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What if we gave dragonborn four arms?
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<blockquote data-quote="Corinnguard" data-source="post: 9708821" data-attributes="member: 7033886"><p><strong>Draconic Nations </strong>(Tymanther in the Forgotten Realms setting and Q'Barra in the Eberron setting)</p><p></p><p>Dragons die. They may claim immortality and endless strength but time and circumstance can wear down even the mightiest creatures. Many are killed by rivals or the efforts of heroes and armies, and some simply retreat to parts unknown, leaving behind leaderless dragonborn clans. These “orphan clans” are viewed with a mixture of derision and pity. With no progenitor to lead them many simply disperse, made exiles and scattering to the winds. Others rally around and adopt their progenitor’s goals, though they rarely hold true to those ideals and their interpretation becomes ever more distorted as generations pass.</p><p> A few rare orphaned clans build a future for themselves as a new nation, learning concepts like independence and pride as they dream of prosperity and happiness for future generations. These humble nations begin as city-states but some grow into world-class empires. Usually based around where their dragon once roosted, trap-filled caverns are slowly replaced with storerooms and housing, mountaintop lairs growing to jostle with draconic spires and battlements.</p><p> Life within draconic nations is similar to life in most populous cities, albeit with more fire breathing and scales. Commerce, agriculture, and especially metalwork flourish, aided by workers’ natural resistances and internal bellows. Once a draconic nation is founded it is deluged with draconic exiles and entire orphaned clans seeking refuge, and within a few generations the old customs and ideals of their progenitors fade.</p><p> The resulting melting pot contains a multitude of draconic bloodlines, their devotion to progenitors shifted rather than erased. Draconic nationals tend to regard their nation as they once had the dragons that led them. No longer an orphaned clan, but a people with a cause and a clear direction! Draconic nations are often filled with patriots and martyrs, loyal soldiers and earnest politicians who discover they’ll need this zeal—well placed or not—to defend themselves from other great dragons seeking to “retake these lost clans” back under a greater wing.</p><p></p><p>I really wish this sidebar from Level Up's Adventurers Guide could be translated into another Dragonborn culture. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Corinnguard, post: 9708821, member: 7033886"] [B]Draconic Nations [/B](Tymanther in the Forgotten Realms setting and Q'Barra in the Eberron setting) Dragons die. They may claim immortality and endless strength but time and circumstance can wear down even the mightiest creatures. Many are killed by rivals or the efforts of heroes and armies, and some simply retreat to parts unknown, leaving behind leaderless dragonborn clans. These “orphan clans” are viewed with a mixture of derision and pity. With no progenitor to lead them many simply disperse, made exiles and scattering to the winds. Others rally around and adopt their progenitor’s goals, though they rarely hold true to those ideals and their interpretation becomes ever more distorted as generations pass. A few rare orphaned clans build a future for themselves as a new nation, learning concepts like independence and pride as they dream of prosperity and happiness for future generations. These humble nations begin as city-states but some grow into world-class empires. Usually based around where their dragon once roosted, trap-filled caverns are slowly replaced with storerooms and housing, mountaintop lairs growing to jostle with draconic spires and battlements. Life within draconic nations is similar to life in most populous cities, albeit with more fire breathing and scales. Commerce, agriculture, and especially metalwork flourish, aided by workers’ natural resistances and internal bellows. Once a draconic nation is founded it is deluged with draconic exiles and entire orphaned clans seeking refuge, and within a few generations the old customs and ideals of their progenitors fade. The resulting melting pot contains a multitude of draconic bloodlines, their devotion to progenitors shifted rather than erased. Draconic nationals tend to regard their nation as they once had the dragons that led them. No longer an orphaned clan, but a people with a cause and a clear direction! Draconic nations are often filled with patriots and martyrs, loyal soldiers and earnest politicians who discover they’ll need this zeal—well placed or not—to defend themselves from other great dragons seeking to “retake these lost clans” back under a greater wing. I really wish this sidebar from Level Up's Adventurers Guide could be translated into another Dragonborn culture. ;) [/QUOTE]
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What if we gave dragonborn four arms?
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