Faction Overview
| Philosophy | "Witness. Record. Endure." History repeats every 10,000-40,000 years. This is apocalypse #3. |
|---|---|
| Territory | Skyhold Archives (high-altitude fortress-library in the Dragon Peaks) |
| Population | ~3,000 Draconids (last generation...no new births in 200 years, species going extinct) |
| Capital | Skyhold, the Last Archive (neutral ground, sacred library) |
| Role in Game | Quest-givers, lore keepers, temporary allies (mercenary support), optional bosses |
| Availability | NPC-ONLY - Can be hired as support units or encountered as events |
The Petrified Inheritors: Walking Fossils
Draconids are not D&D dragonborn. They are ancient dragon-descended humanoids who have been slowly calcifying into living Soulstones for millennia. They are walking fossils...exhausted immortals witnessing their third apocalypse, too old to care, too stubborn to die.
Physical Traits: The Crystallized
- Skin: Not scales...crystallized stone skin. Flesh calcifying over millennia. Looks like cracked geodes (skin splits to reveal glowing crystal underneath)
- Eyes: Gemstone eyes...literal rubies, sapphires, emeralds embedded in eye sockets. Each eye color corresponds to draconic lineage (red=fire, blue=ice, green=poison)
- Horns/Crests: Not decorative...fossilized dragon bone grafted into skulls. Remnants of actual dead dragons they've inherited. Horns resonate with nearby Soulstones (hum/vibrate)
- Blood: When wounded, leak liquid crystal (molten gemstone, hardens instantly, seals wounds). Scar with crystal veins
- Build: 7-8 feet tall, gaunt (emaciated but impossibly strong). Hollow bones reinforced with crystalline lattice
- Voice: Echoing speech (calcified throats create harmonic resonances). Sound like speaking from inside a cave
Cultural Adaptations: Eternal Exhaustion
- Hibernation Cycles: Sleep for decades to conserve energy. Most are 400+ years old but only awake for 100 of those years. Wake when history repeats
- Memory Crystals: Instead of writing, Draconids crystallize memories. Horns grow new layers each century, storing knowledge like tree rings. "Read" a Draconid by examining horn rings
- No Reproduction: Sterile...last generation. No new Draconids born in 200 years. Dying out and okay with it (they've seen enough)
- Breath Atrophy: Ancient Draconids can't use breath weapons anymore (ancestry too diluted). Only youngest (300+ years) can still breathe fire/ice
- Petrification: In 500 years, last Draconid will fully petrify into a living Soulstone (their "ascension"...become what they study)
Origins: Witnesses to Three Apocalypses
Draconids are dragonborn descendants who have witnessed three world-ending Cataclysms. They remember the First Flood (Year -50,000), the Second Inferno (Year -10,000), and now the Third Sundering (Year 0 to present). They know this will happen again in 20,000-40,000 years.
The First Cataclysm: The Flood (Year -50,000)
Elemental titans warred. Oceans shattered. 90% of landmass drowned. Dragons survived by flight. First Soulstones appeared...crystallized titan hearts exposed to primal chaos.
The Second Cataclysm: The Inferno (Year -10,000)
Pre-human civilization weaponized fire magic. Magical arms race ignited the atmosphere. Global firestorms consumed everything. Dragons survived in deep caverns. Soulstones mutated into power sources.
The Third Cataclysm: The Sundering (Year 0)
Dr. Nikolas Theslar activated the Engine, tearing reality open. Void poured in. Civilizations collapsed. Dragons retreated to mountain peaks. "We told them not to. They didn't listen. As always."
The Three Iconic Draconids
1. Skykeeper Vyrnathrax, The Chronicler (The Last Archive)
Age: 612 years old (awake for 180 years total) | Height: 24 feet | Role: Quest-giver, historian, neutral arbiter
Physical Description
- Petrification: 70% crystallized stone. Can barely move. Sits in throne carved from dragon skull in Skyhold Archives
- Horns: Massive spiraling horns with visible memory crystal layers (like tree rings). Each layer glows faintly when accessing those memories
- Eyes: Empty sockets with floating sapphire gemstones that hover where eyes should be
- Voice: Deep, echoing, sounds like speaking from inside a cave
- Skin: Cracked marble texture, glowing cyan veins of liquid crystal visible underneath
- Immobile: Legs fully calcified into stone floor. He IS part of the Archives now
Story Hooks
- Quest: "Bring me artifacts from the Old World. I must record them before the cycle ends."
- Information Broker: Knows everything...enemy weaknesses, Soulstone locations, Engine blueprints. Won't give info for free. Trade knowledge (lore discoveries, mission reports)
- Neutral Ground: Skyhold Archives is sacred neutral territory. All factions respect it. Players negotiate truces here
- The Final Record: Vyrnathrax is the only Draconid still conscious. Others in hibernation. He'll give players his memory crystal when he petrifies
Vyrnathrax's Counsel (Support Ability)
Cost: Trade knowledge (mission reports, artifacts, lore) | Effect: Players consult Vyrnathrax for perfect information...enemy weaknesses (reveals boss AI cards), Soulstone locations (marks on map), historical context (lore dumps)
2. Emberscale Kalthor, The War-Witness (The Burning Sentinel)
Age: 487 years old | Height: 22 feet | Role: Combat support NPC, mobile artillery, boss fight (if betrayed)
Physical Description
- Petrification: 50% calcified...still mobile but slow and deliberate (animated stone)
- Horns: Short, blunt, covered in scorch marks (still uses breath weapon)
- Eyes: Molten ruby gemstones that glow when about to attack
- Armor: Dragon scales grafted onto calcifying skin
- Weapon: Dragon bone greatsword (15 feet long, carved from dragon femur)
- Movement: 2 hexes/turn (half speed), but hits like siege weapon
Unique Traits
- Draconic Breath (Active): Can still breathe fire. AoE cone attack (6 hexes, 8 damage, ignores cover)
- Fossilized Resilience: Takes half damage from physical attacks (stone skin is armor). Full damage from magic/Void
- War-Scarred: Fought in Second Cataclysm (Year -10,000). Has scars from entities players never seen
- The Last Warrior: Last Draconid who can still fight. Teaching others before he petrifies
Kalthor's Aid (Mercenary Support)
Cost: 500 Credits or 1 Favor Token | Effect: Kalthor appears for 1 mission as friendly NPC ally. Uses behavior deck, tanks damage, bodyguards players
Kalthor's Behavior Deck (Ally Mode, 10 Cards, HP: 60, Defense: 3)
- "Fossilized Bulwark", Adjacent allies +2 Defense. Kalthor intercepts 1 attack targeting ally within 2 hexes
- "Dragon's Breath: Flame", AoE cone 6 hexes, 8 damage, ignores cover (once per reshuffle)
- "Greatsword Slam", 6 damage, push 2 hexes, knock prone
- "Ancestral Roar", All enemies within 4 hexes -1 to hit (fear). Lasts 1 round
- "Calcified Strike", 5 damage, ignore 2 Defense (stone fists)
- "Petrified Endurance", Reduce all damage by 3 this turn (min 1). Cannot move
- "Memory of War", +3 damage next attack (recalling ancient battles)
- "Protective Stance", Adjacent allies can't be pushed/pulled/moved
- "Tail Sweep", 3 damage to all adjacent enemies, push 1 hex
- "Inevitable March", Move 3 hexes (double speed, sacrifices defense)
3. Duskwind the Fatalist, The Sleeper (The Dream-Lost)
Age: 731 years old (oldest living Draconid) | Height: 26 feet | Role: Mystery NPC, hidden lore source, potential final boss
Physical Description
- Petrification: 90% petrified...looks like statue. Only head remains semi-mobile
- Location: Hidden in Sibarian Wastes, sitting cross-legged in meditation. Players must find him (secret encounter)
- Horns: Absolutely massive, glowing with every memory witnessed. Looking at them causes visions of apocalypses
- Eyes: Empty sockets leaking liquid diamond (crying crystal tears)
- State: Eternal hibernation. Asleep for 300 years. Must complete ritual to wake him (or leave sleeping)
Unique Traits
- Prophetic Madness: Witnessed three apocalypses, dreamed of fourth. Gone insane from knowledge
- The Fourth Ending Theory: Believes only way to break cycle is cause Fourth Ending NOW (destroy Engine completely)
- Dream Manipulation: If woken, can alter perception (debuff attacks, confusion, mind games)
- Final Petrification: If woken, completes calcification within 24 hours. Has one day to pass knowledge before becoming statue
Story Hooks
- Hidden Lore Boss: Finding Duskwind is secret quest chain (translate texts, follow map fragments, explore dangerous Wastes)
- Moral Choice: Wake him (get critical lore, but he dies) OR leave sleeping (potential ally for future, but miss lore)
- Dangerous Knowledge: Reveals Theslar Engine can be reactivated for controlled Fourth Ending (restart cycle cleanly vs. letting it rot)
- Final Boss Variant: If pursuing "Fourth Ending" route, Kalthor and factions try to stop players. Duskwind becomes ally
Duskwind's Vision (One-Time Support)
Cost: Duskwind dies (petrifies) after | Effect: One-time vision of future...shows outcome of choices, warns of ambushes/betrayals/failures (cryptic but accurate)
Duskwind's Behavior Deck (Boss Mode, 12 Cards, HP: 80, Defense: 5, Movement: 0)
- "Reality Fracture", AoE 5 hexes: all units roll 1d6 [1-2=attack ally, 3-4=attack self, 5-6=skip turn]
- "Petrifying Gaze", Stun 1 target for 1 turn (calcify briefly)
- "Crystalline Cascade", Ranged 6 hexes, 4 damage, create 3 hexes difficult terrain (calcified ground)
- "Ancestral Summons", Spawn 3 Dragon Echo adds (3 HP each, 2 damage)
- "Prophetic Dodge", Negate 1 attack completely (saw it in dream)
- "Memory Overload", Force 1 player discard 3 cards (mental assault)
- "Fossilized Resilience", Reduce all damage by 5 this turn (becomes statue briefly)
- "Dream Manipulation", Swap positions of 2 player Caskets (reality distortion)
- "Diamond Tears", AoE 4 hexes, 3 damage, targets gain 1 Taint (liquid crystal)
- "Fourth Ending Vision", Show vision of failure (all players -2 to hit for 2 turns, fear)
- "Cycle Breaker", 8 damage, ignore all Defense (desperate finisher)
- "Final Petrification", At HP 0, turns to stone. Drops memory crystal (legendary loot)
Draconid Loot & Rewards
Kalthor's Drops (If Killed, Players Betray Him)
- Dragon Bone Greatsword: 6 damage, ignore 2 Defense, +1 Taint per mission
- Fossilized Scale Armor: +3 Defense, immune to fire, cannot use movement cards
- Kalthor's Memory Crystal: Quest item, reveals Draconid history
Duskwind's Drops (If Killed or Woken)
- The Dreamer's Prophecy: Scroll, reveals "Fourth Ending" campaign option
- Duskwind's Memory Crystal: Legendary quest item, contains all three apocalypse recordings
- Liquid Diamond Tears: Consumable...heals all Damage cards, removes all Taint (1 use)
Draconid Trade Goods
Draconids don't use Credits. They trade in knowledge and artifacts...currencies that survive apocalypses.
What They Want:
- Pre-Cataclysm texts (any condition...value is preservation)
- Artifacts from previous Cataclysms (Flood relics, Inferno ash-glass)
- Stories (unique experiences, tragedies worth recording)
- Soulstones with unusual properties (research)
What They Offer:
- Ancient Maps: Old World ruins, Soulstone deposits, hidden vaults
- Artifact Identification: Instantly know what items do
- Prophecy: Duskwind's visions (70% accurate, 30% self-fulfilling)
- Dragon Heart Shards: Superior Soulstones (+1 to any stat permanently)
- Archive Access: Research any topic, gain lore advantage
Campaign Integration: Using Draconids
Early Game (Missions 1-3)
Rumor Hooks: Tales of "dragon-men in mountains" who know forbidden secrets. First Encounter: Players stumble upon Skyhold Archives. Vyrnathrax gives quest (retrieve lost artifact). Reward: Access to basic lore.
Mid Game (Missions 4-6)
Kalthor Mercenary: Players can hire Kalthor for 500 Credits (1 mission support). Vyrnathrax's Counsel: Trade knowledge for enemy intel. Choice Point: Ally with Draconids (lose Church favor) OR reject them.
Late Game (Missions 7+)
Duskwind Discovery: Secret quest chain unlocks Duskwind in Wastes. Fourth Ending Revealed: Duskwind's plan to trigger controlled apocalypse. Final Choice: Help him (reset cycle) OR stop him (preserve broken world).
Endgame Scenarios
- Defense of Skyhold: If allied with Draconids, defend Archives from hostile factions
- Assault on Skyhold: If opposing Draconids, storm Archives to stop Fourth Ending
- The Final Petrification: Vyrnathrax completes calcification. Players must choose: Take memory crystal (preserve knowledge) OR leave it (let history die)
Design Philosophy (GM Notes)
Why NPC-Only?
- Draconids are too powerful as playable (Dragon Heart Soulstones, Breath Weapons, 600+ year lifespans)
- Their fatalistic philosophy doesn't fit player-driven heroism ("Why fight? Cycle repeats anyway.")
- Serve better as quest-givers and lore dispensers than protagonists
- Rarity preserves mystique and impact...every Draconid encounter is memorable
Thematic Role: The Watchers of Endings
- Draconids as Arbiters: Skyhold is neutral ground...factions negotiate truces here
- Draconids as Tragedy: Watch Vyrnathrax slowly petrify over campaign. Final cutscene: becomes statue holding memory crystal
- Draconids as Secret Option: Finding Duskwind unlocks "Fourth Ending" campaign branch (controversial...some factions support, others oppose)
Visual Identity: Not D&D Dragonborn
| Aspect | Generic Dragonborn | Penance Draconids |
|---|---|---|
| Skin | Colorful scales | Cracked crystallized stone (geode flesh) |
| Eyes | Draconic pupils | Literal gemstones embedded in skull |
| Horns | Natural growths | Fossilized dragon bone grafts (hum near Soulstones) |
| Blood | Red dragon blood | Liquid crystal (hardens instantly) |
| Culture | Proud warriors | Exhausted archivists witnessing apocalypse #3 |
| Goal | Reclaim glory | Record everything, then peacefully go extinct |
| Breath Weapon | Constant power | Atrophied (only young 300+ can use) |