In a dying world of dragon keepers, dragon hunters of the League of Fangs seek to take the resources of the north by raising the corpses of their prey to bend to their will. The noble Fangorim fights until the prophecy of the unborn king reveals itself.
The Longer
Since the dawn of early man, dragons have reigned supreme over the lands. As mankind spread and developed greater technology, so too did they lay stake upon the vast wilds. Iron and ingenuity challenged these great flying kings. Greater conflicts did great harm to both sides, decimating entire cities and pushing the great serpents of the sky further northward. The Fallows was a place of insurmountable glacier, inhospitable tundra, and shadowed fjord. The peoples, now freed from the reign of dragons began to propagate. The relative peace of an age was destroyed as an empire rose among men championed by summoned beings from the dark, and black magics corrupted the hearts of men. Conquests swept the wide lands of men and consumed the continent with war, famine, and later plague and religious oppression. Over time, the empire fractured from the depths of its corrupted heart.
In an effort to defy the seven tyrants of the south, pioneering men ventured into the wild icy realms of the dragons. Many were destroyed or succumbed to the hardships of weather, but at last, Fangar, first dragon lord of Nelbacor succeeded in taming a clutch of dragons. Establishing several strongholds in the fastness of the Fangar Range, the king and his dragon knights kept at bay the various mercenaries that sought to topple any challengers, no matter how far they may be entrenched. Then Fangar’s heir, Fingol the Tall rode forth with a great host of riders and ended the wars that threatened them.
After a thousand years, Fangar’s people established a realm of honorable men and women who lived peaceful, yet hard lives in the northern climes. Breeding programs turned out not to be effective. It was discovered that domesticated dragons never lived long nor yielded the great sky lizards that were hatched in the wilds. And so, only the bravest and most worthy of warriors and dragon keepers could find young adolescents through trapping and hunting or fight the feral mother dragons that protected them. It was cruel and dangerous work, yet the Fangorim had improved the art of breaking dragons for riding and battle. Times were harder because the numbers of dragons in the wild dwindled, and signs all pointed to the dimming of the world. Scholars and lore masters believed the coming twilight was linked to the course of dragonkind’s fall. Poachers and the encroachment of other men, who prized the commodities of dragonhorn and dragonhide and other valuable stuffs derived from the slaying of these noble beasts, endangered the remaining dragons. This created a great crisis for the Fangorim whose own existence was inseparably intertwined with that of their symbiotic serpentine companions.
The lore masters were given visions that their hope lay in the coming of an unborn king. While the truth of such a prophecy was unquestioned, who or what that meant has been sharply debated for decades. Great storms and tremors of the earth have grown in intensity, and with it, the primordial constellations, always fixed in their position, have began to change. As the long winters grow longer and more dangerous, a new threat rises from the south.
For many hundreds of years, dragon hunters have ventured forth, growing in audacity and craft. The ways of southern man had not stagnated over the last age. They had devolved into a depraved and grasping society, and still they mingled with demons. Two horrific advancements have further threatened the dragons and their Fangorim keepers. First is the advent of atrocious killing machines, including great gasbag airships equipped with fiendish harpoon guns, powered by batteries of bound demons and other fearsome sorceries. A single such ship was often armor plated and could rise to heights well above what dragon and rider can achieve. They are massive and can bear a crew of well over a hundred men. Secondly is the creation of the ghastly anti-dragon – animated corpses that are imbued with powerful magics to make them as powerful as their living counterparts. Such abominations are ridden by spear-wielding warriors in a parody of their enemies. The anti-dragons are the only thing that can invoke fear into the hearts of the great winged serpents.
Heroes are needed like never before.
What I'm Seeking
This is a Fate Accelerated game for 2-3 players. I’d love to take more, but I know myself and I flounder tracking everything with more than that. I have two interested players so far, @Spykee and @Marullus. I’d shoot for 2-3 posts per week, more if the action is particularly hot and everyone lurks on the boards. There will be slowdowns, but let us all be on the same page when those occur. I can take novices, but I expect everyone to have at least read Fate Accelerated. It’s PWYW and short.
Rules for Dragon Riding Action
Characters have a High Concept (Veteran Dragonknight of the Northern Wing, Dragon Baron of Golstad, or Bookish Dragon Veterinarian), a Bond Aspect representing a unique relationship between the dragon and keeper and leaning on the more troublesome nature of that bond, a Dragon Aspect, and two free aspects.
A Dragon Aspect constitutes one of the character’s five. It must contain a nature, habit, or troublesome type of descriptor or adjective along with other descriptors of its physical or emotional nature, like Headstrong Bull Razortail or Feral Young Blue. Riding or commanding a dragon allows a character’s Approaches to interact at the dragon scale. Any of the character’s own actions or Approaches cannot act at the dragon scale except to create an advantage. However, each Approach is renamed to its Dragon Approach to indicate its more dragon-like nature. Examples include “Majestic” instead of “Flashy”, or “Thunderous” instead of “Forceful”. This is to simulate the more catastrophic powers of dragons, and place certain narrative limits to what these destructive flying war machines can do. Whenever acting at the dragon scale, these alternate Approach names are used exclusively, unless a human scale character is acting at their level or creating some sort of advantage. In other words, characters have one array of Approaches, and another that corresponds, but renamed to dragon inspired ones. If one aspect is not enough to get the job done, characters can devote one of their two free slots for an additional aspect devoted to their pet.
Stunts help kit out what you're good at, whether it represents something about your dragon, or something about the rider.
Powers are simulated through a list of power facts and weaknesses that a particular dragon possesses. No two dragons are identical in terms of abilities. Forget ye olde chromatic dragon types. Think something unique. Similarly, magical abilities characters may possess are tied to a power aspect and given a similar list of power facts and weaknesses. It is assumed that the character and dragon act with the same stress track and consequences. However, the dragon aspect is subject to an extreme aspect, which is assumed to affect the dragon. Being taken out can also permanently remove a dragon aspect, leaving the character to bond with another. This is to be avoided, as it is less fun unless mutually agreeable and furthering the story.
I imagine men and dragons without other races. However, if you want to include fae races or other unique or cliched fantasy beings types, go for it. Then they exist.
Refinements to Character Creation (revised Dec 27, 2022):
Aspects (5)
Aspects are as following:
High Concept (you, the rider)
Trouble
Dragon Aspect (something unique)
Free Aspect
Free Aspect
At least one of the aspects must speak to your unique bond with your dragon, and may be wrapped together with one of the required aspects, or assigned to one of the free aspect slots.
Power Facts
Any aspects suggestive of special powers, as well as your dragon aspect must have a list of specific powers and weaknesses. This is to help adjudicate and determine permissions to perform specific actions. There is no set number, but anything from 4 to 8 powers, and 1 or 2 weaknesses is a guideline. Powers should also strongly suggest scale. For example, a Bonehide Dragon might have "Spinal Scales are hard like thick steel", or a Tawny Razorwing might have a "Fiery furnace capable of melting stone with concentrated blasts".
Approaches
Normal Approaches are chosen at character creation, as well as parallel ones representing your bonded dragon according to the closed list as follows:
Stunts and Refresh
- Majestic, Haughty, Furious, or Dreadful (Flashy)
- Ferocious, Mighty, Indestructible, or Stubborn (Forceful)
- Swift, Precipitous, Soaring, or Impatient (Quick)
- Guileful, Cunning, or Perceptive (Clever)
- Sly, Devious, Calculating, or Secretive (Sneaky)
- Enduring, Guarded, Paranoid, or Provident (Carefully)
Characters get the standard 3 free stunts as suggested in the rules that may reflect or augment any dragon or human scale abilities, from social, to combative, to special powers. Characters get 3 refresh to begin, and may reduce this (to a minimum of 1) to buy more stunts.
Stress and Consequences
Characters have the standard 3 stress boxes and 3 consequences. These resources represent one complete "character" (a bonded rider and dragon mount).