All too often, my games tend to end this way... |
The
first arc of my first 5th
Edition campaign has come to a close. My players faced off against
their first ever dragon, and came out victorious, in the end. Sure,
two of them rotted into piles of stinking flesh (Poison breath,
man...), while another survived with only 4 remaining hit points, but
they beat the beast. And they saved a town in the process.
And, as is
tradition, as they begin the next leg of their potentially-endless
quest, those who perished will make new characters. One of these
characters wanted to play a Dragonborn. I have never taken issue with
dragonborn, as a race. I think they're a nice compromise on
characters playing Half-Dragons without actually playing
Half-Dragons. And they have a nice, lore-friendly place in my
homebrew world.
However, he didn't
want to play just ANY dragonborn. He wanted to play the spawn of one
of Tiamat's children. Specifically, Mordukhavar the Reaver.
Now, my homebrew world is what I like to call an “evolving” world. I purposefully don't flesh everything out, so that when players want to add something to the game, I can oblige. One of the things I hadn't really thought of was the place of the great Dragon Gods: Bahamut and Tiamat. I wasn't even sure if I wanted to use them. They are a little...over-saturated, in my opinion. Did I want them or something closer to Golarion's Dahak and Apsu? Or maybe some ideas of my own. Where do dragons even come from? They're fairly non-traditional in my world, taking the form of magical monstrosities that can have many different forms, rather than great winged lizards. But this put my lore-mind into gear, and made me start thinking about what I wanted them to be. Where did they come from? Do they have gods? If so, how do those gods co-exist within the rest of the world?
I haven't ever
really said much of anything, actually, about my homebrew world, other than the Archfey post. I will, eventually, but let me get some relevant basics
out of the way before I discuss what ideas I came up with for the
Dragon Gods and their spawn:
- Dragons can only give birth to other dragons after performing a powerful magical ritual that requires them to consume a massive hoard of gold, jewels, and magical items. This is why they collect hoards: to reproduce. Dragons are quite scarce since the Age of Dragons ended and the Age of Heroes began, and the replenishment of their race is of tantamount importance.
- Dragons who spawn without this ritual instead produce eggs that hatch into Drakes (such as Ambush or Guard drakes) or Dragonborn. These are usually viewed as slave-races by their dragon parents. Half-Dragons are born when a dragon mates with a non-dragon being (which is more a magical affair than a sexual one).
- The gods exist. Their realms exist on the outer edge of the world at large. The world itself is flat, and extends from Ascalon (the name of the “Material Plane”) into the Summer and Winter Courts, then the Elemental Realms, then further to the Outlands, then the Outer Realms beyond that (Hell, Elysium, Etc.). One can literally walk from their hometown to Mount Olympus to meet Zeus, if they have the talent to survive.
- The Underworld is the undead-infested underground of the world, and extends throughout all realms. It exists even beneath the great underground dwarven kingdoms. The River Styx, where souls travel to their desired plane of worship (or the Outlands, for atheists) flows through here, and is the source of all undeath in the world.
- The only other “Plane” that exists is the Astral Plane, the realm ofthoughts and dreams. It is a strange, faded reflection of our own world, but can be manipulated with the power of the mind. It can also overwhelm those who travel through it, as it is the home to powerful psychic beings (Elans, Gith), and thoughts and nightmares oft become reality without warning.
It's basically this. Like, literally this. |
The Gods of Dragon-Kind
Before I begin in earnest, I want to give MASSIVE thanks to Keith Francis Strohm, who wrote the article "Spawn of Tiamat, Children of Bahamut" in issue 260 of Dragon Magazine. I HEAVILY rip it off, here.
Before I begin in earnest, I want to give MASSIVE thanks to Keith Francis Strohm, who wrote the article "Spawn of Tiamat, Children of Bahamut" in issue 260 of Dragon Magazine. I HEAVILY rip it off, here.
Bahamut,
the Platinum Lord, as he is often known, is no more. His palace
within the Realm of Air still exists, and is inhabited by good
dragons and his worshipers. He died in a great battle, fighting all
twelve of the Spawn of Tiamat. Though he slew many of his foes
(leaving only three alive), he was slain himself. His own children
chased off the remaining three, but could not save their father. His
message of righteousness lives on through them, however, as well as
his worshipers.
Xathanon
is the first and most loyal of Bahamut's children. He was consumed by
grief upon the death of his father, and now resides within the
Platinum Lord's palace in his stead. He is a recluse, choosing not to
interact with his siblings or other deities. He upholds the codes of
Honor and Nobility in the face of the overwhelming dark, however, and
is known as a true friend by those who reside with him. Paladins and
knights often choose to worship Xathanon, or pay him tribute if they
worship his father.
Vanathor the Harpist
is the second of Bahamut's children. Though Xathanon was the most
outwardly affected by the death of the Platinum Lord, many believe
that it was Vanathor that truly took the tragedy to heart. Following
the great dragon god's demise, Vanathor left his ancestral home in
the Realm of Air and chose to travel from realm to realm throughout
the world. It is said that he visits all but the lower realms of Hell
and the Abyss, and cavorts with most every god. He is an acquaintance
to all, but a true friend to none, and is known as the Roaming Song.
It is said that if you hear music on the wind, you can sometimes look
up to see Vanathor cutting across the sky, on his way to another
realm, with another story to tell and another song to sing.
Medrinia, Queen of the Seas is
the final child of Bahamut, born shortly before the great dragon's
death. Some say that it is she who truly took after her father's
example, in his absence. For it is she who founded the aquan kingdom
of Lumeria in the Sea of Stars (within the Realm of Water), and has
made herself patron goddess to many creatures of the sea. Her wisdom
is sought throughout Ascalon, as well as in the Elemental and Outer
Realms, and many make the long journey just to request an audience
and ask a question of her. She feels great compassion for all
creatures of the world, but is also bound by duties, and some say the
dichotomy of being unable to help everyone weighs quite heavily upon
her shoulders.
Tiamat is
known often as the Sleeping Queen or the Queen of Shadows. She was
the opposite of Bahamut in all ways. To hear stories of her was to
hear stories of a shifting, shadowy nightmare that threatened the
very existence of all realms, and the sanity of the beings within
them. It was said that she drove the very elements around her mad
with her mere presence. As nine of her twelve children were slain,
one after the other, however, she herself succumbed to madness. Such
grief drove her into seclusion at the bottom of the Endless Abyss
(itself a maddening idea), where it is said she sleeps an eternal
slumber. Tales say that if she ever wakes, she will bring the End of
Days with her. Many believe that she is to blame for the existence of
shadow dragons—that her nightmares escape the abyss and infect the
minds of living dragons, driving them insane and changing them into
necrotic monstrosities.
An-Ur, The Wandering Death
is one of three remaining children of Tiamat. Also known as the
Marked One, she carries a red, star-shaped scar on her chest, where
it is said Bahamut struck her before he fell. This, it is said, drove
her into the Astral Plane, where she must remain; for she would
surely die otherwise. She roams these faded lands, now, and is one of
the most feared, nightmarish beings one can encounter in this land.
Mirages are often attributed to An-Ur, as many claim it is her form
bleeding into the realm of the material for just a moment, before
once again receding. Her followers are, in fact, often great clerics
and healers, as they search constantly for a way to repair the scar
left by Bahamut, and welcome their queen into the realm of the whole.
Dhrakoth, the Corrupter
is the Mad God of the Underworld. Witnessing the death of his
brethren broke his mind, and drove him down into the deep places of
the world, where he secludes himself in order to perform terrible
experiments. Even the Ghoul Kings and the White Hand himself pay
homage to Dhrakoth. It is said that the first dracoliches of the
world are products of his mad experimentation in trying to bring his
siblings back from the dead.
The epic poem "A Dragon in Hell" by the bard Nightsong was written about Mordukhavar, though it does not mention him by name |
Concept At Large
The
basic idea behind these gods is the same directive I follow with most deities in my world. They are essentially absentee gods. Bahamut and Tiamat are literally dead or out of commission, and the Dragon Gods that do exist are so distracted by their own bullshit that they don't really have time to focus on the doings of mortals. That said, I wanted to place them in actual, attainable locations. Like I said, the Realms of water and air are just to the North and West (respectively) of Ascalon, so you could
seek
out Medrinia or Xathanon, if you wanted, if you sought their wisdom.
But expecting any sort of real interference from them—actively
participating in a war or taking out a bad guy—is completely
unrealistic. Similarly, one can
travel to the Underworld or the Astral Plane to seek out Dhrakoth or
An-Ur, but doing so is likely a fruitless effort.
They're
deities as lore and background decoration, really. They have enough
definition to be a part of the world without participating in its
every-day events.
Next time we talk about Dragons, I think I'll actually talk about the dragonborn themselves, and how they fit into Ascalon as a whole.
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