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Dragonkin, the Nomads
Aliases Drakes
Classification Draconids
Intelligent Yes
Playable Yes
Physical Information
Build Large and broad
Height 6'10" - 7'8"
Hair Scaled variants
Eye Colour Geode-like variants
Cultural Information
Culture(s) The Five Tribes
Homeland(s) Askrae Desert
Language(s) Common
Religion(s) Sakmar
Playable Races Category

A mysterious people hardly recorded or referred to in history, the desert-dwelling ‘’’dragonkin’’’ are a race that are deeply nomadic, maintaining their peaceful ways. Sporting tall and biped dragon-like frames, the dragonkin are physically different from any other race and captivating in their many colours of scales and eyes. Outside of their homeland, few other races have met a dragonkin. Nobody knows what lies behind the effervescent and opalescent eyes of the dragonkin, but their odd perspective of the world, its history and the passing of time indicates to them being able to see some deeper, untold meaning to the universe. With their reverence to the souls and spirits of the departed, the dragonkin are shrouded in mystery, even, on occasion, to themselves.


The history of the dragonkin is vastly unknown as the race does not keep a record of past events. Dragonkin believe that the concept of “now” and “then” is inconsequential in the view of how many timelines exist; although their philosophies are deep and complicated, they eventually lead up to the fact that recording history is disrespectful to the experiences of the departed. In that way, the dragonkin are very ahead in their philosophies, having a completely different worldview and not remaining within the parameters of thinking that are otherwise exercised throughout the world. While there is no actual record of the dragonkin’s history, their origins have been theorised about mostly by varying scholars through history. These myths generally view the origins of the dragonkin as the misbegotten union of a woman and a dragon by the name of Nar’lekk. As they could not have children, Nar’lekk blessed the woman so that her lineage would grow more and more draconic until eventually becoming dragons. By this logic, many humans believe dragonkin to be relatives of dragons and, as such, view them as animals.

Even in modern day, the mystery of the dragonkin remains obscure for two reasons: the dragonkin hold no interest in their own history, and those beyond their own draconic kin have no access to the distant, reclusive species. It is rare to see one outside of the Askrae Desert region, and even more so one that doesn’t change its behaviour to appropriately fit into its surroundings. There is only one piece of dragonkin legend that has been appropriately recorded as a historical event; the eradication of the Sixth Krand. After the fall of Eyrm, when the elven dominion had been weakened by human invasions, the sixth Zukra Krand attempted to seize their own lands in the elven empire yet retaliation was swift and brutal. No members of the assault survived, leading to the tribe’s extinction. Most dragonkin have forgotten such a tribe ever existed and hardly care for its history. Even elven and human records of this historical event are scarce. The dragonborn’s firmly-rooted belief in peace and independence is believed to have been reaffirmed because of this defeat; it brought only death to their race and it would be detrimental to lose more of their already scarce population.


While all dragonkin are similar in shape and structure, the individual tribes do showcase distinct physical features unique to their respective region. Some of these distinctions allow them to better survive in their homelands, yet their physical differences are not large enough to prevent procreation between Krands. Interestingly, the child always carries the tribal traits of the father, and never of the mother.

All dragonkin, regardless of tribe, share a very large and broad stature. An average dragonkin’s height is between 6’10” and 7’8”, yet have been recorded to reach as tall as 8’. Dragonkin have reptilian faces that range between longer snouts like those of a reptile, but also shorter and stubbier like those of a snake’s. These traits are genetic and rely on the traits of the parents. Additionally, all dragonkin have scales that vary in thickness. Despite these scales and their dragon-like bipedal structure, dragonkin are often considered excessively beautiful creatures who strike awe into any onlookers with their multifaceted, intricate eyes that resemble a geode’s interior in structure. There are many things that set the dragonkin apart from their dragon cousins, namely inability to fly and their comparably smaller size. For more details about the individual traits of each tribe, see Culture and Society

Base Attributes

Dragonkin are blessed with brawn and reflex. Hailing from draconic lineages of yore, they maintain the might of their dragon ancestors, and display it through ferocious feats of strength and dexterity. Dragonkin excel at combat, hunting and labor. More information on attributes and creating a character can be found here.

Body Instinct Mind Spirit
1 1 0 0

Culture and Society

There exist five tribes, or families of Dragonkin (known in the racial language of Nu'rak as “Krand”s) that each exhibit varying physical traits as well as cultural mindsets. While the tribes are separate in location and culture, they have always stuck together with the aim of preserving their race in a dangerous, arid region of a hostile world. The vast majority of dragonkin are still found in their homeland within the Askrae desert, with very few venturing away to Edriel, and recently a few to Vynland. The dragonkin have, throughout their unrecorded history, stayed mostly solitary, not communicating with other races as they value their survival as a species over curiosity and diplomacy.

Every dragonkin tribe has one chief who reflects the mentality of the tribe, as well as seven sub-chiefs to assist him. Four of those are from the foreign tribes, and the three others from his own home tribe. Upon a chief’s departing, those three commanders partake in a trial of wits, where the winner will move on to be the next chief and three new commanders chosen. The role of a chief is to uphold the wellbeing and quality of life in his own tribe. However, every tribe is different, and some have taken a different approach to this ancient system.

The Nido Krand

The Nido Krand have heavy ties to the desert they closely live by. Nomadic as they are, their scales take on the colour of the sand and sandstone around them, providing a flawless camouflage in such an environment. Their geode-like eyes are opalescent in colour and valued by Elves and Humans alike as pretty trinkets - they do not rot and remain stone-like even postmortem. The Nido have four sharpened canine-like teeth in the front of the mouth, yet the back are all flat as the Nido are exclusively herbivores. Attempting to eat meat will leave them with a horrible stomach ache. Additionally, the Nido lack a tail and wings.

The Dratge Krand

The Dratge are the most civilised and modern of the tribes, finding solace in their incredible knowledge of herbology and brewing of extracts and potions. These concoctions are used both as weapons and as ailments, and have, in recent times, been illegally exported from the Askrae by shady entrepreneurs from the human kingdoms. It is said the Dratge can make a useful elixir out of even a single common plant. The Dratge Krand has light, sky-blue scales. They also grow feathers around their head and midpart, as well as a feathered tail. The feathers typically take on naturally occurring colors, such as white, black or brown. Their eyes are purple and magneta in colour, similar to an amethyst.

The Mitrak Krand

Notoriously known for their ferocity and aggressions, the Mitrak Krand are the natural fighters of the dragonkin tribes. Their scales are thicker than most other tribes, lending them protection against the harsh elements of the wild, yet little against a blade. Their eyes are akin to rubies. The Mitrak are the only Krand of the dragonkin that have wings, yet these are no good for taking flight. The fully mobile wings are more often used to impress members of the opposite sex as each dragonkin’s wings have a distinctive pattern and colouration. The Mitrak have no tail, but impressive horns branching from their brow upwards and outwards in sharp thorn-like shapes. Because of their sturdiness, the Mitrak most often act as protectors of other dragonkin, as hired bodyguards in foreign continents, or as primal hunters in the Askrae.

The Strotok Krand

Referred to often as the “Royal” dragonkin, the Strotok Krand is by far the smallest tribe, numerically as well as physically. While normal dragonkin reach heights of 7’8,” the Strotok never seem to grow much above 7’2”. While this Krand may not be very technologically advanced nor skilled with combat, they are artists, poets and extremely charming by nature, far more than all their other tribal counterparts. As such, this kind of dragonkin is the most common to venture out to other continents with larger goals in mind than just protecting their race and domain - they want to rule and be seen with respect. Their scales are either black or various shades of dark purple and it’s not uncommon for fancier dragonkin to engrave and paint patterns into their scales with gold paint, much like a tattoo. Their eyes are almost pure gold with only a single white center. They are the dragonkin Krand with the longest tail, being around 5ft long and thick enough to have reasonable mobility. It functions as something akin to a weak third arm, providing them reasonable support in mobility and other mundane acts, such as grabbing light objects from high shelves.

The Drakkarh Krand

The last of the tribes and by far the most populated, the Drakkarh Krand are a group of dragonkin that follow their own cult-like faith regionally referred to as Sakmar, where the primary belief is that the souls and ghosts of the dead can alter the events of reality to their living relative’s favour. As such, this tribe tries their utmost to appeal to the spirits of their dead by honouring them. The Drakkarh live in a vast system of caves where they dedicate impressive shrines to every deceased dragonkin within their tribe, and to a lesser extent, the other tribes. While this belief is loosely regarded by most dragonkin, it is very important to the Drakkarh.

In appearance, the Drakkarh have either fiery red or dull green scales, although this specific tribe is colourblind, so it makes little difference to them. Their eyes can be most geode-reminiscent colours, but often lean towards more warm, yellowish-orange tones of colour. Some particularly revered Drakkarh are born albino, although in dragonkin this is less of a genetic outcome than it is a spiritual one. Little is known about how these albinos come to be, although according to Sakmar, it happens when a group of spirits take a particular liking to a pregnant mother. Curiously, none of the other tribes have these albinos, known in Nu'rak as “K’parek”s. They have completely white, slightly translucent scales and either pitch black or completely red eyes.


The dragonkin are territorial in affairs that regard their land and people, but are otherwise peaceful. Most dragonkin have only the best of their tribe and species in mind, being perfectly content with their homeland. They are incredibly protective of their territories around the Askrae. In history, this has seen through small skirmishes between intruding foreigners and the dragonkin.

Other than small moments in history where the dragonkin have banded together for the sake of survival, dragonkin tend to stay amongst their own Krand, yet can also frequently be seen trading and visiting between other tribes. The dragonkin have no imports from Edriel, and as such provide everything from their own domestic industries within the desert. The community provides for each other, with no dragonkin ever beholden to a specific profession for any duration longer than a month. Tasks are distributed at the beginning of each month, and an individual must complete their given quota before the end of the month or face the punishment of being barred from communal events and food before the tasks are completed. This leads to a very efficiently managed community and low levels of dissatisfaction.

Religion and Customs

While a reasonable amount of dragonkin follow the cult-like faith of Sakmar, many dragonkin adapt to what is most common in their surroundings. Should a dragonkin leave their home continent, they are very likely to pick up on and follow the religion of their new home in an attempt to fit in more given their very diverse appearance. Sakmar itself though is a purely dragonkin religion that worships the souls of the fallen as factors that can affect their future. The faith follows the idea that if enough vengeful spirits put effort into making an event happen, their combined influence can cause such things to take place. It is common for dragonkin to refer to their own misfortunes as “the will of the spirits”, most likely in an attempt to shift blame away from themselves in dire situations and as a way of coping with mistakes. For the same reasons, followers of Sakmar believe that if they appeal to the spirits of the fallen, the spirits can shift things in an individual’s favor.

A very special day to dragonkin is the fifth of Maius, known in the native Nu'rak tongue as “Kharl sa Un’gul”, which translated to “the Convergence of Souls” within the Common tongue. On this day, all members of a tribe, religious or not, celebrate their fallen with feasts and gifts meant to aid them in the afterlife. Many of the underground halls of the Drakkarh have small holes in the crypt walls where presents are placed for certain spirits. To more extreme followers however, this day is also one for ritual sacrifices - if some spirits are believed to have been upset beyond what is repairable with trophies and gifts, a dedicated member of the Sakmar religion will sacrifice themselves to speak to the displeased spirits in the afterlife. This ritual suicide custom is often seen by outsiders as insane and gruesome, but to the believers of Sakmar, death is simply a gateway into a different plane of existence.


Dragonkin are not known for wearing many clothes, yet they are, ironically enough, fantastic tailors - particularly the Strotok Krand. Dragonkin fashion consists mostly of sashes and loose garments that cover the bottom of the body, which is practical in the heat of the desert that they live in. If any other race wore their garments it would surely be seen as inappropriate - but dragonkin have little problem with showing their ‘skin’, and often only tend to cover up the areas where their private regions are. While female dragonkin have slightly larger mammaries than males, they simply appear as bumps within the scaley surface of the dragonkin body and have no connotation with nudity whatsoever.

Dragonkin, especially the wealthier ones with access to the mineral rich underground beneath the desert, love to accessorise excessively. Dragonkin females of higher social standing often wear veils over their head and back, or sometimes beneath their eyes and covering their snouts. Draped silks are almost always decorated with golden embroideries, and piercings or engravings in their scales aren’t completely uncommon either. Dragonkin do not require shoes, as their thick hide provides enough resistance to the hot sand and other harsh surfaces.


Dragonkin names are guttural in their pronunciation, including hard consonants such as t, k and r. Because of this, the native language of Nu'rak can be seen as savage or inelegant, but to the dragonkin, it is a language of extreme beauty and grace despite how crude it sounds to outsiders. Dragonkin names often include several syllables as well as apostrophes in their common writing to show pause and extra emphasis. First names and surnames are written in the same way, although surnames always have a prefix that determines which Krand the dragonkin comes from. Female names tend to use more i’s and a’s, while male names have harder consonants and more o’s.

Examples of male and female dragonkin names:

Male Names: Dru’kah, Sak’kun, Retkanko, Flokh, Kez

Female names: Nu’kaik, Rak’kie, Heka, Kir, Siz’kae

Examples of surnames with their appropriate Krand prefixes:

Nido Krand (Asa-, Ise-): Asa’krek, Ise’lak, Ise’orkk

Dratge Krand (Kal-, Kei-): Kal’lile, Kei’rask, Kal’tarre

Mitrak Krand (Sei-, Ske-): Sei’ssark, Ske’lleke, Sei’ka

Strotek Krand (Tal-, Tei-): Tal’lark, Tei’sake, Tei’irek

Drakkarh Krand (Dro-, Dar-): Dro’lara, Dar’roka, Dro’sh

Dragonkin Cultures
The Five Krands Nido Krand  • Dratge KrandMitrak Krand
Strotok KrandDrakkarh Krand
Cultures Category

Creatures of Astra
Playable Races Dragonkin  • DwarvesElves  • Humans
Non-Playable Races Bristlefur  • CentaursGoblins  • Tuskers  • Wraiths
Monsters Dragons
Bestiary Category

Writers: Artists: Processors:
Chiruda N/A Douglas
Last editor: PrepareForDoug
Last edit: 25/04/2019