Found another piece of Dragonkin lore I'd overlooked in Neite's dialogue and updated appropriately.
I was thinking about the decision to change the makers of Daemonheim from Bilrach to the Kin, and it's actually very liberating for dungeoneering content. Previously, dungeoneering could only exist with Daemonheim and properties that directly branch off of Bilrach's crusade - doing otherwise would be lore-breaking. But now, it's conceivable that any of the unaffiliated Dactyl could have created their own dungeon lab elsewhere in the world. There's much more liberty to create alternate, perhaps completely novel dungeoneering activities and training methods, and I hope the devs eventually take advantage.
I was also looking over my list of sources. Almost every piece of Dragonkin lore we have exists as individual characters' conjectures, common legends, scholars' interpretations. However, there's very little we can pin down. The Kin are still completely shrouded in mystery, and the developers could easily decide that everything we've learned about the Kin up to this point is wrong, because not just the players, but the whole world of Gielinor, is largely in the dark.
I think this is what keeps the Kin so compelling. Young gods are getting tiresome, and now there's the expectation that they'll all be implemented as permanent npcs of whom we can ask absolutely anything, and disect all their answers until there's not a shred of obscurity. They've become mundane. Yet the Kin are still unknown, and that makes them even more threatening. They have secrets we might never uncover, and I think that's a good thing.
28-Mar-2015 00:57:15