Kuthulknoes soars among the Floating Islands, admiring the craftsmanship of their Orbits and tha e winged Animals that populated them. However, he felt that the Islands lacked, Detail. Kuthulknoes decided to change that.
Kuthulknoes creates The Kaelanorak, Meaning Beast of the Heavens in a long forgotten tongue. Kaelanorak are not a Race, they are a Monster and function as an Apex Predator among the Floating Islands. The Kaelanorak resemble a Pterodactyl with several key differences. They have a 70 foot wingspan, are a light shimmering blue color, making them difficult to see among the sky, fly at speeds of up to 75 miles per hour, and have the magical ability to control the weather to a limited degree, About that of a master mortal Aethermancer, or, Air-Wizard.
Kaelanorak live by consuming lesser creatures that they hunt among the Floating Islands. They defeat their Prey by blowing them into their claws with Tempests of Wind and use Electricity to fry their meat before consuming it. The Sky Monsters are extremely territorial and they frequently lay claim to Islands as their hunting ground clouds, with Juveniles typically holding sway over only a few, while Adults may have dominion over dozens, If not hundreds.
Kaelanorak live for hundreds of years, 5 centuries is normally the most. There are Male and Female Kaelanorak, they live in Pairs of One Male and One Female for their entire lives. Juvenile Males, ((Only 20-50 Years Old)) spend years searching for the perfect Mate, when they believe that they have found her the Male calls out to her, initiating a Sky Battle. The two spend hours blasting at each other with Wind Tempests, if the Male fails to last longer than the Female he has failed and is unworthy to Pair with her, if the Female fails to last longer than the Male, the Male is strong enough to protect her offspring and they Pair. The Kaelenorak Pair then tries to find a Cave on an Island large enough for them to fit in, which they then turn into a Den. If they cannot find a Cave the Pair digs one out of the side of an Island using their Storm Powers.
The Kaelanorak then remain near their nest for their entire lives, leaving only if absolutely necessary. They reproduce once every 20 years, making an Egg. The Pair will violently defend the Egg, but it makes a delicious omelette, so it can be difficult at times. The Egg then hatches after 2 months and produces a Hatchling. The Hatchling is completely helpless at first, as the Pair has to train the Hatchling to harness it's innate power and fly. After 20 years the Hatchling becomes a Juvenile and sets off to find a Mate to Pair with. The Kaelanorak are very territorial and will fight to the death with others over hunting space. They don't have any vain need to collect treasure although many line the walls of their dens with Animal Bones. The Kaelanorak are only slightly smarter than a normal Wolf.
The Beasts are absolutely loaded with Magical ingredients, their bones, scales, and beak are all good for making extremely powerful potions and enchantments but they are understandably, rare and difficult to obtain. They are extremely wary of Dragons and other large winged monsters and will respond towards one with violence. They rarely, if ever attack Mortal settlements that aren't intruding on their territory but rarely hungry Juveniles will raid one out of desperation. The Storm manipulation abilities of Kaelanorak become stronger with age.
"These should provide an excellent counterpart to Dragons!"
((OOC: I didn't know whether to use the Racial Template for a Species of Monsters, If I messed up somehow I'm sorry.))
Drakan shudders with indignation at others infringing upon his domain, his form transforming into a whirlwind that bores through the crust of the planet, forming a gigantic shaft between the outer surface and inner surface worlds, the shaft located near Mander lands. (-1 AP)Massive, winged and thickly scaled creatures with powerful minds and magical ability. They believe themselves the rightful masters of creation, and gain visceral joy as well as actual increases in personal strength from ruling over others.
Dragons often have two different types of hoards to help sate their overwhelming greed. One of material objects, and one of people who serve them. With their racial arrogance, and delusions of divinity, each dragon believing himself to actually be Drakan, and are often incapable of even considering a failure on their part. In fact, it is common for dragon scholars to claim that the only reason they have not conquered the entire world is their cursed racial propensity to sleep so much.
Dragons most commonly worship Drakan through worshiping themselves. Dragons are extremely skilled in financial matters, often dominating other races economically, and this in fact their preferred means of conquest. Each dragon also has at least some noble rank, viewing it as a basic racial right of their kind.
Competition between different dragon is constant, but usually limited to intrigue through their pawn and servants, with only the rare bloody direct actual duel between dragons. This competition is for prestige and status, hierarchy being one of the vital cornerstones of dragon society.
Their breathe weapon is a lightning-fire combination, which they often use upon foes/enemy settlements from the wing. Dragons do not die of old age, and in fact only grow larger and stronger with time.
3 point specials:
Because Dragons
Smarts+3
Size +3
Protection +3
Authority Equals Asskicking (Variant Leadership+3)
2 point specials:
Flight
Novice Edge (Noble)
Novice Edge (Filthy Rich)
Arcane Background
1 point traits:
Teeth&Claws
Infravision
Extremophile+1
Immunity, Disease
Immunity, Poison
Keen Sight
Poor Amphibian
Spellcasting+1
Minor Hindrances:
All Thumbs
Big Mouth
Cautious
Quirk, Racial Elitism
Quirk, Bragging
Stubborn
Obese
Major Hindrances:
Arrogant
Code of Honor
Curious
Delusional
Greedy
Habit (Sleeping)
Overconfident
Vengeful
Small reptilian humanoids with vestigial wings they are very industrious and nominally draconic. Expert miners, trappers and metalworkers, always eager to add new treasures to their dread masters' hoards, and protect said hoards from thieves.
2 point specials:
Tunnel-dweller
Protection +2
Defense +2
Strength +2
1 point traits:
Infravision
Burrowing
Immunity, Disease
Immunity, Poison
-1 point traits:
Size -1
Resist Lightning -1
Ugly
Phobia (True Dragons) (Minor)
Loyal
Greedy(minor)
Vengeful(Minor)
-2 point traits:
Code of Honour
Drakan shudders with indignation at others infringing upon his domain, roars of Dragonfire spurting from all over his form, baking the clay amidst the Mander settlements into True Dragons. In a myriad sibilant voices he commands them to rule over all they survey, as is their birthright.
Drakan creates two units of Tier 4 True Dragons (-4 AP, -2 E (18E-90%(sphere discount)))
[True Dragons]Massive, winged and thickly scaled creatures with powerful minds and magical ability. They believe themselves the rightful masters of creation, and gain visceral joy as well as actual increases in personal strength from ruling over others.
Dragons often have two different types of hoards to help sate their overwhelming greed. One of material objects, and one of people who serve them. With their racial arrogance, and delusions of divinity, each dragon believing himself to actually be Drakan, and are often incapable of even considering a failure on their part. In fact, it is common for dragon scholars to claim that the only reason they have not conquered the entire world is their cursed racial propensity to sleep so much.
Dragons most commonly worship Drakan through worshiping themselves. Dragons are extremely skilled in financial matters, often dominating other races economically, and this in fact their preferred means of conquest. Each dragon also has at least some noble rank, viewing it as a basic racial right of their kind.
Competition between different dragon is constant, but usually limited to intrigue through their pawn and servants, with only the rare bloody direct actual duel between dragons. This competition is for prestige and status, hierarchy being one of the vital cornerstones of dragon society.
Their breathe weapon is a lightning-fire combination, which they often use upon foes/enemy settlements from the wing. Dragons do not die of old age, and in fact only grow larger and stronger with time.
5 point specials:
Because Dragons
3 point specials:
Smarts+3
Size +3
Protection +3
Authority Equals Asskicking (Variant Leadership+3)
2 point specials:
Novice Edge (Noble)
Novice Edge (Filthy Rich)
Arcane Background
1 point traits:
Teeth&Claws
Infravision
Extremophile+1
Immunity, Disease
Immunity, Poison
Keen Sight
Poor Amphibian
Spellcasting+1
Minor Hindrances:
All Thumbs
Big Mouth
Cautious
Quirk, Racial Elitism
Quirk, Bragging
Stubborn
Obese
Major Hindrances:
Arrogant
Code of Honor
Curious
Delusional
Greedy
Habit (Sleeping)
Overconfident
Vengeful
Some shed scales transform into the lesser Drakes, made to serve the True Dragons.
Drakan creates one unit of Tier 4 Drakes (-2 AP, -1 E (9E-90%(sphere discount)))
[Drakes]They slither like snakes on the ground, having two arms, but no hind legs. They have vestigial wings (which Because Dragons still allows them to fly with). Their breath weapon is fire, but they can also spray clouds of poison gas that linger in the air for a while.
Master burrowers and smiths, they usually mine for precious minerals for their dragon masters, dig out their lairs, and forge armour for them.
5 point specials:
Because Dragons
2 point specials:
Size +2
Protection+2
Tunnel-dweller
1 point traits:
Teeth
Infravision
Extremophile
Burrowing
Immunity, Disease
Immunity, Poison
Keen Hearing
Smithing+1
-1 point traits:
Resist Lightning -1
Speed -1
Ugly
Phobia (True Dragons) (Minor)
Loyal
Greedy(minor)
Vengeful(Minor)
-2 point traits:
Code of Honour
Clueless