Upheaval in Zhaltssom
Brief Description: Wandering beings that resemble dragons
Physical Description: The drakelings are of human size, but bear the features of dragons in many ways. While they lack wings, they do have clawed hands and feet, surprisingly strong jaws, and thick tails. Many also bear horns and frills of varying sizes. The one commonality about the drakelings’ tails associates with their connection to desert regions – much like the humps that camels bear, the vast majority of the fat that a drakeling accumulates is centered around their tails, minimizing the insulating effect that fat tends to have.
Drakelings tend to live over 200 years.
Preferred Habitat: The drakelings tend to live in desert regions and are somewhat nomadic as a whole, even though they do have established settlements along trade routes.
Culture and Society: Drakeling culture as such relies on keeping others in high spirits and making sure everyone pulls their own weight. During the day, the race tends to be very serious and expects everyone to work for the benefit of an entire clan. When night falls, however, the drakelings are some of the most jovial creatures ever encountered. Song, story, and dance thrive when the sun relents.
Drakeling society is male-dominated in the sense that leaders are almost always male. Drakeling women, however, are conceded a lot of things in exchange for not being able to lead, and are expected to contribute just as much, so it is sometimes said that the women are the real leaders.
History, Myths, and Events: The drakelings have existed for several millenia and no one knows how they were first discovered. Their main notable achievement as a race, besides saving countless members of other races who get lost in the desert, is discovering and befriending the beetle-like dynastini. The drakelings believe they were brought into existence primarily to survive the worst and get others through it. However, they are not without the vendettas of their draconic ancestors, and they thus believe that any grudge must be repaid five times over before it is settled – and that future generations may continue settling the grudge. Some families go so far as to keep books of their grudges, even though the race as a whole does not condense its ancient vendettas into something the race unifies against.
Relations: The dynastini get along well with the drakelings, who discovered their race in the first place. Aside from this, most races deal with the drakelings only as long as they’re in the desert and need their help. Drakelings living in the cities of other races will tend to get along best with the humans and to some degree with the canids and skinks.
Preferred Classes: Drakelings as a whole take up martial and arcane pursuits with equal fervor. Fighters and sorcerers are quite common among the race. In addition, the drakelings are one of the few races with a proud summoner tradition – drakelings’ eidolons favor creatures from desolate locations, mimicking in some ways the desolation of the desert.
As Player Characters: (What do players need to keep in mind when playing a member of this race?)
Starting Ages: Between 30 and 65 years of age
Heights: Between 6’1" and 7’3"
Weights: Between 140 and 240 lbs.
Ability Score Racial Traits: Drakelings are hardy and confident, but generally not very agile. They gain +2 Constitution, +2 Charisma, and -2 Dexterity.
Type: Drakelings are humanoids with the reptilian subtype.
Size: Drakelings are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Drakelings have a base speed of 30 feet.
Languages: Drakelings begin play speaking Common and Draconic. Drakelings with high Intelligence scores can choose from the following: Elven, Skyspeak, Aquan, Ignan, Terran, Dyanast, and Soleno.
Desert Runner: Drakelings receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Natural Armor: Drakelings’ naturally tough, scaly skin gives them a +1 natural armor bonus to their Armor Class.
Arcane Blood: As descendants of dragons, the drakelings share some inkling of the arcane power of their ancestors. They gain a +2 racial bonus to Spellcraft checks, and Spellcraft and Knowledge (arcana) are always class skills for them.
Flame Breath: Drakelings are capable of spewing a gout of fire once per day. This flame shoots out in a 20-ft. line and deals 1d6 fire damage to anyone caught in the area. Victims may make a Reflex save with a DC of 10+(1/2 user’s character level)+(user’s Constitution modifier) to avoid taking damage.
Claws: Drakelings receive two claw attacks. These are primary natural attacks (or secondary attacks if the drakeling wields a manufactured weapon) that inflict 1d4 points of slashing damage on a successful hit.
Darkvision: Drakelings can see in the dark up to 60 feet.