Dragonborn

The Dragonborn are a race of draconic humanoids in Somara.

Origin
Many folks mistakenly believe that dragonborn are the result of interbreeding between dragons and humanoids, but this is not the case (those are referred to as half-dragons, and they are sterile).

Rather, the dragonborn were created by the god Novokorus during the First Era. Novokorus created ten dragonborn, one for each chromatic and metallic color (they would later become known as the Ten Paragons, and are said to have achieved demigod status after death). However, when Tiamat swayed the chromatic dragons to evil, the five chromatic Paragons went with them. To this day (like true dragons), metallic dragonborn are usually good, whereas chromatic dragonborn are usually evil. However, this is not a hard rule, as many evil metallic dragonborn and many good chromatic dragonborn have existed. In fact, it is far more likely a dragonborn breaks this rule than a true dragon.

Physical Description
Dragonborn physically appear very similar to erect dragons, though they lack wings. All dragonborn have a coloration similar to that of a dragon, coming in blue, white, black, green, or red for chromatic dragonborn; and brass, bronze, silver, copper, or gold for metallic dragonborn. They have thick, scaly hides, and long tail.

All dragonborn tend to be tall and strongly built, usually averaging over six feet tall and around 250 pounds. Their hands and feet have talonlike claws, with three fingers and a thumb on each hand, and three toes and a rear claw on each foot. Their heads feature blunt snouts, strong brows, and often reptilian frills on their cheeks and ears. Some dragonborn boast short horns, and some have a crest of scales on the back of their head that resembles a mass of ropy hair.

A dragonborn's coloration is the same as its parents. If it has two parents of different colors, it has a chance of taking on either parent's coloration, with most varieties showing a slight bias towards the parent of the same gender.

Dragonborn are often mistaken for reptiles, but they are in actuality warm-blooded creatures. In fact, the internal temperature of dragonborn varies much more than other races; with some varieties (such as white or silver) having extremely low internal temperatures, while others (such as red, gold, and brass) having much higher internal temperatures than normal.

Like their dragons on which they appear to be based, dragonborn all have access to a powerful breath weapon, which allows them to expel a type of elemental energy depending on their coloration (acid for copper and black, lightning for blue and bronze, fire for brass, gold, and red, cold for white and silver, and poison for green). They are also afforded a strong resistance to the type of energy of their breath weapon.

Personality and Behavior
The dragonborn tend to be proud and self-sufficient. They despise failure, and constantly push themselves to become better. Dragonborn value skill in excellence in all endeavors, and some hold mastery of a particular skill as a lifetime goal. Because of their fierce independence, dragonborn sometimes find it hard to ask for help when they need it, rarely seeking aid from other races.

Dragonborn are also dedicated to the idea of honor, and view most other living things as deserving courtesy and respect. To many dragonborn, honor is considered more than a word and was sometimes considered more important than life itself. To bring dishonor on one's family, clan, or bloodline would be a great shame.

Dragonborn tend to be brash, enthusiastic, and charismatic. They rarely hold back their emotions, and some possess an extreme candor that can be off-putting to other races. Trust plays a large part in dragonborn society, and they expect their clan-mates to be as forthcoming with them as they were.

Besides these factors, dragonborn tend to take after the dragons which which they share a coloration.

Dragonborn Societies
To any dragonborn, the clan is more important than life itself. They owe their devotion and respect to their clan above all else, even the gods. Each dragonborn's conduct is a reflection of the honor of his or her clan, and bringing dishonor can result in expulsion, exile, and sometimes death. Each dragonborn understands their role in their clan, and honor dictates that they serve it as necessary.

Dragonborn clans were led by Clan-Masters, which were often the most powerful and wise warrior in a clan. This role was passed down to the Clan-Master's eldest child upon their death, but any dragonborn (male or female) could traditionally challenge the Clan-Master for a duel for the position. If a Clan-Master died with no heir, a tournament would take place, with each family in the clan sending a member forward to take part. They would take part in duels until a winner and new Clan-Master was declared. These duels were typically done until one combatant yielded, but in some cases, duels to the death were permitted if agreed upon by both parties.

Duels were also a method of conflict resolution in dragonborn society. Usually, if two parties had a grievance put forth, they had two options: one, they could bring it to the Clan-Master and the Elders, with them acting as arbitrators, or they could have a duel, with the winner being viewed as legally right among the rest of the tribe.

In a dragonborn clan, the Clan-Master was the final voice of authority in the tribe. They were expected to arbitrate arguments, and their most important duty was to lead the clan in warfare. A Clan-Master who did not lead from the front lines or who abandoned their post brought dishonor on the whole clan.

The Clan-Master was traditionally advised by a group of Elders, typically 5-10 of the oldest, most wise members of the tribe. They also had the services of the tribe's Dukun, which was was a shamanistic figure, and typically the clan's best magical practitioner. The tribe's Clan-Mother was the traditionally the oldest female relative of the Clan-Master, and oversaw the education of the dragonborn children.

Dragonborn lay eggs, from which hatchlings emerge after several months. They matured much faster than other races, reaching the maturity equivalent of a ten-year-old human child by age three. Their maturation slows drastically from this point, stopping growth by age twelve. At age fifteen, they become full adults.

Dragonborn in Somara typically have three names. The first is their personal name, given at birth, the second is their family name, which denotes their bloodline, and the third is their clan name. Dragonborn who are adopted into other families or clans will change one or both of these names to reflect that fact. Most dragonborn names are inspired by the draconic language, and possess lots of hard consonants and sibilants.

Dragonborn Clans
Dragonborn clans on the Prime Material Plane are rather far and few between. The Gleamscale Alliance on the Illithan Isle is an alliance between several good dragonborn tribes, while the eastern side of the island is taken up by many evil dragonborn tribes. The Wadjet Tribes are a group of nomadic dragonborn that wander through the Zhekarim Desert on Zaneth. There are also scattered dragonborn clans that are said to be living in the jungles of southern Gardefüng.

Dragonborn Adventurers
Most dragonborn leave their clan for one of two reasons: a personal quest, or exile. Rarely do they leave for the purposes of adventure, but it does happen.

Because of their strength, dragonborn tend to favor physical classes, becoming barbarians, fighters, and pugilists in high numbers. Dragonborn also tend to excel as paladins, with many good dragonborn serving Novokorus or Vikyn with Oaths of Crown, Devotion, and Vengeance, and many evil ones serving Tiamat, swearing Oaths of Conquest, Treachery, or Vengeance.

Dragonborn clerics tend also to worship one of Novokorus, Vikyn (especially the Bahamut aspect), and Tiamat, usually using the Life, Light, Order, or Protection domains for the former two and Death for the latter. Some chromatic dragonborn have also been seen as illriggers in service of Moloch, Dispater, or Asmodeus.

Some dragonborn also have a high aptitude for the magical arts, with a high percentage of the race becoming sorcerers of the Storm or Draconic origins, due to their innate connection to the elements and their draconic heritage. Additionally, some become warlocks or binders, though some loathe the idea of being another's servant.

Finally, the dragonborn drive towards excellence pushes some to become monks or mystics, as their strong dedication to a skill lends itself ideally towards those pursuits.