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Joerg

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Everything posted by Joerg

  1. Joerg

    Draconic Magic

    That's not how the real draconic mysticism worked, but how the short cuts of Isgangdrang and his cronies on the Third Council worked out. Mystics like Obduran and Ingolf did not participate in the channeling of draconic reveration. Obduran is the one draconic mystic from the early period who also embraced the Cult of Orlanth. That dual dedication brought him onto the Ring of Orlanthland when that was mainly comprised of traditionalist, anti-draconic priests of Orlanth. I am fairly certain that other mystics of his school did not identify with the Cult of Orlanth and went about their ascension (or at least preparations for that) on their own, without the new-fangled "Great Living Hero" munchkinnery the traditionalist Ring of Orlanthland had bestowed on Hardrad Hardslaughter after his strike against the Shadowlords, rather than making him their king. History of the Heortling Peoples names two more Great Living Heroes, Renvald Meldekbane (a traditionalist from the Hendriki kingdom, outside of the EWF) and Varankol the Mangler, first of the Tusk Riders, from within the EWF but not a draconic mystic in any way), leaders in the Machine Wars. I have the impression that the magical boost Isgangdrang, Lorenkargartan and probably the Dragon Sun too used was this kind of Great Living Hero worship, turned towards their ambition to become Great Dragons. The Dragon Sun Emperor may have been a conventional, non-short-cut draconic mystic. Dragonewts do take exception to magicians tapping their road network for magical power. Ths usually leads to a bunch of warrior newts dropping out of that road and wreaking havoc Anyone lingering near one of their nest cities may become prey for their hunting - like trolls, it doesn't seem like dragonewts have any ethical problems with hunting and eating sapients for food.
  2. Joerg

    Elmal?

    I sincerely hope that we are going to get a "Cults of Dragon Pass and Saird", as we have suffered from the Praxian (lack of) perspective for too long. Don't get me wrong, Cults of Prax is brilliant - for the Zola Fel valley in Prax. But it is of limited use describing Sartar. The Cult of Ernalda in RQ3 DeLuxe box was an attempt to get beyond the Praxian ghetto, and describe the Orlanthi. Only it was possible to read the cult without realizing that half of the people in Dragon Pass are members of this cult, and probably 95% of the population worship her.
  3. Joerg

    Backford 1626

    Do the Orlanthi in Heortland practice irrigation? The descriptions of the lack of rain bringing wind in "Ten Women Well Loved" and in the King of Sartar mention of the absence of Bingista the Good Wind during the Machine Wars suggest that they don't. Salt meadows on the other hand are a boon for herders. Herd beasts would drink from saline springs, too. Not to still their thirst, but to intake the minerals necessary for healthy hooves and horns. Do the Heortlanders use silty river water as source of their drinking water, or do they use clear springs or collected rain water? IMG the latter. Rain is anything but scarce in the region as long as Daga hasn't been released. I can accept "it is evil because it may alter its course without regards for a river bed, taking down steads or drowning herds." But that is basically what the Dragon Pass gazetteer had to say about the (essential) Chorms River south of Wilmskirk. Another entity presented as an evil alien which I felt was highly inappropriate for Orlanthi society and virtues. Orlanthi raiders and warriors respect crafty and powerful opponents, even if they will happily capture, kill or cripple them for fame or riches. Below Backford, the Syphon climbs a rather narrow valley up into the plateau. There are 10 miles between Backford and the Syphon estuary, and ten miles before it enters Stone Forest. That's a quite short, narrow band that "suffers" from saline water. Cities have been founded near a source of saline water, and have prospered from that resource. This might explain why Backford is fairly sizeable in 1621 (7k inhabitants - I would have given it less than 5k). It prospers thanks to the salty river, not in spite of it.
  4. Speaking from a potential author's point of view, what can be fed to you would be scenarios that don't have recurring antagonists, and that in the end have no consequence to the world except to your players, and whatever narrative you as a GM have to make out of that. Do you like your sandboxes with a current political situation (and possibly a year number attached), or would you prefer a rather imprecise temporal context? Would it be fine with you to place a scenario into the past of your gazetteer information, or is that a straitjacket, too? Creating a sandbox of inconsequential encounters is rather easy. Inconsequential as in it doesn't matter how the outcome is, the next scenario won't change from that. (Though, where does such an approach enable player agency?) Making previously encountered antagonists or helpers memorable and recurring characters would be the job of the GM. How would one present an antagonist who develops to your kind of sandbox? Give the antagonist a number of goals, perhaps each with a number of means to achieve those goals and possible setback options that may involve the player characters?
  5. Joerg

    Elmal?

    Thunderous, Adventurous and Rex? Yes. Same god, very different cults, although rather easy to progress in between. Like the prevalence of horse archers among the Templars. None in Prax or Balazar, plenty elsewhere. I was surprised to see Elmal mentioned for the Far Place. Shouldn't have been there. I regard the article in WF15 as wrong in that aspect. IMO there were differences among the Yelmalians. Harvar harbored dissidents who had fled from Vanntar, and it is possible that others who would subscribe to Vanntar's ways may have been troublesome. Monrogh's schism was brewing since 1540 or so, and when Tarkalor helped establish Monrogh in Vanntar about 70 years ago (give or take a few years) Monrogh also had a temple hierarchy to back him up. I had the information that the Tarshite-speaking tribes in Sartar worship Yelmalio rather than Elmal in the mid-nineties when I wrote the cattle-raid/dragonewt encounter scenario for Free INT, directly from Greg. Citing the Guide would have given this a bit more canonicity (p.152) than the wikia. The runes assigned in RQG are selected from a more reduced subset of runes than those in the Guide or HQG. There are differences. One difference is that in RQG, Yelmalio gets the Fire Rune, too, as no character has any elemental sub-runes like Cold or Light.
  6. Nothing, they are reprints of about 40 year old publications. Almost all information has been recycled into Glorantha products at some time. Mainly details, old concepts, or surprising ideas that weren't continued. The four earliest issues deal with the White Bear and Red Moon and Nomad Gods board games rather than roleplaying, and much of that went into the Corbett rules revision of the boardgames (with the Nomad God adaptation only published by Multisim as Les Dieux Nomades). The Sourcebook has inherited most of the setting info in the later issues. The notes from the Sartar Campaign have last been accumulated in Wyrm's Footprints. Most of the fiction snippets in the early issues already were reprinted in the RQ2 RuneQuest Companion.
  7. Joerg

    Elmal?

    Probably west of the Starfire ridges, through Volsaxi and Kitori lands. I expect the Runegate triaty to have been in place when Lismelder split the Malani tribe and entered the area west of the Starfire Ridges adjacent to the Upland Marsh (which may have been significantly smaller then). All evidence points against them having been Pure Horse People in the last two millennia (since the Silver Age), or against them leading a nomadic lifestyle at any point in that time. Nomadic horse herding may have been a viable alternative to sitting out the ravages of the Darkness in fortifications, but the Dawn Settlement list suggests that the two rider tribes of the Heortlings had sat the worst of the Darkness out in fortified villages like the rest of the Heortlings. I would give them a greater chance to be descendants of the Orgovaltes, who had Ulanin the Rider as their Hyaloring ancestor. Shorter migration distance southwards (possibly as horse archer mercenaries for Palangio's phalangites, moving into the possibly when the Orgovaltes tribe was discontinued shortly after the Gbaji Wars, possibly when the dragonfriends came to dominate the Council of Orlanthland, possibly as a reaction to the famine of 1042 and 1043, possibly fleeing from the Pelorians 1118 or so). If they are descended from the Orgovaltes, possibly as early as the second or third century of Time, as the Orgovaltes expanded and possibly replaced Garanvuli settlements. The Hendriki were formed from remnants of the Garanvuli, but at that time non-Garanvuli already had moved into the Marzeel valley and the Heortland plateau. There may well have been clans or minor tribes formerly of the Orgovaltes among the newly-founded Hendriki. Alternatively, they could have come in the wake of Palangio. Worshipping Elmal rather than Daysenerus, offering light horse auxilary to Palangio's hoplites. The Berennethtelli start with Elmal as one of their ancestral deities, and a similar assumption goes for the Orgovaltes. We don't know how exactly worship or dedication to a deity inside the pantheon worked in Vingkotling times. There would have been sacrifices of beasts and personal magic, but whether or how there was any cult structure is unknown. Ulanin ends up as a hero cult of Orlanth, much like Heort, but needn't have been anything like an initiate of Orlanth (like Heort wasn't either). The Orlanthi initiation pattern appears to start with the Heortlings, introduced by Hantrafal. Worship of divine ancestors (often just a few generations ago) and living heroes may have been the main religious activity of the Vingkotlings. The sacrifices may well have been received in person, much like a visiting king gets hosted in the manor/longhouse/whatever set aside for use of the tribe (or usually used as clan assembly). I don't expect much (if any) Yelmalio presence in Runegate, or the Colymar hinterland. Those who were inclined to follow Yelmalio would have left for Vanntar, to live the life of thanes rather than lowly carls or weaponthanes. Monrogh's offer of a basic income with tenants was a very strong honey trap, similar to the stipend that the early converts to Islam received under the first few Caliphs (all converts were expected to give military service while able-bodied, so this was more like a soldier's salary than a stipend, turning into a pension at old age).
  8. Joerg

    Draconic Magic

    Yes, that's the more poetic and less scientific name for this effect. Or draconic consciousness doesn't end at their skins or skulls, but extends outward, and may at any moment gather the material there up into its being. True dragons Dream Dragons and wyverns are a change to the material world, too. Activity by proxy, or by shedding - a dream dragon might be the spiritual equivalent to skin left behind by a snake or a lizard. That geographical dragon project may have contributed to this, but its effects would have been noticeable in barbarian Ralios, too.
  9. A duck hero, the middle of three brothers? Fond of counting down from ten?
  10. Joerg

    Backford 1626

    Calling a fighter who remains behind to stop a chaos foe while the rest rushes elsewhere evil has never been logical to me. The cult of Storm Bull at least should see it as a kindred spirit, taking care of the Chaos at its footprint despite the order to retreat sounds exactly like a Storm Bull would behave in such a situation. What difference does this make? IMO this is a blessing for the herders rather than a curse. The coastal flats with its salt meadows is prime estate to keep your beasts healthy, and the Syphon valley has the only salt meadows on the plateau. Heortling agriculture doesn't usually grow grain in annually flooded valley bottoms, but uses the lighter soil of gentle hill flanks. Esrolian or Dara Happan river bottom agriculture would suffer, but Heortling mixed farming and ranching only profits. "All rivers, come and rush towards Chaos!" "At it, sir!" Magasta is not a friend of the Orlanthi, so why should they care about disobedience to that distant and rapacious lord of their foes? So it is evil because it doesn't form the norm. In a culture that celebrates going against a norm It is evil because it is different. It is evil because it rebeled against an order. That's not congruent with Orlanthi values at all. If the Imarjans declared that behavior as evil, I wouldn't be upset, but this is the land of the spirit of freedom.
  11. Joerg

    Backford 1626

    A brackish river, really. The Choralinthor Bay receives one of the strongest rivers in the world, fed by the Sky River, and numerous lesser ones, making its water rather brackish. The water in the estuary fjords is quite likely potable. More importantly IMG, the Syphon is an active water, bulging above its bed like a jellyfish tentacle - which is what makes the fordable stretch at Backford rather special. It also holds one entry to/exit from the Fish Roads at Backford. The Syphon is a lonesome fighter against Chaos, much like his sister Sounders on the far side of the Storm Mountains.
  12. Joerg

    Draconic Magic

    For dragon magic to work, you need to have a field of draconic energy to work with IMG. A sleeping dragon or a bunch of advanced dragonewts in deep meditation leak enough such energies to allow some fantastic draconic effects. The dragonewt road plinths may be such a source, though tapping into any of these may alert dragonewts or sleeping dragons. You can have such a magical field from sufficiently draconized theist worship. That's how the EWF core lands operated, combining local human worship, local draconic stray energy and also "magical tribute" in Peloria and Ralios to create a highly magical field in which life became more draconic, as described in Middle Sea Empire. There are ways to finance draconic magic with rune points or their equivalent (e.g. bachelor newtlings who survived their indenture with dragonewts who may receive dragonewt effects as their rewards). These rewards should be multiplied (or cost diminished) when applied in a strong draconic environment.
  13. Dryads are nymphs, genii loci who require a certain amount of ambient life force to thrive. In case of a dryad, this means a grove, trees and lesser plants whose spirits support the dryad. You might use something like wyter-support to determine the environmental power of a dryad, with beast and plant worshipers counted in.
  14. Joerg

    Backford 1626

    If Backford is the only crossing of the Syphon above the Mirrorsea Bay, then Heortland would effecively be split into two parts without any overland connection. Scorpionmen - even the barely sentient ones - are terrible opponents in terrain where they can use the vertical for their advantage. At least IMG the scorpionfolk can run up vertical walls, and fight hanging or falling down from ceilings. Does Gagix have Krarshti allies? In that case, expect there to be Krarshti tunnels connecting the conquered area with the Print.
  15. Then how do you like the companion volume The Eleven Lights which has some pre-determined timeline events, like the coming of the Crimson Bat or the Windstop? That makes it pretty impossible to provide you with a campaign other than a sandbox that only changes through player character intervention. How can you publish a scenario that is dependent on some bits in the previous scenario if those bits are likely not to occur in the open-ended resolution? After two or three previous scenarios, you might have to address opponents as "worst suriviving antagonist of the previous scenarios", risking that no antagonist survived the interaction with the player characters. And that's bad because... ? Easy peasy - take the Lunar Coders from Strangers in Prax and hand them to your players. Oh, you mean playing in the Lunar Empire? Or in a real Sartarite tribe, as opposed to the tribes that don't belong to any city confederation? Not even the Red Cow campaign touches anything that goes on in Jonstown. Sure, there are plenty of things to happen in that village. When I asked "why the Colymar again", I was told that playing with the Colymar reduces the amount of interaction to a level where an introductory campaign can provide the info that the GM is likely to need. I am (almost) holding my breath for how the Jonstown confederation is going to be presented in the starter set. The problem here is that that setting is complex, and requires a lot of preparation by the GM to be represented adequately. The Gloranthan community has struggled with the task of providing background material that can be picked up by a GM without a degree in Gloranthan exegesis from a bunch of official and fan publications and then be given to the players who have even less of an idea what goes on in the Lunar Empire. Yes, I think that playing a team of Dart Competitors in a struggle between Lunar houses would be fun, could have epic magical interactions and lots of heroquesting. The problem is that I don't have enough information to run something like that without doing a deep study of the info we have on the Lunars. You don't want the players to start as agents for the leading houses. Except maybe house Assiday, now that it has sunk a fortune into the New Lunar Temple that served as hors d'œuvre for the Brown Dragon. Playing an agent for the Eel-Ariash might be frustrating in light of having to compete with Jar-eel, or just running errands for her. Playing a White Moonie campaign might be interesting, but is effectively another underdog vs. overpowering opposition in a pre-determined outcome setting. You could grab the old RQ3 Monster Colliseum supplement, place it in a major Lunar city (Mirin's Cross has seen quite a bit of description), and start a Spartakus (TV series) pastiche there, with the slave rebellion only as an unlikely option and entering the local nobility as dart competitor the more likely sequel. You can leave your players (and indeed the GM) in the dark about the greater plans of the masters of the house and just generate one black ops after another, with some defense against hostile black ops interspersed. Voila, Shadowrun Glorantha with the Lunar Empire as a setting. The trolls are a kind of opposition, and they are on the horizon. Probably in a Sartarite context again, I guess, at least for the "humans in troll regions" book. Presenting this elder race is less work than presenting even a single Lunar city with all the factions taking an interest there. While my games didn't advance enough to have Lunar player characters in the Orlanthi parties, Lunar backstabbing went hand in hand with Orlanthi backstabbing in those games. If you have your idea of a Lunar setting, why don't you write up some of your experiences in a RQG or HQG context and prepare that for the Jonstown Compendium? You'll find people to aid you with some of the work.
  16. It works all the way better when I do it. After all, Germans are known to lack a sense of humor.
  17. Taking a look at Revealed Mythologies, I stumbled over the first appearance of Ignorance in Vithelan context as a power wielded by Martalak the Sorcerer Sheradpara, p.73. One amusing tidbit here is that Martalak released the power of Ignorance as a naked bird flying towards Vith. (Amusing to me, that is, with me looking into the possible connections between the Ratite Empire and the Kingdom of Ignorance.) The Guide names Sekever (the antigod leader for Kralorela, Teshnos, and possibly Vormain) the Black Sun (p.476). It does so in the history section of the East Isles, though - not the place you would naturally look for information on the Kingdom of Ignorance. So, is Basko identical to Sekever? Is one of them chaotic?
  18. It almost worked out like that conversation by TV, didn't it?
  19. Who is supposed to get such references
  20. While I played a bit in the neighbrhood of Wilmskirk, I never got around to developing the city itself beyond a couple of kinsmen for my party's rural PCs, and an attempt at writing a short novel about an urban Sartarite from Wilmskirk. Still, here's what I expect to find in less common temples: One thing I expect to find in Wilmskirk is a small Aeolian "ghetto", or at least a place where Aeolian immigrants following the call of Wilms worship. Wilmskirk was the first crafting center in Sartar, and may still be famous for the workmanship of its artisans and crafters. (Jonstown has its library, Duck Point has its river port, and Svenstown has the Praxian trade.) When Sartar founded the place, the next city down the road was Smithstone, a similar crafting center in the southern part of Volsaxar. The road then parted towards Karse (then a defunct overseas port which mainly lived off its fishing and boat-building for the coastal folk, thanks to its forested hinterland) and Jansholm on the north end of the Heortland royal highway. Karse still was a logical port for western goods carried over the Mirrorsea Bay from Rhigos, but Jansholm was as well positioned for this kind of small cargo ship. The Quivini tribes had no such urban center - Clearwine and Runegate were what went for metropole regions in those days. There were established caravan trails, but no real roads. Hardly anybody traded with the ducks for anything but vegetables. Wilmskirk sits atop the junction of both southward trade routes - the Volsaxi caravan route from Smithstone, and the extension of the River route between Duck Point and Nochet (in the time of Sartar a city just recovering from five centuries of absence of international trade - effectively, Nochet was an oversized version of a library and hospital town and a major earth temple with a wildly overgrown burial field slowly conquering formerly inhabited areas when Bruvala of House Norinel came to power.) This means that it has a very central role for the Issaries cult. It also served as the poster city for the other Quivini tribes - look how easily the Balmyr, Sambari, Locaem and Kultain could access crafted goods of higher quality than your clan or even tribal crafters could produce. Some of those through trade, but a lot more from Wilmskirk artisans who followed Wilm's call in Kethaela to seek new opportunities in this fortified outpost in the Kerofinelan wilds. In a way, Wilmskirk was to Dragon Pass what Hedeby was to Viking Scandinavia. And Hedeby made its king rich with all the Scandinavian demand for the products of its craftfolk. If you wanted glass or metal objects for prices that didn't have 20 road tolls calculated in, Hedeby was the place to go. And going via Hedaby to the North Sea you could even avoid the Øresund tribute of the Lodbrok dynasty by staying west of Sealand without braving the deadly west coast of Juteland which had few safe harbors to weather a storm, and lots of shipwrecks to underline the danger. Wilmskirk brought all those urban goodies right into Quiviniland. Maybe it didn't attract the best craft masters from Heortland or Esrolia, but if one was the second or third best master of a craft in his Kethaelan home city, one could become the unrivaled master in Wilmskirk, with a generous start (housing, a plot of land in the city) provided. (Only to realize upon arrival that the runners-up from other cities may have had the same idea, and that while there was no established master of the masters here, there were quite a few people with a chance for that claim.) The later cities of Sartar may have bled away some of these crafters, but by that time locally taught artisans could move into those workshops, keeping the local productivity up. Having a first selection at more exotic material from the south to work with ensured another advantage over artisans in other Sartarite cities. Swenstown might exceed Wilmskirk's reputation in leather working and horn crafting (e.g. combs and superior looms) due to superior access to Praxian materials, and Jonstown might have the advantage in crafts that can profit from the library, but Wilmskirk has the temple to Wilms, patron of the craftsfolk in Sartar. I expect there to be temples to Gustbran and Minlister with sufficient attendance to work as a permanent temple, and a loom temple. There will be a Humakti hiring hall for caravan guards, and probably a Yelmalian one for horse archers in that role, too. There will be a temple to the sun horse with shrines for Redalda and her husband and the animal healer aspect of Ernalda. Orlanth is bound to have a city temple with shrines to his crafter heroes or subcults (especially Orstan the Carpenter), even if there may be a sacred hill outside of the city for confederation-wide services. There is bound to be a sciptorium of Lhankor Mhy, though probably not any significant library. Possibly a satellite of the Derensev Great Library to the south. The river gods might find some worship in the propitiary shrine to Chorms. The Lunar occupation will have brought a Seven Mothers Temple, but it isn't clear whether that could have survived. The Wilmskirk mayor sat on Kallyr's Sartar High Council in the Flesh Man role in 1613, which indicates at least some disagreement with the effects of the Lunar occupation here. The dissolution of the Kultain in 1619 will have affected the land ownership inside the city. I expect the Lunars to have confiscated all Kultain claims to land inside the city. The Firebull rebellion among the Sambari may have had similar consequences, leaving maybe a quarter of the land within the city without any resident of the city who had a title to it, and the tenants who rented those houses from the new Lunar owners in a weird situation. I suppose that the Lunar confiscations were confiscated by the Mayor, for the city, but that may have stirred the avarice of the three tribal kings remaining on the city ring, and that of the guilds.
  21. But do you appreciate to have antagonists and powerful NPC protagonists with plans, including plans already set into action or preparation, and their agendas? That's how I usually design my GMin, and how i try to present antagonists or encounters in scenarios for publication. I have a good idea about the antagonists' motivation, means, and activities up to that point, and then have them act out that way. Presenting a campaign is easiest by outlining the most likely course of events as the "official" timeline. As the author of a scenario or campaign, you can offer advice for alternate outcomes, and possibly alternative entry conditions for the next scenario in the campaign that help deal with unexpected outcomes. The Sartar Rising campaign booklets presented not so much concrete events (although the Battle of Iceland is one such), but it presented potential allies/rivals on the Sartarite side and a selection of antagonists on the Lunar side to give the narrator an idea how she could use these individuals and bands to drive the narrative forward. The Adventure Book with the GM screen and the Smoking Ruins focus on Queen Leika both as a patron and as an antagonist. From what Jeff and Robin had to say about the upcoming Pavis books, the PCs will get to interact with other veterans of Argrath's exploits (both recent ones since Pennel and the Circumnavigation on the side of Harrek) as potential allies or rivals, and the same with "native" leaders of Pavis (including uz and Praxians) Do you prefer a game where the Lunar Empire and its minions act randomly, without a greater plan? There is nothing to stop your GM (or you in that role) to ignore or alter the campaign outline and parts of a scenario. Unless the author of a scenario puts the railroading to an extreme, there are bound to be parts of any published scenario that remain unplayed in a single run-through, and quite possibly some even after several run-throughs if your GM runs the scenario for other groups, too (e.g. at conventions or game clubs). What Kallyr loses is her life, not the battle. Admittedly, it took extra effort of Leika to contain the damage done by the Lunar assassins/magicians to their Prince, but the hastily assembled Sartarite host does succeed in stopping the Tarshite regulars and Lunar magicians, dealing enough damage to the Lunars that they sit back for a couple of seasons, and take a different approach for their next attempt at invasion. Can you save Kallyr's life (e.g. through Divine Intervention)? Not impossible. King of Sartar allows for such an alternative timeline, seeing Kallyr go down against Harrek. If the Sartar campaign is modeled on King of Sartar, I suppose it will allow for ways to return to the main timeline. Argrath of Pavis can still gather the Aldachuri to his cause, marry the Feathered Horse Queen, and attend or even perform the re-lighting of the Flame of Sartar with Kallyr as Prince of Sartar. It is possible that you will have to re-write some of the "fluff text" and maybe postpone a scenario that relies on Kallyr having been killed irrecoverably. The way I approach published scenarios, they are a suggestion to the GM to be used or altered as she sees fit for her game. No planned scenario survives the first contact with the enemy (the player characters) unscathed. The Battle skill determines how your characters fare during the battle, not how your commanders fare during the battle, or how well the enemy commanders perform, or react to your activities. That's a weirdly defeatist attitude. What kind of publication do you want from Chaosium, then? Classical Dungeons? Unrelated problems to be solved by a wandering group of unaligned mercenaries? Tables to roll up encounters rather than a narrative?
  22. Only the dragonewt species is a larval stage of True Dragonhood when it doesn't fall prey to entanglements that lead to magisaurs or dinosaurism. A dragonewt is by definition a transitional stage between egg and True Dragon. The dinosaur reference in the Guide is in the Dragons section rather than in the Dragonewts section. That section mentions successfully ascended dragonewts that participated in Godtime as True Dragons, like Genert's ally "All Eyes Open Except One" who had been born a dragonewt. The wyverns are a devolved expression of the draconic dream that has become a regular specis of the setting. It is possible that dream dragons like the one in the Colymar Adverntures book in the GM Screen package are capable of producing corporeal offspring, too. It isn't clear how, but the Second Council of the Theyalans did create the species of wyverns which are fairly similar in size and mental capacities to the dream dragons I have seen.
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