Player Group: Clans and Families
Here you may find information on official, prominent dragon clans and families important to the lore of our Realms.
These are families that have garnered great prestige among their fellows, and are well known not only in the area which they call home, but across multiple Realms! Most are royal or noble in power, depending on the world which they originate from. The Vystrian royals, descended from the First Dragon, are not to be confused with other royal lineages - this will be stated on each clan or family listing!
You can find several other, lesser clans/houses/families as LPGs in the link below! These are fully player-run and player-created, with few restrictions and many different choices.
Lesser Player Groups

The Vystrian royal family are the only dragon bloodline with direct ties to the First Dragon, Kazule, and one of the very few who may claim they are descended from dragons who have seen the First Realm. Those that marry into the family are often referred to as royal, but are not considered true royalbloods unless they have the blood of the First within their veins. In recent times, the royal family, though never large, has shrunk to a very, very small number.
Unique is that their family is tied to the balance of Felnova directly, and a living royal must be bound to the Vystrian city of Albronel lest the Realm's unstable condition grow too dire for the gods to control. This is both a strength and a weakness of all reigning Vystrian royals. While they are often gifted with great power, a reigning royal may not leave their Realm for long periods of time or be forcibly separated from the throne, as the balance is prone to fraying. It also has a detrimental effect on the reigning royal's own mental and physical stability, and over many centuries their grasp on reality may similarly fray.
Royals are known to have several unrelated stewards to help shoulder the burden of the balance through a ritual binding, though this may not be used for very long periods of time, as it will drain and eventually kill a single steward in a matter of decades.
While the appearances of Vystrian royals vary greatly in color and appearance, they have several defining magical traits that set them apart from traditional dragons. These traits are as follows.
- All royal dragons have one of two 'form' traits; magical affinity so strong it induces physical change not entirely different from a slight shifting gene. The first - and most common - is elemental forms, where a dragon's natural shape and colors may be changed by whatever element they focus on, generally in moments of extreme emotion. These physical changes often effect horn shape and structure, marking color, and outward elemental venting, such as a fiery mane or ice-coated claws. The second - and much rarer - trait is that a royal may have two much stronger light and dark elementally-aligned forms, but no ability to influence their shape with the primordial elements (IE, fire, wind, water, etc). The two elements of light and dark in this form change may be more extravagant, and often shift the base hue of their scale color to white or black (or very near those) respectively.
- Royals - regardless of their form trait - tend to have greater than average elemental affinity, and often may control more than one element at will. The vast majority begin with fire, though light is a close second. Those born entirely without an element are very, very rare, but may be stronger physically, or have greater non-elemental magic depending on the individual.
- All royal dragons are distinctly western in build type. Regardless of coloring or other appearance details, no royal has been born as a wyvern, drake, or other variant in recorded history. Though this may seem possible - as there is nothing barring a royal from taking an alternate-variant mate - it is said that Kazule's genes are so strong this body plan persists in all of his descendents regardless.
- Though not a family trait, a cultural tradition with all royals is a partially inheritable two-part surname derived from the surnames of their parents. While most royals earn secondary surnames later in life, this particular last name is given at hatching, and they will carry it with them for the entirety of their lives. An example of this might be Kazule Silentscale and Tiamat Runesong; one of their children was given the surname of Runescale, and the other Silentsong.
King/Queen: the current reigning royal. is the holder of the balance tie, and leader of Vystriana.
Crown Prince/Princess: the current heir to the throne.
Prince/Princess: children of the reigning royal king or queen.
Queen Mother/King Father: a king or queen that has abdicated the throne, and no longer reigns.
In addition to these ranks, other royals simply are called 'royalbloods' and do not hold any official title within the family. However, any royal may take rank unrelated to their place in relation to the king or queen. Dragons do not often concern themselves with most noble rankings humanoids do, but there is nothing stopping a royalblood from serving in the military, holding land, or otherwise participating in things that may elevate their social standing.
Direct-Line Royals
These dragons are all directly related to Kazule through blood, and are descended from he and Tiamat.
Indirect Royals
These dragons have 'married in' to the royal family, and have no direct tie to Kazule's bloodline.

The Remnant is the name given to those dragons who reside in Millirand, those that did not leave in the great exodus to Felnova in the Millirandian year 7303. They see themselves as loyal to the land of their ancestors, and vehemently defend their territory in the Ryukun Mountains and their capital, Arrowhead. Distrustful of outsiders, and wary of the age-old - though now unlawful - practice of hunting their kind for trophies, most Remnant dragons do not venture far from the Ryukun's lofty heights. To visit the mountains is to risk their ire, and more than one hapless traveler has been chased from the mountains by a dragon unwilling to speak. Many still do not revere the Ten or Millirandian Five as much as most in that Realm, due to believing the gods abandoned them to their fate thousands of years ago. However, the Trae'vinn Yi'fae'n - a religion called the Essence of Faith - has made a comeback in younger individuals who have wandered beyond Arrowhead's crystal walls.
Unlike the dragons of other Realms, all Remnant dragons are led by a single ruler who shares no ties to Kazule or the original royal bloodline of the First. While this position has been passed down from parent to child for several generations now, it was once a rank chosen by the Council of Elders, many of which do not like how things have changed and will make no effort to hide their malcontent. This Council is forged of six of the oldest dragons in Millirand, a few of which are old enough to remember the mass exodus, the hope of the dragons returning, and the sense of betrayal when the gods did not answer their pleas for help.
Many of the Remnant are able to trace their bloodlines back to the original dragons who lived in the mountains before the founding of Ki-Lia, as well as western drakes who settled there before the mass exodus and the gods' perceived abandonment. The vast majority are westerns, though groundrakes and wyverns are also common in those with less than pure blood. Resilient to the cold, arctic conditions that grasp the Ryukuns in three out of four seasons, the Remnant dragons have several common traits shared throughout their population, most of which help them live in the great peaks. These traits are listed below.

(drag to address bar for full size!)
- All Remnant dragons who have been hatched in the last several thousand years are uniquely adapted to the cold, wintery conditions of their home. They share a resistance against extremely low temperatures and have a mammalian ability to regulate their body temperature, as more reptilian-aligned dragons do not do well in the persistent north. Slight resistance to ice magic exists, and some may have magical affinities to keep them warm outside of biological processes.
- Fur is very common in various places on the dragon, seen as an adaptive trait inherited from ancestors who were able to better handle the mountain clime. Fur manes and tufts are found in all Remnant-hatched dragons, and fur coats covering at least the the neck, shoulders, wing arms and upper tail are very common. Other fur, as on the chest, underside of the tail, and on the jowls, are uncommon but still found in many members. Fully furred dragons, and those with feathers - frills, feathered wings (partial or full), and crests - are rare. Purebred Remnant dragons may appear more mammalian than reptilian, resembling canines or large felines in facial structure and paw configuration.
Lord/Lady: de facto monarch of Arrowhead and the Remnant. serves as a king or queen with a different name. offspring, however, are still called princes and princesses.
Councilor: a member of the Elder Council, one of six ancient dragons and the eldest of the Remnant. act as advisors to the Lord/Lady.
Lorekeeper: historian and chronicler, responsible for keeping track of historical happenings, bloodlines, and recording important current events.
Warden: commander of the Sentinels. responsible for Arrowhead's defenses.
Sentinels: responsible for safeguarding Arrowhead and its surrounding domain, and ensuring nobody strays too close if not invited.
Elder: dragons who aren't part of the council, but who are old enough to remember the days before the great exodus.
In addition to these ranks, other Remnant dragons are simply called members and hold no rank nor title within the group. Outsiders may call them 'Remnant dragons' or 'remnants', though the latter is frowned upon and may be reacted to in anger.
Arrowhead Leaders
These dragons are all related to the leadership of Arrowhead or those on the Elder Council.
Remnant Members
These dragons are members of the Remnant with no ties to its leadership.

The Forgefang Clan is a large clan of dragons hailing from the southeastern mountains of Arcadia in the Realm of Ristell. Primarily fire dragons (with some holding abilities of wind and electricity, among other smaller magicks), they have the unique genetic trait of weak, malformed or missing canine teeth, widespread throughout the clan's blood relations. Otherwise, they are particularly strong in their element, often with an intensity of power not found in most others; fire dragons in the Forgefangs can often have flames hot enough to melt metal and stone with relative ease, while other magic bred into the family shows similar effects. Due to their genetic tooth deformity, Forgefangs have adopted crafting implants, crowns or bridges of false teeth to replace or enhance their fangs, giving them their clan name.
The original clan founder was a red/gold fire dragon, with exceptional heat in his fire element (hot enough to melt various types of metal) named Graeme, who's family had a strange genetic trait of small/malformed/missing fangs and/or canine teeth. Thus, they generally didn't partake in any warfare, and were a small family of scholars, researchers, architects and crafters found in Millirand's northern mountains. Graeme did not wish to become a scholar like his parents, so he left without permission to study with dwarven smiths in Ristell at a young age, having read many stories about the skill of Dun Modon's dwarves. Though they were initially suspicious of the young dragon, they were impressed by the heat of his fire, and offered to take him in to help with their forges. He learned much about smithing and metal, and eventually crafted his own set of (rather clunky) replacement fangs out of steel in a half-helm attached to his head. Over time, Graeme kept perfecting it until it was small and snug enough to fit inside his mouth over his existing teeth without injury, catching the attention of a dragon rider-bonded to one of the dwarves.
His mentor saw and liked the idea; with his urging and the help of the dwarves, he began applying it to other items such as form-fitting claw extensions, wing talon hooks, horn covers, and more, all without taking away from the mobility of the dragon. Others came to him to commission items with smaller uses - similar to those fashioned of steel and stone, but made out of soft metals and gemstones or precious rocks, tooled to intricate carvings and polished sheens. Other dragons, including many of his own family who had heard of his success, came to Dun Modon as well, and he soon gained such a following that the dwarven capital was no longer able to support their needs within the mountain. Thus, with fond farewells and a promise of trade, Graeme and his dragons moved to the southeastern edge of Arcadia and settled in a volcanic range east of the Cloudbournes.
There, Graeme - then known as Lord Graeme - worked with healers to come up with ways to replace fangs, horns, claws and more with metal implants, as well as further knowledge of what materials can be used as prosthetics and what can't without poisoning the dragon or other creatures that may need similar constructs. Over time, their settlement grew as his family moved to join him, and their focus shifted from using their knowledge to write books and immersive study to finding advances in smithing, medicine and weaponry. Though the exact year of the name has been lost, and much of Graeme's original family - including himself - are long dead, the Forgefangs are strong and persist in great numbers even to today.
While the appearances of Forgefangs vary greatly in color and appearance, they have several defining traits that set them apart from other, unrelated dragons. These traits are as follows.
- All blood-related Forgefangs possess a high intensity in their magic or element; this is not only sought after in clan members, but also those they pairbond to. Most common is the element of fire, which is often so hot it appears blue to blue-white, pale yellow, or cream, and may be focused into streams hot enough to melt solid steel. Electricity and lightning is second common - bred in due to its ability to weld metals together - and wind is a close third, for those dragons with it who help tend the forges and bellows. Metal-weavers are rare, but cherished, and any Forgefang born who can manipulate metals is seen as a gift from Azcen himself.
- Most, if not all, with blood-ties to the original family carry the genetic defect of missing, malformed or small fangs/canine teeth. Existing fangs may be weak or even painful, and are pulled should they prove a danger to the dragon's mouth in general. These are almost always replaced with artificial fangs, through implants, bridges, or crowns. These artificial teeth may be formed of a variety of substances from metals and stone to gems and glass, depending on the purpose, placement and overall usage of the fangs, as well as the rank and wealth of the one seeking replacement.
- Appearances vary greatly, and Forgefangs can have multiple body plans (IE western, wyvern, drake, etc), though the majority are currently western in build type. Colors and hues range across the board, though horn structure trends towards ornate, and markings are often intricate and colorful.
Patriarch/Matriarch: the leader of the clan and his or her mate. always have a direct bloodline stretching back to Lord Graeme.
Heir Apparent: the heir to the atriarchs, generally firstborn of either gender.
Steward: oversees important everyday tasks for the running of the clan; works closely with the Lord Guardian and crafstmasters and compiles reports for the atriarchs. keeps the city and its flow of income running smoothly.
Lord Guardian: oversees the protection of the atriarchs and their heir, and is supreme leader of the city guards.
Ambassadors: travel to various places to promote trade agreements, settle diplomatic relations, and gather intel on allied clans and cities. may or may not stay in-Realm; many are sent to other worlds to gain footholds in the metal trade, often with dwarves, elves, or other dragons.
Craftsmasters: masters of their craft, be it smithing, jewelry-crafting, building, etc. coordinate trade from shops and smithies with he steward, and helps to organize merchants with customers.
In addition to these ranks, the Clan has those too young to be classed as any particular group, and those members who have no real place.
Clan Members

The Nightwind Clan is one of the oldest dragon clans recognized, having been formed several thousand years ago in Noctis. Every blood-descended Nightwind is related to one of six siblings - all of whom carried the signature family traits, seen in their descendants many centuries later. Nightwinds are known for several traits that have grown prominent in both their magic and their appearances, not the least of which is their unique aura-tinted elemental magic - most often color-stained wind, elemental magic uniquely colored by their reiatsu.
Though they often portray themselves as a large family of artisans, traders and courtesans, the Nightwinds most often use these as fronts for organized crime. They deal in the underground and host a large black market in multiple cities across several Realms, paying off local authorities and bribing higher powers to allow their business to flourish above the law. While they tend to deal in mostly illegal procurement, counterfeiting and fraud, they may also employ assassins, smugglers and other such skilled criminals. Wealth and nepotism are very important in gaining rank within the clan, though rising through hard work and pleasing the regents works just as well.
Many Nightwinds are suspicious of outsiders, and clan members are very choosy who they bring into the family - as well as what children they keep as opposed to those they send away to be raised far from the main city. Hatchlings should display feathers and dark coloration - anything else, and suspicion may rise that the child is not of true Nightwind blood. Those they choose to breed with must also display at least one similar trait, to keep their clan look stable. Love-matches are allowed, but frowned on the closer one's lineage is to the regents, as their bloodline is very tightly controlled.
The Nightwinds are primarily descended from six siblings who initially claimed the name after serving for some years in the Vystrian Order of the Raven and Order of the Beryl. All six were clutchmates, and have a seventh still-living brother in Zaon, who has cut most of his ties and remains in Felnova. These six are Lord Nielnev, a Black with white stripes and long feathers; Lord Ezra, a Purple with broad feathers and starry markings; Lady Yzran, a Violet with black stripes and spots; Lady Furious, a Black with galaxy-marked wings and bold red-orange feathers; Lord Tyrannus, a sunset-colored dragon coated in fur; and Lady Kerem, a Black who was fully feathered nose to tail. All six left the knighthood to pursue their own goals and ambitions far from Felnova, earning their brother's ire - to this day, he has not forgiven their dishonor, though he feels regret that he was never able to make amends before their eventual deaths. Together, they founded the city - named Jayshrike - and the clan after settling on the Crystalline Silza, high in Noctis' floating sky-continents. Many other dragons who had admired them in the Order had followed, and helped to build Jayshrike out of the stone and crystals, making their new home with high hopes and grand dreams.
For some time, this city thrived. Many of the dragons, including the siblings, wanted a beautiful and artistic metropolis where the creative and industrial minds they had brought with them could build something truly unique, where all would be free to pursue the dreams they had harbored throughout their lives. As the siblings took mates and their offspring grew, it seemed this would become a reality. However, as months stretched into years and years into centuries, the founders and their children grew restless and greedy, unsatisfied with Jayshrike's prosperity. It is unknown what exactly happened to the founders themselves - but each sibling either vanished or was killed, as were many of their children and grandchildren, despite the clan growing in leaps and bounds within the first several hundred years. Their focus turned to darker and darker dealings, and the family grew more and more suspicious, as the centuries stretched on. At last, the Nightwinds became what they are known as today; a wealthy and prosperous crime family, nigh untouchable and unofficial Noctisian nobility.
Nightwinds may vary greatly in basic coloration, marking shape and adornment, though each blood-tied to the clan will have several distinct and shared traits. These traits are as follows.
- Nightwinds all have some feathering on them; most commonly feathered crests and hybrid-styled wings (feathers along the leading edge, with webbing underneath), but may sport fanned tails, feathered ridges, trailing feathers, or even be completely covered in a feathery coat. Wings can be fully feathered, though this is somewhat rarer. Most are scaled, but can be covered in fur as well.
- Coloration varies, but all Nightwinds have either dark base colors, or dark markings. Many will have starry, space-like markings or some form of sparkly iridescence to their scales, feathers or fur, though this is not found in all individuals. Stripes and spots are most common in marking shapes, though other shapes and gradients may be found.
- Primarily wind/air element, though water and lightning are also common. Storm magic similarly common, as is non-elemental emotional manipulation and similar abilities. Nightwinds all possess the unique trait of their magic being directly 'stained' by their aura color, resulting in oddly-colored elements such as purple wind, red lightning, silver water, etc. This trait is so strong it shows in Nightwind children that show no other clan traits, regardless if they are kept by the clan or not.
Regis/Regina: the male and female leaders of the clan. often a mated pair, but may be co-rulers without romantic attachment, so long as an heir with blood-ties to one of the clan founders has been named. called the 'regents' when referred to together.
Scion: the heir apparent, to become regis or regina. must have blood-ties to one of the clan's several founders.
Seneschal: oversees important everyday tasks for the running of the clan; works closely with the regis and regina, and heads all matters of the city and its running. also serves as spymaster for the regents, playing an assortment of roles to hear from various spies both in and out of the clan.
Legati: singular legatus. generally serves the same role as ambassadors, but also provide 'encouragement' for those affiliated with the Nightwinds to pay their dues.
In addition to these ranks, the Clan has those too young to be classed as any particular group, and those members who have no real place.