TEXT: Book of Dragons: An Unpublished Earthdawn Sourcebook
  1
  C
  CONTENTS
  ONTENTS
  CONTENTS....................................................................1
  TO MY PEERS & EQUALS ..............................................4
  CONCERNING THE NATURE OF DRAGONS...................6
  Of Form Most Noble .......................................................6
  On the Life Cycle of Dragons.........................................7
  On the Rite of Mating ..................................................................... 7
  On the Care of Eggs ........................................................................ 8
  The Hatching ...............................................................................................9
  On the Stages of Draconic Life ..................................................... 9
  Hatchling......................................................................................................9
  Adolescent..................................................................................................10
  Metamorphosis..........................................................................................11
  Adult (Named)..........................................................................................12
  Great Dragon.............................................................................................12
  On the Rites of Death.................................................................... 13
  Of Culture Most Polite & Complex .............................13
  On Proper Etiquette...................................................................... 14
  On the Importance of Names...................................................... 15
  On the Many Types of Communication................................... 16
  Speech .........................................................................................................16
  Dance and Gesture ...................................................................................16
  Dragonspeech............................................................................................16
  Writing........................................................................................................17
  Memory Crystals ......................................................................................17
  On Dragon History & Beliefs...................................................... 18
  The Origin of the World..........................................................................18
  The Role of Dragons.................................................................................19
  The Passions...............................................................................................19
  On Relations with other Name-givers...................................... 20
  The Kingdom of Throal...........................................................................20
  The Blood Wood.......................................................................................20
  The Theran Empire...................................................................................21
  On Worship and Service .........................................................................21
  A Dragon’s Life..............................................................21
  Lairs.................................................................................................. 21
  Shal-Mora........................................................................................ 22
  Hunting & Eating .......................................................................... 22
  Correspondence............................................................................. 23
  Hoarding ......................................................................................... 23
  Personal Interests........................................................................... 24
  Walking on Two Legs................................................................... 24
  Dragon Magic.................................................................26
  Innate Magic................................................................................... 26
  Spell Magic...................................................................................... 27
  Thread Magic ................................................................................. 27
  Spirit Magic..................................................................................... 28
  Blood Magic.................................................................................... 28
  Ritual Magic ................................................................................... 29
  CONCERNING THE DIVERSE TYPES OF DRAGONS .....30
  Common Dragons..........................................................30
  Leviathans ......................................................................31
  On the Form of Leviathans.......................................................... 31
  On Leviathan Culture................................................................... 32
  On Leviathans and Name-Givers .............................................. 32
  On the Magic of Leviathans ........................................................ 33
  Cathay Dragons .............................................................33
  On the Form of Cathay Dragons................................................ 33
  On Servants (and Slaves)..............................................................34
  On the Culture of Cathay Dragons ............................................35
  On the Magic of Cathay Dragons ...............................................36
  Feathered Dragons.........................................................36
  On the Form of Feathered Dragons............................................37
  On the Life and Culture of Feathered Dragons.......................37
  On the Magic of Feathered Dragons..........................................38
  Great Dragons................................................................39
  On the Abilities of Great Dragons..............................................39
  On the Role of Great Dragons .....................................................39
  On Dragons-Like Creatures..........................................40
  Drakes...............................................................................................40
  False Drakes...............................................................................................41
  Hydras..............................................................................................42
  Wyverns ...........................................................................................43
  DRAGONS OF BARSAIVE ............................................ 45
  My Children…...............................................................45
  MOUNTAINSHADOW.................................................. 47
  Mountainshadow’s Nature ...........................................47
  The Dragon Mountains.................................................48
  The Badlands Lair..........................................................49
  Treasures ........................................................................49
  Mountainshadow’s Powers...........................................49
  Mountainshadow’s Servants ........................................50
  Drakes...............................................................................................50
  Name-givers....................................................................................51
  Dark Tooth.......................................................................................51
  Allies and Enemies........................................................52
  Mountainshadow’s Goals.............................................53
  To Gather Knowledge...................................................................53
  To Deal with the Theran Empire ................................................53
  To Explore the Minds of the Young Races................................53
  To Protect the Inhabitants of the Dragon Mountains.............54
  To Discover the Fate of his Lost Drakes....................................54
  ABAN.......................................................................... 55
  Aban’s Nature ................................................................55
  The Mist Swamps..........................................................56
  The Lost City...................................................................................57
  Treasures ....................................................................................................57
  Aban’s Powers................................................................57
  Aban’s Servants .............................................................58
  Elemental Spirits and Creatures .................................................58
  Drakes...............................................................................................58
  The Hand Of Corruption..............................................................59
  Allies and Enemies........................................................59
  Aban’s Goals..................................................................60
  Destroy the Theran Empire..........................................................60
  Guard the Secrets of Yrns Morgath............................................60
  Earn her Proper Place Among the Great Dragons..................60
  
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  Book of Dragons: An Unpublished Earthdawn Sourcebook
  ALAMAISE...................................................................62
  Alamaise’s Nature......................................................... 62
  On Alamaise and the Elven Court............................... 63
  Alamaise’s Powers ........................................................ 64
  Alamaise’s Lair.............................................................. 64
  Treasures..........................................................................................65
  Servants.......................................................................... 65
  Lesser Drakes..................................................................................65
  Name-givers....................................................................................66
  Allies and Enemies ....................................................... 66
  Alamaise’s Goals........................................................... 66
  Watch the Activities of His Brother ...........................................66
  Guard and Protect the Blood Wood ..........................................67
  Study the Pattern of the Blood Wood........................................67
  Undermine the Elven Court ........................................................67
  Reclaim Wyrm Wood....................................................................67
  THE MATED PAIR, ASANTE AND NIGHTSKY.............68
  An Unusual Bonding.................................................... 68
  Nightsky, the Youngest Adult Dragon ....................... 69
  Asante’s Nature ............................................................. 70
  Asante’s Ties with the Young Races..........................................70
  After the Scourge......................................................................................71
  On the Pair’s Lair and Allies........................................ 71
  On the Current Activities of Asante and Nightsky ... 72
  CHARCOALGRIN.........................................................73
  Charcoalgrin’s Nature................................................... 73
  Location and Lair........................................................... 74
  Servants.......................................................................... 75
  Allies and Enemies ....................................................... 75
  Charcoalgrin’s Goals..................................................... 75
  EARTHROOT ...............................................................77
  Earthroot’s Nature......................................................... 77
  Earthroot’s Domain....................................................... 78
  Regarding the Pale Ones..............................................................79
  Earthroot and Throal..................................................... 80
  Alliance with Icewing...................................................................81
  The White Tree ...............................................................................81
  Earthroot’s Drakes......................................................... 82
  ICEWING .....................................................................84
  Icewing’s History .......................................................... 84
  Icewing’s Nature ........................................................... 85
  Servants.......................................................................... 86
  Drakes ..............................................................................................86
  Arondry......................................................................................................86
  Rathann ......................................................................................................86
  Tellanion.....................................................................................................86
  Crispell........................................................................................................86
  Markik.........................................................................................................86
  Gichu-ta......................................................................................................87
  Other Drakes .............................................................................................87
  Name-givers....................................................................................87
  House of the Spirit Wind........................................................................87
  The Gilded One.........................................................................................87
  Spiral ...........................................................................................................87
  Aechris’ Arguers.......................................................................................87
  Brynn’s Band.............................................................................................87
  Hunters ............................................................................................88
  Spirits ...............................................................................................88
  Icewing’s Lair ................................................................ 88
  Treasure...........................................................................................89
  Icewing’s Powers........................................................... 89
  Allies and Enemies ....................................................... 89
  Mountainshadow ..........................................................................90
  Aban .................................................................................................90
  Earthroot..........................................................................................90
  Enemies............................................................................................90
  Icewing’s Goals ............................................................. 91
  The Downfall of Thera..................................................................91
  Strengthening Throal....................................................................91
  Propagating Drakes.......................................................................91
  Destroying the Cult of the Great Hunter..................................91
  USUN.......................................................................... 92
  Usun’s Nature................................................................ 92
  The Liaj Jungle.............................................................. 93
  The Tamers......................................................................................93
  Usun’s Powers ............................................................... 94
  Treasures........................................................................ 94
  Usun’s Servants............................................................. 95
  Creatures .........................................................................................95
  Spirits ...............................................................................................95
  Drakes ..............................................................................................95
  Relations with Dragonkind ......................................... 96
  Usun’s Goals.................................................................. 97
  Survive and Prosper......................................................................97
  Protect the Liaj Jungle...................................................................97
  Further the Cause of Dragon Supremacy.................................97
  Punish the Enemies of Dragonkind...........................................97
  VASDENJAS................................................................ 98
  Vasdenjas’ Nature......................................................... 98
  Mount Wyrmspire......................................................... 99
  Vasdenjas’ Powers ........................................................ 99
  Treasures...................................................................... 100
  Vasdenjas’ Servants.................................................... 100
  Name-givers .................................................................................100
  Creatures .......................................................................................101
  Drakes ............................................................................................101
  Allies and Enemies ..................................................... 102
  Vasdenjas’ Goals......................................................... 103
  Gather and Preserve Lore..........................................................103
  Study and Understand Patterns...............................................103
  Investigate the Nature of Aardelea .........................................103
  Provide Knowledge to the Young Races................................104
  Gain Revenge for Thermail .......................................................104
  VESTRIVAN ...............................................................105
  Vestrivan’s Nature ...................................................... 105
  The Transformation.................................................... 106
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
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  The Despoiler of the Land..........................................107
  Location and Lair.........................................................107
  Servants ........................................................................108
  Allies and Enemies......................................................108
  Vestrivan’s Goals.........................................................109
  GAME STATISTICS....................................................110
  Creature Statistics........................................................110
  Sample Dragon Statistics............................................111
  Hatchling.......................................................................................112
  Common (Western) Dragon......................................................112
  Leviathan.......................................................................................113
  Cathay Dragon.............................................................................113
  Feathered Dragon........................................................................114
  Great Dragon................................................................................114
  Drake..............................................................................................115
  Lesser Drake .................................................................................116
  Hydra.............................................................................................116
  Wyvern ..........................................................................................117
  Customizing Dragons .................................................117
  Dragon Powers.............................................................118
  Dragon Power Knacks.................................................118
  Dragon Powers From the Earthdawn Rulebook ..................118
  Dispel Magic............................................................................................118
  Disrupt Fate .............................................................................................118
  Dragon Breath .........................................................................................118
  Fear ............................................................................................................119
  Lair Sense..................................................................................................120
  Spells..........................................................................................................120
  Suppress Magic.......................................................................................120
  Venom.......................................................................................................120
  Wingbeat...................................................................................................121
  New Dragon Powers...................................................................121
  Dominate Beast .......................................................................................121
  Karma Cancel..........................................................................................122
  Lend Karma.............................................................................................122
  Innate Dragon Abilities..............................................................122
  Armored Scales .......................................................................................122
  Astral Sight...............................................................................................122
  Dragonspeech..........................................................................................123
  Karma Points ...........................................................................................124
  Natural Spellcasting...............................................................................124
  Regeneration............................................................................................124
  Summoning..............................................................................................124
  Dragon Magic...............................................................125
  Spell Magic....................................................................................125
  Spell Matrix Talents ...............................................................................125
  Thread Weaving......................................................................................125
  Spell Effects..............................................................................................125
  Learning Spells........................................................................................125
  Spellcasting Talent Knacks...................................................................125
  Thread Magic ...............................................................................125
  Blood Magic..................................................................................125
  Ritual Magic .................................................................................126
  Dragon-kin...................................................................126
  Using Dragons in Adventures and Campaigns ........127
  Dragons as Allies.........................................................................127
  Dragons as Enemies....................................................................128
  DRAGONS CREDITS
  Writing (in alphabetical order)
  Paul Beakley
  Robert Boyle
  Roger Gaudreau
  Steve Hammond
  Steve Kenson
  Diane Piron-Gelman
  Development
  Louis J. Prosperi
  Editing
  Robert Boyle
  Tara Gallagher
  Diane Piron-Gelman
  Sharon Turner-Mulvihill
  Earthdawn Line Developer
  Louis J. Prosperi
  Editorial Staff
  Senior Editor
  Donna Ipolito
  Managing Editor
  Sharon Turner-Mulvihill
  Associate Editors
  Diane Piron-Gelman
  Robert Boyle
  Tara Gallagher
  Production Staff
  Art Director
  Jim Nelson
  Project Coordinator
  Fred Hooper
  Cover Art
  Cover Design
  Fred Hooper
  Illustration
  Layout
  Fred Hooper
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  4
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  T
  TO MY 
  O MY PPEERS 
  EERS & E
  & EQUALS
  QUALS
  Brothers and sister of the land of Barsaive, Mountainshadow, the Far Scholar, Master of the Dragon Mountains,
  Of the Egg Clutch of All-Wings, Holder of one of her All-Seeing Eyes, Keeper of the Jewel of Memory, and Master
  Speaker, bids you greetings in the Name of the Hundred Virtues and of the Fifteen Venerations.
  My peers, I bid you turn your attention to the documents I have provided. They represent matters of great
  importance to us and to the future of Barsaive. They relate directly to decisions made at our last two Councils, and speak
  volumes in regard to how intently we must scrutinize our own security in these years to come. The first is a compilation
  from the Great Library of Throal written by our brother Talespeaker. This treatise on the nature of our race provides
  much information to the scholars of Throal and anyone else who chooses to peruse it, including information that has long
  been kept secret.
  I understand Talespeaker’s desire to enlighten the Young Races about us, and indeed I share it, but it is hardly
  the ideal time for us to reveal ourselves, with war looming so close on the horizon and Theran agents working to gather
  even the smallest crumbs of knowledge about us and our plans. While Talespeaker does not disclose our greatest secrets,
  he treads far too closely to some for comfort. I have spoken with him and he offered the Rite of True Deeds in return for
  his liberties, so the results are his and his alone. No more need be said of it.
  Read his work carefully and keep in mind that this is what the Young Races now know about us. Consider also
  what they may infer from this knowledge. Perhaps it will do as Talespeaker hopes, and enlighten the Young Races about
  us and our ways, giving some would-be slayers pause before they set out on a fool’s errand.
  Of greater importance is the second document, which presents grave concerns about our plans in Barsaive. Our
  most recent Council concerned the actions of the Impertinent Ones and their capture of the girl Aardelea. As a result of
  decisions reached at that Council we have begun to act against the Theran Empire, as we did in years past when their
  actions interfered with us directly.
  Mistweaver has captured a number of Theran airships, giving us the opportunity to examine them more closely.
  I believe we are making progress towards finding a means of powering them without the use of crude methods such as
  slaves and blood magic. In fact, the technique which shows the most promise owes its inspiration to another Theran trick,
  and Vast Green is pursuing this course even as my servant writes these words. If we can offer Throal and its allies a
  means of using captured Theran vessels, then we may tip the balance of power without having to act directly.
  Reports from our agent in the Twilight Peaks, one of Doll-Maker’s drakes, suggest that all goes as planned in the
  home of the crystal raiders. Her prophecies and advice to certain important Name-givers have helped to prepare the
  trollmoots for the coming conflict and the next stage of our plan. Troll airships are targeting Therans with increasing
  frequency, making the route between Sky Point and Triumph a hazardous one. The attacks anger the Therans, who are
  responding in kind, escalating the conflict. It is only a matter of time before the Empire decides to repeat their mistake
  and assault the moothomes—moothomes that still howl for Theran blood to avenge their ancestors. The raiders will be
  drawn into the conflict by their hatred of Thera rather than any desire to help Throal, but help Throal they will, according
  to our design.
  The work of our eastern cousin in Cara Fahd also proceeds apace. He reports that the tension between the orks
  and the Therans is rising, and Theran slaver and merchant caravans have found it near impossible to travel unmolested.
  The newborn nation is growing in strength as Krathis Gron stabilizes the social order of her people through their belief in
  her great vision. The orks are a passionate people, and they are fighters. With Cara Fahd located between Vivane and Sky
  Point and the rest of Barsaive, there is no doubt the ork nation must come into conflict with Thera, as we have foreseen.
  The orks hold ties, however tenuous, with Throal and have none with the Empire, so it will be a small matter to bring
  them to Throal’s aid when the time is right. Our cousin there has also brought word from Cathay that the Dragon Council
  there approves of our plans concerning Barsaive and Thera.
  As for the elves of Blood Wood, their aloofness and separation from affairs in Barsaive has served us well until
  now, but it is time to bring the wayward children back into the fold—they too can further our plans. I have made
  preparations to ensure this will happen when the time is right, but it is premature to discuss it in any great detail here.
  Rest assured that the Elven Queen will find reason to turn her legendary ire against those she has forsworn in the past.
  More important than any of these preparations is the liberation of the girl Aardelea from the stronghold of our
  enemies in Creana. The Impertinent Ones were clever to hold the girl in the one place where none of us dare to go, but
  they failed to realize that a tiny needle can do as much damage as a great talon, provided it strikes the right place and is
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  5
  tipped with the right poison. Adepts in our service have found Aardelea and they are bringing her back to Barsaive,
  where she will be placed in the care of the Name-givers who live in the villages under my protection, as I originally
  suggested (with respect to your intentions, Doll-Maker). There I will be able to study her and monitor her development. I
  will inform all of you immediately when she arrives. Then, perhaps, we can consider how we will proceed once she is safe
  and I have learned more about her unique hybrid nature, to ensure we do not repeat mistakes of the past.
  With Aardelea removed from the grasp of our enemies, and our plans to strike a blow against the Impertinent
  Ones well under way, I believe we must turn our attention to a new threat which concerns us, an ancient error come
  home to roost. Such is the reason for the second document of this collection, taken from hands of the Denairastas Clan of
  Iopos.
  The ruling family of Iopos has long wished to rule all of Barsaive. Many Name-giver nations have entertained
  such dreams, which take entire generations of the Young Races to accomplish. Not so with the long-lived Denairastas,
  who have the advantage of time in which to plot their conquests. We took steps to correct the balance in permitting Doll-
  Maker to pass on his gifts to the kings of Throal, giving them the benefit of the long view as well so they could plan the
  destiny of the dwarf kingdom, much as the Denairastas plan theirs. For a time, it appeared sufficient, but it is no longer.
  Iopos has taken bold steps with the assassination of King Varulus, setting Throal and Thera at each other’s
  throats while they lurk in the shadows, plotting their next move. While the fates of nations do not concern us—they rise
  and fall in the time it takes to hatch out an egg—the violation of our ancient traditions and the breaking of our law most
  certainly does. Examine the second document and consider, as I have, how the knowledge within may affect the plans of
  the Denairastas Clan. For while we deal with the Theran Empire and our wayward children, history is preparing to repeat
  itself in the form of the Denairastas and their Outcast progenitor. We must not allow that to happen, or a new Empire
  may rise to replace Thera, or, worse yet, rise to challenge both the Impertinent Ones and us.
  We are dragons, the first and most ancient Name-givers, the only ones to Name ourselves. Ours is a heritage of
  magic, power and prestige, but it is also a heavy burden of responsibility and guilt—yes, guilt for what we in our
  ‘wisdom’ allowed to happen. In our pride and arrogance, we forever changed the fate of the world. That is a fact. We
  cannot change what is done, we can only change what happens next. We must intervene again to prevent our mistakes
  from further altering the course of Nature, and hope that our interference can undo some of the damage before it is too
  late.
  Consider the documents before you, my peers and equals. They represent the sum total of what the Young Races
  now know about us. We are the oldest and most powerful creatures of this world, and we believe that knowledge and
  memory are the greatest treasures there are. Consider your actions carefully, because what we do now may decide our
  fate and that of the Young Races in a future even we find challenging to predict.
  
  6
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  C
  CONCERNING THE 
  ONCERNING THE N
  NATURE OF 
  ATURE OF D
  DRAGONS
  RAGONS
  [The following work is transcribed from the words of Vasdenjas, the Master of Secrets, a most noble and intelligent great
  dragon with whom it has been my privilege to work as a scribe and scholar for these past seven years. It contains the dragon’s
  thoughts and reflections on the nature, culture and history of his race, the dragons. I have endeavored to leave the great dragon’s
  words untouched, merely organizing his thoughts and dissertations in a logical order for ease of use and reference. Otherwise, I have
  included all of the information as he relayed it to me.
  —by the Hand of Tiabdjin the Knower, Scribe of the Great Library of Throal and First Scholar of the khavro’am]
  The Master of Secrets Speaks
  The Master of Secrets Speaks
  To the Young Races of Barsaive, Vasdenjas the Master of Secrets extends his most cordial greetings. I have long
  enjoyed the works of the scholars of the Great Library of Throal, and wish to repay the amusement I have gained from
  reading your various works by contributing some of my own vast knowledge to your collection. I began this task with the
  masterwork entitled Creatures of Barsaive, a tome which corrected a great deal of misconceptions and false assumptions
  on the part of less-informed scholars and scribes about the fauna of this land. (I must say I am quite pleased with the
  presentation and binding arranged by the Library for that volume, although I believe there are a few improvements that
  should be incorporated into this new text. I have asked Tiabdjin to draw up the various particulars and enclose them
  along with this manuscript.)
  This latest volume springs from my reading the collection entitled Denizens of Barsaive. While I found the
  descriptions and stories of the various Young Races quite amusing, I was shocked to discover no volume concerning my
  own ancient and noble kind! After a brief bout of ire (and I apologize once again for the singeing of your beard, noble
  scribe) I realized that no scholar from the Young Races could possibly have written with authority anything of substance
  with regard to my kind, and the scholars of the Great Library wisely declined even to try, knowing they could not
  possibly do us justice.
  Therefore, I have decided to take it upon myself to once again impart my wisdom to the Young Races, this time
  concerning my own kind, the dragons of Barsaive. I hope this document will help to clear up many misconceptions and
  rumors about our noble and ancient race. As a sign of our goodwill towards the Young Races, I have asked for this
  volume, upon completion, to be placed in the Great Library of Throal alongside the other volumes of Denizens of
  Barsaive so that all of the citizens of Throal can be enlightened about the true nature of dragons. I am sure the scholars of
  the Great Library will treat it with the reverence and serious attention it deserves.
  Of Form Most Noble
  Of Form Most Noble
  The dragon is the most noble and perfect creature to grace the world since the very beginning of time. We
  possess many abilities which make us the strongest, wisest and most graceful beings in existence; one of which is the form
  and function of our bodies. (Yes, Tiabdjin, if you are patient, I will get to all of the questions I see written on your face.)
  Dragons are found in different forms and types throughout the world (I will speak more of this later) but we
  share many traits that define us as dragons.
  The first is the strength and power of our physical form. Adult dragons grow larger than most airships, far larger
  than any of the little folk of the Young Races. A great dragon such as myself dwarfs even the greatest airship of the
  Throalic fleet (if you will excuse the pun, my dwarf friend).
  You small folk are born into the world naked, soft and helpless. Even the scales of a t’skrang are too soft to turn
  aside the claws of a wild cat. The obsidimen do have some natural armor of course, but their elemental nature is quite a
  different matter. Coming as they do from a single Liferock they… ah, but I digress.
  At birth, we dragons possess sharp teeth and talons, with hides able to turn aside the little injuries that threaten
  such as you. Why, I’ve seen newborn hatchlings kill and devour several bears with no more difficulty than a dwarf
  dispatching a few rabbits. We also recover quickly from any injury we do sustain, using the power of our magic to knit
  damaged flesh and bone anew. These natural defenses are sorely needed because, as you will see, the life of a dragon can
  
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  7
  be a harsh one compared to those of the Young Races. We are challenged by Nature in many ways—ensuring that only
  the strongest and most able of us survive.
  The other distinguishing trait of dragonkind is our keen intellect and magical nature. You Young Races call
  yourselves Name-givers, and rightly so, as you share with us the unique ability to give Names to what you see. We
  dragons are Name-makers, because we are the only race to choose our own Names, rather than having them bestowed
  upon us by others.
  But what of trolls, Master? They choose their Names upon reaching adulthood.
  Eh? Oh, that. You speak of reNaming, my dear Tiabdjin, something any Name-giver can accomplish, given
  sufficient knowledge. Even then, the reNaming that occurs among trolls is not true reNaming. Nonetheless, I am speaking
  of knowing your own Name before it is spoken by any other. Did you know your Name before you parents told you what
  it was? Does a newborn troll know the nature of his Name? I would say not.
  Now then, our magical nature is born into us as surely as our knowledge of Naming. Dragons are in touch with
  the primal forces of what you call astral space, the wellspring of all magic in this world. We can see the astral patterns of
  things around us, the astral imprints of livings, and the ebb and flow of astral energies around us.
  Magic is to us like air is to you: it is our natural environment, our very essence. While your people have learned
  to understand and control a tiny amount of magic, they have only brushed the surface of an ocean deeper and more
  mysterious than the Selestrean Sea itself. Like our own Names, we know the depths of these mysteries, know the powers
  of magic, from the very time we are born. Astral space is the pool from which we draw our magic and our very life.
  Our knowledge of the currents of astral energies allows us to affect the outcome of events, to tip the balance of
  Fate towards a desired end. For most dragons, this ability is an expression of will and magical power, affecting only our
  own actions. For the more advanced and capable (such as myself) we can work our wills to change the fates of other
  creatures as well as ourselves.
  On the Life Cycle of Dragons
  On the Life Cycle of Dragons
  The life of a dragon is not unlike that of one of your people, Tiabdjin, or of any of the Young Races. We are born,
  we grow, we mate and produce young. These are things all living creatures understand. What you must know is the
  unique way we dragons follow the path of life and how long our road is compared to your own.
  On the Rite of Mating
  Like most living creatures, a new dragon begins with a mating. Unlike most other creatures, a female dragon
  controls when she is ready to reproduce. Female dragons choose the times to mate during the adult stage of their lives,
  and most females mate more than once, perhaps every hundred years or so. The process of mating and laying eggs is
  quite draining, and most females prefer not to leave themselves in a weakened condition very often.
  When she decides the time has come to mate, the female seeks out a suitable male. Usually she chooses a
  potential mate on the basis of traits she wishes to pass on to her offspring. Females only rarely mate with the same male
  twice, preferring to seek out a different mate each time. In this way, we add diversity and strength to our offspring,
  mixing the most desirable traits from many dragons.
  Once a female has found a desirable mate, she approaches him and performs the First Rite of Mating. In this Rite,
  the female informs the male that she has chosen him and asks the male to prove his worthiness to father her young. If the
  male does not desire the mating, he may perform the Rite of Refusal with no shame to either party, and the two dragons
  simply part. There are some stories of spurned female dragons becoming vengeful, but these stories have grown in the
  telling, I can assure you. Unlike the Young Races, our mating practices do not consume all of our thoughts and feelings.
  If the chosen male desires the mating as well, he must respond with the Second Rite of Mating, in which he
  describes the valuable traits he has to offer the female and pass on to her offspring. This Rite is accompanied by the Dance
  of Courting, where the candidate male demonstrates his worthiness through grace of movement as well as words. Many
  young males perform foolish and extravagant stunts during the Dance to show off to the female. Age and experience soon
  show them that females are more impressed by signs of wisdom, strength and maturity than youthful foolhardiness. I, for
  example, mated many females in my younger days who were taken with my clear wit and great intelligence, rather than
  how many clever aerial tricks I could perform. Now I see just as many young males performing for a female’s attention
  like giant, silly birds as ever before. It is sad, the state of youth today, Tiabdjin.
  
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  Book of Dragons: An Unpublished Earthdawn Sourcebook
  Again, during the Second Rite, if the female decides she does not want the male as a mate, she may refuse him
  without recrimination. Many females are quite choosy, and prefer to perform the Second Rite with many males before
  deciding which one will be her mate. Males have been known to compete with each other for the attention of an especially
  desirable female, hoping to humiliate their rivals by defeating them in battle. Our legends tell of the great battles that
  were fought long ago for the affections of the mighty All-Wings, she who was the pinnacle of female dragonhood. Males
  killed each other in duels to prove their worthiness as mates.
  Yes, the competition between males for the attention of a female sometimes invokes the rarely used Ritual of
  Battle. The male candidates fight to determine who is the most worthy of the female. Such a struggle is not only a test of
  physical prowess, but of cunning, intelligence and magical might, all traits a female might consider desirable. The winner
  of the Ritual is considered the most worthy, although the female may still choose to reject him. The Ritual is not always to
  the death, but it often results in such. The ire of a dragon is a mighty thing, my friend. Once roused, it is difficult to end a
  battle without the death of one side.
  Once the first two Rites of Mating are performed, and the female and male are both satisfied with their choice,
  the two retire to a secluded location to perform the Dance of New Life. It is a ritual lasting for many days in which the
  two dragons prepare for the moment of mating, and the female begins her cycle that will culminate in readiness to
  conceive. I have heard tales of other Name-givers witnessing the Dance, without knowing what it was they were seeing.
  Some believed the two dragons were locked in combat, and some parts of the Dance would seem that way to outsiders.
  Others believed they found two dragons in love, although I would never ascribe such an emotion to mating rites.
  Oh no, we do not mate for life, as many of the Young Races do. Mating is, for us, a practical thing, the creation of
  new life, not a permanent bond. As I said, a female will mate with many different males during her life, and a male will
  likewise perform the Dance with many different females, if he is worthy. Once the mating is done, the two dragons
  perform the Rite of Separation and take their leave of each other, the male always leaving the place of mating first and
  returning to his home. The female will lay her eggs in time, usually three or four at once, and then pass them on to be
  tended for and raised by the proper guardian of such new life.
  On the Care of Eggs
  Dragon eggs are cared for by great dragons. We are the elders of our race, and so the most fit to protect and
  educate the young. A female dragon with newly-laid eggs will come to a great dragon and perform the Petition of
  Caregiving, humbly asking the dragon to become the guardian of her eggs. The female describes her offspring in the most
  flattering and complimentary way, telling how they will bring pride and happiness into the great dragon’s life. She
  speaks of the sterling qualities that make this great dragon her choice. If her petition is accepted, the female places her
  eggs in the great dragon’s care and departs, most likely never to see them again. The parents have no further role in the
  lives of the young from that moment on. Indeed, most dragons never even know who their parents are. They know only
  the care of the great dragon sire who raised them.
  After hearing the female’s Petition, a great dragon may refuse to care for the eggs. No reason need be given for
  such a refusal, and the female has no recourse but to seek out another great dragon to care for her eggs. There are many
  reasons one of us might refuse to become guardian for an egg clutch, such as having too many young to care for already,
  receiving many different Petitions at once, and other matters which demand our attention and prevent us from giving the
  eggs the care they require.
  The Hatching
  [It was at this point that I asked Master Vasdenjas if he himself had eggs he was caring for. The Master of Secrets said yes,
  he did, and I was given the singular honor of being perhaps the first Name-giver to see the Egg Chamber of a great dragon. I was
  bodily carried, blindfolded, into the depths of Vasdenjas’ lair, to a small cavern barely large enough to accommodate the great dragon’s
  bulk. The cave was warm and dry, the floor covered with hot sand. Half buried in a shallow pit in the center was a collection of great
  speckled eggs large enough that a dwarf could have stood up inside one quite comfortably. I counted a dozen such eggs, many of them
  in slightly different shades and patterns.
  Having heard tales of adepts finding dragon eggs—specifically, a number of eggs under the care of Icewing—I asked about
  the size of the eggs before me, as they were considerably larger than those that were described to me. Vasdenjas replied that, unlike the
  eggs of most other creatures, dragon eggs actually grow during their incubation, starting as small as one foot in diameter, and
  growing as large as the eggs I saw here. He also reminded me not to place too much credence on the stories of adepts, as they are prone
  to exaggeration.
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  9
  Vasdenjas showed me how he used his fiery breath to heat the stones and sand of the cave to keep the eggs warm. Indeed, it
  was quite hot in the cave, and I was sweating profusely, while the dry air seemed to draw the moisture away from my body like a
  sponge. I watched as the great dragon examined the eggs with the greatest of care, gently turning them in the sand with his talons and
  narrowing his eyes to examine each shell with his sharp senses, watching for something that was likely far beyond my limited
  perception. It was then that the most amazing thing happened.
  Vasdenjas withdrew from the eggs, but made no motion for us to leave. After waiting for long minutes in silence, I began to
  ask the great dragon what we were waiting for, but the Master of Secrets silenced me with a look that sent a chill through me, even in
  that sweltering heat. I was certain if I spoke again it would be the last thing I ever said. So I waited with the dragon in silence, making
  myself as comfortable as I could.
  I cannot say how much time passed, hours perhaps. I may have fainted from the heat for a short time, it is difficult to say. I
  recall my attention being captured by a noise and a sight I shall never forget for as long as I live. One of the eggs in the sandpit began
  to tremble and shiver. Then a flickering light lit the egg from within, visible through the thick shell. It did so again twice more before
  there was a loud snapping sound, and a crack appeared in the top of the shell. A set of powerful claws emerged from the crack and
  slowly began to widen it, enough to allow a thin trickle of smoke to leak out. Then, with a mighty heave, the shell split and a long,
  serpentine head emerged with a mewling cry. The shell split cleanly in half, revealing a dragon hatchling.
  The newborn hatchling was an amazing creature. It was a full twelve feet in length, much like a serpent, with a pair of
  leathery wings folded tightly to its body and a stubby pair of legs below. I saw no sign of forelimbs, and the head was considerably
  more blunt than a dragon’s snout. I did, however, take note of the barbed tail that lashed about, tipped with some kind of stinger as
  sharp as a dagger. I have no doubt that, were Vasdenjas not present with me, the hatchling would have killed and devoured me only
  moments out of its shell.
  As it was, the Master of Secrets approached the newborn and fixed his gaze upon it. I cannot say for sure what passed
  between them, but I felt an overpowering sense that an exchange of some kind took place. Almost immediately, the hatchling curled up
  in the warm sand with a contented growling sound and Vasdenjas guided me out of the Egg Chamber before excusing himself to get
  the hatching something to eat. He explained that a newborn is usually exhausted by breaking out of its tough shell and needs rest, food
  and warmth above all else. It was some time before he returned, but I hardly noticed, so engrossed was I in writing down these very
  words before the incredible experience of seeing a dragon born could be forgotten.]
  On the Stages of Draconic Life
  Much like other Name-givers, Tiabdjin, we dragons pass through stages of our lives, from birth through
  adulthood, to great age and wisdom. You have already seen how a dragon is born. Now allow me to explain to you the
  other stages of our lives.
  Hatchling
  A newborn dragon is called a hatchling. It generally takes about a hundred years or so for a hatchling to be
  ready to emerge from its shell. Dragon eggs have very strong shells, not like the delicate eggs of birds or even t’skrang.
  The tough outer shell can resist even blows from a sword, much like a dragon’s armored hide. Indeed, both shell and
  scale are formed of the same material. The production of the tough eggshells is what most depletes the female during her
  egg-laying time. When the hatchling is ready, it uses its dragon breath (a natural ability possessed even in the shell) to
  weaken the shell from within. This quickly heats the inside of the shell to great temperatures, so once it has begun to try
  to break out of the shell, the hatchling must be successful or else it will die, cooked alive within its shell. Such
  unfortunates—along with eggs that are not successfully fertilized—are eaten by the guardian dragon in the Ritual of the
  Quintessent Feast, taking into ourselves the substance of life unfulfilled and gaining, perhaps, some small part of the
  uniqueness that has been lost.
  You’re looking a touch pale, Tiabdjin. Do you require anything? Something to eat perhaps? No? Very well, then.
  Once the hatchling has broken out of the shell, its guardian greets it. We use dragonspeech to welcome the new
  life into the world and to impress our guardianship upon it. For that moment on, the hatchling knows its sire as its
  mentor and protector. [For information on dragonspeech, consult the section On the Many Types of Communication.]
  During the first few years of their lives, hatchlings learn the basics of flight, as well as how to hunt and survive.
  Upon reaching the age of 20 years, they begin to learn the basics of understanding and using their magical heritage,
  including such abilities as dragon breath and spellcasting. I always feel a sense of pride in watching a hatchling char its
  prey for the first time. The Rite of the Second Fire celebrates this time and reminds the hatchling of the trial by fire it
  survived to come into this world.
  
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  Book of Dragons: An Unpublished Earthdawn Sourcebook
  By the age of 50 years, a hatchling’s education moves beyond learning about its various powers and abilities, to
  include instruction concerning dragon society. Hatchlings are taught about our traditions and customs including mating,
  the use of Names, proper etiquette and all of the other Rites and Rituals we use. A hatchling can be allowed to speak in
  the presence of another dragon only after this time, lest some offense be given. It is rare for a hatchling even to be allowed
  in the presence of another dragon apart from its sire, of course, but it does happen from time to time.
  During the first 100 or so years of their lives, hatchlings live near their caregiver’s lair, and the range of their
  activities tends to be limited to within roughly 4 days walking (as measured by you small Name-givers) of the lair. They
  are allowed short flights to hunt and explore, but are carefully watched and spend much of their time being instructed
  and taught by their guardian. It is extremely rare for outsiders to encounter hatchlings during this time. We great dragons
  take care to prevent other Name-givers, and even other dragons, from encountering our hatchlings at such a young age.
  When hatchlings engage in activities outside the lair, their guardian is always close by. You may wish to ask your readers
  to keep this in mind, Tiabdjin, if the idea of attacking a hatchling should ever come into their minds.
  By the age of 100 years, hatchlings become much more self-reliant, able to strike out on their own for brief
  excursions. For the next 100 years, the hatchlings are encouraged to learn on their own, but still within the confines of
  their guardian’s territory. It is during this time that most young dragons begin to really develop their powers. Sometimes
  their youthful experimentation can get out of control, like the time when a hatchling under my care set a large area of the
  forest aflame. The other Name-givers in the area blamed me for the fire when they saw me flying overhead after
  retrieving the youngster and sending her back to my lair. As if I would set fire to an area of virgin forest for no reason! I
  tell you, this is how one gets an undeserved reputation.
  When hatchlings reach the age of 200 years, it comes time for them to leave the care of their guardian and strike
  out on their own for a time. We perform the Rite of Separation at that time, and the hatchling is left on its own to begin
  the next, brutal, and thankfully briefest, stage of its life.
  Adolescent
  In reading works from the Great Library of Throal and speaking with many Name-givers, I have noticed
  something else dragons have in common with the Young Races. There comes a time in the life of every young Name-
  giver, somewhere between childhood and adulthood, when the forces of natural growth become even more rapid and
  seem to overwhelm the Name-giver’s reason, turning the child into an irrational, irritable and most unreasonable
  creature, neither child nor adult. You call them adolescents, which is the Name I shall use here.
  A dragon adolescent is as far beyond an adolescent of your kind as a dragon adult is beyond an adult of the
  Young Races—which is to say, a great deal. While you might find your adolescents irrational and emotional, they are
  nothing compared to a young dragon on the verge of adulthood. It is a period of madness, when primal urges and drives
  take hold and send the youngling into a state where it is little more than a beast.
  When a young dragon reaches this stage, it secludes itself in the wilderness, sometimes close to the lair of its
  guardian but often quite far away. There it lives, occasionally gathering with other adolescent dragons, for as long as a
  hundred years, hunting and sleeping, its thoughts (if such they can be called) consumed with nothing more than the need
  to survive. Adolescent dragons are just as territorial as adults, perhaps even more so. They also lack the reason and
  etiquette necessary to settle their disputes properly, so they often find themselves locked in struggles to the death with
  other young dragons, even their own egg-mates. As many as two-thirds of them will die in these struggles. Few survive
  to pass on to the next stage.
  In fact, it is not unknown for young dragons to attack even an adult dragon who threatens their territory. While
  a single youngling is no match for the might of an adult, a flock of them can bring one down, which is reason enough for
  us to give our adolescents a wide berth. None of us has any wish to kill our own young unless we are forced to.
  Fortunately for other Name-givers, an adolescent dragon has not yet come into its full powers or mature state.
  These creatures lose the use all of the magic they learned as hatchlings, blotted out by their savage drives, and have only
  an animal cunning to aid them. They still have their strong scales, sharp teeth and powerful talons, capable of rending
  any Name-giver to bits. It is also at this time that the young dragon’s venom begins to flow. The sting of its tail can bring a
  painful death and young dragons learn to use their venom against prey at this time.
  Your pardon, master, but I noticed that the hatchling had only a pair of wings and hindlimbs, but no forelimbs as adult
  dragons do. How does a creature like a hatchling become so different as an adult?
  Patience, Tiabdjin, patience. I am coming to that stage, which comes immediately following adolescence.
  Then an adolescent dragon appears much like a hatchling, only larger, with a poisonous tail barb?
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  11
  Yes…
  Then they appear much like wyverns, do they not?
  I did not say so! Why, I never said anything of the sort!
  But Master Vasdenjas...
  Silence! Wyverns are not dragons! They never have been, and they never shall be. You will not speak of this
  again! How dare you! Get out, get out of my sight!
  [It was at this point that I withdrew, quite fearful for my life. Never before had I seen Vasdenjas so angry, even when he
  learned of my publishing the story of his brother Vestrivan in the Creatures of Barsaive tome in the Great Library. I retreated outside
  the dragon’s lair and it was some time before the Master of Secrets calmed down and invited me back into his presence. He apologized
  for his outburst and asked that the whole matter be forgotten. I never did get an answer to my question, however, and I have thought
  the better of raising it again.]
  Metamorphosis
  The time of adolescence is fortunately the shortest in a dragon’s life, lasting only 50 to 100 years or so. When it is
  done, the madness that gripped the young dragon begins to lift from its mind and it is generally drawn back to the place
  of its birth and raising, there to begin the great Rite of Change that will begin its journey to its adult form and status.
  The young dragon enters the realm of astral space like a bird returning to the forest where it was born. There it
  uses magic to weave a cocoon of astral threads around itself where it will sleep and undergo the transformation. These
  cocoons exist only in astral space, and cannot be seen or detected from the physical world. It is during this time that the
  dragon’s True Pattern changes and its body changes as well, taking on the adult form that is familiar to the Young Races
  of Barsaive.
  The Horrors’ corruption of astral space during the Scourge poses a serious threat to young dragons undergoing
  The Rite of Change. For this reason, the astral cocoons are nearly always located in astral space high above the ground,
  usually near the lair of the young dragons’ guardian so they can be watched and protected from any harm. Astral regions
  polluted by the Horrors are no more suitable for the Rite of Change than waters fouled by pollution are suited to the
  birthing of fish.
  Master?
  Yes, Tiabdjin?
  Please forgive this humble inquiry, but the cocoons you describe sound similar to legends of Verjigorm, the Great Hunter,
  trapping dragons within astral cocoons. [I am sure I flinched a bit, waiting for a rebuke, or worse, a blow for my question. I thank
  Mynbruje that neither came, only a deep sigh from the Master of Secrets.]
  The cocoons of the Great Hunter are in no way related to those of the Rite of Change. Rumors and legends
  linking the two are nothing but fabrication and unwarranted assumption by less learned minds. The Rite is entirely
  natural and normal for my kind, while the… other practice is a foul and unnatural abomination. Now, let us continue.
  Once a young dragon is safely ensconced in its cocoon, it remains in astral space for some five to ten years while
  the transformation takes place. The youngling’s Pattern slowly changes, causing changes in the physical body as well.
  When the time is right, the new adult dragon emerges into the world to take its Name.
  Adult (Named)
  The Rite of Emergence is one of the most important in a dragon’s life. It is when a young dragon, after centuries
  of learning, preparation and survival, takes on a Name and becomes an adult. You see, until a dragon reaches the time of
  Emergence, it has no Name. Hatchlings and adolescents are Nameless; we do not Name our young as other Name-givers
  do, imposing a Name on a child without its knowledge or consent. We Name ourselves upon becoming adults. Your
  people are Name-givers, but mine are Name-takers and Name-makers as well.
  Excuse me Master, but if young dragons have no Name, how are you able to communicate with them or identify one young
  dragon from a group?
  Why do you insist that something have a Name in order for it to be identified? Are Names truly necessary for
  communication? To answer your question, it is through dragonspeech, we are able to communicate with our young, in
  ways far more efficient and effective than mere speech. Tiabdjin, though you are indeed a most learned scholar, there are
  time when you think entirely too much like a dwarf. May I continue? Thank you.
  
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  Book of Dragons: An Unpublished Earthdawn Sourcebook
  When the new dragon Emerges from the cocoon, it has the form known to the Young Races. Nearly all Name-
  giver descriptions of the various types of dragons I have heard and read are based on the adult form, and only a very few
  members of the Young Races besides yourself have ever seen a dragon hatchling.
  The Emergence of a new dragon is a time of great pride for the dragon’s former guardian. Like seeing the
  hatchling emerge from the egg, we watch the adult come from its astral cocoon. There, the new dragon declares its Name
  for the first time, announcing itself to the world with a mighty roar. From that time on, the dragon is a member of our
  society and no longer a ward of its guardian great dragon.
  The new adult will first seek a domain to claim as its own, and set up a lair. Each of us requires a large area in
  which to hunt, and we are territorial by nature, defending our domains fiercely. Many dragons find unclaimed areas and
  make them their own, while others will seek out another dragon and conduct a Ritual of Challenge to take its lair. Many
  young dragons die in this way, fighting for control of territory.
  Once comfortable in a lair, dragons settle into a life of contemplation and development. During adulthood we
  refine our mastery of the magical arts and our own natural abilities, advance our knowledge of the world and begin to
  gather and collect mementos and keepsakes to remind us of our past in the years to come. Adulthood is also the time
  when we mate to produce young, beginning the Dance of New Life again to continue our kind.
  An adult dragon may continue in this way for thousands of years, longer than the entire history of your
  Kingdom, Tiabdjin. We live a very long time indeed, compared to the brief lives of you small folk. Even elves rarely live
  longer than it takes for one of us to grow from hatching to adulthood.
  Also, unlike the Young Races, dragons never stop growing. A new adult dragon is fairly small by our standards,
  perhaps half my own size. As the centuries pass, we continue to grow larger, stronger and more powerful where other
  Name-givers quickly reach their peak and start to become smaller and more feeble with each passing day. Not so for
  dragons. We grow in body, mind and spirit with the passage of the years; gaining in power, knowledge and, hopefully,
  wisdom.
  Eventually, if the dragon lives long enough, it grows sufficiently to reach the last stage of life, becoming a great
  dragon.
  Great Dragon
  We great dragons are the elders of our kind. It takes a long time for an adult dragon to become great, some 2,000
  years. Most dragons never accumulate enough power and wisdom to survive long enough to become great dragons.
  Perhaps one in every four makes it this far. The others are slain by Horrors, dragon-hunters or even other dragons, or else
  fall victim to their own poor judgment and die in accidents or similar misfortunes. It is for these reasons that we great
  dragons are so rare. Indeed, in all of Barsaive there have never been more than a dozen great dragons at any one time,
  and I dare say there never will be.
  Your Great Library has numerous tales and legends of the Rites we must undergo to become great dragons. I
  have read them all with considerable amusement and shared them with many of my fellow great dragons. They found
  the accounts as insightful as I did, although not all found them as humorous.
  Great dragons are above the concerns of our younger relations. It is our duty and privilege to guide our race. We
  are the guardians of the past and the future. We are keepers of lore, history, tradition and custom from throughout our
  ancient past. We are also the caretakers of the eggs and the hatchlings that ensure the future of our kind. We understand
  the flow of time and the eternal march of history better than any other creature because we have seen it all pass before us.
  It falls on us to use our wisdom and experience to guide our race through the dangerous waters of time. We
  always strive to learn from the mistakes of the past, so we will not be doomed to repeat them in the future.
  On the Rites of Death
  All things die in their time. Even among dragons Death is not a stranger. Most of the eggs you saw in my Egg
  Chamber will not survive. Of the hatchlings that will come forth, many will die. Many more will be lost as adolescents
  and only a tiny fraction will speak their Names and become adults. Perhaps there is even a single future great dragon or
  two among those lives in my care, one to take its place among the eldest of our kind. Who can say?
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  13
  We dragons know death well. We are hunters and predators at heart. No amount of lore or learning can change
  that. We hunt and kill to survive, and I know of no dragon, no matter how old, whose heart does not quicken at the thrill
  of pursuing prey.
  The death of a great dragon is a sad event for us all. There are very few of us, and the loss of any dragon
  diminishes us all. We perform the Rites of Death for all great dragons, and for notable adults who have fallen. It is one of
  the few occasions when we put aside our territorial nature and gather together in a single place.
  The Rites of Death are many, including the Dance for the Fallen and the Rite of Succession. The Dance is
  performed in the air above the fallen dragon’s lair or place of death. It honors the life of the fallen as each dragon
  expresses their thoughts, feelings and memories through the movements of the Dance. It is a time to put aside all
  differences in the face of Death.
  The Rite of Succession is an altogether different matter. Dragon custom dictates that the strongest and most
  worthy should inherit the possessions and domain of the fallen. Often, it is clear who the successor should be. The Rite
  determines matters in cases where it is not clear. It is a ritual combat to decide who among the gathered dragons has the
  greatest right to Succeed the fallen and claim what was once theirs. The Rite is rarely to the death, but again, we are
  competitive creatures, and willing to struggle until the very end.
  After the successor has been chosen, he or she conducts the Ritual of the Cleansing Fire. The remains of the fallen
  are burned in dragon breath until only ashes remain, to be taken by the winds and the Earth, returning the fallen to the
  elements from which we spring. It is unfit to leave the body of any dragon to simply rot and be torn apart by scavengers.
  The Cleansing Fire sends the light and smoke to tell all Name-givers that a great event has taken place, that a great
  dragon has died.
  Of Culture Most Polite & Complex
  Of Culture Most Polite & Complex
  We dragons are creatures of passion, capable of extreme temper and savagery. Our traditions, rituals and
  customs are like a complex web of incredibly fine spider silk that holds those primal urges in check. They are the means
  by which we survive and keep conflict among ourselves to a minimum. They serve as a reminder of who and what we are
  in this world.
  There was a time when this was not so. In the beginning, when the world was young and dragons first flew in
  the skies, when the Young Races had not even laid the first stone of their first nation, we were without the culture we
  have today. Dragons were little more than savages, more like mindless adolescents than civilized adults. Our hearts ruled
  our minds, and our great intellects were focused on our rivalries and warfare. We fought amongst ourselves and with any
  other creature that challenged us. In those battles many dragons died, and the Earth shook from the fury of our conflict.
  Then came the great dragon Logolas, the Lawgiver. He was one of the first great dragons, a wily and intelligent
  creature who survived using his superior wit rather than his brute strength. Logolas had a vision in which dragons
  turned their fierce cunning towards constructive, rather than destructive, ends, and he worked to spread that vision to
  other dragons. He was able to convince two of his fellow great dragons to meet with him, setting certain rules for the
  meeting and binding them with a powerful Oath—the very first Rite of Greeting among dragons.
  The results of the meeting spread like dragonfire. Logolas and his allies began to create Rites and Rituals to
  overcome our natural aggressive and territorial tendencies. These allowed them to work together to achieve common
  goals, and to resolve disputes without the death of one of the parties involved. In time, other dragons began to realize the
  benefits and to see the wisdom in the Rites and Rituals Logolas and the others created. If the dragons were able to adopt
  to this new culture of cooperation, they gained numerous allies, a form of relationship without precedent among our
  kind. If they continued on their own, they risked the wrath of more than one enemy. To attack one member of the new
  society was considered a crime—another new concept—something the society as a whole could act to punish.
  From those early beginnings the greatness of dragon culture flowered. Reason came to rule emotion, and we
  found our powers virtually limitless when focused and no longer distracted by war. Our newfound cooperation allowed
  us to work together to achieve great a pinnacle of civilization as yet unrivaled throughout history. Our society also
  instilled a great pride in all dragons across the world, a loftiness which ultimately proved disastrous. But like so many
  other races, we’ve come to learn from our mistakes.
  [Vasdenjas refused to elaborate on the above statement, saying only “it is best to let some things be the mysteries that they
  are.” Much of what he related here and elsewhere in this volume supports legends of an Age of Dragons long ago, when dragon
  civilization was at its peak and dominated the world. What became of this great civilization we can only guess.]
  
  14
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  On Proper Etiquette
  Among dragons, proper behavior is most important. Without the support of our customs and codes of conduct,
  our society, like any other, would crumble into chaos and neverending conflict. It is the rituals we observe that allow us to
  live in relative peace and harmony.
  Dragons are creatures of ritual. We have rituals for everything: meeting, parting, cooperation, disagreement,
  mating, birth, death, transformation and communication. Every aspect of life where we interact with another of our kind
  is governed by some kind of ritual, telling us how we should behave and telling others what they can expect of us. To not
  follow proper etiquette is a serious offense among my kind, and often leads to conflict and struggles to the death when
  our predator nature comes to the fore.
  For example, if you wished to visit a friend in one of the inner cities of Throal, you would go to your friend’s
  home and knock on their door. They would answer and invite you in, perhaps offer you some refreshment, and you
  would talk of things of importance to you. You would not enter someone else’s home uninvited, or abuse their
  hospitality, without risk of offending them.
  If I wished to visit one of my fellow dragons, I would travel to their lair and perform a Rite of Honored Greeting
  (of which there are several). The specific Rite of Honored Greeting I would perform would depend on the status of the
  host, of course. To do otherwise would be considered a challenge to that dragon’s domain, a challenge he or she would be
  required to answer, or else appear weak. A Rite of Challenge is a serious affair, since it may result in the death of one of
  the challengers.
  If the other dragon did not wish the confrontation, and I can hardly think of any dragon who would wish to
  Challenge me, he could choose to perform the Ritual of Humble Veneration, assuming the Second Posture of Formal
  Regard and thereby acknowledging my superior strength, avoiding the need for a challenge.
  Once mutual goodwill is established, it is considered proper to conduct affairs promptly. We do not concern
  ourselves with the chatter you small folk seem to love so dearly. No words are wasted on unnecessary conversation
  between dragons. Our rituals ensure precision in both speech and action. They provide a dependable medium for the
  exchange of ideas, resources and news among dragons while keeping our conflicts controlled.
  [While Vasdenjas speaks of promptness and brevity here, I also learned that some dragon rituals take many hours or even
  days to perform. Readers should keep in mind that the meaning of “prompt” is different for creatures who measure their lives in many
  centuries.]
  Master Vasdenjas, before you go on, I have a question.
  Of course you do Tiabdjin, it seems to be your way concerning this work.
  I understand that the Rites and Rituals that you use are passed from a great dragon sire to the young, but do you have
  among your kind a dragon who maintains the dragons’ traditions, etiquette and protocol? For that matter, do you have archivists of
  any sort, to record and maintain the history of your kind?
  Actually, yes we have those among us who are responsible for both these duties. For though young dragons are
  taught both the history and the Rites and Rituals of dragonkind, events in our past have shown us the wisdom of
  maintaining and recording both the customs of our kind, and what you might refer to as a written history of our kind.
  Among the dragons of a given region there is chosen one who is known as the Loremaster. This is the dragon who
  ensures that proper Ritual and tradition is adhered to at dragon gatherings, and is also the dragon responsible for
  recording the history of the dragons of his region, and for ensuring that our history is maintained even after his death.
  Gatherings? Under what conditions or circumstance do dragons gather?
  Suffice to say that on occasion there are times, only a scant few in this most recent age of magic I might add,
  when events require the gathering of great dragons, in order that a course of action or actions be discussed and agreed
  upon. We refer to these gatherings as Councils, and they are a most serious matter among dragons. Councils are not
  convened casually, nor are the issues discussed at Council to be dismissed. To ignore or disobey the edicts of a great
  dragon Council is among the most serious of crimes among my kind.
  What would be the penalty for disobeying the edicts of a great dragon Council? Has there ever been a case of a dragon who
  did so?
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  15
  I expected you’d ask this. The penalty is harsh indeed, though I will spare you the specifics. There are some
  secrets which should remain so. As to your second question, only once has a great dragon defied its fellows, and that
  dragon has paid a terrible price indeed.
  Has paid? But… ?
  No more questions my friend. I’ve said more than I should already. Let us move on before you ask the many
  questions I know you have in your mind, as I cannot answer them.
  On the Importance of Names
  Anyone in Barsaive knows that Names are important. The ability to Name and use Names is what makes us
  Name-givers, after all. For dragons, Names are particularly important. Since we Name ourselves, rather than being
  Named by our parents or guardians, we understand the power and value Names have. To know something’s Name is
  power, to Name something is an even greater power.
  Dragons have many Names. For example, I am Vasdenjas. I am also the Master of Secrets, the Terrible, the Eater
  of Cities, the Master of Mount Wyrmspire, and many other things. Those Names all describe me and who I am. Some are
  more accurate than others, perhaps, but all of them are mine. As a dragon goes through life, he accumulates Names. The
  more Names a dragon has, the older and more powerful he tends to be.
  Because we have and use so many Names, we dragons also have rules and rituals about which Names we use in
  which situations. For example, another dragon—hatchling, adolescent, adult or even great—does not address a great
  dragon by his chosen Name. Such is considered a grave insult. Dragons address great dragons by other Names to show
  their respect. We great dragons even use these other Names when speaking of a great dragon to other Name-givers. To do
  otherwise is considered the same thing as addressing a great dragon by his chosen Name. Conversely, other Name-givers
  must address us by our chosen Name or a proper title, since to use the same Name that other dragons do in addressing us
  would be to suggest an equality with other dragons, a breech of etiquette that could get someone eaten.
  The improper use of titles can be trouble for even a Name-giver. I know of one rather foolish diplomat from
  Travar who met with Firedancer, an adult dragon dwelling in the Dragon Mountains, regarding the passage of airships
  over his domain. In an effort to be polite, the diplomat began “We ask you, O Great Dragon.” Firedancer was quite
  offended that the diplomat should address him by a title he had not earned (being a relatively young adult). He perceived
  it as a mocking insult, suggesting he was inferior, so he ate the diplomat in a fit of pique (younglings can often be quite
  emotional). It was some time before Travar chose to send another envoy, and Firedancer found himself fending off
  dragon-slayers and champions from Travar for several years.
  As a general rule, if you are uncertain how to address a dragon (either because you do not know its Name or are
  confused, as small folk often are) it is always proper to use “noble dragon.” I do not recommend addressing a dragon by
  Name unless it gives you leave to do so. Improper familiarity may insult dragons more sensitive to matters of protocol.
  Master, I have a question about this subject.
  Yes, what is it Tiabdjin?
  Why do some dragon Names, such as Mountainshadow or Icewing, seem to be taken from Throalic, while others, such as
  your own Name, are far more exotic and unusual?
  An excellent question, but alas, one that is not so easily answered. As I’ve told you, dragons Name themselves
  upon reaching adulthood. However, there are no rules or standards by which dragons choose their Names. All I can tell
  you is that dragons who choose what you refer to as more exotic names, such as myself, most often take Names from the
  dragon language (yes we have one, though we don’t find much use for it save for the most formal of occasions), while the
  “Throalic” Names, as you call them, are likely chosen to inspire the very images that the Names you mentioned instill
  when you hear them.
  On the Many Types of Communication
  You have asked many questions about our language, Tiabdjin, and I would like to answer them, but first you
  must understand that dragons use means of communicating other than simple speech and written words. Our
  “language,” if such it may be called, is far more complex and subtle than any Name-giver tongue.
  
  16
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  Speech
  Dragons can speak, of course, or else I would not be talking to you now. We learned to master the languages
  spoken by the Young Races long ago, including Throalic, Sperethiel, trollish, orkish, and even the t’skrang’s tongue. I
  myself speak more than fifty Name-giver languages, including some belonging to civilizations that were dust before
  Death’s Sea was fire. With our keen minds and magical power, learning and speaking a new language is a simple matter.
  In fact, I know some dragons who collect languages as often as they do new items for their hoards.
  We consider it polite to speak to other Name-givers in their own tongue, and so we learn your languages, even
  though they are not our natural method of communicating. Our natural magic allows us to speak aloud, but the dragon
  mouth, tongue and throat were not designed for the use of your words. For us, the mouth is better used as a place to put
  food or produce fire. We have natural vocalizations of our own, but they are usually limited to hunting, battle and
  mating. Primal sounds to convey primal emotions. Not proper things used to convey thoughts or ideas.
  Dance and Gesture
  The most basic component of our own language is the subtle communication of movement. You small folk have
  some crude similarity in using gestures when you speak. You nod your heads to indicate agreement, or lift your
  shoulders and furrow your brows to show confusion. Many Name-givers gesture vaguely with their hands while they
  speak, a muddled and distracting habit, I must say.
  Movement is very important in communication among dragons. How we stand, the position of the head, the
  motion of talons, wings and tail, all of these things speak volumes about our mood, our intent and our thoughts. Dragons
  are taught proper posture and movement from the time they are hatchlings. There are hundreds of different Poses and
  Postures used to communicate different attitudes. The Postures of Formal Regard demonstrate respect, for example. The
  Pose of Aggression, with wings spread wide and head held high, shows anger and forcefulness. It is quite similar to the
  Pose of Command, except the wings are held closer in the latter. Nearly every movement we make has meaning to us.
  Even more complex than our many gestures are our Dances. A Dance makes use of the basic Poses and Postures,
  combining them in a flowing display, much as you combine spoken words to make phrases, sentences and whole stories.
  A Dance tells a story, with traditional forms used for different purposes. The Dance of New Life honors the act of mating
  and tells of the power of passion and creation. The Dance for the Fallen speaks of the life of a dragon who has died and
  honors their spirit. Most of our dances are best performed in the air, allowing for the greatest freedom of movement. If
  you are ever fortunate enough to see a dragon’s dance, Tiabdjin, I advise you to take the opportunity. There are fewer
  things in this world more beautiful or graceful.
  Dragonspeech
  Even with its significance and importance, movement is only the first part of our true language. The other is the
  power of dragonspeech. Our minds are more in touch with the forces of astral space and with the ebb and flow of all
  living things. This allows us to send out our thoughts with our minds like you send out words with your lips and tongue.
  Like this.
  [It was only then that I realized the Master of Secrets had fallen silent while speaking to me. I heard his voice, not with my
  ears, but with my mind. It is almost impossible to describe, like an illusion or phantom of a voice speaking from within you. It is a
  most disturbing sensation at first, which is why dragons tend not to use dragonspeech with other Name-givers, so as not to unsettle
  them.]
  Dragonspeech allows us to communicate with each other with more than simple words. We can also speak in
  thoughts, images and ideas. Spoken language is crude and imprecise by comparison. You can place multiple meanings in
  words, and your poets and artists amuse themselves with double entendres and word games, but we can describe
  multiple layers of thought and meaning in an instant through our own form of communication. Combining movement
  and dragonspeech allows us to describe an entire experience or concept quickly, clearly and easily.
  The power of dragonspeech is used from a very young age to begin educating our hatchlings, and is another
  important role of the guardian. Great dragons are the experienced elders of dragonkind. Using dragonspeech, it is
  possible for us to pass on our wisdom and knowledge directly without needing to try to express the customs and
  traditions of millennia in words. It would take more volumes than your entire Great Library to hold such knowledge. I
  often think this vastness of our own language is the reason why dragons are so adept with Names. We see the deeper
  meaning of a Name all at once, understanding, experiencing the whole of it rather than breaking it into word, sound and
  meaning.
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  17
  In general we prefer to use dragonspeech among ourselves because it is less cumbersome than spoken language.
  So many of the concepts of our language cannot be conveyed by the spoken word, so it is nearly impossible to learn to
  “speak dragon,” as so many scholars have attempted. Parts of our language can be written down or translated into
  spoken words, but many concepts can be expressed only through thought and movement.
  Dragonspeech also has the advantage of being silent, allowing us to communicate with each other without fear
  of being overheard. If you see two dragons engaged in a whirling aerial dance, they may be carrying on an entire
  conversation using their thoughts and their motions without anyone the wiser.
  Normally, dragonspeech is only the projection of thought; one mind sending its ideas into another. However,
  many of us learn to listen as well as speak with our minds. Yes, this allows us to see into the minds of others, Tiabdjin,
  and know their thoughts and memories. What? No, I didn’t do it just then. For the most part, you Young Races are open
  books to anyone with an observant eye. It didn’t take the power of dragonspeech to know what your next question was
  going to be. Our knowledge of movement and gesture alone is generally enough to read the intent of any creature clearly.
  Still, there are dragons skilled enough in the use of dragonspeech to pluck thoughts from your mind as easily as
  you might pluck a single flower from a hillside. We have learned a great deal about other Name-givers in this way; seeing
  the world as they do, knowing what they know. This experience has inspired many ideas and experiments among my
  kind, some more successful than others.
  Writing
  Like speech, we have learned and mastered the many systems of writing used by the Young Races. I can read
  any of the books in your Great Library, and I have enjoyed many of the obscure volumes you have collected over the
  years. I find books a fascinating idea. They are so small and fragile, but they contain a certain artistry I find compelling.
  Other Name-givers have spoken of the pleasure of holding and reading a fine book, and I confess a certain understanding
  of the sensation.
  We ourselves do not create books; they are generally too small, and our talons can make neither paper nor ink.
  On rare occasion we write on parchment, but usually with the help of a scribe (such as yourself Tiabdjin). Additionally,
  we do sometimes scribe symbols and runes derived from our movements and dances onto surfaces like stone or metal to
  serve as messages to others, but such things are rare. As with dragonspeech, our natural form for storing information
  goes far beyond simple writing.
  Memory Crystals
  To record important knowledge, we dragons use magically prepared pieces of living crystal we call memory
  crystals. The crystalline structure of living crystal serves to capture and hold the thoughts, memories, images and ideas
  projected into it, freezing them like an insect caught in a piece of amber, maintained as they are, unchanging with the
  passage of time. Once such information has been placed within a memory crystal, dragonspeech can be used to retrieve
  the wisdom placed within the crystal. In this way we preserve important knowledge so it is not lost.
  Small memory crystals, no larger than the tip of one of my talons, perhaps large enough to fit in the hand of a
  dwarf such as yourself, can hold only a single message or piece of complex information; we would use them to send
  messages and correspondence to others. Larger crystals contain correspondingly greater amounts of information. Some
  memory crystals are as large as you, my dwarf friend, or even larger.
  Memory crystals can take many forms. Some are rough-faceted and unworked, while others are shaped by skill
  and magic into works of arts. Many of the jewels you see in my own hoard are more than pretty baubles, they are
  memory crystals containing dragon lore older than your nation, or any nation of this Age. To those of you foolish enough
  to consider looting a dragons lair, beware, the beautiful gemstones you set your greedy gaze upon may contain treasures
  beyond your feeble imagination, and may carry with them the retribution of all of my kind.
  [I inquired about the similarity between memory crystals and the message stones we use to carry messages. Vasdenjas gave
  a rumbling chuckle and told me that memory crystals were far different from simple message stones. The stones use elemental air to
  trap sounds, like the sound of a voice, and simply repeat the sounds at a later time. Memory crystals trap thought and memory itself.
  The knowledge in a crystal is only accessible through the power of dragonspeech, although the Master of Secrets did concede that other
  magic might theoretically be able to retrieve information from a memory crystal.]
  
  18
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  On Dragon History & Beliefs
  As you have already seen, our lives are long and we have much time to contemplate the mysteries of life. This
  has led dragonkind to develop an awareness of the nature of the Universe and our role in it unrivaled by the Young
  Races. The full body of dragon understanding and knowledge is vast, enough to fill many large memory crystals. Since I
  know the impatient nature of you Young Races, Tiabdjin, I shall keep my comments on the fascinating and complex
  tapestry of our beliefs simple and brief.
  The Origin of the World
  [This tale is similar to the origin of dragonkind told by Icewing in the Horrors collection. I note that the Master of Secrets
  spoke the Name of the Great Hunter with considerable trepidation and did not wish to elaborate further.]
  Dragons were the first Name-givers, indeed the first creatures to understand the power of Names. When we
  appeared, long, long ago, we gave Names to ourselves, separating us from the Nameless and formless mass of the world.
  It was a very different world then, a world of darkness, pain and suffering. Black clouds blotted out the sky and the land
  was covered in foul mists, the waters dark and bubbling. It was into this world that the First Named came.
  It was the Age of the Dark One, the sole creature that lived in the world. Then it had no Name as we know it. It
  simply was, a creature of unimaginable foulness and corruption. The Dark One created spawn, called horoi, in its image,
  creatures of darkness and endless hunger that fought battles on the land, in the sea and in the sky above the world for
  their master’s amusement. The Dark One reveled in the slaughter and the rivers were filled with the toxic ichor of the
  slain horoi.
  In time, the Dark One gave rise to a horoi that was not like all others. It possessed a spark, a vital essence no
  other creature had. Instead of joining in endless battle, the horoi fled to a distant part of the world the Dark One and its
  minions had not touched. There it Named itself and became Nightslayer, the First Named.
  Nightslayer stood on a rocky pinnacle overlooking a great ocean and was overcome with joy at the beauty of the
  world. Nine tears fell from its eye and became creatures where they splashed upon the Earth. The first of those creatures
  was the First Dragon, Dayheart, who proudly proclaimed her Name. The others did not have Names of their own, so
  Nightslayer gave them Names. They became the progenitors of the Young Races, who even now lack the ability to Name
  themselves and must be given Names by others.
  When the Dark One discovered what Nightslayer had done, it grew furious. It raged and brought forth armies of
  horoi to kill Nightslayer and its new creations. But the First Named stood strong against the onslaught. With the power of
  Naming, it forced the horoi and the Dark One to flee from the world into the depths of the netherworlds. The Dark One
  swore that day, “I will hunt your children for the rest of time. I will slay every last one of them, and my minions will feed
  on their pain and terror. But I will not give the mercy of death to your favorite—the Dragon, the one you created in your
  image. As you betrayed me, the children of the Dragon’s line will betray you. I will corrupt them, twist their souls and
  make them my own. Then I will return and reign over all the world.”
  The Dark One fled, hurling a ball of fire at Nightslayer as it departed. The First Named gathered its children
  under the protection of its mighty wings. There was a sound like a thousand roars. The earth and sky trembled and a
  great cloud filled the sky. When the rumbling stopped, Nightslayer’s children lived, but the First Named was no more.
  They gathered by its great head and mourned its passing, honoring the sacrifice of Nightslayer so that its children might
  live. Since that earliest time, all dragons are consumed by fire in death, echoing the sacrifice of the First Named for us.
  In time, the children of Dayheart, the First Dragon, grew many and strong. They learned the secrets of threads
  and patterns and gained wisdom in the ways of the world far beyond that of the short-lived Young Races. They laid the
  foundations for our civilization that continues to this very day, and we wait for the return of the Dark One, the Great
  Hunter, Named Verjigorm.
  The Role of Dragons
  If you were to ask one of your kind what reason dragons have to exist, they would likely answer that we exist to
  terrorize you little folk and to provide heroes with enemies to hunt and slay so they may have songs written of their
  glorious deeds. Despite the millennia we have existed alongside the Young Races, most of you still do not understand the
  importance of dragons in the scheme of things. I hope this document can correct those misconceptions.
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  19
  As the oldest of all Name-givers, we are living history, a link to the past. We understand the complex nature of
  astral space and the warp and weft of the tapestry of fate. It is our burden to understand all of these things and more. To
  understand, to watch, to learn and to gather experience as we gather treasures and trinkets. Yes, it is a heavy burden.
  Much as a parent watches over a growing child, so do we watch the progress of the Young Races, as you stumble
  through your first steps toward civilization, towards an understanding of the world and its mysteries. And like that
  experienced parent, we can guide, we can test and we can strengthen you through our wisdom, but we cannot walk the
  path with you. A child must be allowed to fall many times before it learns to walk, or to fly. So do your people fall into
  war, upheaval, and folly. The orks say “tell me and I hear a tale, show me and I see a vision, fight me and I have an
  experience.” Such is the way with all Young Races. We can tell you what we have learned, but you must experience
  things for yourselves before you truly understand.
  The Young Races have left the carefree time of childhood for the turbulent time of adolescence. Like all
  adolescents, you are belligerent, stubborn and willful. You do not heed the wisdom of your elders and you rebel against
  all that seems strange or confining to you. You make your own rules, you seek your own path. Sometimes you strike out
  against us. It is strange that the people of Throal consider themselves so superior for their abolishment of slavery, for their
  affirmation of the rights of all Name-givers, but no court in Throal would consider the murder of one of my kind a crime.
  Instead, it is a legend to be celebrated in song and story. Consider that when you next hear tales of a brave band of
  dragon-slayers.
  The Passions
  Oh, we dragons are not without passion, but not the Passions as you know them. We do not worship the things
  as the Young Races do. Name-givers call upon Thystonius for strength in physical endeavors, on Astendar for help in
  matters of love and even on Mynbruje to aid intellect and insight. We rely on no one but ourselves. It is understandable
  that the Young Races might wish to believe in something greater than they, powers they can entrust to aid and guide
  them. We have no such need. We acknowledge the power of the Passions, but we have seen Passions change many times
  over the years. If you could live to be as old as I, Tiabdjin—or any other dragon—then you would have a very different
  view of the Passions, I assure you.
  Strange, is it not, that Name-givers of the Young Races revere the power of the Passions, look to them for
  strength, guidance and wisdom, but at the same time turn away in fear from the same qualities in dragons? Only an
  enlightened few (like your good self) seek us out with their questions rather than crowding the temples and praying in
  solitude. Perhaps because the Passions wear more comfortable masks. It is easier for Name-givers to seek what they need
  from beings cast in their own image than from creatures so different from them. No matter that I have looked upon the
  true faces of the Passions and can tell you with certainty that they are no more like you than I am, less so in fact. Perhaps
  because dragons do not seek your worship, our knowledge is considered less pure than the insights offered by unbound
  Passion. Who can truly say why you small folk do anything?
  If dragons can be said to worship anything, then we worship the Universe itself. We honor the beauty and
  majesty of all creation in our thoughts and our dances. We revere the primal mystery that gave life to all things, allowing
  us to live and experience. Some of my kind have said that the Universe is the only thing grand enough to awe even a
  dragon.
  On Relations with other Name-givers
  As you have seen, the relationship between dragonkind and the Young Races is not unlike that of a distant
  parent and wayward child. For the most part, we choose to remain uninvolved in the activities of the Young Races. We
  stay close to our own concerns and leave your affairs to you, and only when other Name-givers impinge upon our lives
  do we take action. That has been the way of things for longer than your nation has existed, and will continue for some
  time to come, unless something happens which requires our attention.
  In general, we dragons have few relations with the Young Races. Most of you small folk are too fragile, too short-
  lived and too impatient to appreciate the nuances of dragon culture, and far too many of you consider dragons nothing
  more than creatures to be slain or bowed to in abject fear. It is difficult to have a conversation with a Name-giver who is
  either cowering in terror or trying to hack you to pieces.
  On rare occasions we do find Name-givers (such as yourself) who are willing to converse with us, or to petition
  for aid or advice. I know many of my kind who have no interest in speaking with other Name-givers whatsoever. They
  live in isolation from the Young Races and consider them no more than an occasional light snack when there are no cattle
  
  20
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  or other food available. In their view, the Young Races are a waste of our time (although why they worry about the loss of
  a few days out of a life span such as ours is beyond me).
  There are some among us, such as Doll-Maker (known to you as Icewing) and myself, who view themselves as
  representatives of our kind to yours. We go out of our way to make out lairs accessible to those of you in need of our
  wisdom and insight. Be forewarned, however, our attention rarely comes without a price.
  So, conversations such as this one are exceedingly rare, as you might imagine. Only true seekers of knowledge
  and intelligent discourse seek us out and capture our attention as you have done, Tiabdjin. For that reason, we tend to
  deal more often with the Young Races given to scholarship and contemplation, such as you dwarfs or the obsidimen. The
  cultures of orks and trolls tend to be too violent and too wrapped up in their endless raiding and wars to consider us
  anything more than another enemy to fight. Windlings are often too flighty, and I sometimes wonder if humans will ever
  realize they are not the sole center of all creation. The t’skrang have had their dealing with my kind, and they understand
  some of what it is to be hatched. The elves I will speak of shortly.
  The Kingdom of Throal
  The Kingdom of Throal is the only great power of Barsaive to have significant dealings with dragonkind. In
  addition to myself and the great works I have bequeathed to the Library of Throal, the dwarf kingdom has had relations
  with my fellow great dragon Doll-Maker in the past, as well as crossed paths with Root Protector (known to you as
  Earthroot), the dragon-king of the Pale Ones, who lives in the subterranean depths of the Throal Mountains. And then, of
  course, there is young King Neden’s encounter with Far Scholar (known to you as Mountainshadow) in his childhood.
  Indeed, Throal seems to have attracted a great deal of attention from us in comparison to the other kingdoms of Barsaive.
  Before you or anyone else interprets this as some kind of special favor towards the dwarf kingdom, let me say
  that our dealings with Throal are not favoritism, nor biased in any way. For the most part, they simply stem from the fact
  that Throal is a great power in Barsaive, and one willing to entertain the notion of civilized dealings with my kind. The
  other nations and city-states of this land consider dragons a threat, but I believe Throal is beginning to recognize and
  understand our true nature. We are no threat to that which does not threaten us.
  The Blood Wood
  The elves of Blood Wood take every opportunity to slander dragons and express their distrust of us. They claim
  one of my kind, the great dragon Elfbane (known to you as Alamaise), was responsible for the death of their Queen
  Dallia. I will not dignify their tales and rumors with a response, except to say this: if the elves outside of the Elven Court
  could understand a tenth of what really happened to their Queen, and why, they would not be so quick to condemn us.
  The Blood Elves, especially, are hardly fit to pass judgment on any other Name-giver, given what they have
  done to themselves and their once-beautiful home. I prefer to have no dealing with them whatsoever. Swallowing one up
  is a painful proposition, at least without first roasting them so that their thorns turn to char. Even then, they are so riddled
  with corruption that they leave a foul aftertaste long after you swallow them, like a bitter root.
  The Theran Empire
  The dealings of dragonkind with the Theran Empire are well known. In the years before the Scourge, when the
  Therans spread the word of the coming Horrors, some dragons sought to offer our knowledge to aid the Young Races.
  The techniques we use for creating our lairs are not unlike those of the kaers offered by the Therans, although vastly
  superior. When we generously offered our help to the Young Races, how was it received? The Theran Empire began a
  program of persecution and execution against any dragon who tried to undermine their monopoly on protection against
  the Horrors. We were given no choice but to defend ourselves.
  After the first few Therans died, the Empire wisely chose to leave us alone. We, in turn, withdrew our offer of
  aid to the Young Races and allowed the Therans to go about their business. In the end, the separation and servitude the
  Empire forced on provinces such as Barsaive backfired. During the Scourge, Throal realized the folly of the Theran way
  and chose its own path, as have other places once loyal to the Empire. Now Thera tries to reunite their scattered Empire
  through the power of spell and sword. They have clearly learned nothing since their dealings with us long ago.
  Of the Theran Empire’s current game of brinkmanship in Barsaive, I shall say only this: the Empire discovered
  once what happens to those who challenge us. Let us hope they have learned their lesson.
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  21
  On Worship and Service
  There are those among the Young Races who recognize the ancient power and wisdom we possess. Some of
  these Name-givers choose to devote themselves to our service, helping to improve relations between us and the Young
  Races through their work. I have known many over the years, and they are devoted folk, although sometimes a bit too
  devoted.
  It is quite understandable, you see, that some Name-givers consider us objects of worship and veneration just as
  others consider us objects of fear. Reverence and dread are closely related, Tiabdjin. To please us, these Name-givers offer
  us devotion and service. We, in turn, can offer them our knowledge, our protection and a sense of purpose in life. Not all
  dragons choose to accept the supplication of others. Most of us prefer lives of solitude and to choose or make our own
  servants as needed.
  Others of my kind, however, thrive on the attention and love of the Young Races. Far Scholar, for example, came
  to the aid of many Name-givers before the Scourge, offering them shelter in his vast lair in the Dragon Mountains. The
  descendants of those people consider the great dragon their savior and treat him like one of the Passions; offering him
  homage and continued loyalty. Root Protector, a fellow great dragon, is the king of the Pale Ones, an extended tribe of
  t’skrang living in deep caves and underground rivers beneath the Throal Mountains. The presence of his small nation of
  t’skrang allows Root Protector to carry out his activities through many servants, and to have eyes and ears throughout his
  underground domain. For their part, the Pale Ones treat Root Protector as both king and patron Passion of their people.
  I have heard of other dragons who permit Name-givers to serve them. It is an ancient tradition, after all.
  Nevertheless, most dragons prefer solitude over the recreation of past glories.
  A Dragon’s Life
  A Dragon’s Life
  So, you ask, what is it that dragons do? I have told you of the grand scheme, of the cycle of life from birth
  onward, but what of the daily business of dragonkind? What things make up the routine of a dragon? Worthy questions,
  deserving of answers. Attend and you shall learn how we spend our time.
  Lairs
  The most important place to a dragon is her lair, much as the home of a Name-giver is central to his life. We
  spend much of our time in our lairs, and we try to make them as comfortable and pleasant as possible. The similarity with
  the homes of other Name-givers ends there. A dragon lair is as different from a simple dwarf stone house as is a t’skrang
  tower deep beneath the waters of the Serpent River, or the Palace of the Elf Queen, growing from the very trees of the
  Blood Wood.
  The most common type of lair used by dragons is a cave located high in the mountains. We dragons are
  creatures of flight, soaring high above the Earth, and we prefer our homes to be in suitably aerial environs. Some dragons
  prefer more earthly homes, like the depths of a dark forest or swamp, or even a subterranean den, but most of my kind
  live close to the sky.
  Mountain caves are well-suited to our needs for a number of reasons beyond this, however. They are dry and
  comfortably temperate, remaining cool in the heat of day and warm in the chill of night. The stone in many caves is worn
  smooth, making it pleasant to lie upon (although some rough spots are wonderful for scratching one’s scales against
  when they become dry and itchy).
  We do not require furnishings like you small folk—what chair could hold a dragon, after all? For us, the flat
  surfaces of our lair are enough to lie upon, and many dragons gather their belongings close for their repose, curling
  around a cool pile of metal and crystal.
  Likewise, we do not need most of the tools the Young Races surround themselves with. We eat our food raw, or
  sometimes prepare it first with dragon breath. The refuse is cast outside the lair, and serves as a warning to other
  predators (and Name-givers) not to approach too close without invitation. We get water from underground springs,
  mountain lakes and the power of our own magic as needed. We have no use for the other trinkets Name-givers fawn over
  except as suits our hoard, a topic I will explain shortly.
  Our inherent understanding and sensing of the astral world and its effects upon the material world allow us to
  choose our lairs with great care, ensuring a place safe from the taint of the Horrors, where we can work our magic freely. I
  am sad to say that such places have become increasingly rare since the Scourge. Only the dragon lairs which remained
  
  22
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  sealed throughout the Scourge have avoided any touch of corruption. New lairs are becoming harder to find, and young
  dragons have been known to fight for control of a prime lair, or even to settle for lairing in more questionable territory,
  restraining much of their magic to avoid the notice of the Horrors.
  A dragon’s lair is more than just a home, however. It is a place that, over time, becomes a part of us, like an
  extension of ourselves. We can sense the presence of unwanted visitors in our lairs just as you might feel a bug crawling
  across your skin. We also use magic to create various wards and traps to protect our lairs, just as many Name-giver
  magicians protected their kaers and shelters from the Horror during the Scourge. But whereas most traps Name-givers
  make are intended primarily to prevent entrance or to injure their victim, our traps also alert us to the presence of
  trespassers in our lairs. Any Name-giver who thinks to surprise a dragon in her lair is in for a rude awakening.
  Shal-Mora
  We spend most, in fact nearly all, of our time in our lairs in a state we call shal-mora. It has no translation in any
  other Name-giver language, but it has some similarities (albeit vague) to the state the obsidimen call “the Dreaming”
  among their own kind. It is a trance-state somewhere between sleep and deep thought, nearly indistinguishable from
  sleep to non-dragons. A dragon in shal-mora is at rest, usually curled up on the floor of its lair, and to most onlookers
  appears to be slumbering. In truth, dragons do not sleep or dream nearly often as the Young Races do, perhaps only once
  a month or so. The rest of the time, our minds are active in shal-mora.
  While in shal-mora we think and contemplate things—many, many things. Our long lives give us more
  memories than I suspect could even fit into the minds of the Young Races, so we always have something to think about or
  consider. The shal-mora shuts out minor distractions and worldly concerns, allowing us to focus inward and make the
  most use of our considerable mental faculties. It is not a complete ignorance of the outside world, however—quite the
  opposite. Shal-mora has the effect of opening up our consciousness and putting our minds in a state of hyper-awareness,
  so that thoughts and sensory input flow with increased speed. A dragon in shal-mora can rouse instantly at the first sign
  of trouble or an intruder in its lair. Many would-be dragon-slayers have taken the shal-mora to mean that dragons sleep
  constantly, and can therefore be taken unawares. They have learned their mistake when their prey surprised them with
  sudden wakefulness.
  Hunting & Eating
  Outside of our lairs, we dragons spend a good deal of our time hunting. As you might imagine, we require a
  great deal of food to sustain us, being so much larger than other Name-givers. Although we can create food magically
  when needed, most dragons prefer our food as fresh as possible. Several sheep or cattle can make a decent meal for a
  dragon, as can any number of succulent creatures like cave crabs or dyres, or even some horsemeat or mountain goat
  when the mood strikes.
  [At this moment, the Master of Secrets realized he was quite hungry and excused himself for a time to go hunting. He
  returned an hour or so later with a slightly charred ox clutched in his foreclaws, which he dropped on the floor of his lair and
  proceeded to tear into as he continued his narrative. Although he offered me a share of the meat, I politely refused; partially cooked beef
  has never been a favorite of mine.]
  Now, as I was saying, dragons are primarily meat-eaters. We eat greenery occasionally, to supplement our diet
  and aid in proper digestion, but our diet properly consists of prey. The type of animals eaten depends on the individual
  dragon’s taste, much as certain dwarfs may like mutton while others prefer chicken or turkey. I have known other
  dragons to eat the most disgusting or unpleasant things, such as saurals or sea snakes.
  Contrary to tales I have heard, dragons rarely eat members of the Young Races. It does happen from time to
  time, of course, but I know few if any dragons who regularly hunt other Name-givers for food. After all, it is far easier to
  hunt prey that doesn’t carry a grudge as you small folk do. A dragon who too often indulges in a meal of Name-givers
  quickly finds itself the target of endless would-be dragon-slayers, and can even bring the wrath of an entire nation down
  on its head. It’s altogether easier to stick to simple beasts and eat only those Name-givers foolish enough to violate one’s
  lair uninvited. This maintains good relations, and helps you small folk by weeding out the most stupid of your kind,
  hopefully before they’ve had an opportunity to breed. Personally, I find most other Name-givers only vaguely satisfying;
  t’skrang are too tough and salty, and eating orks tends to upset my stomach. Trolls are entirely too crunchy for my taste,
  and dwarfs… Tiabdjin, you are looking quite pale, are you well? Oh, I see, perhaps we should turn back to hunting, yes?
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  23
  The hunting territory of a dragon is considered part of the dragon’s domain. As you might imagine, we require a
  very large area in which to hunt. An individual dragon may claim an area of about a day’s flight from its lair (somewhere
  in the area of 4–6 days walking for most Name-givers by my calculations). Any intrusion into the territory of another
  dragon is considered a serious offense unless the visitor performs the proper Rites, such as the Rite of Visitation, and has
  business with the master of the domain.
  We hunt for a portion of each day. Usually we find a decent meal early or late in the day, and spend much of the
  remainder of the day resting in shal-mora while the food settles. During times when we are more active, such as while
  you and I have been working on this document, we eat smaller meals more frequently. This helps maintain a feeling of
  lightness and wakefulness.
  Correspondence
  We dragons are not as social as the Young Races; we do not build cities or habitations to live together. Once a
  young dragon leaves the care of its sire, it finds a lair of its own and has little direct contact with other dragons outside of
  mating. We value our solitude and prefer to keep conflicts between us to a minimum.
  Still, there are many reasons for a dragon to keep in touch with others. We have siblings, egg-mates and even
  friends among our own kind. Does that surprise you? Additionally, we exchange ideas, thoughts and news of importance
  to our fellow dragons.
  Most of this correspondence is not conducted in person. As I said, eye-to-eye meetings among my kind are rare,
  since they tend to cause struggles for dominance and provoke our predatory nature. Instead, we conduct our business
  through messengers, usually servants such as drakes or summoned spirits able to quickly carry messages across the great
  distance between our lairs. From time to time we entrust messages to other Name-givers, servants or hirelings, much like
  you might employ a courier to deliver something to a distant city.
  Short messages can be entrusted to the memory of a servant to deliver (drakes have excellent memories by
  design). Longer correspondence and important ideas are placed in memory crystals to be delivered to the other dragon or
  dragons. Only rarely do we make use of written documents as the Young Races do; such pages tend to be too
  cumbersome and fragile for our use. I remember—yes, yes, little one, I see you. What may I answer for you now?
  Drakes, Master?
  All good things in time, Tiabdjin. I’ll explain drakes later; suffice it to say for now that they are servants of
  dragons created in our own image.
  Hoarding
  In addition to hunting, and conducting business with our fellow dragons, another activity that takes up much of
  our time is hoarding. I use the term because it is common among your own scholars and legends, a more appropriate
  word for it might be “gathering” or “collecting.”
  You see, dragons are creatures with very long memories. Our lives may last longer than the history of one of
  your nations, and we have many experiences and times to remember. We hoard things of value to help remind us of the
  different stories and tales that make up our long lives. For example, the jeweled hilt you see sticking up over there is the
  Sword of Hallad the Bold, an ork warrior who lived in Cara Fahd long before the Scourge. He tried to slay me over some
  piddling quarrel involving some cattle and a nobleman’s daughter. I keep the sword as a reminder of our battle. He
  fought quite well, but underestimated me in the end, which is invariably fatal. Each of the other items here has a similar
  story.
  We also retain items such as memory crystals containing useful or valuable knowledge. I have even known some
  dragons to find and keep books and scrolls written by other Name-givers. Some make a habit of hoarding the bones of
  worthy enemies and prey, while others I know keep collections of certain kinds of metals, jewels, armor and other such
  things.
  If my hoard seems large to you, just think of the vast number of things you small folk accumulate over your
  short lives and compare it to the store of a dragon such as I. When you think about it, you’ll see we dragons are actually
  quite frugal. If I had kept every bauble and coin that fell into my talons since I Named myself, I would need a lair many
  times the size of this one, just to keep it all in! Time forces us to choose to keep only the things which have the greatest
  meaning and use, the rest is used to pursue various interests, given away or used as the owner sees fit.
  
  24
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  Personal Interests
  The remainder of time not spent hunting, hoarding, communicating with our fellow dragons or resting and
  contemplating in shal-mora is spent as we please. Dragons indulge in a variety of activities to pass the time and expand
  their personal knowledge and experience. Often times a particular activity will seize a dragon’s heart and the dragon will
  follow it with great devotion for a few years, perhaps even as long as a century, before losing interest and moving on to
  something else.
  I, for example, was fascinated with the Andevin school of music in the ancient kingdom of Landis before the
  Scourge, and I spent many years secretly patronizing the musicians of that school before the fall of the kingdom. One of
  the greatest tragedies of the Scourge was the loss of such fine and wonderful music.
  Dragons have personal interests as broad, if not more so, than any race. Dragons can become interested in nearly
  anything, and our long lives give us the opportunity to experience many different things. The various arts most
  commonly capture our interest, ranging from philosophy to poetry to sculpture and music. Some of us have even been
  known to become secret patrons of Name-givers artists who catch our attention, as I did with the Andevin School.
  Of course, the greatest art among us is magic. We often spend a great deal of time contemplating the twist and
  turns of the astral fabric, learning new techniques and methods of magic. Magical experimentation can be a tricky
  business, even for us, so it is undertaken with great care. Accidents do happen, but such things are never allowed to get
  out of control.
  Master, I am curious; how do dragons experience many of these things you speak of? You say you patronized the Andevin
  School in secret, but I would think the presence of a great dragon at a performance of a group of troubadours would draw no small
  amount of attention.
  Quite so, Tiabdjin, which brings me to an important and little-known facet of our nature.
  [So saying, the Master of Secrets lifted up his long neck, his eyes flashing with magical power, and vanished.]
  Walking on Two Legs
  [In Vasdenjas’ place stood a dwarf of most noble stature and bearing. He was quite tall for a dwarf, towering easily a full
  head taller than me. His hair and beard were a sandy color, with golden highlights gleaming in the light of the cavern, and his eyes
  were the most unusual shade of amber. I could not say for sure how old he appeared; somewhere in the vague age between maturity
  and old age. He wore the fine clothes and cloak of a dwarf gentleman, right down to a high polish on his black leather boots and a pair
  of fine calfskin gloves tucked into his belt. Gold gleamed on his fingers and one of his ears, and mischief twinkled in his eyes as he
  regarded me, sitting quite in a state of shock. I opened my mouth to speak, but no sound came forth, the strange dwarf threw back his
  head and gave a laugh that echoed in the suddenly large and empty cave.]
  You should see the look on your face, Tiabdjin! Ah, I have not had such amusement in some time. Why so
  shocked, my dwarf friend? I have told you that we are creatures of magic, with powers equal to those of any magician.
  With spellcasters able to take the forms of birds and bats and illusory beasts, I would think a dragon able to take the
  shape of your people would not be so surprising. The magic used for both are not so different from one another.
  I suppose not, Master. It’s just the idea that a great dragon would wish to take dwarf form never really occurred to me. And
  why should it? Why, you might ask, would a being as great and powerful as I wish to take on the shape and bearing of so small a
  creature as a dwarf?
  Listen carefully and I shall explain. Since the very beginning, we have studied the nature of the Young Races to
  better understand you. At first it was to care for you and help guide you as an elder race should, and later, to understand
  and observe as you made your own way. We learned much through the power of dragon-speech, reading memories and
  experiences directly from the minds of certain Name-givers, and this inspired in some of us a desire to understand the
  nature of your kind first hand. These dragons developed the skills necessary to alter our natural form into one resembling
  yours. Over time, we learned to use magic to assume the form of any of the Young Races, and some dragons became quite
  adept at the art of form-changing. It allowed us to move among the Young Races unnoticed, to experience life as you
  small folk do, and to see things without the response offered to a mighty dragon.
  There is a legend among your people of how King Varulus the First would disguise himself as a commoner
  using illusion magic and walk out among his people. He desired to hear their opinions and concerns, and to debate
  important issues with them without the separation of king and commoner. I can tell you he got that idea from us (from
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  25
  Doll-Maker, to be specific). We already knew the value of seeing the world through another set of eyes. Our knowledge of
  form-changing also allowed us to give our drake servants the inborn ability to assume Name-giver form, blending the
  most useful aspects of the Young Races with draconic resilience and strength.
  It is quite an experience to see the world through other eyes. Your forms take some getting used to, as they are
  quite soft and small and fragile. You lack talons and fangs to fight with, and have no armor except what you make for
  yourselves. Your vision is dim and blurred compared to ours. Even the heatsight that dwarfs possess lacks clarity to my
  eyes. Your hearing is likewise muffled and your senses of smell and taste nearly nonexistent by dragon standards. I was
  pleasantly surprised by the sensitivity of touch possessed by many of the Young Races; soft and supple skin has its
  advantages, I suppose.
  However, your skin must be covered and protected against the heat, the cold, the sun, wind and rain. The
  sensation of wearing clothing is a very strange one. Never would a dragon have thought of wrapping itself up in a fabric.
  Yet it is not unlike the comfort of being back in the astral cocoon again. Before I experienced clothing, I had no idea of the
  feeling of different textures of fabric sliding over skin (and of course, the sensation of having skin rather than scales was
  still new to me as well). Clothing also comes in such a bewildering variety of styles, shapes and colors. It allows you to
  change your plumage to suit the occasion, a most interesting idea. I have experimented a bit with different styles of
  Name-giver clothing, and have found that the clothes one wears can radically alter how others interact with you. Most
  curious.
  I also quite like your hands.
  [Here Vasdenjas, still in dwarf form, held out one hand and flexed it, turning it over and looking at it like something he’d
  never seen before.]
  Name-giver hands are remarkable things. We dragons have a fair amount of dexterity ourselves, but nothing
  quite like the small, clever hands of the Young Races, so well suited for making and using the tools you love so much. So
  very sensitive, able to tell many things by touch alone. I have quite enjoyed using hands to wield both pen and sword,
  using tools as you might use them. That is the whole reason for the experience.
  Assuming the form of one of the Young Races allows us to understand you more fully. We can know what it is
  to eat, sleep, speak and move as one of you in a way that even dragonspeech cannot fully convey. I know that many of my
  kind consider other Name-giver forms weak and unpleasant, and I confess that I would not wish to spend the whole of
  my existence trapped in a form such as this, but there is so much to experience from other perspectives it is quite
  compelling. Eating and drinking as an ork, running and hunting as a human, swimming as a t’skrang, mating rituals…
  Excuse me, Master, did you say mating?
  What? Oh, yes. Yes, I did.
  Then you have… ?
  Coupled with other Name-givers? Yes, on occasion. Your customs are so different from ours, the experiences
  proved most interesting.
  I see. Could anything ever come of such a coupling of a dragon and another Name-giver?
  [The words had barely left my lips when Vasdenjas’ brows crouched low over his dark eyes and his dwarf form begin to
  stretch and flow like water, growing larger and reassuming his true form, towering above me mere seconds later.]
  Certainly not! It would be quite impossible. Coupling with other Name-givers is something we once did out of
  curiosity, a passing fancy, but it is no longer permitted. No dragon among us bothers with it any more, I’m sure. In fact,
  we rarely assume Name-giver form these days. It was something of an experiment once, but we prefer to keep to
  ourselves now, so most dragons do not invest the time or effort in learning the necessary magic any longer.
  [After this point, any further attempt at discussing the matter with the Master of Secrets was met with tangents and stories
  of other things, so this work cannot further illuminate the experience of dragons taking Name-giver form, other than to say it is clearly
  possible. But we can speculate on the possibilities.
  Vasdenjas’ words reminded me of the t’skrang legend of the founding of the line of House Syrtis. The Syrtis claim their
  ancient ancestress mated in secret with the Dragon of the Moon to produce their line. Many scholars have taken this tale as
  apocryphal or symbolic in some way, but perhaps there are Name-givers, such as the Syrtis, who are literally descended from the
  union of a dragon in Name-giver form and another Name-giver. Certainly, the Shivalahala Syrtis is one of the greatest magicians and
  seers in all of Barsaive. Do her unique talents (and perhaps, even her well-known eccentricities) stem from this unusual heritage? I
  cannot say with any certainty, and the Master of Secrets remains silent, almost suspiciously so, on this matter.]
  
  26
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  Dragon Magic
  Dragon Magic
  Dragons have practiced magic since long before the Young Races understood the power of Names and patterns
  at all. Magic is woven into our very beings, as natural to us as breathing or flying. Over the millennia, we have gained a
  great deal of knowledge and wisdom in the Art. Adult dragons have magical skills rivaling some of the greatest
  magicians among the Young Races, including even the famed Heavenherds of Thera, while we great dragons have magic
  unrivaled by any other creature.
  Innate Magic
  Dragons are born with certain insights and abilities of magic that take Name-giver magicians years to learn. We
  are natural spellcasters and possess dragonsight, allowing us to clearly perceive the weave of astral space in a way almost
  incomprehensible to others. I will try to make clear the natural advantages we possess.
  First and foremost, dragons have a natural astral sight ability not unlike that possessed by windlings, though far
  superior. We can see the astral images and patterns of everything around us through an act of will. Other Name-givers
  learn to perceive astral space so they can learn to use magic, but dragons are born with the ability to do so. Right now,
  Tiabdjin, I can see your astral image as clearly as your physical body. I can see the complex threading of your Pattern and
  the many subtle shadings of your thoughts, feelings and history woven into it. Given time, I could study your Pattern to
  learn more about it. Our ability to do so is the basis of our magic.
  However, since the Scourge, dragonsight has become something of a mixed blessing. While it allows us to see
  the areas of astral space warped and corrupted by the presence of the Horrors, and thereby avoid those places, it also
  causes us to see the damage done by the Scourge to astral space, damage that has not healed like many physical scars the
  world bears from the passage of the Horrors. Few Name-givers remember the sublime beauty of astral space in the time
  before the coming of the Scourge. To view it as it is now is a great tragedy.
  You will recall my saying how dragonspeech allows us to express thoughts and ideas in a way other languages
  do not allow. The power of dragonspeech also allows us to speak to the Universe in words it understands. Our true
  language is the language of ideas, concepts and patterns. Using the power of dragonspeech, it is possible to express any
  pattern we desire and manifest that pattern in astral space. Magicians of the Young Races call this process “spellcasting:”
  the creation of a pattern which expresses a particular effect, charged with astral energies to bring the effect into the
  physical world.
  Once, this ability allowed us to cast spells in a way no other Name-giver could emulate, then or now. We merely
  focused our desire on the patterns of astral space and, through the power of our will, brought that desire into being. We
  used no grimoires, no codified spells. They were not needed.
  Master, I am no magician, but the process you describe sounds much like what we call “raw magic,” something Name-giver
  magicians have known of for centuries.
  Tiabdjin, I thought you were paying more attention. Our natural magic is indeed much like what you Young
  Races call raw magic, with one important difference. A magician may cast any spell he knows using raw magic, but he
  must first learn the spell’s pattern and know how to call up that pattern in his mind’s eye to cast it, even with raw magic.
  We do not need to learn patterns, we create raw spell patterns at will. Using natural magic, a dragon can cast any spell
  that exists, or create a new one on the spot. Anything we could imagine, we could do with sufficient effort and strength of
  will.
  Spell Magic
  As it has done to so much of our world, the Scourge and the tainting of astral space changed our use of magic.
  There had always been those among us who studied the ways of the magician, creating more complex and codified forms
  of spell magic. But the coming of the Horrors made the use of our natural spellcasting abilities dangerous even for
  creatures as powerful as we. The damage we caused ourselves by use of raw magic was previously so minor it was hardly
  noticed, not the risk weaker Name-givers take when they allow the energies of astral space to surge through their frail
  forms. Still, the warping damage one suffered in places where the Horrors passed was great enough to make even a
  dragon wary. Even so, that was not the greatest concern.
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  27
  The most serious threat is the danger of being marked by a Horror. Yes, even dragons fear the danger a Horror
  mark poses. Given our innate skill and understanding of magic, no dragon dares risk becoming a victim of the Horrors’
  ability to corrupt from within. To allow such power to fall into the hands of the Horrors might well cost the world much
  more than we lost during the Scourge, and so most of us abandoned use of our innate spellcasting except when we were
  assured of safety, such as in our own lairs. In its place many of my kind took up the study of spell magic as other Name-
  givers performed it, using spell matrices to protect them from the pollution of astral space and the notice of the Horrors.
  These techniques allowed us to use spell magic safely, even though it requires more time and learning than the abilities
  that come to us naturally. Because of the limitations of Name-giver spell magic, not all dragons bothered to learn these
  techniques. Many of them suffered for their lack of foresight, I can tell you.
  We study the spells of the various disciplines much as you Young Races do, although we have no need for
  grimoires to record spell formulas and patterns. Such formulas and patterns are quite simple to memorize or impress in a
  memory crystal to pass on to others. We also invent our own spells quite often. I have heard many legends of Name-
  givers stealing a dragon’s grimoire, and I can tell you there is no truth to any of them. Even if a band of adventurers were
  to find a memory crystal used by a dragon to store spell patterns and lore, and remove it from the dragon’s lair, there is
  no way known for any other Name-giver to make use of the information without the benefit of dragonspeech.
  There is some truth to tales of dragons teaching spells to Name-giver magicians. A spell pattern is a spell pattern,
  after all, and some rare magicians are clever enough to learn some useful spells from a dragon with the patience to teach.
  Magical lore is not given away cheaply, however, and it is frowned upon for a dragon to teach any magician secrets that
  might later come back to threaten us.
  Most adult dragons choose to learn the spells of a particular discipline, such as elementalism or wizardry. As
  they grow older, most branch out into other disciplines. Great dragons generally know spells from several different
  disciplines, although some can be single-minded enough to focus solely on a single discipline for centuries. These dragons
  often develop considerable finesse in their use of spells, using more complex techniques to make their spells harder to
  dispel, or to create spell-traps for their lairs.
  The process of using spells is the same for us as it is for any other Name-giver. We do have certain advantages
  over the Young Races, of course, such as our natural talent for using spells, our faster thought processes and a knack for
  understanding and recalling spell patterns. These allow dragons to cast complex spells far more quickly than any other
  Name-giver magician.
  Thread Magic
  Dragonsight gives all dragons the ability to see the patterns of things. From the very earliest times, we
  understood the importance of Names and patterns and learned how to use them to our advantage. Weaving connections
  to the True Patterns of other things and beings is an ancient art among my kind.
  We use thread magic in some of the same ways as other Name-givers: tying threads from our True Patterns to
  the patterns of other creatures and places via Pattern Items, in order to enhance our abilities in dealing with them. It is a
  common practice, for example, for a dragon to weave a thread to its lair. The thread’s magic can be used to enhance one of
  the dragon’s abilities within the lair or—more commonly—to enhance one of the lair’s own properties; making its
  defenses stronger or its traps and wards more difficult to detect, for example.
  Dragons also weave threads to other beings, but rarely. We do not usually concern ourselves with the Pattern
  Items of other Name-givers, although some dragons have many Pattern Items in their hoards. We guard the nature and
  location of our own Pattern Items very carefully indeed. I know one dragon who nearly allowed one of his Pattern Items
  to fall into the hands of other Name-givers, a mistake which might have spelled his downfall if it had not been recovered.
  Pattern Items have great power, even over us.
  There was once a practice of weaving threads to the True Pattern of a trusted and valued Name-giver servant or
  champion. A dragon would show favor to the Name-giver by weaving threads to his or her pattern, providing magic to
  increase the champion’s abilities. This practice has nearly died out in this age, as few Name-givers are willing to entrust a
  dragon with one of their Pattern Items, and our other servants are best left as we have made them. Still, a dragon with
  possession of a Name-giver’s Pattern Item is in as much of a position to help them as to hurt them.
  Unlike you small folk, we do not weave threads to things very often. We do not use the magical devices and
  equipment that form the basis for so many tales and legends among your kind, so we have no need to weave such
  threads. Occasionally a dragon possesses a Named item of sufficient magic and power to weave a thread to power it, but
  most dragons I know do not bother with such things.
  
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  Book of Dragons: An Unpublished Earthdawn Sourcebook
  Our dragonsight and intimate knowledge of patterns does allow us a certain insight into magical items few
  magicians or other Name-givers can match. Adepts have been known to bring items to a dragon to ask for aid in
  deciphering the object’s pattern so they can use it. Doll-Maker often entertains such audiences in exchange for a suitable
  gift, but I prefer to keep such unwanted visitors away from my lair. Such Name-givers are better off to learn some true
  scholarship, in my view, rather than look for quick answers from their betters.
  Spirit Magic
  As a general rule dragons do not traffic with spirits as often as the magicians and adepts of the Young Races do.
  Perhaps it is some inherent need on the part of you small creatures to command other beings to do your bidding, I cannot
  say. We dragons have servants enough without the need to surround ourselves with a flock of stubborn and strong-willed
  spirits, who are often more trouble then they are worth.
  Not that spirits don’t make useful servants. I frequently employ tasked spirits to carry out minor errands such as
  delivering messages to my noble associates elsewhere in Barsaive, tidying up my lair and keeping watch over the goings-
  on in my domain. These are tasks suited to a spirit. So is more specialized work, like calling on an earth spirit to dig a new
  tunnel into the mountain, or a water spirit to provide a new spring for drinking. For any of these things, I can call forth a
  spirit, set it to work and dismiss it when the task is done. For longer, more precise tasks requiring a level of intelligence,
  drakes are far more useful and agreeable. Spirits tend to become rebellious and quarrelsome over time.
  Despite my above words, however, there are great dragons who make frequent and effective use of spirit
  servants, most often elemental spirits. Most often a great dragon will use spirits native to the terrain of their lair as guards
  and servants. I leave it to your delightfully curious mind to ponder which great dragons use which types of spirits, as
  there are some secrets which need remain secret.
  The one area of spirit magic we know best is tied to life magic, which I will explain in a moment.
  We also have our dealings from time to time with spirits that are not our servants. Most of them steer well clear
  of us, as even powerful Named spirits know not to offend a dragon. We can see spirits where they are normally invisible
  to other Name-givers, and our powers are sufficient to deal with any upstart spirit that gets out of control. The mere
  sound of a dragon’s roar is enough to send lesser spirits scattering like dead leaves before a gale wind.
  Blood Magic
  Dragons do not practice blood magic as other Name-givers do. Indeed, for the most part we do not practice
  blood magic at all, since it is a practice that is both dangerous and unnecessary for beings at our level of magical power
  and sophistication. Unfortunately, you Young Races have not yet learned the wisdom to handle blood magic properly,
  and your ignorance of its power and danger has done nothing to curb your usage of it. I sometimes think the Scourge
  taught you nothing.
  The use of blood magic to empower spells and items (such as charms) is unknown among dragons. We have no
  need for the tiny power offered by blood charms, which some among the Young Races use to imitate dragons, giving
  themselves claws, armored skin and astral sight. I recall the first time I saw a Name-giver laden with these charms, which
  turned his whole body into an crude imitation of our most noble form. I was nearly paralyzed with mirth at the sight,
  although my good humor was cut short by his attempt to stab me with a spear. I demonstrated most eloquently the
  superiority of our natural abilities over his magical add-ons. In fact, I think I still have his stone-covered hide here
  somewhere. Perhaps I can show it to you later.
  Likewise, the use of blood drawn from other creatures for magic is forbidden among dragons. It is a corrupt
  practice that cannot be tolerated among any Name-givers. That the Therans continue to use the sacrifice of slaves by the
  thousands to prop up their tottering Empire is another example of their corruption and ultimate road to doom. How little
  some learn from the mistakes of the past. Such a short-term gain in power is not worth its cost a short way down the path.
  Two forms of blood magic are known and used among my kind. The first is what you Young Races call “life
  magic,” a far more apt Name in my opinion. Life magic is a personal sacrifice of some kind to support an act of magic. It is
  used to create and seal oaths and to work powerful magic, and can also be used by us in the creation of new life. Dragons
  can and do use life magic for the creation of blood oaths among us, although such an oath is always a very serious matter.
  A blood oath may bind one of us for centuries, even millennia, so a dragon makes no promise lightly, especially one
  sealed in blood.
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  29
  A kind of life magic is also used in the creation of our drake servants. Life must always come from life in some
  way, so the creator of a drake must make a sacrifice to spark the new creation’s life force. The process is long and
  laborious, similar to spells and rituals employed by some nethermancers, but far more sophisticated.
  Ritual Magic
  Most of the magic I have spoken of until now is used by the Young Races in one form or another. We dragons
  may have more skill and experience, but the most capable of your magicians can duplicate many of the same feats of
  magic I have described. However, there is magic known only to dragons, magic beyond anything any other Name-giver
  race has ever accomplished.
  I have told you of our Rites and Rituals, how they serve to maintain good relations between dragons. What you
  do not yet know are the rituals of great magical power, rites that allow us to cooperate not only socially but magically as
  well. Name-giver magicians have means by which lesser talents support greater ones; apprentices lending power to their
  teacher, servants to their master. The rituals we work allow us to cooperate as peers, equal powers combining to perform
  magic far greater than any individual dragon could accomplish alone. In fact such magic is so powerful that I question
  whether any one individual or group should ever wield such power at all.
  With the power of our magical rituals, we can change the face of the world: level mountains, flood plains, dry
  oceans and sink islands. We can change the course of the heavens, shake the foundations of the earth and even alter the
  very course of history forever. It is the power to reweave the most primal patterns of existence into new forms, to speak to
  the Universe and be obeyed.
  As you might well imagine, it is not a power to be used lightly. We once used our great power without the
  wisdom or foresight needed to wield it properly, and terrible mistakes were made. We have since learned restraint and
  the need to judge our every action in light of what might be the consequences. In the whole history of your kingdom, no
  ritual like I describe has been performed. It is difficult at best to gather enough dragons together in one place, to gain the
  cooperation needed to perform such a ritual is rare in the extreme. Since all of those who take part must agree fully that
  the ritual is necessary, it is an often debated and rarely settled issue. If we are fortunate and Fate is kind, this Age may
  never see the full power of dragon magic. However, it is my experience that Fate is rarely kind.
  [Like so many topics he discussed in the course of dictating this essay to me, Vasdenjas refused to elaborate on his cryptic
  comments concerning ritual magic. I thought to try to learn more by asking questions related to ritual magic, hoping to gradually
  shift the conversation to my true goal. I should have known better. Vasdenjas anticipated my every question, and every attempt to
  learn more was met with a quick and subtle rebuke. He finally convinced me to cease my efforts when, after assuming dwarf form once
  again, he looked directly into my eyes and said to me “Tiabdjin, you might believe that I and my kind fear nothing, and that there is
  nothing we would not dare attempt. In truth, there are things that even great dragons dare not meddle with. Ritual magic is one of
  them.”
  I needed to hear nothing further.]
  
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  Book of Dragons: An Unpublished Earthdawn Sourcebook
  C
  CONCERNING THE 
  ONCERNING THE D
  DIVERSE 
  IVERSE T
  TYPES OF 
  YPES OF D
  DRAGONS
  RAGONS
  [The following material contains Master Vasdenjas’ musings on the differences among various types of dragons, including
  types of dragons that are not at all well-known within the boundaries of Barsaive. These dragons hail from distant lands, such as
  Cathay and Indrisa, and Araucania, far across the Selestrean Sea. Though these dragons are only rarely (if ever) seen in Barsaive,
  based on Vasdenjas’ stories and lectures on these other types of dragons, I believe Vasdenjas (and, perhaps, the other great dragons of
  Barsaive) had or have regular contact with others of their kind in remote places.]
  Dragons come in as much variety—if not more—than the Young Races. We have unique colors, shapes and
  features all our own, as distinctive as your own colors and textures of hair and skin, your facial and body shapes and
  other things Name-givers use to distinguish themselves from each other. No two dragons are exactly the same, any more
  than two other Name-givers are exactly the same. (And before you ask, Tiabdjin, twins are exceedingly rare among my
  kind, since we are not born as you are, but hatched. I can recall but one instance of identical dragon twins in my entire
  life—not egg twins—but that is a tale for another time.)
  Although there are many individual variations among my kind, dragons can be broadly divided into four main
  types. In some cases the type is related to the areas where they usually dwell, in other cases, the type is identified by other
  factors. You small folk have your own Names for these types of dragons already, and so I will use them, despite the fact
  that they are often erroneous and even rather clumsy. Such is to be expected of your language, I suppose. Among
  ourselves, the four types of dragons are thought of in relation to four of the elements. Beyond these four types are the
  great dragons, who remain distinct and separate from our younger brethren.
  The four types of dragons are separate races in much the way that elves are not the same as humans, who are not
  the same as t’skrang, yet they are all Name-givers. In the same way, although the different types of dragons often appear
  quite different from each other, even in having different limbs and bodies, we are all dragons, all part of the same line that
  began with Nightslayer and Dayheart so long ago. All dragons share a tie of blood and history that cannot be denied.
  Common Dragons
  Common Dragons
  I will begin, of course, with the dragons best known to the people of Barsaive. Since the type which I and the
  other great dragons—with the exception of Root Protector—sprang from is the most common in this land, you have given
  us the Name “common” dragons. Depending on which dragon you ask, this a matter of either great humor or great
  displeasure among my kind. As if any dragon, even the smallest hatchling, could be considered “common!” I was quite
  shocked to discover the word used in some of the scholarly texts in your own Library.
  Though I understand the resistance to change among Name-givers (including dragons), I strongly advise both
  your fellow scholars and the people of Barsaive to seriously consider using a different word for the dragons you see most
  often. At the very least, do not call any dragon “common” to her face if you wish to avoid becoming her next meal.
  Although I would tend not to devour a Name-giver merely for the mistake of ill-informed scholars and poor language,
  most of my kind are not nearly so merciful or understanding of your ways.
  To the people and dragons of Cathay, we are known as “western dragons,” a name I find considerably more
  polite than “common dragon.” But then, the people of Cathay have always shown more of the proper respect for my kind
  than any of the other Young Races in this world, as I shall explain in due time. Among ourselves, the so-called “common
  dragons” are known as Dragons of the Earth, because we are closest to the nature of the elemental of Earth and stone:
  solid, strong, sharp, filled with inner fire and deep wisdom. Thus our great resonance with places of earth and stone like
  mountains and caves. For our purposes here I shall avoid giving credence to the mistakes of the past, so I shall use the
  Cathay term “western dragon” to refer to what you might call “common.” Perhaps the idea will catch on and we can put
  this “common” nonsense to rest once and for all!
  Western dragons are, in fact, the most common of all dragons in Barsaive. We are what Name-givers in these
  regions think of when you mention the word “dragon”: creatures having long, powerful bodies with fore and hind limbs,
  a pair of wings, long neck and tail. Our heads are topped with horns and possessed of sharp teeth, and we have a most
  attractive ruff about the head, leading into a stretch of spines down the back.
  Other than those traits, western dragons differ greatly in appearance. Our dragon scales come in all the colors of
  the Earth itself: from nearly black to deep green, brown, golden, silvery or deep blue. Most are a single color, and are
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  31
  usually darker towards the back and paler towards the belly, underside and wings. A rare few dragons are multiple
  colors, or decorated with patterns of stripes or even spots.
  On some occasions, I have known young dragons to decorate themselves in this way intentionally, though for
  the most part, dragons keep their natural coloration as a matter of pride, since it demonstrates lineage and character.
  Eggshells are usually similar in color to the hatchling that will emerge. A great dragon with much experience in caring for
  eggs, such as myself, can often tell at a glance the parentage of a particular egg.
  Horns are a very common trait among Dragons of the Earth, although some western dragons have quite small
  horns, little more than nubs, and others sport very large, curling horns like those of a ram. It is quite rare for a western
  dragon to be born without horns at all. Females often consider a male’s horns a very attractive characteristic, perhaps one
  of the reasons horns are so common.
  Face and form come in many varieties, as with other Name-givers. Some dragons are large, others small. Some
  are thin and others fat, although few dragons reach the extremes known to the Young Races. A western dragon who
  allowed himself too become skeletal-thin or too obese to easily move would not survive for very long. Like other Name-
  givers, individual dragons very often have their own unique features. I was shocked to discover other Name-givers, even
  some respected scholars, consider color the primary means to tell us apart. You might as well say you can tell an
  obsidiman from a troll only by the color of their skins!
  Most of what I have already told you about dragons as a whole: customs, traditions and physiology, applies to
  western dragons, since that is my own experience. We are the solid bedrock of dragonkind—strong, vital and dependable.
  Leviathans
  Leviathans
  As western dragons are Dragons of the Earth, the next most “common” of the dragons in Barsaive, though still
  only rarely encountered, are leviathans, the Dragons of the Water. I spoke a small bit on leviathans for your Creatures of
  Barsaive collection and, upon reflection, I realize I did not entirely do them justice. (Of course, had all of my comments
  been included, rather than being edited for length by those without one-hundredth of my experience and insight… but,
  no matter.) Long, long ago, Dayheart, the First Dragon, gave birth to eight eggs, which in turn hatched into eight
  hatchlings, four male and four female. In time, the four pairs of hatchlings grew to claim their right of rulership over the
  world from which Nightslayer banished the Dark One and his spawn. Following their Naming, Dayheart gave the young
  dragons dominion over four of the elements. To my ancestors went the earth, and to the leviathans, the sea. In the sea,
  there are few creatures able to fight a leviathan and win, and the sea dragons hunt the greatest krakens and whales as
  their prey. They are as much kings of the sea now as then.
  On the Form of Leviathans
  Untold years of life in the depths of the sea has changed the leviathans. They are smaller than western dragons,
  perhaps half the size on average. Their bodies are sleeker and more slender, not unlike the bodies of Cathay dragons (of
  which I shall speak shortly). Their scales tend to be smaller and more tightly overlapping, giving leviathans a wet,
  iridescent appearance, even out of the water. They tend towards oceanic colors of blue-green, with some paler and darker
  colors known. I have seen at least one leviathan with black scales and another white as pearl.
  Having largely abandoned both the sky and the land, leviathans have no wings and only small, stubby limbs
  that are little more than vestigial. Yes, I do recall your insightful comments, Tiabdjin, about how a leviathan can tear apart
  a ship with their “vestigial” limbs. Indeed they are still useful for such crude tasks, but otherwise possess virtually no
  dexterity. I suspect, as time passes, with less and less use, these limbs will begin to disappear entirely. Despite their lack
  of wings, however, leviathans can fly, albeit for only short distances at a time, perhaps as far as a dwarf might walk in a
  few days. Leviathans fly with a motion like swimming through the air. They are only rarely seen flying, as it is very tiring,
  and the air is not their natural element. Nonetheless, their ability to fly allow leviathans to move about Barsaive, most
  often from body of water to body of water, without resorting to travel on land, something they are quite adverse to. A
  leviathan forced onto land is severely limited in its mobility, and can move only a fraction as fast as it can in water. This is
  not to say that leviathans cannot survive on land; they can breathe air just as easily as they do water. They simply prefer
  to remain in their natural environment whenever possible. The ability to survive on land is one of the lesser-known facts
  about our water-born brothers, and something that many so-called “leviathan hunters” learn too late.
  A leviathan’s jaws are generally larger than those of a land dragon, with long, sharp teeth. They are capable of
  swallowing entire schools of fish, or fishing boats, for that matter. A leviathan’s bite is its strongest attack, for they lack
  
  32
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  powerful talons and wings such as my kind have. Some also strike with their whip-like tail, a blow powerful enough to
  smash a small boat. I have encountered some leviathans with venom nearly as strong as that of a land-dragon, including
  ones who retain a powerful stinger in their tails, not too dissimilar to that found on wyverns.
  Leviathans are born of eggs like all other dragons, raised and cared for by great dragons (great leviathans, I
  should say). I know of only a handful great leviathans living in the depths of the Aras Sea, partly due to that sea’s limited
  space, a factor that also restricts the mating and breeding practices of the leviathans who make their homes there. They
  are allowed to mate and breed only when the great leviathans grant them permission. This prevents overpopulation and
  unneeded conflicts between them. Most Barsaivians think of leviathans as found only in the Aras Sea, but there are
  legends of leviathans in the Serpent River lakes (though I highly doubt this). Leviathans are far more plentiful in the
  Selestrean Sea and the Sea of Storms that borders the province of Indrisa. In these and other larger bodies of water,
  leviathans mate and breed as they will, like most other dragons.
  When leviathans reach adolescence, they leave the care of their great leviathan sire and swim out on their own. It
  is at this stage that most leviathans are encountered by Name-givers, particularly sailors and the so-called ‘leviathan-
  hunters.’ The younglings are bestial and entirely without reason, often attacking boats and Name-givers without any
  knowledge or awareness of what they are doing. Name-givers often hunt and slay the young leviathans without any
  awareness that they are hunting a Name-giving creature, although I doubt that would sway most of the heartless
  mercenaries who make their living selling leviathan corpses.
  Those few who survive the harsh years of madness at sea weave cocoons for themselves at the very bottom of
  the ocean where they undergo their development into adulthood. Leviathan adults are nearly identical in appearance to
  hatchlings, save for size, and their transformation does not take very long. I have heard it is in the area of ten to twenty
  years or so, after which, upon Emergence, the leviathan finds its Name and takes its place as an adult of its kind. In some
  rare instances, adult leviathans have relocated to other bodies of water to find their lairs.
  On Leviathan Culture
  Compared to western dragons, leviathans lack a sophisticated understanding of the surface-world and of other
  Name-givers. Most leviathans in my experience tend to be quite parochial. They have no interest in the customs,
  traditions or history of the Young Races. They strictly maintain the traditions and ways of dragonkind. For example, few
  leviathans deign to speak aloud to other Name-givers, leading you to consider them mindless beasts. They usually use
  only dragonspeech among themselves, and rarely bother to speak to other dragons. This is not a lack of ability—I know
  leviathans who can speak many different languages—it is more a lack of desire or interest.
  As they do not concern themselves with spoken language, leviathans have even less use for writing. Paper and
  similar materials are useless in the watery depths, and even more durable materials can be worn away by time and tide.
  What lore leviathans do keep over the years is stored in memory crystals kept in undersea caves and grottos known only
  to them. I have heard interesting tales and legends of sea dragons cultivating beautiful forms of living crystal and unique
  coral for their memory crystals, but have never been privileged enough to see one.
  Beyond these differences, leviathans are not too unlike their earth-bound brothers. They make lairs, gather
  mementos (mostly from the ships they encounter at sea), study magic, hunt for food, and spend a great deal of their time
  in the shal-mora, perhaps even more than most western dragons. The reasons for this are unclear to me, but I suspect
  their underwater habitats result in very little contact with the outside world, thus freeing them from the tiresome
  interruptions that many dragons must endure.
  The underwater dances of the leviathans are as beautiful in their own way as the aerial dances of my kind.
  Leviathan mating rites are especially involved, and woe betide any other Name-givers who come upon a mating pair of
  leviathans near the surface of the sea. If the intruders are fortunate, they will manage to leave without attracting notice.
  Otherwise, they are certain to become part of the Rite of Feasting, along with the other local sea-life.
  On Leviathans and Name-Givers
  As you might suspect, leviathans tend towards solitude even more than most dragons. This is true even with
  regard to their fellow dragons. Leviathan society is almost completely separate from the rest of dragonkind. They contact
  us only when circumstances demand it, an event that has occurred only once in my memory, long before the Scourge.
  Leviathans rarely welcome any Name-givers into their watery realm. Even other dragons are treated with
  grudging respect, and a leviathan is quite likely to invoke a Rite of Challenge on any dragon so foolish as to disturb its
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  33
  domain unbidden. Fortunately, they have no concern about the skies over the sea, and other dragons can soar high over
  the waters without offering insult to the kings of the sea, provided they do not hunt or seek to collect goods the leviathans
  consider their own. In general, adult leviathans do not attack ships on the surface without provocation—usually only
  when their domain is threatened. The same is not true however of adolescent leviathans, who are quite likely to assault
  any ship or creature that gets too close.
  Despite their usual preference for isolation and general dislike of most Name-givers, there are leviathans who
  have shown interest in surface-dwellers. One great leviathan in particular, whom I know as Wavedancer lairs near the
  city of Urupa on the Aras Sea, and has been known to welcome visitors from Barsaive. Twice since the Scourge this
  dragon has invited a number of visitors to her lair (likely only one of several lairs) to a small festival of sorts. (Leviathan’s
  lairs are often air-filled grottos, Tiabdjin.) These gatherings last several days (I’ve heard anywhere from 2 to 7 days)
  during which the dragon invites troubadours to perform for her and her other guests, and where contests of skill and
  strength are held between the visitors and Wavedancer’s servants. I have been unable to discern the reasons for these
  festivals, though some stories I’ve heard suggest that Wavedancer uses them to find suitable adepts to serve as her agents
  in Barsaive, acting as her eyes and ears on land. If these stories are true, then perhaps this points to the end of the
  centuries-long isolation of the leviathans of the Aras Sea.
  On the Magic of Leviathans
  Yes, the sea dragons use magic. Though I would say leviathans are the least magically skilled of all dragons,
  their command of the element of water is unrivaled. Nearly all sea-dragons use their magical gifts to study the discipline
  of the elementalist, and only a rare few show interest in any other sort of magic (Wavedancer being the one exception
  known to me, she having also studied the illusionist discipline). Still, a sea-dragon sorcerer can call up water spirits, stir
  the seas into a raging froth and command storms into being to serve their needs. Their undersea lairs may contain great
  magical lore in elementalism, but I would urge caution on any Name-giver foolish enough to seek out a leviathan’s lair.
  In addition to their spellcasting, many leviathans have developed their dragonspeech to allow them to
  communicate with the creatures of the deep. They rarely use this power to aid in hunting, but can raise a virtual army of
  angry sea-life against surface-dwellers who intrude on their domains. Many leviathan-hunters have faced sharks, sea
  snakes, selachi and worse under the control of a leviathan.
  The magic powers of great leviathans far surpass those of adult leviathans, just as the magic of great dragons
  surpasses that of adult dragons. Great leviathans share many of the abilities of other great dragons, including the ability
  to assume Name-giver form and to create drake servants.
  [Having some experience with leviathan-hunters, I can say these creatures are sought mainly for an organ in their body
  which gathers True water from the seas the leviathan swims in. This organ is worth thousands of silver pieces on the open market.
  Vasdenjas did not mention this organ, so I can only speculate as to its purpose. Perhaps the elemental water provides some form of
  nourishment or protection for the leviathan. It may also be vital to the sea dragon’s magic in some unknown way.]
  Cathay Dragons
  Cathay Dragons
  In the lands to the east of Barsaive, far across the Aras Sea and far beyond the borders of Indrisa, are dragons as
  different in spirit from leviathans as day is from night. These dragons of far Cathay are the Dragons of the Wind.
  When the hatchlings of Dayheart chose their domains, one pair chose the endless blue sky. They traveled to the
  east and used the clouds to build their immense palaces and lairs. To the people of the eastern lands, they are known as
  the “celestial ones,” the “masters of wind and storm,” and “kings of rain.” The people of Barsaive call them Cathay
  Dragons—a far more respectful name than “common,” wouldn’t you say, Tiabdjin? The Young Races of Barsaive are
  apparently more reverent towards exotic, foreign beings than to the wonders living in their own lands, it seems.
  On the Form of Cathay Dragons
  Cathay dragons are similar in appearance to leviathans in that they have no wings and long, sinuous bodies, but
  the similarities end there. Cathay dragons have small, iridescent scales in a variety of colors. The most common is green
  with gold highlights, but blue, red and predominantly gold are also known. They have a fringe of whiskers along the chin
  and back of the head, as well as a pair of handsome horns. Cathay dragon limbs are not the tiny, weak things possessed
  by leviathans, but quite well developed.
  
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  In fact, the forelimbs of Cathay dragons have considerable dexterity. I have seen a wind-dragon hold a delicate
  vase in its claws without so much as chipping it. I suspect their love of fine and delicate things has helped to cultivate this
  careful sense of touch. Cathay dragons likewise have sharp senses of sight and smell, having large eyes and even larger
  nostrils compared to us western dragons.
  Your pardon, Master, but how does a Cathay dragon fly if they have no wings?
  I was coming to that. You are so impatient, you small folk.
  Cathay dragons swim through the air by magic as the leviathans do, though much more gracefully. They tuck
  their legs up close to their bodies and move with an undulating motion, allowing them to fly quite quickly. While western
  dragons appear to float aloft in the sky when they fly, Cathay dragons are not so sedate, constantly moving about,
  swirling through the air, a testament to a mastery of the winds undisputed among dragons.
  Cathay dragons love the freedom of the air, so they have their lairs in high places exposed to the air, such as
  mountain peaks. Many Cathay dragons use elemental magic to sculpt “cloud islands” high above the earth, lairs the likes
  of which are unheard of in Barsaive or anyplace else in the world! Cathay dragon lairs are usually elaborate structures,
  unlike the simple network of caves associated with most western dragons. The Name-givers who serve these dragons
  build them great palaces and halls and help to see to their comfort, and the process of building often goes on and on as
  the dragon continues to modify it over the centuries. Personally, I find all of the decoration and delicate building
  excessive, but at least the Cathay dragons and their creations are appreciated by the Young Races in their domains, very
  much so in fact.
  On Servants (and Slaves)
  The Young Races in Cathay give dragons the reverence we deserve. They respect the wisdom, age and magical
  power of the Cathay dragons, and consider them close to the Passions in terms of respect. (A considerable error,
  confusing a dragon with something as… flighty as a Passion, but still, it’s the thought that counts.)
  Most Cathay dragons have Name-giver servants and slaves rather than drakes, and seem to prefer it that way.
  Most of the Young Races in that part of the world consider it a great honor to be taken into the home of a dragon. Many of
  the heroes and legends of distant Cathay and the Lands of the East have been taught by wind-dragons, or inspired by
  them in the very least. For example, there is the tale of Mi Ling, the Dragon’s Daughter.
  In the land of Cathay, long, long ago, there lived a human champion by the Name of Feng Po, who was
  somewhat akin to what you might call a swordmaster; a daring warrior greatly skilled with a blade. Feng Po fought many
  creatures and explored many places. While traveling into the highest mountains in the land, he chanced upon a wondrous
  palace, the likes of which he had never seen. Entering the palace, he found few people in its vast halls and rooms. The first
  person he encountered was a beautiful woman, who looked at Feng Po, such a strong and dashing human, with great
  admiration in her eyes.
  She told Feng Po that her Name was Mi Ling. She had lived her entire life to that point in the palace, which
  belonged to the great dragon Luung. Except for the palace servants, Mi Ling had never before seen another human, and
  she was quite taken with Feng Po.
  Just then, the master of the palace chose to appear. The great dragon Luung filled the great hall and towered
  over Mi Ling and Feng Po. The daring hero found himself struck with fear at the appearance of the mighty dragon, who
  asked why Feng Po violated the privacy of his palace. Fortunately for him, Feng Po kept his wits about him and remained
  polite and showed the master of the palace the proper respect. (A lesson other Name-givers in Barsaive would do well to
  learn!) He apologized most abjectly for entering the dragon’s home unbidden, and requested the right of guestship in the
  palace, as the high mountains were harsh and night was fast closing in. Ever the gracious host, Luung agreed and invited
  the human to dine with him.
  That night, a fine feast was presented for Luung, Feng Po and Mi Ling. Luung had assumed the form of a
  human, and the three dined in a manner more lavish than Feng Po had ever imagined. As they ate, Feng Po told tales of
  his travels and adventures, and Mi Ling’s admiration for him grew and grew. The hero also found himself increasingly
  drawn to Mi Ling’s flower-like beauty. By the end of the evening, Feng Po asked the dragon for permission to court the
  beautiful lady.
  “If you would court my daughter,” the great dragon said, “you must prove yourself worthy.” Luung tested Feng
  Po with many strenuous challenges, from obtaining a majestic pearl from the depths of the sea, to learning and
  committing to memory a library of ancient lore. After many tests and trials that have become legends among his people,
  
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  35
  Feng Po proved himself to the Dragon Master of the Wind and married Mi Ling, giving rise to a great family line in his
  homeland.
  Was Mi Ling truly a dragon, then? If she was Luung’s daughter…
  A figure of speech, of course. As if a great dragon—from any land—would allow a true child of dragonkind to
  marry and mate with a human! Why, the very thought is ridiculous! The truth of this is based on ancient Cathay dragon
  traditions handed down from a time long since past. Where dragons of some regions of the world chose to enslave Name-
  givers as servants, the dragons of Cathay followed a different course, that of adopting Name-givers as children from time
  to time. This practice allowed the Cathay dragons to avoid the unpleasantness other dragons faced when their servants
  rebelled, as these adopted children grew to honor and respect their dragon elders in a way that has caused many dragons
  the world over to envy the wisdom of their Cathay brothers.
  In fact, the appellation “Son (or Daughter) of a Dragon” is well-known among the great nobles and heroes of
  Cathay. Mi Ling’s parents were loyal servants of Luung who died serving their master. The great dragon took the infant
  and raised her with the aid of his other servants, protecting her from the dangers of the outside world. When the time
  came for Mi Ling to be married, Luung made certain her potential husband was worthy of her. His honor demanded no
  less. Cathay dragons are very honorable creatures.
  But did you not say that Cathay dragons keep slaves?
  Ah, yes, the Throalic bias against slavery. Does doing so make Cathay dragons without honor in your eyes? I see
  that it does. One day you and yours will learn that the world is not so simple, not so black and white, so good versus evil.
  Simply because the dragons of Cathay keep slaves is no reason to liken them to the slavers of the Theran Empire. For
  while the Therans capture slaves to keep their Empire alive and running, Cathay dragons enslave only those who are
  deserving of such treatment.
  It is true that many Cathay dragons make slaves of members of the Young Races, but you will find that these
  slaves are thieves and brigands who sought to rob the dragon’s home or otherwise stole something of value to the dragon.
  Rather than killing them outright as most dragons (or even some other Name-givers) would, some Cathay dragons
  choose to enslave such criminals instead. The wrongdoers save their lives through serving and entertaining their dragon
  masters. If they please the dragon, these criminals may eventually earn their freedom as well, and leave considerably
  older and wiser than when they first entered their master’s service. It is a considerable mercy on the part of the Cathay
  dragons who are—as I said—most curious and honorable creatures.
  On the Culture of Cathay Dragons
  Although they interact with the Young Races more often than most of my kind in Barsaive, Cathay dragons have
  not left behind any of the traditions or beliefs of dragonkind (as some maintain). Quite the contrary, they are staunch
  traditionalists in most ways, making even the most traditional dragons of Barsaive seem unconventional by contrast.
  Cathay dragons follow the same cycle of life as other dragons. Their eggs are cared for by the eldest of their kind,
  hatched and cared for while the young learn how to survive in the world. Cathay dragons appear to mate quite
  infrequently, although that may simply be because so few of them make their way this far west of their homeland. I have
  not been to Cathay for quite some time, so perhaps Cathay dragons are more populous in lands further east.
  What of the ancient tales from Cathay I have seen recorded in the Great Library, tales that speak of the Cathay dragons
  descending from the stars long ago?
  Oh, those. Hyperbole on the part of the Cathay dragons, I’m sure. When the first of them chose to settle in the
  Lands of the East, they flew there to take up residence. To the Young Races living in those lands at the time, the arrival of
  the Cathay dragons, flying through the night sky, must have certainly made it appear as if they had descended from the
  heavens themselves. It is a tale the Cathay dragons have done nothing to discourage, and even quietly encourage from
  what I have seen. Indeed, some Young Races in the east call Cathay dragons “the starborn.”
  Adult Cathay dragons choose lairs for themselves and usually gather servants to build and maintain their
  palaces. Many such dwellings are created using magic, indeed, some can exist only through the power of magic, as they
  take forms quite impossible to build otherwise. I have seen palaces of crystal, ice, water and mist built by Cathay dragons.
  They are quite skilled artists, with a fine appreciation of beauty.
  As part of that appreciation, Cathay dragons collect many diverse items that capture their attention. The hoard
  of a Cathay dragon is a sight to behold, containing artworks and fine things from far and wide. Cathay dragons are less
  interested in the memories captured by particular items—although they do collect such things—than in its sheer artistic
  
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  value. They love beautiful and delicate things in particular. A Cathay dragon collects things no other dragon would
  bother with: fine sculptures in jade and agate, painted scrolls, pottery more thin and delicate than a Name-giver skull. I
  know of few other dragons who could even hold such things without breaking them. Cathay dragons not only gather
  them, they carefully organize and display their treasures in a variety of pleasing ways.
  Creatures of strict protocol and tradition, Cathay dragons adhere to the many Rites and Rituals we dragons use
  in our social encounters. They demand similar politeness and etiquette from other dragons as well as from the other
  Name-givers who choose to visit them. Should you (or anyone who reads this text) ever have the opportunity to speak
  with a Cathay dragon, exercise your most polite and precise manners, and you may be invited to dinner as something
  other than the entrée.
  I suspect the main reason Cathay dragons are so frequently gracious to the Young Races is because of their
  fascination with stories and lore. Like myself and a few others of my kind, most Cathay dragons are scholars and desire a
  sharing of knowledge. I suspect they would find many of the volumes in your Great Library most amusing, but Cathay
  dragons prefer to hear stories from the mouths of others, rather than reading them from texts. There are many cases of
  Cathay dragons taking in Name-givers to hear their tales and rewarding them if the story is good enough.
  On the Magic of Cathay Dragons
  As part of their interest in lore and knowledge, nearly all Cathay dragons study and practice the arts of magic.
  While not all dragons in lands like Barsaive choose to hone their natural magical abilities to greater levels, most Cathay
  dragons do. They are particularly skilled in elementalism, especially the secrets of the winds. Cathay dragons known how
  to raise storms, command rain and create thick mists to hide their mountain homes, or cloud banks to conceal their sky
  castles.
  They also use illusion magic, often weaving complex spells to enhance the appearance of their homes and
  conceal them from prying outsiders. When dealing with a Cathay dragon, nothing is entirely as it seems. They delight in
  puzzles and complex mazes of words and images to fool the unwary.
  More than most other dragons, Cathay dragons traffic with various spirits, mostly air spirits they use as
  servants, messengers, spies and guards for their homes. Cathay dragons summon and command other elemental spirits,
  particularly water spirits. I am quite sure elementals are used to create some of the more elaborate palaces I have seen and
  heard about. Cathay dragons have little use for nethermantic spirits of any kind, and rarely bother with such things.
  As is the case with all dragons, great Cathay dragons practice magical skills far beyond those of their adult
  brethren. In fact, great dragons of Cathay are among the most magically skilled and powerful of all dragons, far
  surpassing the power even of some of Barsaive’s great dragons. Like other great dragons, those of Cathay are skilled in
  the creation of drakes, and in assuming the form of other Name-givers. In fact, many great dragons of Cathay prefer to
  appear in Name-giver form when entertaining visitors. Though I have never dared ask their reasons for this, I believe
  they adopt this strategy to make themselves appear more like their Name-giver subjects than they truly are. While most
  great dragons prefer to remain in dragon form, allowing our imposing size and stature to convey our strength and power
  to visitors, Cathay dragons are supremely confident in their abilities and power, so they rarely resort to such tactics. They
  prefer lulling their subjects into a false sense of security, revealing the true scope of their power only as needed. Whether
  this approach has contributed to their success with their servants and subjects is uncertain.
  [After completing his discourse on Cathay dragons, Vasdenjas excused himself and left for a few hours in search of food.
  While he was out I compiled and read through his comments, preparing them to be eventually transcribed into the document you are
  now reading. As I read through my notes, I noticed something that made me quite curious, and I planned to inquire about it upon
  Vasdenjas’ return.
  The dragon returned a few hours later with a pair of his favorite delicacy, cave crabs. As Vasdenjas roasted one of the crabs,
  I asked him about some of his comments, specifically about his use of the term subjects when referring to the Name-givers who visit
  the great dragons of Cathay. His only response, which he made with a distinct tone of voice and mannerism that told me to pursue the
  topic no further, was that the relationships between Name-givers and dragons are not the same everywhere. Where the dragons of
  Barsaive tend to remain aloof from the affairs of Name-givers, the same is not necessarily the case elsewhere.]
  Feathered Dragons
  Feathered Dragons
  The remaining children of Dayheart chose to dwell in the hot, sunlit lands of the south. They are the brightly
  colored Dragons of Fire, known as feathered dragons by your scholars and those of the Theran Empire. They are the
  
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  37
  rarest of dragons in this part of the world, rarer even than the legendary Cathay dragons. Feathered dragons are most
  often found quite far from Barsaive, in the warm, tropical lands across the great ocean, near Araucania, where they are
  called Quetzal by the native Name-givers. Feathered dragons are also known to live in the warm regions closer to this
  land, such as Indrisa, and in the central and southern regions of Fekara near the ancient Nuboz Empire.
  No feathered serpents make their home in Barsaive, and only on the rarest of instances have they visited this
  land. Barsaivians are unlikely to encounter a feathered serpent without traveling very, very far. I myself have only met
  two feathered serpents, and then only because they were invited to join us at a great dragon council in the time before the
  Scourge.
  On the Form of Feathered Dragons
  Feathered dragons are quite unlike any other dragons in form and appearance. They are thin and sinuous like
  Cathay dragons, but are smaller, and more serpent-like. They have a powerful pair of wings and a single pair of small
  limbs they use to walk rather clumsily on the ground. In fact, feathered dragons are quite similar to dragon hatchlings in
  shape, having smaller limbs and a slightly thinner body.
  The greatest difference between feathered dragons and others is also the source of their name—they are covered
  in brightly colored feathers along their entire body, including a ruff of feathers around the head and a tuft at the tip of the
  tail. The wing feathers are the largest and brightest, while the body feathers tend to be small and similar to brightly
  colored scales. The feathers are predominantly green and blue, but vivid wing and head feathers may be crimson, yellow,
  white or purple.
  Feathered dragons have sharp, venomous fangs and a dagger-like tail spine which is likewise venomous. They
  often coil around prey to stab with their tails and bite, or they simply crush the life out of their prey with their powerful
  bodies. Their compact shape makes feathered dragons well-suited for life in the brightly colored jungles of the south,
  where they wind their way through the tree-tops. A feathered dragon at rest in the upper limbs of a strong tree can be
  difficult to spot in the jungle foliage. They enjoy the warmth of the sun and love to lay draped across a strong tree or an
  outcropping of rock to soak up the heat.
  On the Life and Culture of Feathered Dragons
  Feathered dragons are not born feathered. Their hatchlings look much like those of other dragons, covered in
  fine scales, with membranous wings and smaller hind limbs. They are raised and cared for by the great feathered
  dragons, taught life in the harsh jungle and shown how to hunt and fend for themselves. Eventually, they live for a time
  on their own in the jungle, where they struggle to survive against countless other predators there, including their fellow
  dragons. Life in some of the southern jungles can be truly harsh, not unlike the jungles of Barsaive. Only a few young
  feathered dragons survive adolescence.
  It is during the metamorphosis from adolescent to adult that feathered dragons take on their true nature. They
  weave fantastically colored cocoons in the depths of astral space, where they undergo the change into their adult state.
  When they emerge from astral space, they shine with their new brilliance. The new adult then takes its Name and its
  place among other adult feathered dragons.
  Like us, feathered dragons tend to be solitary beings. They establish their own domain in their jungle home and
  defend it against intruders. Unlike other dragons, feathered dragons tend to be shy and prefer to conceal themselves from
  strangers. They will often watch intruders into their domain carefully for a time before taking any action, using illusion
  magic to allow them to get quite close without anyone the wiser.
  Feathered dragons are quite skilled in the use of illusions, and they have a mischievous sense of humor as well.
  Name-givers who dwell near feathered dragons sometimes become the subject of elaborate pranks or deceptions. Some
  among my kind consider this to be little more than our feathered brothers playing with what they consider their toys, but
  I believe the feathered dragons have other, more honorable motives. Feathered dragons have been known to aid members
  of the Young Races who become lost in the jungle, subtly guiding them to safety while protecting them from jungle
  hazards. Only when the visitors are outside the jungle confines do they look back to see a brightly-feathered form vanish
  back into the foliage.
  Beyond this, feathered dragons have little to do with other Name-givers who live nearby. In fact, most Name-
  givers in lands that are home to feathered dragons consider them little more than large, dangerous creatures, and do not
  afford them the same respect and awe dragons are shown elsewhere in the world. These members of the Young Races do
  
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  Book of Dragons: An Unpublished Earthdawn Sourcebook
  not realize that the feathered ones are vast fonts of knowledge and wisdom, and avoid them. I believe it is this
  misunderstanding that drives feathered dragons to treat other Name-givers in the manner described above. Those Name-
  givers should see that surely any beings who enjoy playing pranks and aiding lost travelers are more than mere beasts.
  For all of their humor and quiet nature, feathered dragons are fierce enemies of anything that threatens their
  home. I have heard tales of a feathered dragon who became locked in aerial combat with a Horror twice its size. They
  fought for hours, each struggling to overcome the other. During that time the dragon never faltered. Even though the
  Horror dealt it grievous wounds, the feathered dragon fought savagely, with all of the fierce strength of the Dragons of
  Fire, and overcame the Horror in the end. Such is the fate of all enemies that violate the homeland of a feathered dragon.
  Beyond the differences in physical appearance, and the different relations between feathered dragons and
  Name-givers, they share many similarities with other dragons. They have lairs, usually hidden deep within the jungles, or
  near waterfalls alongside rivers. They hoard treasure and mementos as other dragons do, and hunt and study just as we
  do. Given their natural habitat, feathered dragons spend considerable time studying nature and the abundant flora and
  fauna. They are masters of animal and plant magic, and have developed abilities that allow them to experience the world
  through nature’s eyes, seeing, hearing and sensing life through the plants and animals of the jungle. It is this ability that
  makes approaching a feathered dragon’s lair so difficult, even for the most subtle. I believe it is also because of this ability
  that feathered dragons allow trespassers to get so close to their lairs before confronting them, as they are able to closely
  observe and study the trespassers before chasing them off.
  On the Magic of Feathered Dragons
  Feathered dragons are the only dragons to make any significant use of blood magic, specifically the more
  powerful and dangerous forms of blood magic that you know as death magic. They understand the fire that flows in the
  veins of dragonkind and, to a lesser degree, within all creatures. In their own lands, feathered dragons have used blood
  magic to heal the damage done to the land by the Scourge, repairing scars and making the jungles fertile once again. The
  elves of the Blood Wood could take some lessons from the feathered dragons in using blood magic to enhance growth
  without twisting the land and its creatures beyond recognition.
  There is a definite split among the feathered dragons concerning the different uses of blood magic. Some
  feathered dragons are strongly opposed to death magic—that is, blood magic used solely for power. These dragons
  consider death magic inherently wrong, and suggest that it partakes of the power of the Horrors, and can only prolong
  the presence of those Horrors remaining since the Scourge. While they understand and appreciate the value of life magic,
  used to aid and restore life, these dragons see the two forms of blood magic as inextricably linked, and fear that use of one
  type leads to use of the other. The second group of feathered dragons believe all forms of blood magic, whether life magic
  or death magic, are, like all magic, merely power—a tool beyond good and evil, to be used for whatever ends they see fit.
  They argue that if any beings are powerful enough and wise enough to use blood magic safely, it is the dragons. It
  saddens me that there are some among my kind who have failed to learn the lessons of the past. Perhaps most frightening
  about the feathered dragons’ use of blood magic is their propagation of its use to other Name-givers. There are some
  feathered dragons who teach and encourage the use of blood magic, specifically death magic, among the Young Races
  that live near them. I do not understand the purpose of this practice, and I fear its ultimate consequences. Fortunately, this
  practice is not widespread, and most feathered dragons oppose passing such potentially dangerous knowledge on to
  others.
  What began as a philosophical argument has grown over the years to become a serious rift among feathered
  dragons (good enough reason to leave blood magic alone, in my view). I have heard tales from the hot lands of the south
  of feathered dragons fighting and even killing each other over the matter of blood magic. Some suggest there may be a
  Horror at work, corrupting some feathered dragons through the use of death magic. I cannot say, but I hope that reason
  prevails and the feathered dragons are able to settle their differences according to our tradition rather than repeating the
  mistakes of the past.
  Along with their knowledge of blood magic, feathered dragons make considerable use of other magic, as I have
  mentioned. Many are spellcasters of considerable skill, particularly with illusion magic. Others practice elementalism and
  study the forces abroad in their jungle homes, in particular the different types of elemental spirits and animals. Some few
  feathered dragons also study nethermancy, particularly those with a strong interest in blood magic as well. These dragons
  have a great understanding of the netherworlds and astral space, perhaps too great an understanding for the comfort of
  others, as there are many things in the netherworlds that are best left alone.
  Like the great dragons of Barsaive and Cathay, great feathered dragons are masters of magic far beyond that
  practiced by adult feathered ones. Great feathered dragons create drake servants just as we do, though not as often.
  
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  39
  Drakes are used by feathered dragons primarily as their eyes and ears in the cities and lands of other Name-givers, and
  are less often used to pursue a particular agenda. As you might expect, these drakes resemble small feathered dragons, as
  our drakes resemble us. As with other drakes, they can assume Name-giver form if necessary.
  Great Dragons
  Great Dragons
  We great dragons are not a race as the other types of dragons are. All types of dragons have great dragons
  among them. Any dragon who lives long enough and gains the wisdom and experience that comes with great age can
  join the ranks of the great dragons. Still, there are things about great dragons that make us unique and worthy of
  consideration as a separate type of dragon. The most important differences between great dragons and younger dragons
  are our physical and magical abilities and our important role in draconian society.
  On the Abilities of Great Dragons
  Dragons continue growing throughout life, so great dragons, as the oldest of our kind, are also the largest. Some
  of us are easily twice the size of an adult dragon, with a corresponding increase in physical prowess. Our teeth and talons
  are longer, sharper and harder than those of a younger dragon as well. Unlike you Young Races, our teeth and bones do
  not become weaker as we age, they become stronger. Likewise our scales become toughened by the rigors of life. The
  armor of a great dragon is strong enough to resist almost any attack.
  As our physical abilities increase, so do our mental and magical powers. Our long lives give us a great deal of
  time to hone our abilities. Great dragons are adept at the manipulation of magic to levels far beyond any other Name-
  givers. We all know many spells, often from many different magical disciplines, including spells no Young Race magician
  has imagined. Beyond these, we also create new spells to serve our needs, though most of these spells are of a type not
  suitable for use by Name-giver magicians.
  The magical powers of a great dragon include improving our inborn gifts as well. My breath can flame targets
  with much greater power and range than in the years of my youth, and I have learned to use it in ways no young dragon
  could match. For example, the hides on which you sit I cured with puffs of flame, where a youngling would have
  incinerated them. We also use dragonspeech and dragonsight to our greatest advantage, to understand the nature and
  patterns of both Name-givers and of the world, for it is in our nature to seek understanding of the universe around us.
  Perhaps the greatest ability of a great dragon is the knowledge and experience that comes from living a long life.
  I have seen nations of Name-givers rise and fall. I have witnessed the performances of great artists, both of my kind and
  others, heard more tales than are recorded in your Great Library, and hunted every manner of beast in this land. I have
  battled Name-givers, spoken with them, even dwelled, worked and played with them over the years. I have seen eggs
  hatch, and hatchlings grow and change and become adults to take their place among our kind. All of this and so much
  more have I witnessed. It is those experiences that make me great and give me the responsibility to use my knowledge for
  the good of dragonkind.
  On the Role of Great Dragons
  Great dragons are the rulers of dragonkind. We do not rule like your kings or first governors; we do not share
  your idea of “government.” Each adult dragon governs himself or herself for the most part, in accordance with our
  customs and traditions. This is why our youngsters are so deeply steeped in our customs, so that they may know correct
  behavior. Great dragons might be thought of as the overseers of dragonkind. We lead by example and teaching, and
  when we must intervene, it is the great dragons who decide what is best for our kind.
  The first duty of a great dragon is to look to the future. We care for the eggs and the young who hatch from
  them. The future of all dragonkind is placed in our care. Young are quite rare among dragons. We mate only once in one
  of your lifetimes, and the hatching of an egg requires another dwarf lifetime or the passing of perhaps five or more
  generations of orks. While you Young Races breed rapidly (so rapidly that it’s a wonder there is room enough for all of
  you), we dragons do not. Every new life is precious to us, which is why only the most experienced and learned among us
  are entrusted to guard and raise the young.
  I have seen how you Young Races deal with your children. Anyone is permitted to be a parent simply because
  they feel the need to mate. Some parents are loving and raise their children well, but many are foolish or uncaring or
  simply unprepared for the responsibility. In fact, many care nothing for their offspring, casting them aside, while others
  treat children as no better than pets or possessions. Your vast numbers seem to make you value a single life far less. Why
  
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  Book of Dragons: An Unpublished Earthdawn Sourcebook
  be concerned, when there will always be more children, more Name-givers? I suspect it is the cause of much of the social
  unrest among your kind.
  We use our wisdom to decide the best path for our kind, and endeavor to learn from errors we have made so as
  not to repeat them. Yes, we make mistakes—I believe that is part of being alive—but we remember the lessons from each
  and every one, and our triumphs as well. Thus we are prepared for those rare times when we great dragons must decide
  the future of dragonkind, for what actions we take will set the course of events for some years to come. The need for such
  decisions is rare, but they have become more frequent in recent years. It is at these times that we convene the Great
  Dragon Councils I spoke of earlier.
  The second duty of a great dragon is to protect and recall the past. One reason great dragons are best suited for
  raising the young is because we have so much to teach them. Only those as experienced as we are can pass on a true
  understanding of the history and lore of our kind. As each generation of dragons learns from the great dragons before
  them, the wisdom and experience of our race grows with the passing of the millennia. I know lore that stretches back to
  the time of Dayheart the First Dragon, those who follow me will know all that and more.
  We are the guardians and upholders of our culture and traditions. Younger dragons seek us out to hear our
  wisdom regarding their conflicts over tradition, and our decisions shape the future of our culture. We are the lawmakers
  and judges of our race. Without law and tradition, dragons would have no means to live together in harmony. Our
  culture allows us to control our predator nature and exist as civilized creatures. It is up to great dragons to protect and
  sustain such precious knowledge.
  There are those of us, myself included, who believe we also have an obligation of sorts to you Young Races.
  Dragons are the oldest of all Name-givers, and great dragons are the oldest of all dragons, making us the most ancient
  and the wisest creatures in this world. As such, we have a duty to try to enlighten and educate the Young Races when
  possible. Such is the reason for this work that I offer to the Great Library, a collection of knowledge that may help some of
  your people to understand us and to pass that knowledge on to others.
  On Dragon-Like Creatures
  On Dragon-Like Creatures
  [In addition to the information he provided on the different types of dragons, I prevailed upon Master Vasdenjas to provide
  more information on some of the various dragon-like creatures living in Barsaive. These include drakes (shape-shifting servants of the
  dragons), hydras and (at my insistence) wyverns. Some of the information below is most intriguing. See my commentary that
  follows.]
  There are some creatures in Barsaive that resemble dragonkind, but they are not dragons, nor should they be
  considered as such, any more than you would consider a pangolus or a blood monkey related to your good self, Tiabdjin.
  Still, these beings, specifically drakes and hydras, share some of our nature and abilities, through design in both cases, the
  first brilliant and the second tragic. This does make them worthy subjects for this tome.
  Drakes
  As I have said, some dragons are served by members of the Young Races. Most great dragons such as myself,
  however, prefer to avoid becoming entangled with the culture of other Name-givers. Given this, there remained the
  matter of who would serve us in the society of the Name-givers. To solve the problem, we created the drakes to be our
  eyes, ears and hands in the world, so we would not need to trouble ourselves with minor details and trifling tasks. Drakes
  have been the finest servants we could ask for, far better than those of the past, in my opinion.
  Servants of the past, Master?
  Don’t change the subject, Tiabdjin.
  Drakes are not Name-givers. They are not born from others of their kind, but made using powerful magic. The
  enchantments used in creating a single drake are complex, lengthy and involved, far beyond the understanding of any of
  your people. These enchantments are so complex that they are beyond the skills of even most adult dragons, never mind
  magicians of the Young Races. The enchantments are also quite exhausting, for the spark of life to create the drake must
  come from its maker. Drakes are our magical children, in a manner of speaking, rather than children born of mating. Once
  the drake is formed, it is given a Name of its own.
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  41
  Since the process of making a drake is so involved, we create fairly few of them, just enough to see to our needs.
  Only the most powerful dragons create drakes as servants, and our traditions define a limit on the number of drake
  servants a dragon may create as a matter of rank and status among us. Great dragons are generally the only dragons with
  the power and prestige sufficient to have more than a single drake. Adult dragons have but one, if any, and most make do
  without drakes at all, having Name-giver servants or no servants whatsoever.
  Apart from their unique origin, drakes are much like Name-givers in all other respects. They eat, sleep and
  require air just like you do (although drakes do not require as much sleep as the Young Races, part of their dragon
  heritage). In their natural form, drakes look like miniature dragons, perhaps seven to eight feet in length. They resemble
  the type of dragon who created them, so my own drakes appear as western, Barsaivian dragons, with a coloration similar
  to my own. A knowledgeable dragon can tell a drake's creator and master at a glance, without ever having seen the drake
  before.
  Cathay dragons and feathered dragons tend to create drakes far less frequently than western dragons, the former
  preferring Name-giver servants. Leviathans only very rarely create drakes, so nearly all drakes resemble so-called
  “common” dragons. (By Nightslayer's Maw, Tiabdjin, you small folk practically have me using that ridiculous Name!)
  The most useful quality of drakes is their ability to assume Name-giver form. A drake can assume the form of
  any of the Young Races, except for windlings (too small to imitate) and obsidimen (a mix of flesh and elemental earth).
  Not only does this ability give drakes an understanding of your different races, it allows them to interact with Name-
  givers and move through Name-giver society without provoking the sort of fear and distrust you generally reserve for
  my kind (as well as others different from yourselves). This makes drakes useful agents in the world outside our lairs.
  In Name-giver form, a drake is identical in appearance to a normal Name-giver, but loses its dragon-like
  physical abilities. They retain their magical powers, however, which can prove quite a surprise for those unaware of the
  drake's true nature.
  Magical beings to their very heart, many drakes follow adept disciplines, and use those abilities when in their
  Name-giver form. Like their creators, drakes have a gift for magic, so many of them follow the magician disciplines, while
  the rest tend to follow fighting disciplines like the way of the warrior or swordmaster, or stealthy paths like the thief or
  scout. They learn quickly, and many advance quite far in their chosen discipline, some even taking on Name-giver
  students (with their master’s permission, of course).
  Drakes live far longer than the Young Races, another gift of their dragon heritage. Barring accident or death in
  battle, a drake can live for centuries. Their lives are finite, however. Upon death, drakes return to the base matter from
  which they sprang, decaying far more swiftly than other creatures until they are little more than pools of dissolved flesh
  and bone.
  False Drakes
  The so-called “false drakes” of Blood Wood are in fact drakes, only they lack the shapeshifting ability of true
  drakes. The false drakes have the form of a small dragon, which is their only form (so far as I know). Their creator
  disdains the usefulness of the Name-giver form and prefers drakes which lack that “weakness” (as he puts it). It is clear
  that false drakes are not nearly as intelligent or capable as true drakes. Since they lack insight into the nature of the Young
  Races, false drakes tend to be rather flighty and even playful, more like dragon hatchlings than full-grown adult Name-
  givers. Still, they are more than capable of rending an opponent with their teeth and claws and no doubt make useful, if
  limited, servants.
  [Vasdenjas refused to say who the creator of the false drakes is, other than indicating it is a male dragon, most likely a great
  dragon. The Master of Secrets also had very little to say regarding the culture or traditions of drakes (if indeed they have any).
  Likewise, I could not pry from him any information about how drakes are created apart from what is given previously. The great
  dragon claims such magic is beyond our comprehension, and perhaps so, but it is also possible it is simply considered too valuable or
  too dangerous (or both) to fall into the hands of “the Young Races.”
  I find it curious that even a great dragon like Vasdenjas can speak so easily about magically creating life from nothing, a feat
  only the most powerful magicians can accomplish. When we first talked years ago, while compiling the Creatures of Barsaive
  collection, Vasdenjas spoke often of the “tampering” Name-giver magicians performed on the natural development of certain
  creatures, experiments which led to the creation of things like the naga and the hydra.
  “We dragons did not create hell hounds,” Vasdenjas said, “nor do we keep them as pets — certainly we have never indulged
  in any kind of dubious magical experimentation to produce these creatures; as far as I know, only your races subject other living
  beings to such butchery.”
  
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  Book of Dragons: An Unpublished Earthdawn Sourcebook
  “The naga is one of far too many creatures that seem to owe their existence to barbaric magical experiments with innocent
  living things,” he began on another occasion.
  And on another occasion, he stated “The will o’ the wisp began as a magical construct — why you smaller races insist on
  bothering with unnecessary tinkering, I do not understand. We dragons do not use our magical abilities so frivolously.”
  Clearly, Vasdenjas looks upon the magical alteration of living creatures as wrong, yet he and other dragons use their magic
  to create drakes—which are clearly intelligent, thinking creatures who are used as little more than slaves. I find it difficult to reconcile
  these apparently contradictory attitudes. Is creating and enslaving an entire race better than altering what already exists? Apparently
  so for dragons. Is expending great effort and magical power on the creation of a single servant better than using the same energy to
  recruit many Name-giver servants? Again, apparently so by the standards of the dragons of Barsaive (although not those of other,
  distant lands, like Cathay).
  The only explanation I can offer for this behavior comes from the words of Vasdenjas himself. The Master of Secrets spoke
  many times in our talks about dragons of “the mistakes of the past.” He never made clear what these mistakes were, only that he and
  other dragons were determined not to see them repeated in the present. Perhaps dragons once performed magical experiments of the
  kind Vasdenjas now speaks of with such disdain. They realized the error of their ways and instead chose to create life, tailored to their
  design, rather than altering it. It is also quite possible that the creation of hydras (described in the following section) embittered all
  dragons against any tampering with existing life.
  If any of the above is true, I can only offer this speculation to the magicians engaged in similar work. Is tampering with the
  fundamental Patterns of Life truly worth the risk? Do we want to be the ones to repeat the very mistakes the dragons seek to avoid?
  And if we do, how will the great dragons respond?]
  Hydras
  Knowledge is a most powerful kind of spirit, Tiabdjin. Once it is free from confinement, it can never be
  imprisoned again. Years ago, I told you the origin of the hydra so you could record it in your tome on the fauna of
  Barsaive. It was a secret my fellow dragons did not want revealed, and many were not pleased with me for telling it. Now
  that the secret is out, even they cannot confine it again. No further harm (and perhaps a great deal of good) can be done
  by spreading the knowledge.
  Not long ago (about 600 years), there lived in Barsaive a great dragon Named Thermail. She was fairly young for
  a great dragon, having only recently achieved great status. Thermail mated for the last time not long before becoming a
  great dragon. When the time came to lay her eggs, Thermail was already a great dragon and she chose to do what no
  other dragon had done since the time of All-Wings herself: care for her own eggs. It is a decision that always seems to
  come to tragedy.
  Thermail was a great friend to the Young Races at that time; she encouraged visitors to come to her lair and talk
  with her of art, history, philosophy, music, magic and a great many other things. Her wisdom and advice were legendary,
  and many Name-givers sought her out. Thermail received them all with graciousness and great trust—a trust that was
  betrayed only once, but most grievously.
  When it came time for Thermail’s eggs to hatch, she withdrew from the world into her lair and accepted no
  visitors for many years. Not even she would allow other Name-givers to see her hatchlings. Thermail’s clutch was an
  exceptionally large one, and she chose to remain isolated to devote her time to the hatchlings until they were ready to
  leave the lair. However, her protective measures were not enough. A magician of Thermail’s acquaintance, a human who
  had spent much time with the dragon, snuck into her lair and lured away seven of her ten hatchlings.
  No one knows the magician’s Name (may his spirit writhe in agony for all time), or the reasoning for what he
  did with the stolen hatchlings. Using powerful magic, the thief merged the seven hatchlings into a single monstrous
  creature with the heads of seven dragons, the first hydra. Worse still, he magically caused another hydra to be produced
  from the first, and mated them so now the foul creatures can be found all over Barsaive and in many other lands.
  When she discovered what had happened to her children, Thermail went mad from grief. She flew over the
  lands of Barsaive, burning villages and razing cities, killing any Name-givers who stood in her way. Still, no matter how
  many she killed, she could not find the thief who caused the awful metamorphosis, nor could she bring back her lost
  children. Finally, to end her pain, she impaled herself on the pinnacle of a high mountain, which other Name-givers called
  Mount Wyrmspire—the same peak under which we sit, Tiabdjin. Thermail was one of the finest of our kind, and I honor
  her memory here in my lair Named for her, not me.
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  43
  Despite our efforts to wipe them out, hydras still exist. They are hideous creatures, perhaps half the size of an
  adult dragon, roughly 40 feet in length, with seven dragon-like heads springing from a central body. They are wingless,
  and nearly mindless as well. The melding of different dragons used to create the first hydra gives the creatures sporadic
  dragon–like abilities. No two hydra necessarily have the same powers. Some breathe flames, while others are lethally
  venomous or capable of freezing their prey in place with terror. There is no way of telling what powers a hydra might
  have, so it is always best to assume the worst. No hydra has the intelligence to use spells (thankfully), nor can they speak
  in any way, including dragonspeech. They are mindless beasts, not Name-givers.
  Hydras are not dragons, though they were made from dragons. They are hideous abominations of life that never
  should have been. Should any Name-giver with sufficient strength encounter a hydra, I recommend you kill it
  immediately and spare it the pain of such a tortured existence. All dragons kill hydras on sight as quickly and cleanly as
  possible. They are abominations, but they did not ask to be created, nor did they choose their terrible existence.
  Wyverns
  [It was only with great reluctance that Vasdenjas agreed to speak any further on wyverns. I very carefully avoided my
  earlier blunder in comparing wyverns to adolescent dragons, but I remain most curious about the similarity between the two.]
  I can hardly imagine why you persist with such an interest in wyverns, Tiabdjin. They are savage, bestial things
  that hardly bear discussing. Not nearly as interesting as, say, magma beasts, or even prisma… oh, very well, if we must.
  I have said it before, and I will say it again. Wyverns are not dragons. They are not even Name-givers. They are
  nothing more than mindless beasts, driven entirely by instinct and a savage nature. Any resemblance between wyverns
  and dragons is pure chance—or perhaps a mocking joke on the part of the Universe—nothing more.
  That said, wyverns do somewhat resemble small dragons, growing as large as thirty feet from head to tail.
  Unlike dragons, they have only two powerful hind legs in addition to their wings, and no forelimbs of any kind. The tops
  of their wings are tipped with claws that allow them to climb trees and cliff-faces, and to rend their prey limb from limb.
  The legs are also tipped with sharp, tearing talons. Their bodies are quite slim, covered in overlapping scales. Their heads
  are rather small (they don’t accommodate much in the way of intelligence), but their jaws are quite large, capable of
  swallowing a dwarf in a single bite. Their long, muscular tail ends in a wickedly sharp, barbed stinger.
  Their stinger contains a wyvern’s greatest weapon, their deadly venom. They usually try to sting prey with it
  and allow the venom to do its work while the wyvern continues its attack. They often sting multiple times, and I have
  seen wyvern sting prey even after it is dead.
  Just because they are stupid beasts, wyverns should not be underestimated. They have considerable cunning,
  and use it in hunting prey and staying alive. Sometimes a group of wyverns will cooperate to bring down larger prey, and
  others have been known to take advantage of the natural features of the terrain, especially long drops into mountain
  canyons and valleys, to overcome flightless prey.
  Wyverns tend to live in isolated areas, usually heavily forested or mountainous regions, and they defend their
  territory fiercely against all other predators. If you stumble into a wyvern’s hunting grounds, likely it will find you before
  you find it. Wyvern fly rather quickly and can move through difficult terrain with surprising speed and agility. Their
  snakelike bodies can coil around high trees or on top of rocky ledges and the like, to offer some camouflage while they
  hunt. They favor surprise attacks.
  Wyverns are built to be hunters, and they are well-equipped to overcome and kill their prey. They hunt nearly
  any-thing, although they usually restrict themselves to prey the same size or smaller than themselves. Still, a wyvern or a
  small group of them have been known to attack larger prey, yes, even dragons. If wyverns can bring down a creature as
  powerful as one of my kind, you can imagine what they can do to creatures as small and frail as the Young Races. To all
  those would-be wyvern hunters, I say it is suicide. Wyverns are death-machines better left alone.
  [This was all I could learn. Vasdenjas said nothing about wyvern mating rituals, how they are born, how long they live or
  anything else about their life cycle. Having done some research, I can say that no Name-giver has reported seeing wyvern young or
  eggs (if indeed they lay eggs) and, while dead wyverns have been found, they always die by violence, no old wyverns are ever seen. As
  far as anyone can tell, wyverns spring from nowhere fully grown, then die in battle or vanish, never to be seen again.
  Although the Master of Secrets describes wyverns as stupid and savage beasts, he speaks quite highly of their combat
  abilities. If I did not known better, I would almost think he was exaggerating the threat posed by a wyvern to make them seem more
  fearsome. They are deadly creatures, to be sure, but wyvern hunters manage to kill them fairly often. One would think the great
  
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  Book of Dragons: An Unpublished Earthdawn Sourcebook
  dragon wished to give other Name-givers a reason not to hunt wyverns. Unfortunately, I have no facts to offer, only the speculations
  and musings of a humble scholar.]
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  45
  D
  DRAGONS OF 
  RAGONS OF B
  BARSAIVE
  ARSAIVE
  To my peers and equals, brothers and sister of the land of Barsaive, greetings;
  It is with no small amount of concern that I bring this second collection of documents to your attention, because it poses a
  far greater threat to us all than Vasdenjas’ penchant for loose speech. The materials collected here were acquired by an agent of mine in
  the palace of the Denairastas Clan of Iopos, one of the so-called “scales” of the Orichalcum Guard that protects the members of the
  Clan and their families. While the Holders of Trust are skilled enough in keeping the various enemies of Iopos from infiltrating them, I
  have been playing such games long before their city or family line was even founded. My agent has spent some time infiltrating the
  Holders of Trust and gaining the trust of the Denairastas in order to watch for any indication that the Outcast might violate the
  rulings of the Council at which he was Banished. These documents are proof that he has chosen to do so, and they mean dire news
  where the Denairastas are concerned. I have placed my own comments in your copies of the documents to provide what insight I can.
  Read them with care and see if you come to the same conclusions as I have. If so, I believe we must convene another Council to
  consider what should be done about this. In any event, I recommend taking precautions immediately.
  My Children…
  My Children…
  You have done well. My faith in your abilities is truly justified. But what you have achieved so far pales in
  comparison to what you will soon achieve with my help. You will take your rightful place as the stewards of the land and
  its people, guiding them with a firm hand to greater recognition of your glory. Your victory shall be a monument to the
  sacrifices I have made to prove my faith in you.
  Although you have achieved much, now is not the time for congratulations or complacency. There remain many
  challenges in the path ahead for you, and many enemies who will seek to topple you from your high pinnacle, to crush
  and burn our dream and reduce it to bitter ashes, scattered on the wind. Throal and Thera remain at each others throats
  and a war between the two nations now seems certain, but there are other enemies older, wiser and far more powerful
  than the dwarf kingdom or even the mighty Theran Empire. These enemies are the dragons of Barsaive, particularly the
  Great Dragons and their many servants.
  The dragons are unlike any challenge you have faced before. There are many reasons for this, the primary being
  that they do not follow the conventions and laws of any nation; they do not follow any rules or traditions but their own.
  They are supremely powerful, especially the great dragons, but they are also scattered and diverse, with their own goals
  and desires, much like the various nations and city-states of Barsaive you have maneuvered so well. To learn more of
  your heritage and move on to the next stage of the great game, you must learn to understand and play the dragons as
  skillfully as you have the Name-giver nations of this land.
  To that end, I have created these documents. They describe the great dragons of Barsaive, along with some of the
  most powerful and influential Named dragons who might place themselves on the field of the game. Take this knowledge
  and study it carefully. Know your enemies as I know them, as deeply as possible, for when you know your enemies’
  thoughts and goals as well as you know your own, you are prepared to strike at them where they are most vulnerable. A
  battle against the dragons cannot be won through force of arms or even powerful spells. It can only be won when you
  learn to think like a dragon, to beat them at their own contest of deception and guile. I know this can be done. Just as I
  have come to think like humans, so too can you think like dragons. It is your family heritage.
  The first lesson in conceptualizing as a dragon would is to think long, in a life measured not in years or even
  centuries, but in millennia, in the rise and fall of Name-giver nations and empires by the hundreds. Consider the
  implications of each act as they unfold throughout history and learn to sacrifice a lesser goal to serve a greater purpose
  that may not come to light for years to come. You have already applied this technique to good effect, but now you must
  adjust it for the span of creatures born before your line began.
  You must understand the superiority of dragons above all other Name-givers. Understand the power granted by
  scales stronger than any armor, teeth and claws more deadly than any sword, eyes sharper than any bird’s and other
  senses aware of more than most other Name-givers can imagine. Understand the power of a vast life and the knowledge
  and learning that comes of it. Understand the power of a harsh life where at every step you are tested for your fitness to
  survive, tested and made strong by the trials you undergo or else culled from your kind to prevent your weakness from
  contaminating others.
  Though the dragons are powerful—the most powerful creatures in the land—they are not united, and often fight
  among themselves. They are bound by traditions more ancient than any Name-giver nation, and the ties of those
  
  46
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  traditions can become a noose with a little careful weaving. They are often slow to act, vulnerable to the swiftness and
  skill that other Name-givers can apply to life. They do not understand and value the immediacy of other Name-givers as I
  do. Each year that passes in Barsaive is little more than an eyeblink to them, and, with the conflict between Throal and
  Thera drawing their attention, you can act before they are even aware anything is amiss.
  The long thought and careful planning of dragons is unhurried and laggard at best by your standards, and they
  are seldom quick to react. You can easily press to gain the initiative against them. They claim to have learned the folly of
  acting too swiftly or too rashly, and the fear of another such mistake cripples them, forcing them to act methodically and
  carefully, behind the scenes, weighing every move. Dragons are patient hunters, as patient as the mountains and trees,
  and they will wait until time claims an enemy if nothing else. Use their patience against them and lull them into waiting
  for an opportune time that will never come. Before they realize it, it will be too late.
  Read carefully the knowledge I have provided and see the patterns of age-old alliance and conflict between the
  great dragons of Barsaive. With some careful manipulation of the threads of the dragons’ history and destiny, you may
  yet weave a pattern that will suit our goals—then nothing will stand in our way.
  Glory to the Denairastas line, and your coming victory.
  Your Sire,
  Denairastas
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  47
  M
  MOUNTAINSHADOW
  OUNTAINSHADOW
  [Despite the opinions of those who accused me of self-aggrandizement at our recent Council, I believe I can be forgiven the
  questionable vanity of placing my own description first. I do this because I am concerned at the volume and accuracy of the Outcast’s
  information about my resources, my abilities and even my goals. His nature gives him insights into our kind that few others can
  match, but his information about me is surprisingly current considering the circumstances… which leads me to believe that the
  Outcast may have innovative methods of gathering intelligence on each of us. With this in mind, we should strengthen our defenses
  and take steps to root out any spies (willing or unwitting) among our servants. I have already begun to do so, and I recommend that
  each of you do the same.]
  Mountainshadow, one of the oldest and most powerful great dragons of Barsaive, is a meddler—more so than
  any other among all dragonkind. Some even call him a visionary, though I dispute that title for one so limited to his own
  view of things. He wants to know everything, and very nearly does. He is known among his fellow great dragons as Far
  Scholar for his tireless pursuit of knowledge in this world and others. His age gives him enormous influence, which he
  rarely chooses to exercise, but which he does not hesitate to use when he feels that the interests of dragonkind (as he
  defines them) are threatened. He is a small-minded tinkerer who collects lore as other dragons collect baubles, but he is a
  great dragon first and foremost. Never forget that, or make the error of underestimating him. Such a mistake is invari-
  ably fatal.
  Mountainshadow shows great interest in the Young Races and has countless Name-giver servants in places
  where no one would expect to find them. The recent incursion of the Theran Empire into Barsaive has roused him from
  his endless studies and experiments, and moved him to take action with the formation of what the Therans refer to as the
  Dragon’s Network. His Name-giver servants make up a significant part of this vast net of spies and lackeys, enhancing
  his influence even more among the dragons of Barsaive.
  Mountainshadow’s Nature
  Mountainshadow’s Nature
  Mountainshadow was hatched long before the founding of any kingdom in Barsaive, from an egg clutch
  protected by the mighty All-Wings, greatest of the great dragons. To be of the clutch of All-Wings is to be a prince among
  dragons, with a proud and noble heritage, and a heavy burden of responsibility. All-Wings taught her hatchlings the
  traditions and history of dragonkind and raised them to become wise and fierce beyond all other dragons. And so they
  were, and so they remain to this day. Unfortunately, the surviving descendants of All-Wings are not worthy of their
  illustrious foremother. They may have her power, but cannot claim her wisdom or clarity of vision.
  Many of her clutch did not survive their first centuries of life; competition between them was fierce and often
  lethal. As the last clutch of All-Wings passed through their wild years into adulthood, the greatest of dragons was struck
  down by the treachery of Name-givers and her own arrogance. Mountainshadow and his clutch-mates are therefore the
  last dragons hatched and raised by All-Wings, and Mountainshadow and his brother Icewing are the two I know of who
  have survived and prospered through all the centuries since. Through overwhelming strength and all the guile at his
  command, Mountainshadow remains first among his kind.
  Mountainshadow’s size is as immense as his age. His vast body is longer than an air galley, his jaws capable of
  crushing a troll in a single bite. His silvery-blue scales shimmer in the light like polished armor. Many have seen him
  soaring high above his domain in the Dragon Mountains or, more rarely, flying out over the Badlands or the nearby
  Servos Jungle. (He has a lair hidden in the depths of the Badlands, a place so blighted by the Scourge that even many
  dragons shun it. That Mountainshadow dwells there is testament to his fearlessness; the most dangerous denizens of the
  Badlands pose no threat to him.)
  Mountainshadow is one of the few dragons who pursues knowledge above all for its own sake—indeed, he is
  obsessed with collecting every scrap of lore he can lay talons on. (To act on his knowledge is another thing entirely; like
  most of Barsaive’s dragons, he prefers talking to doing. Only those who threaten to cross him feel his swift wrath.) Lost
  magic, ancient legends, scraps of history concerning every Name-giver race in addition to his own… all these and more,
  Mountainshadow prizes as another might prize a rare and precious pearl or a fine living-crystal sword. He also eagerly
  consumes the latest news and gossip from the far corners of the world. His many servants are his eyes and ears
  throughout Barsaive and beyond, bringing him the knowledge he craves. Dragonspeech enables Mountainshadow to
  perceive the experiences of his servants directly from their memories, and he often relives their experiences in this
  manner. He knows a great deal and can discover even more. Given enough time, no secret is safe from him—not though
  
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  it be ringed with a thousand allegedly unbreakable enchantments. Remember this in dealing with him, and seed your
  misinformation carefully.
  Mountainshadow’s genuine interest in the Young Races makes him unusual among our kind. Most dragons
  regard other Name-givers as lesser creatures valuable only as servants or as a source of food or sport. Few recognize the
  value of other Name-givers to dragonkind, much less the hidden potential you possess. Mountainshadow dimly
  understands these truths, though he still regards the Young Races as lesser beings. His interest in your kind has led him
  to involve himself in the affairs of younger Name-givers in the past; during the Scourge, he sheltered many in the Dragon
  Mountains against the Horrors’ onslaught. I still have not fathomed his reasons for doing so, as he is otherwise opposed
  to mingling with the Young Races. He prefers to watch over them from afar, seeing to their welfare (as he defines it)
  through intermediaries.
  Curiosity drives Mountainshadow more than any other motive, to the point where it might be considered one of
  his few weaknesses. His thirst for knowledge apparently cannot ever be fully quenched. This means he might be tempted
  with offers of lore—even bits of trivia meaningless to other Name-givers have value for him. His desire to know
  everything outweighs all other desires and considerations. I have known him to spare the lives of Name-givers who
  offended him merely to hear their life stories and understand the reasons for their actions. Often this indulgence buys the
  offenders only enough time to tell their tales before Mountainshadow devours them. Others, lucky enough to amuse their
  captor sufficiently, are allowed to live. How Mountainshadow judges which shall live and which shall die, I cannot say.
  Therefore, I advise caution in any dealings with him, no matter how far removed those dealings may seem from any
  direct link with you.
  The Dragon Mountains
  The Dragon Mountains
  Mountainshadow and his brood live in the Dragon Mountains in south eastern Barsaive. His frequent flights
  amid those mountains, no doubt meant to display himself as a distant wonder to other Name-givers, gave the mountains
  their Name. High and steep, the Dragon Mountains provide a natural fortress for Mountainshadow and his servants. His
  dragons and drakes can soar with ease over the jagged peaks and deep valleys, while Mountainshadow’s other servants
  control the few narrow passes that lead into the heart of his territory. Name-givers traveling to this place from elsewhere
  face untold hardships and hazards; they are almost certain to be stopped, and even likely to be slain, before they come
  anywhere near the great dragon’s lair. If Mountainshadow himself does not dispatch them, his loyal drakes or other
  minions will. And because they are so numerous and vigilant, to avoid their attention takes great care.
  Like other great dragons, Mountainshadow guards a clutch of eggs deep in his lair. Some of his hatchlings roam
  the Dragon Mountains; other Name-givers who dwell there consider them sacred and protect them from harm. I know of
  three adult dragons who lair in the Dragon Mountains, all of whom are surely onetime hatchlings of
  Mountainshadow’s—and there may be more yet unknown to me. I have also seen many wyverns there, which suggests
  that Mountainshadow did not shelter only other Name-givers during the Scourge. He seems also to have cared for many
  young dragons and dragon hatchlings, who are now approaching maturity. (Mountainshadow now cares for few eggs in
  his lair and refuses to take any others. Doubtless his attention to other affairs in Barsaive has taken precedence over his
  much-vaunted sense of responsibility toward his own race.) The wyverns claim many of the mist-shrouded valleys,
  defending them ferociously against all challengers. Mountainshadow’s lackeys know well enough to avoid these places
  and leave the younglings alone. Because so many creatures live in the lush valleys and on the slopes, no wyvern hunts
  Name-giver prey except to defend Mountainshadow’s domain.
  Mountainshadow’s lair is as vast and ancient as its principal inhabitant—a veritable maze of caves and tunnels
  that reach deep into the heart of the Dragon Mountains. Should you succeed in getting so far, you will recognize it first by
  the broad plateau above which it sits. During the Scourge, its chambers and tunnels served as a vast kaer of sorts where
  the Young Races sheltered under Mountainshadow’s protection. Some of these Name-givers live there still, though the
  great dragon’s actual resting place remains barred to all except those with Mountainshadow’s express permission to set
  foot within. Mountainshadow summons Name-givers into his presence from time to time, but rarely grants audiences in
  his lair to any save the Young Races who live in the Dragon Mountains. He prefers to deal with others through his
  various servants (another example of his hypocrisy regarding other Name-givers; he condemns direct action among them
  as evil, but sees nothing wrong with meddling in their lives by indirect means).
  
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  49
  The Badlands Lair
  The Badlands Lair
  I have yet to discover Mountainshadow’s other lair in the nearby Badlands, the place from which he aided
  young Prince Neden and J’role the Honorable Thief during the Death Rebellion in Throal. The Badlands are an
  inhospitable place even for a great dragon, and so Mountainshadow rarely spends more than a month or so there at any
  given time. Afterwards, he always returns to the Dragon Mountains. He does not hunt in the Badlands, instead flying
  some distance to seek prey in the Servos Jungle or along the banks of the Serpent River. Since the arrival of the Theran
  behemoth on the shores of Lake Ban, Mountainshadow has curtailed his visits to his Badlands hideaway. I suggest you
  take advantage of his recent absence and redouble your efforts to find it.
  Mountainshadow appears to be studying the effects of the Scourge on the Badlands and similar places. In the
  first years following the Scourge’s end, he displayed unusual concern over the corruption of places like the Badlands, the
  Wastes and the Poisoned Forest. Many other dragons believe these places will revert to their former states in time, but
  Mountainshadow fears otherwise. I cannot say why. His concerns do not, however, appear to outweigh his desire to
  meddle in the affairs of Barsaive and the Theran Empire. His ever-expanding network of minions spends far more time
  spying on the Therans and on other Barsaivian powers—including your own city—than in attempting to solve the riddles
  of Horror-tainted regions.
  Treasures
  Treasures
  Mountainshadow’s personal chamber holds his most valuable treasures, particularly his precious library of lore
  and mementos collected over the centuries. He possesses abundant memory-crystals that hold knowledge hoarded since
  long before the founding of Thera, Throal or any existing Name-giver kingdom. These gems hold the first-hand
  knowledge and experience of many beings, frozen in the crystal but accessible through dragonspeech—a far more
  efficient and accurate method of preserving knowledge than crude written or spoken languages. These gems, priceless to
  any number of Name-givers, lie under the ever-watchful gaze of their owner, warded with magical traps and guardians
  created by Mountainshadow.
  The most precious jewel in Mountainshadow’s collection is an Eye of All-Wings, cut from the body of All-Wings
  her-self and contained within a crystal sphere. The other Eye is in Icewing’s possession. The two Eyes are magically
  connected, allowing Mountainshadow and Icewing to speak to each other in times of need even though they are
  separated by a distance of many days’ flight. The Eyes of All-Wings also allow them to scry distant places and even gaze
  into the depths of the netherworlds. Powerful magical wards can shield places and people from the Eyes, but the greatest
  protection is to not be where the Eyes turn their gaze. However, this formidable magic has a weakness—namely, the
  limits of its owner. Even with the Eye of All-Wings, Mountainshadow cannot watch all of Barsaive at once, especially
  given his preoccupation with recent events concerning the Theran Empire. Provided you take care, you may accomplish
  much without Mountainshadow suspecting.
  Mountainshadow’s Powers
  Mountainshadow’s Powers
  Like any dragon of his venerable age, Mountainshadow is powerful of tooth and claw, but the true source of his
  strength is his vast store of arcane knowledge. Mountainshadow knows more mystic secrets than anyone else in Barsaive,
  perhaps more than anyone in this part of the world. Your own knowledge, wide-ranging and formidable though it may
  be compared to that of ordinary Name-givers, is mere child’s play against Mountainshadow’s magical wisdom. He is a
  potent spellcaster, the most capable I have ever seen. Though I have created many spells since I last encountered him, I
  can say with certainty that he knew every spell and ritual I knew then, and many others besides. His command of the
  arcane arts allows him to ward his lair and create magical traps and servants whenever he requires them. His extensive
  library contains magical lore unknown to other Name-givers, powerful enough to shake mountains or reduce cities to
  smoking ruins. When you hear Mountainshadow’s honeyed words, remember the power that underlies them. And
  remember also his willingness to act against those who stray from his vision of what the world should be. His power
  brought about my own fall from grace (as Mountainshadow might put it) because I dared to disagree with his notions of a
  dragon’s proper place in the world’s affairs. If he could do what he has done to one as powerful as I, imagine what he
  might do to lesser enemies… and be cautious accordingly.
  Along with his mastery of the mystic arts, Mountainshadow is especially skilled in the use of dragonspeech and
  dragonsight. He has refined the ancient arts of touching the minds of others and sifting through their memories like a
  
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  heap of gleaming gems to find exactly the one he seeks. He once spoke of experiencing life from the view of the Young
  Races, and how vastly different the world looked through their eyes (as I could have told him ten times over, but no
  matter). With dragonspeech, Mountainshadow can pluck the very thoughts from inside your head. His gaze is like a
  viper’s, paralyzing in its intensity; while you stand helplessly pinned by it, Mountainshadow slithers through your mind
  and takes whatever he desires. He can also bend your mind to his will, planting ideas, feelings and even memories. The
  crafting of such thoughts, which subtly tug at the threads of a Name-giver’s pattern until they change it, requires time
  and concentration, but can be a more powerful weapon than flame or claw.
  Mountainshadow used dragonspeech to enter the mind of Prince Neden when he lay dissected and dying,
  healing the dwarf prince and restoring him to wholeness. Who can say what seeds of thought the dragon planted then, or
  how they might blossom now that Neden is King of Throal? And what does Icewing think of Mountainshadow’s
  interference with the dwarfs, whom Icewing likes to think of as his playthings? The answers to these questions are worth
  discovering, for they may aid you in your designs. And when you move against Mountainshadow, as you inevitably
  must, you will need all the help you can get.
  Like his other abilities, Mountainshadow’s dragonsight is as sharp as his talons. He understands patterns and
  the delicate threads that make them, especially the power of patterns to create and destroy.
  [Something the Outcast understands as well. I advise all of you to keep close watch over your Pattern Items and those tied to
  anything you value. The Denairastas have shown skill in exploiting Pattern Items already in Throal. Do not underestimate them.]
  In the Badlands, he appears to be studying the land’s pattern to learn how it may be rewoven, thereby restoring
  the land to health. But what can be woven can also be unwoven, as you know yourselves. Mountainshadow will not
  hesitate to turn such formidable knowledge against you, should you openly declare yourselves his enemies.
  Mountainshadow’s Servants
  Mountainshadow’s Servants
  Mountainshadow has more Name-giver servants than any other great dragon, save perhaps Earthroot and his
  underground kingdom of t’skrang. He appears to lack a significant number of drakes, though some of Mountainshadow’s
  Name-giver servants may be drakes in disguise. The recent loss of some of his drakes in the distant province of Indrisa
  may have opened a potential weakness in his network of spies.
  Drakes
  The only known drake who serves Mountainshadow is Rosper, a young drake actively involved in
  Mountainshadow’s spy network and its operations against the Theran Empire. Rosper has the impulsiveness and fire of
  youth, only somewhat tempered by his master’s guidance. With the right prodding, you might trick him into taking rash
  action. Rosper wishes to please his master, as most drakes do, but this desire is matched by his fury toward the Theran
  Empire, and (like most drakes) he lacks the patience and wisdom that centuries of living can bring. Rosper wishes to act
  against the Therans soon, rather than playing his master’s waiting game. As the great dragons tighten the reins on their
  drakes, a rift between master and servant may appear; be watchful and ready to exploit it.
  [Our enemies may well try to turn our servants against us. I know others say that a drake cannot betray its creator and
  master, but I must respectfully remind everyone that we believed the same thing of our servants once before and were proven
  tragically wrong. We should not make the same mistake twice.]
  Three of Mountainshadow’s other drakes disappeared recently while on an errand for their master far from
  home, in the Theran province of Indrisa. They will prove difficult and costly to replace, and so Mountainshadow must
  either manage without their service or expend the time and effort to create new drakes. He may even attempt to find the
  lost ones, which may leave him vulnerable in other ways.
  [I fear that the disappearance of my other drakes is related to Denairastas “exiles” calling themselves Broken Keys, living in
  Indrisa and serving its Overgovernor as mercenaries. These Broken Keys may well be agents of the Holders of Trust. It is possible,
  though unlikely, that they have captured and questioned my missing drakes, If so, they may be the source of some of the Outcast’s
  information. However, I still do not know how the Outcast learned the rest of what he knows about me.]
  
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  51
  Name-givers
  Of greater concern than Mountainshadow’s drakes is the multitude of Name-givers who serve him. Many of
  them are descendants of those he sheltered from the Scourge, safe behind formidable magical wards and protections. As a
  price for his aid, Mountainshadow required each Name-giver village to keep a record of its history throughout the
  Scourge and also to compile its previous history as far back as anyone remembered. The villagers presented their histories
  to the great dragon after the Scourge, when the Name-givers left Mountainshadow’s lair for the outside world. As with so
  many things this dragon has done, I cannot fathom his reason, apart from his obsession with collecting knowledge of all
  kinds. Perhaps it gives him pleasure simply to know what others do not, so that he may believe himself wiser than all
  other living beings. What he expects to do with the histories of insignificant villages populated by the very Young Races
  whose lives must not be “tampered with,” I cannot imagine.
  Following the Scourge, those who sheltered with Mountainshadow chose to remain in or near the Dragon
  Mountains. They worshipped Mountainshadow as their savior and protector, and remained near him to retain his
  protection against the dangers that the Scourge had left behind. The hundreds of Name-givers who live in these mountain
  villages revere Mountainshadow and do his bidding without question. I have tried to shake the loyalty of more than a
  few, and failed. This only proves what I have always believed, and what so many of my fellow dragons refuse to believe,
  about the true potential of other Name-givers. Those who have learned to serve well are more valuable to us than any
  type of servant our magic can create.
  Until recently, Mountainshadow made little use of the Name-givers at his command. They remained in the
  Dragon Mountains, sustaining their own isolated existence under their protector’s watchful eye. But the renewed activity
  of the Theran Empire in Barsaive has prompted Mountainshadow into the very action he has always pretended to
  disapprove—he has organized his Name-giver servants into part of a huge network loyal to Barsaive’s great dragons,
  intended to coordinate operations against the Therans and possibly even ally with some of Barsaive’s other great powers.
  (Needless to say, he does not include Iopos among that number.)
  Many of Mountainshadow’s Name-giver servants are adepts, some of them quite skilled. He may have taught
  the spellcasting adepts among them himself, though certainly he has not taught them any of his greatest arcane secrets.
  He is as reluctant to part with truly valuable lore as he is enamored of collecting it.
  [Not so, as this collection proves. I simply prefer not to interfere with the training and development of adepts in the villages
  under my protection. They learn the skills and talents of their Disciplines quite well on their own.]
  Dark Tooth
  One servant of Mountainshadow, a human Named Dark Tooth, deserves particular attention. Dark Tooth is
  Mountainshadow’s primary envoy and messenger to the world outside the Dragon Mountains, and he carries word from
  his master to other servants of the dragon scattered throughout Barsaive. Dark Tooth also occasionally hires adepts and
  adventurers to carry out important tasks for Mountainshadow that cannot—for various reasons—be entrusted to the
  other Name-givers serving him.
  Dark Tooth is a human male, slight of build and unassuming of feature, the sort of human to whom few give a
  second thought. His hair is dark and he wears a hooded cloak to conceal his features much of the time. He is not known to
  follow any Discipline, nor has he openly displayed any talents or spells, but the ease with which he appears and
  disappears and his long years of service to Mountainshadow suggest that he is certainly an adept, perhaps even a drake
  in human guise. This latter possibility is strongly suggested by an incident said to take place several years ago, when a
  thief living in a village near the Dragon Mountains decided to follow Dark Tooth one night after the messenger had left
  the village. The thief’s remains were found the next day scattered across the village green—the slaying was clearly not the
  work of an adept. Most Name-givers heeded the message, and will not pry too deeply into Dark Tooth’s affairs. If you
  wish to learn more of him, you will need to resort to other means than simple questioning of local folk. They rightly fear
  him and his dragon lord, and will tell you nothing freely.
  If Dark Tooth is a drake, he must be an old and experienced one, making him a valuable asset to
  Mountainshadow and a danger to us. Dark Tooth may very well be the coordinating agent behind Mountainshadow’s
  network of spies, carrying the commands of his master all across Barsaive. Certainly, command of an operation as large in
  scope as this network of spies is beyond the capabilities of a young drake like Rosper. Gather all the information you can
  about Dark Tooth and his activities, and you may discover a way to use Mountainshadow’s most trusted servant against
  him.
  
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  [I wish our friends luck. Dark Tooth is far cleverer and more capable than the Outcast imagines.]
  Allies and Enemies
  Allies and Enemies
  Mountainshadow has his share of friends and foes among his fellow dragons and the other Name-givers of
  Barsaive. Some of these relationships may be useful to our cause; others pose potential threats to our enterprises. Use
  subtlety and wisdom in exploiting the former; watch carefully for the latter, and lose no chance to strike a blow where
  you can.
  Among the great dragons of Barsaive, Mountainshadow is on particularly good terms with his brother, Icewing.
  The two share similar interests in the affairs of Name-givers, and between them form the core of the so-called Dragon’s
  Network opposing the Therans. Being dragons, they cooperate only within carefully prescribed boundaries and rituals,
  but they regularly exchange information and aid when needed and are the two most closely allied great dragons in the
  province. Through the Eyes of All-Wings, they can communicate swiftly from their respective lairs and observe a great
  deal of what happens throughout Barsaive.
  The only great dragon that might be called an enemy of Mountainshadow is Usun, the master of the Liaj Jungle.
  The two have disagreed on almost every aspect of dealing with Name-givers in Barsaive and with the Theran Empire in
  particular. Though wise enough never to oppose Mountainshadow directly, Usun holds no love for his elder; indeed, he
  has lately taken to openly expressing disdain for Mountainshadow’s tendency to make pets of the Young Races. He has
  shown similar contempt for Icewing’s involvement with the Kingdom of Throal. Of course, Usun hates me as much, if not
  more, than he does Mountainshadow, but his enmity toward the master of the Dragon Mountains could prove useful.
  I would hope such a transparent ploy had no hope of success. Though we have numerous disagreements, I
  would certainly not consider Usun an enemy, and would prefer to see us all work together to deal with the threat posed
  by the Impertinent Ones and the Outcast and his spawn.
  It is not only his fellow great dragons that Mountainshadow can call friend. Other dragons of his brood living in
  the Dragon Mountains look to him for guidance (as they have always done), and will doubtless come to his aid should he
  ever call upon them. The eldest is a male Named Thunderwing, who lairs high atop a peak in the central Dragon
  Mountains. Thunderwing has dark gray scales, shading to a deep blue on his chest and wings. He is a proud and
  imperious dragon, with little understanding of Mountainshadow’s interest in the Young Races, but he respects his elder
  and bows to his will. He hunts to the north and east of the Dragon Mountains, often ranging toward the Aras Sea.
  The other two of Mountainshadow’s brood known to me are Firedancer and Smokeweaver, a male and a female
  from the same clutch. Firedancer has dark brown scales with reddish highlights that gleam and ripple, as if flames were
  flickering across his hide. He lairs in the spur of the Dragon Mountains near Death’s Sea and sometimes soars high on its
  thermal currents. He shares his egg-parent’s curiosity and spends much time studying Death’s Sea and portions of the
  Badlands. Firedancer also occasionally attacks mining ships over Death’s Sea—whether from youthful pique at having his
  domain invaded or simply for amusement, I cannot say.
  Smokeweaver has dark gray scales, and holds herself more aloof than Firedancer from other Name-givers and
  their doings. She lives in the depths of the Dragon Mountains, sometimes flying southward into the wild lands beyond
  Barsaive to hunt and explore. Smokeweaver is of an age to find a mate and breed, but has refused Thunderwing’s
  advances. She knows that she must entrust any eggs she lays to a great dragon other than Mountainshadow, who refuses
  to care for more. To all appearances, however, this refusal to be bothered has not altered Smokeweaver’s loyalty toward
  the dragon who raised her.
  Unlike Icewing, Mountainshadow is not directly involved in the affairs of any Name-giver nation—he prefers to
  pull the puppet strings from somewhere out of sight, so that none may accuse him of unseemly meddling in the Young
  Races’ affairs. He does, however, have strong ties to two important Name-givers in the Kingdom of Throal: King Neden
  and his advisor, J’role. During the Death Rebellion years ago, Mountainshadow helped J’role the Honorable Thief find the
  missing Prince Neden, who was being held by the Theran nethermancer Mordom in a secret lair in the Badlands. After
  J’role and his allies defeated Mordom, Mountainshadow used his dragon powers to cleanse the dwarf prince of the
  nethermantic taint and restore him to health.
  Now Neden has become king and J’role the leader, or as he is known in Throal, the Senior Gatherer of the Eye of
  Throal (another large network of potential enemies). The gratitude both feel toward Mountainshadow for his blatant
  interference in the young prince’s life means that they owe him a debt, one that he will doubtless call due whenever it
  best suits his purposes. In effect, the Kingdom of Throal is at the beck and call of Mountainshadow and Icewing, both of
  
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  53
  whom are likely to consider Throal an ally against the Theran Empire’s incursion into Barsaive. If Mountainshadow and
  his brother come to Throal’s aid, and if they convince Barsaive’s other great dragons to do the same, they are likely to tip
  the balance of power strongly toward the dwarf kingdom. Needless to say, agents of the Theran Empire will do almost
  anything to prevent such an alliance against them. Think on this, and consider carefully any possibilities it may open for
  advancing our own interests.
  [Ironic that the Outcast can see the viability of my proposals, even if some of my peers cannot. Throal’s enemies clearly fear
  an alliance between us because it threatens them. I ask you all to consider the possibility of alliance with Throal once again in light of
  this information. Shall we support Throal against the Empire, as wisdom dictates, or sit idly by when so much is at stake?]
  Mountainshadow’s Goals
  Mountainshadow’s Goals
  [As always, the Outcast retains a clear head for tactics, despite being blinded by self-importance and disregard for our
  traditions. His analysis of my goals is accurate enough to cause us all concern. Read what he has written—and then, if you are wise,
  you will consider altering own your plans to account for it.]
  Mountainshadow has many goals, especially since the arrival of the Theran behemoth in Barsaive’s heartland. I
  offer you only the uppermost of his many plots and schemes. Use these writings not merely to know what he intends
  next, but also to understand how he moves the pieces spread out on the game board of Barsaive, and you may begin to
  anticipate his moves in advance. Only through such application of intelligence and guile will you have any chance of
  succeeding against Mountainshadow; for even as powerful as you have become, he is as far beyond you in power and
  sheer cunning as a windling is beyond a flying insect. He can be thwarted; did I not know this to be true, I would not
  have set down these words. But never forget that among all the Name-givers of Barsaive, we great dragons are the oldest
  and strongest and canniest—and that among great dragons, none is older or stronger or cannier than Mountainshadow.
  Remember this, and you may yet win out against him.
  To Gather Knowledge
  First and foremost, Mountainshadow seeks to know. He is compelled to study whatever he does not understand,
  and to gather all the knowledge he can about it before acting. Mountainshadow’s immense network of servants exists
  primarily to bring him information on everything from the vital to the utterly trivial. This means that Mountainshadow
  will often delay his actions until he believes he has enough information to fully understand the situation. Through
  obfuscation, falsehoods and hiding important facts among an avalanche of trivia, you may keep him occupied until it is
  too late for him to move effectively against you. Keep in mind, however, that Mountainshadow has the accumulated
  knowledge of millennia at his disposal. Assume that he knows your plans in advance, and act accordingly.
  [Much as I dislike it, I must concede the possibility that this entire document was written solely for our benefit, and that it
  mixes lies and half-truths with genuine information about the Outcast’s knowledge, opinions and plans. By all means, take whatever
  steps you feel are necessary to confirm facts revealed here, as I am already doing.]
  To Deal with the Theran Empire
  For the past several months, Mountainshadow has been ceaselessly agitating for action against the Theran
  Empire because it threatens Barsaive’s freedom. This agitation was most recently demonstrated by a Council convened by
  Mountainshadow. I know not the outcome of this most recent Council, the first since the end of the Scourge, but trust
  when I tell you that the consequences of this Council will soon reveal themselves. Great dragons act slowly and
  reluctantly, but once they decide upon a course of action, they are rarely subtle, and act swiftly and brutally.
  The great dragons and the Empire love each other little, and so the dragons are inclined to look favorably on
  aiding Throal simply because the dwarf kingdom likewise hates the Therans. The threat currently posed by Thera
  provides ideal cover for our own activities, until it is far too late for anyone to stop us, provided we use our opportunities
  wisely. However, a common enemy such as Thera may also unite the disparate, squabbling factions of Barsaive before our
  plans have borne fruit. Be watchful of such a development, and do whatever is necessary to sabotage it.
  To Explore the Minds of the Young Races
  The thoughts, feelings and fleeting lives of the Young Races fascinate Mountainshadow, and he continues to use
  his pet Name-givers to explore these races’ necessarily limited experience of the Universe. In many ways,
  
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  Book of Dragons: An Unpublished Earthdawn Sourcebook
  Mountainshadow is closer to the Young Races than any other great dragon. Icewing may see outsiders in his lair more
  often, but Mountainshadow touches the minds of the Young Races almost constantly—especially since the formation of
  his spy network. This means that Mountainshadow understands the feelings and motivations of Name-givers better than
  most dragons, because he is involved with so many. Such strong connections to the minds of others may cause
  Mountainshadow to lose his perspective; more practically, we can use it to feed him false information.
  To Protect the Inhabitants of the Dragon Mountains
  Mountainshadow vigilantly guards all the Name-givers in his domain. No sky raider or Theran slaver is foolish
  enough to trespass in the skies over the Dragon Mountains when easier prey is available. An immediate threat to the
  inhabitants of his domain may distract Mountainshadow’s attention from other matters, forcing him to turn his gaze
  closer to home and leaving the field freer for us to operate.
  To Discover the Fate of his Lost Drakes
  The disappearance of his drakes in Indrisa greatly concerns Mountainshadow, and he is certain to investigate
  what became of them. Doing so, of course, means committing resources that he might otherwise have sent elsewhere.
  With so many of his Name-giver servants deeply entangled in the his monitoring of Theran activity, Mountainshadow is
  likely to send Dark Tooth to engage a group of adepts for this enterprise rather than commit his own people. This
  presents an opportunity to learn more about Dark Tooth and perhaps gain access to him through Mountainshadow’s
  chosen agents.
  
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  55
  A
  ABAN
  BAN
  [Though I sometimes chafe at Mistweaver’s isolation and the difficulties it imposes upon communicating with her, it has
  served us to some degree as an impediment to the Outcast’s espionage efforts. His knowledge of her activities seems somewhat
  uncertain and replete with conjecture, though his skill at deduction and tactical analysis has helped him fill in many gaps in his
  knowledge.]
  Aban, the enigmatic mistress of the Mist Swamps, is an intriguing mixture of contradictions, an unusual state for
  a member of a race that has thousands of years in which to decide how to look at the world. Though she supports the
  great dragons’ philosophy of non-interference, upon occasion she takes a direct hand in shaping events in Barsaive,
  perhaps acting more directly than any other of her kind when she chooses to act. Though she usually seems distant as the
  stars, she sometimes rouses herself to heights of passion and fury that make even others of her kind pale at the thought of
  confronting her. Though she claims active dislike for most of the Name-giver races of Barsaive, she often chooses to
  frighten away interlopers into her domain, rather than slay them. Perhaps these things are due to the fact that she is
  among the youngest of the great dragons and has not had the same time that others have to solidify her opinions. Despite
  this, never think of her as fickle or erratic, for such will inevitably lead you to underestimate her. Her decisions always
  carry the full force of a draconic will.
  Whatever the reasons for her vacillations, one thing about Aban remains constant and unchanging. She allows
  no one to reach the heart of the Mist Swamps. Her vigil over the ancient, elusive ruins of Yrns Morgath, the city long lost
  in the depths of the swamp, is eternal and unceasing. Only other dragons may approach that ancient place without
  raising her ire, and she takes a dim view of those who prevail upon her too often or who do not show the proper
  deference when seeking audience. As you will understand, the nature of the place in which she keeps her lair and the
  vigilance with which she protects it makes it difficult to gather information about her and her doings; much of what I
  know comes from past associations.
  Aban’s Nature
  Aban’s Nature
  Of the great dragons of Barsaive, Aban is the only one not born during the Age of Dragons. Aban was among the
  very first dragons hatched under the care of the mighty Cloudtamer during the first century of this magically-endowed
  age. Cloudtamer was a warrior among dragons, the fiercest of the fierce. Though his magical skills were not insignificant,
  he greatly enjoyed physical conflict and developed magic that augmented those capabilities above any other. As
  impatient as a great dragon may be said to be, he typically sought direct and violent solutions to his problems.
  Cloudtamer was a harsh sire, even by the standards of a race that deliberately culls the weak from its numbers.
  He deliberately exposed his brood to perils whose descriptions would blacken the pages upon which I write, and he often
  pitted his hatchlings against each other in physical contests. The slightest weakness earned reproof, and consistent failure
  meant exile to the wilderness or death at his talons. Aban’s gender earned her no lenience, for female dragons must, if
  anything, be stronger than males, the better to protect themselves when they carry eggs. Little wonder, then, that Aban is
  so hard and fierce.
  Cloudtamer met his end shortly before the beginning of the Scourge, at the hands of the Theran Empire. A proud
  symbol of the strength of dragonkind, he was identified as the first target of the Theran behemoths when the Empire
  sought to discourage the great dragons from revealing magic that would protect people from the Scourge. Legendary
  though his strength was, his direct method of solving problems was not sufficient to the task, and he was destroyed.
  While few dragons retain lasting emotional attachments to the great dragons who raise them, Aban deeply respected her
  sire for his lessons and the strength they engendered. When the Therans killed Cloudtamer, they made of Aban an eternal
  and implacable enemy, a fact that the commanders and crews of airships in the region above and around the Mist
  Swamps have begun to learn personally.
  [Alas for the loss of Cloudtamer. As disrespectful and short-tempered as he was wont to be, his willingness to fight at the
  shedding of a scale would be of use to us now. His strength and prowess were undeniable, and his fire might have roused us to action
  before now. I take comfort that one of his brood should have grown into a strength so like to his.]
  Aban was taught to thrive in a world that slew nearly all of those born with her, and her strength and aggression
  led her into adulthood earlier than is common. She is the only great dragon among all those born in this age. Her relative
  youth works against her in many ways. First, she is but newly admitted to the society of the great dragons. Her voice is
  accorded little influence among the older dragons at Councils, who consider themselves far wiser than she (though to
  
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  ignore her reveals the lie behind that opinion). She fanatically adheres to custom and ritual, especially the Rite of the
  Fifteen Venerations, as a way of assuring that she is given the respect that is her due. Second, she has not the same depth
  of experience as the other great dragons, a fact that sometimes leads her into what passes for impetuosity among her kind.
  She has not the same control over herself that most other great dragons have, and her rage sometimes gets the better of
  her. Third, she has not the degree of mastery over her powers that great dragons of the likes of Mountainshadow and
  Icewing have. Do not believe that she is not formidable in her own right; the experiences of those who have sought the
  lost city of Yrns Morgath prove otherwise.
  Physically, Aban is larger than most other dragons of her age, perhaps only Mountainshadow is larger. Despite
  this, she has no difficulty moving about the Mist Swamps completely unseen; she can appear from the gloom of the
  swamps suddenly and without warning, a fact well-described in journals left at Throal’s Great Library by those who have
  survived encounters with her. The same tales that agree so completely on this account differ greatly on another,
  however—that of Aban’s coloration. In one book she is described as having scales the deep red of old blood and eyes as
  black as the midnight sky, while another tome paints a picture of her with greenish-black scales and unsettling yellow
  eyes. When I knew her, her scales were a glossy black that ran with subtle hints of deep blue, while her eyes were the
  clear blue of the long-frozen ice at the tops of mountains. Whatever the reason for it, be it the effects of living in the Mist
  Swamps or some deliberate magical change, Aban’s coloration can vary. Rely not on the color of her scales to identify her.
  Keep all of this in mind as you plan the next stage of your conquest of Barsaive; always consider where she may
  stand and how she may affect you. Though she remains largely in her lair in the Swamps, she might come forth at any
  time. Remember her upbringing, her strength and her aggression. If she sees you as an enemy or you earn her anger, she
  will strike, and decisively. Watch for your chance to take advantage of the beginnings of a schism between Aban and the
  remainder of the great dragons of Barsaive. Be subtle, though, for the division is as yet so small that the dragons
  themselves are likely not aware of it, and efforts not guided with the utmost of care might draw their attention to it and
  destroy its usefulness. Never forget the enmity Aban bears the Therans. As the hostility between the Empire and the
  Kingdom of Throal grows more heated, her antipathy toward the elves may prove useful in keeping the Therans off
  balance and prolonging the conflict long enough to weaken both sides until they have no power to resist your own
  advances.
  [Here the Outcast reminds me that his purpose is not only to warn the Denairastas of our strength, but to point out ways in
  which they may attempt to use us as weapons against each other, dividing us in much the way they hope to divide the other forces of
  Barsaive, so that none may resist them. I doubt that they have any hope of achieving such a goal, but it behooves us to remain vigilant
  against such machinations, so that our confidence in our ability to see and resist them does not prove to be the weakness that allows
  them to succeed.
  Mistweaver, though I dispute the Outcast’s claim that your words were held in less accord than those of your elders at our
  recent Council, I offer you the Rite of Transgression as an apology for any perceived slight on my part.]
  The Mist Swamps
  The Mist Swamps
  Aban makes her lair in one of the least hospitable locations in Barsaive, the Mist Swamps. It is here that the
  Serpent River divides into hundreds of smaller streams, creating a huge marsh that rolls into Death’s Sea and becomes a
  sweltering, simmering expanse of steam and mud. Those few brave or foolish enough to venture into the swamps and
  fortunate enough to return report difficult and life-threatening conditions. Endless clouds of steam obscure vision and
  leech the vitality from the hardiest of explorers. The water is universally hot, simmering in some places and boiling in
  others. You might expect such a place to be wasted and devoid of life, but the swamps teem with living dangers, creatures
  ready to leap upon unwary travelers with claw, fang and venom.
  The perils of the place form a formidable wall that shields Aban’s lair from the prying eyes of all but the most
  insistent and skilled of searchers. Though tales abound of Aban attacking and devouring those who intrude upon her
  solitude, the number of people who die at her claw is far smaller than the number who perish in the hazardous swamp
  before ever seeing her. Though some explorers describe seeing Aban soaring above the Swamps or flying low through the
  mists, those who reach the heart of the Mist Swamps never see its most powerful resident until too late. She always
  appears suddenly, spraying searing liquid upon the unfortunates as she rears up from the water or stepping out of
  tattered curtains of mist that moments earlier completely concealed her from view.
  
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  The Lost City
  At the heart of the Mist Swamps lies Aban’s lair, the ancient lost city of Yrns Morgath. Some who have reached
  the deepest parts of the swamps have written of finding remains of ancient structures, be it a stretch of stone wall, a pitted
  archway with faint remains of ancient carvings or a short flight of stone stairs climbing up into the air toward a raised
  floor that no longer exists. All who reach this point encounter Aban, a meeting that ends either in the flight of the
  intruders or their death, for Aban grants no audiences. This ancient place has long since surrendered to the ravages of
  time and their harsh environment, not to mention the efforts of pre-Scourge treasure-seekers, yet it still holds artifacts of
  power and tomes of lore that hearken back to the Age of Dragons. It may be that tales of these lost treasures are what
  entices the Theran Empire to brave Aban’s wrath, for they still send search parties and airships into the swamps, despite
  the fact that Aban tolerates no Theran presence anywhere in her domain and attacks both airborne and land-bound
  explorers with daunting ferocity.
  Treasures
  Though some remnants from the Age of Dragons remain hidden within the tumbled ruins of Yrns Morgath,
  many such treasures were taken from the city before Aban made the place her lair. Adepts in search of tools with which
  to build their legends took some, while others were claimed by the servants of other great dragons, seeking artifacts they
  created in the olden days before the progeny of their folly rebelled against their so-called beneficent rule. The bulk of the
  magical treasures that Aban claims as her own she collects in the Hall of Trophies, items taken from Name-givers bold
  enough to invade her lair and daft enough not to leave at her insistence. These treasures run the full range from common
  threaded items to unique legendary treasures.
  Such treasures do not explain the Theran persistence, however; no magical sword, no matter how powerful,
  could engender such strength of effort. It may be that the Theran Empire knows of the greatest treasure hidden in Yrns
  Morgath, a treasure that Aban has protected since before the Scourge. Secreted away somewhere in the ruins that are the
  heart of the Mist Swamps, protected behind magical barriers of such power that only a great dragon could create them, lie
  the remains of the hero Naaman Y’ross.
  [It seems here that the Outcast is placing far too much faith in the words of the recent Theran report on the so-called Secret
  Societies of Barsaive (which regrettably contains a startling amount of accurate information about our own operatives and agents in
  Barsaive). One of the reports in this collection suggests that the remains of Naaman Y’ross are in fact within the ruins of Yrns
  Morgath in the Mist Swamps.]
  Aban’s true reasons for protecting these remains are unknown to me. I do not understand her fascination with
  this arrogant elf, for she holds the Therans in such grand contempt. Perhaps she sees this stewardship as an opportunity
  to thwart the Empire, by preventing the Therans from somehow returning their ancient hero to the living world. I do
  know that she believes that Naaman Y’ross yet has some part to play in the future of Barsaive, though what she expects
  that role to be is a mystery. If she knows of a way by which he may be returned to life, then it may be that she plans to use
  him to tip the scales of the balance between Thera and Throal. If this proves to be true, then winning such a hero to the
  cause of the Denairastas would prove a significant victory, indeed.
  Mistweaver, if the Outcast’s claims are true, I am concerned that we should learn of this from his words, rather than
  directly from yourself. While I do not presume to suggest that you should keep us informed of all that you do, what the Outcast
  suggests about the usefulness of Y’ross to our goals may have some merit. Given your hatred of the Empire, I can only presume that
  either you do not know how to return the hero to life, or that the Outcast is wrong in his claim that the hero’s remains are at Yrns
  Morgath. In either case, certainly you can tell us if it is really the hero’s remains that drive the Therans to search the swamps so
  vigorously, or something more?
  Aban’s Powers
  Aban’s Powers
  By virtue of her youth, Aban has not yet developed her powers to the same extent as other great dragons, and
  she may be considered one of the magically weaker of her kind. Take this not as a slight against her strength, however, for
  no weakling could have survived the tutelage of Cloudtamer. Her magical might is less than that of her brethren because
  they have had many millennia to perfect and develop their powers, while she has had only just over two thousand years.
  Aban has a great affinity for the magic of the elements, which may explain why she chooses to live in a place
  where all of the elements come together. She surely knows every Elementalist spell known to the scholars of both Thera
  and Throal, and knows of others that are unknown to those groups. She has proven such an effective master of these
  
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  types of magic that her pride in this regard may be exploited, my children; you may prove able to earn some small
  measure of tolerance from her if you can bring her elemental magic she does not yet know. Do not expect such an offer to
  mollify her for long, however.
  In addition to spell magic, Aban exercises her mastery of the elements in many ways, including the summoning
  and control of elemental spirits. She often leaves elementals to guard her lair when she must be away from it for an
  extended time. Through the assistance of these elementals, Aban has attuned herself to the Mist Swamps and every living
  creature within them, extending her ability to sense her lair to include the entirety of the area. Everything the creatures of
  the swamps see and hear is known to her; they serve as her eyes and ears. These senses are usually distracted, as though
  she were listening to a crowd assembled outside a window. Whenever she chooses, however, she may concentrate upon a
  specific area and borrow the senses of the beasts therein, so as to see everything that occurs.
  Aban’s elemental powers also give her near-total control over the very terrain of the Mist Swamps. She can
  quickly change water from boiling to cool and back again. Solid earth becomes thin mud at her whim, and the gnarled
  and twisted trees of the swamp rearrange themselves as she wills. She can thicken and thin the billowing mists with a
  thought, no doubt the explanation for why such a huge creature as Aban can suddenly appear without warning before
  the most observant and perceptive of explorers.
  Aban’s Servants
  Aban’s Servants
  Aban’s servants are as secretive and as deadly as their mistress. The former fact makes accurate knowledge of
  their numbers and activities very difficult to obtain, and the latter fact makes the discovery of that information an event
  fraught with danger for Name-givers frailer than dragonkind. Aban tolerates no weakness or failure, a fact that motivates
  her servants to great effort on her behalf. Accustomed to surviving in the Mist Swamps, the dangers of the rest of Barsaive
  present them little difficulty; not even your carefully-watched city of Iopos is immune to their clandestine comings and
  goings.
  Elemental Spirits and Creatures
  Within the Mist Swamps themselves, Aban has numerous elemental spirits of all kinds and strengths at her beck
  and call. Most protect her lair, which explains the accounts of the swamp coming to life and consuming intruders. Others
  assist her with powerful elemental magic of uncertain purpose. Aban has sufficient knowledge and power to summon a
  number of Named elemental spirits, and has even called upon Great Form spirits from time to time. Even she bargains
  carefully with the latter, and the power these spirits give her should give you pause.
  Aban’s attunement to the Mist Swamps allows her to call upon the creatures of the swamps as she will, in much
  the way a Beastmaster might dominate an animal’s mind to require of it some service. Accounts exist of creatures in the
  swamps attacking explorers in a fashion that hints at coordination or intelligence, and the will of the dragon is one of the
  few forces powerful enough to allow control of so many creatures at once. Do not underestimate the tiniest creature in
  this place, for everything is potentially an extension of Aban’s will. And though this connection between Aban and the
  creatures of the Mist Swamps might at first seem to be an extension of the dragon’s natural lair sense, I have reason to
  believe Aban is able to extend this influence beyond the borders of her chosen lair, up along the Serpent River, perhaps
  even as far as the southern edges of the Servos Jungle and along the southern stretch of the Tylon River. How she is able
  to do this is beyond my knowledge, but is something that certainly bears further thought.
  Between her influence over the myriad creatures of the marshes, the elemental spirits that roam the mists and
  her control of the very terrain, any who would attack Aban must literally fight the Mist Swamps themselves before
  winning through to the dragon, a meeting which becomes more daunting on the heels of the momentous effort required
  to reach her. Fortunately, these perils are their worst only when actively directed by Aban, and she cannot focus her view
  everywhere at once. Stealth is the key to reaching the heart of Aban’s domain, and you are more likely to succeed when
  she is busy defending the Mist Swamps from the incursions of Theran forces.
  Drakes
  The only drake known to serve Aban is a hot-blooded specimen Named Savryn. The last drake created by
  Cloudtamer before his death, Savryn is as physically imposing compared to other drakes as his mistress is to most other
  dragons. When Cloudtamer was slain, Savryn chose to serve Aban, for he saw her as the most worthy successor to her
  
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  59
  sire. A well-skilled practitioner of the Warrior discipline, Savryn is much like his creator in his preference for physical
  solutions to problems. As one of Aban’s primary servants outside the boundaries of the Mist Swamps, however, he has of
  late been forced to act in more circumspect a fashion. He chafes somewhat under this “training,” particularly because he
  sees his mistress as being unfaithful to the principles of her sire. His physical predilections mean a skilled eye can watch
  him with only moderate effort as he moves through the lands of Barsaive. His preference for direct action may also serve
  as a lever to manipulate him, be it into action that he does not realize is counter to the interests of the great dragons or
  into direct insubordination.
  [Again the Outcast strikes at the connection between us and our drake servants. Mistweaver, though I have not witnessed
  what he claims about the temperament of this drake, if what he says is true, you would do well to settle any issue that hangs
  unresolved between yourself and Savryn.]
  I know not whether Aban has other drakes that serve her. I suspect that her mastery of the ritual magic of the
  great dragons is not yet sufficient to the task of creating them. If I am wrong in this and she has drakes in addition to
  Savryn, then they are not nearly as hot-headed and impulsive as he is, being instead skilled at subterfuge and deception.
  Should this prove true, I have no doubt that such servants would be nearly as physically powerful as Savryn himself,
  given the nature of their creator.
  The Hand Of Corruption
  You are no doubt aware, my children, of the legends that speak of a place called the Castle of Assassins which
  lies tucked away in the northern stretches of the Mist Swamps, where the waters of the marshes lap against the foothills of
  the Twilight Peaks. This place is a training ground for the Assassins Branch of the Hand of Corruption, who use it to train
  their killers to pursue their mad dream of expunging all life from the face of Barsaive and the lands beyond. Here they
  hone Name-givers into deadly weapons, under the very snout of the great dragon Aban. Why does Aban, who so
  thoroughly roots out intruders into her domain, tolerate the presence of these madmen on her very doorstep? There can
  be but one answer.
  Since Aban allows only those who serve her to travel through and abide in the Mist Swamps, the denizens of the
  Castle of Assassins must be her servants. From all accounts that I have heard, they serve her current needs perfectly. They
  are ruthless and efficient, for only the most fit survive the training and live to carry their agenda into the lands of
  Barsaive. They move furtively and unseen through the shadows of the lands, executing their violence and escaping again
  into the darkness from which they spring. Silent and deadly, they carry out the will of their dragon mistress, though they
  are certainly unaware of her manipulation. I suspect that no more than a few understand that Aban truly directs the
  activities of the Castle of Assassins and the Hand of Corruption, using them to pull the strings of the province from the
  secrecy of her swamp lair. The rest go about their work, blissfully unaware that they are dark pawns in a deadly game
  with far greater reach and consequence than they will ever understand.
  [Such claims as these are patently ludicrous, though I am glad to see that at least some of the Outcast’s information is
  widely off the mark. It means that his sources of information are fallible, some small comfort considering the wealth of accurate
  knowledge he has gathered. He makes no mention of perhaps the most significant of her underlings. This is most interesting as he
  seems to have stumbled onto all the clues he should need to uncover these most mysterious and secretive of Mistweaver’s servants.
  More importantly, this tale might misdirect the Holders of Trust and the Denairastas into dealing with the Hand of Corruption,
  useful to us both because it distracts them from us and helps get rid of an infestation that has long needed to be cleansed from this
  land.]
  Allies and Enemies
  Allies and Enemies
  Among her fellow great dragons, Aban retains a largely neutral stance. Given the complexity of interactions
  between them, and the generally solitary nature of dragonkind, this is not surprising. Her passion has led her to an
  occasional entanglement, insofar as mating between great dragons may truly be termed such, and her most recent
  involvement of this kind was with Earthroot, the king of the Pale Ones who live beneath the Throal Mountains. Though
  that involvement took place several decades ago, such a span is as a few breaths to a dragon, and the two remain on good
  terms. What that means in greater terms is uncertain, but remember that dragons rarely allow such things to influence
  their thoughts.
  If Aban may be said to dislike any of the great dragons of Barsaive, it is Icewing. Icewing was the third of the
  great dragons to be a target of the Theran navy shortly before the Scourge, a target that was not in place when the arrow
  struck. Though I doubt that Aban begrudges Icewing his life, she no doubt feels that he had the necessary information to
  
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  save Cloudtamer from the fate he himself avoided. Had Icewing acted in time, Aban’s sire would likely be alive today, a
  fact that gnaws at her whenever she must deal with him.
  In the lands of Barsaive at large, Aban is a sworn enemy of the Theran Empire. Though her opposition to them
  lacks the enduring burn of ancient betrayal that most of the other great dragons feel toward the Empire, it has the hot fire
  of youthful anger and desire for vengeance that the other great dragons have not felt in millennia. Aban has recently
  indulged this anger with quite a vengeance, attacking several Theran vedettes that have braved the skies over the Mist
  Swamps. By now at least half a dozen ships lie scattered about the swamps, slowly sinking through the mud into
  obscurity. To my knowledge, no crewmen from these ships have escaped to tell the tale, for Aban hunts them down, an
  easy feat considering her attunement to the place. I do not know whether the capture of these ships appeases her anger or
  fuels it, but it is clear that the Therans will not be scared off by the threat Aban poses. If they continue as they have done,
  however, they may find their entire fleet in ruins beneath the Mist Swamps before they ever find what they seek.
  Aban’s hatred of the Therans extends to any who openly support them or side with them in the coming conflict.
  This causes significant problems for the t’skrang of House K’tenshin, whose nine-diamond banners fly on all manner of
  craft sailing up and down the southern stretches of the Serpent River. K’tenshin ships that stray too close to the Mist
  Swamps find themselves facing the onslaught of a very angry great dragon, and with each passing week, the definition of
  “too close” grows farther and farther out from the edge of the swamps proper. Perhaps Aban seeks to destroy the Theran
  crews manning K’tenshin ships, or perhaps she merely wishes to teach the t’skrang the folly of siding with her enemies. I
  know not yet whether this will prove beneficial to you, my children. If K’tenshin chooses to fight Aban, they will not have
  sufficient strength to pressure V’strimon and Syrtis, leaving those Houses free to defend against the advances of your
  allies in House Ishkarat. If K’tenshin leaves the southern stretches of the Serpent to the dragon, however, then the t’skrang
  of the central portions of the Serpent will find themselves hard pressed to defend against attacks from both sides. A few
  words in the right ear from a well-placed advisor could see that House K’tenshin chooses to dedicate their ships to the
  fight they stand a chance to win.
  Aban’s Goals
  Aban’s Goals
  Aban’s goals are nearly as thoroughly enshrouded in mystery as the swamps in which she makes her lair are
  enshrouded in mist. Though she uses her assassins as part of the network of operatives through which the dragons affect
  the lands of Barsaive, she has a number of personal projects that have nothing to do with the activities of the dragons as a
  group; it is only dragon nature, after all. Aban agrees strongly with the other great dragons on at least one point, their
  intent to help the Kingdom of Throal in its conflict with the Theran Empire. The following are some of Aban’s goals, those
  which are most evident from the movements of her servants. Remember that Aban likely has more goals about which I
  know nothing, given the skill with which most of her servants evade detection.
  Destroy the Theran Empire
  Few of the great dragons would express their sentiments toward the Therans in terms of such violence and
  finality, but Aban’s anger is a fury that only those who have lost a father might understand. She sees the destruction of
  the Empire as both the only answer to the antipathy between the Therans and the great dragons and the only redress for
  the death of her sire. She may very well prove the Therans’ least forgiving enemy, for her rage and passion may drive her
  to continue the fight long past the point at which the other great dragons cease. As it is, I suspect that only the centuries of
  waiting through the Scourge taught her the patience to take a slow and ultimately more satisfying vengeance.
  Guard the Secrets of Yrns Morgath
  The Lost City holds many secrets that searchers have failed to pry from its dead grip, and there may be much
  here that even Mountainshadow does not know. Aban wishes to keep this hidden away from those who would make use
  of it, especially the Therans, who are always in search of new magical knowledge. Among the secrets of Yrns Morgath are
  the remains of Naaman Y’ross, whose return to life, were it to happen, could affect coming events in any number of ways.
  Earn her Proper Place Among the Great Dragons
  Though she sometimes pursues her own interests above those of her fellows, Aban wishes from the other great
  dragons the same respect they accord Mountainshadow, Icewing, Alamaise and the others. Though she holds no illusions
  
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  61
  about them agreeing with everything she does or vice versa, she does wish her words to carry more weight among her
  brethren than they presently do.
  
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  A
  ALAMAISE
  LAMAISE
  [It comes as no surprise that the Outcast would take interest in the history of Elfbane, even though he does not see the
  lessons in it. Although Elfbane has not been involved in the affairs of Barsaive for centuries and has chosen not to attend our latest
  Councils, the Outcast considers him important enough to include in this collection. Clearly the intentions of the Outcast and those he
  sired extend further than taking advantage of the current conflict between Throal and the Theran Empire, and include machinations
  against the Blood Wood and all the rest of Barsaive as well. To our absent brother—I ask you to consider the danger this poses and call
  on you to aid our efforts. I hope this collection reaches you and can draw your attention away from your age-old desire for revenge to
  consider other important aspects of the future.]
  If there is any dragon who could understand what I have accomplished, it is Alamaise. But the great dragon
  known as Elfbane has not been seen in Barsaive since before the Scourge. No one, not even I, knows of Alamaise’s true
  location and plans, but I know well his history, and can imagine what the former master of Wyrm Wood desires.
  Alamaise is a foreign dragon, but he has lived in the northern reaches of Barsaive for millennia. He originally
  hails from a distant land to the north and west of Barsaive, near the outskirts of Vasgothia, where his brother lives still. A
  conflict between Alamaise and his brother long ago drove Alamaise away from his original home, into the lands that
  became Barsaive. Alamaise and his brother hate each other and disagree on nearly every matter of consequence. Alamaise
  often spoke bitterly of his brother, revealing the rivalry between them. I suspect it is that rivalry which shaped Alamaise’s
  nature.
  Alamaise’s Nature
  Alamaise’s Nature
  Alamaise is an old dragon, one of the oldest great dragons of Barsaive. His scales are golden and red, the colors
  of a fiery sunset, and his tail is tipped with sharp spines. His eyes burn like pits of fire, a bright yellow, and his voice is
  deep and commanding. Alamaise carries himself with great pride and arrogance, even for a great dragon. He considers
  all others beneath him and barely worthy of his notice, including other dragons. Such pride earned him few allies among
  the dragons of Barsaive, but Alamaise earned their respect with his focused power and keen mind.
  All dragons possess and wield great force, but Alamaise is one of the few to admit to seeking power. He has
  always wished to increase his own strength and to extend his rule over the land and the Young Races who inhabited it. To
  Alamaise, this is his right. The most powerful beings should rule and the less powerful should serve. I always imagined
  that his plans sprang from a desire to gather enough power to one day challenge his brother and overcome him, although
  the two have not fought—or even spoken to one another—in all the time Alamaise has lived in Barsaive.
  His arrogance is the key to understanding Alamaise’s nature. He is assured of his superiority and righteousness.
  No matter what mistakes he might make, Alamaise will never admit to them—but he will learn from them. Nothing
  scratches under his scales worse than his own flaws, and he roots out any such imperfections as quickly and ruthlessly as
  he would dispatch an impetuous Name-giver. If you should have to deal with Alamaise, appeal to his arrogance and use
  his own blindness against him. Exploit his weaknesses completely and thoroughly—for you will not get another chance—
  and lay the blame at the feet of his supposed allies.
  Alamaise is blind in more ways than one. He is a dragon obsessed with a single goal, that of regaining control of
  Wyrm Wood and the elves who inhabit it. This goal drives Alamaise to the exclusion of all else. Since the death of Queen
  Dallia of the Elven Court, Alamaise has not been seen anywhere in Barsaive, even by his fellow dragons. Instead, he has
  existed in isolation, pursuing his goal. As no kingdom or city in Barsaive concerns Alamaise, apart from the Elven Court,
  he is not involved in the politics of nations like Throal or the Theran Empire, and so is of little concern to our immediate
  goals. Eventually, of course, we will have to deal with both the Blood Wood and Alamaise, but for now, so long as our
  plans do not impinge upon his, Alamaise is likely to ignore us.
  [Elfbane, I hope this document makes clear the Outcast’s intentions towards your domain. It is only a matter of time before
  his attention turns towards the Blood Wood, no matter what pleasantries or promises his emissaries now offer to the Elven Court. By
  helping deal with the Impertinent Ones and their incursion into Barsaive, you allow us to address the matter of the Outcast and his
  brood before they can endanger your own interests.]
  
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  63
  On Alamaise and the Elven Court
  On Alamaise and the Elven Court
  Alamaise’s involvement with the Blood Wood and the Elven Court goes back several centuries to the very origin
  of the place. Long ago, after he left his homeland, Alamaise settled in a verdant woodland in the north of Barsaive. He
  Named it Wyrm Wood and claimed it as his own domain, much as Usun is now master of the Liaj Jungle and Aban of the
  Mist Swamps. The elves who lived in the wood were his servants and vassals, the center of his own kingdom. It was
  Alamaise who convinced the Passion Jaspree to plant the seed that became Oak Heart, the living center of Wyrm Wood,
  and Alamaise who oversaw the growth and protection of the wood.
  In time, Alamaise desired servants able to oversee the whole of his domain, and he did not consider the elves—
  or any of the Young Races—worthy of the task. According to their legends, Alamaise made a bargain with Jaspree and
  Astendar to allow him to create servants worthy of him, children born of his blood and that of the elves who made their
  homes within Wyrm Wood. Alamaise took elven form and mated with elven women to bring forth the first of these
  servants. The first born was Named Caynreth, the First Listener of Harmony spoken of in elven legend. Others followed
  and became the founders of the Elven Court, the center of elven culture. In this way Alamaise wove the first threads of
  Wyrm Wood’s pattern and laid the foundation of elven civilization as it is now known.
  Alamaise taught his children that they were superior to other Name-givers, for they had the blood of great
  dragons in their veins. However, Alamaise stifled the greatness of his children, rather than encouraging them to reach
  their true potential, as I have done with you. He failed to encourage their greatness, and so instilled a streak of rebellion
  in them. (Or perhaps elves cannot help but be treacherous and Alamaise’s progeny fell victim to the elven side of their
  heritage.)
  In time, the Children of Alamaise rebelled against him. First in small ways, by shaping elven culture and belief
  towards their own ends, then in greater acts of betrayal, including stealing magical lore from their creator. Eventually,
  there was open rebellion everywhere and towards the end of the Age of Dragons, the Children of Alamaise led other
  Name-givers to overthrow the rule of the dragon overlords. Alamaise himself was grievously wounded by Caynreth, his
  first daughter. Rather than destroy all he had created, Alamaise fled Wyrm Wood for another lair, where he slept for
  thousands of years, from the end of the Age of Dragons to the beginning of this Age, all the while slowly healing his
  wounds, out of the reach of his traitorous children. When last I saw him, long before the Scourge, Alamaise still bore a
  livid scar upon his breast, and burning hatred for the Elven Court.
  It is for this reason that the great dragons forbid the mating of any dragon with the Young Races. They feared the
  greatness they saw in their wayward children during the rebellion, because they did not understand how much we could
  achieve together. Rather than encourage greatness, they sought to create mediocrity and mindless servitude.
  When he had recovered from the wounds he suffered during the rebellion, Alamaise sent servants to Wyrm
  Wood to discover what had become of it in the centuries that had passed. His children had built up the Elven Court and
  established a line of Queens to rule the Wood. Alamaise confronted the Queen Dallia along the road north of Wyrm
  Wood as she traveled to the elven nation of Shosara. He demanded that her people swear fealty to him again, as creator
  and master of Wyrm Wood. When Dallia arrogantly opposed him, Alamaise destroyed her and many of her entourage.
  Enough of them survived to return to Wyrm Wood and tell the tale. Naturally, the people of the Elven Nations knew
  nothing of their true history, nor the reasons for Alamaise’s attack. They knew only that their Queen had been killed by a
  great dragon. From that time on, Alamaise was known by the Name Elfbane among his own kind, and the Elven Court
  and the dragons of Barsaive have been deadly enemies in public, as well as in secret.
  In many ways, the Elven Court and the surviving Children of Alamaise are like your distant cousins, my
  children. They have the power of dragons, but they are treacherous and thankless. They betrayed their heritage and
  turned their backs on their sire. Never trust them and always beware of them.
  [It is interesting that the Outcast portrays the events of the creation and ultimate rebellion of the Children as having to do
  with Elfbane alone. Surely he remembers, and chooses to obfuscate, our participation in these events. The Children of the Dragons do
  not belong solely to Elfbane. They are all our children, errant though they may be. Indeed, if it weren’t for the disaster which followed
  the rebellion, the Outcast’s later actions might never have led to his exile. I wonder why he has chosen to portray these events in this
  light? Why would he keep the truth from his children?]
  
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  Alamaise’s Powers
  Alamaise’s Powers
  Alamaise was a dragon of great power and knowledge, and I highly doubt time has dulled his powers. If
  anything, they have likely increased in the centuries since he was last active in Barsaive. Alamaise is old and strong, with
  mighty claws and teeth. His scales in particular are quite strong, able to ward off any weapon with ease and nigh-
  impossible to penetrate, even for the talons or flames of another dragon. Still, his First Daughter did strike him a terrible
  wound using the magic at her command. I suspect the wound inflicted by Caynreth may have weakened Alamaise’s
  armor, leaving a scar which could be more vulnerable than his other armor. Although a slim chance, should you ever be
  faced with the anger of Alamaise, you must seize every opportunity.
  Alamaise knows a great deal of magic, particularly elementalism. He was a master of the element of wood, and
  is quite adept at encouraging growth and molding greenery to suit his needs. The fantastic palaces and wooden structures
  of the Elven Court began as seeds in the mind of Alamaise, who taught the elves the arts of wood-shaping and elemental
  magic. His skill with the other elements is nearly as great: in his day, Alamaise diverted rivers, carved mountains and
  commanded the rain and the lightning. All of the beasts of Wyrm Wood were his to command as well. He occasionally
  took on different forms, including various Name-givers and forest beasts.
  The greatest power Alamaise possessed was taken from him by Queen Alachia and the magicians of the Elven
  Court. As the Namer and maker of Wyrm Wood, Alamaise had many threads woven to the Wood’s True Pattern. Within
  the bounds of Wyrm Wood, Alamaise was supremely powerful and no dragon would even think of challenging him on
  his home ground. His threads also strengthened the pattern and defenses of the Wood, giving it a special magic and
  sustaining it, even after the rebellion forced him to abandon it.
  Perhaps the Elven Queen Alachia believed the magic and the ancient protections woven by Alamaise would
  preserve Wyrm Wood against the Scourge. Perhaps she is merely touched with the same arrogance as Alamaise, unable to
  admit error on her part. For whatever reason, the Elven Court refused the protection of Theran magic and decided to turn
  the living trees of Wyrm Wood into a barrier against the Horrors.
  During the Scourge, the Elven Court’s wooden kaer failed. In a desperate attempt to save themselves, the elves
  used powerful magic to alter the True Pattern of Wyrm Wood itself. The Ritual of the Thorns transformed the elves living
  in the wood into blood elves, their skin pierced with thorns dripping blood. More importantly, the Ritual transformed
  Wyrm Wood into the Blood Wood. With its True Pattern reshaped, the threads woven to the wood by Alamaise were cut
  and the great dragon’s last connection to his former domain was severed.
  Since the Scourge, I have heard only rumors of Alamaise. It would seem the former master of Wyrm Wood has
  been taken aback by the transformation of his realm. Although Alamaise could reclaim the Blood Wood, doing so would
  likely require powerful ritual magic, the likes of which haven’t been practiced by great dragons since the Age of Dragons.
  Alamaise’s desire to reclaim the Blood Wood may be strong, but he would never face exile and violate dragon tradition in
  this manner. Even if he did choose to reclaim the forest, would it even be worth reclaiming a domain that is corrupt and
  dying? I suspect Alamaise has delayed his plans in order to investigate the transformation of Wyrm Wood, to study the
  new pattern of the Blood Wood and understand its complexities. He watches and waits before deciding his next move in
  the game.
  Alamaise’s Lair
  Alamaise’s Lair
  I cannot say for certain where Alamaise currently lairs. I do know his lair lies somewhere north of the Blood
  Wood, between it and Shosara, and it is likely closer to the Blood Wood than any of the elves there imagine. The
  mountains to the northeast of the wood are the most likely candidates. Some deep cave or forested valley in the region
  may serve as Alamaise’s hiding place, where he plots the downfall of the Elven Court and considers his plans in secret.
  Wherever his lair lies, it is certainly protected and hidden by powerful magic. I do know that Alamaise has a finely tuned
  lair-sense. Entering his lair without his knowledge is no easy task.
  I am sure the Elven Court in particular would pay dearly to know the location of Alamaise’s lair. It is
  information worth knowing, and I recommend investigating it by tracking some of Alamaise’s known servants, such as
  his lesser drakes. They might lead you back to their master’s lair. From there, we might endeavor to gain possession of
  some of Alamaise’s treasures and Pattern Items, then perhaps turn the information over to our elven “allies” to strengthen
  their trust in us.
  
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  65
  Tread softly in dealing with Alamaise. We do not want to draw his anger on us while dealing with so many
  other plans in Barsaive. For now, Alamaise is no concern of ours. If you can learn more about his plans without risk to
  your own, then do so, but do not risk everything to learn more about him now.
  Treasures
  As a great dragon, Alamaise possesses vast treasure, but his most valuable possessions are linked to his interest
  in the Blood Wood. Since he created Wyrm Wood, Alamaise undoubtedly holds Pattern Items linked to its old True
  Pattern. Though Wyrm Wood is gone, such Pattern Items may still hold power, and may also be important keys to
  unlocking the present secrets of the Blood Wood. Alamaise is most certainly using them to study and unveil the wood’s
  new pattern, and it is a possibility that some of these items have become Pattern Items for the Blood Wood itself. If he
  holds no Pattern Items for the Blood Wood at present, he is surely working towards acquiring them. The Elven Court
  would pay dearly to learn of such things, and would pay anything to possess such items—though they are much more
  useful in our hands, they would serve as intriguing bait.
  Even more important than the Pattern Items of the wood, Alamaise may possess Pattern Items belonging to
  members of the Elven Court, perhaps even Alachia herself. The elves would most certainly be interested in retrieving
  such lost items, as surely as Alamaise would be eager to acquire more. This provides ample opportunities to set the two
  against each other, even if only by ruse and deception.
  Alamaise understands Wyrm Wood better than any being. Such knowledge would be invaluable in dealing with
  the Elven Court, and would reveal weaknesses we could exploit. If nothing else, proof of the true history of Wyrm Wood
  could sunder the already quarreling elven nations and divide the Court, making them easy prey. Alachia and her cousins
  will pay dearly to keep their dirty secrets hidden from their subjects.
  Other treasures in Alamaise’s possession include ancient elven artifacts (created by the first magicians and
  artisans of Wyrm Wood), a vast collection of elven lore and history, and other precious materials taken from the wood
  before Alamaise was forced to leave it. I suspect he also hoards treasures brought from the distant land he first called
  home.
  Servants
  Servants
  Once, Alamaise had many servants, an entire nation at his command. Now, it is difficult to say for sure who or
  what serves Alamaise except for one certainty: stung by the rebellion of his children, Alamaise trusts no other Name-
  giver. All of the great dragon’s personal servants are mindless beasts, or nearly so—creatures without ambition or
  betrayal in their hearts. They are also just as incapable of greatness and brilliance. It is sad to see a great dragon the likes
  of Alamaise surrounding himself with such pets when he could have achieved so much.
  Since he once mastered the creatures of Wyrm Wood, I am sure Alamaise has many beasts as his spies and
  agents, using the power of dragonspeech to command them and utilize their senses. Some of the most innocent-appearing
  creatures of the Blood Wood may serve as Alamaise’s eyes and ears, while many of the more savage beasts may serve as
  his soldiers.
  Lesser Drakes
  The other personal servants Alamaise can call upon are his drakes, a variation on the drakes used by other
  dragons. Called “false drakes” by the elves of the Blood Wood, these drakes are more appropriately called lesser drakes,
  although what Alamaise Named them is unknown. They appear identical to other drakes—small dragon-like creatures,
  perhaps as much as nine feet long.
  Unlike true drakes, lesser drakes cannot take Name-giver form, nor are they as intelligent as Name-givers. Lesser
  drakes are more like beasts, which seems to suit Alamaise and his distrust of all Name-givers. Rather than admit his
  mistakes with his earlier progeny, Alamaise chose to limit the abilities of his new servants. This shows the same short-
  sightedness I spoke of before, which may prove to be Alamaise’s undoing.
  The lesser drakes serve primarily as Alamaise’s spies in the Blood Wood. They have been seen nowhere else
  (which is not the same as saying they have not been anywhere else). The blood elves have spotted lesser drakes soaring
  through the trees of the Blood Wood from time to time, perhaps as a warning from Alamaise to let them know he is
  watching. The lesser drakes seem to share their master’s sadness over the corruption and transformation of Wyrm Wood,
  
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  as the few blood elves who have encountered them report feeling a great melancholy afterwards. I believe the feeling is
  only a shadow-echo of the sorrow Alamaise feels over the loss of his home.
  Name-givers
  While Alamaise does not trust other Name-givers, it does not mean that he has no Name-givers serving his
  interests in Barsaive. It is not necessary to trust someone to get them to do your bidding, particularly if you are as skillful
  and patient as a great dragon. Alamaise, working behind the scenes, may pull the strings of many Name-givers who are
  completely unaware that they serve the interests of the sworn enemy of the Elven Court.
  The most likely candidates to be Alamaise’s unwitting agents are those Name-givers opposed in one way or
  another to the Blood Wood. Living legend cults, such as the Seekers of the Heart, may be influenced by Alamaise, acting
  as pawns in his game. Various adventurers may be in the employ of Alamaise as well. He is surely as capable of assuming
  Name-giver form as before (no matter how distasteful he might consider it). This would allow him to hire Name-giver
  agents in many different forms to serve his needs.
  Allies and Enemies
  Allies and Enemies
  Alamaise cultivates no allies among dragonkind. For centuries he has chosen isolation as he develops his plans.
  He barely speaks with his fellow dragons, does not attend Councils called by them and has taken no eggs into his care
  since long before the Scourge. The other great dragons prefer to avoid the Blood Wood and the Elven Court as much as
  possible. They do not interfere in the Court’s affairs, with the unspoken agreement that Alachia and her subjects do not
  interfere with them. So far, the agreement seems to have held, but great resentment and distrust simmers just below the
  surface on both sides. It would not take much to fan such embers into a fire to consume the Blood Wood, one or more
  dragons, or both. Consider the possibilities of such a plan.
  Alamaise considers his enemies clear: his wayward progeny and their elven subjects. Elfbane intends to remain
  true to his Name, to punish the Elven Court for their effrontery and take back control of the Blood Wood. Perhaps he also
  intends to find a means to restore the wood to its former nature and True Pattern, if such a thing is possible. I know
  Alamaise will reach no peaceful agreement with the Elven Court, nor will he allow any being to stand in the way of his
  rightful revenge.
  Although we are alike in some ways, I believe Alamaise would consider me an enemy. He was not among the
  Council which exiled me, but I am sure Alamaise would see what I have done as an insult to him, a repetition of the
  foolish mistakes he and his fellow dragons made centuries ago. Rather than admit that I have accomplished what he
  could not, Alamaise would certainly see me destroyed. As much as any other dragon (if not more so), Alamaise will
  consider you abominations. Do not think otherwise, my children. You will find no sympathy for our goals with him.
  Despite his attitudes, remember that Alamaise is ultimately obsessed with his own goal. I believe he would make
  any alliance to gain control of the Blood Wood, including allying with us, if it were to his advantage. We are the lesser
  concern by far in his eyes, and that is a fine position to hold, for now.
  [Elfbane, I hope you would not consider defying the dictates of our Council by allying yourself with the Outcast or his
  children. You know better than any other their treacherous nature, and you know what a threat they pose to us all.]
  Alamaise’s Goals
  Alamaise’s Goals
  Although Alamaise’s goals appear simple on the surface, they are multi-layered and sometimes contradictory.
  Consider them carefully and how they can be turned to serve our needs. In particular, note that Alamaise’s goals do not
  run along the lines of his fellow dragons, and may even be made to run counter to them. His isolation from dragonkind
  can work in our favor. I believe Alamaise is more likely than other dragon to defy the dictates of culture and custom to
  achieve his goals.
  Watch the Activities of His Brother
  Although I have not spoken with Alamaise for centuries, I am certain he continues to watch and follow the
  activities of his brother, as their rivalry has been a driving force for Alamaise since he was young. In truth, Alamaise’s
  
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  67
  quest to regain control of the Blood Wood and punish the Elven Court is only a small gambit in the larger game he plays
  against his brother. There are plots within plots where great dragons are concerned, and knowledge of Alamaise’s
  vendetta may help illuminate certain actions that you would not understand otherwise. If Alamaise proves problematic,
  his brother can be used as a diversion, and may possibly even be a useful ally.
  Guard and Protect the Blood Wood
  While he despises the blood elves, Alamaise loves his memories of Wyrm Wood and seems determined to make
  it live again. He does not want to see the Blood Wood destroyed, but restored, so he protects it after a fashion and will
  allow no further harm to come to it. In an ironic twist, Alamaise may find himself protecting the Elven Court from outside
  threats which could interfere with his plans. Though they are locked in a struggle, the Elven Court and Alamaise share a
  mutual desire to protect the wood.
  Alamaise’s protectiveness is one of the reasons I recommended a treaty with the Blood Wood, to allay the great
  dragon’s concerns as well as those of Alachia and her court. Alamaise will not consider you important as long as you do
  not threaten his former home. If you do decide to break your agreement with the Elven Court and take the Blood Wood,
  you will have to deal with Alamaise first. He is far more dangerous than Alachia and all of her courtiers combined.
  Study the Pattern of the Blood Wood
  If he wishes to control and restore the Blood Wood, Alamaise must carefully study its pattern. Even the greatest
  elven magicians have not entirely unraveled the secrets of their home’s new True Pattern, and Alamaise does not have the
  direct experience with its changes as they do. However, a great dragon is far more knowledgeable about the nature of
  True Patterns than any elven magician, and Alamaise has been studying the Blood Wood since its very creation. He may
  already have discovered useful things regarding its pattern. Once he completely understands it, I am confident Alamaise
  will take some action, with or without the consent of our fellow great dragons. We must be prepared for that day, which
  could come at any time. As formidable an enemy as the Elven Court may be, they are nothing compared to the threat of a
  new Wyrm Wood under Alamaise’s rule.
  Undermine the Elven Court
  To further his plans, Alamaise surely works to undermine the power of the Elven Court through subtle
  manipulations behind the scenes. Weakening the power of Alachia and her courtiers is crucial to his larger goals.
  These operations against the Elven Court must be conducted under great secrecy, since I know of no agents in
  direct service of Alamaise. Most likely, he backs groups such as the Seekers of the Heart, who wish to restore the Blood
  Wood, and anyone else opposed to Alachia or the Elven Court. He may have contacts in Shosara and other elven lands to
  help serve his interests. Perhaps the Shosaran ambassador Jorealla has some hidden ties to Alamaise, or he may have his
  claws sunk into the t’skrang House Syrtis, who also have dealings with the Blood Wood. These Name-givers are likely
  unaware that they are being supported and influenced by Alamaise himself, the great enemy of elvenkind, and most
  would no doubt be horrified if they knew the truth. Our agents in various secret societies must remain alert for signs of
  any link to Alamaise and his plans.
  Reclaim Wyrm Wood
  This is Alamaise’s ultimate goal. Once all of the pieces are in place, I am certain Alamaise will act to destroy or
  enslave the members of the Elven Court who opposed him, and reassert his control over the whole of the Blood Wood.
  Then he can begin to rebuild the domain he lost so long ago. Alamaise must never be successful, as he will become a
  powerful rival to your rightful rule of Barsaive. He will not remain content with taking the Blood Wood for long, and will
  soon turn his attention to the rest of Barsaive, including Iopos. That is why Alamaise’s plans should be encouraged only
  so far. You must play the Elven Court and the great dragon off each other as expertly as you have Throal and Thera.
  Strike a balance where they will weaken each other, allowing you to finish off the wounded victor with ease.
  
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  T
  THE 
  HE M
  MATED 
  ATED PPAIR
  AIR, A
  , ASANTE AND 
  SANTE AND N
  NIGHTSKY
  IGHTSKY
  [I suspect that many of you will be as surprised as I was to find Asante and Nightsky included in this work. As they are
  mere adult dragons, I couldn’t fathom their significance to the Outcast. This is particularly true when a number of their brethren are
  older, wiser and wield considerably more influence over the Young Races, as well as within dragon society.
  Despite my initial puzzlement at the Outcast’s decision to include Asante and Nightsky along with the great dragons of
  Barsaive, the Outcast clearly has disturbing reasons behind his interest in these two adult dragons, not the least of which is to draw
  our attention, in particular, to them. As you’ll read, the Outcast cites information which, if true, could have grave implications. I have
  already begun a quiet effort to confirm the accuracy of this report. If the Outcast’s claims are valid, then we must consider an
  appropriate response. Clearly, however, we must handle the matter on our own terms, and not in a manner dictated by the Outcast for
  his benefit.]
  Throughout these documents I describe the strength and power of the greatest dragons in Barsaive. I have
  described their wealth, their servants, their society and relations with one another, all of this with an eye toward giving
  you the knowledge you need to defeat them.
  Through the entirety of these discussions I have stressed the importance of not underestimating the power and
  might of dragonkind. But while I have focused primarily on Barsaive’s great dragons, do not heed my advice any less for
  those dragons you know as adult “common” dragons. The word is a misnomer, and aside from invoking the wrath of any
  dragon called such, the word also has serious consequences to any who are foolish enough to believe the implications.
  The strength and power of these dragons is still considerable, well beyond the capabilities of the Young Races to tackle in
  direct confrontation. Though physically, mentally, and politically less powerful than their great elders, do not
  underestimate their cunning and do not ignore their usefulness as a tool in your struggle. The great dragons of Barsaive
  often disregard them, and their lesser status in our society may give you an opening to take advantage of—if you are
  careful.
  If dragon society is bound together by the chains of tradition and ritual, then the best place to break that chain—
  unraveling the culture and spreading discord—is its weakest link. For dragons this link may be the only pair of adult
  western dragons in Barsaive to remain as mates and partners after breeding: Asante and Nightsky.
  An Unusual Bonding
  An Unusual Bonding
  While potentially interesting, the mating customs of dragons are difficult to explain and I will not endeavor to
  describe them here. It is sufficient to state that it is quite unusual for a pair of dragons to remain together after mating,
  and even more unusual for that pair to remain together once their clutch of eggs has been laid and sent to one or more of
  the great dragons for hatching and subsequent education. However, despite the unorthodox nature of this behavior, it is
  exactly what these two dragons have done. It is unusual enough that when I first learned of these two I began to look for
  a motive, and I believe that I have found it. The truth behind the matter is a situation that you can exploit to aid your
  plans for Barsaive.
  The essence of the pair’s motive, which should become clear by the end of this document, and what makes these
  two dragons most vulnerable, is their youth and inexperience. Asante and Nightsky are rebellious, immature and naïve.
  This is particularly true of Nightsky, whose youthful aggression makes him an easy target for your manipulations. He
  was raised by Usun, in isolation from the other authority of other great dragons, and has not yet matured to the point
  where he does not rankle under their command. For her part, Asante is possessed of what you might call compassion for
  the Young Races, as well as a terrible feeling of guilt and anger over events from before the Scourge where she had
  conflicts with several great dragons. This anger has led her to take actions that can only lead to her downfall, as you will
  soon see.
  Your role is to orchestrate events that trigger the paired dragons’ anger and frustrations such that they suspect
  their fellow dragons of taking actions counter to their own goals and desires. Do this properly and you may have your
  first pawns in your struggle against the dragons. However, to manipulate a being as powerful as a dragon, you first need
  to understand the individual and the motivation. Thus I begin with some history.
  
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  Nightsky, the Youngest Adult Dragon
  Nightsky, the Youngest Adult Dragon
  Nightsky is the youngest adult dragon I know of in Barsaive today, having emerged from his astral cocoon just
  two years before Throal sealed itself from the world. Nightsky was the last hatchling of Usun’s to emerge before the
  Scourge. His few brothers and sisters who remained in their cocoons after that year were destroyed by astral Horrors.
  Physically, Nightsky is very large for a dragon of his young age, nearly 75 feet long. He is jet black in color with
  flecks of silver on the tips of his scales and horns. This coloration gives the effect of stars on a moonless night, a key factor
  in his choosing his Name. His natural coloration also led Nightsky to favor nocturnal hunting, and on clear starlit nights,
  he moves all but undetected through the region of the Caucavic Mountains that he and Asante claim as their lair.
  Nightsky awoke from his cocoon impatient and eager to take on the world, as young whelps usually are. He
  entered adulthood just as the Scourge began in earnest, and did not have time to construct a proper dragon lair, so he was
  forced to seek shelter with another dragon. Having arrived too late to remain with his sire Usun, he was fortunate enough
  to find shelter under the Throal Mountains, where Earthroot took him in. His impatience made the time of hiding
  particularly long and torturous, preventing him from entering the shal-mora as most dragons did during the Long Night.
  Eventually he could wait no more and left his shelter soon after the Scourge had ended, being one of the first Name-givers
  to look upon the Scourge-ravaged landscape of Barsaive. Even for a dragon this act was a foolish risk, as many powerful
  Horrors still roamed the world. Though Nightsky would surely deny it, I believe it was fortune rather than physical
  prowess that kept the whelp alive.
  Mountainshadow, in his research concerning the Scourge, once interviewed Nightsky about his experiences
  traveling across Barsaive and beyond in the years immediately following the Scourge. I obtained a small portion of this
  work, and I include an interesting passage for your reference.
  It was the fourteenth year after I left Earthroot’s lair (1419 TH). I had traveled across Barsaive and into a series
  of desolate lands far to the south, below what is currently the Theran province of Creana in Fekara. Dusk
  approached, and I was about to set down for a brief rest when a brilliant flash lit up the horizon. In the distance
  a burning airship was desperately fighting for its life with a pair of massive flying Horrors. As this was the first
  sign I had seen of surviving Name-givers, I took wing to investigate and possibly give aid.
  As I approached the vessel, I saw the flag of Throal burning along with the sails and much of the deck.
  Everything the Horrors touched turned to flame. Despite the inferno the crew was fighting bravely, showing no
  sign of yielding to their foe. I attacked one of the Horrors from above with my own fire, driving it away from the
  ship, but not before it returned the favor and flamed me. Its fire burnt, like nothing I had ever felt before, but it
  was no match for my power and after a short struggle it fell to the ground lifeless.
  As I turned back to the ship for the other Horror, I saw the troll who was leading the fight on the ship, wearing
  spectacular living crystal armor, throw the contents of an orichalcum-lined box into the great maw of the terror.
  As what I can only imagine were kernels of True air came into contact with the creature’s fire, they detonated,
  and a tremendous explosion rocked the valley and echoed off distant mountains. The explosion decimated the
  Horror, and cracked the mast, nearly tearing it from the ship and killing several crewmen, eventually forcing
  the ship to the ground.
  I include this passage to reinforce the idea that even the youngest dragons are more than a match for the largest
  and most powerful opponents. The years he spent traveling the world after the Scourge have made Nightsky particularly
  fearsome in combat for his age. However, if properly focused this youth’s aggression can be a powerful weapon against
  your enemies.
  [I recall this interview with Nightsky. What the Outcast has omitted here is that the ship described was in fact the
  Earthdawn, the Throalic ship captained by Vaare Longfang and tasked to make contact with the various nations of Barsaive after the
  Scourge. According to rumor and legends it was lost to the Horrors, but this tale, as well as other evidence, suggests otherwise.
  Later on in this same discussion, Nightsky informed me that he encountered the Earthdawn once again, this time far from
  Fekara, still airborne thanks to haphazard and jury-rigged repairs. I am not certain what has prevented the ship from returning to
  Barsaive, and the ship’s ultimate fate is a subject I hope to pursue once our affairs with the Impertinent Ones are concluded.]
  
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  Asante’s Nature
  Asante’s Nature
  While substantially older than her mate, Asante’s age of eight-hundred years is still very young by dragon
  standards. In contrast to Nightsky, Asante’s coloration is an unusual creamy white, with a much darker tint on her horns
  and claws. Among dragons she is considered exceptionally beautiful.
  Asante’s main flaw is that her youth leaves her naïve and unwilling to recognize the power that dragon blood
  gives her over weaker races. Indeed, her fondness for the Young Races became a weakness that was exploited by cunning
  Name-givers in her youth, and which later forced her into dissension with her elders. Over the years, she has become
  more self-righteous in her attitudes, and thus still vulnerable to manipulation.
  In addition to her naiveté, Asante does not have the vast resources possessed by many other dragons, even those
  of her age. Much of her wealth has gone to aiding and supporting Name-givers in need—mostly victims of Horrors—and
  she rarely sees a return on her investments. Her preoccupation with Name-giver affairs has replaced drives common in
  other dragons, specifically the hoarding of wealth and accumulation of influence and power. Her attention is devoted to
  more ephemeral things, and thus unlikely to be suspicious of well-laid plans.
  Asante’s Ties with the Young Races
  Asante was born into the clutch of the great dragon Redwing, a Name not often spoken since the Scourge, and
  one that is likely unknown to you. Redwing once ruled the Caucavic Mountains, and given his stature as a great dragon,
  was both powerful and confident, perhaps overly so. His arrogance ultimately proved to be his undoing.
  During Asante’s youth, she befriended a number of the dwarfs who lived in the dwarf city of Draoglin, in the
  ancient kingdom of Scytha. Though she had been taught that the Scytha Mountains were the domain of Thermail, her
  youthful interest in the Young Races won over her better judgment, and she maintained contact with these dwarfs.
  Redwing chose to ignore this, thinking Asante would quickly grow bored before any harm was done. Unfortunately, he
  was wrong, and a band of greedy adepts, lured by stories of Redwing’s fabulous wealth (from Asante’s own mouth),
  followed Asante back to Redwing’s lair, hoping to slay the great dragon and lay claim to his hoard. Though powerful, the
  group was no match for the might of a great dragon, and the dwarfs were slain soon after they attempted to penetrate
  Redwing’s lair. Their knowledge of the lair did not die with them, however, and soon other foolish adept groups tried
  their hand at raiding Redwing’s abode. Thermail heard of these assaults, and reproached Redwing for allowing Asante to
  rile the dwarfs up. In anger Redwing banished Asante to the wild and sparsely populated eastern spur of the Caucavic
  Mountains, where it stretches down towards the Aras Sea. Alone during her adolescence and transformation into
  adulthood, Asante longed to return to the home of her sire.
  When Asante reached adulthood she returned to Redwing’s lair, with every intention of apologizing to both her
  sire and to Thermail for her breech of dragon tradition and protocols. But upon her arrival she was met by not only
  Redwing, but also Vasdenjas (who had claimed the Scytha Mountains after the death of Thermail) and Icewing. The trio
  accepted her Rite of Transgression, but Vasdenjas did invoke the Stricture of Forbidden Domain, prohibiting Asante from
  interacting with the inhabitants of Scytha.
  Asante’s fascination with the Young Races was too compelling, however, and it was not long before she acted in
  defiance of her sire and against the orders of Vasdenjas and Icewing. The Scourge was fast approaching, and tensions
  were running high between the dragons and the Therans, who were angered at dragons like Vasdenjas who were freely
  distributing the Rites of Protection and Passage. The Therans countered Vasdenjas in particular by agitating among the
  Scythan dwarfs to defy and attack him. Asante became embroiled in the affair, and became so enraged with the Therans
  that she ate a fair number of them. The news of this fueled the Theran cause, and they quickly had the Scythan city of
  Gateway up in arms against the dragons.
  When Redwing learned that Asante had disobeyed once again, he sought her out in the Scytha Mountains, and
  alerted Vasdenjas to Asante’s defiance of her elders. But before he was able to find Asante, Redwing was set upon by one
  of the earliest and most insidious of the Horrors to attack the ancient dwarf kingdom. I have never encountered the likes
  of this (as yet unNamed) Horror, nor have I heard of it attacking anywhere else in the world save Scytha. Whether the
  kingdom held some unique interest for this Horror I cannot say. I do know that even the mighty Redwing was unable to
  withstand the onslaught of the Horror that attacked him, and he fell in battle. Soon after Redwing died to protect them,
  the Scythan dwarfs of Gateway launched an attack upon Vasdenjas (as elsewhere, the Therans attacked Cloudtamer,
  Yuichotol, and Icewing).
  
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  Learning of Redwing’s death, Asante sought out Vasdenjas, to seek help in aiding the dwarfs of Scytha against
  the Horror that had slain her sire. Having just been betrayed by the dwarfs of Gateway, Vasdenjas cared not for their fate,
  and Asante found herself alone, completely unprepared to battle the Horror, and unable to stop it from devouring the
  dwarfs she had so desperately hoped to save.
  Most of the surviving dwarfs who fled Scytha headed for the Throal Mountains, but a few went to the Caucavic
  Mountains, hoping to mine enough orichalcum to seal their great dwarf cities before the true onslaught of the Horrors
  began. Asante traveled to the Caucavics with these dwarfs, acting as a guardian and advisor, planning on providing them
  with the knowledge they would need to build suitable shelters against the Horrors. Shortly after arriving,
  Mountainshadow visited her, telling her of the recent “arrangement” made with the Therans that the dragons of Barsaive
  would not share their protective secrets with the Young Races. Unwilling to accept her word that she would not interfere,
  he ordered her into her own lair early. Angry, but unwilling to confront Mountainshadow, Asante retreated into her lair,
  to wait out the Long Night of the Scourge, while the dwarfs she’d hoped to protect were left on their own at the mercy of
  the Horrors.
  After the Scourge
  When Asante emerged from her kaer after the Scourge, she discovered that most of the Scythan dwarfs’ kaers
  had been breached and devastated by the Horrors. I have heard stories that she flew into a rage, and sought to destroy
  one of the villages Mountainshadow had protected in violation of his own agreement. That Asante is still alive testifies
  that she did not carry through with her plan. She feels guilty that she was prevented from providing the assistance she
  knew the dwarfs needed, and angry at the cowardice of the great dragon Council and its dealings with the Therans.
  Asante’s anger may be your best weapon against the dragons. She almost attacked Mountainshadow once, and I
  do not believe it would take much to push Asante over the edge to betray the rest of her kind. However, you must be
  careful to orchestrate her betrayal carefully, as it is a one-time opportunity, and if you fail to take the advantage you will
  lose a valuable pawn.
  On the Pair’s Lair and Allies
  On the Pair’s Lair and Allies
  As stated previously, Asante and Nightsky currently make their home in the Caucavic Mountains, within a vast
  network of caves located in the Northern Valley. Asante has set aside a portion of this valley as a shelter for a small
  number (perhaps a few dozen) of Horror-scarred individuals she has found in some of the lost kaers in both the Caucavic
  and Scytha Mountains. These lost souls support themselves on a small farm hidden at the far end of the valley, and
  Asante harbors them in the vain hope of protecting them from themselves and society while she works to free them of the
  ties that bind their minds. Despite her noble efforts, I believe that she has yet to successfully save any of her refugees.
  At this time the pair has two groups of Name-givers that might be called allies. The first are the members of a
  semi-retired adventuring group Named “the Seven of Thystonius.” This group of adepts were instrumental in Nightsky’s
  courting of Asante, leading to the two dragons’ first (and thus far only) mating over ten years ago. In the years following,
  this group has carried out several tasks at the behest of the pair and they religiously spread tales of the two dragons in an
  obvious attempt to grow the dragons’ legend. In recent years the group has for the most part retired, and are only
  occasionally called upon by the dragons.
  The free trading company known as the Dream Spire Company, based in Bartertown, constitutes the pairs’ other
  ally. Though the origins of the relationship are unknown to me, Asante and Nightsky have granted Dream Spire exclusive
  permission to use the shortest and safest airship route through the Caucavic Mountains, one that passes unusually close
  to the dragons’ lair. This pass is a significant link between the cities of Throal and Haven (and Parlainth), one that allows
  for frequent and fast transport of trade goods between the two cities. Given their abilities as dragons, Nightsky and
  Asante can effectively shut down airship and caravan traffic through the mountains, forcing caravans to travel around the
  mountains to reach Haven. If you were to establish an alliance with them (or control over them), you would control this
  link. This could provide you with the opportunity to recover magic items and knowledge obtained from the ruins of
  Parlainth, which could then be smuggled back to Iopos, without the knowledge of the dwarfs or the dragons who would
  oppose you.
  The Dream Spire Company has also recently paid a substantial amount for the dragons’ knowledge of routes
  and travel conditions outside the boundaries of Barsaive—presumably they are seeking to open additional trade routes to
  foreign lands. You may be able to you use what knowledge you have of the lands beyond Barsaive as a bartering tool
  with the Dream Spire Company, or to gain an introduction and audience with the two dragons themselves. Once you
  have an audience, the next step is to charm your way into their trust and supplant one of your trading companies as their
  
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  ally, thus taking effective control of trade though the pass. As both Asante and Nightsky support the dragons’ efforts
  against Thera, you may be able to use the Dream Spire Company’s opposition to the war to drive a wedge between them
  and the pair. Some manufactured evidence of Dream Spire’s involvement with the Theran slave trade would only
  facilitate the matter. If you move carefully you can accomplish this without anyone being aware of your involvement in
  what looks to the world like a minor trade struggle.
  On the Current Activities of Asante and Nightsky
  On the Current Activities of Asante and Nightsky
  Once you have gained their trust and what strategic advantage you can, you will need leverage to bend the
  dragons to your will. If my sources are correct, Asante and Nightsky have provided you with the perfect lever.
  Asante laid her first clutch of eggs a few years ago, a small clutch of only two eggs. The two dragons made the
  unusual choice of sending each of those to a different great dragon for rearing. One of the eggs went to Earthroot, the
  other went to Aban in the Mist Swamps. Earthroot was chosen for his strong relationships to the t’skrang that live with
  him under Throal. It is Asante’s hope that these relationships will give the young dragon born from her egg the contact
  with other Name-givers that she values so highly. The reasons for choosing Aban are less clear.
  More importantly, I have reason to believe that Asante actually laid three eggs, and that Asante intends to
  conceal the remaining one from the great dragons, raising it herself. This is an opportunity that provides many possible
  advantages in your dealings with the dragons. The fact that you know of the hidden egg at all gives you leverage against
  both Asante and the great dragons. Asante and Nightsky will go to great lengths to conceal and protect it, and if the great
  dragons learn of the egg, the internal strife caused in dragon society might well distract them long enough to allow you
  freedom to move forward with other plans. A well timed informant’s visit to one of the great dragons might even lead to
  a temporary ally, or at least a favor being owed. This informant’s connection to you would have to be carefully
  camouflaged, but his position would be invaluable to your cause.
  It is my opinion that Asante has kept the egg as an act of defiance towards the great dragons. She likely thinks of
  herself as capable of instructing her offspring in the ways of the world, as she survived on her own at an unusually young
  age. It is unclear why Nightsky has gone along with this plan, but it is probably out of his interest in Asante. Asante and
  Nightsky were drawn to each other because of their lonely youths and rebellious natures. They are both of fiery spirit,
  and undoubtedly feed off each other’s energy, isolated as they are from any calming influences. This terrible secret has
  now bound them together even more tightly against the great dragons.
  Ponder this situation carefully, and take note of the risk that Asante and Nightsky have put their egg in by
  keeping it themselves. Most dragon eggs are carefully hidden and guarded by a great dragon, protected by drakes and
  magic and trusted servants. This pair does not have the resources of a great dragon, and are much more vulnerable to
  outsiders. They cannot possibly provide constant protection for their egg, and they are both naïve and easily
  manipulated, putting the egg at even greater risk. Informing outside parties of this situation may lead to the egg’s capture
  by the Therans, dragon hunters, or perhaps even the Cult of the Great Hunter. If the Therans were inspired to steal the
  egg, Asante and Nightsky could easily be provoked into taking premature action against the Therans, perhaps triggering
  the war you have been preparing for, before either side is ready.
  On the other hand, consider the potential effects if an ally of the dragons were to steal the eggs. A rift between
  Throal, or one of its allies, and the dragons would solidify your position and fracture Throal’s growing power base. The
  many opportunities here are obvious, you need only seize them.
  [These are the allegations to which I referred in my opening comments. Though I don’t want to believe these claims are true,
  much of the Outcast’s other information is correct, giving the accusation validity. However, while Asante and Nightsky may indeed
  have kept one of their eggs to raise themselves, the Outcast has made at least one factual error concerning the pair’s eggs. Their clutch
  did indeed consist of at least three eggs, and aside from the eggs delivered to Mistweaver and Root Protector, I know that Nightsky
  insisted that the third egg be given to his sire Vast Green. In any event, we must take action to verify and correct this situation
  swiftly, lest the young dragons’ egg fall into the wrong hands.]
  
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  C
  CHARCOALGRIN
  HARCOALGRIN
  [This report reminds me of what Charcoalgrin was like before the Scourge—clever, intelligent, indeed one of the few dragons
  who cared one whit about the Young Races and their short lives. But always, always a talker.
  The Outcast raises some interesting questions about Charcoalgrin’s current allegiances and motivations. If we are to believe
  this report, she may be financing the dwarf kingdom’s military efforts against Thera. She may also be seeking for a way to return
  Parlainth to its hidden plane. She may be a heartsick dragon, or she may be as greedy and acquisitive as the rest of us. If the first of
  these is true, it is a testimony to Charcoalgrin’s guile and cunning that we learn of this here. This is especially true for both Doll-
  Maker and Root Protector, both of whom have their talons deep in the hide of the dwarf’s kingdom.
  As to these mysterious “missing vessels” which the Outcast describes, I must confess a certain disquieting sensation upon
  learning that Parlainth holds yet more secrets. If what the Outcast says is true—about not only these vessels but also about
  Charcoalgrin’s relationship with Eyripemes—we might wish to consider calling Charcoalgrin before a Council to explain herself in
  this matter. It appears her involvement with the Therans and Parlainth far exceeds what is acceptable, and she must be held
  accountable.]
  Like most of her kind, Charcoalgrin is arrogant to a fault. By sequestering herself in the moldering ruins of
  Parlainth, the dragon has assured that she will forever be the biggest fish in a very small pond. Other dragons view her a
  little more than an eccentric, content to play with the Young Races and creatures who gather ’neath her tattered wings.
  It is important that you realize Charcoalgrin is not a great dragon, but merely another of only a few adults I will
  describe to you. Most adult dragons are of little consequence to your plans, and you need not overly concern yourselves
  with them. Charcoalgrin, however, is different. Her past involvement with the Therans in Parlainth is enough to warrant
  our attention, for any dragon willing to defy the Council of great dragons once may well be willing to do so again.
  Charcoalgrin is always prepared to speak at great length on any topic one could name. Her favorite topic,
  naturally, is herself. Those who have gone to Charcoalgrin in search of information usually get it, but at the cost of their
  lives when they show the faintest hint of boredom at her pedantic delivery.
  Despite my best efforts, I was unable to learn any notable information about Charcoalgrin through what would
  be considered usual channels. Her servants are very suspicious and thorough, and caught and killed many agents I had
  sent to the ruins of the Forgotten City in search of information about Charcoalgrin. Eventually, I came to realize there is
  no better way to gather information than to interview her directly. I therefore sent one of my drakes, in a well-masked
  and enchanted Name-giver form, to pay Charcoalgrin a visit. Normally, visitors are in danger of death by incineration as
  her story drags on over a period of weeks—without pause, mind you. However, I enchanted my drake beforehand so he
  would show great interest in Charcoalgrin’s story, escape with his life and transcribe the whole of the interview for this
  tome. What I know of Charcoalgrin comes from this interview.
  Charcoalgrin’s Nature
  Charcoalgrin’s Nature
  The dragon Charcoalgrin is known to anyone who has traveled to Parlainth and Haven in search of adventure
  and fortune. She is the most powerful creature living in the ruins, except perhaps for Horrors that have not yet been
  discovered in the catacombs’ depths.
  Charcoalgrin’s story begins before the Scourge, when she was but barely an adult, and when the glorious city of
  Parlainth had been completed and its wizards and scholars were looking for ways to defend it from the Horrors. Like
  Mountainshadow, Charcoalgrin was intrigued by the Young Races, and studied the residents of Parlainth at a distance
  from her lair in the nearby Caucavic Mountains. But where Mountainshadow is wise and maintains discretion in his
  studies, Charcoalgrin fell victim to the innocence of her youth, and grew fascinated by the Name-givers who created the
  city. In defiance of dragon traditions concerning contact with the Theran Empire, in particular magicians of the Theran
  Empire, Charcoalgrin sought out contact with the magicians of Parlainth, and willingly taught Parlainth’s magicians
  mysteries as yet undiscovered by their superiors in Thera.
  One Theran wizard in particular fascinated the dragon. This human wizard, Named Eyripemes, was among the
  magicians leading the city’s efforts to protect itself from the coming Scourge. Over time, Charcoalgrin took a liking to this
  human and revealed to him the secret to hiding Parlainth from the Horrors, a spell taught her by her sire, one that had not
  been cast since the previous age of magic. She shared with Eyripemes not only this ancient spell, but also the location of a
  
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  pocket of astral space, a separate reality of sorts where Parlainth could escape to during the Scourge, sealing itself off from
  the coming Horrors.
  Charcoalgrin also instructed the city’s magicians and builders in the creation of vessels that would allow them to
  move about in this astral pocket if needed. These vessels would allow the Theran magicians of Parlainth to explore
  regions of astral space unknown to any Name-givers save the dragons. The vessels resembled small stone airships, much
  smaller than vedettes, capable of carrying only a handful of passengers. Parlainth’s magicians were able to build only a
  small number of these, less than two dozen, before they were forced to enact the spell that would send Parlainth from this
  world to the next.
  Eyripemes was delighted, not only because he now had a way to protect his beloved city, but because he now
  had access to magic more ancient than anyone had ever imagined. The human devoted his life to Charcoalgrin, and
  would do anything she said in return for another nugget of wisdom.
  As a gift for Eyripemes’ devotion, Charcoalgrin transformed the wizard, giving him the shape-shifting ability of
  drakes, allowing him to take dragon form, and thus greatly extending his life. The relationship between the two
  strengthened, as often happens between teacher and student, and Charcoalgrin grew quite fond of Eyripemes, right up
  until Parlainth’s disappearance. The day Parlainth vanished was indeed one of the saddest of Charcoalgrin’s life.
  [Though we were lenient with Charcoalgrin when we first learned of her involvement with the Therans of Parlainth, this
  transformation of Eyripemes, if true, is a secret she skillfully kept from us during the Council at which she was chastised, and
  therefore a matter for which Charcoalgrin must be held accountable. The passage of even five centuries does not diminish the gravity of
  this offense, nor does the fact that Eyripemes has long since died.]
  Not even Charcoalgrin was immune to the spell the Therans used to cover their tracks into astral space. She, like
  all other Name-givers, forgot about the city the moment it vanished.
  The years of the Scourge went by and finally the Long Night had ended. The Name-givers emerged from their
  kaers, and the dragons once again flew in the skies. Charcoalgrin was among them, but was never as animated or clever
  as she had been before.
  Parlainth returned, and with it returned Charcoalgrin’s memories of Parlainth and Eyripemes, and much of her
  former enthusiasm and energy. She flew immediately to the city, only to discover it in ruins, a shattered version of its
  former self. Rather than going back to her lair in the Caucavic Mountains, Charcoalgrin remained in the ruins,
  sequestering herself in what remained of the Imperial Palace, claiming the entire northern quarter of the city as her own.
  Along with the return of her memories of Parlainth and Eyripemes came memories of the magical astral vessels
  she had told the magicians to build. She sought out these vessels in the city, hoping they might hold the secret of
  Parlainth’s fall. She was able to find only a handful among the ruins, while a few others remained hidden deep in the
  undercity, crushed under the weight of tons of stone and rubble. After an exhaustive search, she returned to her lair in the
  Vaults of Parlainth, convinced that a number of vessels had in fact been jettisoned from Parlainth into astral space.
  The notion that some of Parlainth’s Name-givers, perhaps Eyripemes, had escaped the Horror-ravaged city in
  one of these vessels plagued Charcoalgrin’s mind. As stragglers and criminals came to Parlainth, she exerted her
  particularly powerful personality and created from them a devoted army that now exists only to find clues of these
  missing vessels. Even more interesting is the evidence that Charcoalgrin is in fact searching for clues on how to return the
  city of Parlainth to its other reality, so she can continue her search for Eyripemes.
  Location and Lair
  Location and Lair
  Charcoalgrin is Parlainth’s most well known resident, and clearly the most powerful Name-giver in all the city
  and the surrounding country. I suspect she did not choose to make her lair in the Vaults—specifically, in the promenade
  of the old Imperial Palace—for light reasons. Perhaps it is the symbolism as the seat of power, or perhaps that are other
  hidden factors to consider.
  Because of the heavy curtains she has hung around the perimeter of the palace, visitors almost never directly
  view Charcoalgrin. Her booming voice is unmistakable, though, and can be heard throughout the city when she’s upset.
  Charcoalgrin’s lair in the Imperial Palace gives her a strong central headquarters from which she can send out
  groups of servants, whom she calls Unforgivables, to search the ruins. The roving gangs return with arm-loads of trinkets,
  and even a few riches, which she has placed in the vaults beneath the palace. There are rumors among the Unforgivables,
  and even some of Haven’s population, that Charcoalgrin has an alliance with Throal, and sends her treasures to the king
  
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  75
  to help finance efforts against the Therans. Given her previous friendship with the Therans, this seems unlikely, but still
  the notion warrants further investigation.
  Servants
  Servants
  Undesirables and hangers-on from across Barsaive gather beneath Charcoalgrin’s protective wings. Likely they
  are drawn to her side through some enchantment or trickery, as casualties run high and she must fill out her forces. She
  organizes the riffraff into bands of Unforgivables, and sets them to patrolling and protecting her territory. Apparently the
  highest ambition of these Unforgivables is to hassle travelers and poke around the ruins to add to Charcoalgrin’s trove.
  They are terrified of their mistress, but also lazy, so their exploration is erratic and without method.
  The treasure they find is secondary to any hints of the missing vessels. Charcoalgrin has given the Unforgivables
  specific instructions to return immediately with items from a specific and peculiar list she has put together. Though I
  don’t know the specific items on this list, it seems clear that they are related to the vessels. My drake was able to learn of
  one specific item, something referred to as an astral sextant. Any Unforgivable who finds one of these items, and can
  describe where he found it, is rewarded with a single selection from the dragon’s vast treasures. Besides the immediate
  reward for returning items from the missing vessels, the Unforgivables are motivated by Charcoalgrin’s stories that the
  missing ship or ships are filled with Parlainth’s very finest treasures, not seen since before the Scourge. If this is true, it
  would explain the discrepancy between the supposed vast treasures of Parlainth and the paltry sums adventurers have
  been able to find in the ruins.
  The Unforgivables are comprised of various Name-giver races, as well as some intelligent creatures such as
  ogres, griffins and gargoyles. Charcoalgrin’s gang patrols the entire Vaults section of Parlainth, capturing or killing
  anyone who trespasses. The gang is huge, numbering in the hundreds, and they use clay badges to identify one another.
  Visitors in search of Charcoalgrin who can’t convince the Unforgivables of their business frequently have need to steal
  badges from legitimate gang members. This is a strange and pathetic ritual, of which Charcoalgrin must certainly be
  aware.
  Allies and Enemies
  Allies and Enemies
  Since the end of the Scourge, Charcoalgrin has sequestered herself within Parlainth’s ruins and has made a point
  of separating herself from the rest of dragon society. Whether this is due to the dragons’ criticisms of her actions
  pertaining to Eyripemes or has some other cause is uncertain. Regardless, I find it ironic that many of my fellow great
  dragons have so conveniently forgotten they, too, had relationships with other Name-givers in the previous age of magic,
  some even having sired offspring as I have sired you.
  I am uniquely sensitive to Charcoalgrin’s predicament. It is likely that we would probably share many feelings
  on the subjects of Name-givers and isolation. I have sent more agents to discuss the possibility of alliance with
  Charcoalgrin, although her single-minded dedication to finding Eyripemes may limit her usefulness.
  Charcoalgrin’s closest, perhaps only, friend is Torgak, the troll warrior who founded the city of Haven outside
  Parlainth. Both feel territorial about the ruins. Both despise meddling outsiders. And both are content to leave one
  another alone, surely the mark of a lasting friendship.
  Few know of Charcoalgrin’s plan to send Parlainth back whence it came, or else she would have garnered far
  more enemies than she has. Her isolation has kept her from angering too many Name-givers or governments so far, and
  her self-imposed isolation has kept her apart from the affairs of the dragons. Except for the persistent rumors that she
  sends money to Throal out of her own gathered treasures, I would say she is certainly an enemy of Throal, especially
  given her previous association with Thera.
  The subject of friends and enemies is the only subject on which the talkative dragon is circumspect. Most of the
  Names she mentions are hundreds of years old. Charcoalgrin still lives in the past.
  Charcoalgrin’s Goals
  Charcoalgrin’s Goals
  Beneath her pedantic demeanor, Charcoalgrin wants only to know the truth of her missing friend and student.
  Her every move is based either on gathering more information about the vanished vessels, or reminiscing about the time
  before the Scourge.
  
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  There is a second, although certainly less sentimental, possibility: Charcoalgrin wants the treasures on the
  missing vessels, not her lost student. Charcoalgrin is perhaps the only Name-giver alive who was directly involved with
  Parlainth before the Scourge. She is uniquely qualified to describe the city before its disappearance, and indeed seems to
  know the origin of every treasure her Unforgivables ever bring to her. Her suspicion of the missing vessels is based on the
  kinds of treasures that are not being returned, or reported by her friend Torgak in Haven. She believes that somewhere,
  afloat in that pocket of astral space, a number of jettisoned vessels filled with all the treasures and lost knowledge of
  Parlainth await her discovery, preserved for all time until rediscovered.
  Her efforts to journey to the astral pocket would be innocuous enough if it didn’t require taking Parlainth back
  with her. Were the great city to vanish again, the symbolism might likely terrify Name-givers everywhere. Beyond that,
  the depth of magical secrets hidden in Parlainth have only been scratched. There is much you can learn from the
  Forgotten City, much of which will likely aid you in the coming months and years. For now, we must ensure
  Charcoalgrin never achieves her goals, lest her success lead to our failure.
  
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  E
  EARTHROOT
  ARTHROOT
  [The Outcast’s knowledge of Root Protector and his efforts on behalf of the Kingdom of Throal is troublesome, as it reveals
  the fact that he has learned much concerning the course of actions we pursued after the Council at which we banished him. It has
  become abundantly clear that the Outcast has not spent the several hundred years since that time in idle indulgences, but has actively
  utilized his resources to investigate each of us and that which we involve ourselves in.
  As he’s done in several of these essays, the Outcast points to potential conflicts within our ranks in an attempt to sow
  dissent among us. We must take care to remain as dispassionate as possible when reading these words, and keep in mind that much of
  what the Outcast writes may be nothing more than misinformation and attempts to misdirect our attentions. For the time being, we
  must remain focused on our immediate goals, and on the plans we developed at our most recent Council. For though the Outcast and
  his children are of concern to us, we cannot allow ourselves to be distracted.]
  You may be tempted to believe that because Earthroot so rarely ascends from his underground home into the
  light of day, he will take no interest in nor interfere with your doings. Do not make this mistake. The fact that Earthroot
  lairs beneath the Throal Mountains gives him some stake in Throal’s fate. I have discovered, however, that Earthroot’s
  stake in Throal goes far beyond a simple interest in what occurs near his home. For some time, he has actively aided the
  dwarf kingdom—apparently in collusion with Icewing, who regards the dwarfs as his personal pets. Why Earthroot
  should go to such lengths on Icewing’s behalf remains a mystery to me; given how close together their territories lie,
  Earthroot and Icewing should be bitter rivals. But for us, the reason matters far less than the fact. Earthroot is yet another
  dragon ally of Throal, even if the dwarfs do not yet realize it. And he is a powerful ally, gifted with knowledge of
  elemental and earth magic beyond almost any other Name-giver now living. Before you move against Throal, therefore,
  you must first deal with Earthroot—or else be prepared to meet him on the field of battle, arcane or otherwise.
  Earthroot’s Nature
  Earthroot’s Nature
  Though a generation younger than Mountainshadow and Icewing, Earthroot has lived long enough to gain
  considerable wisdom—much of it from far-off Cathay, his native land. He came to Barsaive three hundred years after the
  death of All-Wings, possibly in search of territory. I cannot be certain, but my drakes tell me of a rumor that a young
  Earthroot lost a battle with an ancient Cathay dragon Named White Lotus. Soon afterward, Earthroot disappeared from
  Cathay. It would be prudent for some of your Holders of Trust to ascertain the truth of this tale; if you can find White
  Lotus and learn from her what occurred, so much the better. This long ago defeat may well reveal a weakness in
  Earthroot that you can exploit—and in dealing with him, you will need every advantage you can get.
  Earthroot favors the dark and secret places of the earth because they reflect his essential self. This love of
  darkness, of being hidden, lends some credence to the conflict with White Lotus; that titanic battle is said to have taken
  place above a high peak Named Spirit Mountain, whose snowy slopes were well known to Earthroot and upon whose
  summit he hoped to lair. The bitterness of his defeat may show in his self-chosen exile so far from Cathay, and in his
  choice to live almost exclusively underground. Since his arrival in Barsaive, he has shown himself in the open air a mere
  three times, if the legends of the Young Races are to be believed. I have seen him only once, when he joined with
  Mountainshadow and the others at the Council in which they declared me Outcast.
  Earthroot is exceptionally large, and his scales appear to glisten whether wet or dry. They shimmer in all the
  colors of mother-of-pearl, from silver to pale green to the rose of the dawn sky. The scales on his underbelly are the deep
  green of seaweed, and his luminous large eyes are as black as the underground night. Many who have seen him and lived
  to tell of it are dazzled by his beauty and mesmerized by his gaze; I have heard the latter described as “like falling into a
  depthless, dark pool.” There may be some magical glamour in his look; take care that your own people do not succumb to
  it if they see him, or you may find yourselves dealing with Earthroot far earlier than you had planned.
  Though he prefers to spend most of his time submerged in underground lakes, Earthroot is as much at home out
  of the water as in it. Some foolish younger Name-givers think that because he lives so much underwater, Earthroot must
  be a leviathan rather than a true dragon. I tell you otherwise. A dragon he is, with all of a great dragon’s strength,
  cunning, guile and patience. As with so many of my former brethren, it is a fatal mistake to underestimate him.
  Living under the earth, at depths where almost no Name-giver cares to go since the end of the Scourge, gives
  Earthroot the freedom to act far removed from prying eyes. More so than any other great dragon of my acquaintance, he
  speaks in riddles and acts in shadow. He is not a constant meddler, like Mountainshadow; but when he does take action,
  each one is like a stone tossed into a pool. Consequences flow from them like ripples across the water—and for every
  
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  ripple you can see, there is at least one deep current you cannot. Highly intelligent like all the race, Earthroot can see far
  into the future, and routinely lays plans that will not bear fruit for centuries. To give you a single example, his seemingly
  impulsive act in saving a small band of t’skrang from the ravages of the Scourge has given him an entire society of
  devoted worshippers and lackeys to call upon. The Pale Ones—primitive t’skrang who live out their brief lives beneath
  the Throal Mountains, in Earthroot’s domain—belong to him, as he intended from the very first word he ever spoke to
  their ancestors. Through one simple action, he gained a population of servants that many another dragon might envy:
  willing, grateful and endlessly renewable through means more natural and far simpler than the rites used to create
  drakes. Even Mountainshadow must have been impressed by this stroke of quiet genius.
  Earthroot’s magical ability matches his intelligence, and may exceed it. Even I do not know the full extent of his
  powers; I can tell you only that his long years under the earth have given him an understanding of its magic that
  surpasses the knowledge of any other great dragon I know (with the possible exception of Mountainshadow, whose drive
  to learn everything may have kept him ahead of Earthroot in this regard). Among the most unique of Earthroot’s powers
  is one I scarcely believe to be possible, but first-hand accounts by my drake servants make it difficult for me to discount it
  entirely. According to reports by my servants, Earthroot has the ability to move through the earth itself, merging with
  earth and rock and traveling through it as easily as you might walk across the streets of Iopos. The only other beings
  known to possess this ability are spirits, and obsidimen who are able to merge with their Liferock. Given his strong
  affinity for the elemental magic of the earth, it stands to reason that Earthroot would seek out such knowledge, and it is
  possible that Earthroot sought out obsidimen from whom he might learn and expand this ability. If the tales told me by
  my drakes are to be believed, it could explain Earthroot’s ability to move about the caverns of his underground lair so
  quickly and efficiently.
  Elemental magic of all kinds is his especial interest—but do not conclude from this that he has seriously
  neglected the study of illusion, wizardry or any other field of arcane knowledge. Be assured that his magic equals your
  own in every respect, even with all I have taught you. If you hope to get the better of Earthroot by magical means, you
  will first need to find a chink in his armor; a head-on battle is one you can only lose. I can tell you of certain ways in
  which he is using his magical knowledge for Throal’s benefit, in the hope that this may provide a clue to its limits. Be
  wise; do your utmost to discover the true nature and extent of Earthroot’s knowledge and power before you attempt to
  deal with him.
  Apart from the Pale Ones and the dwarfs of Throal, Earthroot appears little interested in the affairs of the Young
  Races. Unlike Mountainshadow, he does not find them objects worthy of constant study or devotion. Only those Name-
  givers who dwell in or near his domain truly matter to him. He considers them under his protection, and will fight for
  them with every means at his disposal.
  Earthroot’s Domain
  Earthroot’s Domain
  Earthroot claims territory that stretches for many hundreds of dragon-lengths beneath the Throal Mountains and
  many fathoms deep into the earth. His vast domain begins beneath Throal, but far exceeds the paltry boundaries of the
  dwarf kingdom. Wherever the countless underground rivers flow through echoing caverns and tunnels, there is
  Earthroot’s domain. His favorite haunts lie where the deepest-delving dwarf miner scarcely dreams of going; he and his
  Pale Ones know more twists and turns of the giant, underground maze they call home than there are scales on a dragon’s
  body.
  Earthroot’s lair lies at the heart of this enormous maze, where the rivers drain into a colossal network of caverns
  to form underground lakes. Beneath the largest of these, surrounded by a fantastical garden of tree-sized mushrooms,
  glowing fungi and other plants too strange to Name, is Earthroot’s favored resting place. The Pale Ones call it “Shuss
  Halima,” or “glittering home,” because of the green-white glow of the fungus that covers the enclosing rock. The cavern
  that holds this inland sea would take one of you many weeks to circumnavigate—all under the watchful eye of the Pale
  Ones whose dwellings are carved into its walls.
  Regarded as privileged by their fellows, these Pale Ones have the honor of serving their dragon “king” his daily
  meal: shiploads upon shiploads of foodstuffs, from fresh-caught fish to the daintiest delicacies offered for sale in Throal’s
  Grand Bazaar. (Earthroot is positively gluttonous, though his tastes have become coarsened by subsisting on so much
  Throalic fare. What the dwarfs call delicacies would scarcely be fit for the lowliest servant in your household in Iopos.)
  Earthroot indulges his natural taste for fresh meat by eating prodigious quantities of fish, along with an occasional dwarf
  mining or exploring party for variety (often, like the fish, caught for him by his devoted t’skrang minions). Be prepared to
  lose any agents that you send down into this realm; assuming they survive the myriad dangers of the under-earth and the
  quick weapons of suspicious Pale Ones, Earthroot may choose to devour them on a whim. Or he may strike up a
  
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  conversation with them, especially if they bring him some tale he has never heard before, or a gift of something edible
  that catches his fancy. There is no telling with Earthroot. Temperamental to an extreme, he may express his displeasure at
  being disturbed by eating the disturbers—or he may play the gracious sovereign to the hilt, welcoming outsiders to his
  “court” and fairly drowning them in hospitality.
  Regarding the Pale Ones
  As your agents will likely be dealing with the Pale Ones sooner or later, I will tell you what I know of them. In
  appearance they are paler than the t’skrang of the surface world, most often white or light green; the occasional one has
  luminous skin. Like their surface kindred, they are canny traders and deadly foes when provoked. Unlike other t’skrang,
  they can see perfectly well in the dark, and need no light quartzes or torches to guide their way underground. To them,
  these things merely serve to mark out intruders for attack. Whether they developed this remarkable night vision over the
  centuries of the Scourge or whether Earthroot somehow gave them this ability magically, I have yet to determine. If the
  latter, it would be extremely useful for you to discover some method of doing the same. The ability to see will make your
  own people less easy targets, and might make the difference between victory and defeat should it become necessary to
  conquer the Pale Ones.
  Assuming you have first found a way to deal with Earthroot, you should have little trouble asserting your
  sovereignty over the Pale Ones. They are fierce fighters, to be sure, and will have the advantage of home ground;
  however, their small numbers and primitive weapons should ultimately be their undoing. Each of their villages occupies
  a large cavern, which they call a Great Dome. Most Pale One villages comprise five to six nialls, each with thirty to fifty
  members. Your forces should therefore face no more than three hundred t’skrang in even the most populous village, and
  even in these, no more than two-thirds will be men and women of fighting age. (Though one of my drakes tells me that
  even a Pale One child, provided it is past the toddling stage common among the Young Races, can be dangerous. One
  such mite of a t’skrang nearly stabbed him to death with her tiny dagger while he slept.) If other factors prevent you from
  making an assault in force, it is entirely possible to weaken the Pale Ones first by manipulating them into a feud. They
  war among themselves regularly, most often over fishing territory. Though it is their custom to fight ritualized battles and
  take prisoners rather than to slaughter each other, killings have occurred among them—and if you take care of Earthroot
  first, they will no longer have their king to mediate when the feud gets out of hand. Under these circumstances, you
  might be able to thin their ranks enough to conquer the survivors with a token force of soldiers.
  The Pale Ones rarely venture up to the surface world, most often only at Earthroot’s command. My drakes tell
  me that the Pale Ones serve as Earthroot’s principal liaison with Icewing; on those occasions where he must communicate
  with his fellow great dragon, he sends small parties of Pale Ones to Icewing’s lair with messages. The Pale Ones also
  serve as Earthroot’s eyes and ears within Throal and throughout the mountain range. They can travel almost anywhere in
  the Throal Mountains by following the maze of underground streams, which is as familiar to them as a nesting ground to
  a hatchling. They also know every tunnel and cranny in the dwarf kingdom, including some that its builders long ago
  forgot. Any agents you send to Throal should therefore be extra wary that their doings are not observed by these silent
  watchers in the underground shadows.
  The Pale Ones did not always love the under-earth so much, however. As far as I have managed to determine,
  their ancestors came from a large village on the banks of the northern Coil River. Kin to the Shivalahala of House Syrtis,
  they were charged by her to visit each village in the northern Mid-Reach and bring their fellow t’skrang the vital
  knowledge of how to survive the Scourge in hibernation so that the long confinement would not drive the t’skrang mad.
  By the time they finished their task, the Scourge was almost upon them. In a burst of typical t’skrang emotionalism,
  however, they insisted on going home rather than weathering the Scourge in the last village they had reached.
  As might have been expected, they arrived at their home village to find the Horrors feasting on the corpses of
  fellow villagers within the broken walls of their shattered kaer. They fought the monsters, a foolhardy act that cost many
  of them their lives. The survivors of that grim battle fled toward the nearest sanctuary they could think of: the dwarf
  kingdom of Throal.
  According to the Pale Ones’ own legends, their ancestors knew of and had frequently sailed down the
  underground channel of the Coil that leads beneath the Throal Mountains. The fleeing t’skrang took this route, hoping to
  enter Throal from beneath. However, they were too late; the dwarfs had sealed off every entrance into their safe haven,
  and the t’skrang were left to the mercy of Horrors that had already begun to infiltrate the mountains’ depths. Still more
  died in fruitless attempts to fight or flee, until Earthroot found the remnant wandering aimlessly through the maze of
  tunnels. Ever one to capitalize on an opportunity, Earthroot offered the despairing t’skrang shelter in his lair, in exchange
  for devoted service ever after. With certain death as the only other choice, the t’skrang agreed. Over the centuries of the
  Scourge, Earthroot molded them into the perfect unquestioning servants; he did whatever he could to speed their descent
  
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  into barbarism, and made them the pitiable primitives they are today. The Pale Ones do not see their fate this way, of
  course. Their legends speak of Earthroot as a glorious benefactor, a virtual deity of a dragon. They revere him above all
  other living beings, no matter what hardship his commands impose. He extracts tribute of True water from them,
  bringing them into conflict with the cave trolls who share the underground tunnels and also crave the precious element;
  his prodigious appetite and finicky tastes result in vast amounts of the best fish going down his gullet instead of into Pale
  One bellies; and when he prompts them to bring him one too many parties of dwarfs as a meal, he exposes them to
  retaliation from Icewing, who does not take kindly to losing too many of his play-things. Yet still they honor and serve
  him, and will likely do so until this world perishes.
  Earthroot and Throal
  Earthroot and Throal
  Neither the occasional friction between Earthroot and Icewing nor the former’s appetite for the odd hapless
  dwarf changes the unpleasant fact that Earthroot fully supports the dwarf kingdom, in ways magical and otherwise. Our
  plans for the future of Barsaive depend upon understanding the precise nature of the threat Earthroot poses, and devising
  an effective way of rendering him harmless before making any definite move. But even assuming we accomplish that,
  Earthroot’s actions on Throal’s behalf have already made the conquest of Throal a difficult prospect.
  Among his most effective measures, Earthroot has been using his immense knowledge of earth magic to shape
  the building and expansion of the dwarf kingdom. From the height and breadth of the Royal Hall to the precise location
  and shape of the underground cities built since the Scourge, Earthroot has acted as Throal’s chief architect and builder…
  all without the dwarfs’ knowledge, of course. Indeed, many Throalic residents do not even know of Earthroot’s existence.
  He has accomplished his end as he usually does, in a cloak of secrecy too thick for any but the most discerning (such as
  myself) to penetrate. Even now he frequently visits construction sites in Throal, disguised as a dwarf of unassuming
  aspect, and offers advice to the workers on precisely how high to raise that wall or how deeply to hollow this rock for a
  house. He even dictates the design of the streets! And his advice is always taken; all those who recall meeting this
  “mysterious stranger” speak of his voice as being strangely compelling and his words impossible to ignore. Some
  building crews have found themselves doing precisely the opposite of what they intended, or tearing down a week’s
  worth of work without a murmur, simply because a man they did not know came from nowhere and told them to.
  The purpose of these machinations appears twofold. First and most obviously, Earthroot is making certain that
  Throal maximizes its physical defenses. Given the stormy relations between Throal and the Theran Empire, he or Icewing
  (or both) must have anticipated that one day Theran legions would come bearing down on the dwarf kingdom, and so
  Earthroot has been making every effort to ensure that the conquest of Throal would cost as many Theran lives as possible.
  Indeed, he may have hoped to make it too costly for the Therans to stomach. Your own soldiers will face similar
  hardships. Even if Throal and Thera’s fighting forces batter each other senseless before you make your move, the armies
  of Iopos must still cope with the sheer physical difficulties of overrunning a gigantic underground fortress with
  thousands of tunnels in which rebels can hide, blind corners around which an enemy may shoot, narrow corridors
  designed as chokepoints in which a few fighters can pick off ten times their number one by one, and so on. No matter
  how few of them may be left, Throal’s defenders will be able to inflict damage far beyond their numbers because of
  Earthroot’s aid. It is well for our plans that the soldiers of Iopos will go wherever a Denairastas tell them; without such
  blind loyalty, the likelihood of high casualties might cause some of them to reconsider their oaths of service to you.
  More disturbing is Earthroot’s second goal: the strengthening of Throal’s True Pattern by manipulating its
  physical structure. He appears to be able to direct the flow of the earth’s energies in certain directions by the placement of
  a wall, the alignment of a street, the shaping of a tunnel and so forth, to augment the True Pattern of the dwarf kingdom
  and to maximize its other magical defenses. Similarly, these physical manipulations appear to channel the magical power
  of elemental earth veins buried deep within the rock. Several such veins converge near the Royal Hall in the heart of
  Throal, and their presence enhances the magical abilities of the adepts who constantly guard the Hall and the Royal
  Chambers beyond. Even worse for our purposes, these elemental energies augment the power of the magical treasures
  upon which these defenders may call in great need. That your niece Jada managed to bypass these defenses and ritually
  slay King Varulus III is a testament to the remarkable abilities of your bloodline; but with Earthroot as well as King
  Neden now forewarned, I doubt that such measures will work a second time. You must therefore bend all your efforts
  toward discovering the true nature and extent of the earth magic that is strengthening Throal, so that you may devise a
  method of countering them. I will aid you all I can in this regard.
  
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  Alliance with Icewing
  The apparent collaboration between Earthroot and Icewing to safeguard Throal, though at first glance an
  impediment to our plans, may ultimately offer some weaknesses to exploit. Unfortunately, there appears to be no open
  enmity between the two dragons, as there is between Mountainshadow and Usun; however, all is not precisely tranquil
  between the pair, either. Regarding aid to the dwarfs, they are utterly in agreement; I fear no wedge can be driven
  between them on that issue. Their differences appear to be much more personal and petty in nature. It seems that, on
  occasion, Icewing attempts to dictate to Earthroot precisely how he should aid the dwarfs and when. After all, the dwarfs
  are Icewing’s special pets; added to which, he is older (and therefore, he thinks, wiser) than Earthroot, and native to
  Barsaive. Earthroot, as the younger and an outlander, cannot possibly know what is best for Throal better than Icewing
  does, and so should graciously follow Icewing’s orders (or so Icewing appears to believe).
  Understandably, Earthroot resents this. No great dragon takes kindly to another lording it over him; we are a
  proud race, and must each do things in our own way even when that way is utterly wrong (witness Mountainshadow’s
  hypocritical and misguided meddlings with the Young Races, while banishing me from the company of dragons for
  doing no worse). And Earthroot has a temper; of all the dragons save possibly Usun, he is the one least able to bear being
  patronized or dictated to. He relieves his wounded feelings most often by devouring dwarfs who venture too far into his
  domain. Often he uses the Pale Ones to procure dwarfs for him; their knowledge of the underground waterways makes
  them invaluable guides for dwarf miners and explorers, but at Earthroot’s behest they will turn on the very dwarfs
  employing them and deliver them into Earthroot’s larder. Sometimes, if he is feeling generous or if Mountainshadow
  prevails upon Icewing to offer the Rite of Transgression, Earthroot merely holds the captive dwarfs for ransom—usually a
  Name-giver unlucky enough to anger Icewing, or a minor bauble from Icewing’s hoard. Icewing, for his part, allows
  Earthroot to get away with this behavior… for a time. Invariably, however, he retaliates on an equally petty scale—setting
  this or that village of Pale Ones against each other, or prompting small bands of dwarfs to avenge their fallen fellows by
  killing a few of the primitives.
  Whenever this little game threatens to get out of hand, Mountainshadow steps in to smooth the ruffled scales.
  And herein lies our opportunity to put this petty bickering to use. If your agents can escalate the tit-for-tat skirmishing
  between the Pale Ones and the dwarfs, Earthroot and Icewing will likely blame each other, and raise their disputes to a
  point where Mountainshadow must intervene. And anything that distracts Mountainshadow is an advantage for us—to
  say nothing of distracting Earthroot, which will give you a freer hand to observe and explore his domain. Those
  observations may yet lead us to some breakthrough in understanding the workings of the earth magic so powerful there,
  or may point to some weakness in Earthroot that we have not anticipated.
  I must stress again, however, that Earthroot will defend Throal if it is attacked. No dispute with Icewing,
  however bitter, would induce him to leave Throal to the mercies of your soldiers. Therefore, you must either take care of
  him before-hand or be prepared to fight him—physically and magically—before you contemplate such an assault.
  The White Tree
  There is one other magical peril of which you must beware when taking on Earthroot: the White Tree, which he
  guards with obsessive devotion. Indeed, it appears to be the reason why he chose to lair under the Throal Mountains and
  not the Twilight Peaks, the Caucavics, the Thunder Mountains or the Delaris range. You may have heard somewhat of
  this Tree, though the legends of the Young Races say little more than how it grows beneath the Throal Mountains and is
  intimately tied to the destiny of the dragons. I will tell you a great deal more, including what dragon legends say of it.
  First, what I know to be true: the White Tree sprang from the heart of All-Wings, greatest of all dragons. When
  All-Wings was slain and her body scattered across Barsaive, a portion of it—including her heart—ended up beneath the
  Throal Mountains. Upon his arrival in Barsaive three centuries later, Earthroot took up residence beneath those same
  mountains in order to guard the sacred remains. Soon afterward—whether on his own initiative or another’s direction, I
  cannot yet say—Earthroot took the heart of All-Wings and embedded it in a certain underground lake bed, where veins of
  True earth and orichalcum met beneath waters laden with True water. The confluence of the two True elements and
  orichalcum, added to the innate magical properties of the dragon heart, produced the fantastical plant known as the
  White Tree. The Tree carries within it all the power of the things that made it, and Earthroot guards it to this day. (It is
  this task that earned him the Name of Root Protector.)
  So vast is Earthroot’s underground realm that even I have not ascertained precisely where the Tree first began to
  grow. I have seen it in Earthroot’s mind, however. It completely fills the cavern where it first sprang into being, and its
  roots travel far down the tangle of tunnels that lead from the lake in every direction. It glows the brilliant white of a
  
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  thousand light quartzes, and its leaves gleam like rubies, sapphires and pearls. It appears to have half a hundred trunks at
  least, and its roots protrude from the lake like shimmering white rocks from the sea. I surmise that over time, the Tree has
  grown many roots, similar to ordinary plants with runner vines, until one can no longer determine which root was the
  original. Vast quantities of True water are necessary for its survival; every scrap of that element received by Earthroot as
  tribute from his Pale Ones goes to water the Tree and keep it robust.
  I regret I do not know the nature and extent of the Tree’s magic—only that it is exceptionally powerful, and that
  it is tied to the magic of our kind. I presume that Earthroot either has used or will use the Tree’s magic on Throal’s behalf
  if necessary; it would be foolish to believe otherwise. It would not surprise me if the Tree is partly responsible for
  Earthroot’s formidable command of elemental magic. One cannot spend centuries in close proximity to a living magical
  treasure like the White Tree and not learn something of its nature, or fail to be affected by it.
  One of my drakes is searching for the Tree even as I write this, and I urge you to send some of your own most
  gifted magicians to seek it as well. If we can learn of its powers, we may be able to turn them against Earthroot and
  destroy him—or at least deprive him of those powers so he may not turn them against us. I counsel against attempting to
  destroy the Tree, however. The problem of finding and obliterating all of its roots is formidable enough, even without the
  danger mentioned in dragon legend. Our tales say that if the White Tree ever dies, dragonkind will fade from the world.
  This may be only a fable, but I do not care to test it. Destroying the Tree might give us victory over Mountainshadow and
  his ilk, but only at the price of our own downfall. If the legend is true, I would no longer be here to guide and guard you
  as I have done. And though other blood than a dragon’s runs through your veins, who knows what the fading of
  dragonkind might mean for you? Much of your magic is dragon magic, given to you through me; you might lose it, and
  along with it your power in Barsaive. Or you might fade from the world as well, or sicken and die as your Pattern slowly,
  painfully erodes away, or become some monstrous things we can none of us imagine.
  Earthroot’s Drakes
  Earthroot’s Drakes
  Earthroot has three drakes that I know of, though he may have more (anything is possible with so secretive a
  dragon). Like their master, they love the water more than the land, though they are equally at home in either place. They
  somewhat resemble small leviathans, but do not be deceived; they have all the intelligence of true drakes, and are far
  more than the mere creatures for which some might easily mistake them. When in the form of the Young Races, they most
  often incarnate as t’skrang—predictable, considering the nature of Earthroot’s pets. Indeed, one of the drakes frequently
  mingles with the Pale Ones, sending “royal commands” to them from their “king” or simply spending time among them
  for purposes known only to Earthroot. I also have my suspicions about certain t’skrang adventurers who turn up every so
  often in Throal… but thus far, my own drakes have not been able to confirm them. Compounding the difficulty of tracing
  Earthroot’s drakes, of course, is the unfortunate fact that they are not limited to t’skrang form. They may incarnate as any
  of the Young Races; the t’skrang simply seem to be their preference.
  I have learned the drakes’ Names, and a little something of each of them that may prove useful in predicting
  their movements and actions. The eldest of the three, a female Named Niu, often takes the form of a k’stulaami and flies
  around the Throal Mountains, spying out the land for her master. She also serves as his liaison to the House of the Spirit
  Wind, a small community of winged t’skrang in the southern Throal Mountains. These t’skrang, brought to the Spirit
  Winds by their unwinged kin from nialls all along the Serpent River, maintain those kinship ties and serve as one of
  Earthroot’s links to t’skrang foundations and crew covenants throughout Barsaive. Though the t’skrang in general do not
  revere Earthroot as the Pale Ones do (indeed, many foundations do not even know he exists), they frequently serve his
  interests without knowing it—especially when those interests happen to coincide with Icewing’s, or with Throal’s. As I
  mention Icewing, I am reminded of recent rumors that suggest that the t’skrang of the House of the Spirit Wing are
  actually among the servants of Icewing, and are allowed to make their home in the Throal Mountains only with Icewing’s
  permission. I don’t know if these rumors are true, but should this be prove to be so, it establishes yet another link between
  the great dragons and the t’skrang. This is something that bears investigation, should your agents have the time and
  opportunity.
  Another, more direct link between Earthroot and the t’skrang is the drake Golrin, a male of middling years with
  a special affection for the lizard-men. He often swims down the Coil River to observe the t’skrang villages along its banks,
  and Earthroot takes full advantage of Golrin’s curiosity by using him to watch over t’skrang affairs outside the Throal
  Mountains. From what my drakes tell me, I suspect Golrin’s activities go beyond mere watching. He has appeared on
  occasion in certain rebellious villages in House K’tenshin territory—the same villages to whom the Kingdom of Throal is
  supplying weapons, this according to a certain Theran document that recently came to my attention, and one which I
  shall share with you presently. We can surmise that Earthroot at least knows of the smuggling and uses Golrin to keep an
  
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  eye on it. I suspect Golrin is actively involved in the operation, using his formidable magical gifts to assist the dwarfs and
  t’skrang rebels. Such aid would certainly explain why the Therans have yet to capture a single Throalic agent or t’skrang
  smuggler involved with the operation, despite their best efforts since learning of it.
  Finally, it may be possible to suborn the youngest drake, a male Named Loyang, provided we do so with care
  and subtlety. Loyang is intensely interested in elemental magic, and Earthroot has been doling out his own knowledge of
  it to Loyang in scraps. Like youth of all kinds, Loyang is becoming impatient with the pace of his teaching; he wants to
  know everything, now if not sooner. Though as yet no thought of disloyalty has crossed his mind, we may be able to
  change that with a few artful promises. I have taught you and yours considerable elemental magic that Loyang may not
  yet know; offer him some of this lore, along with some pleasant words intended to spark questions in his mind, and you
  may be able to turn him. You might even suggest that Earthroot has no intention of teaching him the deeper mysteries of
  elemental and earth magic; the grudging way in which Earthroot has so far doled out his tidbits of wisdom can only serve
  to bolster such a suggestion. But take care in this as in everything else. Planting a treacherous drake in Earthroot’s camp
  would greatly increase our chances of getting him out of the way; however, to fail the attempt because of ill-considered
  haste could end all our plans before they have even begun.
  
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  IICEWING
  CEWING
  The information put forth here by the Outcast regarding my brother Doll-Maker is most disturbing. Despite the
  flood of misinformation we have meticulously fed him, the accuracy and depth of his knowledge concerning Doll-
  Maker’s goals and plans makes his penetration of Doll-Maker’s security most clear. If we have underestimated the
  Outcast’s trickery and subterfuge in this arena until now, we cannot risk continuing to do so in arenas of more
  importance, and must recognize the Outcast as the most serious threat posed to us in some time.
  The dragon Icewing is as much a meddler as his brother Mountainshadow, yet even more dangerous as he lacks
  what little vision his brother has. As evidenced by his reputation, Icewing has had the most involvement of any dragon in
  other Name-giver’s affairs, and yet he holds his brother’s favor, and maneuvers just indirectly enough that the others do
  not challenge him. Historically and traditionally, Icewing has acted as a “guardian” of sorts for the Young Races,
  manipulating them in directions he sees fit, with no heed to their own wishes. In his cold eyes, dragons are a superior race
  who should guide the Young Races with our enlightened vision. He fails to see the value of the Young Races, or to
  recognize their refreshing viewpoints as something to be learned from. He has suffered for this shortsightedness in the
  past, when his stature was tarnished by harsh failures and betrayals in the rebellion against dragon rule. These events
  sparked a transformation in this once shining child of All-Wings, who proceeds now as a belligerent crusader with a
  vendetta, intent on bringing down the dragons’ enemies. Engaged in this passion, he pursues an agenda that borders on
  direct intervention, drawing many warnings from his kin, but never the censure and exile I was subjected to.
  If many of Icewing’s supremacist beliefs are similar to Usun’s, his methods are not. Icewing is a more skilled
  puppet-master than Mountainshadow, and he is willing to take actions that are often more direct, visible and rash. In my
  view he poses the most immediate danger to your family and its goals, as he is a dragon of action and will be first to sally
  forth in opposition. If you play him right, however, by first wrapping yourself in shadows and then striking like a skeorx
  when the time has come, his response will be agitated, and thus more visible and predictable than those the others take.
  As aged as he is, Icewing’s knowledge and skills are as vast as Mountainshadow’s, but of a more specialized
  nature. His primary interests are in the creation and propagation of drakes as well as summoning and communicating
  with spirits of every hue. His skill with the spirit kind is unsurpassed among our folk, but he lacks the wisdom and will to
  use it well. It is telling that his most notable achievement with his abilities has been to selfishly create more pawns for his
  games.
  Icewing’s History
  Icewing’s History
  In order for you to fully understand Icewing’s goals and motivations, you must first understand his history.
  Spawned by All-Wings, Icewing is an ancient and powerful elder dragon, second only to Mountainshadow (and
  then in ways nearly indistinguishable to those of the Younger Races). Under All-Wing’s tutelage, their brood was raised
  to be proud and vigorous leaders among dragons, and they were instructed thoroughly in dragon lore and trained to
  reach the pinnacle of dragon might and wisdom. Few of their clutch have survived the trying times since then, proving
  Icewing to be one of the more cunning and resilient of All-Wings’ progeny. Yet Icewing has been even more impotent in
  fulfilling this noble legacy than Mountainshadow, and his lesser status among dragonkind surely rankles his hubris.
  During the Age of Dragons, Icewing was charged by All-Wings herself with overseeing the dragons’ relationships and
  development of those they ruled. In this capacity he became closely tied to the Young Races, and maintained an intimate
  relationship with the Children of Alamaise, our Chosen Servitors, who administrated our rule. This exalted position was a
  hollow one, for in his arrogance he underestimated these Name-givers, viewing them as mere toys and failing to foresee
  the treachery brewing in their hearts. He failed to understand them, to identify their ambition as equal to our own, and
  allowed them opportunities that were taken advantage of in the rebellion. Thus does Icewing bear a heavy mantle of
  responsibility for past mistakes, and the cost of dragon lives—especially his sire’s—weighs heavily on his ego.
  In the many ages that have passed since those dark times, Icewing has eagerly sought to make amends for past
  faults, and has aggressively pursued research into the creation of a new race to more efficiently serve us and handle our
  affairs among Name-givers. His knowledge of the workings of spirits was the key to this task, and together with the
  dragon Yuichotol, they created the ritual known as the Dance of Blue Spirits. Thus were drakes created, and Icewing now
  has a new selection of pawns to replace those Name-givers who had been lost to him. For this gift to our kind, Icewing
  earned the name Doll-Maker—representative of his attitude towards his playthings. Yuichotol and Icewing, along with
  the dragon Named Cloudtamer, wasted no time implementing their new toys in their clandestine war against Thera. The
  
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  drakes were used to infiltrate and disrupt the Theran Empire, hindering their orichalcum gathering and spreading their
  Rites of Protection to those in need. As a result, this trio was singled out and targeted by the Therans, and Yuichotol and
  Cloudtamer were killed. Icewing watched silently from afar with the Eye of All-Wings as his fierce and potent peers were
  slain, and the Therans turned to assault his lair. It was a test of Mountainshadow’s gift of silken speech to talk Icewing out
  of a direct confrontation, and withdraw to prepare an appropriate response. Icewing listened, and when the Therans
  arrived, he was gone, and his lair emptied.
  After this, Icewing declared that in order to effectively counter the actions of the Therans and their influence
  among Name-givers, it was a necessity to aid and support the power blocks among the other Name-givers that would
  counter the Therans’ agenda. He convinced a Council to allow him to give the dwarf King Varulus and his heirs potions
  of longevity that would enable them to consolidate their control of Throal. Together with Earthroot’s foundation
  strengthening and Mountainshadow’s network, he hopes to build Throal into a nation capable of withstanding Thera and
  uniting Barsaive, and perhaps even bring the battle to the Isle of Thera itself one day. I suspect that his true motivation
  here is to regain the glory he once held as a delegate to the Young Races, and to absolve himself for the mistakes that cost
  us so. It was at this same Council that I was held accountable for my transgressions in begetting you, and was Banished,
  forever labeled Outcast.
  Icewing’s Nature
  Icewing’s Nature
  As one of the most public and visible of dragonkind, Icewing has learned well how to deal with scrutiny. Many
  of his plots are buried deeply, under layers and layers of lies and misinformation, spread through various agents and
  dupes. Dealing with Icewing often means penetrating illusion and deception to even get a hint of the truth. However, he
  is more impulsive and impatient then his brethren, and frequently intervenes with an overconfidence that reveals an
  astonishing disregard for protocol and the wishes of his fellow great dragons (that he has faced little reprimand for). This
  is especially true when his pawns or he himself are directly challenged, in which case he is prone to act aggressively and
  prematurely against his rivals.
  Icewing’s views towards the Young Races once contained elements of fondness and nurturing to rival
  Mountainshadow’s, but now are of a more “protective” nature, as Icewing sees his responsibility to guard them from
  threats generated by the dragons’ actions in the past and “guide” them onto a path more in line with his visions. He
  makes extensive use of Name-giver servants, and his own private network complements Mountainshadow’s as the
  backbone of the dragons’ spy network. His primary focus is the Theran Empire, but his agents are spread throughout the
  world, and he is not afraid to use them, nor as slow to react as the others.
  Icewing has an open door policy of sorts toward Name-givers, allowing them to approach his lair on Mount
  Vapor on the condition that they bring a suitable gift. In his self-appointed role as liaison and advocate, he maintains this
  policy as a sort of responsibility he feels towards the Young Races. The demand of gifts is a testimony to his belief in
  dragon superiority, a throwback to the past that he maintains as a lesson. I’m sure that his open door policy has proven
  beneficial in many ways, as many adventurers and adepts bring him news or items or questions that reveal much about
  various events in the world. It also allows the dwarfs of Throal and the agents of other dragons to access him if they have
  need of his assistance.
  Icewing has become deeply invested in the dwarfs of Throal, and has done much more than they know on their
  behalf, including manipulating economic factors and rooting out Theran infiltrators. Icewing and Earthroot together work
  towards developing Throal as a viable alternative to Theran authority—one that is thoroughly under their claws. As
  Earthroot works below, protecting the White Tree and using his abilities to strengthen Throal’s physical defenses, Icewing
  is carefully molding Throal into a major political force. He has offered up his counsel to Throalic leaders in person on
  several occasions, and they have gratefully accepted it, unaware of how he uses them. Many high-ranking officials and
  dwarfs of influence within Throal are quietly sponsored by Icewing, and subtly induced to further his goals by various
  means. Through careful channels he has been strengthening their relationships with Cara Fahd, the t’skrang aropagoi,
  and other major political entities—destroying more than one competitive influence in the process. His agents abroad
  work feverishly to dredge up support for his pets in the form of trade compacts, exchanges of lore, and aid against the
  Therans. While supportive of the dwarfs, he views them foremost as tools, and so takes care not to allow suspicion or
  resentment of Mountainshadow and Earthroot’s influence among them to interfere with his plans.
  The downfall of Thera is one of Icewing’s primary motivations—perhaps symbolic to him in terms of rectifying
  past mistakes. The very existence of this empire is a thorn under his scales. Since Thera’s inception, Icewing has hindered
  the Empire from both within and without by any means at his disposal. His intelligence regarding their activities is
  excellent, indicating that he has some very high-placed spies, perhaps even a member among the Heavenherds. He takes
  
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  this struggle personally, as he illustrated after the Therans’ abortive attempt on his life, when a short time later he was so
  bold as to appear on top of the Sphinx on the Isle of Thera itself, his presence a warning that preceded a series of
  calculated strikes that forced the Therans to withdraw from conflict with the dragons. This example shows that Icewing is
  the most likely to become personally involved in a war against Thera. Likewise, when you choose to move openly against
  Throal, you will have to deal with Icewing first and foremost.
  Servants
  Servants
  Icewing has a multitude of lackeys and spies, forming a personal power base that is quite formidable. As one of
  the progenitors of the drakes, he holds more on retainer than any other dragon. He also makes use of a number of spirits
  and spirit allies, as well as Name-giver pawns.
  Drakes
  I would estimate that Icewing has created more than thirty drakes, all of whom he uses as spies, messengers, and
  enforcers. Despite his interest in them, he has clearly not learned from the past, and fails to treat or inform them as
  favorably as he should. To his callous nature they are dolls to be used and discarded—he makes little attempt as I have to
  understand what he has wrought. Thus I found it easy to discover the one he sent to spy on me, a female Named
  Skarthan, and to turn the drake against him, for she had not been appreciated or understood by her former master. The
  key to my success was Icewing’s own hypocrisy regarding my banishment for meddling in Name-giver affairs.
  [If I may speak on Doll-Maker’s behalf, I can attest that he does indeed care for and understand his drakes much better than
  the Outcast has been led to believe. My brother has in fact engaged the Outcast in an elaborate ruse, to which end the Outcast now
  believes he has recruited one of Doll-Maker’s drakes. This foresight on my sibling’s part has given us a position of advantage when we
  clearly are in need of one.]
  Many of Icewing’s drakes are well-disguised infiltrators, mostly hidden among the Therans but also among his
  other enemies, though he has none in Iopos that we do not know of. It is imperative that you be appraised of his more
  active agents, as I suspect they will soon be set loose upon your family.
  Arondry
  This drake most often takes Name-giver form as an elf. As an accomplished Seventh Circle wizard, he serves as
  Icewing’s primary researcher into arcane lore, pattern items, and artifacts, and frequently travels afar throughout Barsaive
  and other lands, in search of knowledge and thread items.
  Rathann
  This restless drake acts as Icewing’s wandering spy and troubleshooter. He is constantly on the move, looking
  and listening for things of interest to his master. He also serves as Icewing’s primary liaison with adventurers and adept
  groups that Icewing hires (usually without their knowledge) for various missions to further his goals. Rathann most often
  appears as an elf with white hair, and is known in Throal as a Seventh Circle beastmaster.
  Tellanion
  Tellanion serves as Icewing’s primary messenger to minions and other dragons. Should he be captured, the
  information that he is entrusted with would be most compromising to Icewing’s plans in the right hands. His most
  common guise is that of a Dinganni human, and he is a talented Seventh Circle thief.
  Crispell
  One of Icewing’s deep Theran agents, currently engaged in intelligence gathering in Vivane. Crispell usually
  appears as an enchanting Theran elf with red hair, and she is an Eighth Circle illusionist. I suspect the Therans are aware
  of her existence, but have yet to pinpoint who she is, as she is a master of subterfuge and deception, and uses many faces
  and Names.
  Markik
  Icewing’s senior agent in Throal, Markik is an aide to the Ambassador General of the Throalic Diplomatic Corps,
  a position entitled to intelligence reports from the Eye of Throal and close to the King’s ear. She takes form as a dwarf,
  
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  and is a skilled warrior as well as a negotiator. Were her position as a spy for Icewing to be revealed, it could very well
  strain the dragon’s relationship with the dwarfs, and possibly fracture any trust between them.
  Gichu-ta
  This relatively young drake is being taught by Icewing himself in the arts of nethermancy. At the moment
  Icewing has engaged her in aiding the Liferock Rebellion in contacting the elemental spirit of the Ayodhya Liferock. I
  have reason to believe that Gichu-ta has most recently been in contact with members of a nethermantic order known as
  the Fellowship of Night, who lair somewhere in the Delaris Mountains.
  Other Drakes
  I know for a fact that Icewing uses at least two dozen other drakes in various capacities, yet this is not the place
  to detail them. If the need arises, I shall provide the information to you. I suspect many of them are prone to subversion,
  and can be turned to support our views and goals once Icewing’s faults and hypocrisies are shown to them, as I have
  done with one already.
  Name-givers
  Icewing has not fostered communities of Name-giver servants as Mountainshadow or Earthroot has. Instead he
  relies primarily on a spy network run by an unidentified agent out of Kratas, and an assortment of adventuring adepts
  that he acts as an anonymous patron for. I am keeping a close watch upon their movements, as Icewing will soon direct
  some of them to oppose you and your plans. In particular, take note of tales concerning the following Name-givers.
  House of the Spirit Wind
  I have speculated for some time now that Icewing exerts some influence among the winged t’skrang, but I have
  yet to unearth evidence of such. I can attest to you that I myself have witnessed such t’skrang being used as envoys to the
  Throalic dwarfs and others, seemingly on missions that may well have been guided by Icewing’s claws. At the least, it is
  something to ponder and investigate.
  The Gilded One
  I have yet to discern this t’skrang’s Name, but it is important to Icewing’s plans. He or she is a double agent of
  Icewing’s within the Theran T’skrang House Carinci, currently stationed with House K’tenshin on the Serpent River. The
  Gilded One has much influence among the southern t’skrang aropagoi, and is particularly adept at feeding the Therans
  false information without raising suspicion. He or she has also been passing information on House K’tenshin ship
  movements and war plans to House Syrtis and V’strimon. I have reason to believe the Gilded One may have the ear of the
  Shivalahala K’tenshin as well, and is thus capable of some sway within that House.
  Spiral
  Few victims can Name Spiral as the source of their ailment, so wily and slippery is she. There are few places in
  Barsaive this windling thief and illusionist adept cannot penetrate. In fact, I suspect her of visiting one of my lairs a short
  time ago and leaving with a bauble that she mistook for something of value. I am confident that she will be the first pawn
  that Icewing will move against you, if she is not in Iopos already, having a look through your private vault. As a
  windling, however, she is cursed with many faults, and when she makes a mistake, I will make a snack of her.
  Aechris’ Arguers
  The Arguers are a group of five ork and human adepts employed by Icewing for several years now, led by
  Aechris, a grizzled ork scout. They are so Named for their tendency to engage in loud, boisterous arguments, insult
  trading, and gahad-baiting, purely for the joy of it (and not always with each other). For several years now they have
  targeted and hindered the Theran slave trade, and they have recently recruited a liberator into the group. While subtle at
  times, they are frequently rowdy, and their legendary deeds are growing to a point where it shall be easy for you to track
  them. Currently they are raising a frenzy in Cara Fahd, in preparation for the war.
  Brynn’s Band
  A group of seven diverse adepts skilled at kaer delving and other treasure hunting and exploratory activities.
  They have penetrated over a dozen kaers in Barsaive alone for Icewing, but they have recently been sent to the Great Isle
  of Thera, to retrieve a memory crystal known as the Rose Crystal. I suspect they have been (or will be) aided by one or
  
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  more of Icewing’s agents in Thera, for even the most formidable group of adepts would be hard pressed to make off with
  such a prize. This item holds powerful significance for the Children of Alamaise, who revolted at the ending of the Age of
  Dragons. Why Icewing has chosen to attempt to retrieve the Rose Crystal at this time remains a mystery to me, as I see it
  as unlikely to aid his endeavors.
  [Once again, I find myself most relieved that the Outcast is not aware of all our plans, especially our plans for the Rose
  Crystal. Given the relationship between the Denairastas and the Escalanas ranelle, were the Outcast to learn the truth behind the theft
  of the Rose Crystal, it would not be long before Alachia would know herself, spoiling our plans.]
  Hunters
  Recently, Icewing crossed paths with Verjigorm and his Cult of the Great Hunter, as several eggs from Icewing’s
  clutch were stolen by cultists and nearly corrupted. Enraged by this atrocity, Icewing has assembled a coterie of horror
  stalkers to counter this threat to dragonkind. Their primary agenda is to root out the cult and any dragons or drakes they
  have corrupted. A bitter human horror stalker Named Aufji is coordinating their efforts. I suspect that Icewing, ever bold
  and direct and having failed to erase the taint placed upon one of the eggs stolen by the cult, is planning on using the egg
  to draw out the Cult and destroy it.
  Spirits
  Icewing has summoned and bargained with a number of powerful Named spirits that do his bidding, including
  unique spirits the like of which even potent magicians such as your family have never seen before. His strength in this
  realm should concern you, as their nature and abilities are elusive and difficult to defend against.
  The most intriguing of Icewing’s spirit allies is the one Named Ghost Scales. I strongly suspect that this is in fact
  the spirit of the dragon Yuichotol, killed by the Therans before the Scourge. Yuichotol mated with Icewing on more than
  one occasion, and she was as adept in manipulating spirit forces as he is. Together they enchanted a set of powerful
  soulstones, similar to those used by the nethermancers of the Hold of Courage in ancient Cara Fahd, so that if one should
  die, their spirit would remain, trapped within the stone. This transgression of dragon customs has yet to be atoned for.
  Her current state and powers are unfathomable to me, but I understand he has several magical constructs that allow her
  to speak and move. I would grieve to discover that one so great as she had sunken to become merely another doll of his.
  [I understand there exists a difference of opinion on this matter between Doll-Maker, Ghost Scales and myself on one hand
  and many others on the other. May I remind you that at the last Council we allotted Ghost Scales a period of peace that she has not yet
  exhausted. Once that time has ended, we shall revisit the matter.]
  Icewing’s Lair
  Icewing’s Lair
  As you know, Icewing’s primary lair is atop Mount Vapor, in the Throalic Mountains. Reaching the lair is a
  treacherous and difficult two-day trek up an icy crag. The lair itself is based around an ancient crater containing a field of
  hot springs, steaming steadily in the high mountain air, giving the mountain its Name. His sanctum is well-protected by
  layers of defenses, including a dome of elemental air. Foremost are the natural defenses inherent in the dangerous
  environment. The trail to his lair is hidden, and monitored by his minions, but its secrets have been given to many Name-
  givers. Without one to guide you, however, you could easily follow a false branch trail that will lead the unwary to
  certain doom by boulders, ice, traps or heights. Augmenting these dangers are an assortment of guardian spirits that will
  waylay the unwelcome, turning the mountain itself into a weapon of destruction. A number of wards and spells are also
  in place to misdirect, confuse, and create barriers to ensnare those attempting to enter his lair, and his drake and spirit
  guards will hastily descend upon those who run afoul of these traps.
  The spirits of the Throalic Mountains themselves do Icewing’s bidding, and can easily deter or destroy Name-
  givers who seek to enter his lair uninvited. Icewing also commands a small army of earth spirits and peculiar spirit-
  creatures known as crags to protect the lair and see to mundane tasks.
  The lair lies only a few days’ walk from Bartertown, and the trail is well worn by various adventurers and
  wisdom-seekers. Because of the dangers of Mount Vapor, few petitioners seek Icewing’s lair without a guide; several of
  which sell their escorting services in the streets of Bartertown. They may be useful sources for information regarding the
  lair, if they are not in fact Icewing’s servants.
  
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  Icewing’s sense of superiority to the Young Races demands that he expect gifts from those that would approach
  his lair and speak to him. If a Name-giver cannot provide a token of esteem to Icewing at least one thousand silver pieces
  in value—a trifling amount to Icewing of course—then they are clearly not important or needy enough to demand his
  counsel. Those who dare to approach without an appropriate gift for the dragon are given a dire warning to return with
  one inside of a month, else they are tracked down and eaten by Icewing for offending one of his stature. Remember this, if
  you should ever need to draw him from his lair.
  From Skarthan, his mistreated drake, I have determined the location of a secret lair in the Tylon Mountains. It is
  there that he now keeps his clutch of eggs, including those that have recently hatched. Icewing actually spends much time
  here, but when he is away, this lair is watched over by Skybright, a lesser dragon under Icewing’s tutelage, and well
  protected by spirits as well.
  Icewing also has at least two other secret lairs, one of which is in the province of Vivane. Determining where the
  others are would be most useful, as they will be less protected than Mount Vapor, and are more likely to contain
  information or objects of value, perhaps even pattern items, which can be turned against him.
  Treasure
  Foremost among the artifacts hoarded by Icewing is the Eye of All-Wings, twin to the one held by
  Mountainshadow. The Eyes, taken from All-Wings’ body and contained within crystal spheres, are linked to each other
  through dragon magic that allows the two to communicate over great distances. As I explained when detailing
  Mountainshadow’s hoard, the Eyes can also be used to scry distant lands and spy upon events there, and may be used to
  peer into the depths of the netherworlds. Fortunately, Icewing’s gaze is almost certainly turned constantly towards the
  Therans, as their mobilization concerns him greatly. Keep it focused there, and the less chance he will have to counteract
  your moves.
  In addition to the wealth of gold and jewels, including an impressive collection of memory crystals filled with
  ages worth of spirit lore, Icewing also maintains in his Mount Vapor caverns a magnificent garden which is home to the
  Glitterfrost Orchid of t’skrang legend. The bright, silvery-white blooms of the Glitterfrost Orchid are stunning to the eye,
  and magically dangerous to the most well armored creature. The touch of an Orchid bloom will crack open even a
  dragon’s scales, creating an opening through which a mortal wound may be struck.
  Icewing’s Powers
  Icewing’s Powers
  One needs only to witness the speed of Icewing’s talons and the hardness of his silvery-blue scales to attest that
  he is indeed a peer to Mountainshadow and progeny of All-Wings. Almost as large as his brother, Icewing is more
  physically aggressive, and could easily rend an obsidiman in two with a swipe of his tail or claws. His demeanor is hard,
  callous and fearsome, and his frosty gaze can cause the hardiest warriors to flee him in abject terror. The Therans lost a
  behemoth when they attacked his mate Yuichotol, and if Icewing had stayed to fight them openly they would likely have
  lost two more, so terrifying is Icewing with speed and fire and sorcery.
  The most dangerous of Icewing’s powers is the unique one that gives him his Name. While all dragons can use
  the mighty force of their wings to fling opponents aside, stunning them and leaving them open for the kill, Icewing can
  manipulate the elements themselves with his wingbeats. I once watched him from afar as he dueled with another dragon,
  an adult, who was so foolish as to challenge Icewing’s claim to another’s hoard. Icewing descended upon his opponent,
  his wings beating so furiously that they were but a flashing and blinding blur. A whirlwind of ice and snow churned
  forward, enveloping his foe and encasing him in an icy prison. The dragon immediately began to burn and tear himself
  free, but not before Icewing was upon him, ripping him open and slashing him apart. By the time the dragon had freed
  himself, Icewing had grievously injured him, and dispatched him shortly afterwards. Imagine that same power focused
  upon mortals, and you see its terrible potential.
  Allies and Enemies
  Allies and Enemies
  Icewing is much more comfortable with pawns than allies, but he is quite willing to work with other dragons if
  they share the same goals. Of late, there has been a flurry of communication between himself and three other great
  dragons, as they prepare for the upcoming conflict with Thera.
  
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  Mountainshadow
  The minions of Icewing and his brother Mountainshadow make up the backbone of the dragon’s network of
  spies, and the two communicate and cooperate on a multitude of affairs that they hold common interest in.
  Mountainshadow does not share the same depth of interest Icewing has in Throal, nor the hatred for Thera, but does not
  stray far from agreement with Icewing concerning the two. They use the Eyes of All-Wings to remain vigilant of the
  Therans’ actions, and to communicate when necessary. Mountainshadow is more cautious in his approach to Name-
  givers, and frequently counsels his brother to do the same, though he is more than supportive of Icewing’s doll-making.
  Of important note is the interest that the pair have taken lately in Aardelea, a young human girl from a
  backwater village in Barsaive’s hinterlands. I have recently learned of her importance, for she has bonded in some way
  with one of Icewing’s blue spirits, and the dragons think now that she may hold the key to propagating drakes in the
  future. They are excessively protective of her, and even Icewing chose not to intervene as they see it crucial that she
  develop on her own, without interference. Of course, their secrecy was breached and because of their interest, the Therans
  have become involved and kidnapped the girl. If she is returned to Barsaive, we should acquire her, as anything of such
  importance to Icewing could only be useful in our hands.
  [Icewing, Skarthan has done well in passing this information to the Outcast. She has clearly passed her latest test, and
  placed herself further within the Outcast’s confidence. It will be most illuminating to see how the Outcast maneuvers in regards to
  this affair.]
  Another thing to note in Icewing’s relationship with Mountainshadow is a slight sense of jealousy I have felt in
  the past on Icewing’s part towards his brother. While they have worked closely for ages, within the usual boundaries of
  dragon etiquette, there is undoubtedly a small rivalry at play—a competition of sorts between the two. In respects to this,
  take heed to Icewing’s relationship with Mountainshadow’s drake Rosper, who is currently chafing under his master’s
  cautious and slow agenda with the Therans—Rosper’s aggressive attitude fits more appropriately with Icewing, and I
  would not be surprised to see them drawn together. Under appropriate circumstances, I could direct Icewing’s drake who
  now serves me to approach Rosper and play upon his alienation and anger… .
  [The friction between Rosper and me is greatly exaggerated, and in this case, intentionally so. He has been hooked, my
  brother, time now to reel him in.]
  Aban
  Icewing and Mountainshadow also have something in development with Aban, and I fear they are looking to the
  north, possibly in Iopos’ direction. Whatever they are discussing, they are being quite careful about it, so prepare for the
  worst.
  Earthroot
  Earthroot and Icewing have a mutual interest in the development of Throal as a major force in Barsaive. I have
  seen arguments flare between the two regarding minor details, but they are essentially allied in their goal, and when
  Throal becomes threatened by you, they will act in unison to protect their pets. Currently, Earthroot is focused on
  strengthening Throal’s True Pattern by buttressing its physical and magical foundations, with the intent, of course, to
  protect the White Tree that lies beneath it. He is not so interested in developing Throal outwards, as Icewing is, and will
  care little if the dwarfs fail to exert a sphere of control, as long as the underground kingdom itself is not threatened. While
  Icewing will undoubtedly strike out to expand or protect Throal’s power, he will not have Earthroot’s backing.
  Enemies
  In Icewing’s limited vision, the Therans are the True Foes and represent the greatest threat to him and
  dragonkind. He has personally seen and felt their power, and has antagonized them enough to make himself a primary
  target of theirs. They are well aware of his ill intent, and seek to anticipate and block his actions as best they can. Their
  hatred for each other should be used and exploited by you whenever possible, for the more they focus on their war, the
  less they will heed you, and the more damage they deal to another, the more weakened they shall be when you strike.
  Do not expect Icewing to be consumed entirely in his plans for the Therans, however, for he is highly protective
  of Throal and will divert some of his attention to any who threaten it, such as yourselves. Expect him to attempt to flush
  
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  you out or force your hand soon, and be prepared for it. He is assuredly displeased with your family for assassinating his
  dwarf puppet  king, and will not soon forget. It is to your credit that for some time at least you cast the blame upon the
  Therans, for that is a ploy that Icewing at least appreciated and possibly even fostered.
  Icewing’s Goals
  Icewing’s Goals
  Icewing’s goals are numerous and varied, and I have touched upon only those that are foremost in his mind.
  Heed them well, as they each contain fault points that may be used by you to thwart or divert his plans. Icewing is as
  cunning and dangerous as Mountainshadow, only he will respond more quickly and be more bold in his intervention. Be
  cautious not to divert too many resources towards countering Icewing, for sure as Icewing will be the first dragon to
  strike at you, Mountainshadow will be watching and anticipating your moves and will use Icewing to distract you and
  camouflage his own actions.
  Icewing’s willingness to act directly and rashly does not endear him to the other dragons, and any mistakes he
  makes will move them towards cautiousness. If you can draw Icewing out, overextend and foil him, you may gain
  enough time to accomplish your goals while the other dragons are still pondering the situation.
  The Downfall of Thera
  This is a personal vendetta of Icewing’s, and his endeavors in this area extend far outside of Barsaive. I know for
  a fact that Icewing has done much to support rebels and dissidents throughout the Theran Empire, even as he builds his
  own counter power to Thera with the dwarfs in Barsaive. Destroying this empire that his True Foes have built has become
  Icewing’s passion, and he lusts for the means to expedite it.
  Strengthening Throal
  Having entrenched himself as a patron and advisor to the leaders of this kingdom, and infiltrated their numbers
  with his servants, Icewing expects to develop and direct Throal as a tool for the destruction of Thera and the recreation of
  the power structure that lasted throughout the Age of Dragons. The dwarfs are a crucial element in his long-term goals,
  and he will tolerate nothing that undermines their power.
  Propagating Drakes
  Icewing’s greatest creation are the drakes that he uses so poorly, yet they are his pride. He is more than aware of
  their limitations and their inability to reproduce, and is still heavily engaged in researching solutions to these quandaries;
  to this end he is collaborating with Vasdenjas and Mountainshadow on several experiments. The girl Aardelea is of
  extreme importance to this, which explains his actions regarding her. His work with spirits is also significant to this, and
  he is still expanding his knowledge in this area so that he may yet pull forth some hints or answers from the
  netherworlds.
  Destroying the Cult of the Great Hunter
  Icewing is well aware of the plans the Horror known as Verjigorm has for dragonkind, as his submission to the
  Throalic book on Horrors details. Icewing is intensely interested in any information concerning the corruption of drakes
  and dragons by this foul entity and its servants. Having one of his own eggs tainted by this Horror’s pawns has brought
  the danger home to him, and it is a lesson he will not idly forget. Icewing is not the sort to just wait and watch, and will
  actively spread what information he gains about the horror cult, as well as sponsor adepts and horror stalkers to track
  them down and destroy them.
  
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  U
  USUN
  SUN
  [The Outcast’s view of Vast Green clearly shows his strategy to divide us and thereby weaken us. We cannot allow this to
  happen. Whatever our own differences, we must look to our common enemies—the Impertinent Ones, the Outcast and his children—
  and remain unified. We must also remember the mistakes of the past and avoid repeating them.]
  Usun is one of the most isolationist of all of the great dragons of Barsaive. He claims the Liaj Jungle as his, and
  woe betides any other Name-giver he catches there. This does not stop some Name-givers (like the legendary Tamers)
  from living in the jungle, but it certainly makes Usun and his motives mysterious to the outside world. Why does he
  dislike Name-givers? Why is he so solitary?
  Usun is something of an exile himself, although not in the way I am. He firmly believes dragons should
  rightfully rule the world—and while many fellow great dragons agree with this, Usun has been staunchly opposed in his
  desire to war against all other Name-givers and subjugate them, as it was in the Age of Dragons. Failing that, he would
  see the Young Races wiped out, removed from the world so dragon strength and magic can shape it. The other great
  dragons consider Usun’s plans both impractical and unacceptable. The Therans and other Name-givers have developed
  too much, and are too powerful to oppose in open warfare. Great dragons such as Icewing and Mountainshadow prefer
  to work behind the scenes, manipulating events to further their plans. Such machinations frustrate Usun, who has thus far
  agreed to abide by the will of the others and limits himself to the Liaj, where he takes out his frustrations on any Name-
  giver foolish enough to defy his ban on their entering the jungle.
  As you read these words, you will undoubtedly notice certain similarities between Usun and Aban, the great
  dragon of the Mist Swamps. It is certainly true that the two do in fact share a number of traits, such as a preference for
  physical combat, use of spirits and creatures as their eyes and ears within their domains, and jealous guarding of their
  territories. Given these similarities, it is easy to think these dragons are two of a kind. Beware such faulty conclusions, for
  they could prove disastrous. Instead, I bid you notice the differences between Usun and Aban. They are subtle and not
  often obvious, but are key in developing strategies for dealing with each of these powerful creatures.
  Usun’s Nature
  Usun’s Nature
  Usun is legend among the Name-givers of Barsaive, particularly those who live close to his home in the Liaj
  Jungle. He is fairly young by great dragon standards, although still older than any nation you might know. His great
  body is sleek and powerfully muscled, covered with overlapping scales of burnished green, like aged copper. His wings
  and underbelly are a paler green, allowing him to almost disappear into the jungle foliage. Usun’s broad head is topped
  with a pair of horns twisted like those of a ram, and equipped with a set of powerful jaws with teeth honed by hunting
  and fighting.
  Usun is a warrior and a hunter, known as Vast Green to other great dragons. He hearkens back to the predator
  heritage of our kind, savage and cunning. Where Mountainshadow or Vasdenjas might use honeyed words or subterfuge,
  Usun strikes with flame and claw and knows no mercy. The master of the Liaj Jungle has no use for words or diplomacy.
  He is a fighter who lives for the glory of battle, pitting his strength against the strength of the enemy. Since he has no
  enemies to fight, and cannot go to war against the Young Races as he might wish, Usun dwells in the Liaj Jungle, home to
  some of the most savage creatures in Barsaive. There he pits his strength and cunning against them in a daily struggle for
  life. No doubt Usun finds most of the creatures of the jungle a poor challenge for his abilities.
  Unlike other great dragons, Usun has no interest in the Young Races as anything other than prey. While you
  might intrigue Icewing or Mountainshadow with clever words or tales, not so with Usun. He looks on all of the Young
  Races as you look upon the animals you slaughter for food, or perhaps more like the vermin you exterminate from your
  homes. Were it in his power, Usun would likely scour Barsaive with flame and reduce all of its cities to ash and rubble.
  His savage warrior  nature may cause you to underestimate Usun’s cleverness. Do not forget that he is a great
  dragon, with more experience than has been accumulated by the entire Denairastas family line. Although Usun does not
  follow the intellectual pursuits of other great dragons, he is no less intelligent because of it. Usun knows much lore, and
  he collects information on the natural world, giving him a great understanding of the flora and fauna of Barsaive. Greater
  than that of Vasdenjas, I suspect, except Usun would never share his knowledge with outsiders as the “Master of Secrets”
  so often does.
  
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  The key to understanding Usun is his certainty of the superiority of dragonkind and his belief in the survival of
  the strongest creature. Do not fool yourself into believing that you can win his respect. No matter how strong you prove
  yourselves, you will always be lesser creatures in Usun’s sight, unless you can overcome him, making the question moot.
  This is a weakness you can exploit. Usun believes all those who are not true dragons are weaker than he, and therefore
  underestimates them. Where you cannot win a straightforward battle, you may be able to win through craftiness and
  guile.
  The Liaj Jungle
  The Liaj Jungle
  Usun’s home in the vast expanse of the Liaj Jungle is a savage place suited to his nature. In fact, I am sure the
  presence of Usun has only helped to increase the constant struggle for life in the jungle, strengthening that aspect of its
  legend and its True Pattern.
  The Liaj is a chaotic hunting ground where Usun maintains the old ways of dragon life, as even the strong find it
  hard to survive there, and very few are fit enough to live long. The great dragon’s brood is expected to struggle for
  survival as the other creatures of the jungle must, and only the most vigorous are allowed to grow into adulthood. By
  engaging the younger dragons in this ultimate competition, he enhances their ferocity, and makes clear their natural
  superiority over other forms of life. Usun himself revels in the hunt and chase, as the many scars he bears stand testimony
  to.
  Lying in a lush valley between the western mountains of Barsaive, the Liaj sees few visitors, unlike the Servos
  Jungle to the east. Few useful waterways or trade routes pass through the Liaj, and fewer Name-givers choose to defy
  Usun’s ban on entering his jungle domain to live there. The jungle is given over almost entirely to the wildlife living there,
  which is as Usun prefers it. In the Liaj you will find fierce lions, felux, great serpents, bears, wild boar and small herds of
  jungle cattle that make a fine meal for a hungry dragon. There are also many wyverns lurking in the dark jungle
  undergrowth or coiled atop the great trees. This is a significant and important matter of which I will speak more of
  shortly.
  Unlike some parts of Barsaive, the jungle has increased its growth since the Scourge. Rains have shifted away
  from Jerris and more water now falls onto the Liaj and surrounding region, allowing the jungle to spread its growth. This
  is partly the work of the Wastes and partly (I suspect) the power of Usun’s magic. The jungle does not appear affected by
  the blight of the Wastes or the nearby Poison Forest, perhaps because the worst of the ash-fall is kept to the western side
  of the mountains and does not reach the jungle. Usun’s magic almost certainly plays a role in keeping the jungle protected
  from such corruption, and few Horrors remain in the region thanks to Usun’s hunting habits. From time to time, one of
  the twisted creatures from the far side of the mountains makes its way into jungle, but like most other visitors to this
  jungle, it is quickly dispatched by the master of the jungle himself.
  The southern expanse of the Liaj is inhabited by varieties of giant insects and their kin. There are ants the size of
  small dogs, along with giant wasps and spiders as large as goats—or larger. These spiders spin vast, silk-lined lairs in the
  depths of the jungle and use their webs to capture jungle creatures to feed upon. Even small lions and similar beasts can
  be entangled in their silky strands, so you can imagine that Name-givers are fairly easy prey for these creatures. The
  presence of these insects helps to keep Name-givers away from the depths of the jungle, so Usun generally leaves them
  alone. The silk of the spider dens fetches a high price with the various merchants of Barsaive, being quite useful in the
  making of fine rope and woven goods. It is being traded primarily by the Overland Trading Company, owned by the
  obsidimen merchant Omasu. Omasu is, of course, the head of the Liferock Rebellion as well. Considering the harvesting
  of such silk could only be accomplished on a large scale with Usun’s grace, it is not a great leap to discern that Omasu and
  his Rebellion are being aided by Usun, as they are opposed to the Therans in Barsaive. Considering this boost to the
  merchant’s wealth and the coffers of the Liferock Rebellion, the matter should be investigated more fully, as you will
  likely cross paths with them soon.
  The Tamers
  Perhaps the most legendary, and the most curious, inhabitants of the Liaj Jungle are the Tamers. I’m certain
  you’ve heard tales of this tribe of Name-givers who live in the depths of the jungle without the use of tools or weapons of
  any kind. They live almost as animals, hunting and surviving on the strength of their bodies, wits and magic. They
  disdain all of the trappings of civilization, having their own customs and traditions. Most of the Tamers who are adepts
  follow the discipline of the Beastmaster, using their empathy with the jungle creatures to help them and their tribe
  persevere.
  
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  Despite Usun’s views towards these primitives and his occasional snacking on them, the Tamers have ironically
  come to embrace Usun’s philosophy. Perhaps it is merely coincidence, but the Tamer’s believe firmly in the survival of the
  fittest. I suspect, however, that Usun has influenced them, for I have sensed a strange pride on his part towards them. He
  frequently sets his young upon them, weeding out the weak, but I suspect he is impressed by their perseverance and
  adaptability. They, in turn, seem to both respect and fear him, as they should. I suspect Usun would not be so
  condescending towards the Young Races if other Name-givers followed the Tamer’s example.
  It is also a possibility that the Tamers are some sort of experiment on Usun’s part. Their culture is much like
  what the great dragon would like the Young Races to be: simple, primitive and fearful of him. Certainly Usun’s presence
  in the Liaj has shaped the beliefs of the Tamers, and they could not survive in the jungle if Usun did not allow them to do
  so. What Usun’s plans for them in the future, I cannot say.
  Usun’s Powers
  Usun’s Powers
  Usun is a mighty opponent in battle. His scales are more resilient than any armor made by the Young Races and
  his teeth and talons are sharper than thrice-forged swords, able to rend other creatures apart with ease and tipped with a
  potent venom. For the most part, Usun is able to rely solely on his physical prowess to bring down even the most
  dangerous prey. His constant hunting has honed his fighting skills, marking him as one of the most formidable fighters
  among my kind. Few other great dragons could even aspire to best him.
  Do not mistake his brawn for lack of intelligence or cunning, however, for Usun has not neglected his other
  powers. It is true that the master of the Liaj Jungle rarely makes use of his fiery breath, since the flames can destroy large
  areas of jungle growth with a single blast. Yet Usun has refined his breath to spew forth clouds of choking smoke that
  render the jungle as dark as night, or even to breathe flames that burn only what he wishes to burn. A blast of Usun’s fire
  can burn an intruder to ash while leaving the surrounding jungle untouched. Despite this, Usun prefers to face opponents
  with fang and claw.
  Disdainful of Name-givers, Usun rarely speaks in any Name-giver tongue, as languages of lesser races are
  beneath his stature. He prefers the use of dragonspeech, which has led many Name-givers to believe that Usun does not
  speak at all. Some Name-givers (mostly windlings) living near the jungle to refer to Usun as “the Silent One.” Despite this
  reputation, Usun is more than capable of speaking—in a number of different languages—whenever he chooses, he simply
  prefers not to resort to such crude means.
  As part of his development of dragonspeech, Usun has learned to use it to sense the emotions of other creatures
  near him—especially those he hunts. Usun certainly possesses the power of all great dragons to inspire fear and
  unreasoning terror in the hearts of all creatures who see him; the passage of Usun’s shadow is said to paralyze other
  creatures with fear, pinning them to the spot like the passage of a hawk’s shadow over a field mouse.
  In addition to his empathic abilities, Usun has developed a great rapport with the creatures of the Liaj Jungle. He
  uses dragonspeech to command the creatures of the jungle and employ them as spies, servants and soldiers.
  Usun does not possess the breadth of magical knowledge exhibited by great dragons such as Mountainshadow
  or Vasdenjas, but he does have considerable mastery of the arts of elementalism. Elemental magic allows Usun to control
  nearly every aspect of the Liaj Jungle to suit him. He can animate the trees and jungle vines to attack intruders, create rain
  and fog to shroud the jungle, and wield the powers of fire, ice, and earth as weapons. There is a great deal of elemental
  lore to be learned from Usun’s magic, although wresting such secrets from him may be an impossible task.
  Treasures
  Treasures
  Like all great dragons, Usun keeps in the depths of his lair a hoard of treasures gathered over the years. Usun’s
  true lair lies deep in the heart of the Liaj, among the ruins of the Name-givers who once dwelled there long ago. His lair is
  underground, deep beneath the roots of the jungle. There his treasure-hoard lies, consisting of great quantities of coins
  and jewels, most of them of a style unknown to the people of Barsaive. There are also memory crystals containing mystic
  lore and other knowledge gathered by Usun over the years. Invading Usun’s lair would involve considerable risk for
  what might be only a small reward. Still, if members of the Tamers or adventuring adepts could be persuaded to do so,
  we might find things of use to us there.
  Usun’s greatest treasure, and greatest secret, remains unknown, even to me. All I’ve been able to learn is that
  Usun traveled out into the Wastes a number of times and returned with something to the depths of his lair. What it is, I
  
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  cannot say. It may be some creature that took Usun’s attention, or perhaps something from one of the lost kaers in the
  bowels of the Wastes. It is unlikely the great dragon braved the hazards of the Wastes for a simple hunting expedition,
  when such a variety of prey lives within the jungle. Given his goals and attitudes, it is almost certain that the thing Usun
  sought is something dangerous to the other Name-givers of Barsaive—perhaps even the mysterious source of the Wastes
  itself.
  This mystery, more than anything else, is cause for us to discover what treasures lay hidden in Usun’s lair. Our
  agents need not even know what it is we seek. Let them sate their greed with the gold and silver in the lair, so long as we
  gain the information we want.
  [Again, I am pleased to see the Outcast has not compromised all of our secrets and plans. Usun’s braving of the Wastes and
  his contribution to our plan could come to nothing if the Denairastas discover it prematurely. We must take steps to prevent this from
  happening.]
  Usun’s Servants
  Usun’s Servants
  Usun does not have servants in the way most great dragons do. With his disdain for the Young Races, Usun
  would not have any Name-giver in his presence, except as a meal. Usun’s capabilities outside of his jungle domain are
  therefore limited, as least in relation to other great dragons and their carefully placed eyes and ears. He has no network of
  spies in the cities of the province, no Name-giver informants to pass on messages or other information.
  Creatures
  The majority of Usun’s servants are the creatures of the Liaj Jungle themselves. Using the power of
  dragonspeech, Usun commands the jungle creatures to do his bidding and can even perceive through their senses. In this
  respect he is much like a beastmaster adept, though one of significant power and ability. Much of the savagery of the
  jungle creatures may stem from Usun’s influence. Travelers in the Liaj who are attacked by jungle creatures may in fact be
  facing Usun’s guardians, seeking to repel or test the intruders at their master’s command. You may feel the sensation of
  being watched in the Liaj Jungle, as many Name-givers do. If so, it is likely the eyes of Usun upon you, watching through
  the numerous creatures of the jungle. An innocent appearing bird or scurrying creature may serve as Usun’s spy. Many of
  the Young Races say Usun sees all in the jungle, and they are quite correct.
  Spirits
  Usun is also served by the various elemental spirits at his command. His mastery of the elements allows the
  great dragon to summon many different spirits to do his bidding. Elemental spirits serve as Usun’s prime agents outside
  of the Liaj Jungle, able to travel swiftly through astral space to perform tasks for their master, such as carrying
  information to other dragons in the distant reaches of Barsaive or reporting on various events or happenings.
  Usun most often calls upon air and wood spirits, less often on earth and most rarely calling on water or fire
  spirits. Unlike elemental spirits summoned by other Name-givers, Usun’s spirits rarely assume a form resembling any of
  the Young Races. Instead they appear as jungle creatures, made up of the spirit’s prime element. Air spirits appear as
  great raptors, wood spirits as trees or collections of vines. Earth spirits appear as great bears, similar to brithan. Fire
  spirits take the form of great cats while water spirits appear like serpents. The dragon’s elemental servants are usually
  quite powerful for their kind, enough to give most enemies cause for concern. Still, a skilled enough magician could
  potentially subvert a spirit controlled by Usun and gain valuable information in doing so.
  I have heard tales of Usun commanding powerful Named spirits from time to time, but I cannot say if they are
  true. I have never seen Usun do so, nor have I encountered a Named spirit commanded by him, but I must concede that it
  is at least possible. With his command of lesser spirits, Usun may have other powerful spirit allies at his command.
  Drakes
  For quite some time, Usun made no use of drake servants. Usun distrusts servants, and thus created no drakes to
  serve for him. The few drakes seen in the depths of the Liaj Jungle were those of other dragons, sent on errands to the
  master of the jungle. The creatures and spirits serving Usun were enough for him.
  
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  However, since the arrival of the Theran fortress at Lake Ban, Usun has reconsidered his attitude towards drakes
  and has begun creating drakes of his own deep in his lair. Tales have reached me of several drakes in the depths of the
  Liaj, serving their creator and master. This recent project must have cost Usun a considerable amount of strain, time and
  effort. Reports of his hunting in the jungle have become increasingly rare in the past months, indicating that Usun is
  spending time creating new drakes and perhaps working other magic to protect his domain and aid his fellow dragons
  against the Theran Empire.
  Relations with Dragonkind
  Relations with Dragonkind
  It can easily be said that Usun has no allies among his fellow great dragons, but that is a dangerous
  generalization. Usun’s views are not shared by most of his fellow great dragons, that is sure, and Usun has little skill at
  diplomacy or accommodation with those who do not share his views. His beliefs have alienated him from the bulk of
  dragon society, although not to the same degree that mine have isolated me.
  Still, for all his beliefs, Usun is loyal to dragonkind and follows the dictates of the majority. Unlike me, Usun has
  not been willing to take the final step, to follow through with his beliefs, with all that entails. He knows it would lead to
  exile and no matter how much he acts the part of the lone rogue, he still needs the support and approval of his fellow
  great dragons.
  As things stand now, Usun is poised on the brink. His beliefs have effectively isolated him from his brethren,
  and the efforts of the other great dragons have frustrated him at every turn. For many years he has remained aloof from
  the affairs of the world outside his lair. Now the actions of the Therans and his fellow great dragons may draw Usun out
  of his jungle world and back into the concerns of Barsaive. That cannot be allowed to happen. Already Usun has been
  making plans to aid Mountainshadow’s spies and operatives against the Therans. If the other great dragons are able to
  channel Usun’s aggression towards the Young Races against the Theran Empire, they will be able to control and satisfy
  Usun while at the same time gaining an ally against the Therans. This is a dangerous combination.
  However, it might be possible to convince Usun to take the extra step, to break with dragon tradition and follow
  through with his beliefs and his desire to see the Young Races subjugated or else scoured from the face of Barsaive. If
  Usun can be provoked into rash action against Name-givers of Barsaive (other than the Therans or Iopos), perhaps in the
  mistaken belief that he is striking at agents or allies of the Empire, then his fellow great dragons will have little choice but
  to turn against him. They cannot allow such an impetuous force to disrupt their carefully laid plans, so they would seek
  to exile Usun if he threatened them. Usun will never accept exile. I know him. He is too tied up in the old ways and
  beliefs and would rather die in battle. If backed into a corner, Usun will strike, forcing the other great dragons to
  eliminate him. In this way, we can deal with a potential threat and use our enemies to weaken their own ranks by setting
  them against each other.
  [As I have said, I hope such a transparent ploy could never succeed. However, the Denairastas (and the Outcast) are well
  known for subterfuge and trickery. Such an attempt to turn us against one another could come in many guises and many forms. We
  must not allow our enemies or our own quarrels to divide us or divert us from the goal of dealing with the Impertinent Ones. We
  must be careful to address issues and grievances that arise in a principled fashion, and investigate them thoroughly for attempted
  deceptions.]
  Although he has no real allies among his peers, the great dragons, Usun does have allies (and potential allies)
  among his own kind. To further his agenda of dragon supremacy and to spread his views, Usun has been very agreeable
  about taking in clutches of eggs to protect and raise. The remoteness of the Liaj Jungle and Usun’s staunch defense of
  draconic traditions have drawn many females to leave their eggs in his care. Usun raises the hatchlings with a clear
  understanding of dragon history and tradition, as well as a strong belief in their birthright to rule over all other Name-
  givers. He ruthlessly tests the younglings to weed out the weak and incapable. The rest are the next generation of Usun’s
  followers. Dragons take the long view, and in a matter of centuries, Usun may well become the leader of a powerful
  philosophy among his own kind.
  The Liaj Jungle is know to be the home to many wyverns, the first progeny of Usun since the Scourge to near
  maturity. Life in the jungle forces the wyverns to be tough, strong and cunning in order to survive. The dragons who
  Emerge to Name themselves will be warriors and hunters like their guardian. In as little as a few decades, Usun may have
  a powerful force of dragons to call his own.
  [The idea that those dragons raised by Usun will automatically follow his beliefs shows that the Outcast has spent too much
  time among the Young Races. Although young dragons are influenced by their sire, it is not our way to follow blindly (or else so
  
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  many recent events would have gone more smoothly). Each dragon chooses his or her own path, and Usun’s guidance in our ways and
  customs is well known and honored. Let us not be distracted from the matter before us by such misguided opinion.]
  Usun’s Goals
  Usun’s Goals
  Take time to consider and understand Usun’s goals carefully. They are not like the goals of other great dragons,
  and are quite unique to him. In understanding these goals, you gain a greater understanding of Usun himself. Use your
  knowledge to anticipate how he will react and what you can do to turn his reactions to your advantage.
  Survive and Prosper
  Usun’s utmost goal is survival. For Usun, survival is a goal in and of itself. In his view, life is a constant fight for
  supremacy, and he is therefore unlikely to do anything that will endanger his own survival or his ability to further his
  goals. Certainly, he will make no great sacrifices in dealing with the Therans or other Name-givers, nor will he seek to aid
  the Young Races in any way. Usun wants war against the Young Races, and he will gladly destroy the Therans with
  impunity, but he will not give the kind of aid or advice that Icewing or Vasdenjas are known for. Appeal to Usun’s
  survival instinct and you hold his greatest desire in your hands.
  Protect the Liaj Jungle
  Like all of our kind, Usun is highly territorial, perhaps even more so than most dragons. He protects the
  boundaries of the Liaj Jungle fiercely, and scant few intruders manage to escape his notice. Those who do survive often
  return with frightening tales of Usun’s power, and I suspect those Name-givers are allowed to live specifically so they can
  spread their stories and increase Usun’s legend.
  Usun also seeks to protect his true lair deep in the heart of the jungle and whatever secrets he may have hidden
  there. A threat to the jungle or his lair would serve to immediately draw his attention and prevent him from interfering
  with other affairs. Such a feinted threat or ploy must clearly come from a source other than us if it is to succeed.
  Further the Cause of Dragon Supremacy
  Despite bowing to the will of his fellow great dragons, Usun has by no means abandoned his belief in the
  supremacy of dragonkind or that it is the ultimate destiny of dragons to rule over the Young Races once again. He seeks
  to spread his philosophy among his peers and, more importantly, actively agitates among the younger generation of
  dragons and hatchlings who may guide dragonkind in the future. Usun is far from agreement with other dragons on
  what is to be done regarding the Theran Empire and other nations of Name-givers. Supporting Usun’s views may lead to
  a schism among the great dragons and may push Usun towards taking the final step and defying the edicts of his peers.
  When dealing with Usun, appeal to his arrogance and superiority and you have a way to direct him.
  Punish the Enemies of Dragonkind
  Usun is a warrior and, like all warriors, he craves battle and seeks to fight those who are enemies of him and his
  kind. For Usun, the way to deal with all enemies of dragonkind is not through guile or subtlety, but through quick,
  decisive and deadly action. Usun was a strong supporter of acting against the Theran Empire before the Scourge. When
  the Therans attacked us to protect their control over the Rites of Protection and Passage (as if stolen magic was their own
  property), Usun’s voice was loudest in calling for retribution.
  When the Therans first returned to Barsaive after the Scourge, Usun wanted to destroy them outright, keeping
  Barsaive out of their hands (no doubt so he and other dragons could control it one day). But at that time, the other great
  dragons were content to sit by and watch, pulling strings from behind the scenes. The Empire was no direct threat to
  them at that time.
  Now, with war brewing in Barsaive, Usun might at long last get his wish. He has been working arcane magic in
  the depths of the Liaj to prepare for the conflict he has waited for so long. In addition to creating drakes to gather
  information for him, I suspect Usun is working enchantments on the jungle itself, and gathering wyverns and flying
  creatures to attack Theran airships. Usun is a powerful weapon being primed to unleash against the Theran Empire.
  
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  VVASDENJAS
  ASDENJAS
  [I hope the Outcast’s profile of Talespeaker might provide the “Master of Secrets” with some insight into how it feels to have
  your secrets given out to others without your permission. Telling tales and the keeping of lore are important. Providing information to
  the Young Races is also a worthwhile activity, provided it is the right information, given at the right time. There are, however, some
  stories best left untold.]
  Vasdenjas, the author of Creatures of Barsaive and other essays for the Great Library of Throal, is the only great
  dragon (other than myself) to share any substantial portion of his knowledge with other Name-givers. Apart from
  Icewing, Vasdenjas is the only great dragon the dwarf kingdom of Throal has had any significant open contact with, and
  the so-called Master of Secrets is a good deal more forthcoming than Icewing, for reasons of his own.
  Vasdenjas’ Nature
  Vasdenjas’ Nature
  Vasdenjas, the Master of Secrets, the Terrible, the Eater of Cities, called Talespeaker by dragonkind, is a
  meddlesome gossip and storyteller, something akin to a dragon troubadour. Vasdenjas is one of the most learned and
  scholarly of the great dragons of Barsaive. He is the Loremaster of Barsaive’s dragons, a very important role among
  dragons. Loremasters are those who keep records of the history and stories of our kind, passed on from the time of
  Nightslayer and Dayheart, the First Dragons. Loremasters learn, maintain and pass on knowledge from one generation of
  dragons to the next. They also serve as Keepers of the Rites, ensuring that the etiquette and traditions the great dragons
  have developed are adhered to. Since the death of Barsaive’s last Loremaster, Thermail, Vasdenjas has performed
  admirably in this position, and has even taken his role a step further—a step not all of his fellow dragons agree with.
  Like Mountainshadow and Icewing, Vasdenjas believes we dragons have something of a responsibility to the
  Young Races. Unlike Mountainshadow, Vasdenjas has very little curiosity about Name-givers—he knows all that he
  needs or cares to know about them. Unlike Icewing, he has little patience for meddling in Name-giver affairs. Instead,
  Vasdenjas believes in passing on knowledge and lore to the Young Races to help guide and educate them in the wonders
  of the world. He truly loves to pontificate and to hear the sound of his own voice, going on endlessly about nearly any
  topic. Vasdenjas considers himself an expert on nearly everything, someone who can offer guidance to the foolish and
  limited Name-givers of Barsaive. He has no interest in learning from them in return, as Mountainshadow claims to do.
  Despite his desire to share information with the young races, Vasdenjas is still a traditionalist. He believes other
  Name-givers should be subservient to dragons and that they should be educated, guided, and controlled like children.
  Like virtually all other dragons aside from myself, Vasdenjas does not realize (or is not willing to acknowledge) the
  potential of the Young Races.
  At the same time, Vasdenjas is also a hypocrite. He argues and pontificates against the experiments conducted
  by the Young Races to produce creatures such as hell hounds or nagas and rails against the magician who created the
  hydra, ignorant of the fact that the magician is in fact one of my first progeny and one of your earliest ancestors. He
  denounced me for creating what he called an abomination, and joined with the others in casting me out for my terrible
  crime of daring what they dared not do. Yet Vasdenjas is one of the most skilled in tampering with life of any of the great
  dragons. He is a master of creating drakes, and even now he is communicating with Mountainshadow and Icewing about
  the unique nature of the human girl Aardelea. I suspect he is growing eager to exploit her and seek new ways to bend life
  to suit his and other dragons’ needs.
  Vasdenjas’ greatest assets are clearly his mind and his clever tongue, which he uses to worm his way into the
  attention of Name-givers. In body he is not the most powerful of great dragons, and prefers to avoid physical conflict
  when necessary. He talks his way from fights when he can, and is thought by some dragons to be almost afraid of battle,
  if such a thing could be said to be true of a great dragon. Though he hunts well enough, he claims to be above our ancient
  struggles and physical conflicts, much as you might expect from a scholar or wordsmith from one of the Young Races.
  Still, Vasdenjas is a great dragon, with all that entails. He is larger than any newly Named dragon, as large as a
  small air galleon. His scales are a dun color, fading to yellow on his wings and almost eggshell color on his belly. They
  match the colors of the stone where Vasdenjas prefers to rest. His horns are fairly straight, curving slightly back from his
  head along his neck. Vasdenjas has sharp talons and teeth, although he uses them only to hunt, rarely slaying any
  intruders in his lair.
  
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  Mount Wyrmspire
  Mount Wyrmspire
  Vasdenjas lairs atop Mount Wyrmspire, a high peak in the Scythan Mountains in the north of Barsaive, at the
  eastern edge of the Blood Wood. As you know, that peak is where the great dragon Thermail impaled herself in grief after
  some of the eggs she was tending were stolen and transformed into the first hydra. Though not known to my fellow great
  dragons, the magician who stole Thermail’s eggs was one of the first of my children. Thermail was one of the strongest
  proponents of my exile, and she claimed the right to destroy my “misbegotten” children. She devoured them all, your
  great ancestors, all save one who I had concealed far away. Shortly after my exile, I told him of the fate of his brothers and
  sisters and, when the time was right, he went to Thermail and worked his way into her confidence. She was fond of
  telling tales and entertaining other Name-givers, much as Vasdenjas is now, and the two of them were very close once, I
  believe.
  When the time was ripe, your Honored Ancestor made his way into the lair of Thermail and took seven of her
  newly hatched eggs, those she guarded so carefully. With my assistance, he used those seven eggs to create the first
  hydra, a true “abomination” for the great dragons to rail against. Thermail showed her weakness by turning against the
  Young Races of Barsaive, then impaling herself high atop Wyrmspire. It was at this time that the role of Loremaster of
  Barsaive was passed onto Vasdenjas.
  [Talespeaker, before you act, I emplore you take heed to caution and restraint. This disturbing claim of the Outcast’s must be
  fully verified before any action is taken, else we fall prey to goading and deception. If it proves true, the atrocity he takes responsibility
  for affects all of our kind, and should best be dealt with in Council.]
  In honor of her, and because of his assumption of Thermail’s role as Loremaster, Vasdenjas moved his lair to
  Wyrmspire, and took in the remaining eggs Thermail guarded to raise them himself. Eventually, he also adopted
  Thermail’s habit of entertaining and speaking with other Name-givers, passing on knowledge and lore to them.
  Not long after he settled in at Wyrmspire, Vasdenjas sought to aid the nearby dwarf kingdom of Scytha against
  the coming of the Scourge. He invited Scythan scholars and magicians to speak with him in his lair, to pass on secrets to
  them which might allow them to survive the coming of the Horrors. Naturally, the Theran Empire could not allow
  dragons to freely give Name-givers the secrets the Therans sold so dearly. Theran agents stirred up anger among the
  residents of Gateway, a city built outside the gates of Scytha (much as Bartertown sits beside Throal). The inhabitants of
  the city, against the advice of the Scythan King, attempted to drive Vasdenjas from his lair. In retribution for the attack,
  Vasdenjas destroyed the city and burned it to the ground, and he spoke no more with the dwarfs of Scytha, who all but
  died out during the Scourge. This show of draconic power, along with the slayings of many Therans and the appearance
  of Icewing on the Sphinx of Thera itself, dissuaded the Therans from trying anything further against the dragons of
  Barsaive. If you ever doubt the power Vasdenjas wields, remember why he is called “the Eater of Cities.”
  Since the Scourge, Vasdenjas has once again permitted Name-givers to visit his lair, particularly those of the
  Great Library of Throal. One such scholar, Named Tiabdjin the Knower, has all but taken up residence with Vasdenjas,
  serving as scribe for the Loremaster. It was Tiabdjin who scribed the Creatures of Barsaive tome in the Great Library, and
  it was he who transcribed Vasdenjas’ most recent addition to that library, a treatise on our kind. When he entertains
  visitors, Vasdenjas listens to tales and lore from far and wide and answers questions for some of the scholars who come to
  petition him. Some of the information Vasdenjas has revealed, particularly his recent treatise on dragons and dragonkind,
  has not met with the approval of his peers, although the great dragons have not taken any action against him other than
  informal rebukes.
  Those scholars who wish to speak to Vasdenjas have a difficult journey, since Wyrmspire is a high mountain,
  and the narrow passes leading to the peak are treacherous, even in the best weather. The mountain lair is also located
  near the remains of the Kingdom of Scytha, a place most Throalic dwarfs (and many other Name-givers) consider cursed
  and Horror-touched. As it is, Vasdenjas receives fairly few visitors, but still far more than most other great dragons.
  Vasdenjas’ Powers
  Vasdenjas’ Powers
  The Master of Secrets is, as his title implies, a scholar and keeper of lore. Though not quite as learned as his elder,
  Mountainshadow, Vasdenjas is a vast storehouse of knowledge from throughout the centuries, stretching back across the
  Ages. His store of wisdom is the dragon’s greatest power and, perhaps, his greatest weakness.
  
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  His physical prowess is considerable, but unremarkable for a great dragon. Vasdenjas can destroy a city if he
  chooses, but physical conflict is not normally his way, preferring to avoid it whenever possible. The Master of Secrets
  excels instead in activities connected to his pursuit and love of knowledge: magic and an understanding of Patterns.
  Vasdenjas has great magical skills, some of the best among the great dragons of Barsaive. His knowledge is not
  as great as that of Mountainshadow, but it is far greater than any magician of the Young Races. Vasdenjas knows spells of
  wizardry, nethermancy and illusion, and perhaps some of elementalism as well. I would estimate his magical power and
  knowledge rivals my own, if indeed it doesn’t exceed it. Like all of our kind, Vasdenjas certainly knows spells and
  enchantments he keeps to himself, although he may share them with his small brood of younger dragons. Great magical
  lore, preserved on memory crystals, may be hidden among the jewels and gems of the dragon’s treasure hoard, more
  valuable than any gemstone or coin could ever be.
  As skilled as Vasdenjas is in magic, he is even more skilled in the use of dragonsight. He earned the Name
  Master of Secrets from his ability to see what others would keep hidden, to use dragonsight to penetrate into the deepest
  and most complex of Patterns and understand them. It is his understanding of Patterns that causes Vasdenjas to be so
  interested in knowledge. Knowledge is power, and to know something is to begin to understand its Pattern, its true self.
  Knowledge is the key to unlocking the secrets of a pattern, and Vasdenjas has over the centuries become a master
  locksmith.
  As you might expect, Vasdenjas is quite skilled in working thread magic of all kinds. He is also skilled in more
  powerful pattern magic. He has become adept at the creation of life, forming new patterns out of the formless energy of
  astral space. He has spent many years working with Icewing, and has become an expert in the Dance of Blue Spirits. In
  recent years he has experimented on this drake creating ritual and refined its significantly.
  Treasures
  Treasures
  Although his treasure hoard is vast, filled with coins, gems and enchanted items, Vasdenjas has only two
  treasures of any importance to him: knowledge and the eggs under his care.
  The lair of the Master of Secrets is littered with memory crystals filled with the lore of the ages—the history,
  customs, magic and rites of dragonkind, as befits his role of Loremaster. Scattered among the pretty baubles and stones of
  his hoard is information beyond price. To the eyes of other Name-givers they are no more than gemstones, some of them
  even less desirable than the common jewels in his lair. In truth, the value of the memory crystals is considerable, and
  although Vasdenjas’ lair may be more accessible than that of some of his brethren, like all dragons, he guards his treasure
  well. Gaining possession of any of Vasdenjas’ secrets will be a difficult task at best.
  Vasdenjas also cares for many eggs and many hatchlings in and around his mountain lair, and delights in his
  duty as guardian of the young. What better role for a dragon who loves to teach to a captive audience? Vasdenjas goes to
  great lengths to teach the hatchlings under his care all of the lore he can, to instill in them a love of knowledge. He also
  tries to protect them from the dangers of the outside world for as long as possible, although even he must eventually
  allow the hatchlings to fend for themselves in the wild. Even then, he tries to protect them, misleading the readers of
  Creatures of Barsaive about the true nature of wyverns and working to dissuade any Name-givers from hunting wyverns
  by playing up their fierce and deadly nature. It could be that Vasdenjas still feels indebted to Thermail, and hopes to
  protect other hatchlings as she could not protect hers.
  Vasdenjas’ Servants
  Vasdenjas’ Servants
  Vasdenjas has no lack of servants, both willing and unwitting. The Master of Secrets knows well that knowledge
  grants power directly as well as indirectly. The lore Vasdenjas has collected and given out gives him considerable
  influence over many Name-givers in Barsaive and elsewhere.
  Name-givers
  Vasdenjas has few knowing Name-giver servants. Still, he welcomes and speaks with more of the Young Races
  than any other great dragon, with the possible exceptions of Mountainshadow and his community of pet Name-givers,
  and Icewing, who makes himself available to those offering a suitable price. Those who visit with Vasdenjas invariably
  pass information on to him, acting as his eyes and ears in the world outside. Travelers speak to the great dragon and
  
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  provide him with news, never knowing what trivia might catch Vasdenjas’ attention. I know that he has even availed
  himself of the Great Library of Throal from time to time, entering it in dwarf form to read books and see what the dwarfs
  have learned.
  Those who listen to Vasdenjas become his agents in one way or another. No matter how generous he may
  appear, the Master of Secrets does not give his knowledge away for nothing. Already his minor efforts have endeared
  Vasdenjas to the scholars of the Great Library of Throal and thereby to the kingdom itself. The dwarfs turn to Vasdenjas
  and Icewing for their wisdom and the two dragons can pull the strings they have tied to their dwarf playthings and make
  them dance to their tune. Dwarf scholars can often go places and see things difficult for a great dragon to investigate
  personally. That knowledge is often passed on to Vasdenjas, an “exchange of information,” as the Master of Secrets
  prefers to call it. An exchange where Vasdenjas comes out ahead in the end.
  Vasdenjas—like other dragons—is also not above hiring mercenaries or adventurers when it serves his needs.
  Such arrangements are always made discreetly, usually by one of Vasdenjas’ drake servants. Such hired parties never
  even know their true employer is a dragon, and their information is often passed on to Mountainshadow’s spy network
  or to another of Vasdenjas’ guests.
  Creatures
  Although he is fairly knowledgeable about the fauna of Barsaive and other lands, Vasdenjas makes little use of
  creatures as his servants. He prefers the company and the service of Name-givers and other intelligent beings like drakes
  over beasts. Usun and Aban’s use of creatures to protect their respective domains is a pet peeve of Vasdenjas’, who
  prefers to put on a more “civilized” appearance, perhaps even mimicking the ways of the Young Races he interacts with
  so often.
  He does employ the services of spirits from time to time, generally minor tasked spirits to perform simple
  errands. From time to time, Vasdenjas will call upon more powerful and complex spirits as part of some experiment in the
  nature of patterns and life. These spirits may have any number of different powers and abilities as created by Vasdenjas.
  Drakes
  Vasdenjas is highly skilled in the creation of drakes, melding aspects of the patterns of dragon and Name-giver
  through complex rituals. One of the prime reasons I believe Vasdenjas sided with those against me in the end was his
  belief that the drakes are far better suited as servants, as they combine the best aspects of dragon and Name-givers.
  Perhaps also he fears the lack of control that dragons have over dragon-kin—you are able to reproduce as you wish,
  where drakes only propagate through magic, and are thus thoroughly under the dragons’ sway. Certainly this relates to
  his interest in Aardelea, but whether he views her as threat, an opportunity, or merely a curiosity, I do not know. All I can
  say without doubt is that Vasdenjas masters hypocrisy as well as secrets; for one who denounced me so readily, he
  continues to tamper with life and patterns with impunity.
  Vasdenjas has many drake servants, although very few of them are ever seen by other Name-givers; at least, not
  that any of the Young Races are aware of. In truth, Vasdenjas sees fewer visitors than other people believe. Many of the
  “visitors” reported entering the dragon’s lair are actually drakes in Name-giver form returning to see their master. These
  drakes are never in evidence when Vasdenjas has true Name-givers visiting his lair, allowing the Master of Secrets to
  maintain an appearance of solitude and simplicity. Despite their absence, I am certain the drakes remain close by. I
  suspect they remain hidden in the depths of his lair or else vacate and roam the Scytha Mountains, hunting and
  exploring.
  Vasdenjas keeps his drakes occupied with traveling around Barsaive, often in Name-giver form, gathering
  information for their master. Much of the lore Vasdenjas acquires comes from these drake spies, whom the dragon calls
  “travelers.” Those who hear him speak of these travelers assume Vasdenjas hears tales from wandering or adventuring
  Name-givers and think nothing more of it. In truth, his eyes and ears are everywhere, gathering intelligence for their
  master before journeying back to Wyrmspire.
  Discovering the Names and identities of Vasdenjas’ drakes would be most useful in learning more about his
  information network, which has no doubt been helping Mountainshadow’s spies against the Theran Empire and all other
  “enemies of dragonkind.”
  
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  Allies and Enemies
  Allies and Enemies
  His tendency to give information freely to the Young Races has not endeared Vasdenjas to his fellow dragons.
  Still, he does not really have any enemies among the great dragons of Barsaive. The more isolationist dragons, like Aban
  and Usun, would have preferred a stronger punishment for Talespeaker’s lapses in judgment, but they still wish him no
  malice. Usun might want to see Vasdenjas humbled, but would not wish him harmed. Vasdenjas is no threat to his fellow
  dragons, merely a loose-lipped scholar.
  Other great dragons, like Mountainshadow, Icewing and Earthroot, consider Vasdenjas somewhat careless, but
  respect his knowledge and the work he has done in creating goodwill between the kingdom of Throal and dragonkind.
  Vasdenjas’ voice still carries weight with his peers, and his opinions are always listened to, even if others do not agree
  with them. None of these dragons have been especially close allies of Vasdenjas in the past, but the formation of
  Mountainshadow’s spy network may have changed things. At the least, Vasdenjas is quite active in aiding the goals and
  work of these spies, making him important to future plans in Barsaive.
  Some of Vasdenjas’ strongest allies are the hatchlings he has raised, particularly Thermail’s three remaining
  hatchlings, saved by Vasdenjas and taken into his lair years before the Scourge. These dragons—all having recently
  reached adulthood—are staunch supporters of their former guardian. All of them live in the Scythan Mountains and pass
  on any information they obtain to Vasdenjas.
  The first is named Hydra’s Bane, a female with dusky blue scales and ivory claws and horns. She chose her
  Name as part of her desire to rid Barsaive of hydras, created from the bodies of her egg-mates. Hydra’s Bane hunts hydras
  and gathers information about them, perhaps in hope of reversing or altering the magic used to create them. She is a
  traditionalist and believes hydras to be an affront to all dragons. Although her obsession might make Hydra’s Bane
  subject to the right manipulation, she could become an implacable enemy if she is able to tie the creation of hydras to your
  clan. Tread carefully where she is concerned.
  Greissval is a male with milky colored scales and eyes that are burning pits of reddish fire, a draconic albino. He
  is known as the “Phantom Dragon” and the “Ghost of Scytha” to some Name-givers who have seen his pale form flying
  high above the mountains by the light of the full moon. Greissval is taken with studying the pattern of ancient Scytha and
  the fall of the dwarf kingdom there. He collects trinkets and treasures recovered from the Scythan tunnels, and lairs in a
  forgotten dwarf outpost high in the mountains. He has been known to hire adepts from time to time to recover items lost
  in the depths of the ruins or scattered across Barsaive by the Scythan flight before the Scourge. He has considerable skill
  in nethermancy and the study of astral space.
  The last of Thermail’s surviving hatchlings is Lotiara, a female who lives in a valley in the southern peaks of the
  Scythan Mountains. She follows her guardian’s example by speaking often with Name-givers, mostly to exchange
  information and to listen to the stories travelers are able to tell her. Since Lotiara is barely an adult, her wisdom is not
  sought after like Vasdenjas, but she still has considerable knowledge compared to any Name-giver scholar. Lotiara also
  has something of a knack for understanding patterns, and many adepts seek her out for aid in unraveling the secrets of
  powerful or puzzling thread items. Lotiara emulates Icewing by asking for a suitable gift in exchange for the information,
  although her standards vary widely based on the petitioner and her opinion of them.
  Among the Young Races, Vasdenjas’ closest ally is the kingdom of Throal. The Master of Secrets has aided the
  Great Library on several occasions, providing rare and valuable lore to add to their collection. Although his influence
  over Throal is nowhere near as great as that of Icewing or Earthroot, Vasdenjas does have some hooks planted in the
  Great Library, allowing him to call upon its resources and scholars for help from time to time. The kingdom is certainly
  well disposed towards the Master of Secrets, since he has never been anything except friendly and courteous towards
  them.
  There is a tiny fraction of the Throalic population that is not well disposed towards Vasdenjas. The descendants
  of the Scythans who fled their doomed kingdom still tell stories about Vasdenjas the Terrible, the Eater of Cities. Indeed, I
  believe it was they who made the title plural—the tales growing in the telling. To these former Scythans, Vasdenjas is a
  terrible creature, an enemy of all Name-givers. Many believe it was the dragon, and not the Horrors, who cursed and
  doomed their lost kingdom, or perhaps the dragon working in concert with Horror allies. While I am certain the
  destruction of Scytha was no fault of Vasdenjas’, the beliefs of these dwarfs may be useful in painting the Master of
  Secrets in an ill light. If one of these Name-givers can be turned fanatical enough to start an anti-Vasdenjas cult or take
  some other action against the dragon, so much the better.
  
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  Vasdenjas has no other allies or true enemies among the Name-givers of Barsaive save the Theran Empire, an
  enemy all of the dragons share. The Master of Secrets was once well known in the region around Landis in the centuries
  before Thermail’s death and the coming of the Scourge, but all of the kingdoms he once visited are now dust and ruins.
  Vasdenjas has expressed a certain admiration for the orks who have recently refounded Cara Fahd, and they are certain to
  seek him out soon for information on their ancient kingdom. The orks are eager to reclaim their past, and Vasdenjas can
  provide them with a library of leads, tales, and clues to begin their quests with. I suspect that Vasdenjas already has
  drakes among them, gathering information and influencing Krathis Gron and her followers. If so, Vasdenjas may yet
  become to Cara Fahd what Icewing has become to Throal, a development that should be ferreted out and prevented.
  Vasdenjas’ Goals
  Vasdenjas’ Goals
  Vasdenjas keeps his own council where his plans are concerned. The one thing Vasdenjas does not discuss
  openly are his own goals. Still, I once knew Vasdenjas quite well and his goals are clear to anyone with the eyes to see
  them.
  Gather and Preserve Lore
  As Barsaive’s Loremaster, Vasdenjas seeks to gather and preserve knowledge, especially knowledge relating to
  dragonkind: our rituals, rites, history and culture. I suspect Thermail’s death affected Vasdenjas especially because both
  loved to collect lore, and Vasdenjas considered it a great tragedy to see all that Thermail knew lost forever. For when
  Thermail learned of the fate of her stolen eggs, she flew into a seething rage before impaling herself on the tip of Mount
  Wyrmspire, destroying most of her lair and the heaps of lore and knowledge she had gathered as Loremaster.
  As part of his fascination with knowledge, Vasdenjas entertains Name-giver visitors in his lair. In this, he repeats
  the mistakes of Thermail. A skilled infiltrator could gain a great deal from a visit to Vasdenjas’ lair, perhaps enough
  information to enter it again in secret. Such an opportunity could yield a vast haul of draconic lore that even I cannot
  provide to you.
  [As familiar as he is with the past, Talespeaker knows not to repeat its mistakes. I believe the wards and protections of
  Wyrmspire would dissuade any Denairastas spy, but some additional precautions might be in order.]
  Study and Understand Patterns
  Vasdenjas works to study and understand True Patterns, especially those of living things. To this end he collects
  Pattern Items, allowing him access to the patterns he wishes to study. He also collects creatures and objects themselves,
  allowing him to study them directly. The Pattern Items that could be found in Vasdenjas’ lair could make the capture of
  one of Varulus’ Pattern Items seem minor by comparison. With control of additional vital Pattern Items, there would be
  no limit to what your magic could accomplish. Work to discover what Pattern Items Vasdenjas possesses, and guard well
  your own, lest they fall into his power
  Investigate the Nature of Aardelea
  As a scholar and Loremaster, Vasdenjas knows a great deal about the history of dragonkind, and has grown very
  excited with the possibilities offered by the existence of Aardelea. He has been fascinated with drakes for some time now,
  and I expect him to actively research how the drake spirit within the Book of Blue Spirits became bound with that of the
  human girl. He has already proposed to his peers the possibility of recreating the accident that bound the spirit to
  Aardelea in order to intentionally create a new human-drake hybrid. If this can be accomplished, they might better
  understand how the drake spirit merged with Aardelea, as well as better understand the nature of the changes Aardelea
  is going through. The possibility exists that they may pursue it for breeding purposes as well.
  Thus far, Vasdenjas’ preliminary experiments have met with little success. There is no lack of Name-giver
  volunteers—particularly among Mountainshadow’s villages—who would be honored to become a drake and to serve the
  great dragons, but the process seems to be missing some factor Vasdenjas has not been able to isolate. So far, all he has
  created are twisted mockeries of true drakes, which are carefully studied and then destroyed. If we can capture one of
  these “failed drakes,” we may learn more about the phenomenon Vasdenjas is trying to recreate. His techniques may be
  quite useful to us in dealing with other matters.
  
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  [Needless to say, the results of any such experiment must not fall into the Outcast’s clutches. Talespeaker, indeed each of us,
  must exercise great caution with projects such as these.]
  Provide Knowledge to the Young Races
  Vasdenjas believes it important for him to educate the Young Races of Barsaive. He does this out of a noble
  obligation and a love of pontificating. As a superior, knowledgeable being, Vasdenjas feels he should pass on some of his
  great wisdom and help illuminate the less developed Name-givers, particularly in matters pertaining to dragons, which
  the Young Races know next to nothing about. Much of the information he passes on to the scholars of Throal is similar to
  things I have told you: lore about the land and its creatures, as well as lore on dragons as a race. However, where I tell
  you the truth of these matters, Vasdenjas carefully edits much of his information, averring (probably at the insistence of
  his fellow great dragons) that there is certain information that needs to remain secret.
  Vasdenjas’ doling out knowledge can prove a double edged sword. In so doing, he may create animosity among
  his own peers, ripples of dissent that could become waves with the right motivation. He also fires the desire of the Young
  Races to know more and makes it clear that the dragons of Barsaive have withheld information from them about a great
  many things, not the least of which is the doings and history of the Theran Empire. Young King Neden has proven
  impetuous in the past. Perhaps when his dragon allies refuse to give him enough information to clearly defeat the Theran
  Empire and keep him on the throne, he might turn against them, especially if he can be convinced that the great dragons
  are only using him as their puppet to strike against Thera, regardless of the risk to his kingdom and his people.
  Gain Revenge for Thermail
  Vasdenjas does not even know of this goal yet, but should he learn the truth of the creation of the hydra and the
  death of Thermail, then I am certain the Master of Secrets will turn his resources over to my destruction, and the
  destruction of you, my children. Vasdenjas makes a resourceful enemy, but I am sure the current circumstances will help
  to restrain his wrath, if he should discover the truth. The great dragons are concerned with the Theran upstarts and
  cannot split their attention to deal with us as well. If Vasdenjas were to withdraw his resources from Mountainshadow’s
  network of spies, it would be a serious loss and might even shatter the great dragons’ delicate illusion of unity and
  cooperation. Indeed, it would please me if Vasdenjas were to defy the will of a Council to seek revenge against me. Then
  he might get a taste of exile himself, giving me the opportunity to meet him claw-to-claw, equally outcast. I shall consider
  the possibilities.
  [Talespeaker, I must invoke the Rite of Authority and remind you to convene a Council if you wish to speak of this matter.
  Do not be tempted to act rashly by one who has proven his treachery. Remember, the whole of this document may be riddled with
  carefully chosen lies and half-truths to sunder our unity and set us upon each other for the Outcast’s amusement. If the Outcast’s
  words concerning Thermail and the hydras prove to be true, trust that you will not be alone in your thirst for vengeance.]
  
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  VVESTRIVAN
  ESTRIVAN
  [It was only after reading the Outcast’s words concerning Vestrivan that I realized just how little Talespeaker has shared
  with us concerning his brother’s corruption; little more, in fact, than was revealed to the Young Races in the Throal Library’s
  Creatures of Barsaive tome. There are stories of course, but their “truth” is questionable at best, and they differ vastly depending on
  the teller of the tale. Indeed, the Name Vestrivan has become legend since Talespeaker scribed his brief tale of this brother’s struggle
  and loss at the hands of the Horror that now possesses him.
  At the time of Vestrivan’s corruption, much of our attention was focused on our conflict with the Impertinent Ones, and
  our response was little more than shock and dismay. Many of us let the blame fall on Vestrivan himself for allowing himself to be
  seduced. Others spoke harshly of Talespeaker, claiming that he should have seen the consequences of Vestrivan’s path and acted to
  intervene. It is my opinion that while both Talespeaker and Vestrivan must be held accountable for their actions and non-actions, we
  are all to blame for lacking foresight and allowing such an unspeakable event transpire right under our snouts.
  Out of respect for Talespeaker, I have purposely directed my attentions elsewhere, choosing not to endeavor to learn the
  truth of Vestrivan’s possession by the Horror. But where Talespeaker may have thought his brother lost forever to the Horror, if we are
  to believe the Outcast, it seems that there is still hope to save Vestrivan.
  In light of the Outcast’s discovery of Vestrivan’s dual nature, we must consider the possibility that we may have something
  to learn from him. If his association with the Horrors has indeed broadened his magical knowledge, Vestrivan could yet be a valuable
  asset to our efforts, and to those of our Cathay ally Dvilgaynon. The question that remains, however, is whether or not Vestrivan can
  be saved from what appears to be his destined fate. While his knowledge may aid our efforts against the Impertinent Ones, if he should
  prove to be too unpredictable, we must be willing to deal with him and his sorcerous followers now, before they become too powerful.]
  Few dragons strike such unreasoning fear into the hearts of Name-givers as does the Horror-marked Vestrivan.
  Despite the failure of my fellow great dragons to recognize Vestrivan as a “great dragon,” he is doubtless as powerful—
  considering the gifts from his “patron”—as most other great dragons in Barsaive.
  Vestrivan’s story is not merely about his villainy. Indeed, there is a more tragic story in Vestrivan’s past, of
  hubris and power and lost brotherhood with his fellow dragons. For within Vestrivan there are two minds, two distinct
  beings: The old Vestrivan, broodmate of Vasdenjas and magical scholar, and the Horror that accepted Vestrivan’s ill-
  considered invitation to reside alongside the soul of the scholar. In short, there is more to Vestrivan’s story than anyone
  has suspected.
  Vestrivan’s Nature
  Vestrivan’s Nature
  According to Vasdenjas’ report concerning his brother in his Creatures of Barsaive tome in the Library of Throal,
  Vestrivan and Vasdenjas were born in a twin-shelled egg, two apparently normal eggs joined end to end. Such proximity
  allowed the two to share the same intimate telepathy that a sire shares with his brood. I theorize that such intimacy is
  what made the two brothers so close, and so identical in mind and spirit. The pair together grew to become two of the
  greatest scholars of all dragonkind.
  It is interesting to note, however, that the brothers approached their shared destiny in very different ways.
  Vasdenjas was anxious to travel the world and learn from experience, while Vestrivan wanted to delve through the
  accumulated knowledge of all Name-givers, dragons included, and benefit from the experience of others. This is where
  the brothers were destined to forever veer from each other’s lives.
  In their youth, the pair could not be parted from each other. They made their sire, Yuichotol, proud as they
  quickly picked up the traditions and rituals of my kind. I think the first divisions became apparent during this time, as
  Vasdenjas sought always to journey as far out from the lair as they were allowed in order to see the world and converse
  with others, while Vestrivan sought only to dig slowly through the memory crystals Yuichotol had provided for study.
  Later in their lives, as Named adults, they stayed close but grew even further apart. While Vasdenjas traversed
  the lands, conversing and learning of creatures and Name-givers and legends, Vestrivan again kept mostly to Barsaive
  and the lands near their lair, devoting his mind to learning and studying even more about magic. As they became great
  dragons, Vasdenjas settled down considerably, but still stayed as active and outgoing as other great dragons. The brothers
  grew close to Thermail, Loremaster of the time, becoming ardent students, thoroughly exploring her vast store of
  knowledge. At this time, a competition developed between the two for Thermail’s favor, and their relationship became
  strained and soured. When Thermail chose Vasdenjas for companionship, Vestrivan cloistered himself away, and
  
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  shunned most contact with other dragons. Instead, he threw himself thoroughly into his passion and lust for knowledge,
  eagerly devouring any scrap and tidbit of magical lore in particular. Over his years of self-isolation, Vestrivan came to be
  an unprecedented wielder of magical power—very few arcane secrets escaped him.
  As the Scourge approached, the brothers turned their attention to the study of Horrors and their effects. As
  always, Vasdenjas scoured the land, seeking tales and information and direct experience. Vestrivan also learned of the
  Horrors, but from memory crystals and old and musty tomes. Witnessing what he had, Vasdenjas realized the raw,
  destructive and evil power of the Horrors. Conversely, his brother came to view them as potential sources of magical
  knowledge. Both were correct.
  When Vestrivan had read every magical tome known to the Name-givers, and some unknown and since lost
  forever, he came to the realization that only one realm of magical learning remained. To fully understand every nuance of
  patterns, names, threads and blood magic, Vestrivan would have to learn at the feet of the Horrors.
  The Transformation
  The Transformation
  Vestrivan learned of the Horrors from scholarly works penned by races and peoples that have vanished since the
  Age of Dragons. Those tomes, certainly as old or older than the Theran’s Books of Harrow, are supposedly long gone,
  physically devoured by Vestrivan after reading them and realizing their content. Indeed, one version of the legend of the
  Book of Scales suggests that the Horrors created the Book to replace the tomes Vestrivan consumed.
  Like his brother, Vestrivan proved to be defiantly curious. Anxious to learn the unlearnable—Horror magic—
  Vestrivan used the knowledge within those devoured tomes and made contact with the Horrors. And the Horrors
  responded with the greed and hunger for which they are so well known.
  Do not be mistaken, Vestrivan was no fool and had prepared himself thoroughly. He was not easily defeated. He
  is a dragon, after all, even if extremely misguided. Based on Vasdenjas’ report, Vestrivan struggled with the formless
  spirit for at least forty years. At first, Vasdenjas sought to aid his brother, but Vestrivan spurned him, and invoked the
  Rite of Inviolate Self-Direction. Vasdenjas had no choice but to watch his brother struggle from afar, and slowly succumb.
  Eventually Vestrivan capitulated to the Horror, as nearly everyone and everything eventually does to an entity
  as powerful as it was. But the defeat was not complete. The Horror was either unwilling or unable to completely devour
  Vestrivan’s mind, and in fact was lured and trapped inside Vestrivan’s body itself—which they both now share. Based on
  tales told by students of Vestrivan, this was exactly what he wanted—Vestrivan was able to continue studying the
  Horrors and their magic, while the Horror gained a form in which to walk through our world.
  There are several disturbing facets of this malign relationship, the most surprising of which is the discovery of
  Vestrivan’s dual personalities. He seems to share his body with the Horror, but the two are never both present at the same
  time. Sometimes the Horror’s personality is at the forefront, and sometimes Vestrivan’s old persona comes through.
  Sadly, as time progresses, the old Vestrivan is seen less and the Horror is seen more. One intriguing—though remote—
  possibility, is that the two might eventually merge into a single being, combining the wisdom and intellect of the dragon
  Vestrivan with the destructive hunger of the Horror.
  Vasdenjas suggests in his testimony that while aware of his brother’s struggle with a Horror, he was not aware
  of any dealings Vestrivan had with the Horrors, and in any case was helpless to stop him. Perhaps. But in the time
  leading up to Vestrivan’s forty year struggle, certainly Vasdenjas could have done something to redirect his brother’s
  passions. I am left wondering if such a powerful great dragon was truly helpless or not. This brotherly competitiveness
  may prove useful in our plans.
  [While intriguing from a theoretical point of view, the prospect of Vestrivan and the Horror that possesses him merging into
  a single being is terrifying. In contrast to the Outcast’s interest, I sincerely hope it does not come to be, for if there is any chance of
  Vestrivan being freed from the Horror, that hope rests on Vestrivan continuing to battle for control. If he were to merge with the
  Horror, I fear he would be lost for all time.
  And once again, the Outcast strives to create unrest among us, provoking Talespeaker by suggesting his supposed rivalry
  with his brother kept him from actually helping Vestrivan. I remind you all, to consider that the Outcast might very well have
  intended for us to read this, that it might be written to instigate premature action. We must not allow the Outcast’s words to incite us
  until we are ready to strike—and then the Outcast will truly feel our anger.]
  
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  To avoid further confusion between the two distinct personalities living within the dragon, from here on I shall
  refer to the scholar, and Vasdenjas’ brother, as Vestrivan, and the Horror which possesses the dragon by the Name he has
  been called for generations: the Despoiler of the Land.
  The Despoiler of the Land
  The Despoiler of the Land
  The Name Despoiler of the Land was given Vestrivan by communities of Name-givers in the lowlands of the
  Twilight Peaks, who remained outside the kaers as long as possible before the Scourge. These people had hoped to
  harvest as much food from their farmland as possible before retreating to their shelters. Unfortunately, the Despoiler had
  other plans. As they flew across the countryside, farmland and forests dried up and died beneath them. Anywhere they
  lingered, the taint of corruption overwhelmed natural life in the area, transforming and destroying it. The lowland
  farmers found their crops devastated seemingly overnight, and the efforts of their best elementalists were fruitless. They
  themselves began to fall victim to curious effects, losing their magic and experiencing memory loss. They were chased
  into their kaers without the food supplies they were depending on, and I’m certain many suffered from starvation and
  food shortages.
  After considerable research, I have concluded that the Despoiler of the Land is somehow a “Nametaker.” By this,
  I mean the Horror has the power to unravel the patterns of Named things—to un-Name them. The Despoiler’s power
  seems to make people forget who they are, what things are called, how they are enchanted. During the early years of the
  Scourge, the Despoiler was able to un-Name previously bountiful fields, wizards’ keeps, rivers and lakes, even a living
  elementalist in one case. Without Names, the adepts were unable to cast spells to rejuvenate the crops and game, and
  eventually the fields seem to have been forgotten by their very owners.
  I suspect this un-Naming magic was part of the magic used to hide Parlainth from the very Horrors that taught
  its use to the wizards in the first place. If this is true, one has to question the real means and motives of those responsible
  for the city’s disappearance.
  Now that centuries have passed and the Despoiler has become more sophisticated, he now un-Names things so
  he can later reName them to his own taste. Presumably he wants to someday weave his own form of Horror magic into
  his treasures when the domination of Vestrivan is complete.
  Until then, the Despoiler has been gathering an inventory of weapons, art objects, and even abandoned orphans
  of Name-giver races, and holding them until they can later be Named. Reports of this bounty wildly vary, ranging from
  an eclectic collection of rare weapons from extinct civilizations all the way to armies of fully grown warriors raised from
  lost children, held in magical stasis in hidden caves until the time comes when the Despoiler decides to act.
  [It is passages like these that give my mind ease. That the Outcast can truly believe any of this is possible gives me great
  hope that he and his children are not so powerful as we once thought.
  If any of this is to be believed, it surely is not as the Outcast has portrayed it. There is no such magic as un-Naming. The
  closest type of magic to that described here is depatterning, similar to the effects of excessive blood magic use (most often suffered by
  arrogant Therans), or perhaps a natural form of the pattern-weakening spells used by nethermancers. Given the connection between
  nethermancy and Horror magic, I suspect the latter is closest to the truth. Even still, the magic used to send Parlainth to astral space
  was of a very different type.
  Regardless, the Outcast has clearly made an enormous leap in reasoning, one which has led him far astray. To weaken,
  shatter, or even ultimately destroy a True Pattern may be similar to what we’d expect the results of un-Naming to be, but the two are
  not the same. Even the most damaged pattern can be restored, often quite easily, as was recently witnessed by Rathann, one of Doll-
  Maker’s drakes. If the tales of the Despoiler gathering items and Name-givers and “un-Naming” them are in fact true, all we need to
  do is slay the Horror and spend the effort to restore their damaged patterns.]
  Location and Lair
  Location and Lair
  Where this dragon lairs depends on which personality is at the forefront. Vestrivan, the scholar, has not been
  spotted since the Scourge, the reputation of his worse half preceding him throughout Barsaive and even into areas of the
  Theran Empire.
  Despite my best efforts, I still don’t know where Vestrivan lairs when the Despoiler is not in control. I suspect
  Vestrivan does not lair anywhere, instead spending his time racing from place to place and undoing the Despoiler’s deeds
  while avoiding capture and death.
  
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  But while Vestrivan’s lair, if any, remains unknown, I believe I have found the lair of the Despoiler hidden in the
  Twilight Peaks. This discovery comes with a terrible price, as several of your agents, members of the Holders of Trust
  entrusted to me, had been researching rumors of an elite and highly secretive magical school, where arcane arts are
  taught and forgotten languages are spoken. The most promising rumors led the agents to the Twilight Peaks, where they
  indeed found such a school, at least according to the last messages I received from them. This school was led by the
  dragon calling itself Vestrivan. Based on their description of its lair and the sorts of magic being studied, I assume this to
  be the Despoiler. Unfortunately, fragments of a hand-scribbled note are all I have to work from. Apparently, each agent
  who went to this school was eventually found out and killed, or worse, by the dragon and his students.
  The Despoiler, posing as the ancient sage Vestrivan, has been gathering the most power hungry and curious
  adepts from throughout Barsaive and beyond. Under the guise of a “school” for sorcery, the Despoiler slowly
  indoctrinates talented adepts in the strange and alien ways of the Horrors. This makes the Despoiler entirely unlike most
  other Horrors in that he seems to be building toward some future plan, rather than madly, blindly destroying.
  Because the Despoiler must feed on negative emotions such as fear and anger, as all Horrors do, his “school” is
  apparently a living nightmare to survive. Students are placed in no-win situations and competitive learning environments
  that always end in the death of at least one of the participants. Their dreams are haunted by promises of power mixed
  with visions of the Despoiler’s origin, on a twisted world located somewhere in the nether worlds. These students are also
  slowly un-Named by the Despoiler, their essential magical fabric unraveled and remade as the Horror decrees. By the end
  of their indoctrination, the surviving students are completely remade in the Despoiler’s image. There are hints that some
  students have been traveling Barsaive in the hope of starting additional schools on behalf of their mentor.
  Though I know him to be laired somewhere in the Twilight Peaks, I have nothing else concerning the location of
  this school to share with you. The Despoiler takes great care to protect the location of his lair, and apparently only those
  the Despoiler intends to tutor learn how to find him. Not even the crystal raiders that reside within the Twilight Peaks
  know where, precisely, the Despoiler’s lair may be; they suspect it must lie on the side facing Death’s Sea. If this is so,
  travelers must either be magically protecting themselves from the Sea’s terrible molten heat, or receive protection from
  the Despoiler, thus ensuring that only the chosen few ever find the lair.
  Servants
  Servants
  The Despoiler’s students are valuable servants indeed, for they spread the Horror’s bizarre un-Naming efforts
  farther and wider than the dragon could himself. Students travel in groups of 3 to 8, usually a single wizard or
  nethermancer followed by a handful of warriors. If there is any good news regarding the Despoiler’s students, it is that
  they have apparently lost the ability to weave threads between themselves and other patterns, and thus are unable to use
  enchanted, Named objects. Their other magical abilities seem otherwise unchanged.
  Single exceptional students also travel Barsaive, spreading the word of the Despoiler’s elite college. They are
  unparalleled in their ability seek out and whet the appetite of power hungry and greedy adepts wherever they go.
  One of these recruiters of particular interest is an obsidimen wizard named Urgulan. This obsidiman is
  apparently responsible for most of the thefts of orphans. Urgulan offers to purchase infants born to extremely poor
  parents, or those left on the doorsteps of houses and fortresses by anonymous parents. Street urchins are naturally
  attracted to him as well, and often follow him of their own accord when he leaves town. All the children he gathers follow
  Urgulan back to the Despoiler’s lair, even when the trip takes weeks.
  Allies and Enemies
  Allies and Enemies
  Vestrivan, and by extension the Despoiler, has no allies. Few suspect the truth of Vestrivan’s inner conflict with
  his Horror, but even those who do are unlikely to grant him mercy—Vestrivan is far too unpredictable and powerful to
  allow it. The dragon’s enemies are many, not the least of which are the other great dragons of Barsaive. The Despoiler
  must be a worthy adversary indeed if the combined strength of all the other dragons have been unable to stop its reign of
  terror so far.
  I am tempted to try and contact Vestrivan myself, to at least discuss the possibility of an alliance against the rest
  of the dragons. He would be a valuable ally, but an alliance with a Horror-possessed dragon may prove too dangerous to
  pursue.
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  109
  [Once again the Outcast presumes incorrectly. Why would we consider Vestrivan an enemy? He is a victim of the Horrors,
  not too unlike the countless thousands of victims who suffered during the Scourge. But where those victims are lost forever, we may
  yet be able to save Vestrivan.]
  Vestrivan’s Goals
  Vestrivan’s Goals
  As with the rest of this report, we must consider both halves of Vestrivan’s persona when addressing his goals.
  Based on the wildly divergent actions taken by the dragon, it’s apparent Vestrivan and the Despoiler are aware
  of each other. Vestrivan’s primary goal seems to be simply to regain control of his body, undoing the evil done by the
  Despoiler. Vestrivan alone seems to understand the Despoiler’s magic, and uses this insight, as well as his vast
  knowledge of Horror magic, in his lone struggle against that which possesses him. Since Vestrivan is aware of the
  Despoiler, I can only assume the Despoiler is aware of Vestrivan’s wish to be rid of it, meaning that Vestrivan’s efforts to
  thwart the Despoiler may be doomed to fail.
  The Despoiler is another case. Because of the difficulty of gathering information and the nature of the Despoiler’s
  magic, I must resort to educated guesses concerning his motivations. We know he is gathering treasures and is training
  willing adepts in all manner of disciplines and Horror magic. Finally, we know the Despoiler has gathered living beings,
  Name-givers and monsters alike, to un-Name them for future uses.
  Where does all this lead? Simple megalomania or a deeper plan? Whichever the case, it appears the Despoiler is
  patiently continuing on its present path, awaiting Vestrivan’s final fall to the Horror’s power before it unveils its ultimate
  plans.
  [Though I once thought Vestrivan forever lost to the Horror, as Talespeaker once did, the Outcast’s words have convinced
  me that we might save Vestrivan from his fate at the hands of the Horror that lives within him. Thus, I have begun research that may
  aid in this cause. Of significance is the fact that the Horror, referred to as the Despoiler in the Outcast’s words, is not Named. The
  Outcast mistakenly assumes that the Horror’s Name is indeed the Despoiler of the Land, when in truth that Name was given only
  after the Horror had claimed Vestrivan. It is towards discovering this name that I am committing my efforts, for before we are able to
  battle this Horror, we must first know this Horror for what he is, not for what he has done. Only the Horror’s Name can lead us to
  that knowledge.
  My Peers and Equals, I believe it is our duty to our brother that we endeavor to help Vestrivan, and purge the Horror from
  him. I have spoken with Talespeaker concerning this matter, and he has agreed to provide us with all he knows of his brother and of
  Vestrivan’s struggle against the Horror inside him. I understand that I am violating protocol and tradition by speaking of this outside
  the confines of a convened Council, but I cite the Rite of Urgency and ask you to consider aiding in this effort, for surely together we
  will find a way to free our fellow dragon, enabling Vestrivan to join our ranks once again. I will of course abide by any request to
  address this matter formally, but urge you to grant my request. I await word from you all regarding this matter ]
  
  110
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  G
  GAME 
  AME S
  STATISTICS
  TATISTICS
  This section provides game statistics for the
  various types of dragons and dragon-like creatures
  described in the Dragons sourcebook. It also expands
  the 
  rules 
  on 
  various 
  dragon 
  powers, 
  provides
  information on dragon magic and how to use dragons
  in an Earthdawn campaign, and also describes the
  abilities of dragon-kin, a unique crossbreeding of
  dragons and Name-givers.
  Aside from the Earthdawn rulebook, players
  and gamemasters may find the following Earthdawn
  products useful complements to the material in this
  book: Earthdawn Companion, Magic: A Manual of
  Mystic Secrets and Arcane Mysteries of Barsaive all
  provide rules for abilities mentioned in the rules that
  follow. Some of the creatures described in this book
  appear in the Creatures of Barsaive sourcebook, while
  An Explorer’s Guide to Barsaive (in the Barsaive
  Campaign Set) offers an overview of dragons. Prelude
  to War: An Earthdawn Epic provides the fictional
  backdrop for many of the plans and goals of the
  dragons 
  described 
  in 
  this 
  book, 
  including 
  the
  assassination of King Varulus III and the disastrous
  Battle of Prajjor’s Field between Throalic and Theran
  forces. In addition, the dragon entries in this book refer
  to a number of people and places in Barsaive that have
  been described in previous books, including The
  Serpent River, Throal: The Dwarf Kingdom, The
  Blood Wood, The Theran Empire, Secret Societies of
  Barsaive, Crystal Raiders of Barsaive, The Ork Nation
  of Cara Fahd, and more. These books are not necessary
  to use this book, but the information in them will help
  players and gamemasters more fully understand the
  relationships between the dragons of Barsaive and the
  people described in these products.
  Though the material in this book is presented
  as fact and should be treated as accurate in terms of
  FASA’s Earthdawn continuity, you are the ultimate
  author of your campaign. If a fact in this sourcebook
  contradicts something you have already established in
  your game, or if you find it inconvenient, go ahead and
  change it in whatever way you feel will work best for
  your player group, adventure or campaign.
  In the fictional sections Concerning the Nature
  of Dragons and Concerning the Diverse Types of
  Dragons, the great dragon Vasdenjas offers his views
  and opinions regarding dragonkind. Not everything the
  dragon has to say is necessarily the complete truth. It is
  up to the gamemaster to decide on the accuracy of any
  particular statement about dragons made by the Master
  of Secrets, and how this information will impact his
  campaign.
  Likewise, 
  neither 
  the 
  Outcast 
  nor
  Mountainshadow are infallible or above a little
  deception, and comments made by them may be wrong,
  half-truths, or outright lies.
  Creature Statistics
  Creature Statistics
  The following statistics are used to describe
  each of the types of dragons and dragon-like creatures
  in this section. In the explanations of each statistic, the
  term dragon refers also to dragon-like creatures.
  Attributes: Each dragon has a step number for
  the following Attributes: Dexterity (DEX), Strength
  (STR), Toughness (TOU), Perception (PER), Willpower
  (WIL), and Charisma (CHA). Use the Action dice for the
  step number indicated when making tests based on
  Attributes.
  Initiative: Use the Action dice for this step
  number to make the dragon’s Initiative Tests.
  Number of Attacks: This number describes
  how many attacks the dragon may make in each
  Combat Round. A number in parentheses means that
  the gamemaster must subtract other actions the dragon
  takes in that Combat Round from the Number of
  Attacks. For example, if a dragon with Number of
  Attacks: (1) wants to cast a spell, it must give up its
  attack for that round to do so. A dragon with Number
  of Attacks: (2) may make one attack and cast a spell in
  the same round.
  Attack: Use the Action dice for this step
  number to make the dragon’s Attack Tests. If the
  dragon can make more than one type of attack, the step
  number for each type of attack is listed separately.
  Damage: Use this step number to make
  Damage Tests resulting from the dragon’s physical
  attacks. Separate Damage step numbers are provided
  for each type of attack a dragon can make.
  Number of Spells: This number describes how
  many spells the dragon can cast in one Combat Round.
  A dragon may sacrifice one of its spells to weave spell
  threads required by another spell. A number in
  parentheses means that to use Spellcasting, the
  gamemaster must subtract an action from the number of
  attacks or other actions the dragon may take in a round.
  For example, a dragon with Number of Spells: (1) must
  give up an attack to cast a spell. Note that dragons
  occasionally must choose between a physical attack or a
  magical effect in combat.
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  111
  Spellcasting: This is one of the most important
  abilities used by dragons. Use this step number to make
  tests whenever the dragon attempts to cast a spell or
  create a magical effect. Dragons also use their
  Spellcasting Talent to weave any spell threads they need
  for a spell or magical effect.
  Effect: This is the step number of any of the
  dragon’s magical effects or spells. This entry describes
  the spell or effect that results from the creature’s
  successful Spellcasting Tests. Most dragons and dragon-
  like creatures don’t have a step number listed. Instead,
  the effects of their spells and magical abilities are based
  on the specific power or spell the dragon uses.
  Physical Defense: This is the dragon’s Physical
  Defense Rating.
  Spell Defense: This is the dragon’s Spell
  Defense Rating.
  Social Defense: This is the dragon’s Social
  Defense 
  Rating. 
  Characters 
  must 
  be 
  able 
  to
  communicate to use social talents against the dragon.
  Battle Shout and other non-verbal talents work on most
  dragons.
  Armor: This is the dragon’s natural Armor
  Rating. A dragon’s natural armor is its tough scales.
  Mystic Armor: This is the dragon’s Mystic
  Armor Rating.
  Knockdown: The dragon uses this step
  number to resist knockdown. A notation of “Immune”
  means the dragon cannot be knocked down. A notation
  of “NA,” or “Not Applicable,” means the creature
  cannot resist knockdown; it is knocked down any time
  the dragon suffers a Wound.
  Death Rating: This number represents the
  dragon’s Death Rating.
  Wound Threshold: This is the dragon’s
  Wound Threshold. A notation of “Immune” means the
  dragon cannot be Wounded.
  Unconsciousness Rating: This represents the
  dragon’s Unconsciousness Rating. A notation of
  “Immune” means accumulated damage does not render
  the dragon unconscious.
  Recovery Tests: This represents the number of
  Recovery Tests the dragon may make each day.
  Dragons use their Toughness step for Recovery Tests.
  Combat Movement: This is the number of
  yards the dragon can move in a Combat Round while
  remaining able to attack or take some other action.
  Full Movement: This number represents the
  number of yards the dragon can move if it takes no
  other action in a Combat Round.
  Flight: Certain flying creatures, including
  dragons, have separate listings for their Flight
  Movement. The number before the slash is the dragon’s
  Combat Movement when flying. The number after the
  slash 
  is 
  its 
  Full 
  Movement 
  when 
  flying. 
  The
  Combat/Full Movement designation also applies to
  those 
  dragons 
  who 
  can 
  move 
  underwater 
  or
  underground.
  Karma: All dragons and most dragon-like
  creatures can use Karma to enhance their abilities. See
  the various Karma-related abilities under Dragon
  Powers (p. 118) for more information.
  Powers: This entry lists all the powers
  possessed by the dragon, including innate powers. For
  detailed information on how these powers work,
  consult Dragon Powers (p. 118), New Dragon Powers
  (p. 121), Innate Dragon Abilities (p. 122) and Dragon
  Magic (p. 125). For those powers that require a test be
  made when using the power, a step number is also
  listed. Powers without a step number do not require
  tests.
  Legend Points: Characters receive this number
  of Legend Points for defeating the dragon. Keep in
  mind that defeating a dragon does not necessarily mean
  killing it. A character who outwits, bypasses, or
  befriends the dragon has defeated it and so receives the
  full amount of Legend Points.
  Equipment: This notation refers to any
  weapons, armor, magical items and the like the dragon
  possesses. At the gamemaster’s discretion, a dragon
  may have more equipment than what is listed.
  Loot: This notation lists the valuable items or
  body parts the dragon possesses, including items worth
  Legend Points. For more information on treasure and
  Legend Points, see Earning Legend Points, pp. 218–220
  of Building Your Legend in the Earthdawn Rulebook.
  Sample Dragon Statistics
  Sample Dragon Statistics
  The following statistics describe an “average”
  member of each type of dragon or dragon-like creature.
  However, there really is no such thing as an “average”
  dragon. Dragons are as individual and unique as other
  Name-givers, and gamemasters should feel free to vary
  the statistics and powers listed in these sample statistics
  as desired. See Customizing Dragons, p. 117, for more
  information on altering the statistics and powers of
  dragons and dragon-like creatures.
  Each of the following dragons and dragon-like
  creatures is described in Concerning the Nature of
  Dragons (p. 6) and Concerning the Diverse Types of
  Dragons (p. 30). The Commentary section of each lists
  the page on which the description of the particular
  dragon appears.
  
  112
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  Hatchling
  Attributes
  DEX: 12
  STR: 12
  TOU: 10
  PER: 12
  WIL: 15
  CHA: 12
  Initiative: 13
  Physical Defense: 13
  Number of Attacks: 3
  Spell Defense: 13
  Attack: 13
  Social Defense: 11
  Damage:
  Armor: 8
  Bite: 15, Claws (x2): 13
  Mystic Armor: 5
  Number of Spells: (1)
  Knockdown: 10
  Spellcasting: 13
  Recovery Tests: 4
  Effect: See Powers
  Death Rating: 70
  Combat Movement: 40
  Wound Threshold: 12
  Full Movement: 100
  Unconsciousness
  Rating: 65
  Flight: 120/240
  Karma Points: 8
  Karma Step: 10
  Powers: Armored Scales, Astral Sight 12, Dragonspeech,
  Dragon Breath 15, Karma Points, Regeneration 8,
  Suppress Magic 3, Venom 10.
  Legend Points: 800
  Equipment: None
  Loot: None
  Commentary
  Hatchlings of western dragons are described
  on page 9 of Concerning the Nature of Dragons.
  Hatchlings start at about 12’ long, and have only one set
  of limbs and a pair of wings. hatchlings have slim
  bodies and size, and their strength and power are
  nowhere near that of a full grown dragon. Hatchlings of
  other types of dragons share physical characteristics
  with their parent dragons, and are described in the
  individual entries in Concerning the Diverse Types of
  Dragons (p. 30).
  These statistics represent a hatchling no more
  than a few decades old (barely a toddler in dragon
  terms). Still, a dragon hatchling can be a dangerous
  opponent for a group of low Circle adepts, particularly
  when the effects of its magical powers are taken into
  account. Add to this the fact that hatchlings are usually
  found in small groups, and that their guardian great
  dragon is never too far away, and it becomes clear that
  attacking a dragon hatchling is asking for trouble.
  While most hatchlings have not yet learned
  formal spells, they can still cast spells using Raw Magic
  like any dragon (Dragon Magic, p. 125). The lairs where
  hatchlings are raised are generally Safe regions for the
  purpose of casting Raw Magic.
  Common (Western) Dragon
  Attributes
  DEX: 18
  STR: 25
  TOU: 27
  PER: 19
  WIL: 22
  CHA: 20
  Initiative: 21
  Physical Defense: 25
  Number of Attacks: 3
  Spell Defense: 22
  Attack: 23
  Social Defense: 20
  Damage:
  Armor: 29
  Bite: 32, Claw (x2): 30
  Mystic Armor: 14
  Number of Spells: (2)
  Knockdown: 27
  Spellcasting: 23
  Recovery Tests: 15
  Effect: See Powers
  Death Rating: 240
  Combat Movement: 80
  Wound Threshold: 25
  Full Movement: 160
  Unconsciousness
  Rating: 220
  Flight: 100/200
  Karma Points: 25
  Karma Step: 10
  Powers: Armored Scales, Astral Sight 19, Disrupt Fate
  25, Dragon Breath 25, Dragonspeech, Fear 25, Karma
  Points, Lair Sense 20, Natural Spellcasting, Regeneration
  10, Spells, Summoning, Suppress Magic 8, Venom 25,
  Wingbeat 30.
  Legend Points: 230,000
  Equipment: None
  Loot: Magical items and a hoard of coins and gems
  worth around 300,000 silver pieces. This counts as
  treasure worth Legend Points.
  Commentary
  Common, or western dragons as Vasdenjas
  refers to them, are described on page 12 of Concerning
  the Nature of Dragons and page 30 of Concerning the
  Diverse Types of Dragons. They average 65’ in length,
  the tail is another 55’, and their wingspan is 100’.
  Though they are the most common type of dragon in
  Barsaive, one of the quickest ways to die in Barsaive is
  to call a “common” dragon by that Name to his face.
  Indeed, the Name is a misnomer. Though the people of
  Barsaive use it because nearly all the dragons they know
  of are of similar size, shape, and general appearance,
  they are by no means common. In fact, few people in
  Barsaive have ever seen a dragon. Common dragons
  much prefer the Cathay term “western dragons” when
  referring to dragons of their type.
  Common 
  dragons 
  can 
  vary 
  greatly 
  in
  individual appearance, goals, mannerisms and abilities.
  Gamemasters may consult the information in the other
  chapters of this book for ideas on the nature and variety
  of common dragons, particularly the descriptions of the
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  113
  Named common dragons Charcoalgrin, Asante and
  Nightsky, described in the Dragons of Barsaive section.
  Most common dragons know spells of at least
  one magician Discipline, and many know spells from
  more than one. Dragons who know spells of only one
  Discipline know spells up to and including Circle 9.
  Those who follow more than one Discipline know spells
  up to and including Circle 7.
  Leviathan
  Attributes
  DEX: 15
  STR: 25
  TOU: 25
  PER: 12
  WIL: 20
  CHA: 15
  Initiative: 16
  Physical Defense: 25
  Number of Attacks: 3
  Spell Defense: 20
  Attack: 16
  Social Defense: 15
  Damage:
  Armor: 25
  Bite: 30, Claw (x2): 25
  Mystic Armor: 10
  Tail: 15
  Knockdown: NA
  Number of Spells: 1
  Recovery Tests: 12
  Spellcasting: 14
  Effect: See Powers
  Death Rating: 220
  Combat Movement: 40
  Wound Threshold: 25
  Full Movement: 100
  Unconsciousness
  Rating: 200 
  Swimming: 75/150
  Flight: 50/100
  Karma Points: 20
  Karma Step: 10
  Powers: Armored Scales, Astral Sight 12, Disrupt Fate
  25, Dragon Breath 25, Dragonspeech, Fear 25, Karma
  Points, Natural Spellcasting, Regeneration, Spells,
  Summoning.
  Legend Points: 85,000
  Equipment: None
  Loot: Elemental water collecting organ worth 10,000
  silver pieces; treasure hoard worth up to 100,000 silver
  pieces. The latter counts as treasure worth Legend
  Points.
  Commentary
  Leviathans are described on page 31 of
  Concerning the Diverse Types of Dragons. They
  average 60’ long overall, and have four short, stubby
  legs about 6’ long. Leviathans in Barsaive are found
  primarily in the Aras Sea, but also live in the Selestrean
  Sea to the west and the Sea of Storms near the Theran
  province 
  of 
  Indrisa 
  (see 
  The 
  Theran 
  Empire
  sourcebook).
  These aquatic dragons are the most reclusive of
  all dragons, only rarely interacting with other dragons
  or 
  Name-givers, 
  except 
  when 
  their 
  domain 
  is
  threatened. 
  When 
  dealing 
  with 
  smaller 
  ships,
  swimmers, 
  and 
  various 
  other 
  floating 
  enemies,
  leviathans prefer to swallow them whole. Leviathans
  can swallow anything that measures up to a tenth of
  their entire length, and a successful swallowing attack
  does Step 30 damage to the victim. Against larger
  creatures and boats, the leviathan often coils around the
  victim and then tears at it with its powerful claws. To
  coil around a creature, the leviathan must make a
  successful Attack Test against the target’s Physical
  Defense; when attacking ships, the leviathan must make
  a 
  successful 
  Attack 
  Test 
  against 
  the 
  vessel’s
  Maneuverability Rating (see Ship Combat, p. 129 of the
  Earthdawn Companion, or p. 93 of The Serpent River).
  Once coiled tightly, the leviathan may then cause Step
  25 damage with its claws in every round until it is killed
  or driven off. The leviathan can even use its twisted tail
  as a weapon to cause Step 15 damage.
  Only roughly one-third of all leviathans can
  cast spells of any of the magician Disciplines, and nearly
  all those cast spells of the elementalist Discipline. Those
  who do so generally have mastered the spells of their
  Discipline up to Circle 6. Leviathans, like all dragons,
  can use their natural spellcasting ability to cast spells
  using raw magic (see Dragon Magic, p. 125).
  Cathay Dragon
  Attributes
  DEX: 14
  STR: 27
  TOU: 24
  PER: 28
  WIL: 28
  CHA: 25
  Initiative: 26
  Physical Defense: 24
  Number of Attacks: 3
  Spell Defense: 30
  Attack: 20
  Social Defense: 28
  Damage:
  Armor: 22
  Bite: 38, Claw (x2): 35
  Mystic Armor: 16
  Number of Spells: 4
  Knockdown: 27
  Spellcasting: 35
  Recovery Tests: 20
  Effect: See Powers
  Death Rating: 200
  Combat Movement: 75
  Wound Threshold: 25
  Full Movement: 150
  Unconsciousness
  Rating: 175
  Flight: 125/250
  Karma Points: 40
  Karma Step: 15
  Powers: Armored Scales, Astral Sight 30, Dispel Magic
  30, Disrupt Fate 25, Dragon Breath 30, Dragonspeech,
  Fear 25, Karma Points, Natural Spellcasting,
  Regeneration 13, Spells, Summoning, Suppress Magic
  10.
  Legend Points: 340,000
  Equipment: None
  
  114
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  Loot: Scrolls, books, gems, artwork and precious metals
  worth around 300,000 silver pieces. This counts as
  treasure worth Legend Points.
  Commentary
  Cathay dragons are described on page 33 of
  Concerning the Diverse Types of Dragons. They
  generally measure about 50’ in length, with their tail
  adding another 50’. Cathay dragons come from Cathay,
  a land to the far east of Barsaive, beyond even the realm
  of the Theran Empire.
  The most sociable breed of dragons, Cathay
  dragons often hire Name-giver servants, and have also
  been 
  known 
  to 
  keep 
  Name-giver 
  slaves. 
  They
  sometimes invite travelers to dine with them, to
  entertain the dragons with tales of other places and
  exciting times. Though sufficiently skilled entreaties can
  entice them to show off their treasures, Cathay dragons
  allow no one to touch or have any of their truly valuable
  possessions.
  All Cathay dragons can cast spells of one or
  more of the magician Disciplines. Most pursue either
  the illusionist or elementalist Disciplines, or both,
  though some also cast spells of the wizard Discipline.
  Nethermancy is rare among Cathay dragons. Cathay
  dragons who know spells of only one Discipline know
  spells up to and including Circle 11.
  Those who follow more than one Discipline
  know spells up to and including Circle 8.
  Feathered Dragon
  Attributes
  DEX: 18
  STR: 23
  TOU: 23
  PER: 22
  WIL: 25
  CHA: 25
  Initiative: 23 
  Physical Defense: 23
  Number of Attacks: 3 
  Spell Defense: 27
  Attack: 23 
  Social Defense: 24
  Damage:
  Armor: 20
  Bite: 30, Claw (x2): 28
  Mystic Armor: 15
  Number of Spells: 2
  Knockdown: 23
  Spellcasting: 28
  Recovery Tests: 15
  Effect: See Powers
  Death Rating: 200
  Combat Movement: 75
  Wound Threshold: 25
  Full Movement: 150
  Unconsciousness
  Rating: 175
  Flight: 110/220
  Karma Points: 30 Karma Step: 12
  Powers: Armored Scales, Astral Sight 22, Disrupt Fate
  25, Dragon Breath 25, Dragonspeech, Fear 20, Karma
  Points, Lair Sense 20, Natural Spellcasting, Regeneration
  10, Spells, Summoning, Suppress Magic 10, Venom 25,
  Wingbeat 23.
  Legend Points: 200,000
  Equipment: None
  Loot: Magical items and a hoard of precious metals and
  gems worth around 300,000 silver pieces. This counts as
  treasure worth Legend Points.
  Commentary
  Feathered dragons are described on page 36 of
  Concerning the Diverse Types of Dragons. They
  average about 40’ in length, with a 40’ tail, and a
  wingspan of 60’.
  Feathered dragons originate from a land far
  from Barsaive, near Araucania (see the Sky Point and
  Vivane campaign set), but are also found in the jungles
  of lands such as Indrisa (see The Theran Empire
  sourcebook). Feathered dragons tend to avoid contact
  with Name-givers except in their distant homelands.
  All feathered dragons can cast spells of one or
  more of the magician Disciplines. Most cast spells of
  either the illusionist or elementalist Disciplines, or both,
  though some also follow the wizard and nethermancer
  Disciplines, the latter being especially common among
  those feathered serpents who pursue blood magic.
  Feathered dragons who know spells of only one
  Discipline know spells up to and including Circle 10.
  Those who follow more than one Discipline know spells
  up to and including Circle 8.
  Great Dragon
  Attributes
  DEX: 19
  STR: 33
  TOU: 28
  PER: 27
  WIL: 26
  CHA: 26
  Initiative: 24
  Physical Defense: 26
  Number of Attacks: 5
  Spell Defense: 33
  Attack: 28
  Social Defense: 29
  Damage:
  Armor: 32
  Bite: 40, Claw (x4): 38
  Mystic Armor: 30
  Number of Spells: 5
  Knockdown: 25
  Spellcasting: 37
  Recovery Tests: 30
  Effect: See Powers
  Death Rating: 280
  Combat Movement: 120
  Wound Threshold: 30
  Full Movement: 240
  Unconsciousness
  Rating: 240 
  Flight: 180/360
  Karma Points: 50
  Karma Step: 18
  Powers: Armored Scales, Astral Sight 26, Disrupt Magic
  26, Disrupt Fate 26, Dragon Breath 30, Dragonspeech,
  Fear 26, Karma Cancel 26, Karma Points, Lair Sense 26,
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  115
  Lend Karma 26, Natural Spellcasting, Regeneration 20,
  Spells, Summoning, Suppress Magic 15, Venom 30,
  Wingbeat 22.
  Legend Points: 450,000
  Equipment: None
  Loot: Magical items (some quite ancient) and a hoard of
  coins and gems worth around 500,000 silver pieces. This
  counts as treasure worth Legend Points.
  Commentary
  Great dragons are described on page 39 of
  Concerning the Diverse Types of Dragons. Great
  dragons are not really a unique type of dragon. Rather
  they are the oldest and most powerful specimens of the
  other types of dragons. There are great western
  (common) dragons, great Cathay dragons, great
  feathered dragons, and great leviathans.
  These shrewd, highly intelligent creatures
  spend their long lives hatching and nurturing their
  plans for the world. Great dragons often interact with
  the world around them, but usually work through a
  web of contacts and agents rather than acting directly.
  Believing that the world holds powerful enemies, these
  great creatures apparently prefer to use discretion in
  their dealings.
  All great dragons can cast spells of at least one
  of the magician Disciplines. Most great dragons can cast
  spells of two Disciplines, and there are some who cast
  spells of three, or even all the magician Disciplines.
  Great dragons who know spells of only one Discipline
  know spells up to and including Circle 13, those who
  cast spells of two Disciplines know spells up to and
  including Circle 10, and those who know spells of three
  Disciplines know spells up to and including Circle 9.
  Keep in mind that these statements describe the average
  abilities of great dragons. Individual great dragons’
  abilities vary to a degree, some greatly, some very little.
  See Customizing Dragons (p. 117) for more information
  about adjusting the abilities of great dragons.
  Drake
  Attributes
  DEX: 12 STR: 15 TOU: 12
  PER: 15 WIL: 17 CHA: 16
  Initiative: 15
  Physical Defense: 16
  Number of Attacks: 3 (1*) Spell Defense: 18
  Attack: 15
  Social Defense: 1
  Damage:
  Armor: 15 (Rating of Armor*)
  Bite: 18, Claw (x2): 19
  Mystic Armor: 9
  Weapon: (by type*)
  Knockdown: 20 (15*)
  Number of Spells: 2
  Recovery Tests: 6
  Spellcasting: 16
  Effect: See Powers
  Death Rating: 62
  Combat Movement: 100
  Wound Threshold: 18
  Full Movement: 200
  Unconsciousness
  Rating: 54
  Flight: 120/240
  Karma Points: 18
  Karma Step: 10
  Powers: Armored Scales, Astral Sight 10, Dispel Magic
  12, Disrupt Fate 5, Dragon Breath 12, Dragonspeech,
  Fear 15, Karma Points, Regeneration 8, Spells, Suppress
  Magic 3.
  Legend Points: 3,400
  Equipment: Varies in Name-giver form
  Loot: Scales and blood worth D6 x 5 silver pieces. Also
  counts as treasure worth Legend Points.
  * Statistics in parentheses apply when in Name-giver form.
  Commentary
  Drakes 
  are 
  described 
  on 
  page 
  40 
  of
  Concerning the Diverse Types of Dragons. Drakes are
  magical constructs created by dragons, primarily great
  dragons, as their servants. Although there are both male
  and female drakes, they are not capable of reproduction
  on their own. Each drake represents the investment of
  considerable time, effort and magical power, so dragons
  do not use them casually.
  Drakes have two forms. Their “natural” form is
  that of a miniature dragon about five to seven feet long
  from head to tail. They can also assume the forms of the
  different Name-giver races. Drakes cannot assume
  windling or obsidiman forms because duplicating the
  special magical natures of those Name-givers would be
  too difficult. It requires one of the drake’s Spell actions
  to switch between forms.
  In Name-giver form, drakes can follow
  Disciplines and learn talents and skills just like other
  Name-givers. Most drakes are adepts, and most of them
  follow one or more of the magician Disciplines. Some
  drakes follow the Disciplines of beastmaster, scout,
  swordmaster, thief or warrior. A typical drake will be at
  least Sixth Circle in its chosen Discipline. The drake’s
  talents and Discipline abilities function only while it is
  in Name-giver form, although magician drakes can still
  cast spells in dragon form.
  In addition to their Discipline abilities, drakes
  share many of the powers of their dragon masters, some
  of which can be used in either form. In Name-giver
  form drakes can use only Astral Sight, Dispel Magic,
  Regeneration and Suppress Magic. In addition, while in
  Name-giver form they have the abilities listed in
  parentheses above. When a drake switches forms, all of
  the clothing and equipment from their Name-giver form
  vanishes 
  into 
  an 
  astral 
  pocket 
  similar 
  to 
  the
  Nethermancer talent of the same name (see p. 24,
  
  116
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  Earthdawn Companion). The equipment returns when
  the drake returns to Name-giver form.
  While working as envoys and agents of their
  dragon masters, drakes prefer to remain in Name-giver
  form so as not to give away their true nature. They
  assume their dragon form only when circumstances
  require it. A drake in Name-giver form can be detected
  by someone who examines the drake’s pattern in astral
  space. Detecting a drake’s true nature requires an
  Excellent success on an Astral Sight Test against the
  drake’s Spell Defense. A failure on this test results in the
  viewer seeing an astral form of the drake’s Name-giver
  form.
  Lesser Drake
  Attributes
  DEX: 12
  STR: 12
  TOU: 10
  PER: 10
  WIL: 13
  CHA: 12
  Initiative: 12
  Physical Defense: 15
  Number of Attacks: 3
  Spell Defense: 14
  Attack: 15
  Social Defense: 15
  Damage:
  Armor: 10
  Bite: 14, Claw (x2): 15
  Mystic Armor: 6
  Number of Spells: 1
  Knockdown: 12
  Spellcasting: 12
  Recovery Tests: 4
  Effect: See Powers
  Death Rating: 50 Combat Movement: 100
  Wound Threshold: 14 Full Movement: 200
  Unconsciousness
  Rating: 43 Flight: 120/240
  Powers: Armored Scales, Astral Sight 10, Dispel Magic
  10, Dragon Breath 9, Suppress Magic 2, Venom 5.
  Legend Points: 1,865
  Equipment: None
  Loot: None
  Commentary
  Lesser drakes are described on page 41 of
  Concerning the Diverse Types of Dragons. These
  creatures are most commonly found in the Blood Wood
  (see The Blood Wood sourcebook), but are occasionally
  found in other areas of northern Barsaive as well. Lesser
  or “false” drakes strongly resemble true drakes, but
  they are not intelligent and are somewhat weaker
  physically. They also do not share a true drake’s ability
  to assume Name-giver form. Though lesser drakes
  cannot speak, they emit fierce cries of pleasure as they
  hunt or swoop through the Blood Wood, weaving
  intricate patterns as they fly around the trunks and
  branches of the Blood Wood’s largest trees.
  Lesser drakes use their dragon powers in much
  the same way as dragons and true drakes. However, a
  lesser drake’s Dragon Breath power produces a thin
  stream of fiery breath that can strike only one target at a
  time, similar to the Flame Spout power knack (p. 119).
  Hydra
  Attributes
  DEX: 15
  STR: 22
  TOU: 22
  PER: 8
  WIL: 15
  CHA: 10
  Initiative: 15
  Physical Defense: 12
  Number of Attacks: 7
  Spell Defense: 10
  Attack: 17
  Social Defense: 10
  Damage:
  Armor: 25
  Bite: 25, Claw: 22
  Mystic Armor: 5
  Number of Spells: 1
  Knockdown: 20
  Spellcasting: 10 
  Recovery Tests: 10
  Effect: See Powers
  Death Rating: 150
  Combat Movement: 50
  Wound Threshold: 15
  Full Movement: 150
  Unconsciousness
  Rating: 130
  Karma Points: 10
  Karma Step: 8
  Powers: One or more of the following: Astral Sight 15,
  Dispel Magic 15, Dragon Breath 15, Fear 15, Karma
  Points, Regeneration 10, Suppress Magic 8, Venom 15.
  Legend Points: 20,000
  Equipment: None
  Loot: Up to 10,000 silver pieces worth of treasure
  hidden in its lair. This counts as treasure worth Legend
  Points.
  Commentary
  Hydras 
  are 
  described 
  on 
  page 
  42 
  of
  Concerning the Diverse Types of Dragons. They are
  up to 40’ long head to tail. Hydras are magical
  abominations originally created from the merging of
  seven western dragon hatchlings. The magician who
  created the first hydra is one of the ancestors of the
  Denairastas Clan of Iopos. Only recently was the truth
  of the hydra’s creator revealed, to both Uhl Denairastas
  and (inadvertently) the great dragons of Barsaive. What,
  if any, form of retaliation the great dragons plan is not
  known at this time.
  A hydra usually attacks by biting its opponent
  with its many heads. Each combat round, a hydra can
  attack with up five of its heads, as well as with its front
  claws. Hydra armor, like dragon hide, is extremely
  tough, requiring an Extraordinary success on an attack
  test to score and Armor Defeating Hit against the hydra.
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  117
  Unlike the Armored Scales ability, hydra armor does
  not offer increased mystic armor protection.
  A hydra may have any of the dragon powers
  listed above, but each individual hydra possesses only
  one of them. If the player characters are more than a
  match for a normal hydra, the gamemaster may add
  additional dragon powers to create a very powerful and
  dangerous hydra sufficient to withstand the player
  characters.
  Wyvern
  Attributes
  DEX: 12
  STR: 12
  TOU: 10
  PER: 6
  WIL: 8
  CHA: 5
  Initiative: 13
  Physical Defense: 14
  Number of Attacks: 3
  Spell Defense: 8
  Attack: 13
  Social Defense: 7
  Damage:
  Armor: 9
  Bite: 15, Claws: 13
  Mystic Armor: 2
  Tail: 12
  Knockdown: 10
  Number of Spells: 1
  Recovery Tests: 4
  Spellcasting: 8
  Effect: Venom (Step 13, see below)
  Death Rating: 80
  Combat Movement: 40
  Wound Threshold: 14
  Full Movement: 80
  Unconsciousness
  Rating: 72
  Flight: 50/100
  Legend Points: 600
  Equipment: None
  Loot: None
  Commentary
  Wyverns are described on page 43 
  of
  Concerning the Diverse Types of Dragons. They
  average 30’ in length.
  Wyverns 
  bear 
  a 
  strong 
  resemblance 
  to
  adolescent western dragons (and are somewhat larger
  than western hatchlings). Not only do they share the
  physical characteristics of western dragons, but they
  also have the fierce, aggressive nature of adolescents.
  No information is known about the breeding or mating
  habits of wyverns, how they raise their young, or how
  old they live, giving some scholars (Tiabdjin the
  Knower among them) cause to consider the possibility
  that wyverns are in truth directly related to western
  dragons.
  Wyverns prefer to attack non-flying targets
  with sweeping flybys, tearing the victim apart with a
  few slashes of their claws. Each clawing attack causes
  Step 13 damage. If a wyvern can’t cause enough damage
  quickly, it will land on the ground near its opponent
  and rear up to its full height. This stance allows the
  creature to bring its venomous tail into play. The fast
  acting venom functions like the Venom power of
  dragons (p. 120), inflicting Step 13 damage on each turn
  if the wyvern makes a successful Spellcasting Test
  against the victim’s Spell Defense.
  Customizing Dragons
  Customizing Dragons
  The sample statistics above provide only rough
  guidelines regarding the powers and abilities of the
  different types of dragons and of dragon-like creatures.
  These are intended as a starting point from which the
  gamemaster can customize the abilities of a specific
  dragon. Dragons are unique creatures, as individual as
  any 
  other 
  Name-givers. 
  They 
  are 
  not 
  simple
  “monsters,” but gamemaster characters, with their own
  personalities and motivations. Two dragons will have as
  much in common as any two other Name-givers.
  Gamemasters should reflect the individuality
  of dragons by adjusting the various abilities, attributes
  and step numbers given in the sample statistics, based
  on the specific characteristics of the dragon in question.
  For example, one dragon might be more perceptive
  (having a higher Perception step) while another could
  be relatively oblivious (lower Perception step). The
  entries on the Named great dragons of Barsaive each
  include specific details about the abilities of the dragons
  described. For instance, both Aban and Usun are
  described as being larger and stronger than most
  dragons. This should be reflected by slightly higher
  physical attribute steps, Attack and Damage step
  numbers, and by higher Death and Unconsciousness
  Ratings. Likewise, Mountainshadow is said to be the
  most skilled at magic, suggesting a slightly higher
  Spellcasting step number.
  Beyond their attributes and characteristics,
  individual dragons may also have different ratings in
  various dragon powers, or even powers entirely
  different from those listed in the sample statistics.
  Beyond giving a specific dragon different powers or
  adjusting the step numbers of their powers, dragons can
  also know a number of different dragon power knacks
  (see Dragon Powers, p. 118) which offer another means
  of customizing an individual dragon’s abilities.
  In addition to their game statistics, each
  dragon has a unique appearance, personality and goals.
  The gamemaster should take time to consider these
  unique aspects of the dragon’s nature. What sets it
  apart? How does it act? What does the dragon want?
  These things help to make a dragon less of a faceless
  monster and more of an individual. The material in the
  chapter On the Nature of Dragons (p. 6) can provide
  additional ideas on personalizing dragons of the
  gamemaster’s creation, while the individual dragon
  
  118
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  entries can provide additional ideas on personalizing
  the statistics of the dragons described in this book.
  Dragon Powers
  Dragon Powers
  Dragons have a wide range of magical powers
  at their command. All dragons have at least some of the
  powers listed here, and great dragons often have all of
  these powers (and more) to call upon. Adult dragons
  always have the Disrupt Fate, Dragon Breath, and Fear
  powers, as well as their other innate abilities including
  Armored Scales, Astral Sight, Karma, and Regeneration
  (see below). As a dragon ages, it is able to improve its
  existing powers and to develop and learn more powers,
  not unlike the modification of an adept’s True Pattern
  over time as the adept improves and learns more
  talents.
  Dragon Power Knacks
  Dragon Power Knacks
  In addition to their various powers, many
  dragons also develop dragon power knacks. These are
  similar to an adept’s talent knacks (p. 18, Magic: A
  Manual of Mystic Secrets), and allow dragons to use
  their powers in new and different ways. Some dragons
  know many power knacks while others know very few.
  Most adult dragons choose to specialize in learning
  knacks for a few powers. Great dragons often know
  many, many knacks for their various powers, learned
  over their extremely long lives. The gamemaster can
  decide if a dragon knows any of the power knacks
  described here and should also feel free to create new
  power knacks to ensure that dragons and their powers
  are always an unknown quantity. Example knacks are
  listed for a number of the dragon powers described
  below.
  Dragon Powers From the Earthdawn Rulebook
  The following descriptions expand on and
  clarifies the dragon powers which originally appeared
  in the Earthdawn rulebook. These power descriptions
  supersede those in the Earthdawn rulebook.
  Dispel Magic
  With their power over the forces of magic,
  many dragons can dispel many types of magic at will. A
  dragon using this power makes a Spellcasting Test
  against the Spell Defense of the magician who cast the
  target spell, or of the creature or character that created
  the magical effect the dragons wishes to dispel. If the
  test is successful, the dragon makes a Dispel Magic Test
  against the spell’s Sensing/Disbelief or Dispel Difficulty
  Number (pp. 166 and 156, respectively, ED). A
  successful Dispel Magic Test breaks the spell.
  Like the Dispel Magic spell (p. 183, ED), this
  power can also be used to dispel other magical effects
  and abilities, such as talents and creature abilities
  (including Horror and dragon powers) that have a
  sustained duration. The Dispel Difficulty for creature
  powers is based on the step number of the power or
  ability. The Dispel Difficulty for talents is based on the
  talent rank. Find the step number (or rank, in the case of
  talents) on the Circle column of the Dispel Difficulty
  Table (p. 184, ED). The corresponding Dispel Difficulty
  is used for the talent or power to be dispelled. If a
  creature power or ability step number is higher than 15,
  add 1 to the Dispel Difficulty for each step above 15. For
  example, the Horror power Corrupt Reality at Step 17
  would have a Dispel Difficulty of 28 (26 + 2).
  Disrupt Fate
  Dragons with this power can alter the fate of
  other creatures. To use this ability the dragon spends a
  Karma Point, which entitles it to make an immediate
  Disrupt Fate Test against the Spell Defense of a single
  target character or creature. If the test is successful, the
  target must immediate repeat the most recent test he
  made. The new result of the test stands, and cannot be
  disrupted a second time. Disrupt Fate counts as a simple
  action; use of this power does not use up one of the
  dragon’s attack or Spellcasting actions. As long as the
  dragon has Karma Points, it may make as many Disrupt
  Fate Tests as there are targets.
  Note that the Karma Point expenditure entitles
  the dragon to use its Disrupt Fate ability; the dragon
  does not roll its Karma dice when making the Disrupt
  Fate Test.
  Dragon Breath
  The most famed and feared power of dragons
  is their fiery breath. Every culture has horrific legends
  of the destruction of villages, towns, and cities by
  furious dragons.
  Dragon Breath targets everything within a 90º
  arc, using the dragon’s mouth as the arc’s center. The
  distance the arc extends is based on how much Strain
  the dragon is willing to take, as shown on the table
  below. Note that if a dragon using this power takes a
  number of Strain points equal to or greater than his
  Wound Threshold, the dragon suffers a Wound.
  Strain Points Range
  1 Strain Point 25 yards
  5 Strain Points 50 yards
  15 Strain Points 100 yards
  30 Strain Points 200 yards
  Dragon Breath engulfs every target within the
  arc. Each arc of Dragon Breath requires one of the
  dragon’s Spellcasting actions. If it has enough actions
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  119
  available, a dragon may lay down more than one fiery
  arc per round. To determine which targets within the
  area of effect are damaged by Dragon Breath, the
  dragon makes a Spellcasting Test and compares the
  result to the Spell Defense of each target within the arc.
  If the test result exceeds the target’s Spell Defense, the
  target catches fire, taking damage. As long as the
  dragon stands within 1,000 yards of the flames, they
  cannot be extinguished by normal means. Only a
  successful Willpower or Dispel Magic Test against the
  dragon’s Spell Defense can put out the Dragon Breath
  fire. The affected character makes the appropriate test; if
  the test is successful, the flames stop burning.
  A burning target takes damage during each
  Combat Round that the fire burns. The dragon makes a
  Dragon Breath Test each round as a Damage Test. If the
  Dragon Breath attack inflicted an Armor Defeating Hit
  (p. 194, ED), even normally non-combustible objects
  burn. Dragon fire can burn anything, including
  weapons, boulders, bricks, and metal or crystal armor.
  Burning armor degrades at a rate of 2 Armor Points per
  Combat Round. Weapons degrade at the rate of 2 steps
  per Combat Round. These losses are spread evenly
  among whatever steps or Armor Ratings the object has.
  For example, a ferndask shield would lose 1 point each
  from its Armor and Mystic Armor per round when
  burning, rather than losing both Armor Points from
  either the shield’s Armor or Mystic Armor. Once the
  object’s steps or points are reach 0, the object is reduced
  to slag.
  Dragons 
  have 
  developed 
  various 
  power
  knacks to control and refine the power of Dragon
  Breath, such as the following:
  Flame Spout: With this knack, the dragon
  breathes a line or bolt of flame at a single target rather
  than an arc. The Strain cost of a Flame Spout is half the
  normal cost (round up) and it causes normal Dragon
  Breath damage to its target. Dragons can use this knack
  to strike at a number of targets in one attack with bolts
  of flame, as long as all the intended targets are spread
  out to a maximum of 50 yards. The dragon uses this
  knack as described above, but must also take an
  additional 3 points of strain for each additional target
  beyond the first.
  Flame Ball: Using Flame Ball, a dragon can
  spit a bolt of flame that explodes into a sphere of fire on
  impact with its target, creating an effect similar to the
  elementalist spell Fireball. The sphere has a radius equal
  to half the range of the bolt, based on the Strain taken by
  the dragon. So a Flame Ball with a range of 100 yards
  has a 50 yard radius. The dragon makes a normal
  Spellcasting Test and compares the result against all the
  targets within the radius of the fireball to determine
  who takes damage. Damage from a flame ball attack
  continues to damage the targets each round as normal
  for Dragon Breath.
  Friendly Fire: Dragons with this power knack
  have the amazing ability to choose which targets are
  affected by their Dragon Breath and which are not.
  Targets in the affected arc whom the dragon chooses not
  to affect are completely unharmed by the dragon fire.
  Their clothing and equipment aren’t even singed. Other
  targets take damage normally. This knack is so selective
  that a dragon can use it to burn a Name-giver to ash
  while leaving his clothing and equipment untouched (or
  vice-versa, leaving a helpless and very embarrassed
  Name-giver).
  Smoke Cloud: The dragon using this knack
  breathes not fire, but a thick cloud of choking black
  smoke. The smoke covers an arc similar to the Dragon
  Breath. The dragon makes a Spellcasting Test and
  compares the result to the Spell Defense of each target
  within the intended area effect. If successful, the dragon
  makes a Dragon Breath Test to determine how much
  damage the targets take from the heat and choking
  vapors. Targets do not burn, but temporary blindness
  will cause them to suffer a 3 step penalty to all actions
  for the next five rounds. A character can make a
  Willpower or Dispel Magic Test against the dragon’s
  Spell Defense to overcome this penalty; a successful test
  allows the character to see and removes the penalty
  from that character.
  Fear
  Dragons radiate a fearsome aura. Many heroes
  who try to confront a dragon flee in terror upon seeing
  the beast. To use its Fear power, a dragon makes a
  Spellcasting Test and compares the result to the Spell
  Defense of all characters and creatures within 100 yards.
  Within this distance, the dragon’s bellow rattles the
  ground, enough to make the most dauntless character
  nervous. A successful test means the dragon’s Fear
  power affects the characters; its victims tremble, sweat,
  stammer and exhibit other hallmarks of extreme fright.
  Having afflicted its victims, the dragon makes a Fear
  test. The result becomes the Difficulty Number for any
  attempts to resist the dragon’s Fear power. Before an
  affected character can take any action that requires a
  test, he must resist the effect of the Fear power by
  making a successful Willpower Test against that
  Difficulty Number. While under the influence of Fear,
  however, he can move, talk, or perform other actions
  that do not require tests.
  Some of the more common Fear knacks include
  the following:
  Awe: A dragon using this power knack does
  not inspire just fear but more of a powerful sense of awe
  and respect mixed with a touch of fear. The effects are
  the same as described for Fear, except victims are less
  frightened, and more impressed.
  
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  Book of Dragons: An Unpublished Earthdawn Sourcebook
  Paralyzing Gaze: This knack allows a dragon
  to focus the power of its Fear on a single individual,
  rendering that character incapable of any action. The
  dragon makes its Spellcasting Test normally. If it is
  successful, the victim is paralyzed, unable to do
  anything except stare in fear at the dragon for as long as
  the dragon’s gaze is upon him. In order to take any
  action at all, the victim must make a successful
  Willpower Test against the result of the dragon’s Fear
  Test.
  Terror: The Terror knack allows a dragon to
  instill blind panic in its victims. It costs the dragon 5
  Strain Points. On a successful Spellcasting Test, the
  victim flees from the dragon as quickly as possible. To
  take any action other than fleeing madly, the victim
  must make a Willpower Test against the result of the
  dragon’s Fear Test.
  Lair Sense
  A dragon makes its lair an extension of itself,
  and can use Lair Sense to notice intruders anywhere
  within its lair. Whenever a character makes a test within
  the confines of the dragon’s lair, he triggers the dragon’s
  Lair Sense. Simple movement and quiet conversation
  tend not to activate this power, thought they can on
  occasion. To use this ability, the dragon makes a Lair
  Sense Test against the Spell Defense of the character
  whose action activated the power. If the test succeeds,
  the dragon detects the character and his location within
  the lair. Dragons often booby-trap their lairs to take
  advantage of this power, forcing characters to beat the
  traps by performing an action that reveals their
  presence.
  Many dragons develop Lair Sense knacks such
  as the following.
  Absent Lair Sense: Lair Sense normally works
  only when the dragon is in its lair, protecting the
  dragon from being surprised while in shal-mora (p. 22)
  or otherwise distracted. A dragon with this knack may
  use Lair Sense to detect intruders even while away from
  its lair. The Lair Sense works normally otherwise.
  Characters who wait for a dragon to depart before
  raiding its lair may still be in for a surprise if they
  trigger the dragon’s Lair Sense.
  Identify Intruder: A dragon with this knack
  not only senses the presence of an intruder, but also
  gains some information about him. The dragon gets a
  visual image of the intruder in his mind and knows his
  Name. The dragon may recognize characters with
  sufficient Legendary Status (p. 226, ED) and will
  certainly recognize anyone it has encountered before.
  Lair Mark: This knack allows a dragon to place
  an invisible astral “mark” on a character detected by its
  Lair Sense. The dragon makes a Spellcasting Test
  against 
  the 
  target 
  character’s 
  Spell 
  Defense. 
  If
  successful, the dragon is able to know the exact location
  of the marked character for a year and a day, up to 5,000
  miles away from the dragon. The mark does not allow
  the dragon to affect the character in any way, just to
  know his location. Many Name-givers who thought that
  had successfully robbed a dragon’s lair have been
  hunted down using this knack.
  Lair Vision: With this knack, a dragon whose
  Lair Sense detects an intruder can see and hear
  everything happening at the intruder’s location in the
  lair as if the dragon were physically present. This allows
  the dragon to see any companions the intruder might
  have, and to listen in on their plans. Many would-be
  dragon hunters have been surprised to find their prey
  waiting as if the dragon was expecting them.
  Spells
  Dragons are natural born spellcasters, with an
  inherent knowledge of the workings of magic. They use
  spell magic regularly. This power refers to the dragon’s
  use of spell magic as practiced by magician adepts (spell
  matrices, threads, etc.), but dragons also have their own
  unique form of spell magic. See Dragon Magic, p. 125,
  for more information on dragons’ use of spells.
  Suppress Magic
  With their natural knack for manipulating
  astral space, most dragons can suppress magic used by
  other creatures. To use the Suppress Magic ability, the
  dragon makes a Spellcasting Test against the target’s
  Spell Defense. If the test is successful, the dragon makes
  a Suppress Magic Test, reducing the target’s use of
  magic by a number of steps equal to the result. In
  addition to reducing spells, Suppress Magic reduces the
  steps of all talents, the damage from magical weapons,
  and any other magic use. Suppress Magic lasts for a
  number of Combat Rounds equal to the result of the
  Suppress Magic Test. If it prefers, a dragon can use this
  ability to suppress one specific type of magic, such as
  talents, magic items or spells, instead of suppressing all
  types.
  Venom
  Dragons with this power have venomous teeth
  and claws, and any tooth or claw attack that causes
  damage to a character also poisons him (No Spellcasting
  Test is required for a dragon to affect a character with
  poison—if the character is physically struck and
  damaged by tooth or claw, they are automatically
  affected by Venom). After taking damage from a
  dragon’s teeth or claws, a character must make a
  successful Toughness Test against the dragon’s Spell
  Defense each round for 10 consecutive rounds to resist
  the effects of the venom. If the character fails this Poison
  Resistance Test during any of those ten rounds, the
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  121
  attacking dragon makes a Venom Test for that round to
  determine how much damage the character takes from
  the venom. (For more information about poison
  damage, see Adventuring in Earthdawn, p. 207 of the
  Earthdawn rulebook.) Each use of the Venom power
  lasts only 10 rounds, after which time the poison ceases
  to damage the character. A single target can only suffer
  damage from one use of the Venom power at a time.
  Some knacks based on the Venom power
  include the following.
  Pain Venom: Instead of causing damage, the
  Venom of a dragon with this knack causes excruciating
  pain, rendering most victims unable to do anything
  except writhe on the ground in agony. The dragon
  makes the Venom Test as usual, except the result
  becomes the Difficulty Number for the victim to take
  any action. The poisoned character must make a
  Willpower Test against this Difficulty Number in order
  to take any action. The Venom lasts for 10 rounds as
  normal.
  Sleep Venom: A dragon with this knack can
  use its Venom power to render victims unconscious,
  rather than killing them. Damage from the venom
  ceases to affect the victim once his Current Damage
  reaches his Unconsciousness Threshold. Venom damage
  done when using this knack does not kill the victim.
  Spit Venom: Some dragons have the ability to
  spit or spray venom from their mouths. The dragon
  makes a normal Attack Test against the target
  character’s Physical Defense. If successful, the victim
  suffers damage from the corrosive venom equal to the
  result of a Venom Test. Normal armor provides
  protection from this damage. On an Extraordinary
  success, the dragon’s venom hits the target’s eyes,
  causing blindness for 10 Combat Rounds, in addition to
  the damage caused by the venom.
  Wingbeat
  Winged dragons can use their wings to knock
  over opponents. The dragon using Wingbeat makes an
  Attack Test, then compares the result to the Physical
  Defense of every character up to 60 feet away, in a 90
  degree arc from the front of the dragon. If the test result
  exceeds a character’s Physical Defense, the dragon’s
  wing hits the character. To determine whether or not the
  wing actually knocks a character down, the dragon
  makes a Wingbeat Test, the result of which becomes the
  Difficulty Number for the Knockdown Test that any
  character struck by the wings must perform. Any
  character who fails the Knockdown Test is knocked
  down and moved backward a number of yards equal to
  difference between the Difficulty Number and the result
  of the Knockdown Test. For example, a character whose
  Knockdown Test result is 11 less than the Difficulty
  Number would be knocked backwards 11 yards. This
  can be especially hazardous for characters fighting a
  dragon somewhere high up, like the deck of an airship
  or a mountain top.
  Dust Cloud: A dragon using this knack can stir
  up a cloud of dust, dirt, sand, ash or similar material
  using the winds generated by beating its wings. The
  dragon makes a Wingbeat Test and the result becomes
  the range in yards that the cloud extends in all
  directions from the dragon. Any character in the dust
  cloud suffers a 3 step penalty from the flying, stinging
  dust. The cloud lasts for 5 rounds, after which it settles
  harmlessly to the ground.
  Icewing’s Special Power: As described on
  page 89, the great dragon Icewing has a unique knack
  based on this power. To use this knack, Icewing makes a
  Spellcasting Test against the Spell Defense of his target.
  If this test is successful, the victim is encased in ice, and
  Icewing makes a Wingbeat Test. The result of this test is
  the Difficulty Number for Strength Tests to break free of
  the ice from the inside. The ice can be attacked from the
  outside, and is treated like a barrier with a Physical
  Armor Rating of 10, and a Damage Rating equal to the
  result of the Wingbeat Test (see Barriers and Structures,
  p. 209, ED). Each use of this power costs Icewing 5
  points of Strain. Icewing can use this knack against
  multiple opponents, as long as all the intended targets
  are within an area no larger than 20 yards in diameter.
  Each additional target beyond the first costs Icewing 1
  additional point of Strain. Characters encased in ice are
  in danger of suffocation. A character may hold his
  breath for a number of rounds equal to his Toughness
  Step. When the victim runs out of breath, the
  gamemaster makes a Damage Test every round, using a
  step number of 4 + the number of rounds since the
  victim ran out of breath (see Swimming, p. 123,
  Denizens of Earthdawn Vol. 1).
  New Dragon Powers
  The following dragon powers appear for the
  first time in this book. These new powers are primarily
  known only by great dragons, though some adult
  dragons also use these.
  Dominate Beast
  This power allows a dragon to control beasts,
  similar to the beastmaster talent of the same name (p.
  102, ED). To use this power, the dragon makes a
  Dominate Beast Test against the Spell Defense of the
  beast(s) the dragon wishes to control. If successful, the
  dragon controls the target creatures for a number of
  minutes equal to its Dominate Beast step number. An
  animal under the effect of this power will not take any
  hostile action against the dragon, and will perform one
  simple task for the dragon that does not exceed the
  duration of the power.
  
  122
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  The great dragons Aban and Usun both have
  this power, using it to control the various creatures
  living in their respective homes in the Mist Swamps and
  the Liaj Jungle. Some power knacks based on the
  Dominate Beast power include the following:
  Beast’s Eyes: This knack allows the dragon to
  perceive through the senses of any beast it dominates.
  To use this knack the dragon makes a Spellcasting Test
  against the Spell Defense of the dominated beast. If the
  test is successful, the dragon can perceives everything
  the beast perceives. Dragons with this knack, including
  both Aban and Usun, use dominated beasts in their
  domain as scouts and spies.
  Stampede: A dragon with this knack can cause
  a group of animals to stampede in a specific direction
  like the Incite Stampede talent (p. 109, ED). Using this
  knack requires only a single action. The dragon uses its
  Dominate Beast step in place of the Incite Stampede
  talent step.
  Karma Cancel
  Karma Cancel allows a dragon to override
  another character’s use of Karma. The dragon makes a
  Karma Cancel Test against the target character’s Spell
  Defense. If successful, the dragon may spend a Karma
  Point to cancel the target’s use of Karma. If a target
  spends multiple Karma Points (such as for the use of the
  True Shot talent), the dragon must spend the same
  number of points to cancel them. Karma Cancel does
  not require an action; a dragon may attempt to Cancel
  an opponent’s use of Karma at any time so long as it still
  has Karma Points to spend.
  Lend Karma
  This knack allows a dragon to give Karma
  Points or lend its Karma step to any other being the
  dragon can see or that the dragon has woven a thread to
  (see Thread Magic, p. 125). To use this power, the
  dragon makes a Lend Karma Test against the target
  character’s Spell Defense (a willing target may lower his
  Spell Defense). For every success level, the dragon can
  give the target one point of Karma from the dragon’s
  own Karma Points. The target may then spend the
  Karma Points normally. For example, a dragon who
  achieves a Good success on a Lend Karma test can give
  the target 2 Karma Points.
  Alternatively, a successful test allows the
  dragon to give the target its own Karma Step for a
  number of rounds equal to the success level of the Lend
  Karma Test. The target must spend her own Karma
  Points, but rolls Karma Dice based on the dragon’s
  Karma Step instead of her own.
  Innate Dragon Abilities
  In addition to their formidable powers,
  dragons have some abilities which are common to all of
  their kind. Every dragon has these powers in some
  degree. Some of these abilities have been described in
  previous Earthdawn products as dragon powers similar
  to those described above. These abilities are included
  among the dragon’s powers in the above sample dragon
  statistics. Note that these abilities are not found among
  all dragon-like creatures. Dragon-like creatures have
  only those abilities listed under their Powers. This
  usually includes Armored Scales, Astral Sight, Karma
  and Regeneration, but rarely any others.
  Armored Scales
  A dragon’s armored hide provides great
  physical and magical protection against attack. Only
  attacks that score an Extraordinary success against the
  dragon’s Physical Defense Rating achieve an Armor
  Defeating Hit on the dragon. A dragon’s Mystic Armor
  protects against magical attack in the same way; attacks
  against the dragon’s Spell Defense must score an
  Extraordinary success.
  Astral Sight
  Dragons are naturally attuned to astral space,
  allowing them to see astral forms at will. To use this
  power, the dragon makes a Spellcasting Test. If the
  result of the test exceeds the Spell Defense of any subject
  within 60 yards, the dragon can see the astral image of
  the subject. Unlike most Name-givers, dragons do not
  have to spend Strain to use their Astral Sight. The Astral
  Sight power is a heightened version of the talent of the
  same name (p. 98, ED). For more information about the
  use of Astral Sight and other astral sensing abilities, see
  p. 74 of Magic: A Manual of Mystic Secrets.
  Many dragons develop power knacks using
  their Astral Sight. Any of the Astral Sight talent knacks
  from Magic: A Manual of Mystic Secrets or Arcane
  Mysteries of Barsaive may be learned by dragons as
  power knacks. Dragons also have some unique Astral
  Sight knacks of their own:
  Item History: This knack function exactly like
  the Item History talent (p. 110, ED) except the dragon
  uses its Astral Sight step in place of the talent step, and
  the dragon needs to study the item for only a day, not a
  full week. Use the results of the dragon’s Item History
  Test 
  normally 
  for 
  determining 
  an 
  item’s 
  Key
  Knowledges. Some dragons (including Icewing) have
  been known to perform Item History on especially
  powerful magical items with high Spell Defense
  numbers), 
  in 
  exchange 
  for 
  future 
  favors 
  from
  adventurers.
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  123
  Matrix Strike: With the Matrix Strike knack, a
  dragon can attack a magician’s spell matrices in astral
  space, just like the Matrix Strike talent (p. 32,
  Earthdawn Companion). To use this power, the dragon
  must have first detected the astral image of the target
  with an Astral Sight Test. The dragon then makes a
  Spellcasting Test against the target magician’s Spell
  Defense. A successful test damages one of the target’s
  spell matrices (see p. 154, ED, for more information).
  Dragons can attack matrices only with their claws when
  using this power. The target’s Mystic Armor protects
  against this damage.
  Spirit Strike: This knack allows the dragon to
  strike at opponents from astral space, just like the Spirit
  Strike talent (p. 117, ED). The dragon makes a
  Spellcasting Test against the target’s Spell Defense. If
  successful, the dragon causes normal attack damage.
  The target’s armor protects against this damage, but
  defensive talents such as Avoid Blow cannot be used to
  avoid a Spirit Strike.
  True Sight: Dragons are difficult to fool, and
  dragons with this knack are even more so. True Sight
  allows a dragon to see through illusions, like the talent
  of the same name (p. 120, ED). To use this knack the
  dragon makes an Astral Sight Test against the
  Sensing/Disbelief Number of the illusion to overcome
  it.
  Dragonspeech
  All adult dragons have the Dragonspeech
  power. It allows the dragon to transmit its thoughts as
  speech to any being within the dragon’s line of sight, by
  making a successful Spellcasting Test against the being’s
  Spell Defense. The dragon can also send simple images
  as well as speech through its mental link. A target that
  wishes to hear the dragon’s mental speech can
  voluntarily lower its Spell Defense, of course, although
  considering the further probing Dragonspeech can be
  used for, it is not always wise to trust a dragon. Under
  normal circumstances, the gamemaster can assume a
  dragon’s use of Dragonspeech is successful, unless the
  subject has a Spell Defense higher than the dragon’s
  Spellcasting Step (which is 20+ for an adult dragon).
  Dragonspeech is the natural method of
  communication for dragons, and they use it most often
  among themselves. It is also useful because it transcends
  language, allowing a dragon to speak to another being
  whether or not it understands the subject’s language.
  Most dragons hardly bother with Dragonspeech except
  among their own kind, but some have developed a
  number 
  of 
  power 
  knacks 
  using 
  Dragonspeech,
  including the following:
  Read Thoughts: This knack allows the dragon
  to not only project its own thoughts, but to read the
  surface thoughts of any being it can see with a
  successful Spellcasting Test against the subject’s Spell
  Defense. This permits two-way mental communication
  between the dragon and the subject, transcending
  language barriers. It also allows the dragon to know
  what the subject is thinking. A successful Willpower or
  Willforce Test against the result of the dragon’s
  Spellcasting Test is required to successfully hide a
  thought from the dragon, or to tell a lie. Dragons with
  this knack tend to have great insight into other Name-
  givers.
  Learn Language: By touching the mind of a
  subject using Dragonspeech, the dragon can learn any
  language the subject knows. The dragon makes a
  Spellcasting Test against the subject’s Spell Defense. On
  an Excellent or better success, the dragon may learn one
  language the subject knows, speaking and reading it
  fluently.
  Thought Probe: Thought Probe is one step
  more advanced than Read Thoughts. It allows the
  dragon to sift through the thoughts and memories of a
  subject like hunting through a pile of coin and gems.
  With a successful Spellcasting Test, the dragon can
  probe the subject’s mind for a particular memory or
  piece of information. The success level of the Test
  determines what information the dragon can dig up. An
  Average success allows the dragon to locate any
  memory up to a day old, a Good success up to a week
  old, Excellent up to a year old and an Extraordinary
  success can locate any memory, even information the
  subject is not consciously aware of.
  In addition to gaining useful information from
  unwilling subjects, dragons can use this knack to read
  the memories of willing subjects (such as drake and
  Name-giver servants). This allows a dragon to
  reexperience what its servant experienced directly.
  Second Sight: Using the knack of Second
  Sight, a dragon can use Dragonspeech to perceive
  through the senses of another being, with or without
  that being’s consent. The dragon must first establish a
  connection to the subject via thread magic (p. 143, ED)
  to use this knack. Once this is accomplished the dragon
  may, at any time, make a Spellcasting Test against the
  target’s Spell Defense. If successful, the dragon gains
  access to one of the subject’s senses for each level of
  success. An Extraordinary success allows the dragon to
  perceive with all of the subject’s senses. The dragon
  does not have any direct power over the subject using
  this knack; in fact, the subject is not even aware the
  dragon is eavesdropping, unless the dragon rolls a Poor
  success on the Spellcasting Test, in which case the
  subject has a brief feeling of being watched.
  Suggestion: This knack allows a dragon to
  mentally plant a suggestion in the target’s mind, similar
  to a powerful posthypnotic suggestion. The dragon
  makes a Spellcasting Test against the target’s Spell
  
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  Book of Dragons: An Unpublished Earthdawn Sourcebook
  Defense. If successful, the dragon may implant a single
  suggestion. This can be something immediate or it can
  be triggered by later circumstances. After planting the
  suggestion, the dragon makes a Willpower Test, which
  becomes the strength of the suggestion. To overcome it,
  the victim must make a Willpower Test that equals or
  exceeds the result of the dragon’s Spellcasting test.
  Otherwise, the victim follows the suggestion as if it
  were his own idea.
  Reweave Mind: This is the most powerful and
  sophisticated knack of Dragonspeech; the ability to tear
  the fabric of a living mind and reweave it to the
  dragon’s will. The great dragon Mountainshadow is
  known to have reached this level of ability, but few
  other dragons can hope to do so. With Reweave Mind, a
  dragon can mentally reshape the fabric of the subject’s
  mind, altering, removing or restoring memories,
  changing personality and so forth. The process is not
  fast, even for the powerful mind of a dragon. Any
  attempt at Reweave Mind takes at least one hour, longer
  if the changes are more complex. The dragon makes a
  Spellcasting Test against the Spell Defense of the subject
  and must gain an Excellent success or better. If
  successful, this power allows the dragon to alter the
  subject’s memories and such at will. An Extraordinary
  success is required to make fundamental changes in
  personality or vital memories. This power can also
  literally rebuild a mind shattered by illness or madness.
  Karma Points
  All dragons have Karma Points they may use
  to augment any test they wish. A dragon may spend
  only 1 Karma Point per test. A dragon regains spent
  Karma Points at a rate of 1 or 2 points per day, until it
  reaches it maximum. Hatchlings regain 1 Karma Point
  per day and adult dragons regain 2 Karma Point a day.
  The more powerful great dragons regain 3 Karma
  Points per day.
  Natural Spellcasting
  All adult dragons know how to use spell
  magic. The ability to manipulate the energies of astral
  space is inherent. Dragons can use their natural
  Spellcasting ability to cast any spell as Raw Magic (p.
  155, ED). The dragon doesn’t need to know the spell, it
  simply shapes the astral energy to its will and the spell
  happens. This is a natural ability for dragons. For a long
  time, dragons performed all of their magic in this way,
  grabbing magical energy and shaping it to their wills.
  Hatchlings using this ability must weave all
  the threads necessary for the spell they wish to cast.
  Adult dragons need weave only one-half (rounded
  down) the required threads for any spells they cast in
  this manner, while great dragons need not weave any
  threads for spells they cast using this ability. Dragons
  use their Spellcasting step number for all Thread
  Weaving and Spellcasting Tests made when casting
  spells in this manner. When determining certain rank
  based effects of spells (especially Duration), the age of
  the dragon casting the spell determines the rank.
  Hatchlings cast spells in this manner at the equivalent of
  Rank 8; adults cast at Rank 12, and great dragons cast at
  Rank 15.
  Despite the versatility and power of this
  ability, not all dragons exploit the full potential of their
  spellcasting abilities. With the tainting of astral space by
  the Horrors, the use of Raw Magic is dangerous, even to
  creatures as powerful as dragons. For this reason, many
  dragons have adopted the more complex forms of spell
  magic practiced by other Name-givers. See Dragon
  Magic, p. 125, for more information.
  Regeneration
  Dragons can regenerate any damage done to
  them by opponents. Each use of this power lasts for 10
  rounds or until it heals all of the dragon’s Current
  Damage, whichever is shorter. Activating this power
  costs the dragon 1 Karma Point. While using the
  Regeneration, the dragon must sacrifice a Recovery Test
  each round. The dragon makes a Regeneration Test each
  round during the duration of the power, and reduces its
  Current Damage by the total.
  Great dragons have developed a very powerful
  knack for this power called Regrowth.
  Regrowth: Similar to the regenerative capacity
  of some reptiles, dragons with the Regrowth knack can
  actually regenerate lost body parts, so long as the
  dragon’s brain and spine are intact. The lost part
  regrows once the dragon’s Current Damage and
  Wounds reach 0, at a cost of one Recovery Test for a
  small body part like a talon, up to five Recovery Tests
  for a limb. Regeneration takes a number of days equal to
  the number of Recovery Tests required.
  Summoning
  Dragons may summon tasked, elemental, ally,
  and Named spirits by making a Summoning Test. The
  step number for the Summoning Test is equal to the
  dragon’s Willpower step, with a Difficulty Number
  equal to the spirit’s Spell Defense. The success level of
  the Summoning Test determines the number of services
  the spirit will perform for the summoner. On an
  Average success the spirit performs 1 service, on a Good
  success the spirit performs 2 services, an Excellent
  success yields 3 services, and an Extraordinary Success,
  4 services. To determine how long the spirit remains,
  the dragon makes another Willpower Test , with the
  result being the number of days the spirit remains.
  Dragons may coerce spirits into performing more
  services by engaging them in a Contest of Wills, or
  persuade them with a Charisma Test. For complete
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  125
  information on summoning spirits, see Magic: A
  Manual of Mystic Secrets.
  Likewise, 
  dragons 
  can 
  banish 
  tasked,
  elemental, ally, or Named spirits by making a
  Willpower Test against the spirit’s Spell Defense.
  Dragon Magic
  Dragon Magic
  More than any other Name-givers, dragons are
  masters of the magic that flows through the Age of
  Legend.
  They are creatures of magic, in tune with the
  energies of astral space and able to instinctively
  perceive and understand the warp and weft of the fabric
  of astral space. This gift gives dragons great magical
  knowledge and ability to call upon in addition to their
  formidable powers. This section describes how dragon
  magic differs from that of other Name-givers, and
  describes 
  a 
  unique 
  form 
  of 
  Ritual 
  Magic, 
  an
  earthshaking magical power known only to dragons.
  Spell Magic
  As mentioned in the descriptions of the Spells
  power (p. 120) and Natural Spellcasting (p. 124), many
  dragons make use of the spellcasting methods and
  techniques of Name-giver magicians. A dragon with the
  Spells power has learned to use the spells of one or
  more magician Disciplines. However, because of
  dragons’ considerable skill with magic, the rules for
  their casting of spells in this manner are slightly
  different. The following rules also apply to any dragon-
  like creatures with the Spells power.
  Spell Matrix Talents
  Dragons with this power have a number of
  spell matrices equal to their Spellcasting step divided by
  4 (rounded up). For instance, a dragon with a
  Spellcasting step of 23 would have (23/4 = 5.75) or 6
  spell matrices. One out of every three of a dragon’s
  matrices are Enhanced Matrices and one out of every six
  are Armored Matrices. To continue the example above,
  the dragon would have three standard spell matrices,
  two Enhanced Matrices and one Armored Matrix. All of
  a dragon’s matrices have a rank equal to 15 or the
  dragon’s Spellcasting step number (whichever is lower).
  Dragons follow all of the normal spell matrix rules,
  including the need to reattune their matrices.
  Thread Weaving
  Dragons weave threads to their spells like
  other spell-casters. Dragons use their Spellcasting step
  for all Thread Weaving Tests. A dragon with multiple
  Spellcasting Actions can use them to weave more than
  one thread at a time, so a dragon with 4 Spellcasting
  Actions could weave three threads for a spell and cast
  the spell in the same Combat Turn.
  Spell Effects
  To determine the effect of a dragon’s spell, use
  the dragon’s Willpower step. Dragons do not have the
  Willforce talent, nor do they ever learn it. For effects
  that are based on Spellcasting rank, such as Duration,
  assume the dragon to have a rank equal to the highest
  Circle spell it is capable of casting. For example, a
  dragon able to cast Circle 12 spells has the equivalent of
  a Spellcasting rank of 12. This limitation represents the
  one truly restriction dragons face when using the
  “primitive” spellcasting techniques of Name-givers.
  Learning Spells
  Dragons 
  learn 
  new 
  spells 
  using 
  their
  Spellcasting step instead of the Read and Write Magic
  talent against the Learning Difficulty of the spell they
  wish to learn. A dragon generally knows all of the spells
  for the Circles it has in a Discipline.
  Spellcasting Talent Knacks
  Dragons may learn any of the Spellcasting or
  Thread Weaving talent knacks in Magic: A Manual of
  Mystic Secrets and Arcane Mysteries of Barsaive as a
  knack for their Spells power. Common Spellcasting
  knacks include Anchored Spell (used for creating lair
  traps), Forced Spellcasting, Increased Dispel Difficulty
  and Name Spell. Dragons do not need the Spell Design
  talent knacks to design spells, their natural sense for
  magic allows them to do so. Dragons use their
  Spellcasting step for all tests associated with designing
  new spells.
  Thread Magic
  Dragons use thread magic like other Name-
  givers, using their Spellcasting step in place of the
  Thread Weaving talent. A dragon can have a maximum
  number of threads equal to its Spellcasting step, and
  each has a maximum thread rank of 15. A dragon’s
  hoard may contain many Pattern Items collected by the
  dragon over the years, and dragons very carefully
  guard their own Pattern Items. These rules for dragon
  thread magic apply to drakes as well.
  Blood Magic
  Although they are able to use blood magic like
  other Name-givers, dragons generally disdain it in favor
  of their other magical powers and abilities. Certain
  feathered dragons are the only dragons to regularly use
  blood magic. Dragons do not use blood charms or
  similar items, nor do they generally make use of death
  magic. They can and do use blood magic to seal oaths,
  
  126
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  and blood magic is also used in the Dance of Blue
  Spirits, the process by which great dragons create
  drakes. Dragons swear few if any blood oaths in their
  long lives. A pledge made by a dragon is a serious
  thing, since it may last for thousands of years.
  Ritual Magic
  Other than the information given in the
  chapter Concerning the Nature of Dragons, no rules
  are given for dragon ritual magic. Suffice to say that
  such massively powerful magical rituals are capable of
  causing vast changes in the forces of nature, the
  structure of astral space and even in the very fabric of
  reality itself. A dragon ritual could certainly destroy a
  city or an entire nation. They are greater in power than
  Circle 13+ spells like Call Forth the Maelstrom, Call
  Forth the Army of Decay or City in a Bottle (see Arcane
  Mysteries of Barsaive).
  Dragon rituals take time, effort and the
  presence of several dragons working in concert. They
  are magic on a truly epic scope. As such, they are better
  treated as major events in the history of a campaign
  rather than simple spells. Keep in mind that ritual magic
  has not been performed by any of the dragons of
  Barsaive since long before the Scourge and perhaps
  even longer before that. These massively powerful
  rituals are not something that dragons invoke lightly.
  As Vasdenjas points out in his treatise, the dragons of
  Barsaive have learned from their past mistakes.
  Dragon-kin
  Dragon-kin
  Dragon-kin are Name-givers born of or
  descended from the mating of a Name-giver and a
  dragon in Name-giver form. They have certain unique
  abilities as a result of their heritage. Without careful
  breeding and a regular infusion of dragon blood, most
  families of dragon-kin become ordinary Name-givers
  after many generations as the dragon blood is slowly
  diluted. Dragon tradition now forbids dragons mating
  with any of the Young Races to produce dragon-kin,
  and the practice has been banned since the dawn of the
  Age of Legend. Violating this tradition is one of the few
  actions that is likely to result in a dragon being banished
  from dragon society. As a result, the number of these
  Name-givers in Barsaive is extremely small and is
  constantly decreasing.
  Any Name-giver race can produce dragon-kin,
  with the exceptions of the obsidimen, who do not
  reproduce as other Name-givers do. Because of this,
  dragon-kin are less of a “race” and more of a subspecies
  of their Name-giver parent race, but also sharing certain
  characteristics of the dragon side of their mixed
  heritage. Dragon-kin are capable of breeding with other
  members of their Name-giver parent’s race, and their
  children are generally dragon-kin as well, with the trait
  appearing for generations.
  Dragon-kin have the normal racial abilities and
  modifiers of their Name-giver parent, with an
  additional +1 to their Perception and Willpower
  Attribute values. All dragon-kin also have the Racial
  Abilities of Astral-Sensitive Sight and Low-Light Vision
  (p. 54, ED). Their abilities make dragon-kin natural-born
  spellcasters, and many of them follow one or more of
  the magician Disciplines.
  Dragon-kin all have at least one physical
  deformity or trait tied to their dragon blood, sometimes
  more than one. Common traits include scaly patches of
  skin, pointed ears, oddly colored eyes, eyes that feature
  slitted pupils, or eyes that lack pupils altogether. Other
  traits include webbed fingers and/or toes, a vestigial
  tail or wings, small horns, pronounced canine teeth, a
  complete lack of body hair, or bony deposits on the skin
  similar to heavy scales. These traits make the character
  recognizable to anyone familiar with dragon-kin
  (particularly any dragon). Most dragons strongly dislike
  dragon-kin. Drakes particularly detest dragon-kin,
  perhaps because they are jealous of their close kinship
  with their dragon masters. Name-givers unaware of the
  dragon-kin’s heritage often think them cursed or
  Horror-touched.
  The Denairastas Clan of Iopos is the only
  extended family of dragon-kin currently known to exist,
  though the great dragons of Barsaive may know of or
  suspect others. The Denairastas are the children of the
  great dragon Denairastas who chose to violate dragon
  tradition by mating with a human female sometime
  before the Scourge. This dragon, now banished from
  dragon society, lairs in the Scol Mountains and is one of
  the most powerful allies of the Denairastas clan. Aside
  from 
  the 
  great 
  dragons’ 
  original 
  servants, 
  the
  Denairastas Clan are the only known living dragon-kin
  in Barsaive, perhaps in the entire world. Members of the
  Denairastas Clan cover their various dragon traits using
  clothing, makeup and illusion magic. Those children
  with deformities too severe to be concealed are
  generally killed, although there are rumors that Uhl
  Denairastas keeps some of them alive to perform
  experiments requiring dragon-kin subjects.
  Legends among the t’skrang insist that
  members of House Syrtis are descended from a dragon,
  but the truth of these tales is not known.
  Other families and lineages of dragon-kin may
  exist in Barsaive, keeping their heritage secret out of
  fear of persecution from both the dragons and other
  Name-givers. The gamemaster can introduce such
  isolated dragon-kin into the campaign as desired. Note
  however that none of the great dragons described in this
  book have done this. Violating this tradition is one of
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  127
  the most serious transgressions a dragon can commit,
  and none of Barsaive’s great dragons would ever
  consider doing so.
  Using Dragons in Adventures and
  Using Dragons in Adventures and
  Campaigns
  Campaigns
  A close look at the statistics and abilities of the
  dragons in this book should a reveal an obvious fact;
  these things are dangerous! Even the slightest of
  dragons is more powerful than most groups of adepts,
  and great dragons dwarf the power of adepts of nearly
  any Circle. Fortunately, it is (or at least should be) fairly
  rare that a group of characters will find themselves the
  enemy of one or more of the dragons of Barsaive, and
  the power these creatures wield is one that few
  characters will ever face directly. Nonetheless, using
  dragons in adventures in any way is a delicate business.
  It requires careful consideration as to which dragon to
  use, as well as the role the dragon should play in the
  adventure or campaign. Before we address these issues,
  however, we should ask one question. Should dragons
  be that powerful?
  Yes. Absolutely. The dragons need to be as
  powerful as they are for the simple fact that they are the
  oldest and most powerful creatures in the world. Their
  abilities with magic are unrivaled. Even the most
  powerful and skilled magicians of the Theran Empire
  pale in comparison to the magical skills of dragons.
  Even 
  the 
  most 
  mighty 
  of 
  adepts 
  should 
  feel
  apprehension at the thought of confronting a dragon
  under any circumstances.
  Because dragons are such powerful and
  important beings, gamemasters need to exercise great
  care when using them in adventures and campaigns, to
  prevent dragons from becoming just another monster.
  Dragons are intelligent Name-givers with their own
  desires and goals. The descriptions of the Named
  dragons in this book provide a glimpse into just some of
  the goals and plans of these dragons, all of which can be
  used as the basis for adventures and campaigns.
  There are two basic approaches to using
  dragons in Earthdawn adventures and campaigns: as
  allies, or as enemies. In either role dragons function best
  behind the scenes, where they can spin their plots and
  pull the strings of nations and great powers. A great
  dragon has the power to lay waste to an entire kingdom
  if it wishes, but dragons tend to restrain their power,
  preferring to act indirectly.
  This—along with the difficulties dragons have
  with group cooperation—explains why the dragons
  don’t simply descend en masse against the Therans, the
  Denairastas or anyone else who offends them. They
  prefer the slow and cautious method. After all, what is a
  century or more to beings who measure their lives in
  millennia?
  Dragons as Allies
  As noted above, dragons are intelligent Name-
  givers with their own desires and goals. Sometimes
  these goals coincide with those of other Name-givers, as
  in the case of Barsaive’s struggle against the Theran
  Empire. 
  These 
  situations 
  allow 
  gamemasters 
  to
  introduce dragons as allies or even patrons of the player
  characters.
  A dragon, especially a great dragon, is a
  powerful ally. Dragons have considerable knowledge
  and magical power, as well as great wealth. A dragon
  ally can provide adepts with important information,
  Key Knowledges of magical items, spells and material
  resources (including silver!). How much the dragon is
  willing to give depends on how much it thinks the
  player characters can advance the dragon’s own cause.
  Dragons are not known for their generosity, and they
  give away nothing unless it benefits them in some way.
  A dragon who lavishes gifts on the player characters
  expects undying loyalty and service in return.
  Any alliance with a dragon is likely to be a
  temporary thing, as that is how most dragons prefer to
  deal with Name-givers. A typical arrangement might be
  as follows: the dragon asks the player characters to
  perform a specific task, perhaps in exchange for some
  service or resource the dragon has to offer. As an
  example, adepts might seek out a great dragon such as
  Icewing in hopes of learning a Key Knowledge or some
  particularly obscure piece of arcane lore. In return, the
  dragon asks the adepts to spy on a Theran operation
  near Lake Ban and report back to him, then he will give
  them the information they seek.
  Gamemasters can also establish more lasting
  relations between dragons and adepts. A dragon can
  serve as a patron and mentor for the adepts, who
  perform tasks and serve as the dragon’s eyes and hands
  in Name-giver society. Organizations such as the
  Dragon’s Network (p. 6, Secret Societies of Barsaive)
  provide an ideal means for gamemasters to use dragons
  as patrons.
  While dragons usually treat their servants well,
  they are not bound by the culture and beliefs of other
  Name-givers. Dragons are arrogant and treat other
  Name-givers much like children or pets. It is not
  uncommon for a dragon to sacrifice agents like pawns
  in a greater game. Adepts who are chosen for sacrifice
  may not take the same dispassionate view of the
  situation as their dragon master. If they survive, they
  may choose to seek revenge on their former patron.
  One interesting way a dragon can become a
  patron of a group of characters is if all of the characters
  
  128
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  are dragon-kin (p. 126) related to the particular dragon,
  such as being members of the Denairastas Clan. In this
  case, the dragon has reasons of its own for defying the
  traditions of its kind and wishes to aid and support its
  progeny. Characters in such a campaign will tend to
  have many other dragon enemies, since most dragon
  view dragon-kin as abominations. Remember that none
  of the dragons detailed in this book would have dragon-
  kin.
  Dragons as Enemies
  A dragon (especially a great dragon) makes an
  epic foe for an Earthdawn campaign. Dragons are very
  powerful creatures, perhaps the most powerful beings
  in the world, with the possible exceptions of mighty
  astral entities such as the Passions and perhaps the most
  powerful Horrors, such as Verjigorm, the Great Hunter.
  Dragons have great physical ability and magical power,
  and the intelligence to use both well. A fight against any
  dragon should never be easy; such a battle should be the
  climax of a long campaign, rather than a simple clash.
  Fortunately, dragons rarely operate in the open
  where would-be dragon-slayers can come and find
  them. Most dragons are plotters and schemers,
  operating through a complex network of servants and
  informants to carry out their intricate plans. The nature
  of dragon culture and custom makes dragons aloof and
  separate from the day-to-day affairs of other Name-
  givers.
  A dragon villain works best as a puppet-
  master, operating behind the scenes at first. While the
  player characters are low-Circle adepts, the dragon’s
  presence is virtually unknown; they interact only with
  its servants and agents. As time goes on and the
  characters gain Legend Points and advance in Circle,
  they interact with more and more of the dragon’s
  powerful servants and uncover more of its schemes,
  becoming a thorn in its side. Eventually, after a long
  campaign, the adepts may gain enough power to
  confront the dragon directly and slay it in an epic battle
  that shakes the earth and is retold in song and story for
  generations to come. The defeat of a dragon is no small
  thing, it is the stuff legends are made of.
  The very nature of the dragons creates an
  interesting dilemma for gamemasters. Using any of the
  Named dragons in this book can easily result in the
  death of one or more of the player characters. When
  dealing with entities are powerful as the dragons,
  character death should not be unexpected. But while
  character death is undesirable, it is an important
  element of Earthdawn and one the gamemaster should
  NOT try to avoid. If every time the characters encounter
  a dragon they escape unscathed (or at least not dead!),
  the significance and power of dragons in the world of
  Earthdawn becomes diluted. The threat and danger
  they present to the world becomes less sincere.
  So 
  the 
  question 
  becomes, 
  how 
  can 
  a
  gamemaster use the dragons as enemies, maintain the
  dragons’ true nature, but not kill the characters in each
  adventure? Below are some suggestions for how to
  resolve this dilemma, without diluting the essence of
  the Earthdawn universe.
  The first thing to keep mind is that most
  dragons should be long-term opponents. Some of the
  dragon-like creatures such as drakes are suitable for
  single adventures, but most should be used over a series
  of adventures, in which the characters discover the
  dragon’s plans, encounter the dragon’s victims, or
  witness its powers in use. This serves two purposes.
  First, it allows the players to encounter the dragon
  indirectly, as they learn more and more about its
  influence and machinations. Second, over a series of
  adventures, the characters will grow in power and
  experience, and be more ready to deal with the dragon
  (or at least with its servants and minions!).
  Another way to look at this is to consider
  dragons as campaign level opponents. These are not
  things you battle once and slay. All dragons are very
  powerful, and only an experienced group of characters
  has a chance at defeating any of them. The Named
  dragons in this book represent opportunities for several
  different types of campaigns, based on the specific
  attitudes and goals of the individual dragons. Each of
  these dragons offers different types of adventures and
  stories. Also, many of these dragons prefer to use their
  powers over a long-term period. For instance, you
  should never plan for the characters to learn about,
  confront, and battle Vestrivan in the course of a single
  adventure. This would be a waste of a good dragon.
  Another idea to keep in mind is that the
  characters need not confront the dragon itself right from
  the start. Many of the dragons work through agents,
  either willing or not. Willing agents include Name-giver
  servants (such the Pale One servants of Earthroot)
  drakes or other dragons. Unwilling agents might be
  Name-givers who aren’t even aware that they serve the
  dragon’s goals.
  Adventures featuring the Named dragons
  from this book also need not conclude with the
  characters actually confronting the dragon itself. In
  some cases, characters should consider themselves
  fortunate to survive any type of encounter with a
  dragon, direct or not! A series of small, minor victories
  that disrupts the dragon’s plans is a good way in which
  these powerful creatures can be used without risking
  the lives of the characters too much. Of course, if a
  dragon’s plans were to be disrupted too often, it might
  just consider a direct assault on the party responsible.
  
  Book of Dragons: An Unpublished Earthdawn Sourcebook
  129
  On a slightly less upbeat topic, remember that
  adventures in which characters are killed are an
  excellent reminder for the players (and gamemaster)
  that the world of Earthdawn is a dangerous one.
  Adventure after adventure in which the characters
  succeed against any opponent they face only diminishes
  the feeling that Barsaive is a very dangerous place, one
  that is still far from safe. An occasional adventure in
  which the characters suffer losses of some sort, be it
  serious injury or death, helps to maintain the proper
  atmosphere of Barsaive as potentially lethal.
  As it is inevitable that one or more the
  characters will suffer some misfortune, try to work it
  into the story, and have it be a significant event. When
  this occurs, try to let it mean something more than that
  one of the players needs to make a new character. Don’t
  let the death (or other type of loss) of a character happen
  for no good reason. The characters in Earthdawn are
  heroes. If they are going to go down, let them go down
  heroically!
  
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