Chapter One: Discover Dromaria


Playtest content. This is draft material and subject to change.
The clouds vanished in a moment of hush, wisped away as if the land drew breath. Erimata, the sacred continent of the dragons, exhaled in a single gasp, and the ground sundered. The seat of strength, the symbol of the Covenant between man and wyrm, the exalted mountain Emperor’s Peak, erupted.   Echoing the shattered stone, flowing in a torrent down the eastern face, sweeping trees aside like dust, the dragons rose, and the sound of hundreds of beating wings revealed a war waged within. Ash, smoke, and the roar of sorrow were drowned out as a singular decisive ‘CRrrrrrAAAAAACK’ blew open a hole, and the violent hot glow of lava began to flow. The side of the mountain was gone in a moment of primordial fury, deafening those for miles around.   Veins of gold and blue, Essence in flowing pools of raw power, split rivulets within the flowing slag, mixing and sparking with bursts of energy. As the natural and untamed elements merged, there was a fraying of tissue in the sinew of reality, a warbling of sight and sound, and the snap of something fundamental breaking.   Even as he fought against the heroes of the next age, the Prophet Stroud, positioned within the Peak, spoke, professing his final prophecy. The people of Dromaria watched in horror as the events were witnessed on reflective surfaces worldwide. Unease touched every soul, the Covenant itself on the brink, while the events of the last few years lingered in the hearts and minds of every mortal; most found fear, while those few who fought found fervor.  

“Your prophecies and faiths herald me as the Voice of Narwel, the harbinger of Lothor's return, the flame of wisdom in the twilight of our age. Today, we stand at the crossroads of fate, encircled by the clutches of our oppressors. Today, we face the spirits of our ancestors and tell them that we will no longer cower.   Scriptures tell of a time when we were buried by the Covenant, surrendering to those who forsake themselves for dragons. They tell of a world suffocated by an ageless elven Emperor and a Sovereign Sage whose allegiance is to winged tyrants, not his brethren. Today, we rise from beneath the dirt and fulfill the prophecy of our new lives.   Dromaria witnesses the dying of an age, the fulfillment of prophecy. Understand that we, the true children of Dromaria, can and will fight against the draconic rule. From the graves of the old, a new order will emerge - a world where freedom is not a privilege but a birthright, where every voice, your voice, holds power, where fate is in our hands, not those of ancient, indifferent beasts.   Today, we rise. Not just for ourselves, but for you, for every soul who has been forced to hide under tyranny’s shadow. We rise for life, for freedom, for our right to grasp our destiny. Dromaria, today, we rise!”

  In the aftermath of Stroud’s declaration, the battle within Emperor’s Peak ended. Those few brave enough to face death in the den of the dragon felled the Prophet. Unbeknownst to them, or the millions of eyes looking on, the deed was done, for Stroud had won.   The stone plates beneath the ground collided, the impact sending shockwaves of devastation felt far beyond the shores of Erimata. Brutal winds infused with iridescent colors interlaced by elements of fire and fury ravaged lands and churned the seas. The smell of acrid burning, the remnants of an unnatural storm, tainted the sweet fragrance of nature.   The Covenant; to those who devoted their lives to the concept, there was simply sorrow and rage. Dragons from the whole of Erimata, every tooth and talon, circled the peak. Shimmers of silver, ribbons of gold, torrents of crimson and cobalt, all witnessed as the ley lines buckled under the strength of the Prophet’s spell. Within the mountain home and in places of power across the world, the Ley Prisons opened, releasing unto the world the horrors that had long since been locked away.

Introduction


Welcome, traveler! What you will find here is a roleplaying game setting designed for 5th Edition Dungeons & Dragons, centered around the world of Dromaria. While tailored for D&D, this guide is versatile enough for use with any roleplaying system or simply as a standalone reference for the setting. Included is the core lore, stories, gazetteer, maps, and everything else you need to dive right in.   We believe that rules and narrative go together hand in hand. The dice help tell a story, and the random moments are just as important as the ones you choose. How you, as a player or Game Master (GM), favor them is up to you. We made this book with that principle in mind. Within, you will find tables, tidbits of information for easy navigation, and rules specific to Dromaria. Included are tales of terror and love, history and myth. Occurrences such as death and rebirth, how culture views the phenomenon, and how it will impact adventurers when they die.   A trove of new content for both GMs and players, this guide covers everything from detailed information about the general state of the world and its people, their faiths and customs, as well as the creatures who roam there. For players, it contains classes, races, backgrounds, gods, and spells unique to Dromaria.   Dromaria is not a world designed to have a single overarching theme that defines it in its entirety. It is one world in the history of many others. Fantastic events have led to where it is now, a living, breathing place whose history is tangible and continues throughout time.   Join us in the pages that follow and discover Dromaria.  

What is here?

 
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Chapter 1 of this book provides an introduction to the foundations for creating a living campaign in Dromaria, covering dragons, day-to-day life, and how the world functions.  
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Chapter 2 covers the history of the world, from before the mortals' arrival on the planet up through the last few months.  
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Chapter 3 includes detailed information on the world's religions, faiths, and the gods that oversee reality.  
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Chapter 4 outlines some prominent political figures that rule Dromaria, including factions, guilds, and positions of power.  
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Chapter 5 offers the Dromarian Gazetteer, a comprehensive guide that outlines the continents and countries in each region of the world.  
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Chapter 6 is designed for players and includes information on character creation, a new class, subclasses, backgrounds, and races.  
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Chapter 7 details all the things a GM needs to run in the Dromaria setting. Tables, charts, and how to handle character fame.  
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Chapter 8 contains spells, treasures, magic items, and new technologies that can be found in downtown markets and secret places filled with adventure alike.  
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Chapter 9 is all about the creatures and the wildlife found on Dromaria, including stat-blocks on famous individuals from around the world.

Origin Story
  Dromaria is a new tabletop RPG setting, but it is a fairly old world. First created in 1999 by me, Drew Whitney, for my home game, it has since gone on to contain the dwellings and graves of countless characters. The world is one of nine in the Sunrun System, waiting to be explored. What began as a map on grid paper and a story of magic dividing a single continent has since turned into a place I have crafted for 24 years. Now, it is time to hand it over.  

Original Copy of World Map

Original World Map


What's to Come
  This website is the digital extension of 'Dromaria: The Covenant,' serving as a comprehensive repository for everything related to the world of Dromaria. Our site periodically updates with detailed sections of this expansive world, starting with the southern region of the Tritos Dominion, as featured in our book. Each area is meticulously mapped, including cities, inns, and key places of interest. Additionally, we offer 'From the Village Vault' - a series of concise, standalone adventures that enhance each location with no additional preparation needed. These adventures are linked to the larger narrative of each region. Our future publications will delve deeper into Dromarian lore, uncovering the extensive histories of its deities, belief systems, and Ancestors.
 

Tabletop Roleplaying Setting


In a tabletop RPG, players step into the roles of characters they create, embarking on quests and overcoming challenges in a collaborative storytelling experience. Guided by a Game Master (GM) who narrates the world and its events, players make choices that shape the game's course. Dromaria is designed to enhance this interaction, offering a highly detailed world that adapts to the whims and wills of its inhabitants.   Here, high fantasy meets an array of genres, from horror to technological wonders and fairy tale myths. As political dynasties crumble and new powers rise, players and GMs alike can explore a world teetering on the edge of monumental change. Whether you're navigating guild politics, uncovering divine secrets, or interacting with immortals, Dromaria offers a dynamic setting where every decision carves a path in its evolving story.
Intro Image of Ember

Getting Acquainted


At the heart of Dromaria lies the coiling fates of its inhabitants and the majestic Primal Dragons. The celestial position of Dromaria, a crux of elemental pathways, imbues the planet with extraordinary energy, influencing everything from the simplest forms of life to the grandest cosmic events.   Modern Dromarians cherish the tales of their Ancestors, intrepid voyagers who, fleeing a shadowy peril in the vastness of space, sought refuge. They struck the Covenant with the dragons who lived here first, a pact of coexistence and mutual respect that continues to shape the planet's destiny.   These Ancestors, revered now as gods, have left a legacy that their descendants steward with both reverence and innovation. The core of their beliefs, their struggles, and their triumphs are integrated into every aspect of daily life.   The Dromarian calendar, once aligned with the distant planet Upir, has been reset to mark a new age. As we stand five years into this fresh cycle, the sense of dawning is palpable, with old mysteries reawakening and new adventures unfolding.   Your Role
As you embark on your journey through Dromaria, you join a lineage of adventurers driven by diverse ambitions. Whether seeking ancestral relics, divine favor, arcane knowledge, or the thrill of uncharted territories, the path is yours to pave. This world is a crucible of endless possibilities, where your actions can echo through the ages.   In the chapters to come, we will delve deeper into the extensive history, societies, and mystical forces that define Dromaria. But for now, let us begin your journey at the cusp of this new age, where the past's horrors meet the future's promise.

RPG Lingo
  This book is designed with the understanding that readers are somewhat familiar with roleplaying games, particularly Dungeons & Dragons. However, if you're new to this kind of game, you might find some abbreviations and terms unfamiliar. Here's a quick guide to some commonly used RPG terms   GM (Game Master). The person who runs the game creates the adventure and acts as the storyteller and referee.   PC (Player Character). These are the characters controlled by the players, each with their unique abilities and backgrounds.   NPC (Non-Player Character). Characters in the game world that are not controlled by players but by the GM.   DC (Difficulty Class). A numerical target set by the GM that players must reach or exceed with a dice roll to succeed at a task.   Ability Score. These scores represent a character's physical and mental attributes, such as strength, intelligence, and charisma.
 

The Solar System


The Sunrun System is an assembly of nine planets orbiting the star Lillta, known to the elves of Dromaria as "the Dancer" and to the rest of the world as simply the sun. The system begins with the sweltering Ithidus and extends to the icy Polaris, with Dromaria itself settled eighth among its planetary neighbors. Each world, observable through eyes and instruments, has its distinct shades, ranging from the verdant green of Athantoss to the desolate pearl white of Eshana.   To the people of Dromaria, these celestial bodies are more than distant points of light; they are historical homelands from which the various races trace their lineage. The presence of distant worlds in the night sky, particularly Polaris, Athantoss, and Nalorea, which are visible to the naked eye, serves as a constant reminder of the world's expansive history and the ancient journeys that converged.  

temp image of solar system

Sunrun Solar System

Dromaria's Moons

Dromaria has three moons: Ankaryo, the primary moon, is normally a luminous presence in the night sky, providing light after dusk; Copida, with its elliptical orbit and reddish hue, is occasionally visible; Cyther, the most distant, appears as a mere speck. These celestial bodies, especially Ankaryo, are integral to Dromarian nights, affecting everything from tide patterns to the behavior of nocturnal creatures.  

Holidays, Seasons, & Time


Dromaria operates on the Gemstone Calendar, a system designed for clarity and ease of use. It spans 300 days, segmented into ten months that correspond to different gemstones. The year is divided into thirty-day months with ten-day weeks, providing a rhythmic consistency that simplifies planning and record-keeping.   The shift from the Draconic Age (DA) to the Universal Era (UE) marked a significant recalibration of time. The Daruun Calendar's intricate, planet-based year counts were set aside as the year 6,072 DA transitioned to 1 UE. Now, in the year 5 UE, Dromarians are adapting to this new way of marking the passage of time, which promises to align the world's cultures under a common framework.   Months carry the names of specific gemstones in the following order: Emerald, Amethyst, Diamond, Bloodstone, Moonstone, Ruby, Opal, Pearl, Topaz, and Sapphire. Days within the month are referred to by a straightforward numerical system, from the first to the thirtieth, for example, the 15th of Emerald. Each month is a tidy set of thirty days, and weeks are broken down into ten days with straightforward names from Onesday to Tensday.   The Gemstone Calendar is tightly coupled with the world's natural cycles. The seasons turn with precision: the Winter Solstice falls on the 1st of Emerald, signaling the start of the year; the 15th of Diamond marks the Spring Solstice; the Summer Solstice arrives on the 1st of Ruby; and the Autumn Equinox occurs on the 15th of Pearl. These key dates, along with many other holidays, are celebrated across Dromaria.  
  Dromaria cycles through four seasons like those on many other worlds, with the blooming vitality of spring, the scorching zenith of summer, the cooling winds of autumn, and the dark chill of winter. Each season imprints itself upon the land, from Ebon's unyielding frost to The Hush's relentless heat, dictating the rhythm of daily life and guiding the traditions and livelihoods of its people.

Five Years of Darkness
  As of 1 UE, the skies of Dromaria have darkened after Ankaryo's sudden disappearance following a total lunar eclipse. The once familiar rustle of leaves now heralds the approach of unseen predators, their senses sharpened by the perpetual darkness. Travelers whisper tales of encountering beasts with eyes gleaming like stars, and once-peaceful forests now whisper with unfamiliar, haunting sounds. Villages fortify their perimeters against the monsters that lurk just beyond the light, and adventurers tread more cautiously under the starless sky. The disappearance has left a void in the heavens and the hearts of those who look up in the night for guidance.   With Ankaryo's absence, the frequency of dangerous encounters at night has increased significantly. Adventurers should expect to face more fearsome enemies when traveling. Light, while vital to survival, is as likely to cause a fight as it is to save against one. Creatures have adapted to this prolonged period, gaining remarkable stealth, making them far more elusive and threatening. If a person must travel at night, it should be done with the utmost caution.  

Image of the Moons

Dromaria's Moons


Seasonal Changes
  In Dromaria, the passing of seasons brings a mosaic of local customs and rites. These practices are shaped by history and vary from place to place. In Chapter Seven: GM Resources, we delve further into the seasonal celebrations, showcasing how different communities in Dromaria mark the ebb and flow of time in their own way. Due to the change in the calendar, the solstices and equinoxes no longer line up with harvest and planting but instead fall on the same days each year.   Here are a few rituals observed around each changing season:   Renewal. On the 1st of Emerald, individuals either destroy or reveal their 'Ad Books'—collections of personal grievances and mistakes from the past year—in a ceremony symbolizing the end of the old and the start of a new year.   Celivale. Observed on the 14th and 15th of Diamond, Celivale Eve & Day is a time of mourning for those lost in winter, followed by tending neglected graves and hanging colorful lanterns to transition into spring and ward off old spirits.   Pyrelight Festival. Celebrated during the summer solstice, the Pyrelight Festival honors Asir's sacrifice with the burning of large wicker figures and a communal feast, marking the end of the Age of Horror.   Trellis Day. Signifying the beginning of autumn on the 15th of Pearl, Trellis Day is a time for preparing for winter, exchanging goods with neighbors, and celebrating the year’s achievements with a community gathering.


Daily Life


Across Dromaria, life flourishes with shared customs like language and trade, yet each region bears its own mark. From the dragon-guarded skies of Erimata to the bustling markets of Pathriam, daily routines are infused with local traditions and the tangible presence of history. Magic and technology blend in varied measures, influencing the ebb and flow of cultures that, despite their differences, are linked by a common past. Chapter Five: Gazetteer contains specific details regarding life in different parts of the world.

Languages

Languages are culturally and regionally based rather than tied to race, as is often found in tabletop RPG settings. The original common language, devised by Damyomhikir, still exists in its ancient form in Kalatearman but has evolved elsewhere into modern Common, interlaced with regional slang and dialects.   The Eshanan elves' ageless tongue remains largely unchanged due to their long lifespans, while Draconic is widespread in Erimata, a necessity for cohabiting with dragons. Magic facilitates communication across language barriers, but native languages remain the heart of personal and cultural identity.

Currency

Long ago, Dromaria's trade evolved from simple barter to a sophisticated economy with the Sithir Gold Standard, established by the first elven Emperor, Kaless Sithir. This gold-based standard maintains economic stability, with the currency's value tied to a specific weight of gold.   Regional currencies, such as Erindor Iron Coins and Tritos Civil Sovereigns, fluctuate in value against gold, which remains the universal medium of exchange. While Tao and other Erimata regions use Scrips, requiring regular validation at currency dealers, the weight of gold ultimately dictates the economy, its value holding steady amidst varying exchange rates.

Technology

Dromaria's technological framework is shaped by its history and regional preferences. The dragon-influenced Erimata favors magic over mechanical devices, while the Eastlands, wary of magic, excel in mechanical innovations, especially in agriculture. Across Dromaria, Pathways® are central to everyday life, pocket-sized devices charged by elements to power public amenities like trams and household appliances like Nippers for cooling. Each location found in Chapter Five: Gazetteer contains information on its level of technology, and in Chapter Eight: Treasure & Loot, many of the items and vehicles are covered in more detail.  
“The only limitations placed on what we can create are those of our imaginations. Everything else is a distraction and should be treated as such.”

~ Dona Aldini
  Quality of life has seen considerable improvement over the past three centuries, primarily due to advancements in communication and transportation. The widespread use of Slatetops and Sending Seats has facilitated a regular worldwide network. Tension Screens, which are clear, water-filled circular discs, have become a common fixture in city squares, serving both as a source of local entertainment and as advanced warning systems. Transportation methods vary significantly across regions. For instance, Bohdan predominantly uses coal-powered vehicles, while the Tritos Dominion still relies on pack animals. In some larger cities, teleportation magic and gateways are commonly used, though they require both payment and permission for access.   Healthcare also differs from one place to another. In some areas, such as among the citizens of Leng, magic is utilized to its fullest potential to address both mental and physical issues. In contrast, other regions rely on more traditional methods like surgery and herbal remedies. Across the globe, potions and spells of various strengths are employed for healing purposes.   Advanced technology like airships and robots are not exceptionally uncommon, but the use of electricity is minimal due to the dragons' aversion. Yet, in cities like New Blarek, elemental energy is harnessed extensively, blending the arcane with the mechanical to facilitate a more modern existence.   Firearms exist but are limited to basic designs like six-shooters and rifles. Their development is mysteriously suppressed, suggesting the presence of safeguards against certain types of technological progress. For adventurers, this means that while traditional weaponry is common, obtaining more advanced armaments may require creative methods or quests.   Remember to consider the local tech level when exploring new areas. While one region might utilize Pathways® for nearly everything, another might rely on age-old methods, with magic interwoven throughout daily tasks.  

Modern Adventuring

Adventuring is a way of life. For those with the requisite skills, it offers a lucrative opportunity to earn coin. However, along with the inherent dangers of the lifestyle, there are important considerations to be mindful of before setting out.   Laws govern most things, and the life of an adventurer inevitably intersects with these legal boundaries. Rather than facing severe penalties like death or imprisonment for their activities, adventurers have established a system to legitimize their actions. This system involves obtaining licenses through a board of approval, leading to the formation of the Guilds of Tor. Detailed in Chapter Four: Factions & Guilds, these groups not only provide specific focus, perks, and rules for adventurers but also allow a degree of leeway when undertaking jobs in different regions. This structure ensures adventurers can operate within legal confines while pursuing their quests.   In rural areas, adventurers might manage to find unsanctioned work, but in urban regions, the situation is different. The Guilds of Tor ensure fair and lawful distribution of work, dominating these areas. In major cities, it's almost impossible, and often illegal, to secure work as an adventurer without affiliation to a guild. Fortunately, membership in one of these illustrious groups comes with perks, benefactors, and helpful connections vital to the success of any mission. These guilds have a presence on every continent except Ebon, offering a range of opportunities to those showing promise. The transient nature of adventuring work ensures there's always room for recruits.

Speaking with Dragons
  Communicating with dragons is an everyday occurrence for many of Dromaria’s citizens. Clear dialogue between the two groups is necessary not only for the Covenant's survival but also for politeness. All Covenant following dragons speak and understand common and expect those they are communicating with to understand draconic in turn, opening conversations in their native tongue as a test.   While not a requirement, dragons are known to be more cordial to those familiar with their dialect. The majority of dragons living on the fringes of society have no need of the common tongue and are unlikely to listen to those mortals who have mastered their language regardless, some even finding offense at the gesture.  

Temp Image

Zelgadis speaks with Elder Provost.


Pieces of Tech
  Adventurers seeking insight into any complex mechanism that they do not fully understand should consult the Alien Technology section in Chapter Nine of the Dungeon Master’s Guide. Remember, while technology in Dromaria has become a staple in many areas, its mysteries are not always easily deciphered. For a comprehensive overview of these technological marvels, refer to the detailed listings in Chapter Eight: Treasure & Loot.   Song Stone. Fist-sized blue or green gems that project recorded holograms. Rare and highly valued, they were created by the goddess Serithell, with most now secured in museums due to their ability to be erased and re-recorded.   Pathway®. Small, handheld devices that serve as elemental power sources. They come in variants for air, earth, electricity, fire, or water and are essential for operating public utilities in modern towns.   Fit-Nit Halo. A telepathy-blocking device requiring attunement. The halo can block unwanted sendings, messages, and surface thought detection. It requires minor surgery for installation.   Slatetop. A mailing system using small wooden boxes with a black slate top. Placing an object that weighs less than one pound in the box and writing a word or phrase on the slate, the object will appear in another box featuring the same word or phrase written on it. Secured versions are available.   Sending Seat. Designed for privacy, these egg-shaped booths are usually found in public spaces and powered by air Pathways®. They allow for long-distance communication through the Sending spell for extended periods of time.   Tension Screen. Large water-based public screens that serve as both alert systems and community entertainment are found in town squares and large meeting areas.   Ashwagon. Versatile, multi-wheeled vehicles powered by coal are known for their functional design and interchangeable parts. They are less about style and more about utility, adaptable to various needs.   Burner. Two-wheeled, steam-powered vehicles are popular in Bohdan. Known for their customizability and maneuverability, they lack the sturdiness of Ashwagons but excel in fuel efficiency and agility.
   

Death & Rebirth


 
"Do not fear, for you have died before. Your growth has been unforgettable. As you leave my garden, do so with comfort, for in this cycle, all you need to do is live."

~ Polurn Krazier
  Death comes for everyone eventually, even RPG characters, and when it does, it helps to understand what that means.   Long ago, when the Ancestors first settled the world, they discovered a terrifying truth: this was not a place meant for mortal souls, and when a person died, they became lost to nothingness. All experience and meaning were gone forever. In a great sacrifice, the goddess Polurn gave up her life to spark a new cycle, one that would harness souls to nurture them back into the world. In doing so, each soul that made its way to Polurn would share their energy, knowledge, and power, helping to continue the cycle and provide strength to those on Dromaria.   Even as Polurn's great sacrifice brought hope to Dromaria, a shadow lingered; the demon Lilith cast a blight upon the noble act. This curse subtly warped the cycle, leaving an enduring mark upon rare souls. These marked individuals gradually manifest traits of the infernal legacy, revealing the tiefling curse. As they bear this sign, it becomes understood that their current life will be their last in the cycle, with no rebirth awaiting them.   Polurn’s legacy is honored with roses in graveyards, signifying the sacred passage of souls to The Garden, a place shaped as a nurturing space between lives. While her name bears the weight of war and winter, it is her gift of rebirth that resonates with every person who lives on Dromaria. Being reborn is an accepted part of Dromaria’s culture.   However, this cycle faces a new threat, the rise of a phenomenon unseen since the first days: Untethering, a dire consequence of recent events.

Cycle of Rebirth

Rebirth is the heart of Dromaria's understanding of life and death. Souls rest in Polurn’s Garden before returning to the world, a belief held firm by countless lifetimes.   After the events in 6,071 DA, when the Prophet Stroud caused reverberations across the leylines, there has been a recent emergence of Untethering. It is unknown how many souls have been lost before this was discovered, and even now, most don’t know or understand what it means. The Summertide Church has begun preaching the word of its happenings, leading to collective unease. The process of rebirth, once a universal truth, now holds a question mark that cultures across Dromaria are beginning to ponder.

Character Death

When playing a game such as this, death is more than an end; it's a crucial transition. The chance of losing a treasured character is a harrowing one, but it can be mitigated with the proper steps. Traditionally, spells like Raise Dead and Resurrection have been used to return characters to life. In Dromaria, that is no exception, but it does carry some caveats.   Resurrection magic is considered highly taboo in most places. The cycle of rebirth is an essential part of the system of life and death, and preventing souls from passing through it is distrusted at best and normally equated with evil. Finding those willing to perform such spells, or the resources to do them, may be difficult or near impossible. Characters who find themselves with the power to do so themselves hold considerable influence over the world around them but may also face the wrath of forces beyond their control.   The second challenge is that of a soul Untethering after death. When a player character dies, there is a chance their soul does not pass on or remain within their body, but Untethers. This chance scales with the character's level. A low-level character has a minimal risk of Untethering, while higher-level characters face a small but greater threat. The chance is 1% for each level, rolled after failing the last death saving throw. For example, if you are a level 9 character, you have a 9% chance of your soul Untethering. Roll a d100 and check the results.   In order to combat this risk, characters can prepare Soul Charms and Soul Reliquaries, magical items designed to Tether a soul temporarily. When a person dies, the soul can transfer to such an item if available, circumventing the permanent risk of Untethering. Without a charm, a character might Tether to a nearby object, but this is uncertain and determined by your GM.   If a soul Tethers to an object, the being is aware of its surroundings as if it was in the object’s space. They can’t move or use reactions. Spells such as Speak with Dead can communicate with the Tethered soul.   Soul Charms are precious and not to be wasted. Therefore, they are crafted for single use, their materials and enchantments tailored to secure a soul just once, costing 500 gold worth of materials. If a soul is Tethered, players have several choices: perform a ritual to ensure the soul’s journey to The Garden or attempt a resurrection. Polurn’s ritual is simple: after 24 hours, if the charm or reliquary is buried within fresh soil, the soul may move on.   If a character's soul Untethers and fails to find a new anchor, it is considered lost. The void’s embrace is a fate feared by all, for it means the permanent end of a character’s journey and the erasure of their experiences.

Deathinitions
  Untethering. The phenomenon where a soul fails to find a foothold in the world, leading to its disappearance into the void. Historically mitigated by Polurn’s sacrifice, the Prophet Stroud's actions disrupted safeguards, causing a risk of Untethering.   Tethering. A process allowing a soul to cling to the material world after death, typically anchored to an object. Tethering enables the soul to persist as part of the world, with the hope of eventual rebirth.   Soul Charm. A personal item, usually crafted from pallanium, is carried on one's body. It serves as a receptacle for a soul, allowing it to remain tethered to the material world.   Soul Reliquary. Containers specifically attuned for soul storage are typically kept in secure, remote locations. These serve as a backup for a soul in case it cannot remain with the body.
Death Rules
  Upon a character’s death, the player rolls 1d100 . If the roll is equal to or below the character's level, their soul Untethers, leading to multiple possibilities:   The soul vanishes, removed from the cycle of rebirth, gone forever.  
OR
  The soul may attempt to Tether to a new existence. This can manifest in different forms:
If the character possesses a Soul Charm or Soul Reliquary, the soul is anchored to it.
In the absence of such items, the soul may gravitate towards an object of immense personal significance or a powerful natural entity.   In the event of a character's death, it's important to consider the player's connection and wishes. Together, the player and GM can navigate these turning points, creating a desirable path forward. For detailed guidelines on Tethered Souls and their storytelling potential, see Chapter Seven: GM Resources.
Intemporel Flock
  The Intemporel Flock is a collective with no designated leaders, united by their pursuit of understanding and connecting with past lives. Originally formed during the aftermath of Elsinleyown Yam’hikir's death, their quest to locate her reborn soul led them to develop innovative techniques for exploring past lives. Though their initial search was unsuccessful, they discovered the effectiveness of their methods and made a pact to find and aid each other across successive lifetimes, transcending the boundaries of race and form.   This group, initially comprising mostly elvenari, now includes members reborn across all races. Early in their formation, the Flock devised Transactive Memory, a spell enabling communication with past lives, enabling their understanding of the soul's journey beyond physical existence. While they will assist those seeking lost loved ones or exploring their own past lives, the most daunting encounters involve members afflicted with the tiefling curse, lost to the cycle forever.


Magic & the Elements


Air, earth, water, and fire flow abundantly, channeled through “pathways,” elemental conduits that are both physical and spiritual. These pathways generate power, energy, and the fundamental materials necessary to alter and craft reality. The energy produced by these pathways is known as "essence"—the basic force that powers most magic. This concept has been taught extensively, most notably by Matunas Tormontear and Dromadaes Kala Tumwood.   Each element produces essence, which casters manipulate to produce magical effects. For instance, a wizard casting a fireball needs to channel the essence through a material focus, drawing upon the elements as fuel. Magic invariably draws upon one or more of the core elements.   Historically magic has been categorized as either arcane or divine. Arcane magic encompasses the domains of wizards, sorcerers, and warlocks, while divine magic includes clerics, paladins, and druids. Spellcasters scrutinize this division, recognizing that while the means of accessing elemental pathways might differ, be it through learning or divine gifting, the nature of the magic remains consistent.   Spellcasting is normally a learned skill grounded in fundamental texts and lessons. Even divine magic, such as healing spells, is not merely a deity's will manifesting through a servant; it is the result of skillful learning and application of magic. The foundational teachings, such as Asir's magical texts and Song Stone recordings, have been in regular practice for ages.   Perceptions of magic vary widely. Some beings use it instinctively, without incantations, while others devote their lives to mastering elusive spells. For most, magic is an everyday norm, and routine spell use is commonplace in daily life for many.   There are laws regarding magic, treated consistently worldwide. Time manipulation is universally illegal, with death as the inevitable punishment. Planar travel and access are heavily restricted, with a network of arcane lattices impeding it globally. Other laws, such as the taboo of resurrection or mental manipulation, are enforced locally.   Key groups and individuals oversee the preservation, policing, and observation of magic globally. The Arcane Collective is the most prominent and influential, often collaborating with the Odelian Order. In Leng, the Kotodama Clan serves a similar role. Further details on these groups can be found in Chapter Four: Factions & Guilds.

Threshold Magic
  Threshold Magic represents the frontier of arcane power, where reality itself bends at the cost of significant sacrifice. Typically, casters use their body's energy, but darker practices involve tapping into other life forms or powers. While such practices are generally forbidden, dragons inherently use magic this way, manipulating the elements around them, and causing natural upheavals like storms or earthquakes when casting potent spells.   The primary consequence for mortals using Threshold Magic is Essence Burn, where harnessing these powerful spells results in varying degrees of exhaustion, detailed under each spell's description in Chapter Six: Player Resources.


Temp Image of the Dragon Sage

The Dragon Sage Tollu'tallaria breaks the Threshold



Recent & Current Events


Listed here are the major worldwide events that everyone is aware of, from dragons to beggars. The accounts that are discussed in Chapter Five: Gazetteer may have bigger or more detrimental effects on specific areas around the world, but not on a global scale. Information on the gameplay impact of these events can be found in Chapter Seven: GM Resources.

The Demon War

6,664 - 6,667 DA
  A malevolent scheme orchestrated by the dark succubus, Lilith the Cruel, led to catastrophic events. An unsuspecting individual, manipulated into using a powerful artifact, inadvertently opened a portal for a formidable demonic entity to enter Dromaria.   Thousands of years ago, consumed by rage in his death, Lucca Krazier embraced darkness, slowly transforming into a monstrous Demon Lord. In his youth Lucca's deep-seated hatred for dragons drove him to war, attempting to shatter the Covenant. Now, upon his return as a transformed monster, his ambitions had grown, seeking to enslave Dromaria, declaring the city of Blarek his dominion, and transforming the country of Thorn into a realm of darkness and terror. The conflict, lasting three years, ravaged the globe, with Pathriam witnessing the brunt of this devastation. It took the combined might of Dromaria's bravest warriors to banish Lilith back to the netherworld and vanquish Lucca forever.

Prophet Stroud

6,071 DA
  The Prophet's identity remains a mystery, known only as Stroud. They appeared suddenly, visible in every reflective surface across Dromaria on the 19th of the Opal. At Emperor’s Peak, amidst dragon eggs, Stroud declared the end of the Covenant and caused the peak to erupt, destroying the eggs in the process.   Stroud's true intentions were revealed by those who opposed and ultimately killed him. The Prophet channeled a massive energy surge through Dromaria's Ley Lines, causing global system failures and releasing dangerous entities from the Sovereign Sage’s Ley Prisons, including his master, the necromancer Senex Malus. The released horrors are the most formidable and indestructible entities from across the ages, now unleashed upon the world.

Political Upheaval

6,064 DA - 5 UE
  The destruction of Blarek and the demise of numerous members of the Odelian Order during the Demon Lord Lucca’s assault marked the onset of global leadership shifts. This upheaval included the death of Caraconne Tritos, king of the Tritos Dominion who had reigned for nearly 400 years, at the hands of Lucca. The widespread presence of demons, exploiting influential positions to manipulate people, led to the downfall of many local leaders.   In the aftermath, the newly formed nations of Frijring and Serawa seceded from the Tritos Dominion. Following the Prophet Stroud’s attack on the Covenant, the dragons insisted on the dismissal of the Sovereign Sage. Consequently, the longest-serving Sage, Harvie Deadeyes, resigned after a tenure of 1,581 years, replaced by a young ember, Malik Kincaid.   In the year 2 UE, on the 3rd of Ruby, the longest-reigning global leader, Emperor Aenaryuu Kaless of Leng, died. His reign, spanning 2,098 years, was ended by Seveth Van Dem, one of the beings released from the Ley Prisons. Seveth has since returned to Zan'deil, claiming it as his territory. The resurgence of ancient horrors, coupled with significant shifts in long-standing power structures, has triggered widespread upheaval. The world remains uncertain about the eventual outcomes of these tumultuous changes.

The Witch Wars

6,072 DA - 1 UE
  For years, the Sisters lay dormant, quietly amassing their strength. This period of deceptive tranquility was shattered when the Ley Prisons broke, unleashing three formidable witches. These hags, driven by a ruthless desire to reclaim the power they believed was usurped by their kin, ignited a war amongst themselves. Their bitter rivalry inadvertently led to the resurrection of Mother Malign, a fearsome entity from the Age of Horror.   The war's tendrils spread across the Tritos Dominion, reaching as far north as the frigid lands of Mortéglace. The land still bears the indelible scars of the conflict. Although brief, the Witch Wars were fraught with terror and chaos. It was only through the combined efforts of the Otherwyld Courts and a brave group of heroes, known as the Witch Hunters, that the war was finally quelled. Among these individuals, one ascended to become a new queen of the Otherwyld. In a cunning final act, she sealed away Mother Malign, using herself as the vessel, gaining immeasurable power, and bringing an end to the war.

New Round of Dukkerin

1 UE - Current
  The disappearance of Ankyaro, marked by the significant event, Daes Dae, heralded a new era in the Dromarian calendar. This celestial anomaly occurred when Dipthi returned during a full lunar eclipse. After the eclipse, as the sun resumed its course, the moon remained mysteriously absent. This event sparked widespread panic, yet, curiously, natural phenomena like the tides remained unaffected.   In response, denizens of the Otherwyld began traversing the world in large numbers, driven by a singular, haunting question: “Do you know where the moon is?” Subsequent research revealed that Ankyaro was still in orbit, but has become invisible. Amidst this mystery, the fey courts of the Otherwyld are engaged in an intricate and thrilling political struggle, heightened by the fact that Dipthi has yet to reappear.

The Leyline Prisoners
  The Prophet Stroud’s actions have caused irreparable damage on every continent. As the last age ended, immortals locked away for centuries by the Sovereign Sage have been unleashed. Among those who have escaped the Ley Prisons are figures whose names are infamous and whose deeds are far beyond redemption. Here, you will find a few of these notorious fugitives, while the full list and their impact can be found in Chapter Seven: GM Resources.


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Senex Malus.

A once-esteemed Eshanan and apprentice to Dromadaes, Malus turned to dark magic in his quest for immortality, resulting in raising dragons from the dead and unleashing a wave of terror across Dromaria. This culminated in a climactic battle near the Den of the Dragon, leading to his capture. Since gaining his freedom, Senex Malus has not been seen. His manipulative schemes have ranged from threshold-crossing necromancy to the training and manipulation of his apprentice, the Prophet Stroud.


  An executioner and pillar of honesty who stood alongside his wife, the goddess Sorona, Seveth succumbed to darkness in the Age of Horror, transforming into the first vampire and embarking on a ruthless vendetta against the descendants of the Ancestors. After centuries of imprisonment, his release led to the assassination of Emperor Aenaryuu Kaless and his return to the Godswept Peaks of Zan'deil.


  Once a formidable giant commander named Aegoloth transformed by the god Ishkul into a fearsome monstrosity, this entity is a nightmarish fusion of owl, giant, and Wurm. Recognized as a deity by many giants, Maegoloth's release has reignited the fervor of the Warped Mammoth Crush, causing chaos and fear across Mortéglace.


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Jeth Tormontear.
  Maltavoris, the second Sovereign Sage, was transformed following betrayal, power struggles, and a hidden hatred for dragons. His alliance with Senex Malus and brutal actions against Leng earned him a fearsome reputation. This pact led to his eventual death and resurrection as Jeth, a lich consumed by vengeance, aligned with the terrifying undead dragon, Benthu. Jeth's current whereabouts are unknown.


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Benthu.
  Expunged from draconic history for its transformation into an undead horror at the hands of Senex Malus, Benthu is a symbol of disdain to dragonkind. Notorious for slaying two Sovereign Sages with its accomplice Jeth, it was ultimately the collective might of the Thundering Flight that subdued this fearsome creature. With the return of Benthu, the world waits for the inevitable conflict.


Dragons


Dragon, the very word, evokes a sense of awe. These glorious creatures have shaped RPGs since the beginning. Their presence is infused into the foundations of the genre. Dromaria is no different.   From the mighty Primals, whose breath and blood shape the elements, to their children who roam the skies, forests, and oceans, dragons are not merely monsters; they are the pillars upon which history rests. Dragon lore stretches back to an age before the arrival of mortals when dragons were uncontested. This was a time of unbridled freedom for their kind, their desires only limited by their imagination.   But the world was forever altered with the arrival of outsiders. It was a time of tumult and conflict. The eventual understanding came at great cost. The establishment of the Covenant marked a new world where dragons and mortals found a way to coexist, their fates sealed by a pact of divine rule.   In this section, we will explore the history of these legendary beings, their characteristics, the hierarchy within their kind, and the laws that govern their existence. We will unveil the truths about dragon’s elemental connections, the mysteries of their birth and death, their long lives filled with magic, and the territories they hold sacred. As we delve into the world of dragons, one must prepare to encounter the magnificence and terror of these ancient creatures, for to know dragons is to know the heart and soul of Dromaria itself.

Before Mortals

In the beginning, Primal dragons were the world's first sovereigns of creation, born directly from the source of magic: essence. This arcane force was the cradle of creation, the core from which dragonkind sprang. These colossal beings of elemental power shaped the world to their vision, their command absolute.   As the sole inhabitants, these Primals reigned supreme, flourishing without challenge. They tapped into Dromaria, bending it to their will. Over time, the Primals began to change, connecting directly to the elemental pathways. In doing so, they became channels of the planes themselves, and new forms began to spawn around them.   The emergence of metallic and chromatic dragons marked an evolution. These newer dragons, though not elemental sovereigns like their predecessors, still bore a connection to the world’s essence, altering their abilities and appearance. These new dragons began to establish dominion over the surface and the skies, roaming a world all their own.





Riieyu and Elovesor
The love of a dragon mother.
 

New Arrivals

The era of uncontested dominion ended abruptly with the arrival of the Ancestors. These alien intruders, wielding strange powers, ignited a devastating war. It was a conflict that saw great losses on both sides, including Rodgort, a Primal of fire. Clashes between dragonkind and the newcomers were inevitable as the mortals sought to claim their place in the new world. The skies burned with fire, and the lands were torn asunder in calamitous conflicts. Yet, it was not to be an age of endless strife.   In time, wisdom prevailed over wrath. The greatest of the dragons and the leaders of the mortals, including the sages Matunas and Dromadaes, forged a pact that would define history. The Covenant was more than a truce; it was a promise, a mutual respect that allowed everyone to thrive. The dragons agreed to share all but Erimata, while mortals pledged to honor the natural order.

The Covenant

The Covenant is the basis of draconic law and the main aspect that keeps peaceful coexistence between dragons and mortals. It is a sacred bond held for millennia, defining the balance of power, knowledge sharing, and the world's mutual protection. The dragons, bound by this pact, abide by its terms with a near-religious reverence, ensuring that the world of Dromaria remains where both dragons and mortals can aspire to greatness.   For a full breakdown of the rules of the Covenant, see Chapter Three: Religions.

The Sovereign Sage
  The Sovereign Sage is a pivotal position created to uphold the Covenant. Endorsed by the gods Matunas and Dromadaes, the role entails maintaining balance and ensuring adherence to the Covenant's terms. Living within the Sovereign Spire, a powerful source of magic and knowledge, the Sage bears significant responsibility and authority.   Throughout history, six individuals have served as the Sovereign Sage. The most notable and longest-tenured was Harvie Ambrosius, the 'Deadeyes', a wizard known for his stern enforcement. Following the Prophet Stroud's assault on Emperor's Peak, Harvie was succeeded by Malik Kincaid, a cleric of Dromadaes and a member of the Band of the Last Days. Malik's ascension marks a new chapter for the role, with his effectiveness yet to be determined.


Dragonkind

It is difficult to summarize the entirety of dragons, as their physicality, personality, and purpose vary greatly across the whole of their kind. Dragonkind is a broad term covering a variety of different creatures. However, those with dragon blood flowing through their bodies bear power beyond that of other creatures, drawing on the elements of Dromaria.   Primal Dragons
Primal Dragons are elemental titans, the bedrock of dragonkind in Dromaria. These beings, born from the essence of fire, lightning, and other primal forces, wield the power to reshape landscapes and command the elements. Their presence alone can cause natural phenomena like earthquakes and climate shifts.   Physically, Primals are colossal, with a massive snake-like body, blending scales with their elemental nature. Lacking wings, they possess mutable forms that allow them to merge with their environments, be it deep underground or atop the highest mountains. Their lairs, sacred and powerful, have historically shaped the geography and nations of Dromaria.   The origins of Primal Dragons are tied to Dromaria's ley points, where they first awakened. They brought order to the world's rampaging elements, but their birth rate dwindled following the planting of the World Trees. Now, an estimated 50 or so remain, each a master of their secret domains.   In terms of abilities, Primal Dragons surpass all in their elemental control and magical prowess. Their breath weapons embody pure elemental strength, far more potent than those of other dragons. Nearly invulnerable within their lairs, they can alter conditions to extreme levels, rendering these spaces inaccessible.   Primals typically have little interest in material possessions and tend to value abstract concepts or other oddities. They view mortals with curiosity and detachment, likened to pets or children. Not bound by the Covenant, they are nonetheless protected under its terms. The greatest crime among dragonkind is the harming of a Primal.   Among the known Primals are Nat’sunseer in Liyish and Drosstemprus in Cadmus. Nat’sunseer, the eldest known Primal, oversees education and dragon affairs in Liyish. Drosstemprus, residing in the Firepeaks volcano Eminence, is a figure of solitude, its presence shaping the land with heat and ash.   Primals are the ancestors of all dragonkind, the first and rarest of the modern dragons being the golds and silvers, while the other colors seemed to arrive at random, shaped by their Primals' planar connections. A dragonborn has never hatched from a Primal’s lair in recorded history.   Dragons
The Primals and the elements have birthed many types of beings, with the most intelligent and imposing becoming known as dragons.   Dragons share many of the same attributes and abilities as the Primals, shaping essence into spells, mastering their chosen elements, breath weapons, and fear aura. Unlike the Primals, most chromatic and metallic dragons are born with wings, granting them mastery of the skies as well. The largest dragons at their peak still do not approach the size of a primal dragon.   How dragons evolve as they age is dictated by their environment and community. Every dragon is connected to an element, with air, earth, fire, and water being the most common. However, a dragon is not beholden to the same relationship as their parent. While it is more likely a dragon will find their elemental affinity linked to their bloodline, many take on characteristics far different from how they were raised.   Dragons are regularly divided into two major categories: Chromatic and Metallic. Chromatic dragons bear leathered scales colored by the elements they are connected to, typically in shades of black, blue, green, red, and white. Metallic dragons have more hardened scales, with colors reflective of precious metals, brass, bronze, copper, gold, and silver.   Many believe essence and elements connect with Dromaria’s raw natural resources and minerals to form the eggs of the metallic dragons. This unique connection to Dromaria has many mortals convinced that the metallic dragons are the most powerful of their kin. However, on more than one occasion, a metallic has met its match at the talons of a chromatic dragon. In the hierarchy of lawful dragonkind, all dragons are equal. In the lawless dragon's mind, it is survival of the fittest, with scale color never genuinely being a factor in conflict among peers.   Dragons in Dromaria do not adhere to preset alignments based. Each dragon has its unique disposition, although many tend to have a neutral stance on complicated matters. Dragons aligned with the Covenant are associated with various behaviors, from detached observation to active benevolence, but seldom fall into outright hostility.   Dragonborn
In a life as long as a dragon, the emergence of dragonborn from clutches is a relatively recent phenomenon, coinciding with the planting of the Worldtrees and the resultant elemental shifts. Initially, dragonkind met their unwanted children with disdain and fear, perceiving them as a curse inflicted by mortals. Many were destroyed by lawless dragons in remote regions, regarded as aberrations.   Over time, however, dragonborn have carved out a respected place in dragon society. Their steadfast loyalty and dedication have gradually won the acceptance and esteem of their parents. In their roles, many dragonborn are tasked with overseeing mortal affairs, relieving dragons of these duties. In contemporary Dromaria, it's not uncommon to find dragonborn integrated into dragon domains, especially among the more civilized dragons, where they are cherished and valued as equal family members.

Habitats

In Dromaria, dragons residing in populated areas typically form Domains, small familial units of three to five dragons. This social structure is most prevalent in Erimata. While the dragons do not normally live in the same lair, they commonly spread across a region, changing the land to their will. The presence of a dragon's lair profoundly impacts its surroundings, either enriching or altering the environment to reflect the dragon's intent and personality. Natural settings such as mountains, forests, and lakes are favored for their ability to accommodate and evolve with the dragons' growth.   Many dragons choose to live near sources of elemental power, often in proximity to Primal Dragons. These locations, rich in elemental energy, provide dragons with enhanced strength. However, many such sites remain hidden, shrouded in secrecy even from other dragons.   In their interactions with mortal societies, dragons frequently use their elemental abilities for the betterment of the land, leading to voluntary tributes from local populations. Some dragons opt to reside within or close to urban centers, assuming roles in governance, defense, or as regular inhabitants. Shapeshifting abilities are commonly employed in these scenarios, allowing dragons to integrate into mortal societies seamlessly.

Magic & Essence

All dragons in Dromaria inherently possess magical abilities, which they manifest instinctively rather than through study. This natural affinity allows them to manipulate Essence into various magical effects. In their homes, dragons can draw exceptional energy and connect directly to the elements. Most dragons do not require material components even outside their lairs, as their connection with Essence fulfills all such needs. The potency and versatility of a dragon's magic increase with age and discipline in the arcane arts.

Different Forms

Dragons possess the ability to shapeshift, a skill typically mastered as they reach adulthood. This transformation isn't just a visual disguise but a physical alteration of their form. Utilizing essence, dragons can change size, shape, and features. Civil dragons often use this ability to blend in and provide comfort in social settings, while others might employ it for more covert or even nefarious purposes. It's a common caution in Dromaria: be mindful of your words and actions, as you never know if the person you're interacting with might be a dragon in disguise.

Lifecycle

  Birth. Dragons are born in two ways. The first and most common is for two dragons to mate, laying eggs that hatch within three to six months, depending on the parents' age. Dragons over 500 years old find that their young take longer to hatch. The number of eggs a dragon lays within their clutch varies from parent to parent but is usually between one and four.   The spawn of the Primals is a different consideration. Their immense power and connection to the land are enough to ignite the spark of creation all on its own. This second method occurs within the Primal Dragon’s lairs, with eggs forming from the elements. These dragons typically hatch within one month of their egg fully forming and are substantially larger in their early years. Modern Dromaria Primals have meager birth rates, with most distancing themselves farther and farther from the surface.   Egg - Wyrmling. All dragons begin life within the confines of a leathery shell, usually reaching 200 pounds and up to five feet in height. Upon hatching, most dragons are born scaleless and grey, not truly coming into their color until the environment or adolescence sculpts their futures. In the early years, while still under the wing of their parents, Wyrmlings are most commonly educated and raised within collective Dominions.   Wyrmling - Young. As a dragon grows from a wyrmling into a young dragon, hardened scales begin to form dictated by their surroundings. This process can take up to 50 years but most commonly begins around the 10th year of a dragon's lifecycle. Considered the most dangerous time in a dragon's life, as they begin to develop their breath weapons and arcane abilities, the uneducated find themselves ill-equipped to handle the power. The tutelage of the young begins very early in draconic culture.   Young - Adult. Dragons entering adulthood embody their full strength and abilities, capable of instilling fear with their mere presence. Masters of the arcane and physical strength, adult dragons rule regions, command cities, and interact with the world as they deem just. During this time, dragons establish lairs, shaping and molding the land around them to suit their needs. In this stage, normally lasting between 400 and 800 years, dragons take on large muscular physical forms with massive wings, talons, horns, and other features.   Adult - Ancient. Dragons are near immortals, most choosing to live until they are prepared to pass on. By the time a dragon reaches 1,000 years, their body has begun to change again. Much more lithe and physically diminished than their younger selves, what ancient dragons lack in bulk, they more than compensate for in speed, wisdom, and ability. To behold an ancient dragon is to be in the presence of energy and knowledge that transcends generations. Any dragon who has reached this point in their life is capable of wondrous acts or horrific devastation. Most Covenant-abiding ancient dragons live among their many lairs or fulfill lifelong goals before passing on. Some choose to remain in Dromaria far beyond others of their kind. These rare individuals require substantial fonts of power to maintain their forms, usually found in the lairs of Primals   Death - Beyond. Most dragons choose to end their lives within their lair as their body loses its size and strength, wishing to return the essence contained within them to Dromaria. In their final years, many dragons will use their remaining time to serve Primals, giving back to the spark that formed them. Graveyards are sacred places for dragonkind, guarded by a constant vigil. Dragons speak of the time it takes for their power to leave their forms, fused into their scales and bones. Like mortals, dragons are reborn into the cycle of reincarnation, flowing through the elemental pathways to return once more.

Dragon Rule & Society

The few Primals who live near civilization interact with mortals in a manner akin to curious play rather than stern governance. The Covenant shields them, but typically, they remain aloof from its direct influence, often perceiving mortals as fascinating, benign entities.   The real heart of governance pulses at Emperor's Peak. The true enforcers of the draconic rule are the Thundering Flight, a group of dragons tasked with upholding the Covenant's laws. Dragons, inherently free and unbound, roam where they please, their autonomy checked only by the Covenant's mandates and the Thundering Flight's authority. The selection of a new member to this esteemed group is a matter of great significance, often accompanied by intense debate and negotiation for decades.   Young dragons are prepared and taught for their eventual roles as guardians. As they mature, if a dragon proves their desire, they are given control over regions under Emperor's Peak's auspices. The eldest dragons, liberated from societal duties, often pursue paths of self-enlightenment or contribute to the community in their own chosen ways.   In modern Dromarian society, dragons are revered and respected, with their influence permeating governance and diplomatic relations. They are central to decision-making processes, with the Covenant fostering peace with mortals. However, not all dragons seek active roles in societal affairs, with many preferring the solitude of protected regions.   Tensions have escalated within the last 15 years, particularly following the Prophet Stroud's destructive assault on Emperor’s Peak. This event has caused a shift in the dragon community, with many becoming more reclusive or retreating to defend against looming threats. The Thundering Flight has responded by fortifying their presence, while the Monarchy and the Scaled Assembly, representing the dragons' and mortals' intertwined governance, strive to maintain order and unity.   The Monarchy, once a mere imitation of mortal rule, now holds significant sway in Dromarian affairs, particularly in Yen Su Ma and Don Shou. Its hierarchy, from the Dapifer to the Jester, outlines a complex structure where each rank carries weight in the dragons' overarching governance scheme. The Scaled Assembly of Undai, with its elected Governors and Governesses, reflects the democratic aspect of rule, balancing internal political strife with the overarching goal of maintaining peace and order under the Dragon's Peace.

Lawless Dragons

Dragons who defy the Covenant tend to avoid civilized lands, preferring the remote fringes of the world like Morteglaice, Zan’deil, and Ebon. Their motivations vary; while many simply strive to survive, others actively seek to dismantle what they perceive as an oppressive, lawful society built without their consent. Despite their detachment from draconic law, most instinctively respect the Primals.   However, some harbor animosity towards Primals like Drosstemprus and Nath’sunseer, who have chosen to coexist with mortals. These lawless dragons are no less capable than their lawful counterparts, though often perceived as more ruthless and fearsome.   It is uncommon to hunt lawless dragons unless they venture into controlled territories. Nevertheless, some pursue them for the thrill or the value their parts hold on the black market. Followers of Rodgort sometimes ally with lawless dragons united in their opposition to the Covenant and its adherents, embracing anarchy.   The lairs of lawless dragons are typically hostile and threatening environments deliberately designed to deter intruders. For those who find the colder regions unappealing, alternative havens are sought in places like the Great Forest in Leng or the Urspring Jungle on Zan'deil. These dense, expansive areas provide ample cover and are so large that finding a hidden dragon becomes nearly impossible.

Elemental Pathways
  Beneath Dromaria's surface, elemental pathways move through intricate networks shaped by the influence of Worldtrees. These veins of fundamental force - earth, fire, water, and air - spiral through the underground, driving away most living creatures. Beware the creatures that thrive in such raw power and rule in the harshest depths.   These elemental currents once ran rampant uncontained across Dromaria. Planting the Worldtrees brought balance, channeling these energies into their subterranean networks. Now tampered by the trees, elemental pathways form Dromaria's lifelines of magical power. They are a labyrinth where danger and wonder intertwine, populated by creatures and infused with potency    

Temp Art

An adventurer stands at an intersection of elemental pathways.


Primal Hoards
  Primal dragons are known for collecting unusual things, associated with concepts like curiosity, emotions, or other intangibles. While their lairs are likely filled with an assortment of riches, here is a list of a few unique hoards for Primal dragons:  

The Scales of a Dragon
  A dragon's color generally has no bearing on their social standing, yet adventurers can often associate the dragon's elemental affinity and abilities with their scales. Metallic dragons are overall less common, while chromatic dragons are more frequent.   A dragon's age can be discerned from its scales. Young dragons have small, supple scales, which grow into larger, sturdier plates. In their final years, dragons possess smaller, densely layered scales that offer formidable protection and increased flexibility.  

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Difference in dragon scales.


Eating
  Dragons are sustained in a manner quite distinct from most mortal creatures, deriving their sustenance from elemental energies. For example, this method of nourishment allows red dragons to immerse themselves in lava while white dragons glide through winds and snow, absorbing the essence that sustains them.   Despite this, many dragons still partake in conventional food, enjoying the culinary creations crafted for mortals and themselves. Specific dragon-designed dishes are regularly seen in Yen Su Ma, located on the continent of Erimata. There, extensive ranches and fields are dedicated to growing various crops and raising livestock, catering to the diverse tastes of all citizens. While a dragon does not need to eat meat, some still take pleasure in eating those foolish enough to face them.
Physical Contraband
  All dragon life is precious in the eyes of the Covenant, their bodies are prohibited from being despoiled or defiled. All dragon remains are to be returned to a Covenant representative intact so they can be appropriately cared for and buried. Those caught trading in dragon body parts are sentenced to death, no matter their jurisdiction.   Scales, teeth, and blood are all precious for collectors and magical reagents. The black markets of the world flourish in the trade of dragon contraband.
Other Draconic Creatures
  A multitude of draconic creatures exist beyond the dragons themselves. Drakes and wyverns typically manifest from eggs of other animals, transformed when exposed to the powerful elemental influences of dragon lairs. In the Otherwyld tales speak of dragons venturing in and returning forever changed. The twisted experiments of Ishkul, a deity famed for his creative yet dark machinations, have also birthed unique creatures suffused with dragon blood, such as the fearsome Dranglin.   Undead dragons in Dromaria are a taboo of the highest order, their very existence inviting an immediate death sentence. Throughout history, the few instances of their emergence have spelled catastrophe, leaving swathes of devastation in their wake. These aberrations, often arising from unholy rituals or dark sorcery, are seen as affronts to the natural order. Dealing with, or even attempting to create such entities, is universally condemned and feared, as their presence almost always heralds times of great peril and despair.  

Temp Art

A baby wyvern emerges from a nest of peasants.


The Toothless Vigil
  This practice is seen as a sacred duty, an expression of gratitude towards the Primals for their immeasurable contributions to dragonkind. Ancient dragons, often in the final stages of their own lives, may dedicate themselves to the Toothless Vigil, ensuring that with their last days a Primal is honored with dignity and respect. The dying dragon spends their time tending to the Primal, sharing their history before returning to Dromaria.   Dragon graveyards, where these venerable beings are laid to rest, are sanctuaries of deep reverence and protection. These sacred sites are heavily guarded, access restricted to preserve the sanctity of the final resting places of dragons. The dragon community collectively fears the potential desecration of these sites, particularly the risk of their kin's remains being used for necromantic purposes, which is considered grave blasphemy.


The Unforgiven

While the lawful dragons of Dromaria have endured many atrocities over the ages, very few names are deemed Unforgiven. This title, bestowed upon the most vile or threatening individuals and ideologies unsuitable for civilized life, signifies banishment from the draconic presence. Those found worshiping Unforgiven deities or practicing banished ideas face immediate exile or death, depending on the infraction. Below is a list of known Unforgiven and their transgressions.   Hadim Krazier. Although Hadim herself has never directly committed atrocities against dragons, her children have led the charge. Coupled with her unsavory and even sinister methods, these actions are enough for the dragons to mark her as Unforgiven. They have gone so far as to banish the goddess from ever stepping foot on Dromaria under threat of utter destruction. Krazier's teachings, especially in draconic territories, are strictly prohibited.   Lucca Krazier. The original Unforgiven, Lucca was the first mortal to slay a primal dragon, ending the life of Rodgort. He then raised an army to invade dragon territory, aiming to eradicate them before meeting his end. Lucca's hateful rhetoric and practices have left an indelible stain on the world, tearing a rift in the Covenant that may never fully mend.   Polurn Krazier. Considered Unforgiven primarily due to her Krazier lineage, Polurn's inclusion occurred upon creating the cycle of mortal life. This action inadvertently led to the creation of the dragonborn, but inevitably resulted in Primals no longer being born on Dromaria. The dragons have banned Polurn's teachings from public life to deter others from tampering with Essence. While Polurn is the Unforgiven the dragons are most lenient with, praising her in their presence is still ill-advised.   Dona Aldini. Marked as Unforgiven due to his devastating impact on draconic life, Dona created inventions capable of destroying dragons on an unprecedented scale. Among his many transgressions, the most egregious was a dragon trap disguised as a peace offering. This act was so reprehensible that the dragons refused to include Dona in the Covenant and demanded reparations. Despite fulfilling these obligations, Dona continued to advance technology, a pursuit the dragons deemed a direct threat. There is a ban on any practice or technology associated with him in Erimata   Rodgort. A once-respected and feared primal dragon, Rodgort's death elicited mixed reactions among his kind. While some viewed it with terror and anger, others believed his brash actions precipitated an avoidable conflict. This division led to chaos, with some dragons seeking blind vengeance and causing collateral damage. The lawful dragons intervened, expelling the chaotic ones from Erimata and much of civilized space. Despite Rodgort's previous honor, his teachings were deemed Unforgiven to prevent further division among the dragons.   Senex Malus. Among the many crimes of the notorious necromancer Senex Malus, the act that earned him the title of Unforgiven was his use of Krazier's teachings on a dragon's corpse. This violation of the Covenant resulted in the creation of Benthu, Dromaria's first undead dragon, who, alongside the resurrected Sovereign Sage Maltavoris (now known as Jeth), unleashed havoc during the Age of Horror. Following their imprisonment, Senex Malus and his associates were labeled Unforgiven. The subsequent ravaging of Emperor's Peak by the great prophet Stroud in Malus's name led the dragons to decree that any use of Malus's teachings would be met with immediate destruction.

Encountering Dragons

When you venture into Erimata or cross paths with a dragon in Dromaria, you're not just encountering a formidable creature and preparing for battle. Dragons are esteemed as adversaries and guardians of treasure; they embody the roles of rulers, scholars, and entities close to gods.   A bit of knowledge about the Covenant will go a long way. Demonstrating respect for customs can shift a potential battle into an enlightening exchange. Dragons value those who value their heritage. Dragons sovereignly rule regions, each with distinct customs and expectations. Before trespassing on their lands, it's wise to understand these unique traditions. What appeases one dragon might offend another. Their tastes vary, ranging from material tributes to demonstrations of intelligence or prowess.   Not every dragon encounter has to lead to combat. Dromarian dragons are as diverse in temperament as they are in appearance. Some prefer a meaningful dialogue or a challenging debate over a physical confrontation. Prepare to engage in intellectual battles and philosophical exchanges.   The concept of a "hoard" among dragons transcends mere material wealth. While some may treasure gold and jewels, others might seek arcane spells, rare botanicals, or even intangible treasures like memories. Contributing to a dragon's horde could be your key to gaining favor.   Gaining the favor of a dragon is a rewarding endeavor. They may entrust you with tasks beyond the typical heroic exploits, like resolving city disputes, deciphering riddles, or participating in powerful rituals. These tasks often intertwine with the dragon's interests or their standing.   Be mindful that your interactions with one dragon can impact your reputation. Dragons communicate within their networks, forming alliances and rivalries. Your actions and choices will be noted and will influence future encounters. Act with both courage and wisdom in the land of dragons.

Roleplaying Dragons

As a Game Master in Dromaria, roleplaying as a dragon is inevitable. They occupy pivotal societal roles, emerging as rulers, adversaries, and quest-givers. Dragons exhibit personalities similar to mortals, harboring their own wants, tastes, and desires. Yet, this is where most similarities end. To authentically embody a dragon means conveying the majesty their size and power warrant.   Dragons of the Covenant are held to a high standard expected to be representatives, government officials, and beacons of authority. Whether you are playing a dragon who works among mortals or hates them with every fiber of their being, all dragons following the Covenant are expected to adhere to the sacred document to the letter.   Handling a lawless dragon invites freedom for any draconic personality but at the expense of ever truly knowing peace, safety, or civility. A dragon casting aside the Covenant willingly places themselves outside the law and into danger, yet they are beholden to no rules or masters. Violating the Covenant on protected lands such as Erimata can lead to almost certain doom, with the dragon nation ready to crush those who risk war.   While all dragons bear similarities, it is a dangerous gamble to assume anything based on the color of their scales. While many red dragons bear a fiery temper and are quick to anger, just as many are even-tempered and practice patience. Every dragon is unique and independent.   When roleplaying a dragon in combat, it's essential to understand they feel most comfortable either in their lair or the sky, choosing one until they can access the other. Dragons in combat are likely to use their breath weapon whenever available.   The rampant use of power and abilities can leave dragons vulnerable after a large-scale conflict. In need of rest and refueling, dragons return to their lair for recuperation. This recovery period is when dragons are at their weakest. Dragons often rest in extremely dangerous or difficult-to-access areas to mitigate this vulnerability. Dragon lairs are among the most deadly locations in Dromaria, each one built to protect against trespassers. Many dragons gather cults or deploy minions to maintain their homes.   One universal truth about the dragons of Dromaria is their love of collection. Referred to as a hoard, each differs significantly, as does the acquisition method.. While some more singularly-minded or greed-oriented dragons may keep their hoards close by, the genuinely clever dragons keep theirs separate and well-concealed. These hoards are the most prized, requiring adventurers to track a dragon in secret or fate, causing them to stumble across it. These hoards are some of the most dangerous, as the absent dragon has assuredly installed devastating fail-safes against the unwary.

Dragons of Renown
  Thousands of dragons exist across the whole of Dromaria. Many are known to the public due to their extremely long lives and regular interaction with society. It is crucial when adventuring to know a few of the dragons in a region, for appeasing or avoiding them could be the difference between life and death.
Primal Dragons
  Nath'sunseer. Primal Dragon of earth, Nath'Sunseer is renowned for its extensive wisdom and peaceful nature, having never engaged in conflict. It generously opened its territory for creating the Liyish schools and sharing knowledge with mortals and dragons alike.   Drosstemprus, the Stifling Steward. A Primal of fire residing in a volcano in the country of Cadmus, Drosstemprus oversees dragon graveyards on Pathriam and has a deep longing for companionship, hoarding friends like treasures.   Caltha'palus, Serpent of the Seas. This adventurous Primal Dragon of water enjoys the thrill of the oceans, capriciously capsizing ships. Caltha loves the pirate life and exists mostly as Captain Caly Wakewalker.   Lyirandiua 'Lyric'. Primal dragon of air, Lyric is a guardian of the Library of Asundeai, known for its reclusive nature and vast collection of books. Curious purveyors find every librarian suspect, determined they have found Lyric browsing.
Dragons
  Elovesor. A gold dragon, Elovesor is known for her peaceful demeanor and association with the position of the Sovereign Sage. Elovesor is the child of the third Sovereign Sage and is fiercely loyal to Harvie Ambrosius.   Xi'. An ancient silver dragon, Xi is a member of the Thundering Flight. Blinded by Senex Malus's agents, she is admired for her patient and balanced temperament.   Ethglacial the Peerless. A formidable silver dragon, Ethglacial shifted focus from enforcing the Covenant to proving supremacy over her kin. Residing in Terrorridge Forest on Mortéglace, she challenges anyone who dares to face her.   Naz'Nuvarr, the Burnished Baron. An ancient bronze dragon in constant conflict with Kish the Mad, Naz'Nuvarr vigilantly guards Rodgort's lost hoard in the Lake of Omens, afflicted with numerous curses.   Kish the Mad. A copper dragon dwelling along the coast of Zan'deil, Kish possesses items from the Sacrarium, engaging in ongoing skirmishes with Naz'Nuvarr.   Oris the Golden Counsel. Recently titled 'Clutch Killer'- the Prophet Stroud manipulated this gold dragon into betraying its kin. They now live and seek influence within Bohdan.   Travosin the Sunburst. Leader of the Gilded Foundry in Halcyon, this gold dragon works to repay a life debt to the Odelian Order, earning admiration within Cadmus.   Yakui. A blue dragon of the Thundering Flight, Yakui challenges the boundaries of the Covenant, often advocating for dragon interests. They are regularly seen in areas outside Covenant control.   Nym. A green dragon diplomat from Erimata, Nym is short-tempered. Committed to the Covenant, she reluctantly remains in dragon territories post-Emperor's Peak's fall.   Yami. A young black dragon and companion to Malik Kincaid, Yami plays a crucial role in Emperor's Peak's affairs, leveraging his status for personal gain.   Governor Demir. A blue dragon governing the city of Demir, the dragon prefers hermitage, offering protection to the city only when necessary.   Sandlord Ryodo. A territorial brass dragon, Sandlord Ryodo asserts dominion over the Esh Republic, prioritizing land and borders, often challenging the Emperor.   Smolderthorn the Reclaimer. Claiming lineage from a lawless dragon, Smolderthorn seeks to reignite past terror, defying the Covenant in his quest for power. He has taken up in the Red Keep in the Tritos Dominion.


Articles under Chapter One: Discover Dromaria


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