Half-dragon characters, for the Council of Wyrms setting and beyond
by Roger E. Moore (Dragon Issue #206, June, 1994. Pages 22-30.) Artwork by Arnie Swekel
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In the beginning, there were only humans and a handful of demihumans as player-character races in TSR's AD&D® game. Sure, there were unofficial PC races in the pages of DRAGON® Magazine, and
Unearthed Arcana added some demihuman races, but that wasn't enough. Players wanted to step into the role-playing shoes of every being there was.
Then the DRAGONLANCE®, DARK SUN®, and SPELLJAMMER® campaigns appeared, and we had things like kender, half-giants, and xixchil PCs running
around. (Xixchil? Look 'em up.) Then came The Complete Book of Humanoids, and everything from aarakocra to wemics was ready for players to play. You could almost forget that humans were even around.
Yet the richness of the AD&D fantasy universe was hardly touched. With the release of TSR's
Council of Wyrms boxed adventure in June, the frontiers of roleplaying are expanded yet again, this time by a huge margin. In this most fantastic of all campaign settings, players can now become the mightiest of creatures - dragons.
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Dragons! But there's more. Players using Council of Wyrms also can become half-dragons, the grown offspring of the union of certain metallic dragons and their demihuman vassals. The boxed set provides many
details on the statistics and roleplaying of these rare, unusual beings, but the topic begs for more elaboration. Can there be half-dragons in other campaigns?
If so, how are they played, and what are they like?
This article provides an expanded look at half-dragons from
other TSR campaign worlds. Dungeon Masters must decide whether to bring this
information into their campaigns, of course, but guidelines for its sensible use are presented.
Fantasy genetics
Some basic restrictions should be laid
down regarding half-dragons. There are important exceptions to these rules, but
for the most part they should be taken as basic fantasy "truths."
First, only male dragons and female humans or demihumans can
create half-dragon children; female dragons cannot be impregnated by male humans
or demihumans, and beings other than humans or demihumans cannot bear a dragon's
children. (An exception occurs with the Oriental dragons, as detailed later.) Demihumans include elves, half-elves, dwarves, gnomes, halflings, kender, and
similar humanlike races (including drow). This category does not include giants,
ogres, orcs, half-orcs, half-ogres, goblins, centaurs, and other "nonhuman"
races; for now, we'll assume that these races are not fertile with dragons, or
that dragons won't have anything to do with them.
Second, only those dragons with the innate power to
polymorph
themselves into human or demihuman shape can
interbreed with the latter while in the latter's form.
Third, interbreeding is not possible while a dragon is using a
normal polymorph self
spell, so a red dragon or shadow dragon with a
fourth-level spell slot could not impregnate a human or demihuman female.
Fourth, some dragons that might have the power to create
half-dragon offspring simply have no interest in doing so, and
actively avoid it. These are
most commonly dragons who have little or no interest in humanity or have strong
prejudices against humans, demihumans, or mammals in general, greatly preferring
the company of other dragons alone. (This point allows us to eliminate the
half-platinum, half-adamantite, half-radiant, and other potentially over-powerful
types - not a bad thing, as these admittedly make little sense in a carefully
considered campaign. Imagine Zeus falling desperately in love with an overly
intelligent hamster and wanting the fuzzy little rodent to bear his children.
One must draw the line somewhere!)
Council of Wyrms
provides the rules for
generating half-dragons in the Io's
Blood campaign, and
these rules are generally followed here. However, not all dragons on all worlds
are alike, as you will see-and there are more sorts of dragons than just gold,
silver, and bronze. As noted above, we also open up the world of
half-dragon/half-human offspring.
General notes
Much of what follows
applies to half-dragon offspring whose dragon parents were a metallic type. The
material is based on the principles set forth in the
Council of Wyrms
boxed set. The children of
Oriental dragons, however, are much different in nature and receive much
different treatment.
Half-dragons are subjected to considerable prejudice in many
lands on many worlds, making the majority of them exiles and outsiders. The idea
of creatures as different as dragons and demihumans (or dragons and humans)
having offspring is
considered repugnant by most individuals
of any species, even within the
Council of
Wyrms setting. For
example, half-dragons
have no official place in the
Council of
Wyrms setting itself,
even though this is
where they are most commonly found,
and most half-dragons find themselves
cast out of the societies of either parent.
Even among those dragons who willingly
engage in intimate relations with human
or demihuman mates, producing half-dragon
young is basically unacceptable. A
dragon may truly love a mate, but dragon
societies of almost any land find the idea
of creating half-dragons intolerable. Thus,
half-dragon young are quite rare.
Half-dragon infants take the physical
form of their human or demihuman parent.
Few physical features identify a newborn
babe as a half-dragon, though there
are telltale signs that a careful observer
could not miss. (Fear of discovery thus
leads most mothers to leave home, never
to return, to seek a secure wilderness area
to give birth - often the lair of the dragon
parent.) The half-dragon newborn usually
has eyes or hair that are the color of the
dragon parent's scales, such as gold, silver,
or bronze.
As they reach adulthood, half-dragons
grow tall and lean, no matter what human
or demihuman blood mixes with their
draconic heritage. The dragon heritage
then begins to develop, overwhelming
"lesser" genes. During adolescence, dragon-like
powers manifest themselves.
(These are called "discretionary abilities"
in AD&D game terms, as they are chosen
by the player during the character's progression.)
These abilities become stronger
and more pronounced with time and use,
until a half-dragon grows to full power.
Physical changes accompany the appearance
of these abilities, eventually metamorphosing
the youth into a beautiful and
unique being - but the beauty is an alien
one, not entirely along human or demihuman
standards.
A mature half-dragon looks like a very
tall, slender humanoid with elflike features:
a thin frame, lean muscles, long
limbs, and pointed ears. It does not matter
which human or demihuman stock runs
through the half-dragon's blood. Skin has
the look and texture of normal flesh,
though with the pigmentation of the draconic
parent (golden, silvery, or bronze tinged,
for example). The half-dragon's
hair is luxurious and thick, of a deeper or
richer shade of the flesh's color. The fingers
are long and thin, with nails like
talons. Yet the true mark of dragon heritage
is in the face, which has a remarkably
reptilian appearance: snakelike eyes, elongated
features, and a hint of horns protruding
from above the temples. half-dragons
have no wings, no tails, and no
scales.
Half-dragons do not automatically learn
any language except for those taught by
their parents. If the dragon parent is present, whatever draconic languages that
parent knows may be learned, and the
human or demihuman parent's native
tongues also may be picked up. (The
Krynnish half-silver, detailed later, will
never start out knowing a dragon's language,
as the once-dragon parent lost the
ability to speak those tongues upon transformation.)
Note the bonus languages
picked up by river spirit folk, the half-dragon
offspring of certain Oriental dragons,
as shown in the section "Half-dragon
roster."
Beyond these generalities, half-dragons
of various AD&D game worlds have few
things in common. A short look at each
world follows, with appropriate notes and
comments.
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GREYHAWK® campaign
Oerth is a more cosmopolitan setting
than many, its peoples long accustomed to
magical displays and unusual beings in
their midst. Individual power, both physical
and magical, is respected and sought;
the people of the Flanaess are on the
whole practical, calculating, materialistic,
and prone to looking out for their own
interests first. This dark flavor has promoted
a certain freedom from bias among
its peoples, especially in the City of
Greyhawk. One wag has commented that
a stranger can be as strange as he wants,
so long as he obeys the rules of the game.
Interbreeding between dragons and two-legged
mortals is thus not unheard of
here, though it will provoke anything from
outrage to sighs, pained looks, and a certain
rolling of eyes. Half-dragon offspring
who survive to adulthood encounter few
social stigmas in enlightened areas, which
unfortunately are few in the postwar
Flanaess. Most half-dragons will in time
congregate in the City of Greyhawk, which
has become a haven for them. Indeed, in
Greyhawk, being the descendant of a
dragon gives weight to a half-dragon's
social and political status as the dragon
parent is assumed to be available to perform
a favor or two or to offer advice,
regardless of whether this is actually true.
A few half-dragon individuals appear in
the histories of the Flanaess and its nations.
Rumors sometimes pass that one
member of the Circle of Eight had dragon
ancestors in his family tree. Still, because
they look so different, half-dragons tend to
be loners and have very few associates
(and fewer still trusted friends).
Of the dragon types mentioned in the
Council of Wyrms set,
only the gold and
silver dragons of Oerth can interbreed
with humans and demihumans. Bronze
dragons of Oerth cannot assume human
or demihuman form, being restricted to
taking the shapes of higher mammals only.
Half-gold and half-silver:
The basic
statistics for these races are as described
in Council of Wyrms. The
half-gold type is
extremely rare, only two being known in
the last 500 years (and they were twins).
The half-silver is better known; one is
rumored to operate alone in the domains
of Iuz as a ranger, acting as a combination
spy, saboteur, and guerilla fighter. Three
are rumored to live in the City of
Greyhawk, but little is known about them.
Half-Greyhawk: A unique
dragon type
found only on Oerth is the so-called
Greyhawk dragon, which appears to be
related (probably by some common ancestor)
to the steel dragon of the
FORGOTTEN REALMS® setting. The dragon,
described in the GREYHAWK
MONSTROUS COMPENDIUM® appendix
and GREYHAWK Adventures
hardbound,
loves human and demihuman company,
living out much of its life in cities, particularly
the City of Greyhawk for which it
was named. The Greyhawk dragon is said
to be almost as likely to have a nondragon
consort as a dragon one, which has given
the city a slightly seedy reputation among
knowledgeable travelers. This preference
has also given the city about a dozen half-Greyhawks at any particular time, nearly
all of whom find gainful employment with
their draconic parents.
DRAGONLANCE® campaign
Generally speaking, residents of the
continent of Ansalon are idealists, for good
or evil. Their cousins on the continent of
Taladas are more practical and earthy, but
still prone to carry causes. More insular
than the peoples of most worlds, Krynnish
folk are slow to trust outsiders and do not
mingle well with those who are not like
them. This caution easily crosses over into
prejudice, and half-dragons here cannot
expect easy acceptance, if they win any
degree of acceptance at all.
Of all the dragons of the world of Krynn, only two sorts have the power to
assume human or demihuman shape - gold
and silver dragons. (Bronze dragons here,
as on Greyhawk's Oerth, can assume only
the forms of mammals.) Of these two, only
silver dragons enjoy taking the smaller
shape. Indeed, unlike the disdainful gold
dragons who hold themselves largely apart
from the affairs of two-legged beings,
silver dragons love human and elven company.
Legends are told of Huma and the
silver dragon who loved him, and of
Silvara and the elf-lord Gilthanis, who
vanished from the world before the Council
of Whitestone and were never heard
from again.
Tragedy, however, inevitably scars any
loving relationship between mortal and
dragon. Without transformation (explained
later), a dragon will far outlive its
partner, and the couple will bear no children.
With transformation, the dragon
loses almost all traces of its old identity
and must confront the rapidly closing
specter of death that faces all humans and demihumans. Worse, the enemies of good
dragons are many and have long
memories; evil forces would be only too
happy to strike back at a silver dragon, in
whatever form, through the dragon's
loved ones. The mortal lover eventually
might even reject the transformed partner
for any number of reasons, leaving the
former dragon devastated and alone - and
perhaps with a child. (It must be added
that this last possibility has never yet
happened, thankfully.)
Most devastating of all, however, is the
almost universal opposition that Krynnish
natives - and dragons - have for any hint
of intimate relations between dragon and
nondragon. The discovery that a loving
partner is actually a silver dragon has
been known to destroy a relationship, and
even an accepting human or elven partner
will face horror, rage, and pity from others
of his kind who learn of the situation.
Half-silver: There have
never been any Krynnish stories, from any source, of any
offspring resulting from the union of a
silver dragon and a human or demihuman.
(The few tragic romances known to legend
involved a human or elven male.) There
are rumors, however, that a silver dragon
who loves a mortal can be given the
chance to forever remain in mortal form,
as a special gift from the dragon-god Paladine.
Such was said to be the choice that
Huma's lover faced, though she turned it
down so that Huma could find the dragonlances
and fight the evil dragons of the
world.
Any Krynnish silver dragon who mates
with a human or demihuman of the opposite
sex will not be able to conceive children.
However, a silver dragon who is
transformed by Paladine into a mortal will
be able to have children normally. Such
transformations are almost unheard of,
and no examples are known of it. These
transformations, into human, half-elven,
or elven form, would be done solely for
the love of a mortal human, elf, or half-elf,
invariably of good alignment, who stands
out as an admired champion of Good.
The child of such a union always appears
to have the normal characteristics of
its mother, whether she was originally a
human, half-elf, or elf (or was transformed
into one). The child's silver irises and hair
are not particularly remarkable to most
passersby, as some elven races have the
same features. However, the child will
show a lifelong aptitude at understanding
anything said to it, in any language. Even
if spoken to in a foreign tongue, the child
has a 75% chance of making its answer
clearly known. Additionally, the offspring
can reach considerable levels of ability in
whatever character class it adopts, perhaps
less than a human could do but often
better than a normal elf or half-elf.
Other than this, the Krynnish half-silver
has-no particular legacy, except for the
undoubtedly shocking discovery that one
of its parents was once a dragon. This
moment could be the one that casts the
character out into the world as an adventurer,
seeking to learn more about its
parent's lost dragon heritage while trying
to keep the same knowledge a secret from
potentially hostile strangers. Unfortunately,
the character's acceptance into
silver dragon society is hardly guaranteed.
FORGOTTEN REALMS® campaign
The people of the Realms are almost as
cosmopolitan as those of Oerth, but less
inclined to self-centeredness. They are
often idealistic as well, but still prone to
mind their own business and avoid prying
into the lives of strangers, who are generally
accepted and treated well but with
some reserve (at least in good societies). A
half-dragon, however, will face prejudice
in some areas because of its strange
appearance.
A confusing element thrown into the
discussion of half-dragons in the Realms is
the issue of weredragons, a unique local
race described in DRAGON® issue #134
and the FORGOTTEN REALMS adventure,
FA1 Halls of the High King.
This race is
interfertile with both dragons and humans,
but it is not (yet) suitable for presentation
as a player character in the AD&D
game, so we will skip further discussion of
it here.
Aside from the usual gold, silver, and
bronze dragons (the latter of which can
assume human or demihuman form in the
Realms), a few other dragon types are
present that can (and sometimes do) interbreed
with two-legged folk.
Half-gold, half-silver, half-bronze:
These are all found in the Realms, though
they cannot possibly be called common or
even "rare." Even Elminster is pressed to
name more than two dozen of them
known from the last thousand years of
Realms history, and some of these (who
led less-than-exemplary lives) are suspected
of fabricating their "draconic" parentage
to cover darker origins or to gain a
certain notoriety or respect from peers.
Half-steel: The steel
dragon of the
Realms, called the Waterdeep dragon by
some because it is most often found in that
city, appears related to the Greyhawk
dragon through a rather recent common
ancestor. The steel dragon (described in
the FORGOTTEN REALMS supplement Draconomicon) shares
many of the characteristics
and behaviors of the Greyhawk
dragon. As would be expected, there are
also about a dozen or so half-steels in
Waterdeep, loosely associated as a little known
group calling itself The Confluence.
Members of The Confluence are
supported by patrons who are usually
their parents, either dragon, human, or
demihuman. Half-steels travel in magical
disguises or, at minimum, in all-covering
robes to avoid drawing attention. They are
often called upon to undertake missions
for their patrons, and they themselves
might hire novice adventurers to perform
certain missions, though without revealing
their true natures.
Drow-dragon (half-deep):
The evil
deep dragons of the Realms' Underdark
have only one two-legged ally: the drow.
One can hardly imagine the potential for
evil of which the progeny of a deep dragon
and a drow would be capable, and this
outcome is indeed the case in nearly all
"drow-dragons," as they are called. Only
two have been known to recorded history;
one was slain in its youth by jealous drow
rivals, but the other gained considerable
power and may yet live somewhere in the
Underdark. It is speculated that a drow-dragon
could become disenchanted with
its life underground and become a seeker
of good, but the chances of this are regarded
are minuscule.
Kara-Tur campaign
Because of the unusual powers and
status of the Oriental dragons of the
Realms, they and their offspring are treated
here separately from the "western"
dragons of that land and other worlds. It
should be noted that thanks to spelljamming,
Oriental dragons are well established
on a variety of worlds in many
crystal spheres. Still, all that is said about
the half-dragons of Kara-Tur applies to
similar beings elsewhere.
Certain types of Oriental dragons of
Kara-Tur are well known to take human
lovers at times, either by design or whim.
(Elves and other "western" demihumans
are little known in Kara-Tur, and Oriental
dragons are not particularly interested in
Oriental demihumans such as korobokuru
or hengeyokai.) Highly respected royal
families and the lowest peasant clans are
equally likely to have dragons as ancestors
(possibly the same dragon), though such
an event is still quite rare. This doesn't
prevent some exaggerated boasts and
outright falsehoods from being handed
down through the generations by unknowing
descendants. Human ancestors
who were known to be the consorts of
dragons have a special notoriety in family
histories, and are accredited with extraordinary
beauty, leadership, rightful behavior,
marvelous clothing, or other such
qualities. To be the partner of a dragon,
under almost any circumstances, is often a
badge of honor.
The reasons for such general acceptance
are not hard to fathom. The half-dragon
offspring of Oriental dragons, known as
spirit folk, are quite beautiful by human
standards. (Obviously, different laws of
genetics apply to Oriental dragons than
apply to their western cousins.) The appearance
and mysterious natures of spirit
folk make them intensely attractive. Furthermore,
Oriental dragons are a central
part of the much-revered Celestial Bureaucracy
of Kara-Tur, and any positive
association with them is widely sought,
particularly by those whose livelihoods fall
under the sway of particular dragons in
the Bureaucracy.
Two types of Oriental dragons are
known to take human lovers, and either
bear or father children by them. Both are
river dragons: the chiang lung and the
shen lung. Their half-human offspring are
river spirit folk, detailed in the
Oriental
Adventures volume and
Kara-Tur appendix
to the MONSTROUS COMPENDIUM
supplement. River spirit folk are easily
accepted into their human parents' clans
or families, though they also must obey
any directives, summons, or requests from
their dragon parents without question or
delay. They are also subject to mood
swings based on the condition of their
home rivers, as outlined in the two references
named above.
Half-chiang lung: These
are the most
common half-dragons of Kara-Tur, but
half-shen lung run a close second. The
daughters of the officious chiang lung find
humans fascinating, and often they assume
human form and attempt to marry
men who have caught their fancy. These
daughters' fathers, however, are far from
pleased at such liaisons, and might order
their daughters (even the married ones) to
return to their river homes forever. It is
not unusual for such prohibitions to arrive
too late to prevent the birth of children,
however, and after a joint upbringing by
dragon and human clans these youths are
free to go adventuring if they wish.
Such adventurers are invariably warrior
types, particularly samurai and kensai
because of their high social standing and
martial excellence. The grown offspring of
chiang lung and humans are known (and
sometimes feared) for their pursuit of
perfection, honor, and duty. Some eventually
lead their human parents' clans, an
event that the allies of those clans celebrate
and the enemies of those clans regard
with great concern, if not terror.
It does happen, if a chiang lung male is
without a partner, that he might be attracted
to a human female of exceptional
beauty or talent. This is very rare, however,
as male chiang lung try very hard to
discourage interbreeding of any kind. In
any event, river spirit folk born of chiang
lung and humans are quite welcome in
either society, and many is the chiang lung
elder who looks upon the achievements of
his spirit folk grandchild with pride.
Half-shen lung: Nearly
all that is said
above about half-chiang lung is true of the
half-shen lung, who are also river spirit
folk. Most of those who go adventuring
are chaotic but honorable bushi who do
not care to submit themselves to a
plethora of laws. It is also the case that
male and female shen lung are equally
attracted to opposite-sex human partners.
Dragons from other worlds
It is difficult to say much about the wide
variety of dragons across the many crystal
spheres and Outer Planes, regarding any
half-human offspring they might have.
About all that can be said is that the singular
dragon types, such as the platinum
dragon (variously known as Bahamut or
Paladine) and the two adamantite dragons
of the Twin Paradises, is that they are too
concerned with dragons to bother much
with humans.
Only one type of dragon in Wildspace is
known to be able to naturally assume
human or demihuman form: the radiant
or celestial dragon. However, this dragon
despises mammalian beings like humans
and demihumans, at best regarding them
as intelligent rivals for territory. There are
a few cases of radiant dragons being
friendly to humankind, but these are
isolated cases, and the dragons could not
possibly imagine taking a human as a
mate. (Remember what was said earlier
about Zeus and the hamster.)
Other types of dragons may exist on
other worlds, however, that could interbreed
with humans and demihumans.
Readers with access to DRAGON issue
#170 will note the article on ferrous dragons,
and in particular the iron dragon,
which can assume human shape and
seems to like humans a lot. This type is
used here as an example of what a half-dragon
with nontraditional parentage
would be like.
Down to details
The AD&D game mechanics for playing
half-dragons are generally like the ones
given in the Council of Wyrms
boxed set.
All ability scores are obtained using any of
the character-creation methods described
in the DUNGEON MASTER® Guide,
then
applying the appropriate ability-score
modifiers (given here in the section on
each type of half-dragon).
Half-dragons use character-class Hit Dice
and all standard rules for playing human
or demihuman characters. Character
classes available to half-dragons are listed
in the section "Half-dragon roster." half-dragons
of any type cannot become multi-classed
or dual-classed. They may have
one class only. Tables 1-4 offer basic information
on the appearance and thieving
skills of various types of half-dragons
discussed here.
Half-dragons do not have to use kits, but
kits are recommended for adding flavor to
the PCs. Kits require use of the proficiency
rules outlined in the Player's
Handbook
and in Chapter Two
of the Council of
Wyrms boxed set's
Book One: Rules.
A
half-dragon PC can use any kit allowed to
its class and to its human or demihuman
parent's race (including kits from the
Complete Handbook series), except the
dragon-rider kit from
Council of Wyrms
and any kit involving the slaying or harming
of dragons. A number of kits from
The
Complete Book of Humanoids
also are
available: (Warrior) Sellsword, Wilderness
Protector; (Wizard) Hedge Wizard, Humanoid
Scholar, Outlaw Mage; (Priest)
Oracle, War Priest, Wandering Mystic;
(Rogue) Scavenger, Tramp.
The offspring of Oriental dragons, river
spirit folk, almost never use these kits.
Instead, they use kits reflecting their Oriental
culture. The samurai kit was detailed
in The Complete Fighter's Handbook (pages
31-32); the bushi and kensai kits were
unofficially updated for the AD&D 2nd
Edition game in DRAGON issue #189, in
"The Other Orientals" (pages 28 and 30,
respectively). If this issue is not available,
the DM can create similar kits using the
material from the
Oriental Adventures
volume.
Krynnish half-silvers, because of the
unusual nature of their campaign set-up,
can become members of the Holy Order of
Stars (if clerics) or the Orders of High
Sorcery (if wizards). Details on these variant
classes are found in the Tales
of the
Lance boxed set
(World Book of Ansalon,
pages 80-96).
Two new half-dragon kits were given in
the Council of Wyrms
rules. They are
repeated here, adapted for use in other
AD&D game campaigns.
Exile kit
The exile is a half-dragon who was cast
out of the community into which he was
born. His mother's relationship with a
dragon was kept secret from all neighbors,
out of justified fear of their reaction. Early
in life, evidence mounted that hinted at
the young half-dragon's mixed heritage.
The half-dragon thus begins adventuring
after banishment from his homeland.
Forced to fend for himself, he becomes a
self-reliant wanderer seeking a place to
call his own, though shunned by many.
Settings: The exile is
appropriate to the
Council of Wyrms,
GREYHAWK, and
FORGOTTEN REALMS campaigns. No
child of an Oriental dragon has ever been
known to be an exile, though bizarre
circumstances might cause this. A Krynnish
half-silver would be raised as a normal
human or demihuman child, and also
would avoid this fate.
Requirements: Any
half-dragon can
be an exile, though members of the kit are
usually thieves who had to steal to stay
alive. Exiles are typically of neutral or
chaotic alignment.
Role: Exiles wander the
world. They
fear the repercussions that come with
being a recognizable half-dragon, for such
beings are generally loathed by both sides
of their genetic heritage. Sometimes the
fear is held at bay by hope, for exiles
desperately wish for a community to accept
them. Many also carry deep hatred
for those who banished them and for the
dragons (and humans or demihumans)
who produced them. Exiles have few or no
trusted friends, and they are usually cold
and aloof, often consumed with bitterness
though they secretly hope for acceptance.
A half-dragon exile never stays in one
place too long, for eventually his true nature
is revealed. Then trouble starts, and he
prefers leaving on his own before being
banished again. Most exiles perform odd
jobs, carry news from location to location,
steal, and do anything else it takes to survive
in the netherworld between dragon and
humans or demihumans.
Not all communities display fear and
hatred toward exiles, but most do. Those
that allow them rarely make them feel
welcome, but they use the half-dragons to
their best advantage, such as to perform
special missions (item recovery/theft,
spying, diplomatic go-between, etc.). While
no exile enjoys being used, most will take
on this kind of work in lieu of stealing or
remaining alone.
Weapon proficiencies: An
exile usually
selects weapons much different from
the traditional weapons (if any) of its nondragon
parent. Easily concealed weapons,
such as daggers, saps, short swords, darts,
and slings are common. Large weapons
common to nobility or regular armies,
such as lances, polearms, or two-handed
swords are very rarely used.
Nonweapon proficiencies:
Bonus -
survival.
Required-
none.
Recommended,
general - direction
sense, fire-building,
fishing, weather sense.
Recommended,
warrior - endurance,
hunting, running.
Recommended, rogue -
juggling.
Equipment: An exile can
use any
weapons, armor, and equipment suitable
to his class.
Special benefits: Exiles
receive one
additional nonweapon proficiency slot to
fill when they are first created. Those who
have thieving skills also receive an additional
15 discretionary skill points to distribute
at creation.
Special hindrances:
Because of the
universal dislike of half-dragons - and
especially exiles - members of this kit
receive a -3 penalty to encounter reactions
when dealing with NPCs. Additionally,
it is very unlikely that the exile will
have learned to speak any dragon language.
Wealth options: Exiles
start play extremely
poor. They receive only 3d6 gp
with which to purchase equipment, but at
the DM's option might have some items
they managed to scavenge or steal earlier
in life.
Ward kit
The ward is a half-dragon who has a
wealthy patron - usually the half-dragon's
dragon parent, but possibly a government
body, guild, criminal organization, or nondragon
patron. This patron provides the
ward with wealth, a place to live, and tasks
to perform. Some patrons provide assistance
without ever revealing themselves; others
are known to the wards, but the relationship
is kept secret from others. A dragon patron
provides help either because it is responsible
for the half-dragon's birth or because it
wants to use the half-dragon as a tool. Nondragon
patrons have their own reasons for
employing the half-dragon, but none do it
out of charity.
Settings: The ward is
appropriate for
the Council of Wyrms,
GREYHAWK, and
FORGOTTEN REALMS settings. This is a
common kit for half-dragons with silver,
Greyhawk, or steel dragon parents, especially
those living in large cities like
Greyhawk or Waterdeep. It is not known to be used by the children of Oriental
dragons or by a Krynnish half-silver, who
would be raised as a normal human or
demihuman child.
Requirements: Nil.
Role: When a ward is openly accepted
by her patrons, she has a place in the
patron's clan or organization, if any. She is tolerated
by the dragon's allies and subordinates for work purposes but might be
shunned socially. Some wards are helped
in secret; these wander from place to
place, though they do so with better re-
sources than exiles.
Many wards live well. Often, all their
patrons ask for in return is the same type
of service their other servants provide; the
half-dragon is not so much "used" as simply employed.
Weapon proficiencies: A ward can
select any weapon available for her class.
Nonweapon proficiencies:
Bonus -
etiquette.
Required - none.
Recommended,
general - artistic ability, dancing, riding
(land-based), seamanship, swimming. Recommended, priest - ancient history,
engineering,
healing, reading/writing.
Recommended, warrior - endurance,
hunting, running.
Recommended, rogue - appraising, gem cutting, juggling,
musical
instrument.
Recommended, wizard - spellcraft.
Equipment: A ward can use any weapons, armor, and equipment suitable to her
class.
Special benefits: Wards have access to
the wealth and knowledge of their patrons. This does not mean that they are
provided with unlimited funds and supplies, but they receive aid when they most
need it, seldom more than once per year.
Patrons also are likely to provide tips and
quests leading to considerable rewards.
Special hindrances: Because of the
universal distaste often exhibited toward
half-dragons, members of this kit receive a
-1 penalty to encounter reactions when
dealing with NPCs. Some wards are kept
on a figurative short leash by their patrons, who don't wish the half-dragons to
gain too much freedom and perhaps strike
out on their own.
Wealth options: Wards start play with
5d6 x 10 gold pieces to purchase equipment. At the DM's option, some of this
amount might be in the form of equipment, such as weapons, armor, or other
materials.
Discretionary/fixed abilities
As half-dragon characters mature and
gain levels, they slowly become more like
their dragon parents. These changes are
reflected in the receiving of new abilities
and powers as certain levels are reached.
Two types of new abilities are involved
here: discretionary and fixed.
Players, with their DM's permission,
should decide which race (human, elf,
dwarf, gnome, halfling, kender, half-elf,
etc.) is mixed with their draconic heritage.As a starting character, the
half-dragon PC has all the racial abilities of his demi-human parent (as
detailed in the Player's Handbook or other appropriate reference), though the
character of course looks like a half-dragon as previously described.
Half-dragons with human parents start with no racial abilities.
As half-dragons increase in level, the metamorphosis lurking within them begins
to manifest. Half-dragons at this point are treated differently, depending on
whether they have human or demihuman parents. Note: This material does not apply
to Krynnish half-silvers of to the offspring of Oriental dragons.
At 2nd, 4th, and 6th level, the player of a half-dragon PC with a demihuman
parent can choose one of the draconic discretionary abilities listed in the
section "Half-dragon roster" and add it to her character sheet. To balance this,
the character must lose one demihuman racial ability; this ability has been
superseded and replaced by one of draconic origin, showing the character's
inevitable shift toward dragonkind as her body matures.
For example, a 2nd-level half-bronze half-elf is about to take the water
breathing draconic ability. This replaces the character's elven 60' infravision.
A DM should decide beforehand if the player gets to choose which ability is
replaced, or if the decision is made through random selection by player or DM.
Fixed abilities come into play here, too, but they are not chosen and occur
regardless of other factors. At 5th level, all half-dragons with demihuman
parents gain the ability to use their talon-like nails as claw weapons. At 7th
level, they reach their full physical maturity and stop metamorphosing. While
still obviously humanoid, they are also obviously related to dragonkind. At 7th
level, they gain the ability to use their half-dragon breath weapon. Each of
these fixed abilities must replace one demihuman racial ability, just as happens
with discretionary abilities.
A half-dragon with a human parent has no innate racial abilities. The
discretionary and fixed abilities are received as described above, but without
the loss of any
other ability. Furthermore, discretionary
abilities continue to be received by the
half-dragon at even-numbered levels beyond the 6th, as the half-dragon/half-human character becomes increasingly
dragon-like with age. The receiving of
discretionary abilities ends only when
either the half-dragon has reached its
maximum level within its character class,
and thus cannot progress further and
receive new abilities, or when no further
abilities remain for it to take. A half-dragon/half-human character is likely to
be more powerful in the long run than a
half-dragon/half-demihuman character.
Half-dragon roster
The following material presents all the
major types of half-dragons known in the
various AD&D game worlds. Ability-score
modifiers are used when half-dragon characters are generated. Alignment tendencies do
not have to be strictly followed for PCs, but
most half-dragons of each type have leanings
toward the alignments given.
Half-dragons can exceed the level limits
for the allowable classes listed here if they
have high prime requisite scores (as presented in the DMG, page 15). What specific
class or kit they belong to does not matter.
Discretionary and fixed abilities available
to each half-dragon type are listed below.
Note again that not all these abilities are
available to half-dragon/half-demihuman
characters, as each such character usually
receives only three discretionary abilities
and two fixed abilities, no matter what
level of advancement is achieved. The
children of Oriental dragons and transformed Krynnish silver dragons, however,
gain all the fixed abilities listed from the
start of play.
Setting abbreviations
CW: Council of Wyrms boxed set
GH: GREYHAWK campaign (Flanaess continent, Oerth)
FR: FORGOTTEN REALMS campaign
(Western lands, Toril)
KT: FORGOTTEN REALMS campaign
(Kara-Tur, Toril)
DL: DRAGONLANCE campaign (Ansalon
continent, Krynn)
OC: Other AD&D campaign
Half-Gold
Worlds: CW, GH, FR.
Appearance: Normal half-dragon with
dark brown-gold hair, golden irises, pale
gold skin.
Ability-score modifiers: +2 Strength, -2
Wisdom, +1 Charisma.
Ability-score ranges: Str 7/20, Dex 4/18,
Con 6/18, Int 3/18, Wis 3/18, Cha 6/18.
Starting age: 14 + 1d4 years.
Alignment tendency: Lawful good.
Allowable classes: Cleric (10), fighter
(11), ranger (10), mage (14), thief (9).
Discretionary abilities: Water breathing
(at will); speak with animals (at will); bless
(twice per day); detect lie (twice per day);
sleep (twice per day); dragon fear (three
times per day); immune to fire; immune to
gas; 90' infravision.
Fixed abilities: Claw attacks (1d6/1d6);
breath weapon (spray of fire 10' long,
damage 3d6, usable twice per day).
Half-Silver
Worlds: CW, GH, FR.
Appearance: Normal half-dragon with
silver-white hair, silver irises, very pale
gray-white skin.
Ability-score modifiers: +1 Strength, +1
Constitution, -1 Intelligence.
Ability-score ranges: Str 6/19, Dex 5/19,
Con 5/18, Int 3/18, Wis 3/18, Cha 5/18.
Starting age: 14 + 1d4 years.
Alignment tendency: Lawful good.
Allowable classes: Cleric (14), fighter
(10), ranger (12), mage (11), thief (14).
Discretionary abilities: Feather fall (once
per day); wall of fog (once per day); cloud
walk (one hour per level per day); dragon fear (twice per day); immune to cold;
90' infravision.
Fixed abilities: Claw attacks (1d4/1d4);
breath weapon (spray of cold 8' long,
damage 4d4, usable twice per day).
Half-Bronze
Worlds: CW, FR.
Appearance: Normal half-dragon with
dark metallic-brown hair bronze irises,
warm bronze (light to medium brown) skin.
Ability-score modifiers: +1 Strength, +1
Dexterity, +1 Wisdom.
Ability-score ranges: Str 5/18, Dex 6/20,
Con 4/18, Int 3/18, Wis 4/18, Cha 4/18.
Starting age: 14 + 1d4 years.
Alignment tendency: Lawful good.
Allowable classes: Cleric (9), fighter (14),
ranger (14), mage (8), specialist wizard-illusionist (9), thief (11).
Discretionary abilities: Water breathing
(at will); speak with animals (at will); create
food and water (twice per day); ESP
(once per day); dragon fear (once per day); immune to electricity; 60' infravision.
Fixed abilities: Claw attacks (1d4/1d4);
breath weapon (bolt of lightning 8' long,
damage 3d4, usable twice per day).
Half-Silver, Krynnish
Worlds: DL.
Appearance: Normal human, half-elven,
or elven body (as per mother's race) with
silver hair and silver irises.
Ability-score modifiers: +1 to all rolls
for human, half-elven, or elven ability
scores.
Ability-score ranges: As per mother's
race.
Starting age (regardless of parentage or
appearance): 15 + 1d6.
Alignment tendency: Lawful good.
Allowable classes (regardless of parentage
or appearance): Cleric-Holy Orders
(14), fighter (15), ranger (17), specialist
wizard-High Sorcery (17), thief (14).
Discretionary abilities: Nil.
Fixed abilities: Ability to understand any
intelligent communication within 5' radius
and to communicate in previously unknown
languages with 75% accuracy.
Half-Chiang Lung
Worlds: KT.
Appearance: Normal human body,
though of great beauty, with light golden
or pale yellow skin, black hair, blue or
green irises (as per river spirit folk).
Ability-score modifiers: Nil.
Ability-score ranges: Str 6/18, Dex 12/18,
Con 6/14, Int 12/18, Wis 9/18, Cha 14/18.
Starting age: 15 + 1d6 years.
Alignment tendency: Lawful neutral,
lawful good, neutral good.
Allowable classes: Fighter (unlimited
with bushi, kensai, or samurai kit), fighter
(12 with other kit).
Discretionary abilities: Nil.
Fixed abilities: Swim at normal movement
rate (12); breathe air and water equally well;
bonus languages (fishes, Celestial Court,
trade language, spirit folk); +1 bonus to
saving throws vs. all water-related spells,
wands, staves, rods, and miscellaneous
magical items; -1 penalty to saving throws
vs. fire-based attacks; can lower water (as
the spell) once per day by 10', for five rounds; 120' infravision; all wounds and
diseases cured by bathing in home river.
Half-Shen Lung
Worlds: KT.
Appearance: Normal human body,
though of great beauty, with light golden
or pale yellow skin, black hair, blue or
green irises (as per river spirit folk).
Ability-score modifiers: Nil.
Ability-score ranges: Str 6/18, Dex 12/18,
Con 6/14, Int 12/18, Wis 9/18, Cha 14/18.
Starting age: 15 + 1d6 years.
Alignment tendency: Chaotic neutral,
chaotic good, neutral good.
Allowable classes: Fighter (unlimited
with bushi, kensai, or samurai kit), fighter
(12 with other kit).
Discretionary abilities: Nil.
Fixed abilities: Swim at normal movement
rate (12); breathe air and water
equally well; bonus languages (fishes,
Celestial Court, trade language, spirit folk);
+1 bonus to saving throws vs. all water related
spells, wands, staves, rods, and
miscellaneous magical items; -1 penalty
to saving throws vs. fire-based attacks; can
lower water (as the spell) once per day by
10', for five rounds; 120' infravision; all
wounds and diseases cured by bathing in
home river.
Half-Greyhawk
Worlds: GH.
Appearance: Normal half-dragon, with
dark gray hair, steel-gray irises, and light
gray skin.
Ability-score modifiers: +2 Intelligence,
+1 Strength, -1 Dexterity.
Ability score ranges: Str 4/18, Dex 3/18,
Con 4/18, Int 8/19, Wis 3/18, Cha 6/18.
Starting age: 14 + 1d4 years.
Alignment tendency: Lawful neutral,
lawful good.
Allowable classes: Cleric (8), fighter (10),
specialist wizard-enchanter (15), mage
(14), ranger (10), thief (14).
Discretionary abilities: Cast cantrip
(twice per day); cast friends (once per
day); use dragon fear (once per day); +4
bonus to saves vs. 1st-level wizard spells; +4 bonus to saves vs. poison; 60' infravision.
Fixed abilities: Claw attacks (1d3/1d3);
breath weapon (spray of poisonous gas
forming 10'-square cube in front of character,
-2 save vs. poison or die, usable
twice per day).
Half-Steel
Worlds: FR.
Appearance: Normal half-dragon, with
dark gray hair, light gray skin, and two color
eyes (one silver, one dark gray).
Ability-score modifiers: +2 Intelligence,
+1 Strength, -1 Dexterity.
Ability-score ranges: Str 4/18, Dex 3/18,
Con 4/18, Int 8/19, Wis 3/18, Cha 6/18.
Starting age: 14 + 1d4 years.
Alignment tendency: Lawful neutral,
lawful good.
Allowable classes: Cleric (6), fighter (11),
specialist wizard-diviner (15), mage (14),
ranger (9), thief (14).
Discretionary abilities: Cast detect lie
twice per day); cast charm person (twice
per day); use dragon fear (once per day);
25% magic resistance; ability to use any magical item meant for mages/wizards;
60' infravision.
Fixed abilities: Claw attacks (1d3/1d3);
breath weapon (spray of poisonous gas
forming 10'-square cube in front of character,
-4 save vs. poison or must feign
death for 2d10 turns as per the spell,
usable twice per day).
Drow-Dragon
Worlds: FR.
Appearance: Normal half-dragon, with
black hair, bright red eyes, and deep maroon
skin.
Ability-score modifiers: +2 Dexterity,
-2 Wisdom.
Ability-score ranges: Str 6/18, Dex 8/20,
Con 4/18, Int 5/18, Wis 3/16, Cha 3/16.
Starting age: 14 + 1d4 years.
Alignment tendency: Chaotic evil.
Allowable classes: Cleric (12), fighter
12), mage (15), thief (16).
Discretionary abilities: Use detect magic
at will); cast true seeing (twice per day);
immune to charm, sleep, hold magic; use
dragon fear (once per day); +4 bonus to
saves vs. and -1 on each die of damage
from heat/fire/cold/ice spells; regenerate 1
hp/turn; 120' infravision.
Fixed abilities: Claw attacks (1d3/1d3),
breath weapon (spray of flesh-corrosive
gas 5' long, damage 3d4, usable twice per
day).
Half-Iron
Worlds: OC.
Appearance: Normal half-dragon, with
black hair, dark gray eyes, and medium gray
or ash-black skin.
Ability-score modifiers: +2 Strength, +2
Constitution, -2 Intelligence, -2 Wisdom.
Ability-score ranges: Str 12/20, Dex 3/18,
Con 12/20, Int 3/18, Wis 3/18, Cha 3/18.
Starting age: 14 + 1d4 years.
Alignment tendency: Lawful neutral.
Allowable classes: Cleric (9), fighter (15), mage (8), ranger (13), thief (14).
Discretionary abilities: Immune to all heat/fire attacks and spells; use dragon
fear (once per day); cast heat metal (twice per day); cast stone shape (twice per day); 90' infravision.
Fixed abilities: Claw attacks (1d6/1d6), breath weapon (spray of sparks 10' long, damage 3d6, usable twice per day).
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