Bestiary

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Re: Bestiary

Post by Oneiros » Tue Mar 13, 2018 6:21 pm

Rue Kumari

Description
The Rue Kumari are a race of people descended from giant spiders called the Kumari. Their name translates literally to "Children of the Great Spider" Due to their solitary nature, they are often shrouded in mystery. Due to their relation to spiders, they often give some humans the same subconscious fight or flight response triggered simply by proximity. They're predatory nature and history often earns them a wide berth from other races. These factors, combined, can often make it hard for the more social individuals of the Rue Kumari race to successfully integrate into society.

Appearance
The Rue Kumari, are mostly humanoid in shape. At first glance, the only defining characteristic would be the color of their skin and the number of eyes. They have two large, main eyes, as well as two smaller, supplementary eyes just slight up and to the side of their main eyes. Their eyes are solid color, with now discernable sclera, irises, or pupils. They color can vary.
Their forearms, and lower legs are covered in dense, hard, smooth and glossy chitin, most commonly jet black but their have been examples of other colors, and in some, extremely rare cases, some that can change the color of their chitin.
In places such as their upper arms, upper legs, hands, shoulders, chest, etc, they are covered in a softer chitinous hide that is harder than bare flesh but softer than the chitin shell that covers the aforementioned body parts.
Finally, Rue Kumari can have bare, pale white flesh in certain places. Fore males, the genitalia is always bare flesh, their chests and stomachs vary between individuals.
For females, their breasts, stomach and genitalia are always free of chitin, due to their birthing and nursing duties.
The faces of the Rue Kumari are unique to the individuals in the combination of hard chitin, soft chitin, and bare flesh. One may have a full mask of hard chitin, while some may only have the upper halves of their faces, or the edges of their faces. The chitin can be carefully cut off and stylized, but it will grow back with time.
They grow hair same as humans do. Although they also have tiny almost imperceptible hairs throughout their bodies that serve a function mentioned later.
Some of them can also have markings in places around their body.

Lastly, they have features aside from chitin that are unique to their species. The sport long, thin fangs that allow them to inject poison into victims

They also have four long, seven-segmented spider legs that sprout from their backs and fold neatly across their torsos. These are covered in hard chitin and are extremely nimble and dextrous, and despite being so thin, they are very sturdy, The Rue Kumari are able to hold several times their own weight on these legs, and are even able to use these to spear prey with them. They have two scissor-like claws at the ends of the legs that come together to form a point.

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On their wrists they have a membrane that covers their spinnerets. When spinning web, the membrane automatically peels back just enough for the web to shoot through.

Abilities
  • Strength: A burly, muscular Rue Kumari is a rare sight, most of them stay on the thin or athletic side, but they are always capable of feats of strength that let them go toe to toe with most of the stronger races
  • Speed: The Rue Kumari are extremely fast when they need to be. They can perform bursts of speed that allow them to outrun race horses for short distances. When travelling on their spider legs, they are also capable of moving much faster than on their feet for longer periods of time.
  • Agility: The Rue Kumari are very nimble and agile. Their sense of direction and three dimensional awareness is like no other. In combination with their webspinning and four spider legs, there are very few obstacles that a Rue Kumari can not find a way around.
  • Stealth: The Rue Kumari are naturally adept at being stealthy. Their footfalls, by nature, make little to no noise. They are always capable of standing eerily still, and they can blend into most shadows easily.
  • Fear inducing: Sometimes a curse, sometimes a blessing. It all depends on the individual. Humans and given eachother a wide berth. The history of the Rue Kumari does not aid this fact at all. Without intending to, a Rue Kumari may cause shivers down a person's spine. It is irrational, and illogical, but often times so is the fear of spiders. Most people can push past this, some dont even feel it. But it is always there, the feeling that at any moment the Rue Kumari in question will pounce. And you will be helpless to stop it. When a Rue Kumari decides to intentionally use this ability, the effect is magnified greatly
  • Poison and poison immunity: The Rue Kumari are immune to many poisons, but not all. They are capable of producing a poison, the potency and effect is unique to the individual. Some can poison, some can paralyze, some can cause hallucinations, some cause pain, some cause ecstasy, some cause bursts of strength, some can even heal, some can even heal. Each individual has ONE effect and it does not change under any circumstances.
  • Magic: While Rue Kumari are capable of any common magic, their are particularly adept at illusion magic, shadow magic, and mental magics.
  • Webspinning: The Rue Kumari are capable of spinning and weaving web. This ability becomes available in their adolescence. The web is stronger than steel as light as wet spun cotton, and comes in different varieties available to all Rue Kumari as necessary. Some of their web is sticky, for catching prey or attaching to surfaces, others are sturdy enough to be woven into structures, and some web, called gossamer web, is light and airy and can be used for gliding or sailing through the wind. Some is silky and has no alternate properties but is valued more than silk. All Rue Kumari web is flammable. The Rue Kumari can also lace their venom into the web, or even magics (Fire magic will destroy the web.) The webs can also be used to create bubbles of air that can be brought underwater when diving.
  • Reaction speed: The reaction speed of a Rue Kumari is second to none. They have small hairs on their bodies that can pick up vibrations on the floor theyre standing on (shoes dull this sense) and can pick up air vibrations from sufficiently large and conspicious actions or sounds. (Basically they can be snuck up on or surprised. But it is very hard to do.
  • Wallcrawling: They can scale vertical walls with ease and even on ceilings, as long as the surface has not been slicked with anything such as oil or some similar lubricant fluid. Wet walls can be climbed just fine.
About the Rue Kumari
As mentioned before, the Rue Kumari were descended from the Kumari, a race of giant spiders. The Rue Kumari were once an extremely predatory species, becoming the apex predators wherever they settled. However, several hundred years ago, the other races and peoples banded together to eliminate the Rue Kumari, as they were slowly killing off everyone who dared enter their domains. The Rue Kumari were hunted to near extinction. And the remnants of their races were left to live in hiding. Centuries would pass before the Rue Kumari were able to grow as a people again. This time learning from the mistakes of their past. Most choose to feed only on animals, giving the appropriate respect to all sentient creatures. However there are individuals and groups who do not adhere to these restrictions...

The Rue Kumari believe in the Spider god Kumata-Sifa, who provides safety and power in the shadows, as well as a bountiful hunt. They are valuable in many industries. As artists, seamstresses, and even as sail-makers for ships, due to their strong, light silk. As acrobats and performers due to their agility. As apocatheries, due to their natural understanding of poisons and chemicals. In the military, as warriors, scouts, and trackers. In hunting groups, for their trapping and tracking abilities; and as assassins, as they are naturally inclined to being adept in the arts of the shadows.

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Re: Bestiary

Post by Hilo Takenaka » Tue May 29, 2018 11:10 am

Paer’Korahh
The lost people

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The Paer’Korahh are an extinct race of humanoid beings that have left artifacts throughout the Azuria region. Whilst they weren’t technologically advanced, their artifacts are physical evidence of the race’s magical knowledge, leading to many scholars to believe that they were one of the first magic-wielding cultures on the planet. Several fragmented drawings have been uncovered near some of the ruins of said artifacts, suggesting that they were steel-blue skinned beings with navy-blue hair and wore woolen tunics. Their eyes in some drawings (particularly with drawings involving what appeared to be magic) were a thistle-colour with teal "whites", suggesting that either those people were using, or were strong, with magic.

The Pantheon
Many of the gods that appeared in the Paer’Korahh pantheon were depicted as humanoids with insect-like features. Whilst there are dozens of gods and potentially thousands of mythological figures, here are a few of the gods that appear frequently.
  • Olah; A god that represents the night, shadows and hope. He is often depicted with a bright sphere as a head, which is presumably meant to resemble the glowing thorax of a firefly. He is credited for warding off Salazars and making roads safe for travelers.
  • Ekhu; Considered to be the bearer of magic, Ekhu is also the goddess of dawn and wellbeing. Ekhu's head resembles the Bahiaxenos - an insect that parasitically feeds off other insects, suggesting Ekhu's gifts were often with a bit of a catch.
  • Vart; The goddess of midday, fire and beauty, Vart is a popular goddess among women and young girls. She is often depicted with the head of a rainbow-coloured leafhopper. Despite Olah being the eldest of the four siblings, she pulls most of the weight around.
  • Kisz; The god of death, dusk and decay, Kisz serves as the warden of those travelling to the afterlife. His head is that of a particular red-headed grub that consumes decaying flesh, and although his job his morbid, he is often depicted empathising with the Paer’Korahh more than his siblings.
  • Paer; Father of the four gods and alleged co-creator of the Paer'Korahh, he is considered to be the king of the Afterlife, bearing gifts and treasure to those that reside there. His head resembles that of a barkfly, which show the way to ponds rich in algae and which trees are suitable to cut.
  • Rioe; Mother of the four gods, alleged co-creator of the Paer'Korahh and gatekeeper of the In-Between. She serves as a judge of the soul, deciding who ascends to the Afterlife and who descends into the Underworld. Her head is of a bristletail, which were often (by mere coincidence) found around glistening treasures.
  • Latu; Paer's brother and denizen of the Underworld. He claimed a Paer'Korahh woman as his wife, and birthed from her were monsters known as Salazars. His head is that of a thirp - a bringer of disease and death to life. Those banished to the underworld were said to be eaten by Latu, and suffered eternal burning in his stomach.

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The Four Houses
Whilst the language that the Paer'Korahh possessed was a Logoconsonantal system, four symbols appeared in scripts from time to time addressing families, crimes relating TO families, gods and the time of day. Many scholars and researchers came to the conclusions that most of the population were born into houses. Members of each house were only permitted to marry members of a different house, with their offspring being born into the house of the parent that was their same sex (IE a boy would be placed into his father's house and so forth.) Men and women who were off the same house who had children were often punished by stoning or imprisonment, as it was considered unholy. These children would be immediately placed into the Piera class.
The four houses were as follows;
  • Olah'Korahh; House of Night (top)
  • Ekhu'Korahh; House of Dawn (right)
  • Vart'Korahh; House of Day (bottom)
  • Kisz'Korahh; House of Dusk (left)
The Caste System
Although not sanctioned by the gods, this system came to pass sometime during the zenith of their empire.
  • Rioe'Stel (lit. Rioe's Blessed) were the class of the family that ruled over the Paer'Korahh. Their power was almost limitless, but it had to be passed by the eldest member of the family first, known as the Stel'Hang (lit. Blessed Father).
  • Khamurra were the advisors to the Rioe'Stel, as well as members of priesthood and nobles. Whilst their powers were too undeserving, they tended to be generous and loved by many.
  • Yamurra were the rulers of towns and cities, often governing them fairly and collecting taxes for the Stel'Hang. Yamurra were democratically elected, and a Yamurra's city could have entirely separate customs to another's.
  • Kerahh (lit. Person) was the common class of people that lived in society. They had rights on who to elect as Yamurra, as well as land and free marriage.
  • Piera were slaves. These were generally people that had either committed a minor crime (murder of a Kerahh, thievery, etc.) or were born into a family that broke the House Law. They could still vote (although it was counted as half as much as a Kerrah's) and could marry a fellow Piera or be married off to the Piera's purchaser.
  • Latu'Grul (lit. Latu's food) were people that had committed heinous crimes towards others (ie murdering a Yamurra or above without a just reason, immense money-laundering, adultery, etc.) and refused execution. Unlike the Piera, had zero rights whatsoever.
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Re: Bestiary

Post by Eragon » Thu May 31, 2018 3:05 am

Drakes:

Drakes in a nutshell are bad tempered flying reptilians with a hot flame. They are reminiscent of dragons but cultured and discipled. They are carnivores, they eat mammals but have been known to eats other anthropomorphic creatures and if desperate enough will make a meal out of things that talk back.

Every drake can utilise magic to a degree however they rarely resort to it. They would rather rely on strength and cunningness to finish a job or to impress. Magic is really only used if they’re in a life threatening situation.

They are a war race. They believe to conquer and grow is the only way that a race can survive through the harshness of the world. Being the ‘ultimate predators’ they’re not bad at it.

Not exact appearance!!
Just to give general idea

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Anatomy

There are different sub-species and they can vary greatly. Some are built bigger while others are smaller, sleeker and faster. To get a rough idea of their appearance, they are flying reptilians. Slightly hunched over.

Universal Appearance:

Being reptilians they are covered in tough thick scales. The colour of them depends on the colour of skin which can range any colour in the rainbow and black and white. Starting from the top their heads, they have a rough triangular shape. A pair of horns grow from the back of the heads. They can grow at different angles. They can curve out, curve in and out, curve up, down, etc… However they are only slight curves. Mostly drakes have ivory white horns but can oxidise and change colour. Commonly changes black. This is the same as all their exposed skeletal parts such as talons and spikes.
They have a thick brow that rests above their eyes. The eyes can range from any colour and pupils can be different shapes. Females usually have more intricate shapes. Their elongated jaws house a forked tongue and serious set of long carnivorous teeth. The gums can be from black to light pink. Nostrils are usually circular and atop the snout lay six to eight horizontal slits. They rest between the scales allowing them to open and close for infrared sensing. Some drakes have small spikes attached under their mandible, resembling a stubble beard. Only males can have it.

Some sub-species feature a row of spikes or small fins from the base of the neck, along the spine and down to the tip of the tail. Spikes are for extra spinal protection while fins help with agility when flying. Attached to the back are two wings. Usually they are several times the body size but always big enough the wrap themselves twice over. The membrane is tougher than leather but has a similar feel. The ad-limb fingers are spread within the membrane. Some have four and others have three. It depends on the sub-species.

For both sex’s, the chest is proud and flat. Neither lactated because the hatchlings are straight onto meat and water.

The arms are thick and each hand have three fingers and an opposable thumb all of which have long claws.

Both male and female have a flat chest. Neither lactate as the hatchings are straight onto meat and water and yes they come from eggs, the size varies on the type of drake.

The tail is thick and long. Usually as long as their height or longer but never shorter and strong enough to crush bodies however they use them to balance when standing and flying.

The strongest muscle group are located in the legs. They need to lift their weight and be able to jump high enough to catch a draft. All drakes stand on the bowls of the feet, some feature a spike at the end foot. Four toes are an each foot.

The strongest scales are the biggest ones. They cover majority of the body including, on top on the head, neck, arms, chest, belly, back and legs. The weaker areas would be the less exposed. Armpits, cheeks, chin, behind the wings, behind the knee caps, etc…

Females on average are smaller and weaker, but faster, flexible and more agile. They have wider hips to carry one or two eggs.

Males on average, are big, tough, strong but slower. While both sex’s can be clumsy it is more notable With the males. Males grow longer horns.

They are basically immortal, no deaths have been recorded by age.

As for the fire. Drakes have three types of intestines. Large, small and the third is called summariser intestines. It is before the large intestines and can be 6 feet long. The intestines suck excess nutrients, then the nutrients is taken to the fire glands where it is turned into methane gas then stored in muscular pockets.

Maturity:

Maturity or puberty between three to five years old and ends between twenty to thirty. During that time they develop fire glands, infrared sense organs, scales hardness, thickness and darkens. Wings rapidly grow and muscles unusually dense making them much heavier. Females typically have a bigger wing to body ratio while the males develop denser muscles (it’s very attractive ). The eyes usually turn a darker colour and pupils sometimes change shape. They also develop the fire glands.


Sub-species:

- Common: They gain the name because they make a large some of the population. In a way they are the generic species. Not the biggest or the smallest. They can take up any role in the drake community wether it be a hunter, warrior or mason. They can easily out weigh a horse and a human and they grow between 6’9” and 9’.

- Skydrake: Small, light and fast. They have the biggest wing to body ratio. Their wings can go up to five times the body size. They feature small fins along the back and tail to help with agility when flying. They are the best in the air and quickest. The bones are thinner than the rest and have the lightest set of scales. They have a longer snout and tail for their size. They grow between 6’2” and 7’9”. They can weigh as much as a horse plus a little more.

- Dolbak: The biggest and heaviest but the slowest. Getting hit by one is similar to getting hit by a battering ram mounted on ten men. However they use a lot of energy, they have the lowest endurance and find it harder to fly. They have a rounder body and a smaller head, they’re not particularly the brightest. They can out weigh two horses and grow between 7’ and 10’.


- Armageddon: The least common. In fact there is only one line of them. They are the strongest and surprisingly light footed. They have two sets of teeth. A row that sits inside the jaws and canines and fangs that are outside the jaw, similar to crocodiles. They have the longest horns that can grow longer than 12 inches. A neat long row of spikes along their spine and tail and wings at least twice the size of their body. Wings can be twice the size of their body or bigger. Their face expression and structure can be describes as fearless and challenging. Their eyes seem to have a faint glow. They are the only sub that. Have eight slits for infrared Sometimes they are called hell drakes or handsome devils but are more ferocious than they look. They stand between 9’ to 11’, and can weigh as much as two horses.

Abilities:

Supernatural:
Telepathy lets them communicate with thoughts, emotions, memories, feelings and language. They can communicate to both sentient and non-sentient although to a less extent. Also on the topic, they can connect to the spirit realm and speak with dragonic spirits but that requires immense concentration and a disciplined mind. Armageddon’s and Skydrakes have the highest signatures of it.

Next to the heart is a transparent coloured gem like stone. Drakes call it the Soul gem/stone. Though it is unknown what it’s made of, it is rock hard and grown inside the body until the drake is matured. It’s colour is determined by the drakes skin. A drake can regurgitate the gem or can be surgically removed. But it’s significance is when a drakes body is killed the mind and soul of the drake is stored in it thus allowing the drake to live on in the physical realm, making the gem ‘alive’. The drake can still communicate with others but only through the mind. It gains energy through all types of radiation. Heat has been known to be the most effective. If the soul gem is destroyed the drake can either cease to exist or continue on in the spirit realm as a dragonic spirit.

Dragon magic is a gift from the dragons. A form of arcane magic and is extremely powerful and resourceful but almost never used because it’s hard to control, unstable and dangerous to the user. Only drakes who dedicate their lives to uncover its secrets can wield it effectively but still have to be cautious. Often it can be physically represented as a blue, white or red energy. It can be used to attack, defend with barriers, heal or self enhance but once again it is dangerous. In drake culture it is only accepted for it to be used in life threatening situations. Drakes are shunned who use it lightly.

Natural:
Bio-kinetic energy is a secondary store of energy. It is created by movement with the bones and muscles and is stored for manual use. They can use it to increase strength and endurance but it can deteriorate if not used for months.

Inferred sense YAY!!!! Drakes have six slits (Armageddon’s have eight) along the snout that detect heat frequencies from miles away. However similar too sight, the further away the harder it is to detect.

Drakes can immobilise their prey with fear but it depends on certain factors. This technique is used so they can get closer to prey. Firstly the hunted needs to make eye contact with the hunter and it needs to be a long enough duration. A quick glance is not work. Although it is primarily used to hunt it can be used in a fight but it has near to no affect to an opponent who has a stronger mind such as sentients.

Of cause the signature move of drakes. Their fire. It is developed when a drake is matured and with lots of practice it can reach temperatures where drakes can melt rock within a minute and have the fire change to blue.

Muscle density. Unusually dense muscle comparing to other races and an increased count of fibres. This does add a lot of weight but it also makes them absurdly strong and resilient. Drakes have been known to tear down forts with their hands only, they can lift many times their own weight.

Culture:

On the whole they are a disciplined race. And strict on each other, having high expectations. Drakes are divided up into thirteen clans. The only way to be in one is to be born into it or accepted by the its leaders with blood. Though the clans like to stick together there can be rivalry.

Drakes are a war race. They fight to survive, they aren’t completely self sustaining nor are they the most social. They like to create non-aggression treaties with other powerful races and prey on the rest. Conquering land and steadily grow the nation.

When drakes hatch it’s generally accepted to give the hatchling six months to find itself before it’s disciplined. Through maturing they are taught the basics of every area. Hunting, Leadership, Fighting, Sports. This gives them time to find what path they want to take.

Armageddons play a special role. Unlike the other sub-species, there is only one family line of them. They do not belong in any clan but every clan has allegiance to them. They are the most powerful and most respected. Because of these traits, they have been chosen to lead all the clans on be negotiators on their behalf. They speak for all drakes and keep peace between the clans. Being an Armageddon means to dedicate your life for the drakes interests.

Males constantly try to prove themselves worthy to be a good mate. They can do so in challenges, gaining a good name for themselves or simply having a good title. The females can be quiet picky when choosing. Their part is easier. They have to prove they can raise hatchlings well. Beauty does help. After too consenting drakes decide to stay together, it is a lifetime relationship. Drakes can divorce but that leaves a bad reputation on them and often makes it harder to find a new mate.

Festivals are held, celebrating certain events, the most prominent are the Armageddon’s ascension (when the Armageddons were elected), The hunt. (Every now and than a clan will organised a trip far away and go for a little hunt together and feast).

Drakes value a lot of thing but what they do value is armour. Drakes can only earn sets of armour. They have to acquire a recognised title. Some titles are Blademaster which is mastering all drake melee weapons (They earn full body black amour), Warrior is similar to a foot soldier. This is when they are recruited and trained to fight in the infantry. (Bronze and silver full body armour). Hurricane is more specifically for skydrakes but others can earn it. This is mastering to fly in speed, agility, power and acrobatics. (Silver light armour). Berserker is a frontier title where a drake constantly proves to be aggressive and fearless fighters. Another one where only Armageddon’s are allowed to have. These sets of armour are made with the most care and finest material. Their specifications depend on the drake. These are only a few different titles.

Those are specific sets of armour but there are also generic and custom made sets. Customs sets are flat out paid for to a drakes requirements while generic is a ‘one size fits all’.
Drakes can have multiple sets of armour.

Standards and values are set within each clan by all clan members. These are none official guidelines, similar to what they can and cannot do. Some may be dress a certain way, celebrations you have to attend, have certain manners, how to treat visitors (drakes don’t particularly like other races stepping into their territory wether they are innocent or not. They would fight them off deepening on the situation), etc…

Typically they would dress in fabric or leather clothing with metal plating, this is more informal however. For formal occasions their highest achieved armour is recommended.

Little bit of history:

Before time began wars already raged. At first it was only against heaven and hell but as it continued others got involved. Spirits from other realms got caught in the mix. One of the first groups were the dragonic spirits, they formed their own team. Battles continued and slowly the natural or physical realm devolelped. The angels and demons have always kept their eyes on it, slowly influencing life on it to go with them. The dragonic spirits wanted the same but they took a different approach. First they gained the dragons. To fight for them in the newer realm. At first they dominated but as their numbers dwindled they started to fail.

The spirits needed a new plan so they created their own race. Drakes became to be and were designed to be the ultimate predators. They are smaller than dragons, more humanoid but just as strong at true dragons and their are a lot more of them. The drakes purpose was to aid the dragon against other races. The drakes were gifted with their own mind so the spirits won’t have to constantly look over them but that was a mistake. As time played out slowly and surely the drakes started pursuing their own desires and drifted away from the cause and because of that they became weaker as a race in all physcally, mentally and supernaturally.

Nowadays they still haven’t lost their connection with the spirits and nor did they lose their relationship with the dragons but the pulsee between them is faint. Now they live like all other races. Sentient.

General personality:

Younglings a very playful and full of energy. Often they tease the older ones to the point of anger.

To each other they have respect of authority and are well mannered however to other races they are a little more hostile. They don’t particularly like socialising with other races as they find most of them annoying. Combined with their low tolerance and anger management problem triggering a drake off isn’t the best idea unless you have quick means of escape.

They do enjoy flattery especially when is comes from other races. They do like to think they are superior to everyone else. They do have a slight lust for precious materials such as metals like gold and silver or quality fabrics like silk. They like to decorate and keeps themselves exceptionally clean. They take time in their personal hygiene and grooming.

Most of they time they do not look for a fight but they certainly will not stop one. If anything they would join a brawl. They are a war race where they believe to survive they need to subdue others and keep their authority.

More specifically to the sub-species, skydrakes are smart, observant and good critical thinkers. Bribing and negotiating are a powerful ally with them and they are good at it. They are also the most. Spiteful and do like to tease others. Dolbaks are short tempered and not particularly the brightest. They can be clumsy and in the way. Common drakes are more honour and glory seeking, what ever goal they set for themselves they strive for it. Armageddons’ are a little quieter when it come to socialising. They like to step back and look at the bigger picture. They are alert and smart. However if they need to they can make themselves known and loud easily.

Habitat:

Typically they like to dwell in alpine areas, high up mountains where others cannot reach. Also they prefer to be where active volcanoes are to stay warm. In caves that are natural or carved. However it isn’t uncommon for a group to be in swamps or light forests but that does put them are a slight disadvantage as it would be harder to fly between trees.
Arthropods make drakes sick.

Diet:

Strictly carnivore. Preferred meals would be livestock. Farms animals and larger birds but they can eat any mammal, marsupial and birds wont make them sick and if they are desperate enough they will eat mammals that talk back; Sentients. Arthropods and reptiles will make them sick.

While they mature, they need to eat everyday but once in adulthood they only need to eat every two to three days.

Compatibility:

Drakes can only mate with other Reptilians however that hasn’t stopped them from having relationships with other races.

Weaknesses:

- When defending yourself against an attacking they have a blind spot behind and between the wings but be careful of the tail. It is flexible and can unexpectedly move.
- They have a lot of pride of their horns but it is also when of their greatest weakness. They are sensitive if they are pulled outwards. If one manages to grab one, one has control over the head. It is best to drive the head to the ground and force a submission. If you can manage muzzle the jaws together and cover the inferred sensors on top of the snout so they count detect heat.
- The tail needs to tense, relax and move for a drake to balance on the bowls of the feet. Stop the tail moving by tying it to something elevated the drake will find it hard to move. Do not use your hands or your body weight to stop it. The tail is very strong.
- Extreme cold temperatures drakes cannot stand and their fire will less effective. Drakes are warm blooded. They can change their core temperature to help them live in hot areas not cold. They can still survive the cold but they will find it hard.
- If one manages to capture a drake and plan to keep it for extended periods of time do not let the drake move to much because bio-Kinetic energy will be produced and only feed the drake every four to five days. Majority of the waste that the digestive system does not take is turned into methane gas via a second stomach and stored for fire. Letting the drake eat less decreases methane gas, won’t be as hot or destructive but it is enough to keep the drake alive.
- They have a mental weakness. The lust for treasure. They can be bribed and trapped with it. But it they can’t suspecting anything of trap, because they won’t bite.
Bad tempered, fire breathing, overweight lizards :D :) ;)

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