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* WhiteAndGreyMorality: The dragons are either good-hearted, or antagonistic by outside reasons, but never evil by choice. Becoming corrupted by the Darkness is never a good thing, but it is often unavoidable or sympathetically motivated. ([=PC=]s can gain a shadow even for getting hurt in battle, concealing their identity, or ignoring a friend's advice, among other things.) Nobody is irredeemable, and it's expected that [=PC=]s will often move into the Darkness and out of it.

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* WhiteAndGreyMorality: The dragons are either good-hearted, good-hearted or antagonistic by outside reasons, but never evil by choice. Becoming corrupted by the Darkness is never a good thing, but it is often unavoidable or sympathetically motivated. ([=PC=]s can gain a shadow even for getting hurt in battle, concealing their identity, or ignoring a friend's advice, among other things.) Nobody is irredeemable, and it's expected that [=PC=]s will often move into the Darkness and out of it.

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* SlidingScaleOfIdealismVersusCynicism: Thanks to themes of [[ThePowerOfFriendship friendship]] and [[RousseauWasRight redemption]], the tabletop game snuggly fits in the idealistic end of the spectrum.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/185551.png]]


*OurDragonsAreDifferent: Since this is a tabletop about dragons, the dragons are pretty diverse in terms of design and character.



* WhiteAndGreyMorality: Becoming corrupted by the Darkness is never a good thing, but it is often unavoidable or sympathetically motivated. ([=PC=]s can gain a shadow even for getting hurt in battle, concealing their identity, or ignoring a friend's advice, among other things.) Nobody is irredeemable, and it's expected that [=PC=]s will often move into the Darkness and out of it.

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* WhiteAndGreyMorality: The dragons are either good-hearted, or antagonistic by outside reasons, but never evil by choice. Becoming corrupted by the Darkness is never a good thing, but it is often unavoidable or sympathetically motivated. ([=PC=]s can gain a shadow even for getting hurt in battle, concealing their identity, or ignoring a friend's advice, among other things.) Nobody is irredeemable, and it's expected that [=PC=]s will often move into the Darkness and out of it.


But it's not all doom and gloom. ThePowerOfFriendship is alive and well, the moons of Dragonia will lend their magic to worthy drakes, and Dragonia is still a fantastical, idealistic world ripe for adventuring.

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But it's not all doom and gloom. ThePowerOfFriendship is alive and well, the moons of Dragonia will lend their magic to worthy drakes, and Dragonia is still a fantastical, idealistic world ripe for adventuring.
adventuring. Heartwarming/{{Epyllion}}


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* CreepyChild: The textbook example of the Seer class is this- a distant, terrified hatchling isolated by the terrible futures their powers force them to see.


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* EvilIsEasy: As easy as being injured or ignored one too many times...but then, so is coming back to the light.


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* OurGhostsAreDifferent: Dragons do not die from old age; instead, they become massive crystal statues, or silent, intangible beings that wander across the land. No one knows what they do, or even if they do anything.
* RousseauWasRight: All of the Shadowself triggers are involuntary.


* InsufferableGenius: When the Academic class falls to the Darkness, they become this trope: an egoistical jerk who believes that they know everything. The clutch can purify an Academic by showing them otherwise.

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* AlienSky: Which is marked by Dragonia's five moons.
* CondescendingCompassion: The Warrior class's shadowselves have this. Their eagerness to protect Dragonia is poisoned by disdain for the "weakness" of everyone else in it.
* DeliberateValuesDissonance: Often, due to the fantastical setting.
** Corruption by [[AlwaysChaoticEvil Darkness]] is a very real threat and a matter of public safety. Therefore, it's not considered rude or naïve to accuse a dragon of being ''objectively'' evil- if the accuser has proof to back it up.
** ''Epyllion'' dragons don't have parents. An egg belongs to whatever House it's been assigned to, and is raised collectively by that House. They have friends and siblings of varying ages, but rarely any blood relations.
* InsufferableGenius: When a member of the Academic class falls to the Darkness, they become this trope: an egoistical jerk who believes that they know everything. The clutch can purify an Academic by showing them otherwise.otherwise.
* JackOfAllStats: Young dragons can use all five moons' magic, but it will be weaker and less reliable than the magic empowering older dragons. The very oldest dragons can only connect to one moon; adaptability always replaces specialisation eventually.



* WhiteAndGreyMorality: Becoming corrupted by the Darkness is never a good thing, but it is often unavoidable or sympathetically motivated. ([=PC=]s can gain a shadow even for being hurt in battle, concealing their identity, or ignoring a friend's advice, among other things.) Nobody is irredeemable, and it's expected that the [=PC=]s will often move into the Darkness and out of it.)

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* MustMakeAmends: House Kebros is defined by the shame of their betrayal during the War of Shadow, and its members know it. Even those born ''after'' the War consider regaining Kebros' honor very important.
* WhiteAndGreyMorality: Becoming corrupted by the Darkness is never a good thing, but it is often unavoidable or sympathetically motivated. ([=PC=]s can gain a shadow even for being getting hurt in battle, concealing their identity, or ignoring a friend's advice, among other things.) Nobody is irredeemable, and it's expected that the [=PC=]s will often move into the Darkness and out of it.)

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''[[http://www.magpiegames.com/epyllion/ Epyllion]]'' is a TabletopGame published by Magpie Games.

The player characters are young dragons ("drakes") fighting to protect their world from the Darkness' corruption. They grew up in a time of peace and prosperity, long after the war in which the Darkness was banished forever...or so everyone hoped. But terrifying omens are emerging all across Dragonia; strife grows between its ancient Houses, more hearts fall into Darkness every day, and the Council ignores it all- out of caution, corruption, or both.

But it's not all doom and gloom. ThePowerOfFriendship is alive and well, the moons of Dragonia will lend their magic to worthy drakes, and Dragonia is still a fantastical, idealistic world ripe for adventuring.

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!! This game includes the following tropes:

* InsufferableGenius: When the Academic class falls to the Darkness, they become this trope: an egoistical jerk who believes that they know everything. The clutch can purify an Academic by showing them otherwise.
* TheMentor: The party (or "clutch") must be sponsored by an elder dragon, who is naturally this trope.
* WhiteAndGreyMorality: Becoming corrupted by the Darkness is never a good thing, but it is often unavoidable or sympathetically motivated. ([=PC=]s can gain a shadow even for being hurt in battle, concealing their identity, or ignoring a friend's advice, among other things.) Nobody is irredeemable, and it's expected that the [=PC=]s will often move into the Darkness and out of it.)
* WorldOfBadass: The setting's dominant race is dragons. (Horns, claws and spiked tails are optional but suggested in the character creation rules.) And any dragon who lives long enough will become a giant, magic-blasting elder "mightier than any weapon ever forged".

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