Legends in Isaldor
Waelor 5e Variants
The Waelor are the once-followers of Isith before the First Total War. They resided in The Jewell for millennia before that. When The Jewell fell to human forces, they left on an exodus with Fafnir, the legendary Dragon God. It is unclear why they began the change that made them start becoming so draconic, but it is likely due to breeding with dragons in their homeland. The Waelor now are of many varying appearances, from that of a fair human with horns and a tail, to almost completely reptillian.
Waelor born in a shell, like a dragon would be, are less reptillian in appearance than their bretheren who are “live-born” because of the period of gestation that makes them develop more human features. Human-like Waelor stand at similar height to humans. Draconian Waelor stand 6 to 7 feet in height on average and weigh considerably more. They have a lifespan of around 400 years.
Waelor take to the sorceric arts and their bloodlines very easily. They are isolationists by nature and are typically xenophobic. Nations that know of their existence tend to avoid the waters around the island they inhabit to the north of Isaldor, as Waelor ships are known to attack outsiders, unprovoked. The problem is that these people are having a crisis of breeding, finding that fewer and fewer virile females are being born, making for a dwindling population. Waelor have begun showing up in temples across Isaldor, searching for ways to save their people from extinction.
Each Waelor character has to choose a dragon bloodline type, regardless of whether or not they are a sorceror. That becomes their permanent bloodline and no other bloodlines may be taken.
Waelor names use half the name of the father and half the name of the mother, or another family member, if the name is not feasible. So the son to Afeligres and Panellia might be Panegres or a daughter might be Afellia. The surnames never change, though, and they all sound like noun-adjective or noun-noun, like Stormfire or Swordeyes.
Waelor begin play speaking Common and Draconic, a high intelligence gives the choices of Aquan, Geodian, Infernal, Auran, and Gnome.
Waelor Racial Traits:
Dragon Resistances resistance to the element of the bloodline type
Movement 30’ movement speed, 40’ for Live-born
Dragon Eyes Darkvision
Dragon claws 1d4 natural claw attacks
Natural-born (Noble) +2 Charisma, +1 Int
Dragon Vitae +1 to damage with spells and magic weapons of their element type
Live-born +2 Strength, +1 Charisma, +1 AC
Unable to benefit from established contacts in any society
Unable to sexually reproduce
Waelor Dragon Type Breath Weapons
When you use your breath w eapon, each creature in
the area o f the exhalation must make a saving throw,
the type o f which is determined by your draconic
ancestry. The DC for this saving throw equals 8 +
your Constitution modifier + your proficiency bonus. A
creature takes 2d6 damage on a failed save, and half
as much damage on a successful one. The damage
increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6
at 16th level.
Black: Acid 5 by 30 ft. line (Dex. save)
Blue: Lightning 5 by 30 ft. line (Dex. save)
Brass: Fire 5 by 30 ft. line (Dex. save)
Bronze: Lightning 5 by 30 ft. line (Dex. save)
Copper: Acid 5 by 30 ft. line (Dex. save)
Gold: Fire 15 ft. cone (Dex. save)
Green: Poison 15 ft. cone (Con. save)
Red: Fire 15 ft. cone (Dex. save)
Silver: Cold 15 ft. cone (Con. save)
White: Cold 15 ft. cone (Con. save)