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Vol. 3 DRAGON LORE The Dragon Elves Author Kevin Buntin Cover Artwork Tom Tullis Play Testing Kevin Buntin, David Hellard, William Herron, Chris Lensch, Mike Romano, Walt Smith, Chris Stephens, Kevin Stephens, Russ Temple, Kathleen Tullis, Gary Wegley Open Game Content & Copyright Information Reproduction of non-Open Game Content contained in this book by any means is prohibited without the written permission of the publisher. This book contains Open Game Content (see pages 12-13 for licenses). All item statis- tics and are considered Open Game Content. All other content such as stories, drawings and paintings are copyright- ed by the artist or Fat Dragon Games (see page 13 for copyright info). The ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20. Requires the use of the Dungeons & Dragons Player’s Handbook, Third Edition, published by Wizards of the Coast, Inc. FAT DRAGON GAMES Making Fantasy Fantastic www.fatdragongames.com

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Vol.3

DRAGON LOREThe Dragon Elves

AuthorKevin Buntin

Cover ArtworkTom Tullis

Play TestingKevin Buntin, David Hellard, William Herron, Chris Lensch, Mike Romano,

Walt Smith, Chris Stephens, Kevin Stephens, Russ Temple, Kathleen Tullis, Gary Wegley

Open Game Content & Copyright InformationReproduction of non-Open Game Content contained in this book by any means is prohibited without the written

permission of the publisher. This book contains Open Game Content (see pages 12-13 for licenses). All item statis-tics and are considered Open Game Content. All other content such as stories, drawings and paintings are copyright-ed by the artist or Fat Dragon Games (see page 13 for copyright info). The ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version

6.0. A copy of this License can be found at www.wizards.com/d20.

Requires the use of the Dungeons & Dragons Player’s Handbook,

Third Edition, published by Wizards of the Coast, Inc.

FAT DRAGON GAMESMaking Fantasy Fantastic

www.fatdragongames.com

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About Us

The Fat Dragon Games crew has a combined 200 years of gaming ex-perience. All of us have been avid D&D players for a quarter century and now we are bringing that ex-perience to the PDF industry. You now hold our latest endeavour, Dragon Lore. We have made ev-ery attempt to make this series the benchmark for quality PDFs with full color art and book quality de-signs, alternate text-only versions for ease of printing and some of the most creative writing in the field. We want this to be the new standard for d20 PDFs and hope you’ll continue to support us for years to come. We love hearing from our customers and review every comment we get. Thank you for including us in your gaming library.

About the Author Kevin Buntin currently resides within the wilds of Troy, Ohio, with his beautiful wife, brilliant stepdaughter, and one very ec-centric cat. Art has always been a part of his life, literally. If he wasn’t drawing or sculpting, Kevin could be found exploring

the out doors, all the while creat-ing his own worlds of magic and adventure in his mind. Model-ing mummies and Frankenstein monsters out of Plasticine clay since elementary school. His love of fantasy has grown into a full time business creating fantastic fantasy sculptures and writing for RPG companies. His amazing works of art can be viewed at: www.kevinbuntin.com

Introduction

Are you bored with the usual fantasy races? Does being an elf no longer hold the same interest and wonder it once did? Well fear not hearty adventurer, Dragon Lore comes to the rescue. With our new fantasy race books, we spice up the tired old standbys. We have commissioned some of the best fantasy writing in the business to offer you new looks at your old favorites. We present you with a fully developed history and racial background for each subject and complete d20 game stats. These extensive historical backgrounds also serve as a framework for game masters to create campaigns from.

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Of the various and exotic sub-spe-cies of the race collectively known as “Elves”, the most unusual, by far, are the people known simply as the Draconic Elves. The Draconic Elves also posses many of the abilities and characteristics of many other previ-ously cataloged dragon related sub-species, however, despite the fact that there appears to be no difference be-tween the Draconic Elves and many of the other groups, it is undeniable that they are indeed quite differ-ent in many respects from all other dragon descended races. Primarily this is due to the fact that they have become a proper species due to the fact that there was an actual cohabi-tation with the dragons themselves, for they came to these specific Elven Houses as Elves themselves, their lines and their blood intermingling- this act even changing those first elves with whom the dragons sired their children upon. The end result of this union of body and spirit between these ancient Elven Houses and the various dragons was the evolution of not just a new species of Elf but also a new and cohesive society which bore this marked characteristic of the profound genetic and spiritual connection the Elves now bore with their Draconic ancestor(s), and this has proved to be far stronger than any of other Draconic classes and/or races.

The Draconic Elves are rather rare- the first of these people having de-scended from one of seven original Elven Houses. Although initially, the very first of the Draconic Elves were descended from only one El-ven House (who were but one fam-ily among many others belonging originally to an ancient Elven Na-tion, collectively known today only as the Eleven Elven Clans) they now consist of seven distinct Houses, de-scended from one of each of five dif-ferent dragon species. This original Draconic Elven family is known still today, and they are the Galanodels of the great

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ingly unconsciously. Thus, many are of a lawful nature, but some few have been known to be a bit freer of spirit and thus lean towards a bit more chaotic nature. Yet all mem-bers of the Draconic Elves eventual-ly achieve in some part their peoples promise and goal to prepare for the predicted return of Ddraig Dubh and the great battle that shall result. The promise is simple: to defeat him and thus avenge all those who were laid low by the demon and to save the world from his domination.

The Draconic Elves, though rare and exotic in a wider more worldly sense, are the most metropolitan of all the elves. They trade with, and welcome the company of, nearly all other intelligent non-Elven species, even keeping their minds open to such folk as half-orcs- that is, until they are given cause to feel other-wise. They also openly welcome all other Elven species among their folk and are largely accepted in turn by a majority of them, due to their pas-sion and natural ability with magic and due to their close connection to nature and the wilderness. Indeed, it is the norm for those strong with the blood of the Draconic Elves to be sorcerers or to actively pursue the formalized study of magic, thus becoming learned wizards. And of-ten times a Draconic Elf is both a

sorcerer and a wizard. Magic comes even more naturally to Draconic Elves than it does to other Elven rac-es. And, unlike other species that de-scended from dragon mixed blood- i.e. humans, dwarves, kobolds, etc. - they seem to have combined, quite gracefully, their own supernaturally beautiful Elven qualities along with that of the Dragons, achieving a more sublime overall quality, which lends them a much more snakelike and sleek serpentine appearance. This can, at times, make them ap-pear to some to be more diabolic in origin, and they have been likened even to the Tiefling folk by some- and treated with the same fear and distrust that is accorded to the Tief-ling folk. This serpent-like quality is often enhanced when the Elf is a sorcerer (and/or wizard) who has taken on a familiar, for it most fre-quently is a snake, and legends even speak of Draconic Elven heroes who had taken on young dragons as their familiars. Indeed, the overall physi-cal presence of the Draconic Elf is thought of by other Elven and non-Elven races to be either a beauty that is irresistibly hypnotic or alien and so otherworldly as to be unsettling and intimidating. This dichotomy is one of the species short comings when it comes to other species and people: either they are enthralled or they are fearful and distrustful

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Draconic Fiber Armor

Some dragon elf craftsmen are able to create intricate suits of armor entirely from organic plant mate-rial. These suits of armor are very popular with sorcerers and other spellcasters due to their almost to-tal lack of metal components. This armor is created much like modern day composites. First, a wooden mold is created in the shape of each piece. Over this is applied a mixture of shredded plant fiber and larger leaves in thin layers. Between each layer a wood resin made from vari-ous tree and root materials is ap-plied. Once the desired thickness for the particular piece is achieved, the mixture is cured and allowed to harden. When dry, the piece is re-moved from the mold and can then be polished. The finished piece is extremely hard and has a very slight flex to it so as not to be brit-tle. The finished armor can have a number of appearances. Depend-ing on what types of plant material were utilized for construction, the armors can come in green, brown, tan, gray of a mix of any or all of the above. There is also no reason that a dye couldn’t be added dur-ing construction to permanently tint the pieces a whole range of colors.

Fiber armor pieces that are dam-aged cannot be repaired, they must be replaced with a new piece. This must be done either utilizing the original molds to ensure a prop-er fit or a custom mold must be made by an experienced dragon elf smith. Repairs usually run ap-proximately 50 gp for a minor one and up to 300 gp for a major re-placement.

While the armor employs very lit-tle metal, there is still enough that there is a 3% chance of spell fail-ure for spellcasters.

A skilled smith trained in the for-mulas to create the special resin can create a suit of armor in about a month. Much of this time is spent waiting for the pieces to cure and the resin to harden.