The Red Dragon Inn - home of the Audalis campaign setting.  Online D&D gaming, art, poerty, stories, advice, chat, and more

Support the Inn! If you are doing holiday shopping online, please use this affiliate link for Amazon.
You pay the exact same prices, but the Inn earns a small referral fee. Thanks!

We currently have 4066 registered users. Our newest member is vibechecker628.
Online members:
Username Password Remember me
Not a member? Join today! | Forgot your password?
Latest Updated Forum Topics  [more...]
Q&A Threads - Shadows of the Empire Q&A (posted by breebles)Shadows of the Empire Q&A
Dungeons and Dragons - Shadows of the Empire (posted by t_catt11)Shadows of the Empire
Entertainment - Neva (posted by breebles)Neva
Common Room - Cringeworthy players... (posted by Eol Fefalas)Cringeworthy players...
Spamvertize - Twitch Links (posted by breebles)Twitch!
Latest Blog Entries
Revenge of the Drunken Dice
Latest Webcomics
Loaded Dice #80: Priorities
RPG MB #15: Master of the Blade
Floyd Hobart #19: High School Reunion IV
There are currently 2 users logged into DragonChat.
Is the site menu broken for you? Click here for the fix!

You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Drakenhorde Q&A
Parent thread: Drakehorde: Daggers in the Night
Related thread: Drakenhorde Recruitment
Jump to:    1 2 3 4 5 6 7 8 9 10 11 12 [Next] [Last Page]
    Messages in Drakenhorde Q&A
RDI T-shirts!

Got Dice? Tee
Price: $17.00



RDI T-shirts!

Proof of Daddy's Charisma Onesie
Price: $15.50

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


Drakenhorde Q&A

All right. This is where I answer questions, develop history, and give you the variant rules, such as differing races and so on and so forth.

The History of Drakenhorde
Much of Drakenhorde’s history has been lost. Originally the keepers of this knowledge were the dragons themselves. Though they were not certain of their origins, they knew that the feral races were the first to impact the vast forests of primordial Drakenhorde. Goblins, Orcs, Lizardfolk, Kobolds, they formed tribes and chose their respective territories carefully. Goblins preferred the caves of the Dragon’s lash, the southern mountain ranges. Orcs were plainsmen, nomadic hunters who hunted gargantuan beasts, such as the mastodon. Lizardfolk created villages in the swamplands of Oromol, and kobolds took to mining the earthen hills of Tramlot, to the east of the Eye of the Dragon.

Dragon lore is often seen as cryptic tales, and they are therefore usually discarded as myths. However, the elder wyrms say that the Dwarves came from the earth, and that their ancestors had not flesh but clay for skin. The elves, who were watched over by the great copper wyrm Sucurion, had once been the slender sprouts of willows. The great mother, of whom I mean the spirit of nature, had spoken to Sucurion, and had him vow his service in the protection of her elven children. She spoke to him as a grand old oak. Her children, she said, would need time to grow, but would be as eternal as the dragons themselves. They, in turn would be charged with the protection of nature itself. The growing hordes of the old races would soon threaten the balance of the earth, and as such, they would be the guard against the coming aggression.

The Godless lands. Drakenhorde is a continent upon the world of Eoiua, It is in a constant state of war. Between humans there are small squabbles amongst the lords in regards to the boundaries of their domains, however, the larger menace, the goblin kingdom, is the focal point of conflict. Men and goblins do not see eye to eye. Hobgoblins simply want dominance over Drakenhorde, their drive is stubborn. Humans are ever expanding titans of war, politics, trade, and arts. They see goblins as little more than scum, and therefore not a race of equals, but a savage and cruel cult that should be scourged from the land.

Magic There are no gods, however there is still magic. Magic is directly related to the Dragon. If the dragon’s were wiped from existence, so too would arcane magic fall, just as if the forests were burned, would the divine of nature wither into nothingness. Arcane magic exists in the form of sorcerers; mages are an impromptu concept in Drakenhorde, for there is no such thing as written magic. Bards are still able to tap into their souls to create their passive magics as well. There are no Paladins, however, there are Dragon Shamans. Dragons have no direct pull on the celestial planes, and therefore cannot empower clerics. Druids are the primary users of Divine magic in these lands, carrying out the whim of nature.

Dragon's Blood. Arcane magic is existentially tempered in the blood of dragon’s. True dragon’s that is. In order to be a sorceror in the realm of Drakenhorde, one must have a kinship to the draconic race. This may not necessarily be a prevalent one, such as that of the half-dragon, but somewhere down the line there must have been a dragon in the family tree. Most often the case is that the dragon was shape shifted into familiar forms, to seduce or live amongst the common races. This is less rare than perhaps the denizens of the land realize, as the Dragon’s often watch over and test their flock from within. Many fall in love, or lust, and will court and mate with desired lovers.

The War of the Sorrows.
The first time the united strength of the goblin kings came forward through the Eye of the Dragon, the human kingdoms were unwilling to prevent the coming destruction that was to occur in the great forests, as well as the Lake of Green Blades. It was in this first war that the orcs were forced out of their homeland, and taken in by the wise queen of Qinxor. It was also in this war that the elves met their near demise. They had been overconfident, and foolish. Thinking that they were doing the great mother's bidding, they left their woodland homes and drove the goblins out of the plains and back into the mouth of the Eye. The apt Hobgoblin king Rakshoth had forseen such a retreat, and had order his army into the mountains to lay an ambush. The ploy worked, much to the devastation of the children of Sucurion, as they were now surrounded by the armies of the goblin kings, and had nowhere to retreat. They lost thousands in hours, and that was nearly half of their population. Sucurion then interfered, changing the doomed elves fate. He supplied them with a retreat route back into the great forests, however he was slain by Rakshoth elite unit of dragon slayers, with the aid of four thousand conscripts. After the fall of Sucurion, the goblin armies gave chase to the elves, pushing them all the way from Paegos into the forests of Miradod, at which point the provinces of Qinxor and Manj intervened. Now the fight had been brought to the human borders, which was of course more than they could allow.

The Ten Centuries of Silence
After the death of Sucurion, the dragon's of Drakenhorde took flight, leaving the land behind. Some say that they fled into the stars, though noone knows for sure. After that, sorcerers suddenly found that they lacked the prowess of magic they once had. Soon even the smallest of magical tricks were no more. Even magical creations were useless. For ten centuries magic was gone from the land. The Hyraxian Circle, a cult that had been responsible for the training of the most effective dragon slayers had finally seen the day where their dreams of a magic free world had become a reality... well, except for the forces of nature.

It was not until the arrival of the Skoarn, in the volcanic Ashlands, that magic slowly resurfaced, rekindled by the true blood of dragons being present once more. Sorcery was even rarer than before, however, with the arrival of the Dragon Shamans, who taught their trade to many humans who were interested in the power of the ancient dragons of myth, there was a renewed sense of draconic glory flooding through the lands. The Skoarn were not all good however. Many of their shamans followed the dogma of the chromatic dragons, and taught the goblins sorcery and shamanism alike. Goblins who were found to be possessed of dragon lineage were scooped up from their old caste and bred to be sorcerers in the name of the empire.

The Goblin Kingdoms
The goblins are for the most part a cohesive society. Feudal in nature, the Sonron coast is divided into multiple territories that are controlled by Hobgoblin lords. Hobgoblins in this particular case are much akin to the samurai of ancient japan. They are born warriors, and are therefore all bred to be warriors. Menial labour is left to the lesser breeds of goblins. Bugbears serve two purposes within the lord's land. They are either trained as frontmen, or as heavy labourers. As frontmen, bugbears are trained martially, but for the main purpose of breaking through an enemies defences. They are the front line assaulters, and have the highests casualty rate amongst the goblin armies. Goblins on the other hand, are taught to be engineers, blacksmiths, sappers, and farmers. They are the bread and butter civilian of the goblinoid society. Hobgoblins are trained at an early age in the art of politics, the art of war, and in general, the practices of leadership and stragem. Though there are many skirmishes between goblin kings, and the inner borders of Sonron are in constant shift, it is important to recognize that the Emporer, the greatest Hobgoblin king, who has through unknown means survived for over seven millenia, is the lord of all the goblin kings, and may rally them to join forces against a common threat at any time. This emporer is in fact the same goblin king who caused the murder of Sucurion, and the near end of his elven protectorates. Emperor Rakshoth as he is now known, is as ruthless as ever.

Geographical Information (Starting from the north, going south.)
Dragon’s Horn. The far north. This peninsula is covered by a permanent layer of frost, and the ocean surrounding it is frozen for three seasons of the year. It is the host to some of the fiercest creatures in Drakenhorde, and definitely the most hostile environment imaginable. The Berodimen still manage to thrive, however, many a winter has claimed a family’s life.
Ashlands. The Ashlands are located to the southwest of the Dragon’s horn, and are home to the Skoarn, and though the land is mostly inhospitable to growth, the dragons have no problem hunting down their food. There are may active volcanoes in the area, as well as acidic lakes, and rivers of molten rocks.
Sudiglan. The tar lakes of Sudiglan are located directly south of the Ashlands, and until recently it was a dormant pit of oozy tar. However, strange creatures have begun to spring forth from the region, such as undead, oozes, and other forms of aberrations.
Sonron Coastline. To the west of the Ashlands lies the Sonron Coast. The ash is carried by the wind and enriches the soil there, where the goblins have made their kingdoms. Their crops are well nurtured, and the rain coming from the western coast ensures a rich season. The goblins are mostly protected by both the Dragon’s brow, and Dragon’s Lash, with the only route for human crusades being through the Eye of the Dragon, which is well fortified.
Dragon’s Brow. The Dragon’s brow is the mountain range of the north, to it’s north lies the Dragon’s Horn, the Ashlands, The tar lakes of Sudiglan, and the Sonron Coastline. It is also a border to the earthen hills of Tramlot in the east, and the Eye of the Dragon. The Dragon’s brow is home to the Dwarven people, who have sealed off all entrance to their mountain cities, and have gone into complete isolation. It is also home to stone giant clans, as well as huge murderous birds by the name of Rocs.
The Eye of the Dragon. The Eye of the Dragon is a desert that is located between the two mountain ranges appropriately named the Dragon’s Brow, and the Dragon’s Lash. One may pass between the mountain ranges by crossing the sands, but it is no easy task. The clearing in the mountains are in the east and west. To the west of the Eye lies the Sonron coastline, and to the east, the Tramlot hills. Near the centre of the desert is Drydoc, the human city that was constructed upon wooden planks that rise high above the sands, and the Iris oasis that once made it possible for the goblin armies to cross the desert in but a few days of forced marching. To the south, along the northern side of the Dragon’s lash lies the crags of Gorim, the homeland of the stronghearted halflings.
Tramlot. Tramlot lies upon the southern side of the Dragon’s Brow, and borders the Eye of the Dragon in the west, the forest of Paegos in the south, and the to the east lies the Minonder sea. Kobolds make their homes in these rocky, mineral rich hills. They have also amassed a wealth of jewels and gold, which are valuable trade goods, in regards to the humans at any rate.
Dragon’s Lash. The southern mountain range, the Dragon’s Lash hosted the ancestors of the goblin races for many a millennium before they began settling into farmland to the north. It is the northern border of the province of Qinxor, and the Lake of Green Blades. It is the southern border of the Sonron coastline, and The Eye of the Dragon.
The Lake of Green Blades. - The Great plains of Drakenhorde, The Lake of Green Blades is now a warpath. It is the first open area past the Eye of the Dragon, and is bordered by the three great forests, Paegos in the east, Frimfar just south of that, and the Miradod in the southwest. These plains used to be the homeland of the nomadic orc hunters, who chased down creatures such as the mastodon, and the rhinoceros. Though they had fought against goblins, kobolds, elves, and even the blooming human races with high success in salvaging their territory and maintaining their culture, they were utterly unprotected, and were eventually consumed by the well trained armies of the goblin kings as they sought to expand into the south.
Paegos, Frimfar, and Miradod. These are the three great forests that remain, before there were more of them, especially along the Sonron coastline, but they have since been cleared for land. Paegos borders Tramlot, and is quite hilly, most of it’s trees are coniferous. Frimfar runs all the way to the Minonder coast, and has a mixture of oak, willow, and pine. Miradod runs through the land of Manj and Qinxor, and is more of a deciduous woodland than the other two. Most of what is left of the elven people live amongst the trees of Miradod, but some remain in the other two, refusing to leave their old homelands regardless of the goblin menace. Killoren, who will soon number more than the children of Sucurion prefer the more dangerous Paegos, though many live in the Miradod, and mingle with the Manjithi.
Qinxor. Located just south of the Dragon’s lash, Qinxor is a rather dry climate. The rain often passes by and into the forest of Miradod. In the Northwest lie plateaus that are now inhabited by the orcish refugees. In the south the region shares some of the foothills with the province of Tan. To the east all the way up until the borderline of Manj is all chaparral.
Manj. The lands of the Manjithi shares a border with the two stronger kingdoms of Qinxor and Zoram. Half of the land is filled up with the great forest of Miradod, and the rest is fertile land used to farm. They supply most of the human provinces with much needed fruits, vegetables, grains, and even dairy. Cheese is a prime money maker amongst goat farmers.
Zoram. - The island fortress city, and province of Zoram, home the Cultherim. Humans only within city limits, no magic users besides the Arcane Wardens who watch over the city. The coast is mainly infertile, rocky and sandy, with little in the way of nutrients within the soil. Most of their internal farming comes from the northern tip, land that they annexed from Manj long ago. They say that no inhuman eyes have purveyed the streets of the island fortress city Cultheria in over a century.
Tan. The rolling hills of the Tan-gon provide for them, though they live in small family units, they band together to face the raids of the lizard folk who reside in the swamps of Oromol. This small nation is beautiful, especially in the spring when the fog creeps up from the south, and fills the hills with eerie cloudlike steam.
Oromol. The southern peninsula. Though it is probably quite habitable, the reptilian humanoids of Drakenhorde have a stranglehold upon the region, and with villages so well hidden, and poisonous snakes and spiders all around, the place is not worth the burden.

The Six Human Lands
Qinxor. This city-state borders the southern province of Tan, the south-western range of the Dragon’s Lash, the Lake of Green Blades, the Zoram coastline, and the great forest of Miradod, which includes the province of Manj. Such a location grants them access to much of the lands trade, and though they are open to attack from many sides, their army is one of the strongest in land, due to the orcish conscripts. The land under Qinxoree rule includes the western plateau’s, which are reserved for the clans of the orc refugees, and the chaparral that leads into the taiga forests in the east.

Because their region is arid, and poor for growing, most of their economy comes from exporting goods and services. Qinxor’s keep hosts the most magnificent forge ever created in human lands. It is the main producer of high quality arms. Other than that, they have a large population of sorcerers, who have dabbled in the hidden magics of the outer planes. They often import milks and grains from the farmers of Manj, and have been known to recruit masters of arms from the martially superior men of Zoram.

When the goblin kings collect their armies to march through the Eye of the Dragon, it is usually the armies of Qinxor who pass through the Lake of Green Blades to meet them, before they delve into the forestlands of Paegos and Frimfar, where the elves have become reclusive. Often the Stronghearted Halflings of Gorim will send outriders to harass the rear of the goblin ranks, and lately, the Killoren of the Paegosi woods have been flanking the aggressors from the east.

Qinxoree people are often pale in complexion, many have freckles, and red hair is common. Their eyes are usually light blue, as the sky, though brown, hazel, and green are not uncommon. Many other human cultures have passed in and out of Qinxor since it’s foundation centuries before, so there is really no standard for the crowd. Though native Qinxoree people are often proud of their heritage.

Drydoc. Before the establishment of Drydoc, The Eye of the Dragon was as disputed a zone as the Lake of Green Blades. The halflings of Gorim had been nearly flushed out of their craggy homes on more than one occasion, when the crusades reached peak masses. The human kingdoms of the south were the only aid to them, and often they were loath to get involved. Of course, after days of council meetings they would agree that the goblins were a threat to them if the halflings were to fall. The tar skinned morgithites had been mostly tribal, and lived in the desert as nomads. They were strong and brave men, who would often skirmish with bands of goblin raiders as they passed by. Gorim was a trading partner to the people of the sands, and when the major kingdoms of the south would fail to intervene, it was often Morgith blood that was spilt alongside the halflings. Because the deserts seasons were so inconsistent, the Morgith had never settled in one location, for fear of drought.

However, the Gorim halflings had devised a plan long ago, that would be more suitable to the tar skinned humans of the sand, than the halflings of the crags. There was an oasis, located near the centre of the Eye. It had been called the “Iris” for quite some time, though it had been a continuously contested area. Goblin armies required the spring to cross the desert, and the morgithites used it’s waters in the growth seasons. The Iris was, however, deemed uninhabitable, because it drew the attention of the gargantuan purple worms. In fact, the closer to the oasis, the higher the risk of death to the vicious, highly territorial monsters. The plan constructed by the Gorim was daring, and if successful, which it was, would make for a safer homeland for all in the Eye of the Dragon.

For quite some time the halflings had been experimenting with balloons, that they filled with gases that were released from crevices in the crag. These gases were lighter than the air surrounding it, and caused the balloons to float. They had even been able to attach weight to the balloons, which were then made into zeppelins. Then, after further study, they began to ignite the gas, allowing it to expand and cause a greater amount of lift, and therefore weight capacity. The halflings of Gorim knew that any establishment made in the Iris could never be located on ground level. This was because the worms would simply feast upon the denizens of the settlement. So instead, they built a city upon planks and planks of wood, raised high into the air. They awarded their greatest ally, the Morgith with this new home, for their crags were already home enough. They used their zeppelins to supply the new city, and a well was made to supply Drydoc with the fresh waters of the Iris, which lay below the high risen capital. Now there was a line of defence against the hordes, from far above the ballistae and catapults could ravage the armies of the goblin kings, and from ground level, the purple worms defended their oasis as always.

The goblins found another route, through the mountains of the Dragon’s Brow, however it slowed their armies substantially, and the threat of the stone giants were newly kindled.

Morgithites have dark skin, the colour of tar, and green eyes as deep as pine. Of all the races of man, they stand the tallest, though they have lived centuries on minimal amounts of food, and are therefore quite skinny. They stand at bet around 6’7’’, and usually weigh no more than 240 lbs.


Zoram. The proud Cultherim. Zoram is not a kingdom to say. It is a republic, the people decide who leads them by casting a vote. The Council of Nine rule in it’s favour, decided by the nine districts of the city. This council was made uneven so that there could be no deadlock in decision making. When there were 5 councillors behind a new law, or a decree, then it was passed.

Though this democratic process may make them seem advanced, they are very introverted as a civilization. They refuse to allow any other race beyond human into the walls of the island city. Likewise their armies are made up entirely of men. They do not allow for sorcerers to wander around in their cities either. Magic is strictly forbidden. They have their own spell casters of course, who are called the Arcane Wardens, but they are part of an institution designed to protect their land from the whims of arcane abusers. Still, they are secular from the government, there is no vote cast to elect the wardens, they are appointed by the high councillor, the councillor appointed to lead the council, by the council. This lack of choice often makes the citizens wary of their “protectors”, and indeed there has been the occasional whisper in the air regarding some form of scandal.

Militarily speaking, they are strong. They are not as strong an army as the Qinxor, mainly because they cannot match the superior strength of the orcs, or the unabridged power of the war sorcerer. However, their prestigious training marks them as great leaders of men. Often these masters of warfare will take the highest bid for their skills after they have retired from the army, to help train other armies. Many a fighter is born in Zoram, and often they will join with other mercenary groups to fight in Lake of the Green Blades, or even further north on the warpath of the Dragon’s Brow.

In appearance the Cultherim leave much to be desired. They are by far the shortest of men, and stocky too. They have plain brown hair, and brown eyes, and even their skin is often tanned by the sun and the salty breeze.

Manj. The people of Manj, Manjithi as they are called, are not a martial people. They do not amass armies and fight wars for conquest. Perhaps the only reason they have yet to be annexed by the stronger Qinxor or Zoram provinces, is due to the fact that they put up with the countenance of the elves and killoren, whom continuously demand that the forest be taken into consideration before any hunting, cutting, or building is done upon it’s perimeter. The Manjithi, a people of great culture, dance, music, and arts have much in common with the races of the wild. They often share bardic tales, or help in the construction of the brilliant and abstract elven housing. They are mainly agrarian, providing Qinxor with food, when they aren’t feeding their own people of course.

To say that they are left defenceless is a misnomer. Many of the men who are not farmers are rangers, hunters who learn from the children of Sucurion himself. Often these rangers choose goblinoids as their primary enemy to focus upon, because there is often squabbles with bands of these aggressive humanoids within the forest of Miradod, and the even on the edge of the Frimfar.

Other families of the Manjithi pride themselves as being the descendents of dragons, who had bred with their ancestors long ago. This is not often seen as a falsity among these eccentric people, they are an attractive breed, with ink black hair, and topaz eyes. Their warm smiles, and fluttering souls likely attracted many a dragon to mate with them, whilst in human form of course. This being said, sorcery is often common within the communities, though the people of Manj prefer illusion and enchantment to the heavier evocations and conjurations.

As previously mentioned, the Manjithi most often have jet black hair, with eyes of honey or gold. Their skin has a red hue about it, and they are often referred to by the Cultherim as crimsons, though this is often said in a derogatory manner, so it is impolite to say.

Tan. The Tan-gon, loosely translated to men of hills, are exactly that. Many of the men are shepherds, who guide flocks of sheep. Then there are farmers, who grow staples such as potatoes and carrots. Their main defenders are warriors who form militia and protect the villages against the Lizardfolk of the south. They are a people of limited resources, and have not the technology to create advanced weapons or armours. In general they do not get involved in the crusades against the goblins, because they are busy warding off the swampland reptilians, but it is no real loss, for they haven’t a strong military anyhow.

Those few men who are more fighter than farmer often choose the path of the ranger, preferring a strong bond with their horses, adapting archery to go hand in hand with the gallop of the beast. In this way they can avoid conflict with the oftentimes stronger warriors of the Lizardfolk, and troglodyte tribes.

Tan-gon hair is often blonde, and occasionally red. Their eyes are a striking violet, and they have the habit of braiding their hair, and keeping it quite long. Their skin is naturally fair, though their hard labour often turns it brown from the sun, and ruddy from war, famine, and disease; which is often contracted from their close proximity to the swamps. Still, the occasional beauty is not unheard of, and she is prized amongst her clan. Arranging a marriage to a stronger clan, with such a bargaining chip is often a way to survive the harsh winter rains.

The Dragon’s Horn. Berodimen hail from the glacial peninsula of the north. They are strong barbarians who fight both winter cold, and some of the most unimaginable beasts who thrive in the harsh wastelands of the tundra. They do not live in one place for long. They stick to coastlands during the summer season, and hunt seals and whales, and in the winter they retreat from the harsh coastal winds into the heart of the land, where they live off their bounty until spring. If they run out during the winter months, then they must brave the cold and track down whatever they might find, such as hibernating polar bears. Often they are unlucky in this search, and a family may die…

Other than that, there are many dangers in the frozen lands. Frost giants, frost worms, and Ice mephitis are but an example. The Berodimen are hardy, and among the strongest of humans. Over half of them are accomplished in the barbarian style of hunting and fighting. They favour long reaching weapons, and are highly effective with composite bows.

Even still, though they are strong, they appear quite the opposite. They are lean and muscular, and shorter than average, which throws their enemies for a loop at first glance. Berodimen are naught but muscle and fury when provoked however. They fly into fits of rage that leave pools of blood to turn to ice in their wake. In recent years, the abominations of the Sudiglan tar lakes have begun to reach out north to the Dragon’s Horn, causing the Berodimen to retreat farther from the Ashlands. Some young men trek through the heart of the Skoarnic territory, and are occasional welcomed into the shaman circles due to their impressive strength, and inherent wisdom.

Shorter than the average man, but not as short as the Cultherim, Berodimen have shock white hair, and crystal blue eyes. There hasn’t been very much breeding between cultures, so this is an almost absolute standard for their people. Their skin is a rich colour, often bronze in hue.



Posted on 2008-03-27 at 23:07:16.
Edited on 2008-03-30 at 13:51:23 by Philosopher

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Oooh, a Fey race?

Can you send the information to me please?


Posted on 2008-03-27 at 23:09:24.

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


Races

Playable Races

Humans
-As noted in the PHB, I shall have to also give you guys a list of kingdoms for their distinctive qualities.

Dwarves
-Extremely rare in the human lands. Most dwarves serve under kings as blacksmiths.

Sucurion Elves
-These elves are named after their great guardian dragon, Sucurion. They are the only race to have ever been watched over by a dragon from the beginning of their creation to the end of Sucurion's life.

Halflings
-These little buggers are everywhere! As PHB, also will accept MM, and the forgotten realms strongheart halflings.

Orcs
-Orcs are somewhat different in this campaign. They have taken refuge in the human kingdom of Qinxor, and their males have a mandatory term in the human army upon reaching maturity. Physically they are different as well. Mainly, they are larger. They have less dexterity, but no light sensitivity. More details to come.

Killoren
-These guys are the fey. They are the answer to the unbalancing of nature in the land of Drakenhorde. Because the elves have become an endangered species, the Killoren are picking up the slack in guardianship over the forests.

Skoarn
-After the sudden disappearance of the True Dragons, magic began to faulter. There was a period of dark times that lasted for 1000 years before the arrival of the Skoarn. These wingless dragons claimed to be the descendents of the Dragon lords. They ushered in a new occult, the Dragon Shaman, in which they vowed to earn their wings. With the arrival of these adaptive, humanesque draconians, so too did the magic begin to usher back from the void.

Kobolds
-Figured I would have a race represent sorcerers as well, and hey, they are miners, so in a sense its a trade up with dwarves out of the picture.

*note that there are no such thing as half-breed's in Drakenhorde. Also, there are no gnomes...


Posted on 2008-03-27 at 23:10:04.
Edited on 2008-03-28 at 09:15:28 by Philosopher

Dragon Mistress
Not Brianna
Karma: 68/55
1764 Posts


MAgical Beings

Do elves have magic of their own or only the Skoarn What are they like physically?


Posted on 2008-03-28 at 01:20:47.
Edited on 2008-03-28 at 01:21:39 by Dragon Mistress

Sibelius Eos Owm
A Midsummer Knight
Karma: 59/5
1376 Posts


It is just as much in my nature to ask questions as it is to answer questions I have no business wit

I wouldn't imagine the elves would be excempt from the no-magic problem, even with their own special dragon.

I haven't decided what kind of character I shall have, perhaps more information will help facilitate the process.

By the way, I saw the Killoren in 'Whom Gods Annoy' and I had to applaud you for one particularly moving sentance concerning your impromptu flight minus wings. That was this morning around 9. Later Reralae drew my attention to the bottom of the page and I couldn't believe I had missed it (also, when I first saw said post, I had no idea she was a Killoren) anyway, I'll see you later, having posted for hardly any other reason than to post. *sigh*

All I know is whatever character I make, I want to make them good. As a friend of mine might say, they must be EPIC! (not referring to 20+ levels but to the quality of epicness)

And now I reach the point where I am merely ranting needlessly. Goodnight.


Posted on 2008-03-28 at 04:59:46.

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Oh, and by the way

If I'm not a Killoren, could I instead use the Fey Heritage feats from the supplement Complete Mage?

On that note however, chances are I will play a Killoren; I've always wanted to play a Fey race


Posted on 2008-03-28 at 05:53:42.

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


Races in More Detail

The Races of Drakenhorde

Humans
With the exception of the Berodimen of the north, whose brave barbarian roots still hold strong in the glacial peninsula, the humans of Drakenhorde have forged vast kingdoms in the lands south of the Dragon’s lash. The strongest of these kingdoms, with the assistance of the orcs is Qinxor. With an army strengthened by the ranks of the enormous orcs, it has left the city rich in the region of magic. Because there is less need for soldiers, strength is secondary to talent. The City State’s castle hosts the most magnificent forge in human hands. This is where the majority of the otherwise rare magical artifacts are spawned.
Other than Qinxor, the desert city of Drydoc is secondary in power. The Morgith, tar-skinned traders, are the masters of this city. Drydoc itself is built on planks of wood that raise the city high above the sands. The reason for this is two fold. First being that the goblin kingdoms are situated just north of the Eye of the Dragon, and the second being that the sands are infested with purple worms. The city is supplied by halfling zeppelins.
Humans are as described in the PHB.

Sucurion Elves
The elves of Drakenhorde are known as the children of Sucurion. To date he was the last seen dragon living. He was killed in what is known as the war of the sorrows. It was nearly the end of elven existence. Sucurion himself entered the fray, and fought against the thousand strong army of the Goblin King Rakshoth, sacrificing himself whilst allowing the remaining elven families to retreat into the deep forest. Still, even with the great wyrm’s sacrifice, the clans were picked apart until there was not but hundreds of elves remaining.
Sucurion elves are not like otherworldly elves. They tend to stand about a foot taller than normal humans, and though they are slender, they are strong, and have a fiercely martial history.

Sucurion Elf Traits: These traits are in addition to the PHB elf traits, except where noted.
-Weapon Proficiency: Sucurion elves are proficienct with the Elvencraft bow(including the longbow, composite longbow, shortbow, and composite shorbow). This trait replaces all of the PHB elf's normal proficiencies.
(note: The Elvencraft Bow - One of the biggest problems facing any archer is deciding what to do when a foe gets within melee reach. Does one stand fast and take the consequences (which can prove painful if not deadly), fall back (not always practical), or drop the bow and draw a melee weapon (inconvenient at best). Elf bowyers have made the choice somewhat less difficult by crafting bows that can stand up to melee combat. Thanks to elven ingenuity, these weapons work just as well as melee weapons as they as ranged weapons.
An elvencraft bow is thicker and heavier than a normal bow. An elvencraft shortbow functions as a club when wielded as a melee weapon. An elvencraft longbow functions as a quarterstaff when wielded as a melee weapon. The wielder incurs no penalty on attack rolls when using an elvencraft bow as a melee weapon.
A character wielding an elvencraft bow can freely interchange melee and ranged attacks during the same round. When wielding an elvencraft bow, the user threatens the squares around him no matter how he last used the weapon.
magical enhancements to an elvencraft bow only affect its use as a bow. Enhancements to the melee capabilities of the weapon must be added seperately.)
-Eternal Life: Sucurion elves never die of old age. They go through all of the normal elven aging effects up until maximum age, which they never reach. They can continue to live on forever if they wish.
-Favoured Class: Ranger. This trait replaces the normal elf’s favored class.

Dwarves
When the humans and the goblins began to squabble for territory, the dwarves were caught in between, as they lived in the Dragon’s Brow, to the north of the Eye of the Dragon. Though they initially fought alongside the humans, they found that the race of man was as greedy as that of the vicious goblins. The last defining defeat in the relationship between the earth sullen dwarves, and the ambitious humans lay in the human alliance with the orcs, one the dwarves peoples most hated enemies. They retreated into their mountain homes, and sealed themselves into isolation.
Dwarves are as they are in the PHB.

Halflings
Halflings have made a good name for themselves in business. However, they have also made themselves a bad name for stealing and lying. Not anything new for the little rugrats though. Strongheart Halflings have an established settlement in the Eye of the Dragon, in a south eastern area where the sand turns to rocky crags. The name of this homeland is Gorim. Other than that, most Halflings live among humans in the cities, other, more rare Halflings settle in with Elves in the forests, these are usually known as Tallfellows.
Halflings are as described in the PHB, the MM, and the Strongheart is from Forgotten realms.

Orcs
Orcs have become friendly with the human kingdoms. The orcs were once of equal power to the goblin tribes, but through the means of a feudal society the goblinoid races settled down, eschewing their previous nomadic life, and began to create castles, and then cities. The orcs could not withstand the unified armies of the goblins, but refused to relent, to be subordinate to the goblin kingdom itself.

The human kingdom of Qinxor ruled over by the wise queen Nalessi Co’Ratu offered an alternative to extinction. She would supply them with land in the outer region of her domain, land that was seen as otherwise useless to her, plateaus that could do little more than serve as grazing land for cattle. This land, was far from the territory of the goblin kingdom however, and would serve to protect their barbarian ways of life. In return however, she asked that their sons spend a term of two years in her military, when they had come of age. The orcs in Drakenhorde, are monsters among men, who upon reaching maturity are between eight and ten feet tall, and can carry weapons much larger than that of a human.

Though hesitant at first, the tribes agreed that it would be better to serve the enemy of their enemy for a term, rather than become slaves for life. In this way, orcs have wandered slowly into the inner workings of human society… some sons not preferring the life on the plateau’s to the work and pleasures offered in the cities. Some still have become soldiers for hire in the kingdoms of other men. Orc women have been seen in the ranks of armies as well, and in the cities, though often for different reasons. Their enlistment is not mandatory however.

Drakenhorde Orc Traits:
Drakenhorde orcs are a good three feet taller than the average man. They generally fall in between 8 and 10 feet tall, weighing around 500 to 1000 lbs. Female orcs never reach heights of more than 9 feet, though they often weight the same as their male counterparts. Male orcs have a leathery chest very similar to that of an ape. They are quite hairy too.
These traits are in addition to the orc traits, except where noted.
- -2 Dexterity; Drakenhorde Orcs are bigger, and therefore clumsier than otherworldly orcs.
- Large Size: -1 Penalty to Armour Class, -1 Penalty on attack rolls, -4 penalty on Hide checks, lifting and carrying limits double those of Medium characters. (This replaces normal orc’s size of medium)
-Space/Reach: 10 feet/10 feet. (This replaces normal orc’s space/reach)
-An orc’s base land speed is 40 feet. (This replaces normal orc’s base land speed)
-Light Adaptation: Drakenhorde orcs are accustomed to living out in the sun, and are no longer sensitive to the sun’s rays.

Killoren
Nature’s second attempt at balance. After the elves were reduced to almost nothing, these curious manifestations of the great mother’s will began to flood the forests. Though their numbers are relatively small, they age quickly, and are fierce warriors. Many killoren druids take up home in human cities to protect the rights of the bordering woods. Killoren have a fairly decent relationship with the kingdoms of men, who are the lesser of evils between the two great powers of the land. However, they still possess an aloof air, that makes them seem arrogant.

Killoren Traits:
Killoren resemble half-elves, and males and females alike average about 5-½ feet in height. They mature quickly, being full-grown by the age of 10, and live very long lives, hardly changing at all in appearance for their first century. Killoren have green or tan skin the texture of a soft, young leaf, and their limbs are unusually long and slender when compared with those of the humanoid races. An individual kioolren’s hair and eye color depends on which aspect of nature the killoren is currently manifesting.
-Fey: killoren are of the fey type and are therefore not affected by spells such as charm person and hold person. Unlike other fey, killoren gain Hit Dice only by acquiring levels in a character class.
-A killoren’s base land speed is 30 feet.
-Low-light vision: killoren can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
-Immunity to magic sleep effects and a +2 racial bonus on saves against enchantment spells or effects.
-Racial Skills: killoren have a +2 racial bonus on Handle Animal and Survival checks.
-Cold Iron Anathema (Su): Killoren have a difficult time wielding weapons made of cold iron. Killoren take a -2 penalty on any attack roll they make with a cold iron weapon or a weapon made only partially out of cold iron, such as a cold iron spear, or a bow firing cold iron arrows.
-Manifest Natures Might (Su): Killoren are forever bound to the raw forces of nature itself, manifesting this bond even in their physical form. A killoren can only manifest one aspect of nature’s might at a time. Each morning as the sun rises, a killoren spends 10 minutes in quiet meditation, filling her spirit with the aspect of nature that is most needed for her current tasks. Once a killoren chooses an aspect, she manifests that aspect until the next morning, when she chooses again which aspect to manifest. Many killoren favour one aspect over the others and rarely choose to manifest one of the other two aspects.
Aspect of the Ancient: While manifesting the aspect of the ancient, a killoren embodies the deep and ancient secrets of nature itself. With this bond to nature’s secret lore, a killoren gains a racial bonus on Knowledge (nature) checks equal to her Hit Dice and gains an additional +2 bonus on saving throws against enchantment effects. This bonus stacks with the killoren’s normal racial bonus on saving throws against enchantment effects. While a killoren manifests the aspect of the ancient, her hair turns white and her eyes turn to the colour of a blue summer sky.
Aspect of the Destroyer: Many races revere nature for its power to destroy, but none more so than a killoren manifesting the aspect of the destroyer. Once per hour (up to a maximum number of times per day equal to the character’s Charisma bonus, minimum 1), a killoren manifesting the aspect of the destroyer can make a special smite attack that deals extra damage to the foes of nature. When making this smite attack, a killoren adds her Charisma bonus to her attack roll and deals an extra 1 point of damage per Hit Die. This smite attacks works only against aberrations, constructs, humanoids, oozes, outsiders, and undead. If a killoren accidentally smites a creature that is not one of the creature types listed above, the smite has no effect, but the ability is still used up for that hour and counts against the total uses per day. While a killoren manifests the aspect of the destroyer, her hair and eyes turn a deep lusterless black; many find the gaze of a killoren destroyer’s coal-black eyes to be unnerving.
Aspect of the Hunter: The hunt affects nearly every aspect of nature and claims a place of great prominence and importance in the cycle of life. A killoren manifesting the aspect of the hunt is bound to nature’s ancient tradition of the hunt, and her senses sharpen to an amazing degree. While manifesting the aspect of the hunt, a killoren gains a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks, and a +2 racial bonus on initiative checks. While a killoren manifests the aspect of the hunter, her hair and eyes turn a deep forest green, and her skin tone becomes a deeper brown than when manifesting one of the other aspects.
-Automatic languages: Common, Sylvan. Bonus languages: Aquan, Auran, Elven, Ignan, Terran.
Favoured Class: Druid.

Skoarn
The skoarn are dragons by blood, humanoids by shape, and fall somewhere in between when it comes to power and ambition. For a thousand years after the fall of Sucurion in the war of the sorrows, magic ceased to exist. Even though dragon’s blood had flowed through various humans, elves, and the other races that claim to descend from dragon lineage, such as the kobolds, the arcane flow was gone from the lands. The reason for this is unknown, but it is assumed that once the True Dragon’s disappeared, the source of magic was too weakened by the loss. Only impure blood remained.
With the arrival of the skoarn, dragon’s of true ancestry, the magic suddenly became tangible once more. They also ushered in a new aspect of dragon power. The Dragon Shaman. As Shamans to the old ones, the true dragons of ancient lore, they sought to become like their elders. Those of them that amassed great power under the guidelines of their ancestors even gained wings.
Skoarn dragons look like a cross between the dragons of legend, and a tall human. Their ears are but holes in the sides of their heads, and they do not possess hair. Instead, their foreheads are ridged and horned, the horns and scales getting thicker as they age. They have clawed hands, and a nasty bite… but lack the breathe weapon of their ancestors. They usually stand between six and seven feet, and weigh between 300 and 500 pounds. The females are notable slimmer, though they generally grow to the same height. They do not often weigh more than 275lbs. Their scales can be the colour of any of the true dragon’s, be it the metallic or chromatic dragons. However, their colour is usually whatever their parent’s colour was.

Skoarn Racial Traits:
-Dragon: Skoarn are of the dragon type and are therefore not affected by spells such as charm person and hold person. Unlike other dragons, skoarn gain Hit Dice only by acquiring levels in a character class.

-Medium Sized
-Base speed is 30 feet
-Darkvision out to 60 feet, and low-light vision.
-Immunity to magic sleep effects, and paralysis effects.
-Natural Attack: The Skoarn have natural attacks. Their bite does 1d6 damage, and their claws both do 1d4. Skoarn are considered proficient with these attacks. When making a full attack, a skoarn uses his full base attack bonus with this bite attack but takes a -5 penalty on claw attacks. The multiattack feat reduces this penalty to only -2.
-Natural Armor: Skoarn have a +1 natural armour bonus. This bonus increases with age, just as their intelligence, wisdom, and charisma do.
-Dragon’s strength: Skoarn age at the same rate as normal elves, however instead of losing strength as they age, they gain it. They gain a +1 to strength every time they would lose it due to aging effects.
-Automatic languages: Common, Draconic. Bonus Languages: Elven, Dwarven, Orcish, Goblin.
Favoured Class: Dragon Shaman.

Kobold
In a sense, the kobold has replaced the dwarf in human society. Seeing as they needed protection from the overbearing goblin kingdoms, and are naturally great sorcerers and miners, they had something to offer the humans in an alliance.
They are as noted in the MM.

edit: I accidentally put kobold instead of halfling in the note about Drydoc being zeppelin supplied. The strongheart halflings of Gorim have made zeppelins, not kobolds.



Posted on 2008-03-28 at 08:59:30.
Edited on 2008-04-07 at 13:14:04 by Philosopher

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


To Dragon Mistress

The Elves can make magic, but they need to have some dragon's blood flowing through their veins. This simply means that in their family's past there was a dragon mate somewhere.

Any race can be a sorcerer, it's just that the theme of magic is centred around dragon's blood.


Posted on 2008-03-28 at 09:08:25.
Edited on 2008-03-28 at 09:10:56 by Philosopher

Sibelius Eos Owm
A Midsummer Knight
Karma: 59/5
1376 Posts


If you didn't know

In Complete Arcane, there are a set of feats known as 'Draconic Feats' that are specifically for Sorcerers with Dragonic Heritage. If whoever is playing the sorcerer (if anyone) doesn't have the book, I'd be happy to share the information (pending Philosopher's approval).

Now back to that homework I was supposed to be doing...


Posted on 2008-03-28 at 20:14:12.

Sibelius Eos Owm
A Midsummer Knight
Karma: 59/5
1376 Posts




Before I vanish for part of the weekend, I simply intend to make it known that I'm tempted to make a few different characters; I might want to make any kind of melee Orc, or perhaps this one Human Fighter I have kicking around in the back of my mind. Of course there is also the thought of being some kind of sorcerer, but I think I'm leaning toward a physically powerful character for this game. I'm beginning to ramble again *sigh*

Also I have to say, I love this line in the racial descriptions:

Unlike other dragons, killoren gain Hit Dice only by acquiring levels in a character class.


Posted on 2008-03-28 at 22:20:03.

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


OMG

So much for copy and paste to save time. Thank you for alerting me of the presence of that error.


Posted on 2008-03-29 at 00:54:28.

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


PM Me Your Characters!

I don't want the character in a thread just yet... So whenever anyone is done with their characters, just pm them to me.


Posted on 2008-03-29 at 02:09:34.

Grugg
Gregg
RDI Staff
Karma: 357/190
6192 Posts


Hehe

*throws an imaginary PM at Philo*


Send you a real one tomorrow...after I sleep...hopefully.


Posted on 2008-03-29 at 02:17:25.

Brianna
Not Dragon Mistress
Karma: 105/32
2282 Posts


PC Level

I haven't found out what level characters are to be started out as.


Posted on 2008-03-29 at 17:38:22.

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Level of the

First, the beginning of beginnings for heroes, villians and commoners alike
(See the recruitment thread for the same information)


Posted on 2008-03-29 at 18:03:21.

   
Jump to:    1 2 3 4 5 6 7 8 9 10 11 12 [Next] [Last Page]


  Partners:       Dungeons and Dragons resources, from 2nd to 4th Edition gamegrene.com | for the gamer who's sick of the typical Dungeons and Dragons Adventures, #1 resource for D&D Dungeons and Dragons 4th Edition  
View/Edit Your Profile | Staff List | Contact Us
Use of the RDINN forums or chatrooms constitutes agreement with our Terms of Service.
You must enable cookies and javascript to use all features of this site.




Page loaded in 0.083304 seconds