Greetings, all. I am The Ivory Wyrmlord, of the Prism Conclave. As the arbiter of balance, I serve as the ultimate mediator in political disputes. I am the harbinger of difficult change and I oversee peace, treaties, justice, and succession laws, ensuring that the Concordant Pact endures through wisdom rather than conflict.
However, when treaties fail, and the time for talk is over, we have but one final method of resolving conflict: The Dragon Duels. A very serious rite, some ironically enjoy it recreationally as well.
I shall recite the rules below, should any ever be called upon to perform the rites.
However, when treaties fail, and the time for talk is over, we have but one final method of resolving conflict: The Dragon Duels. A very serious rite, some ironically enjoy it recreationally as well.
I shall recite the rules below, should any ever be called upon to perform the rites.
Objective
Two teams of three compete to protect their hoard while scoring on the enemy’s hoard using the Dragon Orb. First to 15 points wins.
Roles (choose one per player)
Class Weapon Style Special Technique Packets Per Round Movement Throw Points Rush Points Claw Short Sword N/A 1 Sprint 1 point 2 points Wing Long Sword May throw all packets at once. 3 Jog 2 points 4 points Bite Two-Handed Can throw the orb as if it were a packet.
Can twice a round activate endow to run 5 steps. 2 Walk 3 points 6 points
Class | Weapon Style | Special Technique | Packets Per Round | Movement | Throw Points | Rush Points |
Claw | Short Sword | N/A | 1 | Sprint | 1 point | 2 points |
Wing | Long Sword | May throw all packets at once. | 3 | Jog | 2 points | 4 points |
Bite | Two-Handed | Can throw the orb as if it were a packet. Can twice a round activate endow to run 5 steps. | 2 | Walk | 3 points | 6 points |
Duel Summary
- Each round starts with the orb in the middle; any rusher may pick it up.
- Each team must always have 1 rusher and 2 defenders.
- The Rusher may move and attack
- Defenders are pinned and may only swing weapons.
- Holding the orb makes you a rusher by default. Holding the orb also prevents you from attacking with a weapon or packet.
- Once any points are scored, the round resets.
Swapping Rushers
- The team without the orb may designate a rusher:
- The current rusher says: “(Name), Ready!”
- Defender responds: “Prepare to die!”
Combat & Respawn
- If hit by a weapon or packet, you are banished to your hoard and count to 10 seconds before rejoining. The 10 second timer begins immediately upon banishment.
- If hit while holding the orb, drop it immediately.
- All packet attacks require an incantation: “I call upon the dragons to banish you!”
Passing the Orb
- Pass instantly to an adjacent player.
- Throw to the ground on a two-count (“1…2…drop”).
Scoring
- Throw orb into enemy hoard → Throw Points (based on class).
- Jump into enemy hoard yourself → Rush Points (based on class) and you are banished for the duration of the next round.