- The wants and needs of the Drachon are going to be war materiel. They need food, fuel, and weapons of war (transport as well as armaments). Their entire society supports the Warriors; the glories of their Warriors contributes to the glories of their clan. I don't see a huge research and sciences society within the Drachon, which means they steal most of their tech during raids. They may be able to reverse engineer it and improve it in their own way, but they're more likely to steal new weapon technology than develop it. They are going to care about the location of needed resources near their homeworlds as well as the location of various military units (sending new warriors against the Union's less experienced troops, while sending the veterans against the best troops and ships the Union has).
- I probably should end up calling these groups something other than Clans; I'm drawing a lot of parallels to the Clans from Battletech, and it could be influencing my development of Drachon society. I'll need to ponder on this further.
- The clans are formidable, they're entire planets of warriors who are spoiling for a fight or at least to prove themselves at almost every waking moment.
- The clans hale from five worlds in the Stellar Garden, each world belonging to one clan of the same name; Cragar'rus, Arc'tus, Tira'nus, Infirg'nus, and Vas'tus. The drachons are a warrior culture, they display their dominance over all others through combat. The clans frequently take territory, but they rarely hold it for long. It's not that they can't; it is glorious to be a warrior on the front lines of battle in the thick of combat, but the average clan warrior becomes bored with the effort needed to garrison captured territory. The 5 clans rarely trade or conduct commerce with each other, but they do meet annually in great moots to extol on their victories since the last moot and to form a general plan for attacks in the coming year. The leader of these coordinated assault come from the clan that was most successful in the prior year, measured in "claw marks". The clan with the most "marks" is the "Grand Clan" for that year.
- That paragraph gives me some awesome plot ideas concerning claw marks, coordinated attacks, and places a Clans could conquer that someone would attack in an attempt to retake it.
- The Drachon Clans each live on their own homeworld, and rarely leave it for extended periods of time.
- The Drachon have their own political hierarchy with their own ambitious members. Within each Clan are those who seek power and control, as well as those who want what is best for the Clans.
- The Drachon Clans use combat as their first method of securing resources. The clans are also raiders, taking what they need and rarely sticking around long enough to hold any territory for longer than a week or so. They rarely negotiate.
- The Drachons value strength; physical strength, tactical strength, even mental fortitude. They look down on those who are lazy, or who are mediocre. If someone is disabled or disadvantaged and they refuse to succumb to that deficiency, that will impress the average Drachon.
- There are five different Drachon clans, and you can tell which clan a Drachon belongs to by their coloration (and in some cases their stature).