Legacy of the Silver Raven
Service to the Empire is imperative. Every citizen must serve a purpose which improves the Empire somehow, particularly its army. Incapable drokha men and women are shunned and ridiculed, weak and sickly children are weeded out. Life has been a continuous struggle for the drokha since before the oldest histories of the world were written, and there is no reason to believe that will ever change. Drokha strive for physical and mental perfection, and will fight to protect their own to the last breath. Once an outsider gains the respect of a drokha (which is not an easy thing to do), they may as well be a part of the family.
Physical Description: Drokha resemble humanoid lizards. They’re covered in thick, leathery brown skin, the males have large, muscular tails, while females have significantly smaller tails which do little more than store extra fat. There are two designations of drokha; new blood and old blood. Descendants of old blood families tend to be tall and strongly built, ranging from 6 to 7 feet in height, and weighing upwards of 300 pounds. New blood drokha tend to be much smaller, ranging from 5 to 6 feet tall, and weighing anywhere from 100-200 pounds. Females are basically the same height and weight of males. A drokha’s hands and feet differ little from those of a human, unlike their drakari cousins. A drokha’s long, flat head features a rounded snout, long jaw, thin lips with a soft pointed beak, wide, sturdy brows and protruding cheekbones around wide-set eyes, and large triangular ears. Behind the brow, a mane of long, soft spines resembles thick, ropy hair and is typically decorated with metal beads, typically bronze.
Drokha children develop at a rate roughly equivalent to that of human children, and do not enjoy the benefits of growing at a prodigious rate as drakari children do.
Society: Attara is above all a militarist state, and emphasis on military fitness begins virtually at birth. When young drokha, both male and female, begin military training at age seven, they live in communal messes. Besides physical and weapons training, they study reading, writing, and music. Children of the large-statured bloodlines (known as old blood) go on to be trained as frontline soldiers for the army, particularly trained with sword, spear and hoplon in phalanx formations. The children of the smaller-statured bloodlines go through a fairly extensive formal educational cycle, broadly similar to that of the larger children but with less emphasis on military training, and generally serve as light infantry, throwing javelins or wielding bows; although if they show any ability with blood magic, they are instead trained as healers. The military elite, consisting of particularly bright and skilled students large and small, are additionally trained on horses as heavy cavalry, while retaining knowledge of phalanx and missile tactics. Drakari are respected for their strength and ability in combat, and have been accepted into Attaran society so long as they both respect and adhere to Attaran laws and traditions.
Relations: Drokha generally do not make judgements based on race with the exception of trolls and kobolds, but disdain anyone they consider to be “useless,” and do not take strangers at their word. Until one proves their ability, they are suspect; if one claims to have ability and fails to prove it, they are branded a liar and lose any chance at respect or friendship. People belonging to other cultures which appear to serve no real purpose are generally considered worthless, and it is a source of great frustration when a drokha is forced to deal with them. Drokha tend to have a great deal of patience with other races with the exception of trolls and kobolds, and respect people of all societal classes and professions so long as they have proven themselves to not be completely useless. To a drokha, being rich is not an excuse to become lazy, and even the most successful craftsman is expected to work alongside his employees. Drokha respect adventurers so long as they possess ability with skills, spells or weapons, and see adventuring as searching the world for the best way to apply one’s skills in the name of contribution.
Alignment and Religion: Tradition plays a large role in drokha families, as well as drakari. Without their tradition of militarism, most believe, Attara would have fallen alongside Thera and her cities during the Dragon Wars. Upholding law and honor are of the utmost importance in Attaran society, and unlike their drakari cousins, drokha are raised to shun evil. However, a strong sense of political neutrality has also attributed to their continued survival as a society. Rarely does the Attaran military become involved in conflicts which do not directly affect the city or its people.
Drokha commonly revere the Dragon gods, Bahamut and Tiamat, but freedom of religion is encouraged by the government, and the various castes may worship any combination of gods, or none at all. Some merely hold to ideals, or cooperate with the will of the government itself. Most drokha have a deep respect for the dragons which helped to drive back their enemies during the Dragon Wars, however, and choose to revere their deities.
Adventurers: Drokha can be found nearly anywhere, not only in their homeland; they are valued workers, and are much sought-after mercenaries. Countless ex-Attaran military are employed as peacekeepers in Bekru, and more than a few have found fame and fortune in the pits of the arenas there. Some living in Attara tire of the societal importance placed on training and serving the empire, and seek to further their station in life so that they might afford a life of luxury and ease.
Old Blood- +2 str, +2 con, 6-7 feet tall, 300-450 pounds
New Blood- +2 dex, +2 con, 5-6 feet tall, 100-200 pounds
Theran Hoplite (Fighter):
Your lifelong training has enabled you to effectively wield your nation’s heavy infantry weapons- the Xiphos longsword, longspear and Aspis hoplon (tower) shield- together. The hoplite is proficient with the Aspis tower shield and Xiphos longsword. Treat the longspear as a one-handed weapon when used in conjunction with an Aspis shield. Player does not suffer the usual -2 to attack rolls when wielding the Aspis tower shield, and only suffers a -2 armor check penalty instead of the usual -6. Only suffers a -2 armor check penalty while wearing Attaran Hoplite Armor instead of the usual -4. Can shield bash with an Aspis shield.
Theran Peltast (Ranger):
Your lifelong training has enabled you to effectively wield your nation’s light infantry weapons- the gladius short sword, javelin and Pelte shield- together. Treat the javelin as a one-handed weapon when used in conjunction with a Pelte shield, throwing a javelin in this manner is a standard action instead of a full-round action. By making use of throwing straps, the effective range of your javelins is increased from 30 to 50 feet. Suffers no armor check penalty while wearing Attaran Peltast Armor instead of the usual -2.
Theran Bloodpriest (Cleric):
Ancient blood-magic courses through your veins. Your training as a healer has enabled you to harness this power, thus giving you the ability to sustain a healing trance to aid your allies.
Blood healing: After slitting open your fingertips with any sharp implement capable of performing the task, you hold your hands against the bleeding wounds of any ally and enter a trance, sustaining a healing effect so long as you are not interrupted. Blood healing does 1d6 +wis mod healing per round (2d6 at 5th, 3d6 at 10th, 4d6 at 15th, 5d6 at 20th). Player takes a -10 on concentration checks to sustain the trance when interupted.
Blood cloud: After slitting open your fingertips with any sharp implement capable of performing the task, you hold your hands in the air and enter a trance, sustaining a healing effect that surrounds your body so long as you are not interupted. Blood cloud does 1d3 healing per round in a 5-foot radius centered on the player (2d3 at 5th, 10-foot radius and 3d3 at 10th, 4d3 at 15th, 15-foot radius and 5d3 at 20th). Player takes a -10 on concentration checks to sustain the trance when interupted.