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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.
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.
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.
+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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+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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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.
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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.
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.
Jannlings (half-janni)
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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
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.
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.
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.
Ibis Kheri
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.
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