TEXT: POWERFUL, MYSTICAL, STRANGE. The Elementalist draws power from 
  an ancient Dragonian tradition to tap into all of the fundamental elements 
  embedded into the land at the time of its creation. You can wield the elements in 
  your battle against the Darkness, shaping them into living, thinking constructs. 
  THE ELEMENTALIST
  COLORS
  NAME (circle one)
  Comburth
  Froghar
  Lessier
  Raggis
  Tep
  Windruff
  THE ELEMENTALIST
  EPYLLION PLAYBOOKS
  Curling horns, Ivy crest, Tusks, Wooden Antlers
  Feathered, Furry, Moss-covered, Weathered skin
  Bulbous skull, Muddy snout, Needle-nose, Short snout
  Bobbed tail, Club tail, Stinger, Winged tail
  Clubbed feet, Fins, Hooves, Trimmed claws
  Flat Body, Graceful body, Large body, Spindly body
  THERE ARE FIVE AGES of a dragon lifespan. Each time your XP track fills, select an 
  advancement from the list and erase your XP track. When you have taken all three 
  advancements, you grow into your next age. 
  As you grow your connection to the Moons changes and shifts. Every time you take an Adult 
  advancement, cross off one moon. You can no longer call on that moon for strength. 
  ADULT ADVANCEMENT
   
  ¨ take another move from your playbook
   
  ¨ take +1 to any stat (max +3)
   
  ¨ advance your signature move
  1. RAW SCALED DRAKE
  XP:
  Moons +0
  XP:
  4. BEARDED DRAGON
   
  ¨ take a ritual of your House
   
  ¨ advance your signature move
  Moons +2
  XP:
  5. ELDER DRAGON
   
  ¨ your House dedicates a stronghold to you
   
  ¨ retire your character; arise as a Mystic or Ancient 
  Moons +3
   
  ¨ take another move from your playbook
   
  ¨ take +1 to any stat (max +3)
   
  ¨ advance your signature move
  2. WINGED DRAKE
  XP:
  Moons +0
  XP:
  3. LONG-TOOTHED DRAGON
   
  ¨ take another move from another playbook
   
  ¨ take +1 to any stat (max +3)
   
  ¨ advance your signature move
  Moons +1
  VOID
  LIBERTY
  STONE
  SPIRIT
  STORM
  LOOK (circle one in each)
  FELLOWSHIP 
   
   
   
   
   helped you connect with an element of Dragonia that 
  was lost to the Darkness. Explain how they aided you, and give them a Friendship Gem.
  You chose 
   
   
   
     to help you perform a sacred elemental 
  duty. Tell them why you chose them, and take a Friendship Gem from them.
   
   
   
   
  was injured by the elements that you summoned to fight 
  the Darkness. Ask them how that experienced changed them, and give them a Friendship Gem.
  EVERYONE INTRODUCES THEIR DRAKES by name, look, and color. Then list your 
  Clutchmates’ names in the blanks below and go around again to read aloud your fellowship ties. 
  
  AND CHOOSE ONE MORE:
  ELEMENTALIST MOVES: YOU GET THIS ONE
  FROM CHAOS, PURPOSE: When you channel the elements to create life, 
  roll +Cunning. On a hit, you craft the elements into a useful assistant for your efforts; 
  describe the form your construct takes and pick the gifts it offers (below). Once your 
  construct has exhausted its gifts, it returns to the elements. You must make an 
  offering to the elements before you can summon another construct. 
  On a 10+, pick 2 gifts. On a 7-9, pick 1 gift. On a miss, pick 1 gift, but the construct 
  demands a great sacrifice for your offering before it departs.
   
  ¨ the construct provides protection; it can mark a Shadow for you or your friends.
   
  ¨ the construct conducts power; take +1 forward to act despite danger.
   
  ¨ the construct grants insight; take +1 forward to survey or study
   
  ¨ the construct pleases Dragonia; take +1 forward to call upon the moons
   
  ¨ the construct unites your clutch; treat an attempt to help as if you rolled 10+ 
  Signature Move Advancement: You may choose an additional gift when you 
  summon a construct. Tell the DM why the elements favor your clutch’s efforts.
  ELEMENTAL SHIELD: When you call upon the elements to protect someone 
  or something from danger, roll +Cunning. On a hit, the elements themselves rise 
  up in defense, so long as you maintain your concentration. On a 7-9, the elements 
  protect you, but they also reveal their wild and unstoppable nature in turn. On a 
  miss, the elements find your request petty or unworthy; the DM will tell you what 
  you must do to regain their trust.
  STORY OF THE ELEMENTS: You have developed the ability to speak to 
  Dragonia itself, and learn its secrets.  When you survey an ancient or arcane area, 
  you may ask an additional question drawn from the following list, even on a miss:
  • What elements of Dragonia are hidden here?
  • How can the elements here can help me and my clutch?
  On a miss, you awaken an ancient elemental spirit that was better left sleeping.
  CHANNEL THE MOONS: When you stand up to an older dragon by making 
  a display of elemental might, you may roll +Gems returned instead of +Courage.
  CHANNEL DRAGONIA’S SPIRIT: When you spend time with your clutch 
  soaking in an element—walking in the rain, bathing in fire, flying amongst the 
  clouds—the elements will make a request. If you agree to fulfill it, you each return a 
  Gem and remove a Shadow. If you fail to fulfill that request, the element will make its 
  displeasure known. The DM will tell you what you must do to appease it.
  YOU ARE NOT TRULY A DRAGON but a mere mouthpiece for the elements. You 
  have no patience for petty matters; you are grand and eternal. Make sure your clutch knows 
  how little the elements care for them. You are the Elementalist.  Return from your Shadowself 
  when a friend convinces you that dragonkind is significant, important, and valuable.
  SHADOWSELF
  SHADOW TRACK
  THE SHADOW TRACK represents how much hold the Darkness has on your dragon.
  You can mark Shadows in any order. When you mark a Shadow, you must take the action 
  associated with the Shadow. When you mark the last Shadow, you lose yourself to the 
  Darkness and become your Shadowself. While you are lost to the Darkness, do not mark 
  any further Shadows, even if a move asks you to do so.
  ANGER
  • Lash out at a friend.
  • Break something valuable
  • Escalate a delicate situation
  SHAME
  • Blame a friend for your mistakes
  • Mock or belittle someone vulnerable
  • Seek isolation or solitude
  DOUBT
  • Question a friend’s loyalty
  • Steal something valuable
  • Reject a tradition of Dragonia
  FEAR
  • Hide something from your friends
  • Avoid a difficult task
  • Exaggerate the danger of the situation
  HOUSE & OBLIGATION (choose one)
  MYNDOTH, The House of Oak
  Uncover or renew a place of elemental power. 
  KEBROS, The House of Ruby
  Solve a riddle or mystery about the elements.  
  VIRTUE  
  (circle one)
  Confidence
  Loyalty
  STATS: ADD ONE TO one of these.
  Starting Stats: Charm +0, Courage -1, Cunning +1
  CHARM
  COURAGE
  CUNNING
  THE ELEMENTALIST
  EPYLLION PLAYBOOKS
  
  DIPLOMATIC, SOCIAL, FRIENDLY. The Envoy is devoted to making 
  peace between the Houses, presenting a unified front against the Darkness. 
  You play a noble role, one that navigates social waters to strengthen 
  Dragonia’s institutions and dragonkin as a whole for the betterment of all.
  THE ENVOY
  COLORS
  NAME (circle one)
  Guildie
  Idu
  Jaserth
  Silverwing
  Vellin
  Zyro
  THE ENVOY
  EPYLLION PLAYBOOKS
  Curling horns, Feathered brow, Flashy crest, Tusks
  Fluffy, Shelled, Sleek scales, Tough hide
  Broad skull, Elegant snout, Ridged snout, Scarred snout
  Silky tail, Stubby tail, Two tails, Whip tail
  Claws, Dainty hooves, Long fingers, Paws 
  Barrel-chested, Elegant body, Full-bellied, Skeletal body
  THERE ARE FIVE AGES of a dragon lifespan. Each time your XP track fills, select an 
  advancement from the list and erase your XP track. When you have taken all three 
  advancements, you grow into your next age. 
  As you grow your connection to the Moons changes and shifts. Every time you take an Adult 
  advancement, cross off one moon. You can no longer call on that moon for strength. 
  ADULT ADVANCEMENT
   
  ¨ take another move from your playbook
   
  ¨ take +1 to any stat (max +3)
   
  ¨ advance your signature move
  1. RAW SCALED DRAKE
  XP:
  Moons +0
  XP:
  4. BEARDED DRAGON
   
  ¨ take a ritual of your House
   
  ¨ advance your signature move
  Moons +2
  XP:
  5. ELDER DRAGON
   
  ¨ your House dedicates a stronghold to you
   
  ¨ retire your character; arise as a Mystic or Ancient 
  Moons +3
   
  ¨ take another move from your playbook
   
  ¨ take +1 to any stat (max +3)
   
  ¨ advance your signature move
  2. WINGED DRAKE
  XP:
  Moons +0
  XP:
  3. LONG-TOOTHED DRAGON
   
  ¨ take another move from another playbook
   
  ¨ take +1 to any stat (max +3)
   
  ¨ advance your signature move
  Moons +1
  VOID
  LIBERTY
  STONE
  SPIRIT
  STORM
  LOOK (circle one in each)
  FELLOWSHIP 
   
   
   
   
    asked you to mediate a conflict between two Elder 
  dragons within their House. Explain their disagreement, and take a Friendship Gem.
   
   
   
   
    taught you a skill you’ve come to rely upon during 
  your diplomatic efforts. Tell them how they instructed you, and give them a Friendship Gem.
   
   
   
   
    insisted that you join the clutch when you were 
  hesitant or nervous. Explain how they exemplified your virtue, and give them a Friendship Gem.
  EVERYONE INTRODUCES THEIR DRAKES by name, look, and color. Then list your 
  Clutchmates’ names in the blanks below and go around again to read aloud your fellowship ties. 
  
  AND CHOOSE ONE MORE:
  ENVOY MOVES: YOU GET THIS ONE
  YOU ARE A PLAYER IN A GAME of words and ideas. You manipulate and twist 
  dragons around your talons to make them dance to your purpose, and your purpose alone. 
  Make sure your clutch knows how easily you can twist them with words. You are the Envoy. 
  Return from your Shadowself when a friend convinces you that dragons are more than 
  tools for you to manipulate as you choose.
  SHADOWSELF
  SHADOW TRACK
  THE SHADOW TRACK represents how much hold the Darkness has on your dragon.
  You can mark Shadows in any order. When you mark a Shadow, you must take the action 
  associated with the Shadow. When you mark the last Shadow, you lose yourself to the 
  Darkness and become your Shadowself. While you are lost to the Darkness, do not mark 
  any further Shadows, even if a move asks you to do so.
  ANGER
  • Lash out at a friend.
  • Break something valuable
  • Escalate a delicate situation
  SHAME
  • Blame a friend for your mistakes
  • Mock or belittle someone vulnerable
  • Seek isolation or solitude
  DOUBT
  • Question a friend’s loyalty
  • Steal something valuable
  • Reject a tradition of Dragonia
  FEAR
  • Hide something from your friends
  • Avoid a difficult task
  • Exaggerate the danger of the situation
  HOUSE & OBLIGATION (choose one)
  SEMSCALE, the House of Jade
  Get at least two dragons from different Houses 
  to agree to a deal.
  BRYNBAK, the House of Steel
  Convince a dragon not of your House that your 
  plan is best.
  VIRTUE  
  (circle one)
  Compromise
  Justice
  STATS: ADD ONE TO one of these.
  Starting Stats: Charm +1, Courage -1, Cunning +0 
  CHARM
  COURAGE
  CUNNING
  THE ENVOY
  EPYLLION PLAYBOOKS
  FAMILIAR FACE: You frequently travel, speaking with all manner of dragonkin. 
  Sometimes dragons remember you fondly from one of your previous encounters.
  Mark one social arena where your dragon is known:
   
  ¨ Academic debates, where everyone is so well-read.
   
  ¨ Diplomatic functions, where important political discussions happen.
   
  ¨ High society parties, where the well-to-do chat and gossip.
   
  ¨ Military committees, where strategies of battles are decided.
   
  ¨ Occult circles, where arguments on arcane theory occur.
  Once per session, when you meet a significant dragon (your call), roll +Charm. 
  On a hit, you have met this dragon previously; tell the story of how the two 
  of you met. On a 10+, the dragon owes you a small favor and is interested in 
  repaying it. On a miss, you owe them a debt for a previous breach of etiquette.
  Signature Move Advancement: Mark another social arena. Tell the DM which 
  dragon introduced you to a new aspect of dragon society.
  ABSORBING ASSESSMENT: When you assess a new opponent in a debate, 
  roll +Charm. On a 7-9, you may ask the DM one question from the list below. On a 
  10+, ask 2 questions. Take a +1 ongoing while using the information in your strategy.
  • What is my opponent’s objective?
  • What oral strategy or arguments will my opponent use?
  • What will my opponent do if I win (or lose) this debate?
  CHARISMATIC CANDOR: When you speak honestly with a character, they 
  can ask you one question from the list below. If you answer it truthfully, you may 
  then ask them a question from the list. They must answer truthfully.
  • Whom do you really serve?
  • What do you most desire?
  • Who is your worst enemy?
  • What would cause you to stop fighting?
  CHARMING COLLABORATION: When you arbitrate a conflict for two or more 
  of your friends, give a Gem to each party and tell them how to solve their problem. If they 
  agree to your solution, gain +1 ongoing to help them implement your idea, and tell them to 
  mark experience when they bring it to fruition. If they reject your offer, mark a Shadow.
  MAGNETIC MANIPULATION: When you help or hinder a Clutchmate by 
  highlighting their personal qualities or failings, roll +Charm instead of +Gems. On a 
  miss, your words strike at their insecurities or doubts; tell them to mark a Shadow.
  
  COLORS
  NAME (circle one)
  THE ORPHAN
  EPYLLION PLAYBOOKS
  THERE ARE FIVE AGES of a dragon lifespan. Each time your XP track fills, select an 
  advancement from the list and erase your XP track. When you have taken all three 
  advancements, you grow into your next age. 
  As you grow your connection to the Moons changes and shifts. Every time you take an Adult 
  advancement, cross off one moon. You can no longer call on that moon for strength. 
  ADULT ADVANCEMENT
   
  ¨ take another move from your playbook
   
  ¨ take +1 to any stat (max +3)
   
  ¨ advance your signature move
  1. RAW SCALED DRAKE
  XP:
  Moons +0
   
  ¨ take another move from your playbook
   
  ¨ take +1 to any stat (max +3)
   
  ¨ advance your signature move
  2. WINGED DRAKE
  XP:
  Moons +0
  XP:
  3. LONG-TOOTHED DRAGON
   
  ¨ take another move from another playbook
   
  ¨ take +1 to any stat (max +3)
   
  ¨ advance your signature move
  Moons +1
  VOID
  LIBERTY
  STONE
  SPIRIT
  STORM
  LOOK (circle one in each)
  FELLOWSHIP 
  EVERYONE INTRODUCES THEIR DRAKES by name, look, and color. Then list your 
  Clutchmates’ names in the blanks below and go around again to read aloud your fellowship ties. 
  XP:
  5. ELDER DRAGON
   
  ¨ found a new House to preserve your works
   
  ¨ retire your character; arise as a Mystic or Ancient 
  Moons +3
  XP:
  4. BEARDED DRAGON
   
  ¨ take a ritual of a clutchmate’s House
   
  ¨ advance your signature move
  Moons +2
   
   
   
   
    showed you that the Darkness lingers everywhere. 
  Tell them what Darkness you see in them, and take a Friendship Gem from them.
   
   
   
                    is consumed by Dragonia’s immediate problems; 
  you will show them why they must focus on the future. Take a Friendship Gem from them.
   
   
   
   
    was a friend to you when you felt all alone in the 
  face of your destiny. Explain how they exemplified your virtue and give them a Friendship 
  Elegant crest, Head fins, Many horns, Whiskers
  Braided fur, Rough scales, Scaled, Smooth skin
  Beak, Hard skull, Long snout, Prehensile tongue
  Heavy tail, Long tail, Maned tail, No tail
  Leather paws, Small claws, Splayed fingers, Talons
  Boney body, Lithe body, Squat body, Wingless
  Gen
  Violet
  Kismet
  Rath
  Ghost
  Dark Moon
  DESTINED, UNIQUE, SOLITARY. You’re defined not by your upbringing, but 
  by what you make of yourself. You have an important role to play in Dragonia, 
  even though you don’t know which House to call your own. Despite your fears, 
  your future holds great things…and your friends stand by your side. 
  THE ORPHAN
  
  SHADOW TRACK
  THE SHADOW TRACK represents how much hold the Darkness has on your dragon.
  You can mark Shadows in any order. When you mark a Shadow, you must take the action 
  associated with the Shadow. When you mark the last Shadow, you lose yourself to the 
  Darkness and become your Shadowself. While you are lost to the Darkness, do not mark 
  any further Shadows, even if a move asks you to do so.
  ANGER
  • Lash out at a friend.
  • Break something valuable
  • Escalate a delicate situation
  SHAME
  • Blame a friend for your mistakes
  • Mock or belittle someone vulnerable
  • Seek isolation or solitude
  DOUBT
  • Question a friend’s loyalty
  • Steal something valuable
  • Reject a tradition of Dragonia
  FEAR
  • Hide something from your friends
  • Avoid a difficult task
  • Exaggerate the danger of the situation
  HOUSE & OBLIGATION (choose one)
  VIRTUE  
  (circle one)
  STATS: ADD ONE TO one of these.
  CHARM
  COURAGE
  CUNNING
  THE ORPHAN
  EPYLLION PLAYBOOKS
  ORPHAN MOVES: YOU GET THIS ONE
  I SEE POTENTIAL HERE: Choose a House in which you have a loyal, Elder 
  ally who has mentored you in the past. When you stand up to an older dragon from 
  that House, choose an extra option from the first list, even on a miss.
  CHAMELEON: When you mislead or trick another dragon by pretending to be 
  from their House, roll +Courage instead of +Cunning. On a miss, they demand that 
  you fulfill an obligation for the House that’s clearly beyond your abilities.
  DESTINY CALLS: When you visit somewhere important to your or your destiny 
  (your call), roll +Courage. On a hit, ask 2 questions from the list below. On a 10+, you 
  can also ask the GM a followup question not on the list.
  • What role might this place play in my future?
  • What’s important here that the others miss?
  • How might my destiny awaken this place?
  • Where should I go next to fulfill my destiny?
  On a miss, the GM reveals a dark omen of your destiny that has been concealed.
  SEEK THE PATH: When you consult an older dragon for advice, roll +Courage. 
  On a hit, they reveal new information about your past or future that is useful to your 
  current problems. On a 10+, your counselor devotes serious thought to the issue 
  you’ve raised; ask a followup question. On a miss, the older dragon’s advice causes 
  you to remember your own role in the problems you face; mark a Shadow..
  AND CHOOSE ONE MORE:
  THIS IS MY DESTINY: Your fate is intertwined with Dragonia’s future, now 
  and forever. Pick two portents the seers have revealed about what is to come:
   
  ¨ you will defeat a great enemy in battle
   
  ¨ you will discover a dark secret of the Moons
   
  ¨ you will prevent a terrible, natural disaster
   
  ¨ you will uncover a shadowy, dragon conspiracy
   
  ¨ you will recover an important ritual, once lost
   
  ¨ you will restore an ancient or sacred place
  At the beginning of the session, roll +Courage. On a 7-9, hold 1. On a 10+, hold 
  2. Spend your hold, 1 for 1, to take a 10+ instead of rolling when acting despite 
  danger to move closer to your destiny. On a miss, you still hold 1, but a dark omen 
  comes to light that reveals more about your role in shaping Dragonia’s fate. 
  Signature Move Advancement: Add another basic move to This is My Destiny. 
  You can spend your hold to take a 10+ instead of rolling on that additional move. 
  Tell the DM which dragon’s display of Housely virtue expanded your horizons.
   
  ¨ Act Despite Danger
   
  ¨ Stand Up to an Older Dragon
   
  ¨ Convince a Dragon
  YOUR LONELINESS IS A STRENGTH. You can prove the doubters wrong without 
  any help from your clutch. You will act alone to save Dragonia. You are the Orphan. Return 
  from your Shadowself when a friend convinces you that friendship can be as strong as any 
  family tie, and that the family you chose is as important as the family that hatched you.
  SHADOWSELF
  Faith
  Empathy
  Starting Stats: Charm +0, Courage +1, Cunning -1 
  As an Orphan, you have no House and no obligation to one. 
  Instead, choose how you will discover your true destiny.
  THE PATH OF OMENS
  Discover an artifact or tome connected to your fate.
  THE PATH OF TRIALS
  Face danger to uncover more about your future. 
   
  ¨ Mislead or Trick
   
  ¨ Study Another Dragon
   
  ¨ Survey an Ancient or Arcane Area
  
  FIERY, BOLD, RIGHTEOUS. The Rebel stands within Dragonia, sees its 
  flaws, and aims at changing them, no matter who stands in their way.  
  You are a necessary voice, though not always beloved by the powers that be.
  THE REBEL
  COLORS
  NAME (circle one)
  Brightfire
  Cizzeit
  Duzz
  Epu
  Phalt
  Xymo
  THE REBEL
  EPYLLION PLAYBOOKS
  Adorned horns, Broken horns, Gauged frill, No horns
  Decorated skin, Iridescent, Painted fur, Spiny
  Angular skull, Beak, Overbite, Sunken snout
  Curly tail, No tail, Prehensile tail, Shorned tail
  Adhesive toes, Callused Paws, Dull claws, Webbed feet
  Boney body, Fragile body, Muscular body, Round body
  THERE ARE FIVE AGES of a dragon lifespan. Each time your XP track fills, select an 
  advancement from the list and erase your XP track. When you have taken all three 
  advancements, you grow into your next age. 
  As you grow your connection to the Moons changes and shifts. Every time you take an Adult 
  advancement, cross off one moon. You can no longer call on that moon for strength. 
  ADULT ADVANCEMENT
   
  ¨ take another move from your playbook
   
  ¨ take +1 to any stat (max +3)
   
  ¨ advance your signature move
  1. RAW SCALED DRAKE
  XP:
  Moons +0
  XP:
  4. BEARDED DRAGON
   
  ¨ take a ritual of any House
   
  ¨ advance your signature move
  Moons +2
  XP:
  5. ELDER DRAGON
   
  ¨ found a stronghold dedicated to a just cause
   
  ¨ retire your character; arise as a Mystic or Ancient 
  Moons +3
   
  ¨ take another move from your playbook
   
  ¨ take +1 to any stat (max +3)
   
  ¨ advance your signature move
  2. WINGED DRAKE
  XP:
  Moons +0
  XP:
  3. LONG-TOOTHED DRAGON
   
  ¨ take another move from another playbook
   
  ¨ take +1 to any stat (max +3)
   
  ¨ advance your signature move
  Moons +1
  VOID
  LIBERTY
  STONE
  SPIRIT
  STORM
  LOOK (circle one in each)
  FELLOWSHIP 
   
   
   
   
    convinced the clutch to take you in after you left 
  your House. Explain how they exemplified your virtue, and give them a Friendship Gem.
   
   
   
   
    worked with you to expose the treachery of an 
  Elder dragon who had fallen to the Darkness. Give them a Friendship Gem.
  You have helped 
   
   
   
                to question one flawed tradition 
  of their House. Tell them what it was, and take a Friendship Gem from them.
  EVERYONE INTRODUCES THEIR DRAKES by name, look, and color. Then list your 
  Clutchmates’ names in the blanks below and go around again to read aloud your fellowship ties. 
  
  KINDLING THE FIRE: When you give a speech to inspire a group of dragons 
  to action, roll +Cunning. On a 10+ pick two, on a 7-9 pick one.
  • they will each act in some small, personal way towards your goal
  • one among them will make a stand, sacrifice something, or make a big change
  • those your ideas threaten won’t punish you for what you’ve said
  On a miss, you inspire them to take unpredictable or excessive action.
  GETAWAY PLAN: When you make your escape, roll +Cunning. On a 10+ you’re 
  able to get away from whatever’s threatening you, for now. On a 7-9, the same, but 
  you have to make a sacrifice to get away; the DM will tell you what its costs you. On 
  a miss, there’s no way out but through. You’ll have to face this one head-on.
  STIR UP TROUBLE: When you spread rumors about a member of the 
  community, roll +Cunning. On a 10+ pick two, on a 7-9, pick one.
  • mostly everyone will believe what you’ve said, for now
  • nobody will know it was you who started the rumors
  • there’s no negative fallout for anyone you care about
  On a miss, your clever machincations are exposed by other community members 
  friendly to your target; expect to pay a cost for your words.
  SACRIFICE FOR A FRIEND: When you help a clutchmate by putting yourself 
  in danger, mark a Shadow to take a 10+ instead of rolling. If you use this move to 
  mark the fourth Shadow, only the friend you helped can bring you back.
  You have abandoned your house. Why did you leave?
  BANISHED BY YOUR ELDERS
  Show mercy to someone in need.
  SELF-IMPOSED EXILE
  Investigate the promises of someone in power.
  AND CHOOSE ONE MORE:
  REBEL MOVES: YOU GET THIS ONE
  YOU KNOW WHAT THE WORLD NEEDS, what must be done to fix Dragonia 
  and make it fair, just, and equal. You will make those changes yourself, whatever the cost. 
  Make sure the rest of your clutch knows what needs to change and how righteous you 
  are your quest for justice. You are the Rebel.  Return from your Shadowself when a friend 
  convinces you to see how your plans might make things worse for Dragonia.
  SHADOWSELF
  SHADOW TRACK
  THE SHADOW TRACK represents how much hold the Darkness has on your dragon.
  You can mark Shadows in any order. When you mark a Shadow, you must take the action 
  associated with the Shadow. When you mark the last Shadow, you lose yourself to the 
  Darkness and become your Shadowself. While you are lost to the Darkness, do not mark 
  any further Shadows, even if a move asks you to do so.
  ANGER
  • Lash out at a friend.
  • Break something valuable
  • Escalate a delicate situation
  SHAME
  • Blame a friend for your mistakes
  • Mock or belittle someone vulnerable
  • Seek isolation or solitude
  DOUBT
  • Question a friend’s loyalty
  • Steal something valuable
  • Reject a tradition of Dragonia
  FEAR
  • Hide something from your friends
  • Avoid a difficult task
  • Exaggerate the danger of the situation
  HOUSE & OBLIGATION (choose one)
  VIRTUE  
  (circle one)
  Audacity
  Compassion
  STATS: ADD ONE TO one of these.
  Starting Stats: Charm -1, Courage +0, Cunning +1 
  CHARM
  COURAGE
  CUNNING
  THE REBEL
  EPYLLION PLAYBOOKS
  READ THE FLOW: You are adept at understanding dragon society. When 
  you spend time amongst the members of a dragon community, roll +Cunning. On 
  a 10+, ask three questions from the list below. On a 7-9, ask two. On a miss, ask 
  one question, but someone important from that community takes issue with you 
  snooping around. The DM will always answer your questions honestly.
  • what unique traditions do they hold dear?
  • who in this community is being treated unfairly?
  • who holds the real power here?
  • in what way would change benefit this community?
  • who here needs my help the most?
  Signature Move Advancement: Mark a benefit you gain after reading the flow:
   
  ¨ take +1 ongoing to convincing a dragon to help you within that community.
   
  ¨ always ask at least one question when you study another dragon, even on a 
  miss, when studying a dragon of that community.
   
  ¨ add “You make them nervous, they will take you seriously from now on” to 
  your options when you stand up to an older dragon from that community.
   
  ¨ take +1 forward to mislead or trick someone from that community.
  
SOURCE: textdata/thevault/Epyllion (PbtA)/Encyclopedia Draconica/Epyllion_EDPlaybooks_20180219.pdf