Dragons

Dragons are towering creatures that breathe fire and often fly. You are one of them, a powerful tyrant that dreams of a ravaged world. Your birthright is the entire realm, riches and people included. From the instant you opened your eyes on this world, you've known you were destined to devour it all.

You live differently, by choice or by force. Maybe not all dragons do, but you instead live with mortals and a few other dragons in some semblance of peace. If you are powerful enough, you might even secure such a peace for a thousand years more. Right now, however, you must betray your own nature and play little games of courtly intrigue.

Furnace

Dragons breathe fire, this is a known fact. They do this, fly and shapeshift thanks to an organ called a "Furnace", residing where their heart would be. It pumps their blood and turns consumed meat, acquired riches and controlled lands into power.

These organs are particularly prized, as consuming them provides one with a sliver of its dragon's power. When a mortal consumes a dragon's Furnace, they are reborn as a new dragon. By nursing it like an egg, a Furnace can regrow into a dim reflection of its former self, enabling a dead dragon to reincarnate with figments of its ancient memory and personality.

Finally, a Furnace can be used in a foul ritual to create a wyvern, "abomination", a mindless dragon, a brutal mockery of their elegance. A wyvern is a thing that lives only to feed the gnawing fire at its core. In a way, wyverns are dragons in their purest form: winged desolation. Because of this, the more civilized dragons despise them.

Diadem

Each dragon Furnace is unique, and each enables the use of a powerful ability. These are the crown jewel of a dragon's arsenal and, as such, are called "Diadems".

A dragon's Diadem often tells something about them. A Great Crimson with the power to "Summon devastation" could have an explosive personality, a Dread Obsidian who wields "Shadowmancy" would be said to have a mysterious, shady past, and so on.

Death

Dragons are capital "I" Immortals: they don't die of old age, only gaining power as the centuries pile up. They are also incredibly difficult to kill through violence: even when mortally wounded they can go back to pristine health by falling into a deep slumber. However, dragons are not indestructible.

You might get wounded as part of play. If you are, your next game has to be A Dreamt Desolation, where, as you heal, you will explore the Armageddon your blood demands you unleash onto the world. When the dream ends, you may declare that this is your final dream and that you die.

Even then, this death might only be partial: if your Furnace is picked up, it might be nursed into a new wyrmling, or consumed by a mortal.

How To Play?

You might recognize that your character sheets include no stats, no class and that even your Kin is a source of narrative inspiration. Nowhere you will see random dice roll, allusions to summing modifiers or making mechanical tactical choices (with or without a map). This is because this game is less about comparing numbers against each-other and more about directing free-form conversation.

Character and World Creation

To play the game, make your characters: they should be interesting people, rife for drama. You are playing hot dragons engaging in games of courtly intrigue, weaving complicated relationships and facing off against appropriate threats, all the while they betray their deeper nature as winged beasts of desolation. Make your characters together, discuss how they fit or clash against each-other, what themes you might want to explore with them, what stories you want to tell.

As you make your characters, think about the world you are making, too: refer to the World Creation page. Each of you will add something to the world, and you'll have to discuss about a few core elements of the setting: why are you allowed here, why can't you just take over, and what rules your Court plays by.

Character Creation and World Creation should be interwoven: until you are done with both, feel free to adjust one as the other is more clearly defined.