Satarre

The Satarre are a proud and enigmatic species—scaled beings that walk the line between Dragon and lizard, bearing a deep ancestral link to the primordial dragons of Aigusyl but shaped by isolation, ritual, and Elemental resonance. With long, sinuous bodies, crested heads, and ridged tails, they differ from their more widely known cousins, the Dragonborn, in both form and culture. Their scales range from sun-bleached ivory to volcanic obsidian, with patterns that shimmer faintly when exposed to arcane energy.

While dragonborn embody the glory of dragonkind refined through civilization, the Satarre reflect its feral intensity and elemental chaos. They are most commonly found in volcanic ranges, subterranean tunnels lined with magma, and ruins steeped in ancient draconic magic—places where the barriers between the elemental planes and the Material Realm grow thin. Many tribes believe they were not just born of dragonkind, but carved from the blood of slain titans or elder dragons, imbued with magic by forgotten forces long before written history.

Unlike dragonborn, the Satarre do not have a uniform ancestry based on color or elemental breath. Instead, each Satarre is marked by a personal "emberheart"—a core of latent elemental affinity that pulses within them. This emberheart may manifest as fire that lingers on their breath, frost in their blood, storms in their footsteps, or even shifting geomantic powers tied to stone and soil. In youth, a Satarre’s emberheart is wild and unpredictable; through trials, meditation, or battle, they learn to wield it.

Satarre culture is built on ritual, resilience, and reverence for the primal forces that shaped them. Their society is tribal but fiercely spiritual. They revere ancient draconic spirits, elemental titans, and the living world around them. Elders of the Satarre are both storytellers and mystics, able to read the “cracks in the world” to predict quakes, eruptions, or omens. Their rites often involve walking barefoot across burning stones or submerging themselves in freezing geysers to test the strength of their emberheart.

Because of their connection to elemental and draconic magic, Satarre are sometimes mistrusted by arcane scholars or religious orders, especially those who view their power as dangerously untamed. Yet in times of upheaval, these very same Satarre are sought out as elemental mediators, war shamans, or envoys to the most volatile regions of Aigusyl.

To be Satarre is to carry fire within and walk among storms. They are not born into their power—they temper it, challenge it, and become one with it, forging their place in a world that often fears what it cannot control.

Genetic Ancestor(s)
Genetic Descendants

BoET

Satarre

HUMANOID

Satarre Traits

Size: Medium (6-7ft)

Speed: 30ft

As a Satarre, you have these special traits.

Darkvision

Thanks to your dark planar parentage, you have superior vision in darkness. 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.

A Friend to Death

You have resistance to necrotic damage.

Keeper of Secrets

You have proficiency in the Arcana skill, and you have advantage on Intelligence (Arcana) checks related to the planes and planar travel. In addition, you have proficiency in one of the following skills of your choice: History, Insight, and Religion.

Carrier of Rot

You can use your action to inflict rot on a creature you can see within 10 feet of you. The creature must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d4 necrotic damage on a failed save, and half as much damage on a successful one. A creature that fails the saving throw also rots for 1 minute. A rotting creature takes 1d4 necrotic damage at the end of each of its turns. The target or a creature within 5 feet of it can use an action to excise the rot with a successful Wisdom (Medicine) check. The DC for the check equals the rot’s Constitution saving throw DC. The rot also disappears if the target receives magical healing. The damage for the initial action and the rotting increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level. After you use your Carrier of Rot trait, you can’t use it again until you complete a short or long rest.


This species has multiple parents, only the first is displayed below.
All parents: