Draconis Veritas
Draconis Veritas is a renowned adventurers’ guild reborn under a draconic banner and unwavering loyalty to Saint Alduin, the dread herald of the dragon goddess Tynathria. Once known as the Silver Flight – an Andoren company of idealistic guardians – the guild has shed its old allegiances and embraced a new creed of draconic glory. Now based in the gladiatorial city-state of Tymon in the River Kingdoms, Draconis Veritas presents itself as a brotherhood of heroes draped in dragon iconography, promising strength and order in a chaotic world. Beneath the heroic veneer, however, burns a zealous devotion to the "Dragon’s Truth" – the belief that only through the dominion of Tynathria’s chosen can true order be achieved.
Creed of the Dragon’s Truth
- One Will, One Truth – The guild bows to no nation or crown, only to the will of Saint Alduin.
- Strength Above All – By draconic might we shield the faithful and smite the unruly.
- Glory to the Chosen – The worthy shall rise on dragon’s wings, their deeds illuminating the world.
Goals & Motivations
On the surface, Draconis Veritas proclaims noble goals: defending the innocent, taming the wild frontiers, and bringing stability to the tumultuous River Kingdoms. Guild members tout themselves as dragon-blessed champions who will "protect the weak and punish the wicked" – all under the guidance of Saint Alduin. They speak of forging a new era of order and prosperity, with Tymon as a shining example of safety through strength. Behind closed doors, the guild’s true motivations are more authoritarian and messianic. Saint Alduin preaches that Tynathria (a dread draconic goddess of conquest) has chosen him to "bring the Dragon’s Truth to Golarion." This manifests in several objectives: expanding Alduin’s influence and law beyond Tymon, recovering ancient draconic relics and weapons to empower the guild, and undermining regimes (like Andoran's democracy) that oppose their vision. Ultimately, Draconis Veritas seeks to pave the way for Tynathria’s dominance – they believe that by uniting under the Dragon’s banner, mortal folk can be saved from chaos and weakness. Every quest undertaken and alliance forged is weighed against this grand design. Heroic as their deeds may appear, the end goal is a world remade under draconic rule.Organization & Leadership
Draconis Veritas operates as a strict hierarchy that blends military discipline with cult-like zeal. At its apex stands Saint Alduin, the guild’s patron and absolute leader. Alduin is no mere guildmaster; he is revered as Tynathria’s herald and a living saint-tyrant. From the moment he seized command of the Silver Flight – famously declaring the company "my Silver Flight" in the Tymon arena – Alduin made it clear that the guild's loyalty is personal to him. He rules Tymon itself and the guild alike, his word law and his ambition the guild’s compass. Beneath Alduin, a small inner circle of trusted lieutenants carries out day-to-day leadership. This Draconic Council consists of veteran members who have proven fanatically loyal. They include crimson-cloaked dragonknights, war-priests of Tynathria, and mages infused with draconic blood. Each oversees a facet of the guild: one might train new recruits in combat and draconic tactics, another manages intelligence and mystical research, and another serves as Alduin’s enforcer in Tymon’s governance. All answer directly to Saint Alduin and act as his vox draconis – the "voice of the dragon" – when he is occupied with divine communion or war councils.Member Ranks & Progression
While the original Silver Flight had numerous ranks and titles, Draconis Veritas has streamlined its rank system to emphasize merit and loyalty. There are three primary tiers that members progress through:- Hatchling (Initiate): A recruit accepted into the guild is dubbed a “Hatchling.” Hatchlings are on probation – they wear a simple iron emblem of the dragon's eye to mark their status. During this stage, they train with seasoned members and undertake minor tasks. Hatchlings must prove their mettle and faith quickly; those who falter or show defiance are swiftly expelled (or in worse cases, used as live training fodder in the arena). Successful Hatchlings who complete their initial trial by fire are welcomed as true members.
- Dragonsworn (Knight-Member): The bulk of the guild’s adventurers fall into this tier. Dragonsworn are full members who have completed a great feat (such as slaying a dangerous foe or completing a critical mission) in the name of the guild. They swear binding oaths to Saint Alduin and Tynathria, and in return are trusted with greater responsibilities. Dragonsworn wear a silver amulet bearing the dragon eye, signifying their oath. They can lead minor expeditions, mentor Hatchlings, and access guild resources. Most Dragonsworn are seasoned fighters or spellcasters who carry the guild’s reputation across the land.
- Wyrmguard (Veteran Elite): Sometimes called Dragonkin or High Scales, these are the elite agents and lieutenants of Draconis Veritas. Wyrmguard have demonstrated extraordinary prowess and unwavering devotion – many have literally been imbued with draconic essence through Alduin’s dark rituals, their bodies marked with dragon-like traits (scales, slit pupils, or even the ability to exhale gouts of elemental breath). They serve as the guild’s champions and Alduin’s hands in critical matters. Wyrmguard are often assigned to lead important missions or oversee operations in Alduin’s absence. Each wears a gilded dragon-scale pauldron and is granted a title (e.g. Flame Warden, Scale Lord, Fang of Veritas). Advancing to Wyrmguard is a high honor – and a point of no return, as the draconic "blessings" tie one’s very soul to Tynathria’s service.
Requirements to Join
Draconis Veritas does not accept just anyone off the street. Prospective members must prove themselves worthy of the dragon's mantle. To join, an aspirant typically undergoes a formal trial known as the Rite of the Dragon’s First Flight:- The Trial: The guild presents a candidate with a formidable challenge suited to their talents. This could be single combat in Tymon’s arena against a dangerous beast or gladiator, a quest to retrieve a draconic artifact, or a mission to slay a known enemy of the guild. The trial is always perilous and often public – Saint Alduin enjoys showcasing new hopefuls in the arena to inspire the crowds (and remind onlookers that only the strong deserve the Dragon's blessing). A sponsor from within the guild (usually a Dragonsworn) may mentor the aspirant, but in the Trial, the aspirant must prevail by their own skill and courage.
- The Oath: If the trial is passed, the victorious aspirant is brought before the guild at the Tymon guildhall – specifically to the Sanctum of Scales, a grand chamber beneath the arena. There, amid braziers burning with multi-colored dragonfire, the aspirant casts a trophy from their trial (a fang of the beast they slew, a token from a defeated foe, etc.) into the flames as an offering. They then swear the sacred oath of Draconis Veritas, repeating the words after a high priest of Tynathria. The oath, spoken in Draconic and Common, binds them to the guild’s cause:
“I swear upon flame and scale, upon sky and shadow. My strength is the Dragon’s strength; my will, the Dragon’s will. I cast aside the weakness of doubt and the chains of mercy. Through obedience, I ascend. Through conquest, I bring order. By blood and fire, I am reborn — and in Saint Alduin’s name, I serve the Truth of the Dragon forevermore.”Upon this oath, the flame flares to signify acceptance (some say Tynathria’s eye falls upon the new initiate in that moment). The new member drinks from a chalice of drakeblood – a symbolic communion said to strengthen their resolve (though some whisper it begins a subtle draconic transformation). Finally, they are anointed with the title of Hatchling and welcomed into the fold. Expectations: Joining the guild means absolute loyalty to Saint Alduin and the order. Recruits are expected to renounce prior allegiances that conflict with the guild's mission. One must also embrace a code of conduct: uphold strength, obedience, and the guild’s secrecy in sensitive matters. While faith in Tynathria is encouraged, one need not be a religious zealot at first – many members join for glory or protection – but all must show respect for the Dragon Saint and participate in draconic rites. Over time, indoctrination is inevitable; those who remain lukewarm in devotion do not advance far. In short, to join Draconis Veritas is to pledge one’s life and honor to a draconic cause – a commitment not made lightly. Those who succeed in the initiation are rewarded with camaraderie and opportunity; those who fail (or betray the oath) rarely live to tell of it.
Benefits & Perks of Membership
Adventurers who swear themselves to Draconis Veritas gain access to a wealth of resources, powers, and privileges. The guild takes care of its own, especially those who excel. Members speak of the following benefits:- Draconic Gear & Armory: The guild provides quality equipment to its members. Tymon’s forges (many now under guild control) turn out "Scaleforged" weapons and armor – masterwork gear emblazoned with dragon motifs. As a member, you might earn a bladed gauntlet styled like a dragon's claw, a shield painted with a wyrm’s eye, or even a coat of dragon-scale mail. Higher-ranking members can requisition magical items from the guild vault, such as potions of dragon's breath, rings of fire resistance, or weapons enchanted to channel elemental fury. Guild artisans and alchemists specialize in draconic enhancements, so equipment from Draconis Veritas is often unique and intimidating in appearance.
- Mystic Boons & Training: Draconis Veritas is as much a mystical order as a martial one. Clerics of Tynathria and arcane dragon-disciples within the guild offer their magic to aid brethren. Members have access to healing and augmentation spells after battles, courtesy of the guild’s priests (though usually in exchange for service or tithes). The guild’s occult scholars maintain a library of draconic lore – joining grants you permission to study tomes on dragon history, draconic runes, and even draconic magic. Those with magical aptitude can be mentored in the Dragoncraft arts: witches might learn to channel draconic patrons, sorcerers can refine their draconic bloodline powers, and fighters may train to harness forces like a dragon’s breath. In essence, the guild accelerates your growth, honing you into a more fearsome adventurer. It’s said that promising members even undergo rituals to awaken draconic traits (scales for armor, a minor breath weapon, heightened senses) – gifts from Saint Alduin for the truly devoted.
- Guild Hall & Hospitality: As a member, you have a home in Tymon. The Draconis Veritas guild hall (situated adjacent to Tymon's grand arena) serves as a fortified sanctuary. It includes barracks, private quarters for higher ranks, a feasting hall, training pits, and shrines to the Dragon. All members are entitled to free room and board here. The larders are well-stocked (Tymon's arena attracts wealth and trade), so a tired adventurer can count on a hot meal and a warm bunk after returning from a quest. There’s also prestige in staying at the hall. Local citizens know that those dwelling there are under Alduin's protection, which deters most would-be troublemakers. Even the Thieves' Guild of Tymon avoids picking the pocket of a cloaked dragon-knight.
- Brotherhood & Backup: Joining Draconis Veritas means gaining comrades-in-arms who will fight beside you. The guild often operates in teams, so you’ll rarely have to face threats alone. If a member finds themselves in over their head, they can appeal to the guild for aid – whether that means reinforcements on a mission or political pressure to get you out of a legal jam. There's a strong sense of draconic brotherhood; feuds within the guild are discouraged (Alduin's law is unity), so members typically present a united front. The guild also has intimidating sway in Tymon: flash your dragon-crest badge, and most city guards or officials will step aside. In the River Kingdoms at large, the guild's name inspires a mix of fear and respect; bandits or petty lords may think twice about crossing someone who carries the favor of Saint Alduin.
- Divine Favor: Perhaps the most tantalizing perk is the promise of Alduin's own favor. The Dragon Saint is known to watch his members' exploits closely. Those who perform great deeds might receive a personal audience with Alduin, or even a blessing. Whispers tell of instances where, in dire moments, a member called out in prayer and a crimson dragon apparition or one of Alduin's draconic heralds arrived to turn the tide. While not guaranteed, the possibility of miraculous intervention exists for the truly faithful. Moreover, rising high in the guild brings one into the orbit of a near-divine figure (Alduin himself) – an alluring prospect for anyone who dreams of power. Alduin rewards his champions richly: lands, titles in Tymon, hoards of gold or dragonbone, and other spoils of conquest have all been granted to loyal servants. The ultimate reward rumored is transformation – the most exalted might be granted a ritual to become something more than mortal (some say Alduin intends to elevate his greatest follower into a half-dragon avatar of Tynathria as a sign of favor).
Relationships with Other Factions
Draconis Veritas does not exist in a vacuum. Its dramatic rise – and the draconic zeal of its members – has earned the guild both allies and enemies across the Inner Sea region.- Andoran & the Eagle Knights: Once, the Silver Flight fought for Andoran's ideals of freedom; now Draconis Veritas represents everything Andoran stands against. The Andoran government (a democracy cherishing liberty) has officially condemned the guild as a rogue organization. The Eagle Knights of Andoran, who are sworn to destroy tyrants and slavers, consider Saint Alduin's followers traitors of the worst kind. Encounters between Eagle Knights and Draconis members are likely to be hostile, though some compassionate Andorens may attempt to "redeem or rescue" former Silver Flight comrades from Alduin's influence. Draconis Veritas propaganda vilifies Andoran as a naïve nation of weaklings; guild members are taught that Andoran’s so-called liberty leads to anarchy, and that the Eagle Knights are meddling hypocrites. This enmity is deep and personal.
- The River Kingdoms Rulers: Reactions among the patchwork of River Kingdoms vary from fear to opportunism. Many River Kingdom lords are unnerved by Alduin's conquest of Tymon – it was swift and brutal, a reminder that any of their own realms could fall as quickly. In the yearly Outlaw Council, whispers circulate about the "Dragon Saint in Tymon." Some rulers quietly band together, fearing that Draconis Veritas will spark a new war of conquest in the region. Others take a more pragmatic stance: by the law of the River Kingdoms, "You Have What You Hold," and Alduin holds Tymon firmly. These rulers treat him as just another monarch (albeit an unconventional one), and a few minor River Kingdom princes have even sent envoys to Tymon – either to curry favor or to request aid against common enemies. Certain distant kingdoms are surprisingly cordial (especially if they hate Razmiran or banditry as Alduin does), while others will refuse members entry on sight. The common folk in neighboring kingdoms have mixed feelings: some see the dragon-knights as scary conquerors best avoided. Still, a few admire how "Tymon’s streets are safe now under the dragon banner," and wonder if similar order could be brought to their lands.
- Razmiran (Cult of Razmir): Open hostility defines the relationship with Razmir, the so-called living god of the neighboring nation Razmiran. For years Razmir coveted Tymon; Alduin’s takeover snatched that prize away. Now, Razmir's cult sees Draconis Veritas as a dire threat on their border – not only did Alduin deny Razmir conquest, he also presents a competing "divine" figure (a saint of a dragon god vs. a self-proclaimed god-king). Border skirmishes have already erupted: Razmiri priests and conjured undead minions test Tymon's defenses, while dragon-blooded knights retaliate by harrying Razmiran's patrols. One thing is certain: Razmir and Alduin cannot coexist peacefully.
- Followers of Apsu and Goodly Orders: In the cosmic struggle of dragonkind, Tynathria is seen as representing tyranny and domination, whereas Apsu, the Waybringer, represents good dragonkind and justice. Therefore, any faction or church devoted to Apsu, or indeed most paladins of Bahamut-like ideals, views Draconis Veritas as anathema.
- Local Tymon Factions: Within Tymon itself, most previous power groups have been absorbed or suppressed by Alduin's regime. The famed gladiator schools now largely answer to the guild. Many champions bent the knee to Alduin when he took over, seeing a chance to fight for a higher purpose (and higher pay). A few stubborn holdouts or patriotic Tymon loyalists resent the guild and treat Draconis members as occupiers. Meanwhile, the everyday citizens of Tymon largely tolerate or even cheer Draconis Veritas, since Alduin continues the gladiatorial games (with even grander spectacle) and keeps the streets safer than ever. Just don't expect the average Tymon citizen to stick their neck out against the guild – fear of the dragon-knights' wrath keeps most folk in line.
- Other Adventuring Guilds: In Golarion, independent adventuring companies (like the famed Crownless Company , among others) regard Draconis Veritas with caution. Many see the guild as having "sold out" ideals of freedom in exchange for power. Some may refuse to work alongside Draconis teams, while others might be secretly envious of the resources Alduin provides. Notably, the Pathfinder Society keeps a wary eye on Draconis Veritas. The Society's venture-captains respect individual members' accomplishments, but the Society is uneasy with any organization that answers to a singular tyrant – especially one dabbling in dangerous draconic artifacts. As a result, Pathfinders might approach Draconis members diplomatically to access knowledge or sites, but they'll also move to contain the guild if its actions threaten the broader balance.
Base of Operations & Influence
The beating heart of Draconis Veritas is its guild hall in Tymon. Tymon was historically known as the "City of Gladiators," a large town on the western edge of the River Kingdoms (bordering Razmiran), famed for its huge arena and combat schools. After Saint Alduin's takeover, Tymon has transformed into a dragon's den of influence. The guild hall itself is located in what was once the Champion's Fortress overlooking the grand Arena of Aroden. Alduin has refitted this fortress into a combined temple, barracks, and administrative center. Its walls are now adorned with draconic murals and the broken banners of those who opposed him, and a great beacon brazier (said to burn with dragonfire) lights the sky each night from the highest tower, a reminder that Tymon belongs to the Dragon Saint. Within Tymon, Draconis Veritas wields absolute power. Alduin rules as an autocrat, and the guild effectively functions as the city's government and police. Members patrol the streets in dragon-emblazoned armor, keeping order with uncompromising efficiency. Crime has plummeted (few dare break laws when punishments might include being fed to a drake in the arena). The gladiator colleges continue to operate, now under guild supervision. In fact, the guild uses them as recruiting grounds. Promising gladiators and warriors from across the Inner Sea come to Tymon's famed games to prove themselves; many hope to catch Saint Alduin’s eye and earn a place in Draconis Veritas. The grand arena has become both a sporting spectacle and a showcase of guild strength. At times, Alduin himself presides over games, rewarding victors with gold or initiation offers and condemning the defeated foes as object lessons. Tymon’s populace, while living under a strict regime, enjoys a degree of safety and prosperity (as long as they remain obedient), so the guild’s rule has not been entirely unwelcome. Influence Beyond Tymon: Outside its home city, Draconis Veritas’s influence is growing swiftly, if unevenly. In the River Kingdoms, word of the dragon-knights of Tymon spreads by merchant and bard alike. Nearby towns find themselves sending tribute or "gifts" to Tymon to stay on Alduin's good side. The guild has begun establishing outposts in strategic spots – not full guild halls, but small garrisons or safehouses. For example, there are rumors of a Draconis Veritas hideout in Daggermark (disguised as a fighting-pit club) and envoys traveling to Pitax and Mivon to broker alliances. So far, Tymon remains the only official base, but plans are afoot to expand: Alduin has hinted at opening a second guild hall in a conquered city, perhaps within a few years, once Tymon is secure. Possible targets whispered among members include Fort Drelev in the Stolen Lands or even retaking a site in Andoran as a dark mirror of the Silver Flight's origins. The guild’s influence also extends into niche areas. They have contacts in black markets (to acquire dragon eggs, rare reagents, or illicit magic) and even within certain Chelaxian circles that see utility in a dragon-worshipping force hurting Andoran. Though not officially allied with Cheliax, Alduin has exchanged correspondence with nobles in Egorian; a devil-backed empire and a dragon cult have more in common than either would admit publicly. Additionally, Draconis Veritas keeps a watch on arcane and religious institutions that deal with dragons. They respect (to a point) the Mage-Towers of mystics who study dragons, and Alduin has been known to invite scholars to Tymon to consult on prophetic tablets or ancient draconic scripts. Some accept out of curiosity (or greed), increasing the guild’s knowledge network. In essence, Tymon is the fortress-home and symbol of Draconis Veritas's ascendancy, and from it, the guild’s tendrils reach out gradually across Golarion. Should their adventures take them far from Tymon, members might still encounter evidence of the guild's hand – a village where a Dragonsworn passed through and vanquished a monster (leaving behind a dragon-marked token), a distant shrine quietly being converted to Tynathria's worship, or mercenaries wearing scaled cloaks who clearly trained in Tymon's arena. The longer Draconis Veritas endures, the more of these signs will emerge, as the dragon's shadow lengthens over the world.Why Join?
Joining Draconis Veritas means stepping onto a path of glory, intrigue, and temptation. It's an invitation to stand shoulder to shoulder with dragon-blooded knights and carve your name into the chronicles of a rising draconic empire. Will you rise as one of the Dragon's chosen, wielding power unimaginable? Will you uncover secrets too terrible to accept? The only certainty is that under the eyes of Saint Alduin, your resolve will be tested – and only the truly worthy will ascend.Dominion Ascendant
Founding Date
4726
Capital
Alternative Names
Silver Flight
Leader
Gazetteer
The guild’s sole hall dominates Tymon, a settlement famed for its grand arena and gladiator colleges. Saint Alduin seized this city by force, crowning himself its champion-ruler. In a land where "You Have What You Hold", his conquest has made Draconis Veritas a legally acknowledged power. From this fortified base, marked by banners of a five-headed dragon, Alduin’s guild offers contracts, training, and sanctuary to those who would take up the dragon mantle.
Location
