Dar-zur

The Dar-zur – “Our Scales” in the dragon tongue – are a collection of humanoids with dragon-like features, owing to the race’s origin as hybrids of Dragons and the various mundane species. This ancestry lead them to be persecuted by the other races throughout most of their history and turned them into a very secluded race, honoring above all compassion, self-improvement and merit.

Like their mightier ancestors, they are an a-religious people and don't tend to worship any specific deity. Instead, the Dar-zur cultures believe they should live for themselves and the people around them. However, they came to idolize the legends of Artorias, one of the Dragon Slayers, whom has been revered to this day as an example to follow, even as far as being called “*Fin Jun Do June”*, or “The King of Kings” in the Dragon Language.

“*Nos Fin Krein*” – the motto of the Draconic Race – means “Strike the Sun”, which according to legend was the battle cry of Artorias, and is now used as a symbol of courage and determination.

### **History**

The ancient Dragons performed many cross-breeding and essence-manipulation experiments on the mundane races, who were allowed to exist only as slaves or food. The final goal of these experiments is unclear; maybe pure curiosity, a way to enhance slaves or the attempt to create a hidden weapon for the war. Whatever the goal was, the result was a creation of a mixed race, neither mortal nor Dragon, creatures seen by the other mortal races as abominations whose existence was nothing but a disgusting joke, just another weapon of the Dragons that needed to be destroyed. So when a Dragon-controlled city was conquered by the mortal races, Dar-zur slaves were the only ones who weren’t allowed to leave alive. Forever fearing persecution, the ones who were able to hide their draconic traits began to live among the other races. Those who couldn’t settled on a volcanic island, they named *Hofkiin*, meaning “home” in the Dragon Language.

Because of the *Hofkiin’s* harsh conditions, the other races were not able (nor had the desire) to populate it, but, thanks to their draconic ancestry, the Dar-zur were able to better withstand the heat and even thrive in these lands. Over time, they built a great civilization on the island and, thanks to Artorias and the tireless work of many diplomats, the Darzur have started to be seen on a more positive light – although they still suffer a lot of prejudice, especially in the eyes of the prouder races.

Currently, the Dar-zur have split into three main factions, and although they’ve still kept their characteristic culture of meritocracy, each faction has taken up their own interpretation of the concept.

### Racial Traits

#### **Appearance**

The Dar-zur have the base appearance of other mortal races, the only differences residing in their slightly longer face and ears, a noticeable pair of horns in their head and the presence of scales in some areas of their body, mostly at the back of the arms, legs, shoulders, neck and chin. The color of the scales varies, the more common colors being red, green, black and blue. Fortunately, they are easily confused as a Shedim with minor demonic heritage.

#### **Age**

The passage of time affects them as it would a regular human or elf, but, by learning magic, they are able to create a deeper connection with their dragon ancestry, making it possible for them to live much longer. The average draconic however, only lives for about 120 years.

#### **Size**

Much like humans, the Dar-zur vary widely in height and build, from barely 1,5m to well over 2 meters tall. Regardless of your position in that range, your size is Medium.

#### **Names**

Dar-zur have personal names given at birth, usually taken from the culture they are living in, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit. Examples include:

* **Male Names:** Arjhan, Artorias, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Talio, 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

#### **Languages**

You can speak, write and read Common and Draconic. Draconic utilizes its own alphabet – the draconic runic system. Designed to be written with claws, draconic symbols utilize three lines each. The language itself is among the oldest, second only to the arsian and enochian languages. It has changed very little throughout the ages. Because of the close relationship between magic and dragons, apprentice wizards are often proficient with the language, though they will never admit to it publicly. Spoken draconic relies on hard consonants and sibilants that sound like hissing, like sj, ss, and sv. It also heavily features throaty, almost guttural, sounds akin to clearing one's throat.

#### **Ability Score Increase**

Dra-zur gain +2 Wisdom or +2 Constitution, and +1 to any ability score.

#### **Racial Abilities**

* ***Natural Weapons.*** You gain proficiency with unarmed attacks, their damage die becomes 1d4 and their damage type becomes either Slashing or Piercing damage (you may change the type at-will, so long as it would make sense) to better represent the attacks you would perform with your sharp fangs, claws or horns.
* ***Breath Weapon.*** You can use your action to exhale a blast of destructive energy. Your *Draconic Ancestry* determines the size, shape and type of damage. A creature takes 2d6 damage on a failed save, or half has much on a successful one. The damage die increases by an additional d6 at the 6th, 11th and 16th levels. **Save DC =** 8 + Constitution Modifier + Proficiency Bonus Once you use your Breath Weapon, you must wait 1 minute to recover before you can use it again.

### **Draconic Ancestry**

While most Darzur are mixed-blood, they only awaken the powers of one of the dragon bloodlines. When selecting your *Draconic Ancestry*, you’ll gain features and abilities that represent the ancient powers within your blood.

#### **Ruby (Red Dragons)**

* **Breath Weapon – Fire.** Your breath weapon deals fire damage over a 15ft cone, imposing a Dexterity saving throw.
* **Draconic Resistance.** You gain resistance to fire damage.
* **Dragon Scales.** When you are hit by an attack or spell, you may use your reaction to reduce the damage by 1d6 + Constitution Modifier. Once you use this trait, you can't use it again until you finish a short or long rest.

#### **Sapphire (Blue Dragons)**

* **Breath Weapon – Lightning.** Your breath weapon deals lightning damage in a line 30ft long and 5ft wide, imposing a Dexterity saving throw.
* **Draconic Resistance.** You gain resistance to lighting damage.
* **Manasense**: Any spell, magic item or magical effect that you can see will appear to glow, allowing you to determine the level, but not the school, of the magic.
* **Superior Arcana.** When you deal damage with a spell, you may add an additional damage die to your roll. Additionally, your Breath Weapon now counts as a spell for you. Once you use this trait, you can't use it again until you finish a short or long rest.

**Emerald (Green Dragons)**

* **Breath Weapon – Corrosion.** Your breath weapon deals acid damage over a 15ft cone, imposing a Constitution saving throw.
* **Draconic Resistance.** You gain resistance to acid and poison damage.
* **Draconic Trickster.** You can cast the *disguise self* or the e*nthral* spells once per long rest. Your Spellcasting Ability for these spells is Charisma.

**Gold (Yellow Dragons)**

* **Breath Weapon – Sand.** Your breath weapon deals slashing damage in a line 30ft long and 5ft wide, imposing a Dexterity saving throw. Creatures that fail the save also have their movement reduced by half.
* **Draconic Resistance.** You gain resistance to thunder damage.
* **Quick Sands.** You can cast the *Zephyr Strike* spell once per long rest.

**Amethyst (Purple Dragons)**

* **Breath Weapon – Psychic Shock.** Your breath weapon deals psychic damage over a 15ft cone, imposing a Intelligence saving throw.
* **Draconic Resistance.** You gain resistance to psychic damage.
* **Mind Twister.** You can cast the *command* spell once per long rest. Your Spellcasting Ability for these spells is Intelligence.

**Crystal (White Dragons)**

* **Breath Weapon – Snowstorm.** Your breath weapon deals cold damage over a 15ft cone, imposing a Dexterity saving throw.
* **Draconic Resistance.** You gain resistance to cold damage.
* **Ice Tundra.** As an action, you can unleash a small snowstorm that covers the ground in a 10-foot square centered on you in ice, turning the ground into difficult terrain for 1 minute. When the ice appears, each creature standing in its area apart from you must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. Once you use this trait, you can't use it again until you finish a short or long rest.

**Obsidian (Black Dragons)**

* **Breath Weapon – Curse.** Your breath weapon deals necrotic damage over a 15ft cone, imposing a Dexterity saving throw.
* **Draconic Resistance.** You gain resistance to necrotic damage.
* **Mercy Kill.** When you hit a creature with an attack you may, as a free action, deal an extra d10 necrotic damage. If the creature falls unconscious because of this effect, it automatically fails a death save. Once you use this trait, you can't use it again until you finish a short or long rest.

**Platinum (Grey Dragons)**

* **Breath Weapon – Radiance.** Your breath weapon deals radiant damage in a line 30ft long and 5ft wide, imposing a Dexterity saving throw. You may have your breath weapon heal any of the targets instead of damaging them.
* **Draconic Resistance.** You gain resistance to radiant damage.
* **Mercy Giver.** When a creature within 30ft of you falls unconscious, you may, as a reaction, spend a hit die, healing the target for the result. Once you use this trait, you can't use it again until you finish a long rest.