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You may think the first people on Krynn were the Irda, Elves, and Humans, but the Abaqua ogres of Taladas have their own tales, recounting how they were once the first people on Krynn. Buy Time of the Dragon: https://www.dmsguild.com/en/product/1... Dragonlance Setting Playlist: • Dragonlance Setting | DragonLance Saga Thank you to Creator Patrons Aaron Hardy & D. Robert Handy, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! Like, Subscribe & Click The Bell Patreon: https://patreon.com/AdamPC?utm_medium... Play TTRPGs: https://startplaying.games/referral/c... Merchandise: https://dlsaga.com/shop Membership: / @dlsaga Twitch: / dlsaga Dragonlance Books: https://www.dmsguild.com/en/browse?se... Dungeons & Dragons Products: https://amzn.to/3Wq7ZYA Audible: https://amzn.to/4o4q9N7 #AbaquaOgres #RingMountains #Taladas #TimeoftheDragon #DragonLance #Krynn #HeroesOfTheLance #DLSaga #DragonlanceSaga Transcript In the Ring Mountains of Taladas, the ogres don't consider themselves monsters. They consider themselves the wronged. Intro Welcome to another DragonLance Saga episode. My name is Adam, and today we're taking a look at the Abaqua ogres — the self-proclaimed First People of Taladas. I'd like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron — you can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. I'm referencing the Time of the Dragon boxed set for this information. If I leave anything out or misspeak, please leave a comment below. Discussion If you've spent any time in Ansalon, you know ogres mostly as brutish, fallen things — remnants of a once-great race that squandered their gifts and collapsed under the weight of their own corruption. Taladas has ogres too, but here they call themselves the Abaqua, which in their own tongue means the First People. And honestly? That name tells you everything about how they see themselves and their place in the world. The Abaqua make their home in the western woodlands of the Ring Mountains — a dramatic and unforgiving stretch of terrain that is part ancient forest, part volcanic wasteland. The lower slopes are temperate and lush, warmed by winds blowing off the Tamire. But push deeper into the range and the world gets strange fast. Glaciers fill the mountain valleys. Lava flows have hardened into razor-sharp black sand that can strip flesh from bone in a sandstorm. Hexagonal basalt columns tower a thousand feet into the air. It is not a gentle land. And the people it has shaped are not gentle people. Physically, the Abaqua stand eight to ten feet tall, though they carry themselves in a stooped, bent-kneed way that makes them seem just a little less imposing than they actually are. Their skin ranges from swarthy brown to deep purplish-black, and they are covered in large knobby warts — which, to them, are considered marks of beauty. Their clothing is simple: buckskin and doeskin, trimmed with fringe and bone from notable kills. Only males carry weapons by custom, though that doesn't make the females any less formidable. Their arms are practical and telling — stone-tipped war clubs, fire-hardened spears, throwing stones chosen carefully for weight and balance, slings, and a metal-bladed dagger that is genuinely treasured in a land where worked metal is rare. Their society is tribal, organized into extended family groups of roughly a hundred members each. Each tribe takes its name from a landmark central to its territory — the Black Peak People, the Deerwood People, the Falling River People. Tribal lands are taken seriously. Cross into friendly territory uninvited and you'll be treated as an honored guest, with all the obligations that implies. Cross into hostile territory and you won't be coming back. Every Abaqua knows the boundaries of every neighboring tribe as a matter of survival. At the head of each tribe is the warchief — the strongest and most cunning warrior, proven in battle, responsible for leading hunts, settling disputes, and guiding the tribe through hardship. It's a position of great authority and equally great danger. The Abaqua do not forgive failure graciously. A warchief who loses a battle or leads his people into starvation doesn't get a second chance. Death is a far more common outcome than a reprimand. Supporting the warchief is the hoorac, or firetender — an elder whose rank is second only to the warchief himself. The central fire of a camp is sacred. It cannot be cooked over, spat into, or doused with water. The firetender maintains it constantly and serves as the speaker of tribal councils...