COUNCIL OF WYRMS PDF

Council Of Wyrms (2e) – Feel mighty muscles ripple beneath your armored flesh. Hear the wind rush by with each powerful flap of your scaled. AD&D 2nd Edition – Council of Wyrms – Book 1 – Free download as PDF File .pdf ), Text File .txt) or read online for free. The Council of Wyrms is divided into two distinct bodies: the Platform of Wyrms, whose members may cast votes; and the Platform of Dominates, whose.

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All other contents of this document are done for fun and are not intended to be distributed or reproduced for monetary gain. It neither includes nor attempts to reproduce unconverted copyrighted material, and requires maps and some NPC information available in the original Council of Wyrms campaign setting guide.

Such material is NOT present herein. Marsupialmancer prefers not to be sued. They fascinate and inspire so many designers of roleplaying games, regardless of genre. From fantasy to science fiction, dragons lurk in the shadows, soar in the skies, and stalk beyond the edges of all our meticulously-designed maps, their presence marked by the adage that goes with those uncharted territories: With this document, I took on the task of updating old rules and design conceits to match those laid out by Wizards of the Od in their latest edition of the Dungeons and Dragons roleplaying game.

It is my sincere hope that these rules lead to campaigns in which the players have the power to command the mightiest of creatures against equally fearsome opponents. The setting presented in counil Council of Wyrms box is one where the dragons are center-stage. Their civilization dominates the known world, with all others living beneath them or in contest for territory. In the distant past, the dragons fought their own kind in endless war.

Great Io, the Ninefold Dragon, looked upon them and found them wanting. Should not his creations, as powerful as they were, rule over the wryms of the world o unchallenged dominion? Why then were they scattered like leaves in a storm, quibbling and slaughtering one another?

Angered, Io shed his own blood over the empty seas. Divine ichor poured into the steaming oceans of the ancient world and a mighty chain of islands was born, to which he bade the dragons migrate and rule. Despite this supernal gift, the dragons continued to make war upon one another, and Great Io saw that wrms work was not yet done. He visited lands across the sea, lands inhabited by lowly and crude human tribes. Io gifted them with great knowledge of wyfms, armor, wyrsm magic, and set them against fo own children.

Yet again, Great Io appeared before the mightiest of his progeny and gave them the key to their salvation — unity of the dragon clans against the threat of the humans. Only together could they stand against the tide of fecund creatures that, though puny, nevertheless slaughtered the isolated clans.

Despite this temporary alliance, the dragons fell back to infighting for treasure and territory. Great Io, infuriated, appeared to his children yet again in visions, inspiring them to create the foundations of a society that would endure through the eons. To Exaurdon the Gold, Io gave the dream of an enormous aerie where dragons could peacefully gather in great numbers. Io guided Counncil the Red to construct a system of rites and challenges that would replace endless conflict and slaughter.

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He inspired Starratiel the Amethyst to create the Council itself, where the wyrms could air grievances and reach solutions equitable for all the clans.

The lifespans of dragons are long, and their ideological differences vast. Yet the Council has endured, though forces both within and without constantly challenge its unity. The hate between the breeds wryms strong, strong enough perhaps to defy the edicts of Great Io one more time. Giants raid the shores of clan strongholds, monsters breed and haunt the wilderness, and the shadow of the dragon slayers waits beyond the horizon. To that end, some sacred cows were slaughtered, and some were transmuted into pigs or sheep.

You generate your ability scores whether rolling, point buying, or using the standard array as your Dungeon Master sees fitapply racial bonus to the scores, choose a class, and begin play. There are, of course, some notable differences. A dragon player character is much stronger than an equivalent level human, elf, or dwarf, and only gets more powerful from there.

However, dragons cannot benefit from many coumcil proficiencies, such as weapons and armor, since none are designed with dragons in mind with a few exceptions.

Wyrns sum may contribute to their bonded hoard. Additionally, some skills and many tool kit proficiencies are irrelevant for dragons. They either have better means of accomplishing the task with their natural strength and size or servantsor lack the manual dexterity to use the skill or tools in question at all.

Dragons have special rules for Dexterity Sleight of Hand checks and other roguish skills, outlined later in this document. When Great Io created the dragons, he divided the dragons into three families, creating a balance of power and ideologies.

Council of Wyrms – Wikipedia

The chromatic dragons tended toward cruelty and domination, using their strength to gain status and quell subordinate dragons within their clan. Metallic dragons were on the opposite end of the spectrum pf the chromatics, comprised of dragon breeds that were noble and generally just.

Between them, the gem dragons were introspective and wise, counccil toward neither wickedness or benevolence. All player character dragons belong to one of these families and their respective breeds.

Other dragon breeds, or hybrids of any two dragon breeds, are almost completely unknown in the Council of Wyrms setting. Your base movement speed is 30 feet. You also possess a flight speed of 60 feet. At young age and older, your movement speed increases to 40 feet and your flight speed to 80 feet. Wyrma can see in dim light within 60 feet of you as if wyyrms were bright light, and ayrms darkness as if it were dim light.

You cannot discern color in darkness, only shades of gray. Your draconic heritage gives you a breath weapon. This breath weapon becomes stronger as you gain in levels. As an action, you can exhale this breath upon your enemies, forcing your enemy to make a saving throw listed under your breed entry. If they succeed, a victim suffers only half damage from the attack.

Council of Wyrms

You cannot use this ability again until you complete a short rest. If your breed allows you to use more than one type of breath attack, you can only use one or the other before requiring a short rest.

Almost all dragons unless otherwise noted possess a natural counci attack that inflicts 1d10 points of piercing damage, plus your Strength modifier. At young age and older, this damage increases to 2d You possess resistance to an energy type in accordance with your breed, as listed in its respective entry. Dragon hide is tough, and your AC can never be worse than 13 plus your Dexterity modifier. You can speak, read, and write the Draconic language. Dragons rarely employ ink and quills to write in the Draconic language especially councl they grow largerbut carve letters into stone or wood with og claws.

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Often recognized as the most powerful — and certainly as the most terrifying and cruel — are the red dragons, whose progenitors achieved their status by crushing their wyrma utterly and without mercy. Your Strength, Dexterity, Constitution, and Intelligence scores each increase by 2.

You can breathe both air and water. You can swim at a speed of 40 feet.

You can exhale a foot line of acid as your breath weapon. This attack deals 2d8 acid damage and increases by 1d8 per character level beyond 1st. At young age, the range increases to 30 feet.

At adult age, it increases to 60 feet. At ancient age, your acid breath has a foot range. Victims who succeed at a Dexterity saving wytms suffer only half damage.

The arid deserts and rocky badlands of the islands are the councjl of the blue dragons. They are cunning and intelligent, knowing when to parley, when to fight, and when to flee. Your Strength score increases by 4. Your Intelligence and Wisdom scores both increase by 2.

You feel no discomfort from natural desert heat, and can burrow at a speed of 15 feet. This speed increases to 20 feet at young age, 25 feet at adult age, and 30 feet at ancient age.

You can exhale a foot line of lightning as your breath weapon. This attack deals 1d10 lightning damage per level.

At young age, the range increases to 60 feet. At adult age, it increases to 90 feet. At ancient age, your lightning breath counicl a foot kf. Deep, dark forests and jungles are often the territory of the fearsome green dragons. Devious and predatory, they use guile and intimidation to overcome enemies. Your Strength, Constitution, Intelligence, and Charisma scores each increase by 2. You can exhale a foot cone of poison gas as qyrms breath weapon. This attack deals 3d6 poison damage and increases by 1d6 per character level beyond 1st.

At ancient age, your poison breath has a foot range. Victims who succeed at a Constitution saving throw suffer only half damage. Self-proclaimed kings and queens of the chromatic dragons, reds are ambitious, arrogant, and aggressive. They strike first and hardest to obliterate opposition. Your Constitution and Charisma scores both increase by 2. You can exhale a foot cone of fire as your breath weapon.

This attack deals 4d6 fire damage and increases by 1d6 per character level beyond 1st. At ancient age, your fire breath has a foot range. Frozen seas and glaciers are the wydms of the white dragons, for whom instinct is wgrms than logic and the thrill of the hunt is the best sensation.

Your Strength, Dexterity, Constitution, and Wisdom scores each increase by 2. You can move across and climb icy surfaces without needing to make an ability check.