Race: Gria

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A gria.

Gria are not my own creation; they were originally created by Square Enix. The mechanical and Trinity-specific cultural information regarding them is original.

Gria

"I am heir to the legacy of dragons. Do not cross me."

While the dragons now number only a handful, this was not always the case. Only since the Draconic Armageddon have their numbers dwindled, and prior to that, it cannot be said how many dragons walked the world. It is known that many of their kind walked among the mortal races, taking on their forms and even forming relationships with them. While the first generations of these trysts were half-dragons, beings that truly were a mix of dragon and mortal, it is known that as the draconic blood thins, they become more and more akin to mere mortals: but even a tiny thread of dragon's blood in the veins wields significant power. Those whose blood runs with these remnants of draconic blood are the gria.

It is not known how many gria progenitors there were; it is known for certain that Trogdavarilix, an ancient red wyrm, was fond of taking humanoid mates, and in the wake of his death many of his progeny scattered. While a significant portion of gria sport the characteristics of red dragons, not unknown are gria of other kinds, and due to their ability to breed true, gria of mixed draconic heritage are becoming more common with each passing generation.

Personality: Gria are typically headstrong, proud, and somewhat rash. While they do not possess the raw physical power or the more unusual characteristics of their progenitors, most gria are convinced that they are the proper heirs to the draconic legacy, whatever it may be, and seek to live up to that challenge despite their humanoid tendencies.

Vital Statistics
    Starting Age Aging Effects  
  Adulthood Simple Moderate Complex Middle Age Old Venerable Max Age
Age 20 years +1d6 +2d6 +4d6 100 years 200 years 400 years +5d%
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  Base Height Height Modifier Base Weight Weight Modifier
Male 5' 8" +2d8" 180 lbs. x(2d6) lbs.
Female 5' 6" +2d8" 150 lbs. x(2d6) lbs.

Physical Description: While drakes of the modern era retain the form and many of the more terrifying abilities of the true dragons, the gria have retained primarily the intelligence and dangerous cunning of their forebears. As the generations pass, their physical forms become more and more humanoid, though retaining the quickly-identifiable aspects of dragons: wings, horns, and clearly draconic tails. Gria tend to be somewhat physically imposing to all but the largest of other races, and often find themselves cramped due to their significant wingspan.

Of particular note are a gria's eyes, which are orbs of uniform color, similar to the eyes of their draconic progenitors. In addition, a gria's wings, tail, scales, and hair color will all match the color of their eyes perfectly at birth, though over time their coloration may weather and change.

Gria reach physical and mental maturity at roughly the age of twenty. However, much like their draconic progenitors, their physical appearance slowly changes over time.

Ethos: Gria tend to act before thinking and tend to be somewhat self-centered; most gria's ethics are at least tinged with a small amount of Black and Red virtues. While many are quite capable of getting along with others, their ability to overpower most other creatures in physical confrontations, as well as their clearly draconic appearance, leads a significant number to believe that they are better than others, deserving of special treatment and respect.

Gria Lands: Gria are uncommon everywhere and rare in most locations. Gria enclaves are commonly found in locations that would be suitable for a true dragon of their progenitor's color: thus, red gria are often found in mountains, while blue gria are found in deserts. These locales are generally holdovers from prior to the Draconic Armageddon, and are not necessary for survival nor particularly comfortable, but the enclaves are often well-hidden, and gria of prior generations have adapted them for their own use.

Religion: Gria tend towards Naturalism, and thus - almost as a universal truth - are atheists. This is largely a cultural artifact, as some gria legends speak of how the avatar of Gaia Herself takes on the form of a mighty dragon, and some gria become convinced that the draconic legacy is not limited to the worlds of Trinity, but is instead a mandate from the universe itself.

Language: Gria speak Draconic as their native tongue, and part of the power of what little true dragon blood yet runs in their veins is the ability to speak this language naturally without requiring tutelage.

Names: Gria names are taken from various words in the Draconic tongue, which have become slightly twisted and morphed over time due to being spoken with humanoid mouths, rather than those of true dragons. Gria do not identify with family as most other humanoids understand it; instead, gria take their "family" names from those of ancient true dragons, most long since dead, whose qualities they most identify with. Gria are either gifted with or choose their progenitor name at the time they reach adulthood, and is part of their cultural ritual surrounding such an event.

Male Names: Bafram, Dometra, Elkantin, Fures, Gunaith, Iratik, Kafra, Natariel, Rakoner, Zogidanus
Female Names: Alakina, Cedira, Drisha, Izabel, Keitee, Levike, Qestra, Rachine, Ukina, Yenzelle
Progenitor Names: Athantalantis, Boolcanryisil, Izkithraxilys, Javornticalist, Latilanasazi, Molintraquist, Olcanikastril, Pav'tynal'isik, Quantavalasis, Rashilardalon, Trinaraklanth, Trogdavarilix, Udorsancalnon

Adventurers: Almost all gria are born adventurers, finding themselves with an insatiable need to explore the world, learn as much as they can, and - in some cases - begin building a hoard. Interestingly, it has been found that, in some instances, two gria who encounter each other in the wild that are of different heritage will find any and every reason to being assaulting each other, usually resulting in death of at least one, if not both of the individuals involved. This has not been the case in every gria-on-gria encounter, however, and the reasons for such altercations remain shrouded in mystery.

Gria Culture

The following is a rough overview of some of the highlights of gria culture.

  • One:
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  • Three:

Gria Are Responsible For...

...one.
...two.
...three.

Gria Racial Traits (d20)

  • +2 Str, -2 Wis, +2 Cha. Gria are overly strong and have a powerful presence, but are headstrong and rash.
  • Dragon: Gria are dragons, not humanoids. As such, they are not affected by spells or effects that normally only affect humanoids. Gria do not gain immunity to sleep or paralysis effects.
  • Medium.
  • A gria’s base land speed is 30 feet.
  • Flight: A gria has a fly speed of 30 feet, with Average maneuverability. A gria can only fly while carrying up to a light load. Fly is always a class skill for gria.
  • Darkvision: Gria can see in the dark up to 60 feet + 10 feet/+1 Perception modifier (a negative modifier reduces this distance). Darkvision is black and white only, but it is otherwise like normal sight, and gria can function just fine with no light at all.
  • +1 natural armor.
  • +2 racial bonus on saving throws against sleep and paralysis effects.
  • Natural Weapons: Gria, much like their draconic progenitors, have a variety of natural attacks at their disposal. Refer to the natural attack table here. Gria do not gain bite, crush, or claw attacks from this ability, regardless of their size. Gria are proficient with all of their natural weapons.
  • Draconic Legacy: At character creation, choose a variety of true dragon. The gria gains energy resistance 5 against the energy type associated with that variety of true dragon.
  • Automatic Languages: One Common language, one Trade language, Draconic. Bonus Languages: Any.
  • Favored Class: Choose any one class as your favored class.