Brief History
If there is one proof, one piece of evidence to show why the early elves were punished, it would be the dracokin. In the distant past when the elves were of one race, the dragons were able to take on a more human form. This they did often, to trade and form friendships with the elves of early Nor'Ova. For many centuries this would happen without incident. The elves shared culture, history, and music with the dragons and the dragons shared wisdom and the art of metallurgy with the elves.
As their knowledge grew, the elves grew more and more vain. They began to view themselves to be like the gods, and came to believe that Nor'Ova was their world to do with what they wished. Their only concern was the dragons, they wanted to ensure that dragons would have to remain loyal to them. The next time dragons came in human form the elves got them drunk. Then a select group of elves had their way with the dragons. The result was that dragon women and elven women were pregnant with their mixed races.
The dragons were both ashamed and furious. They broke all contact with the elves and sought out divine help. The god of law and history, Arameas, was the one to answer. For this act he took the pregnant dragons and sheltered them in the mountains and killed the pregnant elves. He then separated the elf race and took away the dragons ability to transform to the form of man so that they could never be taken advantage of again.
The offspring born to the dragon women were allowed to live. They became the dracokin. The dracokin would live and reproduce for many centuries. Over time their appearance became less dragon like and more like the races of men. Dracokin were a race without a heritage, ignored by dragon and elf kind alike. They had to make their own heritage and they did so by living along side the humans.
Positives & Negatives
Dracokin have wings but cannot fly due to their weight. They do have the ability to glide, and the varying abilities depending upon their element. Drakokin are very much affected by their runic element. It not only affects the magic they might learn, but also their appearance and their draconic aura. Dracokin also possess sharp talons on their feet that if kicked with has an attack power of 2d4.
Dracokin have a close relationship to the god Arameas. This enhances their sense of justice and knowledge of history. They also have a distrust for elves.
Dracokin bear natural armor and great strength making them ideal warriors and guards.
Racial Skills & Talents
Dracokin start with the following skills:
| Skill | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|
| Blessings of Arameas | 2 Soul | self | instant | Normal History -1 |
By performing this skill you can gain knowledge of what happened as if you were there to witness it. |
be a dracokin |
| Draconic Roar | 3 Soul | affecting a 3 space area around the dracokin | instant | Normal Intimidate |
The dracokin can reach deep and let out a terrifying roar. Anyone in the area of affect, friend or foe, must make a Normal Mental Balance -2 check or they will be stunned for 1 round. |
be a dracokin |
| Gliding | 1 Power | movement range | instant | Normal Acrobatics |
You can glide, moving up to double their ground movement rate horizontally for every 2 spaces you fall. |
be a tiefling or dracokin |
They also have the following talents:
| Talent | Effects | Requirements | Handicap Cost |
|---|---|---|---|
| Hoarder's Insight |
You have a natural instinct for the value of items. You gain +5 to Insight for apprasial and can always find a hidden cache of items in ruins. |
be a dracokin |
Greed's Pull: If you see an exceptionally rare treasure, you must pass a Normal Mental Balance -2 check or be compelled to possess it. |
| Master of the Elements |
If you roll 5 or less on your check to use an elemental aura it will cost 0 soul for the first round. |
be a dracokin |
Elemental Vulnerability: You receive 25% more damage against your opposing element. |
| Stalwart Defender |
By making a Normal Brace Check the dracokin gains +1d6 to Defense for that turn and cannot be moved. |
be a dracokin |
Clumsy Reaction: Upon coming out of the brace you have a -4 penalty to acrobatics for the next turn. |
| Tough Skin |
This talent permanently reduces all damage done to Vitality. It does so by giving you a +5 to Armor Defense, +2 to Armor Spirit and +2 to Defense and Spirit traits. The defense given will reduce any felt physical damage, and the spirit will reduce any felt magical damage. This would be a reduction of any damage that would actually be felt by Vitality, after any absorption or blocking done by armor. This does not protect against damaging status effects, such as poisons or burns. This does protect against piercing attacks. |
N/A |
Having such thick skin makes your character less agile, giving you a penalty of -2 to Acrobatics. |
Lifespan
Dracokin have three stages of life. The first stage, which last from birth until they reach the age of 16, is their child hood. Their development is similar to human children in this stage, though they are able to crawl upon hatching. This is the stage they are most susceptible to danger, death, and disease. They rely totally on their parents during this stage, though some do develop more quickly and reach the next stage of life several years faster. Developing draconian features is a painful experience, and adolescent Dracokin thus need more rest and more nourishment during this process.
The next stage, which last from 17 until the age of 400, is their adult age. This is the age they begin to take on a more draconian appearance, learn to fly, and learn their elemental effect. This is also the age they separate from their parents and go out to learn and explore. Most traveling Dracokin are in this age group.
The final stage, which last from 400 until death, is their adult hood. Most Dracokin return to their pack during this time, an become a beneficial member of such pack. There are some however that are sicken with wanderlust who continue to explore. Death is a Dracokin greatest honor, and they accept their timely death with open arms. However to die before their time is a terrible thing to them.
Appearance
Before they reach their adolescents, Dracokin resemble human children, though larger, and with scale growth over certain parts of their skin. When they develop their Dracokin features however, they are tall, built beings, bear colorful scales (color determined by their runic element) over parts of their arms, legs, knees, elbows, chest, and back, have slender, almond-shaped eye that are green and lizard-like. Dracokin have developed dragon wings, and talons for feet. Their hair color matches their scale color but their skin is usually a dull gray color. Dracokin do not possess tails or horns.
Living Habitat
Dracokin can be found all over, and it is common to see a Dracokin travel.
Food & Sleeping Requirements
Dracokin require 3 meals a day consisting of meats and water. They must sleep a full night’s cycle every night or suffer from fatigue .
Culture
Dracokin are very much tied to their family and their tribe and usually work for the better of their fellow tribe members. Dracokin are often monotheistic in belief, due to their connection with the god Arameas. Dracokin hold large celebrations for the coming of age, birth, and death.
Dracokin take great pride in the family surname which often can be traced back many generations. For first names, Dracokin are often named after heroes of the past or of dragon mythology.
Dracokin's connection to Arameas affects their beliefs as a whole. They are stalwart champions of justice and of protecting the weak. They love history and believe in the preservation of traditions, relics, and ancient ruins. Some dracokin can develop a hording mentality, but that is rare.
Racial Relations
Dracokin do not suffer or benefit from the same fear factor as their dragon cousins. Therefore they are more able to interact with other races in a more peaceful manner. Who they can interact with is ultimately up to the Dracokin, however many races do not trust them. The dracokin do however have a harder time dealing with anyone from the elven races.
Elemental Effects on Dracokin
Dracokin, like others in the reptilian family, are affected by their runic element. This means that whatever runic element you are will determine the type of Dracokin you can be. This will affect their appearance as well as their elemental effects. All effects cost 2 Soul and require a normal arcana check to use.
| Element | Dracokin | Scale Color | Special Attributes | Elemental Effects |
|---|---|---|---|---|
| Earth | Rust | rust | 30% chance for immunity to earth based magic (instead of 20%) | Effect Name: Stone Shell Effect: encases self in a stone shell that grants the Dracokin an extra 1d12 Defense, it costs 1 Soul per round to keep up the shell but while in a shell the Dracokin can't move but can attack Range & Area: self |
| Air | Fog | gray | 30% chance for immunity to air based magic (instead of 20%) | Effect Name: Transform into Fog Effect: transform into fog, able to pass through anywhere that air can and unaffected by physical weapons but still affected by magic, it costs 1 Soul per round to remain in fog form Range & Area: self |
| Water | Aqua | aqua-marine | 30% chance for immunity to water based magic (instead of 20%) | Effect Name: Liquefy Effect: transform into liquid, able to pass through anywhere that water can and unaffected by physical weapons but still affected by magic It costs 1 Soul per round to remain in water form Range & Area: self |
| Fire | Crimson | crimson red | 30% chance for immunity to fire based magic (instead of 20%) | Effect Name: Coat of Fire Effect: can coat self in fire, burns any flammables touched, living targets that touch or are touched suffer 1d8 instant damage and 1d4 burn damage each round, it costs 1 Soul per round to remain coated by fire Range & Area: self |
| Life | Gold | gold | 30% chance for immunity to life based magic (instead of 20%) | Effect Name: Electric Scales Effect: can activate electricity through scales, living targets that touch or are touched suffer 1d6 instant damage and have a 20% chance of being dazed for 1 round, it costs 1 Soul per round to remain coated by electricity Range & Area: self |
| Death | Black | black | 30% chance for immunity to death based magic (instead of 20%) | Effect Name: Toxic Scales Effect: can coat self in poison, living targets that touch or are touched suffer 1d4 poison damage each round, it costs 1 Soul per round to remain coated by fire Range & Area: self |
| Time | Silver | silver | 30% chance for immunity to time based magic (instead of 20%) | Effect Name: Quick Silver Effect: can become highly reactive, able to make a reaction check for a free action of any type, once per round. Range & Area: self |
| Space | Mythril | mythril | 30% chance for immunity to space based magic (instead of 20%) | Effect Name: Illusionary Aura Effect: Can produce an aura around self, anyone that gets within 2 spaces must make hard perceive checks to detect what is real and what isn't, it costs 1 Soul per round to keep up aura Range & Area: self |
