Fate of Dragons
Thirty years ago, dragons ruled the skies, enslaved the races, and grew fat with power. But decadence led to rebellion. The Ember Uprising shattered their empires. Now, dragons are myth. On the anniversary of the last dragon’s death, your characters find themselves in the middle of a festival turned battlefield—caught between factions, with whispers of a dragon egg rising once more.
Issues
Current Issue
Factions war in the shadows to seize a power long thought dead. While the common folk dance and drink under festival lights, agents of ancient orders, imperial scouts, and cloaked zealots move unseen through alleyways and crowds. Whispers of a dragon’s return have stirred long-slumbering ambitions. The once-loyal Dragon Lords seek to protect what remains of their shattered legacy. The Empire of Tyber, hungry for dominance, sees the egg as a tool of unmatched destruction. Meanwhile, the Cult of Flames works to bring about a prophecy of rebirth by fire. None trust the others, and all believe they alone are worthy to claim what lies beneath. Hidden from the eyes of the world, their conflict smolders: ready to ignite.
Impending Issue
The last dragon egg will hatch, and someone will decide its fate. Whether cradled in reverence, corrupted by ambition, or shattered in fear, the egg cannot remain dormant forever. Its very presence radiates ancient power, awakening dreams, fears, and long-buried memories in those who draw near. As tensions rise and blades are drawn, the choices made by a few will echo across nations. Will the egg birth a protector, a tyrant, or something altogether unknowable? The world stands on the edge of a new age, and its course will be shaped not by kings or armies, but by the hands of those who hold the flame.
Faces & Places
High Inquisitor Tyberan
High Inquisitor Tyberan seeks the egg not out of reverence or fear, but as a weapon to complete the Empire’s long march toward unchallenged dominance. A cunning strategist and merciless ideologue, Tyberan believes the age of dragons should not be forgotten but repurposed—turned into a tool for human supremacy. To him, the egg represents ultimate leverage: a symbol that could cow the lesser kingdoms and crush dissent within the Empire’s borders. He will stop at nothing to see it in imperial hands, even if it means awakening powers he cannot fully control.
Goals
- Secure the Ember Egg for the Empire
Locate, seize, and transport the dragon egg to the imperial capital, where it can be studied, weaponized, or used to enforce political dominance over the lesser kingdoms. - Eliminate All Competing Claimants
Root out and destroy any factions—Dragon Lords, cultists, or independent adventurers—who would use the egg against the Empire or dilute its control. - Rewrite the Legacy of Dragons
Reframe the public narrative of the Dragon Wars, portraying dragons not as tyrants but as powerful tools tamed by imperial will, justifying the egg’s use in the service of a new world order.
Sister Vael of the Flame
Sister Vael of the Flame is a high priestess within the secretive Cult of Flames, a fanatical sect that reveres dragons as divine beings, fallen gods unjustly slain by mortal arrogance. To Vael, the egg is not a relic but a holy vessel, the ember of a world that should have burned brighter. She preaches that the dragons' return will cleanse the corruption of empires, break the chains of false order, and usher in a purifying age of fire and rebirth. Charismatic and terrifying, Vael sees the egg's hatching as prophecy fulfilled. She will sacrifice anything—and anyone to see it realized.
Goals
- Enact the Rite of Reignition
Perform a sacred, forbidden ritual to awaken the Ember Egg and fulfill the Cult of Flames’ prophecy of draconic rebirth and divine cleansing. - Convert or Destroy the Unworthy
Spread the cult’s influence through fire and scripture, converting the faithful and eliminating those who resist the return of dragonkind. - Unleash Holy Fire Upon the World
Use the reborn dragon not to rule, but to purge the mortal world of corruption—burning cities, thrones, and empires alike to make way for a purified age under draconic dominion.
Ser Calden Mor
Ser Calden Mor is one of the last surviving Dragon Lords, a once-noble order of warriors bound to the great wyrms of old. His armor bears the scorched marks of battles long lost, and his eyes hold the weight of a broken oath. Calden does not seek power or revenge, only preservation. To him, the egg is sacred, a fragile remnant of a bond that once united dragon and rider in purpose and honor. Though the world now sees dragons as tyrants, he remembers a time when they were guardians. Haunted by failure and pursued by those who would exploit the egg, Calden fights to protect it—not to rule, but to remember.
Goals
- Protect the Ember Egg from Exploitation
Keep the egg hidden from those who would use it for power or prophecy, guarding it as the last sacred bond between dragons and those who once rode beside them. - Preserve the Honor of the Dragon Lords
Restore the legacy of the Dragon Lords by proving they were more than tyrants’ servants—through deeds, truth, and sacrifice. - Find a Worthy Heir to the Old Bond
Seek out someone capable of understanding and respecting the ancient pact between dragon and rider, someone who can carry forward what Calden can no longer.
Shabell’s Hollow
Shabell’s Hollow is a quiet frontier town best known for its annual Festival of Ashes, commemorating the fall of the last dragon, Shabell the Green. Lanterns, fire dances, and songs of rebellion fill its streets each year, drawing visitors from distant provinces. Few realize the irony that the town's cobbled streets and humble inns rest atop the scorched remains of Shabell’s lair, a tomb sealed and forgotten in the aftermath of the Dragon Wars. Beneath cellars and wells lie hidden chambers, crumbling stone, and echoes of something ancient that has never truly slept. The town’s celebration masks a slumbering secret, and the past is closer to the surface than anyone suspects.
The Ember Egg
The Ember Egg is no mere artifact! It is a living remnant of a forgotten age, pulsing with slow, ancient life. Its surface is smooth and blackened like cooled magma, but faint cracks glow with inner fire when touched. Some say it sings in dreams, others claim it watches. To scholars, it is a miracle; to zealots, a sign; to tyrants, a weapon. The egg resists identification, defies prediction, and yet pulls all who know of it into its orbit. It is a relic bound to prophecy, fate, and flame—its hatching could unmake kingdoms or awaken something the world is no longer prepared to face. Whether salvation or doom, its time is near.
The Ashen March
The Ashen March is a scar on the world; vast, windblown plains of blackened earth and crumbling bones where the final battles of the Dragon Wars were fought. Once fertile and rich, the land was scorched by dragonfire and soaked in the blood of both tyrants and heroes. Nothing truly grows there now. Settlements along its edge are few and desperate, home to scavengers, exiles, and those with nowhere else to go. Strange lights flicker across the horizon at night, and travelers whisper of voices carried on the wind, of relics buried deep in the ash, and of beasts warped by lingering magic. It is a place forsaken by empires—where old powers wait, forgotten but not gone.
World Aspects
Power Long Buried, Now Stirring
The world has moved on from dragons, or so it believes. Their magic faded, their names cursed or forgotten, their temples reduced to rubble. But now, strange omens return; earthquakes that echo like roars, flames that burn without fuel, dreams filled with wings and ash. The seals placed on draconic relics begin to weaken. Ancient bloodlines feel the call of power once lost. Rumors travel faster than truth, and those who know what to look for see the signs clearly: something is waking beneath the surface. The world’s balance, long reliant on the absence of dragons, is shifting—and none of its rulers, prophets, or armies are prepared.
The War Ended, but the Wounds Remain
To many, the Dragon Wars are distant history and tales sung in taverns or written in children’s books, heroic and simplified. But for those who lived through the fire and blood, or inherited its consequences, the war never truly ended. Entire bloodlines were shattered, cities lost, and cultures erased in the name of liberation. Survivors carry burns not just on their skin, but in their memories. Former allies distrust one another, their unity crumbling now that the common enemy is gone. Veterans wander without purpose, dragonforged weapons lie buried in vaults, and atrocities committed “for the greater good” still poison the land. The war’s ashes smolder beneath every peace treaty, festival, and monument—ready to reignite with the right spark.
Truth Lies Beneath the Ash
The dragons are gone, but their legacy was never truly erased, only buried. Beneath crumbled keeps, scorched battlegrounds, and forgotten mountains lie vaults sealed with magic older than kings. Bones of wyrms still whisper to the right ears. Tomes charred but not destroyed hint at pacts, betrayals, and truths the victors swore to hide. Some relics pulse with latent power, others curse those who dare disturb them. Rumors speak of ancient machines forged in dragonfire, hidden sanctuaries untouched by time, and maps inked in draconic blood. Scholars, cultists, treasure hunters, and fools all delve into the ashes, hoping for riches, wisdom, or redemption. But the deeper they dig, the more they uncover a world the present was never meant to remember.
A Fragile Peace, Built on Lies
The great powers of the world claim victory and stability, but their peace is a performance; shaky alliances held together by shared enemies and mutual exhaustion. The official histories tell of a righteous uprising and a united front, but the truth is far murkier. Atrocities were buried alongside the dragons, and secrets were sealed away not to protect the people, but to protect those who profited from the war. Rival kingdoms eye each other with suspicion, old grudges masked by polite diplomacy. Minor skirmishes flare at the borders, proxy wars rage in forgotten regions, and spies trade blood for secrets in crowded taverns and quiet alleys. The dragon’s fall didn’t end ambition, it only left a power vacuum. And now that something old is stirring, every ruler sees a chance to claim more than just peace.
The Egg is Real
For decades, the last dragon egg was spoken of only in legends if at all. A symbol of the war’s final chapter, a myth to frighten children, a relic lost to time. But now, whispers have grown into certainties. Maps have been stolen. Guardians have died. Somewhere in the world, hidden beneath centuries of ash and secrecy, the egg pulses with quiet life. Its return has upended everything. To some, it is a weapon beyond imagining. To others, a divine sign. And to a few, it is hope; dangerous, sacred, and utterly uncontainable. Factions that once ignored each other now scramble for control. Empires tighten their grip, cults light their fires, and ancient orders stir in secret. Whoever holds the egg holds the future—and perhaps, the world itself.
No One is Ready for What Comes Next
The world teeters on the edge of transformation, yet its people still play familiar games. Empires plot to expand their reach. Cults preach salvation or ruin. Heroes rally in the name of justice or vengeance. But all of them are working from incomplete truths, guided by ambition, prophecy, or fear. What’s coming is older than their institutions, deeper than their understanding, and far beyond their control. The return of dragons or whatever power lies entwined with them is not a footnote in history, but a reckoning. The rules of magic, the balance of nations, even the fabric of belief itself may soon change. And when the flame returns, it will not care who lit the first spark.
Dials
Number of Aspects, 5
Characters begin play with five aspects: High Concept, Trouble, and three personal aspects that flesh out their background, personality, and values. These define who they are and shape the story through compels and invocations.
Skill Cap, +4
The highest skill rating a character can begin with is Great (+4). This represents significant mastery and should be reserved for a character’s primary area of expertise.
Skill Format, pyramid
Characters use the pyramid format for skill assignment. This means one skill at +4, two at +3, three at +2, and four at +1. It ensures a spread of competence across multiple areas.
Refresh Rate, 4
Each character starts with 4 Fate Points. These can be spent to invoke aspects, power stunts, or resist complications. Refresh determines how many Fate Points you regain at the start of each session (up to your max).
Number of Starting Stunts, 2
Characters begin with 2 stunts—special abilities that give you bonuses in specific situations or let you bend the rules. You can take a third stunt by reducing your refresh by 1.
Stress Tracks, Physical & Mental
Stress tracks measure how much pressure a character can endure before taking consequences. You begin with two boxes each in:
- Physical: 2 boxes + Physique bonus
- Mental: 2 boxes + Will bonus
Each time you take stress from a conflict, you mark off one or more boxes. When you're out, you must take consequences or concede.
Default Consequence Slots, 2/4/6
Every character begins with three consequence slots: Mild (2 stress), Moderate (4 stress), and Severe (6 stress). These absorb serious harm and complications, allowing you to stay in the fight longer—but they leave lasting narrative marks.
Skills
Physique
Raw strength, endurance, and brute toughness
Fight
Close-quarters combat with blades, fists, or improvised weapons
Shoot
Accuracy and control with bows, crossbows, or firearms
Athletics
Speed, agility, dodging, climbing, and acrobatic movement
Empathy
Reading emotions, spotting lies, and sensing motives
Deceive
Lying, bluffing, disguises, and subtle misdirection
Provoke
Taunts, intimidation, and goading others into rash action
Rapport
Charm, diplomacy, negotiation, and winning trust
Resolve
Focus, calm under pressure, and resistance to fear
Notice
Quick perception, spotting danger, and keen senses
Stealth
Moving silently, hiding, and avoiding detection
Survival
Tracking, foraging, navigation, and enduring the wilds
Burglary
Lock-picking, bypassing traps, and breaking & entering
Drive
Riding mounts or operating vehicles with speed and control
Resources
Personal wealth, assets, and the ability to acquire gear
Will
Inner fortitude, resisting mind magic, and mental domination
Investigate
Systematic clue-gathering, research, and analysis
Lore
Scholarship, occult knowledge, and grasp of history or magic
Craft
Building, repairing, and inventing items or contraptions
Contacts
Calling on acquaintances, favors, and underworld ties
© Dear Nostalga – Through the dragon fires.