Name: Zaron Fal'lun
Age: 43 (Human 21 equivalent)
Race: Dragonborn (Wingless)
Class: Paladin of the Tower
Faction: Tower of Scales
House: Kal
Personality: Zaron is average for his people, violent but accepting and honorable. However, much like the rest of his people, Zaron sees humans as being a slave race worth nothing more than the tasks that warriors can't be bothered with doing. Other than that, Zaron is rather level headed for one of his people, but don't think that it makes him peaceful. Zaron loves to display his physical prowess among other creatures of renowned strength.
Equipment: Zaron has the equipment pictured above, a large sack carrying food and a tent, a canteen, and several scrolls written in the old dragon tongue.
Abilities: Aside from the immense strength, regenerative ability, and seeming inability to feel fear or pain, Zaron is also strategically minded. Beyond that, he is remarkably skilled with his weapons and can handle a bow well, but refrains from using them due to the lack of honor. His natural breath ability is acid.
History: Zaron was born to the warrior class of house Kal. His skill with his weapons is something that has been taught to him since his birth, and has became little more than nature. As he rose through the ranks of the warrior class, Zaron entered a tournament, hoping to win in the name of house Kal, only to be defeated in the second to last battle. However, the priest class of house Kal was watching that day, and after a few days of discussion, bestowed the honor of becoming a paladin to Zaron. Now he wanders in the name of house Kal, to bring his houses glory to all the lands.
---Non-D&D race info---
Dragonborn come in two varieties: Flying and wingless. While the main difference between them is obvious, there are many minute traits that are not shared. The first of them is that the wingless dragonborn are hardier, heavier, stronger, and don't have hollow bones, a trait the flying variant do have. The flying dragonborn also tend to be more calm. The flying dragonborn are often higher classes than the wingless, while the wingless are respected and judged by their ability to fight.
The dragonborn are spread out into houses, rarely uniting unless a council of an elder from every house is called. This council meets in the Tower of Scales, an ancient dragonborn building in the center of their territory. The Tower of Scales represents the only centralized government among the houses, and has a library that documents the standards of honor among all dragonborn, and their history as a whole. Within the houses, the dragonborn are allocated into classes that dictate their lives. The classes are as follows:
Elder Priests
Priests
Nobles
Merchant
Paladins/guardsmen
Warriors
Gladiators
Criminal
A dragonborn can move up and down in class, but cannot change sets without all of the house's elders having a unanimous vote. Each house is run by a High Priest and a War Chief who work to ensure that rules are enforced and that the house runs at peak efficiency. Within a house, all the non-leader dragonborn care about is bringing glory to their house, whether that may be conquering new lands from other races to negotiating trade deals with other houses, it is all for the glory and honor.
Over the past ages, it has been common for the dragonborn to enslave humans for many various tasks. Most of which the dragonborn refuse to do because they do not involve honor, glory, fighting, or status. Over the past 100 years or so, various houses of the dragonborn have been making large land grabs, with one of the leaders being house Peq, usually in alliance with the houses Kal, Mallac, and Bwin. However, in the past 10 years, the dragonborn have over expanded and many of their lands have fallen to a lack of bodies to protect them. This has led to many dragonborn becoming wanderers to act as eyes and ears for their houses.
The basis of dragonborn religion is the Tower. The Tower is the concept that in death, a dragonborn's soul will go to a realm where they will enter a tower of 25 stories in height that branches into three splits from the base. In the center of these three towers is the main tower, which acts as a gateway to several realms in which dragonborn spend eternity. The tower splits are the pillars of dragonborn society: Honor, glory, and strength (of mind or body, whichever said dragonborn is strongest in). The dragonborn will then climb each tower, passing through memories at each floor and meeting a guardian that tells them whether or not they can pass. When they reach the guardian that tells them to halt, they move on to the next tower. When a dragonborn has reached their highest floor on each tower, a portal to the realm that they have earned is opened for them.