Dragonbond Valerna An Introduction
Dragonbond Valerna An Introduction
Dragonbond Valerna An Introduction
An Introduction
OPERATIONS
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Pamela Forzán, William Burgos
Product Services: Alejandro Reyes Varela, Luis Miguel
Arroyuelo, Raúl Díaz, Ana de la Torre, Mitzi Díaz
Valerna, the largest continent on Rhaava, is contested by its greatest realms. From their high
towers, the half-elves of Allaria command legions of highly trained Oathguard to do their bid-
ding, the ground shaking beneath their steel-shod boots. From Tyveria, the vampiric maghyri
control hordes of warriors with the power of blood magic. In the wilds, the bestial forces of the
Nahuac Coalition fight with nature itself on their side. From the frozen north, pious Ysvalian
knights bring the power of their Light to an ever darker world. Across several kingdoms, hu-
mans, elves, dwarves, gnomes, halflings, orcs, beasts and monsters make war upon their rivals.
Sorcerers bombard their foes with pyrotechnic cavalcades, sky-ships rain fire upon foot soldiers,
and giants hurl rocks against besieged fortifications. From the fey realm of the Fell, capricious
creatures mock the petty struggles of mortals, while in the eternal dark of the Hollowdepths lurk
noisome, dangerous things, awaiting their chance to claim the world for their own.
And then, once every twenty-seven years, the Red Moon rises, and the dragons descend upon the
world of mortals…
In the face of the draconic threat, the squabbles of mortals are nothing. Only the mightiest
heroes can stand against them. And those heroes, when circumstances are right, can win the re-
spect of their dragon adversaries like no other. When this happens, the two become as one—dual
beings, known as Dragonbonded.
The Dragonbonded are needed now more than ever. For a dark power awakens—a power
that poses the ultimate threat to mortal and dragon alike. The Null, the antithesis of Vaala,
seeps into the world. Where once it was sealed away by the mightiest champions of
Valerna, now the seals are breaking. If the Null bleeds into the domain of mortals, all
magic, all potential, will be gone forever—washed away, leaving only infinite emptiness
and stagnation.
Into this world, you must carve your own legacy. Whether for Rhaava or for the Red Moon
Drakha, you must answer the call.
Your story begins here—if you have the Dream, the Source, and the Will to write it…
T
he world of Rhaava is a mighty, primal world, the THE AGE OF PROTOGONS
creation of which dates back only a few millennia. Rhaava was at first populated only by powerful immortals,
Born not by the hands of gods but by the very and the first among these were the Protogons. These
manifestation of Vaala, it is a world in constant motion, colossal beings of immeasurable power bestrode the world
where empires rise and fall as part of the natural order, with neither design nor desire. Vaala had given them
where destruction makes way for regrowth, and where sentience, and they knew only that they were the force that
magic is a way of life. would set things in motion and that that motion would
give birth to something new. Where the mighty Protogons
trod, new life would form from the fabric of reality while
Vaala
lesser things shriveled and died. The very presence of a
Protogon created change in the world. This was their
nature, to embody the will of Vaala.
Vaala is a primal force that exists within all things,
its strands connecting everything from stardust to Some Protogons had a greater sense of self than others
seedlings, from the tiniest insect to the mightiest and even gave themselves names. Kadmos, the Primordial
dragon. It is a force of change and perpetual motion, Dragon, was among these. Kadmos questioned the
an energy that some might call magic but that the Unwritten Rule—the only rule of existence—that the
very wise would call potential. Vaala cannot be Protogons must not create others like themselves. After
destroyed, but it can be transformed through all, if the very essence of Vaala is change, momentum, and
action, the ebb and flow of Vaala shifting with potential, surely bringing more Protogons into the world
every conscious deed. The more extreme the could only create greater potential. Unique amongst their
action, the greater the transformation, but there kind, Kadmos examined their own existence and began to
always must be change. desire more.
Vaala has three aspects. These are the three paths
to truth, for those with eyes to see:
Fai, the Dream, which holds imagination and
creativity.
K’aab, the Source, which guides life and death.
Id, the Will, which begets power and transformation.
The people of Valerna instinctively know how to
manipulate Vaala in subtle ways through these
aspects, yet the very wise might harness its power to
instigate growth, renewal, or destruction. Through
their embodiment of the aspects of Vaala, a sorcerer
might wield powers terrible to behold. And yet
no such magic is considered good or evil; magic is
simply the acceleration of inevitable change.
As surely as the cosmos must remain in motion,
all things must change.
It is a diverse land of magic and wonder, war and hardship, and adventure and treachery. The greatest
civilizations of the known world exist here, powerful realms formed from coalitions of long-forgotten
tribes or rising from the ruins of their forebears. The story of Valerna is built upon the deeds of great
heroes, and that story is still being woven. For in this land, the Dragonbonded first rose, and it is they
who dictate the course of history to this day.
T
he Dragon Kingdom of Allaria is one of the controlled the kingdom ever since. By restricting rule
mightiest realms in Valerna, ruled by an ancestral to the allai, both the Ellari Kingdoms and the human
dynasty of half-elven kings that base their power warlords were held at bay, and Allaria grew stronger than
on a rigid system of laws, castes, and hierarchies. It both.
is a marvelous realm of dualities, of artistry and rigid
discipline. The realm contains the greatest spellcasters, When the old Ellari Kingdoms were destroyed by a
artists, and inventors of Valerna, with a culture built upon terrible magical cataclysm known as the Dreambleed,
the assumption that half-elves, called the allai (honor many of the ellari (silver elves) sought refuge in Allaria.
elves), are wiser than either elves or humans and are, The elves were increasingly discriminated against in their
therefore, uniquely suited to rule. Only recently have new home, becoming second-class citizens beneath the
Allarians begun to challenge this dogma, leading to an human and half-elf populace and still further beneath
ongoing, and sometimes violent, overhaul of their society. the imperious gaze of the ruling houses. Recently, the
newly crowned Dragon Queen Elyse has overturned the
The kingdom was born from an alliance between human old laws, granting equal rights to all citizens of Allaria,
states and the Ellari Kingdoms of the Westerlands. regardless of heritage. But old habits and festering
Tradition records that they joined forces to defeat a enmities die hard. Despite the many social changes of
legendary hydra, now immortalized on the Allarian coat Qan Elyse’s reign, Allaria remains a proud realm, with
of arms. After the alliance, the greatest of the human ancestral institutions and deeply ingrained traditions that
hunters married ellari king, begetting the first half- are not easily challenged. Its half-elves still behave like
elven line. The elves and humans who have followed noble elites, and its recently freed castes struggle to find
in their footsteps gave birth to the first generations of their place in a changing structure.
honor elves, making up Allaria’s ruling class, who have
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A
t the center of Valerna lies the Blood Empire of eponymous empire outlasted her, it was weakened over
Tyveria. As corrupt as it is powerful, Tyveria is the subsequent centuries thanks to the petty ambition
the continent’s political, cultural, and military and corruption of her successors. Despite its size
core, and the only rival to Allaria for dominance and potential, it was only after centuries of stagnant,
over the other realms. Ruled over by the haughty, decadent despotism that the realm rose to its current
enigmatic maghyri, blood sorcerers with the vampiric glory when Adrael, a distant descendant of Tyveris,
ability to consume and manipulate the blood of other swept away the power held by the petty warlords and
creatures, Tyveria is a conflicted empire of the greatest became Blood Emperor, turning the empire into a
individual freedoms and the cruelest tyrannies. As the single force under his absolute control.
great maghyr houses rule the empire, their ennobled
enforcers, the vampyri, control the majority human Tyveria’s rise to dominance under Adrael’s rule
populace. Tyverians are famed for their ruthlessness, has been awe-inspiring, as rivals fell into line and
their thirst for power, and their disregard for what other swore fealty to him, and the self-indulgence of the
peoples know as tact or diplomacy. Tyverian nobility was reforged into steely purpose.
Nevertheless, the Blood Emperor’s reforms have also
The Blood Empire was founded in the aftermath of bred enmity and resentment, and many would like to
war, when the great blood sorceress Tyveris gathered see Adrael’s reign fail.
orc, human, and halfling tribes scattered throughout
the land and forged them into an empire through
strength, guile, and force of will. Though Tyveris’s
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Blood Husks
Blood Husks are much-feared creatures, not for any particular power they might wield but for the sheer affront
they represent to Vaala. They are neither alive nor dead, instead existing in a state of undeath: never changing,
never thinking, merely existing to feed on the living.
A shameful secret of Tyveria, blood husks are born when a vampyr or blood sorcerer
drains too much blood from a donor, leaving the victim in a diseased, incurable,
subhuman state. Their skin shrivels and grays, their face becoming a skull-like grimace,
and their hands become gnarled and claw-like. The blood husk’s lack of blood instills in
them an insatiable thirst, which cannot be sated, no matter how many victims they feed
upon. A blood husk will attack any living creature to drink its blood and
eat its flesh, to seek a fleeting respite to its unending thirst. They attack
with abandon, for they feel no pain, shed barely a drop of blood, and can
withstand wounds that would kill a mortal ten times over.
When a blood husk deteriorates further still, they almost become walking
skeletons, known commonly as “blood leeches,” due
to the reddish hue their desiccated flesh adopts. These
creatures are highly prized by blood sorcerers, for their
complete lack of will makes them as easy to control as
servants or foot soldiers.
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T
he oldest realm of Valerna, Nahuac is a vast Nahuac is a land rich in diversity, with hills, mountains,
coalition of free states, finding commonality thick forests, misty jungles, plains, roaring rivers, and
in their deep respect for nature, life, and arid deserts, all harboring a staggering array of life. Its
death. The Náhuinn people believe in upholding their northern border is marked by the Snaking Sea—the
proud traditions, and they observe a philosophy of largest ocean strait in Valerna. The people of Nahuac
cooperation, working in harmony with each other and sustain themselves by hunting, foraging, fishing, and
the forces of nature that surround them. farming but never take from the land more than it
can afford to give. Even Nahuac’s cities are carefully
The humans of Nahuac are the oldest lineage in constructed to be one with the land, growing almost
existence, tracing their forebears directly from the organically out of the hills and jungles, their stepped
ancient Altanesi Empire. For this reason, the Náhuinn pyramids rising majestically above lush gardens and
refer to themselves as Ándaidd (the First Free Ones). winding rivers. The Náhuinn thrive through careful
Indeed, Nahuac has survived two great ages of history study of nature and a common philosophy based
and four major wars with its structures and institutions on respect for the land and the magic inherent in all
all but intact, and its people look to the past for lessons things, living and nonliving. Despite its relative lack of
on how to face the future. industrial and economic development, Nahuac is one of
the most powerful and prosperous nations in Valerna,
with a simple yet unshakable culture and enviable
magical and military might.
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Fai Goblins
The most common fey in the Fell Courts, Fai
goblins are small, winged humanoids with manes
of abundant hair. Mischievous and cunning, Fai
goblins love nothing more than to scout the forest
hills, looking for unsuspecting travelers to take
back to their court. Despite their diminutive
stature, their keen intellect and capricious
natures make them more than a match for
most cumbersome mortals. Many a wanderer
has underestimated the Fai goblins only to find
themselves entranced, cursed to wander the Fell
Courts for the rest of their days.
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hardy, pious community, the Holy Alliance of been underestimated and, as a result, has stolen victory
Ysval is a light in the darkness of the snow-swept from several enemies, even Tyveria itself. The Ysvalians
north. But this strong-hearted community would say that they win because they fight for their
had the darkest of beginnings. The youngest realm of people, for their homes and families, and most of all,
Valerna, Ysval was formed only a few decades after the they fight with faith in the Galadyan Light.
First Null War, when the defeated acolytes of the Null
took refuge in the northern wilds. Their broken forces Ysval would not have prospered so were it not for
repented their dark ways, turning to worshipping the its alliance with the Hmyr giants and the púka
Light, finding renewed purpose in the frozen tundra halflings. Púka in particular complement the humans’
and dark forests. determination and industriousness with their skilled
craftsmanship, good humor, and legendary culinary
The Holy Alliance is organized into dukedoms, of skills. Through a sense of community and hard work,
which Ysval is the first and the most important, but the Ysvalian settlers forged alliances that would slowly
they all share roughly the same power, authority, and transform harsh tundra into fertile farmlands—in fact,
rights. Ysval remains a small realm of scattered rural the richest soil in Valerna—and the bleak northern
settlements and rough-hewn watchtowers, but the nights into townships full of light and warmth. It is not
people are spirited and stalwart in their resistance without cause that the people of Ysval see themselves as
against Tyverian annexation. It is the least powerful of a light in the darkness, a warm fire in the freezing night,
Valernian realms, though its military has repeatedly and a helping hand in a lonely, unforgiving world.
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Using their power of zoethurgy, the sikari cut themselves The sky dwarves hail from the Jeweled Desert, the name
off from the Fai, thus escaping the ignominious fate of which derives from the bizarre formations of floating
of their kin, the ellari. As a culture, Sikarians are gems that hover there majestically, defying gravity. The
curious, inquisitive, and… confrontational. They largest of these are nwoda birthstones, or una’jawahm,
embrace clashing ideas and aesthetics, accept unusual floating fortresses of vast size. Beneath the birthstones,
experiences, and challenge preconceptions. Their the desert springs to life, forming huge oases and verdant
openness to new ideas and states of being makes them at plains stretching for leagues in all directions. Within this
times hedonistic and reckless, and as a result, their realm lush circle, great “shield-cities” have risen under a powerful
is a wonder to behold, a place where the only limit to alliance of humans, dwarves, elves, sphinxes, and the
creation is the boundless imagination of the elves. mysterious Shaba Watu. Calling themselves the Shield
Clans of Enkhara, they are a protectorate, sworn to bring
their ideals of order to the lawlessness of the desert.
THE SCOURGE TRIUMVIRATE
When the world still gasped for breath and the trees
stopped walking, rooting themselves to the land, the boaab
snakefolk, the first people, roamed Valerna. Admirers and
worshippers of dragons, the boaab paid fealty to the great
wyrms of Drakha. Then came other peoples, children
compared to the boaab. Among them were the humans,
with their endless ambition and shifting purpose, and
the world was forever changed, plunged into the chaos
known today.
Deposed from their position of power by the greedy
humans, the boaab retreated to the Citadel Uur, the first
and greatest fortress-city of Valerna, to live by the old
true ways. They built three other citadels, and persisted
there in isolation. Their culture thrived, and their lands
expanded. Soon the obakkar orcs and the mysterious djaat
rallied to the boaab, forming what is now known as the
Scourge Triumvirate in the region of Sabaar, an ancient
Bakkai word meaning “scouring flame.” Now, bound
by a centuries-old alliance, the Scourge is ready to take
vengeance upon the world of humans and reclaim their
rightful place as rulers of Valerna.
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F
ar below Valerna extends an underground realm, THE ENDLESS CAVES
filled with dark continents and lightless seas. Its
The Hollowdepths are a maze of chasms, caverns,
rulers are the Daimoi, nine entities of immense
and tunnels, of dark paths that always go deeper and
power who have absorbed Vaala into themselves to the
grottoes so vast that a nwoda skyship can get lost in
point of becoming nearly immortal.
the skyline. Each of the Depths comprises unique
Evolving as a dark mirror of the surface world, the environments, with resplendent vaults, magma pools,
Hollowdepths are a counterpoint to mortal excess. But bioluminescent jungles, fungal forests, level after level
this is no imaginary netherworld. The Hollowdepths of ancestral ruins, mountains, crystal forests, and
are very real, a place of eternal darkness awaiting both unfathomably vast caverns.
the living and the dead…
And whether in the bizarre wilds of this twilight realm
or in the great walled cities studded throughout the
darkness, the Hollowdepths are home to thousands
upon thousands of living creatures, from the bizarre
and twisted to the cold-hearted and cruel.
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THE INCARNI
When a mortal shows exceptional power and promise
by a Daimos’s standards, they may become touched
by their power, becoming a physical and magical
extension of the Daimos’s nature. These entities are
known as Dai Incarni, or simply Incarni, and they
abound in the domains of each Daimos.
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ELVES GNOMES
Though mortal, elves are the most long-lived peoples. Dubbed “the people from below,” gnomes are short
Born from the dreams of Protogons during the earliest humanoids of keen intellect. Scholars often comment
ages of history, the first elves ruled western Valerna upon the similarities between gnomes and dwarves. But
from their fabled Ellari Kingdoms, enchanted realms where dwarves are dour, gnomes are cheerful; where
where wizard-lords wrote reality as they saw fit through dwarfs keep to their own kind, gnomes embrace life in all
their ancient art of Dreamshaping. For millennia these its forms; and where dwarves painstakingly keep tradition
realms withstood dragon incursions, human invasions, alive, gnomes are inventive and forward-thinking. Their
and monster attacks, until a magical cataclysm known underground realms are of complex construction, with
as the Dreambleed destroyed the ancient world and storied halls filled with laughter and song.
elven civilization with it.
Though not as innately magical as the elves, gnomes share
After the Dreambleed, many elves escaped Valerna by a strong understanding of Fai magic, which they call “the
sea, or by the dark paths of the Depths, and were lost to spark in the dark.” Almost anything a gnome can imagine,
history. The few surviving ellari kingdoms were forced they can build through a combination of Dreamworking
to strike a truce with their human neighbors, founding and focused concentration, and thus they are sought after
the states that would become the Kingdom of Allaria. across Valerna. The godao (gold gnomes) are unsurpassed
Today, no large-scale elven nations remain on Valerna engineers, whose war machines and alchemical weapons
outside of Allaria in the Westerlands, ruled by half-elves, are the pride of Allaria; the iko’ob (jade gnomes) are
and the Arkane Dominion of mutated blue elves in the master architects, whose ancestors built the great Altanesi
North Sea, but elves can be found everywhere as artisans, cities; and the mysterious ikini (bone gnomes) are
explorers, scholars, and mighty wizards. physicians of great renown.
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Púka Bard
Shev Alchemist
Obakkar Suitor
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ENHANCED HUMANS Val’Id, the Will-Chosen: Very few Val’Id were touched
by the power of Id at birth. Instead, their awakening
Across Valerna, there are those humans who manifest comes almost always from their own will or that of
power beyond the ken of their fellows, and become another. This awakening bestows improved physical and
closely attuned to one of the three aspects of Vaala. mental attributes and the ability to command others,
These people become something more than human. In making them feared among lesser mortals.
some societies they are seen as blessed, but in others,
cursed. Some adore them; some fear them. But all
respect them. THE CHIMERIC PEOPLES
Not all peoples of Valerna are human-like, or even
Aufai, the Dream-Touched: These humans are humanoid. The chimeric peoples are many and varied,
touched by Fai magic at birth, giving them an ethereal mostly remnants of earlier ages, whose once-great
quality that some mistake for madness. All Aufai kingdoms have long been usurped by humans.
possess supernatural senses, and at least some ability to
detect and manipulate raw magic.
Beastfolk
Kaabal, the Source-Gifted: When these humans come A number of hardy, bestial races sprung from the
of age, so too does their mastery of K’aab increase, and powers of the Protogons in ages past, when animals of
their affinity with nature grows. Their powers vary, the land, sea, and air were transformed into civilized
from the ability to shapeshift into a totemic beast, to peoples. Collectively known as beastfolk, these races
the use of healing magic drawing upon the world’s include the mighty bucentauri, oxen-like quadrupeds
natural energy. with humanoid torsos; the uutabai, enormous, tusked,
bear-like humanoids that are much-feared in battle; and
the merfolk, fish-like creatures who can swim in both
air and water and are skilled in K’aab magic.
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Djaat Flamezealot
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Bendavee Shadescale
Uutabai Marauder
Fell Knights
Known among the Fell Courts as “Dreamrunners,” the Fell Knights
are a warrior caste of dream elves, charged with commanding the
armies of the Fai Woods. They are distinguished by their ornate
suits of Faiglass armor, which shimmer like cut glass and,
although light as silk, are as strong as tempered steel.
In battle, the Fell Knights fight with spear and sword, their movements
practiced and mechanical yet graceful. Many ride to war atop large,
multi-tailed fell foxes, which race through the forests in great leaps and
bounds, bringing swift death to the enemies of the Fell.
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C
ircling Rhaava, is the Red Moon of Drakha, home to the exiled
dragons. Every twenty-seven years, when the Red Moon rises, the
various dragon broods launch brief but deadly raids on Valerna. For
millennia, the history of the mortal realms has been shaped by the wax and
wane of the Red Moon.
Each dragon brood has a single ruler, an azhurma (progenitor). The plots and
schemes of the azhurma span several mortal lifetimes as they vie for supremacy
against the other broods and plan their eventual return to Valerna.
BROOD FULGEN
Fulgen dragons are the proudest and most arrogant of their kin, which is
saying a lot when speaking of the great wyrms. Dragons of this brood are
covered in gleaming metallic scales and breathe golden fire. Their eyes shine
like nuggets of gold ore, possessed of majesty.
All Fulgen dragons can communicate in mortal tongues and use at least one
form of magic, although they prefer spells that enchant and control. They are
convinced of their right to lead and believe themselves destined to be the true
rulers of all other creatures. A Fulgen dragon looks upon its prey as though it
has been blessed, for what greater honor is there than to be devoured by one
of the golden wyrms?
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Dragons of this brood have become so steeped in magical power that they have all but transcended physical activity.
In battle, they remain airborne as much as possible, eschewing physical combat, preferring instead to bombard their
foes with magical invocations.
BROOD MAGNIFEX
Magnifex dragons are as beautiful as they are self-serving and are impulsively attracted to the most exquisite treasures
and works of art. Their mountain homes of Paradis are packed with storied galleries with works of art and glittering
hordes of gold and gems that are the envy of all other living creatures. When the Red Moon rises and the dragons
descend upon the mortal realm, dragons of Brood Magnifex select only the most artistic, graceful, and skilled prey,
refusing to sully themselves on base creatures.
In battle, a Magnifex is a breathtaking sight, light reflecting off its shimmering scales as they encircle their prey.
Valernians call this the dancing death, for rarely have these creatures been bested in combat.
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BROOD EHRLYA
Ehrlya dragons are accomplished smiths and crafters, spending most of their long lives at their vast forges within
the heart of an active volcano. Master artisans, their weapons and armor are the most sought-after treasures on
both Drakha and Valerna, and mortals would go to war merely to possess an Ehrlya-crafted artifact.
Lean, wiry, and muscular, Ehrlya dragons see the pursuit of both pleasure and power as frivolous, placing stock
only in the products of their labor. It is said that, even away from their volcanic home, their scales still reflect the
glow of the magma forges, and the air around them shimmers with heat, thick with the smell of sulfur.
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The Nix resemble gaunt, near-skeletal dragon carcasses with an unnatural glow in their empty eye sockets. Their
noxious breath drains their victim’s life force, extracting souls to add to the dragon’s power.
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