FlameBringers

### Appearance

Standing between 1.4 and 2.6 meters tall, these are the largest of the dragons. They possess a row of thick, sturdy plates on their back and a solid underbelly, as well as very striking nose scales. With sharpened face scales, solid spines, and horns that twist and curl in any way but in the end always point forwards, FlameBringers look quite formidable to most sentient creatures. Their tails are almost always adorned with a weapon of some kind, be it club or thagomizer. But their most prominent feature are holes down the side of their throat, and sometimes in special vents along the back of their neck, which open and close to regulate the flow of air.

The whole of a FlameBringer's body, their scales and plates and underbelly, can have any hue, though they must be low saturation. Ochre tones as well as stony grays are the most common, often streaked with different patterns that give each individual a unique appearance. In contrast, their nose scales and ventral wing membranes, as well as occasionally claws, horns, spines, and individual scales along the body, exhibit much brighter colors. Flame colors like red or orange are most common, though there seems to be no limit to which colors are actually possible.

*For more information on how to design a FlameBringer, go here.*

### Abilities

FlameBringers are considered the strongest dragons overall. The average FlameBringer will be able to carry more than the average of any other species. This also serves as an intimidation tactic, as few creatures would dare enter open combat with a FlameBringer. Their natural bulk lends itself well to fighting with claws and teeth, as well as their horns, which they bring down on enemies like rams to cause serious damage.

Their clubbed or spined tails are used to bludgeon or impale foes. Paired with their formidable strength, these weapons have been known to break bones in a single swing. Luckily for anyone looking to pick a fight, the weight of the weapon in combination with how short it actually is make dodging an anticipated strike fairly easy.

But what truly sets FlameBringers apart from the rest is their fire breath. Through the vents in their throat, they can precisely control the oxygen intake and influence the shape, size, and heat of the fire. In that way they can mold it into whatever they need in any given situation, be it a large plume or a smaller, more precise flame. Some even learn how to smother their breath and exhale only smoke and soot. Due to this they also possess incredible resistance to fire, inside and out, making them immune to any attempt at using their flames against them. Unfortunately, the hotter the flame the longer it takes for it to spark and blaze to it's full size, making FlameBringers slow on the draw.

### Tactics

*These discuss the most common tricks and tactics employed by these dragons. They're meant to give examples and ideas for how your characters might use their natural abilities in a new and creative way, so don't be scared to diverge from the aspects listed here!*

#### Lock and Burn

Since it takes a while for a Flamebringer's fire breath to charge, many try to get a good grip on their targets first. Sinking their teeth into a vulnerable spot and locking their jaws to hold it there ensures their fire breath can't miss and does serious damage, all while their heavy plating protects from most retaliation.

#### Smothering

If an opponent tries to use the FlameBringer's size against it by crawing into a small, unreachable place, the Flamebringer can quite literally smoke them out. Producing smoke instead of flame and exhaling it into said place is sure to put pressure on anyone to escape, right into the waiting jaws of the Flamebringer.

### Territory

FlameBringers occupy a large space in the northwest of the Hearth, along the eatern edge of Roccrown Range by the name of Terra Ignis. They favor mountainous or hilly terrain, with their capital city, CinderBirth, being built into the side of said range. Many smaller settlements dot the surrounding area, keeping up with trade and agriculture with their larger counterpart.

### History

The earliest documented history focuses on the creation of the Sun Dome. Roughly 500 years ago, when the CinderBirth was little more than a regular settlement, the dragons living there had to fear for their lives. For the Rocs that live in the mountains would come down periodically in flocks and tear apart and devour young and old alike. FlameBringers tried to defend themselves with their fire which made the Rocs' wings char and burn but the beasts quickly adapted. They learned to only attack during storms, so that the rainwater would weaken the dragons' fire.

To combat this, the legendary King Summit Shaper personally searched for a solution. He constructed the first plans for the garnet that would later become the anchor to the Sun Dome. He also sought out a mage capable of bringing his idea into reality. Eventually, he found a gryphon, who's name has been lost to time, capable of this feat and together they created the Sun Dome and veiled the CinderBirth in permanent protection.

But the peace did not last long as a few generations later the tyrannical King Stoker rose to power. He sought to join the war effort of the StormChaser's and ReefSwimmer's conquest for DesertDweller territory and ran his own people into the ground in preperation, forcing them to give up too much of their own produce and profit. But he had never told anyone of his actual plans, in fact, he invited fleeing denizens of the desert into his cities, promising protection when in reality his goals were much more sinister.

The King was mad, scolars agree, for he believed he could tame the volatile Rocs, the evolutionary enemies of his own people, and use them as weapons. He didn't want to stop at just the Whetstone Basin, he wished to claim the whole of the Hearth for himself. He planned to achive this by sacrificing the creatures who fled from the war to the Rocs as a gift and show of good faith. A promise of what was to come.

Eventually, his own daughter, Princess Sear, betrayed him and revealed his plans, to which a huge rebellion comprised of both fled Whetstone Basin denizens and Terra Ignis citzens swept the land. Bloody war raged on the streets between the userpers and the King's loyal (and well-paid) guardsmen, until eventually the rebellion triumphed. But Stoker's fate remains unknown. Many legends speak of how he fled into the mountains only to be devoured by the very Rocs he sought to befriend, but these claims are questionable at best. By the time the gate of the Great Hall fell, the last King had completely disappeared.

Instead of claiming the throne for herself, Princess Sear pushed for an entirely new system. She founded the first council and served as the first Overseer seat and in doing so shaped the future of Terra Ignis forever.

### Society

FlameBringers share most all of their settlements with many Fire Drakes, Desert Drakes, DesertDwellers, and also Griffs of all kinds. But other species are also much more common in Terra Ignis than in other lands, apart from Providence. They see great importance in crafts and artisanry, being known as the best smiths in all of the Hearth. They have taken great pride in all their accomplishments and as such no longer feel the need to make worshipping their Patron, the Everlight, a public affair. They still speak of her highly though, as thanks for all she's done in the past. Like an independant adult would speak of their mother.

FlameBringers are presided over by a council of members elected for life. Each of these Councilors makes decisions for a single part of Terra Ignis in a system of checks and balances that often involves lenghthy debates, since a decision that affects at least three different categories can only be passed by a majority vote. The seats of the council include: the Overseer seat, who speaks for the wellbeing of the citizens and organizes cultural events, the seat of Coin, who handles finances in most cases, the seat of Commerce, who presides over all major trade centers, the seat of Safety, who is in charge of training guards and enforcers, the seat of Prosperity, entirely focused on infrastructure and matters concerning produce, the seat of Knowledge, who heads most organized schools, archives, and librarys, and the seat of Magic, who personally evaluates and oversees all higher magical happenings within the bounds of Terra Ignis.

Any issue that cannot be solved between individuals or before a court is brought before them for evaluation, so that the council may decide your fate.