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[Let's Read] Dragonlance Campaign Setting
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<blockquote data-quote="Libertad" data-source="post: 6236129" data-attributes="member: 6750502"><p><img src="http://i.imgur.com/89yXquu.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>Another of the “monstrous” races, <strong>Draconians</strong> are a Dragonlance staple. In the Age of Despair the Dragon Empire used an unholy ritual on the eggs of metallic dragons to turn the hatchlings into humanoid dragon-people. They deliberately kept the female eggs unhatched to control the population, who served in the Empire’s military forces. A Draconian general by the name of Kang managed to retrieve the female eggs and defected, forming the nation of Teyr. Due to their history of conquest and subjugation, they are disliked by many of the races of Krynn, and even the Empire’s later incarnations (Knights of Takhisis, Knights of Neraka) still view them as servants which need to be controlled.</p><p></p><p></p><p>There are five breeds of “normal” draconians, but only two of them are deemed suitable for PC use: the Baaz (created from brass dragon eggs), and the Kapak (created from copper dragon eggs). Baaz are brutish and have a penchant for drinking and revelry, partying as hard as they fight. Given their military background their communities tend to adopt such trappings (including military slang and jargon), and their names derive from the Nerakan language as opposed to Draconic. Kapaks were bred as scouts and assassins, and they shared a fierce rivalry with the Baaz as both groups tried to prove themselves to higher-ranking human officers (although in battling together against a hostile world has made these tensions almost forgotten in recent years). Kapaks have glands in their mouths which exude poison (for the men) or saliva which can heal wounds (the women).</p><p></p><p></p><p>Draconians also suffer “death throes” when they die, deliberately designed to inconvenience enemy troops. Baaz’s bodies solidfy, trapping any sharp weapons inside, while Kapaks burst into a pool of acid.</p><p></p><p></p><p>Mechanics-wise both draconian breeds are of the Dragon type, death throes, have bite and claw natural attacks, immunity to disease of all kinds, vestigial wings which grant them limited flight, run as a bonus feat, spell resistance, and the ability to survive on 1/10th the normal food and drink thanks to their low metabolisms. They both have 2 racial hit dice and +1 and +2 Level Adjustment for Baaz and Kapaks respectively. Overall they’re quite a solid choice, monster-wise, as they both have a lot of useful abilities and their Dragon type grants them several immunities. As long as you stick to their strengths (don’t be a spellcaster!) they should keep up with their fellow humanoid PCs.</p><p></p><p></p><p><img src="http://i.imgur.com/mwlKljB.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><img src="http://i.imgur.com/l6YEzJ3.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Ogres and ogrekin</strong> are one of the three elder races, this one favored by the Gods of Darkness. The ogres in the Age of Dreams built the first civilization and empire as they enslaved the humans through superior might. Back then they were physically and mentally gifted, yet lacking in mercy and compassion. Some Ogres learned of compassion and were exiled before the empire’s fall, becoming the Irda (or High Ogres), while ogres warped by the Graygem of Gargath became minotaurs. Eventually the ogres of the empire were cursed for their wicked ways, transformed into the huge, ugly, and brutish creatures of today.</p><p></p><p></p><p>The <strong>Irda</strong> escaped this curse, dedicated to Good and living in a remote island off the coast of Ansalon. Irda prefer to spend their time in solitude, disguising themselves as other races when forced to interact with them. All Irda still feel the pangs of evil due to their ogre blood, and thus adopted strict regimens of self-control (and are also vegetarians to further reject ogre cultural norms). They are blue-skinned and extraordinarily graceful and beautiful in their undisguised forms. In recent years the Irda rediscovered the Graygem and accidentally broke it, releasing the evil primordial god Chaos into the world and thus beginning the Chaos War, an act that fills them with shame and regret.</p><p></p><p></p><p>Mechanics-wise Irda are Medium size, have +2 Intelligence and Charisma but -2 Constitution, low-light vision, can take the form of a humanoid creature Small to Large size 3 times a day (duration is indefinite), and can cast several minor level 0 spells as spell-like abilities once per day each (detect magic, flare, ghost sound, dancing lights, light, and mage hand). They have a +2 Level Adjustment, which to me is too high (I don’t think that they deserve a Level Adjustment at all, personally).</p><p></p><p></p><p>Traditional, or “Fallen,” <strong>Ogres</strong> are a cruel and evil race who believe that might makes right. They tend to be warlike scavengers and raiders who prey on each other and the other races of Krynn, who they feel wronged by historically in different ways (they fought dwarves over territory, human slaves overthrew their empire, elves are the children of the Gods of Light and thus the enemy, etc). Most of them live in the nations of Kern and Blode, living among the ruins of their once-proud empire and doing their best to emulate what little they remember of its ways.</p><p></p><p></p><p>Ogres are effectively Level 6 before adding class levels. They are pretty much geared towards melee roles, having a massive Strength and Constitution bonus (+10 and +4) but penalties to almost all other ability scores (-2 Dexterity, -4 Intelligence and Charisma). They are Large Size and have increased melee reach in combat but nothing in the way of racial bonuses to skills, saves, or anything else in the way of special traits. Overall they’re kind of a boring option.</p><p></p><p></p><p><strong>Half-ogres</strong> have ogre and human blood, often rejected by both societies. The ogres for being “soft and weak,” the humans who suspect them of being inherently violent and evil. Half-ogres tend to have mixed attitudes towards both races, alternatively rejecting and accepting one or both societies. Most other races aren’t fond of them, except for kender who keep an open mind. They are naturally inclined towards the adventuring life, welcome in few places.</p><p></p><p></p><p>Mechanics-wise they are Medium size (but very tall around 7 feet), have +4 Strength and +2 Constitution but -2 Intelligence and Charisma. They have a +1 natural armor bonus and low-light vision, but nothing else. They have +1 Level Adjustment, which is too high when you compare them to the minotaurs who don’t even have one. As a race Half-ogres feel bland, nothing much beyond “outcasts.”</p><p></p><p></p><p><strong>Minotaurs</strong> are a seafaring race and are most prominent in eastern Ansalon. Their society is militaristic, holding the ideals of honor, bravery, and physical and mental strength as highest virtues. They are strongly lawfully-aligned with a tendency towards evil due to their worship of Sargonnas (god of vengeance). Their empire is a chain of islands across the Blood Sea, with the two largest being Mithas and Kothas which contain the majority of their population. Minotaurs make natural adventurers as the pursuit of glory through danger and violence lines up with their societal ideals. Many minotaurs sold their services as mercenaries in many of Ansalon’s wars, and their expansive expeditions of the seas of eastern Ansalon make them a well-traveled people.</p><p></p><p></p><p>They also have an annual Great Circus in the capital, where minotaur contestants have their skills tested in martial gladiatorial combat, chariot racing, and other risky physical activities to the delight of crowds.</p><p></p><p></p><p>Minotaurs are Medium size with +4 Strength but -2 Dexterity, Intelligence, and Charisma. They have exceptionally thick hides (+2 Armor Class) and horns as natural weapons which do more damage in a charge. They can gain the Scent quality by taking it as a feat, allowing them to detect nearby hidden opponents, and +2 on Intimidate, Swim, and Use Rope checks. And no Level Adjustment, and overall a solid race, one which was popular among my players who liked to play bruisers. They gain a lot more stuff than the poor half-ogres.</p><p></p><p></p><p>And that’s it for races!</p><p></p><p></p><p><em>Thoughts so far:</em> I have mixed feelings about this chapter. On the one hand Dragonlance does a great job of balancing the line between cliché stock fantasy tropes and applying a new spin on them. The variety of subraces for the main groups, such as the dwarven clans, is well-done. The presence of monstrous races as character options, plus their usability in certain realms on Ansalon, is a neat addition as well.</p><p></p><p></p><p>On the other hand, the races are not balanced against each other. Some races are clearly better choices than others, while some have stats which box them into a specific and narrow class role. The Gully Dwarf can’t really do anything good which isn’t highly situational, and the “monstrous” races overall have too high Level Adjustments.</p><p></p><p></p><p><strong>Next time, Chapter Two: Classes & Feats!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 6236129, member: 6750502"] [img]http://i.imgur.com/89yXquu.png[/img] Another of the “monstrous” races, [b]Draconians[/b] are a Dragonlance staple. In the Age of Despair the Dragon Empire used an unholy ritual on the eggs of metallic dragons to turn the hatchlings into humanoid dragon-people. They deliberately kept the female eggs unhatched to control the population, who served in the Empire’s military forces. A Draconian general by the name of Kang managed to retrieve the female eggs and defected, forming the nation of Teyr. Due to their history of conquest and subjugation, they are disliked by many of the races of Krynn, and even the Empire’s later incarnations (Knights of Takhisis, Knights of Neraka) still view them as servants which need to be controlled. There are five breeds of “normal” draconians, but only two of them are deemed suitable for PC use: the Baaz (created from brass dragon eggs), and the Kapak (created from copper dragon eggs). Baaz are brutish and have a penchant for drinking and revelry, partying as hard as they fight. Given their military background their communities tend to adopt such trappings (including military slang and jargon), and their names derive from the Nerakan language as opposed to Draconic. Kapaks were bred as scouts and assassins, and they shared a fierce rivalry with the Baaz as both groups tried to prove themselves to higher-ranking human officers (although in battling together against a hostile world has made these tensions almost forgotten in recent years). Kapaks have glands in their mouths which exude poison (for the men) or saliva which can heal wounds (the women). Draconians also suffer “death throes” when they die, deliberately designed to inconvenience enemy troops. Baaz’s bodies solidfy, trapping any sharp weapons inside, while Kapaks burst into a pool of acid. Mechanics-wise both draconian breeds are of the Dragon type, death throes, have bite and claw natural attacks, immunity to disease of all kinds, vestigial wings which grant them limited flight, run as a bonus feat, spell resistance, and the ability to survive on 1/10th the normal food and drink thanks to their low metabolisms. They both have 2 racial hit dice and +1 and +2 Level Adjustment for Baaz and Kapaks respectively. Overall they’re quite a solid choice, monster-wise, as they both have a lot of useful abilities and their Dragon type grants them several immunities. As long as you stick to their strengths (don’t be a spellcaster!) they should keep up with their fellow humanoid PCs. [img]http://i.imgur.com/mwlKljB.png[/img] [img]http://i.imgur.com/l6YEzJ3.png[/img] [b]Ogres and ogrekin[/b] are one of the three elder races, this one favored by the Gods of Darkness. The ogres in the Age of Dreams built the first civilization and empire as they enslaved the humans through superior might. Back then they were physically and mentally gifted, yet lacking in mercy and compassion. Some Ogres learned of compassion and were exiled before the empire’s fall, becoming the Irda (or High Ogres), while ogres warped by the Graygem of Gargath became minotaurs. Eventually the ogres of the empire were cursed for their wicked ways, transformed into the huge, ugly, and brutish creatures of today. The [b]Irda[/b] escaped this curse, dedicated to Good and living in a remote island off the coast of Ansalon. Irda prefer to spend their time in solitude, disguising themselves as other races when forced to interact with them. All Irda still feel the pangs of evil due to their ogre blood, and thus adopted strict regimens of self-control (and are also vegetarians to further reject ogre cultural norms). They are blue-skinned and extraordinarily graceful and beautiful in their undisguised forms. In recent years the Irda rediscovered the Graygem and accidentally broke it, releasing the evil primordial god Chaos into the world and thus beginning the Chaos War, an act that fills them with shame and regret. Mechanics-wise Irda are Medium size, have +2 Intelligence and Charisma but -2 Constitution, low-light vision, can take the form of a humanoid creature Small to Large size 3 times a day (duration is indefinite), and can cast several minor level 0 spells as spell-like abilities once per day each (detect magic, flare, ghost sound, dancing lights, light, and mage hand). They have a +2 Level Adjustment, which to me is too high (I don’t think that they deserve a Level Adjustment at all, personally). Traditional, or “Fallen,” [b]Ogres[/b] are a cruel and evil race who believe that might makes right. They tend to be warlike scavengers and raiders who prey on each other and the other races of Krynn, who they feel wronged by historically in different ways (they fought dwarves over territory, human slaves overthrew their empire, elves are the children of the Gods of Light and thus the enemy, etc). Most of them live in the nations of Kern and Blode, living among the ruins of their once-proud empire and doing their best to emulate what little they remember of its ways. Ogres are effectively Level 6 before adding class levels. They are pretty much geared towards melee roles, having a massive Strength and Constitution bonus (+10 and +4) but penalties to almost all other ability scores (-2 Dexterity, -4 Intelligence and Charisma). They are Large Size and have increased melee reach in combat but nothing in the way of racial bonuses to skills, saves, or anything else in the way of special traits. Overall they’re kind of a boring option. [b]Half-ogres[/b] have ogre and human blood, often rejected by both societies. The ogres for being “soft and weak,” the humans who suspect them of being inherently violent and evil. Half-ogres tend to have mixed attitudes towards both races, alternatively rejecting and accepting one or both societies. Most other races aren’t fond of them, except for kender who keep an open mind. They are naturally inclined towards the adventuring life, welcome in few places. Mechanics-wise they are Medium size (but very tall around 7 feet), have +4 Strength and +2 Constitution but -2 Intelligence and Charisma. They have a +1 natural armor bonus and low-light vision, but nothing else. They have +1 Level Adjustment, which is too high when you compare them to the minotaurs who don’t even have one. As a race Half-ogres feel bland, nothing much beyond “outcasts.” [b]Minotaurs[/b] are a seafaring race and are most prominent in eastern Ansalon. Their society is militaristic, holding the ideals of honor, bravery, and physical and mental strength as highest virtues. They are strongly lawfully-aligned with a tendency towards evil due to their worship of Sargonnas (god of vengeance). Their empire is a chain of islands across the Blood Sea, with the two largest being Mithas and Kothas which contain the majority of their population. Minotaurs make natural adventurers as the pursuit of glory through danger and violence lines up with their societal ideals. Many minotaurs sold their services as mercenaries in many of Ansalon’s wars, and their expansive expeditions of the seas of eastern Ansalon make them a well-traveled people. They also have an annual Great Circus in the capital, where minotaur contestants have their skills tested in martial gladiatorial combat, chariot racing, and other risky physical activities to the delight of crowds. Minotaurs are Medium size with +4 Strength but -2 Dexterity, Intelligence, and Charisma. They have exceptionally thick hides (+2 Armor Class) and horns as natural weapons which do more damage in a charge. They can gain the Scent quality by taking it as a feat, allowing them to detect nearby hidden opponents, and +2 on Intimidate, Swim, and Use Rope checks. And no Level Adjustment, and overall a solid race, one which was popular among my players who liked to play bruisers. They gain a lot more stuff than the poor half-ogres. And that’s it for races! [i]Thoughts so far:[/i] I have mixed feelings about this chapter. On the one hand Dragonlance does a great job of balancing the line between cliché stock fantasy tropes and applying a new spin on them. The variety of subraces for the main groups, such as the dwarven clans, is well-done. The presence of monstrous races as character options, plus their usability in certain realms on Ansalon, is a neat addition as well. On the other hand, the races are not balanced against each other. Some races are clearly better choices than others, while some have stats which box them into a specific and narrow class role. The Gully Dwarf can’t really do anything good which isn’t highly situational, and the “monstrous” races overall have too high Level Adjustments. [b]Next time, Chapter Two: Classes & Feats![/b] [/QUOTE]
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