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New Setting Idea : Return of the Dragon Lords

wlmartin

Explorer
I am currently fleshing out a setting idea and welcome any suggestions.

Here are some basics, in a nutshell for the setting

Cosmos : No stars/planets, world exists on a single plane that is a continent around the size of 500,000 square miles. There is a sun and moon but these are no related to celestial bodies. There exists a plane for the 4 elements, shadow, ethereal. There are godly realms and there is a heaven and hell (with a judgement system for mortal actions and their afterlife is awarded accordingly)

Gods : Are all made up of Ancient Dragons. It is unknown (or undecided) if these were ancient godly beasts that existed before Dragons (and thus created Dragons from their own image) or if they ascended in the long past. To make my life easy, we will likely go with the main types (colours, metals etc) as gods representing them.

Races : This is the most interesting part that I am enjoying right now... No traditional races. This means that although its hard to build for environments that aren't human or human-like (since you arent drawing from experience or other settings) I do like the idea of going in a different direction, especially since some of the races will have flying abilities

NOTE : Any of the races that share lineage with Dragons will only be playable in their metalic variation, chromatic ones will exist in the world but be part of the evil races the party faces

Draco : Tall, winged dragons that share a strong ancestory with their Dragon ancestors. Are typically quite aloof, live long lives and are rare to be seen. From a social point of view they fit in similar to how High elves do. Their biggest feature are that they can fly

Dragonkin (shortened to "kin") : Similar to Draco but only that they are a lot more populated in the world, are further from the evolutionary roots as Draco are and have lost their wings. Draco have a tentative relationship with Draco in the same way wood elves and high elves may have. Draco see Kin as a more diluted version of the pure ancestory and see them as a brash, uncut version of their own line. Kin see Draco as pompus and rightous, unwilling to take as many risks and a bit up themselves. Kin are the dominant race in the realm. - Dragonkin live shorter lives than Draco.

Wyvarn : Just as the bestiary option, Winged humanoid versions of Wyvern. Their place in the pecking order is yet to be determined but are likely seen as cousins to Dragons, less powerful politically.

Kobolds : More social and friendly than their regular monstrous build, similar to halflings in that they are small and are very much in the background to the social theatre. They are extremely populace, they breed like rabbits (or rabbits breed like Kobolds) and although they do nothing with their numbers to challenge the Kin, even though they may outnumber them a great deal. Kobolds are deemed quite stupid and common, the dregs of society

Lizardfolk : Just as the advanced race option, a more social version of the monstrous Lizardmen. These guys serve as Half-orcs may do in a typical setting. They are warrior like, tribal and fit just enough into the social pecking order that they arent shunned but are on the edges of this. They serve as strongmen, muscle and general "hit stuff hard" jobs and although there are plenty of world Lizardfolk, the ones that are playable are from a more civilized variant of the race.

Serpentfolk : Big snakes with arms and legs... nuff said? These guys are very connected to magic and its not uncommon to find Mages amongst their number. They are seen as quite intelligent and often serve in society running things and manipulating those around them. Unsure exactly how they fit into the social side of things above this, only that they are the smart ones.

This isn't the limit yet but the theme would continue, reptilian races, links to dragons and their type.

Story / History : A lot is spinning in my head but the nutshell of the story the PCs walk into is... Dragons are long sleeping/dead, they once ruled the world and warred amongst each other forcing races to split into good vs evil factions. The Dragons vanished into time and the void was filled with the lesser races (as above) stepping into their shoes. Old rivalries between chromatic and metalic dragonkin are still alive and carried on to this day.

The story is likely where the dragons return and the old rivalries fire up across the realm.


I appreciate there are still some more details I need to flesh out but from a "high concept" perspective, does it look ok? Any suggestions or experiences to share?
 
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Well not quite your dragonkin, but you might also consider Rite Publishing In the Company of Dragons which features a playable PC race of dragons that are fairly balanced with normal PF races, and are very much like true dragons while not being overpowered.


Thank you
I am looking for lots of inspiration, regardless of the prebuilt race options that are available, each one will get homebrewed.
That way since I will be working against build points, I can avoid them being overpowered

At first i hated the idea of dragon races because I find it hard to DM flying.
Then the more I thought it, the more I realized that I can just use that as a plot mechanic to create various different non-railroading decision trees

IE : PC's enter a room, it is 50ft by 50ft and about 200ft up. Towards the top of the ceiling is a torch over a door opening and a ledge (oubliette style) which a Flying creature (Wyvarn, Draco) could get to but no other player could. They could then use ropes to lift the party up or split the party and go in two directions.

Its sort of like a secret door but not, secret because only a certain group of players might spot it but not because its visible (but unreachable) by all.
 

Well also regarding flying campaigns, another product worth looking at is Geek Industrial Complex Companions of the Firmament. It does several things, for one, the flying rules in the Core and Bestiaries are not in one place but scattered across the Paizo books making indexing the flight rules next to impossible - while this guide puts all of Pathfinder's flight and falling rules in one place. It also offers new and dramatic ways to alter the rules for flight either making it 3D combat more possible or handling combat more abstractly for more cinematic play. All the flying monsters from Bestiaries 1 - 3 (Bestiary 4 wasn't released by the time this product came out), with specific stats for flight and more. Also things like missile mooks, rules for mass attacks against flying creatures and more. There is a wyvern rider archetype for cavaliers, rules for flying animal companions and more. If you're going to run a campaign with an emphasis on flight, I highly recommend this product. Read Endzeitgeist's review on this product.
 
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I was thinking about the history... How about this?


  • Dragons rule for a long time, through the ancient age
  • Dragons have incorporated Kobolds, Draco and as their subordinates
  • Their exists a serpentoid empire (with Lizardmen soldiers) that exists on the borders of metallic dragon lands
  • Their exists a seperate nation of Wyvengar that are neutral in the matters of the Dragons and do not get involved.
  • The metallic and chromatic Dragons form two sides and war amongst each other
  • As the Dragons get older (1000s of years likely), their numbers dwindle until only a handful of Elder Wyrms remain
  • The Dragons are sick of the fighting, nothing is ever solved and they agree a truce where no dragon or dragon blood should harm another (which includes Draco, Wyverngar and Kobolds)
  • With the decree made, they decide to leave the mortal realm and allow the younger races they leave behind to make their own way - and over a few hundred years or so, become gods (but this will not happen immediately)
  • Seeing this change, the Serpentoid empire (soldiered by lizardmen) strike against the Draco. This surprise assault takes the Draco by surprise and seeing as they border the Metallic Draco lands, they are overrun in no time. The Draco are pushed back and some Draco metallics make it as refugees into chromatic territory and join forces with whatever is remaining of kobolds against the Serpentoid empire.
  • During this conflict, the Wyvengar agree to remain neutral and do not want to get involved in the conflict and not to risk bringing them in on the Draco side, the Serpentoid Empire agrees to this neutrality and considering that the Wyvengar have their homes in high mountains, there is little value in their land or tactical advantage in attacking them.
  • The Serpentoid push eventually loses steam as the Draco are pushed into the mountains, a place easy for them to defend but near to impossible for the serpents to attack since they don't fly.
  • A truce leads to a treaty and the the truce involves the Draco keeping some of their land whilst the Serpents pickup the remainder. What was once the metallic Draco lands now belong to the serpentoid empire with around 1/2 of the former chromatic empire as well, leaving the rest to the Draco.
  • A good number of metallic Draco are caught on the serpent side (along with some Kobolds too) and become slaves for the serpents. Their wings are removed from Draco (to avoid them escaping).
  • Over much time (say around a hundred years), slavery evolves into a lower class (for Draco and Kobolds) and the Draco lose their wings naturally, after generations of having them cut out at birth. Also, their stature shrinks too so they are not as tall as other Draco. They retain their metallic colouring though.

  • These Draco become dragon kin, and since only metallic dragons were taken prisoner, there are no chromatic dragon kin in the realm.
  • Over time the ancient dragons re-emerge as gods, worshiped by Kobolds, Draco, Dragonkind, Wyvengar (except the Lizards/Serpents who have a single god they pray to)
  • The Draco live a reclusive life, their mountains protect them from further harm
  • Kobolds be kobolds and no matter where they live, they align themselves to whoever can help them and plod along
  • The serpentoids continue to be the ruling class in the empire with the lizardmen forming their military as in the war
  • Over much longer time, the dragonkin form a rebellion and overthrow the serpents and a civil war pushes the serpents back and new lines are drawn in the map.
  • We then fast forward many many generations....
  • The dominant race in the realm are the Dragonkin, mainly due to their open and diplomatic approach to relations. They create a culture that is a melting pot and welcoming trade and relations with other nations, they grow in power.
  • The serpentoid empire falls over time, splitting the sepentoids into different sub-cultures. Some who keep to the old ways, some who welcome peace and trade with the dragonkin and some who live alongside them. These changes result in various serpentoid nations springing up to compete for the territory of the former empire
  • The lizardmen align pretty much to the serpentoids, where they go the lizardmen go but some do go off on their own.
  • The Draco still have their idealogical differences but keep to the decree laid down by the last Dragons. This results in them splitting up within their own lands but doing so without harming each other, however from outside they are considered one and the same... since relations with the Draco are aloof (ie, they are all the same from the outside since no-one is close enough to them)
  • Kobolds be kobolds, no matter if they align to serpents, lizards, draco, wyvengar or dragonkin... they get around and are malleable enough to live in any of these lands without complaint.
  • Wyvengar remain neutral and this becomes a big part of who they are. They still interact with all nations but are effectivly seen as the "Switzerland" of the realm. Their stoic nature results in them being seen as quite religious (which they often can be) and unlike the Draco, they don't limit themselves from contact with the outside however no-one really ever goes into their territory (its a very one way system perhaps)



Still needs much more fleshing out but I think this a logical series of historical events that give each race some roots and individual stake in history, creates the melting pot environment that works well for D&D and still gives the players some tone on people that are dangerous (evil Draco, serpents or lizards)

Any suggestions or thoughts?
 
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EDIT : Snake people = Ophidians, Lizard people = Ssthar

I fleshed this out considerably more recently.
I decided to do away with Dragon Kin / Draco and just make Draco. I realized that I could make 5 metallic dragon races and that was plenty of choice. In doing so I could further split them up by having the Gold and Silver Draco be the "Large, can't fly, have big breath weapon" types and the Brass, Bronze and Copper Draco be the "regular sized, can fly, have no breath weapon" type. It would then serve as a hierarchal structure where due to their size and power, the gold/silver typically reign whilst the lower class of Draco get to be the snazzy ones.

I used the AD&D worldbuilding guide book to help flesh the history out a bit. The history building part was more about coming up with the types of events than rolling for the specific occurances. It also helped me figure how to make an ancient timeline and a recent timeline work together.

I welcome any thoughts on this, both for the content and structure of the timeline


Here is what I came up with in the end :
NOTE :
the year tag "A" refers to the main calendar, stands for Arum, to mark the ascenssion of the first Dragon Lord into the heavens and this calendar is established in 730 A
the year tag "BDU" refers to the replacement of the Arum calendar system, it makes the creation of the Draconic Union and occurs at 2000 A, where all further historical events use the newer calendar
- I have also already come up with a calendar for the Chromatic Dragons and the Ophidians, but thats something more RP based that would come into play if/when they encounter those races and perhaps have to decipher a text or reference that works off a different calendar.

-4500 A
Last known records of a humanoid race called the Primar

-4000 A
The Dra'ha the great Dragon empire was formed

-3200 A
Discovery of magic by the Dra'ha

-2800 A
A goldern age of prosperity for the Dra'ha

-2600 A
The great war between Metallic and Chromatic Dragon clans starts

-2100 A
End of the great Dragon war
Foundation of the Dracovar (organization of Chromatic Dragons)

-1500 A
First Ophidians and Ssthar seen in the realm

-1200 A
Ophidians and Ssthar seen to expand across the realm

0 A
Arumar, the Gold Dragon Lord ascends to become a God

400 A
Last of the Dragon Lords ascends to Godhood
Foundation of the Duschal (organization of Metallic Draco)
Foundation of the Xathir (organization of Chromatic Draco)

730 A
Duschal found their religion formed from the ascended Metallic Dragon Lords
Foundation of the calendar of the Duschal

950 A
Xathir establish their religion formed from the ascended Chromatic Dragon Lords
Foundation of the calendar of the Xathir

1220 A
First appearance of Wyverngar Tribes

1280 A
The Imperial Sai, the great Ophidian empire was founded
The Imperial Sai found their religion worshiping a single deity called the Great Serpent
Foundation of the calendar of the Imperial Sai

1330 A
Emperor Asthla is crowned to the Imperial Sai and the great Asthla dynasty begins

1390 A
Civil war amongst the Duschal starts

1450 A
Civil war amongst the Duschal ends

1470 A
The Imperial Sai invade the Duschal

1550 A
The Imperial Sai Emperor, Asthla IX completes the conquest of the Duschal

1630 A
Imperial Sai lands raided by the Xathir

1730 A
Metallic Draco revolt against the ocupation by the Imperial Sai

1810 A
Metallic Draco drive out the Ophidian Imperial Sai from their land
Metallic Draco re-establish the Duschal

1900 A
The revolution against the Imperial Sai begins

1940 A
The revolution against the Imperial Sai ends
The Imperial Sai is disolved
Foundation of the Serpentium (organization of Ophidians)

0 BDU
Foundation of the Draconic Union (organzation of Metallic Draco)
Foundation of a new calendar for the Draconic Union

90 BDU
Draconic Union brokers a peace between themselves and the Serpentium

100 BDU
Civil war amongst the Xathir starts

130 BDU
Civil war amongst Xathir ends
The age of blood begins as Chromatic Draco clans fight amongst themselves
The Xathir is disolved and split into their blood clans

160 BDU
A golden age of prosperity reigns for the Draconic Union

250 BDU
The first of the great Dragon Towers are constructed in the Draconic Union capital

320 BDU
Dracovar raid Wyvengar lands and Wyvengar refugees travel to the Draconic Union

390 BDU
Pyros becomes Great Lord of his blood clan

396 BDU
Foundation of the Chromatic Communion (organization of Chromatic Draco)

401 BDU
The Chromatic Communion begin raiding the Draconic Union

407 BDU
Further raids by the Chromatic Communion against the Draconic Union

409 BDU
Jythal appointed leader of the Draconic Union

412 BDU
Draconic Union begins a Crusade against the Chromatic Communion

436 BDU
The Crusade of the Draconic Union ends

436 BDU
The Chromatic Communion sede territory to the Draconic Union in accords with the peace treaty
The Draconic Union returns the ancesteral land of the Wyverngar to its people

441 BDU
Serpentium is subject to a Coup d'état as the Ssthar warlord, Ithiss takes the capital city

443 BDU
Foundation of Ithisar (organization of Ssthar)
Lord Ithiss banishes Ophidians from his land

445 BDU
Ophidian refugees travel from the former Serpentium lands to the Draconic Union

460 BDU
Aralur appointed leader of the Draconic Union

463 BDU
Present Day
 
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