Chapter One: Discover Dromaria
Discover Dromaria
“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
What is here?
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. Chapter 2 covers the history of the world, from before the mortals' arrival on the planet up through the last few months. Chapter 3 includes detailed information on the world's religions, faiths, and the gods that oversee reality. Chapter 4 outlines some prominent political figures that rule Dromaria, including factions, guilds, and positions of power. Chapter 5 offers the Dromarian Gazetteer, a comprehensive guide that outlines the continents and countries in each region of the world. Chapter 6 is designed for players and includes information on character creation, a new class, subclasses, backgrounds, and races. Chapter 7 details all the things a GM needs to run in the Dromaria setting. Tables, charts, and how to handle character fame. Chapter 8 contains spells, treasures, magic items, and new technologies that can be found in downtown markets and secret places filled with adventure alike. Chapter 9 is all about the creatures and the wildlife found on Dromaria, including stat-blocks on famous individuals from around the world.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.
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.
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.
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.
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.”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.~ Dona Aldini
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.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."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.
~ Polurn Krazier
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.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.
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.
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 DAA 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 DAThe 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 UEThe 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 UEFor 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 - CurrentThe 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.
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.
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.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.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 DragonsPrimal 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.