Faction War RP

'It is a welcoming home, as it is. The grinding sands, the shifting dunes, they are ours and we are bound to them.' - Clans Negotiator Ilus

Capital: Abushudor, the only permanent settlement within Ambroxeros. It is a city in the heart of Ambroxeros, guarded by 3 great walls of hard stone, and within the 3rd wall lies a great lake, clean and pure that feeds the entirety of Abushudor. The water is only used for drinking as anything else is considered a waste. Every Clan visits Abusudor at least once a year to gather their fill of water, hear of the goings on in the world, join mercenary armies, trade, mingle and even settle. The city is considered neutral grounds, and therefore no violent behavior by any tribes will be
Colors: The Clans have no one unifying symbol, but they always include turquoise in their color schemes as to remember their allegiance to each other.
Current Leader: The Dronah have no leader, but instead each clan follows their own Leader. The closest the Dronah come to a leader is Alpheos the Guard Captain, who is the captain of the Water Guard as is respected by most if not all Clan Leaders as a competent general and warrior.
Government Type: The Dronah are a collection of nomadic Clans, loosely bound by a common language, heritage and religion. Each Clans has their own laws, traditions and forces, but within Abushudor all will answer to the Water Guard, an elite force who runs Abushudor and protects the city, it's people and the precious lake. Outside Abushudor however it's usually a mixture of coins and might that runs Ambroxeros.
Military Overview: The Dronah, as their land is a large expansive desert, have become rather adept using exclusively a cavalry and warbeast based military. However they do not ride horses, but instead ride many different species of deadly creatures known as Dragons. The Dronah and the Dragons have forged a special bond, which allows the Dronah to domesticate and ride the ferocious beasts. This means that the Dronan cavalry has a better time fighting in prolonged engagements then and against horse mounted troops. Not only that, but Dragons also have the benefit of some species being able to fly or breathe fire and poison. The Dronah military is a mobile army and swift army, focused on breaking the enemy either through shock and awe or ranged superiority. When defending their lands, the Dronah uses many ranged hit and run tactics, never giving the enemy time to breath as ranged cavalry attack from all sides and shock cavalry hammer into the enemy with frightening power. On the offensive the Dronah brings out their powerful war beasts and melee cavalry to hold the enemy in place as their ranged cavalry and shock cavalry circle around to surround the enemy for the butcher ahead.
Economy: The land they survive on is barren, with little in the way of natural resources. The three things that did have however is water and dragons. To the roaming Clans, water is considered too important to trade as even the hardiest of Dronah must drink water at least once a day otherwise they'll succumb to Baked Madness. Dragons are considered, if not the most, important resource for the Dronah. They butcher the dragons for meat, ride them for battle and hunts and some species dragons can use their fire to turn sand into special crystal glass that can be melted and forged into weapons sharper and is as strong as steel. Whatever precious or luxury materials and objects they do possess is obtained through raiding the northern lands past the mountains, and from other Clans who had just raided the northern lands past the mountains, primarily luxury goods, food, water and slaves. Food and water is distributed through the tribe, participating raiders first the the rest of the tribe on a first come first serve basis, luxuries are usually either used to show off or traded for more food, water, weapons and other essential items, and slaves are sold to Abushdor for water and weapons for sacrificial combat in the Marsh Pit.
Industrial Output: Few. The Dronah can mass produces little in the way of refined goods save for Crystal Glass which they use for weapons, such as swords, axes, spears and arrows.
Agricultural Output: Decent. The Dronah produces little in turns of crops, as they collect what they can from oasis and cacti, but can produce more then enough meat due to the large amount of domesticated dragons and desert game.
Currency: The Dronah do not have anything resembling currency and instead use the barter system.
Architecture: The Dronah have very little in the way of permanent buildings. Most of the buildings are made of leather tents and fences easily broken down and rebuilt. The exception is Abushudor, who's walls and buildings are made of wood, and plastered stone.

The Dronah are a race of humanoid reptilians. They are sexually dimorphic in nature, with the males being bulkier and a foot taller on average then females. A male standing up straight is roughly 7ft tall, but they have a hunched apperence making them around 6'6ft tall from ground to head. A female stands on average 5'4 ft tall, but they don't have the hunch of the males. The average male Dronah weights about 235-250lbs while the average female weights about 190-220lbs. They both share an average lifespan of 80-95 years, but the oldest Dronah lived around 184 years before dying on natural causes.

The Dronah lifespan is simple. The females lay a clutch of 8 eggs, on average 3 will be viable, while the other on average 5 unhatched eggs will be the first meals of the 3 hatchlings. The Hatchlings are grey in coloration but will gain their color as they grow. Dronah will be either Red, Orange, Yellow, Green, Blue, Purple. Black or White. The colors are random, but can be influenced by the parents. Ex. A red male and a blue female has a better chance of producing red and blue offspring. The newly hatched are considered Nestlings and at the age of 10 they begin training in Dragon Riding, and combat with spear, sword, bow, claws and tail until they reach the age of 17, where they finally reach maturity. Upon reaching 17 the new Dronah adults can now participate in raids and claim a share of whatever loot or tribute the raiders bring back.

In terms of physical traits, the Dronah are covered head to tail in colored scales, with a white underbelly. They have 4 clawed fingers and their feet have four clawed toes, both of which are strong and sharp enough to be used by the Dronah to fight when unarmed. The Male Dronah also have a 3ft long tail, and the females have a 2ft long tail, both of which are rather flexible. They are often tipped with Crystal Glass attachments to turn them into whips like slashing implements. Their final notable physical trait are their retractable frills, whose membrane are the same color as one of the Dronah's parents, are revealed when the Dronah are agitated or in a stressful situation to make themselves seem bigger to potential enemies.

In terms of strength, the male Dronah are tougher and stronger then the average human,but less agile, while the female Dronah are more agile and dexterous then the average but less strong. They're cold blooded nature allows them to slow down their metabolism to a crawl, allowing them to survive weeks without food, but they still require to drink water, around a liter a day. They are also able to regenerate their wounds to a degree, quickly scarring small wounds in a matter of seconds.

In terms of resistances, the Dronah's desert environment has allowed them to survive days upon days of marching in many temperatures from blazing heat to freezing cold. Their reptilian blood keeps them healthy from most diseases. A diseases will have to be created to target the Dronah specifically for it to have fatal effects.

When it comes to magic, the Dronah have good amount of mages, which focuses on three forms of magic, that is either earth, air, fire or beast magic. There is a mage for every 2000 mages, and every Clan has at least 3 mages.
Weapons: The weapons used primarily by the Dronah are the bow, sword and spear. These are the primary weapons of the Dronah due to the fact that they are easily used while on Dragonback. The bows can be fired from a distance, even while the Dragons are moving. The Spears give a charge that extra punch needed to break an enemy and the swords are curved so that they can be used to slash at enemies while the Dronah ride by. Their weapons are made of Crystal Glass, sand that has been melted down using Dragon fire, that is sharper then steel but is just as strong.

Armor: Unlike most nations, the Dronah don't have much in the form of armor, save for a Crystal Glass shield. This is because their thick scales act as armor, acting similar to scale mail. Another reason is because the heavy pieces of Crystal Glass or even metal will slow down their swift mounts. The only exception to this are Crystal Glass anklets, gauntlets, and breastplate to allow them to keep their relatively unarmored hands, feet and underbelly safe while battling.

Cavalry: The Dronah's entire military consists of Cavalry. Due to the desert plains, the use of mounted units became a mainstay as long battles in the heat would drain an army of it's strength in a relatively quick time. However they also use these mounted units to shock enemy settlements, charging in faster then they can respond to raze and loot at their leisure before retreating to a safe position. This is amplified by the fact that the Dronah use not horses, but Dragons as mounts, allowing them to be more mobile, as some Dragons are capable of flight, survive longer in prolonged combat, as Dragons are natural predators allowing them to fight better in melee, and drive off enemy cavalry, as Dragons feed on such creatures as desert horses and goats.

Class: General
Armor Type: Heavy
Weapons: Either Sword and Shield, Greatsword, or Longbow
Special: Inspiring Aura, Rides either a Raptor, Drake, Wyvern, Behemoth, Goliath or Colossus.
Pros: Well Rounded Warrior, Nearby allies become fearless, Strong vs All
Cons: Death results in crippling morale loss, Fights alone
Threat Level: Very High
Class: Mounted Hero
Armor Type: Heavy
Weapons: Either Spear and Shield, Sword and Shield or Greatsword
Special: Inspiring Aura, Rides either a Raptor, Drake or Wyvern
Pros: Powerful melee warrior, Inspires nearby allies, Frightens nearby enemies
Cons: Death results in morale loss, Fights alone
Threat Level: Very High
Class: Mounted Hero
Armor Type: Heavy
Weapons: Either Spear and Shield, Sword and Shield or Longbow
Special: Strengthen Aura, Rides either a Raptor, Drake or Wyvern
Pros: Powerful support warrior, Powers up nearby allies, Frightens nearby enemies
Cons: Death results in morale loss, Fights alone
Threat Level: Very High
Class: Mounted Mage
Armor Type: Medium
Weapons: Magic and a Sword
Special: Earth Magic, Rides either a Raptor, Drake or Wyvern
Tier 1 Spells:
-Shardstone: Fires off a storm of earth shards that rend and pierce armor.
-Earthen Quake: Cause the ground to shake within a target area, slowing down and frightening enemies.
Tier 2 Spells
-Weight of a Hundred Stones: Causes metal weapons and armor to suddenly weight twice as much as they usually would, weakening and slowing enemies.
-Shield of Rocks: Thousands of weightless stones cover the bodies of allies, giving them more powerful armor.
Tier 3 Spells
-Swords of Stone: Hardens and strengthens the weapons used by melee units, giving them more powerful attacks.
Tier 4 Spells
-Split the earth: Cause the earth to tear open, swallowing up all units beneath it before closing up.
Pros: Powerful Spells, Effective melee units
Cons: Vulnerable to dedicated melee units, Magic may sometimes backfire and harm caster
Threat Level: Very High
Class: Mounted Mage
Armor Type: Medium
Weapons: Magic and a Sword
Special: Air Magic, Rides either a Raptor, Drake or Wyvern
Tier 1 Spells:
-Force Blast: Fire off a powerful burst of air to force back and damage enemy soldiers.
-Lightning Strike: Fires off a bolt of lightning to decimate a single target.
Tier 2 Spells
-Curse of the Dark Wind: Summons a dark wind to blind enemies and prevent them from being able to accurately fire arrows.
-Boon of the Guiding Wind: Summons a guiding wind that guides projectiles towards the enemy.
Tier 3 Spells
-Sphere of Lightning: Creates a ball of lightning that moves randomly across the field that harms and kills anything it comes across.
Tier 4 Spells
-Ruination of the Skies: Cause a horrible thunderstorm which causes deadly lightning bolts to come down and strike the earth.
Pros: Powerful Spells, Effective melee units
Cons: Vulnerable to dedicated melee units, Magic may sometimes backfire and harm caster
Threat Level: Very High
Class: Mounted Mage
Armor Type: Medium
Weapons: Magic and a Sword
Special: Fire Magic, Rides either a Raptor, Drake or Wyvern
Tier 1 Spells:
-Fireball: Launch a powerful fireball at an enemy unit
-Flaming Skulls: Fire a series of explosive flaming skulls that home in on a unit
Tier 2 Spells
-Kindle Arms: The weapons of nearby allies become covered in an eternal flame, increasing their attack.
-Fiery Cage: A net of flames fly forth to trap and burn ensnared enemies.
Tier 3 Spells
-Rain of Fire: Several streaks of flames fall from the skies to strike the enemy.
Tier 4 Spells
-Flame Tornado: Create a fiery tornado to bring ruination to the enemy.
Pros: Powerful Spells, Effective melee units
Cons: Vulnerable to dedicated melee units, Magic may sometimes backfire and harm caster
Threat Level: Very High
Class: Mounted Mage
Armor Type: Medium
Weapons: Magic and a Sword
Special: Beast Magic, Rides either a Raptor, Drake or Wyvern
Tier 1 Spells:
-The Black Hawks: Summon forth a flock of black hawks from the skies to begin pecking and scratching at the enemy's eyes and hands, distracting and blinding them.
-The Red Serpents: Summon a plague of red serpents from the earth to bite at and attack the enemy's feet, causing them to slow and poison affected units.
Tier 2 Spells
-The Golden Pelt: The mounts of nearby allies become coated in a shimmering light, granting them protection from enemy attacks.
-The Frenzied Feeding: Allied Cavalry becomes filled with the need to feed and consume the flesh of the enemy. They become faster and more ferocious.
Tier 3 Spells
-Summon Raptors: Summon forth a unit of Feral Raptors from the homelands onto the battlefield.
-Summon Drakes: Summon forth a unit of Drakes from the homelands onto the battlefield.
Tier 4 Spells
-Summon Wyvern: Summon forth a unit of Feral Wyverns from the homelands onto the battlefield.
Pros: Powerful Spells, Effective melee units
Cons: Vulnerable to dedicated melee units, Magic may sometimes backfire and harm caster
Threat Level: Very High
Size: 80 Per Unit
Class: Warbeasts
Armor Type: Light
Weapons: Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rends Armor
Cons: Requires Mage, Wild
Threat Level: Low
Size: 120 Per Unit
Class: Warbeasts
Armor Type: Light
Weapons: Ripping Claws, Tearing Teeth
Special: Gliding, Poisonous Bite
Pros: Keen Senses, Anti-Light
Cons: Requires Mage, Wild
Threat Level: Low
Size: 30 Per Unit
Class: Warbeast
Armor Type: Light
Weapons: Rending Claws, Tearing Teeth
Special: Flight, Fire Breath
Pros: Flying, Frightening
Cons: Requires Mage, Wild
Threat Level: Medium
Size: 80 Per Unit
Class: Melee Cavalry
Armor type: Medium
Weapon: Throwing Spear x 5, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: Medium
Size: 60 Per Unit
Class: Melee Cavalry
Armor type: Heavy
Weapon: Throwing Spear x 5, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: High
Size: 30 Per Unit
Class: Melee Cavalry
Armor type: Heavy
Weapon: Throwing Spear x 5, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: Very High

Size: 80 Per Unit
Class: Shock Cavalry
Armor type: Medium
Weapon: Long Spear, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor
Cons: Desperate Frenzy, Wild
Threat Level: Medium
Size: 80 Per Unit
Class: Shock Cavalry
Armor type: Heavy
Weapon: Long Spear, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor
Cons: Desperate Frenzy, Wild
Threat Level: High
Size: 40 Per Unit
Class: Shock Cavalry
Armor type: Heavy
Weapon: Long Spear, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor
Cons: Desperate Frenzy, Wild
Threat Level: Very High

Size: 80 Per Unit
Class: Ranged Cavalry
Armor type: Light
Weapon: Arrows x 20, Long Bow, Sword, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: Medium
Size: 80 Per Unit
Class: Ranged Cavalry
Armor type: Medium
Weapon: Arrows x 20, Long Bow, Sword, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: High
Size: 40 Per Unit
Class: Ranged Cavalry
Armor type: Medium
Weapon: Arrows x 20, Long Bow, Sword, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: Very High
Size: 120 Per Unit
Class: Melee Cavalry
Armor type: Medium
Weapon: Throwing Spears x 5, Sword, Shield, Ripping Claws, Tearing Teeth
Special: Gliding, Poisonous Bite
Pros: Keen Senses, Anti-Infantry, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: Medium
Size: 120 Per Unit
Class: Melee Cavalry
Armor type: Heavy
Weapon: Throwing Spears x 5, Sword, Shield, Ripping Claws, Tearing Teeth
Special: Gliding, Poisonous Bite
Pros: Keen Senses, Anti-Infantry, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: High
Size: 60 Per Unit
Class: Melee Cavalry
Armor type: Heavy
Weapon: Throwing Spears x 5, Sword, Shield, Ripping Claws, Tearing Teeth
Special: Gliding, Poisonous Bite
Pros: Keen Senses, Anti-Infantry, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: Very High

Size: 120 Per Unit
Class: Melee Cavalry
Armor type: Medium
Weapon: Long Spear, Sword, Shield, Ripping Claws, Tearing Teeth
Special: Gliding, Poisonous Bite
Pros: Keen Senses, Anti-Infantry
Cons: Desperate Frenzy, Wild
Threat Level: Medium
Size: 120 Per Unit
Class: Melee Cavalry
Armor type: Heavy
Weapon: Long Spear, Sword, Shield, Ripping Claws, Tearing Teeth
Special: Gliding, Poisonous Bite
Pros: Keen Senses, Anti-Infantry
Cons: Desperate Frenzy, Wild
Threat Level: High
Size: 60 Per Unit
Class: Melee Cavalry
Armor type: Heavy
Weapon: Long Spear, Sword, Shield, Ripping Claws, Tearing Teeth
Special: Gliding, Poisonous Bite
Pros: Keen Senses, Anti-Infantry
Cons: Desperate Frenzy, Wild
Threat Level: Very High
Size: 30 Per Unit
Class: Flying Melee Cavalry
Armor type: Medium
Weapon: Throwing Spears x 10, Long Spear, Shield, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Flying, Frightening
Cons: Desperate Frenzy, Wild, Can fire while moving
Threat Level: High
Size: 30 Per Unit
Class: Flying Melee Cavalry
Armor Type: Heavy
Weapon: Throwing Spears x 10, Long Spear, Shield, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Flying, Frightening
Cons: Desperate Frenzy, Wild, Can fire while moving
Threat Level: Very High
Size: 15 Per Unit
Class: Flying Melee Cavalry
Armor Type: Heavy
Weapon: Throwing Spears x 10, Long Spear, Shield, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Flying, Frightening, Can fire while moving
Cons: Desperate Frenzy, Wild, Can fire while moving
Threat Level: Very High

Size: 30 Per Unit
Class: Flying Ranged Cavalry
Armor type: Medium
Weapon: Arrows x 60, Long Bow, Long Spear, Shield, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Flying, Frightening
Cons: Desperate Frenzy, Wild, Can fire while moving
Threat Level: High
Size: 30 Per Unit
Class: Flying Ranged Cavalry
Armor type: Heavy
Weapon: Arrows x 60, Long Bow, Long Spear, Shield, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Flying, Frightening
Cons: Desperate Frenzy, Wild, Can fire while moving
Threat Level: Very High
Size: 15 Per Unit
Class: Flying Ranged Cavalry
Armor type: Heavy
Weapon: Arrows x 60, Long Bow, Long Spear, Shield, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Flying, Frightening, Can fire while moving
Cons: Desperate Frenzy, Wild
Threat Level: Very High
Size: 12 Per Unit
Class: Monstrous Cavalry
Armor type: Heavy
Weapons: Throwing Spears x 10, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poison Spit
Pros: Keen Senses, Frightening, Can fire while moving
Cons: Desperate Frenzy, Wild, Large, Rare
Threat Level: High
Size: 12 Per Unit
Class: Monstrous Cavalry
Armor type: Very Heavy
Weapons: Throwing Spears x 10, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poison Spit
Pros: Keen Senses, Frightening, Can fire while moving
Cons: Desperate Frenzy, Wild, Large, Rare
Threat Level: Very High
Size: 6 Per Unit
Class: Monstrous Unit
Armor type: Very Heavy
Weapons: Throwing Spears x 10, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poison Spit
Pros: Keen Senses, Frightening, Can fire while moving
Cons: Desperate Frenzy, Wild, Large, Rare
Threat Level: Extreme
Size: 5 Per Unit
Class: Monstrous Unit
Armor type: Heavy
Weapons: Arrows x 80, Long Bows, Long Spears, Shields, Crushing Size, Rending Claws
Special: Fire Breath
Pros: Frightening, Can fire while moving, Anti-Everything
Cons: Desperate Frenzy, Wild, Very Large, Rare
Threat Level: Very High
Size: 5 Per Unit
Class: Monstrous Unit
Armor type: Very Heavy
Weapons: Arrows x 80, Long Bows, Long Spears, Shields, Crushing Size, Rending Claws
Special: Fire Breath
Pros: Frightening, Can fire while moving, Anti-Everything
Cons: Desperate Frenzy, Wild, Very Large, Rare
Threat Level: Extreme
Size: 3 Per Unit
Class: Monstrous Unit
Armor type: Very Heavy
Weapons: Arrows x 80, Long Bows, Long Spears, Shields, Crushing Size, Rending Claws
Special: Fire Breath
Pros: Frightening, Can fire while moving, Anti-Everything
Cons: Desperate Frenzy, Wild, Very Large, Rare
Threat Level: Extreme
Size: 1 Per Unit
Class: Monstrous Flying Unit
Armor type: Very Heavy
Weapons: Crushing Size, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Frightening, Flight, Anti-Everything
Cons: Desperate Frenzy, Wild, Very Large, Rare
Threat Level: Extreme
Size: 1 Per Unit
Class: Monstrous Flying Unit
Armor type: Extremely Heavy
Weapons: Crushing Size, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Frightening, Flight, Anti-Everything
Cons: Desperate Frenzy, Wild, Very Large, Rare
Threat Level: Extreme
Size: 1 Per Unit
Class: Monstrous Flying Unit
Armor type: Very Heavy
Weapons: Crushing Size, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Frightening, Flight, Anti-Everything
Cons: Desperate Frenzy, Wild, Very Large, Rare
Threat Level: Extreme
Traits: Nomadic, Survivalist, Raiders, Opportunistic, Mercenaries

The Dronah are a loosely unified group of Clans, who are held together by a common land, language and religion. However despite all this, the Clans are all separate entities, who only answer to their own leaders. They base their society around raiding the other lands outside of their desert home. The Dronah do not keep track of their history, at least not in the long term, making anything that had happened after 300 years rather hard to pull up. However they do keep track of important events through songs, stories, and dance. Dancing is the most important method of storytelling to the Dronah as they believe that the spirits of dead Dronah find pleasure in watching their decendents talk of days and nights past through this beautiful art. Dancing has become so important that all females are taught how to do so at an early age.

In Dronah society, as their life revolves around raiding, the Dronah spend their life tending to their Dragons. Clans with the strongest, fastest and most well groomed Dragons will be envied by other Clans and will sometimes be targeted for potential raiding victims. In the Clan, all must be trained to fight, however it is the males who do most of the fighting, though Females will also fight, riding as Archers. Those who do not ride are exiled the Dronah and are not considered Dronah at all, and are left to wander the desert with no food, water or Dragons until they eventually fall to Baked Madness and die.

Males tend to be encouraged to be the hunters, foragers and tamers. Females tend to be encouraged to be mothers, butchers and glass smiths. Both genders are encouraged to be raiders and warriors, but the males tend to be steered more towards melee and shock cavalry while females are steered more towards ranged cavalry.
The first dances and stories told and taught to the young of the Dronah is first the birth of Ambroxeros. A nameless land that was a deadly and harsh land of wet soil, gnarled trees and waist deep lakes spanning miles upon miles. The Dronah lived in those lands, but the waters made land and resources few so that the many Clans would raid one another in order to take their essentials, but in all the chaos there was relative peace. It wasn't until the earth began to shake and the waters drained when that peace was shattered. The very ground opened swallowing the gnarled trees, water and Dronah alike before closing, stealing them from this world forever. With no water or trees, the land dried up. The wet soil turned into sand and the trees died, save for the ones that existed around what little water remained. With now little left in the land the Clans began to battle on scales like never before.

Days of fighting over what little land there was became wars over what little water that was left. Dozens of Clans would send in their warriors to slaughter each other for days on end only for the living to begin drinking the blood of the dead and dying until a victor was determined and they would drain the oasis until it became as dry as the desert, now known as Ambroxeros. This unending bloodshed is what might have caused the Dragons to appear as at the peak of the Clan Wars, a great shower of sky fire fell upon the desert and from that shower came reptiles of many sorts, ferocious and deadly, who preyed and scavenged from the bodies of the dead Dronah and hunted the living when there were no dead around. Out of desperation, many Clans began to perform ritual combat, sacrificing the victor to the Dragions. This soon became commonplace as it became preferable to sacrifice 5-10 of their own rather lose 20-30 members fighting these creatures. It wasn't until a few clans had the idea to go out and stop these creatures at their source, by finding their nesting grounds and destroying their next generation. Half of these parties had success, but what more a third of these successful parties had a cunning idea. Instead of smashing the eggs and slaying the nestlings, the hunting Dronah instead snatched the eggs and kidnapped the newly hatched creatures to raise as mounts to gain an edge against other tribes. The new Dragons became reliable mounts, while they have the tendency to charge towards enemies without command, they have proved to be a deadly and extremely useful addition to defend from and attack other Clans and Wild Dragons. Decades later all Clans who were unable or refused to accept and adopt their new Dragon companions had all either been wiped out or absorbed by Clans who had. Now the desert of Ambroxeros had become a land of Dragon Riders, where the strongest take from the weak, and the weak are left to be baked by the sun til madness.

After the evolution of their Dragon Mounts, life in Ambroxeros became more peaceful. Clans attacked one another from time to time, but with the use of their mounts for food as they can keep up with giant flocks of desert dwelling flightless birds. Still the Ambroxeros still fought each other for essential goods, primarily water. The crown jewel of Ambroxeros, coveted by all the Dronah clan is a lake, that stretches to the horizon across, with an endless supply of the precious water known as the Land Sky. Clans had gambled everything to take the Land Sky only to lose all to other tribes, who then took the Land Sky for no more then a few days as another Clan comes to take the Land Sky for themselves, at the same time as another Clan and the cycle would repeat. It wasn't until a Clan known as the Angeion led by the young leader Nerito. Nerito was the first to tame a Colossus, a seemingly untamable beast at the time, but he did it. Through a decade of rearing from an egg he did it. With his beast and Clan, Nerito secured the Lake and declared it should be shared between all Clans, with his Clan being the Land Sky's protectors. While some Clans disapproved, Nerito's Colossus, Duris's imposing figure settled most disputes and if that didn't work then his fire would be the final word. Over time the Angeion built a simple wall around the Land Sky and distributed the water fairly. Over the decades the Angeion built up the wall, and created a settlement around the lake which grew and grew until became the city of Abushudor. The Land Sky became a place of importance for the Dronah and the Angeion eventually became the Water Guard who continue to guard the Land Sky, but they had began giving up their water for slaves used in the Marsh Pit for ritual combat to continue to honor the Dragons less they turn on their masters.
 
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(Will Finish Soon)

'It is a welcoming home, as it is. The grinding sands, the shifting dunes, they are ours and we are bound to them.' - Clans Negotiator Ilus

Capital: Abushudor, the only permanent settlement within Ambroxeros. It is a city in the heart of Ambroxeros, guarded by 3 great walls of hard stone, and within the 3rd wall lies a great lake, clean and pure that feeds the entirety of Abushudor. The water is only used for drinking as anything else is considered a waste. Every Clan visits Abusudor at least once a year to gather their fill of water, hear of the goings on in the world, join mercenary armies, trade, mingle and even settle. The city is considered neutral grounds, and therefore no violent behavior by any tribes will be
Colors: The Clans have no one unifying symbol, but they always include turquoise in their color schemes as to remember their allegiance to each other.
Current Leader: The Dronah have no leader, but instead each clan follows their own Leader. The closest the Dronah come to a leader is Alpheos the Guard Captain, who is the captain of the Water Guard.
Government Type: The Dronah are a collection of nomadic Clans, loosely bound by a common language, heritage and religion. Each Clans has their own laws, traditions and forces, but within Abushudor all will answer to the Water Guard, an elite force who runs Abushudor and protects the city, it's people and the precious lake. Outside Abushudor however it's usually a mixture of coins and might that runs Ambroxeros.
Military Overview: The Dronah, as their land is a large expansive desert, have become rather adept using exclusively a cavalry and warbeast based military. However they do not ride horses, but instead ride many different species of deadly creatures known as Dragons. The Dronah and the Dragons have forged a special bond, which allows the Dronah to domesticate and ride the ferocious beasts. This means that the Dronan cavalry has a better time fighting in prolonged engagements then and against horse mounted troops. Not only that, but Dragons also have the benefit of some species being able to fly or breathe fire and poison. The Dronah military is a mobile army and swift army, focused on breaking the enemy either through shock and awe or ranged superiority. When defending their lands, the Dronah uses many ranged hit and run tactics, never giving the enemy time to breath as ranged cavalry attack from all sides and shock cavalry hammer into the enemy with frightening power. On the offensive the Dronah brings out their powerful war beasts and melee cavalry to hold the enemy in place as their ranged cavalry and shock cavalry circle around to surround the enemy for the butcher ahead.
Economy: The land they survive on is barren, with little in the way of natural resources. The three things that did have however is sand, water and Dragons. Water is too valuable to barter away and only Dronah who falls to Baked Madness would attempt to eat sand. So the Dragons quickly became the second most, if not the most, important resource for the Dronah. They butcher the dragons for meat, ride them for battle and dragons can use their fire to turn sand into special crystal glass that can be melted and forged into weapons sharper and is as strong as steel. Whatever precious or luxury material or objects they do possess is obtained through raiding the northern lands past the mountains, and from other Clans who had just raided the northern lands past the mountains, or through tributes collected from settlements paid to the Clans so they will not be raided, which still happened if the Clan Leaders thought the tribute wasn't sufficient.
Industrial Output: Few. The Dronah can mass produces little in the way of refined goods save for Crystal Glass which they use for weapons, such as swords, axes, spears and arrows.
Agricultural Output: Decent. The Dronah produces little in turns of crops, as they collect what they can from oasis and cacti, but can produce more then enough meat due to the large amount of domesticated dragons and desert game.
Currency: The Dronah do not have anything resembling currency and instead use the barter system.
Architecture: The Dronah have very little in the way of permanent buildings. Most of the buildings are made of leather tents and fences easily broken down and rebuilt. The exception is Abushudor, who's walls and buildings are made of wood, and plastered stone.

The Dronah are a race of humanoid reptilians. They are sexually dimorphic in nature, with the males being bulkier and a foot taller on average then females. A male standing up straight is roughly 7ft tall, but they have a hunched apperence making them around 6'6ft tall from ground to head. A female stands on average 5'4 ft tall, but they don't have the hunch of the males. The average male Dronah weights about 235-250lbs while the average female weights about 190-220lbs. They both share an average lifespan of 80-95 years, but the oldest Dronah lived around 184 years before dying on natural causes.

The Dronah lifespan is simple. The females lay a clutch of 8 eggs, on average 3 will be viable, while the other on average 5 unhatched eggs will be the first meals of the 3 hatchlings. The Hatchlings are grey in coloration but will gain their color as they grow. Dronah will be either Red, Orange, Yellow, Green, Blue, Purple. Black or White. The colors are random, but can be influenced by the parents. Ex. A red male and a blue female has a better chance of producing red and blue offspring. The newly hatched are considered Nestlings and at the age of 10 they begin training in Dragon Riding, and combat with spear, sword, bow, claws and tail until they reach the age of 17, where they finally reach maturity. Upon reaching 17 the new Dronah adults can now participate in raids and claim a share of whatever loot or tribute the raiders bring back.

In terms of physical traits, the Dronah are covered head to tail in colored scales, with a white underbelly. They have 4 clawed fingers and their feet have four clawed toes, both of which are strong and sharp enough to be used by the Dronah to fight when unarmed. The Male Dronah also have a 3ft long tail, and the females have a 2ft long tail, both of which are rather flexible. They are often tipped with Crystal Glass attachments to turn them into whips like slashing implements. Their final notable physical trait are their retractable frills, whose membrane are the same color as one of the Dronah's parents, are revealed when the Dronah are agitated or in a stressful situation to make themselves seem bigger to potential enemies.

In terms of strength, the male Dronah are tougher and stronger then the average human,but less agile, while the female Dronah are more agile and dexterous then the average but less strong. They're cold blooded nature allows them to slow down their metabolism to a crawl, allowing them to survive weeks without food, but they still require to drink water, around a liter a day. They are also able to regenerate their wounds to a degree, quickly scarring small wounds in a matter of seconds.

In terms of resistances, the Dronah's desert environment has allowed them to survive days upon days of marching in many temperatures from blazing heat to freezing cold. Their reptilian blood keeps them healthy from most diseases. A diseases will have to be created to target the Dronah specifically for it to have fatal effects.

When it comes to magic, the Dronah have good amount of mages, which focuses on three forms of magic, that is either earth, air, fire or beast magic. There is a mage for every 2000 mages, and every Clan has at least 3 mages.
Weapons: The weapons used primarily by the Dronah are the bow, sword and spear. These are the primary weapons of the Dronah due to the fact that they are easily used while on Dragonback. The bows can be fired from a distance, even while the Dragons are moving. The Spears give a charge that extra punch needed to break an enemy and the swords are curved so that they can be used to slash at enemies while the Dronah ride by. Their weapons are made of Crystal Glass, sand that has been melted down using Dragon fire, that is sharper then steel but is just as strong.

Armor: Unlike most nations, the Dronah don't have much in the form of armor, save for a Crystal Glass shield. This is because their thick scales act as armor, acting similar to scale mail. Another reason is because the heavy pieces of Crystal Glass or even metal will slow down their swift mounts. The only exception to this are Crystal Glass anklets, gauntlets, and breastplate to allow them to keep their relatively unarmored hands, feet and underbelly safe while battling.

Cavalry: The Dronah's entire military consists of Cavalry. Due to the desert plains, the use of mounted units became a mainstay as long battles in the heat would drain an army of it's strength in a relatively quick time. However they also use these mounted units to shock enemy settlements, charging in faster then they can respond to raze and loot at their leisure before retreating to a safe position. This is amplified by the fact that the Dronah use not horses, but Dragons as mounts, allowing them to be more mobile, as some Dragons are capable of flight, survive longer in prolonged combat, as Dragons are natural predators allowing them to fight better in melee, and drive off enemy cavalry, as Dragons feed on such creatures as desert horses and goats.

Class: General
Armor Type: Heavy
Weapons: Either Sword and Shield, Greatsword, or Longbow
Special: Inspiring Aura, Rides either a Raptor, Drake, Wyvern, Behemoth, Goliath or Colossus.
Pros: Well Rounded Warrior, Nearby allies become fearless, Strong vs All
Cons: Death results in crippling morale loss, Fights alone
Threat Level: Very High
Class: Mounted Hero
Armor Type: Heavy
Weapons: Either Spear and Shield, Sword and Shield or Greatsword
Special: Inspiring Aura, Rides either a Raptor, Drake or Wyvern
Pros: Powerful melee warrior, Inspires nearby allies, Frightens nearby enemies
Cons: Death results in morale loss, Fights alone
Threat Level: Very High
Class: Mounted Hero
Armor Type: Heavy
Weapons: Either Spear and Shield, Sword and Shield or Longbow
Special: Strengthen Aura, Rides either a Raptor, Drake or Wyvern
Pros: Powerful support warrior, Powers up nearby allies, Frightens nearby enemies
Cons: Death results in morale loss, Fights alone
Threat Level: Very High
Class: Mounted Mage
Armor Type: Medium
Weapons: Magic and a Sword
Special: Earth Magic, Rides either a Raptor, Drake or Wyvern
Tier 1 Spells:
-Shardstone: Fires off a storm of earth shards that rend and pierce armor.
-Earthen Quake: Cause the ground to shake within a target area, slowing down and frightening enemies.
Tier 2 Spells
-Weight of a Hundred Stones: Causes metal weapons and armor to suddenly weight twice as much as they usually would, weakening and slowing enemies.
-Shield of Rocks: Thousands of weightless stones cover the bodies of allies, giving them more powerful armor.
Tier 3 Spells
-Swords of Stone: Hardens and strengthens the weapons used by melee units, giving them more powerful attacks.
Tier 4 Spells
-Split the earth: Cause the earth to tear open, swallowing up all units beneath it before closing up.
Pros: Powerful Spells, Effective melee units
Cons: Vulnerable to dedicated melee units, Magic may sometimes backfire and harm caster
Threat Level: Very High
Class: Mounted Mage
Armor Type: Medium
Weapons: Magic and a Sword
Special: Air Magic, Rides either a Raptor, Drake or Wyvern
Tier 1 Spells:
-Force Blast: Fire off a powerful burst of air to force back and damage enemy soldiers.
-Lightning Strike: Fires off a bolt of lightning to decimate a single target.
Tier 2 Spells
-Curse of the Dark Wind: Summons a dark wind to blind enemies and prevent them from being able to accurately fire arrows.
-Boon of the Guiding Wind: Summons a guiding wind that guides projectiles towards the enemy.
Tier 3 Spells
-Sphere of Lightning: Creates a ball of lightning that moves randomly across the field that harms and kills anything it comes across.
Tier 4 Spells
-Ruination of the Skies: Cause a horrible thunderstorm which causes deadly lightning bolts to come down and strike the earth.
Pros: Powerful Spells, Effective melee units
Cons: Vulnerable to dedicated melee units, Magic may sometimes backfire and harm caster
Threat Level: Very High
Class: Mounted Mage
Armor Type: Medium
Weapons: Magic and a Sword
Special: Fire Magic, Rides either a Raptor, Drake or Wyvern
Tier 1 Spells:
-Fireball: Launch a powerful fireball at an enemy unit
-Flaming Skulls: Fire a series of explosive flaming skulls that home in on a unit
Tier 2 Spells
-Kindle Arms: The weapons of nearby allies become covered in an eternal flame, increasing their attack.
-Fiery Cage: A net of flames fly forth to trap and burn ensnared enemies.
Tier 3 Spells
-Rain of Fire: Several streaks of flames fall from the skies to strike the enemy.
Tier 4 Spells
-Flame Tornado: Create a fiery tornado to bring ruination to the enemy.
Pros: Powerful Spells, Effective melee units
Cons: Vulnerable to dedicated melee units, Magic may sometimes backfire and harm caster
Threat Level: Very High
Class: Mounted Mage
Armor Type: Medium
Weapons: Magic and a Sword
Special: Beast Magic, Rides either a Raptor, Drake or Wyvern
Tier 1 Spells:
-Summon Raptors: Summon forth a unit of Feral Raptors.
-Summon Drakes: Summon forth a unit of Feral Drakes.
Tier 2 Spells
-Summon Wyvern: Summon forth a unit of Feral Wyverns.
-Summon Behemoth: Summon forth a unit of Feral Behemohths.
Tier 3 Spells
-Summon Goliaths: Summon forth a unit of Feral Goliaths.
Tier 4 Spells
-Summon Colossus: Summon forth a Feral Colossus.
Pros: Powerful Spells, Effective melee units
Cons: Vulnerable to dedicated melee units, Magic may sometimes backfire and harm caster
Threat Level: Very High
Size: 80 Per Unit
Class: Warbeasts
Armor Type: Light
Weapons: Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rends Armor
Cons: Requires Mage, Wild
Threat Level: Low
Size: 120 Per Unit
Class: Warbeasts
Armor Type: Light
Weapons: Ripping Claws, Tearing Teeth
Special: Gliding, Poisonous Bite
Pros: Keen Senses, Anti-Light
Cons: Requires Mage, Wild
Threat Level: Low
Size: 30 Per Unit
Class: Warbeast
Armor Type: Light
Weapons: Rending Claws, Tearing Teeth
Special: Flight, Fire Breath
Pros: Flying, Frightening
Cons: Requires Mage, Wild
Threat Level: Medium
Size: 12 Per Unit
Class: Warbeasts
Armor Type: Medium
Weapons: Rending Claws, Tearing Teeth
Special: Poison Breath
Pros: Frightening, Keen Senses
Cons: Requires Mage, Wild
Threat Level: High
Size: 5 Per Unit
Class: Warbeasts
Armor Type: Medium
Weapons: Crushing Size, Rending Claws
Special: Fire Breath
Pros: Anti-Everything, Frightening
Cons: Requires Mage, Wild, Very Large
Threat Level: High
Size 1 Per Unit
Class: Warbeasts
Armor Type: Medium
Weapons: Rending Claws, Ripping Teeth, Crushing Size
Special: Flight, Fire Breath
Pros: Anti-Everything, Frightening, Keen Senses
Cons: Requires Mage, Wild, Rare, Very Large
Threat Level: Very High
Size: 80 Per Unit
Class: Melee Cavalry
Armor type: Medium
Weapon: Throwing Spear x 5, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: Medium
Size: 60 Per Unit
Class: Melee Cavalry
Armor type: Heavy
Weapon: Throwing Spear x 5, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: High
Size: 30 Per Unit
Class: Melee Cavalry
Armor type: Heavy
Weapon: Throwing Spear x 5, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: Very High

Size: 80 Per Unit
Class: Shock Cavalry
Armor type: Medium
Weapon: Long Spear, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor
Cons: Desperate Frenzy, Wild
Threat Level: Medium
Size: 80 Per Unit
Class: Shock Cavalry
Armor type: Heavy
Weapon: Long Spear, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor
Cons: Desperate Frenzy, Wild
Threat Level: High
Size: 40 Per Unit
Class: Shock Cavalry
Armor type: Heavy
Weapon: Long Spear, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor
Cons: Desperate Frenzy, Wild
Threat Level: Very High

Size: 80 Per Unit
Class: Ranged Cavalry
Armor type: Light
Weapon: Arrows x 20, Long Bow, Sword, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: Medium
Size: 80 Per Unit
Class: Ranged Cavalry
Armor type: Medium
Weapon: Arrows x 20, Long Bow, Sword, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: High
Size: 40 Per Unit
Class: Ranged Cavalry
Armor type: Medium
Weapon: Arrows x 20, Long Bow, Sword, Rending Claws, Tearing Teeth
Special: Poisonous Bite
Pros: Keen Senses, Rend Armor, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: Very High
Size: 120 Per Unit
Class: Melee Cavalry
Armor type: Medium
Weapon: Throwing Spears x 5, Sword, Shield, Ripping Claws, Tearing Teeth
Special: Gliding, Poisonous Bite
Pros: Keen Senses, Anti-Infantry, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: Medium
Size: 120 Per Unit
Class: Melee Cavalry
Armor type: Heavy
Weapon: Throwing Spears x 5, Sword, Shield, Ripping Claws, Tearing Teeth
Special: Gliding, Poisonous Bite
Pros: Keen Senses, Anti-Infantry, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: High
Size: 60 Per Unit
Class: Melee Cavalry
Armor type: Heavy
Weapon: Throwing Spears x 5, Sword, Shield, Ripping Claws, Tearing Teeth
Special: Gliding, Poisonous Bite
Pros: Keen Senses, Anti-Infantry, Fires while moving
Cons: Desperate Frenzy, Wild
Threat Level: Very High

Size: 120 Per Unit
Class: Melee Cavalry
Armor type: Medium
Weapon: Long Spear, Sword, Shield, Ripping Claws, Tearing Teeth
Special: Gliding, Poisonous Bite
Pros: Keen Senses, Anti-Infantry
Cons: Desperate Frenzy, Wild
Threat Level: Medium
Size: 120 Per Unit
Class: Melee Cavalry
Armor type: Heavy
Weapon: Long Spear, Sword, Shield, Ripping Claws, Tearing Teeth
Special: Gliding, Poisonous Bite
Pros: Keen Senses, Anti-Infantry
Cons: Desperate Frenzy, Wild
Threat Level: High
Size: 60 Per Unit
Class: Melee Cavalry
Armor type: Heavy
Weapon: Long Spear, Sword, Shield, Ripping Claws, Tearing Teeth
Special: Gliding, Poisonous Bite
Pros: Keen Senses, Anti-Infantry
Cons: Desperate Frenzy, Wild
Threat Level: Very High
Size: 30 Per Unit
Class: Flying Melee Cavalry
Armor type: Medium
Weapon: Throwing Spears x 10, Long Spear, Shield, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Flying, Frightening
Cons: Desperate Frenzy, Wild, Can fire while moving
Threat Level: High
Size: 30 Per Unit
Class: Flying Melee Cavalry
Armor Type: Heavy
Weapon: Throwing Spears x 10, Long Spear, Shield, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Flying, Frightening
Cons: Desperate Frenzy, Wild, Can fire while moving
Threat Level: Very High
Size: 15 Per Unit
Class: Flying Melee Cavalry
Armor Type: Heavy
Weapon: Throwing Spears x 10, Long Spear, Shield, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Flying, Frightening, Can fire while moving
Cons: Desperate Frenzy, Wild, Can fire while moving
Threat Level: Very High

Size: 30 Per Unit
Class: Flying Ranged Cavalry
Armor type: Medium
Weapon: Arrows x 60, Long Bow, Long Spear, Shield, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Flying, Frightening
Cons: Desperate Frenzy, Wild, Can fire while moving
Threat Level: High
Size: 30 Per Unit
Class: Flying Ranged Cavalry
Armor type: Heavy
Weapon: Arrows x 60, Long Bow, Long Spear, Shield, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Flying, Frightening
Cons: Desperate Frenzy, Wild, Can fire while moving
Threat Level: Very High
Size: 15 Per Unit
Class: Flying Ranged Cavalry
Armor type: Heavy
Weapon: Arrows x 60, Long Bow, Long Spear, Shield, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Flying, Frightening, Can fire while moving
Cons: Desperate Frenzy, Wild
Threat Level: Very High
Size: 12 Per Unit
Class: Monstrous Cavalry
Armor type: Heavy
Weapons: Throwing Spears x 10, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poison Spit
Pros: Keen Senses, Frightening, Can fire while moving
Cons: Desperate Frenzy, Wild, Large, Rare
Threat Level: High
Size: 12 Per Unit
Class: Monstrous Cavalry
Armor type: Very Heavy
Weapons: Throwing Spears x 10, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poison Spit
Pros: Keen Senses, Frightening, Can fire while moving
Cons: Desperate Frenzy, Wild, Large, Rare
Threat Level: Very High
Size: 6 Per Unit
Class: Monstrous Unit
Armor type: Very Heavy
Weapons: Throwing Spears x 10, Sword, Shield, Rending Claws, Tearing Teeth
Special: Poison Spit
Pros: Keen Senses, Frightening, Can fire while moving
Cons: Desperate Frenzy, Wild, Large, Rare
Threat Level: Extreme
Size: 5 Per Unit
Class: Monstrous Unit
Armor type: Heavy
Weapons: Arrows x 80, Long Bows, Long Spears, Shields, Crushing Size, Rending Claws
Special: Fire Breath
Pros: Frightening, Can fire while moving, Anti-Everything
Cons: Desperate Frenzy, Wild, Very Large, Rare
Threat Level: Very High
Size: 5 Per Unit
Class: Monstrous Unit
Armor type: Very Heavy
Weapons: Arrows x 80, Long Bows, Long Spears, Shields, Crushing Size, Rending Claws
Special: Fire Breath
Pros: Frightening, Can fire while moving, Anti-Everything
Cons: Desperate Frenzy, Wild, Very Large, Rare
Threat Level: Extreme
Size: 3 Per Unit
Class: Monstrous Unit
Armor type: Very Heavy
Weapons: Arrows x 80, Long Bows, Long Spears, Shields, Crushing Size, Rending Claws
Special: Fire Breath
Pros: Frightening, Can fire while moving, Anti-Everything
Cons: Desperate Frenzy, Wild, Very Large, Rare
Threat Level: Extreme
Size: 1 Per Unit
Class: Monstrous Flying Unit
Armor type: Very Heavy
Weapons: Crushing Size, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Frightening, Flight, Anti-Everything
Cons: Desperate Frenzy, Wild, Very Large, Rare
Threat Level: Extreme
Size: 1 Per Unit
Class: Monstrous Flying Unit
Armor type: Extremely Heavy
Weapons: Crushing Size, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Frightening, Flight, Anti-Everything
Cons: Desperate Frenzy, Wild, Very Large, Rare
Threat Level: Extreme
Size: 1 Per Unit
Class: Monstrous Flying Unit
Armor type: Very Heavy
Weapons: Crushing Size, Rending Claws, Tearing Teeth
Special: Flying, Fire Breath
Pros: Frightening, Flight, Anti-Everything
Cons: Desperate Frenzy, Wild, Very Large, Rare
Threat Level: Extreme
Traits: Nomadic, Survivalist, Raiders, Opportunistic, Mercenaries

The Dronah are a loosely unified group of Clans, who are held together by a common land, language and religion. However despite all this, the Clans are all separate entities, who only answer to their own leaders. They base their society around raiding the other lands outside of their desert home. The Dronah do not keep track of their history, at least not in the long term, making anything that had happened after 300 years rather hard to pull up. However they do keep track of important events through songs, stories, and dance. Dancing is the most important method of storytelling to the Dronah as they believe that the spirits of dead Dronah find pleasure in watching their decendents talk of days and nights past through this beautiful art. Dancing has become so important that all females are taught how to do so at an early age.

In Dronah society, as their life revolves around raiding, the Dronah spend their life tending to their Dragons. Clans with the strongest, fastest and most well groomed Dragons will be envied by other Clans and will sometimes be targeted for potential raiding victims. In the Clan, all must be trained to fight, however it is the males who do most of the fighting, though Females will also fight, riding as Archers. Those who do not ride are exiled the Dronah and are not considered Dronah at all, and are left to wander the desert with no food, water or Dragons until they eventually fall to Baked Madness and die.

Males tend to be encouraged to be the hunters, foragers and tamers. Females tend to be encouraged to be mothers, butchers and glass smiths. Both genders are encouraged to be raiders and warriors, but the males tend to be steered more towards melee and shock cavalry while females are steered more towards ranged cavalry.
sweet, approved
 
Ive been inactive myself the last few days as I was moving. Im going to finish posting the background stuff and find a work around on the map to make it 5 players until we find our 6th.
 
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