Kholo
Powerfully-built humanoids that resemble hyenas, kholos are cunning warriors and hunters. Their frightening visage and efficient tactics have given them an ill-starred reputation.
In lands to the west, such as Raz-Uldah, Kholos have earned themselves well-deserved reputations as brutal reavers and demon-worshippers. Even in the Verdant Expanse, many outsiders believe that Kholos are witches, cannibals, and worse. The truth is more complex.
Verdant Expanse Kholos, are eminently practical and pragmatic hunters and raiders. To Kholos, honor is just another word for pointless risk. Any loss of a kholo affects not just the individual, but their packmates and kin as well. Wasting time on anything but victory, whether it's mercy or cruelty, is seen as little shy of immoral. Kholo see effectiveness as a cardinal virtue and believe that the best fight is one that never gives the opponent a chance to strike back. Kholos are masters of ambushes, tactical feints, and psychological warfare—none of which endears them to their neighbors.
Equally misunderstood is the Kholo practice of ancestor worship and endocannibalism. Kholos consume their dead as a sign of reverence, holding a grand feast and transforming the bones of the fallen into art or weapons. Kholos extend this honor to respected foes, hoping to bring their enemy's cunning or strength into the clan. While it's a sign of admiration, not everyone sees it that way.
You Might... Always try to work smarter, not harder. Be very physically demonstrative—often hugging, punching, or licking your friends. Keep a bone from a favorite relative to ask for advice.
Others Probably... Are intimidated by your size, teeth, and eerie laugh. Assume that you are dishonorable or worse. Respect the brutal efficiency of your hunting style.
Kholos are large, hyena-like humanoids with short muzzles, sharp teeth, and large and expressive round ears. Their bodies are covered in shaggy fur, rougher on the back and softer and lighter on the stomach and throat, usually in an off-white, tan, or brown shade—spots and stripes are both common. Kholos typically stand between six and seven feet tall. Women are usually about a head taller than men, and correspondingly stronger. Kholos are considered adults at fifteen, and live about 60 years on average, though some can reach a hundred or more in good health.
Kholo generally live in clans of 10 to 20 interrelated family groups, containing between 100 to 200 gnolls. They are ruled by a council of females, typically selected from the oldest members of each family. This council of elders selects one of their number as a Chief Elder, who is essentially the first among equals and sets the agenda. The council is advised by the clan's bonekeeper and storyteller, as well as one or more younger gnolls who lead hunting and raiding packs. Bonekeepers focus on tending to the wishes of ancestors and gods— they take their name from the ancestral bones that festoon their clothing and homes. Storytellers serve as teachers and sages, and are expected to have an encyclopedic knowledge of clan history, regional lore, and anything else relevant to the clan. They usually speak several languages. Kholo women typically work as hunters, warriors, and leaders, while men become artisans, caretakers, and gatherers. However, adherence to gender roles varies from clan to clan. Members of either gender can become bonekeepers or storytellers, and these positions often routes to authority for males.
Kholos have an unsentimental, matter-of-fact approach to life, and prioritize results over methods. They are usually loyal and generous to their people and ruthless toward outsiders. Kholos appeal to their ancestors on a day-to-day basis, invoking their kin to bless cubs, ward off disease, or grant luck on hunts. Kholos call upon the gods on special occasions or in times of great crisis. Most kholo give homage to Rontra, Zheenkeef and Morwyn as the Elder and Younger Sisters, twin goddesses of power and beauty. Tinel, and Terak as the Brothers, are the patron of bonekeepers.
Some Kholos leave their clans to work as mercenaries and adventurers, learning new skills, earning wealth, and gaining allies that will one day benefit their people. Other adventuring Kholos are without clans, left orphaned by some disaster or exiled, fairly or not, for some crime. All Kholos are strongly pack-minded and tend to adopt their friends as honorary packmates.
You Might... Always try to work smarter, not harder. Be very physically demonstrative—often hugging, punching, or licking your friends. Keep a bone from a favorite relative to ask for advice.
Others Probably... Are intimidated by your size, teeth, and eerie laugh. Assume that you are dishonorable or worse. Respect the brutal efficiency of your hunting style.
Physical Description
Kholos are large, hyena-like humanoids with short muzzles, sharp teeth, and large and expressive round ears. Their bodies are covered in shaggy fur, rougher on the back and softer and lighter on the stomach and throat, usually in an off-white, tan, or brown shade—spots and stripes are both common. Kholos typically stand between six and seven feet tall. Women are usually about a head taller than men, and correspondingly stronger. Kholos are considered adults at fifteen, and live about 60 years on average, though some can reach a hundred or more in good health.
Society
Kholo generally live in clans of 10 to 20 interrelated family groups, containing between 100 to 200 gnolls. They are ruled by a council of females, typically selected from the oldest members of each family. This council of elders selects one of their number as a Chief Elder, who is essentially the first among equals and sets the agenda. The council is advised by the clan's bonekeeper and storyteller, as well as one or more younger gnolls who lead hunting and raiding packs. Bonekeepers focus on tending to the wishes of ancestors and gods— they take their name from the ancestral bones that festoon their clothing and homes. Storytellers serve as teachers and sages, and are expected to have an encyclopedic knowledge of clan history, regional lore, and anything else relevant to the clan. They usually speak several languages. Kholo women typically work as hunters, warriors, and leaders, while men become artisans, caretakers, and gatherers. However, adherence to gender roles varies from clan to clan. Members of either gender can become bonekeepers or storytellers, and these positions often routes to authority for males.
Beliefs
Kholos have an unsentimental, matter-of-fact approach to life, and prioritize results over methods. They are usually loyal and generous to their people and ruthless toward outsiders. Kholos appeal to their ancestors on a day-to-day basis, invoking their kin to bless cubs, ward off disease, or grant luck on hunts. Kholos call upon the gods on special occasions or in times of great crisis. Most kholo give homage to Rontra, Zheenkeef and Morwyn as the Elder and Younger Sisters, twin goddesses of power and beauty. Tinel, and Terak as the Brothers, are the patron of bonekeepers.
Adventurers
Some Kholos leave their clans to work as mercenaries and adventurers, learning new skills, earning wealth, and gaining allies that will one day benefit their people. Other adventuring Kholos are without clans, left orphaned by some disaster or exiled, fairly or not, for some crime. All Kholos are strongly pack-minded and tend to adopt their friends as honorary packmates.
Names
Newborn kholo are given a root name, typically that of a bone, plant, or animal (though never Hyena, as this is considered narcissistic and arrogant). As a Kholo reaches certain milestones in life, they add descriptors to their name. Root names are often passed down through families, while descriptors are chosen to fit the Kholo's personality, usually in raucous ceremonies. Sample Names Baobab, Jackal, Onyx Elephant in Shadows, Red Thorn, Unbent Iron Reed, White Acacia, Wistful Tooth, Woodpecker
Heritages
Ant Kholo
Source The Mwangi Expanse pg. 111 2.0
You're a sharp-featured, big-eared kholo about three feet tall. Many are skeptical that you are in fact a kholo. Your size is Small instead of Medium. You are trained in Deception (or another skill if you were already trained in Deception). You gain a +1 circumstance bonus to Deception checks to Lie when specifically claiming innocence, to Deception DCs against Sense Motive checks to uncover such lies, and to initiative checks when you roll Deception for initiative.
Great Kholo
Source The Mwangi Expanse pg. 111 2.0
You're a large, powerful kholo, with tawny fur and brown spots on your hide. You gain 10 Hit Points from your ancestry instead of 8 and gain a +1 circumstance bonus to Athletics checks to Shove or Trip foes.
Sweetbreath Kholo
Source The Mwangi Expanse pg. 111 2.0
You're a striped, pale-furred kholo with oddly pleasant breath, which you can use to entrance your prey. You are trained in Diplomacy (or another skill if you were already trained in Diplomacy). You also gain a +1 circumstance bonus to checks to Make an Impression if the target can smell your breath.
Witch Kholo
Source The Mwangi Expanse pg. 112 2.0
You're a shaggy, dark-furred kholo capable of making some truly uncanny sounds. You can cast the ghost sound cantrip as an occult innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. In addition, you gain a +1 circumstance bonus to checks to Impersonate and Create a Diversion when using only your voice.
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