Draconis
Draconis
Draconis is a small island, only about Thieves, beggars and goblins are at the bottom of
100 miles long and about 50 miles wide. It is the caste. Demi-humans are usually outside of
sparsely populated and made up of mostly hills the caste but are usually treated like farmers.
and mountains to the northwest. There are
roughly half a dozen villages scattered through There are a fair number of wizards and spell
out the land, mostly in the center of the domain. casters in Draconis. Most are members of the
The largest city, Wyrmsgard, is located on the Royal class, and therefore, Dragons. There are
southeast coast. It is the only largely populated some purely human wizards, but they are rare.
city of about 5,000 souls. The central feature to
Wyrmsgard is Castle Kor. This massive While for the most part intelligent, almost
structure rises several stories above any building. everyone is superstitious to some degree. Even
The castle itself is set on a mound with smaller (or especially) members of the Royal class are
buildings all around it. The overall impression superstitious. The DM might want to check to
one gets from seeing the castle is a long thin see if the PC develop any odd superstitions while
reptilian beast rising to the sky. they remain in Draconis. A common gesture is to
touch ones heart, then mouth and then forehead
Cultural Level: Medieval (Fantasy type) with the right hand. This is often used to word
Draconis resembles 12th to 13th Century France off evil.
or Britain. Draconis hails from the D&D
campaign world of Mystara. It is actually a copy The Law
of a province in the Principalities of Glantri. Draconis makes an attempt at parliamentary rule.
However only members of the Royal class are
The Folk allowed into Parliament, and they are all
The populace of Draconis are largely human. controlled by Prince Kor.
Also since there is more of a “fantasy” feel to the
land, there are also elves and half elves to be There are some laws that might effect the PC’s.
found here. There is a small (50-75) population First all witches are arrested on sight and burned
of goblins living in the city, the human at the stake the next morning. The “witch” does
population considers them a nuisance, much like get a trail, but a guilty verdict is always reached.
rats. There is also a small halfling village Who or what is a witch is dependent on the
located some 5 miles outside of the city limits to constabulary at the time. Normally any priest,
the north. Small elf encampments can also be psionic or wizard may be accused of witchcraft.
found in the neighboring woods. Secondly, any open religious practice is
Most of the people that live in the city gain a punishable by death. Priests were rare in Glantri,
living from the nearby sea. Fishing is a big in Draconis they are criminal. Among the laws
market in Wrymsgard. The outlying villages that can be used to punish priests are possessing
make their funds from farming and there is one a holy book or cannon. Consulting with familiar
mining town. spirits not sanctioned by the Mage Guild.
Possessing a holy symbol or prayer beads is also
The population is divided up into a rugged, but considered criminal.
unspoken, caste system. The Royalty is at the
top of the caste. Most of these were converted Laws are vigorously inforced and justice is swift.
Dragons. Next are the non-royal wizards, the It is not uncommon for even minor infractions of
merchant class, and followed by any tradesman the law to be met with heavy fines or
in the fishing or boating industry. A special imprisonment. All capitol crimes are punishable
note, one tradesman class is held above the by death, usually with no chance of appeal.
fishermen and that is the Ice-cutters Guild. The laws are made by the Parliament, but most
Draconis has long hard winters and the come directly from Kor himself. Most members
waterways freeze up. These Ice-cutters clear the of Parliament are also members of the Mage
way for water traffic. In the summer months Guild, making it even more powerful.
they are treated as other tradesmen. These are
followed by other tradesmen, then farmers.
Due to ancient custom, people in Draconis Damage/Attack: 1d12+4
cremate their dead, not bury them. Special Attacks: Shocking Grasp, spell use.
Special Defenses: Nil
Native Player Characters Special Vulnerabilities:
Natives to Draconis my choose any class except Magic Resistance: 35%
priest. Most common are warriors and thieves. Str: 19
To become a Draconian wizard one needs to be Dex: 13
able to afford the prestigious, but expensive Con: 16
school of magic. Most NPC wizards tend to be Int: 10
more affluent than the average population. Wis: 9
Cha: 16
Encounters
Outside of normal villagers, a stray elf or Kor’s human appearance is nearly as imposing as
halfling may be encountered, travelers are not his former dragon one. He stands about 6’5” and
likely to run into anything outside of the is heavily muscled. He wears his jet-black hair
ordinary. Due to Draconis’ cremation rites, long and tied back. His beard and moustache are
undead are very rare for a dark realm. There is a neatly trimmed. His blue eyes seem almost
small band of ghouls living in the sewers of electric. Normally he wears his blue robe of
Wrymsgard, but they only come out on new state over his warrior’s clothes. He keeps his
moons or the darkest nights. arms bare, but his hands are gauntletted. When at
To the southwest and northwest travelers are social functions he wears modest fashion, but his
more likely to run into a small (2-3) pack of blue gloves remain.
werewolves. Kor is serious man. Rarely does he laugh or give
over to an emotion, even anger. However he can
During times of Prince Kor’s bad moods, Mist and will get angry. A story is told of a goblin
Dragons, can be seen in the air. These are not *demanding* that Kor extend rights to the
true dragons, but illusions created by the Dark goblins in Wrymsgard. Kor was so angered at a
Powers to further anger Prince Kor. mere rodent’s imputance that he grabbed his
sword and cleanly split the goblin head to tail.
Dragons in Draconis
The dragons in Draconis have lost most of their Kor longs to be a real dragon again, but not as
dragon-like powers. Namely the ability to cause much as his fellow captives. More than anything
dragonfear and their breath weapons. Some have at all, Kor longs for a son. Not just any son, a
been able to hold on their spell use, but most perfect one, either fully human or fully dragon.
have become wizards to compensate. All the Kor would gladly accept his imprisonment if he
converted dragons have a special “touch” attack. could become a father. It is unlikely that the
Normally this attack is a variation of their former Dark Powers will grant him this wish.
breath weapon. Unless noted this attack causes
1d6 hp of damage per barehanded touch. The Kor correctly believes that there are those who
dragon can decide whether or not to use the want his throne. Highest among these is Tiara.
attack. He keeps the red dragon around because he
Other than these powers, the former dragons are believes he may be able to successfully mate
no different than normal humans. with her. He she cannot produce offspring then
her fate will be sealed.
About Kor,
Kor is loosely based on Korbendaur, the blue
dragon from module CM1: Death’s Ride. The
old D&D (not AD&D) module gave me some
very memorable NPC’s to constantly through
against parties. Plus with a little work that whole
module could be used as a Ravenloft adventure.
Ulslime would make a passable dark lord.