Dragonborn Species in Stelair | World Anvil

Dragonborn

Imperialist Pride

The Dragonborn share an unclear lineage with the dragons on the Stelair. Sharing the same blood as such powerful creatures, and being biologically forced to push themselves to be stronger, it is not surprising they look down on the other peoples. Seeing themselves as one of, if not the, most capable race. Outside of Dragonborn society however, this leads them to live lives as loners. This is one of the main reasons Dragonborn usually return home after a while in the greater world. Those who don't or can't return tend to insert themselves within a group, whether the group agrees or not. Finding themselves a new home. This pride in themselves and their race is usually internalized. Being more then willing to let "lesser people" attempt to prove themselves in ventures. More often then not, becoming depressed at themselves if they are unable to "prove draconic superiority". Because dragonkind is always superior, it is individuals who fail.    

Pack Subservience

Though they have a heavy superiority complex, Dragonborn tend to immediately fall into line when someone more skilled or with enough force of will takes charge. When in a leadership role, they are exceedingly good at getting along and working together. Working with the efficiency of an ant hive. These leaders are by no means untouchable though. If their wisdom or strength appears to be flagging to the whole, it won't be long until a challenger to leadership will approach. Challenges to leadership are normal and a time honor tradition of the Dragonborn. The means of the challenges are extremely varied, whose terms are dependent on the whim of the challenged. Typically the challenged chooses a duel or competition in the area they are being accused of faltering in.    

Biological Traits

Ranging from 6ft to nearly 7ft tall, Dragonborn are built to be athletic. Their tails being just as strong as their other limbs, but without the dexterity, and their mouths are lined with dagger like teeth. While not possessing a natural strength, Dragonborn have a need to keep extremely fit. After maturity, their bodies require a constant source of stress to operate properly. If stress is not maintained, their muscles and organs begin to atrophy at a quick rate. Dragonborn don't die of old age, they die from being unable to keep bodies fit.   They reproduce normally for reptiles. With the mother carrying the eggs for a month before laying a clutch that ranges between 5-10 eggs. The clutch typically hatch in 3-5 weeks and are cared for by their clutch parents, who are not necessarily their birthing parents, until the become fully grown and mature at 15. At which point they are moved from their clutch parents and are pushed out into society with the desire that they make themselves useful.   They enjoy rocky environments to climb and live in, though they can tolerate many locations. Anyplace with humidity though, like swamps or tropical locations, are hell to them. Cooler locations are not as bad, but their scales retain the cold longer. This makes it dangerous to be unprotected in the elements.

Civilization and Culture

Naming Traditions

First Last of Scale: (Felix Bach of Red)   First: A simple short Germanic themed name.   Last: A simple short Germanic themed name.   Color: The color of both, or two if differing scale colors, of the parents.     First Names are simply given by the clutch parents of the young Dragonborn. This name is kept throughout their lives and is given at the whim of the clutch parents. Maybe it is a name used by a favored relative, perhaps it was the name of a prominent figure of the community, or it could just be a name they fancied for their child.   Last Names are taken from the clutch parents, taking on the name that was passed down from generation to generation. Last names are not especially important in draconic culture. Prestige and clout are not passed along familiar lines, they are earned per person for themselves. It isn't uncommon for a Dragonborn, in an effort to make their feats stand out, to change their last names.   Scale Names are given to a young Dragonborn based on the coloration of their clutch parent's scales. This name carries a lot of implications in draconic culture as it tells what kind of people raised you. What sort of instruction and temperance you were taught growing up. What you hold dear and important. While not explicitly true, it is treated as such. Red being ill-tempered, quick to action, and passionate. Blue is arrogant, focused, and intelligent. Black is deceitful, careful, and quick-witted. White is heartless, calculated, and emotionally tough. Green is selfish, liars, and traitorous. Those who have dual scale names are typically seen as a combination of both traits, but how that is interpreted varies from person to person. The more dominant clutch parent is the one whose scale name is put first.    

Example Names (First Last Scale)

  Female Names
  • Krist Guttmacher of Blue
  • Svea Weyrauch of Red
  • Emmy Heisen of Red-White
  • Inga Buckler of Green
Male Names
  • Jonas Ackner of Green-White
  • Seb Rahmer of Red
  • Maxi Hilscher of Blue
  • Lio Fincke of Blue-White
  • Kay Fehr of Black

Gender Ideals

Dragonborn society is very much "prove yourself". If you can back up your claims or rise to the challenge, you are worth something. However, biology has split certain roles by gender lines. With women typically excelling at running communities and planning long-term. While men have trended the physical roles of military, crafting, and building. Dragonborn also have a very violent & protective nature when it comes to new mothers and young children. Regardless of gender.

Racial Traits

Ability Score Increases: You gain 2 to your Constitution score.   Size: Medium   Speed: Your base walking speed is 30ft   Built For Stress: All saves against Exhaustion are made with Advantage and only the last two effects of Exhaustion effect you.   Bounce Back: Once per Long Rest and after taking damage, you can use your Reaction to take an number of Hit Points equal to the amount of damage you just took. These Hit Points last until the end of your Next Turn.   Bear Down: Once per Long Rest when you are reduced to 0 hit points but not killed outright, you can remain standing and conscious until the end of your Next Turn. Unless the damage you take surpasses your Hit Point total, every instance of damage will be a single Failed Death Saving Throw.   Default Language
Draconic
Origin/Ancestry
Azle
Lifespan
15 - 95 years
Average Height
6' - 7'
Average Weight
280-400lbs

Subraces