Kraj (3.5e Race)
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The Kraj are a magically engineered race, consisting of both monstrous race genetics (trolls, orcs, gnomes, gnolls, etc.) and those of terrans (humans). As a result, their metabolism is 3 times that of the average human. 1 Terran Year is the equivalent of 3 to the Kraj, who live to be only 30 (Terran) years old, on average. Kraji society is matriarchal, but most gender roles other than those in a leadership position are unimportant.
Kraj are quick to anger, regarding any insults (real or perceived) as a threat. Because of this, Kraj find it necessary to be as polite and courteous as possible, lest they begin a fight or, worse, a clan war. Misunderstandings are usually quickly forgiven and resolved. Kraj tend to have neither an optimistic nor a pessimistic view on things by default. Rather, it varies (as with humans) from Kraj to Kraj. Kraj are intelligent beings and have yet to fully develop their society; therefore, most Kraj might be impressed by, or at the least inquisitive about, other cultures.
As Kraj were originally an amalgamation of the more monstrous races with humans, they have humanoid features but some physical characteristics usually attributed to other races. All Kraj are tan skinned with dark hair. Their eyes tend towards bright or 'unnatural' colors (e.g., purple, red, yellow, or bright pink, to name but a few). They are no shorter than the shortest human, no taller than the tallest human, and their personalities tend to be on par with the human personality spectrum.
Kraj are omnivorous but have serrated canines (teeth) and incisors, obviously meant for carnivores. Their diet is largely made up of hunted meat and gathered greens, berries, and other non-meat foods. Since Kraj have an accelerated metabolism, they snack on plants and insects almost constantly. Also because of their metabolism, Kraj can be 'thin and wiry', 'stocky', and muscular; never obese. In addition to affecting their weight, the accelerated metabolism means that Kraj naturally never sleep, but do have dark circles under their eyes. This is also a contributing factor to their short lifespan.
Kraji ears are pointed much like those of elves, but they usually droop out and/or down. Kraj have larger arms than the average human their size, and some facial features may be a bit neanderthal-like.
All Kraj are given tattoos throughout their life, starting with their coming of age ceremony and until the day of their deaths, which mark the various important events in their lives, as well as helping to identify who they are. These are placed on the body according to their personal preference. Tattoos may signify the birth of offspring, the loss of a limb, participation in a war or battle, or the elemental affinity of the Kraj in question.
Kraj hair is usually braided, cut short, or in dreadlocks. Males tend to cut their hair quite short, especially in warmer climates. Females keep their hair long, if possible, but most warrior Kraj have short hair. The longest any Kraj has kept their hair (on record) has been down to her lower back. Any longer and it is a hindrance to the hunt. Females keep longer hair tied up on top of their heads or in horsetails. Headbands, bandanas, hair wraps, or hair veils are a common sight among the Kraj.
Clothing is kept as light and movement-friendly as possible. Clothing style tends to be loose enough to move around in, or tight enough not to restrict mobility. (Lower Body: loose pants, shorts, loin cloths, or tight cloth wraps. Upper Body: tight tops, cloth wraps, loose tunics, or tabard-type shirts)
Note: Some Kraj may have very drastically different physical features than even others their clan. Chitinous or 'stone' skin, tusks, abnormal coloration, and bestial features are but a few recorded abnormalities lone Kraj have had, despite being part of a perfectly average Kraj clan. Scholars think this may be due to the circumstances under which they were created.
Kraj Clan Life
Kraji clans have an extensive and detailed clan life. Most clans consist of a clan leader or Chieftain (usually the most powerful shaman in the clan), with a storyteller, some minor healers, and any elders rounding out the more knowledgable and therefore most important parts of the clan. Hunter/warriors, gatherers, teachers, stonecallers, and artisans round out the clan. Clans are led by the female Chieftain, family units are led by the Oldest Mother, and lifemates take the female's Clan Name. All members of a clan, apart from children, have some sort of job. During wartime, almost all members of the clan take on the warrior role to protect themselves.
Most storytellers and shamans are female, but some males do take over the role in certain clans. Tattoos are applied by storytellers or shamans.
Kraji hunting parties are most often led by females, except in the months of pregnancy. The female (usually the most skilled hunter/warrior) who leads the expedition
Kraji mating cycles last 1 Kraji year (roughly 4 Terran months), with every 4th month marking the time when the females go into heat for the duration of said month. During this month, females choose multiple mates to produce children. However, chances of producing children every mating cycle are 1 in 2. On average, most Kraj do not mate for life, but it is a common practice and is almost always a choice made out of love.
The Kraj craft most of the items and weapons they use on a daily basis from nature. Skins, furs, plants, rocks, wood, bone, and animal extracts (all organic materials) are used by artisans and crafters to make all things necessary for the daily life of any Kraj.
While the Kraj are indeed an angry race by nature, they also afford all other beings the utmost politeness. Any insult is viewed as an affront to the other being, and is a wound to the offending Kraj's honor and pride. To avoid insulting another being (be it another Kraj, human, elf, etc.) the Kraj avoid conflict by speaking in as courteous and non-threatening a manner as possible. If any insults (real or perceived) occur, either apology or battle follows very soon after.
Kraj tend to avoid races with a focus on technology, such as a modern or space-travel tech level. This is due to their young age as a race, naturalistic preferences, and their own low tech level as a race, which leads to varying levels of technophobia.
Since the Kraj originated as a nomadic race, they tend to have a chaotic alignment. Most non-chaotic Kraj are lawful, due to their avoidance of insulting others. There are no specifications for good/evil in the Kraj population.
As nomads, any lands where food and resources are available will suit Kraj tastes. However, Kraj tend to prefer areas with the opportunity for cover such as trees, scrub, etc. In settlements, areas with easy access to food, water, and building materials are preferred.
Originally roaming the badlands, the nomadic clans of the Kraj came to worship nature gods such as the Sun(s), the Moon(s), and the Four Elements (Earth, Air, Fire, Water). Since most Kraj participate in the racewide shamanistic or animistic religion, other gods and goddesses representing facets of nature also exist. Kraji prayers are usually sent up to their warrior goddess Naskara, a god born of their own people, for peace and good fortune.
Kraj mages and shamans are usually the closest to the gods and elements respectively, but all Kraj are marked by an elemental sign. They gain a damage bonus of their marked element with any Kraji-made weapons (but only Kraji-made weaponry).
The Kraj can speak both Kraji and Common. Older generations speak more common, and younger generations tend to speak more Kraji.
Clan leaders choose the name of their clan. This is effectively a last name. Most Kraj have irritatingly long names, consisting of their given name, a birthing name, another given name, and the clan name. For this reason, many Kraj often take or are given nicknames, which are usually shortened versions of their name. When a male and female mate for life, the male takes the female's clan name and becomes a part of her clan.
- Females get +2 to Constitution and +2 to Wisdom, but -2 to Dexterity and -2 to Strength. Males get +2 to Dexterity and +2 to Strength, but -2 to Wisdom and -2 to Intelligence: Females must stay put for extended periods of time to prepare for, birth, and nurse their young. Because of this, they have more time to study, learn and perform magic. On the other hand, males utilize this time to take over hunting and protection duties, and so have the emphasis in physical stats.
- Monstrous Humanoid Type: Kraj are an race comprised of approx. 1/3rd monstrous races and 2/3rds humans.
- Kraj base land speed is 40 feet.
- Fast Healing (Ex): A creature with fast healing has the extraordinary ability to regain hit points at an exceptional rate. Except for what is noted here, fast healing is like natural healing. At the beginning of each of the creature’s turns, it heals a certain number of hit points (defined in its description). Unlike regeneration, fast healing does not allow a creature to regrow or reattach lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first. Fast healing does not restore hit points lost from starvation, thirst, or suffocation. Fast healing does not increase the number of hit points regained when a creature polymorphs.
- Low-Light Vision (Ex): Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
- Kraj have a +2 racial bonus to Survival.
- Level Adjustment: None
|Middle Age1||Old2||Venerable3||Maximum Age|
|15 years||20 years||30 years||45-50 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4' 8"||+2d10||85 lb.||× (2d4) lb.|
|Female||4'10"||+2d10||100 lb.||× (2d4) lb.|