Legacy of Dragons

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Legacy of Dragons

Draconian, the very word a curse upon the lips of the men and elves of Kyrm...
Prologue I
Legacy of Dragons

Draconian, the very word a curse upon the lips of the men and elves of Kyrm. The ones that should not ever have been you are. Born of a goddess' spite and an ancient crimson wyrm's guile, of darkest sorceries and hateful prayers, a race forged for a single purpose. For conquest were you meant, to drown a world in the blood of the Dark Queen's foes to her undying glory, to obey without question, neither weakness nor pity staying your claws.

Even the plots of gods can go awry. Harkiel the Bender withered, some say by Paladine's will for twisting his children, Wyrllish died alone in the dark under his temple, where he dwelt with only the Queen's whispers for company, Dracart fell by the claw of one of his own creations. Yet the Queen of Darkness had a place in her black heart for her adopted children… or maybe just another plot for those tools that passed the test of time.

In the depths of Thorbardin the brave draconians found a fraction of a fraction of the looted wealth of black Neraka, swiped by the rapacious Daegar. Wealth beyond the dreams of avarice there was. However it was one solitary treasure that drove them on even into battle with the fiends begot of Father of All and of Nothing… eggs of brass, silver, bronze and copper and a single egg of gold. These were vessels of creatures such as they had never imagined could walk the lands of Kyrm… female draconians. There, among the roots of the mountains, the eggs hatched to the undreamt hope of their kindred.

It is at this point that the tale takes an even stranger turn, by the thrashing might of Chaos, or Takhisiss' dark will one night a shadow deep as the void between the stars passes over the camp of the First Dragonarmy Engineering Regiment leaving you stranded in a world like, yet unlike your own, a world where fate itself has failed, for even a god's prophecy has come to naught. What will you become among the terrors and wonders of the Age of Lost Omens?

Where do you find yourself?

[] A savage land of jagged peeks and deep clefts, where the last vestiges of civilization struggle to survive against the onrushing hordes (Belkzen land of orcish savagery, near the human holdout of Trunau)

[] A lush, almost impossibly green jungle teeming with strange and predatory creatures. Beyond the seas beckon, for those who would dare the endless storm (Isles of the Shackles home of rogues and pirates, Motaku Isle)

[] A land of open skies and deep secrets of the fallen past near, in the distance the sharp eyes of the sivaks can glimpse a cyclopean wall (Varisa, between Janderhoff and Kaer Maga)

[] A ruined city bisected by a rushing river, among the sounds of the water you could almost swear you hear whispered lamentations. (The River Kingdoms, Heibarr)

[] Write in


OOC: So I've recently found the second book in Kaang's Regiment series, which I have been looking for years. It was pretty good, but it did not deal with what I had hoped it would, the founding of the draconian nation. Since the Dragonlance setting is quite dead I decided to tell the tale myself… with a twist. I don't much like the Age of Mortals (the goods look really flighty vanishing again in less than a generation) so I decided the situation at the end of doom brigade was ripe for a crossover. Since I have a ton of pathfinder sourcebooks, I put the things together writting the whole thing as a CK II quest. The powerful but at the same time very fragile (because of their limited numbers) draconians will hopefully provide an interesting challenge.

Now on with the quest. About the write in option, I would prefer places relatively far from civilization so I can introduce the draconians to Goldarion slowly instead of throwing them straight at Absalom for instance
 
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First Dragonarmy Engineering Regiment
First Dragonarmy Engineering Regiment
The Troops:

77 Silvak Draconians



Description: The eyes in the sky, the dagger in the back of the unwitting foe, these are the sly sivaks. Fonder then most of magical trinkets and baubles the sivaks will often bedeck themselves in such. The temptation to gamble on games of chance or wit, means that it is a rare sivak who keeps any particular trinket long

59 Bozak Draconians


Description: The keepers of draconian magic, wisdom and lore, the steady hand to guide their more chaotic brethren. Many Bozaks, even among those whose hearts are not turned to darkness share a deep spiritual bond with Takhissis, and associate their magic with the power of the Dark Queen

114 Kapak Draconians


Description: Kapaks are a study in contrasts, poisoners and sneaks who disdain "honorable combat" who nonetheless draw strength from the community of their fellows. Few Kapaks aspire to leadership beyond the squads of their clutch-mates, and it is almost unheard of for them to strike out on their own

Total Numbers: 250

The Hatchlings:


The hope of the draconian people, these hatchlings, sustained by magics within their eggs since the early years of your race have only just hatched by the grace of Takhisis.

1 Aurak Draconian
2 Silvak draconians
6 Bozack Draconians
4 Kapak Draconians
7 Baaz Draconians

Total Numbers 20

Supplies:
  • Bridge-building/construction materials
  • 2 weeks worth of food
  • 1 month's worth of pilfered dwarf spirits
  • The Treasures of Neraka

OOC: In case you are wondering, the reason you do not have any Baaz draconians is because they tend to be weak, not very bright and quite bloodthirsty, an unfortunate combination. As for Auraks they are both rare and tend to be sociopathic loners with vast magical power
 
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Character Sheets
Character Sheets

Commander Kang

Martial: 16 +9 +2 +1 = 28 (A master of strategy and tactics. Harsh has been the earning of those skills paid with the lives of comrades)
Combat: 16 +6 +3 +1 = 26 (An exemplar of your fearsome race with axe and sorcery both)
Stewardship: 15 +1 +2 +2 +2 +1 = 23 (The decades since the Fall of Neraka have taught you how to stretch even the most meager of resources to sustain your company)
Intrigue: 7 +1 +1 +1 = 10 (When you were young heard a priest of the Dark Queen say your kind were meant to be spymasters as much as commanders, it was the first time you began to suspect your human commanders may be less than all-wise)
Piety: 20 +2 +1 = 23 (Though you would sooner spit on the likes of Wyrllish Parkane and his mewling lot than heed them, your faith in Takhisis has never wavered. Did she not grant you the knowlege of the eggs you rescued from Thorbardin, the hope of your race)
Learning: 15 -1 +4 +1 = 19 (Your lore may not be broad in kind as a sage's or one of your Dragon kindred's but you are master of those fields you call your own)

Educational Trait: Brilliant Strategist: you have an almost preternatural understanding of all things martial (+9 Martial, +6 Combat -1 Learning, +1 Stewardship, +1 Intrigue)

Trait: Bozak Draconian: The blood of bronze dragons flows through you, your fate altered by the dread powers of the servants of Takhisis you now look to the Dark Queen for guidance (+3 Combat, +2 piety +1 intrigue; uses piety to cast spells)

Trait: Master Engineer: The humans laughed at the thought that a draconian could be anything more than a beast to unleash upon the enemy. Fools all of them for are you not kin to dragons whose minds are the sharpest of all mortal creatures. Time and again you have shown that your wits are as keen as your claws (+4 Learning, +2 Stewardship)

Trait: Cautious:
Witht he fall of Neraka many draconians turned to Brigandage and lawlessness, to be hunted at leisure by the forces of the Whitestone Council. Takhissis, though the herself, though the Vision Hozzad has named you wise for knowing how to bide your time and husband your strength and carefully measured raids (+2 Martial, +2 Stewardship, +1 intrigue)

Trait: Veteran: You were bred for battle and many battles have you fought, much have you endured to come to this day (+1 to all stats)

Trait: Just: During your service with the Red Dragonarmy nothing had some to offend you more that the chaotic, greedy, bastards suposedly served her Dark Majesty, but in truth served nothing more than their whims. You swore to yourself that you would never be that sort ofpiss poor leader and strive to adhere to a honorable code of conduct in peace or war. (+2 Stweardship)
 
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Prologue II: The Thrice Plundered Treasures of Neraka
The Thrice Plundered Treasures of Neraka
What did you find in the depths of Thorbardin? The most precious eggs of your kindred nestled unknowing among a hoard of their own, the treasures of the Black Robes taken from the sack of lands far and wide, ripped from the hands of the living and plundered from the tombs of the dead. Glittering gold and gems shinning like stars, bright blades and tools of fel sorcery. What strange and potent magics did you bring with you on your journey beyond the borders of the world? What eldritch tomes and items touched by Powers Divine?

Total Treasure Value: 2500 Ppoints


Coin:

[] Write in value (1 point = 1000 gp)

Common magical equipment:

[] The Blades of Woe (+1 Flaming, Keen greataxes)

Cost: 18 Points

[] Harkiel's Spite (+2 Human-bane rapiers)

Cost 18 Points

[] Hammers of the False Metal (+1 Flaming Burst, Vicious, Warhammers)

Cost 32 points

[] Armor of the Queen's Own ( +1 Malevolent, Light Fortification Breastplates)

Cost 13 Points

[] Bozak Spell-chain (+1 Twilight, Spell-storing, Mithral Shirts)

Cost: 10 Points

[] Aurak's Panoply ( +1 Twilight, Spell Resistance (15), Mithral Shirts)

Cost: 50 Points

[] Belt of Stoneskin

Cost: 60 points

[] Mantle of Immortality

Cost 50 points

Maximum number: 5

[] Ring of Regeneration

Cost: 90 points

Maximum number: 3

[] Write in

Unique magical Items:

[] Bracelet of Magic Resistance (Absorbs 25 spell levels, unholy item)

Price: 73 Points

Maximum number: 2

[] Cloak of Night (+2 deflection Bonus to AC +10 competence bonus to Hide, Grants darkvission and the ability to Shadowwalk 1/day)

Price: 36 points

Maximum number 2

[] Write in

Number and level of spells:

[] First level spells (write in how many)

Cost: 0.05 points/spell

[] Second level spells (write in how many)

Cost: 0.3 points/spell

[] Third level spells (write in how many)

Cost: 0.75 points/spell

[] Fourth level spells (write in how many)

Cost: 1.4 points/spell

[] Fifth level spells (write in how many)

Cost: 2.225 points/spell

[] Sixth level spells (write in how many)

Cost: 3.3 points/spell

[] Seventh level spells (write in how many)

Cost: 4.55 points/spell

[] Eight level spells (write in how many)

Cost: 6 points/spell

[] Ninth level spells (write in how many)

Cost: 7.65 points/spell

Artifacts (Choose 1):

[] Nuitari's Shroud (+1 CL for Evil spells and Save DC, SR 10 vs divine magic 20 vs arcane magic, immunity to necromancy spells)

[] Chromatic Rod (+1 morningstar Shock/Corrosive/Flaming, spell-like abilities)

[] Tome of Nuitari (Spellbook penned by the god of dark magic ???)

OOC: Have fun picking out the loot.
 
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Prologue III: A Whole New World
Prologue III: A Whole New World

You are commander Kang of the First Dragonarmy Engineering Regiment and you had never wished you were drunk quite as much as today. The mountains are not supposed to move. Dark Queen Below, those were not even the same mountains, the peaks were different or you're a gully dwarf. Maybe Chaos had reshaped the lands. After all who was to say what the Father of All and Of Nothing could do... no, you could not think that. You'd go mad with worry and then where would your command be? Chaos was bound again, the heroes of the Vision had triumphed at the end of all things. If nothing else all of you could not have missed the land changing under you. New rivers bursting forth...

The men are in an uproar, even the hatchlings were picking up on it. Their small voices sounded alarmed, as they chattered among themselves. Gods-damn-it, it's your job to have the answers or at the very least know where to look. for them.

Slith landed next to the wagon his commander was currently helping to load with more force than was strictly necessary. "We're somewhere else," the Sivak reports without even a hint of his usual humor. When something caused Slith to take things dead seriously all knew grim times had come. "I flew as high up as the thermals would take me, sir," the sub-commander continues "There's something that might be a city in the distance... There's smoke in any case and the sharp lines on the horizon that have to be some sort of settlement."

"Dwarfs?" you ask sharply. The thought of a flesh and blood enemy you can get to grips with helps clear your head.

"Hell if I know Sir," Slith replies, his wings sweeping the dusty ground as he shrugs. "It must be near on forty miles. Those walls have to be massive though."

"Right," you nod. "We're somewhere else and our map isn't worth shit," you can't quite keep the anger... the fear out of your voice, but it's Slith. He's seen you in worse shape. In it's own way that too is comforting... you've been in worse places, and by Her Dark Majesty you came out of them too.

What do you do?

[] Send out Sivak Scouts
-[] Towards the settlement to the North
-[] All around you to look for immediate threats

[] Send out reconnaissance in force

[] Lead the Scouting parties yourself

[] Write in


OOC: Lets leave partitioning treasure for later and get this show on the road.
 
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Prologue IV: A Giant Conundrum
Prologue IV: A Giant Conundrum

Generally scouting is not a job for commanders. However common practice is silent on the matter of having one's entire company dumped in some other land overnight, making every map a useless rag. You need to get your own eyes on the land, and you need to prove that you won't flinch from the challenge. You were not the only one unnerved by the world changing around you.

"Garnak," you call out to the old scarred giant of a Sivak with every indication of calm and control "You're in charge of this lot. They'd better not have drunk all the dwarf spirits by the time I'm back," you joke.

"That's alright, sir," Garnack replies. "I'll just get this lazy bunch of lizards to throw up a palisade and put their backs into making a ditch, to keep them from mischief."

"And what about you," a kapak hisses out amused, from semi-anonymity among a a squad of his fellows. "Hauling dirt along with the rest of us or enjoying the privileges of rank."

"Watching you lot will drive any sane man to drink," Garnack replies in the same tone. "Now get." In marked contrast to the informality of command that would make a Lord Knight of any stripe red with anger the company begins throwing up defenses like a well oiled machine. You'd seen enough of officers acting like they were Her Majesty's own gift to the world back in Neraka. Discipline is built on trust,not simpering. Let the men grouse and jest if they work and no one can say they don't do it with a will

***​

You set out at a long ground eating peace sometimes launching yourself into the air and allowing yourself to glide, the way you were taught to do on long marches, where secrecy is not an issue. You take the route north along the river, reasoning that where there's water there are likely to be locals to interrogate about where the hell here is

Your patrol consists of three of the sneakiest kapaks and two sivaks keeping to the air at all times to warn you of danger. So far they've seen only normal beasts for wet lowlands like this, though one of them caught sight of a manticore in peeking over the ridge, the river falls over in a crashing waterfall. Since you had no intention of going that far you are happy to leave it to its hunting grounds

You see a flash of a red streamer above, a signal to halt at once. No sooner had you done so and one of the sivaks lands to give a hurried report. "There's a village ahead," the scout reports. "Doesn't look like much, human if I'm to judge. It's about to look a lot worse too. They are under attack by giants."

"Giants, more than one," you ask amazed. You knew ogre tribes would sometimes see the birth of a giant, who usually bullied his kin into line and became chieftain by virtue of greater stature and wit, but you had never heard of more than one giant in the same place outside of the Dragonarmies.

"Three, commander," the scout replies, trying to hide his unease. "The one that looks to be the boss is even wearing armor, the way ogres usually do, I mean." He snorts in laughter and you have to crack a smile. You could usually slip a broadsword between the pieces of an ogre's mismatched armor. Most never seemed to grasp the point of strapping metal on yourself was supposed to be protection not looking fierce.

"How are the defenders holding out?" you question.

"Well they are shooting arrows, and that old log palisade is holding out a lot better than it has any right to be. Might be someone magiced it."

"Think they'll hold out till we get there?" The Question is thoughtful as you try to weight the situation. "

"Maybe..." he replies dubiously. "Ogres aren't much for sharing loot, but they aren't very clever neither."

Of course he'd assume we'd take the giants side,
you think. You could count the number of humans that would treat fairly with "lizard men" on one hand, with fingers left over... but maybe in this new lands things could be different, you could not help but hope. They might be grateful enough to hand over a map, maybe even some supplies. Of course there was a small problem to that plan of peaceable cooperation. Going the other way might also have merit. Humans don't put up near as much of a fight as giants.

What do you do?

[] Draconians to the rescue

[] Ogres are the Dark Queen's first children you've heard and giants are ogre stock, help them out for a cut of the spoils

[] Ignore the whole mess, no point risking the lives of your men over quarrels that don't concern you

[] Write in


OOC: Here's your chance to introduce yourself to the neighbors
 
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Prologue V: The Bigger They Are
Prologue V: The Bigger They Are

Mighty were the first-born children of the Gods of Darkness in their days of grace, those days are long since passed. You shudder to imagine trying to squeeze useful information out of an ogre, and you misdoubt their giant kin are that much more clever. Humans love hearing themselves talk if nothing else.

"Doubles time boys, we have some farmers to save before the giants crack their skulls," you call surging ahead half-running half-gliding. No one raises a word in protest obviously. Talking back to an officer when battle is near is inconceivable for a draonian.

The giants look a lot more human than you had anticipated, big hairy brutes, armored more by their thick muscle and heavy guts than by their scrounged armor. All three of them are bleeding from at least half-dozen arrow wounds each but they seems to pay them little more mind then they would flea bites. Dumb fucks, you snort internally. If you had a steel piece for every ogre-kin you saw dying from wound-rot because of some "little cut" back during the War you'd be as rich as a Dragonlord

Oddly enough the leader of this pack of boneheads (obvious by the way be harangues his fellows before the walls) seems to me the shortest of them, making up in sheer ferocity what he lacks in stature. You take special note of the glossy black "gut-plate' he has crudely lashed to himself. That does not look like orge work...at least not recent ogre work... maybe some work of the Abaqua of old. For now it matters little save that you should endeavor to hit the parts of the creature not covered in plate.


The sivaks spiral downwards to confer with you before the attack. From the way the way the other dracos hiss in anticipation, you can tell their blood is up just as yours is. As odd as the thought of rescuing humans is, the giants make a far more impressive foe. You hear an almighty crash of shattering wood and stone as the gate of the human village finally begins to give way. No more sightseeing for you. How do you want to deal with this?

[] Attack at once. You use battle-magic, the kapaks go in to hamstring the bastards and the sivaks dive from the sky like haws on prey

[] Wait until they have broken the gate and are busy smashing humans, then charge them from behind

[] Challenge the leader, giants are morons, they might even believe you intend to fight fair

[] Write in


OOC: Heroic draconians, what is the world coming to? More seriously in D&D terms Kang is Lawfully Neutral so either option was IC.
 
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Prologue VII: The Cunning of Dragons
Prologue VII: The Cunning of Dragons

Just because you decided to help the humans does not mean you value their lives more then those of your own boys. Those farmers can just take their licking. Hell if you let things get bad enough you'''ll look all the more heroic. There you go thinking like a Slivak. Slith must be rubbing off on you.

In but a few more moments the gates crash open in a shower of wood ans stone debris. The vilavers must have been propping them up with ruble. As the sounds of humans fighting and dying begin to be heard mixed with the brutish whoops of the giants you strike. Half-dozen bodies one plan, one will. This is what you were born to do.

Kapak Trickery: 58+5 (Skill) +10 (Enemy distracted) = 73 (Venomous Victory)

Quick as vipers the copper-skinned draconians strike at vulnerable ankles and shins, blades envenomed with their own spit. the clumsy giants, their wrath focused entirely on the foe before them never even a have a chance to face their tormentors before the draconians tumble away to safety.

Sivak Dive: 43 +10 (Skill) +10 (Enemy distracted) +5 (Weakening Poison) = 68 (Bolts from the Blue)


The winged draconians, who alone among your kindred can be said to truly fly fall upon the bellowing giants clawing at eyes and faces. More by luck than skill one of the giants manages to hit one of the draconians back. The Sivak rises back into the heavens more clumsily then his fellows but their task is done all the same. The two lesser giants are blinded, thrashing hopelessly even as the words of power fall from your lips...

Kang's Sorcery: 98 +24 (average of piety and combat) + 122 (Champion of the Dark Queen)

The power fills you heady as the finest spirits, at once hot as the forge fire and cold as the depths of the Abyss. The last word and gesture made magic blooms at your command... A bolt of lightning, as thick around as your wrist jumps from your hand, searing he skin of the giant leader as black as his purloined armor. You hiss in disgust at the stink of charred flesh. Ogres taste terrible and you suspect orge-kin are just as bad.

A Giant's Will: 100 +20 (???) =120 (Rage of the Titans)

Somehow the horrid wounds seem to only enrage the beast. Casting aside its crude club with an inarticulate roar he rushes towards you set to rip you limb from limb.

What do you do?

[] Launch yourself into the air to stay clear of the menace

[] Trust in Her Dark Majesty, call your magic again

[] What magic has begun steel shall end. Lose your axe

[] Write in


OOC: Well that was a exciting start to the quest. The last roll was to see if the horribly burned giant was going to attack, run, or just cower.
 
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Prologue VIII: The Axe Falls
Prologue VIII: The Axe Falls

The giant falls upon you like an avalanche of flesh and screaming rage, half-blind from the sorcery and maddened by his torment. You unlimber your axe and ready to meet the charge.

Opposed roll: 86+26 (combat bonus) = 112 Vs. 7 + 40 (Rage) -10 (Wounded) = 37 (With a Single Blow)

Anger makes a good servant but a poor master, and the orge-kin is well end truly enthralled by his rage. In a single smooth motion you swing your axe in a wide arc and cut off his leg below the knee as it it was naught but a log for the fire . A red wave gushes over you as your enemy crumbles with a bellow of pain. Gah... giants really do taste as bad as their orge kin raw or cooked. You spit out the blood disgusted.

You send the giant to the Queen's arms with a clean blow of your axe. No point prolonging his suffering, you sure as hell are not going to get any information off him. Your eyes turn skyward, searching for the wounded sivak. If he can still fly things can't be too dire...your race was bred for hardiness as much as strength.

Satisfied the other draco didn't break anything important you turn to the broken gate of the village. The remaining giants, poisoned and blinded are still madly attaching the wall and the shattered gate. Right... something's taken their minds, a paltry feat as that is. You shake off the thought. That's how you get killed and your men with you. It takes strong magic to ensorcerel any mind,no matter how dim and whoever did this would be wroth at losing such mighty pawns.

What do you do?

[] Try to subdue at least one of the giants

[] Give them peace and see if you can help out in the village, hopefully getting across that you are peaceful rather than just another danger.

[] Write in


OOC: That giant really fizzled. Hopefully I'm getting across Kang's character here. He was raised to be a soldier in the Red Dragonarmy, a tool of "Emperor" Ariakas' ambition so he lacks a lot of taboos humans take for granted (like no eating sentients). However he has developed a sense of honor and something of a consistence along the way. He would gladly lay down his life for his men for instance and he takes no pleasure in the suffering of others.
 
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