SHARK
First Post
Greetings!
I recently wrote this up as a favor to a fellow EN-WORLD member, FERRET, who has been frustrated in his attempts to create his race, the Dregonians. Ferret has been very kind to me, and seemed so earnest and sincere in seeking whatever help that I could provide. His own sense of enthusiasm inspired me to oblige. All changes were made by me, with Ferret’s express permission to do so. The original idea of this race is Ferret’s, and an intriguing one to boot. I hope that Ferret, and all gathered here, approve of my work.
Semper Fidelis,
SHARK
Dregenar
Name: Dregenar
Type: Large Monstrous Humanoid
Hit Dice: 6d8 +18 (45hp)
Initiative: +1 (DEX)
Speed: 20’ft./Climb 15’ft./Swim 15’ft.
AC: -1 Size, +4 Natural, +1 Dex
Attacks:
Tulwar +10 melee/Tulwar +5 melee
Spear +10 melee/Spear +5 melee;
Gore +10/Constricting Tail +10;
Javelin +7 ranged/Javelin +2 ranged
Composite Longbow +7 ranged/Composite Longbow +2 ranged
Damage: Tulwar 1d6+4/+4; or Spear 1d8 +6/+6; or Gore 2d6+6/Tail 1d6+6; or Javelin 1d6; or Composite Longbow 1d8.
Slam attacks do 1d4 points of damage, when not armed.
Face/Reach: 5’ft by 5’ft/10’ft.
Special Attacks:
Charming Gaze (SU) The gaze of a Dregenar can be very hypnotic, and even mystical. The gaze can effect a target as per a Charm Person Spell. 3/Day
Constrict (EX) Large or Smaller creatures can be strangled to death. Strikes as the full strength gore attack, and inflicts 1d6+6 points of damage.
Improved Grab (EX) At full strength gore attack, if successful, the Constricting ability can then be used to crushing effect.
Spell-Like Abilities:
Deeper Darkness, 1/day as an 8th level Sorcerer; (DC 13+spell level)
Neutralize Poison, 1/day as an 8th level Sorcerer; (DC 13+spell level)
Psionics: (sp) At Will:
Chameleon Power
Detect Poison
Special Qualities:
Dark Vision to 60’ft.
Saving Throws:
Fort: +5
Ref: +6
Will: +7
Abilities-- Racial Bonuses:
STR +8
DEX+2
CON +6
INT-2
WIS +0
CHA +2
Abilities—Average Dregenar
STR 18
DEX 12
CON 16
INT 10
WIS 10
CHA 14
Skills: 24 pts.
Bluff +2, Climb +2, Craft +2 (select one); Diplomacy +2, Hide +2, Knowledge: Nature +2, Listen +2, Move Silently +2, Perform +2, Spot +2, Swim +2, Wilderness Lore +2
*When using the chameleon power, add +8 circumstance bonus to Hide Checks.
Climate/Terrain: Warm Forest
Organization: Brood (2-5), Nest (5-20), Band (20-40), Clan (40-60), Tribe (61+ above)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Lawful Neutral
Advancement: By Character Class
History
In the mist of ages past, far to the south east, there are mystical lands of strange cultures, unusual creatures, and impenetrable rain forests. In one such land, there lived a tribe of Satyrs. The creatures had dwelt therein for many generations, guarding the forest, while occasionally visiting nearby human settlements. The humans were growing rapidly, and as the humans explored the fringes of their own territory, they encountered slaughter, and terrible madness! The humans had stumbled into the border settlements of that most wicked of races—the Yaun-Ti! The Yaun-Ti, an elder race—far more powerful than mere humans-- are a wicked race of snake-people that worship the dark powers of the world. The Yaun-Ti proceeded to orchestrate a campaign of conquest that began with an ancient ritual performed by the dark priests of the snake-people, chanting blasphemous rites in accursed tongues lost to mortal consciousness, even in those ancient days. This horrific ritual—at first whispered into being by the gathered priests, and gradually gibbered and shouted to the heavens, unleashed a disaster incarnate upon the whole region—a dreaded Chaos Storm! The Chaos Storm was unleashed, and the raw essence of Chaos rained down in great sheets, with the tempest sweeping across the land in terrifying speed. The great winds, and strange rain, often multi-colored, brought mutation and dramatic change to everything in it’s path.
The humans fought valiantly, but they were out-matched. The humans were slaughtered, and the remnants scattered to the winds! Some who were captured, were taken back to the Yaun-Ti cities, screaming in terror, to be condemned to a fate of darkest slavery. Most were slaughtered throughout the attacks, or sacrificed later on bloody altars.
Through the Yaun-Ti invasion, they encountered the Satyrs. The Satyr’s too, were quickly attacked, and broken to the yoke of the Yaun-Ti dominion. Whereas most of the humans were slaughtered, many of the Satyrs managed to escape. Though they escaped death or slavery by the Yaun-Ti, they did not escape the embrace of the dark gods. In their flight to escape, the scattered groups of Satyrs fled with no organization, or sense of direction. Still, small groups of wounded and terrified Satyrs managed to make it to the higher mountains to the north, in a rugged and difficult area of the dense rain forest. Only in the coming weeks and months did they realize how the dark gods of the Yaun-Ti had touched them.
The remnants of the Satyr tribe underwent a transformation that sent many of them into delirious, gibbering madness. They had been changed forever. They now had the lower torso of a giant snake, with their upper torso remaining the same. However, their horns were also changed. They now had white ram horns, mixed with striations of dark green. They had become a twisted nightmare of their previous form. The remnants of the Satyr tribe wailed in their despair.
Not long after this time of darkness, a member of the mutated Satyr tribe—a young shaman—had a vision. His vision showed him a secret, hidden valley, where they should go. The voice that instructed him was that of Ehlonna, who took pity on these creatures of the forest. Ehlonna had heard their cries in the night of their despair, and had sent a divine vision to the young shaman. The Satyr tribe listened to the shaman, and the tribe obeyed the will of Ehlonna. Many months later, the small tribe had arrived in the valley. In time, the small group of Satyr’s expanded, and eventually other small, reclusive settlements were founded.
PHYSIOLOGY
The Dregenar are 9’ft in height, most of which is a powerful snake-tail. Dregenar have the standard features of Satyr’s, except where noted. The Dregenar—a corrupted form of the local human dialect for the expression “Those that slither” has been adopted as their name. They have undergone changes throughout their form, even to the language. Dregenar speak a distinctive, even musical tongue called Dregonian. Dregenar weigh approximately 1200 lbs, and are now quite muscular, and powerful. These creatures can live for upwards of 150 years. Dregenar have natural skin colorations of a more bronze complexion for the Satyr upper body, including the propensity to grow thick, full beards. The Dregenar usually have black or dark brown hair. Their snake-portion is generally a dark, rich green, with a white underbelly. Sometimes, the snake-portion may have small black stripes. Though this is the standard coloration, the effects of the Chaos Storm linger on in the genes, which can produce strange mutations. Because of this, one can on occasion find Dregenar with bizarre coloration, of many different bright hues, including brilliant pastels.
The hands are broad, and thick. Muscles expand and grow easily with the Dregenar, due to a dynamic metabolism. Dregenar generally eat a vegetarian diet, though there are rumours of evil tribes of Dregenar that prefer to eat raw meat, gulping it down while it still struggles to live! Dregenar are passionate cooks, seeking to blend the most delicious of spices into their cuisine. Many different kinds of peppers are grown, as well as onions, and many other fine plants. Like their Satyr ancestors, Dregenar love to drink prodigious quantities of alcohol. Dregenar love to throw wild parties and have fun dancing, playing, eating and drinking.
PSYCHOLOGY
Dregenar psychology is different from what it was before, obviously. The experience of such has had genetic changes, both long-term and immediate upon the Dregenar. The Dregenar are an insular culture. While both ancestors were more chaotic, Dregenar have found more stability in being lawful. Through the long years since then, they have been hunted and persecuted by nearly everyone, because of the universal fear and hatred of the Yaun-Ti. Though not entirely Yaun-Ti, the stigma is still often applied to the Dregenar. Lone Dregenar, or even small groups that venture into the civilized realms, often experience prejudice and stereotyping. In many cases, they are captured and burned alive. Some humans hatred has waxed so hotly that any Dregenar found are cast alive into great skillets of oil to be fried alive before the on-looking crowd. As the Dregenar writhes in dying agony being fried to death, the blood-thirsty crowds chant for their death, and rejoice that another monster has been slain! With such prejudice, Dregenar have found that they have to remain united no matter what, for their very survival. This sense of isolation, persecution, and grim warfare has had a profound effect upon the Dregenar society, and psyche. It is for these reasons that the Dregenar are more lawful, rather than chaotic. The Dregenar feel that it is only through such things as loyalty, discipline, and organization, that they can survive.
Dregenar love the cool rain forests, where they can lay under the canopy of a protective tree during a thunderstorm, or lounge about a small lake, basking in the dappled sunshine. The Dregenar remain close to the creatures of nature, and have a sense of peace at just being at one with the forest, and the animals.
Dregenar tend to be suspicious of strangers, and quiet around people they don’t know. Once more well-known, the individual Dregenar may be more talkative and open. Dregenar are comfortable in expressing emotions with those whom they trust, as emotions are seen as vitally important in any relationship.
RELIGION
Dregenar worship Ehlonna, or other nature deities. The Dregenar have developed a fairly simple form of religious organization. Each community of Dregenar has a “Circle” of 12 priests or priestesses that lead the community in faith. These priests not only perform all of the various ceremonies that the Dregenar embrace, but they are also skilled in the reading of omens, and various divinations. The priesthood wears distinctive robes of white and green. There is a sleeved, full-length robe that is white, with a sleeveless green tabard that is worn over that. The green tabard itself is richly embroidered, with an intricate pattern of symbolic designs on a black border. The black border that edges the tabard is thus interwoven with such script in bronze threading. The white sleeves are open, and a soft, low collar opens at the top. There are six large bronze buttons that go down the middle of the robe, and several strategic slits form vertical openings to the waist from several points. The fact that the robe doesn’t fully cover their tails doesn’t concern them. The robe looks distinctive, and the priests can be easily identified with such robes.
Each priest also has a distinctive drum of small, portable size. The Dregenar gather to perform great bonfire dances, where they slither in unison together, forming intricately choreographed dances, while others during the ceremony will sing in a well-organized choir, and still others are playing various stringed intstruments, like lyres, or small harps.
Dregenar are very communal in their religion, and in other things as well. After all, they survived and prospered, not as individuals, but only as a group. Their prayers are often group gatherings, where the Dregenar will shout out their prayers, each in turn, laying their concerns and burdens before the gathered priest, and the eyes of the their deity.
SOCIETY
Dregenar society is structured with ornate and rich marriage ceremonies and traditions. The tribe is ruled by a Chieftain, usually an elder, well known for his wisdom. This chieftain can be male or female, as the criterion are wisdom, patience, leadership, diplomacy, among other things. Also, there is a chieftain that is voted to be the tribe’s war-chief. These are usually male, and are the largest, most powerful, and most skilled in warfare. This leader leads the tribe’s warriors into battle, as well as seeing to the training of all warriors, and to various duties of planning defenses, training, counter-attacks, and so on. A council of elders that are elected by their various villages and so on, sit on the councils to guide, assist, and elect those who are to be the chieftains. In addition, the various council members are leaders in the community in their own right, and are also sometimes former or retired chieftains. These council members, in whatever capacity and talent that they enjoy, serve as leaders in the community for all manner of needs and projects. When chieftains seek to make major decisions, it is customary for them to have consultations, and deliberate meetings in often smoke-filled houses with the councils of elders, as they discuss whatever issues are at hand.
Children are raised in a communal manner, with say, all of the nearby mothers instructing, correcting, feeding, and caring, for any children of their own, or the others. Thus, though aware of one birth mother, the children grow accustomed to close relationships with often up to half a dozen older females from the immediate area. Oftentimes these other females are sisters and friends of the mother. They are involved in the children’s lives from the moment that they are hatched. Female Dregenars, once pregnant, can usually lay 1-3 eggs that gestate for a period of twelve months, inside the mother, in a large, jello-like sack. Once this peculiar gestation period is completed, the mother then lays the eggs. Once in the cool air, the now sponge-like eggs will crack open with the baby Dregenar in approximately 2-8 weeks. The baby Dregenars are then desperately hungry for food. At birth, they have small sets of teeth, and can walk clumsily. The Dregenar’s hearing is excellent throughout their lives. The young Dragenar are a joy to the whole community.
Dreganar are skilled at many different crafts, and especially like basketwork, woodwork, and jewelry. Dregenar are also skilled in various forms of agriculture, and in the cultivation of herbal gardens. Dregenar take their own reputations very seriously, and are proud of their workmanship. Lazy Dregenar, or those who are careless in their work, will be soundly beaten by their fellows in the community, if not by someone in their immediate family.
Dregenar are well-suited for group projects, and work well in pursuing common goals. Dregenar tend to be fairly tolerant of many different quirks, as long as the individual is loyal, and productive. Those are guiding principles that Dregenar society values most.
DREGENAR ADVENTURERS
Dregenar adventurers are quite rare. However, should such a group or individual be encountered, the Dregenar are loyal companions. Dregenar’s may be exploring, on a trade mission, or on some kind of religious quest. Dregenar’s are very spiritual, and seek to serve their gods, whoever that they worship, with the utmost in passion and zeal. Dragenars make interesting choices for Ranger characters, as well as Barbarians. Bards are good, as Dragenar’s are a music-loving people, as well as enamoured with history and ancient myth. Fighters are popular, as the community is always in need of skilled warriors. Experts are popular, because the Dreganar society stresses such important things as Industry, and Craftsmanship. Druids are the premier priest-class for Dregenar. Rogues, per se, are decidedly rare. As are Wizards. Sorcerers, are a strange class that are somewhat common. Paladins are unknown, as are Monks. Beginning Dregenar characters can expect to be fluent in Dregonian, and Sylvan.
I recently wrote this up as a favor to a fellow EN-WORLD member, FERRET, who has been frustrated in his attempts to create his race, the Dregonians. Ferret has been very kind to me, and seemed so earnest and sincere in seeking whatever help that I could provide. His own sense of enthusiasm inspired me to oblige. All changes were made by me, with Ferret’s express permission to do so. The original idea of this race is Ferret’s, and an intriguing one to boot. I hope that Ferret, and all gathered here, approve of my work.
Semper Fidelis,
SHARK
Dregenar
Name: Dregenar
Type: Large Monstrous Humanoid
Hit Dice: 6d8 +18 (45hp)
Initiative: +1 (DEX)
Speed: 20’ft./Climb 15’ft./Swim 15’ft.
AC: -1 Size, +4 Natural, +1 Dex
Attacks:
Tulwar +10 melee/Tulwar +5 melee
Spear +10 melee/Spear +5 melee;
Gore +10/Constricting Tail +10;
Javelin +7 ranged/Javelin +2 ranged
Composite Longbow +7 ranged/Composite Longbow +2 ranged
Damage: Tulwar 1d6+4/+4; or Spear 1d8 +6/+6; or Gore 2d6+6/Tail 1d6+6; or Javelin 1d6; or Composite Longbow 1d8.
Slam attacks do 1d4 points of damage, when not armed.
Face/Reach: 5’ft by 5’ft/10’ft.
Special Attacks:
Charming Gaze (SU) The gaze of a Dregenar can be very hypnotic, and even mystical. The gaze can effect a target as per a Charm Person Spell. 3/Day
Constrict (EX) Large or Smaller creatures can be strangled to death. Strikes as the full strength gore attack, and inflicts 1d6+6 points of damage.
Improved Grab (EX) At full strength gore attack, if successful, the Constricting ability can then be used to crushing effect.
Spell-Like Abilities:
Deeper Darkness, 1/day as an 8th level Sorcerer; (DC 13+spell level)
Neutralize Poison, 1/day as an 8th level Sorcerer; (DC 13+spell level)
Psionics: (sp) At Will:
Chameleon Power
Detect Poison
Special Qualities:
Dark Vision to 60’ft.
Saving Throws:
Fort: +5
Ref: +6
Will: +7
Abilities-- Racial Bonuses:
STR +8
DEX+2
CON +6
INT-2
WIS +0
CHA +2
Abilities—Average Dregenar
STR 18
DEX 12
CON 16
INT 10
WIS 10
CHA 14
Skills: 24 pts.
Bluff +2, Climb +2, Craft +2 (select one); Diplomacy +2, Hide +2, Knowledge: Nature +2, Listen +2, Move Silently +2, Perform +2, Spot +2, Swim +2, Wilderness Lore +2
*When using the chameleon power, add +8 circumstance bonus to Hide Checks.
Climate/Terrain: Warm Forest
Organization: Brood (2-5), Nest (5-20), Band (20-40), Clan (40-60), Tribe (61+ above)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Lawful Neutral
Advancement: By Character Class
History
In the mist of ages past, far to the south east, there are mystical lands of strange cultures, unusual creatures, and impenetrable rain forests. In one such land, there lived a tribe of Satyrs. The creatures had dwelt therein for many generations, guarding the forest, while occasionally visiting nearby human settlements. The humans were growing rapidly, and as the humans explored the fringes of their own territory, they encountered slaughter, and terrible madness! The humans had stumbled into the border settlements of that most wicked of races—the Yaun-Ti! The Yaun-Ti, an elder race—far more powerful than mere humans-- are a wicked race of snake-people that worship the dark powers of the world. The Yaun-Ti proceeded to orchestrate a campaign of conquest that began with an ancient ritual performed by the dark priests of the snake-people, chanting blasphemous rites in accursed tongues lost to mortal consciousness, even in those ancient days. This horrific ritual—at first whispered into being by the gathered priests, and gradually gibbered and shouted to the heavens, unleashed a disaster incarnate upon the whole region—a dreaded Chaos Storm! The Chaos Storm was unleashed, and the raw essence of Chaos rained down in great sheets, with the tempest sweeping across the land in terrifying speed. The great winds, and strange rain, often multi-colored, brought mutation and dramatic change to everything in it’s path.
The humans fought valiantly, but they were out-matched. The humans were slaughtered, and the remnants scattered to the winds! Some who were captured, were taken back to the Yaun-Ti cities, screaming in terror, to be condemned to a fate of darkest slavery. Most were slaughtered throughout the attacks, or sacrificed later on bloody altars.
Through the Yaun-Ti invasion, they encountered the Satyrs. The Satyr’s too, were quickly attacked, and broken to the yoke of the Yaun-Ti dominion. Whereas most of the humans were slaughtered, many of the Satyrs managed to escape. Though they escaped death or slavery by the Yaun-Ti, they did not escape the embrace of the dark gods. In their flight to escape, the scattered groups of Satyrs fled with no organization, or sense of direction. Still, small groups of wounded and terrified Satyrs managed to make it to the higher mountains to the north, in a rugged and difficult area of the dense rain forest. Only in the coming weeks and months did they realize how the dark gods of the Yaun-Ti had touched them.
The remnants of the Satyr tribe underwent a transformation that sent many of them into delirious, gibbering madness. They had been changed forever. They now had the lower torso of a giant snake, with their upper torso remaining the same. However, their horns were also changed. They now had white ram horns, mixed with striations of dark green. They had become a twisted nightmare of their previous form. The remnants of the Satyr tribe wailed in their despair.
Not long after this time of darkness, a member of the mutated Satyr tribe—a young shaman—had a vision. His vision showed him a secret, hidden valley, where they should go. The voice that instructed him was that of Ehlonna, who took pity on these creatures of the forest. Ehlonna had heard their cries in the night of their despair, and had sent a divine vision to the young shaman. The Satyr tribe listened to the shaman, and the tribe obeyed the will of Ehlonna. Many months later, the small tribe had arrived in the valley. In time, the small group of Satyr’s expanded, and eventually other small, reclusive settlements were founded.
PHYSIOLOGY
The Dregenar are 9’ft in height, most of which is a powerful snake-tail. Dregenar have the standard features of Satyr’s, except where noted. The Dregenar—a corrupted form of the local human dialect for the expression “Those that slither” has been adopted as their name. They have undergone changes throughout their form, even to the language. Dregenar speak a distinctive, even musical tongue called Dregonian. Dregenar weigh approximately 1200 lbs, and are now quite muscular, and powerful. These creatures can live for upwards of 150 years. Dregenar have natural skin colorations of a more bronze complexion for the Satyr upper body, including the propensity to grow thick, full beards. The Dregenar usually have black or dark brown hair. Their snake-portion is generally a dark, rich green, with a white underbelly. Sometimes, the snake-portion may have small black stripes. Though this is the standard coloration, the effects of the Chaos Storm linger on in the genes, which can produce strange mutations. Because of this, one can on occasion find Dregenar with bizarre coloration, of many different bright hues, including brilliant pastels.
The hands are broad, and thick. Muscles expand and grow easily with the Dregenar, due to a dynamic metabolism. Dregenar generally eat a vegetarian diet, though there are rumours of evil tribes of Dregenar that prefer to eat raw meat, gulping it down while it still struggles to live! Dregenar are passionate cooks, seeking to blend the most delicious of spices into their cuisine. Many different kinds of peppers are grown, as well as onions, and many other fine plants. Like their Satyr ancestors, Dregenar love to drink prodigious quantities of alcohol. Dregenar love to throw wild parties and have fun dancing, playing, eating and drinking.
PSYCHOLOGY
Dregenar psychology is different from what it was before, obviously. The experience of such has had genetic changes, both long-term and immediate upon the Dregenar. The Dregenar are an insular culture. While both ancestors were more chaotic, Dregenar have found more stability in being lawful. Through the long years since then, they have been hunted and persecuted by nearly everyone, because of the universal fear and hatred of the Yaun-Ti. Though not entirely Yaun-Ti, the stigma is still often applied to the Dregenar. Lone Dregenar, or even small groups that venture into the civilized realms, often experience prejudice and stereotyping. In many cases, they are captured and burned alive. Some humans hatred has waxed so hotly that any Dregenar found are cast alive into great skillets of oil to be fried alive before the on-looking crowd. As the Dregenar writhes in dying agony being fried to death, the blood-thirsty crowds chant for their death, and rejoice that another monster has been slain! With such prejudice, Dregenar have found that they have to remain united no matter what, for their very survival. This sense of isolation, persecution, and grim warfare has had a profound effect upon the Dregenar society, and psyche. It is for these reasons that the Dregenar are more lawful, rather than chaotic. The Dregenar feel that it is only through such things as loyalty, discipline, and organization, that they can survive.
Dregenar love the cool rain forests, where they can lay under the canopy of a protective tree during a thunderstorm, or lounge about a small lake, basking in the dappled sunshine. The Dregenar remain close to the creatures of nature, and have a sense of peace at just being at one with the forest, and the animals.
Dregenar tend to be suspicious of strangers, and quiet around people they don’t know. Once more well-known, the individual Dregenar may be more talkative and open. Dregenar are comfortable in expressing emotions with those whom they trust, as emotions are seen as vitally important in any relationship.
RELIGION
Dregenar worship Ehlonna, or other nature deities. The Dregenar have developed a fairly simple form of religious organization. Each community of Dregenar has a “Circle” of 12 priests or priestesses that lead the community in faith. These priests not only perform all of the various ceremonies that the Dregenar embrace, but they are also skilled in the reading of omens, and various divinations. The priesthood wears distinctive robes of white and green. There is a sleeved, full-length robe that is white, with a sleeveless green tabard that is worn over that. The green tabard itself is richly embroidered, with an intricate pattern of symbolic designs on a black border. The black border that edges the tabard is thus interwoven with such script in bronze threading. The white sleeves are open, and a soft, low collar opens at the top. There are six large bronze buttons that go down the middle of the robe, and several strategic slits form vertical openings to the waist from several points. The fact that the robe doesn’t fully cover their tails doesn’t concern them. The robe looks distinctive, and the priests can be easily identified with such robes.
Each priest also has a distinctive drum of small, portable size. The Dregenar gather to perform great bonfire dances, where they slither in unison together, forming intricately choreographed dances, while others during the ceremony will sing in a well-organized choir, and still others are playing various stringed intstruments, like lyres, or small harps.
Dregenar are very communal in their religion, and in other things as well. After all, they survived and prospered, not as individuals, but only as a group. Their prayers are often group gatherings, where the Dregenar will shout out their prayers, each in turn, laying their concerns and burdens before the gathered priest, and the eyes of the their deity.
SOCIETY
Dregenar society is structured with ornate and rich marriage ceremonies and traditions. The tribe is ruled by a Chieftain, usually an elder, well known for his wisdom. This chieftain can be male or female, as the criterion are wisdom, patience, leadership, diplomacy, among other things. Also, there is a chieftain that is voted to be the tribe’s war-chief. These are usually male, and are the largest, most powerful, and most skilled in warfare. This leader leads the tribe’s warriors into battle, as well as seeing to the training of all warriors, and to various duties of planning defenses, training, counter-attacks, and so on. A council of elders that are elected by their various villages and so on, sit on the councils to guide, assist, and elect those who are to be the chieftains. In addition, the various council members are leaders in the community in their own right, and are also sometimes former or retired chieftains. These council members, in whatever capacity and talent that they enjoy, serve as leaders in the community for all manner of needs and projects. When chieftains seek to make major decisions, it is customary for them to have consultations, and deliberate meetings in often smoke-filled houses with the councils of elders, as they discuss whatever issues are at hand.
Children are raised in a communal manner, with say, all of the nearby mothers instructing, correcting, feeding, and caring, for any children of their own, or the others. Thus, though aware of one birth mother, the children grow accustomed to close relationships with often up to half a dozen older females from the immediate area. Oftentimes these other females are sisters and friends of the mother. They are involved in the children’s lives from the moment that they are hatched. Female Dregenars, once pregnant, can usually lay 1-3 eggs that gestate for a period of twelve months, inside the mother, in a large, jello-like sack. Once this peculiar gestation period is completed, the mother then lays the eggs. Once in the cool air, the now sponge-like eggs will crack open with the baby Dregenar in approximately 2-8 weeks. The baby Dregenars are then desperately hungry for food. At birth, they have small sets of teeth, and can walk clumsily. The Dregenar’s hearing is excellent throughout their lives. The young Dragenar are a joy to the whole community.
Dreganar are skilled at many different crafts, and especially like basketwork, woodwork, and jewelry. Dregenar are also skilled in various forms of agriculture, and in the cultivation of herbal gardens. Dregenar take their own reputations very seriously, and are proud of their workmanship. Lazy Dregenar, or those who are careless in their work, will be soundly beaten by their fellows in the community, if not by someone in their immediate family.
Dregenar are well-suited for group projects, and work well in pursuing common goals. Dregenar tend to be fairly tolerant of many different quirks, as long as the individual is loyal, and productive. Those are guiding principles that Dregenar society values most.
DREGENAR ADVENTURERS
Dregenar adventurers are quite rare. However, should such a group or individual be encountered, the Dregenar are loyal companions. Dregenar’s may be exploring, on a trade mission, or on some kind of religious quest. Dregenar’s are very spiritual, and seek to serve their gods, whoever that they worship, with the utmost in passion and zeal. Dragenars make interesting choices for Ranger characters, as well as Barbarians. Bards are good, as Dragenar’s are a music-loving people, as well as enamoured with history and ancient myth. Fighters are popular, as the community is always in need of skilled warriors. Experts are popular, because the Dreganar society stresses such important things as Industry, and Craftsmanship. Druids are the premier priest-class for Dregenar. Rogues, per se, are decidedly rare. As are Wizards. Sorcerers, are a strange class that are somewhat common. Paladins are unknown, as are Monks. Beginning Dregenar characters can expect to be fluent in Dregonian, and Sylvan.