By Ernie Sawyer (ErnieS@diamondmm.com)
Edited Jeff Wood (cinnibar@panix.com)
The intro is a quote from a website containing Arcadia: The Wild Hunt info and the Quote is a quote from the Dragonkin Kith card.
Family itself is of paramount importance to the dragonkin, and is at the heart of a code of honor to which all but the most corrupt dragonkin are fiercely loyal. Devotion to those in a dragonkin's "Brood," and to their direct ancestors and descendants, comes above all else. After that, there is loyalty to the dragonkin's kingdom and its rulers, and then loyalty to the dragonkin people in general. Often, so much time and effort is spent seeing to these loyalties that dragonkin have none left to spend on other, more cursory, allegiances.
The dragonkin, being a people with a strong sense of honor, are also bound by a code of conduct in which all beings are referred to with the appropriate honorific, and respect is shown to all -- even the basest of enemies. As a result, dragonkin are rarely involved in "dishonorable" activities, such as ambushes or assassinations; they prefer direct action and a level playing field. At times, of course, this is a disadvantage that can be used against them.
Within the Kith itself, respect comes naturally with age (thus the eldest Broodmate will be honored above the youngest, and their parents above them), and otherwise through feats of renown, whether they be in battle, politics, exploration or trade. Dragonkin are also oath-bound to avenge the wrongful death of any of their Brood, and will not stop until justice has been done.
Dragonkin warriors are widely respected, not only for their great strength and ferocious tempers, but also because they are masters of combat arts foreign to other kith and seem able to bring the whole of centuries of experience.
While in their dragon form (see Birthright: Magesty's Visage) they look like a full size dragon (and will feel space constraints as appropriate) and generally fall under two categories: they are either large, thick and massive, or they are long and snake-like.
Wilders have an overwhelming sense of freedom, wonder, and . . . guts. They are connoisseurs of pleasure, of new sensations, and of life. Through all of their travels and experiences they still won't break their code of honor. Wilders as dragons are what most legends refer to as fearsome and imposing sights.
Grumps are bold, strong, sturdy figures of honor. Grump dragons are craggy and aged looking, though they haven't lost any of their awe inspiring presence. At this point they set up a permanent residence, and some of them start collecting things . . . .
Western: Scene
Tien Lung's Blessing (Eastern): Dragons have long been a sign of luck. Unfortunately, now that luck barely passes beyond themselves. Dragonkin may once per scene spend a temporary point of Glamour to gain two retests. The retests can apply to any challenge made by a character of their choosing and the character must be determined before the Glamour is spent.
Might of Ages: Dragons are wise beyond their years and their physical might is legendary. It has been granted to them because of their honor and experience and the strength of character that is their hallmark. All dragonkin receive a bonus trait for each combatant directly fighting the dragonkin during combat. This bonus is 15 traits for each individual knight directly against the dragonkin. This bonus can only be used in Physical Challenges during resolution of ties and overbids and can only increase during a scene, even if combatants change. However, if a dragonkin is beaten or tied on traits, they may never retest. This represents the ability of dragons to face down entire armies of knights, yet be vulnerable to single challengers. This is a Wyrd Birthright.
Majesty's Visage: By spending a temporary point of Glamour they may revel in their past and show their true might as a dragon! While in dragon form they gain the Physical Attributes: Tough and Ferocious but also the negative Attributes of Bestial and Large.
Honor's Bonds: A Dragonkin's honor and self is paramount. Due to this they have either two Seelie or two Unseelie Legacies and gain Willpower from each of them. However, whenever they act contrary to both of their double Legacies they lose a temporary point of Willpower or pick up a point of temporary Banality (player's choice). Due to the dishonor and distaste of using them, no dragonkin may use a long range weapon for any purpose other than hunting (may not take the Ability Firearms, though Archery is allowed).
Note: They may not take the Merit: Dual Nature (Legacy)
Eshu: Stories are great, but they tell too many where the dragon dies.
Ghille Dhu: Secretive, but rewarding if you encourage one to talk. Just don't set the forest on fire or you will have earned an enemy for life.
Mer: Much like the sidhe in many ways, but they don't get out as much.
Nockers: Cute toys. Too bad they don't put their talents toward something productive and create something more useful than Robo-Lassie or Cog-boy Ken.
Pooka: They are protectors of the wilderness and the innocent and that does the world a great honor, but they could use a little help in the honesty department.
Redcaps: They are beasts and monsters, and should be treated the way we once were by them.
Satyrs: Great for a one-nighter or to share lore with, but worthless for a Lifemate.
Selkies: Better for a life mate, but don't expect to be their only loved-one.
Sidhe: Aristocrats with pretty faces, but there are a few of them that are worth following.
Sluagh: Uugggh! Disgusting! What died in their pants?
Troll: Honorable fellows, but they're hiding a secret. Of course: if a troll is hiding something, he probably has a very good reason.