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. The Power of Friendship 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.
This game includes the following tropes:
- Alien Sky: Which is marked by Dragonia's five moons.
- Condescending Compassion: The Warrior class's shadowselves have this. Their eagerness to protect Dragonia is poisoned by disdain for the "weakness" of everyone else in it.
- Creepy Child: The textbook example of the Seer class is this- a distant, terrified hatchling isolated by the terrible futures their powers force them to see.
- Deliberate Values Dissonance: Often, due to the fantastical setting.
- Corruption by 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.
- Evil Is Easy: As easy as being injured or ignored one too many times...but then, so is coming back to the light.
- Insufferable Genius: 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.
- Jack-of-All-Stats: 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; specialisation always replaces adaptability eventually.
- The Mentor: The party (or "clutch") must be sponsored by an elder dragon, who is naturally this trope.
- Must Make Amends: 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.
- Not-So-Omniscient Council of Bickering: The Council is slow and canonically hasn't realized yet that the Darkness is returning. They are basically invisible for story purposes, only appearing at the beginning or end.
- Our Dragons Are Different: Since this is a tabletop about dragons, the dragons are pretty diverse in terms of design and character.
- Our Ghosts Are Different: 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.
- Rousseau Was Right: Most of the Shadowself triggers are involuntary.
- Sliding Scale of Idealism vs. Cynicism: Thanks to themes of friendship and redemption, the tabletop game snuggly fits in the idealistic end of the spectrum.
- White-and-Grey Morality: 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. (PCs 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 PCs will often move into the Darkness and out of it.
- World of Badass: 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".