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Author Topic: (SG) Flight of the Dragon Lord  (Read 8215 times)

Weirdsound

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(SG) Flight of the Dragon Lord
« on: November 07, 2018, 01:34:32 am »

The last 30 years have been terrible for both Dragonkind and the world at large. After inventing the means to mass produce ballista bolts strong enough to pierce dragon scales without magic, the dwarves of the Xinut Empire quickly discovered that one dead dragon could be used to make dozens of powerful artifacts. The Ambitious dwarves quickly set about slaughtering all the dragons they could find, and using the resulting artifacts to conqueror and subjugate most of the known world.

You are a young adult chromatic dragon, a creature typically (and justifiably) considered wicked and selfish by nature. But in these trying times, the mortals of the world may have little choice but to trust and work alongside you, and you them.

Your plan for survival is as simple as it is costly. You traded your hoard of dragon treasure to the Orcs of the Obsidian Coast in exchange for a large fleet of ships. You will load these ships with supplies, provisions, and followers, and set sail for Doomrus: a small and isolated continent that consists mostly of savage deserts and haunted forests. With luck, you will have time to grow mighty before the Xinut Empire gets around to trying to take Doomrus for themselves.

Character Creation:

Choose Your Name:

Choose Your Color
Red - Fire breath and illusion powers
White - Ice breath and weather manipulation
Green - Poison breath and command over bugs
Black - Lightning Breath and supersonic flight
Gray - Superior strength, endurance, and natural armor
Purple - Negative energy breath, presence empowers allied magic users

Choose Your Boon
Protective Prophecy - Feel free to take risks, it is said that your life can only be ended by a being of royal blood who is wearing a crown and specifically seeking to slay you.
Female - A dragoness was a rare sight even before the Xinut Empire began their slaughter of your kind. If you do well, you may be able to build and control a harem of adoring males.
Shapeshifter - You possess the gift of forms, useful for espionage, surveillance, blending in, and siring dragon blooded beasts and followers.
Rite of the Sleepless - You know how to convert the dead into loyal mummies, bound to protect your holdings and/or followers.
Extra Loot - Your horde was so large, that you didn't need to spend it all to purchase your fleet and supplies. Start with an impressive collection of treasure.
Dwarfsbane - You have a history of clashing with the Xinut Empire and coming out on top. Those who wish to stand against the expansionist dwarves court your respect and friendship.

Choose Three Peoples to Follow You

Elemental Elf Worshipers - The wicked elemental elves worship chromatic dragons such as yourself. They are fierce, intelligent, and capable of channeling the draconic powers of their masters. They are also deeply racist, seeing kobolds as slaves and all other races as wastes of oxygen and space to be purged.

Kobold Worshipers - Kobolds may be small and weak, but they possess undying loyalty towards their dragon 'ancestors', minds fit for tricks and treachery, and a wealth of dragon lore. They are comfortable living off scraps on the margins of society.

Human Adventurers from Norisland - The humans of Norisland are known as mariners, explorers, and heroes. Although they have a rich history of dragon slaying, many are willing to put up with you if it means embarking on a grand adventure.

Human Refugees from the Brickflats - The humans of the Brickflats have mastered agriculture, pottery, and architecture. Many of these people have quietly accepted the yoke of the Xinut Empire, but some seek to resist and flee.

High Elf Scholars from the Startower States - High Elves are deeply attuned to various forms of arcane magic, but less so to the world around them to the point where they have trouble surviving without servants to feed and clothe them. The Startower States are loosely aligned with the Xinut Empire, but not so much so that leaving with you to study the magics of Doomrus would be treasonous.

Spirit Elf Refugees from the Chia Woods - If anyone can tame the haunted woods of Doomrus, it would be the reclusive spirit elves, who are magically bound to their natural surroundings. The Xinut Empire is harvesting the Chia Woods to produce charcoal, leaving many Spirit Elves in need of a new home.

Goblin Exile Mages from the Twisted Fortresses - Goblins are masters of alchemy and pyromancy, but they are known to be cruel and prone to deadly magical accidents. The Xinut Empire will put to death any goblin found practicing magic within its borders, a policy that has created many volunteers for your one way voyage.

Orc Pirates from the Obsidian Coast - Orcs are known for their fast breeding and as great soldiers, sailors, and slavers, but are known to be chaotic and difficult to govern. The Pirate Lord who sold you your fleet has offered to provide you with some of his excess population if you wish to take it.

Dwarven Dissidents from the The Xinut Empire - Like most dwarven peoples, the The Xinut Empire is known for its smiths, enchanters, and siege weapons. Plenty of Xinut Citizens have beef with their leaders for one reason or another, although it remains to be seen if the ones seeking passage see you as an ally or as crafting materials in the long run.

Dwarven Survivors of the Zinc Strongholds - The dwarves of the Zinc Strongholds worship the benevolent and now nearly extinct Metalic Dragons. Like Xinut dwarves they are good at making items and fighting wars, but they possess a solid moral foundation, and may not be willing to go along with some of your more wicked schemes.

Dwarven Refugees from the Verdant Hills - The dwarves of the verdant hills are forbidden from working with metal by their religion, but they are still great at crafting with other materials. Their minority faith is heavily persecuted within the Xinut Empire.

Nagaconda Refuges from the Wetwoods - The giant Nagaconda snake-folk possess both raw might and an affinity for the magics of earth and water, but are cold blooded tropical creatures who may have trouble adapting to the cooler climate of Doomrus. They were caught in the crossfire, as their homeland was a major theater in the war between the Zinc Strongholds and the Xinut Empire, and as such many Nagaconda seek to relocate.

Tiefling Outcasts - Demon-blooded mortals are rarely accepted in any society, and as such many would jump at the opportunity if you offered to sponsor them a civilization of their own. Tieflings can be born into any race and possess the boons of any sort of demon, so there is no telling what sort of traits these followers might have, but their fiendish heritage means that you may find more bad apples than expected in the bunch.

Clownfin Slaves - Clownfin are considered by most to be the lowest of the merfolk races, but since none of the greater sea-peoples have reason to flee the Xinut empire, a bulk purchase of these small but hard working mortals may be your best option should you wish to exploit the oceans around your new home. Weather or not your other followers are fit to exploit a large slave population remains to be seen...
« Last Edit: November 07, 2018, 01:37:03 am by Weirdsound »
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crazyabe

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Re: (SG) Flight of the Dragon Lord
« Reply #1 on: November 07, 2018, 01:57:49 am »

Name: Annathericath
Color: White
Boon: Female
Followers: Kobolds Worshippers, Goblins Exile mages, Clownfin Slaves
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VoidSlayer

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Re: (SG) Flight of the Dragon Lord
« Reply #2 on: November 07, 2018, 02:59:52 am »

Name: Xaccarati
Color: Purple
Boon: Shapeshifter
Followers: Human Refugees, High Elf Scholars, Dwarven Survivors

Work purple magic with the elves and dwarves, humans to do the labor and general pop growth.  Shapeshifting to blend in and not remind them there is an evil dragon about all the time, and maybe charm a few to get some half dragons.

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Re: (SG) Flight of the Dragon Lord
« Reply #3 on: November 07, 2018, 03:00:49 am »

Choose Your Name:
Harkarus

Choose Your Color
Purple - Negative energy breath, presence empowers allied magic users

Choose Your Boon
Shapeshifter - You possess the gift of forms, useful for espionage, surveillance, blending in, and siring dragon blooded beasts and followers.

Choose Three Peoples to Follow You
High Elf Scholars from the Startower States - High Elves are deeply attuned to various forms of arcane magic, but less so to the world around them to the point where they have trouble surviving without servants to feed and clothe them. The Startower States are loosely aligned with the Xinut Empire, but not so much so that leaving with you to study the magics of Doomrus would be treasonous.

Tiefling Outcasts - Demon-blooded mortals are rarely accepted in any society, and as such many would jump at the opportunity if you offered to sponsor them a civilization of their own. Tieflings can be born into any race and possess the boons of any sort of demon, so there is no telling what sort of traits these followers might have, but their fiendish heritage means that you may find more bad apples than expected in the bunch.

Clownfin Slaves - Clownfin are considered by most to be the lowest of the merfolk races, but since none of the greater sea-peoples have reason to flee the Xinut empire, a bulk purchase of these small but hard working mortals may be your best option should you wish to exploit the oceans around your new home. Weather or not your other followers are fit to exploit a large slave population remains to be seen...


High elves, empowered by our presence and pampered by our clownfins, handle whatever grandiose arcane rituals we devise to thrive in hostile lands. Tieflings serve as our flexible (or randomly specialized) core citizenry, loyal to our magnanimous vision and no more wicked than we are. Clownfins toil as a slave caste, giving us that evil empire feel but also providing raw materials and food from the sea. We use our shapeshifting powers to breed a half-draconic noble class out of any of the above who do well.

Historians will no doubt look at an evil dragon forming a highly magical half-demonic empire ruled by demonic-draconic nobles and conclude that everything worked out great for everyone.
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Re: (SG) Flight of the Dragon Lord
« Reply #4 on: November 07, 2018, 03:36:33 am »

Choose Your Name:
Harkarus

Choose Your Color
Purple - Negative energy breath, presence empowers allied magic users

Choose Your Boon
Shapeshifter - You possess the gift of forms, useful for espionage, surveillance, blending in, and siring dragon blooded beasts and followers.

Choose Three Peoples to Follow You
High Elf Scholars from the Startower States - High Elves are deeply attuned to various forms of arcane magic, but less so to the world around them to the point where they have trouble surviving without servants to feed and clothe them. The Startower States are loosely aligned with the Xinut Empire, but not so much so that leaving with you to study the magics of Doomrus would be treasonous.

Tiefling Outcasts - Demon-blooded mortals are rarely accepted in any society, and as such many would jump at the opportunity if you offered to sponsor them a civilization of their own. Tieflings can be born into any race and possess the boons of any sort of demon, so there is no telling what sort of traits these followers might have, but their fiendish heritage means that you may find more bad apples than expected in the bunch.

Clownfin Slaves - Clownfin are considered by most to be the lowest of the merfolk races, but since none of the greater sea-peoples have reason to flee the Xinut empire, a bulk purchase of these small but hard working mortals may be your best option should you wish to exploit the oceans around your new home. Weather or not your other followers are fit to exploit a large slave population remains to be seen...


High elves, empowered by our presence and pampered by our clownfins, handle whatever grandiose arcane rituals we devise to thrive in hostile lands. Tieflings serve as our flexible (or randomly specialized) core citizenry, loyal to our magnanimous vision and no more wicked than we are. Clownfins toil as a slave caste, giving us that evil empire feel but also providing raw materials and food from the sea. We use our shapeshifting powers to breed a half-draconic noble class out of any of the above who do well.

Historians will no doubt look at an evil dragon forming a highly magical half-demonic empire ruled by demonic-draconic nobles and conclude that everything worked out great for everyone.
I'll throw the first +1 onto the pile: +1.
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NRDL

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Re: (SG) Flight of the Dragon Lord
« Reply #5 on: November 07, 2018, 03:44:36 am »

Choose Your Name:
Harkarus

Choose Your Color
Purple - Negative energy breath, presence empowers allied magic users

Choose Your Boon
Shapeshifter - You possess the gift of forms, useful for espionage, surveillance, blending in, and siring dragon blooded beasts and followers.

Choose Three Peoples to Follow You
High Elf Scholars from the Startower States - High Elves are deeply attuned to various forms of arcane magic, but less so to the world around them to the point where they have trouble surviving without servants to feed and clothe them. The Startower States are loosely aligned with the Xinut Empire, but not so much so that leaving with you to study the magics of Doomrus would be treasonous.

Tiefling Outcasts - Demon-blooded mortals are rarely accepted in any society, and as such many would jump at the opportunity if you offered to sponsor them a civilization of their own. Tieflings can be born into any race and possess the boons of any sort of demon, so there is no telling what sort of traits these followers might have, but their fiendish heritage means that you may find more bad apples than expected in the bunch.

Clownfin Slaves - Clownfin are considered by most to be the lowest of the merfolk races, but since none of the greater sea-peoples have reason to flee the Xinut empire, a bulk purchase of these small but hard working mortals may be your best option should you wish to exploit the oceans around your new home. Weather or not your other followers are fit to exploit a large slave population remains to be seen...


High elves, empowered by our presence and pampered by our clownfins, handle whatever grandiose arcane rituals we devise to thrive in hostile lands. Tieflings serve as our flexible (or randomly specialized) core citizenry, loyal to our magnanimous vision and no more wicked than we are. Clownfins toil as a slave caste, giving us that evil empire feel but also providing raw materials and food from the sea. We use our shapeshifting powers to breed a half-draconic noble class out of any of the above who do well.

Historians will no doubt look at an evil dragon forming a highly magical half-demonic empire ruled by demonic-draconic nobles and conclude that everything worked out great for everyone.
I'll throw the first +1 onto the pile: +1.

+1
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King Zultan

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Re: (SG) Flight of the Dragon Lord
« Reply #6 on: November 07, 2018, 05:41:24 am »

Choose Your Name:
Harkarus

Choose Your Color
Purple - Negative energy breath, presence empowers allied magic users

Choose Your Boon
Shapeshifter - You possess the gift of forms, useful for espionage, surveillance, blending in, and siring dragon blooded beasts and followers.

Choose Three Peoples to Follow You
High Elf Scholars from the Startower States - High Elves are deeply attuned to various forms of arcane magic, but less so to the world around them to the point where they have trouble surviving without servants to feed and clothe them. The Startower States are loosely aligned with the Xinut Empire, but not so much so that leaving with you to study the magics of Doomrus would be treasonous.

Tiefling Outcasts - Demon-blooded mortals are rarely accepted in any society, and as such many would jump at the opportunity if you offered to sponsor them a civilization of their own. Tieflings can be born into any race and possess the boons of any sort of demon, so there is no telling what sort of traits these followers might have, but their fiendish heritage means that you may find more bad apples than expected in the bunch.

Clownfin Slaves - Clownfin are considered by most to be the lowest of the merfolk races, but since none of the greater sea-peoples have reason to flee the Xinut empire, a bulk purchase of these small but hard working mortals may be your best option should you wish to exploit the oceans around your new home. Weather or not your other followers are fit to exploit a large slave population remains to be seen...


High elves, empowered by our presence and pampered by our clownfins, handle whatever grandiose arcane rituals we devise to thrive in hostile lands. Tieflings serve as our flexible (or randomly specialized) core citizenry, loyal to our magnanimous vision and no more wicked than we are. Clownfins toil as a slave caste, giving us that evil empire feel but also providing raw materials and food from the sea. We use our shapeshifting powers to breed a half-draconic noble class out of any of the above who do well.

Historians will no doubt look at an evil dragon forming a highly magical half-demonic empire ruled by demonic-draconic nobles and conclude that everything worked out great for everyone.
I'll throw the first +1 onto the pile: +1.

+1
+1
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Re: (SG) Flight of the Dragon Lord
« Reply #7 on: November 07, 2018, 07:12:49 am »

Choose Your Name:
Harkarus

Choose Your Color
Purple - Negative energy breath, presence empowers allied magic users

Choose Your Boon
Shapeshifter - You possess the gift of forms, useful for espionage, surveillance, blending in, and siring dragon blooded beasts and followers.

Choose Three Peoples to Follow You
High Elf Scholars from the Startower States - High Elves are deeply attuned to various forms of arcane magic, but less so to the world around them to the point where they have trouble surviving without servants to feed and clothe them. The Startower States are loosely aligned with the Xinut Empire, but not so much so that leaving with you to study the magics of Doomrus would be treasonous.

Tiefling Outcasts - Demon-blooded mortals are rarely accepted in any society, and as such many would jump at the opportunity if you offered to sponsor them a civilization of their own. Tieflings can be born into any race and possess the boons of any sort of demon, so there is no telling what sort of traits these followers might have, but their fiendish heritage means that you may find more bad apples than expected in the bunch.

Clownfin Slaves - Clownfin are considered by most to be the lowest of the merfolk races, but since none of the greater sea-peoples have reason to flee the Xinut empire, a bulk purchase of these small but hard working mortals may be your best option should you wish to exploit the oceans around your new home. Weather or not your other followers are fit to exploit a large slave population remains to be seen...


High elves, empowered by our presence and pampered by our clownfins, handle whatever grandiose arcane rituals we devise to thrive in hostile lands. Tieflings serve as our flexible (or randomly specialized) core citizenry, loyal to our magnanimous vision and no more wicked than we are. Clownfins toil as a slave caste, giving us that evil empire feel but also providing raw materials and food from the sea. We use our shapeshifting powers to breed a half-draconic noble class out of any of the above who do well.

Historians will no doubt look at an evil dragon forming a highly magical half-demonic empire ruled by demonic-draconic nobles and conclude that everything worked out great for everyone.
I'll throw the first +1 onto the pile: +1.

+1
+1
+1
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WyrdByrd

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Re: (SG) Flight of the Dragon Lord
« Reply #8 on: November 07, 2018, 10:04:13 am »

Choose Your Name:
Harkarus

Choose Your Color
Purple - Negative energy breath, presence empowers allied magic users

Choose Your Boon
Shapeshifter - You possess the gift of forms, useful for espionage, surveillance, blending in, and siring dragon blooded beasts and followers.

Choose Three Peoples to Follow You
High Elf Scholars from the Startower States - High Elves are deeply attuned to various forms of arcane magic, but less so to the world around them to the point where they have trouble surviving without servants to feed and clothe them. The Startower States are loosely aligned with the Xinut Empire, but not so much so that leaving with you to study the magics of Doomrus would be treasonous.

Tiefling Outcasts - Demon-blooded mortals are rarely accepted in any society, and as such many would jump at the opportunity if you offered to sponsor them a civilization of their own. Tieflings can be born into any race and possess the boons of any sort of demon, so there is no telling what sort of traits these followers might have, but their fiendish heritage means that you may find more bad apples than expected in the bunch.

Clownfin Slaves - Clownfin are considered by most to be the lowest of the merfolk races, but since none of the greater sea-peoples have reason to flee the Xinut empire, a bulk purchase of these small but hard working mortals may be your best option should you wish to exploit the oceans around your new home. Weather or not your other followers are fit to exploit a large slave population remains to be seen...


High elves, empowered by our presence and pampered by our clownfins, handle whatever grandiose arcane rituals we devise to thrive in hostile lands. Tieflings serve as our flexible (or randomly specialized) core citizenry, loyal to our magnanimous vision and no more wicked than we are. Clownfins toil as a slave caste, giving us that evil empire feel but also providing raw materials and food from the sea. We use our shapeshifting powers to breed a half-draconic noble class out of any of the above who do well.

Historians will no doubt look at an evil dragon forming a highly magical half-demonic empire ruled by demonic-draconic nobles and conclude that everything worked out great for everyone.
I'll throw the first +1 onto the pile: +1.

+1
+1
+1
+1.
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Tyrant Leviathan

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Re: (SG) Flight of the Dragon Lord
« Reply #9 on: November 07, 2018, 11:09:59 am »

Choose Your Name:
Harkarus

Choose Your Color
Purple - Negative energy breath, presence empowers allied magic users

Choose Your Boon
Shapeshifter - You possess the gift of forms, useful for espionage, surveillance, blending in, and siring dragon blooded beasts and followers.

Choose Three Peoples to Follow You
High Elf Scholars from the Startower States - High Elves are deeply attuned to various forms of arcane magic, but less so to the world around them to the point where they have trouble surviving without servants to feed and clothe them. The Startower States are loosely aligned with the Xinut Empire, but not so much so that leaving with you to study the magics of Doomrus would be treasonous.

Tiefling Outcasts - Demon-blooded mortals are rarely accepted in any society, and as such many would jump at the opportunity if you offered to sponsor them a civilization of their own. Tieflings can be born into any race and possess the boons of any sort of demon, so there is no telling what sort of traits these followers might have, but their fiendish heritage means that you may find more bad apples than expected in the bunch.

Clownfin Slaves - Clownfin are considered by most to be the lowest of the merfolk races, but since none of the greater sea-peoples have reason to flee the Xinut empire, a bulk purchase of these small but hard working mortals may be your best option should you wish to exploit the oceans around your new home. Weather or not your other followers are fit to exploit a large slave population remains to be seen...


High elves, empowered by our presence and pampered by our clownfins, handle whatever grandiose arcane rituals we devise to thrive in hostile lands. Tieflings serve as our flexible (or randomly specialized) core citizenry, loyal to our magnanimous vision and no more wicked than we are. Clownfins toil as a slave caste, giving us that evil empire feel but also providing raw materials and food from the sea. We use our shapeshifting powers to breed a half-draconic noble class out of any of the above who do well.

Historians will no doubt look at an evil dragon forming a highly magical half-demonic empire ruled by demonic-draconic nobles and conclude that everything worked out great for everyone.
I'll throw the first +1 onto the pile: +1.

+1
+1
+1
+1.

+1

Though like Black and Super dragon without breath/Powers. But Purple is best bet to fuel the Elf magic, got a labor force (that can also harvest ocean resources not just land. A huge deal in my opinion.)
Tieflings, well truthful my least favorite puck, but willing to look past prejudice of their background.

This should be good. As I doubt my picks for third would be worth a damn.

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Re: (SG) Flight of the Dragon Lord
« Reply #10 on: November 07, 2018, 02:47:32 pm »

This looks good; PTW.
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Weirdsound

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Re: (SG) Flight of the Dragon Lord
« Reply #13 on: November 09, 2018, 12:14:29 am »

You pace the deck of your flagship, Blood River, nervously. For the past few months you have been cooped up on the deck of this ship, unable to use your true form due to lack of space and your lack of practice transforming mid-flight. For this voyage you have adopted the form of a six foot tall purple reptilian humanoid. When taking the form, you thought to give yourself wings, but to your dismay they were too small for long distance flight so you had to settle for flying between ships to actually commune with the lesser beings you have chosen to drag along as minions.

Grom-Chul, the half-human nephew of the Orcish Pirate Lord who took your precious hoard and provided your ships and slaves, is the one you come closest to liking. He is an ambitious little shit, who volunteered to control your 7000 or so Clownfin slaves with only his team of 90 Orcish slave drivers. He is cunning, ruthless, and you do not find his desires distasteful; The half orc isn't pretentious enough to covet your friendship, or the wealth of Doomrus that is rightfully yours, but merely a position of power over the High Elves which he plans to obtain by running the slaves that kept them fed, sheltered, and clothed.

As for the slaves themselves, Grom-Chul is confident that there is minimal chance of escape or uprising so long as you are not an especially abusive master. Clownfin are at the bottom of the ocean's pecking order, so if they flee, they are only likely to find themselves slaves or dinner to something else. The real issue is likely going to be protecting their eventual settlement from underwater beasts and raiders looking to make your slaves their own. The half orc suggests finding them a harbor with a small entrance that they can turn into a defensible choke-point if you don't want to put the effort into defending them yourselves.

When you inquire if the slaves keep an internal leadership structure, Grom-Chul explains that each Clownfin household typically manages its own affairs, but the population turns to their magic users for conflict resolution and spiritual advice. Clownfin arcane tradition includes very basic fire, water, and poison magics. The Clownfin are cagey, and usually keep the identity of their mages secret from their masters, but Grom-Chul has been driving merfolk slaves for decades and knows what to look for. He has identified a middle aged female on his ship called Flyooshy as such a caster. He could find more mages for you, but that would involve him traveling between ships to seek them out, and he suggests that one Clownfin mage is as good as another anyway.

While the Clownfin seem to have more or less accepted the yoke of slavery, the high elves are also pathetic in their own right. They are split into two main camps of about 1400 humanoids each, each lead by a scholar looking to open a satellite campus of his or her respective university on Doomrus.

Dr. Henrique Seville is the wizened head of the FFB Magics (Flora, Fauna, and Brewing) college at the University of High Haven, and you can tell right away that earning his respect will be an uphill battle. He is several centuries your elder, and often, right to you face, compares you unfavorably to other dragons he has met over the course of his long life. In addition to his followers and their supplies, Dr. Seville also has brought his flock of 100 horse sized omnivorous and slightly magical flightless birds called Color Runners along for the adventure. They look delicious.

Dean Mayleen Mapleseat is younger and more affable than Dr. Seville, but also happens to be the only being on your voyage that scares you. Dean Mapleseat has only been head of the Goldwalls University College of Forgotten Magics for a decade and a half; Before that she was a consultant for the high general of the Xinut Empire. She travels with a personal guard of about 70 fully armored dwarves, most of whom are retired or discharged Xinut soldiers. From what you can gather through the whispers of her students, she knows the Xinut rituals to make powerful artifacts from dragon remains, and her guard has brought at least one dragon killing siege weapon along for the voyage. When confronted with this, Dean Mapleseat neither confirms nor denies anything, and simpily tells you that she wishes to establish a suitable base from which she can scour Doomrus for ancient ruins and un-contacted civilizations.

In addition to the scholars and their students, you are also joined by Princess Ni'gwent of the Singing Canyon, a pretty young elf who in the old days you would have kidnapped in a heartbeat as either a meal, a decoration for your lair, or a short term sexual plaything. This one, however, is rather annoying in that she seems to have overly romantic notions of what in means to run off with a dragon. Admittedly a skilled architech, she has spent the whole voyage drawing up plans for a dream castle which you are to share with her, and has dropped several unsubtle hints as to what she is looking for in an engagement ring. As annoying as the brat is, it may serve you well to play her game; Her 200 strong retainer of guards and servants includes some of the mightiest mages on the voyage, and as an actual princess in good standing with the High Elfish High King, she would be well within her rights to pull rank and boss the scholars around.

Far more numerous but no more likable than the elves are the Tieflings, who are also split into two groups.

The first and smaller Tiefling faction calls itself the Typhoon Coast Enclave, and has persisted in relative isolation for several generations. Their stated goal is the creation of a superior race of beings through the selective breeding of Tieflings and other demonic creatures, and they must have been having some success as the Xinut Empire has recently been trying to press them into military service, which is of course what prompted them to run away with you. The enclave is about 4500 Tieflings strong, and is lead by Cameron and Cori Moonblood, a pair of fraternal twins in an incestuous marriage. You find the moonbloods to be sickeningly friendly and selfless, and you cannot quite figure out if this is their genuine personality, or a misguided attempt to butter you up and add dragon blood to their eugenics project.

The larger Tiefling group is known as the Cult of the Four Limbs, a young Tiefling faith with about 7000 practitioners. You know little about the religious pratices of the cult, save for the fact that it only welcomes the worship of the demon blooded, and that the object of said worship is Bahammed, one of 13 fallen gods defeated by the dwarven pantheon at the beginning of time. The worshipers themselves seem to come from all walks of life, but as is true of Tieflings in general, most are outcasts from whatever land they originated in. They are lead by the Prophet Diabold, who was rendered mute years ago by a dwarven torture master. He 'speaks' by writting in demon rune, a language of which you understand only the bare basics. Communication is going to be an issue.

---

It is one Grom-Chul's orcish underlings who rouses you from your deep thoughts on the minions you brought. "Lord Harkarus," the Orc begins with a slight bow, "Boss wants you to know that we are only about a week out from Doomrus now! Do you have any instructions on how to proceed?"

The question catches you off guard. Instructions? Who'd of thought that having minions would be so much work? You snarl, a light mist of negative energy escaping your nose, and dismiss the Orc in frustration. After considering the question for a bit, however, you admit there is some merit to it. Perhaps you should have some orders ready for the fools, at least by the time the ships reach the coast. To give wise orders, one must have wisdom. Knowledge of the situation. Your late mother used to preach that, and seeing as she used to lead a large cabal of Elemental Elves, you suppose that she knew what she was doing in that regard.

Yes... As loathsome as the thought of a dragon such as yourself working is, this last week of the voyage should be spent acquiring knowledge. Perhaps you should spend time with one or two of your important minions, learn more about them and their people, and quiz them about their knowledge of Doomrus. Perhaps you are better off taking wing, flying ahead, and checking out your new home before the mooks arrive. Perhaps you should spend some time in the cargo holds of your fleet, taking careful inventory of your follower's belongings. Or perhaps you have a better idea all together.

How do you proceed?
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NRDL

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Re: (SG) Flight of the Dragon Lord
« Reply #14 on: November 09, 2018, 12:20:24 am »

Let's get to know everybody first. Speak to each leader of our peoples, starting with Grom-Chul. Then the two elves, the princess, the twincestous tieflings, and the prophet tiefling. Get a better handle on their personalities, as well as their suggestions and agendas.
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GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.
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