Personality: Draken are a large strong reptilian race that seem to be native to the Outlands, living in the closest inner rings. Some graybeards have theorized that the Draken are somehow related to the khaasta as ancestors, while Draken lore has them related to two dragons that "nested in the spire." Their relative small numbers, general mistrust of outsiders bordering on xenophobia, and their home being so close to the spire make the Draken a little known race. Also, the fact that they look similar to khaasta also helps to obscure them from the greater planes as they are often mistaken for khaasta tribes. Draken are a soft-spoken people, and when they are known, they are known for saying very few words. There is even a report of one of their adventurers joining up with a mercenary group for several years and then surprising his comrades when he first spoke after not uttering a single word since he joined them. It is there personalities that really set them apart from the khaasta, as they do not have the chaotic mindset of the khaasta. When not at work or in battle, Draken move very slowly and are known for sitting still for hours on end, barely even blinking. |
Physical Description: Draken resemble lizardfolk, but are between six and a half to seven and a half feet tall. Males weigh between 300 and 350 pounds. Their females tend to be a bit lighter. They are humanoid similar to khaasta and lizardfolk, and bear a very tough scaly hide. They have long and slightly pointed reptilian noses with their eyes set high in their heads. Their scales range in color from dark greens, browns, and lighter tones, even to deep violets, blues, and the occasional dark deep red. They do not have the bone spikes that khaasta do, but instead sport a much thicker hide and longer more powerful tail. Draken tails seem to grow through their entire life and some have been known to grow to be longer than the rest of the creature. |
Relations: Draken are very distrustful of other races. This probably has to do with being mistaken for khaasta, as well as their general lack of interaction with other races. |
Alignment: True Neutral |
Lands: Draken live nomadically near the spire wandering in tribes of around one-hundred individuals, within the first three rings out from the spire, herding various animals from goats to giant lizards. With the Draken living so close to the spire, it comes as a surprise to many graybeards that the Draken do have a strong magical tradition. Draken magic often involves long rituals and has been known to produce surprisingly even frighteningly potent effects. What little is known about the Draken culture even less is known about their spellcasting methods and traditions. Draken are very secretive about their methods and spell rituals often involve nearly the entire tribe for long periods of time. When adventuring away from the spire Draken have been known to take more traditional methods of casting. |
Religion: Draken tend to worship draconic deities or aspects thereof. Like their magic they tend to be very secretive keeping their ways from outsiders. |
Language: Draken have their own language that is distantly similar to modern draconic. For a race that does not speak much the Draken are great writers with every tribe carrying along a tribal library written on scrolls made out of a paper that the Draken carefully make. Draken make their paper by chewing up and partially digesting plant material and then mixing that pulp with certain clays found in their homelands. They then dry the paper on racks built on the sides of their wagons. They are also able to recycle paper by chewing it up and adding just a little more of the clay. Spoken their language is a slow rolling cadence of growls. Written it uses the basic draconic alphabet plus many other characters and four tenses for all the characters with an elaborate system of punctuation. Their scrolls and writing play an important role in Draken traditional spellcasting. |
Names: Draken each have long unique names that often tell a short story about the individual. Likewise, their clan names are long and both clan and individual names are often shortened for outsiders when they do trade or go adventuring. |
Male Names: Male names tend to begin and end with hard consonants and vowels. |
Female Names: Female names tend to end with softer sounds. |
Family Names: Family names reflect the history of the family. |
Adventurers: Sometimes, a Draken tribe will wander further out from the spire than normal and meet outsiders and one or two of the Draken will go off with the outsiders out of curiosity or to go and bring back stories of the outside world. It is these Draken that after returning to the tribe often become leaders and speakers for their tribe. Remember, when role-playing a Draken keep your voice deep and speak only when necessary. Draken will often punctuate their thoughts with a soft growl and groan instead of speaking, but are otherwise very quiet. Do not tell a story without first hearing one. The world of the outsiders is a dangerous one so keep on your guard and your senses open. Finally Draken tend to be cautious at all times; they think long before going into action but when they go they go for all the way. |
Racial Traits: - Abilities: +4 Strength, +4 Constitution, +2 Wisdom, -4 Charisma; built strong and tough, Draken are not very social with other races.
- Large Monstrous Humanoid. The draken are usually native to the Outlands, and have the extraplanar subtype when not on their home plane.
- Draken base speed is 30 ft.
- Draken possess darkvision 60 ft.
- Draken receive a +4 natural armor bonus to AC; Draken hide is notoriously strong and is often what they are most remembered for. However, they will often wear further layers or armor when they go into battle.
- Natural Weapons: Draken have a bite attack that does 1d6 points of piercing damage (plus Strength modifier) and many become proficient with using their long tails for a lashing melee attack. This tail attack requires a Martial Weapon Proficiency feat, but is otherwise considered a secondary natural weapon, and deals 1d6 points of bludgeoning damage (plus 1/2 Strength modifier). While Draken do posses claws, they are dull, short, and better suited for digging and climbing rather than fighting.
- Automatic Languages: Draken, Planar Trade, Home Region;
- Bonus Languages: Draconic, Abyssal, Celestial, Infernal
- Favored Class: Cleric, Druid, or Wizard
- Racial Hit Dice: A draken begins with 3 levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3. These levels also give it skill points equal to 6 x (2 + Int modifier) and 2 feats. Its class skills are Climb, Handle Animal, Intimidate, Ride, Spot, and Survival.
- Level Adjustment +3. With their 3 Hit Dice, Draken have an ECL modifier of +6, so a 1st-level Draken character will have 4 Hit Dice (3 from race, 1 from class) and be equivalent to a 7th-level character.
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Don't worry I'm not done with the Draken race. This is just their introduction. I'm still working on feats and spells as well as more fluff.