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AQ 3.

5: Races of Zakhara

Character Races
Table: Zakharan Races
Race Name
Human
Dwarf, Mesa
Elf, Dune
Elf, Oasis
Goblin, Sewer
Half-Elf
Half-Orc
Halfling, Sandstorm
Jannling
Kheri, Cat
Kheri, Falcon
Kheri, Ibis
Kheri, Jackal

Standard Race
Human (unchanged)
Dwarf
Elf
Elf
Goblin
Half-Elf (unchanged)
Half-Orc (unchanged)
Halfling
Half-janni
Human
Human
Human
Human

Blurb
Theyre just like humans, but hotter.
Cliff-dwelling dwarves, masters of stonework.
Nomadic elven tribes in eternal war with their orc enemies.
Settled elves who master the subtler arts.
Someone has to clean out the pipes.
Theyre just like half-elves, but dryer.
Theyre just like half-orcs, but with sand in their shorts.
Xenophobic ostrich-riding raiders who strike from the desert.
Born of genie and human love, theyre superior and they know it.
Created by the gods to serve as spies and assassins, then abandoned.
Created by the gods to serve as scouts and cavalry, then abandoned.
Created by the gods to serve as war wizards, then abandoned.
Created by the gods to serve as infantry, then abandoned.

he intelligent races found in Zakhara are mostly the same


as those found elsewhere, with some adaptations for their
home environment and the roles they play in Zakharan
society. In addition, there are two new races: Jannlings, who
are half human and half genie, and Kheri, animal-headed
slaves from a vanished society.

Alignment: Humans in Zakhara have no common alignment,


although there is a slight tendency towards lawful alignments
due to the teachings of the Loregiver.
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
varied in culture and appearance. The largest division is
between the al-Badia the nomadic tribes of the desert and
the al-Hadhar the inhabitants of the grand cities. Their
abilities run the gamut from the greatest of the shair to the
lowliest of beggars.

Adventurers: Human motivations range from the extremely


devout to the most banal. Some humans are pledged to
eradicate all deviations from their chosen faith, while others
look out solely for themselves as they amass wealth and power.
No other race has so many divergent outlooks on the
important things in life.

Physical Description: Humans in Zakhara have skin that


ranges from very light to very dark, and hair from light brown
to deep black. Eyes likewise vary from light to darkest brown.
Facial features vary considerably, from angular to rounded.

Racial Abilities: Humans of Zakhara have the following


racial traits:

Relations: Humans clearly dominate the Land of Fate, ruling


nearly every large city and the most powerful desert tribes.
The Grand Caliph himself is a human, as was the Loregiver.
Despite their position of power in Zakhara, most humans do
not consider themselves superior to the other races for such
prejudice is not in the teachings of the Loregiver. Any deeply
held beliefs about humanitys inherent superiority must not be
expressed openly , in polite society.

Humans can interbreed with dune elves, oasis elves, orcs,


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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Medium: As Medium creatures, humans have no


special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at
each additional level.
Automatic Language: Midani. Bonus Languages:
Any (other than secret languages, such as Druidic).
See the Speak Language skill.
Favored Class: Any. When determining whether a
multiclass human takes an experience point penalty,
his or her highest-level class does not count.

AQ 3.5: Races of Zakhara

Mesa Dwarves
Much like their northern cousins, the Zakharan dwarves are
industrious and skilled craftsmen with an affinity for the earth.
Rather than dwelling deep underground, Zakharan dwarves
live in cliff-side homes built into the sides of desert mesas.

Physical Description: Mesa dwarves have ruddy, reddishbrown skin and hair that varies from dark brown to red. The
males grow long, straight beards.
Relations: Mesa dwarves get along well with humans and
oasis elves, and are often found living in Al-Hadhar
communities. They trade with the Al-Badia and dune elves,
but simply are not interested in the nomadic lifestyle.

Alignment: Mesa dwarves tend to be lawful neutral. They


view the world in a very ordered fashion, as a giant craftwork
which is slowly being perfected by the gods.

Religion: The dwarves of the mesa are a devout group, with


Kor the Venerable being the most respected. Moralists and
farisan are rare among mesa dwarves, however; their own
priests are invariably ethoists and they are quite welcoming to
mystics. Some particularly spiritual mesa dwarves are part of a
dervish group, the Dancing Dwarves of Kor, led by powerful
mystics of the enlightened god of wisdom.

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
their scions make potent sahers.

Elves of the Dunes


Its 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
elves, who tend the gardens and fountains of the cities; and
burned elves, about whom we dare not speak.

Racial Abilities: Mesa dwarves have the following racial


traits:

stonework can make a Search check as if he were


actively searching, and a mesa dwarf can use the
Search skill to find stonework traps as a rogue can. A
mesa dwarf can also intuit depth, sensing his
approximate depth underground as naturally as a
human can sense which way is up.
Stability: A mesa dwarf gains a +4 bonus on ability
checks made to resist being bull rushed or tripped
when standing on the ground (but not when climbing,
flying, riding, or otherwise not standing firmly on the
ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and
spell-like effects.
+1 racial bonus on attack rolls against monsters of the
giant type.
+4 dodge bonus to Armor Class against monsters of
the giant type. Any time a creature loses its Dexterity
bonus (if any) to Armor Class, such as when it's caught
flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Climb checks.
+2 racial bonus on Craft checks.
Automatic Languages: Midani and Dwarven.
Bonus Languages: Giant, Goblin, Orc, and Terran.
Favored Class: Fighter. A multiclass mesa dwarf's
fighter class does not count when determining
whether he takes an experience point penalty for
multiclassing

+2 Constitution, -2 Dexterity.
Medium: As Medium creatures, dwarves have no
special bonuses or penalties due to their size.
Mesa dwarf base land speed is 20 feet. However,
dwarves can move at this speed even when wearing
medium or heavy armor or when carrying a medium
or heavy load (unlike other creatures, whose speed is
reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60
feet. Darkvision is black and white only, but it is
otherwise like normal sight, and dwarves can function
just fine with no light at all.
Stonecunning: This ability grants a mesa dwarf a +2
racial bonus on Search checks to notice unusual
stonework, such as sliding walls, stonework traps, new
construction (even when built to match the old),
unsafe stone surfaces, shaky stone ceilings, and the
like. Something that isn't stone but that is disguised as
stone also counts as unusual stonework. A mesa dwarf
who merely comes within 10 feet of unusual

Dune elves are the most wild of the elven races, living the
nomadic lifestyle of the Al-Badia. They are expert horsemen
and archers without peer.
Physical Description: Dune elves are a short, slight race,
barely five feet tall. Their skin is a dusty tan color, and their
hair is bleached a white-blond by the sun.
Relations: Dune elves look down on their brethren in the
oases, but their true fury is reserved for their ancient enemies,
the orcs. The enmity between the dune elves and the desertdwelling orcs stretches back millennia, before the
Enlightenment. Dune elves are not above raiding human AlBadia tribes or caravans when they are in need of supplies.
Alignment: Dune elves are usually chaotic in alignment.
Religion: Selan the Beautiful Moon is the patroness of the
dune elves, watching over them at night and leading them in
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AQ 3.5: Races of Zakhara


wild grace. The priests among the dune elves are invariably
mystics of Selan.

Alignment: Oasis elves tend toward the good alignments or


true neutral.

Adventurers: A dune elfs goals, beyond defending his family


and defeating his ancient orc enemies, are usually straightforward. Success in battle, material prosperity, true love, and a
fearsome notoriety are all admirable accomplishments to strive
for.

Religion: Among the enlightened gods, Zann the Learned


holds a special position of honor for oasis elves. Not only is he
the god of learning, but is also represented by a fountain, and
many of the oldest fountains in Zakhara were built by oasis
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


tend to be particularly interested in commerce and trade.
They will adventure to seek their fortunes in the world. Many
oasis elves become saluk, viziers, or corsairs as their way of
exploring the Land of Fate before settling down to run a bazaar
stall, a caravanserai, or a school of learning.

+4 Dexterity, -2 Strength, -2 Constitution.


Medium: As Medium creatures, dune elves have no
special bonuses or penalties due to their size.
Dune elf base land speed is 30 feet.
Immunity to magic sleep effects, and a +2 racial
saving throw bonus against enchantment spells or
effects.
Low-Light Vision: A dune elf can see twice as far as
a human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. She retains
the ability to distinguish color and detail under these
conditions.
Weapon Familiarity: Dune elves may treat
scimitars, sabers, lances, and shortbows (including
composite shortbow) as simple weapons, rather than
martial weapons.
+1 racial bonus on attack rolls against orcs.
+2 racial bonus on Listen, Ride, Spot, and Survival
checks.
Automatic Languages: Midani and Elven. Bonus
Languages: Halfling, Jannti, and Orc.
Favored Class: Desert rider. A multiclass dune elf's
desert rider class does not count when determining
whether she takes an experience point penalty for
multiclassing.

Racial Abilities: Oasis elves have the following racial traits:

Elves of the Oasis


The second race of elves are those who have settled down,
originally at oases that later grew into cities as humans built
their towns. Oasis elves are more cultured and refined than
their cousins in the dunes and it goes without saying that
they are more desirable than the accursed burned elves.

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


as humans. Their skin color varies from very light to medium
brown, and hair is usually black or dark brown.

+2 Dexterity, -2 Constitution.
Medium: As Medium creatures, oasis elves have no
special bonuses or penalties due to their size.
Oasis elf base land speed is 30 feet.
Immunity to magic sleep effects, and a +2 racial
saving throw bonus against enchantment spells or
effects.
Low-Light Vision: An oasis elf can see twice as far as
a human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. She retains
the ability to distinguish color and detail under these
conditions.
Weapon Familiarity: Oasis elves may treat
longswords, longbows (including composite longbow)
and shortbows (including composite shortbow) as
simple weapons, rather than martial weapons.
+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
to notice it as if she were actively looking for it.
Automatic Languages: Midani and Elven. Bonus
Languages: Dwarf, Goblin, Halfling, Jannti, and Orc.
Favored Class: Vizier. A multiclass oasis elf's vizier
class does not count when determining whether she
takes an experience point penalty for multiclassing.

Sewer Goblins
Hundreds of years ago, a large band of unenlightened goblins
attacked the city of Muluk and were soundly defeated by the
mamluks of that city. The captured goblins would have made
terrible slave soldiers, so were instead put to work as slaves in
the sewers under Muluk. They performed so well at this task
that units of goblin slaves were sent to work the sewers of every
major city in the Land of Fate. Although they were later freed
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.

Relations: The elves of the oasis get along well with their AlHadhar human neighbors, along with the other races normally
found in cities. They consider themselves (perhaps rightly so)
to be more civilized than dune elves, and they do not share
their cousins antipathy towards half-orcs. After all, Fate
watches over all, regardless of race.

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AQ 3.5: Races of Zakhara

Physical Description: Sewer goblins stand only about 4 feet


tall, and have light gray skin. Hair color is between black and
silver; the males have beards but all hair is worn relatively
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
they are not at work below the city.

Favored Class: Sa'luk. A multiclass sewer goblin's


sa'luk class does not count when determining whether
she takes an experience point penalty for
multiclassing.

Half-Elves
As children of two cultures, half-elves in Zakhara are welcome
to move between both. Some half-elves are of Al-Hadhar
human stock, while others are descended from the nomadic
Al-Badian tribes. On the elven side, half-elves may be the
children of oasis elves, or of dune elves or, Fate help us, of
burned elves.

Relations: Sewer goblins get along well with Al-Hadhar


humans and with mesa dwarves. Most other races,
unfortunately, look down on the sewer goblins despite their
constant attempts to prove themselves to be as enlightened as
any other race in the Land of Fate.
Alignment: Sewer goblins tend to be good in alignment, and
often lawful as well.

Physical Description: Half-elves resemble both of their


parent races, with shapes generally matching that of their
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,
Kor, Najm, and Selan are worshiped as the only true gods by
the sewer goblins. Farisan among the sewer goblins are not
unknown, and the majority of their priests are Pantheon
moralists.

Relations: Naturally diplomatic, half-elves get along well


with every race, as very early on they internalize the racial
acceptance which is part of being an enlightened being. Some
half-elves are wanderers from culture to culture, while other
choose to settle with or travel with either of their parent races.

Adventurers: Sewer goblins are out to prove that theyre just


as good as any of the other enlightened races. Not better,
mind you, but equals. They will undertake missions that others
might blanch at, because theyve got something to prove. A
small but growing handful of sewer goblins are training as
fakirs.

Alignment: Half-elves tend to be neutral in alignment.

Racial Abilities: Sewer goblins have the following racial


traits:

Adventurers: Half-elves in Zakhara adventure because enjoy


meeting other people and experiencing new locations.
Rawuns, corsairs, and kahins are common classes for half-elf
adventurers.

Religion: Many half-elves are followers of the Temple of Ten


Thousand Gods, as the open nature of the faith meshes well
with the multicultural ethos of the half-elf lifestyle. Most halfelves who become ordered priests are pragmatists.

-2 Strength, +2 Dexterity, -2 Charisma.


Small: As a Small creature, a sewer goblin gains a +1
size bonus to Armor Class, a +1 size bonus on attack
rolls, and a +4 size bonus on Hide checks, but she
uses smaller weapons than humans use, and her lifting
and carrying limits are three-quarters of those of a
Medium character.
Sewer goblin base land speed is 30 feet.
Darkvision: Sewer goblins can see in the dark up to
60 feet. Darkvision is black and white only, but it is
otherwise like normal sight, and sewer goblins can
function just fine with no light at all.
+1 racial bonus on attack rolls against monsters of the
vermin type.
+2 racial bonus on Spot, Search, and Knowledge
(engineering) checks.
+2 racial bonus on saving throws against poison.
Strong stomach: Sewer goblins are immune to
becoming sickened or nauseated.
Automatic Languages: Midani and Goblin. Bonus
Languages: Aquan, Dwarf, Elven, and Terran.

Racial Abilities: Half-elves have the following racial traits:

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Medium: As Medium creatures, half-elves have no


special bonuses or penalties due to their size.
Half-elf base land speed is 30 feet.
Immunity to sleep spells and similar magical effects,
and a +2 racial bonus on saving throws against
enchantment spells or effects.
Low-Light Vision: A half-elf can see twice as far as a
human in starlight, moonlight, torchlight, and similar
conditions of poor illumination. She retains the ability
to distinguish color and detail under these conditions.
+1 racial bonus on Listen, Search, and Spot checks.
+2 racial bonus on Diplomacy and Gather
Information checks.
Elven Blood: For all effects related to race, a half-elf
is considered an elf.
Automatic Languages: Midani and Elven. Bonus
Languages: Any (other than secret languages, such as
Druidic).

AQ 3.5: Races of Zakhara

Favored Class: Any. When determining whether a


multiclass half-elf takes an experience point penalty,
her highest-level class does not count.

Half-Orcs
Half-orcs in Zakhara dont have it nearly as bad as they do in
other lands. The Law of the Loregiver teaches acceptance of all
enlightened beings, regardless of race.

Sandstorm Halflings
The sandstorm halflings do not appear to be native to Zakhara,
but they have adapted well. Stranded in the Land of Fate when
their storm-tossed fleet of ships was smashed against the shore,
the halflings quickly went native and adopted the dress,
cultures, and language of Zakhara. Well, almost.

The orcs of the Land of Fate were a nomadic people, and for
centuries they warred with the dune elves. To escape the
unending cycle of bloodshed, some orcs and their half-human
offspring have settled down among the Al-Hadhar,
abandoning the ways of the desert for a more settled lifestyle.
However, the passions of desert life are not so easily
extinguished, and many half-orcs find themselves restless and
discontented living among their human relations.

In short, the halflings picked up some of the worst aspects of


Zakharan society, becoming a race of bandits, brigands, and
raiders who prey upon everyone else. Their name comes from
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
tend to be as tall if not taller than the average human.

The halflings are justified in doing this, they say, because they
are victims of Fate. Not just of fate, but of Fate Herself. She
Who Watches Over Us All has turned her back on the
sandstorm halflings, they claim. The only way they can have
justice and get what is due to them is by taking it themselves,
since Fate will never cut them any breaks.

Relations: Half-orcs get along surprisingly well with oasis


elves, and depend on those more metropolitan elves to broker
peace when dune elves appear. Half-orcs are also welldisposed 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.
However, youll rarely, if ever, see a sandstorm halfling who is
not covered head to toe in cloth. The males are wrapped
tightly in desert robes, while the females wear formless
chadors. This is a quirk of religious belief that has become
embedded into sandstorm halfling culture, and they refuse to
let anyone outside of their race look upon them directly.
Sandstorm halflings stand about 3 feet tall.

Alignment: Half-orcs are generally neutral in alignment.


Religion: Hajama the Courageous, seen as a one-eyed orc
dressed in a jalaba darker than midnight, is the traditional
patron of the orcs of Zakhara. Most orc and half-orc clerics are
mystics.
Adventurers: Try as they will, most half-orcs simply cant fit
in with the Al-Hadhar lifestyle. The call of the desert is too
strong. Many half-orcs become dervishes as an outlet for the
inner fires that burn within them. Others become corsairs or
mystics, and a handful even serve as farisan of Hajama.

Relations: Sandstorm halflings dont really get along well


with anyone. Thats what happens when you spend all your
time (not just some of it) raiding every single tribe or village
you come across. Enlightened folk try to accept everyone,
regardless of race, but anyone who has ever encountered a
sandstorm halfling before is likely to be quite wary around any
other members of their race. Sandstorm halflings, for their
part, look upon everyone who is larger as a bully and someone
who has been unfairly rewarded by Fate.

Racial Abilities: Half-orcs have the following racial traits:

Automatic Languages: Midani and Orc. Bonus


Languages: Elven, Giant, Jannti, and Abyssal.
Favored Class: Dervish. A multiclass half-orc's
dervish class does not count when determining
whether he takes an experience point penalty.

+2 Strength, -2 Intelligence, -2 Charisma.


A half-orc's starting Intelligence score is always at least
3. If this adjustment would lower the character's score
to 1 or 2, his score is nevertheless 3.
Medium: As Medium creatures, half-orcs have no
special bonuses or penalties due to their size.
Half-orc base land speed is 30 feet.
Darkvision: Half-orcs (and orcs) can see in the dark
up to 60 feet. Darkvision is black and white only, but
it is otherwise like normal sight, and half-orcs can
function just fine with no light at all.
Orc Blood: For all effects related to race, a half-orc is
considered an orc.

Alignment: Chaotic neutral is the predominant alignment of


sandstorm halflings, although some are just downright evil.
Religion: Shortly after their arrival in Zakhara, the sandstorm
halflings abandoned their traditional faiths and took up as
followers of Haku, Master of the Desert Wind. Like Fate,
Haku himself does little to help the halflings, so they tend to
be rather blas regarding their worship of the god of freedom.
When sandstorm halflings do become clerics, they are usually
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AQ 3.5: Races of Zakhara


mystics of Haku who preach about the freedom to take
whatever you want.

Relations: Jannlings are part genie. Therefore theyre simply


better than other races. That isnt a statement of pride or
arrogance for a jannling; its simple fact. Genies are higher in
the pecking order than mere mortals, and half-genies are a
step up above the normal people.

Adventurers: Sandstorm halflings are out to take whats


rightly theirs. Which is to say, anything that anyone else has.
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
lives. Many are matruds, but some also become dervishes,
desert riders, or mystics. Sandstorm halflings breed and raise
ostriches, and use them as mounts.

Of course, most non-jannlings see this as boasting, and react


negatively toward any jannling who voices this plain fact of the
cosmos. Its not that the jannling dislikes people of other races.
In fact, he likely cherishes his human relations and looks
favorably upon all the other mortals. Is it not the way of
geniekind to grant boons to mortals they favor, after all?
Indeed, if not for genie kindness, the jannling would not even
exist. Therefore, jannlings have an obligation to be kind, even
tolerant, to the lower races.

Racial Abilities: Sandstorm halflings have the following


racial traits:
+2 Dexterity, -2 Strength, -2 Charisma.
Small: As a Small creature, a sandstorm halfling gains
a +1 size bonus to Armor Class, a +1 size bonus on
attack rolls, and a +4 size bonus on Hide checks, but
she uses smaller weapons than humans use, and her
lifting and carrying limits are three-quarters of those
of a Medium character.
Halfling base land speed is 20 feet.
Low-Light Vision: A sandstorm halfling can see
twice as far as a human in starlight, moonlight,
torchlight, and similar conditions of poor
illumination. She retains the ability to distinguish
color and detail under these conditions.
+2 racial bonus on Hide, Move Silently, and Ride
checks.
+2 morale bonus on saving throws against fear.
Unarmed combat: +1 racial bonus on attack rolls
with unarmed combat and natural weaponry. When
making grappling checks or when inflicting unarmed
damage, sandstorm halflings are considered to be size
Medium.
Automatic Languages: Midani and Halfling. Bonus
Languages: Dwarven, Elven, Jannti, Orc, and Terran.
Favored Class: Matrud. A multiclass sandstorm
halfling's matrud class does not count when
determining whether she takes an experience point
penalty for multiclassing.

Alignment: Jannlings are usually neutral of some kind,


although they will be neutral good, neutral evil, chaotic
neutral, or lawful neutral as suits each ones individual
personality.
Religion: Jannlings usually find it hard to take religion
seriously, and thus very few are ordered priests, mystics,
kahins, or farisans. After all, the gods are meant for mortals to
worship, and for genies to respect. As a half-genie, a jannling
should show proper deference to the gods, but need not
worship one in the single-minded way of the morals. This leads
many jannlings to follow the Temple of Ten Thousand Gods.
Adventurers: Jannlings become adventurers because they
can. Theyre big, theyre powerful, theyre boisterous, and
theyre at least as impressed as with themselves as everyone
else is. Their genie blood makes them great sahers, but they
are often found as desert riders, saluks, or corsairs. Very few
have the patience to become viziers, province mages, or fakirs.
Racial Abilities: Jannlings have the following racial traits:

Jannlings (half-janni)

Jannlings are the offspring of a union between a janni and a


human. They possess some of their genie parents larger-thanlife personality as well as some magical abilities.
Physical Description: At first glance, a jannling may appear
to be fully human, albeit a particularly impressive specimen,
tall and attractive. However, the little details perhaps too
arched of an eyebrow, an odd color of eye, or an odd
birthmark on the cheek tell even the most oblivious observer
that theyre dealing with someone more than human here.
And once they open their mouths to speak

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+2 Strength, +2 Charisma.
Native Outsider: The jannling has the monster type
outsider (native).
Medium: As Medium creatures, jannlings have no
special bonuses or penalties due to their size.
Jannling base land speed is 30 feet.
Darkvision: Jannlings can see in the dark up to 60
feet. Darkvision is black and white only, but it is
otherwise like normal sight, and a jannling can
function just fine with no light at all.
Change Size (Sp): Twice per day, a jannling can
make itself larger or smaller. This works just like an
enlarge person or reduce person spell (the jannling
chooses when using the ability), except that the
ability can work on the jannling. This effect lasts for
one minute per character level of the jannling.
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

AQ 3.5: Races of Zakhara

before that time expires causes a jannling to take 1


point of damage per additional hour spent on the
elemental plane, until it dies or returns to the
Material Plane.
Automatic Languages: Midani and Jannti. Bonus
Languages: Abyssal, Aquan, Auran, Celestial, Ignan,
Infernal, and Terran.
Favored Class: Saher. A jannling's saher class does
not count when determining whether she takes an
experience penalty for multiclassing.
Level Adjustment: +1.

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 cat kher
follow savage gods from distant Nog and Kadar, such as Kiga
the Predator.
Adventurers: Cat kher are spies because thats what theyre
made to be. Most simply cant help it; their entire race was
designed to ferret out information through stealth and guile.
Cat kher are most commonly saluks, although some may
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
the lands south of whats now known as the High Desert.
Their empire lasted for two thousand years, and they were
prosperous and strong, blessed by their gods with good fortune
and victory over all enemies.

The people of Sakham petitioned their gods for servants, slaves


who would fight their wars for them and increase the power of
their empire; the citizens of Sakham would reap the benefits
without risking their own death in battle. The gods considered
this, and then granted the Sakhamis a gift of four races the
kher. The kher would serve the people of Sakham as long as
they remembered that all victory came only from the gods
themselves; to this end, each kheri race wore the face of one of
the greater gods of the Sakhami.

Each kheri race had an assigned task within the armies of the
Sakhami; the cat kher were the spies and assassins, sent to
sabotage the plans of those who would be conquered.

Today, the Sakhami empire is no more, and in fact, no trace


can be found of descendants of the people of Sakham. Only
their forsaken temples and gigantic pyramid tombs remain
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
mercenaries and living among the other races of Zakhara.

+2 Dexterity, -2 Wisdom, -2 Charisma.


Medium: As Medium creatures, feline Kheri have
no special bonuses or penalties due to their size.
Cat Kheri base land speed is 30 feet.
Darkvision: Cat Kher can see in the dark up to 60
feet. Darkvision is black and white only, but it is
otherwise like normal sight, and cat Kheri can
function just fine with no light at all.
Natural weaponry: A cat 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 cat Kheri has the scent ability.
+2 racial bonus on Balance, Hide, Move Silently, and
Tumble checks.
Human Blood: For all effects related to race, a cat
Kheri is considered a human.
Automatic Languages: Midani, Sakhamic. Bonus
Languages: Any (other than secret languages, such as
Druidic).
Favored Class: Sa'luk. A cat Kheri's saluk class does
not count when determining whether she takes an
experience penalty for multiclassing.

Falcon Kheri
The second race of kher have the heads of falcons, and were
scouts and archers in the armies of Sakham. They have a
natural tendency to take the leader roles in kheri companies.

Physical Description: Cat kher appear to be normal


humans, save that their heads are those of domesticated cats
(albeit a size proportional to the rest of their form) and their
hands have cat-like claws. They are not furry from the
neck down, they look like any human being. Their skin color
is usually dark brown, and the fur on their heads can match
any normal cat breed.

Physical Description: Falcon kher appear to be normal


humans, save that their heads are those of falcons (albeit a size
proportional to the rest of their form) and their hands have
bird-like talons. They are not avians from the neck down,
they look like any human being. Their skin color is usually
dark brown, and the feathers on their heads are typical brown
or golden.

Relations: Cat kher are secretive, even among other kher.


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 nonkheri.

Alignment: Most cat kher tend to be neutral in alignment.

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
almost universally reject the enlightened gods. A few falcon
kher follow Vataqatal the Warrior-Slave, but these are rare.

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 ibis kher
are investigating the faith of Lotha, the spider-goddess of the
burned elves, but its doubtful that anything will come of this.

Adventurers: Falcon kher are scouts because thats what


theyre made to be. Most simply cant help it; their entire race
was designed to be mounted archers and cavalry for a
conquering army. Falcon kheri are most commonly desert
riders, although some may become fighters or matruds.

Adventurers: Ibis kher are mages because thats what theyre


made to be. Most simply cant help it; their entire race was
designed to be arcane spellcasters supporting the armies of
Sahkam. Ibis kher are most commonly province mages,
although some may become viziers.

Racial Abilities: Falcon Kher have the following racial traits:

+2 Strength, -2 Wisdom, -2 Charisma.


Medium: As Medium creatures, falcon Kher have
no special bonuses or penalties due to their size.
Falcon Kheri base land speed is 30 feet.
Darkvision: Falcon Kher can see in the dark up to 60
feet. Darkvision is black and white only, but it is
otherwise like normal sight, and falcon Kheri can
function just fine with no light at all.
Natural weaponry: A falcon 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).
+4 racial bonus on Spot checks.
+1 racial bonus on ranged combat attack rolls.
Human Blood: For all effects related to race, a falcon
Kheri is considered a human.
Automatic Languages: Midani, Sakhamic. Bonus
Languages: Any (other than secret languages, such as
Druidic).
Favored Class: Desert Rider. A falcon Kheri's
desert rider class does not count when determining
whether she takes an experience penalty for
multiclassing.

Racial Abilities: Ibis Kher have the following racial traits:

Ibis Kheri

+2 Intelligence, -2 Wisdom, -2 Charisma.


Medium: As Medium creatures, ibis Kher have no
special bonuses or penalties due to their size.
Ibis Kheri base land speed is 30 feet.
Darkvision: Ibis Kher can see in the dark up to 60
feet. Darkvision is black and white only, but it is
otherwise like normal sight, and ibis Kheri can
function just fine with no light at all.
Spell-like abilities: Ibis Kher with at least 11
Intelligence may use the following spell-like abilities
once per day: detect magic, read magic, mage hand.
Caster level is equal to the ibis Kheri's character level.
Human Blood: For all effects related to race, an ibis
Kheri is considered a human.
Automatic Languages: Midani, Sakhamic. Bonus
Languages: Any (other than secret languages, such as
Druidic).
Favored Class: Province Mage. An ibis Kheri's
province mage class does not count when determining
whether she takes an experience penalty for
multiclassing.

Jackal Kheri

Ibis kheri were crafted to provide spell support for the armies
of Sakham, crushing the enemies of the empire with their
elemental magics. Ibis kheri are learned scholars with a martial
bent, and they rely on their magical abilities far more than
physical conflict.

The gods of Sakham created the jackal kher to be shock


troopers front-line infantry who swarmed over the
oppositions defenses in teeming waves of dog-headed soldiers.
Physical Description: Jackal kher appear to be normal
humans, save that their heads are those of jackals (albeit a size
proportional to the rest of their form) and their hands have
sharp claws instead of fingernails. They are not furry from
the neck down, they look like any human being. Their skin
color is usually dark brown, and the fur on their heads is
typically black or dark brown.

Physical Description: Ibis kher appear to be normal humans,


save that their heads are those of ibises (albeit a size
proportional to the rest of their form). They are not avians
from the neck down, they look like any human being. Their
skin color is usually dark brown, and the feathers on their
heads are typical black or white.
Relations: Ibis kher are quiet and dont mingle much with
other races very often, although they will sometimes approach
viziers or province mages outside of their race.

Relations: The average jackal kheri is somewhat fatalistic,


knowing that hes likely to be the first to die in his company of
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 WarriorSlave, but they are concerned about being dominated by yet
another god.
Adventurers: Jackal kher are soldiers because thats what
theyre made to be. Most simply cant 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 saluks.
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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