Sunday, May 26, 2019

A Brief Look at the Dragonborn Clans- Draft 2016

A Brief History and Look at the Dragonborn Clans (Excluding the Doronian Clan)

  • Ka’llean: (African Influence)

Believers in Ka’ll, the god of Power and Succession, these hearty warrior folk have been both respected and mistrusted for many years, ever since the Dragonborn wars where, at their peak, the clan attempted to annex other kingdoms (including the Doronians and Duillimi people). The Ka’llean are, to clarify, not all bad. The brand that they receive is one more of grand association than of individual judgement. Needless to say, the warlike nature fuels the bellicose bloodline of many Ka’llean, but all together each is his or her own Dragonborn. Power, after all, can be obtained in many ways.

Unlike Doronians, who put more trust in relations with dwarves and humans (though are accepting of most races), Ka’llean have a closer relation with fey and the Drow, respecting each for their value in terms of power. Thought there is minimal contact with the mysterious Dark Elves, what contact there is tends to be handled in a respectful businesslike manner. The Ka’llean are open to all people, though sometimes with ulterior motives.

Many predators pose serious threats to the native Dragonborn living in the Scorched Lands, but also prove to be great challenges that the Ka’llean desire to conquer. Ka’llean hunting parties meet the average threat of Basilisks, Azer Rebels, Bluespawns, and other desert and volcanic creatures. Like the Doronian friendship with the Frost Giants, the Ka’llean have forged close and respected relationship with the Fire Giants, constructed initially by many business transactions (including those in serf labor).


  • Hakiman: (Carthaginian, Egypt and Persian Influence)
The Realm of Shadows is one often feared by many a wary wanderer, and stories of disappearances into the dark forests often fuel the nightmares of many curious young Drgaonborn and ward off their inquisitive nature. Similar to the real-life location of the Black Forest (Schwarzwald) in South Germany, the mixture of the dimly lit woods, crimson leaves, and patches of marshland are enough to scare away even the bravest adventurer.
As shadowy as their homeland, the elusive Hakiman people celebrate stealth above all else, being secretive in nature and learning to gauge many conclusions based on miniscule gestures and expressions to show inclination. What may not even be perceived as a base form of expression or recognized at all by the average eye, a Hakiman can pick up right away. These indications seem slight, but overall contact within a community can be rather close-knit while seeming cold and distant to an outside observer.

The battle of morals between “good and evil” are lost on the Hakiman people, who largely remain indifferent to either side. The capacity for righteousness is all individual, and those born under the insignia of Hakima are informed from birth that their path is their own. Many, already comfortable and learned in the art of stealth, choose the path of the Silent Blade: The organization that had originally been founded when the clans became independent. Though reclusive in nature, the Hakiman mostly move on to do mercenary work, typically masters of spying and subterfuge. As such, the annual riches of a Dragonborn are often brought back to contribute to the wealth of the clan. Though mysterious and quick-witted, the Hakiman people discourage open theft, especially towards the disadvantaged. They see this as too easy and dishonorable, wishing instead to pursue careers that prove their excellence and risk their lives in the name of the Nocturnal Matron.

Hakima, the Nocturnal Matron, is the God of Stealth and Night. Her temples are few, but are somewhat extravagant, with nightshade and belladonna lining the offering dishes. These temples are many times etched into the great stone walls of the occasional Shadow Realm quarry or cave. The Hakiman like this, due to the preference of secretive (to outsiders), yet communal, practice. Magical incense that grants the reverent silent footsteps and a temporary ability to seemingly become transparent (which, in Hakiman culture, is the equivalent of being one with the Sacred Lady herself) is a ritual part of any sermon, and is often performed by the High Clergyman. He or she takes the sap from a pine tree, the blood of a forest panther, the fang and venom of a water moccasin, and the feather of the owl. Once properly combined and thoroughly mixed together, the attendees of the sermon each blow some dripping venom onto it, their Dragonborn breath fusing the ingredients together. With a blessing, the incense is complete. It is very useful for aspiring assassins, and the less experienced young Dragonborn often come for hearings and receive the blessing before embarking on their first missions.


  • Duilliman: (Native American and German Influence)
Followers of Duile Nadur (God of the Natural World and Peace), these shy green Dragonborn are rare to find, as they seldom associate themselves outside of their community. Mostly druids and rangers by nature (Ha! Puns!), these folk make their homes in the dense forest, with the center of their city being the Glen of Duile Nadur. Houses themselves are simple, yet elegant. For instance, most living areas are natural knots suspended in the trees, said to have been made by Duile Nadur Itself. Shops are carved out of large tree trunks, and are firmly rooted to the ground. For all of the ornate beauty made by the hands of carpenters and architects, the awe-striking benevolence of nature is tenfold.

The imported ales of many regions are Duilliman, who excel at brewing the most masterful meads from the Nadurian Honeybees and the richest beers from abundantly growing barley. The people of Duile Nadur humorously enough consume in great moderation, yet are chief heads in the brewing business. Another market that is dominated by the Duilliman is the basket and weaved materials area. Duilliman jewelry is greatly sought after, a mixture of bone, turquoise, and other gemstones often being made into necklaces, bracelets, and headdresses. These gems are cut by gnomes, whom the Duilliman are in close affiliation with.

Though a bashful people, the Duilliman have made allies with the Gnomish people of the Glen. Having both been admired people of Duile Nadur, the two cultures’ friendship blossomed. The Duilliman have also made allies with the satyrs, fey, and wood elves of the forests. Animals and plants are natural companions, and most Duilliman have an inherent affinity for communication with them. The designated Weiserleher is in charge of introducing Dragonborn children to their familiars and helping them discover their inner wildling, whilst the Tiermasitir (or “Beast-master”) is the one that gives them said animal companions. Both are very important, and behave as instructors for the youths. The Weiserleher is also the clan advisor, diplomat, healer, and soothsayer. The Tiermasitir is in charge of barding animals and managing hunting parties. They also are responsible for the army and leading the charge.


  • Toirneach: (Roman Influence)
Though extremely successful in the ways of commerce and diplomacy, the Bronze Toirneachs are seldom boastful of their successes, and are a quiet, polite folk in general. Subjects of the god Torin (God of Commerce and Wisdom), these Roman-Like people prefer to trade openly with all and receive the blessings of other cultures than conquer. These silver-tongued Dragonborn are often the voice of reason in many a heated situation. The third-most popular Draconian city (behind Clan Doronis and Clan Ka’llean), the trade operation in the Citadel and the Marketplace has a presence in the hold of nearly every city. When people inquire about the Dragonborn, many assume them to hail from either the Frozen Keep, due to its popularity, the Scorched Lands, due to the high number of mercenaries and diplomats that travel from there, or the Domain of Wisdom, due to its well-known brand.

Typically a broker for other goods, these connoisseurs of business negotiate not only prices with their charismatic ways, but also sway into the good fortunes of the people who buy their goods. All manners of materials are manufactured by the Toirneachs, though, of course, most are simply bought and sold through other partners. Business ventures are being developed all the time, and innovation is one of a Toirneach’s greatest desires. For example, word is that some have been tinkering with the idea of clockwork guardians, so that the one devoid of arcane can still have a stalwart protector whose vigilance will never falter. Another example is simpler, being the nonlethal stage face paint (with significantly less lead!).
There are a few estranged merchants who sell less holy things, and they typically work in an underground system known as “The Den.” Most salesmen here are fences, pimps, assassin contractors, and so on. All things considered, this is one of the biggest and most influential of its kind. Several Thieves Guilds refer to these people when they need either fences, information, or illegally obtained services. One of the most expensive and valuable wares is information, which can be exchanged for a hefty price. Even the more evil Toirneachs have an ability to form friendships with anyone, as beguiling as vampires. As such, they can extract information as easily as extracting the tooth from a snake. One of the many insults thrown at the Toirneach from the mistrusting racist patron of a tavern is often that they have forked tongues, like the vile conniving dragons that they are claimed to be.

In reality, there is a reason that the Toirneachs have so many friends. Culturally, politeness and kindness are virtues of any good host or business partner, and so the folks get along well with all kinds of people.

  • Brelaads: (Danish/Viking and Hun Influence)


The blue Dragonborn had never truly settled down into any specific homeland, being more nomadic of people. They had valued the hunt and the ability to wander, seeing the world and experiencing new things. As such, the Brelaads had never founded an official city. Being more free spirited than their brethren, the Brelaads felt more liberated in a system of anarchy, a societal governance for themselves. Brelaads have no inherent alignments, aside from the fact that most are considered chaotic. Their ways very much reflect the ideals of freedom and the wind, as Brel’aadna was a wind spirit. The culture is rather like a mixture of the Danes and the Huns. Many of them become pirates or bandits, enjoying the rush of a good charge and the fulfillment of continual movement.

There are no tiers of hierarchy in the Brelaad society: Only a measure of respect in regards to battle prowess, swiftness, and execution of actions. If you make a fool of yourself as a Brelaad, you can expect your community to not forget it. Even as whelps, a Brelaad can be teased and considered weak by predilection. Redemption is a way that is very common for a blue Dragonborn, and the taunted must rise up against their oppression and prove themselves.

One of the most respected positions in Brelaad society is that of the Freerider, who bonds closely with a mount (typically gryphons or swift horses on land, and hippocampi by sea or on ocean) and scavenges, scouts, and guards the perimeter of the current area of influence of the Brelaads at that time. To be a Freerider, one must show a natural boldness and a brave heart as well as the compassion of a friend demonstrated to their beasts, as opposed to one of mastership. Once they have shown these qualities, a shaman will look at the boy or girl and, depending on a group consensus, will embrace them as apprentices for soothsaying. The archers will openly train them, as will the warriors. They are then marked with special tattoos that distinguish their duties: Swirling ashen blue wavelike markings that flow over about a quarter of their flesh.

Many members of society are tattooed as well, mostly the fighters and combat oriented. Warriors color themselves with more rectangular and runic tattoos, whilst archers decorate their bodies with images of nature. In either case, the marks often tell their own stories, the wearers becoming walking murals of different myths or, in most cases, the chronicles of their own lives. The most old and venerable of elders are often covered in tattoos, having the essential events of their live engraved on their flesh as a testament to their existence. This is one distinctive way that a Brelaad can identify their fallen brother or sister.  


  • Tirian: (Vietnamese, Canadian, and Mandarin Influence)


The Tirian are a people of rather peaceful nature, despite the craving for weapons and armor to be forged along with many of their other fine crafts. These blacksmithing people have been known to have a mystical mastery of the forge and hammer, creating metal that almost moves freely like a living construct. Living in some more of the mountainous areas of the world, the green expanses of earth and rock hide great riches which are prudently and respectfully extracted by the Tirians. They take the metals, which are revered in their society, and undergo ritual cleansing, maintenance, and preparation of the ore. After this, the metal is shaped carefully into various forms, from weapons to shields, from pillars to tables, from chalices to chamber pots, and more. In all cases, the metal seems to take on some magical quality in the process of its manipulation.

Even Dwarves are amazed by the ingenuity and metalworking of the Tirian people, and sometimes take treks across the cold of their mountains to the green and luscious mountains of the humid brass Dragonborn homeland just to marvel at the sights and learn from the scribes and smiths. Though well enough enabled to be well-equipped, the Tirian people tend more towards a monkish lifestyle, and so find little use for the armors that they make. Considering the fact that they revere metal as they would a creature with life, the Tirian people disapprove of over-working metal or letting things rust, and would rather themselves take damage than their creations.

Tirians are often aided by metal construct companions and shield guardians, having a great reverence for the peaceful nature of the beings and the harmony between men and metal. There have been a few Warforged, whom the Tirian aid in creating, that have abdicated the throne in history and had the tolerant Tirian follow them. For the most part, the Tirian have been governed by Dragonborn, being elected into offices by both the brass Dragonborn and the free-thinking constructs. In all cases, most of the people have remained happy and peaceful. There has been an insurgent group, named the Uprising, who led a rebellion of hate-filled brass Dragonborn against the Warforged ruler, Emperor Durang Dinh Ahn, in the years leading up to their mysterious disappearance. When the Dragonborn people began to inexplicably grow ill with a strange disease, the blame was uncertain. Seeing many of the Dragonborn dying and opportunity presenting itself, the Warforged Protector had inherited the place of Emperor from his adopted Dragonborn father, the previous Emperor Durang Ghang Wu. The poor prince loved his father very much, but suffered the harsh judgment of the Dragonborn borne of fear and paranoia. With the Warforged not growing ill, the Uprising saw the sickness as a Warforged plot against them and tried to retaliate. The outcome of the conflict is unknown, as the outside world has lost communication with the Tirians for around five years now. Rumor has circulated, however, and suggests that the brass Dragonborn are still alive, though their numbers have greatly diminished. The general, Khiem Dan Huang, was a young and fiery leader of the rebellion that had last been seen alive and well in the small plot of farms and paddies in the valleys of the Tirian homeland.  

The physical appearance of the Tirian are like the Sivernese in that their bodies incorporate features from their eastern ancestors.

  • Sivernese: (Japanese Influence)


The Sivernese are a people known for their prowess in battle and value of companionship. Their codes reflect the Buishido values in Japanese culture, and loyalty is law in the clan. Mostly serving as retainers and servants in Orion culture, the Sivernese are both intertwined and largely independent. The silver Dragonborn had migrated to the northwest under the banner of the Ancient Gold Dragon, Luuthars, in the First Era. It was there that they had found the Kingdom of Gold, where the first children of the good dragons lived. Since that day, bound to an oath that resigned deep within their people, the Silvernese became the epitome of what it means to be a companion.
Culturally, the Sivernese were at one point isolated. Their kingdom was small, and their clan torn apart by feudal conflict. Warrior Daimyos would contest for land, and power struggles were an everyday occurrence. This was until the son of the head retainer of the House Kokoritsu, Akimoto Mitsuo, decided that he would surrender his life of endless fighting for a higher honor and find glory through peaceful servitude. He walked 1,000 miles, along what is now known as the “Seigi no Pasu”, or the “Righteous Path”, until he came upon the first shrine to Sivernia. She descended wearing the visage of the fox, the silver moonlight from the sky in her tail, and directed him toward the dragon of pure heart, Luuthras. When Mitsuo met with Luuthras in his treasure cove, Mitsuo told him of his desire for peace, but that his people wanted someone to follow without having a proper guide to lead them. The gold dragon knowingly nodded and, upon his great wings (for in the first days of mortals, noble dragons had wings so great as to block out the sky), began carrying the silver Dragonborn in throngs to the fabled Kingdom of Gold. Since that day, there have been many a silver Dragonborn who has devoted their lives to their compatriots. Some heroes of lore and great historical praise include the Samurai Junji Akimoto (who has been said to have defeated three armies of invading goblins in the early days of the Dragonborn), the Onna-bugeisha Manumuri Akari (who tamed the eastern brass dragons and rode them into battle against the Forgoth Orcs and goblins), and Samsei Ryuu (the monk literally referred to as “The Dragon” for his wisdom and physical composure).
The Sivernese often wear their own house standards into battle, as well as incorporating family marks on their armor, robes, and breastplates. Though serving ultimately whoever rules the Kingdom of Gold, be it silver or gold Dragonborn, the Sivernese above all devote their honor to family. Being sworn to a code of decorum, these Dragonborn serve their masters like they were blood. For them, even though the Feudal days are gone, the idea of devout (even dangerous and ferocious) loyalty is the most important ideal to hold by.
Culturally, their clothes reflect their land of origin, being more acclimated to the Far East. Switching location meant a few overall changes in environmentally affected mannerisms and delicacies, but for the most part, the Sivernese have retained their ways via importation and practice. One of the most differentiating things about the Sivernese from other Dragonborn is the tended style of how they look, being more akin to their Eastern Dragon Ancestors. Rather than ram-like horns, straight horns, or angled bull horns, the Sivernese typically have almost antler-like horns that jut out angled back on their heads. Males sometimes grow wispy tendril mustaches, and are capable of growing tufts of hair. Their bodies are often slimmer, though this is of course not always the case. In any instance, the Sivernese are enduring warriors and enduring companions.

  • Orion: (English Influence)


The Orion are the most notable of the Dragonborn, possessing the most sheer physical capability and diplomatic command than even most human kingdoms. They were once unrivaled in the affairs of world power, having their vast domain unhindered by any living mortal that threatened to stand in their way. The Orion would conquer as easily as an afternoon discussion at tea, and they would do so by enacting justice and liberating peoples, who often rallied behind them freely as opposed to submitting to them. Of course, the idea of justice to one party can be considered “just” the opposite (Puns!) to another. As such, much controversy came as a result of the collection of colonies and land. People began to question the motives of the Kingdom, and felt entitled to live freely in the land of their ancestors. The Orion felt compelled to conquer as children of Or, one of the most powerful deities. Due to this honest naivety, they were trampling on the history of hundreds of groups of people, and staking claims to the territories of orcs and goblins alike. The Orion kings felt little pity, sympathy, or affection for these people, seeing them as evil and vile creatures who slaughtered arbitrarily, and began wiping them out. Thus, many of the orcs and goblins of the mountains began becoming more nomadic (only later to be pushed back to the Land of Everlasting War by humanity) and traveled the land in search of a new home. The persistent ones, however, remained and refused to relinquish their land. The Defense Against the Green Scourge, an order of warriors devoted to the mediated picking off of orcs and goblins that reached the confines of the outer city, came into effect to stace off any fierce charges of retaliation and crush orcish scouting parties.
Sections of knighthood, of course, the companion samurai division of the Sivernese, came into great fruition as a result of the Orion people’s desire for widespread justice. The knights were to uphold these elements, and multiple cases upon numerous trails would be held before a verdict was delivered. If guilty of a crime, justice through law was to be delivered swiftly and indiscriminately