White Dragonborn

Frigid Hunters

High up on the mountains of Gora, where snow is always present, and glaciers form over years and years, the Wakiri make their homes. Leather and fur tents dot the hillside in front of the entrance to a large blue ice cavern where several White Dragonborn walk in and out frequently. Groups of men and women pack up rations and supplies near campfires, while other groups are already on their way down cliff faces to gather food for the clan. Harsh winds howl past and snow fills holes in the cliff side of ice and stone with snow revealing the distinct climbing paths used by these people. The base of the cliff reveals dirt and snow paths used as hunting routes, and the groups of hunters and gatherers beginning their long days.

White Dragonborn or the Wakiri as they call themselves, live high up in the mountains of southern Gora creating cavernous homes within rock and ice. White Dragonborn have natural advantages which has allowed them to live in such an unforgivingly cold place, and not only live, but flourish to some degree. Their eyes have a protective membrane to defend against snow and particles in the heavy wind, and they also have naturally serrated claws allowing them to climb easily on rock and ice, and they are resistant to the cold, making them the apex for sentient being in Winters Crest. These advantages have made them the masters of the peaks and valleys, allowing many clans to still remain undiscovered. Living on these mountains has created a hearty group of hunters and gatherers, that pride themselves on the game they catch, their aptitude at skills, and their physical ability. Though physical prowess is seen as very attractive, magical, and more studius people are generaly met with suspision, and sometimes open hostility. Some clans have had continuous relations with the outside world which has bled traditions from other cultures into these clans, though not to any extreme. These clans still hold their native traditions very dear, and practice them much more frequently than outside ones. During the conquest of Gora by the Ka'reli, then gilded crown Empire, the white dragonborn's land and tactics were so vicious that they remain a "free" people to this day, though free is a loose term in regards to the relations with the crown. In the formation of the "Free State of Winterscrest" the crown named one of the only none outright hostile tribes the sovereign rulers of the state, that clan being the Myonomii, leading to brutal infighting amongst the clans of valleys and mountains. Now a days the white dragonborn have a deep hatred for their neighbors, as well as the invaders, which still try to enter the "State" to this day.

Naming Traditions

Feminine names

Breaz, Cirrus, Crystal, Flurry, Nova, Waya, Wispa, Vesper, Vessean

Masculine names

Alto, Cirro, Cumulo, Dassr, Flek, Hamoos, Nimbus, Savos, Stratus, Viker, Wisp, Zephyr

Unisex names

Cyclo

Family names

Galux, Gelann, Myonamii, Narii, Nasu, Veskeer

Culture

Major language groups and dialects

Common: Common began to pop up as a language within White Dragonborn groups because some groups of White Dragonborn began to trade with nearby civilizations at the base of mountains (commonly humans and dwarfs). However this was fragmented common and didn't become a full language in White Dragonborn groups until Metallic Dragonborn from Kare began to invade local areas about 200 to 300 years ago.   Draconic: Draconic is a unifying language that all dragonborn know. This is due to having very similar languages/ dialects between all dragonborn that have been unified by Metallic rule.   White Draconic: White Draconic is the native version of Draconic for White Dragonborn, however every clan has different slang due to living in a fair amount of isolation.   Optional languages: Many groups of White Dragonborn have had minor to extreme contact with outsiders resulting in languages being learned that are less common to these people. These languages include Dwarvish, Elvin, and other Draconic dialects. (This depends on allot of factors, such as where they live, who lives near them, who do they trade with, etc.)

Shared customary codes and values

  • Don't steal, the clan shares everything
  • Don't lie, it lacks honor
  • Don't kill clan members unless in a duel
  • Everyone works, laziness is not tolerated
  • Celebration brings peace, no fighting during celebrations
  • The chieftain is the leader, their word should be respected
  • Outsiders will be treated with respect and honor until proven untrustworthy (this ones iffy in some clans)
  • Injured people, enemy or clan member will be taken care of if possible
  • Children will be protected at any cost
  • Children are fed first, then hunters and gatherers, then everyone else

Common Etiquette rules

  • Be Honest, lies are for cowards
  • Wait until children have eaten to eat during a meal
  • Worship of any kind should be private

Common Dress code

Their is no spoken dress code except during ceremonies, however common clothing in White Dragonborn clans include furs, and leathers from animals hunted. Recently metals have become more accessible however wearing metal is not acceptable while climbing due to being heavy and unsafe.

Common Customs, traditions and rituals

  • Every morning the White dragonborn must heat up snow and ice to clean themselves completely. Once dry they will paint the symbol of their clan on their head where it was originally placed upon their birth.
  • A hunting party must contain 5 people (5 is a lucky number)

Birth & Baptismal Rites

White Dragonborn are born from eggs laid by the mother and taken care of by the Receiver. When the egg reaches 3 months old White Draconic symbols will be painted onto it in the color associated with the clan. These symbols are commonly a profession in the clan, but can also mean a name, or even a symbol to represent what the parents believe the child will be when it reaches adult hood. After about 1 more month the egg hatches revealing the child to the parents. Once this occurs and both parents are present, the parents present the child to the chieftain of the clan for their blessing. Once the blessing is given they must paint the symbol of the clan on the child's head in the color of the clan, this marks it as officially part of the clan. When children are born in the clan a feast is prepared to the best of the clans ability, and that night the clan celebrates as one.

Coming of Age Rites

All Dragonborn age very quickly at early stages, and White Dragonborn are no different. By age 4 a Dragonborn will be equivalent to a 10 year old human, and by 12 the Dragonborn will be considered ready to become an adult.   In order to be considered an adult the Dragonborn youth must complete a number of tasks. These tasks are chosen by the chieftain of the clan personally and one of the chieftains offspring must accompany the child to make sure of their safety. Some popular tasks given are, climb to the peak of the mountain and light a ceremonial pyre, catch and slay a beast then prepare the beast for a feast the next night, or preform a skill to impress the chieftain and their offspring (make sure its something you are very good at). Their are many more tasks that can be given, however this verys based on the child preforming the task, the chieftain currently in power, and how the clan is preforming as a whole.

Funerary and Memorial customs

At the peak of every mountain settled by White Dragonborn their is a pyre used for rituals such as, coming of age rites, Oonadr, and even for funerals. When a White Dragonborn pass away they are taken to the highest elevation within a reasonable distance of the deceased and burned to ash, the wind usually takes the ashes away over time. This spreading of ash is very sacred and must be completed or the ritual will be seen as incomplete. If a clan member dies near any clans village, the clan will respect this tradition and assist in the ceremonial burning of the body.

Ideals

Beauty Ideals

Beauty for White Dragonborn is very simple, strength and skill are prized above all else in most White dragonborn clans. If someone is exceptionally good at a given task they are seen as above average and very desirable. The act of impressing a White dragonborn is very romantic, or a good way to earn respect from an individual, some times both. To directly impress a White Dragonborn is to romance this dragonborn. This can be particularly jarring for outsiders who boast impressive skill in a particular field directly toward a White Dragonborn. However physical strength is seen as particularly desirable, gender doesn't have much to do with these beliefs. White Dragonborn are extremely blunt generally and will just tell you of their interest. As long as you are direct in in your mutual romantic, or non-romantic intentions the White Dragonborn will understand and move forward from there. If no romantic intention is desired, it will be dropped as fast as it began, however if romantic intention is desired the two will engage in courtship. Woman within White dragonborn appear to pick up skills like foraging and tracking particularly quickly, while men pick up trapping, and hiking over long distances quicker instead.

Courtship Ideals

A hunter must bring back the biggest game possible in the area to impress their potential partner. The types of beasts vary from clan to clan, however stronger and more powerful beasts are more often hunted for this. Feats of strength such as Oonadr or ______ can also win over a partner. Once the partner is impressed or given the the beasts remains, they designed if its enough for them. This usually results in a yes, however if the beast is weak, or the feats of skill or strength are the result of cheating or misdirection the mate rejects completely.

Relationship Ideals

When courtship is concluded the Giver becomes the matron/ patron of the home, while the Receiver deals with taking care of offspring, and the home itself. It is heavily frowned upon to have a same sex relationship within White dragonborn clans, this is because furthering the clan is a staple part of White dragonborn culture. However this does not mean it is out right banned, and in very rare cases it may be encouraged to bring two Waring clans into peace. (you'll still get weird looks and the occasional spit of disrespect, but i mean this is better than nothing) The Giver becomes part of hunting bands, or focuses on a particular craft that aids the clan, and the Receiver takes care of the children and home. The mates remain together for life and may only be separated for a short time when one mate dies before the other. The Receiver may pick up crafts within the clan like the Giver, but may never leave the clan home, this allows for a large group of skilled people to remain safe, and defend their home if needed. This also allows the Receiver to teach their offspring important skills while they are young and cant be trained in hunting parties.
"Yeah, their crazy, the bastards Climb mountains to see who the better man is, even the lasses do it, crazy innit! Gotta givem something though, Hellava Show!"   -Balurndd Smokeheart
Ethnicity Benefits   Draconic Ancestry: White   Stat Increase: Your constitution increases by 1.   Breath Weapon: You can use your action to exhale Frigid ice and wind from your mouth in a 15 ft. cone. When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this save equals 8 + your Constitution Modifier + your Proficiency Bonus. A creature takes 2d6 cold damage on a failed save, and half as much damage on a successful one. the damage increases to 3d6 at 11th level, and 4d6 at 16th level.   After using your breath weapon you will be unable to use it again until you complete a short or long rest.   Damage Resistance: Cold   Natural Climbers: Growing up on the steep peeks of mountains and glaciers has allowed you to learn how to climb well using your naturally serrated claws. You may climb at your full movement speed of 30 ft. also you have advantage on Athletics Climb Checks.   Protective Membranes: Your eyes have a natural membrane that protects you from the harsh partials of snow and debris, as well as the reflective snow. You Have resistance to being blinded.
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White Dragonborn

Ability Score Increase +1 Str +1 Con +1 Cha
Size Medium
Speed 30ft walking, 30ft Climb

Breath Weapon: When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 Cold damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Cold Resistance: You have resistance to cold damage. You’re also immune to cold weather as well as high altitudes, including elevations above 20,000 feet.

Natural Climbers: You have a climb speed of 30 ft; and have proficiency in one of the following skills, acrobatics, athletics, or Survival

Protective Membranes: Your eyes have a secondary eye lid that is transparent, and protects you from being blinded. When you make a saving throw or are forced to make a skill check attempting to blind you, you roll that check with advantage.

Languages. Common, Draconic