The Draconic races

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The Draconic Races

Half dragons, dragonborn, and kobolds are often collectively referred to as the draconic races. The one thing that all draconic races have in common is that the blood of dragons flows through their veins. Because of this, or in some cases despite this, they are naturally drawn to each other.

Dragonborn

Dragonborn, as their name indicates, are born from dragons. They were created with the essence of dragons and look the most draconic out of all the humanoid draconic races. Like half dragons, the blood of a particular type of dragon runs strong through each dragonborn, granting additional traits.

Despite this, most don't have a tail like the half dragons have, and those that do are often shunned due to it being considered a bad omen for dragonborn to have a tail. They are divided into subgroups based on the draconic fragments that they possess. Most are blessed with a powerful soul piercing roar, while others have developing wings. Regardless of their gifts, they have a reputation for being reliable and honorable.

Their origins vary, but often they were created by dragons as shock troops and servants. Because of this dragonborn have mixed feelings towards dragons in general. A few take pride in their origin, but most hold a grudge against dragons as they were little more than slaves. Regardless of their stance on this, dragonborn pride themselves on their own skill and ability to take care of themselves, showing their worth through their own actions. As such, a continual drive for self-improvement reflects the self-sufficiency of the dragonborn race. They value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. And they make mastery of a particular skill their lifetime goal. Those half dragons that are raised by dragonborn communities usually have a similar mindset and will often strive even harder to prove their worth. To most dragonborn, the clan is more important than life itself. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position. Dragonborn live relative short lives, only around 80 years, but no less fulfilling ones.

Relationship with other races

Dragonborn as a whole share a strong bond with half dragons, despite the origins of the latter. Even those dragonborn that hold the greatest grudge against dragons will often not extend this grudge to half dragons. This is likely due to the similarities that both races share, most of all how they similarly have draconic blood, and don't feel that this defines them similar to how it does not define themselves.

They also tolerate the presence of kobolds, and even come to their defense when they are in trouble. Unless they deserve it, which is usually the case. Nonetheless, they respect the race it's devotion to their families and the group as a whole, and have grown to appreciate their skill at sewage management. They often get annoyed at the borderline worship that kobolds have for them, but generally tolerate it while simultaneously relying heavily upon the unorthodox skill and high numbers of the kobolds.

Their opinion on the other races varies, as they tend to put value most into people's skill and merit. Usually, they tend to get along with dwarves due to their strong senses of honor and duty. Humans are seen as both fascinating as well as dangerous, but overall they have a friendly relationship. They respect the skill of the Elves and the strong sense towards communities that halflings have. Gnomes are seen with a slightly less positive view due to their rivalry with the kobolds, to whom they have grown somewhat attached. But if a gnome proves his merit he will find an equally devoted friend.

Ironscale Legions

The dragonborn are the most organized of all the draconic races. This is because they were originally created as foot soldiers for true dragons, to fight in their many wars. Eventually many broke free, but they kept their military ways. Although dragonborn are divided within clans, all clans come together and form legions together, working under a council that was elected by the numerous clans. These are named the Ironscale Legions and are a highly trained force to be reckoned with.

These legions comprise mostly out of dragonborn, but also contain a large number of kobolds, who function as scouts and support, as well as half dragons who fill more specialized roles. True dragons however, due to the stigma that the dragonborn have against them, are generally not accepted within the ranks of a legion. Other humanoid races who are part of draconic communities, provided they prove their worth, may also become part of an Ironscale Legion. Usually these are mortal partners of half dragons, or simply races that have been absorbed within the draconic nation.

Divine spellcasters are a touchy subject, because they believe that the gods created them to be slaves of the dragons. Because of this many dragonborn consider it taboo for dragonborn to worship the gods. Especially since they feel that one must prove themselves through their own skill and show their worth instead of worshiping gods. Nonetheless, within the Ironscale Legion the results are ultimately what matters, and they understand the use of healing and supportive magic. And as such dragonborn clerics are tolerated and even appreciated if they prove their worth. Though most divine spellcasters tend to be half dragons. Bards on the other hand are greatly appreciated within the ranks, both for their skill at healing as well as boosting the morale of the troops. Wizards and Sorcerers are also a fundamental part of a legion, as they suffer no taboo for their magic. After all, they learned how to wield magic themselves after either hard work, or because they were naturally talented. Which are both traits that the dragonborn greatly appreciate.

Dragonforged

Dragonforged are modified warforged, and considered the pinacle of dragonborn crafting. Their appearance is that of a dragonborn armor, with a few noticeable artificial parts. The creation of these dragonforged was commissioned by several legions, who sought to create loyal and stalwart sentries against enemies that relied heavily on ambush tactics and assassinations. These modifications include darkvision, a "breath weapon" which launches several metal shards, and a restoration system that allows them to be more easily revived after battle. However, this came at the cost of their specialized design, and their new restoration system had a significant flaw; it conflicted with their integrated protection, and limited restoration magic from sources other than itself, as the system saw those as an outside threat while the dragonforged was in combat.

Nevertheless, this flaw was accepted as many saw it at as a way of self reliance, which is considered a great virtue among dragonborn. The legions considered the project a great success, as they became known as efficient sentries, guards, and vanguard. Once they gained sentience, the dragonborn openly welcomed them in their societies, due to the merit they had shown in their many shared battles. Now these dragonforged must find their own place in this world, or they can remain in the service of their creators, which many do.


Playing as a dragonforged

When playing a warforged, you can choose to play the dragonforged variant, provided you have your DM's permission. If you do, then you lose your Specialized Design trait, and you must choose Draconic as your other language. In exchange you gain the following racial traits:

Darkvision: 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. You can’t discern color in darkness, only shades of gray.

Breath Weapon: You go through a process every time you rest in which you shed metal on the inside and it is collected inside your "stomach". You can use your bonus action to exhale these shards of metal in a 15-foot cone. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 slashing damage on a failed save, and half as much damage on a successful one.

The damage increases by an additional 1d6 at 5th level, 8th level, 11th level, and 17th level. You regain the use of your breath weapon after finishing a short or long rest.

Flawed Restoration System: While you are in combat, any healing you receive from other creatures is halved.

If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), then the caster doesn't need material components to cast the spell on you. In addition, these spells can be used to resurrect you within 1 day if the original time limit was shorter (such as the revivify spell).


You can attune to magic items that require attunement by a dragonborn.


Half Dragon

Half dragons are the most "human" among the draconic races. They appear like humans, with scales and hair colors that match their most dominant draconic ancestor. They have a long scaly tail, scaled legs, and a few scales on their torso, arms, and face.

In addition they have draconic horns sprouting from their heads, as well as draconic looking eyes. Half dragons are divided in subraces based on which draconic ancestor is the most dominant for them. Based on their ancestry, they are blessed with various benefits. But a powerful breath weapon is what they all have in common, even compared to that of the dragonborn.

Half dragons are different from dragonborn in that they were not artificially created, but instead are born or are descended from unions between dragons and mortal partners. Metallic dragons are known for their ability to take on humanoid forms, especially silver dragons, whose love for humanity has caused them to create an entire human subrace; the silverbrow humans. However, dragons are magical creatures, and many are able to wield powerful magic (see the Dragons as Innate Spellcasters variant rule in the Monster Manual on page 86). As such many chromatic dragons have been able to create half dragon bloodlines of their own. Blue dragon particularly are known for creating many half dragon offspring, as a way of creating weaker soldiers that will be less likely to betray them. Interesting enough, despite being chromatic dragons, blue dragons are known for being loving parents to any of their children, dragon or half dragon. Half dragons possess less bestial traits than dragonborn, but possess undeniable potential and the possibility to "transcend to dragonhood". This grants the half dragon the ability to assume their true dragon form, and become a full-fledged dragon.

In addition, half dragons live a lot longer than dragonborn, being able to live almost a millennium, and surpassing the age of elves. Despite this, they often have more children than elves do, and as such are a fast expending race, almost as fast as dragonborn. The only thing keeping this race in check from overwhelming areas are the many conflicts they tend to have. Not because they are necessarily violent (though in the case of some half dragon subraces this is indeed the case), but because they are a prideful race that doesn't shy away from a challenge and often meet it head on. Combined with the half dragon race its desire to become stronger and seek out challenges, they tend to live dangerous lives. In order to expand and increase their survival changes, half dragons usually spend the early parts of their long lives rearing and raising children, and will only adventure once they feel they have experienced this kind of life long enough, potentially leaving their current children into the care of their spouse or families. Their long lives allow them to experience both lifestyles, and it isn't uncommon for a adventurer to have children waiting at home, or to return to a life of family once their adventuring lives are behind them. However, despite their claims, their adventuring lives are never truly left behind them, as their racial drive to become stronger often pushes them back into it once more.

Despite this, half dragons are a race with strong individuals, and some start their lives as adventurers instead. The pull towards worthwhile challenges taking priority for them.

Relationship with other races

Half dragons get along the best with dragonborn, sharing similarities with this draconic race. However, unlike dragonborn, half dragons tend to be more individualistic due to their stronger ties to their draconic ancestry, despite their more humanoid appearance. Half dragons are also the ones most accepted within dragonborn communities. This despite the long tail that half dragons have, which is seen as a bad omen if it belongs to a dragonborn. Dragonborn see half dragons as fundamentally different, despite the similarities, and that would explain their tolerance for their tails.

Kobolds are often seen in an endearing way, thinking of them as comedic but still being respectful enough to them due to their usefulness. They will usually come to the defense of one because of this endearing feeling, unless the kobold deserves its misfortune which it often does. Half dragons can be annoyed with them from time to time. However, the kobold’s valuable skills and devout worship makes these annoyances easier to overlook in the eyes of a half dragon.

They tend to get along well with most other races, though the drive and ambition that humans often possess makes half dragons gravitate towards humans more often than not. They are, however, wary of races that have unfavorable reputations based on past actions or beliefs. Yet, many half dragons will judge individuals based on their merits before deciding on an opinion about them.

Half Dragon players vs Half Dragon template

There is an existing half dragon template, which is meant as a boon on top of existing monsters. The half dragon player race is different in both appearance and power. Where the template makes the creature look extremely dragonlike, the playable half dragon still has a very humanoid appearance.

The half dragon can have the appearance of a dwarf or halfling if the mortal parent was one, though due to its larger size it would still be medium, as well as possess all the other half dragon traits.

The term half dragon is also used as a reference to those who are descendants of such unions between dragon and mortal, and as such the name is a bit inaccurate when used in those cases. Regardless, it is a generally acceptable term when used to describe the more humanoid descendants of dragon kind.

For those players that want to play a half dragon with wings, you can discuss the following option with your DM; access to the Draconic Heritage feat from the dragonborn:

Blessed by the Dragon Gods

Most half dragons only possess a draconic tail and lower body, along with several scales on their upper bodies. However, there are a rare few who are blessed by the dragon gods (usually Bahamut or Tiamat) and are granted draconic wings. These blessings seem to be random, as even the most devout followers of Bahamut will find it unlikely that they would be blessed with them. Those who are lucky enough to be granted this blessing will often start with smaller or weaker wings, which need time to properly grow in size or strength. And, similar to the lesser dragon form, these wings will only further motivate them to ascend to dragonhood.

Playing as a Half Dragon with wings

Some half dragons are blessed by the dragon gods and may choose the Draconic Heritage feat from the dragonborn as their feat once, to gain the Wings trait of the Wayfarer subrace. This grants them draconic wings.

NOTE: This is a powerful feat when given to a half dragon, so you may only take this feat once and with your DM's permission, and you must choose the Wings trait of the Wayfarer subrace.


Silverbrow Humans

Silver dragons relish humanoid form and enjoy many of the same daily pleasures as humans. Long ago, communities of humans welcomed disguised silver dragons among them, not knowing the truth about their new neighbors. In these communities, silver half dragon children became common as the dragon visitors married their human friends. These communities either welcomed these children, or their draconic parents used their magic to alter their appearance. Over time, as these children mingled with other humans, the overtly draconic physical characteristics faded, leaving human-looking children with silver dragon bloodlines. Eventually, the dragons themselves departed, leaving behind a strong draconic heritage; a silver streak or highlights in the hair. They came to be known as silverbrow humans.


Playing as a Silverbrow Human

If your campaign uses the optional feat rules from the Player’s Handbook, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait.

Ability Score Increase: Two different ability scores of your choice increase by 1.

Feather Fall: You can cast the feather fall spell once with this trait, and regain the ability to cast it this way when you finish a short or long rest. Those affected by this spell can move one foot horizontally for each foot that they fall.

Feat: You gain one feat of your choice.


Zekyl

The zekyl (also known as zekylynor) are the offspring of shadow dragons and their drow partners. The shadow dragons of clan Jaezred are infamous for creating half drow and half dragon children as infiltrators as they seek to destroy drow society from within and end the oppressive and cruel matriarchy that Lolth has forced upon the drow race. Though their reasons are less benign, as they seek to rule over all of drow kind themselves, while secretly living among them.

As they grow stronger, they are able to ascend to dragonhood in a similar manner as half dragons are, and will become known as drow-dragons. However, due to the chaotic influences of the shadowfell, they are not truly half dragons themselves, as they are genetically closer to their elven lineage. Which is why, when ascended, they consider themselves an entirely different species.

Due to the chaotic influences of the shadowfell, their appearance varies, but they always share some draconic characteristics. Unlike half dragons they do not have a natural resistance against an elemental type, but instead their shadow touched nature allows them to change their appearance, enabling them to infiltrate drow society from within. They are also far more likely to develop wings than regular half dragons are, which scholars believe is due to the influences of the shadowfell instead of a deity.

Similar to blue dragons, shadow dragons are affectionate to all of their children, shadow dragon or zekyl alike. Because of this strong family bond, most zekyl have an strong sense of loyalty to the shadow dragons that govern over them. Yet some Zekyl follow the deities Vhaeraun and Eilistraee, whom they consider allies against Lolth. While others become adventurers, who seek to leave the Underdark all together.


Playing as a Zekyl elven subrace

When playing an elf you can choose Zekyl as your elven subrace, provided you have your DM's permission. You have access to all the customization options that drow and half dragons have, including feats and epic boons. When you ascend to dragonhood you can shapechange into an adult red shadow dragon. You can choose the Draconic Heritage feat from the dragonborn once, but you must choose the Wings trait of the Wayfarer subrace. Zekyl players gain the following racial traits:

Ability Score Increase: Your Strength or Charisma score increases by 1.

Change Shape: You can cast the disguise self spell once with this trait, and regain the ability to cast it this way when you finish a long rest. After 1 hour you can concentrate on this spell to extend its duration up to 8 hours. Charisma is your spellcasting ability for this spell.

Breath Weapon: You can use your action to exhale destructive energy. When you use your breath weapon, each creature in a 15-foot cone which originates from you must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 necrotic damage on a failed save, and half as much damage on a successful one. The damage increases by an additional 1d6 at 5th level, 8th level, 11th level, and 17th 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 can 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.

Using this trait reveals your true nature to any creature within 30 feet that can see you.

Sensitive Eyes: While in sunlight, you have disadvantage on Wisdom (Perception) checks that rely on sight.


Zekyl players can choose the shadow dragon as their chosen dragon for subclasses that make you choose between different dragon types. Its damage type is necrotic. The shadow dragon counts as either a metallic or chromatic dragon (your choice). Zekyl Dragon Domain clerics, that chose the shadow dragon for their Draconic Blessing, will deal necrotic damage in a 30-foot cone (Dex. Save) with their Dragon's Wrath Channel Divinity feature. Zekyl Draconic Bloodline sorcerers can choose necrotic as one of the damage types when casting the elemental exchange spell, and can use the absorb elements spell against necrotic damage as well.

Kobold

When most people think of kobolds, having a draconic ancestor is likely one of the last things that comes to their mind.

Kobolds are cowardly by nature, and have a weaker moral standing than most other races. As such they seem to have little in common with their draconic ancestors. Nevertheless, kobolds are quite capable crafters and builders, if they are instructed well enough. And they have an uncanny natural affinity for tunneling and laying traps. Kobolds can live up to 120 years, but their tendency of almost comedically getting themselves killed means they rarely live that long. They are the most numerous of all the draconic races, and they are also renowned for their teamwork.

What they are most renowned for however is their worship of dragons, whose whims and even cruelty they readily forgive. This despite their tendency to be petty and spiteful if they don't receive the respect they believe they deserve as descendants of glorious dragonkind. Indeed, no form of treachery comes to mind when a dragon is involved. And as far as they are concerned, dragonborn and half dragons are every bit as dragon as true dragons are.

Wild Kobolds

Those kobolds that are found as opponents to adventurers are usually "wild kobolds" as they are described by those that understand the difference. These kobolds are far less likely to interact with other races, and have developed a sensitivity to sunlight because they are not accustomed to living outside their tunnels. Like the more civilized Kobolds, who are sometimes referred to as "high kobolds" by scholars, they are renowned trap makers and tunnelers. However, these wild kobolds often struggle to survive, and as such they are better trained at teamwork, as those that aren't are usually eaten

quite early in their lives. This also means that they are less educated, and far more hostile. Kobold players may choose to sympathize with their less developed cousins, or they could be scornful. Not liking how these even more cowardly kobolds give them a bad name.

Relationship with other races

Kobolds revere both dragonborn and half dragons, to the point that it is almost worship. And although they will also stand up to their own interests (which they consider a sign that they are worthy) they will still do everything within their power to prove their worth to them. These are generalizations, but overall they do tend to be highly positive towards dragonborn and half dragons, especially those that show them a shred of respect. Which doesn't have to be a whole lot all things considered. As such the other draconic races tolerate them, either annoyed or endeared, or both.

Other humanoid races on the other hand are often met with suspicion, and the feeling is often mutual. However, many kobolds are more open, especially if a good meal is involved. Gnomes however, are generally considered a racial enemy, though some kobolds can overlook that if the meal is sufficient enough.

Dragonwrought Kobolds

Dragonwrought kobolds are rare members of the kobold race with a stronger connection to their draconic ancestors.

All dragonwrought kobolds have scales that are tinted in a hue that aligns with their respective ancestors. The eggs that dragonwrought kobolds come from are covered in specks matching the color of their true dragon relative, increasing in size and number over time. These kobolds are born with a set of reptilian wings, but only some can immediately use them for flight. In most cases it will take practice and experience for them to fully utilize their wings to their fullest.

The influence of a dragonwrought kobold's ancestry is deep enough that they are granted several abilities. They are immune to magical sleep effects, and resistant to paralysis. Those with chromatic ancestry live up to five times longer than regular kobolds, and those with metallic ancestors can live up to ten times longer. Which is rather impressive seeing as kobolds can usually live up to 120 years.

Dragonwrought eggs are usually brought to sacred kobold communities in mountain ranges or other high altitudes, where they focus on training their wings instead of digging through the earth and placing traps. They are also more prideful then regular kobolds, but this does not dissuade other kobolds from revering them in the slightest.

Usually dragonwrought kobolds are born from special eggs, but sometimes the draconic gods bestow the gift of dragonwrought upon those kobolds who earn their favor. These kobolds are called Urds, named after the draconic word for wings, and are equally revered.


Playing as a Dragonwrought Kobold

You may choose to play as a regular dragonwrought kobold, born with wings from a special egg and cherished among your tribe.

If you choose this variant, you gain the Urd Feat at 1st level, but you lose the following racial traits: Burrower, Center of Attention. and Skilled Trapper.

Religion

Worship is a sensitive topic among the draconic races. On one hand Bahamut is often worshipped by half dragons, while Tiamat is usually worshipped by half dragons of evil alignment. Asgorath, also known as Io, the Ninefold Dragon, who created the dragon gods and all of dragonkind, cares for the betterment of dragon society as a whole, and those who worship him often have very different interpretations. Regardless, he cares for all dragon kind, which includes the draconic races.

Dragonborn on the other hand prefer not to revere gods, and will mostly just tolerate their worship. Especially dragon gods are a touchy subject, as they are often not very fond of true dragons. Even as they receive blessings, or fragments, of what makes a true dragon, they still do not think fondly of them. Most dragonborn believe that the gods created them as slaves to the dragons, so worship among dragonborn is considered taboo. Most dragonborn who revere gods are usually paladins, as paladins are purpose driven and honor bound. They earn the blessings of their gods through deeds, not by praying or asking for aid. In their minds they will become so strong and powerful that the entity will recognize them, see the value within them, and offer its help to them. Which they will accept for the betterment of the clan, and those around them. This is why those who revere gods are usually paladins instead of clerics, and why dragonborn warlocks are extremely rare.

The main deities of the draconic pantheon are Bahamut and Tiamat. They are also the ones who enjoy the most non-draconic followers, and have been at odds with each other since the beginning of creation.

All dragon gods have in common that they value strength and independence, and this is one of the few areas where Bahamut and Tiamat find common place. Bahamut on one hand promotes strength in his followers and teaches them to promote independence. He will shield those that are weaker, but strongly encourages those weaker beings to strive to improve themselves. While Tiamat has little patience for weakness, and encourages her followers to kill those that provide no use to them.

Asgorath

Asgorath, also known as Io, is the lawful neutral dragon deity of creation. He (or she, as some traditions suggested) is regarded as the creator of the multiverse and of dragonkind, and he manipulates the destinies of all dragons by operating in a way that nobody suspected his involvement. Asgorath is supposed to encompass all alignments, but is often regarded as neutral. In the Outer Planes, he is more commonly known as Io. His holy symbol, an unadorned circle, represents totality.

Some sages believe that Asgorath is an aspect of the World Serpent concept, while others claim that Asgorath is actually a primordial that had ascended to godhood. Regardless, Asgorath is revered by dragons of all kinds. He is also worshiped by some half dragons, kobolds, lizardfolk, troglodytes, humans, and even a few dragonborn.

Asgorath has no enemies among the other gods, because of his neutral point of view. Even those of opposing alignments can find common cause under the banner of the World Shaper.

Bahamut

Bahamut is the lawful good dragon god of justice, good dragons, metallic dragons, wisdom, and enlightened justice (justice tempered with mercy and punishment with forgiveness). Bahamut is stern and very disapproving of evil, always arguing with Asgorath about his crusade against it. He accepts no excuses for evil acts, and doesn't tolerate even minor offenses by evil creatures.

Despite his stance, he is also considered one of the most compassionate beings in the multiverse. He has limitless empathy for the downtrodden, the dispossessed, and the helpless. He usually prefers to polymorph those who had offended him instead of killing them, although it is also said that Bahamut loathes to sully himself with the blood of evil creatures.

By draconic standards, Bahamut is neither vain or desirous of treasure. He values wisdom, knowledge, prophecies, and songs instead. He uses the great wealth he has amassed over the ages to help those in need, while using the magic items he has gathered to further his goals. However, he also pursues viciously (usually sending his champions and followers) those who try to steal the hoard from his palace as, after all, he is a god of justice.

Bahamut also likes to prove the strength and worthiness of his followers by battling against them in his dragon form, halting the combat when his followers are injured or when he overcomes them. However, he is prone to get carried away by his zeal, and has powerful healers on hand in case he has gravely injured one of his followers in those battles.

While his court is comprised only of gold dragons, Bahamut enjoys the company of all good dragons, delighting in their differences and varied personalities.

Kurtulmak

Kurtulmak is the lawful evil or lawful neutral (depending on branch) patron god of kobolds. Interesting enough, there are two branches of worship that revere him.

The first one is practiced by the wild kobolds, who preach that Kurtulmak tirelessly drives kobolds to make war upon gnomes, in retaliation for a prank the gnomish deity Garl Glittergold pulled on him. This version of Kurtulmak is known to have neither compassion nor a sense of humour, and demands that the enemies of kobolds are sacrificed to him monthly (under the crescent moon) in a gory ceremony.

The second branch is practiced by the more civilized kobolds, in which Kurtulmak is of lawful neutral alignment. It tells that Kurtulmak is a victim of a cowardly act by Garl Glittergold, but that one day their people will rise up and bring him to justice.

The First story tells of how Kurtulmak decided to carve out a great cavern and rig it to collapse, whereupon he would then play a great jest; he would invite all of the other racial deities to the cavern for a feast, whereupon he would tell them the tale of "The Violation of Tiamat's Lair." At the tale's end, he would pull out an ornate stone trigger and bury the assembled deities alive. The subsequent turn of events differs on whether the myth's teller is a kobold or a gnome, but either way Garl Glittergold stumbled across Kurtulmak's cavern and pulled the trigger, burying the God of the kobolds in his own trap.

The kobold version insists that Garl Glittergold did so because he was jealous of Kurtulmak's creation, whilst the gnomish version claims that Garl admired Kurtulmak's work and pulled the keystone out simply to see if it worked, soon forgetting all about the event. This story is also supported by most Gnomes.

The second story, as told by those kobolds that are more civilized, tells an entirely different tale: When Io gave the secret of creation to the first true dragons, the first dragon to use that secret was Caesinsjach, a green dragon. The first kobold was Kurtulmak. Caesinsjach chose to command her new creations through Kurtulmak; and he ascended to a position of leadership. When Caesinsjach told the kobolds to mine for precious metal, Kurtulmak invented the pickaxe. When she ordered them to tile her lair with gold, Kurtulmak minted the first draconic coin. And when she told them to mine precious stones, Kurtulmak taught himself sorcery to divine where minerals were located. When Caesinsjach's lair was finished and she had become the wealthiest dragon in creation she let the kobolds go free. In emulation of his former mistress, Kurtulmak immediately began mining a lair for himself. Although he never asked for help he nonetheless received it. Every kobold he ever worked with came to his aid. Kurtulmak found a spot with a near limitless supply of metal ore and precious stones. With Kurtulmak commanding the operation, it quickly became the most structurally sound and resourcefully designed mine the world had ever seen. Kurtulmak called it Darastrixhurthi, a fortress fit for dragons. Nothing rivaled it.

Garl Glittergold was not pleased. While his gnomes were playing useless games, the kobolds were busy working and were ready to emerge as a dominant race. And so with a wave of his hand, Garl collapsed Kurtulmak's mine, crushing all the kobolds inside. The other gods demanded an explanation but no deity came forward to reverse the damage done. Io, realizing that no god would help, searched the souls of those who died to find Kurtulmak still clinging to life. Even buried under the mountain he would not give up on his people. Io gave Kurtulmak a choice. He would empower Kurtulmak with the strength to rebuild the mine, or he would make the mighty kobold a champion of his people for all eternity. In this latter case, the loss of Darastrixhurthi would remain, but the memory of what happened would never be forgotten.

The wild kobolds teach their followers to hunt down Gnomes where they can, where the more civilized ones teach that Garl Glittergold will face justice one day, and in the meantime it is unwise to endanger your tribe by going to all-out war against Gnomes and their allies. But the latter also teaches to undermine Gnome kind where they find them, and if possible play tricks back at them. The more unpleasant the better.

Tiamat

Known as the Dragon Queen, Tiamat is the lawful evil dragon goddess of greed and evil dragons. She is the eternal rival of her brother Bahamut, ruler of the good metallic dragons.

Tiamat is arrogant, greedy, hateful, spiteful and vain. She never forgives any kind of slight, and is focused in obtaining more power and wealth. She disdains mortals, regarding them as mere disposable tools in her schemes. When needed, she is charming and fey, but her self-serving and reptilian personality betrays her sooner or later. Tiamat enjoys the company of male dragons, and has many great wyrm consorts of the chromatic varieties. She also has an insatiable greed for treasures but prefers that her followers bring it to her in the form of gifts instead of searching for riches on her own.

Tiamat feels only scorn towards her brother, as she believes that dragons should dominate the world and rule over the lesser and weaker races. Nonetheless, if a mortal follower of her proves his worth, she will indeed bestow her blessings and strength upon him. Strength and independence are virtues she is always fond off, and she can even become fond of mortals without draconic blood in their veins if they prove their strength to her.

Ancient Foes

Dragons are known to be among the most powerful beings in the multiverse. As such there are few that seem to be able challenge their power. However, the multiverse is a fast place, and the enemies of dragon kind have more than one way of bringing ruin to the realms they believe are rightfully theirs.

Primordials

The primordials, or dawn titans, are god-like beings made of manifest entropy and elemental energy. Long ago, they created the dragons as slave-steeds in their war with the gods. Later on they were banished to their own world of Abeir and took several of their slave-steeds with them. There, the dragons rose up against their masters, and were even able to defeat them. Now they are the ones to rule over Abeir. Meanwhile, many dragons were left behind by the primordials, and became a dominant species in many worlds. The primordials still remain a threat however, as some have vowed to bring dragon kind back under their rule. They usually operate through cultists, or work together with the demon prince Xir, to manipulate the draconic races and destroy them from within. Because of the draconic races their tendency towards valuing strength and independence, this has always met with little success. When manipulating the other mortal races against them on the other hand, they have had far better success. While many chromatic dragons are inherently evil and must be slain, more than one innocent half dragon or dragonborn has been the victim of a hateful mob set up by primordial cultists.

Bazim-Gorag

Bazim-Gorag the Firebringer is an ascended primordial and chaotic evil elemental lord. His appearance is that of a frog-like humanoid with red-gold skin and two froglike heads. Many of his followers are Slaad, due to him being the primordial god of change. His portfolios are chance and chaos, and he is invoked by gamblers and anyone who wants the impossible. More often than not, his assistance comes at a too high price to pay. His worship is forbidden among the races of order, as he is revered as the patron of Chaos itself, and invoked by those who want a twist of fate no matter the dark price to pay.

He poses a significant threat, even to dragonkind, as his followers are mainly Slaadi. Slaadi are twisted frog like beings of pure chaos, and are renowned for their tremendous power and ability to multiply rapidly at the expense of other races. Fortunately they are usually only native to Limbo and the Supreme Throne, a fiendish plane in the World Tree cosmology. But that doesn't stop the primordial their cultists from trying to summon them into the material planes. With all the horrors that comes with them.

Xir

Xir is the chaotic evil demon prince of weakness and entitlement. In the past he was also known as Barbu, the unwelcome, demon prince of discord and ruined peace. He is a minor but particularly vile demon prince who presents his dogma as one of righteousness, while in truth his endgame is tearing apart the fabric of societies. His dogma teaches that victimhood is a virtue, that you are a victim no matter how privileged you live or how few hardships you face, and that if you can't find anything problematic that you simply aren't looking hard enough.

Xir is one of the few entities over which Bahamut and Tiamat find common place, as both despise Xir with equal passion. This is mainly because Xir's promotion of weakness and dependency is opposite to the strength and independence of dragons. Because both gods teach their followers to hunt down Xir's cultists where they can, Xir has remained a minor demon prince, for now.

 

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