Homebrew Gabrūl Kodor Species Details
The Gabrūl Kodor are an ancient race. The first in fact. Created from a variety of prey and predator animals, and given the spark of life with the very lifeblood of dragons themselves, the Gabrūl'Kodor were born in the laboratories of the great primordial dragon wizards as a slave race in the Age of Rising Wyrms.
Massive in all proportions, Gabrūl Kodor range in height between 7 and 9 feet tall, with heavy bones and great ropes of muscle. Though created with the traits of many creatures, most notable are their proud ram horns, large fanged wolf-like heads, and enormous bull's legs, with dinner plate sized hooves. They have a bovine tail, long bearish claws, a thick heavy fur coat and canine eyes that range in color from amber to black.
Built to Serve
Created as a slave to a dragon, the life of a Gabrūl Kodor was never easy. Callous and cruel at worst, arrogantly indifferent at best, dragons used the Gabrūl Kodor for anything and everything they viewed as beneath themselves.
In the beginning, the Gabrūl Kodor were filled with awe and fear of their masters, as well they should. But as decades became centuries, centuries became millennia, millennia past into the next Age, fear of the dragons became disdain, which became hate. Hate festered among the slaves and the Gabrūl Kodor began to plot, until eventually, an Uprising began.
The battle-cry of the rebellion was not just freedom. The idea formed of living not only free of the yoke of the masters, but being free of any law imposed upon one by another. Autonomy. Never again would they be forced to serve anyone, or anything. Life would be their own to choose. And this, the concept of autonomy, was what truly stoked the flame of rebellion among the Gabrūl Kodor. It would become the defining concept among the Gabrūl Kodor, through all the ages to come.
So fiercly independent are the Gabrūl Kodor, that those who wander the settled lands of the other races in the current era, do not often live long among them. Either they break a rule or law that then must be enforced, to which the Gabrūl Kodor will almost inevitably respond with horrible violence, thus ending in an early demise, or they realize they cannot stomach living fettered by such rules, and flee for familiar lands, or those not yet settled.
Lawless
Living a life without law is impractical. It took centuries for the stubborn Gabrūl Kodor to learn this. One individual believes they have the right to a plot of land, another feels they deserve the same plot of land, so who wins? In the early days, it was the strongest, most vicious who was the victor, as nearly all disputes ended in bloodshed.
For a time, this was the way. But gradually, the numbers of Gabrūl Kodor began to lessen. Near constant conflict with the dragon's new favorite slaves, the humans also contributed to the decline of the Gabrūl Kodor people. Healers, almost always the wise women of the small bands of Gabrūl Kodor that lived together, noted the decline. These issues were spoken of by these matrons when they would occasionally meet.
Slowly, over the course of several generations, these respected matrons made suggestions, began traditions, and in general made recommendations that would place them as leaders among the Gabrūl Kodor.
Eventually, a system of governance evolved with a council of matriarchs discussing issues and making judgments with regard to a clan's daily life and path. In addition, traditions were put into place to resolve disputes between individual Gabrūl Kodor, and even larger bands and clans, through somewhat safer ritual combat.
Though not true "law", as traditions vary from clan to clan, the reliance on the matriarchs has become the new "way". Universally, the matriarchs convene councils on what do regarding crops, hunting, gathering, diplomacy and war. All of a clan's decisions, those that affect the whole clan, are left to the council of matriarchs.
In addition, Gabrūl Kodor from different clans or tribes have made it a common custom to inquire of the other clan or tribe's own traditions regarding a key list of things, such hunting, diplomacy, enemies and allies. If they are too different and do not align, so long as no violence was encountered, both parties will simply move along.
The ritual combat of the Gabrūl Kodor is meant to preserve the lives of the combatants, while at the same time allowing them to prove their competency and worth. No critical points on the body that may lead to a one-hit kill may be targeted. No weapons or magical abilities may be used. All of a Gabrūl Kodor's natural weapons are allowed. The first to strike five bleeding wounds, or to incapacitate their foe is the victor. If neither party is satisfied with the outcome of the ritual duel, they can defer to the judgment of the matriarchs, who's decision is final. If a death does occur, reparations must be made to the family of the deceased.
Ritual Challenges
The ritual challenges went a very long way toward preventing a Gabrūl Kodor extinction. It allowed them to stop fighting amongst themselves, and focus on other enemies, such as the human slaves of the dragon lord's, and the new rising elven empire.
With their natural ruggedness and a war-like nature developed by centuries of struggle for their freedom, the Gabrūl Kodor made for a very challenging enemy to defeat. The humans were eventually pulled back, the dragons finally releasing their creation to the world, and instead focused on fashioning their own dominions. The elves and Gabrūl Kodor reached an uneasy truce, and the two left one another to their own devices.
Modern Gabrūl Kodor of the current Era approach most encounters with races other than Gabrūl Kodor as likely to become hostile. In an effort to limit casualties, if a situation appears to be approaching violence, the will make an offer of ritual combat. Typically however, the battle is to the death, as Gabrūl Kodor have little regard for nearly all other humanoid races. The loss of a single life of one of the other races is of little consequence to the Gabrūl Kodor. A respected enemy however, may receive a less lethal challenge.
The concept of ritual combat has deeply infused much of the Gabrūl Kodor culture. Gabrūl Kodor tend to pair off against one another during casual disagreements, with an unspoken but equally understood set of rules and point-keeping. When one or the other seems to have won, each party tends to recognize the victory and defeat, and part ways relatively amicably, usually with no hard feelings.
The Price of Freedom
Eons of fighting for their freedom against numerous foes, including a second age of slavery, this time serving human overlords and battling again against the dragons who created them, has led to a natural distrust of almost all the humanoid races.
The matriachs of the Gabrūl Kodor clans decided they were best off being separated from the other races. After the dragons abandoned the continent, at very long last ceeding the war ravaged lands to the stubborn lesser races. They left but a handful of young dragons behind to observe the dragonborn, human and elven allies. The Gabrūl Kodor however retreated far to the outer edges of the known world. Better to leave those contested lands to those who had waged war upon, and betrayed the Gabrūl Kodor on numerous occasions.
Choosing to retreat from the other races has left the Gabrūl Kodor a marginalized people, in that, with the ever growing spread of the other races, there are fewer and fewer safe havens for the Gabrūl Kodor people. Some clans have embraced this fact, building towns and cities, in one case, a small nation, along the fringes of civilization, and interacting with the other humanoid races on their own terms. Other clans roam from one hunting ground to another, leading a nomadic life in hopes of keeping away from civilization as much as possible. Other clans have retreated even further, settling in remote, inhospitable lands in the hope that the environment itself will keep the other civilizations at bay.
Gabrūl Kodor Names
Every Gabrūl Kodor has three names: a birth name chosrn by the newborn’s mother and father, a name of Becoming assigned at the age of majority by the eldest clan matriarch, and a family or clan name.
Birth names are chosen by the parents as portents of the child's potential, or what they hope the child will become. Names are typically given in Draconic, but some families choose Common, primarily those that have frequent contact with the other races.
A Gabrūl Kodor’s Becoming refers to a notable deed, either a success or failure, committed by the Gabrūl Kodor, chosen by the eldest of the clan's matriarchs. The name can be anything, and some humorous and/or cruel matriarchs have left the young ones with names they wished they could discard.
Those Gabrūl Kodor who wander in the lands of the other races have a tendency to give nicknames similar to names of Becoming to their friends. These names are based on deeds, accomplishments, or sometimes on a powerful first impression. These nicknames, and the names of Becoming carry much weight among Gabrūl Kodor, as they speak to what an individual has done, rather than what he may do.
Gabrul Kodor utilize all three names when identifying themselves, in the order of Becoming, birth name, and clan name. In casual conversation, they use their birth name, or Becoming, whichever is the Gabrūl Kodor's preference.
Birth Names: Szareth, Isstramar, Hahvess, Rhus'Tah, Ysnaryzz, Lak'Kimor, Zzukastz, Viszas'Ra
Names of Becoming: Khazstrohm (Fast Hands), Viszas'Ra Nuzha (Flame Tongue), Imbeszt Khor Zatahl (Deep Magic)
Clan Names: Lahst Umohr, Kahsz Mylehk Inztraszahl, Hhohst'Krazor, Mynzyr Unhohst, Ralasszarh Kymmn
Gabrūl Kodor Traits
Gabrūl Kodor though varied, share a number of traits common with other Gabrūl Kodor from all walks of life, climates and locations.Ability Score Increase
Your dragon creators wanted servants hardy and strong enough to survive the harsh treatment a dragon would inflict. Your Strength score increases by 2, your Constitution score increases by 2.
Age
Gabrūl Kodor reach maturity by age 15. Lifespan is difficult to determine since most Gabrūl Kodor don't live to old age, but legend speaks of elders over 150 years of age.
Alignment
Gabrūl Kodor history is rich in the tales of servitude to the great dragons and again to the humans. Richer still are the tales of the Uprisings, when their ancestors shed their chains, swearing to never again kneel to those who believed they were mighty and deserving of such obedience. As such, Gabrūl Kodor culture has become one where no single person or leader rules another. Most Gabrūl Kodor tend toward chaotic, with the elder matriarchs and the other clan elders leaning toward neutrality.
Size
Gabrūl Kodor range between 7 and 8 feet tall, weighing 400 to 600 pounds. Your size is Medium.
Speed
Due to your greater size in comparison to most humanoids, your base walking speed is 35.
Languages
Your ancestors' draconic masters taught them to read, write, and speak the language of dragons. After they won their freedom from their overlords, your ancestors also learned the common tongue. This knowledge they have passed down to you. You can speak, read and write Common and Draconic.
Claws of Freedom
Your claws are the first natural weapons to develop, the first you learn to use. You can make unarmed strikes, if you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Fangs of Fury
Your fangs are your second natural weapon to develop. Once you learn to use them, you can make an unarmed bite attack on your foe for 1d4 + your Strength modifier piercing damage.
Horns of Wrath
Your horns are the third natural weapon you learn to use, as they are the last to develop. If you have moves at least 10 feet in your opponent's direction, as an unarmed strike you can head-butt an enemy for 1d6 + your Strength modifier bludgeoning damage. If your attack succeeds, they must make a successful Constitution save or fall prone and be incapacitated for 1 round.
Never Fear the Oppressor
Through the countless ages, the Gabrūl Kodor have borne the collar of servitude. Until the uprising against the dragons, and again against the humans, after which your people cast off their chains and swore to never taste the shackles and whip again. The Gabrūl Kodor have been bred to fight, trained to be weapons, and used against many foes, including the dragons that created you. A weapon has no fear. Thanks to your bloodline, you are immune to fear, including a dragon's Frightful Presence.
Unyielding Defiance
Ages of oppression and countless generations at war have forged the Gabrūl Kodor into indomitable warriors. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Beast of Burden
Being crafted by dragons for servitude, your people were specifically made for hard labor. Eons in service have only honed such strength. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Heavy Footed
Your people were created to be strong and hardy, to serve the harshest of masters in the harshest of environments. You were not made to skulk quietly in the shadows. Due to your size, weight, and generally oversized proportions, you have Disadvantage on all Stealth rolls.
Previous Versions
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