Overview
For ages, very few dragons ventured into the glade, and those who did only stayed briefly. The surrounding areas are very vast and uninhabitable, making it a trial just to reach the glade's outskirts. The magic void within the area posed a threat to many dragons whose innate magics enable their survival. For those who could survive without it, the lack of magic would still haunt visitors with an aching hollowness.
It was a long time before any committed to stay within the glade. Its first residents were mostly exiles, runaways, or merchant suppliers seeking out rare herbs. Settlements did not arise until an era of disaster that scattered clans all around the continent, forcing remnants to seek refuge wherever they could.
The new home in the glade was, for most, begrudgingly accepted. While a great many continued to treat the place as a temporary home, early innovators were not content to stew in the discomfort of a magic-free zone.
It took generations of researchers to develop the first functional magic, in the form of simple alchemy. While this form of magic developed into a complex system with abundant possibilities, throughout the ages it would still follow a format much like traditional alchemy.
It did not take long for this new magic to be a point of contention among the glade residents. Spell designers started to protect their spells from replication by purposely making them over complex. More aggressive designers may design in sabotaging elements that would trigger if the spell was not flawlessly replicated. While efforts were made by some groups to encourage accessible spells, they never gained enough sway. Eventually, spell protections became so advanced that the majority of spells became exclusive to individuals and their kin.
At present, all but the most basic of spells are designed in such a way that only certain families can cast them. These bloodline spells became the cornerstone by which society was built upon. Various family units, called Houses, make up the ruling parties of the territory.
Glossary
The glade: An unusually lush territory that serves as the setting for my lore. Its early residents never intended to stay permanently, and therefore never bothered to give it a proper name. After generations of denizens stubbornly refusing to name the place, the consensus seemed to be that the place just didn't need a name anyway.
Houses: Family units that possess at least one bloodline spell [Defined below]. Often vassals and servants are included as members of the House, but may not have access to the family's spells.
Head of House: The leader(s) of the house. Typically just an individual, though circumstances may place two or more dragons in this position. There are many rules and practices of maintaining this hierarchy.
Heir: Any direct descendant of the current head of house.
Heir Apparent / Presumptive: The specific family member that will become the next head of house when the current one dies or retires.
Vassal: An important person loyal to the House, but they are not blood related or too distantly related to have direct access to bloodline spells. Many houses allow officially appointed vassals to have access to lower forms of bloodline spells. They are usually given positions of great importance within management of the House, such as advisers or guard captains.
Servant: When speaking of a person's position within a house, a servant of a house is not always a literal servant. Instead, this is a general term for any person who works exclusively for a specific house.
Threads: A term generally used by Housefolk to refer to commonfolk that do not belong to a House.
Only used to refer to commonfolk in general or as an adjective to describe such things. It is also sometimes used to describe villages where such commonfolk live.
"There's a thread village just outside of our territory" "I don't know how the threads get by without a House of their own" would be valid examples. It generally is not used to identify an individual- "A thread woman purchased a spell scroll today" would be an strange usage of the terminology.
Magic Terminology:
Traditional / Natural Magic: Refers to the normal kinds of magic dragons typically have access to innately. Such magic does not function within the glade.
Bloodline Spell: A spell that can only be cast by members of a specific House. Traditionally they were exclusive to true family members only, but more recent generations have widened the scope of them to sometimes include vassals as well.
Spell Patent / Protection: Parts of a spell that prevent it from being replicated easily or prevent the spell from being used in an unauthorized way. Typically a self-sabotaging function is triggered when the spell is used improperly.
Spell Key: An insignia typically printed on a ring, amulet, or tattooed on the palm. Houses can create and distribute them to allow people outside of their bloodline to activate a bloodline spell. They are uniquely paired to individual instance of a spell, much like a real key working for only one lock.