Rahi Kha, The Desert Junction. Homebrew campaign setting. Need input! *Fixed links.


Homebrew and House Rules


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Community! Hello all, I need help with a project that i'm undertaking that's been in the works for a second. I've been DMing for sometime and prefer pathfinder/3.5, mostly pathfinder but sometimes take/convert some stuff from 3.5 stuff. Any who, my game is going to be taking place in a world that I've got sort of a base skeleton for but need help with balance and fleshing out certain aspect and niceties. Of course all critiques and suggestions are very welcome!

My world is known as Rahi Kha, a treacherous and taxing desert world that's lethal to even the most seasoned adventurers. Survival and resource management are going to be dominating themes of this setting. Not only is this world an unforgiving wasteland but also a planar junction, a world that overlaps with other worlds. Constantly shifting, since most of the environment is dominated by sand and sand dunes, Rahi Kha unearths other worlds/ dimensions/ portals with the changing of the sands. As a dune moves with the ebb of the winds they may reveal or bury these planar phenomena. These manifestations vary wildly from a crumbling pyramid long forgotten, a door leading to a foreign realm, statues of dead gods, a blooming forest, a pocket dimension, etc. The possibilities are near limitless, I want to make it near ethereal plane/ almost dream plane esque ( but a little more substantial) similar in ways.

The races of the waste have largely become nomadic cultures, having to travel because of the chaos of the shifting sands. Only a few areas remain stable and consistent for whatever mysterious reason. These areas have been coveted and fought over ages past by multiple factions/races/cultures, often shifting hands as often as the desert shifts.

Rahi Kha society is largely governed by the Great Gems Divine, Ruby, Emerald, Sapphire, Diamond, and Topaz, all gods that have granted their powers and favor to chosen houses, creating the Great Gem Houses; The Ruby Tyrants, The Emerald Abundance, The Sapphire Seers, The Diamond Innovators, The Topaz endured. 5 great houses that hold sway over different facets and aspects of Rahi Kha. Other than the Sapphire Seers you are born into a house. Being born in a Great Gem House manifests as an intricate arcane birthmark/ tattoo that looks like flecks of whatever gemstone house they belong to, the more bright and vibrant the flecks are the more powerful the tie to that specific Great Gem Divine ( i'm thinking people with really ancient ties or powerful blood might actually have colored eyes or hair maybe, thoughts?) The Gem house hold sway over many ancient powers in the land, essential laws and tools that preside over the vast waste that is Rahi Kha. A little more on the Houses:

Ruby- a extremely militant house directly tied to Saurians, only a few human Arkaried manifest the Ruby traits. this house has the largest and most powerful army. The main host operates out of the Blood Stone Archipelago, of the 4 floating islands that comprise the archipelago, they have one island all to themselves. The Ruby Tyrants holy creed and mandate is domination and conquest. They claim that the Planar shifts treasures are their god given rights and any who scavenge the waste land without their permission will be hunted and then either enslaved or executed, or worse. Being an Lawful Evil house, the Ruby Tyrants have many laws and mandates that they impose upon the world, think of them as bloodthirsty bureaucrats. Their Handlers sell contracts to adventures to recover "their" treasures from the wastes. The Ruby Tyrants have holy mercenaries for hire, as well as slaves, and weapons/ armor for sale.

Sapphire- The Sapphire House is an odd duck among the other families; whereas they don't provide a physical services or militant power, they provide a divination ability that is unparalleled and vital to the scavenger of the wastes. This all female house can predict when and where the sands will spit out portals, they can tell how long its going to be there, and what possibly might be gained from the venture. They are also adept in long distance communication and remote sensing. This is the only house that the inhabitants aren't born into, the women of the Sapphire House are tested and trained into Seers. These women hold court at Heavens Tower.

Diamond-Favoring wits and intellect above all other, the Diamond House is a house of innovators and thinkers. This crafty house is one of the only contributors actually making products in Rahi Kha. This ingenious house observes, deconstructs, and then applies the planar items and things they are exposed to into making new things for their world. They take simple things from another world and make something new and functional for theirs. The Diamond House is mostly comprised of Entobians and a few humans. The members of the house strive to make a lasting economy based on a steady stream of products. This house is credited for inventing the sand skiffs, protection suits, sleep safe nests, planar anchors, and much more. The Diamond Innovators have largely based themselves out of what they call the Hollow. A Ginormous burnt out tree, that's massive stump serves as home to their marvelous inventions. Those that Rahi Kha has seen, and others that they haven't, The Diamond house keeps their technological secrets under wraps.

Emerald- The Emerald House is the most diverse and wide spread of he families. Comprised of almost every race, the other houses undermine them by calling them mutts and lowborn. The Emerald House capitalizes off common trade, passing the other families with their superior networking and information gathering abilities. The Emerald House also has monopoly and surplus off game, grain, and produce. Their means of acquiring such things still remains a mystery to the other houses. The Emerald House is based out of the Pyramid Gardens, a lush filled pyramid covered with plant life.

Topaz- The Topaz House initiates and upholds what the desert stands for: change. House Topaz is comprised of holy men, naturalists, and others that hold the waste in either high or religious esteem. The Topaz House is also known as the "dowsers" and have an almost supernatural sense for finding water. While they provide an essential commodity for the denizens of Rahim Khan, the Topaz House often finds themselves at odds with the other families and general populace. The Topaz House believes that that shifting planar sands is a phenomena that needs to be revered- not scavenged. While different sects of this family observes and enforces these beliefs to different extremes, one can always know they'll be somewhat hostile to "scavengers" This house is mostly comprised of the elemental's.

RACES ( Note I will be linking races and such from the pfsrd, but I will only be using parts, I will note changes both stat, culturally, and physical appearance wise.)

The adaptable and tenacious humans, surviving by their means of trades,guts, and will. The primordial but quite noble Saurians, thousands of years old, coveting lineage and ancient power. The three elemental's, Ifrit (fire), Oread (earth), and Sylph (air). All physically come from the land itself only gaining corporeal form after time. They are bonded to the desert like no other race, they are naturalist and nomads. The Dwarfs ( Complete overhaul) are animal like and savage. Cannibal barbarians, who as friend can be strong allies, but as enemy's viscous predators. The inquisitive and forward thinking Entobians, a race of insect like creatures that believe in one's place in society, every one as a cog of a machine if you will. A supremely innovative and industrious race. And lastly the Strix, a flying devil looking race that tend to be vessels ( unwillingly or willingly) for demons of the dunes (djin like beings, think daedra sort of from ElderScrolls, that preside over different domains and such, function like demi gods.) They gravitate to their shrines and like bats, roost.

Humans:As in any setting the humans of this worlds are diverse and adaptable, however 3 main cultures and aesthetic persist among the humans. Humans are going to be the only race without any physiological defenses against the unnaturally hostile desert climate. I wanted to highlight that they in fact are human and naturally more fragile than the other races but also able to acclimate in a variety of fashions; the Arkaried through superior travel and beasts of burden/speed, the Kisana with superior connections and marketing abilities (thus possible patchwork and cheap supplies), and lastly the Safeer with a almost supernatural sense for scouting and protecting possible camps and rest stops for travelers of the wastes.

1. An Arabian desert horse lord culture. These Humans are known for their pride in their powerful steeds, knowledge in rearing different breeds, and martial horseback prowess. Lets call them Arakeid They are physically identified by their tall and slender stature,but long narrow noses, and curly hair.The men generally wear keffiyehs Keffiyeh to shield themselves from the sun and either Izaar Izar or Sirwals Sirwal for pants, generally going shirtless. The women wear Hijabs [/url], while the richer women wore gem and lace incrusted Tantours. [url=http://en.wikipedia.org/wiki/Tantour]Tantour

More on the Arkaried: These humans, I think, will be more war like than either the Kisana or Safeer. I don't however want to go the obvious route of a Mongolian- esque horde scene. What I'm thinking is that they will actually be the supposed nobles out of the three human cultures. I picture a court ( not your typical inside a castle) outside where the noble men and women are upon different horses, magnificently styled in fantastic fashion's such as dyed skins and hair, eye's bred to be crazy colors, different adornments and accessories, trending hair styles, etc. I'm thinking not a single king, but rather princes of "Harras's" ( large groups). I need help on the pecking order of thing tho, like should it be a blood thing or who's most powerful thing? I don't want to make them to the brutish Mongolian type, but like i said I want them to be more of a war like culture than the others. (Can anyone help think of a blend of the two or something else as good.) Anyway, I'm going to make their society have the finest horse/ camel/ beast of burden breeders known to Rhai Kha. Such as certain breeds of theirs will take half the food and water of an animal it's same size ( which is a big deal in a world where food/water resource management is harsh.), or the ability to haul more with better endurance, and of course speed. I'm also going to make the Arkaried breed a magical animal of sorts, which is pretty crucial to their lives; a blend of a horse and a camel with the ability to grant similar camel like water retention to the rider, but only a rider who's bonded with the beast. I'm not completely sure visually, thoughts? But in the end what they embody is pride in your tools ( weapons, steeds, and such), honor your blood ( your family ), serve your kingdom ( bring glory to the Arkaried)

2. An Indian bazaar culture. A large conglomeration of merchants, dealing in spices, silks, oddities, and entertainments. A large peasant and artisan class, this group is the majority of the humans. Lets call them the Kisana. They are physically identified by their thick numerous coarse hair, and darkest skin color out of the humans. The Kisana men usually dress in loose fitting linen robes and silks, with turbans, bangles, and ornately woven and dyed sandals (depending on your status). While the women wear saris and gagra cholis Clothes of intricate design, even the poorest woman has an interesting one.

More on the Kisana: Much more adaptive than the other two Human types. Kisana human culture is largely based around caravans, travel, and trade thus the community it creates. Large groups of Kisana ban together to form groups of merchants/tradesmen and their families. While the Kisana are a very close knit people they are very amicable and open to other cultures and peoples. Kisana have a gift for languages, and have good ears for differentiating accents. Kisana also are very shrewd, while welcoming to outsiders Kisana, as children, are taught a game of lies and truths; this game is meant to teach a lesson and a practiced skill, honing ones ability to discern truth from fiction. These practices help them in their ability to haggle and read peoples intentions. Kisana are also taught that when hands are idle they are being wasted. The children are taught very young to hone some sort of good that can be sold and traded, also to appraise the craftsmanship of others.

3. A Moroccan culture that is a bit more secluded than the other humans,they are famed for their sling warriors, ability to find and both protect and obscure shelters, and seemingly capricious taboos, which in fact are an intricate and ancient laws of hospitality. Let's call them the Safeer. Physically they are identified by their strictly shaven heads (men and women), copper skin, and varying shades of grey eyes, and smallest statures of the human. Both the men and women wear the unisex djellaba Djellaba, having the qob hat to protect them from the winds. Both the men and women also wear balghas,Balgha soft leather slippers with no heel for the men while the women (it varies) can have heeled ones as high as 5 inches. The men where fezzes upon their heads at times of celebration.

More on the Safeer: much more secretive and spread out than the other two human kinds, the Safeer, or the Children of Sanctuary have a quite remarkable ability to find safe spots in the wastes. Whether that's a campsite for a night or a hidden shelter for years. The Safeer abide by an old, complex, and sacred set of rules around hospitality and hosting the wretched/lost/sick/poor/injured of the wastes for a time. For an outsiders to even have found an oasis of the Safeer grants audience, but from there a ritual of greeting begins. If things are botched with either aggression/ rudeness/ or disrespect for the land or the sanctuary than the Safeer disappear and it's near impossible to find their shelter. Once granted entrance a series of hosting rituals continue. The Safeer are talented at creating structures that not only blend in but also are integrated into the environment. They also have a knack for finding water sources, building upon them and protecting them fiercely. Some Safeer, ( sacrilegious to other Safeer) actually build hidden bungalows and hotels, renting out for coin. It's to be noted the traditional Safeer's hosting ritual is not just custom, it's actually an ancient ley lines magic that protects and hides those inside that have agreed to and participated in the ritual.

More on other races/cultures later.


Race Continued...

Saurian: The wise and ancient Saurians have formed a society with culture long before the humans were evolved enough to stand up and reason. Before the elemental's started gaining corporeal humanoid form, forming shamanistic tribes that wander without any inclination to make a lasting institution. Long before the swarm of mouth's hatched from the Mound, releasing the Dwarven plague upon the already wretched denizens of Rahi Kha. The Saurians scaled hand's hold the reigns of Rahi Kha, and their ancient houses have ruled for thousands of years. Somewhat begrudgingly the Saurians have within the past 500 years started to mingle with the other civilized races of the world. They, a society as a whole, value their ancient lines and blood more than anything else; thus the other races are seen as either inferior, lowborn, or savage. This drives much of their ambitions and actions as Saurians feel have much to prove as the "dominant" race. Their bloodthirsty savagery that's neatly executed with practiced measure is deeply rooted in their very proud, ancient and violent culture. Their iron fists are the order for the chaotic wastes whether the other races want it or not.

Physical Description: Saurians are generally taller than humans, both male and females at an average of 6'3 being slightly bulkier as well. Saurians are covered in scales varying in desert colors from dusty oranges, browns,yellows, to reds, and muted greens. The big difference between the image below and my Saurians is that a saurian's face is going to look like a variety of different dinosaurs. Thus far i'm allowing Tyrannosaurs Rex, velociraptor, pterodactyl, dilophosaurus, triceratops, ankylosaurus. Choosing a different one doesn't affect stats just aesthetic. I've decided that in some way's the fashion and to a little degree the culture of the Saurians will be a little Egyptian based. Much of the fashion of Saurian society is jagged, sharp, dangerous looking but also quite fashionable and stylish. The Saurians dress in many brass and copper pieces, creating extravagant metal fashion, they also have an affinity for leathers and headdresses.

Society: being hatched starts a world of troubles for a Saurian born to a noble house. As babes are not brought into the world often, their coming is often opportunity for an ancient grudge or vendetta to be carried out. If the hatchling manages to avoid the myriad of house assassins then it still has the possibility of disappointing it's own clan, not meeting their expectations, thus killing it themselves. If a saurian makes it out of it's tutored day's it usually becomes a scion no matter the position its in, as it is a living representation of an ancient race and history. Even though the ancient houses of Saurians plot and scheme the demise and undermining of other Saurian houses they see the spilling of a Saurians blood by a lesser being, i.e the other races, a grievous affront. Saurians see power as measure of self worth; challenging family members to duels is common and is used as a means to assert ones political status over another. Duels often end in death, but establish who's the patriarch or matriarch of the house. Over all houses however is the King Lizard, a saurian that commands the royal army and the most powerful blood connection to the Great Ruby Divine. He is in fact a worshiped figure, a demi god of sorts. Once every 20 years he invokes a pilgrimage that puts all Saurians in a trance like state where they in masses travel to a volcanic crag that glitters with flecks of ruby. Similar to the trance that drives them to the volcano every Saurian learns a meditative state that connects them to their more primordial self, invoking a heightened state. This state, although enhancing them, makes them more aggressive, making them have to resist violence and domination. Think of it as a literal "manifest destiny" state. While bloodthirsty the Saurians ambition has also led them into academic and artistic pursuits. Saurians hold their poets in high esteem as often they are lore and legend keepers, history being important to their society. And their painters often capture the excellence of their societal dominance and the beauty of their brutality. Like Dragons hording gold, Saurians horde books. As mentioned before power is very important to Saurians and they know knowledge is a powerful source. The Saurians library's know no rival as no one has been around enough to witness the Wastes and the world as long as the Saurians have. They have observed the most planar phenomena and cataloged much in their massive collections.

Relations: Saurians know that the other races can not help themselves and must be guided by the strong hand of their older and wiser superiors. They have witnessed the desecration of the desert and know that without their help the other races would perish. Slavery is thus a viable option, as slaves are in much better hands under the protection of the Saurian masters. Not all Saurians practice slave ownership but it is deeply ingrained within their culture. Humans are seen with modest disdain, but a few Saurians believe some are strong or guileful enough to hold company with. The Arkaried humans are held in higher esteem as some of them manifest the Ruby Tyrants blood. Elemental's are viewed as temperamental transients who's love for the chaotic wastes is seen as cumbersome and counter productive to forming a civilization. Entobians are viewed as too altruistic and their technological advancements unnerve the Saurians as they root their power in the past. The Dwarfs are seen as junkyard dogs at best. And the Strix are openly hunted by Saurian society as they are taken as trophy's, their parts, horns, wings, heads, ect. are used in aphrodisiac potions or made into wall adornments.

Alignment and Religion: Saurians are ruthless and ambitious, yet respect institutions. Most are Lawful Evil, as their main god, The Ruby Divine, is LE as well.

Adventurers: Unless in a bureaucratic or political position most Saurians feel they need to establish their dominance in a physical or magical sense. Any Saurian that travels wishes to grow in power so that once it returns among other Saurians they may bask in his new found resplendence. Saurians seek new weapons, spells, knowledge, or favor. Anything to distinguish its self from its other scalemates.

( DISCLAIMER: I've bumped all races up to advanced, specifically they are all in the 15-19 RP area. So they are all stronger yes, but i make my encounter tough :D) making races

RACIAL TRAITS:

Ability Score: Saurians are both intuitive and knowledgeable, but lack subtleties for charm and often butt heads with others. They gain +2 intelligence, +2 wisdom, - 4 charisma.
Size[/b: medium
Languages: Saurians speak Saurish and trade tongue.
[b]Nobel Bearings
: Saurians gain a +2 to Knowledge Nobility and it is always a class skill.
Desert Runner: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Natural Armor: Saurians gain a +2 natural armor bonus due to their touch scales.
Primordial Frenzy: as the racial trait Frenzy except instead of a +2 to str/con its a +2 to any stat, but only one also +1 to all saves. You still get the -2 to AC and the duration is still a minute.
Dinosaur empathy: Saurians have a deep connection with dinosaurs and their ilk, thus they have a natural empathy with them. A Saurian may use Wild empathy on Reptiles and Dinosaurs as the Druid class feature, but instead uses her strength score in place of her charisma score.
Low light vision

Example of a Saurian


The Elemental's, Ifrit (fire), Oread (earth), and Sylph (air) : While all the Elemental's vary and are quite different their culture is shared between the three. While Ifrit are hot heads, Oread stoic, and Sylphs flighty, they all understand that their unity as a people is vital to their existence. Much like the Wastes sand, sun, and desert wind work in conjunction to form a ecosystem, the elemental's work together to from a stronger and more spiritual community. The Desert is their temple, mother, and provider it's reverence and sanctity are paramount. Those that disrespect or damage the land have the wrath of the elements to hear from.

Ifrit[/b]
[url=http://www.d20pfsrd.com/races/other-races/featured-races/arg-oread] Oread

Sylph

Physical Description: same as the original race describes. The difference is the garb and clothes of the elemental's, i'm basing it off of Australian aboriginal tribes with the add on that the Ifrit have an ifinity for coyote and wolf pelts also using their skulls and bones in their fashion, the Oread have a liking to Oryx/ desert deer pelts, horns, and bones, and the Sylph obviously take to desert birds feathers and bones. Their weapons and armor are exotic things like bolas and boomerangs, totem spears, and battle poi.

Society: The Elemental's are not born or hatched, but formed from the essence of the land itself, becoming corporeal Ifrit, Oread, or Sylph under the care and nurturing of the "Care Takers". When they gain form all Elemental's are Male, they remain this way unless the undertake the birthing rites, which is an experience that transforms them into a woman, allowing them to become a Care Taker. Becoming a Care Taker is a great responsibility and is a taxing and painful experience, not all Elemental's survive the process. Those that do are reborn more wise and in tune with the world. They become leaders and shepherds of their people, leading their holy natural rites, and sacred desert pilgrimages. The Men are often more like the elements at their most volatile: a scorching fire, a slashing sand storm, or a howling desert wind, while the women more so represent the bounty and habitation of the Desert: a warm hearth, a cave for shelter, or a breeze of relief on a hot day. The men will be impetuous, headstrong, and wild. While the women patient, harmony driven, and wise. Their whole culture is nomadic relying on hunting and gathering. They thank the land and their hunt when they make a kill, and use every part. The Elemental's are incredibly resilient and have adapted with the little the Wastes have to offer. Within their culture song is an important part of the harmony they wish to achieve with the world around them, they use at a means to meld with the world. The Ifrit carry portable pyrophones pyrophones that blaze with musical combustion, while the Oread use a special spear called a "Tuning Fork" that is struck on rock so the vibrations can make the stones sing, and the Sylph use boomerangs of different sizes that have different shaped holes that whistle and whine in the wind. Tribes are not united and often don't interact or encounter one another, they have a loose power structure with the women as shaman offering council/advice/spiritual guidance.

Relations: Wandering tribes of Elemental's that encounter other races are often wary and reluctant to even engage or approach. Unless they are protecting a sacred area that is, a place of power in nature or an important geographical feature, then they warn the intruders to leave and leave now. If the trespassers ignore or attack then their is no mercy. Obviously this often strains the relations with other races. The Elemental's are often horrified and enraged by the actions of the other races; the trampling of life and habitat, strip mining the land, polluting the air with the smog of industry. All make them hurt with the land. So they often are xenophobic and naturally suspicious of outsiders. Those that have met with a tribe on peaceful terms still often come to odds as usually the Elemental's don't use or carry coin, they deal in goods. Some Humans have shown to be mindful and co habitable with the world, but their kind breeds like a desert hare, that means more and more resources will be used, with more and more monstrous mean to obtain them. They spell an Ecological disaster which very much frightens them. Although Dwarfs breed like mad as well, they are too barbarous and brutish to create, let alone evolve industry, they can be dealt with like any other beast. The Saurians sit high above on their ancient thrones and pay little attention to the tribes, and the tribes like to think as little of the Saurians as possible. They now them to be the cruelest beast of the Badlands, and try to avoid their machinations. Entobians hustle and bustle, machines, and unwillingness to make due with what they have makes them want to cry. The Strix are seen as allies to the Elemental's as their possession by the demons and Djinn Lords of the Dunes often co aligns interest and motives of the two peoples. Strix are sometime consulted in supernatural crisis.

Alignment and Religion: Most are Chaotic Neutral, Lawful Neutral, or True Neutral. While they often worship either the Great Topaz Divine, a nature god of survival, or the 3 Sisters the Elemental's very own goddess.

Adventurers: Although they are rare, Elemental adventurers often travel to seek aid for their tribe. Sometimes however one becomes an adventurer because they've been exiled or banished. In Either case, they use the opportunity to explore new land and witness the natural world. Elemental's are often Druids, Shaman, and Rangers.

Racial Traits

Ability scores: Ifrit are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
Oreads are strong, solid, stable, and stoic. They gain +2 Strength, +2 Wisdom, and –2 Charisma.
Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Type: Sylphs are outsiders with the native subtype.
Size: Medium
Languages: All have a unifying language that is a mix of Ignan, Auran, and Terran. Also, of course, the Ifrit speak Ignan, Oread Terran, and the Sylph Auran.
Elemental affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.
Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain use their domain powers and spells at +1 caster level.
Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Empowered strike: 1 per day a Elemntal may discharge energy in its attacks. They can give their weapon the Flaming, Shocking, or Corrosive enchantment for 1 round.
Desert Runner: +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Tribal Weapons:Ifrit gain proficiency with battle poi, Oreads with a modified totem spear called tuning fork, and Sylph boomerangs and bolas.


Race Continued

Entobian: Much like ants entobians have a strong sense of self sacrifice and putting the colony first over ones self. This has helped establish their race as the technological savants, the producers of machines, as they are honed from birth to their jobs. Their big ideas, while non linear and hard to follow by others, always pay off with the end product. Travelers of Rahi Kahs treacherous Badlands are no stranger to Entobian made products and machines. Merchants rely on their sand skiffs for trade routes, most salvagers/adventurers have a Safe Suit which protects them if they get caught out in a sand storm, and their most most expensive, temperamental, but amazing device, the Planar Foothold which temporarily stabilize the planar space of an otherwise unstable planar area. The sky's the limit with Entobians technological achievements and they strive to make Rahi Kha a more habitable world.

Entobian

Physical Description: Pretty much as the picture and entry description depict, the difference is that the colors aren't going to be so vibrant and loud. And also their mid leg is not sharp so it is not used offensively, just in movement. Entobians that live in a hive don't wear clothes unless they've earned them. Through whatever field of work that they do an Entobian that distinguishes themselves earns clothing, 1 piece at a time, through out their lives. The style of dress is very cowboy/ western as they wear big brimmed hats, bonnets, pioneer dresses, boots, chaps, capes, decorative lenses, doublets, ect, and it only helps that they invented guns :D

Society:After the moment their hatched Entobians are handed whatever tool they will use for the job that has been selected for them. They are placed into a dorm with other Entobians that share the same occupation, and for a year they learn to be come experts of their field. As well as good citizens that uphold the Hives welfare and strive to bring others up, as the synergy of many changes history. They have no father or mother, but an assigned councilor who over see's a group, providing advice on all matter of affairs. After their first year Entobians are fully grown and given a choice. They may stay and continue with their studies/work at the hive, or they go out into the world and explore. If they choose to leave then they are given a year to wander and experience the world. At the end of this year they make the decision if they wish to return, if not, they may never return to living as a citizen of the hive. Department heads of different fields are the authority of the hives, sharing equal power, democratically voting on foreign/internal affairs.

Relations: All travelers know entobians as friends as they use their products to survive. The Saurians see their uses and the Entobians respect the Saurians thirst for knowledge but their dated ways and use of that knowledge is frustrating. Humans are on great terms with entobians as they like to create and trade as well. The Dwarves are a constant thorn in Entobians sides as they run into them routinely in their salvage runs which are they are their means for their economy. Also some Dwarves have the ability to eat though metal, creating an inventor or a maintenance persons worst nightmare. The Elementals are traditional naturalist, the complete opposite of the tech monkey entobians- this often brings the two parties to blows. Lastly the Entobians find the Strix utterly fascinating as their planar/possession sensitivity is a thing of wonder to the inquisitive bugs, although somewhat unnerving.

Alignment and Religion: Most often Lawful or Neutral Good, Entobians altruistic attitude and sense of duty is hard to shake. They most often worship The Great Diamond Divine, as it is the god of industry, evolution, and information.

Adventurers: Those that never return home are the Entobian adventurers. They tend to be Alchemist, Tinkerers, Gunslingers.

Racial Traits: Entobians are both forward thinking and nimble, but small worm like bodies lack physical power. They receive a +2 Intelligence and a +2 Dexterity and a -2 Strength.
Small: Entobians are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast Speed: Because of their extra set of legs Entobians move faster than creatures of their size. They have a base movement of 30ft.
Mechanical Genius: At first level,Entobians gain 2 additional skill ranks and a +2 racial bonus to skill rolls which they must apply to two of the following: Knowledge (engineering), Profession (engineering), Craft (any), Disable Device, or Use Magical Device. These skills are always considered class skills for a Entobian.
Desert Runner: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Insect Mind: Entobians because of their alien like brains receive a +2 against enchantment effects.
Expedient Work: Because they spend all their lives repairing and making things, Entobians craft things 10% faster.

Dwarf: Eat, tear, chew, swallow.Like locouts that come and devour a field, Dwarves are a plague on the other races. Most no nothing but savagery, although their are a few that are civilized or intelligent enough to form lasting relationships or jobs. Even if they're civil,all Dwarves know The Hunger, a terrible feeling of hollowness that is only momentarily subdued by gorging oneself. They are animal and barbaric and eating is everything. A curse upon Rahi Kha.

Physical Description: Pretty much the same as a standard dwarf with the difference that their head and jaws are enlarged as well as their teeth which are huge, strong, and flat. While the clothes they wear is patchwork leftovers of the dead.

Society: Dwarves are new to Rahi Kha, only recently arriving to this world about 100 years ago. Long before that a Leviathan World Snake's carcass had washed up in a planar shift. For hundreds of years families of Dwarves lived and died within the beast, parasite communities, eating it's flesh gaining sustenance from it. It was their God and life source. After it was finally devoured the Dwarves no longer had a home or a food source. They were disoriented by the world around them being used to a comforting bloody enclosure. They felt that everything they knew was no longer and their god had cursed them. They encountered the first other beings eventually, witnessing them conquering and surviving their surroundings, and they knew that they must devour them to learn their methods. Consume them and consume their experience. They knew their god would agree and thus seek intelligent life to eat. Eat your own as well as an honor to them, they no longer hunger and would want you to be satiated. Dwarves are born to a mother by chewing through her stomach and eating her alive, this is a final sacrifice from the mother to her pups. Female Dwarves that genetically can't grow beards are unable to bear children and thus roam and raid like the others.

Relations : Dwarves are a blight. Unless known individually most other races view them as animals, and the Dwarves do not care as they are prey.

Alignment and Religion: Chaotic and chaotic, anything on the chaotic spectrum. Their god is actually a Demon of the Dunes, The Great Devour, A great dune with multiple mouths and jaws.

Adventurers: Dwarves that break out of their swam mentalities are often Barbarians, Fighters, Rangers.

Racial Traits

Ability Score: Dwarves are both hardy and strong while utterly animal like. They receive a +2 to strength and Constitution but a -4 to intelligence.
Burrow: Dwarves gain a burrowing speed of 20ft in sand.
Over sized Bite: Dwarves gain a natural bite attack that deals 1d6.
Desert Runner: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Carrion Sense: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Consume Dead: Dwarves may a number of times per day = to their con modifier consume a slain creature to heal itself = to the creatures HD + the Dwarfs level.

The Exchange

Nice.
dotting.

The Exchange

Any new stuff? 'Cause I want more, this is so cool.

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