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Tribe and Clan Structure in King of Dragon Pass

Posted on August 18, 2025

I think there is a tendency to take how “fixed” the tribe and clan structure was in King of Dragon Pass and apply it where it probably shouldn’t be.

Lets start here:

Clans are basically closely-knit group within a larger society, typically consisting of families or individuals who share a common ancestor (real or mythical). They often have specific roles, traditions, or responsibilities within a larger tribe or community. So we might have the Sons of Varmand, The People of Ernalda, The Hunting Cats, The People of Taral’s Mound, The Children of the Swan, and so on. In Sartar, Most of these groups were formed in the last three centuries or less.

Tribes are a larger social unit that encompasses multiple clans, temples, or groups united by shared culture, language, territory, or political organization. Tribes often have a broader identity and may include several clans or other subgroups. They typically have a more complex social structure, with leadership (e.g., chiefs or councils) and shared customs or goals.

Clans often switch between tribes, particularly in societies where tribal structures are fluid, alliance-based, or influenced by political, economic, or environmental factors rather than rigidly fixed by kinship alone. Back before the Sartar Dynasty it was pretty common for clans to switch tribes based on political expediency, resource conflicts, or warlord dynamics. Clans often defect to a stronger tribe for protection, resources, or influence during wars or rivalries.

So post-Dragonrise tribal leaders at first are trying to figure out their relative pecking order vis a vis each other and the new Prince of Sartar. AT THE SAME TIME, they are worrying about the seemingly inevitable Lunar counteroffensive that most likely will result in the Lunars being back in power. I don’t know how often I need to emphasise this last sentence. The Sartarites have seen this show before, with the same leader, just 12 years ago – and they know how this is going to end. Kallyr then surprises everyone with her Hail Mary pass, a desperate attempt to perform a massive magic ritual – which fails. After that it seems obvious the Lunars are going to march back into Sartar – which they do, but to everyone’s surprise, Kallyr together with the Colymar, Malani, and Cinsina tribal levies, manage to force the Lunars to retreat back to Alda-Chur, although Kallyr dies in the process.

After that comes a season or so of jostling to see if a new alliance of tribes can be formed without a member of the Sartar dynasty holding it together. They fail. It becomes increasingly obvious that unless a new Prince can be found, the Lunars will return and might very well get welcomed back by tribal leaders. Everyone knows there is an heir, but few know him and those who do worry what it will mean to have an adventurer Prince, someone with a much broader world view than them, with companions and allies that frighten them. But Argrath fights the Lunars – and he wins. He defeats them outside of Alda-Chur and gets acclaimed the leader of the Far Place tribes. When he marches on Boldhome, with allies and supporters, many tribal leaders are anxious and fearful – and when he lights the Flame of Sartar in a gout of fire and heat, their resignation to doom starts being replaced by something even more troubling – hope.

Sartar Clan’s sketch map

Now post 1628, I imagine that there is a reshuffling of tribal boundaries as some tribes prove to be stronger and others prove to be weaker. Clear winners are the Colymar and the Malani.


Jeff Richard

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1628 ST, Clans, Dragonrise 1625 ST, King of Dragon Pass (game), Sartar (homeland), tribe

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