Dragons are what move a Survivallocke, so picking them out is one of the first steps to take when it comes to setting up your 'locke. If you want to pick your dragons based on the location you choose for your 'locke, you are welcome to skip ahead to the Setup: Territory section, but I would recommend setting up your dragons as quickly as possible!
Unlike many 'locke varieties, the Survivallocke allows you to pick your dragons by hand instead of randomizing them or selecting the cheapest ones available. You are still welcome to pick randomly if you want a challenge, but selecting a set of dragons that mesh well together is often a good way to go when it comes to starting out with a Survivallocke. Each breed has its strengths and weaknesses (as you will see momentarily), and these will be most apparent (and impactful) in the early game.
Choose dragons who will complement one another!
Each breed has a set of defaults relating to some of the core mechanics seen in the above section. They also have special abilities, known as Traits. Every breed has at least one Positive Trait and one Negative Trait that determine how they interact with the world around them, and these may affect which dragons you want to start with or accept into your clan throughout the game.
Banescale Dragons:
Base Stats -- HP: 3 - EP: 2 - Food Requirements: x3 Insect/Seafood/Meat points per Hunger level - Inventory Slots: 3
Positive Trait: Aerialist
Banescales are talented fliers and as such are not affected by any hazards that would affect terrestrial movement (i.e. thorn tangles blocking one area off, fiery ground, etc.). They may also travel one movement distance away without incurring EP penalties.
Negative Trait: Clumsy
Banescales are not traditionally dextrous on account of their lack of forelegs. If a Banescale attempts to craft something, roll a six-sided dice. On a roll of 1, they fail to craft successfully and one random item that they were working with is damaged beyond repair as a result (and as such must be discarded). The EP used to craft is still lost.
Bogsneak Dragons:
Base Stats -- HP: 3 - EP: 2 - Food Requirements: x3 Plant/Meat points per Hunger level - Inventory Slots: 4
Positive Trait: Stealthy
Bogsneaks are very stealthy dragons, able to blend in no matter the scenery. They are never affected by Ambush events and can always flee from any given scenario without an EP or HP penalty. Bogsneaks may also perform an additional Hunt, Insect Catch, or Fish action for free once per day on account of their stealth.
Negative Trait: Antisocial
Bogsneaks are solitary creatures who prioritize their own safety above that of others. A Bogsneak can never assume the Leader role when the position opens (though they may be the initial leader at the player's discretion). Additionally, a coin must be flipped any time a Bogsneak would share resources with another dragon. On a result of tails, the Bogsneak will think it best to keep the item for themselves and will not share it. This does not apply when an equal trade is made (like when the Bogsneak pays for an item or trades items of the same type [food for food, material for material, etc.] with their clanmates). Failed transactions cannot immediately be reattempted and must wait until the next available time (for example, if a Bogsneak fails to share its item in the morning before all dragons leave camp, the transaction cannot be attempted again until nighttime when the dragons all return to camp). Bogsneaks also have a -1 debuff when attempting to convince new dragons to join the clan.
Negative Trait: Flightless
A Bogsneak's movement is always terrestrial.
Coatl Dragons:
Base Stats -- HP: 3 - EP: 3 - Food Requirements: x4 Seafood points per Hunger level - Inventory Slots: 4
Positive Trait: Tinkerer
A Coatl may perform an additional Craft action for no EP cost once per day.
Negative Trait: Incomprehensible
Due to their ear structure and alternative language, Coatls struggle to communicate with other species. A Coatl cannot convince new dragons to join the clan (unless the new dragon is a Coatl) and they cannot barter for supplies.
Negative Trait: Homeward Bound
Coatls struggle to nest outside of Fire territory, so a Coatl must either travel to the Ashfall Waste to lay eggs or not lay eggs altogether.
Fae Dragons:
Base Stats -- HP: 1 - EP: 3 - Food Requirements: x1 Insect points per Hunger level - Inventory Slots: 2
Positive Trait: Sapspinner
A Fae may use its innate magical powers to create a Level 1 Sap shelter in exchange for 1 EP. It may improve the Level of this shelter by investing further EP, to a maximum of 20.
Negative Trait: Weak
A Fae cannot acquire any further inventory slots and can only carry up to 1/3rd of a stack (33) per inventory slot.
Negative Trait: Monotone
A Fae suffers a -1 debuff when trying to convince non-Fae dragons to join the clan and it is impossible for a Fae to convince a Coatl to join the clan.
Gaoler Dragons:
Base Stats -- HP: 4 - EP: 3 - Food Requirements: x4 Meat or Plant points per Hunger level - Inventory Slots: 3
Positive Trait: Dutiful
A Gaoler may participate once per day in an action taken by a dragon with the Leader Role without losing any EP.
Negative Trait: Overzealous
Any time a new dragon or familiar joins the clan, roll a d10. On a roll of 1, a Gaoler will drive that creature away for smelling too strongly of Shade.
Negative Trait: Flightless
A Gaoler's movement is always terrestrial.
Guardian Dragons:
Base Stats -- HP: 5 - EP: 2 - Food Requirements: x5 Meat, Seafood, Insect, or Plant points per Hunger level - Inventory Slots: 4
Positive Trait: Defender
Any time a clanmate in a Guardian's vicinity would suffer an HP penalty, they may choose to protect them and take the HP penalty themselves.
Negative Trait: Obligated
A Guardian must always have a Charge to watch over. Whenever a Guardian is introduced to the clan, you must select a charge for it to watch over. This Charge could be another dragon, a familiar, or a specific item. If the Charge is a dragon, the Guardian must always be within vicinity of that dragon (i.e., if that dragon goes to fight in the Coliseum, the Guardian must be part of the party). If the Charge is a familiar, that familiar can never be sold or otherwise leave the Guardian's sight. As such, it must be fed. If the Charge is an item, that item must always be in the Guardian's inventory and can never stack with others of its kind. If the Charge is in some way destroyed, the Guardian will exile themselves from the clan in grief.
Imperial Dragons:
Base Stats -- HP: 4 - EP: 3 - Food Requirements: x5 Meat, Seafood, Insect, or Plant points per Hunger level - Inventory Slots: 4
Positive Trait: Craftsdrake
As Imperials place such a great value on perfecting a trade, an Imperial will select and work intensely in a specific area. Randomize or select a type of action. When the Imperial uses an EP to perform this action, their efficiency allows them to repeat it an additional time without EP cost.
Negative Trait: Unstable Lifespan
At the end of every season, roll a d20. On a roll of 1, the Imperial dies suddenly.
Negative Trait: Undeath
If an Imperial dies in a camp where an Imperial has already died, roll a d6. On a roll of 1, the Imperials raise to life as an Emperor, a deadly boss monster covered in section X.
Mirror Dragons:
Base Stats -- HP: 2 - EP: 3 - Food Requirements: x3 Meat or Seafood points per Hunger level - Inventory Slots: 3
Positive Trait: Tracker
Instead of using randomized gathering turns, a Mirror may choose to take the Hunt or Fish action to search for 1d6 of a specific local prey item instead.
Negative Trait: Pragmatic Wanderer
At the end of every season in which the clan has not moved at least one movement distance away from the location they began the season in, roll a d10. On a roll of 1, the Mirror will abandon the clan to move on to fresh hunting grounds located in an area that two movement distances away, regardless of whether or not it has been captured by the clan. If multiple Mirror dragons live in the clan, all will leave should even one roll a 1, unless there is an active Feud between one or more of them, in which case those who are at odds with each other will not follow one another out of the clan.
Nocturne Dragons:
Base Stats -- HP: 2 - EP: 3 - Food Requirements: x2 Insect or Plant points per Hunger level - Inventory Slots: 2
Positive Trait: Imitator
In addition to their own role, a Nocturne may imitate one random role or positive breed trait from another dragon, gaining its benefits.
Negative Trait: True Mimic
A Nocturne must also assume one random negative breed trait from another dragon.
Obelisk Dragons:
Base Stats -- HP: 4 - EP: 3 - Food Requirements: x4 Seafood or Insect points per Hunger level - Inventory Slots: 3
Positive Trait: Stony Countenance
At any point in time, including in the Coliseum, an Obelisk may assume their Stoneshape form in exchange for 1 EP. Whilst in Stoneshape, an Obelisk cannot lose any HP; however, they also cannot perform any actions whilst in this form. If the Obelisk assumes Stoneshape whilst in the Coliseum, they cannot use any move except "Guard" until they exit Stoneshape. They may exit Stoneshape at any point in time for no further EP cost.
Positive Trait: Intimidating
If an Obelisk is part of the clan, the crafting recipe "Imposing Statue" becomes available, which decreases the likelihood of attacks from enemy clans.
Negative Trait: Brittle
Any time an Obelisk would lose an HP whilst in Stoneshape, roll a d100. On a roll of 1, the Obelisk's Stoneshape form shatters and they instantly lose any remaining HP. If the Obelisk is in the Coliseum when they assume Stoneshape, they must make the same roll any time they are successfully hit by an enemy.
Negative Trait: Alarmed
Any time this dragon is a part of a party which encounters members of another clan, they feel compelled to pass on the warnings of their species. This unsettling warning will negate any positive buffs that would otherwise come into effect during the encounter.
Pearlcatcher Dragons:
Base Stats -- HP: 3 - EP: 2 - Food Requirements: x3 Insect or Plant points per Hunger level - Inventory Slots: 3
Positive Trait: Savvy
Pearlcatchers are known for their love of gossip and news; as such, a Pearlcatcher is keenly aware of the goings-on of local clans and dragons. They may use their knowledge to build relations with clans, gaining a +1 boost to diplomatic interactions. They also gain a +1 boost when attempting to sway new dragons to join the clan.
Negative Trait: Pearlbound
On the last day of each season, a Pearlcatcher must expend all of its EP adding a new layer to its pearl containing all of that season's memories.
Negative Trait: Cowardly
Every time a Pearlcatcher is hit in the coliseum, roll a d20. On a roll of 1, they become overwhelmed by the situation and flee, incurring any fleeing penalties along the way. When attacking or being attacked by another clan, flip a coin. If tails, the Pearlcatcher refuses to participate out of cowardice.
Ridgeback Dragons:
Base Stats -- HP: 4 - EP: 4 - Food Requirements: x5 Seafood points per Hunger level - Inventory Slots: 5
Positive Trait: Tunneler
A Ridgeback may complete one Dig action every day for no EP cost, and they may create a Simple Level 1 Burrow shelter for 2 EP. For 1 additional EP, they may improve the Level of the shelter by one, to a maximum of 10.
Negative Trait: Borrower
At the end of every day, roll a d6. On a roll of 1, the Ridgeback steals one random item from the inventory of another random dragon (if there are multiples of that same item type in the dragon's inventory, the Ridgeback steals all of them). If the Ridgeback's inventory is full, it disposes of a random item from its inventory permanently, destroying the item. At the start of the next day, flip a coin. On a result of tails, the dragon the Ridgeback stole from realizes the theft and a Feud begins between them.
Negative Trait: Shedding Season
At the start of a new year, a Ridgeback begins to shed its spines. At the start of every day, roll a d4. This is the number of spines it successfully sheds. Shedding season does not conclude until the Ridgeback has shed a number of spines that equals or exceeds 10. For the duration of this period, the Ridgeback is twice as likely to start Feuds with clanmates (multiply the % chance by 2 for the dragon; for example, if a certain scenario would place the Ridgeback at a 25% chance of starting a Feud, its odds of starting the Feud are doubled to 50%), and it will have a -1 debuff on diplomacy rolls and rolls to sway new dragons to join the clan.
Skydancer Dragons:
Base Stats -- HP: 1 - EP: 3 - Food Requirements: x2 Plant or Insect points per Hunger level - Inventory Slots: 3
Positive Trait: Empathetic
A Skydancer dragon gains a +2 buff when attempting to sway new dragons to the clan, as well as a +1 buff to diplomacy.
Positive Trait: Alert
A Skydancer can sleep and perform the Guard action at the same time.
Negative Trait: Frail
A Skydancer dragon will automatically lose HP if placed into a situation where such a result is possible and they are selected as the target--such as when fleeing from battle, participating in interclan warfare, getting poisoned, etc.
Snapper Dragons:
Base Stats -- HP: 3 - EP: 1 - Food Requirements: x2 Plant or Seafood points per Hunger level - Inventory Slots: 3
Positive Trait: Knowledgeable
A Snapper dragon can utilize any recipe that is locked behind a Discovery barrier. For the cost of 2 EP (either in one day through Persistence or over the course of two days) it may impart one Discovery recipe to its clan, allowing them to use the recipe freely.
Neutral Trait: Insomniac
A Snapper dragon never sleeps. This means that its quality of sleep cannot be changed either positively or negatively.
Negative Trait: Transient
At the end of each season, flip a coin. On a result of heads, the Snapper leaves the clan temporarily to travel along its route. It cannot benefit or contact the clan for a minimum of 1 season to a maximum of 3 seasons at the player's discretion. For each season it is gone, you may perform 3 gathering turns (in a skill of the player's choice) in a different elemental region upon its return, representing new items gathered on the Snapper's journey.
Snapper Dragons:
Base Stats -- HP: 3 - EP: 1 - Food Requirements: x2 Plant or Seafood points per Hunger level - Inventory Slots: 3
Positive Trait: Knowledgeable
A Snapper dragon can utilize any recipe that is locked behind a Discovery barrier. For the cost of 2 EP (either in one day through Persistence or over the course of two days) it may impart one Discovery recipe to its clan, allowing them to use the recipe freely.
Neutral Trait: Insomniac
A Snapper dragon never sleeps. This means that its quality of sleep cannot be changed either positively or negatively.
Negative Trait: Transient
At the end of each season, flip a coin. On a result of heads, the Snapper leaves the clan temporarily to travel along its route. It cannot benefit or contact the clan for a minimum of 1 season to a maximum of 3 seasons at the player's discretion. For each season it is gone, you may perform 3 gathering turns (in a skill of the player's choice) in a different elemental region upon its return, representing new items gathered on the Snapper's journey.