The Kah'luk are a race of Human hailing from Eastern Eveynjar, living primarily in the lands of Manoko, the Olofir Rockwoods, and mainland Falhiilenjar. Seen as taking a book out of elven culture, the Kah'luk culture is more slow and calm than the raucous culture of Nordtmen or Kalthii, though just as disciplined as the Empyrials. However, it is heavily human centric, keeping no place for them ore numerous Beast Folk or Elves.
The Kah'luk are known for countless monasteries dedicated to different forms of martial art, with a majority of unarmed martial art practices orignating for the lands of Manoko. However, not all Kah'luk monasteries are dedicated to martial arts. These monasteries are often places of devout worship, secular study, or even places of philosophical understanding. They are bastions of knowledge, protected jealously from prying eyes, to a point of paranoia.
For some unusual reason, Kah'luk are easily goaded, to a point they see any form of competition as a means of one-upping the person next to them. Their society revels in rivalry, and many of their fictitious and historical novels often portray legendary rivalries. Considering their relatives, it doesn't take much of an observation to understand why. With the naturally talented Amphibanne to the east and the elves to the north and south, it is this sense of rivalry that keeps them in a constant state of competition for resources and land. Though the Amphibanne aren't competitive to the levels of the Kah'luk, the Elves are a different story, with the zealous Yllitherians to the north who claim land in the name of their god Ilwe, and the diplomatic and greedy Fahliilen to the south, the Kah'luk have always had to compete for land, creating powerful warriors, vagabonds, and scholars to combat the elven invaders.
Due to their millennia of competing with other peoples, the Kah'luk are incredibly hard to change the minds of. Known for incredible levels of stubbornness, the active changing of minds in Kah'luk culture is known to be incredibly difficult, and often futile. In fact, the act of doing so against the will of said target is considered taboo in Kalukkian culture, and may incur the wrath of the local Daimio or Feudal Lord. That also means that battles and skirmishes in Kalukkenjar can last for months or even years, so long as the Feudal Lord has soldiers.
Kah'luk names can differ depending on the region they live in. In the Olofir Rockwoods, Kah'luk often have more Korean naming conventions. In the lands of Manoko, these names often become more Chinese in convention, with Zuraori Kah'luk having Japanese names. In Fahliilenjar, their names are more Thai in origin. However, except for their Fahliilen and Olofir counterparts, Kah'luk surnames are always before their personal names, making it confusing for most outside of their nation.
Your blood makes you incredible at using Shadow and Illusion magics, to a point that even if a target is unaffected by the spell, it doesn't get away scot-free.
Once per Long Rest, when a target succeeds against spell or ability you that uses your Illusion Magic, Chronurgic Primal Magic, or Thu'um proficiencies, that target gains 1 level of exhaustion. This feature doesn't work if the target is immune to exhaustion or is already exhausted.
At 25th level, you can use this feature a number of times per Long Rest equal to your Wisdom modifier.
Your draconic ancestry grants you access to a shadow-related shout when you reach 25th level. You can learn one of the following options:
Omekhhelok (Moon(s))
Your shout reaches towards the heavens, targeting one of the moons, which is full. Make a Thu'um check against a DM contested roll. On a success, roll a d6. That full moon is now coterminous with another plane for the next 24 hours.
Recharge: Your voice recharges after the span of a day.
Mah (Fall)
You shout a blast of shadow magic at your enemies, affecting all in a 45 ft cone. All targets within the cone must make a Fortitude saving throw (DC = 8 + your Wisdom modifier + your Thu'um Proficiency). On a failed save, the target falls to the ground unconscious for the next 8 hours, or until shaken awake, attacked, or otherwise awoken by any normal thing that would awaken them.
Recharge: Your voice recharges after 20 minutes.
Koraav (See)
You shout, rending for yourself the cord of time and the fabric of space, allowing you to see what could be for the next few hours. For 1d4 hours, you have advantage on Awareness checks and any saving throw you may be subjected to.
Recharge: Your voice recharges after 12 hours.
The Kah'luk have unusual fixation on having rivals. As such, you can declare a certain person to be your rival (whether that is a player or nom-player it does not matter), gaining 1 level in a specific skill related to the rivalry (it can’t be random) per 2 vocation levels until you take a Long Rest. Whenever using that skill in front of said rival, you gain advantage.
You can only have one rival declared at a time.
Your people often spend a large amount of time around many of the monasteries that dot Kalukkenjar, the Olofir Rockwoods, or mainland Fahliilenjar. As such, you gain expertise in one of your proficient skills.
The typical Kah'luk has the following features:
This species has multiple parents, only the first is displayed below.
All parents: