
Dragonkin
Half-Dragon
Aldaedreis
Background Questions
Were you raised by your mortal family, a guardian, or nobody at all?
What moment first awakened your wings, and what did it cost you?
What village, clan, or stronghold refused you a place you thought you'd earned?
Which dragon lineage runs through your blood, and what element follows it?
Connection Questions
Who in the party treats you like a person first?
Who watches you like you might lose control?
Lore
Aldaedreis are rare enough that most people don't believe they exist until they see wings unfold. The most common rumor says their line began in ancient times, before the last dragons vanished - when some dragons were believed to walk in mortal form and build hidden lives among the ancestries of Reth. If the rumor is true, Aldaedreis are the long descendants of those lines, with draconic traits surfacing unpredictably across generations. Aldaedreis do not have cities of their own. Most live as wanderers or integrate into other communities, keeping their nature close. They learn quickly that strength is not their biggest problem - attention is. Many keep their lives in tight circles: a few who know the full truth, a few more who know they're "different" and don't push, and everyone else who gets the plain story. Those who ignore this tend to end up hunted, "protected" by the wrong people, or treated like proof in someone else's argument. They also pick up practical rules that keep them alive. Most avoid flying over settlements unless invited, avoid showing elemental power in anger, and avoid accepting patronage without clear terms. When Aldaedreis settle, it's usually somewhere with exits and height - ridge villages, cliff roads, old watchtowers, canyon ruins - places where they can leave if the mood turns.
Some Aldaedreis become protectors and champions, but even those learn restraint. In a world where dragons are a rumor and their bones shape magic, anything draconic attracts the wrong kind of curiosity.
Homeland: Near old draconic sites, storm ridges, volcanic valleys, high peaks
Cities: Wanderers - few true cities; integrate into other communities
Exports: Elite guardians, aerial scouts, draconic-lore consultation
Imports: Stable shelter, food, protection from those who would "claim" them
Diet: High-protein foods, mineral broths
Allies: Dragonborn (case by case), remote wardens, sympathetic elders
Enemies: Dragon cult remnants, tyrannical wyrms, power-seekers, "collectors"
Lore & Background
Aldaedreis are rare enough that most people don't believe they exist until they see wings unfold. The most common rumor says their line began in ancient times, before the last dragons vanished - when some dragons were believed to walk in mortal form and build hidden lives among the ancestries of Reth. If the rumor is true, Aldaedreis are the long descendants of those lines, with draconic traits surfacing unpredictably across generations. Aldaedreis do not have cities of their own. Most live as wanderers or integrate into other communities, keeping their nature close. They learn quickly that strength is not their biggest problem - attention is. Many keep their lives in tight circles: a few who know the full truth, a few more who know they're "different" and don't push, and everyone else who gets the plain story. Those who ignore this tend to end up hunted, "protected" by the wrong people, or treated like proof in someone else's argument. They also pick up practical rules that keep them alive. Most avoid flying over settlements unless invited, avoid showing elemental power in anger, and avoid accepting patronage without clear terms. When Aldaedreis settle, it's usually somewhere with exits and height - ridge villages, cliff roads, old watchtowers, canyon ruins - places where they can leave if the mood turns.
Some Aldaedreis become protectors and champions, but even those learn restraint. In a world where dragons are a rumor and their bones shape magic, anything draconic attracts the wrong kind of curiosity.
Homeland: Near old draconic sites, storm ridges, volcanic valleys, high peaks
Cities: Wanderers - few true cities; integrate into other communities
Exports: Elite guardians, aerial scouts, draconic-lore consultation
Imports: Stable shelter, food, protection from those who would "claim" them
Diet: High-protein foods, mineral broths
Allies: Dragonborn (case by case), remote wardens, sympathetic elders
Enemies: Dragon cult remnants, tyrannical wyrms, power-seekers, "collectors"
Checking your codex…
From the Reth Ancestries (Daggerheart) compendium. Ancestry mechanics unlock when you collect this lineage in Hoard and link your account.