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R.T.I Presents Dracahoth
Dracahoth
© Artwork © of Unknown.
 
Climate/Terrain: Mountainous regions. Outskirts of civilization   Dracahoth lounging around
(A young Dracahoth)

Dracahoth rarely engage one another of the same species in combat. Some times even refusing to fight Elves and other creatures "tied" to their deflating breed.

Prefering sometimes over-larged weapondry to get their point across on the battle field. It would not be odd to see a Dracahoth sporting a mighty Dwarven War Axe that practicly dwarfs him, as he charges across the battle field to engage in the conflict for himself.

Habitat/Society: The traditions of the Dracahoth vairy. Adapting into their own social structure much of the Elven Tribal rituals, as well as their speach, a mixture of both Elven and low-lander. Dracahoth are "all" required to attend atleast one ceremony a year from there tribe. This gives the current leader a chance to watch the numbers of the race, making sure the same fate that befell their ancestors do not befall them.

The meat of Dracahoth tradition though is mainly in ancestral worship. They pray and worship Dragons and Dragon Gods. Their festivals usually consist of them wearing war paint, and celebrating life and death; both in the same. The leader of these festivals is actually the "assigned" leader of their race. Known as a "Prince" this figure head would be selected anonymously through the ranks of his or her own people, to a state where he/she actually influenes the descisions and tactics the species would use to solve a problem.

Dracahoth speak kindly of the people who have aided them and will never forget a face. In combat they will back their felow brothers even if the descision that caused the conflict was foolish and had no grounds. Very few Dracahoth take upon true evil and chaos, but it is not unheard of that some do. These people are outcasted from the Tribe, and usually hunted by both Elven and Hoth kind.

Ecology: The Dracahoth in their free time act as if average Elves. Mostly plaing music on their wood-pipes or educating younglings on the past. Wether it is teaching of the brutal destruction of their anestors, or training a young fighter in the arts and sacred ways of the species the Hoth will aid one another to the very end. Hoth's have even been seen training in young Warrior guilds, not because they agree that the only way to have victory is to fight, bu rather they would rather see victory for that which is good. Through the movments and training of well educated fighters, who would not be seen blindly to their doom in any battle.

Oath of Daagon: The Oath of Daagon is a sacred rite all Dracahoth's go through upon reaching adult hood. Daagon being the God of all eternal dragons, is said to bless the children of the Dracahoth, making their lives long and peaceful. It is said those devout to the worship of Daagon have uncany powers and abilities granted upon them and the most lawful and true of the race are said to be "ONE" with the great being himself.

Level One|Spirit of the Ancient:
Tied to the ancient blood, you're anger boils. You are at your brink, suddenly calmness washes over your form. You feel renewed, as if new energy has been placed into your body. Your movments become much faster, more perfect. Every suttle shift of your body is like an elaborate dance, to complex to decypher. You feel now as if there is no task you can not complete, depression is gone, only victory remains within your mind. With a simple touch;your friend feels the same way.

( Note: All your abities increase with Spirit of the Ancient. This could be described as a +1 to a hard +3 jump in all character abilities. This renewed strength lasts until the end of the bout, and may not be used again for another day unless your character has a high tolerance of bodily pain. When this wares off you will feel more fatigued then ever. Lasts a maximum of five hours. Well trained Hoth's are known to grow even stronger the more they practice this)

Level Two|Bone Bind:
Your eyes lock onto your foe. You raise a finger to taste his blood. It runs through you;thick like syrup. He is weaker--far more weaker. It is time to play him the same he played your father. Raise your hand and seize hold of his life, of the cords that allow him to move. Reality slides through your fingers like grains of sand--he is your puppet;break him.

( Note: A break down of this technique means. You must draw blood from your oponent and taste it. If your oponent is in a weaker state then you. Your character can see the cords of reality ( This is not the cords of the astral). You may munipulate these cords for a period of three turns. Controlling your enemy physically but not mentally.)

Level Three|Ring of Fire:
A hand raises from a knelt position. Daagon's prayer slips from your mouth and behold the sign of your father lights the air. The rays it casts down makes those of the unfriendly nature move back, they fear the intense heat, the inferno that zig-zags in an unnatural pattern infront of your face-like a mask. Yes, the mask of your father. Breath deep the heat, for it fuels the anger inside your whimpering bones. Exhales the hatred--for it outens the life in theirs'.

(Note:This is a low level of Dragon Fire. The fiery mask and symbol causes fear in more evil aligned creatures. Aggrivated damage is delt when the oponent comes into the three foot radius of your person. If an oponent looks into the ring, he will suffer temporary blindness for three turns. The ring may be thrown, but after thrown it must be resummoned. If hit by a thrown Ring the oponent suffers Fire damage and mental damage. Images of your ancient's destructions will rush through his head in an atempt to over power him or simply crush his mind.

Level Four|Vinedryl Slumbering:
Your hair grows long. Tangled, like the roots of a tree. It goes to your feet. Slowly creeping into the ground. You are no longer you--no, you are apart of the Fae. Nature it's self has embraced you and you are no longer seen as a living and breating thing. Rather, you are life, you are apart of the land, apart of the wilderness apart of everything around you. The longer you remain here, the safer you feel, the more rested you are. Until it is time to sprout anew.

(Note: This is a type of camoflauge. It basicly, turns your character into a Tree. While in this state you may regenerate damage and wounds x4 faster then normal. Your soul and body ascends into the plane, making you feel apart of everything. This is a great technique for curing your self of poisons and toxins and bodily damage. Also used to meditate.)

Level Five| The All Seeing Eye Of Daagon:
The world flashes before your eyes. All of it, tied together as a tattered scene of images and blurs. Events that have yet to happen race across your eyes and through your mind. People who tried to hide from you, now displayed before your ever eager pupils. There is nothing that you do not see for these brief few seconds. The sweat rolls down a fine brow as you are made more aware of the future, more aware of everything around you. It ascends on you--Knowledge -IS- power.

(Note: This will be used like a type of forsight. You can choose to take a glimpse at anything that has yet not happened. Such as stating "Next attack" or maybe "Next dodge" in order to increase the chances of success you may have in evading. This can also be sued to track a person, find a hiding location or learn something that would take to long to learn. Such as reading a manuscript from a friend in the time it takes a heart to beat, via viewing it in the future instead of in real time.)

Dance of the Wyrm: The Dance of the wyrm also known as "Dragon's Technique" and or "Daagon's Technique" is a fighting style all of it's own. Used by almost 99% of the Hoth population, the Dance of the Wyrm influences the Hoth by adapting characteristics of it's ancestors onto one's physical form. When you use the Dance of the Wyrm, you not only show your dragon heritage, but you exhault it through your actions.

Level One|Dragon's Breath:
Your lips burn. The heat is filling you up. It is note a fire of the physical-not yet. Rather a fire of your anger, of your rage. Your jaw drops as you display the heart of your anger. The volcano then erupts. The blaze reeling free from your mouth to descend and devour your enemy. You stand there, like a statue who rests infront of a fading sun. Smoke lolls from your blackened lips, you are unharmed--he is ash.

( Note: This is a singular blast of Dragon's Fire from your mouth. Please note Dragon Fire is not the same as ordinary Fire. Dragon Fire must be outened by any form of magical means. It also deals almost triple the ammount of damage. Limbs scorched by Dragon's Fire will "reignite" if the wound is not treated immediently. If Dragon's Fire reaches the depths of the human body it has been known to burn from the inside out.)

Level Two|Body of the Wyrm:
You smile. Elvish flesh seems to flatten like the prongs upon your blade. A deep shade of red mixed with the swirling emerald of reptilian skin begins ripping through your flesh. Blood is drawn, yet you feel no pain. The skin on your forarm no longer exists. Only mail-the mail of your ancestors. A coat of Draconic flesh now takes hold of where your arms soft skin once was. It's stiff, but does not hault your movment. The enemy strikes, and it lands! Slamming with ferocity into your forarm-you smile.

(Note: Body of the Wyrm can only cover a small section of the body per round. if you establish it, then you must dissummon it for exactly one round before it can be used again. Take in mind Dragon Hide can not be pierced by normal weapondry and renders most projectile spells void upon contact. The area it may cover can be one appendage. Chest, arm, leg, fist or hand, you get the general idea. The older and more trained the character. The stornger and more potent the scales become.)

Level Three|Wings of the Inferno:

You smile. It has been oh so long. Only an angel can fly this graceful, and you demonstrate this skill with pride. From your back wings rip through your flesh. Blood roaring to litter the ground. The mixture of bone and reptilian essence form two solid sails of power. Smoke rises from them, and flames are seen as they wave back and forth. You adjust your position and allow them to give you flight.

(Note: There is no limit to the size of the wings your character may manifest. Keep it realistic, your body could not support twenty foot wings or something of that nature. Make sure it's simple.)

Level Four|Heart of the Beast:

Your heart swells. Not the heart in your chest, but the heart that holds the pride of your forfathers. A gleaming is within your eye as all signs of emotions fade-save that of complete ruthless anger. You scream, and with that scream you buckle before your own might. Your eyes are no longer the suttle elvish colors through your life, rather now they are that of the lost race. Slit orbs peering out from beneath brows that look like spines. Your biceps pulse as if a toxic fluid is running through them, they slowly begin increasing in size, they seem relentless. Your height grows somewhat, almost doubling what you would normally stand. Your cloths now lay in shreds about you. Very little of them can cling to your form. You peer downward towards your enemy-it is his time.

(Note: Your character will retain his normal form. Looking much like an elf, but rather incredably huge and muscular. Like an elf on steroids. His veins will pulse, and his face will be extremely red. Remember, when you use the heart of the beast you forgo every ounce of control your character has. It is in this state that you take up the savagery of the original dragons. Daagon's blood rushes through you and only slows all thoughts of rationalizing you had. You must destroy at this point--only being at ease without a single threat can bring you down from this state.)

Level Five|Control of the Fae:

The fae is in everything. It rolls through the mana mage's uses. It inhabits the trees , the earth, the rays of sunlight. It is energy, it is power, it is fuel. You have adapted your self well through the Hoth, and now feel the true lonliness of being what you are. Through the control of the fae you hear all, you see all, and you feel all. Using your control of it, you can snap mighty oaks in half with a glance. Flowers bloom where you walk and plagues diminish in your presence, but there is a cost of such glory. When ever one is hurt near you--you feel it. When ever one is sad- you are sad. When ever one is in pain, in agony. You feel his cries and whims as if they are yours.

(Note: You are always linked to the Fae even when you are not experienced to fully control it. When you have this ability you must establish a link, which could take realisticly a few turns. This does not mean you can look at some one and break their back, look at some evil guy and crush his brain with a mere thought. Your link is only with which was once apart of the Prime. Materials, wood, rock and things of that nature. This also does not mean that if some one dies near you you do not die, although you will feel the pain of his death. Only "Evil Characters" can control the evil side of the fae known as "Dark Fae". Dark Fae exists in the dead, plagues and diseases. So you will work in the oposite of a good character. Instead of bringing forth life, you bring forth Death.)

Level Six|Embodiment:

You cringe as you are ripped free of mortal coils, of mortal blood, of elven kind. Your mass gathers about the area as a splintered wreck until your true self arises from the ashes and dust. You tower above those as a beast long thought dead. You exhale the Dragon's Fire, your body is of that hide and skin, and Daagon's Call rings so loudly in your head you can no longer refuse his word. You hiss, mighty serpent tail expunging houses and enemies alike. Mighty teeth the size of small glaciers, you dwarf castles and huts that sprout within any village. Behold-- You have ressurected your father.

(Note: In this state your character actually becomes a Dragon. This ability is rare, and is thought to be just a myth and legend amungst the Hoth community. Only the most experienced and legendary Hoth fighters have ever claimed that they honestly could successfully use Level Six of the Dance of the Wyrm.)

Frequency: Rare; Near Extinct
Organization: Tribal
Activity Cycle: Any
Diet: Omnivore
Intelligence: Exceptional (15-16)
Treasure: Nil
Alignment: Any Alignment
Skin Tone Bronze/Golden/Pale
Enemies Dragon Slayers/Gryphons
Movement: 20
Recognized Arms Any Elvish weapon
Immunities Poisons & Disease
Build Slim
Ancestry Dragons
Special Attacks: Added Racial Bonuses (See below)
Special Defenses: See below
Magic Resistance: 65%
Size: M (4' to 7' tall)
Morale: Fearless (19-20)
XP Value: 14,000

   "They are a breed of Elf
             Molded from the Dragons of the past..."
   -Ancient Tenarian Saying-

The dragons of the past have long been thought dead. Their ancient blood gone from the circulation of the current dragons that inhabit the land. One of the most infamous, yes extinct dragon type was known as the "Whiskered Dragon" the dragon often depicted as being quite hairy. A mixture of scales and hair, also known as a "Red Fur". During the times of Avalon these dragons were sought after for the magical power they held. This persuit eventually led to their extinction, but not before one of the eldest of those dragons casted a spell upon himself that made him appear as an elf. Although he was not identical he did slip into elven culture and was almost unquestioned in his attempt to "be" an elf. He of course took upon himself a wife and had off spring. The off spring also bore children and so the Dragon-kind blood roared through them. Creating a new breed of Elf deemed as the "Dracahoth". Deriving from the term " Draca " meaning Dragon and the Elven word " Hoth " meaning fire.

The Dracahoth look almost identical to Elves, except the size of the race varies from person to person, but one key feature that is ever present in the race are their ears. Their ears can reach maximum length of two feet the shortest being that of atleast 9 to 10 inches in length. Their bodies adapt muscular tons and the entire race is prone to constant awareness and remarkable reflexes. This could be the Elven blood that is within them, adapting them to life in the forest and both life on the battle field.

Their hair color varies, some taking upon a matted light red/burgendy color, whilst others have raven locks or tight brown curls. Their faces tend to be narrow and their bodies slim and neatly compacted.

Combat: Dracahoth's like their ancestors "The Whisker Dragons" are deadly foes when it comes to combat. They are far stronger than normal Elves and when fighting a powerful foe, are fearless and will fight to the death. However, they fight with a fury that makes them seem quite filled with hatred. For they not only do battle with their enemy but the ancestors of that enemy whom set the Dragons to their doom. There is a saying within the Ancient scrolls of Tenaria that describe the Dracahoth fully, " They are a breed of Elf molded from the dragons of the past."

There is depth to that saying as well. For the Dracaloth seem to embody the primal power of the Dragon, yet retain the likeness of the kin the last dragon bore. It has been known on some occassions that Dracahoth warriors have tackled down forces that more then quadroople their own ranks. Because of this, they are not only feared, but often thought of as fantasy. It is hard to comprehend the might this Draconic race has.

For the Dracahoth, it is almost as if their intense anger at the extinction of their kin fuel the fire of the battle in their starving hearts. In game terms, the Dracahoth are a bit of a challenge to "best", however.