[THE DRAGONSPAWN] [New monsters, orginizations, and artifacts for the Fifth Age] [By Eliot Lefebvre] In /The Rising Storm/, a new sort of monster was intorduced - dragonspawn. In many ways, dragonspawn are similar to the chromatic equivalent of draconians, having many of the same powers, and being derived from draconians. However, details provided in /The Rising Storm/ were extremely scant - the stats for the three spawn encountered by the heroes were included, and a brief description of the spawn, but other than that, the spawn were smoothed over and ignored. This article presents full stats for all colors of spawn, the secret "shadow spawn", the draconian quasi-cult that's sprung up around the spawn, and artifacts related to these creatures. [Section 1: The Progenitor Cabal] Khellendros's successful creation of the spawn was viewed with mixed feelings by the draconians. Many saw it as an excellent way to further the draconian race through spawn, as the limited number of draconian females and the loss of the ability to perform the ritual to transform a chromatic egg into a draconian made the survival of the species unlikely without spawn. However, others saw it as a degradation of the race, sending them back to the first War of the Lance when they were used as the Dragonarmy's battering ram for every minor confrontation. In any event, supporters were in some cases so zealous to continue the spawn that they didn't want to wait for the other Overlords to begin creating spawn. They wanted to create them themselves. Khellendros, hearing the Cabal's plans, agreed immediately, but he was not sure if the other Overlords would feel the same. Onysablet nearly went loopy with excitement when she heard of the project, and jumped on the chance, on the condition that she could investigate and creatre her own spawn. It is assumed that she was told the ceremony needed to create her own, and may the gods help those who have become the focus of that experiment. Beryllinthranox was initially not very interested in the idea, but eventually agreed, seeing its potential effectiveness. Convincing Malystryx and Gellidus, however, was going to be another matter entirely. Malystryx, in truth, could not care one way or the other, considering the idea insignifigant and worthless. However, after Khellendros carefully weaseled his words around and convincingly presenting the draconian's case, Malystryx agreed. But Gellidus simply did not like the idea. For one thing, he didn't like it because it seemed to him that it was Khellendros trying to take his land from him. For another, such creatures seemed to be a lot smarter than him - and the last thing he wanted was more smart creatures running around. All of Khellendros's political maneuvering did not convince Gellidus. Finally, Khellendros switched tactics, threatening to take Gellidus's realm and destroy Gellidus. Since Gellidus knew full well that the blue could carry out his threat if he wished to, he reluctantly agreed. However, the work that Khellendros had gone through to get the Cabal what they needed was not without a price. Hundreds of free draconians were drafted into Khellendros's ranks, becoming his slaves and warriors. This action did nothing to make the Cabal more popular, making its members pariahs in the eyes of their fellow draconians. But, the Cabal did not care. They had what they needed - scales and tears from each of the dragon overlords. With this, they set about making the Spawning Orbs, tools to allow draconians to create spawn without the assistance of an Overlord. {Centers of Activity} For their headquarters, the Cabal picked Nightlund. At first, such a location seemed to be a foolish choice, but closer observation reveals the tactical intelligence of the area. For one thing, very few individuals - including the draconians who would have reason to hunt down the Cabal - would be foolish enough to try and find the main temple in a land swarming with undead. The area is right next to Khellendros's territory, as well, and since the Storm Over Krynn has such an investment in the Cabal, he is more than willing to defend them. There is an almost constant supply of humans, elves, and half-elves to abduct and convert to spawn, usually merchants using the Vingaard River. And is anyone foolish enough to investigate a disappearence in Nightlund? After all, it's as likely to be the fault of undead as it is the fault of the Cabal. The Cabal has temples scattered across the entirety of Nightlund. Contrary to rumors, there is no one "main temple" - the leading forces constantly move from temple to temple, keeping their enemies from having a single target. Since the Cabal is exiled from Teyr, it cannot establish any temples there. But, it is able to add insult to injury by setting up several temples in Neraka. The political status of the Cabal is nebulous - they are former citizens of Teyr, now citizens of Nightlund, but loosely allied with Khellendros. For the time being, they are allies of Neraka, but are not forced to go to war like Teyr's citizens - a fact which has done nothing to smooth relations between the Cabal and the rest of Teyr. In a show of good faith, several spawn and Cabalists work in the Dark Knight's army. Some members of the Knights of Takhisis are trying to allow draconians and spawn to be allowed to join the knights, but for the moment, they are still only allies. Onysablet has also allowed the erection of several temples in her realm. She actively helps the Cabal, providing them with humans to trun into spawn, and creating her own to experiment with. Other temples can be found scattered around Ansalon, usually in areas controlled by either the Dragon Overlords or the Dark Knights. {Current Activites} The Cabal is currently dedicated to creating as many spawn as possible. Large numbers of spawn have already been created, some leaving the cabal and trying to integrate themselves into Teyr's society. For the most part, these defecting spawn are welcomed - they are of a similar race, after all, and can't be faulted for how they were created. Other spawn stay with the Cabal, and still others leave to find their fortune, becoming wanderers that are often hired by draconic lords. However, the Cabal's true purpose is unknown to almost all - freeing Teyr from the rule of the Dark Knights and the oppresion of the Dragon Overlords. Already, shadow dragons have been located and agreed to donate for this project, creating the mysterious "shadow spawn". As exiles, the Cabal is pushed away by the very people it tries to protect and free. They can live with that, in the name of hoping to free their people. Covert operations have begun to circulate with some success, and the forces affected have no idea what is happening. {Members of the Progenitor Cabal} The Cabal splits its members into three groups: the Creators, the Enforcers, and the Liberators. Each group has a different duty, but all are considered equally important in the grand scheme of the Cabal. The Creators are the smallest group, the draconians that can perform the ritual to create a spawn. This does not mean that the Creator nessecarily infuses the spawn with their own essence - another draconian can be the "donor". Such draconians are always considered to wield sorcery (the schools are up to the Narrator), and usually have an Intellect rating of at least 7 or higher, even for draconians such as Baaz that have a lower score. Generally, Auraks and Bozaks take up the positions of Creators. Some Greenspawn or Blackspawn can perform the ritual, as well, although they always need a "donor" - they can't place their own essence in another. The Enforcers are the guys that have to do the heavy lifting in the Cabal.- capturing humans for spawning, fighting off undead or forces trying to stop the Cabal, and other fun stuff like that. In other words, they're the army and core force for the Cabal. Most draconians and spawn fall into this category, although Shadowspawn are not allowed in - after all, if people know the Shadowspawn exist, they wouldn't be very secretive, would they? Usually, teams of spawn and draconians are led by either a Bozak, a Redspawn, or a Bluespawn. The Liberators technically don't exist. This third force's existence is adamantly denied by the Cabal if they're ever asked about it. This consists of a number of draconians and spawn alike who operate guerilla missions against the Dragon Overlords or the Dark Knights. All draconians and spawn are allowed into this group. The group would die rather than give any information - they will kill themselves without a thought rather than risk others finding out the truth about the Cabal. As such, Liberators that are on the verge of caputer will slaughter their teammates as they flee, and are expected to do so. {The Spawning Orbs} There are six Spawning Orbs: the Green Orb, the Blue Orb, the White Orb, the Red Orb, the Black Orb, and the secret Shadow Orb. Nobody except members of the Cabal know of the existence of the Shadow Orb. All of these orbs are what allow spawn to be created without a dragon master. By performing the ritual, drawing out the spirit of the draconian "donor", filtering it through the orb, and implanting it in a human, elven, or half-elven host, dragonspawn can be created. (The exact effects of being turned into a spawn are outlined in /The Rising Storm/.) Of course, the Cabal needed more than the original orbs if they wished to initiate any large-scale spawning projects. Thus, they created the Spawning Beacon - another artifact. By filtering a draconian's spirit in, the spirit is instantly beamed to the orb, filtered through, and drawn out again, then projected into the host. The original orbs are kept with the leading council of the Cabal. Each orb is about the size of a basketball, with what seems to be a milky soup inside, swirling with grey and the color of the orb. In the case of the Shadow Orb, however, this does not hold true - the orb appears to be little more than a shadow. The Spawning Beacons are a box-shaped artifact, with a dial on one side that allows the Creator to choose which orb to filter the spirit through. Nobody has ever found out what mechanisms are inside the Spawning Beacons - any attempt to open them up results in them exploding, dealing 10 damage points to all those within melee range. {The Leaders of the Cabal} The Cabal is governed by a council of ten, which in turn has an inner circle of two members. The ten include one representative for each type of draconian and spawn, and the inner circle has the head of the Creators and the head of the Enforcers. Unbeknownst to most, the council actually consists of 11 members (the 11th being the shadowspawn representative), and has a third member of the inner circle that heads the Liberators. Of course, this is unknown to all but the members of the Cabal. [Section 2: The Spawn] This section gives stats and abilities for all of the spawn. Note that all spawn possess the breath ability of their color of dragon, although it is shortened to near missile range, and flight. {Blackspawn} Coordination:10 Intellect: 7(49) Physique: 10 Essence: 7 Damage: +8 Defense: -4 Blackspawn are formidable magic-users, commanding the schools of hydromancy and summoning. Like black dragons, these spawn are often sadistic, and cannot always be trusted in any given situation. They also possess the famed acid breath of black dragons. Blackspawn tend to work well as Creators, being accustomed and attuned to magic. When a Blackspawn dies, it erupts in a shower of acid. Anyone within near missile range must make a challenging Agility action to successfully avoid being covered in acid and suffering 8 damage points. Anyone in personal range when the Blackspawn dies must make a desperate Agility action just to get far away enough to avoid the acid shower, and a daunting Agility action to try and avoid the acid. In some situations, you may even not allow the hero a chance to get out of the way (for example, it the hero is holding the Blackspawn by the neck). {Bluespawn} Coordination: 8 Intellect: 5(25) Physique: 12 Essence: 8 Damage: +10 Defense: -5 The first sort of spawn ever created, Bluespawn wield sorcery from the school of electromancy, as well as wielding their parent's ability to breathe a stroke of lightning. Although not terribly bright as far as spawn or draconians go, they do possess the same dedication towards their own survival as blue dragons, as well as being willing to work together to accomplish a common goal. They make excellent motivation leaders, although they are sometimes as much of a liability as an advantage. When a Bluespawn is slain, it dissolves into a cloud a highly charged electricity. The cloud is mostly invisible, but any character in the cloud (which extends out to melee range) takes damage equal to the Bluespawn's base Physique rating. If the character is wearing metal armor, then they gain no defense bonus from it against the cloud. In half an hour, the cloud dissipates. {Greenspawn} Coordination:10 Intellect: 8(64) Physique: 10 Essence: 8 Damage: +8 Defense: -5 Similar to Auraks, Greenspawn are powerful sorcerers, skilled in the schools of enchantment, aeromancy, and geomancy. Although they lack the Aurak ability to possess a victim, they do have the added advantages of being able to fly and breathe potent chlorine gas. Greenspawn dislike leadership, preferring to follow their own path. Excellent Creators, Greenspawn do not make good leaders of units, but if they can deal with their natural distrust of leadership, are excellent magical firepower. When a Greenspawn dies, it dissolves into choking, blinding chlorine gas. All characters within near missile range take 7 points of damage, then must make an average Endurance action to avoid taking another 5 points of damage and an average Endurance action to avoid being blinded for one hour. A mishap on the blinding result means that the character is blinded for an extended period of time, possibly permanently. The gas dissipates within half an hour. {Redspawn} Coordination:10 Intellect: 7(49) Physique: 14 Essence: 6 Damage: +10 Defense: -6 Redspawn are warriors, plain and simple. Many of them enjoy working together with Sivaks. When both take flight, the result can be potent indeed - Sivaks diving and engaging up close while the Redspawn use pyromancy and their flaming breath to rain destruction upon their target. Redspawn, however, do not lack the desire to lead - indeed, they enjoy power, and relish the chance to take charge. However, they are egomaniacs, and often only concerned with themselves. Upon its death, a Redspawn dissolves into a harmless- looking brown liquid that seeps out to near missle range. In two minutes, the liquid bursts into furious flame, wherever it may be. (Heroes who decided to try and drink it are not only stupid, but in trouble.) Anyone in the flame takes 10 points of burning damage. If the liquid was ingested, then the character suffers double damage, as well as being in serious condition. If a mystic doesn't use some sort of healing power on them within a day, they will die. The liquid burns off completely after two minutes. {Shadowspawn} Coordination:12 Intellect: 8(64) Physique: 10 Essence: 8 Damage: +8 Defense: -3 Some people claim that Shadowspawn are only rumors, but those who've seen them know better. Shadowspawn are difficult to see - it's one degree more difficult for a hero to avoid being surprised by them. In addition, they wield the magic of spectramancy, making light bend to their whim and allowing them even greater camoflage. Their breath retains the same blinding properties as a shadow dragon's. Shadowspawn are excellent strategists, although vain and secretive. When a Shadowspawn is slain, a cloud of absolute blackness spreads to far missile range. No damage is inflicted, and there is no risk of blinding, but light will simply not penetrate the blackness, and torches will do no good. Everyone inside will stagger around blindly, until they exit the cloud (by pure luck) or they wait for it to dissipate, which it will do in half an hour. {Whitespawn} Coordination:10 Intellect: 5(25) Physique: 10 Essence: 6 Damage: +9 Defense: -4 The grunts of the spawn, it's surprising that Whitespawn are very haughty when you realize that they're weaker than most other spawn, but then again, such a trait is picked up from the white dragons. Whitespawn wield cryomancy with moderate skill, and are usually relegated to acting as grunt forces. As such, they enjoy bullying anyone they consider to be "lesser", including the sick or injured. Basically bullies, Whitespawn talk a good fight, but many will think twice against facing off against someone who is willing to call their bluffs. When a Whitespawn dies, its body freezes into solid ice. One minute later, they explode, and the shards of ice inflict 5 points of damage on everyone within melee range. In particularly warm climates, this is reduced to 4 points - melting ice shards are less effective than usual.