DEUTERONOMY 32:33 (Morning Stars: Dragons and a class)
If there is any such thing as true evil in the world, it was the Dragons.
![]() |
| Georg Janny |
They were the enemy to all people, fighting a war that ended in prehistory. They ate everything and burnt what they could not eat, living blast furnaces knowing only cruelty and scorched earth. They haunted every age, dwindling down one by one by the hands of kings and prophets- the Dragons were made to persist, not reproduce, and even their lesser kin were solitary things. Any burn-scarred old veteran could tell you that it was the gun that drove them all into the grave at last. Put enough shot in the air and you'll kill anything.
But they are living still, and waiting. In ruins, they lay dormant under heaped stone, sealed in pockets of preserving flesh. Miles under the earth, they teem and writhe under the glow of a false sun, stalking through empty cities and bleach-white jungles to hunt things which were once men. They have felt the earth shake. The time is soon.
Anything worth doing is worth doing again.
Drake
6 HD (30 HP), AC as leather, 7 morale
A crocodile stretched out into tiger shape, a straining coil of muscle and sinew ready to snap and take your head off. Of all the dragons that still haunt the world, Drakes are the most common; many a monster hunter has made their name or gone to their grave in pursuit of them.
Movement: As a tiger. Can attack without stopping its movement for that round.
Morality: A cruel apex predator. Its morale is a measure of whether it's feeling sadistic or hungry.
Intelligence: Like a man with no regard for language or art. Can mimic sounds like a parrot.
Attacks: +4 to hit, two claws (1d6+1) and one bite (1d10+1.)
Spit Atter: A Drake can forgo attacking to spray a 20' spherical cloud of choking, irritating poison from its mouth. Anyone in this area cannot breathe so long as they are in it, and must test HRTS or be blinded until they flush their eyes out with water. This cloud lingers for 1d4+2 rounds, which is also how long it takes the Drake to build up another breath attack.
Wyvern
9 HD (45 HP), AC as chain, 8 morale
An atavism, a tooth-beaked proto-bird as tall as tall as two men stacked feet-on-shoulders. Its head bobs as it struts on claws that could gut a horse; behind it, a stinger like a meathook swings at the end of a sinuous tail. Though rare, they still dwell on mountaintops all across the south, protected from the cold by thick down. They're a common feature in heraldry- the mark of a dragonslayer's line.
Movement: On the ground, heavy-footed steps that dig furrows into the dirt. In the air, as swift as an arrow.
Morality: A highly territorial predator prone to opportunistic violence. Could be appeased, even bargained with, with a constant stream of meat and shiny gifts. At least once a generation, a brave idiot with a dream gets killed trying to tame them as riding animals.
Intelligence: More like a clever bird than a person. Limited tool-use, but excellent problem solving and a keen memory. Smart enough to be vengeful.
Attacks: +7 to hit, one sting (1d6, test HRTS or die painfully over the course of a minute,) and one claw (1d8+2) if flying, or one sting and one bite (2d6+2) if grounded.
Flyby: A Wyvern may make attacks mid-flight without stopping, meaning that it may only be hit by ranged attacks and prepared melee attacks. Wyverns know this, and are unlikely to fall for the same trick twice.
Dragon
12 HD (60 HP), AC as plate, 10 morale
The nightmare of predation. Something so evil it could not be born, but made. Sensory organs adorn its face like flowers in a garden. Its jaws open too far, exposing curved sawteeth and spurting poison fire, and its outstretched talons could seize and carry off an elephant on sun-blotting wings. For thousands of years of human history, this was the enemy.
Movement: In the air, like a fighter plane. On the ground, like a tiger. Wherever it may be, it moves faster than anything that large ever should.
Morality: The very worst kind of soldier. There is no cruelty on earth that a Dragon would not inflict for even the slightest advantage in battle. People are infinitely worthy of contempt, fit only to be used until they are useless. Objects are to be hoarded, either for later use or simply to deny them to the enemy.
Intelligence: In combat, cunning and adaptable. In regards to things outside of war, Dragons are willfully, resentfully ignorant. There is nothing in your world worth knowing.
Attacks: +9 to hit, two claws (2d6) if flying or two claws and one bite (2d10+4) if grounded.
Breathe Fire: A Dragon may forgo attacking to instead breathe a 50' cone of poison fire for 5d6 damage, SAVE for half. Poison fire does not heal naturally, and lingers for 1d6 rounds even on surfaces which are not normally flammable. On those that are, it spreads voraciously. Incidentally, 1d6 rounds is also how long it takes for a Dragon to charge up another breath attack. In flight, a Dragon can instead make a strafing attack, increasing the breath's area of effect to a 100'×50' rectangle but making it so a SAVE instead avoids all damage.
Fierce-Raging: Dragons can only be damaged by fire after a full round of sustained exposure.
Sensory Suite: Dragons have a 360° field of vision and can catch scents like a bloodhound, but actually have quite poor hearing thanks to their tinnitus- the Serpent-Men didn't care enough to patch that out. If these factors are not accounted for, stealth is impossible.
Terror: The mere presence of a Dragon provokes an immediate morale roll from nameless hirelings and other generic cannon fodder.
Bonus Features
An extra Warrior tradition:
- Dragonslayer: Against any creature larger than a horse, you have [templates] DR. You can determine a creature's HD by sight.
And a class:
Wyrm Aspirant
You have eaten the viscera of a Dragon, and found its petroleum blood sweet. Perhaps you're seeking the immortal Archons of the Serpent-Men in their kingdom below the earth. Maybe you just want to live forever. Either way, you are a traitor to God and man and you should expect no reward besides what you can take and keep.
This is an "evil" class, at least in the eyes of society, and for good reason. Nobody turns to a dragon on accident, and almost nobody does this for a good reason. There's not many classes in Morning Stars that will elicit an immediate torches-and-pitchforks reaction, but this almost certainly one of them.
Knowing this, follow this path at your own risk.
Skills: 1. Anatomy. 2. Metallurgy. 3. Antiquarianism.
Starting Items: A voluminous cloak and wrappings to disguise yourself (unarmored), a light pugio, a living snake (friendly, venom does 1d8 damage on a failed HRTS test), and two Heretic's Goods.
+1 HRTS per template.
A Stranger, +1 to hit.
B +1 MD, +2 Biomancer spells*.
C Boiling with Wrath, +2 HP.
D Tyrannosaurus Rex,+1 MD, +2 spells.
As a Wyrm Aspirant, you are proficient with daggers, whips, and anything made of living flesh. You can wear light armor and use shields.
You have a +[templates] bonus to reaction rolls with Dragons and their sort, which should help to offset the -3 penalty most people have by default.
Stranger
Your eyes have the slitted pupils of reptiles, and your tongue is forked. Your teeth have fallen out and your nails have split between half, pushed through by fangs and claws. There is a noticeable hunch to your back, and everything aches.
You have infravision, the ability to see sources of heat at any light level, and suffer no penalty to hit in poor lighting against living or otherwise warm creatures. Your unarmed attacks serve as light weapons. By sticking your tongue out and tasting the air, you can track by scent like a bloodhound.
Boiling with Wrath
Your bones have twisted under your flesh, elongating your mouth into reptilian jaws and your spine to a sinuous tail. Where your skin has torn, fine scales have grown to fill the gaps. Your spine has not only doubled over, but a hump of cramping muscle twitches on your back.
You can breathe a 25' cone of fire for 2d6+[templates] damage, SAVE for half, up to three times a day. You may choose to go beyond this limit by taking [highest] damage as your mouth and throat begin to char and blister. Your skin serves as light armor, and you can make an additional unarmed attack each round.
Tyrannosaurus Rex
Your old skin has sloughed off in weeping sheets, showing only scales beneath. You no longer stand on two legs, but four. Your back has torn open so your new wings might unfurl from where they gave grown, wet and raw in the fresh air. Only a skilled anatomist could hope to recognize you as anything but a monster. You will never age.
You can fly for up to minute under your own power before having to land, and can ignore fall damage by simply gliding. Your skin serves heavy armor with none of the drawbacks, and your natural weapons have become heavy as well.
*Some spells reference "defense" or "attack" stats- this is an abomination. Replace them with AC and +[dice] to hit, respectively. Hands of the Hound or Monstrified vermin deal 1d8 damage per attack and get an extra attack per round if 3 or more MD are invested in the spell.
Heretic's Goods:
- A cylinder seal of fleshy pink quartzite, depicting scenes of snake-headed men instructing various animals in labor. Rolled out, it produces more images than its surface should hold. The scenes become increasingly horrific and incoherent; snakemen flay hideous ape-things alive or are overwhelmed and torn apart in turn, and scenes are dominated by what is either writhing flesh or spreading fire. When consulted from, the seal grants the skill Monstrous Biology.
- 100' of rope. 2 slots.
- Set of manacles. Come with a key. 1 slot.
- Chitin shield. Looks like it was grown, not made. An exceptionally comfortable fit. 1 slot carried, 0 slots worn.
- Living lantern. A short-legged crustacean covered in bioluminescent glands, capable of following basic verbal commands to move around. Sheds light as a lantern, but uses rations in place of oil. 1 slot.
- Deliriants. Three doses of unpleasantly bitter resin in a little clay pot. On a failed HRTS check, each dose causes 1d6 points of damage to Wisdom and causes nightmarish delusions for an equal amount of hours. 1/3rd of a slot.
- Efficient rations. Three marble-sized balls of densely-packed fat that expand to fill the mouth as they are chewed. Each one is a horrible tasting ration.
- Bag of caltrops. Enough to fill a 10'×10' square. Anyone passing through at a pace faster than geriatric shuffling will take 1d4 damage and must test SNEK to not be temporarily crippled by a barbed spike through the foot. 1 slot.
- Bullwhip. A light weapon that has 20' of reach, but cannot be thrown and is useless against metal armor. 1/3rd of a slot.
- Black veil. Lets you cover your hideously deformed face while still looking fashionable.
- Living sword. A medium fleshy... thing? It has serrated scales of iron on the blade end, and the handle is slimy like a snail's foot. Feeds on blood- one point of HP a day will keep it alive, and it has +1 damage against fleshy enemies. 1 slot.
- Jar of acid. Could be used to dissolve through a variety of materials besides glass and ceramic, or horrifically burn someone for 2d6 damage. 1 slot.

Comments
Post a Comment