Khego (3.5e Race)
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Khegos live life in a very tribal way. Khegos love to craft and learn about new things, do to this Khegos are commonly Artificers, while the elite normally becomes an Thaumaturge. It isn't uncommon for younger Khegos to bore of the solitary life and go out and adventure! Adventuring Khegos normally find there way back to the clan to express their adventures and live out there life helping the clan with inventions and other such tasks. Khegos will often make deals with neighboring kingdoms to insure protection and resources to continue the inventions they make. It isn't upcommon for Khegos to interrogate other subterranean races into the clans.
When the time comes or simply when a Khego believes that he has lived long enough they will go to the clan leader and ask for a "rite of passage". If the clan leader accepts a large festival prepped centered around the requestee(s). Food and recipes are shared throughout the clan. The key components of the festivities are feasts, stories, dances & songs. Nearing the end of these festivities the requestee(s) are given a sweet soup that is a strong relaxant causing the Khego to fall into a deep sleep, after an hour this will cause the heart to stop. The elders of the family(s) will take the Khego(s) heart and carefully extract the soul out and release it, so it may find it's way to the afterline where it will rest and dream forever. The empty gem that is left behind is normally fashioned into beautiful jewelry and hung on the family(s) wall as a reminder of who they were.
Developed clan grounds in caves or mountants normally look like one big machine with moving cogs and contraptions everywhere. Stone & wood are rarely seen in these developed locations and often swapped out for nitor and other magical means of lighting. Khegos normally use way stones to move from floor to floor, though stairs can be found for those who do not know how to use such device(s). Shops and other commodities are rare to see unless tended from an outside party.
Khegos harbor great hate towards factions known as the "Crimson Court", they commonly refer to them as "Red Devils". Khegos will actively hunt this faction is they wander too close to the clan and will become hostile if they believe a creature to be working with them. (This is based off the Thaumaturgist class and Thaumcraft lore).
Khegos are extremely talkative, friendly though untrusting to other races. Khego will not trust other races other than those in their clan. Actions must be taken to prove to the Khego that the person is 'worthy' of trust. When something bothers a Khego they are blunt about the subject, though reluctant if the creature doesn't have the Khego's trust. Despite the Khego's talkative and friendly attitude they prefer to live life in solitude with their clanmates. A personality of a Khego can strongly resemble a friendly kobold.
Khegos absolutely love stories and make excellent storytellers. Khegos can be superstitious as well, often creating contraptions to deal with the superstitions. Khegos also belives in a monster called a "Kewki", a single creature that follows Khegos and eats their dreams & memories, leaving them as husks. The Kewki fears light and will stay miles away from any source of light no matter how big. Do-to this fear the Khegos homes and caves are normally lit with lights and torches. Khegos also carry personal lights on them (Similar to glowsticks) for if any of them were to encounter this "beast".
Strongly resembling a human with size and shape, the defining difference is that Khegos have 'colored' birthmarks that strongly resemble the clan they are born in. Khego often looking like tribal humans. Khegos also tend to have a slimmer body.
Khegos get along with most races, do to the lack of knowledge on 'common adequate' threats and insults may go over the Khego's head.
The Khego can be pushed to any alignment but are normally neutral.
Khego love to live in caves and underground.
Khego can follow any religion but normally follow what religion the clan leader follows. It is very common for Khegos to warship iconic creatures such as dragons and wyverns.
Zavala, Pahoja. The names of Khego normally consist of one to three syllables.
- +1 Str, +2 Int, -2 Wiz: Khegos are smart and strong but tend to not learn from their mistakes.
- "Humanoid": No Bonuses
- Medium: No Bonuses.
- Khegos base land speed is 30 feet: No movement bonuses
- Ancestral Protection: The ancestors of the khego protect her by manifesting into the realm briefly or changing/warping the aspects around them. At the end of a long rest roll 2 1d20s, You can replace your result or the result of a targeted creature. Rolls cannot be saved and must be rerolled per long rest. If used on a targeted creature, the creature must be in sight.
- Oddly Charming: The Khegos has a very odd appeal to them, maybe to the looks? The odd way they act around strangers and friends? It seems to make the sourest of souls at least grin, maybe even chuckle. Gain an advantage with Diplomacy and Perform.
- Closing The Eye: Critical threat Range is doubled for rolls.
- Ageless: Do to the exposure of magic through the use of consistent machines, Khego normally cease aging around the age of 25. Over time this became a genetic trait.
- Automatic Languages: Common, OddTongue Bonus Languages: N/a
- Level Adjustment: +0
|Middle Age1||Old2||Venerable3||Maximum Age|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||5' 5"||+2d6||120 lb.||× 2d4 lb.|
|Female||4' 9"||+1d6||85 lb.||× 2d4 lb.|
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