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The following describes the characteristics for this race. See “Structured Information” below for info regarding stats, points, and other required items to play this race. See “Culture & History” at the end of the page for a brief depiction of what this race in an NPC form is like (so you can compare) and how it affects the game world.

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Description      Structured Info      Skills      Culture & History


Dragons are old and majestic; the largest race in the world of Varlonan. They have scaled bodies, lizard like heads and tails, and massive claws & teeth. Many find them to be monsters instead of an 'intelligent race', but despite this they have kept their hold on society throughout time. Many tales recount the history of dragons and how they have shaped the world with the breath weapons. Knights take pride in slaying dragons, because they are deemed a mighty foe in battle and deserve the reverence and respect they demand.

Average Appearance

(Not Required. This describes the average appearance of the NPC population of this race in the game, available as reference material for quests and story lines.)

Yellow Text means humanoid form. White text means dragon form.
Humanoid form chosen at registration can be: Human, Elf, or Dwarf.
Build: Large, Bulky
Build: Disproportionate, Awkward
Height: 15-20 feet from foot to head.
Length: 30-40 feet from tail tip to head.
Height: Disproportionate, Awkward
Weight: Extremely Heavy, Unliftable
Weight: Heavy despite size.
Eye Tone: Any
Eye Tone: Same as dragon form.
Scale Tone: Any, often reflects home region however.
Hair Tone: Same as scale tone.
Skin Tone: Same as scale tone.
Skin Tone: Same range of humanoid form chosen.

Structured Section

This section provides the rules, stats, and general requirements for playing this race.
Everything in this section IS required for your character when you register.

Unique Quirks

Dragon Form:

Wings: Large leathery wings the length of the dragon's body.

Eyes: Snake-like slit pupils, marble round eye shape.

Skin: Scales, ranging from as small as a human hand, to as large as a human head.

Humanoid Form:

Hair Tone: The hair color will match the scale color of the dragon form.

Eyes: Snake-like slit pupils still, humanoid typical shape.


Dragon, Human

Age Ratio

(HY indicates physical appearance, AY is how long they have lived.)

1 HY : 10 AY
Immortal: HY ceases at 70.
E.g.: A dragon that is 200 years old, will only appear 20 human years old.


To Procreate, Partner Must Be:
Humanoid or Dragon. Age of maturity is considered 180 AY.

Eggs are carried for 1 month (considered the 'pregnancy period'), then laid in the dragon's nest and tended for 1 more month, before they hatch. When pregnant, the dragon cannot shift to their humanoid form. Young dragons do not acquire a humanoid form until the age of 80 AY (8 HY).

On a d100 roll (pregnancy):
80-100 Unsuccessful
30-79 One Egg
1-29 Two Eggs

Gender (d2 roll):
1 = Female
2 = Male

Child’s race:
If parents are same race, the child will be that race. Dragon type will be a blend of the two dragon parents if they are different types. Blue/Purple, Black/Red, etc. and Breath Weapon will be player's choice for child.

If parents are each a different (but full blooded) race, the child will be half of each race, with the dragon type being the same as the dragon parent.

If one or both parents are a half-race, the GM will have the non-dragon parent roll d2 to determine which half from that parent the child will be. The other half will always be dragon when one parent has dragon in them, of the same type as their parent.


Death/Battle: If you can get a dragon's LP to 0, you will kill them like any mortal creature. If you think this will be easy though, you are mistaken; dragons are very difficult to take down.

Dragon Type:
  • Choose 1 magic element that you will take no damage from. Your body should reflect this element in some way. Normal magic element bonuses will apply in attacks too.
Shifting: When in your humanoid form, VIG, and LP are all cut in half, and AGL increases by 5. They become normal/full again (even if injured prior) when you shift to your Dragon Form. Shifting takes 2 turns to accomplish since the physical change is so drastic. Only 2 shifts (one way, so 4 total) allowed during a battle.



Specialty: Aptitude
(Doubled stat at registration.)

Specialty: LP
(+50 LP at registration.)

Weakness: Agility
(Halved stat at registration.)

Weakness: Hunted
(-10 permanent LP & MP for each removed/stolen scale)

Weakness: Pole Weapons
(Double damage from Pole Weapons, used specifically
for piercing large creatures like Dragons)

Physical Qualities

(Required. SP can be invested to improve the qualities similar to stats: 3 SP will increase a Quality by 1. For more idea of what each Quality does, see this Chart.)

0=Disabled, 1=Below Average, 2=Average
3=Above Average, 4=Exceptional, 5=Godly


Running: 1

Flying: 3

Swimming: 4


Smell: 3

Hearing: 4

Sight: 4


Intimidation: 5

Charisma: 5

Timidity: 0

Race Skills

As you level, you will gain skill points (sp) to spend on various things, including skills.
Invest your SP accordingly below if you desire to raise or acquire something listed.

Improve a Quality

To improve one of the qualities above, spend 3 SP, and increase the chosen quality by 1.

Improve an Attribute

To improve one of the attributes below, spend 5 SP, and increase the chosen stat by 1.



Additional Senses

Costs 1 SP to unlock an extra sense and requires a minimum of 4 points in a Physical Quality above to unlock any the following:

Far Vision (Sight): See double the length you can currently.

Disability (0 in Sight, Smell, Hearing, Speech, or Mobility):
If one of your vital senses is disabled, you can improve another by 1 point.

Landing (Flying, Dragon Form): You always land on your feet when you fall, much like a cat, due to the proportional weight of your body. Halved damage from falls. Good for when wings get damaged or tangled.

General Skills


Reference Material

The following information is NOT required for your character.
It is here for a guide on ideas of how to play your race and how NPC characters generally act.

Cultural Preferences

Around Varlonan, these are the typical aspects of this race's lifestyle preferences.

Weapons: Natural

Armor: Natural

Currency: None. Dragons typically take care of each other if they stay in groups, so there is little need for currency. However, dragons are valuable as currency to other cultures since their parts fetch for a good price (as dragons are hard to kill or capture.)

Diet: Carnivore. Dragons generally don't eat anything other than a meat rich diet. Due to their large mass, the energy it takes just to move burns up quickly. Meat is one of the few things that replaces that energy.

Attire: Nothing is worn in dragon form. Culture relevant attire is worn in humanoid form. Hunters that capture and kill dragons will usually use the dragon's scales, claws, and teeth for armor, jewelry and weapons.

Environment: Mountains, Caves.

Homeland: Unknown (Race is too ancient to find records.)


Partners: Dragons are very loyal to their partners. Usually partnering is until death, at which time a dragon will move on and partner with a new mate. Since they are naturally immortal, partnering until death is an appropriate way to not be lonely, and to always have two parents for offspring. The dominant partner is usually very protective of the other, willing to die in order to defend them in dangerous situations. When a partnering involves a humanoid partner, this still applies, though often the dragon partner will try to adapt to the lifestyle of the other.

Friends: Since dragons are hunted so fiercely, friendship is rare and typically kept to family or fellow dragons of the area. Trust is not easy for a dragon, because once a friendship is made, a dragon will stay loyal completely to that friend. Betrayal of friendship is NEVER forgiven or forgotten.

Foe: Betrayal of a dragon means an enemy for life. Everyone is their natural enemy since they are often hunted down to be slaves, pets, or dissected for their parts. Dragons have a bad reputation amongst humanoids as being beasts that torment and destroy villages, eating the citizens amidst the chaos. However, most dragons only attack humanoid establishments as revenge for an action taken towards them or their family, and aren't the mindless beasts they're labeled to be.

Children: A dragon child is called a Drake in dragon's culture. Once born they are called drakes to individualize them from the adult dragons, because they quickly grow to be almost as big as the parents, even though they are still young. Dragons build nests in unreachable places to lay their eggs. Once hatched, drakes will usually stick close to the nest until they can learn to fly, at which point they will cling to their parent or fly just above them when going out in the world. Drakes learn quickly what to hunt and what to avoid, or else they can get into trouble for attacking something domestic. They typically do not get their breath weapon until they reach maturity.

Territory: They stick mostly to high places, soaring the skies or resting on mountaintops. A dragon walking on lower surface grounds generates a small rumble, giving away their location... so they rarely do it. When in humanoid forms, they'll generally adapt to the culture they're residing in so they blend and do not draw too much attention to themselves. Breath weapons often indicate where a dragon likes to live, because the breath type typically helps the dragon to survive and hunt.


Historians have had quite a difficult time piecing together a history for the dragon race. Since they have lived longer than other races, pin pointing their origin has been near impossible, but stories passed down by ancient dragons have survived and been given to some bards and scholars. Thus, a pieced together history is told.

It is said by some that the dragons were the first race, the favored. Majestic, beautiful, intelligent... they seemed to be everything a creature should be. For a long time it is assumed that they were the only race, spreading out over Varlonan to settle into the different regions. These times were peaceful, and dragon kind were able to share vast amounts of knowledge with each other through stories told to the drakes. Peace never lasts though, and eventually some of the dragons grew bitter and tired of life as it was.

There is rumor of a great war between the dragon tribes, but no dragon left alive admits to having existed during that period, so details are nothing more than assumptions and possible evidence left behind by the scars of the world. Some claim that the tallest mountains and deepest oceans were the result of warring dragons. Scholars have no way to know for sure however. As the stories go, the dragons that had grown tired of peace went after the weakest of their kind first... eliminating many types that are no longer found today. As other stronger tribes learned of this, they set out to defend their brethren, getting swept up in the chaos.

Other races soon began to appear in the world... whether they had been there all along but hidden, or having been placed by the Gods is unknown. The dragons by now had long been done with the rumored war, with new generations of drakes taking over for the elder dragons. When they began to be hunted during their search for food, it sent most of them out of the open and into hiding. This is assumed to be the beginning of the dragon seclusion, making rare sightings of the ancient beauties of the skies. Today, dragons have become nearly extinct in some regions, and overly abundant in areas where other races do not flourish.