Tieldracen

Basic Information

Biological Traits

Tieldracen varies differently between their heritages types. Males of the species tend to be taller and heavier than that of the females. A child of a dragon or tieldracen and another humanoid will usually take on the same heritage as their parent, however if both parents are tieldracen, the child will inherit the ancestry of one parent but in rare cases has been known to inherit a different ancestry through one of the parent's lineage. A Tieldracon child looks very similar to their mortal parents, except for horns, elongated ears, and partial scales that cover their body, as well as their draconic legs and long tails. As a young tieldracen grows, their scale continues to spread and horns continue to grow until they reach adulthood. By adulthood, the partial scaling covers nearly half their body. Each ancestry also inherits traits from their color dragon they are related to as well as a breath weapon of the same type. A young tieldracen breath weapon isn't active until they have reached their coming-of-age based on their mortal parent's race. Not much is understood why, but tieldracen born of a mortal parent, regardless of race, tend to develop as half-dragon/half-human hybrid.

Genetics and Reproduction

Sexual Congress

Growth Rate & Stages

Tieldracen mature at the same rate as their mortal parent's race but they live for hundreds of years, up to a thousand years old. A few however are lucky enough to transcend their mortal forms into full dragonhood bestowing upon them immortality. This makes dragonhood a highly sought after evolution, but no less difficult to achieve.

Dietary Needs and Habits

Omnivores, but primarily carnivorous.

Additional Information

Social Structure

The Tieldracen are known to form very tight-knit and protective communities. Their society is very much based on the family and they tend to live among large familial groups. The Tieldracen are known for their high fertility rate and family can be quite large among their community. Mothers are very protective of the family and are more likely to be found minding the home and protecting the children while the father dedicates their time to providing for the family and teaching the young to survive. Adventurers are very numerous within the Tieldracen community as many go out attempting to reach their dreams of dragonhood as well as make a living to support their families. If a mother choices to become an adventurer, the children are left in the care of the grandparents to be taught and raised. Due to the female's duties to family, society leans more matriarchal in its leadership.

Facial characteristics

Every Tieldracen has a set of two to six horns that grows from various points on their upper forehead to the area behind the ears. Horns grow in the direction towards the back of the head and tend to be either colored the same as the dragon of their ancestry however the whole horn may not be the same color. Scales tend to develop around the temple area as well as along the sides of the head and forehead. All tieldracen have elongated ears of varying sizes.

Geographic Origin and Distribution

Tieldracen tends to settle in communities of their own kind. Cities of Tieldracen can be found dotted around the entirety of Rinas, excluding Kiyoka.

Civilization and Culture

Naming Traditions

Tieldracen names are usually based on the language of the mortal parents, as draconic names are typically much harder to pronounce. Clan names are derived from the draconic language and carry through the lineage of the family. Children are more often given nicknames until they reach their coming of age.

Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
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

Major Language Groups and Dialects

The Tieldracen main language is Tyaelic, with many knowing Common as well. Some have also studied and are fluent in Draconic.

Interspecies Relations and Assumptions

The Tieldracen have a relatively amicable relationship with nearly every race outside of the Kiyokans. The draconic nature however can be an intimidating presence for some folks. The Tieldracen despise the Raionwaru as they are responsible for a massacre that drove out the remaining Tieldracen from Kiyoka.

Average Height
2 m
Average Weight
95 kg
Body Tint, Colouring and Marking
Along with the scales they grow on their head, they also develop scaling along the outsides of their arms starting from the jointed areas and spreading out as well down the back of their necks and along the back. The coloring of the scales matches the ancestry of the dragon to which the Tieldracen relates.
Geographic Distribution

Tieldracen

Ability Score Increase +1/+1/+1
Size Medium
Speed 30 ft

Your draconic heritage manifests in a variety of traits you share with other Tieldracen.   Age. Tieldracen mature at the same rate as their mortal parent's race, but they can live up to 1000 years. A few of those who have transcended into dragonhood, however, have been granted the gift of immortality. Making dragonhood even more sought after, but no less difficult to achieve.   Size. Tieldracen are often taller and heavier than humans, standing well over 6 feet tall, with males being noticeably bigger than females. Your size is Medium.   Speed. Your base walking speed is 30 feet.   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 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 by an additional 1d6 at 6th level, 11th level, and 16th level. After you use your breath weapon, you can't use it again until it's recharged. At the start of each of your turns, provided you already used your breath weapon, you may roll a d6. On a 6, you regain the use of your breath weapon. Otherwise, your breath weapon recharges 1 minute after you used it.   Languages. You can speak, read, and write Common and Draconic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.   Dragon Ancestry. While most Tieldracen are mixed, they are always divided into a number of different colors that reflect their dragon ancestry, which provides them with unique abilities. Just like true dragons, these colors are not all equally powerful, and some colors have more niche abilities than others. However, no color is exceptionally different in power from others. These colors fall into two categories, the chromatics—black, blue, green, red, and white—and the metallics—brass, bronze, copper, gold, and silver. Choose one of these subraces. Your breath weapon deals elemental damage of the type associated with your chosen subrace and you gain resistance against this damage type as well as you gain an additional draconic trait.

Draconic Ancestry

Black

  • Draconic Ancestry. Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage.
  • Unrelenting. You add your Constitution modifier to the damage of your breath weapon. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light, but only shades of gray.

Blue

  • Draconic Ancestry. Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage.
  • Desert Predator. You have a burrowing speed of 15 feet through non-rocky soil. When you use the Hide action, you may immediately burrow yourself just below the surface into non-rocky soil. Creatures that attempt to detect you while you are burrowed suffer a -5 penalty to their ability checks to find you, provided you are out of combat and you remain there without moving or taking actions. While burrowed near the surface, you have vision, may breathe freely, and may emerge as a bonus action. While burrowed near the surface, you count as having three-quarters cover.

Brass

  • Draconic Ancestry. Your breath weapon deals fire damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have fire resistance.
  • Boldly Talkative. You gain proficiency in the Persuasion skill. You can cast the tongues spell once, but only on yourself, and with a duration of 30 minutes. You regain the ability to cast the spell this way after finishing a long rest.

Bronze

  • Draconic Ancestry. Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage.
  • Dragon of the Coast. You have a swim speed of 30 feet, and can breathe air and water. When using your breath weapon, you may instead choose to use repulsion gas with the same range and DC. This gas doesn't deal damage but instead imposes a Strength saving throw. Those who fail it are pushed back 15 feet from you. This special DC increases by 1 for each additional 1d6 damage on your breath weapon.

Copper

  • Draconic Ancestry. Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage.
  • Playful Host. You gain proficiency in the Performance skill, and you know the vicious mockery cantrip. Charisma is your spellcasting ability for this spell.

Gold

  • Draconic Ancestry. Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage.
  • Reserved Companion. You gain proficiency in the Insight skill. Your racial fire damage, including that in your (true) dragon form, becomes radiant damage against fiends and undead creatures instead.

Green

  • Draconic Ancestry. Your breath weapon deals poison damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to poison damage and advantage on saving throws against being poisoned.
  • Gifted Trickster. You gain proficiency in the Deception skill. You can cast the disguise self spell once with this trait, appearing up to 2 feet shorter than normal with it, and regain the ability to cast it this way when you finish a short or long rest. Charisma is your spellcasting ability for this trait.

Red

  • Draconic Ancestry. Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage.
  • Indomitable. You gain proficiency in the Intimidation skill. You have advantage on saving throws against being charmed or frightened.

Silver

  • Draconic Ancestry. Your breath weapon deals cold damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to cold damage.
  • Fascinated by Mortals. You gain proficiency in the History skill. When using your breath weapon, you may instead choose to target a single creature within 15 feet with numbing gas. The creature doesn't suffer damage, but must succeed at the saving throw or be stunned until the end of your next turn. This special DC increases by 1 for each additional 1d6 damage on your breath weapon. You may regain this trait after finishing a long rest.

White

  • Draconic Ancestry. Your breath weapon deals cold damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to cold damage.
  • Skilled Hunter. You gain proficiency in the Survival skill. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

 

Languages. Common, Draconic

Comments

Please Login in order to comment!