The Khadisar
A warlike race of feline-hominids, the Khadisar have had numerous battles in which they were the aggressors throughout Dunia's history. Post-cataclysm, however, the Khadisar have been reduced in numbers to the point they cannot afford to project power or be the ones to initiate conflict, instead being made to live amongst some of the species that they had previously pushed to the brink. They are proud, intelligent, and fiercely independent. As godkin, they have a unique connection to the history of Dunia's pantheons, descending from the gods of Antiquity's greatest empire.
Species Features
Subspecies
Ap'Demakar - The descendants of Apedemak, a lion-headed patron god of war. The Demakar are the former rulers of the Khadisar empires of old. They are the most proud and their egos most easily wounded. They are able to conjure ethereal beasts that are leashed to them.
Baash'Tetisar - The descendants of Bastet, a cat-headed goddess famed for her protection from evil. The Baash'Tetisar, shortened to Baash or Teti, are able to cast Protection from Evil and Good.
Pa'Khedisar - The descendants of Pakhet, a patron hunting goddess that had the head of a Caracal. They are exceptionally stealthy and their settlements are found near the wadi, or oued.
Mafu'Detisar - The descendants of Mafdet, a protector goddess in the form of a Cheetah. Their subspecies name is sometimes shortened to Mafu or Deti. They can run faster than most and have innate poison resistance.
Adaptations
All Khadisar descend from one of several progenitor gods, but are all lumped into the same family as they are a combination of hominids and felids. Their felid ancestry stems from these gods, providing them with incredible agility, athleticism, and ambush instincts. Being largely desert-adjacent throughout their history, they also prefer to hunt during the early morning or during the late evening, as the ambient temperature hasn't reached dangerous levels. This helps with conservation of both energy and fluids. While they are obligate carnivores, they also don't shy away from other food sources, enhancing their dietary flexibility during times of extreme drought.
They cool off through evaporative exhalation but do not sweat, which limits their daytime activities, pushing them into nocturnal activity. Their blood vessels also dilate near their skin surface when they need to circulate heat away from their bodies when cooling is not an option. Their fur also provides insulation against extreme nighttime temperatures as well.
Some Khadisar also feature enlarged ears to help with auditory detection. Similar to canids, their elongated olfactory receptors help with detecting threats and prey by smell. Their eyesight is also well-adapted to nighttime conditions and they can absorb light in near pitch-black darkness as long as there is some ambient light. They have very pronounced lucidum tapetum in their eyes, giving off a reflective glow when their eyes hit the light a certain way, giving a somewhat otherworldly, predatory appearance.
Most of them have retractable claws in their hands and feet, and will use these natural weapons and tools to not only aid with grappling and tearing at foes, but also for use with climbing most surfaces. Their long tails also aid with balancing, and help recover their stance when knocked over or pushed around.
Culture
The Khadisar have a rich history, rife with inflicting pain on other, less powerful cultures and people, but also filled with failures. The Khadisar empire lasted for roughly 400 years during the Antiquity period, but after several missteps in rulers and just generally poor leadership, it wound up falling apart. Modern Khadisar culture is much more subdued, like a flickering candle when compared to a mighty roaring bonfire, but that is not to say that they are any less cunning or fierce. They have always had a history of looking down upon other species as inferior, probably a continuation of being literal descendants of the gods, but they shirked their stewardship of the world that the gods demanded of them and they paid the price, no longer receiving their blessings.
In a post-cataclysm world, the Khadisar are often found near the Oases, sharing their craftsmanship and aptitude for architecture, mathematics, and structural engineering that has persisted throughout their history. A lot of their craft eventually was adopted by the Shedari, the Taala-Rasa, and the Ishumari, eventually melding to the point that there was not much distinction amongst their designs. Despite this, they still maintain a strong individual identity and independent nature.
It is said that the Khadisar are very private about their inner thoughts and emotions, and only ever allow themselves to be emotionally vulnerable around other Khadisar of their same ancestry. One often wonders what dreams murmur beneath the visage of former gods and rulers. Exceptional members are often revered for their resilience, physical prowess, and restraint.
Architecture
Ancient Khadisar architecture was largely comprised of stonework, with different pigments applied to grooves inlaid in the masonry and stone pillars themselves. The materials used were mostly granite and sandstone, creating a rather uniform palette of colors once worn down, though Khadisar architecture encompasses multiple styles and influences. Large, flat surfaces of their temples were often inscribed with various pictographic symbols and phrases, along with carved reliefs of their different leaders or gods. The temples themselves were at one point adorned with gold-leaf, which was quickly melted and stolen after the Khadisar empire fell. Lapis lazuli was also used in great quantities in their decorations.
The overall forms of the structures were often trapezoidal with columnar supports and extrusions to outline the door structures, but all were highly angular and often gaudy in their purpose for the deceased Khadisar Kephris and Khamris vanities. A common motif for their mausoleums was a scale or balance with a symbol of the Khadisar's heart and another symbol of feathers.
As for the temples, there was often a pool of water in the center, meant as a reflection pool, kept still by the surrounding walls and reflecting the light of the illuminated statues during the peak of the day. During the moonlight hours, a supplementary magecraft lamp applied light in place of the sunlight. This created a somewhat tranquil space where the concept of the reflecting pool was meant to illustrate the spirit world, whereas the statue represented the living world. Offerings were often placed in a bronze bowl sitting at the correct height to make followers see this particular angle, possibly to reinforce reverence for the different Khadisar gods. The concept of the reflecting pool can be seen in a lot of modern architecture as well, but more often it is meant to illustrate a particular view that was purpose-built into the home or structure, a portal to the surrounding landscape or distant mountains.
Modern Khadisar architecture has some echoes of the empires of old, but is more often analogous to the rather cool, mosaic-inlaid stone buildings of the Shedari. Necessity begets similar designs, after all. Over time, the influence of both cultures' architects bled into one another, leading to a rather uniform design philosophy which can be clearly seen in Ksar-Khartoba's sprawling districts of stony buildings.
Technology
During Antiquity, the Khadisar made incredible achievements at the expense of others. Slave labor, indentured servitude, and numerous other facets of subduing other cultures brought about their empire's greatest achievements. They as a people were not entirely callous, but leadership often was.
They hired human Khaladim magewrights who devised numerous magical automatons, of which some remain operational to this day, prepared to execute their orders. They are most often found as temple guardians, built to defend offerings to the old Khadisar pantheon. The Khaladim were mostly human arcanists, who at some point or another had gone mad with the mathematics of magic stored in their minds, pioneering and engineering new and terrifying means of control.
The mathematics that these magewrights devised was superior to pretty much all analogues of the time and became the standard upon which most mathematics on Dunia were based.
Engineering geniuses with a penchant for cruelty and madness.
Somehow the constructs survived the magical fallout that the Cataclysm inflicted upon the world, most likely because they had lain dormant for so long that instead of overloading the magical inlays, it recharged them.
One such construct is the Mosaic Golem, which is actually more of an automated security system than anything else, really. Comprised of various geometric columns that either slot into the walls or the floors, the Mosaic Golem will assemble itself into a defensive wall and emit beams of dangerous light from their caps, not unlike a high powered laser or heat beam. When they fully arrange into a wall of 15 or more, they emit a wall of force that blocks all attacks. Usually they are operated by a control rod somewhere deeper in the ruins.
They devised moving platforms, traps, inscrutable puzzles and various other effects, but they also invented a host of magical artifacts which have been lost to time.
Another one of their golems is a sort of digitigrade metal construct, that as it loses its parts to damage or other means, becomes faster as it sheds its weight, but also increases its attack frequency. The Talas-Kashar Golems, they were called. Adorned with bronze banding and developing patina with age, the Talas-Kashar golems have survived multiple millenia even though their masters are long gone. Encountering one is dangerous, as they can fire from one of their arms a sort of force projectile that can displace opponents.
Some of these inventions survived over 5,000 years, even into the Cataclysm, where one would normally expect magic constructs to either stop functioning or self-destruct. A lot of the surviving examples were powered by a source separate from their frames.
Modern Khadisar inventions are a touch more sparse, but nonetheless important. Most of their contributions have been to the medical sciences and fields, as well as hydraulic extraction methods and gem-cutting.
Unique Vehicles
Fahdim 4x4
Description
An Armored Personnel Carrier with a minimum crew of 2, and a passenger capacity of 10, the Fahdim was employed as a peacekeeping vehicle during much of the second-to-last decade before the Cataclysm. It was co-designed by Khadisar and Shedari engineers with the intent of it being mostly used to protect VIPs. Its main draw and attracting factor was that it is lighter and cheaper to manufacture than other contemporary wheeled APCs in its class, while still maintaining similar amounts of protection. It handles desert biomes quite well and is air-conditioned. It is capable of equipping a 20mm autocannon or an anti tank rocket launcher, but does not come with one by default. Its secondary armaments often consist of one to three light machine guns as well.
Walid ATV
Description
A four-wheeled offroad vehicle designed for scouting and recreational activities, the Walid is a Khadisar design with extended range when compared to the Scrambler bike or other well-known dieselbikes. Its acceleration isn't as great but it is very difficult to lose control of or wipe out on.
Unique Weaponry
KAR-54 Muadin
Description
A pre-cataclysm assault rifle inspired by Armanov's D-47 (Which was phased out in favor of the D-74), it was an attempt by the Khadisar to nationalize the weapon design and nativize the firearms supply in the even that Northern Karrah could not supply sufficient licensed weaponry or worse, in the event that the Southern half of the continent went to war. It hits harder than the D-74 and uses a full powered rifle cartridge, granting it a slight edge in performance at long range over the D-74 as well as providing armor penetration. Its old age however means it's more difficult to modify.
Khopesh
Description
A curved one-handed shortsword which has a large singular cutting edge, often inlaid with geometric patterns. Its weight allows it to cut deep but it does not fare well against heavily armored opponents. Can also be used as a gathering tool where needed.
Nekha
Description
A flail-type weapon with multiple striking heads. Each head has multiple flanges to reduce the surface area and apply more force to a singular point of impact. It is easy to hit with this weapon and even cause bleeding from repeated strikes.
Species Features
Ability Score Increase
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type
You are a Humanoid.
Size
You are Medium. Your height ranges from 5 feet to 7 feet tall.
Speed
Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Retractable Claws
Your retractable claws can be used as a follow-up when you make a melee attack. After making a successful melee attack, as a Bonus Action, make an attack roll with your claws, dealing 1d4 AP II Slashing + Your Strength or Dexterity Modifier in damage if you hit. These retractable claws also remove any hindrances from difficult terrain when you are in a desert environment.
Ambush Predator
On your first turn in initiative, if you are not surprised, you have an additional 10 feet of movement and can roll to Intimidate by roaring as a free action.
If you have the element of surprise against any chosen target, that amount increases to an additional 20 feet for the surprise round and successful Intimidation checks cause hostile targets within 45 feet that can hear you to be Frightened until the start of your next turn.
Desert Adaptations
You consume half the normal amount of water when you are in desert environments and do not suffer negative effects from extreme heat or cold while in a desert biome. Additionally, you have proficiency in Perception checks.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Languages
Your character can speak, read, and write Common and one other language.
Subspecies Features
Ap'Demakar
Lions of Apedemak - Once per long rest, you may summon a Spectral Lion to fight by your side. When you reach 5th level, you may summon two Spectral Lions to your side at once. The Spectral Lion vanishes when it is reduced to 0 HP and cannot be summoned again until you next finish a Long Rest.
Baash'Tetisar
Bastet's Protections - Starting at 1st level, you know the Thaumaturgy cantrip. When you reach 3rd level, you can cast Protection from Evil and Good once per Long Rest for free. When you reach 5th level, you may cast it twice per Long Rest for free. Any subsequent casts of these spells as a caster have their normal costs associated with them.
Pa'Khedisar
Pakhet's Grace - You are Proficient in Stealth and have advantage on Stealth checks when you have moved no more than half your movement speed in a turn.
Mafu'Detisar
Mafdet's Resilience - Your walking speed is 40 feet. You also have Poison resistance.
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