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AQ 3.

5: Races of Zakhara

Character Races
Table: Zakharan Races

Race Name Standard Race Blurb


Human Human (unchanged) They’re just like humans, but hotter.
Dwarf, Mesa Dwarf Cliff-dwelling dwarves, masters of stonework.
Elf, Dune Elf Nomadic elven tribes in eternal war with their orc enemies.
Elf, Oasis Elf Settled elves who master the subtler arts.
Goblin, Sewer Goblin Someone has to clean out the pipes.
Half-Elf Half-Elf (unchanged) They’re just like half-elves, but dryer.
Half-Orc Half-Orc (unchanged) They’re just like half-orcs, but with sand in their shorts.
Halfling, Sandstorm Halfling Xenophobic ostrich-riding raiders who strike from the desert.
Jannling Half-janni Born of genie and human love, they’re superior and they know it.
Kheri, Cat Human Created by the gods to serve as spies and assassins, then abandoned.
Kheri, Falcon Human Created by the gods to serve as scouts and cavalry, then abandoned.
Kheri, Ibis Human Created by the gods to serve as war wizards, then abandoned.
Kheri, Jackal Human Created by the gods to serve as infantry, then abandoned.

T
he intelligent races found in Zakhara are mostly the same
as those found elsewhere, with some adaptations for their Alignment: Humans in Zakhara have no common alignment,
home environment and the roles they play in Zakharan although there is a slight tendency towards lawful alignments
society. In addition, there are two new races: Jannlings, who due to the teachings of the Loregiver.
are half human and half genie, and Kheri, animal-headed
slaves from a vanished society. Religion: Nearly all humans in Zakhara worship the
enlightened gods. A small number follow the idol worship of
the kahins, and some evil cults have followings among humans.
Humans
The humans of Zakhara are a hardy group, and surprisingly Adventurers: Human motivations range from the extremely
varied in culture and appearance. The largest division is devout to the most banal. Some humans are pledged to
between the al-Badia – the nomadic tribes of the desert – and eradicate all deviations from their chosen faith, while others
the al-Hadhar – the inhabitants of the grand cities. Their look out solely for themselves as they amass wealth and power.
abilities run the gamut from the greatest of the sha’ir to the No other race has so many divergent outlooks on the
lowliest of beggars. important things in life.

Physical Description: Humans in Zakhara have skin that Racial Abilities: Humans of Zakhara have the following
ranges from very light to very dark, and hair from light brown racial traits:
to deep black. Eyes likewise vary from light to darkest brown.
Facial features vary considerably, from angular to rounded. • Medium: As Medium creatures, humans have no
special bonuses or penalties due to their size.
Relations: Humans clearly dominate the Land of Fate, ruling • Human base land speed is 30 feet.
nearly every large city and the most powerful desert tribes. • 1 extra feat at 1st level.
The Grand Caliph himself is a human, as was the Loregiver. • 4 extra skill points at 1st level and 1 extra skill point at
Despite their position of power in Zakhara, most humans do each additional level.
not consider themselves superior to the other races – for such • Automatic Language: Midani. Bonus Languages:
prejudice is not in the teachings of the Loregiver. Any deeply Any (other than secret languages, such as Druidic).
held beliefs about humanity’s inherent superiority must not be See the Speak Language skill.
expressed openly , in polite society. • Favored Class: Any. When determining whether a
multiclass human takes an experience point penalty,
Humans can interbreed with dune elves, oasis elves, orcs, his or her highest-level class does not count.
kheri, and jann, producing a diverse array of related races. In
general, these half-breeds are welcomed into human society,
but may not be so warmly received in their non-human
parents’ villages or tribes.
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AQ 3.5: Races of Zakhara
stonework can make a Search check as if he were
Mesa Dwarves actively searching, and a mesa dwarf can use the
Much like their northern cousins, the Zakharan dwarves are Search skill to find stonework traps as a rogue can. A
industrious and skilled craftsmen with an affinity for the earth. mesa dwarf can also intuit depth, sensing his
Rather than dwelling deep underground, Zakharan dwarves approximate depth underground as naturally as a
live in cliff-side homes built into the sides of desert mesas. human can sense which way is up.
• Stability: A mesa dwarf gains a +4 bonus on ability
Physical Description: Mesa dwarves have ruddy, reddish- checks made to resist being bull rushed or tripped
brown skin and hair that varies from dark brown to red. The when standing on the ground (but not when climbing,
males grow long, straight beards. flying, riding, or otherwise not standing firmly on the
ground).
Relations: Mesa dwarves get along well with humans and • +2 racial bonus on saving throws against poison.
oasis elves, and are often found living in Al-Hadhar • +2 racial bonus on saving throws against spells and
communities. They trade with the Al-Badia and dune elves, spell-like effects.
but simply are not interested in the nomadic lifestyle. • +1 racial bonus on attack rolls against monsters of the
giant type.
Alignment: Mesa dwarves tend to be lawful neutral. They • +4 dodge bonus to Armor Class against monsters of
view the world in a very ordered fashion, as a giant craftwork the giant type. Any time a creature loses its Dexterity
which is slowly being perfected by the gods. bonus (if any) to Armor Class, such as when it's caught
flat-footed, it loses its dodge bonus, too.
Religion: The dwarves of the mesa are a devout group, with • +2 racial bonus on Climb checks.
Kor the Venerable being the most respected. Moralists and • +2 racial bonus on Craft checks.
farisan are rare among mesa dwarves, however; their own • Automatic Languages: Midani and Dwarven.
priests are invariably ethoists and they are quite welcoming to Bonus Languages: Giant, Goblin, Orc, and Terran.
mystics. Some particularly spiritual mesa dwarves are part of a • Favored Class: Fighter. A multiclass mesa dwarf's
dervish group, the Dancing Dwarves of Kor, led by powerful fighter class does not count when determining
mystics of the enlightened god of wisdom. whether he takes an experience point penalty for
multiclassing
Adventurers: A mesa dwarf adventures because he sees it as a
way to improve the ongoing crafting of the world. Many mesa
dwarves are fighters, as they have a natural inclination toward
physical prowess. A few clans are said to have dao blood, and Elves of the Dunes
their scions make potent sahers. It’s said that there are three types of elves in the Land of Fate:
dune elves, who stalk the sands of the desert at night; oasis
Racial Abilities: Mesa dwarves have the following racial elves, who tend the gardens and fountains of the cities; and
traits: burned elves, about whom we dare not speak.

• +2 Constitution, -2 Dexterity. Dune elves are the most wild of the elven races, living the
• Medium: As Medium creatures, dwarves have no nomadic lifestyle of the Al-Badia. They are expert horsemen
special bonuses or penalties due to their size. and archers without peer.
• Mesa dwarf base land speed is 20 feet. However,
dwarves can move at this speed even when wearing Physical Description: Dune elves are a short, slight race,
medium or heavy armor or when carrying a medium barely five feet tall. Their skin is a dusty tan color, and their
or heavy load (unlike other creatures, whose speed is hair is bleached a white-blond by the sun.
reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 Relations: Dune elves look down on their brethren in the
feet. Darkvision is black and white only, but it is oases, but their true fury is reserved for their ancient enemies,
otherwise like normal sight, and dwarves can function the orcs. The enmity between the dune elves and the desert-
just fine with no light at all. dwelling orcs stretches back millennia, before the
• Stonecunning: This ability grants a mesa dwarf a +2 Enlightenment. Dune elves are not above raiding human Al-
racial bonus on Search checks to notice unusual Badia tribes or caravans when they are in need of supplies.
stonework, such as sliding walls, stonework traps, new
construction (even when built to match the old), Alignment: Dune elves are usually chaotic in alignment.
unsafe stone surfaces, shaky stone ceilings, and the
like. Something that isn't stone but that is disguised as Religion: Selan the Beautiful Moon is the patroness of the
stone also counts as unusual stonework. A mesa dwarf dune elves, watching over them at night and leading them in
who merely comes within 10 feet of unusual

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AQ 3.5: Races of Zakhara
wild grace. The priests among the dune elves are invariably Alignment: Oasis elves tend toward the good alignments or
mystics of Selan. true neutral.

Adventurers: A dune elf’s goals, beyond defending his family Religion: Among the enlightened gods, Zann the Learned
and defeating his ancient orc enemies, are usually straight- holds a special position of honor for oasis elves. Not only is he
forward. Success in battle, material prosperity, true love, and a the god of learning, but is also represented by a fountain, and
fearsome notoriety are all admirable accomplishments to strive many of the oldest fountains in Zakhara were built by oasis
for. elves. Jisan of the Floods is also respected by many oasis elves,
especially the merchants.
Racial Abilities: Dune elves have the following racial traits:
Adventurers: As consummate city dwellers, the oasis elves
• +4 Dexterity, -2 Strength, -2 Constitution. tend to be particularly interested in commerce and trade.
• Medium: As Medium creatures, dune elves have no They will adventure to seek their fortunes in the world. Many
special bonuses or penalties due to their size. oasis elves become sa’luk, viziers, or corsairs as their way of
• Dune elf base land speed is 30 feet. exploring the Land of Fate before settling down to run a bazaar
• Immunity to magic sleep effects, and a +2 racial stall, a caravanserai, or a school of learning.
saving throw bonus against enchantment spells or
effects. Racial Abilities: Oasis elves have the following racial traits:
• Low-Light Vision: A dune elf can see twice as far as
a human in starlight, moonlight, torchlight, and • +2 Dexterity, -2 Constitution.
similar conditions of poor illumination. She retains • Medium: As Medium creatures, oasis elves have no
the ability to distinguish color and detail under these special bonuses or penalties due to their size.
conditions. • Oasis elf base land speed is 30 feet.
• Weapon Familiarity: Dune elves may treat • Immunity to magic sleep effects, and a +2 racial
scimitars, sabers, lances, and shortbows (including saving throw bonus against enchantment spells or
composite shortbow) as simple weapons, rather than effects.
martial weapons. • Low-Light Vision: An oasis elf can see twice as far as
• +1 racial bonus on attack rolls against orcs. a human in starlight, moonlight, torchlight, and
• +2 racial bonus on Listen, Ride, Spot, and Survival similar conditions of poor illumination. She retains
checks. the ability to distinguish color and detail under these
• Automatic Languages: Midani and Elven. Bonus conditions.
Languages: Halfling, Jannti, and Orc. • Weapon Familiarity: Oasis elves may treat
• Favored Class: Desert rider. A multiclass dune elf's longswords, longbows (including composite longbow)
desert rider class does not count when determining and shortbows (including composite shortbow) as
whether she takes an experience point penalty for simple weapons, rather than martial weapons.
multiclassing. • +2 racial bonus on Appraise, Listen, Search, and Spot
checks. An elf who merely passes within 5 feet of a
secret or concealed door is entitled to a Search check
Elves of the Oasis to notice it as if she were actively looking for it.
The second race of elves are those who have settled down, • Automatic Languages: Midani and Elven. Bonus
originally at oases that later grew into cities as humans built Languages: Dwarf, Goblin, Halfling, Jannti, and Orc.
their towns. Oasis elves are more cultured and refined than • Favored Class: Vizier. A multiclass oasis elf's vizier
their cousins in the dunes – and it goes without saying that class does not count when determining whether she
they are more desirable than the accursed burned elves. takes an experience point penalty for multiclassing.

Physical Description: Oasis elves are a tall race, nearly as tall


as humans. Their skin color varies from very light to medium Sewer Goblins
brown, and hair is usually black or dark brown. Hundreds of years ago, a large band of unenlightened goblins
attacked the city of Muluk and were soundly defeated by the
Relations: The elves of the oasis get along well with their Al- mamluks of that city. The captured goblins would have made
Hadhar human neighbors, along with the other races normally terrible slave soldiers, so were instead put to work as slaves in
found in cities. They consider themselves (perhaps rightly so) the sewers under Muluk. They performed so well at this task
to be more civilized than dune elves, and they do not share that units of goblin slaves were sent to work the sewers of every
their cousins’ antipathy towards half-orcs. After all, Fate major city in the Land of Fate. Although they were later freed
watches over all, regardless of race. from their servitude by the order of the Grand Caliph, sewer
goblins continue to work their traditional jobs far below the
shining spires of the cities.

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AQ 3.5: Races of Zakhara
• Favored Class: Sa'luk. A multiclass sewer goblin's
Physical Description: Sewer goblins stand only about 4 feet sa'luk class does not count when determining whether
tall, and have light gray skin. Hair color is between black and she takes an experience point penalty for
silver; the males have beards but all hair is worn relatively multiclassing.
short, including facial hair. Although most people believe that
sewer goblins are dirty and smell awful, in truth the goblins
keep themselves meticulously clean and well-groomed when
Half-Elves
they are not at work below the city. As children of two cultures, half-elves in Zakhara are welcome
to move between both. Some half-elves are of Al-Hadhar
Relations: Sewer goblins get along well with Al-Hadhar human stock, while others are descended from the nomadic
humans and with mesa dwarves. Most other races, Al-Badian tribes. On the elven side, half-elves may be the
unfortunately, look down on the sewer goblins despite their children of oasis elves, or of dune elves – or, Fate help us, of
constant attempts to prove themselves to be as enlightened as burned elves.
any other race in the Land of Fate.
Physical Description: Half-elves resemble both of their
Alignment: Sewer goblins tend to be good in alignment, and parent races, with shapes generally matching that of their
often lawful as well. human ancestry and coloration corresponding to their elven
side.
Religion: In recent decades, Pantheist ordered priests have
made major gains among the sewer goblins. Hajama, Jauhar, Relations: Naturally diplomatic, half-elves get along well
Kor, Najm, and Selan are worshiped as the only true gods by with every race, as very early on they internalize the racial
the sewer goblins. Farisan among the sewer goblins are not acceptance which is part of being an enlightened being. Some
unknown, and the majority of their priests are Pantheon half-elves are wanderers from culture to culture, while other
moralists. choose to settle with or travel with either of their parent races.

Adventurers: Sewer goblins are out to prove that they’re just Alignment: Half-elves tend to be neutral in alignment.
as good as any of the other enlightened races. Not better,
mind you, but equals. They will undertake missions that others Religion: Many half-elves are followers of the Temple of Ten
might blanch at, because they’ve got something to prove. A Thousand Gods, as the open nature of the faith meshes well
small but growing handful of sewer goblins are training as with the multicultural ethos of the half-elf lifestyle. Most half-
fakirs. elves who become ordered priests are pragmatists.

Racial Abilities: Sewer goblins have the following racial Adventurers: Half-elves in Zakhara adventure because enjoy
traits: meeting other people and experiencing new locations.
Rawuns, corsairs, and kahins are common classes for half-elf
• -2 Strength, +2 Dexterity, -2 Charisma. adventurers.
• Small: As a Small creature, a sewer goblin gains a +1
size bonus to Armor Class, a +1 size bonus on attack Racial Abilities: Half-elves have the following racial traits:
rolls, and a +4 size bonus on Hide checks, but she
uses smaller weapons than humans use, and her lifting • Medium: As Medium creatures, half-elves have no
and carrying limits are three-quarters of those of a special bonuses or penalties due to their size.
Medium character. • Half-elf base land speed is 30 feet.
• Sewer goblin base land speed is 30 feet. • Immunity to sleep spells and similar magical effects,
• Darkvision: Sewer goblins can see in the dark up to and a +2 racial bonus on saving throws against
60 feet. Darkvision is black and white only, but it is enchantment spells or effects.
otherwise like normal sight, and sewer goblins can • Low-Light Vision: A half-elf can see twice as far as a
function just fine with no light at all. human in starlight, moonlight, torchlight, and similar
• +1 racial bonus on attack rolls against monsters of the conditions of poor illumination. She retains the ability
vermin type. to distinguish color and detail under these conditions.
• +2 racial bonus on Spot, Search, and Knowledge • +1 racial bonus on Listen, Search, and Spot checks.
(engineering) checks. • +2 racial bonus on Diplomacy and Gather
• +2 racial bonus on saving throws against poison. Information checks.
• Strong stomach: Sewer goblins are immune to • Elven Blood: For all effects related to race, a half-elf
becoming sickened or nauseated. is considered an elf.
• Automatic Languages: Midani and Goblin. Bonus • Automatic Languages: Midani and Elven. Bonus
Languages: Aquan, Dwarf, Elven, and Terran. Languages: Any (other than secret languages, such as
Druidic).

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AQ 3.5: Races of Zakhara
• Favored Class: Any. When determining whether a • Automatic Languages: Midani and Orc. Bonus
multiclass half-elf takes an experience point penalty, Languages: Elven, Giant, Jannti, and Abyssal.
her highest-level class does not count. • Favored Class: Dervish. A multiclass half-orc's
dervish class does not count when determining
whether he takes an experience point penalty.
Half-Orcs
Half-orcs in Zakhara don’t have it nearly as bad as they do in
other lands. The Law of the Loregiver teaches acceptance of all Sandstorm Halflings
enlightened beings, regardless of race. The sandstorm halflings do not appear to be native to Zakhara,
but they have adapted well. Stranded in the Land of Fate when
The orcs of the Land of Fate were a nomadic people, and for their storm-tossed fleet of ships was smashed against the shore,
centuries they warred with the dune elves. To escape the the halflings quickly “went native” and adopted the dress,
unending cycle of bloodshed, some orcs and their half-human cultures, and language of Zakhara. Well, almost.
offspring have settled down among the Al-Hadhar,
abandoning the ways of the desert for a more settled lifestyle. In short, the halflings picked up some of the worst aspects of
However, the passions of desert life are not so easily Zakharan society, becoming a race of bandits, brigands, and
extinguished, and many half-orcs find themselves restless and raiders who prey upon everyone else. Their name comes from
discontented living among their human relations. the way their raids descend upon villages and strip them clean
like a dark cloud of billowing sand.
Physical Description: Half-orcs are broad-shouldered and
strong, with dark brown skin and dark eyes and hair. They The halflings are justified in doing this, they say, because they
tend to be as tall if not taller than the average human. are victims of Fate. Not just of fate, but of Fate Herself. She
Who Watches Over Us All has turned her back on the
Relations: Half-orcs get along surprisingly well with oasis sandstorm halflings, they claim. The only way they can have
elves, and depend on those more metropolitan elves to broker justice and get what is due to them is by taking it themselves,
peace when dune elves appear. Half-orcs are also well- since Fate will never cut them any breaks.
disposed toward half-elves and jannlings, feeling a common
bond with the other half-breeds. Physical Description: Sandstorm halflings are light-skinned
with hair that ranges in color from blond to red to brown.
Alignment: Half-orcs are generally neutral in alignment. However, you’ll rarely, if ever, see a sandstorm halfling who is
not covered head to toe in cloth. The males are wrapped
Religion: Hajama the Courageous, seen as a one-eyed orc tightly in desert robes, while the females wear formless
dressed in a jalaba darker than midnight, is the traditional chadors. This is a quirk of religious belief that has become
patron of the orcs of Zakhara. Most orc and half-orc clerics are embedded into sandstorm halfling culture, and they refuse to
mystics. let anyone outside of their race look upon them directly.
Sandstorm halflings stand about 3 feet tall.
Adventurers: Try as they will, most half-orcs simply can’t fit
in with the Al-Hadhar lifestyle. The call of the desert is too Relations: Sandstorm halflings don’t really get along well
strong. Many half-orcs become dervishes as an outlet for the with anyone. That’s what happens when you spend all your
inner fires that burn within them. Others become corsairs or time (not just some of it) raiding every single tribe or village
mystics, and a handful even serve as farisan of Hajama. you come across. Enlightened folk try to accept everyone,
regardless of race, but anyone who has ever encountered a
Racial Abilities: Half-orcs have the following racial traits: sandstorm halfling before is likely to be quite wary around any
other members of their race. Sandstorm halflings, for their
• +2 Strength, -2 Intelligence, -2 Charisma. part, look upon everyone who is larger as a bully and someone
• A half-orc's starting Intelligence score is always at least who has been unfairly rewarded by Fate.
3. If this adjustment would lower the character's score
to 1 or 2, his score is nevertheless 3. Alignment: Chaotic neutral is the predominant alignment of
• Medium: As Medium creatures, half-orcs have no sandstorm halflings, although some are just downright evil.
special bonuses or penalties due to their size.
• Half-orc base land speed is 30 feet. Religion: Shortly after their arrival in Zakhara, the sandstorm
• Darkvision: Half-orcs (and orcs) can see in the dark halflings abandoned their traditional faiths and took up as
up to 60 feet. Darkvision is black and white only, but followers of Haku, Master of the Desert Wind. Like Fate,
it is otherwise like normal sight, and half-orcs can Haku himself does little to help the halflings, so they tend to
function just fine with no light at all. be rather blasé regarding their worship of the god of freedom.
• Orc Blood: For all effects related to race, a half-orc is When sandstorm halflings do become clerics, they are usually
considered an orc.

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AQ 3.5: Races of Zakhara
mystics of Haku who preach about the freedom to take Relations: Jannlings are part genie. Therefore they’re simply
whatever you want. better than other races. That isn’t a statement of pride or
arrogance for a jannling; it’s simple fact. Genies are higher in
Adventurers: Sandstorm halflings are out to take what’s the pecking order than mere mortals, and half-genies are a
rightly theirs. Which is to say, anything that anyone else has. step up above the normal people.
They deserve it, after all, as compensation for the evil done to
them by Fate and the misery they are forced to endure in their Of course, most non-jannlings see this as boasting, and react
lives. Many are matruds, but some also become dervishes, negatively toward any jannling who voices this plain fact of the
desert riders, or mystics. Sandstorm halflings breed and raise cosmos. It’s not that the jannling dislikes people of other races.
ostriches, and use them as mounts. In fact, he likely cherishes his human relations and looks
favorably upon all the other mortals. Is it not the way of
Racial Abilities: Sandstorm halflings have the following geniekind to grant boons to mortals they favor, after all?
racial traits: Indeed, if not for genie kindness, the jannling would not even
• +2 Dexterity, -2 Strength, -2 Charisma. exist. Therefore, jannlings have an obligation to be kind, even
• Small: As a Small creature, a sandstorm halfling gains tolerant, to the lower races.
a +1 size bonus to Armor Class, a +1 size bonus on
attack rolls, and a +4 size bonus on Hide checks, but Alignment: Jannlings are usually neutral of some kind,
she uses smaller weapons than humans use, and her although they will be neutral good, neutral evil, chaotic
lifting and carrying limits are three-quarters of those neutral, or lawful neutral as suits each one’s individual
of a Medium character. personality.
• Halfling base land speed is 20 feet.
• Low-Light Vision: A sandstorm halfling can see Religion: Jannlings usually find it hard to take religion
twice as far as a human in starlight, moonlight, seriously, and thus very few are ordered priests, mystics,
torchlight, and similar conditions of poor kahins, or farisans. After all, the gods are meant for mortals to
illumination. She retains the ability to distinguish worship, and for genies to respect. As a half-genie, a jannling
color and detail under these conditions. should show proper deference to the gods, but need not
• +2 racial bonus on Hide, Move Silently, and Ride worship one in the single-minded way of the morals. This leads
checks. many jannlings to follow the Temple of Ten Thousand Gods.
• +2 morale bonus on saving throws against fear.
• Unarmed combat: +1 racial bonus on attack rolls Adventurers: Jannlings become adventurers because they
with unarmed combat and natural weaponry. When can. They’re big, they’re powerful, they’re boisterous, and
making grappling checks or when inflicting unarmed they’re at least as impressed as with themselves as everyone
damage, sandstorm halflings are considered to be size else is. Their genie blood makes them great sahers, but they
Medium. are often found as desert riders, sa’luks, or corsairs. Very few
• Automatic Languages: Midani and Halfling. Bonus have the patience to become viziers, province mages, or fakirs.
Languages: Dwarven, Elven, Jannti, Orc, and Terran.
• Favored Class: Matrud. A multiclass sandstorm Racial Abilities: Jannlings have the following racial traits:
halfling's matrud class does not count when
determining whether she takes an experience point • +2 Strength, +2 Charisma.
penalty for multiclassing. • Native Outsider: The jannling has the monster type
outsider (native).
Jannlings (half-janni) • Medium: As Medium creatures, jannlings have no
special bonuses or penalties due to their size.
• Jannling base land speed is 30 feet.
Jannlings are the offspring of a union between a janni and a • Darkvision: Jannlings can see in the dark up to 60
human. They possess some of their genie parent’s larger-than- feet. Darkvision is black and white only, but it is
life personality as well as some magical abilities. otherwise like normal sight, and a jannling can
function just fine with no light at all.
Physical Description: At first glance, a jannling may appear • Change Size (Sp): Twice per day, a jannling can
to be fully human, albeit a particularly impressive specimen, make itself larger or smaller. This works just like an
tall and attractive. However, the little details – perhaps too enlarge person or reduce person spell (the jannling
arched of an eyebrow, an odd color of eye, or an odd chooses when using the ability), except that the
birthmark on the cheek – tell even the most oblivious observer ability can work on the jannling. This effect lasts for
that they’re dealing with someone more than human here. one minute per character level of the jannling.
And once they open their mouths to speak… • Elemental Endurance (Ex): Jannlings can survive on
the Elemental Planes of Air, Earth, Fire, or Water for
up to 48 hours. Failure to return to the Material Plane

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AQ 3.5: Races of Zakhara
before that time expires causes a jannling to take 1 Religion: Abandoned by the gods of Sakham who created
point of damage per additional hour spent on the them as a servant race, all kher are dubious of the gods and
elemental plane, until it dies or returns to the almost universally reject the enlightened gods. A few cat kher
Material Plane. follow savage gods from distant Nog and Kadar, such as Kiga
• Automatic Languages: Midani and Jannti. Bonus the Predator.
Languages: Abyssal, Aquan, Auran, Celestial, Ignan,
Infernal, and Terran. Adventurers: Cat kher are spies because that’s what they’re
• Favored Class: Saher. A jannling's saher class does made to be. Most simply can’t help it; their entire race was
not count when determining whether she takes an designed to ferret out information through stealth and guile.
experience penalty for multiclassing. Cat kher are most commonly sa’luks, although some may
• Level Adjustment: +1. become fighters or even viziers.

Racial Abilities: Cat kher have the following racial traits:


Cat Kheri
Three thousand years ago, the human empire of Sakham ruled • +2 Dexterity, -2 Wisdom, -2 Charisma.
the lands south of what’s now known as the High Desert. • Medium: As Medium creatures, feline Kheri have
Their empire lasted for two thousand years, and they were no special bonuses or penalties due to their size.
prosperous and strong, blessed by their gods with good fortune • Cat Kheri base land speed is 30 feet.
and victory over all enemies. • Darkvision: Cat Kher can see in the dark up to 60
feet. Darkvision is black and white only, but it is
The people of Sakham petitioned their gods for servants, slaves otherwise like normal sight, and cat Kheri can
who would fight their wars for them and increase the power of function just fine with no light at all.
their empire; the citizens of Sakham would reap the benefits • Natural weaponry: A cat Kheri can make two claw
without risking their own death in battle. The gods considered attacks at -2 for 1d3 damage each (plus 1/2 Strength
this, and then granted the Sakhamis a gift of four races – the bonus) and one bite attack at -5 for 1d2 damage (plus
kher. The kher would serve the people of Sakham as long as 1/2 Strength bonus).
they remembered that all victory came only from the gods • Scent: A cat Kheri has the scent ability.
themselves; to this end, each kheri race wore the face of one of • +2 racial bonus on Balance, Hide, Move Silently, and
the greater gods of the Sakhami. Tumble checks.
• Human Blood: For all effects related to race, a cat
Each kheri race had an assigned task within the armies of the Kheri is considered a human.
Sakhami; the cat kher were the spies and assassins, sent to • Automatic Languages: Midani, Sakhamic. Bonus
sabotage the plans of those who would be conquered. Languages: Any (other than secret languages, such as
Druidic).
Today, the Sakhami empire is no more, and in fact, no trace • Favored Class: Sa'luk. A cat Kheri's sa’luk class does
can be found of descendants of the people of Sakham. Only not count when determining whether she takes an
their forsaken temples and gigantic pyramid tombs remain – experience penalty for multiclassing.
and the kher. Servitor races without masters, whose gods have
apparently abandoned the Land of Fate, they wander from
place to place in small bands called companies, working as Falcon Kheri
mercenaries and living among the other races of Zakhara. The second race of kher have the heads of falcons, and were
scouts and archers in the armies of Sakham. They have a
Physical Description: Cat kher appear to be normal natural tendency to take the leader roles in kheri companies.
humans, save that their heads are those of domesticated cats
(albeit a size proportional to the rest of their form) and their Physical Description: Falcon kher appear to be normal
hands have cat-like claws. They are not “furry” – from the humans, save that their heads are those of falcons (albeit a size
neck down, they look like any human being. Their skin color proportional to the rest of their form) and their hands have
is usually dark brown, and the fur on their heads can match bird-like talons. They are not avians – from the neck down,
any normal cat breed. they look like any human being. Their skin color is usually
dark brown, and the feathers on their heads are typical brown
Relations: Cat kher are secretive, even among other kher. or golden.
They will form companies as kheri do, traveling together, but
will always remain somewhat aloof with their companions. Relations: Falcon kher are the most outgoing of the kheri
races, and often serve as negotiators when dealing with non-
Alignment: Most cat kher tend to be neutral in alignment. kheri.

Alignment: Most falcon kher are neutral.

-7-
AQ 3.5: Races of Zakhara
Alignment: Most ibis kher are neutral.
Religion: Abandoned by the gods of Sakham who created
them as a servant race, all kher are dubious of the gods and Religion: Abandoned by the gods of Sakham who created
almost universally reject the enlightened gods. A few falcon them as a servant race, all kher are dubious of the gods and
kher follow Vataqatal the Warrior-Slave, but these are rare. almost universally reject the enlightened gods. A few ibis kher
are investigating the faith of Lotha, the spider-goddess of the
Adventurers: Falcon kher are scouts because that’s what burned elves, but it’s doubtful that anything will come of this.
they’re made to be. Most simply can’t help it; their entire race
was designed to be mounted archers and cavalry for a Adventurers: Ibis kher are mages because that’s what they’re
conquering army. Falcon kheri are most commonly desert made to be. Most simply can’t help it; their entire race was
riders, although some may become fighters or matruds. designed to be arcane spellcasters supporting the armies of
Sahkam. Ibis kher are most commonly province mages,
Racial Abilities: Falcon Kher have the following racial traits: although some may become viziers.

• +2 Strength, -2 Wisdom, -2 Charisma. Racial Abilities: Ibis Kher have the following racial traits:
• Medium: As Medium creatures, falcon Kher have
no special bonuses or penalties due to their size. • +2 Intelligence, -2 Wisdom, -2 Charisma.
• Falcon Kheri base land speed is 30 feet. • Medium: As Medium creatures, ibis Kher have no
• Darkvision: Falcon Kher can see in the dark up to 60 special bonuses or penalties due to their size.
feet. Darkvision is black and white only, but it is • Ibis Kheri base land speed is 30 feet.
otherwise like normal sight, and falcon Kheri can • Darkvision: Ibis Kher can see in the dark up to 60
function just fine with no light at all. feet. Darkvision is black and white only, but it is
• Natural weaponry: A falcon Kheri can make two otherwise like normal sight, and ibis Kheri can
claw attacks at -2 for 1d3 damage each (plus 1/2 function just fine with no light at all.
Strength bonus) and one bite attack at -5 for 1d2 • Spell-like abilities: Ibis Kher with at least 11
damage (plus 1/2 Strength bonus). Intelligence may use the following spell-like abilities
• +4 racial bonus on Spot checks. once per day: detect magic, read magic, mage hand.
• +1 racial bonus on ranged combat attack rolls. Caster level is equal to the ibis Kheri's character level.
• Human Blood: For all effects related to race, a falcon • Human Blood: For all effects related to race, an ibis
Kheri is considered a human. Kheri is considered a human.
• Automatic Languages: Midani, Sakhamic. Bonus • Automatic Languages: Midani, Sakhamic. Bonus
Languages: Any (other than secret languages, such as Languages: Any (other than secret languages, such as
Druidic). Druidic).
• Favored Class: Desert Rider. A falcon Kheri's • Favored Class: Province Mage. An ibis Kheri's
desert rider class does not count when determining province mage class does not count when determining
whether she takes an experience penalty for whether she takes an experience penalty for
multiclassing. multiclassing.

Ibis Kheri
Ibis kheri were crafted to provide spell support for the armies Jackal Kheri
of Sakham, crushing the enemies of the empire with their The gods of Sakham created the jackal kher to be shock
elemental magics. Ibis kheri are learned scholars with a martial troopers – front-line infantry who swarmed over the
bent, and they rely on their magical abilities far more than opposition’s defenses in teeming waves of dog-headed soldiers.
physical conflict.
Physical Description: Jackal kher appear to be normal
Physical Description: Ibis kher appear to be normal humans, humans, save that their heads are those of jackals (albeit a size
save that their heads are those of ibises (albeit a size proportional to the rest of their form) and their hands have
proportional to the rest of their form). They are not avians – sharp claws instead of fingernails. They are not “furry” – from
from the neck down, they look like any human being. Their the neck down, they look like any human being. Their skin
skin color is usually dark brown, and the feathers on their color is usually dark brown, and the fur on their heads is
heads are typical black or white. typically black or dark brown.

Relations: Ibis kher are quiet and don’t mingle much with Relations: The average jackal kheri is somewhat fatalistic,
other races very often, although they will sometimes approach knowing that he’s likely to be the first to die in his company of
viziers or province mages outside of their race. kher. This enforces his tendency to bond with other jackal
kher to the exclusion of other races.

-8-
AQ 3.5: Races of Zakhara

Alignment: Most jackal kher are neutral.

Religion: Abandoned by the gods of Sakham who created


them as a servant race, all kher are dubious of the gods and
almost universally reject the enlightened gods. A few jackal
kher have cautiously turned toward Vataqatal the Warrior-
Slave, but they are concerned about being dominated by yet
another god.

Adventurers: Jackal kher are soldiers because that’s what


they’re made to be. Most simply can’t help it; their entire race
was designed to be on the front line, waging battle against the
enemies of Sakham and bringing their heads back on pikes.
Jackal kher are most commonly fighters, although some may
become corsairs or sa’luks.

Racial Abilities: Jackal Kher have the following racial traits:

• +2 Constitution, -2 Wisdom, -2 Charisma.


• Medium: As Medium creatures, jackal Kheri have
no special bonuses or penalties due to their size.
• Jackal Kheri base land speed is 40 feet.
• Darkvision: Jackal Kheri can see in the dark up to 60
feet. Darkvision is black and white only, but it is
otherwise like normal sight, and jackal Kheri can
function just fine with no light at all.
• Natural weaponry: A jackal Kheri can make two
claw attacks at -2 for 1d3 damage each (plus 1/2
Strength bonus) and one bite attack at -5 for 1d2
damage (plus 1/2 Strength bonus).
• Scent: A jackal Kheri has the scent ability.
• Human Blood: For all effects related to race, a jackal
Kheri is considered a human.
• Automatic Languages: Midani, Sakhamic. Bonus
Languages: Any (other than secret languages, such as
Druidic).
• Favored Class: Fighter. A jackal Kheri's fighter class
does not count when determining whether she takes
an experience penalty for multiclassing.

-9-

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