Dragon Lore     By far the most bizarre "people" in Lur-Asko, dragons push the envelope when it comes to the definition of life itself. Neither organic nor even strictly material, the creatures have defied every discipline of science since science was founded in the Alacrian Golden Age. Theories on their origins and true nature continue to be hotly debated across Lur-Asko academia, and dragons continue to play a major role in the continent's philosophies, cultures, and conflicts.
Nature     Over the centuries, the term "energy being" has stuck the best for a description of dragons, though it is still disputed. Some Alacrian scientists accepted this term, however bizarre it seemed. Others believed that the nature of dragons was truly found in the plasmas, gases, and exotic matter found in and around their manifested aspects. More philosophical researchers held that they were disembodied psyches - always interacting with the physical world, but never truly defined by it. In the end, the exact nature of dragons was officially categorized as part of Soul from Unsoul, one of the Three Unanswerables - in short, mysteries perhaps never to be answered in the realm of science.

    Dragons are sometimes described as having "bodies," but their form can shift almost instantaneously, and they seem to be able to survive with no body whatsoever for a short time. Given this fact, and given that these bodies consist mostly of poorly understood forces and exotic matter, dragons' bodies are referred to as manifested aspects, or just aspects. Aspects of dragons are unique to the individual dragon, and each individual may have several or even dozens of favorite forms. Still, the most common theme is reminiscent of a reptilian or insectoid creature with six limbs - four legs and two wings. This "typical" aspect is the most widely recognized, and appears as the definitive dragon throughout Lur-Asko. Even more universal is a dragon's five long horns, which appear even on other types of aspects; the Five Horns appear throughout draconic symbolism, particularly in the banners of both red and white acolytes.

    The question of where a dragon exists can be a tough one to answer. They seem to exist primarily in the vicinity of their aspects, but can also extend to energy patterns found in their Vicars or in Eer'Kallan technology. It is at this point that the term "energy being," regardless of technical accuracy, becomes most useful: dragons seem to need to act in some way in order to continue their existence. Their most obvious "act" is the maintenance of their own aspects. Sufficient external damage will disrupt an aspect enough for it to lose coherence and collapse. Although dragons are generally able to reform a new aspect nearby, repeatedly destroying aspects of the same dragon within a short time will eventually lead to a critical point of instability, whereupon the dragon will become unable to act and therefore truly destroyed.

    Aside from repeated loss of their aspects, there is virtually nothing that can "kill" a dragon. Although they must sustain themselves by absorbing new energy, they can obtain this from virtually any heat source, and expend only miniscule energy when idle.

    Due to the comparative fragility and shorter lifespans of organic creatures, there is a profound psychological and cultural divide between dragons and "mortals." Though both red and white dragons take acolytes and differ significantly on how mortals should be treated, there is a definite sense of "otherness" in how both types of life perceive each other. In contrast to the often vibrant life stories of mortals, dragons appear to become set in their ways at a relatively young age, changing very little throughout their existence. Many believe that dragons experience time differently than even long-lived organic sentients, perceiving the years passing much more quickly, with no difficulty in remaining aloof and unaffected by historical events mortals consider important. Although dragons display strong emotion and motivation, this eerie unchanging nature alienates them from the typical organic. Draconic Vicars often find themselves functioning as a sort of mediator between their fellow organics and a strange creature that almost seems more like a force of nature than a real "person."

    The psychological differences between dragons and mortals shape their interactions and even factor into their conflicts. Draconic minds are incredibly intelligent, displaying near-perfect memory and an almost machine-like ability to comprehend numbers and calculate probabilities. The philosophies dragons have given their acolytes reflect the organization and discipline that they so prize themselves. Conversely, these supposed advantages have occasionally been turned against them, most famously by Aterr founder Atro Vys in the Draconic Wars. Vys repeatedly overcame white draconic forces by undertaking daring offensives and even subverting his own side's hierarchy. Fostering a chaotic environment and moving quickly often turned the dragons' exhaustive calculation into a weakness, though if done poorly the costs of failure could be incredibly severe.

Origins     The origin of dragons is as unclear as their true nature. It is of course known that the Protodragons came to power in Lur-Asko in the First Aeon, whereupon they divided the continent into seven realms and engineered many aspects of its evolution. With these beings long since departed, and given the highly secretive nature of their red and white descendants, very little of Protodraconic history is known.

    The earliest legend about the Protodragons' origins known to mortals is an ancient Draconic tale that begins with this cryptic phrase: "The Seven Spirits, awakening from the Boundless Void of Slumber Beyond Memory, beheld the lands that would be theirs." The "Seven Spirits" are a translation of the Protodragons' name for themselves, and the legend seems to imply that they were foreign to Lur-Asko, suffering amnesia regarding where they had been before. Many sages believe that the reference to the "Boundless Void" refers to interstellar space, and that it would indeed take something like a dull, million-year travel through the stars to psychologically explain draconic memory loss. Still, neither breed of modern dragon cares to comment on the issue, and the extraterrestrial theory of draconic origins cannot be proven. Many Alacrian analysts simply took the Protodragons' legend as poetry; they believed that the entities originated on Tsuunahgo, with the "boundless void of slumber beyond memory" just the immortals' colorful description of the time before their existence. Some of these Alacris were content to leave the dragons' exact origin unanswered or ascribe it to a direct act of the Creator, while others hypothesized that the dragons evolved from exotic particles interacting with Tsuunahgo's magnetic field when it was newly-formed.

    Later, when a few scarce details about draconic religion became known, it was revealed that the dragons were not in fact describing a "pre-existence" sort of slumber. Instead, the Slumber Beyond Memory was a middle period, separating the Protodragons' arrival in Lur-Asko from their previous life in "the Realm of the Genitor-Gods." Typically, advocates of the extraterrestrial theory posit the Genitor-Gods as a previous generation of dragons located elsewhere in the cosmos, or possibly a different sort of being who created dragonkind. Meanwhile, those who believe dragonkind originated on Tsuunahgo now hold the Slumber Beyond Memory to be a period of long "hibernation," which separated the Protodragons from their ancestors - possibly a hibernation that they returned to after the First Aeon, explaining their current absence. Although some opponents of the dragons promote the extraterrestrial theory in order to negatively portray them as foreign and out of place, others find the idea of hibernation much more concerning. After all, if modern dragons are fearsome, a future reawakening of the Protodragons or even the Genitor-Gods would be even more so.

    Regardless of how the Protodragons originated, their effect on Lur-Asko has been quite persistent, as detailed in Geography. In addition to their own power, the Protodragons maintained the climatic division of the Seven Realms using many large and complex machines, many of which are presumed to be subterranean and deliberately concealed. Alacrian efforts to locate and commandeer the Protodraconic climate network had disastrous consequences; in the Aratoran Climate Incident, Alacrian scientists found and tampered with a single Protodraconic weather device, which resulted in an irreversible worsening of the galewall between I'Gremsul and Manusia. Since then, the organic species of Lur-Asko have left well enough alone.

Culture     The draconic population is extremely small in comparison to mortals, and is thought to have never exceeded 800. Reproduction occurs between two dragons via a completely unknown process. As "energy beings," dragons lack any intrinsic sex, and they state that any two individuals could possibly produce offspring. However, dragons appear to view the male/female model as natural and conducive to order, thus each one adopts a permanent male or female identity; it is unknown if this tendency was derived from observations of gender in organic life, but it was already present in the Protodragons' identities.

    Historically, red and white dragons have lived in separate communities with their own kind, ever since they began to be birthed from the Protodragons. According to draconic geneologies, the pairing of Onnoma the Grey and Dox'Ah the Blue spawned the red dragon kind, while white dragons descend from Evon'Gel the Orange and Bulo'Mai the Violet. The other three Protodragons never paired nor had offspring. Given the extremely similar innate abilities of red and white dragons independent of their culture, it is thought that the differences between their "races" are solely visual. Some observers believe that there is really no innate difference at all beyond individual power levels, and that the two draconic kinds simply choose to present different colorations in their aspects to reflect their differing ancestry.

    Because of their historical separation, red and white dragons have produced contrasting cultures and attitudes, particularly regarding how mortal races should be treated. Many of the older dragons boast various numbers of mortal followers, or “acolytes.” While they will revere the Creator and deny that they worship the dragons, acolytes view their "Blessed Sovereigns" as great sources of wisdom, endeavoring to follow their teachings and promote their agendas.

    Despite their differences concerning the treatment of mortals and within their own cultures, both red and white dragons tend to offer each other respect. They are utterly committed to non-aggression; although they are free to attack the other side's mortal servants, red dragons absolutely never directly attack the aspects of whites, and vice versa. Reds also do not attack or trespass in Eer'Kalla, and whites observe Uuranoss' borders in the same way. Both sides portray these traditions as having never been violated, and they apparently date back to when they were still being instructed by the Protodragons. Acolytes of either side are not bound to these restrictions (save for the powers of Vicars).

Names, Titles, and Powers     Both red and white dragons follow certain conventions regarding status and titles. Dragons of both races are divided into categories called Powers, which seem to be a literal expression of their energy content. For example, a dragon "of the 6th Power" contains roughly twice the energy of one of the 3rd Power (and you would use 6 and 3 respectively to resolve any rules that refer to those dragons' Power). "Power" in Draconic is called Exousee'Ah, but the term is almost always translated to Concordic in non-formal mortal usage.

    Major dragon is the term for any dragon of the 7th Power or greater. In red draconic society, this amount of power grants automatic prestige and authority, while white dragons may or may not have status matching their power. Minor dragons are those of the 6th Power or less, and are far more numerous than the older majors. Minor dragons are too numerous and poorly analyzed to be recorded in this chapter, but all major dragons will be discussed.

    Most major dragons take a Concordic title such as “the One of ___,” with a certain quality they promote to mortals filling in the blank. Minor dragons may choose to promote a value or values of the majors, may invent their own emphases, or abstain from involvement with mortals entirely. Generally, each dragon that teaches mortals distills their teachings down to two primary commandments, to assist newcomers in understanding the basics.

Red Dragons     Red draconic society is oligarchic and communal. All property is held in common by the entire red kind, most notably the stronghold of Uuranoss on Myrabilis. Acolytes and their abbeys are a notable exception to this rule, as the dragons do not consider them property. Political power is held entirely by the collective body of all major red dragons. This group meets at Uuranoss and is called the Red Synod. The majority vote of the Synod has absolute authority over all aspects of red draconic life; however, the Synod is expected to act for the best interests of all red dragons.

    Acolytes of red dragons, as per tradition started in the Third Alacrian Era, typically center themselves around dedicated abbeys. A cross between a village and a fortress, the purpose of these abbeys is to extract acolytes from society at large, enabling them to focus on personal righteousness without evil influences in their lives. Additionally, abbeys provide defense against those who would oppose them physically. Red draconic adherents are almost always expected to contribute a portion of their income to the upkeep of the local abbeys, even if they do not live there themselves.

    During the Second Alacrian Era, the Red Synod formulated a list of “virtues” that could be pursued by mortals in order to train themselves to pursue Soh’Tareeoss. Because of the requirement that each virtue have a single patron major dragon, more virtues have been added as more dragons have ascended to the Red Synod. Currently, they are the Thirteen Virtues of Wisdom, Family, Penance, Service, Self-Denial, Chastity, Generosity, Hope, Silence, Justice, Submission, Struggle, and Valor. Acolytes of one dragon will necessarily spend most of their effort on a single virtue, but are encouraged to consider all thirteen. Unlike white dragons, who consider acolytes to be property, the Red Synod encourages acolytes to switch dragons if they feel they have mastered the current one’s Virtue and commandments.


White Dragons     In mortal terms, white draconic society is most accurately described as feudalistic. Unlike the reds, they do not have a single governing body, but are instead divided into family houses known as Lines. Nearly every white dragon’s Draconic name ends with the name of their Line. Each Line is led by the oldest surviving individual. The rules for creating a new Line or merging existing Lines are extremely complicated and completely unfathomable by most mortals who attempt to study them, but one notable rule is that "pairings" (roughly equivalent to marriage) between dragons do not change the Line of either. The rules for how many of a two-Line pairing's "children" belong to which Line are likewise complicated. At the current time, there are ten established white Lines: On, Osis, Teh’Ah, Luo, Thra, Thai’Ah, Ikos, Eh’Ah, Biss, and Thoss.

    Although no Line has legal power over another, in practice all Lines admire and follow the lead of Archon and the Line of On. Eer’Kalla is the sacred stronghold of all white dragonkind, with each Line building and maintaining their own district within the Under-World. Although cooperative in their overall goals, individual white dragons are fiercely competitive and quite possessive about their property, including their acolytes. If a dragon is destroyed, their property and acolytes are inherited by the dragon closest in age within their Line.

    Due to the competitive demeanor of the white dragons, their society has evolved two means of maintaining cooperation between the Lines. The first is pairings, as discussed above. The second is the creation of a Diploss - a mortal capable of serving as the Vicar of two dragons at once. According to legend, Diplosses can only be created from the offspring of two mortal acolytes who were possessed by their respective dragons during the act of conceiving the child. Once the child is established as a joint Vicar, they function as a symbol of unity and cooperation between the two Lines; as such, Diplosses are often hunted by enemies of the whites to disrupt them politically.

    Because of the extremely unacceptable nature of white draconic beliefs, acolytes do not maintain public strongholds equivalent to red abbeys. When not invited to Eer’Kalla, they operate in secret societies heavily dependent on Vicars.
Major Red Dragons Gah'Henna, the One of WisdomPower: 12th

Commandments for Acolytes:
Do pursue moral goodness in all parts of your own life.
Do not use violence except in the pursuit of goodness.

    Gah'Henna is thought to be the oldest of modern dragons, dating back some 110,000 years and taught heavily by his Protodraconic forebears. Long respected for his wisdom, he is esteemed as the greatest of the Red Synod (though every major red dragon has an equal vote. When Archon-B'Dehloogma led the white dragons in war against the Alacris, it was Gah'Henna who always led the red efforts against him. Ultimately, Gah'Henna was discouraged by his failures with the Fallen Acolytes and the ensuing Fall of the Alacris, and he no longer intervenes directly in mortal affairs. However, he still maintains abbeys and Vicars, and is considered a valuable source of moral wisdom and advice for all who will follow him.
    Some of Gah'Henna's acolytes live close to him on the island of Myrabilis, but many other groups can be found throughout Lur-Asko. In keeping with their master's reclusive nature, the acolytes tend to completely withdraw from society. They focus on self-improvement and the study of morality, rarely leaving the shelter of their abbeys.

Tahr'Tarrus, the One of Family Power: 12th

Commandments for Acolytes:
Do consider the needs of your family above your own.
Do not allow anything to come between yourself and your family.

    Tahr'Tarrus was paired with Gah'Henna at a (relatively) young age. She is best known for rescuing the first anthrosaurs and dryads, safeguarding the establishment of their tribes and cultures. Said to be compassionate and tranquil, much of her time is spent caring for I'Gremsul, as well as her draconic offspring.
    The One of Family's teachings are a major part of I'Gremsul's traditions of motherhood, and most anthrosaur and dryad mothers can quote her proverbs. Her Virtue's teachings emphasize the organization, mutual support, and moral encouragement found in a biological family. She teaches that the family is the basic building block of all mortal society, and that devoting time to one's family is often one's primary responsibility.

Thrauweh'Ah, the One of Penance Power: 11th

Commandments for Acolytes:
Do repent and make thorough restitution for any evil action.
Do not allow yourself to be praised or honored without clear protest.

    When the disagreements between red and white dragons first arose, it was actually feared that powerful Thrauweh'Ah would side with the whites. He was greatly disturbed by the evil Phonoss nature of mortals, and seemed to accept Archon's teachings on multiple occasions. However, when the Draconic Wars erupted, Thrauweh'Ah refused to participate. While he remains much more skeptical than most red dragons about the ability of mortals to consistently choose the right path, he concedes that there is still hope for them.
    Thrauweh'Ah's Virtue of Penance refers to making up for one's evil actions by putting them right and counterbalancing them with good actions. His acolytes are known for their obsession with their own evil, and their attitudes of guilt and mourning often exasperate those unfamiliar with their dragon's teachings.

Dee'Ahkanos, the One of Service Power: 10th

Commandments for Acolytes:
Do serve and comfort others whenever there is reasonable opportunity.
Do not put your own needs above the needs of others.

    A jovial dragon favoring small aspects, Dee'Ahkanos is said to be loved by everyone who has met him. Whereas most red dragons are rarely seen and communicate with mortals mainly through Vicars, Dee'Ahkanos enjoys a more personal approach. He regularly visits the abbeys of his acolytes, directly sharing wisdom and counseling those who are troubled. Inspired by his willingness to help, his acolytes are known for their selfless acts of service. His abbeys tend to more resemble charities; many a desperate family, suffering village, and starving peasant has had their hope restored by the followers of the One of Service.

Arneh'Omai, the One of Self-Denial Power: 10th

Commandments for Acolytes:
Do seek to remove unnecessary interests from your life.
Do not allow anything to become more important to you than righteousness.

    A son of Gah'Henna, Arneh'Omai sought to bring a particular type of wisdom to mortals. His Virtue of Self-Denial refers to denying pleasurable things to oneself in order to focus on developing righteous character. Like his father, he prefers his acolytes to largely remain in their abbeys and contemplate his teachings. Generally, they shave their heads and dress in plain red robes to remove all the temptations of vanity. This is only the beginning, though; his acolytes are noted for the rejection of many different pleasures, and all of them lead very simple lives.

Hagnoss, the One of Chastity Power: 10th

Commandments for Acolytes:
Do devote as much time as possible to righteous acts.
Do not engage in intercourse or romantic relationships.

    Inspired by the Virtue of Self-Denial, Hagnoss sought to focus on a particular aspect of that virtue which she viewed as unique. Intrigued by the romantic endeavors of mortals, she concluded that these passionate activities were often a vessel of unrighteousness, jealousy, and distraction. Her acolytes vary in terms of engagement with society, but they are universally commanded to abstain from romantic love or even lust. Often taking vows of lifelong singleness, these acolytes often have difficulty interacting with those of Tahr'Tarrus. The relationship between the virtues of Family and Chastity continue to be explained poorly by the Red Synod; it is broadly accepted that everyone is meant to focus on one above the other, but the question of which one depends on the person.

Koynoss, the One of Generosity Power: 9th

Commandments for Acolytes:
Do give away any wealth that makes you feel proud or superior.
Do not keep unrighteous amounts of wealth for yourself.

    The Virtue of Generosity is often confused for the Virtue of Service, given the tendency of Koynoss' acolytes to spread their wealth to the needy. Generosity refers more to money than to time, however, and much more to one's internal motivations than to physical acts of service. Koynoss teaches that wealth is a temptation to pride, and attempts to convince the rich people of Lur-Asko to renounce greed. Some adventurers and guild merchants have devoted themselves to philanthropy in her name, seeking always to rid themselves of a feeling of superiority based on money (though some accuse them of simply replacing it with a feeling of moral superiority).

Elpiz, the One of Hope Power: 9th

Commandments for Acolytes:
Do try to inspire hope and optimism in others, no matter the situation.
Do not become anxious by dwelling on the negative.

    A smile should rarely leave the face of Elpiz' acolytes - a directive that her Vicars remind them of often. During the Draconic Wars, Elpiz became amazed by the endurance of mortal optimism in the face of terrible peril, and devoted herself to spreading it as much as possible once she arose to the Red Synod. Her acolytes often become preachers and counselors, sometimes accompanying other acolytes' charitable efforts to ensure that people's hearts are not neglected in the effort to meet their physical needs. Many people credit the servants of Elpiz with rescuing them from despair; others lament the opposite, unable to escape the anxiety caused by commandments against anxiety.

Hesuukee'Ah, the One of Silence Power: 9th

Commandments for Acolytes:
Do work towards an attitude of humility in all circumstances.
Do not speak except when necessary to accomplish good deeds.

    Hesuukee'Ah bears the distinction of having fewer abbeys than any other member of the Red Synod. Her acolytes instead become pilgrims and hermits, fleeing the company of others in favor of contemplative solitude. She teaches them that social interaction often promotes personal pride and pressures one into unrighteousness. Few red acolytes are able to endure a lifetime following the One of Silence, but many pass through her service as a personal journey through their other Virtues.

Kreeno, the One of Justice Power: 9th

Commandments for Acolytes:
Do seek to apprehend the unrighteous and help their victims.
Do not inflict cruel or unjust levels of punishment.

    Kreeno ascended to the Red Synod shortly after the Recovering Age. He was endlessly intrigued by the legal justice systems created by mortals, but troubled by how they were corrupted during the Ternary War and largely ignored during the reign of Imætis. His acolytes have worked to bolster legitimate justice ever since. Usually, they do this in concert with existing justice systems and legal enforcers, though his Vicars are occasionally invited to bring the dragon's judgment to bear directly, often in cases where there is a dispute over jurisdiction; this is most common in I'Gremsul and Macska, where draconic influences are most respected. Regardless of the details, the One of Justice's acolytes are meticulous in their dedication to law and the common good, and quite assertive that their goals are different from those of the One of Vengeance. Kreeno warns that justice can be easily corrupted into vengeance if personal desire and emotion is allowed to supersede virtue.

Tasso, the One of Submission Power: 8th

Commandments for Acolytes:
Do attempt to promote righteousness using existing power structures.
Do not rebel against established authority.

    Tasso rose to majority during his commentaries on the demise of the Imperial Age. Although the Imperial Wars had been brought to an end, Tasso feared that the revolutionary spirit now sweeping Lur-Asko would create even more chaos and death. With the Synod's blessing, he promoted the Virtue of Submission, which involves peaceable acceptance of legitimate authorities. Eschewing rebellion as contrary to Soh'Tareeoss, his acolytes always attempt to work within the legal structures of city-states and other entities. They are far outmatched there by the white acolytes in experience, but they enjoy the advantage of not having to conceal their goals.
    Given their chosen allegiances, acolytes of the One of Submission frequently find themselves fighting the Ministry of Chaos or the Opened Hand, and are faced with extreme difficulty whenever an authority commands something unrighteous. Tasso himself was nearly slain by the Aterr several decades ago, and now works entirely through his Vicars.

Aph'Tharsis, the One of Struggle Power: 7th

Commandments for Acolytes:
Do oppose white acolytes at every opportunity.
Do not allow anyone to compromise your plans.

    As the Draconic Wars swept across Lur-Asko, a daughter was born to Gah'Henna and Tahr'Tarrus. Young Aph'Tharsis immediately became enamored with her father's acolytes, and admired their valiant efforts to resist Archon and their own evil natures. When Archon finally triumphed over the Fallen Acolytes, Aph'Tharsis was enraged by her father's subsequent withdrawal from mortal affairs. After the Fall, Gah'Henna continued his refusal to actively help mortals, driving a permanent wedge between him and his daughter. When she reached maturity, Aph'Tharsis descended on Lur-Asko with a fiery passion, and her acolytes became a massive force behind mortalkind's survival of the Millennium War. Though disapproved of by many of her fellows, the One of Struggle and her acolytes have thus far managed to evade being shut down by a Synod vote.

Ahrateh, the One of Valor Power: 7th

Commandments for Acolytes:
Do display courage in all your pursuits of righteousness.
Do not compromise with evil or show cowardice.

    Valor is a peculiar Virtue which has more to do with how the other Virtues are pursued. Defined as determined action despite fear, Valor is the special interest of Ahrateh, who rose to the Red Synod during the Millennium War. He is less concerned with the particular varieties of righteous acts performed by his acolytes than he is with how courageously they are performed. Popular amongst both commoners and adventurers, Ahrateh's teachings may have as much to do with standing up for fairness in a farmer's market as they do with an adventurer battling the forces of evil.

Minor Red Dragons     The minor red dragon population is estimated at 320. Their post-Fall numbers have always been greater than the whites due to the losses of the Draconic Wars. Minor red dragons can be commonly found on Myrabilis, as well as in the Hrimkhaf and Spaulding Mountains of Lur-Asko. Minor reds have greater freedom than Synod members regarding ideology; they are not ordered to focus on a single Virtue. They may choose from one or more of the Twelve Virtues, invent compatible virtues of their own, or eschew mortal acolytes entirely. Both minor reds and their acolytes prefer to avoid prideful notoriety, choosing instead to let their good works speak for themselves.


Major White Dragons Archon-B'Deluugmah, the Great One Power: 13th

Commandments for Acolytes:
Do attempt to cause maximum death in all situations.
Do not take overt action when covert, patient means would result in greater loss of life.

    If there is a clear example of evil in Lur-Asko, it would surely be B'Deluugmah. Born 90,000 years ago and originally called Archon, he pioneered the anti-mortal doctrines of the white dragons. Wryly calling himself B'Deluugmah ("Abomination"), he subtly influences and tempts the minds of kings, emperors, and governors. Through these leaders he causes uprisings and wars, seeking always to "help" mortals fulfill their own evil and destructive natures. Mortal conflict is B'Deluugmah's obsession; wars vindicate his hatred of mortals, and he works to ensure that every conflict is as bloody as it can possibly be. His mind cannot be changed, nor can it be easily resisted - Archon has long been the most powerful of all modern dragons, even exceeding the Protodragons at their weak moments. Currently, he is the only known dragon of the 13th Power.
    The acolytes of B'Deluugmah are those who agree with his low opinion of their kind. They seek to serve their own evil natures as his agents and errand-runners. Wherever a mortal leader is being unknowingly manipulated by their master, they will be working behind the scenes to maximize the destruction.

Eraymosis, the One of Desolation Power: 12th

Commandments for Acolytes:
Do pursue total destruction of all your adversaries.
Do not show mercy under any circumstances.

    The perfect counterpart, Eraymosis has complemented her mate Archon well. Whereas B'Deluugmah likes to play with the minds of lesser beings, Eraymosis prefers to manifest huge aspects and go in for open combat, destroying any settlements who dare defy her mate's temptations. She and her massive force of like-minded acolytes are far more likely to attack than to talk, and few live to tell the tale whenever the One of Desolation reveals herself.

Katamon, Great White Dragon of Chthon Power: 12th

Commandments for Acolytes:
Do prevent any other dragon's acolytes from entering or influencing Chthon.
Do not participate in social activities unless absolutely necessary.

    When all the white dragons were making war on the Alacris under Archon's leadership, his brother dared to dissent. Powerful Katamon refused to participate in the conflict, claiming that it was a tremendous waste of time, power, and draconic lives. This led him into ceaseless arguments with B'Dehloogma. Eventually, Katamon lost patience with his brother's stubbornness and warmongering, and he retreated in disgust to the realm of Chthon. While war raged above the surface, Katamon settled into the Pillars of Titus and created Vicars to deter other dragons from entering Chthon.
    Katamon remains in the Pillars to this day. Generally, he does not talk with the mortals of Chthon or intervene in their affairs, leading the life of a hermit. Occasionally, he is sought out for his ancient knowledge. When he does enlist the help of mortals, it almost always consists of some mission to protect his position as the only dragon in Chthon.

May'Tothosis, the One of Reordering Power: 11th

Commandments for Acolytes:
Do protect all white dragons and their acolytes whenever possible.
Do not respect established order that does not cooperate with the white draconic cause.

    When white dragons first began taking acolytes and intervening in mortal affairs, May'Tothosis hid in obscurity. Safe in the pits of Eer'Kalla, she began to use her power to influence organic genetics. Preferring to start with insects or reptiles, she was able to derive entirely new species from these lower lifeforms. She created the anthrosaurs and dryads in an attempt to breed a new soldier caste of white acolytes, but abandoned them when she became disappointed with their capabilities. When sentient intellect was not required, her creations were much more dangerous, and their offspring now make up the dracomorph category of Lur-Asko animals, as well as the many varieties of the Hellborn.
    With the Draconic Wars, May'Tothosis' creations finally became weapons. Her acolytes are often hellpriests specializing in dracomorphs, and they often work with acolytes of other dragons to protect the white draconic cause as a whole.

Athateh'Ah, the One of Despisement Power: 11th

Commandments for Acolytes:
Do interfere with positive relationships between mortals whenever possible.
Do not show love under any circumstances.

    The first son of Archon, Athateh'Ah was eventually able to establish his own Line and ideology. Whereas the Line of On largely focuses on manipulating political entities, Athateh'Ah seeks to destroy mortal civilization at its lowest levels. He actively interferes with family relations, friendships, and marriages, whether through divisive teaching or direct manipulation through Vicars. A creature of pure hate when it comes to mortals, he complements the efforts of the other whites very effectively.

Kataluo, the One of Catastrophe Power: 11th

Commandments for Acolytes:
Do compromise the safety of any settlement you encounter outside Eer'Kalla.
Do not aggress directly if a mortal can be lured to cause their own death instead.

    Paired with Athateh'Ah, Kataluo is just as demented as her mate. She enjoys drawing people to their deaths by means of telepathic illusions of others in distress. That is only a hobby, though - her primary goal is the destruction of whole mortal settlements through their own folly and impotence. She enjoys creating disasters, and has been known to imperil towns via reactivated Alacrian technology, carefully directed wildlife, altered weather, or even volcanic eruptions. In her view, the mortal nature of death is all-encompassing, and includes their limited ability to deal with adverse circumstances.

Echthra, the One of Enmity Power: 10th

Commandments for Acolytes:
Do pursue a deceptively respectable standing in mortal society.
Do not use force except to protect your deception and manipulation.

    Echthra delights in the personal conflicts that mortals have on an everyday basis, and does her part to ensure they are presented with as many conflicts as possible. Communities touched by the mind of Echthra are deeply unpleasant places, constantly wallowing in gossip, slander, litigation, and even outright murder. Echthra does not compel anyone to give in to her temptations, but takes great pleasure in how they are usually all too easy to influence. She has few acolytes, but those few tend to worm their way into positions of high respect, at which point they are capable of vast damage through their devious advice and counsel.

Erithai'Ah, the One of Strife Power: 10th

Commandments for Acolytes:
Do attempt to cause political turmoil whenever possible.
Do not settle for compromise under any circumstances.

    Entertained to no end by the political systems of mortals, Erithai'Ah amuses herself by sowing discord amongst the leaders of Lur-Asko. Citizens of the unfortunate target city are often totally confused, seeing their leaders bicker and fight about philosophy when the solution seems to be obvious. The political turmoil generated by the One of Strife tends to lay the groundwork for further corruption, allowing B'Dehloogma to manipulate the fractured government into war and tyranny. The acolytes of Erithai'Ah tend to encourage political zealotry (of most any philosophy) amongst the peasantry, creating further discord in the community at large.


Ekt'Ikos, the One of Vengeance Power: 9th

Commandments for Acolytes:
Do assist others in fulfilling their missions of revenge, so long as that does not conflict with the white draconic cause.
Do not accept apologies until punishment has been inflicted.

    Less zealous about exterminating mortals, Ekt'Ikos nevertheless enjoys their failures. Like his fellows, Ekt'Ikos believes that mortals are unavoidably fated to follow their evil Phonoss natures, but as a "superior being" he proudly enjoys inflicting penalties for their fated actions. Known for his mockery of the One of Justice, he asserts that mortal justice is essentially undifferentiated from revenge; his acolytes work to purge delusions of forgiveness, restitution, or "healing" from mortal justice quests, even as they participate in or assist them. Ekt'Ikos is often viewed as more moderate than the other whites, and many desperate mortals have approached him with charges against those who have wronged them, usually when all other avenues of "justice" have failed. He is regarded as a sort of antihero by some, and by others as just as sick and twisted as the rest of the whites.

Planneh'Ah, the One of Deception Power: 9th

Commandments for Acolytes:
Do preach against technology at every practical opportunity.
Do not use technology beyond wooden tools.

    A particularly intriguing white dragon, the One of Deception is known for brainwashing those who spend perhaps a little too much time alone and vulnerable in the wilderness. She watches people enjoy the natural world around them, and uses those feelings of enjoyment to enslave them to the very idea of nature itself. Once forced into the mold of her acolytes, mortals believe that the ultimate goal of sentients in general is to return to the "natural" pre-technological state of the Antecessors. They preach how sentients should stop their senseless destruction of nature in the pursuit of progress, and typically reject technology as much as possible in their own lives. Historically, the extremism of her acolytes - most of whom try to pass as Nihilists, not even revealing their master - has been shocking enough to inspire "middle ground" ideas against technology in other philosophies. The most iconic example was the purge of biological science in Alacrian Rationalist and Ascendant civilization that eventually enabled the Fall.

Phobiss, the One of Fear Power: 8th

Commandments for Acolytes:
Do remind others of their fears at every opportunity.
Do not show valor under any circumstances.

    Phobiss came about after the Fall of the Alacris, never witnessing the devastation his own kind had wrought on the Ancient Ones. He observed a unique secret of the dragons: fear. According to him, the whites feared that someone would be able to rise up against them in the future, someone more powerful than even the Alacris. Phobiss realized that everything around him had fear as its common theme, whether it was animals' fear of fire, mortals' fear of death, or the dragons' fear of decline. Through telepathy, he learned to make these fears appear real to unfortunate mortals. His acolytes either exist in a perpetual nightmare or swear service in order to escape it. Those who serve him are in turn trained up to terrorize Eer'Kalla's Hellborn - arguably the worst of the many torments which render them a pliable soldier caste.

Apolluon, the One of Destruction Power: 8th

Commandments for Acolytes:
Do work to increase mortal political power.
Do not tolerate rebellion.

    A loyal son of the Line of On, Apolluon shares his father Archon's delight in corrupting nobles. He and his acolytes are always working to increase the power of mortal leaders, reasoning that more powerful leaders are more destructive once manipulated. In this way Apolluon complements the efforts of B'Deluugma and Erithai'Ah; he increases, they corrupt. Rumors hold that Apolluon has a secret alliance with the leadership of the Knights of Order, but this is often ascribed to the Ministry of Chaos' propaganda.

Penthoss, the One of Grief Power: 7th

Commandments for Acolytes:
Do frequently dwell on your past misdeeds.
Do not show hope under any circumstances.

    Penthoss tends to wait and observe countless mortals through his Vicars, memorizing their thoughts and feelings as they go about their lives. When his acolytes capture a particular person, he is able to inflict upon them the same pain and suffering that they have perpetrated on others. Confronted with the agony caused by their own actions, Penthoss' victims are sometimes driven to suicide or killed by the attack itself. Survivors, however, often struggle with guilt for the rest of their lives, becoming acolytes of Penthoss and perpetuating the cycle.
    Like Phobiss, Penthoss often uses his acolytes and minor dragons to contribute to the torture and shaping of the Hellborn; although Hellborn armies technically answer to the Line of On and are spawned mainly in the Line of Osis' district, the Lines of Biss and Thoss command most of their forces in practice.

Minor White Dragons     The minor white dragon population is estimated at 240. When not in Eer'Kalla, they are most commonly found in the surrounding Michl Mountains, though many tend to keep on the move. All ten Lines contain many minor dragons. Their ideologies are free to vary widely within the bounds of white draconic doctrine, though most tend to resemble the major dragons of their Line.