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Drekkin - The Children of the Elefae

Sharing the same blood and magic that created the mighty Dragons that turned the tide of the war, the proud Drekkin of Elturia were first created as foot soldiers for the Elefae Pact in the war against the giants nearly 600 years ago. Currently, most Drekkin keep to their clans hidden deep in the wilderness, but some travel the world to live up to the example of the Drekguard, some still serve as ambassadors, while others have fallen to the madness of Hraedrek and wish to see the world burn. The Drekkim that explore the larger world share these motivations, and perhaps much more.  

Blood of the The Elefae

The Drekkin share many similarities to Dragons in having thick scales, reptilian eyes, draconic features, and a deep connection to magic. However, they have the same stature and size of a shorter Stonekin. Drekkin scales come in all hues and more horns tend to grow along a Drekkin's face and head as they get older. A Drekkin is not often considered fully grown until their first set of horns is reaches the length of the Drekkin's hands.  

Crumbling of the Drekguard

As the war with Surtym and his giants came to a close and the gods receded to their own machinations, the Drekkin were poised to carve a kingdom for themselves from what was leftover if not for the fall of Hraedrek (see Illtir) causing Scale Rot to ravage the scions of the Dragons. The disease eventually forced the Drekkin to sequester themselves away from each other in trusted tight knit clans. Whenever the disease crops up within a community, the afflicted are at best exiled from the clan or at worst culled to prevent the disease from spreading further. For if its not caught in time, Scale Rot turns the clan into a horde of terrifying monsters that begins to ravage the wilds.
As the severity of the disease was originally coming to light, there was a group of afflicted, devoted followers of Godreki (see Velranir) and Scion's of Drekim, that set out into the wilderlands in order to find a cure. In nearly 500 years there has been no word from them, but many of the Drekkin cling to the story and hold out for hope. There are many of the Drekkin that wish to follow this example, to see the rise of their people in earnest, feeling robbed by fate. Currently, the Elturian Kingdom is not eager to help create a competitor, so has only helped them enough to placate them as members of the kingdom.
 

Drekkin Traits

Players have to option to choose between published 5e material for "Dragonborn" or they may use the following options:

Homebrew

Drekkin

If you play a Drekkin character within Elturia, you may use any of the Dragonborn options found within 5e. The following subraces are also an option.
ability score increase: You may assign a +2 to any ability score and a +1 to another ability score, or you may assign a +1 to any three ability scores
age: Drekkin generally reach the same stage of development as a 10 year old human around age 2, and hatch from the egg with an inborn ability to talk rudimentary. The mature by age 10 and often live to around 70 years of age. However, those with a deep connection to magic have been known to live as long as 150 years old.
alignment: usually lawful
Size: Medium
speed: 30 feet
Languages: Draconic
race features:

Scion of the Drekguard

Drekkin whose forefathers were those that stood in the impenetrable phalanx of the Drekguard. Their martial prowess, determination, and fortitude flow through your veins. Your scales reflect the metallic hue that your kind developed as their bonds with the mortal races deepened. When you choose this subspecies, you decide on a Metallic Ancestry and use the associated breath weapon/damage resistance type. Replace the Metallic Breath Weapon with the following ability:  

Heart of Bravery

At 5th level, your force of presence commands attention and inspires your allies, infusing them with the magic of the Elefae for a moment. As an action you may call out and choose up to 4 other creatures, provided they can see and hear you, to do one of the following:
  1. Take Cover! The target may move up to half their movement speed without provoking opportunity attacks
  2. Find a Weakness!The target may make one melee or ranged weapon attack with its reaction
  3. Hold Fast! The target may take healing equal to your level.
  Once you use this feature you may not do so again until you have completed a long rest.  

Weavers of the Elefae

The Weavers trace thier lineage back to the first Drekkin that were created, a true amalgam of the Fae and elemental forces found within the region of Elturia. Drekkin Weavers are few in number and seclude themselves even more thant their Drekguard cousins. They often are found in places with deep connection to the elements or nature and present more bestial features than other Drekkin. When you choose this subspecies, you decide on a Chromatic Ancestry and use the associated breath weapon/damage resistance type. Replace the Chromatic Warding with the following abilities:  

Fae Blood

You have advantage on saving throws you make to avoid or end the charmed condition on yourself.  

Ephemeral Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   When you reach 3rd level, when you may cause creatures within 10 feet of the space you left make a Constitution saving throw, taking damage equal to the current damage of your breath weapon on a failed save, or half as much as a successful one. The DC is the same as your breath weapon and shares the same number of charges.
Genetic Ancestor(s)
Tattered Drekguard by Aaron Burr via Hero Forge
Some Drekkin cling to the ways of old Drekguard, traversing the land in tattered armor handed down from generations past.

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Cover image: View of Schroom Mountain, Essex County, New York by Thomas Cole

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