Khans
Horde of the steppes
In the west and north parts of the Golden Lands, there is a stretch of great steppes, grand mountains, and vast tundra which comprise of the desolate and savage lands of the Golden Khanate. Here, the tribes of the Khanate live in constant competition for land, wealth, and resources. This cultivates strength, endurance, and resilience in the hardy people of the Khanate. Those who can survive in these lean lands, can survive anywhere.
The peoples of the Khanate are in a state of constant warfare with their southern neighbors, the People of the Golden Mountain over the gold-rich mountains of the Golden Mountain chain. In their search for power and riches, they train and hone themselves constantly in preparation for their next raid. Outside of their war-like mentality, the peoples of the Khanate are skilled riders, pastoralists, and craftsmen, which has given rise to numerous small settlements throughout their nation.
The vast majority of the peoples of the Khanate are of orcish ancestry, but there are also numerous peoples of human or dwarven heritage who have melded or formed their own tribes within the Khanate. The peoples of the Khanate rarely care for simple racial purity, and the peoples of the Khanate are respected and led by the person perceived as the strongest, regardless of their ancestry.
Adventurers: It is not uncommon for the peoples of the Khanate to take up adventuring. Many travel the Khanate to gain strength and skills that they couldn't learn within their own tribes, seeking to challenge other powerful people from the distant tribes of the Khanate. Some such travelers, becoming powerful, return to their tribes to lead it. Others take it a step further, going to the other nations of the Golden Lands, seeking out challenges in Dunlain, the Golden Mountain, or even in the Eastern Continent or Western Continent.
For more information on the Khans, see their main article here: Golden Khanate
Ability Score Modifiers: The Khans are known the world over for their strength and endurance, but even despite for a people generally alien to book learning, they have a keen sense of intuition. They gain +2 Strength, +2 Constitution or +2 Wisdom, and -2 Intelligence.
Base Speed: Khans have a base speed of 40 feet. (See Swift below)
Languages: Khans begin play speaking Golden Mountain orcish. Khans with high Intelligence scores can choose from the following: Common (Adoese), Common (Dunlain), Common (Romanoran), draconic (Dragon Kingdom), dwarven (Golden Mountain), elvish (Cathanese), orcish (Romanoran). See the Language in the Dragon's Domain page for more information about these languages.
Swift: Khans are known for their hunting and raiding prowess, and are quickly able to corner their foes. They gain a +10 foot bonus to their base speed.
Born of the Steppe: It is often said the Khans learn to ride before they can walk - they learn horsemanship as a swift means of travel from across the steppes and plains of the Khanate. Khans gain a +2 bonus to Ride checks.
Darkvision: Khans can see perfectly in the dark up to 60 feet.
Khan Ferocity: Once per day, when a Khan is reduced to fewer than 0 hit points but is not killed, they can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, they immediately falls unconscious and begins to die.
Weapon Familiarity: Khans are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon
Orc Blood: Khans count as orcs (as well as any other chosen) for any effect related to ancestry.
In order to keep potential new ancestries balanced, I used a "race point" calculator in an effort to create equitable ancestries. For comparison, a non-variant human is 9 RP.
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A khan chieftain leads her warband.
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Standard Ancestry Traits
Ability Score Modifiers: The Khans are known the world over for their strength and endurance, but even despite for a people generally alien to book learning, they have a keen sense of intuition. They gain +2 Strength, +2 Constitution or +2 Wisdom, and -2 Intelligence.
Base Speed: Khans have a base speed of 40 feet. (See Swift below)
Languages: Khans begin play speaking Golden Mountain orcish. Khans with high Intelligence scores can choose from the following: Common (Adoese), Common (Dunlain), Common (Romanoran), draconic (Dragon Kingdom), dwarven (Golden Mountain), elvish (Cathanese), orcish (Romanoran). See the Language in the Dragon's Domain page for more information about these languages.
Defense Ancestry Traits
Swift: Khans are known for their hunting and raiding prowess, and are quickly able to corner their foes. They gain a +10 foot bonus to their base speed.
Feat and Skill Ancestry Traits
Born of the Steppe: It is often said the Khans learn to ride before they can walk - they learn horsemanship as a swift means of travel from across the steppes and plains of the Khanate. Khans gain a +2 bonus to Ride checks.
Senses Ancestry Traits
Darkvision: Khans can see perfectly in the dark up to 60 feet.
Offense Ancestry Traits
Khan Ferocity: Once per day, when a Khan is reduced to fewer than 0 hit points but is not killed, they can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, they immediately falls unconscious and begins to die.
Weapon Familiarity: Khans are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon
Other Ancestry Traits
Orc Blood: Khans count as orcs (as well as any other chosen) for any effect related to ancestry.
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RP Calculation
In order to keep potential new ancestries balanced, I used a "race point" calculator in an effort to create equitable ancestries. For comparison, a non-variant human is 9 RP.
- Standard Ancestry Traits: 0 RP
- Defense Ancestry Traits: 1 RP
- Feat and Skill Ancestry Traits: 2 RP
- Senses Ancestry Traits: 2 RP
- Offense Ancestry Traits: 4 RP
- Total: 9 RP
See Also
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