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#saurian dragon lore
pomellon · 6 months
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Quick wing refs as promised! :D
Scouts are the best flyers with long and narrow wings. They're able to maintain fast speeds for long stretches of time with minimal wing beats, and can stay airborne for days without rest with good winds.
The size of their wings do however make quick manoeuvring difficult and they are more likely to rely on their speed and stamina in hostile aerial situations.
Guardians are endurance flyers with large and wide wings. The gaps in their wing membrane make them able to catch rising hot air which helps them soar. They're not the fastest in the air but they're able to fly for long distances.
They have the longest index claws of the dragons and while the other classes tend to be careful with their wings during conflicts guardians will commonly use theirs when in battle.
Nurses are speed flyers with small and narrow wings. They're able to fold their wings during flight to gain high speeds but can't maintain it for very long. They can soar with good winds but spend a lot of energy and stamina beating their wings to stay airborne.
Thanks to their fur nurses tend to be the best flyers in cold weather and climates. However, the same fur does make their wing membrane less sensitive than the other classes, often making them "blind" to changing winds and air currents, which can result in clumsy flying.
Scholars are burst flyers with short and rounded wings. While not the fastest or strongest in the air, scholars can fold their wings to gain small bursts of speed and manoeuvre their flight in complex but controlled movements, making them surprisingly graceful in the air.
Due to having neither scales or fur scholars can't fly very high or long before the harsh winds of the sky become an issue. Due to this many scholars only fly when it's absolutely necessary and prefer to stay grounded.
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canyon-tale · 1 year
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Hi! was wondering since at least Dream and Nm have travelled AUs, are they aware that non-dragon AUs exist (like dog/cat/skeleton ones), or are they restricted to dragon-inhabited AUs? How common is the knowledge of there being other AUs, does every dragon learn about them in school etc?
I tend to think of the dragon AU as a whole alternate multiverse, separate from the classic utmv and based on my personal lore (since I'm a sucker for multiverse shenanigans and alternate timelines/universe, those are very much a thing for my OCs in this setting as well. Like this bastard has definitely met some alt versions of himself and his friends). 
So within my personal canon I would say most of the AUs in the saurian dragon multiverse tend to be dragon, saurian, or human. I can squeeze some other AUs in there too, but the worlds would still have to follow the same magic laws that I've already set up. This just makes planning lore easier since different multiverses have different building blocks and I don't really feel the need to shoehorn my dragon gods and magic laws into the already existing utmv lore XD;
I am definitely entertaining the possibility of a multiverse/multiverse crossover tho 👀 The skelly bois meeting up with their dragon alters is a too interesting of a scenario to pass up on so that might be a thing that definitely happens in the future.
So, for the actual question! The multiverse is not a common fact in AUs. Within scientist circles it's just the normal multiverse theory that people find cool but don't really believe in. 
Individuals discovering the multiverse usually do so by first either discovering the void realm, or the Stalker of Void themselves, since it's technically the void that allows AU hopping. The Stalker is banned from the multiverse and resides outside of it, but the magic of the void realm itself can still slip between cracks of the other gods' barrier, forming little connected networks between the AUs. This is how the Stalker can still offer his claim to dragons under the other gods' noses. 
Gasters, Sanses and swap!Paps are usually the ones who discover the void, making them aware of the multiverse. They usually need the help of technology or magic items to be able to travel between AUs (my boy Ren for example, has a ring that contains enough void magic for him to enter the void realm), but demi-gods like Nightmare and Dream can travel between AUs freely once they realize they have the ability!
The ones able to travel between AUs know about non-dragon aus, but they tend to be harder to reach since those clusters of AUs are further away from the True universe and most other dragon AUs, so they're rarely visited.
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Dinosaur Druid (Druid Archetype)
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(art by Hyfigh on DeviantArt)
 Long ago, in the days of yore of this blog, we covered the Saurian Shaman archetype, which was one of a series of druid archetypes centered around specific animals or groups of animals, with the general ability list being a partial transformation, as well as enhanced summoning and wild shaping revolving around the animal in question.
Needless to say, the saurian shaman and dragon shaman, with their focus on the large groups of creatures, were widely considered the only ones that didn’t leave the druid somewhat limited in abilities. There’s only so many ways that a bear shaman can apply templates to summoned bears to make them stronger, after all.
With that in mind, when I discovered that Ultimate Wilderness had given us another dinosaur-themed archetype for druids, I was a bit confused, especially when many of the mechanics between the two were thematically similar, if not mechanically the same.
However, upon further reflection, I feel there is room for both, dinosaur druids do get their wild shape sooner than saurian shamans and still get a buff for taking saurian forms, but they don’t get better dinosaur forms faster. That being said, they do have an expanded summon nature ally list of dinosaurs, even if they can’t enhance them the way the saurian shaman can or cast them as a standard action. So really, it comes down to how much simple template bookkeeping you want to do and remembering your effective level when it comes to wild shape.
In any case, dinosaur druids may hail from primeval lost worlds, or otherwise venerate the ancient megafauna of the past, which may or may not exist today. There is no denying the primal power that they wield, though.
 Drawing upon the primeval memories of the world, dinosaur druids add a large number of dinosaurs and prehistoric reptiles to the creatures they can spontaneously conjure, gaining a large variety of summons for any situation.
Naturally, they must choose a dinosaur companion.
When wild-shaping into dinosaurs, these druids become a bit tougher than normal. However, they also find that wild shaping into anything else, such as a beast that can actually blend into most areas, lasts mere minutes at a time compared to the hours of their saurian forms.
Additionally, they learn the primal tongue of such beasts, becoming able to speak clearly with them whenever they wish.
Judging this archetype on it’s own merit, This archetype gives you a ton of new summons, some of which have unique abilities that might appeal to you in a combat situation, though much like the normal summon nature ally list, it really is mostly about strong combat forms or unique combinations of combat, movement, and gimmicks than it is about adding diversity to your abilities by way of summoning. That being said, the wild shape bonus, while simpler than that provided by the saurian shaman, does let you gain wild shape at level 4 rather than waiting another two whole levels to get the benefits with. For this I would recommend a mixed summoning and wild shape combat build, since you definitely expect to hit hard with your summons, companion, and transformations. Pick your spells based on utility and support first, and your feats should probably be a mix of those that augment summoned creatures and bolster your own combat abilities.
 If you don’t want to replace the saurian shaman with the dinosaur druid (or vice versa), reconciling the existence of both in the lore might be your next question. You might say that saurian shamans revere dinosaurs as a totem, whereas dinosaur druids merely have a special talent for calling upon them, for example, or they might be different applications of the same power, which may lead to rivalries.
  Accompanied by a strange, three-horned beast, a mysterious traveler arrives in town, asking to speak with a leader. Many fear that she is some sort of monster-tamer, but the mayor agrees to the meeting anyway, but he wishes to hire the party as extra protection, just in case.
 Feeling estranged from the company of simians, the orang-pendak druid Ku instead prefers the company of mighty-forest-dwelling dinosaurs, knowing them all by name and treating them well. Even predatory beasts among them go to him for help. If there is anyone who can tell the party more about the great thunder lizards, they have yet to find them.
 Three decades ago, nations on both sides of the Greatfang War plundered the southern jungle for mighty dinosaurs to train as living siege weapons and battle-beasts, leading to a great many deaths. Now, the land between the two sides is rife with undead beasts, including a warsworn composed of over a dozen squirming bodies trapped inside the skeleton of a tyrannosaurus. A lone druid has now emerged from the rainforest, intent on laying each of these traumatized spirits to rest.
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taddieous · 5 months
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Hello there! This is @pomellon's Assassin's Creed sideblog for my current and future AUs. Art, posts, reblogs, and asks will still be posted on my main and then be reblogged here, but if you only want to see my AC content, or quickly see if something has been updated, this is the blog to follow!
Art Tag Ask Tag
Assassin's Creed AUs:
🐲 Saurian AU Canon divergent au with the main difference being that some of the main cast are saurian/dragon-shifters. World and lore have been tweaked to fit my saurian setting but events mostly carry out the same.
Main Tags: AC Saurian AU | Character Refs | Dragon AU Lore/Worldbuilding Ships: Currently only Bytham but my saurian/dragon aus tend to grow into poly soups so there will def be others <3 Currently working on: • Doodles and refs
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diaborodevil · 7 months
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Mortal kombat ice and fire blood and sweat lore
So we are going over the advanced lore of outworld so in the universe of ice and fire blood and sweat outworld is dry like mostly desert like climate dry besides the rare oasis or mountain top so unlike canon outworlds almost every race on out world has a common ancestor there are some outliers
So starting off are edinians who originate from gods or demi gods giving them extremely long lives unlike canon edinians have pointed barbed ears to distinguish them from earthrealmers they are usually in charge of outworld due to there city’s being built around oasis’s formed from spring water
Moving on to the coast are dragon sho khan who are masters of agriculture using there four arms to great effect in most sho khan society they are lead by there queen the strongest female in the clan she is to oversee crops, livestock, trade, training, education, and affairs it is queens duty to actively ensure the success of the clan
Going to the dunes we have centaurians who are a hunter gatherer society were teens and adults hunt and children and elderly gather centaurian tribes are led by the most fit adult when hunting males will rush prey from behind with spears while the females run ahead of prey with bows centaurian tribes are nomadic following where prey travels and making temporary camps at night
So in the badlands we have tarkatans who unlike canon are not complete savages but if you told an edinian that they’d laugh tarkatans have no leading system but are represented by there greatest merchant in tarkatan society they take up a craft which they will usually inherit from there parents but on rare occasion will take another craft
Going below the surface we have saurians who evolved from dinosaurs that somehow found there way into outworld saurians are semi aquatic and are capable of easily running on all fours they persist off the vegetation and fish of the depths they are masters of medicine due to having the widest variety of herbs they also possess shapeshifting and mimic magic with masters being able to take on multiple forms
Next we have zaterrans who are much larger and less humanoid then saurians zaterrans descend from primitive reptiles they have the ability to scale walls and rarely have the same shapeshifting ability as saurians zaterrans live under the rule of the saurians
Next up are the local troglodytes nakadans which despite there frail appearance boast immense speed and strength which allow them to traverse there cave homes nakadans are naturally attracted to shiny objects sometimes causing issues since they live mostly underground they have the most mines meaning there the second richest
Now we’re really leaving canons high up on the peaks of the mountain are arachnians who have a feline humanoid upper body and a somewhat spider like lower body with six legs arachnians are capable of producing silk and shooting it out of there mouth, palms, and tails arachnians isolate themselves from the rest of outworld but are sometimes rarely seen at social gatherings arachnians are lead by a dominant female also there lower jaw splits open
Dragon kin and osh tekk they somehow wandered into outworld dragon kin are master weapon smiths both serve edinia as military
The tiger sho khan clan was exiled from outworld due to there fur making them to hot in the desert and not strong enough to warm them on the mountains
So sho kahn, centaurians, tarkatans, nakadans, and arachnids all share a common ancestor being an eight legged synapsid like predatory omnivore which spread themselves across outworld I know this ain’t how it works but every race with that same ancestor can all cross mate successfully here are some of the details for interested fan artist if a male centaurian and biped female have a child it will only have two centaurian legs and be termed a minotaurian, if a non arachnian gives birth to the hybrid it will have two legs, centaurian hybrids will have shorter horns then pure breeds, tarkatan hybrids will have shorter blades, sho khan and nakdan (separate) hybrids have a 50 percent chance of having extra arms, a tarkatan sho khan hybrid would only have one set of blades, and a centaurian arachnian hybrid is called a pegataur since it has two legs that resemble wings also saurians and zaterrans can crossbreed
And that’s that if you have any questions ask them and I might answer them
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unrealcritter · 9 months
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thiz feelz like a good place fur a lore dump . ok furzt tha primordialz
in da beginning there wuz ussyphyn tha aeonian, a giant feathery million winged rainbow spider . one day he wuz like "FUCK there needz 2 b moar shit here" (nawt whut he actually said) and made yrryth tha allmother, a big fuckin dragon made ov gas who didnt create , juzt nurtured life . then they had babiez through magic (and one through sex) and tha furzt ov them wuz kyrion tha iridescent, who created all sealife. then there wuz chlorin and phyllir tha lush , who created plantz and shit . chlorin dezigned them and phyllir colored . then wuz vallious tha radiant, who created starz and light n shit who wuz followed by oaphinth tha eater ov all, the creator ov predatorial creaturez. then there wuz achilles tha many, who wuznt one ov yrryth and ussyphynz kidz but rather an ultraviolet entity (creature made ov a shard ov a primordialz being like skin or blood or tearz) who did sum good deed bullshit and then bcame a primordial and made bugz . next wuz tylbecrir tha algific who made ice which soundz st00pid but it did happen . zonuloth tha saurian wuz made next and created reptilez, and then newtonyrth tha lawless (achilles' brothr) killed him and gained hiz power and bcame like if bill cipher wuz a weird fuckin shadow dragon thing . ussyphyn and yrryth saw thiz and were like "damn . we need 2 make a baby that can combat thiz bitch" and they did and that baby wuz fizotl tha baneful , who wuz sent out 2 cull newtonyrth . tha eventz following zonulothz death were az followz: newtonyrth wuz held on trial and blamed kyrion fur zonulothz dead , and kyrion wuz then banished in2 a big fuckin cube furevrUNTIL two thouzand yearz later when a faggy bird guy , dandy , summoned him in2 hiz houze . aftr kyrionz banishment vallious wuz zo purrezumably devaztated that he went AWOL , and wuz closely followed by oaphinth . ok thatz all tha shit there will b moar about diffurrent speciez or charactrz or sumthing idk herez a chart ov all tha primordialz elementz <|:3
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Let’s Talk About Andross and His Plan in Adventures
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This post is brought to you by the fact that when I was doing my huge Venom headcanons post, I started critically analyzing Andross in Star Fox Adventures and came to the conclusion that his plan was perhaps more thought-out than I had originally realized.  I mean, of course it’s well thought-out, it’s a plan made by Andross, but when you really put a magnifying glass up to it, you begin to see that it was perhaps so well planned that by the time the game starts, Andross can’t really lose.  His revival is inevitable.  Except then, you know, Fox McCloud shows up and does his thing.
Disclaimer: Obviously, Andross’s inclusion in Adventures was very last minute, which caused a lot of plot points to get cut and story bits to get revised.  There’s a lot of evidence that implies that the Krazoa and Kamerians still had a hefty role to play in the story until very late into development but I still think it’s important that we really look at Andross and his absolutely off-the-wall plan because it can be kind of telling about both his desperation to be revived and other lore bits as well that often get overlooked.  Despite there being huge meta influences on why the game played out the way it did, it’s still fun to talk about and speculate over.  And y’know, we’re here to have fun, so let’s get into it.
To understand his plan, we need to go over what bits we know and don’t know about Sauria, the SpellStones, and the Krazoa:
Sauria has a huge amount of magic that’s constantly trying to rip the planet apart.
The SpellStones are guarded by GateKeepers and usually they sit at the planet’s core, brought there via a Force Point Temple.  
SpellStones can block the magic flow (presumably absorbing it) and cause the planet’s energy to stabilize.
If the SpellStones are removed, the planet will fall apart.
The GateKeepers have the ability to move the SpellStones in a time of need.
The Krazoa Spirits also somehow keep the planet together. 
The Krazoa Spirits live in Krazoa Palace but when things get perilous, they hide at their own shrines to await a person of pure heart to escort them back to the Palace.
Pure heart can mean pure good or pure evil.  This isn’t overtly stated but it’s implied because Scales has a Spirit in him.
With all of that being said, let’s look at Andross’s main goal-- revival.  Through means we don’t really know, he can revive himself using the Krazoa Spirits.  But to get to the Spirits, he would obviously need some form of army.  That’s where General Scales comes in.  
Scales is smarter than the average SharpClaw but we really don’t know if that’s because Andross got his hooks into him or if the Spirit he’s got his claws on has anything to do with it.  But Scales’s intelligence doesn’t really matter because he’s malleable and Andross understands this early on.  He convinces Scales to attack Krazoa Palace -- presumably to get the Krazoa Spirits.  At first, I thought Andross’s plan was to get the Krazoa to flee to their shrines but now that I really think on it, his plan from the start could have been to nab the Spirits in the first attack... but maybe he realized he couldn’t do that so easily?  I mean, how does a ghost nab... other ghosts... Unless he was hoping the SharpClaw would suffice?  
Anyways, if that was his plan, it wasn’t well-thought out and the Krazoa fled to their protective shrines all over the planet, which I’m sure he was just positively thrilled about.
Before, I’ve stated that I was pretty sure that Andross had led Krystal to Sauria for the express reason of collecting the Spirits but I think there’s a chance that he didn’t for that exact reason.  We already know Scales was able to ferry the Spirits around and was able to pass one of the tests.  Andross had his perfect pawn in Scales by him having a pure heart of evil and in being the leader of a dinosaur tribe. 
Krystal however, seems most definitely baited to Sauria because of her channeling powers.  I think her collecting the first Spirit was a bonus for Andross and that he only had her captured because he knew Scales would be up for the task.  And, you know, Krystal had her part to play in his plan as a sort of magic medium to put him back onto the mortal realm in a more corporeal state.  I think otherwise, he would’ve just let Krystal go around and collect all of the Spirits for him and then had her captured at the end.
Overall, I think this plan is ultimately a pretty good plan except for two glaring factors: 1) I don’t think it was common knowledge where the Shrines are located and 2) Fox McCloud shows up and begins wrecking the SharpClaw.
I kind of wonder if Andross hoped Star Fox would arrive so he could have his chance at revenge but ultimately, if you take into consideration that Scales could have just run around and done all of the Shrines then Fox showing up was actually kind of a thorn in Andross’s side.  After all, what are the odds that two people with pure heart would just happen to end up on Sauria in such a close time frame?
HOWEVER, I will say there’s a chance Andross was actually kind of happy about Fox showing up because of two big reasons: 1) Fox literally did all of the leg work for Scales, which actually kind of frees up Scales to do other things like ransack CloudRunner Fortress a bunch and expand his tyranny and 2) Fox would be close in proximity to the revival so Andross would have a quick chance at revenge.  
Okay, okay, at this point, you’re probably asking, “So... what about the SpellStones?  Isn’t Scales really just looking for those?”
The answer: Yes but also no.  I’m pretty sure the SpellStones are a distraction.
Now if you really look at his plan, Andross doesn’t really have a need for the SpellStones.  Having them get removed is just additional chaos to be added and if you notice, it’s the thing that both General Pepper and Star Fox hone in on.  Funnily enough, it’s implied that Scales didn’t even remove them all-- the CloudRunner Queen hid hers in the treasury of her fortress, Garunda Te hid his in the mines... the one at Walled City and the one at Dragon Rock seem to be the only ones Scales formally got his hands on.  But it didn’t matter because when the other two were removed, the Saurians just played into the chaos even more, giving further distraction.  I think maybe Andross’s initial plan was that while Fox was hyper-focused on the SpellStones, Scales would be trying to find the Shrines and getting the Spirits.
But then he realized that Fox was doing the exact thing he wanted Scales to do (and more efficiently) and honestly?  I would like to theorize he just lets Fox do it because the outcome is literally the same regardless.
I can only imagine how elated Andross must have been when he realized Fox was unwittingly playing right into his hands.  Because sure, Fox was doing the right thing.  He was saving the day.  But Andross had already been a couple steps ahead and had set the stage for his own arrival.  
I think Fox showing up made Andross realize he didn’t need Scales after all and that was why he was so quick to get rid of him at the end.  Because at the end of the day, it didn’t matter who brought the Spirits back, just that they were back.  And Andross would just let Fox do whatever with the SpellStones because they had no real value to him.  Andross, by the end, doesn’t care about Sauria being put together or pulled apart-- he wants everything to die, which is presumably part of his madness from being a lingering ghosty spirit for most of a decade. 
So Andross is revived because that’s the only inevitable outcome other than Sauria being destroyed.  He rises up, filled with Krazoa Spirits and vengeance.  And he... proceeds to fail in the fight that he ought to have won, if only because of Falco showing up to rescue Fox.  Falco, the wildcard.  Falco, who Andross did not account for, but, granted, no one else really did either.
Wow, that’s a lot of text.  Confused yet?  Here’s the recap of my making sense of Andross’s plan:
Andross picks Scales as a pawn because Scales is politically powerful and has the capabilities to take in Krazoa Spirits.
He lures a suitable channeling mechanism (Krystal) to Sauria to use as a medium.  She gets the first Spirit and Andross is pleasantly surprised but still captures her regardless as Scales and his buddies rampage across the planet, looking for Shrines and SpellStones both.
Star Fox gets called in.  Andross gets kinda spooked by this but realizes Fox is effectively doing what he wants anyways so he just keeps his eye on Fox and lets Scales continue his rampaging.  I think he’s figured he’s already won at this point anyways.
Andross gets all of the Spirits and his plan for revival effectively works...
... All up until he dies fighting Fox and Falco.
This does include a hefty bit of speculation but seeing as they leave only bits and pieces of lore to sink your teeth in, I feel like it’s within the realm of possibility. Of course, there’s other possible explanations, some of which I did poke at within my theorizing. However, this is the breakdown that I can make the most sense out of.  I know in the past my theories have been 1) Krystal being his chosen puppet to get the Spirits but then I realized he wouldn’t have just turned around and imprisoned her immediately if that was the case and then 2) Fox being his chosen puppet but then I realized that there would’ve been no point to Scales having a Spirit in the first place if that were even the case so it felt a little janky as a theory.  
Anyways, that’s my analysis of Andross’s crazy plot, thank you for reading the ramblings of a madwoman thinking way too hard about space dinos and space monkeys.
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endless-bestiary · 5 years
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WOLF
So, uh... Wolf, huh? Not even like "Sand Wolf" or "Desert Wolf", just... Wolf. Alright! I can appreciate the simplicity of a straightforward name. It's a furry, quadrupedal pack hunter that bites you. That is, without a doubt, a wolf. Appearing early in the game does kind of give the Wolf a pass on its name, since FF12 does have a pretty unusual combat system. If you're trying to get your bearings with the 3D menu-based system, it's nice to be able to know you're clicking the right enemy by just attacking the Wolf... but seriously. Sand Wolf. It’s Final Fantasy, for chrissakes. 
The strangest part about the Wolf's plain name is its decidedly fantastic appearance. Most of it is an interesting blend of orange and white fur, but it sports totally WILD skin flaps along its lateral legs, not to mention the draconic upper half of its head. What is WITH this thing? Normally a basic wolf enemy would be the most dead-ended, autopiloted design in the game, but the artists went full ham for no discernible reason. I love this Wolf so much more than any other game's lupines. I'll do my traditional deep dive into evolutionary lineages in a second, but I want to take this moment to appreciate how a few extra details take this design from blasé to head-turning. If you feel as though your basic level 1 slimes and such are feeling a little flat, look to this Wolf for inspiration and throw in a little spice, even if there might not be a reason at first. I don't advocate over-cluttering designs with needless detail, mind you. This applies only to enemies your players have seen a million times and could use some livening up. They might not become your game's Pikachu, but they certainly give you the ability to establish your aesthetic early on and let players latch onto your world's unique charm.
Now then. The Dalmascan Wolf is possessed of two seemingly unrelated traits: a leathery snout and a set of muscular skin flaps. There is a spot of similar stretched membrane on the back of the Wolf's ear protrusions, which indicates to me that they are at least sourced from the same evolutionary drive. What do stretched skin membranes typically do for mammals? According to our friends the bat and the sugar glider, they grant the power of flight! Obviously, these wolves do not fly, nor do they ambush you from above with a graceful wolfy glide. My point, and I do have one, is that the Dalmascan Wolf is a subspecies of a creature that did, in fact, fly in an era long gone. It's well accepted that there were dragons a great number of years ago in Ivalice - the presence of the Dragon Lich attests to that. The through line I'm going to draw here is the Wooly Gator. At least one form of reptile has a dormant gene that produces hair, which means that it's entirely possible the whole reptilian tree carries this gene - including the dragons. Look at the Wolf's upper snout in isolation. It strongly resembles that of a dragon, and its membranes stretch towards the recessed thumb just like a dragon's would. The only logical conclusion is that this is a tiny, terrible, mass-produced version of a dragon that adapted to a smaller form factor instead of dying out due to the inability to maintain a huge body mass. It's possible that the legendary cleverness of true dragons did survive to a degree through the change - the bestiary indicates that there was a falling-out between humans and the Wolves, meaning they could form opinions to the degree that they could agree as a race to revile humans. The Wild Saurian may also be a victim of this biosphere shift, dropping the wings and intelligence and retaining the brute strength, but that's for another review. 
You may have noticed that I go pretty deep on pretty minute details in games with relatively light monster lore. I do that because it's fun! Overanalyzing an otherwise flat enemy like this gives the world a lot of depth that the developers would never have time to give it. Even if I am just writing twelve pages of headcanon, a large part of what makes these games so fun is how invested you can get into them. Are wolves descended from dragons? Sure, why not. The more important question is if that makes the world more interesting, and to me, it adds a point of interest to two otherwise unremarkable classes of enemy.
SUSPENSION OF DISBELIEF: 10/10 DESIGN COHESION: 6/10 DRAGONWOLF: FUCK YEAH/10 PERSONAL RATING: 7/10
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thecommonbirb · 5 years
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D&D characters ideas (that I’ll probably never get to play either it won’t fit any campaign I know or a dm probably won’t allow it)
Awakened Cockatoo Bard/Barbarian; she pretends to be her friend familiar most of the time and personality is just a huge troll
An amnesiac pugilist that is possessed by an equally amnesiac Raiju like creature that lends them its power
A valravn Knight (it’s a creature from Danish folk lore) paladin that ate the heart of their child owner’s heart. They want to atone by doing good the world but they are haunted by visions of the child’s ghost.
A dragon cursed to be trapped in halfling’s body.
A shrunken head just trying to find it’s old body
An alchemist thri-Kreen who’s lower arms are replaced with robot arms
Spider-Man
A qilin (Kirin) disguised as a horse (I don’t know why but I just like the idea)
A character who is literally someone’s dream brought to life. Normally they disappear when there dreamer wakes up but suddenly they no longer disappear. They want to find and wake their dreamer.
Saurian Swashbuckler cause dinosaurs
A character who’s soul was placed into a monsters body
A sentient weapon that has attached itself to an empty body that it can move around (for those who have watched the movie quest for Camelot it looks like when Ruber had Excalibur stuck to his hand) all it wants to do is go back to being a sword
A sentient doll that wants to rescue it’s owner
Will add more later (probably)
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theload · 5 years
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How broad is the term “Dragon” in your lore, there a specific line in which something is or is not a dragon?
Dragon in my lore actually doesn’t exist as a term of classification. Instead, it’s a cultural term that can vary greatly depending on what world you’re on.
But generally speaking, it’s most often applied to Awakened which are saurian* or serpent** in nature, or which are saurian and/or serpent hybrids.
*Saurian here can also apply to amphibians, pre-mammalian synapsids, and feathered archosaurs.
**Serpent here can also apply to eels and worms.
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pomellon · 1 year
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Here’s some old saurian egg lore! Mostly used for my ocs and probably won't be used much in the dtk+ au, but will be slightly relevant in the utmv au since it will involve ship kids uvu I will probably write a whole info post about the dragons’ life cycle at some point, but some quick notes:
Saurian dragons are simultaneous hermaphrodites, meaning that they have both male and female reproductive organs and can both sire and carry eggs.
Nurses and scholars will commonly have 3-5 eggs in a clutch, while guardians and scouts are more likely to only have 1-3 due to their more physical lifestyles.
While saurian dragons reach maturity around the same time that they receive their god claim, in their early twenties, they can’t produce fertile eggs until their forties or even sixties. This is one of the reasons why they’re pretty rare in some aus, as if a lot of them are wiped out it will take very long for them to repopulate and regrow their numbers.
Dragons only produce eggs every third to fifth year, which is another reason why their reproduction can be very slow.
Dragon eggs are very hardy and not easy to crack. The normal hatching time is around 6 months but eggs can sometimes go dormant for a couple of months longer. By absorbing the magic from their shells they can safely remain in their eggs should the conditions outside be dangerous, but it does make their shell more fragile and grey in colour.
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canyon-tale · 1 year
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Are we allowed to make our own versions of other sanses in the dragon/dog AU? Say, Fresh or Lust. The same question goes for ocs, are we allowed to make/translate our ocs to the AU? I have some ocs I would love to turn into dragons
(i was gonna put anonymous because of how much i ask but it's useless at this point lmfao)
Absolutely! I'm just happy be able to inspire people with my AUs and settings, so yes, anyone is welcome to use my lore both for your own AU interpretations and OCs! One of reasons for the saurian dragon lore posts is so people can easily find them and use them to make their own dragon characters ^u^
Same thing goes for shipping and story events, if you want to ship something that isn't canon in my version of the AUs, or want to experiment or tweak the story, you're more than welcome to! <3
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vallonde-laid-bare · 6 years
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An introduction to Vallonde
       Vallonde is a custom dark fantasy setting for Dungeons & Dragons 5th edition, but is adaptable for use in similar systems and setting (other editions of D&D, pathfinder, ect.). I’ve been building this world for quite some time, at least a few years at the time of this post, and it has grown to a point where I feel others may be interested in seeing what the setting has to offer. Custom rules, races, classes, character templates, and rich lore have all come together over time to make something I think is really special.
       This all started with my first, short-lived stint as a DM, excitedly writing a story for a group of players who I’d been gaming with for years and was finally getting a chance to run a game for. While out-of-game issues made continuing the game after the first few sessions impossible, I was already enamored with what I was creating and saw no reason to abandon it because the setting wasn’t actively being used. A detailed world map, unique takes on pre-established races, changes to arcane and divine magic, and old options made new like race templates and age modifiers all came about during this time.  
       Work continued and I eventually found a new group of excited players ready to dive into the setting. Ach-Chack of the Trap-Door clan, a kenku rogue with a penchant for getting himself injured. Duke Lord Rutledge,  a bullywug sorcerer destined for greatness. Ooron Vile-Oct, a crazed saurian blood hunter riddled with mutations and obsessed with hunting down a legendary monster. A kitsune named Ritsuko, whose expansive knowledge would prove invaluable to the group. Together they (and others) have and continue to help me build Vallonde into what it is today.  It was at this point, as I tried to think of intriguing stories for this diverse cast of characters, that the central conflict of Vallonde took shape. Attempting to circumvent certain played out tropes (and stumbling head-long into others), I decided to make Vallonde morally gray, to make decisions less black and white for everyone who plays in the setting. No race is without their flaws, no civilization without dark secrets and committed atrocities both past and present. The image of the noble adventurer was thrown out in favor of conflicted individuals simply doing their best to survive in a callous world that cares little for virtue and ideals. 
       Ancient grudges seethe between the world’s mightiest kingdoms. The humans of the New Llanian Empire and their allies, convinced of their moral and racial superiority and, once waged war on the goblinoid races who banded together to avoid extinction. Though unorganized, the orcs, goblins, hobgoblins, and bugbears were fierce and numerous and refused to simply roll over and die like dogs at the feet of their oppressors. Dozens of years of grinding warfare ended in spectacular fashion as a magical catastrophe laid waste to an entire continent and wiped from Vallonde one of it’s most ancient civilizations. This event announced the end of a war that had spanned the breadth of the world, but not the animosity and fear that had fueled it. A shadow war raged under the veneer of tenuous peace, and proxy armies and assassins still worked behind the scenes to advance the agendas of powerful politicians and warlords on all sides of the conflict. This is where the group entered the world, gathered from swamps, forests, and cities and tasked with killing the emperor of New Llan, a mission that would see them suffering at locations in every corner of the world.
       The point of this blog is to sort of chronicle the evolution and eventual completion of Vallonde and to track the continuing adventures of those who have played in it, continue to play in it, and who will join in the future. I’d love to hear what people think about the content, especially the custom rules and character options, and questions and general comments are more than welcome. I look forward to getting to share this setting that I’ve put so much of my time and creativity into, and to share the antics of characters and players that I’ve grown quite attached to. There is a lot more to be said but, for now, I’ll see you in Vallonde. 
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secondscion · 6 years
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Astralarium Book Descriptions
At the renown heart at the Astralarium, you can interact with books after putting them on the shelves to read some text from the book. Here's the text from all 20 books for those who don't want to go through and shelve all of them :)
I’ve also included some notes about where the books should be shelved and where some of the harder ones to find are located.
A Brief History of Cantha
Category: History
(This text is not a work of fiction but is based on historical fact as interpreted by the author. Historical facts have been revised based upon new information acquired by the author since the original printing in 1022 AE.)
In this updated 50th Anniversary Edition, the estimable Loremaster Ermenred provides readers a unique look at the Canthan Empire's intricate and storied history.
From its comprehensive timeline reaching back to the Age of the Marmoset, to its exhaustive examination of Assassins and Ritualists (two of Cantha's oldest and most unique professions), this work is the perfect primer for scholars both young and old.
Behaviors of Risen Beasts
Category: Zoology
Risen creatures display a wide variety of behaviors that most experts would classify as "hostile," both to natural Elonian wildlife and to seasoned explorers alike. This volume contains a distillation of firsthand discoveries and experiments devoted to unraveling the mysteries of this corruption and the methods used to neutralize it.
Using observational logs from Kamma's countless hours within the United Arcanist Lab, readers will get an inside look at the most minute details of her fascinating study on Risen behavior and anatomy.
This fourth edition printing contains a special foreword by an anonymous testing associate Kamma recruited during her experiments on Risen tissue.
Biography of Gwen Thackeray
Category: Notable Heroes
Shaped by a life of loss and victory, driven by ferocity and cunning, Gwen Thackeray is indisputably one of Ascalon's most influential post-Searing figures.
A mere child of ten at the onset of the charr invasion, Gwen spent the better part of a decade enslaved to Ascalon's bestial conquerors. From her failed first attempt to her ultimate victory over the charr in the freeing of revolutionary Pyre Fierceshot, Captain Thackeray's incredible life has been the subject of fierce debate and detailed historical records.
To the people of her homeland, she is and forever will be known as the true Hero of Ascalon. Yet to her enemies, hushed whispers speak of a terrifying foe known by a more ominous title: Goremonger.
Read along as our team of experts delves into the fascinating history of this larger-than-life hero of humanity.
Biography of Ogden Stonehealer
Category: Notable Heroes
A gifted healer and a faithful follower of the Great Dwarf, Ogden Stonehealer has devoted his life to the gathering and preservation of knowledge throughout Tyria.
From his home within the Durmand Priory, Stonehealer serves the many races of our world as a living compendium, a veritable library of lore reaching back to the days of yore.
But a life such as this does not begin in the quiet halls of academia. When the Elder Dragons threatened to bring ruin to the dwarves, a great battle raged from deep within the surface of our world to its highest mountain peaks. The Great Dwarf and the Great Destroyer met head-on, and the fate of all dwarves was forged in the fires of war.
Eternal Alchemy of the Stars
Category: Astronomy
Do you seek new meaning in the age-old quandries of the Eternal Alchemy? Then look no further than the lens of your telescope! In his exciting literary debut, Pilkk explores the previously undiscovered connections between the Eternal Alchemy and the stars above. About the author:
A merchant by trade, Pilkk spent many a night in the Cursed Shores staring at the sky, pondering the Eternal Alchemy. His early studies at the Durmand Priory yielded few answers and greater questions, plaguing Pilkk day in and out. After years of unanswered questions, he turned his queries to the stars. Much to his surprise, they replied.
Despite controversy over Pilkk's qualifications, scholars and laypeople alike find his lines of inquiry both insightful and easy to understand. As a result of his studies, Pilkk was awarded the "Unexpected Brilliance" award by the Durmand Priory.
Everyday Healing: Gift of the Monk
Category: Theology
Do you seek the divine favor of the gods but have yet to receive their blessed power? Fear not and look no further, for you already have the power within you.
Since the ancient professions coalesced, the monks of Tyria have been harnessing this gift, perfecting a unique form of prayer-based healing that mitigates the woes of modern life and conditions their acolytes into warriors of peace and righteousness.
In this easy-to-follow book, we'll provide all burgeoning monks with a guaranteed path to improving their form and reducing painful overextension.
Remember, the road is long, but it need not be taken alone. Share your journey with a friend, because as the old saying goes: a friend on the path's worth your life by half. 
How Kormir Did It
Category: Theology
There are few humans in Tyria's history who can say they've challenged a god. Fewer still can claim they defeated one. Yet only one can claim to have ascended our mortal plane, becoming a god herself.
Kormir, Goddess of Order, Spirit, and Truth, began her rise to godhood as a decorated Spearmarshal. Even in life, she sought to bring order from chaos, leading the charge against criminals and corsairs who threatened the lives of the innocent.
In this exciting collection, Kormir's loyal Sunspear compatriots speak of her mortal years, how she survived her confrontation with the Hunger, the grand battle against the fallen god Abbadon, and her ultimate ascension to the pantheon.
Koss on Koss
Category: Notable Heroes
I am Koss Dejarin, Sunspear and protector of Elona. Many writers have tried to chronicle my journey from nobleman to warrior to simple farmer, but none of them has been me. And so it was that I set out to remedy this, taking up the pen in lieu of the spear to set the record straight once and for all.
Perhaps you've heard of my relationship with corsairs throughout Elona, and the sacrifices I've had to make to keep their swords from our throats. Perhaps you've heard of how my father disowned me for joining the Sunspears. Perhaps you've heard of my adventures with the Tyrian hero and the final fall of Abbadon.
Or perhaps you've heard of none of these things. Regardless of where you stand, I assure you that this autobiography is the final word on my life, and the only side of my story world believing.
Malomedies's Observational Tips
Category: Astronomy
From the mind of Malomedies, master astronomer and mathematician, comes the ultimate collection of tips, tools, and tricks for stargazers new and old alike! Piecing together a lifetime's worth of research, Malomedies's students offer a rare glimpse into their master's brilliance through easy-to-digest lessons and dictums.
Are you a budding apprentice? A seasoned master? This collection has something for everyone.
Discover what materials are most appropriate in sun-viewing telescope lens filters, marvel at Malomedies's simple schema for interpreting binary and trinary star systems allignments, and much more!
Raptor Training and Care
Category: Zoology
Recognized as Elona's supreme authorities on raptor training and care, Aksim and Tasa offer up their expert knowledge in this comprehensive guidebook on creating a lasting bond with your spiny saurian.
Learn all there is to know about raptor behavior, positive reinforcement, grooming, and proper riding techniques. Whether you're looking for a partner to race across the dunes of the Crystal Oasis or you just want a loyal companion to guide you through the busy streets of Amnoon, this guide is sure to give readers a deeper appreciation for the lifelong bond they can build with their raptor.
Not sure if a raptor is right for you? Visit Aksim's raptor stable in the Crystal Oasis to hear about the benefits of raptor ownership firsthand.
Skies of Nightfall
Category: Astronomy
Across Elona, the prophecy of Nightfall is one of our most well-known but least understood texts. Now, using the analytical techniques of Malomedies, we can finally explore the world as it was leading up to Abbadon's calamitous escape attempt from the Realm of Torment. Through knowledge hidden in the stars, we can see firsthand how Varesh Ossa's plot unfolded with a clarity unlike any seen before.
Experience a brand-new side of this monumental historical event, learning invaluable techniques in the art of astronomical divination along the way!
Spirits of the Wild
Category: Theology
The norn city of Hoelbrak stands as a testament to a culture born of defiance; defiance both of the elements and of the Elder Dragon that sought to end their lives.
When Jormag threatened to bury the norn in a hellscape of ice and frost, the norn turned to their spirits: Wolf. Bear. Raven. Snow Leopard. The norn do not credit their survival to themselves, but to these Spirits of the Wild. In this updated compendium, renowned norn historian Thyrie Bylund explores the fascinating relationship between norn and their spirits. Through a combination of written firsthand accounts and oral histories, Bylund discovers the very real effect these spirits have on the norn and all who live alongside them.
Star Chart Basics
Category: Astronomy
Location: In the chamber directly above the bookshelves. Go up to the next level and enter the inner part of the building.
Looking to go from apprentice to master in the art of observing, charting, and interpreting the stars? Then break out your telescope and switch up your sleep schedule, because this comprehensive guide from Scholar Fatima (author of "Star Charts," "Advanced Star Charts," and the best-selling "A Fool's Guide to Star Charts") is the first and last resource you'll ever need!
Learn the basics of ascension and declination notation, the most ideal times of the lunar cycle to make observations, proper drawing techniques, and even weather-prediction tips to ensure you always have the best possible star-charting conditions.
Taming Elusive Beasts
Category: Zoology
A ranger's skill is oft demonstrated by their menagerie of tamed beasts. From bears to bristlebacks and beyond, the successful ranger knows the secrets of communicating with these creatures multifarious. In this fascinating series of personal accounts, ex-corsair and ranger extraordinaire Abasi details the complex intracacies of these relationships.
Using a suite of skills typical to rangers of any experience level, Abasi demonstrates proven methods for taming beasts of every shape and size using the proper body language, sounds, and tools. "It's a back and forth," explains Abasi. "It's a negotiation in a different language, and each creature has its own language to master."
The Genius of Vekk
Category: Notable Heroes
When the Great Destroyer threatened to turn its ire on the free peoples of Tyria, no single race stood alone in the conflict that followed, and no single asuran challenged the evil of this tragic era more so than Vekk.
Follow his journey in this comprehensive volume, from his beginnings as a simple elementalist to the indelible legacy he left as one of Tyria's greatest heroes.
Praise for "The Genius of Vekk"
"Combining written accounts from the era along with the most recent historical findings, this incredible biography covers everything from Vekk's knowledge of Scrying Pools to the emergence of asura gates in Tyria. I came away astounded at the depth and detail presented, andI (sic) would recommend this biography to anyone with an interest in the period"
- Arcanist Timble, Durmand Priory
The Grace of Melandru
Category: Theology
The next time you step outside, be sure to take a moment to listen. Do you hear that?
That is the sound of Melandru, speaking to you through the wind, the leaves, the grass. Pay careful attention, and you may be able to understand her words of wisdom.
Experience the full measure of Melandru's grace in this meditative exercise book, co-authored by twelve of her priests and priestesses throughout Tyria. Explore the value of nature walks, capture the beauty of her bounty with step-by-step leaf drawing exercises, and stop to smell the roses as you venture outside the comforts of your home and step into Melandru's own.
When you can see, feel, and hear her beauty all around you, perhaps you'll also come to appreciate the beauty within yourself.
The Movement of the World
Category: History
Location: In the chamber directly below the bookshelves. Head down the spiral staircase that the bookshelves circle.
Our world is constantly in motion, be it the tides of time, the tides of war, or the tides of the sea that swell and chum, covering kingdoms lost and revealing lands of old.
Decimus the Historian takes up his pen once more in this stunning essay on the events that have shaped our world, both figuratively and quite literally. As the guilds expanded and cultural revolutions pushed the races of Tyria closer together, our world shifted to one of modernity and prosperity.
But as the Elder Dragons woke and unnatural cataclysms tore open the flesh of the world, the face of Tyria was forever altered, and new conflicts threaten it in ways heretofore unseen. Humanity is in decline, the balance of power shifting. Only through careful examination of the past can we hope to change our future.
The Reign of Palawa Joko
Category: History
Marvel, all! For the finest compendium of Palawa Joko's deeds has finally been written, praise be unto his name!
From his mighty throne in the Bone Palace, deep within the Desolation, the great Palawa Joko inspires righteous fear and complete devotion from all corners of Elona. Press on, dear reader, and learn of his triumph over Varesh Ossa, his conflict with Mad King Thorn, and the inevitable rise of his elite Mordant Crescent.
Immerse yourself in the only historical text to accurately describe the incredible, world-changing achievements of the great Palawa Joko. The Elon River was diverted, the Bone Wall was constructed, yet so much remains in our future! Read on, friends, and bear witness to the brilliance of our savior, our leader, Palawa Joko!
You and Your Springer
Category: Zoology
Straight from the windswept canyons of Highjump Ranch comes the last guidebook you'll ever need on springer care! After years of working alongside Stablemaster Unja and her expertly trained family of ranch hands, we've compiled the ultimate list of dos and don'ts for the responsible springer owner.
Whether you're looking to construct the idea living environment, grow the right crossbreed of carrot, or learn just how high your springer can jump without injury, this guide will offer all the answers and then some!
A portion of all profits from this book goes to support Highjump Ranch and its efforts to find homes for springers all throughout the Crystal Desert.
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markedones · 6 years
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Chinese Deity Lore
Pangu was a Ryuung Ogre hybrid, who ate a Pearl of Shenlong and ascended. He then gave his life to create.
Pangu is a Ryuung Faeitrkin
Fuxi and Nuwa are Twins created by Pangu. Shennong is Pangu reborn.
The bulk of the remaining energy becomes Tian, which splits into The Jade Emperor and Longshen, avatars of each other representing Pangu’s Mortal and Draconic halves.
Tian is the Divine Touch of Pangu, which various individuals can tap into. It’s divided into five aspects: White, Red, BlueGreen, Black, and Yellow.
This energy is what the Highest Gods tap into, becoming aspects of Pangu’s Draconity. Longwang is this power.
The Jade Emperor tapped into all of them.
Longwang is the progenitor of China’s Ryuung.
Chinese Ryuung breed Four Breeding Species to create more of their numbers.
Yu-kia: A Bird that produces flying dragons when mated with a Ryuung.
Moa-tuh: A Beast that produces winged dragons when mated with a Ryuung.
Kiai-lin: A Fish that produces a fish dragon when mated with a Ryuung.
Kiai-t'an: A Saurian that produces a spiritual dragon when mated with a Ryuung.
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hewhoplayswithfire · 6 years
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Anyone want to talk about lore?
I’m feeling bored right now and I kind of want to talk to someone about my D&D world (The World of Falamar) and stuff to alleviate it, also to help me flesh out certain aspects of it
We can talk about the various factions within the world such as the Saurian League (a country comprised of just about any scaled creature you can think of such as dragons, lizardfolk, and kobolds. Currently in a state of civil war with the Saurian Republic), to the City-State Alliance (mainly human city states who are just barely able to defend against the Thay Magocracy), the Saurian Republic (rebel faction of the Saurian League that seeks legitimacy. Mostly comprised of kobolds and their allies), and the Storm Cult (a theocracy that doesn’t have a set name yet because I have yet to have created a decent one. They worship a being named Aristotle who, as the name of the faction implies, controls storms. They’re a rapidly growing faction within the world and are becoming more well known as they get more involved with the affairs of other nations)
There’s also the old and dead civilizations, such as the Falamar Empire (think of D&D Romans but they worship the Phoenix, who is named Falamar) that has been dead for 5 millennia (I’ll probably retcon it into being 1 or 2 millennia because 5 is a bit much...), the Giant Kingdoms (the civilization of Giants that fell before and only few remain who remember its glory), and other such civilizations that were small compared to them
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