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Keradinn

Keradinn are a tough and callous ancient breed who primarily live in the Kera Desert, though can be found in any desert, which is their natural habitat. Keradinn have tough skins, hardened from the harsh environment in which they live, and they usually cover themselves in loose fitting, plain wraps, which become ingrained with the dirt of the desert, and veils that protect their mouths and nostrils. Except for their tough skin, keradinn otherwise look like slightly tall humans, though their eyes are flat and emotionless and usually black.

Female Keradinn

Keradinn have an ingrained hate of elves, with whom they have warred throughout their history, and will usually attack them on sight, unless it is unwise to do so. They have very little respect for anything, including other keradinn tribes, though are often found selling slaves and the goods they have looted during their journeys.

Keradinn will rarely fight alone, preferring to attack in numbers and to pick a spot and time that will give them an edge. Usually, approaching with the sun behind them in a large sandstorm of their own making, they are able to swiftly approach their enemy, carefully hidden within the swirling sand, before making a dramatic surprise attack on unsuspecting opponents who are readying themselves against the storm. They will also use their spell-like abilities to distract their enemies, while making a surprise attack from the rear.

They first appeared in Arrasia during the height of Layagat, the greatest kingdom of its age, where the elves had formed a culturally rich and enlightened society in a harsh and violent world. Sent by Olmus in revenge for the betrayal of her lover, Pittok, who had found a new love with Shylar, creator of the elves, they appeared out of the desert sands unlooked for and swept through that great kingdom, sweeping all before them. Not even the arrival of Uther and the men of the south could assuage them and the destruction of Layagat was total.

With their job upon Arrasia complete, the keradinn soon melted away into the vast expanses of the desert, which they traversed in small bands, attacking anything - including other keradinn, but especially elves - that they encountered and plundering the goods they could find. Their victims were either killed and left to rot in the sands or taken as prisoners, to be sold into slavery.

Keradinn Society

Keradinn are nomadic tribal creatures who traverse the Kera desert, moving from one oasis to another and following the nomadic trails of their forefathers. The chief of each tribe is the most charismatic and leads either through intimidation or devotion. Each tribe has a witch doctor adept - always a female - who plays an essential role and whose influence extends to everyone within the tribe, including the chief. The witch doctor brings healing and is an essential source of food and water. A tribe usually has between 4-10 slaves which they are transporting to be sold.

The nomadic lifestyle of the keradinn sees them traveling in caravans, with camels carrying their tents, equipment and supplies. It is rare to see a keradinn actually ride a camel, though they are expert animal handlers. Keradinn caravans travel by night or day and will break for rest at set locations, where the caravan will unpack and construct their lavish tents, which are normally packed away as the caravan continues its nomadic ways. Periodically, these camps will remain for several days, even weeks, before moving on, as the tribe replenishes supplies.

Keradinn in a Sandstorm

Keradinn are vicious and callous and will attack anything in the desert that might bring them some loot with which to trade at one of the oases, which teem with life. The weaker humanoids are likely to be captured and sold as slaves, while those more capable of defending themselves are more likely to be hunted down and killed and their goods taken. There is little love between different tribes and conflict between them is common, should they happen to meet.

Rarely, a charismatic leader is capable of unifying tribes and leading large numbers against the desert elves and gnomes and sometimes into Karnish itself. Though these are usually short-lived affairs, with tribal tension, bickering and strife constant features, they are usually times of high tension for those that are on the receiving end of their ferocious attacks.

Keradinn tribes have noncombatant young equal to half the number of the adults.

With the passing of Olmus into Paradorn, the keradinn now primarily follow two deities, Arak Kal and Yerraz, both in equal measure, though a tribe will be dedicated to only one or the other.

Keradinn Traits (Ex): Keradinn possess the following racial traits.

+2 Constitution, +2 Wisdom, -2 Intelligence.
Medium size.
Low-Light Vision: A keradinn can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
A keradinn's base land speed is 30 feet.
Water Sense (Ex): This ability gives keradinn a +4 competence bonus on Survival checks when trying to locate drinking water. Water represents life within the dry wastes of the deserts and keradinn are exceptionally skilled at finding it.
+1 racial bonus on attack rolls against elves: Elves are the natural enemies of keradinn and the history between them is long and bloody.
Sandstorm (Su): 1/day - This supernatural ability allows keradinn to cause the very desert below their feet to rise up in a swirling storm around them. A sandstorm fills every square directly around the keradinn, including diagonals and the square that the keradinn stands in, giving him and anyone else within it total concealment (50% miss chance). Casting spells requires a Concentration check (DC 10 plus the level of the spell) or the spell is lost. While within the sandstorm, keradinn receive a +8 racial bonus to Hide checks. This ability lasts for 1 minute and can only be used where there is a substantial amount of sand or dust to whip up into a storm. A keradinn can dismiss the sandstorm as a free action at any time.
Racial Feats: Endurance
+2 natural armor bonus.
+4 racial bonus on Survival checks.
+4 racial bonus on Spot checks.
Automatic Languages: Kerd. Bonus Languages: Any human language, Draconic, Dwarven, Elven, Giant, Gnome, Orc, Xamian
Spell-Like Abilities: At will - flare; 1/day - pass without trace (duration 1 hour). Keradinn with a Charisma score of at least 10 also have the following spell-like abilities: 1/day - dancing lights, long strider. Caster level 1st; save DC 10 + keradinn's Cha modifier + spell level.
Favored Class: Ranger
Level adjustment +2.
Challenge Rating: Keradinn with levels in NPC classes have a CR equal to their character level. Keradinn with levels in PC classes have a CR equal to their character level +1.