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Garaith

”Warlike, ferocious, and competitive, the Garaith are a savage people who live in a constant state of conflict. Their powerful bodies, snarling maws and aggressive behaviors deceive many people into incorrectly thinking that the Garaith are nothing more than mindless brutes. While strength and violence are normal parts of the Garaith lifestyle, they are much more than the wild animals many of Laruna’s inhabitants see them as.”

Basic Information

Anatomy

Sharing the majority of their physical details with their draconic creators, Garaith have large humanoid bodies with thick musculature. Covered in dense, leathery skin, Garaith grow boney protrusions from their body in many places such as arms, legs or shoulders, that give them natural protection in combat. They have two legs and two arms, much like a humanoid besides different muscles and structure. Their hands and feet possess short, thick claws they commonly use as weapons when otherwise unarmed.

Biological Traits

Inherent Traits   Spawn   Dragons—titans of the elder god. These mighty beasts bred their spawn to serve them in the war of the second age, calling them Garaith. The Garaith have vast physical strength and thick scaled hides. Every bit as ferocious as their makers, the dragonmen are no strangers to war. Beyond their strong bodies, many magical anomalies pass down their bloodlines courtesy of their makers, giving some of them dangerous fire breath and others knowledge of draconic secrets.   Attribute Bonuses: +3 STR, -1 AGI, +5 ARM, +5 Natural Weapons Advanced Skill   CLAWS   AT: Brawling/Natural Weapons + STR Threat: 2 Damage: STR + 6 (Slashing)   (1c) Damage Adjustment: +2 Slashing   BITE (REQUIRES OPPONENT TO BE GRAPPLED) AT: Brawling/Natural Weapons + STR Threat: 0 Damage: STR+6 (Piercing)   (1c) Damage Adjustment: +2 Piercing   Chosen Traits   HARDENED SCALES   You have particularly hard scales, providing extra protection against physical damage.   Effect: +15 ARM (All)   Serpent Blood   BLOOD The magic of the mystical dragons flows strong within your veins. You are granted extraordinary regenerative properties. Given time, torn flesh, and broken bone will mend on its own.   Effect: +1 Health regenerated per phase   MOTION SENSOR   The supernatural senses of your ancestral forefathers has passed on to you. You have an easy time tracking movements in your peripheral vision.   Effect: +5 to Reaction   DRACONIC SECRETS   The dragons knew things no other creatures did and spoke the nuances of magic as fluently as any language.   Effect: You immediately know the purpose and source of any magical effect or item viewed. This functions the same as an Identify spell.   FIRE BREATH   The might of magical flame still rages within your chest. Unlike many of your kin, you retain the fabled ability of your creators to spew forth fire onto your enemies. Effect: Once per phase as a instant, tested action, you may blast an enemy within 2 meters with a burst of flames from your mouth.   AT: Natural Weapons Cost: 10 Stamina Range: 2m Duration: Instant   Base Success: Targets caught in the blast take 20 damage (Fire). Targets may roll a Reaction AT to reduce the damage by the ATR. (1c) Damage Adjustment: +1 Fire   Caelbornin Claws   The heritage of one of the first great warlords, it was said that Caelborin’s Claws could rend flesh, iron and dragon scale.   Effect: Your claws gain +2 Threat and ignore up to 20 ARM.

Additional Information

Facial characteristics

Just like a dragon, their heads are large, sporting reptilian eyes and a big mouth full of razor sharp teeth.

Civilization and Culture

Culture and Cultural Heritage

The Summit to end the great war put in place the foundation of Garaith culture for ages to come. Seen as their first act of freedom, Garaith believe that the choice to submit to the Elder God in order to spare several of their former masters was an act of extreme loyalty. Beyond sparing their people’s lives, this act is also perceived as a casting off of chains, shedding the control of their creators. Having put an end to the massacre and saving several of their creator’s lives, the Garaith asserted their claim to be treated as kin rather than slaves. Without their Arga’sheel, the few surviving dragons would depend upon the Garaith to protect them, and thusly treated their former slaves in a new manner. Not all of the great serpents accepted this change of course. A few openly opposed, assailing the Garaith with their newly diminished power. The conflicts that ensued helped cement the Garaith’s relationship with the dragons who were willing to be part of the Garaith kingdom, as well as proved to Laruna that the Garaith were no longer slaves. Many of the dragons the Summit spared were eventually killed by the Garaith, solidifying the core tenet of their society that persists into the 6th age—might determines right. For the dragonmen, ownership, possession and entitlement are all shaped by what a particular individual can fight for and defend. Defending their freedom from the dragons who once ruled them proved the Garaith deserved their own kingdom, and each member of their society does the same in their own life. Normally such logic would lead to a crippled society plagued with a cannibalistic behavior, but for the Garaith, it is their warlords that ensure conflicts and violence are contained in a respectable manner. A title earned only by Garaith with the utmost respect and strength in their society, a warlord is a form of peacekeeper that must sanction most disputes between Garaith within their assigned territory. Adhering to a sophisticated group of laws which govern what conflicts or disputes may be settled peacefully, and which necessitate combat, keep their society in check and ensure only the strong, brave and worthy survive. Garaith who travel away from tribes usually try to mirror the decisions of their warlords in their everyday affairs, so it can be as common to find a Garaith who is thoughtful, deliberate, and wise as it is to find one whose mind quickly jumps to violence. One constant is that in the Garaith’s minds, the other mortal individuals are inherently weaker and as such cannotbeexpectedtofollowGaraithlawandcustom. They also recognize that these non-Garaith nations are social institutes that have a large degree of power in their own right, making Garaith slow to blatantly act in ways that would put them on the wrong end of that power.

History

Originally created during the second age as warrior-slaves for the Dragons, the Garaith won both their freedom and the continued existence of their creators during the Summit. No longer in direct service of their draconic creators, the dragonmen are now a free folk who live cruel and harsh lives, be they in their native kingdom of Darco’Garaith or anywhere else in the lands of Laruna. Fearless warriors with unmatched ferocity, the Garaith are some of the most sought after soldiers in every corner of Laruna. Glory seeking Garaith have been known to travel the kingdoms offering their talents as sellswords and earning considerable fame in the process.
Male garaith
Scientific Name
Draconian
Origin/Ancestry
Skylords
Body Tint, Colouring and Marking
Bone coloring appears in shades of ivory, brown and black, while skin runs a full gamut of colors much like actual dragons. Grey,black, green, red, blue, white and purple are commonly found skin colors among the Garaith.