9
AQ 3.5: Races of Zakhara - 1 - 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. 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. 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 sha’ir to the lowliest of beggars. 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. 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 humanity’s 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. 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. 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. Racial Abilities: Humans of Zakhara have the following racial traits: 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. T

Aq35 Races

  • Upload
    pp

  • View
    216

  • Download
    4

Embed Size (px)

DESCRIPTION

Al-Qadim races 3.5

Citation preview

  • AQ 3.5: Races of Zakhara

    - 1 -

    Character RacesTable: Zakharan Races

    Race Name Standard Race BlurbHuman Human (unchanged) Theyre 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) Theyre just like half-elves, but dryer.Half-Orc Half-Orc (unchanged) Theyre 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, theyre 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.

    he intelligent races found in Zakhara are mostly the sameas those found elsewhere, with some adaptations for their

    home environment and the roles they play in Zakharansociety. In addition, there are two new races: Jannlings, whoare half human and half genie, and Kheri, animal-headedslaves from a vanished society.

    HumansThe humans of Zakhara are a hardy group, and surprisinglyvaried in culture and appearance. The largest division isbetween the al-Badia the nomadic tribes of the desert andthe al-Hadhar the inhabitants of the grand cities. Theirabilities run the gamut from the greatest of the shair to thelowliest of beggars.

    Physical Description: Humans in Zakhara have skin thatranges from very light to very dark, and hair from light brownto deep black. Eyes likewise vary from light to darkest brown.Facial features vary considerably, from angular to rounded.

    Relations: Humans clearly dominate the Land of Fate, rulingnearly 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 donot consider themselves superior to the other races for suchprejudice is not in the teachings of the Loregiver. Any deeplyheld beliefs about humanitys inherent superiority must not beexpressed openly , in polite society.

    Humans can interbreed with dune elves, oasis elves, orcs,kheri, and jann, producing a diverse array of related races. Ingeneral, these half-breeds are welcomed into human society,but may not be so warmly received in their non-humanparents villages or tribes.

    Alignment: Humans in Zakhara have no common alignment,although there is a slight tendency towards lawful alignmentsdue to the teachings of the Loregiver.

    Religion: Nearly all humans in Zakhara worship theenlightened gods. A small number follow the idol worship ofthe kahins, and some evil cults have followings among humans.

    Adventurers: Human motivations range from the extremelydevout to the most banal. Some humans are pledged toeradicate all deviations from their chosen faith, while otherslook out solely for themselves as they amass wealth and power.No other race has so many divergent outlooks on theimportant things in life.

    Racial Abilities: Humans of Zakhara have the followingracial traits:

    Medium: As Medium creatures, humans have nospecial 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 amulticlass human takes an experience point penalty,his or her highest-level class does not count.

    T

  • AQ 3.5: Races of Zakhara

    - 2 -

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

    Physical Description: Mesa dwarves have ruddy, reddish-brown skin and hair that varies from dark brown to red. Themales grow long, straight beards.

    Relations: Mesa dwarves get along well with humans andoasis elves, and are often found living in Al-Hadharcommunities. 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. Theyview the world in a very ordered fashion, as a giant craftworkwhich is slowly being perfected by the gods.

    Religion: The dwarves of the mesa are a devout group, withKor the Venerable being the most respected. Moralists andfarisan are rare among mesa dwarves, however; their ownpriests are invariably ethoists and they are quite welcoming tomystics. Some particularly spiritual mesa dwarves are part of adervish group, the Dancing Dwarves of Kor, led by powerfulmystics of the enlightened god of wisdom.

    Adventurers: A mesa dwarf adventures because he sees it as away to improve the ongoing crafting of the world. Many mesadwarves are fighters, as they have a natural inclination towardphysical prowess. A few clans are said to have dao blood, andtheir scions make potent sahers.

    Racial Abilities: Mesa dwarves have the following racialtraits:

    +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 wearingmedium or heavy armor or when carrying a mediumor heavy load (unlike other creatures, whose speed isreduced in such situations).

    Darkvision: Dwarves can see in the dark up to 60feet. Darkvision is black and white only, but it isotherwise like normal sight, and dwarves can functionjust fine with no light at all.

    Stonecunning: This ability grants a mesa dwarf a +2racial bonus on Search checks to notice unusualstonework, such as sliding walls, stonework traps, newconstruction (even when built to match the old),unsafe stone surfaces, shaky stone ceilings, and thelike. Something that isn't stone but that is disguised asstone also counts as unusual stonework. A mesa dwarfwho merely comes within 10 feet of unusual

    stonework can make a Search check as if he wereactively searching, and a mesa dwarf can use theSearch skill to find stonework traps as a rogue can. Amesa dwarf can also intuit depth, sensing hisapproximate depth underground as naturally as ahuman can sense which way is up.

    Stability: A mesa dwarf gains a +4 bonus on abilitychecks made to resist being bull rushed or trippedwhen standing on the ground (but not when climbing,flying, riding, or otherwise not standing firmly on theground).

    +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 Dexteritybonus (if any) to Armor Class, such as when it's caughtflat-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 determiningwhether he takes an experience point penalty formulticlassing

    Elves of the DunesIts said that there are three types of elves in the Land of Fate:dune elves, who stalk the sands of the desert at night; oasiselves, who tend the gardens and fountains of the cities; andburned elves, about whom we dare not speak.

    Dune elves are the most wild of the elven races, living thenomadic lifestyle of the Al-Badia. They are expert horsemenand archers without peer.

    Physical Description: Dune elves are a short, slight race,barely five feet tall. Their skin is a dusty tan color, and theirhair is bleached a white-blond by the sun.

    Relations: Dune elves look down on their brethren in theoases, but their true fury is reserved for their ancient enemies,the orcs. The enmity between the dune elves and the desert-dwelling orcs stretches back millennia, before theEnlightenment. Dune elves are not above raiding human Al-Badia 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 thedune elves, watching over them at night and leading them in

  • AQ 3.5: Races of Zakhara

    - 3 -

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

    Adventurers: A dune elfs goals, beyond defending his familyand defeating his ancient orc enemies, are usually straight-forward. Success in battle, material prosperity, true love, and afearsome notoriety are all admirable accomplishments to strivefor.

    Racial Abilities: Dune elves have the following racial traits:

    +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 oreffects.

    Low-Light Vision: A dune elf can see twice as far asa human in starlight, moonlight, torchlight, andsimilar conditions of poor illumination. She retainsthe ability to distinguish color and detail under theseconditions.

    Weapon Familiarity: Dune elves may treatscimitars, sabers, lances, and shortbows (includingcomposite shortbow) as simple weapons, rather thanmartial 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 determiningwhether she takes an experience point penalty formulticlassing.

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

    Physical Description: Oasis elves are a tall race, nearly as tallas humans. Their skin color varies from very light to mediumbrown, and hair is usually black or dark brown.

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

    Alignment: Oasis elves tend toward the good alignments ortrue neutral.

    Religion: Among the enlightened gods, Zann the Learnedholds a special position of honor for oasis elves. Not only is hethe god of learning, but is also represented by a fountain, andmany of the oldest fountains in Zakhara were built by oasiselves. Jisan of the Floods is also respected by many oasis elves,especially the merchants.

    Adventurers: As consummate city dwellers, the oasis elvestend to be particularly interested in commerce and trade.They will adventure to seek their fortunes in the world. Manyoasis elves become saluk, viziers, or corsairs as their way ofexploring the Land of Fate before settling down to run a bazaarstall, a caravanserai, or a school of learning.

    Racial Abilities: Oasis elves have the following racial traits:

    +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 oreffects.

    Low-Light Vision: An oasis elf can see twice as far asa human in starlight, moonlight, torchlight, andsimilar conditions of poor illumination. She retainsthe ability to distinguish color and detail under theseconditions.

    Weapon Familiarity: Oasis elves may treatlongswords, longbows (including composite longbow)and shortbows (including composite shortbow) assimple weapons, rather than martial weapons.

    +2 racial bonus on Appraise, Listen, Search, and Spotchecks. An elf who merely passes within 5 feet of asecret or concealed door is entitled to a Search checkto notice it as if she were actively looking for it.

    Automatic Languages: Midani and Elven. BonusLanguages: Dwarf, Goblin, Halfling, Jannti, and Orc.

    Favored Class: Vizier. A multiclass oasis elf's vizierclass does not count when determining whether shetakes an experience point penalty for multiclassing.

    Sewer GoblinsHundreds of years ago, a large band of unenlightened goblinsattacked the city of Muluk and were soundly defeated by themamluks of that city. The captured goblins would have madeterrible slave soldiers, so were instead put to work as slaves inthe sewers under Muluk. They performed so well at this taskthat units of goblin slaves were sent to work the sewers of everymajor city in the Land of Fate. Although they were later freedfrom their servitude by the order of the Grand Caliph, sewergoblins continue to work their traditional jobs far below theshining spires of the cities.

  • AQ 3.5: Races of Zakhara

    - 4 -

    Physical Description: Sewer goblins stand only about 4 feettall, and have light gray skin. Hair color is between black andsilver; the males have beards but all hair is worn relativelyshort, including facial hair. Although most people believe thatsewer goblins are dirty and smell awful, in truth the goblinskeep themselves meticulously clean and well-groomed whenthey are not at work below the city.

    Relations: Sewer goblins get along well with Al-Hadharhumans and with mesa dwarves. Most other races,unfortunately, look down on the sewer goblins despite theirconstant attempts to prove themselves to be as enlightened asany other race in the Land of Fate.

    Alignment: Sewer goblins tend to be good in alignment, andoften lawful as well.

    Religion: In recent decades, Pantheist ordered priests havemade major gains among the sewer goblins. Hajama, Jauhar,Kor, Najm, and Selan are worshiped as the only true gods bythe sewer goblins. Farisan among the sewer goblins are notunknown, and the majority of their priests are Pantheonmoralists.

    Adventurers: Sewer goblins are out to prove that theyre justas good as any of the other enlightened races. Not better,mind you, but equals. They will undertake missions that othersmight blanch at, because theyve got something to prove. Asmall but growing handful of sewer goblins are training asfakirs.

    Racial Abilities: Sewer goblins have the following racialtraits:

    -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 attackrolls, and a +4 size bonus on Hide checks, but sheuses smaller weapons than humans use, and her liftingand carrying limits are three-quarters of those of aMedium 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 isotherwise like normal sight, and sewer goblins canfunction just fine with no light at all.

    +1 racial bonus on attack rolls against monsters of thevermin 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.

    Favored Class: Sa'luk. A multiclass sewer goblin'ssa'luk class does not count when determining whethershe takes an experience point penalty formulticlassing.

    Half-ElvesAs children of two cultures, half-elves in Zakhara are welcometo move between both. Some half-elves are of Al-Hadharhuman stock, while others are descended from the nomadicAl-Badian tribes. On the elven side, half-elves may be thechildren of oasis elves, or of dune elves or, Fate help us, ofburned elves.

    Physical Description: Half-elves resemble both of theirparent races, with shapes generally matching that of theirhuman ancestry and coloration corresponding to their elvenside.

    Relations: Naturally diplomatic, half-elves get along wellwith every race, as very early on they internalize the racialacceptance which is part of being an enlightened being. Somehalf-elves are wanderers from culture to culture, while otherchoose to settle with or travel with either of their parent races.

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

    Religion: Many half-elves are followers of the Temple of TenThousand Gods, as the open nature of the faith meshes wellwith the multicultural ethos of the half-elf lifestyle. Most half-elves who become ordered priests are pragmatists.

    Adventurers: Half-elves in Zakhara adventure because enjoymeeting other people and experiencing new locations.Rawuns, corsairs, and kahins are common classes for half-elfadventurers.

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

    Medium: As Medium creatures, half-elves have nospecial 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 againstenchantment spells or effects.

    Low-Light Vision: A half-elf can see twice as far as ahuman in starlight, moonlight, torchlight, and similarconditions of poor illumination. She retains the abilityto 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 asDruidic).

  • AQ 3.5: Races of Zakhara

    - 5 -

    Favored Class: Any. When determining whether amulticlass half-elf takes an experience point penalty,her highest-level class does not count.

    Half-OrcsHalf-orcs in Zakhara dont have it nearly as bad as they do inother lands. The Law of the Loregiver teaches acceptance of allenlightened beings, regardless of race.

    The orcs of the Land of Fate were a nomadic people, and forcenturies they warred with the dune elves. To escape theunending cycle of bloodshed, some orcs and their half-humanoffspring 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 easilyextinguished, and many half-orcs find themselves restless anddiscontented living among their human relations.

    Physical Description: Half-orcs are broad-shouldered andstrong, with dark brown skin and dark eyes and hair. Theytend to be as tall if not taller than the average human.

    Relations: Half-orcs get along surprisingly well with oasiselves, and depend on those more metropolitan elves to brokerpeace when dune elves appear. Half-orcs are also well-disposed toward half-elves and jannlings, feeling a commonbond with the other half-breeds.

    Alignment: Half-orcs are generally neutral in alignment.

    Religion: Hajama the Courageous, seen as a one-eyed orcdressed in a jalaba darker than midnight, is the traditionalpatron of the orcs of Zakhara. Most orc and half-orc clerics aremystics.

    Adventurers: Try as they will, most half-orcs simply cant fitin with the Al-Hadhar lifestyle. The call of the desert is toostrong. Many half-orcs become dervishes as an outlet for theinner fires that burn within them. Others become corsairs ormystics, and a handful even serve as farisan of Hajama.

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

    +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 scoreto 1 or 2, his score is nevertheless 3.

    Medium: As Medium creatures, half-orcs have nospecial 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, butit is otherwise like normal sight, and half-orcs canfunction just fine with no light at all.

    Orc Blood: For all effects related to race, a half-orc isconsidered an orc.

    Automatic Languages: Midani and Orc. BonusLanguages: Elven, Giant, Jannti, and Abyssal.

    Favored Class: Dervish. A multiclass half-orc'sdervish class does not count when determiningwhether he takes an experience point penalty.

    Sandstorm HalflingsThe sandstorm halflings do not appear to be native to Zakhara,but they have adapted well. Stranded in the Land of Fate whentheir 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.

    In short, the halflings picked up some of the worst aspects ofZakharan society, becoming a race of bandits, brigands, andraiders who prey upon everyone else. Their name comes fromthe way their raids descend upon villages and strip them cleanlike a dark cloud of billowing sand.

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

    Physical Description: Sandstorm halflings are light-skinnedwith hair that ranges in color from blond to red to brown.However, youll rarely, if ever, see a sandstorm halfling who isnot covered head to toe in cloth. The males are wrappedtightly in desert robes, while the females wear formlesschadors. This is a quirk of religious belief that has becomeembedded into sandstorm halfling culture, and they refuse tolet anyone outside of their race look upon them directly.Sandstorm halflings stand about 3 feet tall.

    Relations: Sandstorm halflings dont really get along wellwith anyone. Thats what happens when you spend all yourtime (not just some of it) raiding every single tribe or villageyou come across. Enlightened folk try to accept everyone,regardless of race, but anyone who has ever encountered asandstorm halfling before is likely to be quite wary around anyother members of their race. Sandstorm halflings, for theirpart, look upon everyone who is larger as a bully and someonewho has been unfairly rewarded by Fate.

    Alignment: Chaotic neutral is the predominant alignment ofsandstorm halflings, although some are just downright evil.

    Religion: Shortly after their arrival in Zakhara, the sandstormhalflings abandoned their traditional faiths and took up asfollowers of Haku, Master of the Desert Wind. Like Fate,Haku himself does little to help the halflings, so they tend tobe rather blas regarding their worship of the god of freedom.When sandstorm halflings do become clerics, they are usually

  • AQ 3.5: Races of Zakhara

    - 6 -

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

    Adventurers: Sandstorm halflings are out to take whatsrightly theirs. Which is to say, anything that anyone else has.They deserve it, after all, as compensation for the evil done tothem by Fate and the misery they are forced to endure in theirlives. Many are matruds, but some also become dervishes,desert riders, or mystics. Sandstorm halflings breed and raiseostriches, and use them as mounts.

    Racial Abilities: Sandstorm halflings have the followingracial 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 onattack rolls, and a +4 size bonus on Hide checks, butshe uses smaller weapons than humans use, and herlifting and carrying limits are three-quarters of thoseof 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 poorillumination. She retains the ability to distinguishcolor and detail under these conditions.

    +2 racial bonus on Hide, Move Silently, and Ridechecks.

    +2 morale bonus on saving throws against fear. Unarmed combat: +1 racial bonus on attack rolls

    with unarmed combat and natural weaponry. Whenmaking grappling checks or when inflicting unarmeddamage, sandstorm halflings are considered to be sizeMedium.

    Automatic Languages: Midani and Halfling. BonusLanguages: Dwarven, Elven, Jannti, Orc, and Terran.

    Favored Class: Matrud. A multiclass sandstormhalfling's matrud class does not count whendetermining whether she takes an experience pointpenalty for multiclassing.

    Jannlings (half-janni)

    Jannlings are the offspring of a union between a janni and ahuman. They possess some of their genie parents larger-than-life personality as well as some magical abilities.

    Physical Description: At first glance, a jannling may appearto be fully human, albeit a particularly impressive specimen,tall and attractive. However, the little details perhaps tooarched of an eyebrow, an odd color of eye, or an oddbirthmark on the cheek tell even the most oblivious observerthat theyre dealing with someone more than human here.And once they open their mouths to speak

    Relations: Jannlings are part genie. Therefore theyre simplybetter than other races. That isnt a statement of pride orarrogance for a jannling; its simple fact. Genies are higher inthe pecking order than mere mortals, and half-genies are astep up above the normal people.

    Of course, most non-jannlings see this as boasting, and reactnegatively toward any jannling who voices this plain fact of thecosmos. Its not that the jannling dislikes people of other races.In fact, he likely cherishes his human relations and looksfavorably upon all the other mortals. Is it not the way ofgeniekind to grant boons to mortals they favor, after all?Indeed, if not for genie kindness, the jannling would not evenexist. Therefore, jannlings have an obligation to be kind, eventolerant, to the lower races.

    Alignment: Jannlings are usually neutral of some kind,although they will be neutral good, neutral evil, chaoticneutral, or lawful neutral as suits each ones individualpersonality.

    Religion: Jannlings usually find it hard to take religionseriously, and thus very few are ordered priests, mystics,kahins, or farisans. After all, the gods are meant for mortals toworship, and for genies to respect. As a half-genie, a jannlingshould show proper deference to the gods, but need notworship one in the single-minded way of the morals. This leadsmany jannlings to follow the Temple of Ten Thousand Gods.

    Adventurers: Jannlings become adventurers because theycan. Theyre big, theyre powerful, theyre boisterous, andtheyre at least as impressed as with themselves as everyoneelse is. Their genie blood makes them great sahers, but theyare often found as desert riders, saluks, or corsairs. Very fewhave the patience to become viziers, province mages, or fakirs.

    Racial Abilities: Jannlings have the following racial traits:

    +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 isotherwise like normal sight, and a jannling canfunction just fine with no light at all.

    Change Size (Sp): Twice per day, a jannling canmake itself larger or smaller. This works just like anenlarge person or reduce person spell (the jannlingchooses when using the ability), except that theability can work on the jannling. This effect lasts forone minute per character level of the jannling.

    Elemental Endurance (Ex): Jannlings can survive onthe Elemental Planes of Air, Earth, Fire, or Water forup to 48 hours. Failure to return to the Material Plane

  • AQ 3.5: Races of Zakhara

    - 7 -

    before that time expires causes a jannling to take 1point of damage per additional hour spent on theelemental plane, until it dies or returns to theMaterial Plane.

    Automatic Languages: Midani and Jannti. BonusLanguages: Abyssal, Aquan, Auran, Celestial, Ignan,Infernal, and Terran.

    Favored Class: Saher. A jannling's saher class doesnot count when determining whether she takes anexperience penalty for multiclassing.

    Level Adjustment: +1.

    Cat KheriThree thousand years ago, the human empire of Sakham ruledthe lands south of whats now known as the High Desert.Their empire lasted for two thousand years, and they wereprosperous and strong, blessed by their gods with good fortuneand victory over all enemies.

    The people of Sakham petitioned their gods for servants, slaveswho would fight their wars for them and increase the power oftheir empire; the citizens of Sakham would reap the benefitswithout risking their own death in battle. The gods consideredthis, and then granted the Sakhamis a gift of four races thekher. The kher would serve the people of Sakham as long asthey remembered that all victory came only from the godsthemselves; to this end, each kheri race wore the face of one ofthe greater gods of the Sakhami.

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

    Today, the Sakhami empire is no more, and in fact, no tracecan be found of descendants of the people of Sakham. Onlytheir forsaken temples and gigantic pyramid tombs remain and the kher. Servitor races without masters, whose gods haveapparently abandoned the Land of Fate, they wander fromplace to place in small bands called companies, working asmercenaries and living among the other races of Zakhara.

    Physical Description: Cat kher appear to be normalhumans, save that their heads are those of domesticated cats(albeit a size proportional to the rest of their form) and theirhands have cat-like claws. They are not furry from theneck down, they look like any human being. Their skin coloris usually dark brown, and the fur on their heads can matchany normal cat breed.

    Relations: Cat kher are secretive, even among other kher.They will form companies as kheri do, traveling together, butwill always remain somewhat aloof with their companions.

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

    Religion: Abandoned by the gods of Sakham who createdthem as a servant race, all kher are dubious of the gods andalmost universally reject the enlightened gods. A few cat kherfollow savage gods from distant Nog and Kadar, such as Kigathe Predator.

    Adventurers: Cat kher are spies because thats what theyremade to be. Most simply cant help it; their entire race wasdesigned to ferret out information through stealth and guile.Cat kher are most commonly saluks, although some maybecome fighters or even viziers.

    Racial Abilities: Cat kher have the following racial traits:

    +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 isotherwise like normal sight, and cat Kheri canfunction just fine with no light at all.

    Natural weaponry: A cat Kheri can make two clawattacks at -2 for 1d3 damage each (plus 1/2 Strengthbonus) and one bite attack at -5 for 1d2 damage (plus1/2 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 asDruidic).

    Favored Class: Sa'luk. A cat Kheri's saluk class doesnot count when determining whether she takes anexperience penalty for multiclassing.

    Falcon KheriThe second race of kher have the heads of falcons, and werescouts and archers in the armies of Sakham. They have anatural tendency to take the leader roles in kheri companies.

    Physical Description: Falcon kher appear to be normalhumans, save that their heads are those of falcons (albeit a sizeproportional to the rest of their form) and their hands havebird-like talons. They are not avians from the neck down,they look like any human being. Their skin color is usuallydark brown, and the feathers on their heads are typical brownor golden.

    Relations: Falcon kher are the most outgoing of the kheriraces, and often serve as negotiators when dealing with non-kheri.

    Alignment: Most falcon kher are neutral.

  • AQ 3.5: Races of Zakhara

    - 8 -

    Religion: Abandoned by the gods of Sakham who createdthem as a servant race, all kher are dubious of the gods andalmost universally reject the enlightened gods. A few falconkher follow Vataqatal the Warrior-Slave, but these are rare.

    Adventurers: Falcon kher are scouts because thats whattheyre made to be. Most simply cant help it; their entire racewas designed to be mounted archers and cavalry for aconquering army. Falcon kheri are most commonly desertriders, although some may become fighters or matruds.

    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 isotherwise like normal sight, and falcon Kheri canfunction just fine with no light at all.

    Natural weaponry: A falcon Kheri can make twoclaw attacks at -2 for 1d3 damage each (plus 1/2Strength bonus) and one bite attack at -5 for 1d2damage (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 asDruidic).

    Favored Class: Desert Rider. A falcon Kheri'sdesert rider class does not count when determiningwhether she takes an experience penalty formulticlassing.

    Ibis KheriIbis kheri were crafted to provide spell support for the armiesof Sakham, crushing the enemies of the empire with theirelemental magics. Ibis kheri are learned scholars with a martialbent, and they rely on their magical abilities far more thanphysical conflict.

    Physical Description: Ibis kher appear to be normal humans,save that their heads are those of ibises (albeit a sizeproportional to the rest of their form). They are not avians from the neck down, they look like any human being. Theirskin color is usually dark brown, and the feathers on theirheads are typical black or white.

    Relations: Ibis kher are quiet and dont mingle much withother races very often, although they will sometimes approachviziers or province mages outside of their race.

    Alignment: Most ibis kher are neutral.

    Religion: Abandoned by the gods of Sakham who createdthem as a servant race, all kher are dubious of the gods andalmost universally reject the enlightened gods. A few ibis kherare investigating the faith of Lotha, the spider-goddess of theburned elves, but its doubtful that anything will come of this.

    Adventurers: Ibis kher are mages because thats what theyremade to be. Most simply cant help it; their entire race wasdesigned to be arcane spellcasters supporting the armies ofSahkam. Ibis kher are most commonly province mages,although some may become viziers.

    Racial Abilities: Ibis Kher have the following racial traits:

    +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 isotherwise like normal sight, and ibis Kheri canfunction just fine with no light at all.

    Spell-like abilities: Ibis Kher with at least 11Intelligence may use the following spell-like abilitiesonce 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 ibisKheri is considered a human.

    Automatic Languages: Midani, Sakhamic. BonusLanguages: Any (other than secret languages, such asDruidic).

    Favored Class: Province Mage. An ibis Kheri'sprovince mage class does not count when determiningwhether she takes an experience penalty formulticlassing.

    Jackal KheriThe gods of Sakham created the jackal kher to be shocktroopers front-line infantry who swarmed over theoppositions defenses in teeming waves of dog-headed soldiers.

    Physical Description: Jackal kher appear to be normalhumans, save that their heads are those of jackals (albeit a sizeproportional to the rest of their form) and their hands havesharp claws instead of fingernails. They are not furry fromthe neck down, they look like any human being. Their skincolor is usually dark brown, and the fur on their heads istypically black or dark brown.

    Relations: The average jackal kheri is somewhat fatalistic,knowing that hes likely to be the first to die in his company ofkher. This enforces his tendency to bond with other jackalkher to the exclusion of other races.

  • AQ 3.5: Races of Zakhara

    - 9 -

    Alignment: Most jackal kher are neutral.

    Religion: Abandoned by the gods of Sakham who createdthem as a servant race, all kher are dubious of the gods andalmost universally reject the enlightened gods. A few jackalkher have cautiously turned toward Vataqatal the Warrior-Slave, but they are concerned about being dominated by yetanother god.

    Adventurers: Jackal kher are soldiers because thats whattheyre made to be. Most simply cant help it; their entire racewas designed to be on the front line, waging battle against theenemies of Sakham and bringing their heads back on pikes.Jackal kher are most commonly fighters, although some maybecome 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 isotherwise like normal sight, and jackal Kheri canfunction just fine with no light at all.

    Natural weaponry: A jackal Kheri can make twoclaw attacks at -2 for 1d3 damage each (plus 1/2Strength bonus) and one bite attack at -5 for 1d2damage (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 asDruidic).

    Favored Class: Fighter. A jackal Kheri's fighter classdoes not count when determining whether she takesan experience penalty for multiclassing.