Race: Drakmoar

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Drakmoar: (Drak*more)

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Drakmoar: (Drak*more)

Description: Drakmoar are fit, tall,  and well built,  and made for armed combat. (Average height: 5'5” to 6'3”) 

They have cross section pupils in the shape of stars ranging from four to eight points.  They are omnivours but have sharp closely spaced reptilian teeth. They have feathers growing from their head instead of hair, That comes in the colors blue,  green,  pink, orange, purple,  white,  or red in varied patterns.  Drakmoars eyes change color to suite their environment,  mood or magic.  Drakmoar are covered in thick hide of scales,  this hide can be black, red, purple, green, yellow,  blue, Brown, or very rarely white.  Their women are considerably  more attractive then their men, (for survival reasons)

Basic Stats
Speed: 12.         
Magic:   7.
Recovery:4
Power: 13.       
Learning: 9.                                
Phis Res: 12
Skill: 6.                                   
Speech: 4.                             
Magic Res: 12

1.Survivor: Drakmoar are natural born survivors,  they can withstand extreme conditions longer than any other race,  and go for long periods without food or  water.  They are immune to hazardous conditions of environment.  They gain a magic and power boost from eating food ×2

2.Blade Spell- Drakmoar Cannot cast conventional magic, all their magic school types take the form of a “spirit weapon”.  “Spirit Weapons” can be used multiple times but are limited to a parameter of the weapon. (Spirit weapon cannot take the form of complex machines like guns or mechanical weapons) (can take the form of a bow or arrow,  but not both.)  Melee weapons can be thrown,  and picked up.  Spells last 4 turns, Spirit weapon do critical magic dmg at melee range. 

3.Sever Tail- Drakmoar can cut off thief own tails,  this will allow more movement points per turn +1/3. This; however will remove your ability to resist hazardous environments. Tail will re attach if not eaten before end of battle. 

4.Eat Tail- This counts as a “food boost”.  Drakmoar can summon two spells, at once at full power.  Your summoned spells will also resist two attempts to disenchant. Drakmoar gains ability to use one move point to move six steps.  Boosts attributes,  +1/2 magic, Phis Res ×2, Magic Res×2. Tail will regrow after three night and day cycles.

Story Mode Details
Drakmoar do not get along with anyone, even other Drakmoar. They are mostly lone nomads if given the choice. But do come together in clans and families for extreme emergencies that demand them to do so. Often when it comes to mating and reproduction or large hunts.

Blood and tribal fueds often putt them at odds as a Drakmoars family name can be a burden to bare in some circles and a blessing in others.

Their are several Drakmoar tribes, all with different ideologys and systems of government. All those not a part of these main tribes are said to be Exile families. The main families names are, Drakson, Drogen, Deroganon, O'locmoar, Ackson, Romerack, Kax'selon, Silf, and Sxeft.

Their is no organized Drakmoar history and Drakmoar are not fond of reading or writing. They have superb instinct and spacial memorization. And can remeber almost every day of their human length lives.

Drakmoar Women do not lay eggs. They produce live young. However they are able to mate with other races witch makes men extremely protective over them. But their offspring produced are drakmoars and do not look mixed raced.

When a drakmoar is trying to seduce someone they will pluck a feather from their own head and hand it to them.

Their is no way faster to make a Drakmoar angry than calling them a "lizard" or a "lizard man".

Drakmoar are experts in free verse poetry. They have complex emotions and are very loyal to those they find in favor.

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