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What follows is my take on the dragonborn, a race of humanoid dragon people who are usually portrayed as just big scaly dudes who breath fire (or lightning or acid or whatever. D&D is weird). My goal was to make them fundamentally, biologically different than just another race of humanoids but to do so in a way that could be ignored if a player simply didn't care about my worldbuilding and just wanted to play a big scaly dragon dude.
The dragonborn are one of the world's youngest races, created just 80 years ago during the Godswar. The first dragonborn were spawned by the avatar of Ogaki, the Thunderlord, to serve as worshippers and soldiers in the war. Since the fall of the gods, they have been left to find their own path along with the rest of the mortal races.Note: I also desperately need to find a better name for them than "dragonborn". Draconians, dragaerans, everything sounds so forced and silly. Leaning towards "draaken" at the moment, but still not happy.
Possibly due to Ogaki's free-form (careless) approach to creation, the dragonborn tend not to breed true, with many of their offspring not developing into true dragonborn at all. This has led to the development of one of the odder social structures of the mortal races.
Female dragonborn lay between 3 and 7 eggs in a clutch. With proper care, after two months these will hatch into feral, omnivorous lizard-beasts. Most of the little terrors will develop into drakes, savage quadrupedal pack hunters weighing up to 300 pounds when they fully mature by age three. Drakes are little more than clever beasts, with no capacity for language or tool use but able to take specific and complex instructions similar to the smartest working dogs. They are usually sexless and infertile, very rarely developing sexual characteristics and almost never capable of producing live offspring.
No more than one in five hatchlings will develop into a true dragonborn. Indistinguishable upon hatching, the differences usually appear around age two as the hatchling begins to show signs of greater potential, developing the beginnings of language and tool use. Soon they become physically distinguishable from their feral siblings as they mature toward the bipedal, humanoid form of an adult dragonborn. True dragonborn grow much more slowly than their siblings, reaching adult stature by age seven and sexual maturity in their early teens.
Dragonborn social structures are still in their infancy and vary by region, but a basic template has formed in recent decades. Adults will join together into a breeding pair to start a family; whether this involves a marriage or other ceremony varies widely. This forms the core of a growing family of the couple, their adolescent true dragonborn children, and their drake children. The dragonborn children will stay with their parents until they reach maturity, at which point they will usually leave home to go find a mate and start their own family, often taking a drake sibling along to help them get started. Drakes usually remain with their parents their entire lives, taking on a role somewhere between toddler and beloved pet that other races find bewildering.
Parents’ attitudes toward their drake offspring vary regionally and between individuals. It is common for parents to reject drakes who won’t take to training, are physically weak or malformed, or simply are too numerous to be cared for. These unwanted drakes usually go feral, living in solitude or in self-assembled packs in the wilderness. It is not unheard of for parents to sell their drake children, as even areas that ban slavery rarely view drakes as fully sentient beings. Most dragonborn, however, view this as distasteful at the least and often as blasphemous.
Because of their unorthodox family structure, dragonborn often find it difficult to adapt to life in more civilized regions, especially cities. After all, every family includes, by default, a large pack of enormous, dangerous, and hungry predators; the lifestyle of nomadic hunter-gatherers is the most natural fit. As a result, most dragonborn live on the frontiers of civilized land or even deep in the wilds. Some more enterprising individuals will take up trade, traveling the wilderness between cities with their drakes loaded with packs. Others make good livings hiring out their family as mercenaries, turning the drake’s savage instincts to warfare.
Many young dragonborn will travel after leaving their parents, perhaps visiting various cities and towns, before taking a mate and retreating back to the wilds to raise a family. Most of the “civilized” races will only ever encounter these young dragonborn, sowing their wild oats and fresh from the wilderness with little or no knowledge of how to behave in town. This has led to the stereotypes of dragonborn as country rubes, violent brutes, and dangerous idiots in many areas. Some dragonborn find they prefer life among other races and never return to the frontier, though this almost always means living a single life, without offspring. Only the most successful and wealthy of dragonborn can afford to support a family in populated areas; the space and security required to keep people safe from their children are incredibly expensive.
In your opinion, what are some of the hallmarks and inherent core themes of POST-post-apocalyptic settings?
Some great and terrible cataclysm or slow and insidious doom has ended the world as it was known, coming horrifyingly close to bringing about the complete and final end to all life or civilization within it. However, something survived. From the ashes, some isolated corner or scattered pockets of humanity (or other sapient people) rose to tentatively begin rebuilding a life in their harsh and brutal new world. Generations later, or however long it takes, the indomitable human (or humanoid) spirit perseveres and the ramshackle hovels filled with huddled survivors grow into stable villages, then prosperous towns, then vibrant cities, then glorious nations. The blazing flame of civilization is once again ignited to illuminate the dark, perhaps even burning brighter than it ever did in the world that came before. This new world is no less wondrous that that which came before the great doom. But it is invariably different and unconventional, for good or for ill, compared to the old world that now lives only in history and legend.Ah, the ol' post-post-apocalypse. Not quite The Walking Dead. Not quite Mad Max. Not quite Fallout (though maybe Fallout: New Vegas tentatively fits). Rather, what comes afterward. After the last zombie rots away. After the radiation has dissipated. After the water flows again. After the ruins have been picked clean, the rubble cleared away, and something new and perhaps unrecognizable has been built in its place. To be honest, I have a hard time thinking of good examples to point to (maybe that's just because I haven't gotten my coffee yet). While our modern popular fiction seems almost obsessed with the post-apocalypse, focusing on the survivors or the couple following generations struggling as they fight for survival and try to scrape out a place for themselves in the radiation soaked and raider-filled wasteland or the zombie-infested ruins or some similarly brutal world, the stuff focusing on what comes after civilization is once again stable and prospering rather than just surviving seems a bit harder to come by.
In any case, what do you believe are some of the hallmarks of this style of post-post-apocalyptic world? Some of the core themes it allows a setting to explore and examine? What are some of the inherent qualities that make it unique from other genres of setting? Also, do you have any worlds of your own that fit the genre? In what ways have you capitalized on the concept and utilized the storytelling opportunities it presents?
Edit: I suppose while others are elaborating on their own post-post-apocalyptic settings, I may as well do the same!
In its past, the world of Baharra was much like numerous other fantasy worlds. It had its petty warring kingdoms, its mysterious ancient empires, its wondrous marvels of magic, its diverse population of men and elves and orcs (and many many others), and so on. That is at least until roughly five hundred years ago (the exact number may change) when the ruling priests of one of the vast human empires of old, the Imperium Summarum, dared to conduct a divine ritual of unprecedented scale and power (for mortals, anyway) in order to summon the ruling deity of the Hominid (Humans, Elves, Orcs, Dwarves, Gnomes, and Hobbits) pantheon, The Sovereign of the Exalted Court, into the realm of mortals in their true and awesome form under the foolish belief their Lord would aid them in dominating their enemies. The Sovereign's entrance into the mortal plane, unwilling or otherwise, was a direct violation of the innumerable treaties and accords between Baharra's many pantheons created in the wake of the Second Godswar, a divine conflict that had already nearly brought about the world's end once before many thousands of years before. The many vows and pacts made to deter such a grave violation of the peace between pantheons came into effect, and thus sparked the Final Godswar.
The many gods and pantheons of Baharra entered the mortal world in full force, conscripting every sapient being to join the cause of the particular gods that created their species and compelling them to fight through their vast divine power. The full scale of the destruction defied words. Single battles between mountain-sized deities could level cities of millions in a matter of moments. Entire sapient species were wiped out. But even after all the incalculable death and devastation of the war itself, the worst was yet to come. One of Baharra's pantheons, their mortal servants extinct and their faction on the brink of brutal defeat, chose to sacrifice the existence of every single one of its divine members and channel their power into a cataclysm they hoped would utterly destroy the world.
It was only the quick cessation of fighting between the deific factions that saved the world from total doom. However, even with the combined efforts of most of Baharra's pantheons, they were only able to slow and mitigate the cataclysm that was still apocalyptic in scale. Ceasefires and truces were quickly signed, and the gods retreated back to their various divine planes, only able to guide the mortals of Baharra through the devastation by indirect means. Over the course of two decades, terrible storms plagued ever corner of the world. The divine downpours caused sea levels to steadily climb higher and higher, until monsoons and tsunamis washed away the rubble of the Old World along with countless survivors of the Godswar. This apocalypse would later come to be known as the Worldflood. However, thanks to the combined divine intervention of Baharra's pantheons, the waters rose slowly enough that many desperate refugees were able to flee the rising tides and head for higher ground, though only a fraction were able to find high enough elevations to escape a watery grave. Sea levels did not stop rising until the only dry land left was what were once the upper reaches of mountains and other areas of similarly extreme elevation.
But even then, the horror was not over for many of the survivors. After roughly two decades, the divine power mitigating the storms finally waned, and the storms across Baharra quickly began to swell to their full power. Working quickly, the pantheons of Baharra agreed to one final act of grand intervention to preserve what little they could of the world. They constructed a titanic obelisk of gleaming white stone, reaching from the floor of the ocean up past the highest clouds and measuring in miles on each side. Into this obelisk, the Worldspire, ten gods from different pantheons sacrificed themselves so that the entirety of their beings could be channeled into the obelisk and power its divine magics for the tens of thousands of years it would take for the worldwide storm to dissipate. The Worldspire would greatly expand the eye of the great storm and anchor it in place, creating a safe haven as the maelstrom outside its influence reached unimaginable power and scale. This was where the shattered pieces of decimated Baharra would hopefully live on. Those lucky enough to have found refuge within the Spire's influence or to have been among the few scooped up by their gods from other parts of the world and deposited there would carve out a new life for themselves and future generations on the countless islands and archipelagos that now dot Baharra's one great ocean. Flecks of green on a plane of endless blue. With their task complete, the pantheons fled from the world, from that point on only interacting with it through subtle influence and rare messages of guidance to their followers.
It has taken centuries, but the myriad species of Baharra have rebuilt and recovered within their bastion of calm, shielded from the apocalypse still raging across most of their planet. Vibrant civilizations have risen, nations have been born, and above all else people have devised unconventional and unorthodox ways to survive and thrive in their radically altered new world. The amphibious Gýthmahan species used their great arcane knowledge to rip up huge chunks of their cities during the Worldflood and levitate them into the air to escape destruction, these floating cities populated by many races and species are now the centers of much of Baharran cultural and political power as they have united in a prosperous and peaceful federation, one of the very few major unified nations in the world. The Dwarves, a people heavily adapted to Baharra's now lost arctic regions, travel along maritime trade routes in mobile towns built into massive icebergs that they keep frozen and direct the drift of via various elemental magics. The Gýthkaraji, a cousin species of the Mahan, primarily live in a massive migratory fleet of ramshackle boats and ships. The Gnomes largely stayed put, building thick domes over their cities and now living at the bottom of Baharra's shallow seas in city-state business-consortiums that blur the line between corporation and nation. Many, many other species and cultures make up the diverse and mostly prosperous civilizations and peoples of Baharra, most of whom are beginning to enter something of an industrial revolution spurred by many generations of vibrant trade and new technologies that blend the magical and mechanical into tools that will hopefully help build an even brighter future.