Dray

Dray are a race of draconic humanoids created by the Sorcerer-King Dregoth through a process of transforming humans using secret knowledge from rhulisti records.

''You are startled to be confronted by a tall, lean draconic being with scaly skin, hairless body, and clawed limbs. It has no wings, but its reptilian features, combined with its long tail, leave you in little doubt as to its heritage.''

Tactics
All dray are savage fighters, at home with their natural weaponry and adept at wielding these in battle. They are also able to use manufactured weapons and armor, although the first generation fashion gear that is crude by comparison with the creations of their more advanced cousins.

Description
Dray are a race of intelligent draconic humanoids created by Dregoth, the undead dragon king of Giustenal. Through his experience as a Champion of Rajaat and an advanced being, Dregoth came to believe that the dragon was the next step in human evolution, and created the dray to explore this belief. His initial experiments were unsuccessful but eventually led to the creation of the first generation of dray. These, however, proved to be flawed, imperfect beings and were unlovely in the eye of their creator. Dregoth banished them to the depths of the earth beneath Giustenal and redoubled his efforts. The second generation of dray was the result and in their lean contours and sleek lines Dregoth finally found the loyal children that he so desired.

First generation dray have jagged claws and their scales are mottled and uneven, their bodies slightly bent and mutated. The second generation dray, by comparison, are near-replicas of the dragon king, with proud draconic heads atop long necks. Straight, ivory teeth are set in neat rows within their long jaws. Their leathery scales come in a variety of colors and their long, whiplike tails stretch out majestically behind them.

All dray distrust surface dwellers but the second generation have been taught to despise them also. Humanity is worthy of only pity, until such time as the species can become dray. Humanoids deserve only death. In this Dregoth carries the teachings of Rajaat into a new age.

All dray are omnivores, but require a substantial meat component in their diets. In Kragmorta, the first generation dray hunt food from among creatures released by their creator Dregoth or other natural residents of the Athasian Underdark. They also forage for roots and fungi that grow near the lava rivers. The second generation dray, dwelling in New Giustenal, raise domestic grazing lizards known as fanner beasts, cultivate fungi, and draw fish from the Blackjaw River (although they risk the attention of the deadly sharg when doing so). Both generations of dray speak the ancient tongue of lost Giustenal, although the first generation dray speak it with considerably less elegance than the second. Neither generation knows any of the modern languages of Athas.

Society
Banished by their lord long ago, the first generation of dray struggle to survive in the fiery caverns of Kragmorta. Living in clans under the rulership of a Clan Father, the first generation dray still worship Dregoth as their god but also hate him for rejecting them. They are nevertheless sometimes visited by Dregoth's High Priest Absalom, who comes to preach the word of Dregoth and, he hopes, someday bring the lost children home.

The second generation dray inhabit New Giustenal in contentment. Protected and nurtured in their spiritual growth by Dregoth's templars, they are free to work and raise families. The second generation looks down upon the first, seeing themselves as superior to the earlier dray. They are the chosen of Dregoth and the first generation deserves nothing but their contempt and hatred.

Curiously, the first generation dray also consider themselves better than the dray that replaced them. They bear no ill will towards the later dray, but they do not trust them either. In their hearts they long for the day that Dregoth will forgive them for their imperfect existence and welcome them back to the home that once they knew.

First Generation Dray as Characters
First generation dray follow the paths of the fighter, rogue or cleric. Clerics of earth, fire and magma are all common in Kragmorta. They have little to no understanding of magic, and wizards are unheard of amongst the first generation. A first generation dray character exchanges his 1 HD of dragon for his first class level.

First generation dray characters possess the following racial traits.
 * +4 Str, +4 Con, -4 Int, -2 Wis, -2 Cha. First generation dray are very strong and hardy, but their nature as outcasts and mutants has damaged their psyche.
 * Medium size.
 * A first generation dray's base land speed is 30 feet.
 * Low-light vision.
 * Darkvision out to 60 feet.
 * +3 natural armor bonus.
 * Natural Weapons: 2 claws (1d4), bite (1d6)
 * Special Qualities (see above): Immunities, less water, light sensitivity, resistance to fire 10
 * Automatic Languages: Giustenal. Bonus Languages: Common, Dwarven, Elven, Giant.
 * Favored Class: Fighter.
 * Level adjustment: +1.

Second Generation Dray as Characters
Second generation dray favor wizardry or the road of the templar in service to their god. Almost all second generation dray who take adventuring classes are wizards (defilers) and templars. A second generation dray character exchanges his 1 HD of dragon for his first class level.

Second generation dray characters possess the following racial traits.
 * +2 Str, +2 Con, +2 Int, -2 Wis. Second generation dray are not as strong or hardy as their predecessors but do not suffer their mental deficiencies.
 * Medium size.
 * A second generation dray‘s base land speed is 30 feet.
 * Low-light vision.
 * Darkvision out to 60 feet.
 * +3 natural armor bonus.
 * Natural Weapons: 2 claws (1d4), bite (1d6)
 * Special Qualities (see above): Immunities, less water, light sensitivity, resistance to fire 10.
 * Automatic Languages: Giustenal. Bonus Languages: Common, Dwarven, Elven, Giant.
 * Favored Class: Wizard.
 * Level adjustment +1.