Epyllion - A Dragon Epic
Epyllion - A Dragon Epic
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
CHAPTER ZERO
INTRODUCTION
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!
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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.
Viva draconis!
CHAPTER O N E : D R AGO N IA
WELCOME TO DRAGONIA
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.
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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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…
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.
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.
House saying:
“True honor is bone deep.”
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House saying:
“We are but blind until all is lost.”
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House saying:
“A secret known by many is no secret at all.”
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House saying:
“Failure is temporary; excellence is eternal.”
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House saying:
“A path walked once is walked enough.”
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House saying:
“Many confuse need with comfort.”
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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.
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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.
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!
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.
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.
CHAPTER TWO
CREATING CHARACTERS
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!
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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.
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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.
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.
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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.
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.
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.
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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.
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.
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“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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CHAPTER THREE
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.
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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.
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.
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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.
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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.
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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.
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.
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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.
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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.
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.
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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.
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.
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.
Here are the basic moves for playing Epyllion. I’ve included a
brief explanation of each move as well as an example of play.
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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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.
...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.”
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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.
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…
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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 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.
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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.
...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!
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…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.)
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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.
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…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.”
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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.
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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 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!
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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.
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…
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 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.
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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.
...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 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
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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!
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.
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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.
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.
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+0
around stillyou
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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:
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.
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.
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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.
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CHAPTER FOUR
THE DRAGONMASTER
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 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
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.
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.
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
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?
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?
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?
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?
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?
“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?
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.
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.
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.
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.
Here are some things to highlight when running the game for
the different playbooks:
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!
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.
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.
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 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.
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.
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.
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.
The Warrior
The Warrior is born to protect Dragonia. Dre really shines
when dre has a foe to stand up to, politically or physically.
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?”
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.
The X-Card
The X-Card, designed by John Stavropolous, is a tool that
helps groups manage difficult content:
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.
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.
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!
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.
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.”
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!
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?”
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?”
“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
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.”
“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!”
“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!
“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?”
“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.
“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!”
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!
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.
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.”
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?”
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.
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.
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?”
‘You take over the ritual, Finn, I’m tired of singing. We’ll be able to
take this nargasus out of here soon.’
‘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?”
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!”
“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!”
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.
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.”
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!’”
Hachiro’s eyes narrow, “Dris size can be an asset for being quick!”,
interjecting to help Finnerighous out.
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.
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.”
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.”
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.”
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
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.
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.
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
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
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
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
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.
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.
Full New
Moon Moon
Pregnant Half
Moon Moon
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-.
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.
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.
Custom Moves
Vita the Fierce is intimidating and larger than life. When you
study Vita the Fierce, roll +Courage instead of +Charm.
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.
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.
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.
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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.
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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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?
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
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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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.
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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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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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.
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.
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.
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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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.
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.
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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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.
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INDEX