Physical Qualities

From 4e PHB I

Dragonborn resemble humanoid dragons. They’re covered in scaly hide, but they don’t have tails. They are tall and strongly built, often standing close to 7 to 8 feet in height and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand. A dragonborn’s head features a blunt snout, a strong brow, and distinctive frills at the cheek and ear. Behind the brow, a crest of hornlike scales of various lengths resembles thick, ropy hair. Their eyes are shades of red or gold.

A typical dragonborn’s scales can be scarlet, gold, rust, ocher, bronze, or brown. Rarely do an individual’s scales match the hue of a true dragon, and scale color gives no indication of the type of breath weapon a dragonborn uses. Most dragonborn have very fine scales over most of their body, giving their skin a leathery texture, with regions of larger scales on the forearms, lower legs and feet, shoulders, and thighs.

Young dragonborn grow faster than most children do. They walk hours after hatching, reach the size and development of a 10-year-old child by the age of 3 and reach adulthood by 15. They live about as long as most other races do.


Dragonborn historians place the birth of the Arkoshkan Empire somewhere between AunGil-5,000 and 4,500. By AunGil-4,000 both Arkoshka (Ark-Osh-Kah-Dia in their native tongue) and Bael-Turath had firmly established themselves as powers on Idranna.

Though they lived in relative peace for several hundred years, clashes over land and resources grew more frequent and the two nations were soon in a state of constant war. This conflict, waxing and waning and back again, lasted nearly 1,000 years.

Eventually the war began to take it’s toll on the land, leaving much of Idranna as scorched wasteland. The dwindling resources and fatigue from centuries of fighting resulted in the slow collapse of the two empires. The innumerable clans dwindled over the next few millennia to a mere handful. The remaining clans experienced a renaissance during the human empire, in which the modern dragonborn establishments, such as the White Lotus Academy and the Tialme information network came to be.


Though there exist numerous minor clans, there are only four major clans which claim distinct origin in Arkoshka. These are the clans which received the most aid from the Nerathi Empire.

Quegarth Que-Gar-Tha

Said to be descended from a great warrior clan, the Quegarth take great pride in carrying on that tradition. Almost all of them are members of the order of Doomgaard, owing in part to their natural predilection to such work, and greatly to the fact that clan leaders and masters of the Doomgaard are one and the same. They are zealous worshipers of Bahamut and hold fervent devotion to order and the rule of law.

Malecketh Mal-Aah-Kth

Even in its ancient history, this clan was removed from the world at large. It is said that its most remote libraries did not hear of the fall of the empire untill a hundred years afterward! They were given a place of honor in the Nerathi Empire and a university was built on the empire’s northern border to allow them to train scholars in arts and sciences. The Maleaketh were also the only ones with which the humans shared the secrets of magic. Most of them worship Bahamut, but worship of Tiamat is not uncommon.

Tialme Tia-Lah-Mea

Perhaps more so than any of the others, the word ‘draconian’ could be used to describe this clan. Those who have had their secrets sold to an enemy might have a few more choice words, but a Has-Ash-Iin (the title used for Harper operatives) would be quick to remind them that their services are always for sale, for the right price. They work on the fringes of society; worshipers of Tiamat within the clan seek to prevent government from becoming too powerful, and worshipers of Bahamut strive to maintain that same order. One thing both sides have in common is that they never work for free. (Editor’s Note: Librum Nenteri is now available in individual volume format complete with all new illustrations. This in just a friendly reminder and is in no way related to the cripplingly expensive price of Harper intelligence.)

Erarn Ear-Rar-Arn

Little is know about this clan beyond hearsay and scattered few personal accounts. They rarely leave their clan-homes in the wilds, and those who choose to leave must leave the clan completely. They few who do leave have sworn themselves to secrecy, and so conjecture and innuendo are all we have to go on. Their extreme separation from society suggests a fervent reverence of Tiamat and a full rejection of order and civilization.

Racial Package

Aspect: “Clan” Dragonborn

Energy Breath
Choose one quasi element. Once per scene you can expel this element from your mouth to Create an Advantage with Constitution and you gain a +2 to that effort.

Powerhouse Body
When succeeding with style on an Overcome action with Constitution place one situation aspect with a free invoke along with a boost.


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