Dragonborn Ethnicity in Terrix | World Anvil
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Dragonborn

The draconic, humanoid race

Original idea of dragonborn race by Wizards of the Coast/Dungeons & Dragons 5e.
Despite a passing resemblance to reptilian creatures, dragonborn are warm-blooded beings rather than cold-blooded reptiles. Their bodies are hot enough to seem feverish to human sensibilities. This keeps a dragonborn more comfortable in cold temperatures. A lack of body hair coupled with a large mouth that can be opened to release body heat means that a dragonborn is no more vulnerable to hot temperatures than a human.   The scales that cover a dragonborn are tougher than human skin. Although these scales make a dragonborn less susceptible to small, incidental wounds, they don’t protect against damage dealt by weapons and similar purposeful attack.   Dragonborn give live birth to one child at a time (extremely rarely, twins, but never more). Dragonborn blood also dominates that of any other bloodline (aside from tieflings', whose Infernal bloodline overcomes all others therefore, a non-dragonborn pairing with a dragonborn will always produce dragonborn offspring. Fledglings are quickly capable of standing and walking, but their teeth take a few months to come in. During this time, the mother feeds her offspring by chewing up soft organ meats, eventually moving to normal foods (which for dragonborn is usually more meat than other edibles).   A dragonborn matures quickly, becoming a fully grown adult at around age 15 (sometimes later for females). Dragonborn also carry an almost supernatural bodily potential to tap into and develop draconic traits. Most develop a breath weapon, which is dangerous by the time a dragonborn reaches adulthood. Still, an individual dragonborn might manifest more draconic traits than another. One might do so at birth. Such a change could instead come as the dragonborn’s soul quickens in the crucible of a spiritual path or as the body adapts in the wake of mighty deeds.

Naming Traditions

Feminine names

"Feminine" for dragonborn doesn't mean the same as other people, but one theme that has stayed the same is feminine names ending in vowels. Jazitah, Lilothibra, Jheri, etc.

Masculine names

Masculine names generally end on a hard consonant, though it isn't necessarily always the case. Miirik, Zurattar, Jasttor, etc.

Family names

Family names are Draconic words, much like given names, carried by a specific bloodline. They often come from the deeds of an ancient scion of the family line or an amalgamation of the names of notable ancient ancestors. A dragonborn seldom identifies itself by family name, unless specificity is required.   Dragonborn keep their family names private except among close friends, and instead go by clan name.   Family names are not the same as a clan name. The name of a clan is what a dragonborn uses as their last name in public for the most part, only sharing their true family name with those they feel they can trust.

Other names

A childhood name or nickname is common. Such a name is usually descriptive, and it serves as a term of endearment or encouragement for a young dragonborn. The name might recall an event or center on a habit. It could derive from an ancestor that acted similarly to a child, or a favored toy or item might be the inspiration. Such names are seldom appropriate for adults. For anyone to use such a name without proper authority, such as that of a parent or elder, or without permission is a sign of disrespect. A dragonborn’s elders use a childhood name after that dragonborn becomes an adult only to indicate disapproval.   Examples: Crawler, Biter, Bright-eyes

Culture

Major language groups and dialects

Dragonborn speak Common and Draconic, mostly sticking to Draconic within their clans. Each clan has its own dialect, much like how accents form from the same language within a country or nation.

Culture and cultural heritage

Religion   Faith is a personal matter for each dragonborn, and it is an issue in which the dragon deities take prominence. Bahamut is most important among the dragonborn people, but Tiamat’s cult thrives well in the hearts of avaricious dragonborn. Erathis, Ioun, and Neudyn also remain important as symbols of advancement and a progressive, fighting spirit.   Bereft of their own temples, most dragonborn practice religion in churches within mixed communities. They participate in few rites, unless duty, such as that placed on a cleric or paladin, or respect, such as that for a devout friend, compels them to do so. Clan elders preside over dragonborn marriages and funeral rites, for instance; absent these, family and close friends participate. Although gods might be invoked at such ceremonies, to call such rites religious would be a mistake.   Art   Dragonborn are practical and meticulous about their crafts. Like dwarves, they create few items for purely artistic reasons, preferring the coupling of functionality and beauty. Strong individuality among dragonborn causes them to focus more on personal items, such as weapons, rather than those that can’t be carried, such as architecture or statuary. One exception to this generality of usability and beauty exists in the case of jewelry.   The love of bold colors and precious metals extends to jewelry, gems, armaments, and even coins. Many dragonborn crafters are jewelers, gemcutters, smiths, or minters. Clearly an expression of the draconic tendency to hoard valuables, dragonborn adorn themselves with baubles of all sorts, and dragonborn warriors and adventurers seek out the finest gear. Most dragonborn show reserve and taste in this aspect of personal adornment, rather than garish overindulgence.   Leisure   Improving abilities and competition take precedence in dragonborn leisure activities. When dragonborn aren’t honing their skills, they’re playing a game or engaging in an activity to prove their grit—mental, physical, or spiritual. Dragonborn don’t restrict their activities to familiar skills. Part of developing oneself is expanding one’s horizons.   Dragonborn do prefer competitive games. Although team events are fine, contests that have one clear winner are favored. Therefore, a dragonborn hones skill at strategic board games, philosophic riddle contests, improvised storytelling events, and one-on-one sports.

Shared customary codes and values

Strongly emotional, dragonborn approach life with a natural enthusiasm. Passion comes easily, and dragonborn readily invest themselves in the tasks set before them. At its simplest and perhaps basest level, this fervor expresses itself in extremes of feeling—dragonborn don’t hide anger or joy. Such emotion also surfaces as ferocity in battle, especially when dragonborn feel their resolve faltering. When failure comes into view as a possibility, dragonborn become more tenacious.   Guided by personal morals, dragonborn look out for themselves, along with those creatures and items they value. They have no trouble asking for what they need or taking time to improve their abilities. And they expect others to do the same. How else can associates and friends rely on one another? In what other way can society be expected to function?   The paradox in the dragonborn belief in a strong group dynamic is that, like dragons, all dragonborn are fiercely independent. They learn to be so in their upbringing, focused as it is on individuality. So this conviction is an outgrowth of personal pride. Dragonborn see the strengths of a group they are part of as an expression of their own strengths. The group’s failures and successes become those of the dragonborn members within it, reflecting on them and their choice to be a part of the group.   Coupled with such pride, dragonborn carry a high personal standard. When a challenge comes, dragonborn rise to it. They set their sights on success and keep going until no options remain to prevent failure. This trait isn’t as simple as a disdain for flaws and lack of success. Dragonborn want to contribute and to be seen as valuable by those they value. They consistently want to show that their confidence in themselves and the reliance others have on them isn’t misplaced. Consideration of how they can become better at whatever they do, whether by further fortifying assets or shoring up weaknesses, is part of dragonborn thinking.   Responsibility is also a piece of the dragonborn mindset. This can be an expression of their attachment to others involved in a situation. It’s also attributable to the cultural value placed on respect, for self and others, and good judgment. No dragonborn gives his or her word lightly. In fact, dragonborn often value honoring their promises and fulfilling their obligations more than their lives.   As an expression of all these personality aspects, any dragonborn aware of his or her abilities might realize he or she can’t hope to succeed in certain circumstances.   Dragonborn show wisdom by not giving their oaths to accomplish what they know they can’t. They show virtue by admitting their sense of the state of affairs and offering to help as best they can. They show courage by trying to accomplish the impossible anyway, when the cost of inaction would otherwise be too great.   Such positive expressions of dragonborn nature are common especially among heroic dragonborn. But, as with all fallible creatures, negative expressions also abound. Passion can lead dragonborn to brutality, hasty decisions, and unrighteous vengeance.   Greed and worse forms of selfishness can grow from a misguided ego. Blind ambition can follow a commitment to excellence, as can a willingness to evaluate others severely or to undertake foolhardy deeds.   Although such twisting of virtue can be a seed of wickedness, most of the time it never goes so far. An individual dragonborn might not see some of his or her failings, but such negative behavior never truly descends into evil. And a lot of dragonborn villains display a subset of dragonborn scruples, especially courtesy and respect to enemies.

Coming of Age Rites

Dragonborn come of age at 15 years old. The clan celebrates the new adult by throwing a huge party, complete with a feast, music, dancing, and storytelling, as well as competitive games and sparring. It's a time to celebrate being a dragonborn, proud and strong and far rougher than any soft human. The one who has come of age begins each activity and starts the rest of the clan off, by being the first to dance, eat, sing, tell a story, or participate in a game/spar.

Funerary and Memorial customs

Dragonborn normally hold ceremonies/funerals that honor the dead by lighting them on a pyre and letting them burn. Dragonsong is a common sendoff, with varying versions of a funerary hymn from clan to clan. The family of the deceased sometimes stand at the head of the ceremony, with members of the clan coming up and laying small gifts at their feet, things that remind of the deceased. These can also be songs, poems, letters, and words of comfort in place of physical items.

Common Myths and Legends

Dragonborn have been a people of Terrix since the dragons came eons ago. It is said among dragonborn that there was a great battle of gods and demigods, with the dragon mother, Io, at the center of it. In the tale, she was ripped in half by an enemy during the Battle of the Titans, and these two halves of her body and psyche became the dragon embodiments of Good and Evil. They are known as Tiamat and Bahamut.   When her blood fell in huge rivers upon Terrix, everywhere they landed became the dragons and dragonborn, and so we have variants that love fire, or the sea, or the desert, depending on where her blood fell upon the earth.

Historical figures

Kuyutha, the silver dragonborn paladin, was trained personally by Bahamut. She went on to train many other paladins after her atop a snowy mountain, disappearing one day after Bahamut lost to Tiamat in an epic battle.

Ideals

Beauty Ideals

Beauty is generally in practicality for dragonborn. Who is strongest, most clever, most able to provide or rear children, or whatever else is the interested party's preferences.   Dragonborn do enjoy trinkets and pretty baubles like their larger kin, however, so to attract attention they will wear bells and jewels on their horns and wrists and in nostril piercings.   "Attractive" males tend to have the largest or most interesting-shaped horns, and have powerful confidence about them. Females have no breasts, being a semi-reptilian race of people, so preference is more in wide hips and strong, big thighs, and a terribly powerful protective streak.

Gender Ideals

There are less assigned gender roles in dragonborn society, but when a female dragonborn is pregnant, the male who sired the child can get extremely hostile and protective. Those roles switch once the child is born, with the mother becoming a hissing ball of anger if anyone approaches her child without permission.   Dragonborn are expected to be confident and to take pride in themselves and their work. Gender doesn't have much to do with it, and gender expression is whatever they want it to be. Non-binary dragonborn tend to be refer to as "middles" and have no stigma; however, they are expected to perform their duty to either sire or bear at least one child as their biological sex.

Courtship Ideals

Dragonborn wed to procreate. Although notable exceptions exist to this generality, wedlock ends as soon as the offspring from a union is 3 years old. If the parents have no reason to maintain proximity, one of them, usually of the same gender as the child, raises and trains that youngster in the ways of people, family, and clan.   When finding a mate for love, however, it depends on several factors, mostly up to the personal preferences of the dragonborn. True courtship consists of many small trinkets and gifts from the interested dragonborn's hoard to the one they care about. Flirting consists of close contact and touching, namely sharing breath and sometimes locking horns, and in friendly competition. Even in flirtation, dragonborn will never throw a game, however. A dragonborn accepting the others' advances will return with a gift of their own, mingling their two lives as if practicing for cohabitation.

Relationship Ideals

Clan   The difference between the clan and family is subtle. Family is defined by one’s actual blood relatives as far back as records go. Clan is a federation of families, unified in the annals of time, often for forgotten ends.   All dragonborn revere their honored ancestors, family, and clan. They perform their work with an eye toward what their deeds say about their lineage. Such ties can define peace and enmity, as well as cooperation or antagonism, among individual dragonborn.   Families and clans have reputations, good or ill, that can have little to do with the living scions of the bloodline.   The desire to live up to a laudable legacy or overcome a besmirched birthright can define a dragonborn’s life. Some dragonborn instead embrace infamy or flee from the responsibility imposed by the past. Others make their way according to personal values, perhaps aiming at becoming the most capable and admired dragonborn among the elders of a clan, thereby becoming the clanmaster.   When doing so is possible, all dragonborn of a particular clan look to their clanmaster for guidance.   Clan names are ancient titles that are frequently taken from the names of dragon lords of Arkhosia. Those that aren’t dragon names are names of trade associations or martial cadres, much like modern guilds, arcane societies, or knightly orders. A dragonborn goes by his clan name, so his deeds are known to reflect on that clan. Members of a clan fiercely defend their clan name against misuse, and some dragonborn outlaws are stripped of the privilege of using the clan name.   Family   The dragonborn family unit is very small. The typical one contains only two dragonborn: a mated pair, or a parent and child.   Honor demands that a parent teach a child well, and that adults care for the young. Through storytelling, tutoring, and demonstration, the parent instills virtues and skills in the child. Although this process serves to educate, it also gives the youngster’s fiery spirit a focus. Without such direction, the fierce nature of a dragonborn comes to the fore, resulting in feral savagery.   When rightly trained in dragonborn ways, however, a juvenile learns that honor requires respect for elders and other worthies, focused and sincere effort, reliability and fulfillment of oaths, and integrity.   At an early age, he or she understands that chosen actions can bring credit or disgrace to self, family and clan, and even all dragonborn. Even dragonborn crafters and laborers grow up with discipline, play inspired by lessons and tales of derring-do, and an admiration for brave and principled deeds. All learn a thing or two about fighting and soldierly ways. They learn to be bold so that they can challenge themselves and those who misuse authority.   Friends and Allies   Dragonborn do rely on allies and friends. In fact, dragonborn are frequently without nearby family or clan members, and comrades are essential in the darkening world. Dragonborn give their all to support those who trust them. When such associates show a similar sense of duty, dragonborn come to see them like relatives. They eventually form clanlike bonds with them, sharing the stories of their lives and people. An ultimate sign of trust and bonding would be to share their family name (not just their clan name). Non-dragonborn do well to realize the honor they’re being given when such bonding occurs.   Enemies   Dragonborn have few overarching racial enemies or allies. Their history might have provided them with a natural enmity for tieflings, but that doesn’t pan out in reality. The same can’t be said for devils (not tieflings, but actual devils).   Despite the centuries-gone war between Arkhosia and Bael Turath, few modern dragonborn hate tieflings . Most see the disintegration of the two nations as a mutually shameful episode in history, brought on as much by the eroding of Arkhosia’s creed as the depravity of Bael Turath’s rulers. Many dragonborn also recognize that those tieflings now alive aren’t responsible for the wrongdoing of their forebears. So dragonborn weigh tieflings like they do other people—on individual merit, respecting even the worthy adversary.

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Cover image: by mod2amaryllis

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