to do, make a move.

For example, when your clutch seems to be getting along with


Fayright Thunderbelly and the encounter seems a bit boring,
make the move “reveal an unpleasant truth” and say “Veri, you
notice a bead of sweat run down Fayright Thunderbelly’s
broad scales. Dre looks nervous, like dre is hiding something
from you.” If your players are bored, it’s because there is
nothing to do, so push them snout first into the thick of things
and give them opportunities to respond.

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Hard & Soft Moves


When the game calls for you to make a move, you have to
decide on how hard a move to make. Softer moves focus on
setting characters up for future moves—threats, opportunities,
and foreshadowing—while harder moves focus on irrevocable
changes in the fiction that force the characters to react to
keep the situation from escalating further. Moves lie on a
spectrum, from softest to hardest:
II Softest: You hear your mentor has an old conflict with
a dangerous adversary.
II Softer: You hear that your mentor is in danger right now.
II Harder: You discover your mentor has been kidnapped.
II Hardest: You find out your mentor has been corrupted
and turned against you.

Always remember your principles and agendas. You aren’t


being a fan of the players’ characters when you make
crippling hard moves every time they roll a miss; you aren’t
reminding them of the creeping Darkness if you let them
walk away from golden opportunities without having to make
some tough choices. There’s got to be a balance, one that you
manage scene by scene, move by move.

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Make a Move when…


You can make as hard or as soft a move as you like when:
II …there is a lull in the action.
II …a player misses a roll.
II …a player presents you with a golden opportunity.

It’s your job to keep the story moving. If the action ever stalls
out, gets boring, or drags, it’s time for you to make a move.
Generally, moves you make when there’s a lull in the action
are softer moves, designed to get the characters moving and
push the story forward, but you might need harder moves to
get the characters to actually rise up and take action.

It’s your job to interpret misses. If a player misses a roll,


it’s time for you to make a move. The moves you make in
response to misses should always flow from the fiction—a
fictional result rooted in a fictional cause—such that the player
can understand the fictional source of the outcome. If the
move tells you what to do on a miss, then follow through on
that promise, but otherwise make a move that makes sense to
you, as hard or as soft as you like.

It’s your job to represent Dragonia. If a player gives you a


golden opportunity—ignoring an immediate problem, opening
up to a dangerous foe, or generally acting without regard to
the consequences—it’s time for you to make a move. Golden
opportunities usually demand hard moves: if the characters
ignore the dangers of Dragonia, then the wilderness or the
Darkness gets to act upon them with impunity.

Keep your heroic story soaring to epic heights. Don’t be afraid


to make a harder move! If you never introduce dangerous
challenges, your clutch won’t have a chance to be heroes.

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Wilderness Moves
II Put someone in a high-stakes situation
II Reveal a new and fantastic creature
II Awaken something better left sleeping
II Take away one of the clutch’s Things
II Obfuscate the way home
II Unleash chaos, disruptive and unmanageable
II Tempt a dragon with mysteries and ruins
II Present a path or structure for exploration
II Show the roots of Darkness taking hold

Culture Moves
II Announce off-screen challenges and conflicts
II Pressure them with competing ideologies
II Turn their move back on them
II Reveal an unpleasant truth
II Charge them with a task or obligation
II Offer an opportunity, with or without a cost
II Tell the consequences and ask
II Lock down an important place
II Show the Darkness feeding on a dragon’s pain

Darkness Moves
II Corrupt them with Shadows
II Announce the coming Darkness
II Confront them with corruption
II Reveal the Darkness’s hold on Dragonia
II Demand a meaningful sacrifice
II Bind someone or something to an object
II Put someone in direct and immediate danger
II Activate the clutch’s stuff’s downsides
II Tempt them with power and promises

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Wilderness Move Examples


Wilderness moves occur whenever drakes are out in the
Wilds, exploring lost ruins or searching for pathways to new
places. Use these moves when you want the Wild to feel real!

Put someone in a high-stakes situation


You can put the clutch in danger directly or threaten
NPCs they care about on or off screen. The wilderness is a
dangerous place; bring that danger to bear directly and give
the drakes a chance to react accordingly.

You sneak up on the sleeping spider, but three of her monstrous


children descend from the trees above you: “We’ve catched you,
we’ve got you, and now we’re gonna eat you.” What do you do to
protect your sweet dragony insides?

Obfuscate the way home


Use this move to remind the drakes that the wilderness is not
their home. To get back to the rest of their dragonkin, the
clutch must first confront the wilderness.

You come to the top of a great silver sand dune and look out
towards the legendary stronghold of Moonrun the Misthaven. You
are so close you can smell it, but you catch the scent of something
else in the air along with it…two strongholds of Moonrun the
Misthaven stand where there should only be one! What do you do?

Present a path or structure for exploration


Use this move to change the tone of the wilderness from
dangerous to mysterious. What has been lost, forgotten, or
born in the wilderness is definitely a trail worth following.

You finally made it out of the Golddust caverns, but it is different


than you remember it. A small stream of jade-colored water trickles
across your path, whispering in a language you don’t understand.
The stream beckons for you to follow. What do you do?
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Culture Move Examples


Culture moves can be used whenever drakes are in any
metropolis full of dragons. Trading with merchants, politicking
with Council members, or just exploring a town—all are great
opportunities for culture moves! Use these moves when you
want the dragon culture to feel real!

Pressure them with competing ideologies


Dragons are complex individuals from different backgrounds;
use this move to disrupt the status quo around NPCs and
their instructions for the clutch. Prompt the clutch to decide
what they think is right and manage the consequences.

Your meeting with Tass the Gigantic concludes. You and your clutch
are ready to go and question Tailsong and bring your findings back
to the Council, but as you are leaving, Wrex beckons for you to
come closer. “You must not tell Tass what you learn from Tailsong
without consulting me first. I do not trust the Council, and Tailsong
could be in danger.” What do you do?

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Offer an opportunity, with or without a cost


If the players seem stuck or frustrated by a problem, swoop
in with NPCs that promise to solve the problem at a cost. Be
honest and direct with your offers: don’t wait for the clutch
to exhaust themselves when you’ve got dragonkin ready and
willing to make a deal to get something done. Same goes for
other opportunities—tell the players what they see or hear in
a scene, and allow them to take advantage of those courses of
action while being clear about what costs they will bear.

The mesmerizing long-toothed dragon circles you gracefully and


says, with a silky smooth timbre, “I can get you the stone of Liberty
from Glyph Kindclaw…just take me with you to the Stellar Mirror.”
What do you do?

Lock down an important place


Use this move to change the status quo of a place that
matters to the clutch. Locking down an important place
makes entry to it more difficult: added security flights,
reinforced entry points, political pressure to stay out, etc.

You arrive at the shore of Wrelex Isle and see the sigil of Kath
carved deep into the welcome stone. Kath the Tyrant has resurfaced
and laid claimed to this stronghold as dris own. You and your clutch
are not welcome in this land. What do you do?

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Darkness Move Examples


Darkness moves can be used when the drakes are confronted
with the Darkness. You might feature corrupted dragons,
infected trees, ancient runes, or some dark shadow ritual! Use
these moves when you want the Darkness to feel real.

Corrupt them with Shadows


Shadows are a versatile tool for raising the stakes. You can
inflict a Shadow on dragons who are close to your clutch—
allies, loved ones, enemies—or directly on the clutchmates
themselves. The amount of Shadow you inflict is completely
up to you, but the situation should provide guidance.

You shield your new friend Tailsong from the attack, but your
scales are badly burned in the process. Mark a Shadow as anger
fills your heart. What do you do?

Reveal the Darkness’s hold on Dragonia


The Darkness has crept back into Dragonia, striking deals and
gaining influence. Think about what your corrupted NPCs are
doing off-screen sometimes, and look for opportunities to
relay to the clutch that they face active opposition from the
Darkness. Make it obvious; it’s a great moment when an ally
reveals a betrayal or a villain monologues about their plans.
Remember that if your players don’t know that a deal has
been struck, it’s like the deal was never struck at all.

You finish making sure the dirt spirits are feeling comfortable in
their new home and Tailsong calls you over to take a look at an odd
sapling dre found. When you take a closer look at it, you notice the
mark of the Darkness on its leaves. The soil around it has turned to
ash. In the distance you can just make out a field of these saplings
that will one day grow into a forest of Darkness where monsters
may reign supreme. “Who knows how many of these forests have
already blossomed throughout Dragonia…” says Tailsong wearily.
What do you do?

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Activate the clutch’s stuff’s downsides


Each drake gives you an infinite number of opportunities
to turn their own bodies, powers, relationships, and resources
against the clutch. Whether it’s the limitation of a magical
item, the cost of being in charge, or an ally’s selfish desire,
turning something the players see as useful into a problem
or complication drives home how vulnerable the clutch is to
the Darkness.

Your tattooing skills are renowned throughout Dragonia, and you


always use a signature mark to show your work: a distinctive red
scale on the neck. Unfortunately, not every dragon brandishing
your artwork is as virtuous as you…

“Hey! You, stop there,” growls the largest dragon from atop
the Black Water Gate. Dre lands in front of you with a thud. “I
recognize that mark you have on your neck. It’s the same mark
that belonged to the dragon who destroyed my hoard and stole my
hatchling. Where is my kin! Answer me or you will not pass through
this gate alive!” What do you do?

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Igniting the Moves


Both your moves and the player’s moves should ignite like a
wildfire, setting off an unstoppable chain of events; exciting
fiction should lead to the moves, and fiction that comes from
resolving moves should lead back into more moves. A miss
on a survey an arcane area roll leads to the introduction of
a dangerous and corrupted beast which leads to the clutch
acting despite danger which leads to a mysterious artifact
uncovered in the aftermath of the battle which leads to…

Never make a move that cuts off the fiction, like “you
charge the beast and miss; you bump into it, and it doesn’t
notice you.” Remember, a miss isn’t a failure, so if it is more
interesting to have them take the beast off guard, you can use
a move to give your drakes what they want while introducing a
new fun plot twist to another aspect of the story.

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Using NPCs in Play


The clutch will encounter many different dragons of all shapes
and sizes throughout their adventures. Here are some tips on
how to keep track of all of the NPCs you introduce.

Managing Dragons
II Make index cards with a dragon name on each card. If
you have trouble coming up with names on the fly, try
preparing some beforehand and when you introduce
them write a brief description on the index card.
II Create a two-columned list. When you introduce an
NPC add dris name and age to one side and a brief
description to the other. Add new information about
dris holdings to the left and new information about
their personality to the right.
II To create a truly dynamic NPC that your players
will remember, give them a desire, demeanor, and
occupation. Even if your PCs are talking with a very
helpful drake who wants to help them find their way in
the woods, take a moment to figure out why that drake
might have wanted to help, where they came from, and
what kind of mannerisms they have.
II When the clutch meets a new dragon, ask the PCs
provocative questions about the NPC. If you want your
players to have a past relationship with an NPC, ask
a member of the clutch how dre knows the NPC. If
you want to know why the NPC you just introduced is
sneaking around the nest, ask one of the clutch what
item the NPC needs to complete a secret ritual.

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Orchestrating the Darkness


The Darkness corrupts (or is welcomed into) the hearts
of dragons and beasts of Dragonia. When you portray a
corrupted NPC, remind the clutch that dre is still a creature
of Dragonia, not just an evil monster to be slain on sight.
Corrupted dragons may still make honest requests of younger
drakes and corrupted beasts still have redeeming qualities.
Because the danger of a fearsome elder dragon who has
given in to the Darkness is so great, reward your clutch for
being brave and creative when dealing with that threat.

At the start of play, introduce foes and challenges that are


small enough for a young drake to tackle. Raw-scaled drakes
cannot fight off the worst manifestations of the Darkness yet,
so give them problems that they can overcome, like restoring
the heart of the sage tree, helping two elders resolve an old
grudge, or interrupting a shadow ritual.

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Beneath the Scales


When you start the game, explain each playbook and what
makes the different drakes unique and fun to play. Players
will each choose an archetype and starting moves that signal
what situations they want to encounter in their story. Make
sure you introduce NPCs, fiction, and challenges that highlight
what makes each drake interesting and unique and remind the
drakes to use their moves if they forget or to trigger them.

FELLOWSHIP
EVERYONE INTRODUCES THEIR DRAKES by name, look, and color. Then list your
Clutchmates’ names in the blanks below and go around again to read aloud your fellowship ties.

asked you to craft something useful for your


Clutch. Explain what it is, and take a Friendship Gem from them.

inspired you to leave your workshop to fight against


the Darkness. Explain how they exemplified your virtue, and give them a Friendship Gem.

has your back when your tinkering gets you into


trouble. Explain how they exemplified your virtue, and give them a Friendship Gem.

ADULT ADVANCEMENT
THERE ARE FIVE AGES of a dragon lifespan. Each time your XP track fills, select an
advancement from the list and erase your XP track. When you have taken all three
advancements, you grow into your next age.

CRAFTER
As you grow your connection to the Moons changes and shifts. Every time you take an Adult
advancement, cross off one moon. You can no longer call on that moon for strength.

1. RAW SCALED DRAKE


THE
Moons +0
¨ take another move from your playbook
XP: ¨ take +1 to any stat (max +3)
¨ advance your signature move
YOU UNDERSTAND THAT beauty goes beyond a flashy new look, and you
2. WINGED DRAKE Moons +0
know how much hard work and dedication it takes to make great art. But it is
¨ take another move from your playbook important for all great crafters to remember that your trade is a dangerous
XP: ¨ take +1 to any stat (max +3) practice: many like you have fallen to their obsessions. Your friendships will
¨ advance your signature move
keep you grounded while you pursue perfection.
3. LONG-TOOTHED DRAGON Moons +1
¨ take another move from another playbook
¨ take +1 to any stat (max +3)
XP:
¨ advance your signature move NAME (circle one) LOOK (circle one in each)
4. BEARDED DRAGON Moons +2 Deep Eyes Bolograth Antennae, Charred horns, Curling horns, Tusks
¨ take a ritual of your House Neo Angus
XP: ¨ advance your signature move Azrael Samsmilt
Baggy hide, painted scales, Bumpy skin, Shelled

Boney skull, Scarred snout, Short snout, Underbite


5. ELDER DRAGON Moons +3
¨ your House dedicates a stronghold to you Barbed tail, Club tail, No tail, Prehensile tail
XP: ¨ retire your character; arise as a Mystic or Ancient
COLORS
Boney digits, Claws, Splayed fingers, Webbed feet
VOID LIBERTY STONE SPIRIT STORM
Angular body, Bloated body, Sleek body, Twisty body

THE CRAFTER EPYLLION PLAYBOOKS

It’s important that you give each drake many chances to


shine. For example, when the Crafter takes the move Crafty
Claw, they are signaling that they want to fix things that are
broken; make sure to give them broken things to fix, and
make sure that those things will help them accomplish their
clutch’s goals and learn more about Dragonia.

Here are some things to highlight when running the game for
the different playbooks:

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The Academic
The Academic is dedicated to learning about Dragonia’s
history, geography, and famous dragons, as well as knowing
things that others don’t know. Dre really shines when
etiquette and tradition are involved because the Academic
knows just how to act to get ahead!

The Academic’s special move, Field of Expertise, allows


them to share some authorship of the world. And because it
is the playbook’s signature move, it is important to make sure
something exciting happens if the Academic misses the roll:
twist whatever addition the young drake made into something
new and fun, but don’t betray the spirit of what dre added by
making it totally inaccurate.

When Hachiro says dre read about how Glyph Kindclaw was
a well-respected dragon for the heroic role dre played in the
War of Shadow and rolls a miss, for example, make sure that
Glyph Kindclaw was important, but not for the reasons that
were stated in Daygon’s History of the War of Shadow.

Take note of what other moves the Academic has selected


and present them opportunities to be an expert for the
clutch. If your Academic picks the geography tome, for
example, take an extra moment to describe the clutch’s
surroundings during your sessions. And if they have an Ear
for the Arcane, make sure to add magic rituals and chants
to your story.

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The Crafter
The Crafter is an artist with an urge to create. Dre really
shines when presented with materials and challenges that
require the perfect piece.  

Present the Crafter with opportunities to show off their


special move, Dragon Trade. Ask questions to get at the heart
of why the player chose their mediums and how they see their
dragon being cool while crafting. Guiding questions like “Who
is your mentor?”, “What is your studio like?”, and “How do you
make the art?” are great for starting that conversation.

If they have an Eye for Detail, take a bit of extra time to


describe what dragons may be adorned with and what kinds
of rare materials can be found on their outings, so dre can
compliment them and roll their higher stat when studying
another dragon.

If they can create a Monument to the Moons, that effectively


gives them the ability to make a moon magic bomb that will go
off at a later time. If a player isn’t using this move very much,
give them evidence of an off-screen problem that no one
has solved. For example, if the Crafter wants to know who
has been sneaking around the library at night and stealing
restricted tomes, dre can make a monument to the moons
that will mark the dragon who tries to steal the next book.

Overall, ask the Crafter to describe dris work whenever


possible; after all, no one knows the craft better than dre
does. What does it look like when the Crafter makes it and
what is dris favorite detail about it?

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The Daredevil
The Daredevil wants to charge ahead into dangerous
situations. Dre really shines when you give them opportunities
to race forward to help a friend.

The Daredevil’s special move is dris Beast Companion, so


when you portray the companion give it a memorable quirk
and a cute personality. The companion loves the Daredevil
more than anything else in all of Dragonia, but it also serves
as a conscience and guiding voice if the Daredevil is pushing
others to do something dangerous or scary.

The companion also travels with the Daredevil even when the
clutch cannot keep up, so use the companion to rein in the
Daredevil and remind them of their impact on others. The
companion should make it clear that they can’t fly any faster
or that they don’t want to go down that path by blocking the
way, but don’t separate them. If the companion blocks the
way and the Daredevil bursts through, the companion should
always follow.

Because the Daredevil is regularly diving into trouble ahead


of others and might use Share the Load to take on other
clutchmate’s Shadows, the Daredevil is prone to becoming
dris Shadowself more often. When the Daredevil is dris
Shadowself, dre tends to zoom off and leave behind the
clutchmates who can help. Put obstacles in the way that
require help—the beast companion gets stuck, an NPC
dragon thinks dre is a threat, etc.—and if those don’t work,
physically wrap them up in conflicts so dris friends can catch
up—a spider web, ancient catacombs, or a magical trap. Each
of these obstacles will allow dris friends an opportunity to
release the Daredevil from dris Shadowself.

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The Nature Adept


The Nature Adept is trying to find a balance between
dragonkin’s rich traditions and the many wonders of the
wilderness. Dre really shines when you introduce beasts
and creatures of the wilderness with which dre can interact.  

The Nature Adept’s special move is Wild Speech: dre is the


only drake who can understand beasts of the wild. When you
have a Nature Adept in your clutch, describe the kinds of
beasts flying overhead, wriggling under claw, or swinging in
the trees. Remind the Nature Adept that dre can understand
the beasts by describing what the creatures are saying.

Give each kind of beast you introduce a different set of


limitations. For example, Lionkeycaws (rambunctious lion-
monkey-macaws) can only yell when they speak, or that
humming foxes (tiny hummingbird-fox beasts) can only speak
in hummed fragment sentences, or a schooling of wolfish
(vicious fuzzy wolf-fish beasts) only hold a few words in
their mind at a time before forgetting. Show the Nature
Adept how diverse and dynamic the wilderness is through
these creatures.

If the Nature Adept takes a spirit guide, ask what it looks like
and help differentiate it from the beasts of the wild by how it
communicates and how it looks. Maybe it can only speak in
mime or maybe it only whispers in the ear of the Nature
Adept and is suspicious of all other dragonkin. It is easy for
the Nature Adept to get caught up in how great the
wilderness is, but the spirit guide can push them to interact
with other dragons and get involved in politics when it’s the
right thing to do. The spirit guide is not concerned about
nature’s triumph, but rather who has been wronged and what
the Nature Adept can do about it, from a small comforting
nuzzle, to an outright intervention.

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The Seer
The Seer is haunted by the Darkness. Dre really shines
when interacting socially with NPCs and when the Darkness
manifests physically.

When you have a Seer in your clutch remind them how dre is
different and let the Darkness comfort them. The Seer’s
signature move is Haunting Visions of the Darkness. Ask
them what other dragons in their house think of the visions,
and act upon the answers. Your Seer will be looking for the
Darkness, seeking it out, so describe how it smells on others
and what it feels like under dris scales. And present them with
opportunities to talk to those NPCs who have similar or
contrasting views about the Darkness.

If you don’t bring up the Darkness in a session the Seer can


feel left out, but their visions can always be incorporated into
your story. Let them pick up on a smell or feeling that dre
remembers from the visions and give them something to take
and investigate later.

Don’t play coy! Give them direct information to act on: a dire
warning from a mysterious merchant or obvious carvings in
the bark of an old tree. Show them hints of the Darkness
even if it is not there for an adventure. When there isn’t any
direct action against the Darkness, bring the Seer into social
situations and then put them on the spot, so dre can uncover
thickening plots about the Darkness and how the clutch can
stop it.

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The Warrior
The Warrior is born to protect Dragonia. Dre really shines
when dre has a foe to stand up to, politically or physically.  

The Warriors’ special move is their Scales of Honor, boons


that tie them more closely to Dragonia’s traditions by making
the Warrior an important figure in Dragonia’s history. The
Warrior is famous and dragons—both young and old—should
be excited, impressed, or even angered when confronted
with the Warrior’s importance to Dragonia’s politics. Describe
how NPCs react to first meeting the Warrior and remind
the Warrior that dre can always mark a Shadow to hide or
conceal their boons if dre would like to avoid someone
recognizing them.

The Warrior is noble and dedicated to Dragonia, so have


NPCs seek out the Warrior for help dealing with a problem.
Entrust political secrets to the Warrior, both to give them
the information dre needs to act, and to indicate trust. If
Dragonia’s citizens or traditions are never threatened, the
Warrior cannot rise to the challenge and impact society.

Likewise, if the Warrior chooses the move Battle Plan,


include scenes in your story that include crowds of dragons
and allies willing to start a physical fight over something
important; for example, let a rival clutch come to blows with
the main clutch over the possession of a dragon egg.

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The First Session


Starting your Epyllion campaign can seem daunting, but you
aren’t responsible for carrying the story alone. The players
are also responsible for helping you advance the story too!
Ask leading questions and fly with things that you, as the
Dragonmaster, find interesting.

Before You Start


1. Explain Dragonia and introduce the map
2. Choose playbooks and fill them out
3. Introduce the drakes and add to the map
4. Fill out the fellowship
5. Take a short break and create a hazard

Explain Dragonia and Introduce the Map


Give your table an overview of Dragonia. Show them the map
and briefly touch on the setting material:
II Introduce Dragonia’s dynamic terrain and explain that
you will all fill in details of the map together. Also, tell
the clutch to beware of kraken in the sea!
II Explain dragon society: gender, aging, the great dragon
houses, clutches, etc.
II Describe how the clutch fits into this big wide world.

Feel free to explain some of this while the playbooks are


being filled out, but don’t be too distracting.

Choose Playbooks and Fill Them Out


Explain each playbook by reading its front description and
mentioning what its special move is. Ask your players to
choose which they would like and fill out the first page (name,
color, look). Next have them all open their playbook and fill
out the next bit (stats, house, virtue, and their moves).

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Introduce the Drakes and Add to the Map


As the DM, you get to draw in where the capital city of
Dragonia is on the map! Then take some time to go around
to each player and ask them to introduce their drake. What
does dre look like, what House does dre hail from, what is dris
virtue, what moves did dre choose, etc. Take notes on your
Dragonmaster sheet so you can easily reference what special
moves and house obligations they have.

As the drakes are introduced, ask them to add something


to the map. Dragonia is a mega-continent full of endless
possibilities, so tie your drakes’ stories directly into the
landscape as they introduce themselves, and use leading
questions to get them involved.

For example, you may ask the Nature Adept, “Can you show
me on the map where the Forbidden Forest is and tell us why
you were warned to stay away from it?” Or you might ask the
Warrior, “Where is your house’s main stronghold on the map?
Can you draw it and tell us what chore you hate being
assigned to there?”

Fill Out the Fellowship


Now that everyone knows who everyone else is, it is time
to fill out your fellowship! Have your players take a moment
to fill in the blanks with names of their clutchmates, then go
around in a circle and have them read each fellowship move
aloud one at a time and follow the instructions. Make sure
everyone hands out gems per the instructions in each move.

Take a Short Break and Create a Hazard


Take a short break to gather your thoughts and create a
hazard for today’s game. (See page 129 for information on
hazards.) Set up is a lot of fun, but it is also a lot of work, so
taking a break can be helpful for players too! Get some snacks
and relax a bit before setting out on your adventure.

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Going on an Adventure
Based on your fellowship, the clutch has been together for a
while, but this is the first time they will set out together. The
best way to start the first session is with a formal request
from an older dragon (maybe attached to the Council) to
confirm rumors of the Darkness’ return.

Dragonia is not yet ready to believe that the Darkness is


seeping back into the world, but someone is pulling for
your clutch to investigate some event or anomaly that may
be connected to the Darkness. The adventure can be the
investigation of a delayed shipment, a missing mentor, or
some other interesting reconnaissance mission that came up
during character creation.

It is your job as the Dragonmaster to give them a clear mission


to fulfill. To keep things moving, tie in what they face with a
hazard and mark its effects as a phase of the moon (see page
129 for more on hazards and moon phases). Good luck!

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Keeping the Game Fun


Everyone at your table is there to play together, so here
are some tips and tricks to make sure everyone is having a
good time when you play Epyllion.

The X-Card
The X-Card, designed by John Stavropolous, is a tool that
helps groups manage difficult content:

The X-Card is an optional tool that allows anyone in your game


(including you) to edit out any content anyone is uncomfortable
with as you play. Since most RPGs are improvisational and we
won’t know what will happen till it happens, it’s possible the game
will go in a direction people don’t want. An X-Card is a simple tool
to x problems as they arise.

To use, at the start of your game, simply say:


“I’d like your help. Your help to make this game fun for
everyone. If anything makes anyone uncomfortable in any
way...[ draw X on an index card ]...just lift this card up, or
simply tap it[ place card at the center of the table ]. You don’t
have to explain why. It doesn’t matter why. When we lift or
tap this card, we simply edit out anything X-Carded. And if
there is ever an issue, anyone can call for a break and we can
talk privately. I know it sounds funny but it will help us play
amazing games together and usually I’m the one who uses the
X-Card to protect myself from all of you! Thank you!”

We’ve found that anything that gets X-Carded during play can be
replaced by something equally dark, mysterious, or compelling that
doesn’t push our group to bad places. We trust your imagination to
do the same! Don’t let yourself be bound by something so mundane
as the first thing you thought of for that scene.

Learn more about the X-Card at http://tinyurl.com/x-card-rpg.

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Using the X-Card in Epyllion


The X-Card can also be used for the tone of the story you
are all telling together. For example, if a player says that the
dragon they just met is a professional clown, then a player or
even the DM can X-Card that dragons can be clowns because
they don’t think that is appropriate for the kind of story they
are telling together.

Jonathan (the DM) describes millions of tiny spiders pouring down


from the ceiling and beginning to surround the clutch of young
drakes. One of his players, Tyson, has a problem with spiders and
isn’t comfortable with where Jonathan has just taken the story.

Tyson picks up the X-Card and lets Jonathan know that he’s
X-Carding spiders. Jonathan nods and narrates a new scene where
dark purple ooze is pouring from the ceiling and beginning to
surround the young drakes. The group acts as if the spiders were
never there and continues on with the story.

To create an X-Card you can mark a big X on an index card


or, if you would like the original version made by John, the
X-Card is also available at http://tinyurl.com/x-card-rpg.

Other Safety Tools


There are a variety of other safety tools that you might use at
your table when playing Epyllion. Feel free to use whatever
makes your group feel comfortable, but make sure the players
know how to use the tools before you sit down to play.

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Roses and Thorns


Roses and thorns is an out-of-character way to get feedback
and make sure every person has a chance to voice concerns
and praise. Feedback generally happens naturally after a
game, but the structure makes sure everyone gets a chance to
talk and nothing gets left out.

Go around the table and ask each person (including yourself)


to share one thing they liked/thought worked well during the
session (the rose) and one thing they didn’t like (the thorn).
Don’t try to argue about your player’s thorns; just listen to
what they’re saying and think about what you might try to do
differently next time. Roses and thorns is also an opportunity
to get some feedback on your DMing skills and make the next
game even more fun!

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Light After the Darkness


Like any good epic, your Epyllion game should have a
beginning, middle, and most importantly, an amazing finale.
Watching the clutch grow and change into heroes is thrilling
and fun, so finishing the story of this brave clutch can be hard.
But nevertheless, the end of your campaign is sparked when
the Darkness has been vanquished from Dragonia. You’ll have
to follow your own fiction to see how best to represent the
final stand against the Darkness, but it could be a great battle,
a flurry of moon magic, or a heroic sacrifice; whatever you
choose, make it count!

Defeating the Darkness


When it is clear that the clutch has defeated the Darkness
and saved Dragonia (by whatever fiction has evolved from
your story) describe what it looks like when the sun rises and
golden light shines over all they have accomplished. Tell them
what impact the clutch had on their immediate surroundings.
What happens to the remaining agents of Darkness? Do they
retreat into hiding, try to turn over a new leaf and ask for
forgiveness or are they banished by the Council?

Describe what kind of physical impact the clutch had on


Dragonia’s landscape. Does the sun begin to rise, symbolizing
a new beginning? Does the clutch have to wait for the dust to
settle over the rubble to see if their friend made it out? How
do the heroes make a lasting change to Dragonia?

Whatever fantastic outcome you choose to describe, refrain
from telling the cluch what their characters do or do not do
during this time; they’ll have a chance to explain what they
do once you’re done. After you have finished describing the
final scene, the end of your encounter can still feel like a
cliffhanger, so go around the table and get some input from
the dragons about what they each do in a short epilogue.

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Epilogues
Before your group finishes their Epyllion tale and parts
ways, go around the table and give each of the players the
spotlight to share a short summary of what their character
does in the world following the conflict. This can be about
what immediate actions are taken, like tracking down Rith’nix
for an unfinished cloud duel, or an event that happens to the
dragon later in dris life, such as retiring as a Mystic or Ancient.
If the scene described involves another clutchmate, like the
sanctioning of an affinity clutch, have the player telling the
epilogue ask for their clutchmate’s permission to include
them. Epilogues help your group tell a satisfying end to your
epic tale with a beautiful montage of character stories!

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A Long-Toothed Example
What follows is an extended example of play. It calls out DM
moves and principles throughout, as well as noting how I, as
the DM, think about the emerging story while the group plays
to find out what happens.

The session I’m running begins in Dragonia’s archipelago and


features three PCs in their third session:

The Academic: Hachiro—a wingless, deep purple drake with a


pointy snout, antlers, a maned tail, and talons.
The Daredevil: Spirit—a muscular drake with iridescent fiery
red feathers, a prehensile tail, strong paws, a short snout,
and two broken horns. 
The Nature Adept: Talon—a shiny copper drake with a beak
and small tusks protruding from the corners, a small furry
body, clubbed feet, and a stinger.

Earlier in the session, the clutch was asked by the Council


to go to one of the desert islands on the archipelago and
investigate why the shipment of cottonhoney from the
buzzlebunn hive has been delayed. Seshly, the organizer of
the second day of the Moonbeam Festival, is very concerned
about getting the delivery as soon as possible…

Talon says, “I am really excited to meet the buzzlebunns!” Dre’s


been trying to find a buzzlebunn on the main island for years now!

Spirit pipes up too, “Yeah and if we get to taste some fresh


cottonhoney this trip is well worth the time! And Tix the urchat
(Spirit’s beast companion; an adorably sticky urchin-bat beast) has
never had any!”

I say, “As you make your way to the top of the dune, the sand
beneath your talons and paws is mixed in with a lovely-smelling
sugar. As you finally reach the top, you look down and see a valley
of buzzlebunn holes leading down into their hive.”

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“What else do we see? Are the buzzlebunns happy?” asks Talon.

This sounds like the perfect opportunity for Talon to survey an


ancient or arcane area, so I smile and say, “Well, this hive has
been the source of cottonhoney for the Moonbeam Festival for as
long as the festival has been a tradition, so it is very old. Would you
like to survey this ancient area?”

Talon reads over the questions associated with the move and replies
with an enthusiastic “Yes!” and picks up the dice. “I will glide along
the tops of the surrounding sand dunes to get a good look of this
area from all angles.” Since this is the first time we have made the
move, I ask Talon to read it aloud for the clutch before rolling. Talon
has a Cunning +0 and rolls a total of 11. A hit!

“Awesome! You get to ask two questions off the list.”

Talon already knows the first one dre wants to ask. “I want to
know, how can I gain access to this place’s secrets?” Because the
clutch is in the wilderness, I look to my Wilderness Moves for
inspiration on how to make the scene exciting, and I choose to
present a path or structure for exploration. I’m going to give
them a path into the hive.

“While doing your rounds along top the sand dunes, you notice the
buzzlebunns seem scared and frantic.” I want to get some input
on the scene from the Nature Adept, so I just ask Talon what it
looks like when buzzlebunns are scared and frantic—Talon says,
“They bounce and buzz and bump into each other as they try to fly/
bounce in and out of their holes.”

“Yes! And because you have Wild Speech you can hear all the
drone buzzlebunns saying in unison ‘zzzzsave the queen! zzzove!
zzzove! zzzove! scary noizzzzzz!’ You see the buzzlebunns filling in
holes and moving to abandon the hive. If you want to know their
secrets, you know you’ll have to venture underground and meet the
queen underground. What else would you like to ask from the list?”  

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Talon reads down the list for a moment and asks dris clutchmates
what they think. After a moment of deliberation, dre follows up
with, “What here harbors Darkness?”

Excellent, this is a great opportunity for me to direct them to


the source of the Darkness on the island. “Ah, yes. As you slide
down, or in the case of Hachiro, roll down the dunes, you see the
buzzlebunn’s fur has small purple crystals stuck to it. Before you
have time to grab one, you hear a rumble growing in the distance
and an earth-shaking roar echoes across the entire island.

“A shock wave wipes across the entry to the hive and the tiny
crystals pop and you can smell the familiar wet stench of the
Darkness releasing. The buzzlebunns bounce into an angry frenzy
for a few moments before returning to work… You can tell that
the Darkness is in the hive and that whatever made that roar is
spreading the effects.”  

Spirit and Talon say they are interested in visiting the queen, but
at this point, I haven’t heard much from Hachiro, so I ask them
directly, “Hachiro, what do you do?”

Hachiro thinks for a moment then says, “I would really like to find
out what made that noise…so I guess I’ll scout ahead while they go
talk to the queen?”

“Yeah! That’s a great idea.” Now I look to Talon, because I see the
virtue: independence on dris name plate, “Does what Hachiro’s
doing seem to fit your definition of independence, Talon?” Talon
nods and passes one of dris copper friendship gems to Hachiro.

To avoid any confusion, I set the scene and confirm what every
drake’s plan is before moving on. Talon and Spirit listen attentively
as I focus on Hachiro’s part of the story for a while.

Hachiro follows the direction the roar came from and finds a mouth
of a huge cave with sand continuously falling in front of it, like
a waterfall. Since this scene is all about Hachiro I want to give

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them a chance to show off. “Just behind the soothing noises of the
sandfall, you can just make out a song being sung by a couple of
dragons. You are listening to a magic ritual!” Hachiro’s eyes light
up, “Would you mind reading your move an ear for the arcane
aloud for all of us?” When playbook moves come up, I have the
drakes read them aloud so I only have to remember their triggers.

Hachiro reads it aloud and rolls with Cunning +2, getting a total of
7. “Whoo, just barely made it, nice! You get to ask one question and
take a +1 forward to your next roll that has to do with the answer.”
Hachiro makes a note of the +1 so dre doesn’t forget, and asks,
“What arcane effects does the ritual have?”

“Yeah, you can’t understand the words, but you feel the melody.
Its phrases are constricted and confined. As it continues, the notes
solidify in a feeling of being trapped. You can tell that this ritual
is to cage whatever is in the cave and hold it there. Now, let’s switch
over to your other clutchmates for a moment and I’ll be right back
to see what you want to do with that information.”

Hachiro smiles and nods, and I shift my attention to the other two
back at the hive.

I double-check what the plan is with the other two to make sure
we are all on the same page after coming back to their part of
the scene. “So, you two are planning on talking to the queen and
convincing her to stay?”

Spirit shifts excitedly in dris seat, “Yep! And Talon is going to be the
interpreter, because I don’t understand these buzzlebunn beasts. I
just want to get closer to that sweet sweet cottonhoney.”

This has my gears turning. I already introduced the explosive


crystals full of Darkness, so if Spirit isn’t cautious dre might end up
eating a piece of the Darkness! That would be a great way to use my
DM wilderness move show the roots of Darkness taking hold.

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“Yeah,” I say, “so what do you two do?” I’ll just keep that idea in my
back pocket for now... I’m playing to find out what happens,
and I haven’t been given a good opportunity to make a move yet.
Spirit says, “I zoom past all the buzzlebunns and dive into the
largest opening I can find and search for the cottonhoney!”

I think this is a perfect time to interject the Daredevil’s beast


companion’s lovable personality, so I say, “Right before you take off,
Tix taps her wing impatiently on your head, Spirit, and frowns.”

“Yeah…Spirit, do you mean, search for the queen?” Talon


adds patiently.

“Er, yeah. Find the queen. That’s what I meant,” Spirit replies.  

I love moments like this! It’s really great to see the drakes talk
as their characters. But I wonder if they know how dangerous
it would be to do this plan, so I make sure they know the stakes
before having them roll anything. “That seems awfully dangerous,
considering the frazzled state of the buzzlebunns. You are likely to
get zapped. You still wanna charge ahead, Daredevil?” I say with
a smirk. I use their playbook name to reinforce their character
concept and remind them that it’s okay take risks because they are
The Daredevil!

“Oh yeah! I just charge forward and let


my snout lead the way as Talon
flies along behind me.”  I look
over at Talon to confirm the
plan; Talon smiles, rolls dris
eyes, and nods, so off
they go!

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“Let’s see how well you do, roll act despite danger!” I know that
Spirit didn’t yet take any of the moves on dris playbook that would
apply here, so dre rolls the basic move with a Courage of +2 and
gets a total of 6!

“Ouch! On your highest stat, no less. Talon, you see Spirit get
zapped by a nervous buzzlebunn and is headed into more trouble,
would you like to help them?”

“Yes! Ouch!” Spirit mimes getting stung by a fat buzzlebunn “Help,


Talon help!” The table laughs, and I remind Talon that helping
exposes them to the same dangers as dris clutchmate.

“Yeah, since I am so much smaller than Spirit I will fly through the
buzzlebunns and use my own stinger to fend off the ones who are
about to swarm them.” Talon counts up the number of iridescent
red Friendship gems dre has collected from Spirit—four—and rolls
to help with a +3 (the maximum bonus), but dre rolls snake eyes
for a total of 5!

This dice spread can seem like really bad luck, so I remind them
both to mark an experience point for rolling a miss. “You are
gonna remember this and be wiser for it!” I say as we all laugh, and
Spirit and Talon mark their sheets.

Now I am going to give them a little of what they wanted, but I


am going to put them in a high-stakes situation. I don’t quite
know how I want to introduce that yet, so I say, “I’m going to
leave you with that cliffhanger and shift the spotlight back over to
Hachiro at the cave.”

“Hachiro, you are close enough to make out the intricate details
of the ritual song, but that also means you are close enough to be
spotted! A small drake, younger than you, peaks dris snout through
the sand fall and narrows dris buggy eyes at you. What do you do?”

Hachiro’s eyes widen and dre looks down at the moves sheet. “I
mislead or trick them!”

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That’s not quite enough information to trigger that move, so I ask


for a bit more. “Okay, what do you do to mislead or trick them?” I
need to know what the move looks like in the fiction.

I give Hachiro time and space to think of a plan that dre likes;
Hachiro ultimately comes back with a plan: “I shake my tail back
and forth at them (because I don’t have wings and that’s how I
have to wave), and yell through the sand ‘That sounds great! Seems
like you have everything under control, I’ll just go report back to
the rest of the dragons that your ritual is going beautifully and
that you don’t need any help.’” That’s the kind of trigger I wanted!
Hachiro picks up the dice and rolls; carrying dris +1 forward to go
tell dris friends about the ritual from the last roll (and Cunning +2)
and gets a total of 13!

Hachiro chooses to confuse them for some time so dre can get
away without being followed, so I get to describe the success. I will
totally make the young bug-eyed drake confused for some time;
that sounds like fun!

“‘Whaaaat?’ the young drake stutters for a moment, ‘Well, good!’


The drake looks as though dre is thinking really hard, as dre
scampers back into the mouth of the cave. You have time to fly back
to your clutchmates, Hachiro! Let’s switch back to your friends and
see what kind of state they are in before you get there.”  

Now that I have had some time to think about what to do with
these two misses, I look to my wilderness moves and decide to put
them both in a high-stakes situation by having their entrance
into the hive offend and dishonor the queen. This way, the fiction
keeps going forward and they don’t have to try to get into the hive
again the exact same way (which would be boring).

“Talon and Spirit, you both do your best to protect each other
as you soar through the minefield of distraught buzzlebunns
bouncing in and out of their holes with you dodging, missing, and
occasionally getting zapped by their stingers.” I am not going to
inflict a Shadow here for them getting physically injured yet.

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“You two find yourselves on the defensive as a warrior buzzlebunn


is hot on your tails. You dive into the nearest hive entrance you can
find. The hole is slick and slippery as you slide through the tube
at high speed, and before you know it you are launched out into a
honey-filled moat and the nearby queen screeches at both of you!”

The drakes are excited, but I want to hear what they have to
contribute to the flavor of Dragonia. I ask them to fill in some
details: “Hachiro, what does a queen buzzlebunn look like?” I ask
Hachiro, because even though Talon is the Nature Adept, I want to
share the spotlight and I know Spirit is about to have a big part of
the action.

“She’s as big as an elder dragon, but her wings are too tiny to carry
her, so she pulls herself along like a worm with her huge clear
abdomen full of liquid sugar. She sits upright with two fuzzy feet,
small, like a t-rex, dangling in front and her two giant bee eyes are
so large, you might miss the tiny pink bunny snout poking out. Her
antennae look just like bunny ears.”

Talon squeaks with glee, “That sounds terrifyingly cute!”   

Now that we have that awesome description, I finish setting the


scene, “Talon, you can hear that her screeching is of surprise and
horror. You have just desecrated the honey by contaminating it
with…well, with yourselves.”

I smile, and Spirit mimes being covered in honey and mutters


“Oh, she’s the one upset? It’s gonna take me weeks to get this out
of my feathers.”  

Great scene so far, but I haven’t made it explicit how dire their
situation is yet, so I describe a little bit more, “‘Dezzzztroy it all!
Zzzztart anew!’ The queen begins to give orders that will ensure
none of the cottonhoney makes it to the festival! What do you do?”

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Talon says, “I tread honey to keep my neck above the surface,


looking very serious I bark up to the queen in a language she
understands, hopefully surprising her enough to capture her
attention. ‘Don’t destroy anything! We are very sorry for
contaminating your honey, but we are here to help you. Give us
time to make things right before you destroy all of the lovely honey
you have made.’”

Normally, this wouldn’t trigger any moves, but because of Talon’s


wild speech, dre can stand up to the queen as if she were an
older dragon, so I say, “Great, she is many many sun cycles older
than you, but it sounds to me like you are standing up to her.” Talon
nods. “Let’s have you roll +Courage.” Talon gets a total of 8. (It’s
not a nine or a six, so Spirit can’t help).     

Talon chooses to impress her, earning a favor or


accommodation, from the first list; and from the second list
for 7-9 results, dre chooses to succumb to vanity and mark one
Shadow. Talon marks Doubt (Question a Friend’s Loyalty) and
turns to Spirit who is trying to shake off the honey, and says,
“While the queen thinks, I ask Spirit if dre even cares what happens
to the buzzlebunns or if this is all just a big joke?!”

Spirit trudges through the honey over to Talon and lifts them out
of it. “Of course I do…I just can’t understand what they say like you
do.” Talon hugs Spirit back and apologizes for doubting dris loyalty.
Hachiro silently passes Spirit a friendship gem for acting out the
virtue of Honesty.

“The queen looks you over, Talon, and—after a tense moment—her


antennae wiggle in approval and acceptance. She says she will wait
one day for the drakes to cleanse the moat and get rid of the scary
bad thing to the north. ‘But not a zzzzoment longer!’”

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Hachiro arrives at the hive as the other two drakes are crawling out
of the hole. Dre hurriedly tells the clutch about the dragons in the
cave performing a ritual to keep something locked up.

They decide to head out to investigate, and—just to drive home the


immediacy of the problem—I describe the roar echoing out over the
island again as the three of them fly up to the mouth of the cave. I
tell them that they see a long-toothed dragon coiled up next to the
smaller dragon Hachiro saw earlier.

Hachiro leaps into action: “I want to see if I can tell anything about
what the older dragon is up to without being seen, so I guess I’ll
study another dragon?”

Spirit slides over one of dris iridescent red friendship gems for
the virtue Discretion and says, “Great idea, Hachiro! I wish I was
better at being discreet.”

Hachiro rolls with Charm +0 to get a total of 10. Dre first asks,
“Who are you holding a grudge against?”  

I think about introducing a new NPC, but instead I want to make


an existing NPC more important. “As you crouch by the mouth
of the cave and peer through the falling sand, you overhear two
dragons talking for a moment:

‘You take over the ritual, Finn, I’m tired of singing. We’ll be able to
take this nargasus out of here soon.’

The little bug-eyed drake picks the melody back up:

‘You know,’ says the long-toothed dragon, ‘I can’t believe Seshly got
to organize the Moonbeam Festival this year. I was the clear choice
for promotion… It was supposed to be my job!’

The drake stops singing for a moment then continues meekly. What
would you like to know with your second question, Hachiro?”

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Hachiro asks, “What is dre hoarding?” This is a great opportunity


for me to bring in the tainted cottonhoney Spirit has been after, so
I describe the long-toothed dragon, a beautiful sterling silver
serpent with a sparkly white frill around dris neck, lying on top
of a huge mound of cottonhoney, all bound up and ready to go to
the festival. “The dragon is lounging around and snacking on it,
licking every last bit off dris claws, lapping up the purple crystals,
and letting out a burp of shadowy Darkness. They are hoarding
some of the cottonhoney that Seshly needs for the festival! What
do you do, Spirit?”

I want to get Spirit all riled up so dre can do something fun; I’m
being a fan of the character by putting such a jerk dragon
right in front of the clutch. Dre totally takes the bait: “My tummy
grumbles angrily as I see this long-toothed dragon feasting on dris
stolen spoils, so I puff up my chest and tackle them!”

Hachiro looks shocked (and Talon facepalms) as Spirit picks up the


dice. “I know this is dangerous, but I am hoping that my ambush
will give me the edge I need to scare away this long-toothed
dragon.” Dre rolls act despite danger with Courage +2 to attack
the dragon, and gets an 8. “Boom!” yells Spirit. “To victory!”

Now I get to describe Spirit fumbling, stumbling, or embarrassing


dremself while still succeeding. “This was a very risky plan, but
somehow you pulled it off! The long-toothed dragon was already
exhausted from singing all day, so you easily take them by surprise,
tackling the silver dragon off the heap of cottonhoney. You tussle
with them on the floor! And for a moment, every dragon in the
cave is sure you are sure you are going to lose! The long-toothed
dragon has you wrapped up tightly in dris coils and you let out a
little squeak, but what cool maneuver do you do to scare them off,
Spirit?”  I don’t know how Spirit envisions dris fighting, so I would
rather ask than make something up that isn’t satisfying.

Spirit mimes dris wings flapping vigorously, bursting out, “I start


to fly while dris coils are still all around me and we burst out of the
cave and roll down the dune.”

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“Awesome! Yeah, you land in a heap, but the edge of dris sharp,
glittering frill catches you across your short snout, cutting you
deeply.” And now I want to use a wilderness move: reveal a
fantastic creature. “The other dragon slithers away from you,
hissing, ‘Without me you’ll never be able to handle the nargasus.’” I
don’t have to provide any further details to make that move—just
so long as I’m revealing that the creature is nearby.

Spirit retorts, “My clutch and I can do anything, now get lost before
I have the rest of them finish you off!”   

I want Spirit to mark a Shadow, but I need to tie it to the fiction.


I look at dris sheet and see that dre only has one empty box left,
so this will make Spirit turn into dris Shadowself. “As the silver
dragon flies off into the distance, you feel the burn on your snout
and a fear creeps into your mind. What if you really did just chase
off your only hope of handling what is inside that cave? What if
your clutch can’t handle it? Mark fear on your Shadow Track. I
believe that fills you up, right, Spirit?”

Spirit says, “Yep! Looks like I am now my Shadowself. So what do I


do next?”

I ask Spirit to read aloud dris Shadowself text, so everyone knows


that dre will be acting grumpy and selfish and how they can help
them come back from it. I tell them that it could last a scene or a
whole session, but it’s really up to the clutch to help their friend
come back to the light. “So Spirit, what does it look like when you
become your Shadowself? Does it show physically?”

Spirit answers, “The iridescent sheen on my feathers dull and my


feathers flatten, so I look smaller than usual. And because I marked
fear, when I make my way back up the dune to the mouth of the
cave I will hide the fact that the silver dragon said that we wouldn’t
be able to handle the nargasus (the mythical and elusive six-legged
narwhal-horned-pegasus beast). If Tix says anything, I snap at her
and she crawls behind my broken horn and sulks.”

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Now, I ask what the other two are going to do with this chanting
drake now that Spirit has chased off the long-toothed dragon.
Hachiro says, “I want them to stop chanting and help us!” and
Talon nods.

“I cautiously approach the drake, showing that I am not a threat,


and I bow slightly as I get closer. ‘Finn, is it?’”

“‘F-f-innerighous, actually.’ Dre spits it out then continues to sing


the confining spell and glancing nervously out the cave and back
at you.”

Talon continues, “We aren’t going to hurt you, we just want to get
past your spell so we can help whatever is in there.”

“A deafening roar fills the cave,” I add for dramatics, and give a
little more information to help Talon out. “Now that you are close
enough you can make out a beastly dialect that you can’t quite
understand fully. It’s almost as if the beast were speaking Latin to
your English. What you can make out is ‘pain.’ The beast is in pain.”   

“We could really use your help Finnerighous, whatever is down


there is in a lot of pain and it’s scaring away all of the buzzlebunns.
Please stop your chanting so we can go and help it. I promise we
will make sure the Council goes easy on you if you help us.” Talon
looks to Hachiro who nods and Talon triggers convince a dragon
to help you. Dre rolls with Charm +2 and gets a total of 10.

“Finnerighous licks a bead of sweat off of dris scales with a quick


flick of dris tongue and says ‘I can help you, but I want your friend
to teach me how to fight like that.’ Just then, Spirit, you make your
way back into the cave.” I have just used a move from the Culture
list and charged them with a task or obligation, but I want
to leave the decision up to Talon. “So, what do you say, Talon? Will
you agree to let Finnerighous follow you all around trying to learn
from Spirit?”

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“Heck yeah I do!” Talon says and everyone laughs as I describe


Finn’s response: “The small bug-eyed drake’s eyes water, and then
dre rushes over to Spirit and slides in front of them, belly first
and clapping dris wings together in excitement. ‘Oh thank you
thank you thank you! I have never seen flying like that in my LIFE.
Silverwing has always been so mean to me, but I never dreamed I
could stand up to them! You are just the coolest. I am going to be
the best student you have ever had I promise, oh thank you, thank
you, thank you!’” I make Finnerighous speak quickly and draw huge
breaths to finish it all in one go. This star-struck drake will give
Spirit someone else to play off and a responsibility to think about
that might help them get out of dris Shadowself.

Spirit takes the cue and, playing to dris Shadowself, says, “I lean
in close. ‘I think you are too small to ever be as fast as me. I am the
fastest dragon we have ever met!’”

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Hachiro’s eyes narrow, “Dris size can be an asset for being quick!”,
interjecting to help Finnerighous out.

Now I want the drake’s reaction to challenge the clutch’s


prejudices. Finnerighous isn’t evil; he’s just overeager to help. I
say, “Finnerighous isn’t fazed for a moment, dre just whizzes off
with another dizzying monologue about how dre isn’t done growing
yet, unless Spirit thinks dre should be.”

I turn to the other drakes: “But Talon, you notice a stillness setting
in, the beast isn’t speaking anymore; Hachiro, the oppressive
feeling you got from the song has finally lifted...” At this point I
shift my tone, talking slowly and looking at each drake as if to say
something big is coming.

Because the clutch spent their time talking to Finnerighous, I am


putting them in a high-stakes situation by bringing the
conflict to them. The nargasus won’t just wait around for some
drakes to save it. I describe it to them: “The creature from inside
the cave now towers over you with all its magical and majestic
might. Six legs, huge bat wings, and a beautiful curved horn.”

Now that I have shaken things up again, I need to make sure my


clutch understands the conflict. I turn to Talon: “You can see that
the nargasus has green blood running down its wing. If it escapes
this cave hurt and angry it will likely go after the hive… What do
you do?”

Talon quickly tells the clutch: “Oh, no! This nargasus has been badly
injured. We need to do something!”

Following Talon’s lead, Hachiro sits straight up and yells, “I heal it!
I call upon the magic of the Spirit moon to heal the nargasus.”

“Finnerighous and I will attack it if that doesn’t work,” adds Spirit.

“I want to make sure my friends are out of the way of being


trampled!” squeaks Talon.

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I love that everyone is excited about the scene, but I want to honor
that Hachiro has a solution; moon magic will be a great way to
wrap things up. “Okay, Hachiro, let’s start with you, what does it
look like when you call upon the magic of the moons?”

Hachiro says, “My deep purple scales glow as I bow before the
mighty nargasus. Since I have no wings, my gossamer bat wings
burst from my back, filling the cave with twinkling starlight.”

Hachiro returns five friendship gems to get a +5 (there is no cap to


the bonus on a moon magic move) to the moon magic roll. Dre rolls
and gets a total of 13.

On a 13, Hachiro gets both options from the move, so I describe


how the magic is exceptionally powerful and how it remains within
dris control. “The nargasus unfurls her own wings as you fold your
wings of starlight around her and the cave is full of stars as the
healing warmth of the Spirit Moon shines through you, Hachiro.”

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Now I address the whole group because this is not just a personal
experience for Hachiro, and I want to honor what the other two
wanted to get done in the scene. ”Spirit, you and Finnerighous
charge forward as the nargasus rears back, but you find yourself
weightless as you pass into the reach of Hachiro’s astral-wings.
Talon, you push off the bottom of a bale of cottonhoney and easily
collect Spirit and Finnerighous, moving them out of harm’s way.”

I think the healing is pretty straightforward, so I decide to be


a fan of Hachiro and let them cleanse the whole cave with dris
exceptionally powerful magic: “Hachiro, under the blanket of
starlight you have wrapped around the cave you feel the Darkness
melting away. The cottonhoney crystals pop and fizzle under your
healing touch and the nargasus’s wing scars over leaving a pearly
reminder of the burn made by the Darkness, but no pain.”

“The nargasus trots up to you, her many hooves echoing through


the starlit cave, to touch her horn to your head. It burns with a
blinding white-hot fire for a moment as she lives your memory
of the day, and her voice is your own as speaks to your mind. ‘I
will carry forward your kindness, young drake. I will cleanse the
buzzlebunn hive and restore its balance.’ And as if carried by the
wind itself, the nargasus leaves the cave and gallops off into the
sunset, towards the hive...”

Now that they’ve freed the nargasus, the clutch can deliver the
cottonhoney, try to get Spirit back from the Darkness, and report
back to Seshly about dris rival, Silverwing, trying to sabotage dris
new appointment as festival organizer....

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CHAPTER FIVE

HAZARDS

fter the first session, you will have some great plot

A threads to build on and follow as the Dragonmaster.


Your clutch might want to recover a lost relic for
the Council or track down a deviant dragon who
tried to ruin the moonbeam festival or pursue any of the
other threads that you hinted at while building characters and
playing your first set of scenes.

Resist the urge to construct plot—a series of events you know


will happen from session to session. Dragonia is far too big
to be bottled up in one person’s head. If you think too hard
about how to get the drakes into a particular scene, it can feel
contrived or like they are being railroaded into a story they
aren’t really interested in at all.

Using Hazards
One way to keep your story fresh and evolving is to use
hazards, a simple tool that helps you track conflicts in
Dragonia without plotting everything out. Hazards help you
keep the world moving around the clutch without sacrificing
the principle that you are all playing to find out what happens.
Your clutch will unify and focus on the hazards you create for
your story, bringing them together without worrying about
keeping full plots and twists in your head.

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Creating Hazards
Each hazard is a unique challenge for the drakes in your
clutch. If no one addresses a hazard, it will escalate along
its natural course, but the clutch has the power to influence
the outcome if they choose to get involved. Hazards come in
different types and range from addressing a single drake on
a personal level to an environmental obstruction that affects
everyone in a region.

In general, your clutch should be able to resolve any single


hazard within one session. Some can go on longer, but the
feel should be episodic and accomplishable. As the clutch
first begins to adventure, their hazards should be small
(just like them!) and reflect the kinds of problems that
drakes can overcome. As they age, the types of hazards they
encounter should stay relevant to their interests and place
in Dragonia. If they are looking after smaller drakes, for
example, that responsibility should play into the kinds of
hazards they encounter.

Creating your own hazards is easy! Hazards can be made on


the fly during a short break or in between sessions if you need
more time. You might make one before your first session—it
can be useful to have a conflict ready to go—and you’ll almost
certainly need one after you play for a bit as well.

When you’re ready to create a hazard, follow the steps below.


Create a hazard that interests you, as a DM. If you are excited
to run a hazard, your players are likely to feel that enthusiasm
and really take off with it.

When you create a new hazard follow these four steps:


1. Choose a hazard type and subtype
2. Create an NPC cast with desires
3. Assign stakes to the phases of the moon (optional)
4. Design any necessary custom moves (optional)

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Choosing a Hazard Type


There are many different kinds of hazards that could befall
Dragonia, but they all fall under the wing of one of the
following categories. When creating a hazard, choose one:
II Family
II Friendship
II Tradition
II Nature

The type defines the themes and tropes you add to fuel the
hazard, not its specific form. Hazards come in many forms;
a fellow dragon, a ritual, or even a beast of the Wilderness!
The hazard type describes the kind of conflict the clutch will
be facing, but not where they find it or how to resolve it; all
of that is up to you and the clutch.

Once you have chosen your hazard type—a frame for an


episodic conflict—choose a subtype. Each hazard has a
subtype that provides a set of DM moves to use during the
session. For example, if you want to focus a plot around an
NPC dragon that your clutch is friends with, you can choose
the Friendship hazard and the “jealousy” subtype to guide
how the relationship will evolve.

Each subtype also comes with an instinct, an impulse for


the hazard that is similar to the desires an NPC might have
(see page 83 for more on NPC desires). Dragons associated
with the hazard still keep their individual desires, but your
job is to help the hazard, as a whole, act out its instinct
through the DM moves and the hazard moves. Whenever
the hazard shows up in your story, showcase its core by
drawing attention to conflicts, dangers, and mysteries that
match the hazard’s instinct.

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Hazard Type: Family


Family hazards focus on challenges and tensions that come
up between affinity clutches, their drakes, and extended
house relations. Sometimes a family hazard is about a painful
separation or a loss, but it can also be about the dark side of a
tight family bond or how dragons react to a drake growing up.

Subtypes:
II Separation (instinct: split a hoard or other resource)
II Estrangement (instinct: keep everyone at wing’s length)
II Grief (instinct: avoid reconciliation at all costs)
II Control (instinct: let nothing grow or change)

DM Moves:
II Ruin something purposefully or stupidly
II Openly proclaim a hidden emotion
II Refuse aid
II Ask for aid
II Offer, but with personal strings attached
II Gossip about a clutchmate
II Force a choice between two dragons
II Lean on a close relationship

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Hazard Type: Friendship


Friendship hazards focus on the difficult relationships
between friends and clutchmates. Making friends is easy, but
sometimes you have to fight to keep them. The things that
keep friendships together, like time spent listening, laughing,
and connecting, will help to undo any damage done by
jealousy or other insecurities.

Subtypes:
II Jealousy (instinct: destroy another’s holdings)
II Rivalry (instinct: ruthlessly compete for victory)
II Scarcity (instinct: hoard a limited resource)
II Insecurity (instinct: act out to prove others wrong)

DM Moves:
II Escalate a small conflict into something larger
II Showcase a strength or insecurity to an audience
II Insist on helping with a problem
II Stubbornly try, try again
II Read things as charitably as possible
II Misinterpret plans and schemes
II Challenge someone to a competition
II Demand someone choose between friends

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Hazard Type: Tradition


Tradition hazards focus on Dragonia’s rituals, traditions, and
political processes. Young drakes often run afoul of traditions
that seem outdated or old-fashioned, but changing the way
things are done is harder than it looks.

Subtypes:
II Hierarchy (instinct: put everything in its proper place)
II Legacy (instinct: reject change)
II Restriction (instinct: instill fear of the unknown)
II Rituals (instinct: obey without thinking)

DM Moves:
II Cling to reason or tradition
II Break with tradition, messily and publicly
II Remind someone of their place
II Demand reparations for wrongs or slights
II Offer an alliance, temporary or lasting
II Surface an old or forgotten conflict
II Introduce new ideas or rituals
II Invite a dragon to a major ritual or event

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Hazard Type: Nature


Nature threats focus on the tensions between the wilderness
and the dragons of Dragonia. Dragons are reliant on nature’s
landscape, but it can be a mysterious and dangerous place
that does not want to be tamed. And while some dragons
can find a way to bridge the gap between the wilderness and
Dragonia, others wish to see the land conquered or exploited
for personal gain.

Subtypes:
II Development (instinct: exploit valuable resources)
II Havoc (instinct: disrupt the status quo)
II Mystery (instinct: offer tantalizing clues)
II Sanctuary (instinct: protect a sacred space)

DM Moves:
II Wastefully exhaust a resource
II Beg for help with a dangerous problem
II Destroy a public landmark
II Shift, move, or rearrange a place
II Disrupt everyday life with an infestation or stampede
II Summon something new and mysterious
II Release an unwanted secret
II Take something and hide it away

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Making Hazard Moves


The moves associated with each hazard type are there for you
to make in pursuit of a hazard’s instinct. Make one of these
moves anytime you have an opportunity to make a DM move
and want to emphasize the hazard’s influence on the story.
If you need a refresher, page 87 goes over opportunities to
make DM moves in more depth.

Don’t say what hazard move you’re making either! Just


make the move, and let the clutch react to the fiction that’s
happening in the story.

Hazard Cast
Once you’ve picked a type and subtype, add dragons, new
and old, to the mix! Hazards aren’t just anonymous plots to
run the clutch through each session. Each hazard is a rich
environment that allows your clutch to explore Dragonia and
discover who they are along the way. Fill your hazards with
casts of interesting characters with their own plans, schemes,
and desires.

Add a cast of dragons to each of your hazards when you


create them. See the NPC section on page 97 for tips on how
to prepare a vivid dragon of Dragonia with an occupation,
demeanor, and desire. You can leave some things to be
filled in as the clutch meets the associated dragons, but
occupations and desires that complicate a hazard can open
up more avenues for the clutch to explore Dragonia.

For example, the drake racing a Daredevil in a cloud-climbing


contest might be the resident cloud-climbing champ, but if
dre is the Swinging Garden caretaker instead, the clutch is
exposed to more fantastic elements of Dragonia.

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Countdown Moons
If a hazard’s drive has forward momentum—if it plans to
change something rather than defend what is already
established—create a countdown moon for it. The phases of
the moon are to help remind you that the hazard wants to
move forward and to assist you in tracking its progress.

There are four phases of the moon:

Full New
Moon Moon

Pregnant Half
Moon Moon

II New Moon (Rising action)


II Half Moon (The shift is coming)
II Pregnant Moon (Irrevocable change)
II Full Moon (Destiny)

Countdown phases help you track what should happen if the


clutch ignores the hazard, or even makes it worse. When you
create the phases, decide that hazard’s destiny. What could
happen? What is at stake? How might Dragonia change?

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Moving the Moons Forward


You can move the moon forward as a DM move or you can
move the moon forward when the fiction demands it, i.e.
when what you wrote next to the hazard moon comes to pass.
Sometimes you might even skip phases if something in the
fiction jumps ahead faster than you thought it might.

Around the hazard moon, note the obvious changes your


clutch is sure to notice as the hazard worsens. Every time the
moon advances, show the clutch the change in the fiction:
II New Moon — The hazard is building, but still reversible.
II Half Moon — The signs are distinct and unmistakable.
The hazard could still be interrupted, but the cost to
stop it is mounting.
II Pregnant Moon — The hazard impacts Dragonia in an
irreversible way.
II Full Moon — The hazard’s threat or outcome comes to
pass. Dragonia is forever changed by this hazard, if only
in a small way.

The phases should be events or things out of the clutch’s


control. Don’t try to predict the clutch’s actions or put them
in specific scenes. Each phase expresses an action that would
occur if the clutch didn’t exist or refused to get involved.

I have a countdown moon (hazard type: nature, subtype: havoc)


about a group of wormolluscs (rolling worm-mollusk beasts) that
threaten to destroy an important Rothscar stronghold. So far, the
clutch hasn’t found any way to satiate their enormous appetites.
I’ve already marked off my new moon phase—“The wormollusc
larvae move their nests to the trees outside the quarry”—but
the clutch hasn’t found any allies to help them deal with the
wormolluscs without killing them!

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My half moon phase is “The wormolluscs eat away the stone


quarried to build the stronghold.” When the clutch misses on
standing up to an older dragon, Fayright Thunderbelly, I
decide to make a hazard move—wastefully exhaust a
resource. The wormolluscs devour all the stone and start to
move toward the Rothscar stronghold! Since the fiction changed
in accordance with my moon countdown, I mark off the half
moon phase and start thinking about the pregnant moon phase I
planned: “The wormolluscs eat away the stone foundation of the
west wing of the stronghold!”

Fayright Thunderbelly is furious; the wormolluscs are now


threatening to undo all dris work. Whose side will the drakes take
in this nature hazard? Can they stop the countdown before it gets
worse? Can they do it without hurting the wormolluscs?

Always feel free to rewrite and adjust your phases


according to what fits best for your story! If a phase is no
longer relevant change it to something more interesting,
but let your clutch have their victories if they succeeded at
stopping the hazard. Don’t change the moon phases just to
keep the heroes from winning.

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Custom Moves
To further embellish your hazards and make them feel real
and relevant, you might also add a custom move or two.
Note that these moves aren’t for you; you already have
the DM moves associated with the hazard you chose.
Instead these are for your clutch, giving them new options
and ways to engage with the hazard. Generally, moves have
the following parts:
II a spark: “When X happens…”
II a flame: “…then Y.” Sometimes it’s a roll, other times it’s
just an outcome.
II stakes: if it has a roll, define 10+, 7-9, and 6-.

If a move involves a roll, 10+ means things generally work out


for the clutch, 7-9 means they pay some costs or endure some
complications, and a 6- means that something interesting—and
less than ideal—occurs instead.

When you make a promise to a worm spirit, roll +Charm.  On


a 10+ they gift you a bag of sacred dirt that gives you a +1 ongoing
to make good on your promise; mark XP when you fulfill it. On
a 7-9, they gift you a mud pie that grants +1 forward when
consumed. On a miss, the spirits have their doubts about you; they
rub clay on your snout and curse you with a -1 ongoing to actions
that would break your promise.

When you read runes from the book Tales of the Unknown
Agent, roll +Cunning. On a hit, the words reveal the location of
what you desire most in Dragonia. On a 10+, mark a Shadow to ask
the GM one follow-up question. On a miss, the words reveal your
fate in the terrible events to come.

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More on Custom Moves


Moves can be simple—“When you try to stand up to Fayright
Thunderbelly, roll Charm instead of Courage”—or complex
like the examples above. Either way, they should make
engaging the hazard different and fun. Try not to create
custom moves that are about keeping your clutch from doing
something interesting!

If you’re interested in reading more about crafting custom


moves, check out Chapter 10: The Shadows in Urban
Shadows by Andrew Medeiros and Mark Diaz Truman.
They’ve compiled a whole bunch of information about
creating custom moves using the Apocalypse World engine.
Be wary, though! Urban Shadows isn’t a book for small
drakes. It’s filled with adult language and mature themes.

Hazards & the Darkness


Note that there are no Darkness hazards. Instead, each and
every threat in Dragonia can have an element of Darkness
to it, a place where the Darkness creeps into the hearts and
souls of dragons large and small…

Ultimately, the Darkness is not an evil entity that can be


fought by tooth or talon alone, but rather a manifestation
of hardships and burdens that have become too powerful
to overcome alone. The challenges in Epyllion are not
outlandish evil, but instead hazards that could beset, test,
and try any dragonkin.

If the threat of Darkness becomes too overpowering in your


game it can eclipse the clutch! Don’t rely on the Darkness
as a “bad guy.” Play up interpersonal drama and everyday
challenges that reveal where the Darkness hides in all of us.

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Example: Festive Grudges


Tomorrow is the Festival of Flight and two elder dragons
are being honored at the opening and closing ceremonies.
Unfortunately these two elders, once part of an affinity clutch,
are now enemies and refuse to participate unless the other
gives up the half of the hoard they inherited after the death
of their third clutchmate. The entire festival will be ruined if
these two don’t put aside their grudge and come to terms!

Type: Family (Separation)


Instinct: Split a hoard or other resource

Cast
Swift Star passed through the valley of death years ago,
leaving dris hoard to dris clutchmates, Vita and Tarscale.
Age: Died as a Bearded dragon
House: Semscale, House of Jade

Vita the Fierce has a long thin body that could wrap around
an entire stronghold if ever dre unfurled.
Age: Elder
House: Tessith, House of Diamond
Moons: Storm
Demeanor: Jovial and loud, but protective of dris holdings
Occupation: Council member
Desire: To protect the hoard from threats.

Tarscale the Warm has smoke that billows from dris nostrils
and a tummy that burns deep black.
Age: Elder
House: Rothscar, House of Gold
Moons: Void
Demeanor: Excited by puzzles, but easily distracted
Occupation: Hoard actuary
Desire: To restore the hoard to its former glory.

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Phases of the Moon


II New Moon — Tarscale says dre won’t participate in the
festival, unless dre gets Vita’s half of the hoard.
II Half Moon — Merchant dragons, seeing the dispute
unlikely to be solved, decide to leave and save on
costs—their departure further dooms the festival.
II Pregnant Moon — Vita sends young drakes to steal
Tarscale’s hoard the night before the festival. Upon
discovery of the theft, Tarscale flies into a rage and
cancels the festival.
II Full Moon — Vita and Tarscale fight, ending with each
one giving the other scars, and the memory of Swift
Star being forever tarnished by their dishonorable fight.

Custom Moves
Vita the Fierce is intimidating and larger than life. When you
study Vita the Fierce, roll +Courage instead of +Charm.

When you take wing during the Festival of Flight, roll


+Charm. On a 10+ you display skills beyond your years and the
Elders honor you with a gift. On a 7-9, you impress an Elder;
say who it is and take +1 forward to stand up to them. On a
miss, your acrobatics get you into trouble and you are left
with a big mess to clean up.

Hazard Note
This hazard has the potential to undermine a tradition of
Dragonia, but that doesn’t mean that the clutch has to take
any particular side. There are lots of creative ways for your
clutch to explore this hazard, including siding with one dragon
over another.

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AFTERWORD
Epyllion was born of my love of epic fantasy stories, like
The Hobbit, complex and rich settings that inspired my
imagination. These tales were a rabbit hole I always wanted
to follow, leading to lands I wanted to be lost in. And out of
all the tales to tell, I really wanted to know more about the
dragons in these stories and where they came from.

Now, Epyllion’s publication has brought me to an amazing


place where I can finally share the world of Dragonia with
excited roleplayers, experienced and new, who want to tell
those stories about dragons and where they came from. Not
just as greedy fire-breathing monsters, but as complex and
mystical creatures with rich and vibrant traditions.

Bringing this game to you has been an epic journey all its
own and I owe it all to my amazing group of Kickstarter
backers and my dream team of editors, artists, friends, and
supporters…thank you.

Fly Strong!

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MEDIOGRAPHY

Books/Movies
The Avengers
Dragonheart
Harry Potter
The Hobbit
The Lord of the Rings Trilogy
Nausicaä of the Valley of the Wind
Princess Mononoke
Percy Jackson

Games
7th Sea
Apocalpyse World
Blood and Honor
Dungeon World
Houses of the Blooded
Monsterhearts
Mouse Guard
Urban Shadows

Television
My Little Pony: Friendship Is Magic
Sailor Moon

Video Games
The Legend of Spyro
Mass Effect
Skies of Arcadia

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APPENDIX:

PLAY MATERIALS
The Drakes
Below is a list of all of the available playbooks for Epyllion.
The Encyclopedia Draconica contains additional playbooks,
but these six are core. Each is listed with information about
the playbook and its high and low stats.

The Academic (page 148-149)


Studious, thoughtful, relentless. The Academic has dedicated
dris life to pursuing, preserving, and mastering dragon
culture’s histories, mysteries, and lore.
High Stat: Cunning
Low Stat: Courage

The Crafter (page 150-151)


Clever, patient, and determined. A master of their medium,
the Crafter is a dedicated creative committed to forging
objects of beauty, power, and strength. Dre understands and
wields dris creations with precision and grace.
High Stat: Cunning
Low Stat: Charm

The Daredevil (page 152-153)


Adventurous, bold, and loyal. The Daredevil’s courage is
unwavering when it comes to dris friendships. No one cares
as much about protecting dris loved ones.
High Stat: Courage
Low Stat: Charm

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The Nature Adept (page 154-155)


Curious, graceful, and conflicted. The Nature Adept finds
dremself drawn away from dragon society by the call of
the wild, pulled away from dris friends by the beasts and
elements.
High Stat: Charm
Low Stat: Courage

The Seer (page 156-157)


Haunted, passionate, and charismatic. For better or worse,
the Seer is linked to the Darkness. Dre learns what dre can
from it in order to protect others from what dre has seen.
High Stat: Charm
Low Stat: Cunning

The Warrior (page 158-159)


Brave, hardworking, and honest. The Warrior uses dris
physique and dedication to Dragonia to inspire others, to
accomplish dris goals, and to protect the weak.
High Stats: Courage
Low Stat: Cunning

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THE ACADEMIC
YOU WORK HARD to learn as much as you can. Knowledge is power, and
you fight to pursue and protect it. Sometimes it is hard to balance your
passions for the past with living in the present, but you don’t want to miss
out on any adventures…or friendships. After all, the heroes you read about
had to put down their parchment and get their scales dirty eventually.

NAME: (circle one) Stars, Ludvizk, Hachiro, Weneth, Zandyl, Stevarath


LOOK (circle one in each row) STATS:
Antennae, Antlers, Curling horns, Many horns ADD 1 TO one of these.
Baggy hide, Feathered, Furry, Scaled
Long snout, Overbite, Pointy skull, Short snout Charm +0
Maned tail, No tail, Prehensile tail, Stinger Courage -1
Adhesive toes, Boney digits, Splayed fingers, Talons Cunning +1
Bloated body, Graceful body, Thin, Wingless

HOUSE & OBLIGATION (choose one) VIRTUE


MYNDOTH, The House of Oak (choose one)
Discover something important about an
ancient mystery. Curiosity
SEMSCALE, The House of Jade
Defuse a tense situation between dragons from Honesty
different houses.

FELLOWSHIP
guided your Clutch when you were lost in the
capital. Explain how they exemplified your virtue & give them a Friendship Gem.
doesn’t understand dragon history and the
importance of the old ways; you will teach them all you can. Take a Friendship Gem.
showed you the threat the Darkness
posed by getting your snout out of a book. Give them a Friendship Gem.
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ACADEMIC MOVES: YOU GET THIS ONE


FIELD OF EXPERTISE: You carry one of the Great Tomes of Dragon
Knowledge. Mark which one you keep with you always:
Dagon’s History of the War with Darkness
Lung-Kwan’s Famous Dragons and What They Did
Fafnir von Grimtooth’s Famous Moments in Dragon History
Dewlash De Golderin’s Guide to the Creatures of Dragonia
Amelia Drakovich’s Geographical Primer on Dragonia’s Rivers, Mountains,
and Major Islands
When you consult the tomes you carry for information, tell the DM what you find
and roll +tomes consulted. On a 10+, the information is accurate and complete;
take +1 forward to act on the answers. On a 7–9, something is missing or mythic,
useful but not everything you need. On a miss, you’ve got something terribly
wrong; the DM will let you know what you got wrong when you need to know.
Signature Move Advancement: Mark a new tome of knowledge. Tell the DM
which dragon gave you this new source of wisdom.

AND CHOOSE ONE MORE:


OLD DEBTS: When you stand up to an older dragon by reminding them of
debts and obligations long forgotten, roll +Cunning instead of +Courage.

AN EAR FOR THE ARCANE: When you listen closely to a magic ritual, roll
+Cunning. On a 10+ ask 2. On a 7–9, ask 1. Take +1 forward to acting on the
answers. On a miss, the ritual ensnares you, the DM will tell you how.
• What arcane effects does the ritual have? • Who is the intended target?
• How can I disrupt the ritual? • How could I reproduce this ritual?

PEER REVIEW: When you go to your friends for advice about a


specific problem, give them a Friendship Gem and hear what they have
to say. If you follow their advice, tell them to mark experience; you get a
+1 ongoing to see it through. If you ignore their advice, mark a Shadow.

FAMILIAR WITH THE OLD WAYS: When you study a Bearded or Elder
Dragon, add these questions to the move study another dragon:
• What is whispered about you within your House?
• How are you vulnerable to the Darkness?
• Who in Dragonia opposes your goals and machinations?

SHADOWSELF
YOU’VE HELD YOUR tongue for too long. You have the best plans to move your Clutch
forward and no one knows the history of Dragonia better than you do. Make sure your
clutch knows how smart you truly are. You are The Academic. Return from your Shadowself
when a friend convinces you to admit that you don’t have all the answers.

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THE CRAFTER
YOU UNDERSTAND THAT beauty goes beyond a flashy new look, and
you know how much hard work and dedication it takes to make great art.
But it is important for all great crafters to remember that your trade is a
dangerous practice: many like you have fallen to their obsessions. Your
friendships will keep you grounded while you pursue perfection.

NAME: (circle one) Deep Eyes, Neo, Azrael, Bolograth, Angus, Samsmilt
LOOK (circle one in each row) STATS:
Antennae, Charred horns, Curling horns, Tusks ADD ONE TO one of these.
Baggy hide, painted scales, Bumpy skin, Shelled
Boney skull, Scarred snout, Short snout, Underbite Charm -1
Barbed tail, Club tail, No tail, Prehensile tail Courage +0
Boney digits, Claws, Splayed fingers, Webbed feet Cunning +1
Angular body, Bloated body, Sleek body, Twisty body

HOUSE & OBLIGATION (choose one) VIRTUE


KEBROS, The House of Ruby (choose one)
Put yourself in danger to obtain rare
materials or treasures. Ambition
Tradition
ROTHSCAR, The House of Gold
Design something to help a friend solve
a tricky problem.

FELLOWSHIP
asked you to craft something useful for your
Clutch. Explain what it is, and take a Friendship Gem from them.
inspired you to leave your workshop to fight against
the Darkness. Explain how they exemplified your virtue, and give them a Friendship Gem.
has your back when your tinkering gets you into
trouble. Explain how they exemplified your virtue, and give them a Friendship Gem.
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CRAFTER MOVES: YOU GET THIS ONE


DRAGON TRADE: You are known for your gifts in the draconic arts.
Mark two mediums you have dedicated yourself to from the list below:
¨¨ paints ¨¨ metal ¨¨ gardening ¨¨ precious ¨¨ beads
¨¨ wood ¨¨ tattoos ¨¨ cloth metals ¨¨ wire
¨¨ stone ¨¨ piercing ¨¨ paper ¨ ¨ ice ¨¨ sound
¨¨ pen and ink ¨¨ acting ¨¨ plastics ¨¨ wax ¨¨ instruments
¨¨ mortar ¨¨ directing ¨¨ engraving ¨¨ clay
¨¨ glass ¨¨ writing ¨¨ jewels ¨¨ sand
When you create something in your medium, roll +Cunning. On a 10+, pick 2.
On a 7–9, pick one.
¨¨ Your creation is durable ¨¨ Your creation is attractive
¨¨ Your creation is functional

On a miss the work is fundamentally flawed. The DM will reveal how at a


later time.
Signature Move Advancement: Mark two new mediums. Tell the DM which
dragon helped you to master these new materials.

AND CHOOSE ONE MORE:

AN EYE FOR DETAIL: When you study another dragon after


complimenting them on a unique feature or object they possess, roll
+Cunning instead of +Charm.
CRAFTY CLAW: When you repair broken equipment or machinery, roll
+Cunning. On a 10+, you do it, no problem. On a 7–9, it’s possible to get it
moving again, but only at a cost. The DM will tell you what you have to do
to fix it up. On a miss, something vital is missing or permanently broken.

MONUMENT TO THE MOONS: When you create (and describe) a work


of art, you can call upon the Moons and store the effects inside your
piece. Name an event that will activate the item, and the magic will be
released when it is triggered.
SADDLEBAG OF POTENTIAL: You collect odds and ends, including bits
of armament and ancient artifacts, just in case the inspiration strikes. When
you search your saddlebag for something small enough to be carried with
you, roll +Cunning. On a 10+, you have just the thing, or close enough. On
a 7–9, you have something similar, but it’s incomplete or flawed. On a miss,
you’ve used it recently, but you might be able to get it back.

SHADOWSELF
MORE THAN AN artist, you are a machinist. You see dragons as tools to be wielded,
manipulated, and forced to see their true potential. Make sure your clutch sees your vision
for Dragonia. You are The Crafter. Return from your Shadowself when a friend convinces
you to admit that you care more about dragons than objects.

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THE DAREDEVIL
THE SKY IS no limit for you. When you shoot for the stars, you achieve great
things you never thought possible. Sometimes the rush can make you lose your
head; don’t fly so high that you forget about those who look up to you. Your
friendships will give you reasons to fly and all you could ever need to keep
your wings and heart busy.

NAME: (circle one) Quoloth, Vol, Onyx, Honedstar, Spirit, Sirat


LOOK (circle one in each row) STATS:
Broken horns, Head frill, Pointed horns, Tusks ADD ONE TO one of these.
Bumpy skin, Feathered, Iridescent, Spiney
Charm -1
Beak, Long snout, Overbite, Short snout
Courage +1
Barbed tail, No tail, Prehensile tail, Whip tail
Cunning +0
Adhesive toes, Claws, Paws, Webbed feet
Angular body, Boney body, Muscular body, Twisty body

HOUSE & OBLIGATION (choose one) VIRTUE


BRYNBAK, The House of Steel (choose one)
Convince a member of your Clutch to
undertake a dangerous task. Cooperation
Discretion
ROTHSCAR, The House of Gold
Put yourself in between danger and
a Clutchmate.

FELLOWSHIP
made you feel welcome in the Clutch when your beast
companion fell ill. Explain how they exemplified your virtue, and give them a Friendship Gem.
taught you not to underestimate the Darkness.
Explain how they exemplified your virtue, and give them a Friendship Gem.
You saved from a dangerous monster. Take a
Friendship Gem from them.
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DAREDEVIL MOVES: YOU GET THIS ONE


BEAST COMPANION: You find yourself in precarious situations that
other dragonkin avoid, but your beast companion will follow you anywhere.
Just like other wildlife in Dragonia, your beast companion has aspects of many
different animals. Choose up to three. If you only circle one, other creatures
of Dragonia will view your companion as a monster, but somehow you two
manage.
¨¨parrot ¨¨lion ¨¨wolf ¨¨salamander ¨¨frog ¨¨bat
¨¨rhino ¨¨turtle ¨¨horse ¨¨badger ¨¨ram ¨¨armadillo
¨¨rat ¨¨insect ¨¨alligator ¨¨bear ¨¨squid ¨¨urchin
ABILITIES (choose one): ¨¨
¨¨Large: your beast is large enough to ride long distances.
¨¨Tracking: your beast can track down a nearby creature.
¨¨Burrowing: your beast can dig through solid earth.
¨¨Messenger: your beast can carry messages far and wide.
¨¨Camouflage: your beast can blend in with its surroundings at will.
¨¨Perform: your beast can entertain dragonkin and other wildlife.
¨¨Labor: your beast can haul and move heavy objects.
Signature Move Advancement: Mark a new ability for your beast companion. Tell
us how your beast companion discovered (or grew into) their newfound talents.

AND CHOOSE ONE MORE:


DANGER IS MY MIDDLE NAME: Take +1 ongoing to acting despite
danger to overcome physical obstacles.

CLEAR HEADED: When you charge headfirst into a dangerous situation,


roll +Courage. On a hit, ask the DM one or more questions from the
following list. Take +1 forward to act on the answers. On a 10+, ask 2. On a
7–9, ask 1:
• Where’s my best escape route/way in/way past?
• What should I be on the lookout for?
• Who’s in control here?
On a miss, someone gets the jump on you before you can get your
bearings, putting you in a tough spot and separating you from your friends.
SLIPPERY SCALES: When you attempt to escape any form of physical
entrapment, roll +Courage. On a 10+, you escape. On a 7-9, you slip away, but
you leave something important behind or attract unwanted attention; the DM
will tell you which. On a miss, you still get away, but the costs are great: mark
a Shadow.
SHARE THE LOAD: When a fellow dragon is about to mark a Shadow, you
can mark off a Shadow on your Shadow Track instead. You don’t have to act
on the Shadow, but it stays marked until you clear your Shadow Track.
SHADOWSELF
YOU ARE FAST, furious, and unstoppable. No danger is too great for you to face, and you
don’t need a Clutch to slow you down. Make sure your clutch always sees you out in front.
You are The Daredevil. Return from your Shadowself when a friend convinces you to admit
that you need your Clutch.
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THE NATURE ADEPT


YOU KNOW THE true splendor of the wilds. Creatures of the land sing a
familiar song that reminds you of home, and they hear your roar as they would
hear one of their own. But what is Dragonia to you? Can it be your home as
well? Only your friendships can help you see the value of dragon culture and
realize the promise of living in two worlds.

NAME: (circle one) Lionell, Hunter, Talon, Ahna, Toverinn, Kemoth


LOOK (circle one in each row) STATS:
Antlers, Bone crest, Curling horns, Tusks ADD ONE TO one of these.
Bumpy skin, Feathered, Furry, Spiney
Charm +1
Beak, Broad snout, Bulbous skull, Short snout
Courage -1
Club tail, Maned tail, Prehensile tail, Stinger
Cunning +0
Clubbed feet, Hooves, Talons, Webbed feet
Flat body, Graceful body, Knobby body, Small body

HOUSE & OBLIGATION (choose one) VIRTUE


MYNDOTH, The House of Oak (choose one)
Avoid detection or infiltrate a location.
Honor
Independence
TESSITH, The House of Diamond
Restore a symbol or sanctuary of the wild.

FELLOWSHIP
was a voice of reason in your Clutch when dealing
with older dragons. Explain how they exemplified your virtue, and give them a Gem.
helped you defend a sacred space against the
Darkness. Explain how they exemplified your virtue, and give them a Gem.
You have taught to listen to an animal of the wilds.
Tell them which wild creature. Take a Gem from them.
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NATURE ADEPT MOVES: YOU GET THIS ONE

WILD SPEECH: You share this world with beasts and creatures of the
wild. The calls of these creatures are a second language to you. You can
understand and communicate with animals in a basic tongue of the land,
allowing you to study them, insist they accept your help, and mislead or trick
them as if they were dragons.

Signature Move Advancement: Mark one of the following as an additional


native tongue: stone, water, earth, fire, wind, ice, wood, or metal. Tell the DM
how you mastered a new language of the elements.

AND CHOOSE ONE MORE:

MASTER OF TWO WORLDS: When you act despite danger while traveling
through the wild, roll +Charm instead of +Courage.

SPIRIT GUIDE: You have attracted the attention of the land itself. A small
spirit guide follows you wherever you go, offering aid and counsel. When you
ask your spirit guide for advice, roll +Charm. On a 10+, mark experience and
take +1 forward if you follow its guidance. On a 7–9, take a +1 forward if you do
as it says and mark a Shadow if you don’t. On a miss, the spirit is insistent; if
you ignore its advice, it leaves your side until you are able to make amends.

SMOKESCREEN: When you keep still in natural surroundings, you blend in


and are nearly invisible. Enemies cannot spot you until you move or speak.

BEAST OF THE LAND: When you commune with the spirits native to the
land, roll +Charm. On a 10+, they impart their wisdom upon you; ask two of
the following questions. On a 7–9, ask 1. On a miss, the spirits are in trouble
and need help with a ritual of their own.
• How can I nurture this place?
• What does this place want from us?
• What last visited this place?
• What spirits dance here?

SHADOWSELF
YOU ARE PURE and one with nature. Dragonia is a distant memory, a false artifice
obscuring the true destiny of the land. Make sure your clutch knows how much you
value the wild over Dragonia. You are The Nature Adept. Return from your Shadowself
when a friend convinces you to acknowledge the value of dragon culture.
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THE SEER
THE DARKNESS SPOKE to you at an early age. You see the approaching
horror and work to fight against it, yet others don’t always trust or believe
you. You have grown close to the Darkness to learn its secrets, but do not
forget your true allies. Your friendships are the light that keeps you from
falling to the Darkness.

NAME: (circle one) Ren, Veri, Ryoko, Luneth, Draven, Hamundil


LOOK (circle one in each row) STATS:
Curling horns, Head fins, Many horns, Tusks ADD ONE TO one of these.
Broad scales, Iridescent, Scaled, Smooth skin
Charm +1
Beak, Hardened skull, Overbite, Pointy snout
Courage +0
Maned tail, No tail, Stinger, Whip tail
Cunning -1
Hooves, Splayed fingers, Talons, Webbed feet
Boney body, Elegant Body, Flat body, Thin body

HOUSE & OBLIGATION (choose one) VIRTUE


KEBROS, The House of Ruby (choose one)
Mark a Shadow while engaging the Darkness.
Honor
Independence
SEMSCALE, The House of Jade
Use secret knowledge of the Darkness
to aid another.

FELLOWSHIP
’s knowledge is unparalleled within the Clutch, but they
do not see the danger ahead. Take a Gem from them.
helped save you from the Darkness. Explain how
they exemplified your virtue. Give them a Gem.
You dreamed of long before you two met. Tell them
what the dream was about and take a Gem from them.
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SEER MOVES: YOU GET THIS ONE


HAUNTING VISIONS: You are haunted by visions of the Darkness. At the
start of the session, roll +Charm. On a hit, you’ve seen a vision of the Darkness
that will aid your Clutch’s efforts; learn something useful and interesting about
the tasks at hand. On a 10+, you’ve seen the true face of the Darkness; ask the
DM a followup question as well. On a miss, your vision is too dark to aid you; the
future it foretells is grim and painful.
Signature Move Advancement: Mark a new feature for your visions. When you
roll Haunting Vision, you may:
¨¨share your vision with a Clutchmate; take +1 forward to your Haunting Vision roll.
¨¨prepare your mind; ask an additional question (even on a miss).
¨¨guide your vision; tell the DM what aspect of Dragonia your vision will concern.
¨¨defy your future; offer a +1 forward to a Clutchmate to alter what you have seen.
Tell the DM which dragons helped you gain the strength to master your visions.

AND CHOOSE ONE MORE:


ONE OF THEM: When you mislead or trick a dragon corrupted by the
Darkness, roll +Charm instead of +Cunning.

WYRMTONGUE: Return a Gem and ask the Darkness for something you need.
The DM will tell you what it costs. If you pay the price, the Darkness will deliver it.

SECRET CATCHER: Add the following options to study another dragon


before they have seen you:
• What secrets is your character hiding?
• What has the Darkness offered to you in your moments of weakness?
• How do you think we are alike?

TOUCH THE DARKNESS: When you consume a piece of the Darkness, roll
+Charm. On a hit, the Darkness gives you a vision and answers your questions.
On a hit, choose one from the list below. On a 10+, choose two. The visions...
• … are lucid and detailed; clear a Shadow.
• … show you what you need to do; take +1 forward to do it.
• … reveal the role a dragon will play in the events to come; give +1 forward
to a Clutchmate.
On a 7-9, choose one from the list below as well. The visions...
• ... corrupt your soul; mark a Shadow.
• … distance you from others; return a Gem.
• … attack your weakened body, take -1 forward.
On a miss, you attract the attention of the Darkness itself.
SHADOWSELF
YOU ARE MAGNETIC and persuasive. You know dragonkin cannot be trusted any
more than the Darkness can; you may have to traffic in lies and backroom deals to get
things done. Make sure your clutch knows you are willing to sacrifice their feelings
to get the job done. You are the Seer. Return from your Shadowself when a friend
convinces you to trust a dragon you do not know.
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THE WARRIOR
YOU ARE NOBLE and strong. Dragonia is your home and you fight to
defend it. You are an inspiration to your fellow dragons, but don’t try to
take on too much by yourself. Your friends are strong and capable; give
them a chance and they will surprise you.

NAME: (circle one) Morning, Buck, Vera, Kimrath, Ax, Gracks


LOOK (circle one in each row) STATS:
Curling horns, Feathered crest, Many horns, Tusks ADD ONE TO one of these.
Broad scales, Shelled, Spiney, Tough hide
Charm +0
Broad skull, Long snout, Scarred snout, Underbite
Courage +1
Barbed tail, Club tail, Stubby tail, Whip tail
Cunning -1
Claws, Clubbed feet, Hooves, Paws
Barrel-chested, Elegant body, Huge body, Muscular body

HOUSE & OBLIGATION (choose one) VIRTUE


BRYNBAK, The House of Steel (choose one)
Destroy an unnatural menace born of Darkness.
TESSITH, The House of Diamond Daring
Defend someone weaker than you from Humor
the Darkness.

FELLOWSHIP
has recently joined your Clutch and you are training
them in the art of capital politics. Take a Gem from them.
has stood by your side in a fight against a monster
of the Darkness. Explain how they exemplified your virtue. Give them a Gem.
was there when you were most vulnerable. Give
them a Gem.
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WARRIOR MOVES: YOU GET THIS ONE

SCALES OF HONOR: You have dedicated your life to the betterment


of Dragonia. Choose one boon:

¨¨ A mark of lunar authority; take +1 ongoing to call upon the Moons.


¨¨ A voice that penetrates the Darkness; take +1 ongoing to act despite
danger in the face of the Darkness.
¨¨ A lineage that commands respect; take +1 Charm (max +3).
¨¨ An heirloom from the War of Shadow; take +1 ongoing to stand up to an
older dragon.
¨¨ A large and valuable hoard; take +1 ongoing to give into the Darkness.
Mark a Shadow each time you conceal or hide one or more of your boons.
Signature Move Advancement: Mark a new boon. Tell the DM which of
your adventures has earned you such an honor.

AND CHOOSE ONE MORE:

BATTLE PLAN: When you face an enemy in combat, roll +Courage. On a hit,
you can ask the DM questions. Whenever you act on one of the DM’s answers, take
+1. On a 10+, ask 2. On a 7–9, ask 1:
• Which enemy is most vulnerable to me? • Which enemy is the biggest threat?
• What’s my enemy’s true position? • What’s my enemy’s mission or objective?
On a miss, they catch you off guard. Take a -1 ongoing until you can assert your
dominance or rally your allies.

DRAGONHEART: You are a true friend to your Clutchmates; you may give
Gems to characters that act according to either of your virtues (Daring or Humor).

ALL FIRED UP: Once per session, you can return a Friendship Gem to act
despite danger with a 10+.

LIES DO NOT BECOME US: When you speak frankly with a character, you
can ask their player a question from the list below. If they answer it truthfully, they
may then ask you a question from the list. You must answer truthfully.
• Whom do you really serve? • What do you most regret?
• What do you most desire? • Who have you truly wronged?

SHADOWSELF
YOU ARE UNSTOPPABLE, a hurricane whose might will singlehandedly shatter the
Darkness. Dragonia must be protected and no one else is strong enough to help you. Make
sure the clutch knows you are the only one who can save Dragonia. You are The Warrior.
Return from your Shadowself when a friend convinces you to ask your Clutch for help.
159
INDEX

Advancement 72-77 Moves 41, 45-50, 54-71, 85-94, 140-141


Age 15-20 Basic Moves 54-71
Ancient 18, 22, 24, 26, 28, 77 DM Moves 85-94
Bearded Dragon 15, 17, 75 Wilderness Moves 88-89
Elder Dragon 15, 18, 76 Culture Moves 88, 90-91
Long-Toothed Dragon 15, 17, 74 Darkness Moves 88, 92-93
Mystic 18-19, 23, 25, 77 Custom Moves 140-141, 143
Raw-Scaled Drake 15-16, 20, 74 Act Despite Danger 54-55
Winged Drake 15-16, 74 Moon Magic 50, 66-67
Agendas 78-79 Convince a Dragon 58-59
Charm 39, 58-59, 62-63 End of Session 71
Clutch 32 Shadow Magic 68-69
Affinity 14, 32 Help or Hinder 50, 70
Conversation, the 43-44 Mislead or Trick 60-61
Countdown Moons 137-139 Stand Up to an Older Dragon 56-57
Courage 39, 54-57 Study Another Dragon 62-63
Cunning 39, 60-61, 64-65 Survey an Ancient or Arcane Area
Darkness, The 23, 31, 33-35, 38, 64-65
51-53, 68-69, 84, 92-93, Non-Player Characters (NPCs) 95
96, 102, 105-106, 110, 141 Playbooks 8, 36, 97-104, 146-159
Dice 8, 47 Academic 98, 146, 148-149
Dragon Council 12, 27, 32, 34-35 Crafter 99, 146, 150-151
Dragon Master (DM) 8, 48, 78-97, Daredevil 100, 146, 152-153
104-106 Nature Adept 101, 147, 154-155
Dragonia 10-12, 21, 30, 44, 81, 104-106 Seer 102, 147, 156-157
Experience Points (XP) 48, 72 Warrior 103, 147, 158-159
Fellowship 41-42, 105 Principles 80-84
First Session, the 104-106 Shadow 38, 51-53, 68-69, 71, 92
Friendship Gems 8, 38, 40, Shadowself 53
49-50, 66-67, 70 Shadow Track 51-53
Great Dragon Houses 21-27, 38, Virtues 40, 49
75-76, 82 War of Shadow, The 23, 27, 33-35
Brynback 21-22, 75 Wilderness, The 30-31, 89
Kebros 21, 23, 34, 75 X-Card, The 8, 107-108
Myndoth 21, 24, 75
Rothscar 21, 25, 75
Semscale 21, 26, 76
Tessith 21, 27, 33, 76
Guardians 14, 24
Hazards 105, 129-139, 141-143
Moon Magic 28-29, 50, 66-67

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