Wyrmkin
The Wyrmkin are a mysterious race, native to the islands of Dtaniynoa Bazmoroa. These curious, scaled humanoids can be found in nearly any locale, feeding the wanderlust that usually overcomes their people. The Wyrmkin are children of the Dragons, and retain the minor elemental affinities of their parent, but otherwise do not share much in the way of physiology. Often mirroring the Human body in physique and build, the first difference in wyrmkin growth is that they are born from dragon eggs.
When a Dragon reaches the end of its current growth cycle, it chooses to reincarnate. It returns to the sacred islands of Dtaniynoa Bazmoroa , and lays a clutch of eggs in a prepared hatching chamber, dozens of which dot the island chain. The dragon then leaves the clutch, heading to a hidden section of the island where it goes to pass from its body. The spirit of the Dragon in question then makes its way back to one of the eggs, hatching into a dragonling roughly the size of a grown hound. At the same time, all the other eggs in the clutch begin to hatch, with dozens of Wyrmkin being born in a single instant. These newborns are not helpless on their own, as they are born at roughly the size of a human in its teenage years. They proceed to care for their dragonling parent, hunting the small animals that frequent the island chain for food, until such a time as the dragonling feels it can protect itself.
Wyrmkin in this stage of their life feel a compulsion to care for their parent. It is the main drive of their life, their purpose, to protect their dragonling parent from harm. While no predator can match a mature dragon in combat, young dragonlings do not have access to all their physical and magical powers. So, large birds of prey, hunting cats, and other predatory beasts are all scared away or slain by the Wyrmkin. When the dragonling reaches its own perceived maturity, it gathers its children in their nest, and releases them all from its compulsion. The Wyrmkin, now released from their all consuming drive to serve their parent, are free to do as they wish. Some stay behind on the island forming small bands, who seek to become more a part of the island than to seek an individual identity. Many more seek adventure, their newfound freedom calling out to them.
These wandering Wyrmkin gather together materials from the forests of the island to construct small rafts, and make their way over to the mainland. From there, the world is open to them, though it is a dangerous journey. Many clutch mates band together for safety in this new world, but some wander alone, entirely consumed by the need for adventure, and leaving all other concerns behind them. The Wyrmkin people are usually well received in many parts of the world. By the superstitious, they are sometimes seen as omens of change, but to most, they are a curious and diligent people, retaining the resolve to reach their goals that drove them during their birth years. The population of the Wyrmkin people always remains fairly small, due mostly to the fact that Wyrmkin can not bare children, and so they do not have settlements or kingdoms that they call their own. Luckily, Wyrmkin enjoy a place in most communities, so do not usually go long without a place to make a home.
Sometimes, a Wyrmkin wishes to return to its birthplace, D’taniynoa B’azmoroa, and makes the pilgrimage back. Wyrmkin find they have little to no problems with returning home when alone, or with other Wyrmkin. The skies are usually clear, the routes unblocked. However, when accompanied by any other mortal, the trip somehow becomes impossible. Storms harass them, mudslides ruin roads, rodents consume the trail rations. Even the Wyrmkin loses its sense of direction, being unable to explain to mortals how to reach the island. These are ancient spells, woven into the island itself by the Dragons. They do not wish to be disturbed, and have no deep love of mortal kind. To this day, no mortal but a Wyrmkin has been able to reach D’taniynoa B’azmoroa.
Lifespan: ~100 years
or
Elemental Affinity: Once per day, take minimal against an elemental attack based on your Wyrmkin element for 30 seconds
Air – Lightning / Water – Ice / Fire – Fire / Earth - Earth