Homebrew Young New Alverian Dragon Species Details

It is said that New Alveri is the shining jewel of the continent of Nodalisk, but I know better. It is, rather, a teeming rats' warren filled with greed and corruption, never mind that the rats are two stories tall and breathe fire. One wouldn't think that the ancient enemies of mankind would be capable settling down together and constructing a city that suits both species, and you'd be right. New Alveri was not built for man, it was built for dragons, and there dragons lord over men. They see nothing wrong with this, and perhaps it is the truest state of the world for the powerful to rule over the powerless. But it seems that the dragons of New Alveri may have learned too well from living among creatures they once reviled as egg-smashers and pests. For New Alveri is the only place in the world where impoverished dragons might be found as well, often slaving away in industrial furnaces or serving as mere beasts of burden. One might consider civilization itself to be an unnatural state for dragonkind, however, there is the advantage that one is not terribly likely to be eaten while walking down the street in New Alveri either.

Dragons are an ancient species, their origins on Nodalisk lost even to themselves in the distant past. Like the mortal races, dragons are not of one mind. Some still lead solitary lives in the wilderness while others form small clans which migrate across the continent or rule over small populations of peasants. Still other dragons have taken it into their mind to try to build a civilization for themselves alongside mortals. New Alveri is the product of this grand alliance between dragons and the smaller, more tasty races of Nodalisk. In New Alveri, one is as likely to find a dragon working as a blacksmith as they are lording over a pile of gold; dragons also tend to make good bankers, as it turns out, and there are many banks in New Alveri. Some dragons are soldiers, and there are even poor dragons who live in squalor amidst even the grime-covered beggars in the slums outside the city walls.

Civilized Dragonkind

Dragons lived on Nodalisk long before the elves or the dwarves, and they are old enough to remember still that the orcs arrived before either of the two ‘elder’ races of humanoid creature. There was an age of endless conflict between the tool-using mortal races and the powerful races of dragon. However, when it became clear that the might of civilization would inevitably push dragons to the fringes of their once endless wilderness, one dragon took it into his mind to turn the tables and try to forge a connection with the expanding civilized races. His name was Gyramond, and he would go on to found what would eventually become New Alveri, the greatest city on Nodalisk.

Dragons come in all manner of colors. Those with mixed blood tend towards shades of brown and other earth tones. There are several species of dragons on Nodalisk as well, though the most common are covered in scales and possess large leathery wings in addition to four sleek legs. Dragons have long tails that account for about half of their total body length. It is common for dragons to have a natural weapon at the end of their tails like a serrated arrowhead or a club, but some species do not. Fully grown dragons are Gargantuan creatures that weigh in excess of 10 tons, but they do not achieve this size until they are hundreds of years old. Before then, young dragons mature emotionally and intellectually at a rate not too dissimilar humans. It is extremely common to find young dragons intermingling with humans, elves and dwarves in the same spaces while they are a similar size. Some young dragons even become adventurers before ever attaining their full size and power.

The Adventuring Life

Between the ages of 20-80 years, young dragons are of a similar size and level of mental maturity to adults of most of the other races. Many are not content to wait the additional decades to be recognized by adult dragons and seek companionship and recognition amongst the mortal races. Intermingling is not discouraged by older dragons. In fact, there is an understanding that making friends with a shorter-lived race, only to watch them age and eventually die many years later is the only way for a dragon to achieve full mental maturity. Allowing young dragons to go on adventures even into dangerous situations is also encouraged as a way for a dragon to develop their skills as well as a way to weed out the weak and unworthy among dragonkind. 

Dragons tend to organize themselves into clans made up of extended families of dragons related by blood, though more powerful clans often will adopt the stray dragon here and there or even purchase eggs from other clans. Clan loyalty is a big deal among dragons, and most often when dragons fight one another, it is over inter-clan dispute. Even though a dragon is expected to remain loyal to one’s clan, it is also common for dragons to seek individual power and self-aggrandizement as a means to distinguish themselves and earn praise from others.

Dragons as a whole tend to be arrogant and lofty among the mortal races, though most will seek to gather a group of close friends whom they will hoard and protect as fervently as any hoard of gold. Dragons are often vain and seek praise and attention from others. They will often put themselves at the center of events so they can display their skills. Dragons who are crafty and seek intrigue and subtlety are often viewed as shameful, but none will deny the results if a scheme is successfully pulled off. Like dragonborn, true dragons also hate failure and will push themselves to extreme efforts before giving up on something they care about. Dragons will often form an obsession over a particular skill they will seek to master or set a seemingly impossible goal for themselves. After all, they have centuries in which to attain their ambitions with their power only growing in the fullness of time.

Dragon Souls

For dragons, the soul is not a vague or etheric concept. Within the chest cavity of every living dragon, there exists a special crystalline organ referred to as a “soul.” The dragonsoul is the source of a dragon’s magic, vigor, and supernatural vitality. Through unknown means, the dragonsoul appears to create mana from nothing, infusing the rest of the body as blood passes through the organ as a secondary heart. The soul contains a secondary copy of the dragon’s intellect and persona. Most dragons are not consciously aware of their secondary loci of thought, but through deep meditation and self-communion, it is possible to become aware of one’s ‘other self’ while still alive. However, the true function of the dragonsoul is to preserve one’s awareness after death.

The dragonsoul can be retrieved from a dragon’s corpse after their demise and the soul continues to think and feel as the dragon once did, retaining a copy of the now-deceased dragon’s persona. Typically, these dragonsouls are collected and enshrined by dragons of the relevant clan, creating repositories of live ancestor soul gems. The gems do not speak aloud, but can communicate telepathically with other nearby gems or any other living being receptive to magical communication. Dragonsouls continue to generate mana after death, albeit at a greatly reduced rate compared to when they were alive. Some especially eccentric dragonsouls elect to have construct bodies created for them so that they can move around and act on their own, though the mana produced by a single gem is insufficient to power a construct body larger than a cat. Most dragonsouls prefer the quiet dignity of being enshrined by their clan.

Dragonsouls can endure indefinitely, however, some fall into quiet depression over the centuries, perhaps growing apathetic of mortal life. Dragonsouls stricken by depression or madness can fade over time, eventually becoming inert mineral and losing their consciousness forever. For this reason, a need to commune with Ancestors regularly is instilled in young dragons, both to perpetuate their wisdom through time, and to give immobile Ancestors greater reason to continue existing.

Dragon Names

Most Dragons have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.

Male Names: Kajin, Nakuu, Spresingire, Intramoe, Sukamun, Gradge, Dolsum, Vielunsue, Aposh, Rash, Boul, Edipth, Urthek, Luth'Alye, Trodin, Baphle, Phaleix, Da'Vid, Hoinhun, Moshai, Izackeial, Kaba'da'Ono, Grentron, Traic, Covu, Zik

Female Names: Darzja, Tarjira, Warphst, Pyror, Hildra, Cahlum, Ashisyro, Uni'sonmena, Ipadrany, Vezino, Niximull, Feithrid, Ingrado, Ozzireak, Moeho'ein, Rikkou, Yevion, Quoah, Wilthus, Eahjuzai, Lilore, Jukoon, Macdason, Naoklin, Paprdai

Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous

Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit

Young New Alverian Dragon Traits

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

Ability Score Increase

Your Strength score increases by 2, and your Charisma score increases by 1.

Age

Dragons are precocious compared to human infants, able to hunt for insects and other small prey only hours out of the egg. Mentally, they mature at a similar rate to humans, gaining the ability to speak in early years and are able to make decisions for themselves by the time they are teenagers. Depending on social status, some dragons will seek out an adult life for themselves as early as 20 years, though it is not uncommon for an adventuring dragon to come forth from the sheltering wings of their clan as late as 80 years. Some dragons remain sheltered for centuries, unwilling to take risks with their lives until centuries have passed and they reach the fullness of their physical potential, but this is viewed as craven behavior by even the most privileged dragons.

New Alverian dragons become sexually mature at about 120 years and reach their full size around 180-200 years. Past the fifth century, dragons in New Alveri begin a long senescence with few living to see 800 years, though some have been rumored to have been around longer than a millennia... 

Size

Dragons are taller/longer and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet. You can also fly at up to 30 feet.

Draconic Ancestry

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Although fire breath is by far the most common elemental affinity among New Alverian dragons with poison, acid, and frost being distant secondary options, for unknown reasons, young dragons have been born who possess different affinities than was thought possible in earlier generations.

Draconic Ancestry
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Breath Weapon

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Damage Resistance

You have resistance to the damage type associated with your draconic ancestry.

Natural Weapons

You have claws and fangs and can use them to defend yourself in battle as natural weapons. Your Bite does 1d8 + STR piercing damage. Your Claw does 1d6 + STR slashing damage. You are proficient with your natural weapons.

Hardened Scales

Your body is covered by protective scales. While wearing no armor or shields, your Armor Class equals 10  + your Constitution modifier + your Charisma modifier.

Languages

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

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