TEXT: YOU WORK HARD to learn as much as you can. Knowledge is power, and 
  you fight to pursue and protect it. Sometimes it is hard to balance your 
  passions for the past with living in the present, but you don’t want to miss 
  out on any adventures…or friendships. After all, the heroes you read about 
  had to put down their parchment and get their scales dirty eventually.
  THE ACADEMIC
  COLORS
  NAME (circle one)
  Stars
  Ludvizk
  Hachiro
  Weneth
  Zandyl
  Stevarath
  THE ACADEMIC
  EPYLLION PLAYBOOKS
  Antennae, Antlers, Curling horns, Many horns
  Baggy hide, Feathered, Furry, Scaled
  Long snout, Overbite, Pointy skull, Short snout
  Maned tail, No tail, Prehensile tail, Stinger
  Adhesive toes, Boney digits, Splayed fingers, Talons
  Bloated body, Graceful body, Thin, Wingless
  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 
   
   
   
   
    guided your Clutch when you were lost in the 
  capital. Explain how they exemplified your virtue and give them a Friendship Gem.
   
   
   
   
    showed you the threat the Darkness posed by 
  getting your snout out of a book. Give them a Friendship Gem.
   
   
   
   
    doesn’t understand dragon history and the 
  importance of the old ways; you will teach them all you can. 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. 
  
  AND CHOOSE ONE MORE:
  ACADEMIC MOVES: YOU GET THIS ONE
  FIELD OF EXPERTISE: You carry one of the Great Tomes of Dragon 
  Knowledge. Mark which one you keep with you always:
  Dagon’s History of the War with Darkness
  Lung-Kwan’s Famous Dragons and What They Did
  Fafnir von Grimtooth’s Famous Moments in Dragon History
  Dewlash De Golderin’s Guide to the Creatures of Dragonia
  Amelia Drakovich’s Geographical Primer on Dragonia’s Rivers, Mountains, 
  and Major Islands
  When you consult the tomes you carry for information, tell the DM what you find 
  and roll +tomes consulted. On a 10+, the information is accurate and complete; take 
  +1 forward to act on the answers. On a 7–9, something is missing or mythic, useful 
  but not everything you need. On a miss, you’ve got something terribly wrong; the 
  DM will let you know what you got wrong when you need to know.
  Signature Move Advancement: Mark a new tome of knowledge. Tell the DM 
  which dragon gave you this new source of wisdom.
  OLD DEBTS: When you stand up to an older dragon by reminding them of 
  debts and obligations long forgotten, roll +Cunning instead of +Courage.
  PEER REVIEW: When you go to your friends for advice about a specific 
  problem, give them a Friendship Gem and hear what they have to say. If you follow 
  their advice, tell them to mark experience; you get a +1 ongoing to see it through. If 
  you ignore their advice, mark a Shadow. 
  AN EAR FOR THE ARCANE: When you listen closely to a magic ritual, roll 
  +Cunning. On a 10+ ask 2. On a 7–9, ask 1. Take +1 forward to acting on the answers. 
  On a miss, the ritual ensnares you, the DM will tell you how. 
  • What arcane effects does the ritual have?
  • How can I disrupt the ritual?
  • Who is the intended target?
  • How could I reproduce this ritual?
  FAMILIAR WITH THE OLD WAYS: When you study a Bearded or Elder 
  Dragon, add these questions to the move study another dragon:
  • What is whispered about you within your House?
  • How are you vulnerable to the Darkness?
  • Who in Dragonia opposes your goals and machinations?
  YOU’VE HELD YOUR tongue for too long. You have the best plans to move your Clutch 
  forward and no one knows the history of Dragonia better than you do. Make sure your clutch 
  knows how smart you truly are. You are The Academic. Return from your Shadowself when a 
  friend convinces you to admit that you don’t have all the answers.
  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
  Discover something important about an  
  ancient mystery. 
  SEMSCALE, The House of Jade
  Defuse a tense situation between dragons from 
  different houses.  
  VIRTUE  
  (circle one)
  Curiosity
  Honesty
  STATS: ADD ONE TO one of these.
  Starting Stats: Charm +0, Courage -1, Cunning +1 
  CHARM
  COURAGE
  CUNNING
  THE ACADEMIC
  EPYLLION PLAYBOOKS
  
  YOU UNDERSTAND THAT beauty goes beyond a flashy new look, and you 
  know how much hard work and dedication it takes to make great art. But it is 
  important for all great crafters to remember that your trade is a dangerous 
  practice: many like you have fallen to their obsessions. Your friendships will 
  keep you grounded while you pursue perfection. 
  THE CRAFTER
  COLORS
  NAME (circle one)
  Deep Eyes
  Neo
  Azrael
  Bolograth
  Angus
  Samsmilt
  THE CRAFTER
  EPYLLION PLAYBOOKS
  Antennae, Charred horns, Curling horns, Tusks
  Baggy hide, painted scales, Bumpy skin, Shelled
  Boney skull, Scarred snout, Short snout, Underbite
  Barbed tail, Club tail, No tail, Prehensile tail
  Boney digits, Claws, Splayed fingers, Webbed feet
  Angular body, Bloated body, Sleek body, Twisty 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 craft something useful for your 
  Clutch.  Explain what it is, and take a Friendship Gem from them.
   
   
   
   
    inspired you to leave your workshop to fight against 
  the Darkness. Explain how they exemplified your virtue, and give them a Friendship Gem.
   
   
   
   
    has your back when your tinkering gets you into 
  trouble. 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:
  CRAFTER MOVES: YOU GET THIS ONE
  MORE THAN AN artist, you are a machinist. You see dragons as tools to be wielded, 
  manipulated, and forced to see their true potential.  Make sure your clutch sees your vision 
  for Dragonia. You are The Crafter. Return from your Shadowself when a friend convinces you 
  to admit that you care more about dragons than objects. 
  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)
  KEBROS, The House of Ruby
  Put yourself in danger to obtain rare  
  materials or treasures. 
  ROTHSCAR, The House of Gold
  Design something to help a friend solve  
  a tricky problem.
  VIRTUE  
  (circle one)
  Ambition
  Tradition
  STATS: ADD ONE TO one of these.
  Starting Stats: Charm -1, Courage +0, Cunning +1 
  CHARM
  COURAGE
  CUNNING
  THE CRAFTER
  EPYLLION PLAYBOOKS
  DRAGON TRADE: You are known for your gifts in the draconic arts.  
  Mark two mediums you have dedicated yourself to from the list below:  
  When you create something in your medium, roll +Cunning. On a 10+, pick 2. 
  On a 7–9, pick one.
  On a miss the work is fundamentally flawed. The DM will reveal how at a later time. 
  Signature Move Advancement: Mark two new mediums. Tell the DM which 
  dragon helped you to master these new materials.
   
  ¨ paints
   
  ¨ wood
   
  ¨ stone
   
  ¨ pen and ink
   
  ¨ mortar
   
  ¨ glass
   
  ¨ metal
   
  ¨ tattoos
   
  ¨ piercing
   
  ¨ acting
   
  ¨ directing
   
  ¨ writing
   
  ¨ gardening
   
  ¨ cloth
   
  ¨ paper
   
  ¨ plastics
   
  ¨ engraving
   
  ¨ jewels
   
  ¨ precious  
  metals
   
  ¨ ice
   
  ¨ wax
   
  ¨ clay
   
  ¨ sand
   
  ¨ beads
   
  ¨ wire
   
  ¨ sound
   
  ¨ instruments
   
  ¨ Your creation is durable
   
  ¨ Your creation is functional
   
  ¨ Your creation is attractive
  AN EYE FOR DETAIL: When you study another dragon after complimenting 
  them on a unique feature or object they possess, roll +Cunning instead of +Charm.
  MONUMENT TO THE MOONS: When you create (and describe) a work of 
  art, you can call upon the Moons and store the effects inside your piece. Name an 
  event that will activate the item, and the magic will be released when it is triggered. 
  CRAFTY CLAW: When you repair broken equipment or machinery, roll 
  +Cunning. On a 10+, you do it, no problem. On a 7–9, it’s possible to get it moving 
  again, but only at a cost. The DM will tell you what you have to do to fix it up. On a 
  miss, something vital is missing or permanently broken.
  SADDLEBAG OF POTENTIAL: You collect odds and ends, including bits of 
  armament and ancient artifacts, just in case the inspiration strikes. When you search 
  your saddlebag for something small enough to be carried with you, roll +Cunning. 
  On a 10+, you have just the thing, or close enough. On a 7–9, you have something 
  similar, but it’s incomplete or flawed. On a miss, you’ve used it recently, but you 
  might be able to get it back.
  
  THE SKY IS no limit for you. When you shoot for the stars, you achieve great 
  things you never thought possible. Sometimes the rush can make you lose 
  your head; don’t fly so high that you forget about those who look up to you. 
  Your friendships will give you reasons to fly and all you could ever need to 
  keep your wings and heart busy.
  THE DAREDEVIL
  COLORS
  NAME (circle one)
  Quoloth
  Vol
  Onyx
  Honedstar
  Spirit
  Sirat
  THE DAREDEVIL
  EPYLLION PLAYBOOKS
  Broken horns, Head frill, Pointed horns, Tusks
  Bumpy skin, Feathered, Iridescent, Spiney 
  Beak, Long snout, Overbite, Short snout
  Barbed tail, No tail, Prehensile tail, Whip tail
  Adhesive toes, Claws, Paws, Webbed feet
  Angular body, Boney body, Muscular body, Twisty 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 
   
   
   
   
    made you feel welcome in the Clutch when your beast 
  companion fell ill. Explain how they exemplified your virtue, and give them a Friendship Gem.
   
   
   
   
    taught you not to underestimate the Darkness. 
  Explain how they exemplified your virtue, and give them a Friendship Gem.
  You saved 
   
   
   
      from a dangerous monster. 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. 
  
  DAREDEVIL MOVES: YOU GET THIS ONE
  YOU ARE FAST, furious, and unstoppable. No danger is too great for you to face, and you 
  don’t need a Clutch to slow you down. Make sure your clutch always sees you out in front. 
  You are The Daredevil. Return from your Shadowself when a friend convinces you to admit 
  that you need your Clutch. 
  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)
  BRYNBAK, The House of Steel
  Convince a member of your Clutch to  
  undertake a dangerous task. 
  VIRTUE  
  (circle one)
  Cooperation
  Discretion
  STATS: ADD ONE TO one of these.
  Starting Stats: Charm -1, Courage +1, Cunning +0 
  CHARM
  COURAGE
  CUNNING
  EPYLLION PLAYBOOKS
  THE DAREDEVIL
  ROTHSCAR, The House of Gold
  Put yourself in between danger and  
  a Clutchmate. 
  BEAST COMPANION: You find yourself in precarious situations that other 
  dragonkin avoid, but your beast companion will follow you anywhere. Just like 
  other wildlife in Dragonia, your beast companion has aspects of many different 
  animals. Choose up to three. If you only circle one, other creatures of Dragonia 
  will view your companion as a monster, but somehow you two manage.
  Signature Move Advancement: Mark a new ability for your beast companion. Tell 
  us how your beast companion discovered (or grew into) their newfound talents.
  ABILITIES (choose one):
   
  ¨ parrot
   
  ¨ rhino
   
  ¨ rat
   
  ¨ lion
   
  ¨ turtle
   
  ¨ insect
   
  ¨ wolf
   
  ¨ horse
   
  ¨ alligator
   
  ¨ salamander
   
  ¨ badger
   
  ¨ bear
   
  ¨ frog
   
  ¨ ram
   
  ¨ squid
   
  ¨ bat
   
  ¨ armadillo
   
  ¨ urchin
   
  ¨  
   
  ¨ Large: your beast is large enough to ride long distances. 
   
  ¨ Tracking: your beast can track down a nearby creature. 
   
  ¨ Burrowing: your beast can dig through solid earth. 
   
  ¨ Messenger: your beast can carry messages far and wide.
   
  ¨ Camouflage: your beast can blend in with its surroundings at will.
   
  ¨ Perform: your beast can entertain dragonkin and other wildlife.  
   
  ¨ Labor: your beast can haul and move heavy objects. 
  AND CHOOSE ONE MORE:
  DANGER IS MY MIDDLE NAME: Take +1 ongoing to acting despite danger 
  to overcome physical obstacles.
  SLIPPERY SCALES: When you attempt to escape any form of physical 
  entrapment, roll +Courage. On a 10+, you escape. On a 7-9, you slip away, but you leave 
  something important behind or attract unwanted attention; the DM will tell you which. 
  On a miss, you still get away, but the costs are great: mark a Shadow.
  CLEAR HEADED: When you charge headfirst into a dangerous situation, roll 
  +Courage.  On a hit, ask the DM one or more questions from the following list. Take 
  +1 forward to act on the answers. On a 10+, ask 2. On a 7–9, ask 1:
  • Where’s my best escape route/way in/way past?
  • What should I be on the lookout for?
  • Who’s in control here?
  On a miss, someone gets the jump on you before you can get your bearings, putting 
  you in a tough spot and separating you from your friends.
  SHARE THE LOAD: When a fellow dragon is about to mark a Shadow, you 
  can mark off a Shadow on your Shadow Track instead. You don’t have to act on the 
  Shadow, but it stays marked until you clear your Shadow Track.
  
  YOU KNOW THE true splendor of the wilds. Creatures of the land sing 
  a familiar song that reminds you of home, and they hear your roar as they 
  would hear one of their own. But what is Dragonia to you? Can it be your 
  home as well? Only your friendships can help you see the value of dragon 
  culture and realize the promise of living in two worlds.
  THE NATURE ADEPT
  COLORS
  NAME (circle one)
  Lionell
  Hunter
  Talon
  Ahna
  Toverinn
  Kemoth
  THE NATURE ADEPT
  EPYLLION PLAYBOOKS
  Antlers, Bone crest, Curling horns, Tusks
  Bumpy skin, Feathered, Furry, Spiney
  Beak, Broad snout, Bulbous skull, Short snout
  Club tail, Maned tail, Prehensile tail, Stinger
  Clubbed feet, Hooves, Talons, Webbed feet
  Flat body, Graceful body, Knobby body, Small 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 
   
   
   
   
    was a voice of reason in your Clutch when dealing 
  with older dragons.  Explain how they exemplified your virtue, and give them a Gem.
   
   
   
   
    helped you defend a sacred space against the 
  Darkness. Explain how they exemplified your virtue, and give them a Gem.
  You have taught 
   
   
   
                to listen to an animal of the wilds. 
  Tell them which wild creature. Take a 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. 
  
  AND CHOOSE ONE MORE:
  NATURE ADEPT MOVES: YOU GET THIS ONE
  YOU ARE PURE and one with nature. Dragonia is a distant memory, a false artifice obscuring 
  the true destiny of the land. Make sure your clutch knows how much you value the wild over 
  Dragonia. You are The Nature Adept. Return from your Shadowself when a friend convinces 
  you to acknowledge the value of dragon culture. 
  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)
  TESSITH, The House of Diamond
  Restore a symbol or sanctuary of the wild. 
  VIRTUE  
  (circle one)
  Honor
  Independence
  STATS: ADD ONE TO one of these.
  Starting Stats: Charm +1, Courage -1, Cunning +0 
  CHARM
  COURAGE
  CUNNING
  THE NATURE ADEPT
  EPYLLION PLAYBOOKS
  WILD SPEECH: You share this world with beasts and creatures of the 
  wild. The calls of these creatures are a second language to you. You can 
  understand and communicate with animals in a basic tongue of the land, 
  allowing you to study them, insist they accept your help, and mislead or trick 
  them as if they were dragons.
  Signature Move Advancement: Mark one of the following as an additional 
  native tongue: stone, water, earth, fire, wind, ice, wood, or metal. Tell the DM 
  how you mastered a new language of the elements.
  MYNDOTH, The House of Oak
  Avoid detection or infiltrate a location.
  MASTER OF TWO WORLDS: When you act despite danger while traveling 
  through the wild, roll +Charm instead of +Courage.
  SMOKESCREEN: When you keep still in natural surroundings, you blend in and 
  are nearly invisible. Enemies cannot spot you until you move or speak.
  SPIRIT GUIDE: You have attracted the attention of the land itself. A small spirit 
  guide follows you wherever you go, offering aid and counsel. When you ask your 
  spirit guide for advice, roll +Charm. On a 10+, mark experience and take +1 forward 
  if you follow its guidance. On a 7–9, take a +1 forward if you do as it says and mark 
  a Shadow if you don’t. On a miss, the spirit is insistent; if you ignore its advice, it 
  leaves your side until you are able to make amends.
  BEAST OF THE LAND: When you commune with the spirits native to the 
  land, roll +Charm. On a 10+, they impart their wisdom upon you; ask two of the 
  following questions. On a 7–9, ask 1. On a miss, the spirits are in trouble and need 
  help with a ritual of their own. 
  • How can I nurture this place?
  • What does this place want from us?
  • What last visited this place?
  • What spirits dance here? 
  
  THE DARKNESS SPOKE to you at an early age. You see the approaching 
  horror and work to fight against it, yet others don’t always trust or believe 
  you. You have grown close to the Darkness to learn its secrets, but do not 
  forget your true allies. Your friendships are the light that keeps you from 
  falling to the Darkness. 
  THE SEER
  COLORS
  NAME (circle one)
  Ren
  Veri
  Ryoko
  Luneth
  Draven
  Hamundil
  THE SEER
  EPYLLION PLAYBOOKS
  Curling horns, Head fins, Many horns, Tusks
  Broad scales, Iridescent, Scaled, Smooth skin
  Beak, Hardened skull, Overbite, Pointy snout
  Maned tail, No tail, Stinger, Whip tail
  Hooves, Splayed fingers, Talons, Webbed feet
  Boney body, Elegant Body, Flat body, Thin 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 
   
   
   
   
    ’s knowledge is unparalleled within the Clutch, but 
  they do not see the danger ahead.  Take a Gem from them.
   
   
   
   
    helped save you from the Darkness. Explain how 
  they exemplified your virtue. Give them a Gem.
  You dreamed of 
   
   
   
             long before you two met. Tell them 
  what the dream was about and take a 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. 
  
  SEER MOVES: YOU GET THIS ONE
  YOU ARE MAGNETIC and persuasive. You know dragonkin cannot be trusted any more 
  than the Darkness can; you may have to traffic in lies and backroom deals to get things done. 
  Make sure your clutch knows you are willing to sacrifice their feelings to get the job done. 
  You are the Seer. Return from your Shadowself when a friend convinces you to trust a dragon 
  you do not know. 
  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)
  Creativity
  Empathy
  STATS: ADD ONE TO one of these.
  Starting Stats: Charm +1, Courage +0, Cunning -1 
  CHARM
  COURAGE
  CUNNING
  EPYLLION PLAYBOOKS
  THE SEER
  AND CHOOSE ONE MORE:
  KEBROS, The House of Ruby
  Mark a Shadow while engaging the Darkness. 
  SEMSCALE, The House of Jade
  Use secret knowledge of the Darkness  
  to aid another.
  HAUNTING VISIONS: You are haunted by visions of the Darkness. At the start 
  of the session, roll +Charm. On a hit, you’ve seen a vision of the Darkness that will 
  aid your Clutch’s efforts; learn something useful and interesting about the tasks at 
  hand. On a 10+, you’ve seen the true face of the Darkness; ask the DM a followup 
  question as well. On a miss, your vision is too dark to aid you; the future it foretells 
  is grim and painful. 
  Signature Move Advancement: Mark a new feature for your visions. When you  
  roll Haunting Vision, you may:
   
  ¨ share your vision with a Clutchmate; take +1 forward to your Haunting Vision roll.
   
  ¨ prepare your mind; ask an additional question (even on a miss).
   
  ¨ guide your vision; tell the DM what aspect of Dragonia your vision will concern.
   
  ¨ defy your future; offer a +1 forward to a Clutchmate to alter what you have seen. 
  Tell the DM which dragons helped you gain the strength to master your visions.
  ONE OF THEM: When you mislead or trick a dragon corrupted by the 
  Darkness, roll +Charm instead of +Cunning.
  WYRMTONGUE: Return a Gem and ask the Darkness for something you need. 
  The DM will tell you what it costs. If you pay the price, the Darkness will deliver it. 
  SECRET CATCHER: Add the following options to study another dragon 
  before they have seen you:
  • What secrets is your character hiding?
  • What has the Darkness offered to you in your moments of weakness?
  • How do you think we are alike?
  TOUCH THE DARKNESS: When you consume a piece of the Darkness, roll 
  +Charm. On a hit, the Darkness gives you a vision and answers your questions. 
  On a hit, choose one from the list below. On a 10+, choose two. The visions... 
  • … are lucid and detailed; clear a Shadow.
  • … show you what you need to do; take +1 forward to do it.
  • … reveal the role a dragon will play in the events to come; give +1 forward  
  to a Clutchmate.
  On a 7-9, choose one from the list below as well. The visions...
  • ... corrupt your soul; mark a Shadow.
  • … distance you from others; return a Gem.
  • … attack your weakened body, take -1 forward. 
  On a miss, you attract the attention of the Darkness itself.
  
  YOU ARE NOBLE and strong. Dragonia is your home and you fight to 
  defend it. You are an inspiration to your fellow dragons, but don’t try to take 
  on too much by yourself. Your friends are strong and capable; give them a 
  chance and they will surprise you. 
  THE WARRIOR
  COLORS
  NAME (circle one)
  Morning
  Buck
  Vera
  Kimrath
  Ax
  Gracks
  THE WARRIOR
  EPYLLION PLAYBOOKS
  Curling horns, Feathered crest, Many horns, Tusks
  Broad scales, Shelled, Spiney, Tough hide
  Broad skull, Long snout, Scarred snout, Underbite
  Barbed tail, Club tail, Stubby tail, Whip tail
  Claws, Clubbed feet, Hooves, Paws
  Barrel-chested, Elegant body, Huge body,  
  Muscular 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 
   
   
   
   
    has recently joined your Clutch and you are 
  training them in the art of capital politics. Take a Gem from them.
   
   
   
   
    has stood by your side in a fight against a monster 
  of the Darkness. Explain how they exemplified your virtue. Give them a Gem.
   
   
   
   
    was there when you were most vulnerable. Give 
  them a 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:
  WARRIOR MOVES: YOU GET THIS ONE
  YOU ARE UNSTOPPABLE, a hurricane whose might will singlehandedly shatter the 
  Darkness. Dragonia must be protected and no one else is strong enough to help you. Make 
  sure the clutch knows you are the only one who can save Dragonia. You are The Warrior. 
  Return from your Shadowself when a friend convinces you to ask your Clutch for help. 
  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)
  Daring
  Humor
  STATS: ADD ONE TO one of these.
  Starting Stats: Charm +0, Courage +1, Cunning -1 
  CHARM
  COURAGE
  CUNNING
  THE WARRIOR
  EPYLLION PLAYBOOKS
  TESSITH, The House of Diamond
  Defend someone weaker than you from  
  the Darkness.
  BRYNBAK, The House of Steel
  Destroy an unnatural menace born of Darkness.
  SCALES OF HONOR: You have dedicated your life to the betterment  
  of Dragonia. Choose one boon:
   
  ¨ A mark of lunar authority; take +1 ongoing to call upon the Moons.
   
  ¨ A voice that penetrates the Darkness; take +1 ongoing to act despite 
  danger in the face of the Darkness.
   
  ¨ A lineage that commands respect; take +1 Charm (max +3).
   
  ¨ An heirloom from the War of Shadow; take +1 ongoing to stand up to an 
  older dragon.
   
  ¨ A large and valuable hoard; take +1 ongoing to give into the Darkness.
  Mark a Shadow each time you conceal or hide one or more of your boons. 
  Signature Move Advancement: Mark a new boon. Tell the DM which of your 
  adventures has earned you such an honor. 
  BATTLE PLAN: When you face an enemy in combat, roll +Courage. On a hit, you 
  can ask the DM questions. Whenever you act on one of the DM’s answers, take +1. 
  On a 10+, ask 2. On a 7–9, ask 1:
  • Which enemy is most vulnerable to me?
  • What’s my enemy’s true position?
  On a miss, they catch you off guard. Take a -1 ongoing until you can assert your 
  dominance or rally your allies.  
  LIES DO NOT BECOME US: When you speak frankly with a character, you 
  can ask their player a question from the list below. If they answer it truthfully, they 
  may then ask you a question from the list. You must answer truthfully. 
  • Whom do you really serve?
  • What do you most desire?
  ALL FIRED UP: Once per session, you can return a Friendship Gem to act 
  despite danger with a 10+.
  DRAGONHEART: You are a true friend to your Clutchmates; you may give 
  Gems to characters that act according to either of your virtues (Daring or Humor).
  • Which enemy is the biggest threat?
  • What’s my enemy’s mission or objective?
  • What do you most regret?
  • Who have you truly wronged?
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 13-15 (Competent readers, competent writers, Able to do all basic math, can handle darker themes)/PbtA/Epyllion/Epyllion - Dragon Playbooks.pdf