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[Let's Read] Dragonlance: Dragons of Krynn
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<blockquote data-quote="Libertad" data-source="post: 7901634" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/ceO1kWE.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Book 2, Chapter 3: Dragonspawn</strong></p><p></p><p>For you Dragonlance grognards who stopped reading the novels after Dragons of Summer Flame, Dragonspawn are a new pseudo-race introduced in the Age of Mortals. As mentioned earlier, Takhisis’ stealing of the world caused Krynn to pass by some strange realms in the Ethereal Sea. When she stopped, she accidentally put it next to a world full of absolutely titanic dragons. About a half-dozen of these “Dragon Overlords” moved to Krynn and began taking it over in no short order with some new magic thanks to the use of grisly Skull Totems. Khellendros, the blue dragon mount of Kitiara, was actually an early immigrant and one of these alien dragons all along, and sought to reincarnate Kitiara into a more suitable form. During his experiments he found a means of taking a draconian and imbuing said being’s soul into another humanoid. This would prove obviously fatal to the draconian, but turn the host humanoid into a dragonspawn. The magic used in the ritual made the dragonspawn a brainwashed and utterly loyal minion to the Dragon Overlord. The secrets of creating dragonspawn were leaked to the other competing Overlords via spies, who all began creating dragonspawn with their own twists.</p><p></p><p>Dragonspawn are divided into colors based on the chromatic type of their creator Overlord, looking like hulked-out, scale-covered versions of their host’s original race. They are more physically powerful, grow sharp teeth and claws, and gain latent sorcerous powers if they did not possess them already. They maintain a psychic link to their Overlord creator at all times and can be compelled by said creator via the dominate monster spell (no saving throw allowed) to hijack their free will if desired. However, this link has been severed in most dragonspawn: due to the plotlines of the War of Souls books all but the White Dragon Overlord are dead. And in the Key of Destiny Adventure Path, said Overlord is the final boss!</p><p></p><p>The destruction of the Dragon Overlords is a big game-changer for the dragonspawn. Most of them exploded or were reduced to bestial intelligence from the deaths of their Overlords, but a rare strong-willed few managed to survive. And fewer still remember their old lives as pre-dragonspawn memories flood back into their minds. And yes, there’s an entire sidebar for handling this: Fortitude saves to avoid exploding, Will saves to avoid mental degradation, with the result of said Will save also determining if they regain their memories upon the death of an Overlord. PC dragonspawn are considered to have made their saves, with or without their memories based upon the player’s desires.</p><p></p><p>The societies and outlooks of dragonspawn differ depending on their creator. The <strong>Black Dragonspawn</strong> were created by the depraved Onysablet who sought to use magic and alchemy to turn southern Ansalon into a swampy nightmare. They managed the best to retain their minds, although quite a few manifest minor personality quirks with compulsive monomania being quite common. <strong>Blue Dragonspawn</strong> prefer belonging to a larger organization or cause rather than working alone, so they tend to join military and religious orders. A group known as the Bluescales are lead by a half-elf and are striving to make restitution for the evils their Overlord Khellendros caused. <strong>Green Dragonspawn</strong> served Beryllinthranox and most were tasked with locating the Tower of High Sorcery in Qualinesti before the death of their leader. Like the blues they are quite social and look for a new cause or society to belong, but they have huge egos and are constantly striving to climb to the top of the pecking order with the belief that they can do the best job.</p><p></p><p><strong>Red Dragonspawn</strong> are the strongest of the dragonspawn subraces and are highly elitist and bigoted to everyone else. They view even the other subraces as deformed abominations who cannot hope to measure up to those fashioned by the greatest Overlord, Malystryx. Their arrogance makes them believe that they can achieve anything, and as such can be quite passionate in the vocations they follow. <strong>White Dragonspawn</strong> still have members of their race bound to the surviving Overlord Gellidus. Said Overlord delegated much of their creation to dragon minions by using magical items known as Scales of Proxy, and most of them now live a hunter-gatherer existence in the polar Icereach or the terraformed Southern Ergoth. Finally, the <strong>Sea Dragonspawn</strong> are almost never seen on land, their ranks bolstered from kidnapped sailors and fisherfolk unlucky enough to be caught by the Overlord Brunseldimer’s minions. Like the white dragonspawn they too mostly live a subsistence existence, but some yearn for a longing to live on dry land long-term.</p><p></p><p>We have racial traits for all six subraces, but no monster classes. Unlike draconians they are a template which is applied to a human or a half-human subrace.* As universal traits they all gain the spellcasting capabilities of a 1st-level sorcerer (or cast as 1 level higher if already a sorcerer), natural armor bonuses, claws and teeth natural weapons, and a mind-control link with their Overlord in addition to their base racial traits.</p><p></p><p>*Attempting to turn nonhumans into dragonspawn causes them to become a Dragonspawn Abomination, a unique beast which is not detailed in this book but instead the Bestiary of Krynn.</p><p></p><p>Further subraces get their own abilities. All of them have Death Throes which manifest as appropriate energy explosions of their draconic parent, a Breath Weapon which manifests as a line or cone the same energy as said parent, immunity to damage from said energy type, and a fly speed (or swim in the case of sea dragonspawn). They gain bonuses to a wide assortment of ability scores depending upon their subrace, although physical ability scores are preferred and the numbers in question get larger the more powerful their draconic parent type. They sadly all have very large level adjustments (ranging from white’s +1 to red’s +4), which bizarrely increase by +2 if they are not bound to their Overlord. Which seems like a silly rule, given that the Level Adjustment is being paid for cool abilities but rather to “buy off” a penalty which can let the GM hijack your character. The breath weapon, flight, and energy immunity are quite nice to have, but are really only make a big difference at lower levels than higher ones. Which is sad because this text has some role-playing advice and encourages the possibility of making them as PCs.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/ji0YYgH.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Book 2, Chapter 4: Teyr</strong></p><p></p><p>The Age of Mortals may be maligned by Dragonlance fans for changing the setting too much, but one thing we can agree on that’s cool is that draconians are no longer always evil cannon fodder but now a playable race unto their own. Sometime after the War of the Lance, a bozak draconian officer by the name of Kang discovered the existence of female draconian eggs. Now that they no longer had to rely upon the Dragonarmies or Takhisis for their existence, they could take destiny into their own hands. So Kang and his allies sought to claim some abandoned dwarven ruins in northern Ansalon to forge a city-state of their own. And perhaps in due time, draconians can find a life besides war: lives where they can raise families, build roads, houses, and farms just like every other race on Krynn. The city would still have an army of course, for they still have many enemies, from those who suffered their peoples’ depredations during the War of the Lance to the Dark Knights who seek to bring the draconian race under their control like the bad old days.</p><p></p><p>Teyr began as a city-state, but it expanded its reach to outlying areas, some newly raised towns and (in one case) the mostly-human city of Robann who pledged allegiance in exchange for protection. A caravan network of traders and rangers ensure that the roads remain both safe and prosperous, linking as far as the grand city of Palanthas in the west and Solace in the far south. The creation of a civilian class was necessary for all the industries required of civilization, but Teyr still has a very martial subculture and the hot political issue of the day is whether or not to institute a universal conscription of adults. The reason for this is that a sizeable segment of older generation and soldier class feel that the younger generation needs to understand the sacrifices which made Teyr possible. And the practicality of having civilians who can be mustered into a standing army.</p><p></p><p>Major draconian holidays center around their origins as war machines for Takhisis’ Dragon Empire. The largest holidays are the Victory of the Living and Victory of the Dead: the first is a nationalistic parade, while the second is a day of quiet reflection and mourning for soldiers who died or went MIA in conflicts. The Day of Hope celebrates Kang’s discovery and retrieval of the female draconian eggs, which is an all-purpose cultural festival where art, music, competitive games, and other displays of joy are held. The Day of Hope is also a popular day for weddings where women (who are far less numerous than men) announce who they seek to be their husband.</p><p></p><p>In terms of folktales, most of them come from old war stories which then take on an increasingly fictionalized account to pass on important lessons. Some are quite bitter about their metallic dragon ancestors: one involves a troop of draconians coming upon a seemingly peaceful town which is in reality a trap by the metallic dragons to kidnap them. Once they find out they cannot change their children back, they slaughter them all. The moral is that draconians should be wary of even their ancestors, who “will destroy you if you don’t become what they want.”</p><p></p><p>Newer folktales are more light-hearted with the first two generations of draconian parents, and often feature silly and clever stories of Kang and other famous draconians which may or may not have been undertaken during the War of the Lance.</p><p></p><p><strong>Troubles in the Kingdom:</strong> Not all is well and good in Ansalon’s newest nation. Kang has his plate full with all manner of problems foreign and domestic. Although most armed forces serve the government, there’s been talk among some commanders forming private mercenary companies “in the service of the draconian race,” while a few units have been raiding non-draconian border towns. The gender ratio is still balanced in favor of men, and there’s a bit of misogynistic possessiveness: while it is the standard for women to choose their mates (and not necessarily for life), a riot among the sivaks once broke out when the two sole existing women of their subrace* married the same officer together. Kang also had a vast spy network operating as double agents under the Dragon Overlords, but with said Overlords having fallen said spies have found themselves with less gainful employment as they cannot operate as well in traditionally humanoid lands.</p><p></p><p>*Which makes you wonder how you’d get future generations of sivaks without incest. Unless draconians can breed between subraces, although I don’t recall the text confirming this one way or the other.</p><p></p><p>Then there are the various problematic factions. A draconian by the name of Gott is encouraging a democratic form of government which can provoke a bloody civil war with the military dictatorship. The Queen’s Own are a group of Takhisis fanatics who believe that Kang’s regime has forgotten their origins and are planning a coup among sympathetic voices in the military. A group of draconian supremacists known as the Draconia Consortium aren’t fond of Kang’s alliances with other races and seek to make Teyr an all-draconian nation...violently. Finally, there are a group of monarchists who hero-worship Kang and believe that his bloodline should form a monarchy to rule Teyr and are thus enemies of the Queen’s Own.</p><p></p><p>And if that’s not bad enough, there’s a secret order of noble draconians encouraging the civil strife and infighting in the belief that Teyr will inevitably show its true colors for “evil feeds upon itself.” And the Dark Knights seek to foment rebellion and seize upon prejudices in neighboring Nordmaar and Solamnia to isolate Teyr and starve out the fledgling nation.</p><p></p><p>Our section ends with a one and a half page description of Teyr’s geographic environs and interesting places. The nation is mostly an arid savanna with some marshland to the east, with migrating herd animals and game a secondary food supplement in addition to farmland. Teyr has made an alliance with a village of gnomish scientists in the swamps to help grow crops, while in the western mountains there’s a maddened silver dragon named Ascandia who kidnaps draconians in the hopes of turning them into true dragons out of a twisted sense of maternal protection. Teyr’s Corps of Engineers are building a castle which they hope to turn into a flying citadel, an aerial mobile fortress once used by the Dragonarmies in the War of the Lance. An outlying community by the name of Nowhere has been besieged by bandits taking slaves to mine the nearby mountains, and the draconians are planning to fight the bandits to get the settlement in their good graces.</p><p></p><p><strong>Thoughts So Far:</strong> The dragonspawn suffer from the Fifth Age’s attempts at trying to be new yet familiar. Like draconians they are artificial creations of evil overlords of differing color themes, much like the Dragonarmies of the War of the Lance. And they also find themselves with new purpose after the fall of their old masters. But unlike draconians they...don’t have as much going for them, in terms of established iconic status in the setting. They could have a role as shell-shocked victims who became aware of their old lives, but too much of their culture reads them as “still evil and violent, but now independent” barring rare exceptions like the Bluescales. Their lack of Dragon Racial Hit Dice due to being a template makes them rather poor options as PCs in comparison to draconians.</p><p></p><p>But Teyr, on the other hand, is a very strong chapter. It’s brief, but what it has packed into its pages are ripe for adventure material while also making the draconian nation feel alive and evolving. The numerous political factions, along with the conflict between the older soldier and new civilian classes, makes the future of the nation feel uncertain that can go down a potential number of paths.</p><p></p><p><strong>Join us next time as we move on to Book 3, Kindred of the Dragon!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 7901634, member: 6750502"] [center][img]https://i.imgur.com/ceO1kWE.png[/img] [b]Book 2, Chapter 3: Dragonspawn[/b][/center] For you Dragonlance grognards who stopped reading the novels after Dragons of Summer Flame, Dragonspawn are a new pseudo-race introduced in the Age of Mortals. As mentioned earlier, Takhisis’ stealing of the world caused Krynn to pass by some strange realms in the Ethereal Sea. When she stopped, she accidentally put it next to a world full of absolutely titanic dragons. About a half-dozen of these “Dragon Overlords” moved to Krynn and began taking it over in no short order with some new magic thanks to the use of grisly Skull Totems. Khellendros, the blue dragon mount of Kitiara, was actually an early immigrant and one of these alien dragons all along, and sought to reincarnate Kitiara into a more suitable form. During his experiments he found a means of taking a draconian and imbuing said being’s soul into another humanoid. This would prove obviously fatal to the draconian, but turn the host humanoid into a dragonspawn. The magic used in the ritual made the dragonspawn a brainwashed and utterly loyal minion to the Dragon Overlord. The secrets of creating dragonspawn were leaked to the other competing Overlords via spies, who all began creating dragonspawn with their own twists. Dragonspawn are divided into colors based on the chromatic type of their creator Overlord, looking like hulked-out, scale-covered versions of their host’s original race. They are more physically powerful, grow sharp teeth and claws, and gain latent sorcerous powers if they did not possess them already. They maintain a psychic link to their Overlord creator at all times and can be compelled by said creator via the dominate monster spell (no saving throw allowed) to hijack their free will if desired. However, this link has been severed in most dragonspawn: due to the plotlines of the War of Souls books all but the White Dragon Overlord are dead. And in the Key of Destiny Adventure Path, said Overlord is the final boss! The destruction of the Dragon Overlords is a big game-changer for the dragonspawn. Most of them exploded or were reduced to bestial intelligence from the deaths of their Overlords, but a rare strong-willed few managed to survive. And fewer still remember their old lives as pre-dragonspawn memories flood back into their minds. And yes, there’s an entire sidebar for handling this: Fortitude saves to avoid exploding, Will saves to avoid mental degradation, with the result of said Will save also determining if they regain their memories upon the death of an Overlord. PC dragonspawn are considered to have made their saves, with or without their memories based upon the player’s desires. The societies and outlooks of dragonspawn differ depending on their creator. The [b]Black Dragonspawn[/b] were created by the depraved Onysablet who sought to use magic and alchemy to turn southern Ansalon into a swampy nightmare. They managed the best to retain their minds, although quite a few manifest minor personality quirks with compulsive monomania being quite common. [b]Blue Dragonspawn[/b] prefer belonging to a larger organization or cause rather than working alone, so they tend to join military and religious orders. A group known as the Bluescales are lead by a half-elf and are striving to make restitution for the evils their Overlord Khellendros caused. [b]Green Dragonspawn[/b] served Beryllinthranox and most were tasked with locating the Tower of High Sorcery in Qualinesti before the death of their leader. Like the blues they are quite social and look for a new cause or society to belong, but they have huge egos and are constantly striving to climb to the top of the pecking order with the belief that they can do the best job. [b]Red Dragonspawn[/b] are the strongest of the dragonspawn subraces and are highly elitist and bigoted to everyone else. They view even the other subraces as deformed abominations who cannot hope to measure up to those fashioned by the greatest Overlord, Malystryx. Their arrogance makes them believe that they can achieve anything, and as such can be quite passionate in the vocations they follow. [b]White Dragonspawn[/b] still have members of their race bound to the surviving Overlord Gellidus. Said Overlord delegated much of their creation to dragon minions by using magical items known as Scales of Proxy, and most of them now live a hunter-gatherer existence in the polar Icereach or the terraformed Southern Ergoth. Finally, the [b]Sea Dragonspawn[/b] are almost never seen on land, their ranks bolstered from kidnapped sailors and fisherfolk unlucky enough to be caught by the Overlord Brunseldimer’s minions. Like the white dragonspawn they too mostly live a subsistence existence, but some yearn for a longing to live on dry land long-term. We have racial traits for all six subraces, but no monster classes. Unlike draconians they are a template which is applied to a human or a half-human subrace.* As universal traits they all gain the spellcasting capabilities of a 1st-level sorcerer (or cast as 1 level higher if already a sorcerer), natural armor bonuses, claws and teeth natural weapons, and a mind-control link with their Overlord in addition to their base racial traits. *Attempting to turn nonhumans into dragonspawn causes them to become a Dragonspawn Abomination, a unique beast which is not detailed in this book but instead the Bestiary of Krynn. Further subraces get their own abilities. All of them have Death Throes which manifest as appropriate energy explosions of their draconic parent, a Breath Weapon which manifests as a line or cone the same energy as said parent, immunity to damage from said energy type, and a fly speed (or swim in the case of sea dragonspawn). They gain bonuses to a wide assortment of ability scores depending upon their subrace, although physical ability scores are preferred and the numbers in question get larger the more powerful their draconic parent type. They sadly all have very large level adjustments (ranging from white’s +1 to red’s +4), which bizarrely increase by +2 if they are not bound to their Overlord. Which seems like a silly rule, given that the Level Adjustment is being paid for cool abilities but rather to “buy off” a penalty which can let the GM hijack your character. The breath weapon, flight, and energy immunity are quite nice to have, but are really only make a big difference at lower levels than higher ones. Which is sad because this text has some role-playing advice and encourages the possibility of making them as PCs. [center][img]https://i.imgur.com/ji0YYgH.png[/img] [b]Book 2, Chapter 4: Teyr[/b][/center] The Age of Mortals may be maligned by Dragonlance fans for changing the setting too much, but one thing we can agree on that’s cool is that draconians are no longer always evil cannon fodder but now a playable race unto their own. Sometime after the War of the Lance, a bozak draconian officer by the name of Kang discovered the existence of female draconian eggs. Now that they no longer had to rely upon the Dragonarmies or Takhisis for their existence, they could take destiny into their own hands. So Kang and his allies sought to claim some abandoned dwarven ruins in northern Ansalon to forge a city-state of their own. And perhaps in due time, draconians can find a life besides war: lives where they can raise families, build roads, houses, and farms just like every other race on Krynn. The city would still have an army of course, for they still have many enemies, from those who suffered their peoples’ depredations during the War of the Lance to the Dark Knights who seek to bring the draconian race under their control like the bad old days. Teyr began as a city-state, but it expanded its reach to outlying areas, some newly raised towns and (in one case) the mostly-human city of Robann who pledged allegiance in exchange for protection. A caravan network of traders and rangers ensure that the roads remain both safe and prosperous, linking as far as the grand city of Palanthas in the west and Solace in the far south. The creation of a civilian class was necessary for all the industries required of civilization, but Teyr still has a very martial subculture and the hot political issue of the day is whether or not to institute a universal conscription of adults. The reason for this is that a sizeable segment of older generation and soldier class feel that the younger generation needs to understand the sacrifices which made Teyr possible. And the practicality of having civilians who can be mustered into a standing army. Major draconian holidays center around their origins as war machines for Takhisis’ Dragon Empire. The largest holidays are the Victory of the Living and Victory of the Dead: the first is a nationalistic parade, while the second is a day of quiet reflection and mourning for soldiers who died or went MIA in conflicts. The Day of Hope celebrates Kang’s discovery and retrieval of the female draconian eggs, which is an all-purpose cultural festival where art, music, competitive games, and other displays of joy are held. The Day of Hope is also a popular day for weddings where women (who are far less numerous than men) announce who they seek to be their husband. In terms of folktales, most of them come from old war stories which then take on an increasingly fictionalized account to pass on important lessons. Some are quite bitter about their metallic dragon ancestors: one involves a troop of draconians coming upon a seemingly peaceful town which is in reality a trap by the metallic dragons to kidnap them. Once they find out they cannot change their children back, they slaughter them all. The moral is that draconians should be wary of even their ancestors, who “will destroy you if you don’t become what they want.” Newer folktales are more light-hearted with the first two generations of draconian parents, and often feature silly and clever stories of Kang and other famous draconians which may or may not have been undertaken during the War of the Lance. [b]Troubles in the Kingdom:[/b] Not all is well and good in Ansalon’s newest nation. Kang has his plate full with all manner of problems foreign and domestic. Although most armed forces serve the government, there’s been talk among some commanders forming private mercenary companies “in the service of the draconian race,” while a few units have been raiding non-draconian border towns. The gender ratio is still balanced in favor of men, and there’s a bit of misogynistic possessiveness: while it is the standard for women to choose their mates (and not necessarily for life), a riot among the sivaks once broke out when the two sole existing women of their subrace* married the same officer together. Kang also had a vast spy network operating as double agents under the Dragon Overlords, but with said Overlords having fallen said spies have found themselves with less gainful employment as they cannot operate as well in traditionally humanoid lands. *Which makes you wonder how you’d get future generations of sivaks without incest. Unless draconians can breed between subraces, although I don’t recall the text confirming this one way or the other. Then there are the various problematic factions. A draconian by the name of Gott is encouraging a democratic form of government which can provoke a bloody civil war with the military dictatorship. The Queen’s Own are a group of Takhisis fanatics who believe that Kang’s regime has forgotten their origins and are planning a coup among sympathetic voices in the military. A group of draconian supremacists known as the Draconia Consortium aren’t fond of Kang’s alliances with other races and seek to make Teyr an all-draconian nation...violently. Finally, there are a group of monarchists who hero-worship Kang and believe that his bloodline should form a monarchy to rule Teyr and are thus enemies of the Queen’s Own. And if that’s not bad enough, there’s a secret order of noble draconians encouraging the civil strife and infighting in the belief that Teyr will inevitably show its true colors for “evil feeds upon itself.” And the Dark Knights seek to foment rebellion and seize upon prejudices in neighboring Nordmaar and Solamnia to isolate Teyr and starve out the fledgling nation. Our section ends with a one and a half page description of Teyr’s geographic environs and interesting places. The nation is mostly an arid savanna with some marshland to the east, with migrating herd animals and game a secondary food supplement in addition to farmland. Teyr has made an alliance with a village of gnomish scientists in the swamps to help grow crops, while in the western mountains there’s a maddened silver dragon named Ascandia who kidnaps draconians in the hopes of turning them into true dragons out of a twisted sense of maternal protection. Teyr’s Corps of Engineers are building a castle which they hope to turn into a flying citadel, an aerial mobile fortress once used by the Dragonarmies in the War of the Lance. An outlying community by the name of Nowhere has been besieged by bandits taking slaves to mine the nearby mountains, and the draconians are planning to fight the bandits to get the settlement in their good graces. [b]Thoughts So Far:[/b] The dragonspawn suffer from the Fifth Age’s attempts at trying to be new yet familiar. Like draconians they are artificial creations of evil overlords of differing color themes, much like the Dragonarmies of the War of the Lance. And they also find themselves with new purpose after the fall of their old masters. But unlike draconians they...don’t have as much going for them, in terms of established iconic status in the setting. They could have a role as shell-shocked victims who became aware of their old lives, but too much of their culture reads them as “still evil and violent, but now independent” barring rare exceptions like the Bluescales. Their lack of Dragon Racial Hit Dice due to being a template makes them rather poor options as PCs in comparison to draconians. But Teyr, on the other hand, is a very strong chapter. It’s brief, but what it has packed into its pages are ripe for adventure material while also making the draconian nation feel alive and evolving. The numerous political factions, along with the conflict between the older soldier and new civilian classes, makes the future of the nation feel uncertain that can go down a potential number of paths. [b]Join us next time as we move on to Book 3, Kindred of the Dragon![/b] [/QUOTE]
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[Let's Read] Dragonlance: Dragons of Krynn
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