The last dragon a harem.., p.1

The Last Dragon: A Harem Fantasy Adventure Book 1, page 1

 

The Last Dragon: A Harem Fantasy Adventure Book 1
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The Last Dragon: A Harem Fantasy Adventure Book 1


  Contents

  Races Of The World, Most Of Them.

  Arad Orion Basic Fire Attacks

  Physical Stats

  Chapter 1: Hatching, Birth Of The Void Dragon.

  Chapter 2: A Dragon's City Debut

  Chapter 3: Sorcerer's Basic Magic

  Chapter 4: Becoming An Official Adventurer

  Chapter 5: A Dragon's First Quest

  Chapter 6: Hunting Slimes Isn't Easy

  Chapter 7: The Early Dragon Gets The Gold

  Chapter 8: The Dragon Learning How To Make A Profit

  Chapter 9: Ranking-up

  Chapter 10: The Dragon's Mom

  Chapter 11: The Slave Market Isn't What The Dragon Expected

  Chapter 12: Aella Deianira, And The Dragon Is Hungry.

  Chapter 13: E-Rank Quests Are Weird To The Dragon

  Chapter 14: Cry Of A Cornered Wyrmling

  Chapter 15: The Dragon's First Fight [R-DOOM]

  Chapter 16: How Dragons Cultivate Their Power And Wealth

  Chapter 17: Breached Contract

  Chapter 18: Into The Bath

  Chapter 19: Tales Of The S-Rank

  Chapter 20: The Classes

  Chapter 21: Tavern Fight [R-DOOM]

  Chapter 22: The Dragon's First Tavern Night I

  Chapter 23: The Dragon's First Tavern Night II

  Chapter 24: Sleepyhead Fighters

  Chapter 25: To the Blacksmith, Delmear.

  Chapter 26: The Dragon's New Sword

  Chapter 27: Into The Cave

  Chapter 28: The Dragon's First Team Fight

  Chapter 29: Separating

  Chapter 30: Trapped With Fire

  Chapter 31: Salamanders' Queen

  Chapter 32: The Party's First Big Hunt

  Chapter 33: The Queen's Nest

  Chapter 34: The Wall

  Chapter 35: The Dragon's First Dungeon

  Chapter 36: Exploration, And A Steady Advancement

  Chapter 37: Boss Fight I [R-DOOM]

  Chapter 38: Boss Fight II [R-DOOM]

  Chapter 39: Alcott's Charge

  Chapter 40: Curse of Lycanthropy

  Chapter 41: The Seven Mages

  Chapter 42: Failed Attempt

  Chapter 43: The Guild's Special Deal

  Chapter 44: Getting Paid

  Chapter 45: Attacked In The Street

  Chapter 46: The Dragon's Growing Connections

  Chapter 47: The Women's Plan

  Chapter 48: Drunkard

  Chapter 49: Tavern Night

  Chapter 50: The Paladin's Quest

  Chapter 51: 1-Tier Fire Training I

  Chapter 52: 1-Tier Fire Training II

  Chapter 53: 1-Tier Fire Training III

  Chapter 54: 2-Tier Fire Training

  Chapter 55: The Progenitor's Location

  Chapter 56: Ultra-Heavy Bow

  Chapter 57: Ambushing The Dragon [R-Doom]

  Chapter 58: Oakedge Entrance

  Chapter 59: An Elf On The Hunt

  Chapter 60: The Hunter Becomes The Hunted

  Chapter 61: Hunting The Griffon [R-Doom]

  Chapter 62: The Glorious Night I

  Chapter 63: The Glorious Night II

  Chapter 64: Truth Of The Beast

  Chapter 65: Mismatched Information I

  Chapter 66: Mismatched Information II

  Chapter 67: The Distraction

  Chapter 68: Alcott, The Guardian Of Nuns

  Chapter 69: Going Down I [R-18]

  Chapter 70: Going Down II [R-18]

  Races Of The World, Most Of Them.

  Common races are the type of people found living all across Alseria, this list doesn't include magical monsters. (Like dragons, and titans…ext)

  Humans:

  In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene, and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

  ---------------------------------------------

  Human: (Those are approximate measures of the race, each individual is unique. As you can see, humans are the base.)

  [Racial strength dice: d10]

  [Racial Dexterity dice: d10]

  [Racial Constitution dice: d10]

  [Racial Endurance dice: d10]

  [Racial Intelligence dice: d10]

  [Racial Wisdom dice: d10]

  [Racial Magic dice: d10]

  [Racial Spirit dice: d10]

  {A Broad Spectrum}

  With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 1.5 meter to a little over 1.8 meter tall and weigh from 56 to 113 kg. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

  {Variety in All Things}

  Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

  {Lasting Institutions}

  Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and gnome elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone.

  Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.

  {Golden Seeds}

  Unlike other races, humans welcomes a large number of nonhumans to their societies. Elf, dwarfs, gnomes, even Tieflings…The answer to that lie in the increasing number of demi-humans like half elves, half-dwarves, half-gnomes and half-gnomes.

  {Exemplars of Ambition}

  Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.

  ---------------------------------------------

  Elves:

  Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

  {But why feet?}

  Elves use units like feet, arms, hands, pounds, and toes (Inch). Claiming its due to their own advancement and intellect.

  {Slender and Graceful}

  With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.

  Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.

  {A Timeless Perspective}

  Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.

  Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before the

y escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy

  {Hidden Woodland Realms}

  Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining)

  Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.

  {Exploration and Adventure}

  Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.

  {Elf Traits (All elvish races)}

  Age:

  Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

  Size:

  Elves range from under 5 to over 6 feet tall and have slender builds.

  [Darkvision]

  Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

  [Keen Senses]

  Elves have senses far superior to humans, they can sniff food lacking salt several feet away, hear the whispers behind their backs and tell tales of tastes never known to other races.

  [Fey Ancestry]

  You have resistance to being charmed and magic can't put you to sleep.

  [Trance]

  Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep

  ---------------------------------------------

  Elf: (As you can see here, elves are more fragile than humans, but they are more intelligent and dexterous)

  [Racial strength dice: d8]

  [Racial Dexterity dice: d12]

  [Racial Constitution dice: d6]

  [Racial Endurance dice: d8]

  [Racial Intelligence dice: d12]

  [Racial Wisdom dice: d10]

  [Racial Magic dice: d12]

  [Racial Spirit dice: d12]

  ---------------------------------------------

  High Elf:

  As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many regions of the world, there are two kinds of high elves. One type, the Sun elves is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type are the moon elves more common and friendlier, and often encountered among humans and other races.

  The sun elves of Alseria (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.

  [Racial strength dice: d6]

  [Racial Dexterity dice: d6]

  [Racial Constitution dice: d4]

  [Racial Endurance dice: d4]

  [Racial Intelligence dice: d10]

  [Racial Wisdom dice: d10]

  [Racial Magic dice: d 20]

  [Racial Spirit dice: d20]

  ---------------------------------------------

  Wood Elf:

  As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves, green elves, as well as the forest elves. In Alseria, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.

  Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.

  [Racial strength dice: d10]

  [Racial Dexterity dice: d20]

  [Racial Constitution dice: d6]

  [Racial Endurance dice: d20]

  [Racial Intelligence dice: d10]

  [Racial Wisdom dice: d4]

  [Racial Magic dice: d4]

  [Racial Spirit dice: d6]

  [Fleet to foot]

  Most humans can't outrun a wood elf, they are fast and tireless.

  [Steps to dust]

  Most human can't catch a wood elf in the forest, they can run fast, hide almost in plain sight and climb three faster than a motivated ape.

  ---------------------------------------------

  Dark Elf:

  Dark elves also known as Drow, deep elves, night elves, and the Dark Ones among orcs, were a dark-skinned sub-race of elves that predominantly lived in the Underground. They were hated and feared due to their cruelty, though some non-evil and an even smaller number of good drow existed.

  Descended from an earlier subrace of dark-skinned elves, the drow were banished from the surface world for following the goddess Lollh down the path to evil and corruption. Now they have built their own civilization in the depths of the Underground, patterned after the Way of Lollh. Also called dark elves. The drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They lend to be smaller and thinner than most elves.

  [Racial strength dice: d10]

  [Racial Dexterity dice: d10]

  [Racial Constitution dice: d6]

  [Racial Endurance dice: d6]

  [Racial Intelligence dice: d20]

  [Racial Wisdom dice: d4]

  [Racial Magic dice: d20]

  [Racial Spirit dice: d4]

  ---------------------------------------------

  Dwarfs:

  Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs – these common threads unite all dwarves.

  Short and Stout:

  Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 1.5 meter tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.

 

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