Kalashtar
The kalashtar are a compound race: incorporeal entities from the alien plane of Dal Quor, the Region of Dreams, merged with human bodies and spirits to form a distinct species. They were once a minority among the quori,the native race of Dal Quor, hunted and persecuted for their religious beliefs. Thousands of years after the quori invaded Eberron and the connection between their plane and the Material Plane was severed, the kalashtar were the first of the quori to discover a means to reach the Material Plane once more. Fleeing persecution, they transformed their physical forms into psychic projections that allowed them to enter the Material Plane and possess willing humans. Today, new kalashtar are born, not possessed; neither spirit nor human, they are a new race that breeds true.
It took three hundred years for the other quori to discover a similar means to psychically project their spirits out of Dal Quor and possess human bodies, forming the Inspired, while leaving their own bodies behind—much as mortals project their minds to Dal Quor when they dream. For fifteen hundred years now, the Inspired in their vast kingdom of Riedra have continued to persecute and oppress the kalashtar.
PSYCHOLOGY
The kalashtar bond with the quori is a difficult thing for an outsider to understand. A kalashtar cannot consciously interact with her quori spirit; it is an inherent part of her, not a separate sentience within her mind. She has hazy memories of places she has never seen and battles she never fought. At an age when most human children are stealing sweets, she was already concerned about ethics and morality. The personality and memories of her quori ancestor have influenced her since her birth, and it would be difficult for her to say where the quori ends and her human nature begins.
A kalashtar faces many challenges. She must fight the Inspired in the material world while fighting a mental battle to maintain the balance between her souls. Understanding this struggle—and the impact of the quori lineage—is key to understanding the kalashtar
Basic Information
Anatomy
Being the combination of humans who willingly fused with quori souls, kalashtar look much like humans, having the same ranges of eye, hair and skin colors. Kalashtar are commonly tall and slim, though kalashtar of all sizes exist. The only real difference in kalashtar is their monastic behaviour. Kalashtar children show the largest difference between them and their human counterparts but still, only in behaviour. Whilst human children will run, play, laugh and show an emotional immaturity, kalashtar children will take part in meditative practices, martial training and telepathic conversations like their adult seniors. Growing up for the kalashtar is simply a physical process rather than an emotional or mental one.
Civilization and Culture
Naming Traditions
Kalashtar names are three to five syllables long and feature hard and hissing consonants. Male names end with one of the following suffixes -harath, -khad, -melk or -tash. Whilst female names end with the female suffixes -kashtai, -shana, -tari or -vakri.
Male Names
Halkhad, Havrakhad, Kanatash, Lanamelk, Lanharath, Malharath, Minharath, Nevitash, Parmelk, Thakakhad, Thinharath.
Female Names
Ganitari, Khashana, Lakashtari, Mevakri, Novakri, Panitari, Sorashana, Thakashtai, Thatari.
Culture and Cultural Heritage
The kalashtar were born in the mountains of Adar. Descended from a race of immortals, kalashtar have endless patience and a firm conviction that their traditions will some day usher in a golden age for all creatures. They do not want to change in any way; they know what needs to be done to fight the Dreaming Dark, and they will continue until they succeed or have been destroyed. This attitude is reflected in the rigid monastic lifestyle of the Adarans, which has remained unchanged and uncontested for more than a thousand years.
Almost all of the kalashtar live in one of the eight temple-fortresses that dot the mountain sides. What time isn’t spent in meditation or prayer is devoted to defense of the realm, holding the natural battlements against the endless onslaught of the Inspired. The Adaran kalashtar have no time for cultural change and no reason to believe that change is necessary.
Things are different on the continent of Khorvaire. The kalashtar of Khorvaire come from a variety of backgrounds. Some migrated to Khorvaire before the Inspired arrived on Sarlona, blending quietly into the humans of the Five Nations before Galifar united them. Others have been sent by kalashtar elders over the course of the last few centuries. Some came to study Khorvaire, while others were sent away to ensure that kalashtar society could not be eliminated in a single blow. The kalashtar of Khorvaire have more interaction with other cultures and don’t have to deal with the constant distraction of war.
As a result, the kalashtar of Khorvaire are generally more optimistic and innovative than their Adaran counterparts, and they enjoy experimenting with new things. The most significant innovation has been the development of the path of the atavist.
The kalashtar population of Khorvaire is split between a number of racial enclaves in the major cities of the continent. This pattern has largely been driven by the war with the Dreaming Dark. The Inspired might be able to arrange for the destruction of a small rural community, but they would never get away with smuggling an army into Sharn. By placing themselves in the capitals of Khorvaire, the kalashtar are also able to monitor the activities of the Inspired ambassadors: They already have strong roots in the cities the Inspired are now working to infiltrate. They cluster together not because they are uncomfortable around members of other races, but because they need the sense of safety in numbers, and it’s easier to spot the actions of the Dreaming Dark in a closed system.
Within a kalashtar community, the most influential form of social group is the lineage—the quori spirit that a kalashtar is bound to. This is not the same as a family group. Kalashtar inherit the spiritual bond from their parents, but the bond is always based on gender; a son always takes the father’s bond, while a daughter inherits from the mother. Thus, each lineage is composed of a single gender. All members of a particular lineage think of the others as brothers or sisters, even if they are actually distant cousins at best. Most kalashtar live with other members of their line.
There is no tradition of marriage among the kalashtar. Members of different lines socialize together and procreate (with the children being adopted and raised communally by the others of their lineage), but it is difficult for a kalashtar to imagine living with a member of another line for the rest of his life. In Khorvaire many old traditions are being questioned, however. A kalashtar adventurer would be especially likely to break the old traditions, since he spends so much time away from his line to begin with.
The kalashtar respect age and wisdom, and most kalashtar communities are governed by a council with a representative from each lineage that has a presence in the community. Conflicts between lines are uncommon; the greater threat of the Dreaming Dark has always held the kalashtar together through periods of possible unrest. The method used to select a representative varies by lineage; in general, the leader is simply the person who has the overall confidence of his line, and it will change if that confidence is ever lost. The different communities are linked by lines of psionic communication; most communities have one psion who can manifest correspond, which is used to check in with the guiding councils of the other cities in Khorvaire and the elders of Adar.
As a whole, kalashtar are inclined to be of lawful good alignment. Mental discipline is part of kalashtar life, and this is reflected by their well ordered society. Kalashtar generally act in the interests of what they consider to be the greater good, and mercy, kindness, and hospitality are important virtues within their society. Well-mannered visitors are always welcome, though a shadow watcher keeps a sharp eye on outsiders until he is certain they are not agents of the Dark.
Most people find kalashtar communities to be austere; the disciplined kalashtar have few vices, and most donate any extra income to the community in the interests of defense, so they have few luxuries. But they are capable of enjoying life without much in the way of material goods, taking pleasure from the company of their kin. Some humans find this admirable, while others simply find it to be disturbing—because humans can’t understand the mental bond between kalashtar of the same line, the level of cooperation and lack of conflict often seems unnatural.
History
The kalashtar race has existed for only eighteen hundred years. It began in Dal Quor, where Taratai and her followers of light were being hunted down and exterminated by the Dreaming Dark. But there is more to Dal Quor than the realm of the Dreaming Dark. Every sentient creature touches Dal Quor when it dreams, and every soul, every race, shapes its own piece of the fringes of Dal Quor. Fleeing from the Dreaming Dark, Taratai led her followers on an exodus through mortal dreams. While the quori could not travel physically between the planes, Taratai believed that she had found a way to cross through the subconscious and into mortal bodies—provided that the proper portals could be found and that the hosts could be convinced to accept the travelers.
For a year they traveled from dream to dream, passing through the dreams of dragons and beasts, never finding a place to rest. The Dreaming Dark was still baying at their heels, and between the Dark and the dangers of the dreams themselves, Taratai’s followers were slowly being destroyed. Finally, Taratai found the passage she needed—a subconscious conduit into the mind of an Adaran monk. She knew that she couldn’t maintain the connection for long, but she pleaded her case to the master of the monastery—and to her surprise, he agreed to accept her band of fugitive spirits. Adar was the land of refuge, he said, and no creature would be turned away.
Sixty-seven men and women—including the master himself—volunteered to share their bodies with the renegade quori. In order to establish a permanent bond and truly escape from Dal Quor, it was necessary for the quori to merge fully with their hosts, creating a synthesis of both personalities. These were the first of what Taratai called the kalashtar, a word in the Quor language that roughly translates as “wandering dreams.”
It took time for the kalashtar to adapt to their new existence, but they were finally free from the Dreaming Dark. Taratai continued her studies of the nature of Dal Quor and the Dream of the Age, and she developed the traditions that are the core of the Path of Light—a series of practices and devotions that she believed would accelerate the turn of the age. There was only one uncertainty: What would happen when one of the kalashtar died?
Before they found the answer to this question, another mystery was revealed: that of birth. When the first kalashtar child was born, they found that the spirit that was tied to the parent now also had a bond to the child. The spirit, Harath, found that it took more of an effort to communicate with either of his hosts, but that he was nonetheless aware of the experiences of each. Over the next few centuries, the process continued.
As more and more kalashtar were born, the quori spirits were spread thinly among them, and it became almost impossible for the spirit to communicate directly with the kalashtar. The memories and basic personality were still there, however; even if they couldn’t communicate, the spirits were still alive and conscious, experiencing the world through the eyes of hundreds of descendants.
Each generation was more physically distinctive than the last, and each lived longer than the one before; it was clear that the spiritual symbiosis was having a minor physical effect as well. As they slowly adapted to better suit their spiritual companions, the kalashtar began to develop psychic abilities. The kalashtar did not have access to the full power of their ancestors, but they still had astonishing abilities. They could fly, send messages from one mind to another, transform their bodies into living weapons. It was a time of wonders.
It would not last. Three hundred years had passed in the world, but three thousand years had passed for the agents of the Dreaming Dark. They had spent millennia studying Taratai’s flight, and they had found a way to improve upon it. Traveling the fringes, they could whisper into dreaming minds, implanting ideas and suggestions into people’s heads. After a century of this manipulation, they managed to throw the nations of Sarlona into chaos. In the process, they arranged for certain people to meet, for bloodlines to be formed, and ultimately to create human hosts that the quori could possess and control—without any degree of cooperation from the subject.
Another three centuries passed, and a wave of charismatic young lords appeared among the war-torn realms of Sarlona. This new generation of rulers claimed to be divinely inspired, and they had the supernatural powers to prove it. After a few more centuries, this alliance had “restored peace” to the shattered land—failing to mention that they’d been responsible for the war, centuries ago. They established the nation of Riedra, home to hundreds of thousands of humans who were fanatically devoted to the new Inspired overlords.
The young kalashtar paid little attention to the events in Riedra, concentrating on their Path of Light—until the first army of the Inspired laid siege to Kasshta Keep. The kalashtar had been lucky to find Adar; the natural defenses of the mountainous land were almost impregnable. The Inspired had the resources of an entire continent at their disposal, however, and were growing more powerful every day.
More than a thousand years later, the stalemate still stands. The kalashtar continue their devotion to the Path of Light, but many believe that the Inspired have come up with a counter to Taratai’s plans. The Inspired have created a stagnant society in Riedra, and they are spreading their enormous monoliths across the land. Many kalashtar believe that the Inspired plan to spread these monoliths across the entire world—and that if enough of them are built, it will finally secure the safety of the Dreaming Dark.
The kalashtar don’t intend to let that happen.
And so the struggle begins anew. . . .
Common Myths and Legends
The Lost Souls
Many of Taratai’s followers were lost in the exodus from Dal Quor. Some were destroyed, but others were simply . . . lost. Many kalashtar psions believe that more rebel quori are still out there in the fringes of Dal Quor, trapped in the minds of bizarre and ancient creatures. Can they be freed?
The Fate of Taratai
Taratai was the first and greatest of the rebel quori. She was mother of the kalashtar and the founder of the Path of Light, and her power and wisdom were legendary. But she was also the most terrible casualty in the war against the quori. In the early days of Riedra, before the kalashtar had learned to respect the power of the Inspired, the agents of the Dreaming Dark launched a concentrated attack and managed to eliminate all of Taratai’s hosts. No one knows what became of her soul—whether it was destroyed, or if it is still floating in some nether realm. But the kalashtar mourn her loss to this day.
Atavists and Avatars
One of the most significant innovations in kalashtar history is the development of the path of the atavist. Pioneered by Soserath the seer in 978 YK, this discipline allows kalashtar to strengthen their bonds to the quori spirits—and in the process, to one another. For centuries, the bonds between quori and kalashtar have been growing weaker and weaker: That decline is no more.
The atavist is only the beginning, however. Soserath believed that a master atavist would eventually be able to fully incarnate the power and memories of the quori, becoming a true avatar of the spirit. This would irrevocably alter the balance of power between the kalashtar and the Dreaming Dark, since it would effectively allow the kalashtar to create new quori—something even the Dreaming Dark cannot do. Soserath was killed, though, before he could complete his research into the ascension from atavist to avatar. The Serath kalashtar have continued to spread his teachings, and the atavist shadow watchers have begun to take the offensive against the Dreaming Dark, but Soserath’s notes on avatars have never been found.
Interspecies Relations and Assumptions
Most kalashtar have a remarkable degree of compassion and empathy; as trite as it sounds, they really do like everyone. There are always exceptions, especially among the orphans, but the majority of kalashtar are always interested in getting to know new people. This trait reflects their natural gift for diplomacy, along with their paranoia where the Inspired are concerned. Kalashtar really do like people—but they also like to keep a very close eye on as many people as they can, to look for any signs of psychic manipulation.
While kalashtar are comfortable with people of all races, they have the most in common with elves and humans. Physically kalashtar are still very similar to humans, and the two races are sexually compatible. Emotionally and intellectually, however, kalashtar have more in common with the elves of Aerenal; the spiritual memories of a kalashtar give him a distant view on life that is similar to that of the long-lived elves.
While no particular bond exists between kalashtar and the warforged, kalashtar are fascinated by the construct race, especially the question of their souls. The mystics of the kalashtar are certain that House Cannith does not have the power to create souls, yet it is clear that the warforged possess unique souls. How can this be? Are there secrets about the warforged that even House Cannith doesn’t know?
- Humanoid (human)
- +2 to one ability score: All Kalashtar have strong minds, though one line of descent is different from others.
Medium-size
Kalashtar are Medium creatures and have no bonuses or penalties due to their size.Base Speed
Kalashtar have a base speed of 30 feet.Natural Psionic
Kalashtar gain the Psychic Sensitive feat as a bonus feat at 1st level. If a kalashtar takes his 1st level in a class which casts psychic spells, he instead gains the either the Psychic Maestro or Psychic Viruoso feat (player’s choice).Limited Telepathy
A Kalashtar is able to mentally communicate with any creature within 30 feet with whom she shares a language. Otherwise, this ability is identical to the telepathy ability.Pass for Human
Kalashtar receive Pass for Human (APG pg. 166) as a bonus feat.Unearthly Presence
Kalashtar receive a +2 bonus on Bluff, Diplomacy and Intimidate checks.Twin Soul
Kalashtar gain a +2 bonus on saving throws against possession and mind-affecting effects.Dreamless
Kalashtar do not dream when they sleep, and are immune to any effect which influences dreams. However, their natural recovery rate for mental ability damage is halved (i.e. a kalashtar would require two days to restore 1 point of lost Wisdom, rather than one). This does not hinder magical healing, such as restoration effects.
Alternate Racial Traits
Hatred
Kalashtar receive a +1 bonus on attack rolls against quori, Inspired and Riedran agents. This ability replaces Unearthly Presence.Path of Shadows
Kalashtar receive a +2 bonus on Acrobatics, and Perform (dance) checks. This ability replaces Unearthly Presence.Quori Nightmare
The kalashtar gains a +2 bonus on Intimidate checks and can attempt to demoralise enemies as a move action. This ability replaces Unearthly Presence and Pass for Human.Racial Memory
Select one skill. That skill is a class skill for all of the kalashtar's classes. This ability replaces Twin Soul.Walled Mind
The kalashtar and his equipment cannot be identified as magical by divination spells. This ability replaces Limited Telepathy.
Favored Class Bonuses
- Bard Add +1/2 on Perform (dance) checks and Acrobatics checks made to move through threatened squares.
- Kineticist Gain 1/6 of an Extra Wild Talent feat.
- Magus Add +1/4 point to the magus’ psychic pool granted by the Mindblade archetype.
- Mesmerist Increase the number of mesmerist tricks the mesmerist can use per day by one-third.
- Mesmerist Increase the mesmerist’s towering ego bonus by 1/3 point (to a maximum increase of +2).
- Monk Add +1/4 to the monk's ki pool.
- Oracle Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
- Psychic Increase the total number of points in the psychic’s phrenic pool by 1/3 point.
- Ranger Add +1/3 dodge bonus to Armor Class against Quori, Inspired, and Riedran agents.
- Rogue Add +1/2 on Sense Motive checks and on Disguise checks to appear as a human.
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