Karadian Ethnicity in Thelekar | World Anvil

Karadian

The exact origins of the Karadian race is unknown, but it is widely accepted that they are one of Thelekar's Elder Races. They are undoubtedly human, though they share no origins with any of the eastern human variants. The only true tie they have would be to Voletaria, as before the discovery of Ardina, the source of Khoran's dark skin tone, as well as his childrens, was a mystery. It was since been discovered that Khoran was born in Ardina thanks to some ancient carvings within a collapsed temple that had not been viewed in centuries.  

Desert Dwellers

Born all over the continent of Ardina, the Karadian race has developed a resistance to the oppressive burning sun above them with minor genetic adaptations. Their skin is dark and better at resisting heat, and has become tough over time to resist minor amounts of damage. Their hair is thick and curled, and has become central in many parts of the Diana Pantheon. All religious figures are not allowed to cut their own hair, instead having to wear it in deeply ceremonial styles. Every 3 years, when the high priests gather in Sadagh to discuss matters that effect the continent as a whole, all members of the priesthood shave their heads as a sign of unity and devotion, symbolic of them shedding their sins before the gods.  

Natural Survivors

Ardina is not a kind place to its inhabitants. Every day is a fight to survive, and this has effected not only the appearance of Karadians, but also their culture.   When the initial skirmishes between the World Garden and Karadia's defense militia began, a few prisoners were taken by the Imperial forces. The head of interrogation within the Imperial regiment reported to his centurion after a few days and reported that no matter what tactics he employed, he could not even get the prisoners to cry in pain, much less reveal their secrets. Other stories tell of men who enter deep meditations at the center of the Hisan Desert, without food nor drink for weeks on end. When they return, they do not complain over their lack of nourishment, instead informing their students and peers what they learned during their time alone. Karadians are a people of tenacity and willpower unmatched by any other group in the world.  

Inventors and Artificers

Thanks to the abundance of Heartstone within the mountain ranges of Ardina, Karadians were the first in the world to discover and utilize dragonpowder to its utmost extent. While some alchemists in the east had discovered the use of dragonpowder in crafting large explosives for sieges, the inventors and tinkerers of Ardina had been working on firearms for decades. It was thanks to these weapons of war that the World Garden never truly managed to land a ship on the Ardina coastline, and why so much trade travels through a continent so far from the rest of civilization.   It is also from the minds within the Amal Academy that dragonpowder and magic were combined in creating the first train. This train still runs across the Hisan desert daily, enhancing travel from one side of the continent to the other. This train design has been utilized the most by the World Garden in their capitol city of Bloom, but it has notably been utilized by the Order of Aristea to provide heavy cannon support upon the walls of Qempool. The inventions of Ardina have been spread far throughout the world, effectively changing times of peace, and war, forever.

Attributes

Ability Score Increase Your Constitution ability score increases by +2, and one ability score of your choice increases by 1.   Hostile Enviroment All subgroups of the Karadian people have one thing in common: bodies built to resist the hot sun, poisonous fauna, and needle forests of their homes. You may choose one of the following choices for how your Karadian bodies have developed to protect themselves.  
  • Needle Repellent: you grew up among the needle forests of Ibaar, and have developed a resistance to piercing damage.
  • Dangerous Fauna: your time amongst the Karadian Jungle or the Ibaaran needle forest has toughened your immune system, making it harder for poison to effect you. You gain resistance to poison damage, and immunity to the poisoned effect.
  • Toughened Skin: the harsh sun and dangerous environment of your homeland have strengthened your skin itself. Your base AC when not wearing armor is now equal to 12 + your Constitution modifier.
  Natural Inventors You are knowledgeable in the art of tinkering and inventing, and gain several bonuses to this line of work:  
  • When you make an Arcana check or an ability check involving artisan’s tools, you can roll a d4 and add the number rolled to the ability check.
  • You gain proficiency with Tinker's Tools.
  • You gain proficiency with Firearms.
Encompassed species

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