PDQ Dragaera

PDQ Dragaera


Dragaerans reside in the Empire, and are large people standing over seven feet in height, with pointed ears. They are stronger than the average Easterner, and live for a very long time. It's a known fact that Dragaerans reincarnate. Some posit that Dragaerans came from Easterners, though saying this to most would yield a duel at best. The Dragaeran forte may be used in the following circumstances.

  • Strength: When strength is important, such as climbing, jumping, or lifting.
  • Supernatural Stamina: When resisting mystical effects and poisons that target the body. This also renders them immune to certain things like teleportation sickness.

Easterners are short-lived people from the East. They have lived in the Empire since the Interregnum. Easterners are typically quicker than Dragaerans, and have some minor psychic abilities. It is said that Easterners do not reincarnate, though there's some who posit otherwise. The Easterner forte may be used in the following circumstances.

  • Agility: When coordination and deftness is important, such as picking a lock or running.
  • Psionic Ability: To sense psychic phenomena such as Morganti weapons or resist psychic powers such as mind reading or telepathy.


Sorcery is the ability to channel chaos energy. Most sorcerers in the modern era of the Empire channel chaos energy filtered the Orb, though certain sorcerers learn to tap into amorphia directly. This is very dangerous and tiring, but is useful in places where the Orb cannot penetrate, such as Greenaere and certain dimensions. Any use of amorphia causes the character to take an automatic failure rank.

Sorcery is limited more by precision than power: it is easy using the Orb to levitate a castle, as an example: however, revivication, while it uses far less power is very difficult because of the precision needed to successfully cast the spell. Those who expect to fight sorcerers eschew metal armor, for sorcery is attracted by large quantities of metal.

Sorcery is handled as a forte like any other. Accomplishing minor tasks such as cleaning clothing or lighting a room is easy and simply requires a Sorcery check. However, using Sorcery in important tasks requires purchasing the spell as a technique. While Necromancy is considered a separate discipline, it is included in the Sorcery quality. Those who learn Necromantic techniques are also Necromancers. You can find techniques used in the Dragaera novels below, as examples.

  • Animation of the Dead (Necromancy)
  • Blast
  • Divination (Determining aspects about a person)
  • Dream Walking (Necromancy)
  • Levitation
  • Necromantic Gates (Necromancy)
  • Paralysis
  • Prevent Revivication (Necromancy)
  • Revivication (Necromancy)
  • Scrying (Observing a person from afar)
  • Shielding Oneself
  • Soul Ripping (Necromancy)
  • Teleportation
  • Teleportation Blocks

There are also certain effects that don't come up in play often and involve highly powerful rituals, such as levitating castles, creating enchanted items, and placing souls into objects. These are handled by Sorcery checks as well as the expenditure of a Style point. The character casting the spell then takes failure ranks decided by the GM (one for a ritual to create a minor magical item, five or more for major rituals such as levitating a castle). These failure ranks return at a rate of one per day.

If the character created a new item, they may add the item as a technique with training points.

Example Spell: Sharnos knows a spell to animate nearby dead for a brief time. He rolls 2d6+5 for his Sorcery and Technique and yields a total of 9. He ends up with four minions with a Good [+2] Undead forte. These minions act as a minion squad.


Dragaeran Houses are represented by various animals. Those who join a house tend to take on personality traits of the House in question: especially Dragaerans. Houses act as an unchained Technique that modifies certain rolls. Below can be found information on each house; each House lists information on checks that its technique applies to.

Athyrans are intellectuals who pursue knowledge for the sake of power. They are consummate wizards almost without exception, and are highly academic. They tend to disdain knowledge for its own sake, at least as a rule.

  • Esoteric Knowledge: Rolls involving knowledge of the esoteric and mystical variety.
  • Skilled at Sorcery: Rolls involving the casting of Sorcery spells.

Chreotha are technically nobility, though on the lowest rung of such. They tend to be crafty and full of guile. They tend to lack confidence, however and dislike confrontation. Some consider Chreotha cowardly.

  • Artisan: Rolls involving the creation of art, materials, and so forth.
  • Trapsmith Rolls involving cunning plans and traps.

The Dragon are among the most militant of the Dragaeran Houses. They are the soldiers to the Dzur hero, consummate warriors and tacticians who supposely feel no fear. House Dragon is also very invested in its honor: a Dragon will literally go to war to protect his word of honor.

  • Combat Prowess: Rolls involving physical combat.
  • Tactical Acumen: Academic and knowledge rolls involving warfare.

The Dzur are also called heroes. They are even more concerned about honor than the Dragon, though they care more for the spirit than the exact word. The Dzur are known to go berserk in battle and are fearsome warriors as well, though more on a personal level than the Dragons, who are good all-around soldiers.

  • Berserker Rage: Rolls in combat while in a berserk rage. They will not attack their allies, but will lash out without mercy at their enemies. Highly complicated plans or techniques are anathema to this rage.
  • Stubborn as a Dzur: Rolls to resist mental or social compulsions and attacks.

The Hawk are known for their dispassionate observation of everyday events and their immense curiosity. They are of the nobility, but not on the same rung as the higher nobility. They are highly logical and attempt to lead through reason, but also tend to overthink things at times.

  • Fount of Reason: Any check to resist giving in to emotions, or when rationality is more important than anything else, such as debates.
  • Observational Acumen: Any check used to observe or perceive, such as sensory rolls or sorcery divinations.

The Iorich are almost without fail involved with the justice system of the empire. They are almost obsessed with justice and retribution, and are known to be entirely unimpeachable in their support of the law. They are not normally considered of the nobility, though there are exceptions.

  • Sworn Oath: An Iorich pursues his target to the ends of the earth. Any check against his oath-sworn target gains this bonus. The Iorich may only have one oath-sworn target at a time, usually chosen in a dramatic situation or by his superiors.
  • Uncorruptible: Any check to resist bribes, coercion, or other matters, especially when it intersects the Iorich's honor or the law.

The Issola are natural diplomats. They serve as the perfect functionary for various courts, and are known for their beauty, grace, and social acumen. However, an Issola knows when she must strike, and is willing to do so. She merely prefers peaceful methods first.

  • Graceful Purpose: Any check dealing with diplomacy or tact.
  • Serene Beauty: Any check dealing with their beauty and grace.

The Jhegaala are, along with the Chreotha, on the lowest rung of the nobility. The Jhegaala exemplify change. When a Jhegaala goes into one of his phases, he truly believes that in what he's doing. This also makes Jhegaala great actors and infiltrators.

  • Chameleon: Any check involving posing as another person or taking on another role.
  • Surprise!: Any check involving changing the rhythm of an event, such as a sudden feint before the Jhegaala flees or changing the stakes of a diplomatic event.

The Jhereg are, to put it simply, the House of criminals. They are nobility technically, but they are not looked at favorably by most of the nobility. While a majority of the House probably never commit a crime, the House itself runs most criminal operations in the Empire. Jheregs are sly and cunning, and do well in most criminal enterprises. Assassination, theft, running games of chance and more are a part of the Jhereg life.

  • Jhereg's Cunning: Any check involving misdirection or subterfuge such as a feint or a lie.
  • Sneaky: Any check involving stealth or thievery such as picking a lock, picking a pocket, or sneaking up on someone.

The Lyorn are the knowledge-keepers, the record-keepers of the Empire. While Athyra seek knowledge for power, and thus tend towards secrets and sorcery, the Lyorn are focused on any sort of knowledge. Lyorn make consummate historians and writers, and are known as one the most honor-bound houses. A Lyorn's honor is considered inviolate, even more than even a Dragon or Dzur. There are warriors within the House as well, favoring vambraces and leather kilts.

  • Lorekeepers: Checks involving any sort of knowledge.
  • Truth and Honor: Any check involving telling the truth or touching upon the Lyorn's honor.

The Orca are a predatory House who serve primarily as ocean-going traders and in the Empire's Navy. Young Orca are known to pick fights and attempt to intimidate others. The Orca are nobles, though only the most wealthy Orca actually hold estates.

  • Intimidating Instinct: All checks used to intimidate or cause fear in others.
  • Predatory Instincts: All checks used when setting up or carrying out an ambush.

The Phoenix are the smallest noble house in Dragaera. The Phoenix are a house of purity and decadence both. They are a regal people, who have an aura of authority about them. However, they are sometimes prone to corruption as well. They typify the change of rebirth, and are one of the most noble houses in Dragaera.

  • Mien of the Phoenix: All checks dealing with authority and rule, such as diplomacy and intimidation.
  • Purity: All checks to convince someone of their purity or their truthfulness.

The Teckla make up the majority of the Empire. Teckla are the common workers who do a variety of tasks. They rarely move out of their place as the serfs and workers of the Empire. They are hard-workers and tough, though they are often considered cowardly by most of the other Dragaerans.

  • Patient Worker: All checks involving patient work, such as watching a house, making certain things with craft skills, and observing someone's reactions.
  • Tough: All checks to resist physical attacks.

The Tiassa are known to be both resourceful and exuberant. A Tiassa is apt to get himself into trouble with some idea, and get himself out of one with another one. They are very passionate people, and prone to bouts of strong emotion, and can shift from anger to love in an instant. The Tiassa are of the nobility.

  • Passionate: Any check where great passion is important, such as giving a rousing speech or defending a loved one.
  • Precise: Any check requiring precision, such as picking a lock or examining records minutely.

The Tsalmoth are a noble house marked by their tenacity, and their ability to see a problem from all angles. They never give up, and are apt to worry at a problem until they find a clear solution. The Tsalmoth are apt to approach a situation head-on, attacking it and not letting to till they find a solution.

  • Tenacious: Any checks to resist mental domination.
  • Tough: Any checks to resist physical damage.

The Vallista are a noble house obsessed with building, be it families, friendships, or objects. They are primarily architects and craftsmen, though some are also warriors. The Vallista are said to need to create something anew, and sometimes are easily manipulated due to this.

  • Eye of Destruction: Any checks to find a weakness in someone or something.
  • Master Craftsman: Any checks involving building or crafting objects, such as architecture or a craft.

The Yendi are known for their extreme subtlety and their convoluted machinations. The Yendi are consummate politicians. They are able to devise convoluted plots that are almost impossible to comprehend. They excel at misdirection, making an opponent believe one thing while they are actually attempting another thing entirely.

  • Master Politician: Any checks involving politics and devising or discerning plots.
  • Sly Tongue: Any checks to deceive or lie.

Character Creation

  1. Name: Who are you?
  2. Race Forte: Add your race at Good [+2].
  3. House Technique: Add your House as an unchained technique.
  4. Motivation Forte: Add a motivation at Good [+2].
  5. Primary Forte: Add your primary Forte at Good [+2].
  6. Fortes: Add five ranks; you can split these ranks among existing or new Fortes.
  7. Techniques: Add five technique points. Techniques chained to your Primary Forte cost one point, techniques chained to another Forte costs two points, and unchained Techniques cost three points.
  8. Style Dice: All characters start with 1 style dice.
  9. Training Points: All characters start with 0 training points.