Advantages Disadvantages Racially Learned Skill: It costs 50 points to be a Drakekin. Appearance
Limited Morph (24 pts)
Winged Flight (30pts)
Sharp Claws (25 pts)
Sharp teeth (5 pts)
Impulsiveness (-10 pts)
Gregarious (-10 pts)
Horizontal (-9 pts)
Xenophilia (-5 pts)
Likes Humans (-1 pt)
Flight skill at DX-1 (1 pt)
Racially Learned Skill:
It costs 50 points to be a Drakekin.
In their draconic form, the Drakekin have shiny white scales with black spines running down the back from head to tail and they also have large black claws. They move on all fours when on the ground, and cannot use weapons or armor in this form.
In their "humanoid" form, Drakekins have finely scaled white skin with black claws. They are generally tall and slender with milky white skin and black hair. They can use any weapons or armor that a human could, but prefer lighter items.
When they first arrived, the Drakekin remained in the Polar Regions (the cold reminded them of home). They did not believe the rest of the world held anything of interest. About a thousand years ago, a group of Drakekin was blown off course during a storm and ended up in human lands. The first meeting with humans almost ended in disaster, if one of the Drakekin had not shifted into a humanoid form, the humans would have killed them all. As it was, the humans realized they were not dealing with ordinary dragons. The humans befriended the Drakekin and they have remained friendly ever since. Many Drakekin moved away from the Polar Regions and have become involved in human affairs.
A Drakekin is almost never encountered alone. They are usually in the company of several other individuals, most often other Drakekins, and while members of other humanoid species fascinate them, humans hold a special place in the Drakekin heart. Drakekin are really fond of human, enjoy their company and often a Drakekin will leave his kin and take up with a group of humans, adopting them as family. Many Drakekins spend their lives traveling the world, making a living as traders, entertainers, or mercenaries.
Drakekin tend to be spontaneous. It is not unusual for a Drakekin to suddenly decide to move elsewhere after living somewhere for ten years. Drakekins tend to live in the here and now and nor worry overly much about the future or past.
The Drakekin have two sexes, but it is difficult to tell them apart when the Drakekin are in their natural form. In humanoid form they take on the form of their gender. They don't treat males and females any differently in their society. Drakekin have only a loosely knit government. The Drakekin are ruled by a Queen, who travels as much as any normal one does. The Drakekin widely respected their Queen and most would do anything for her, so long as it is reasonable. She does not exercise her power much, usually only in matters threatening the Drakekin as a whole.
Recover an artifact - There is rumored to be an artifact that just might prove useful to the character’s current quest, it was left behind when the Drakekin left their home world.
The Undead World – The party discovers that intelligent undead have moved into the Drakekin homeworld since they do not need heat or light, they have prospered there for untold years, but now they are ready and are making plans to launch a full scale invasion.
A World to Loot – The Drakekin, while enjoying wealth, are not a particularly greedy race, the party may hear rumors that the Drakekins left their Home World in such a hurry, that they left much wealth behind. A bold group of adventurers might well make their fortune if they are skilled enough and lucky enough to recover it. Treasure map points the way to a polar Gate said to lead to the Drakekin homeworld.