

This list shows all units at their first Experience Level, with no additional modifiers or magical effects. In scouting, this race is peerless.īelow is a comparative list of all Draconian Normal Units. Draconians should take time to build up strength while scouring the map for winnable battles. No Myrran race's military should be underestimated. Take care not to let Flight lead into irrational attacks, however. Most of this race's regulars require 2.5 times the baseline Production to train. They may choose whether or not they wish to engage invading forces. Draconian hand-to-hand fighters may gang up on targets of choice and issue their fiery breath attacks their ranged units can close distances and unload with impunity and their magical support units are safe from land-bound reprisals.ĭraconians make effective, if expensive, town garrisons on account of being airborne. Otherwise, certain bureaucratic innovations like magically-bound contracts and coins, and well-managed standards for guildware, allow the Draconian people to reach high levels of learning and productivity, and their cities to generate large quantities of magical Power.įlight is a rule-changer in combat and can prove decisive. Governorship of other races is harsh, and for their part, conquered Draconians are extremely litigious and will make the conqueror's life difficult. The Draconian people suffer a -10 growth rate in the stifling atmosphere. Dragons are immortal spirits, and many are known by name and revered as ancestors and gods in the Draconian religion.Ī military cabal and a bureaucracy run each city in place of hereditary rulers, and create their own set of problems and payoffs. Noble titles are therefore abolished by Draconian law.

It is not unheard-of for a Wizard to come under attack by a team of Doom Drakes early in his career on Myrror, if the Draconians get on edge.ĭraconians believe that to discriminate amongst each other according to one's parentage is, ultimately, to scorn the entire race's dragon heritage. Draconian strongholds pursue trade and academic relationships with rivals whenever possible, though if they sense war, they will strike first and strike hard. The race defends its holdings on Myrror with superb intel on enemy troop movements and the winds of change in enemy societies. Draconians are Myrror's widest-ranging explorers and knowledge-gatherers. Their ability to fly quickly over land and sea is their most distinctive quality, however, and one of great interest to a Wizard. Lucid in their speech and imperious in their manner, Draconians are most fond of arts, wealth, and the discussion of esoteric subjects. Signs of draconic ancestry are immediately clear: serpentine crests, horns, slitted eyes, an emerald sheen scale coat Draconians also Fly on great dragon wings, they have innate magical Power, and can Breathe Fire. They hatch from eggs, but the similarities to their mud-dwelling reptilian cousins on Arcanus, the Lizardmen, end right there.

3.2 Draconian Engineers * (NA in version 1.31)ĭraconians are large, humanoid dragon-kin.
