Khinasi, Cerilian Human (4e Race)

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The Khinasi people are well educated traders and merchants that know an individual’s decorum, hospitality, and conduct are far more important than gross wealth. Unlike other cultures, they have no fear of magic, to them it is considered the noblest of callings.

Racial Traits
Average Height: 5’4”–6’
Average Weight: 100–180 lb.
Ability Scores: +2 Intelligence, +2 to ability score of choice.
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Skill Bonuses: +2 History, +2 Diplomacy
Bonus Skill: You gain training in one Knowledge skill of your choice.
Defensive Bonus: You gain a +1 racial bonus to your Fortitude and Will defenses.
Arcane Defense: +1 to AC from arcane attacks.
Weapon Proficiency: You gain proficiency with the Scimitar or Katar.
Bonus At-Will Power: You know one extra 1st level at-will attack power from your class.

Play an Khinasi human if you want...

  • To be a wielder of arcane magic.
  • To be from the southern deserts steeped in arcane lore, ancient mysteries, and civilization.
  • To be skilled in the use of Diplomacy, Arcana, and use a Scimitar or Katar.
  • To be a member of a human culture that favors the artificer, swordmage, warlock, or wizard classes.

Physical Qualities[edit]

The Khinasi are the descendants of the Basarji people who live across the Sea of Dragons. Khinasi are tall and lanky, with aquiline features and dark eyes. Their complexions range from a light coffee to dusky dark brown from living in a land of sun and sand or many years at sea. Men typically wear light robes or tunic and linen pants, while women wear elaborate dresses and unwed women of virtue tend to cover their faces with veils. Both sexes wear sandals. Khinasi adventurers will often wear lamellar armor or heavier linen robes.

Playing an Khinasi[edit]

The Khinasi (Kin-Ah-See)are humans who inhabit the southeastern part of Cerilia known as the Empire of the Sun, or Khinasi lands.

Characteristics: Honorable, civilized merchants, scholars, seafarers, mages, and explorers.

Male Names: Adan, Ahmed, Albin, Alejan, Alvaro, Aram, Arlando, Arturo, Boran, Cidro, Donato, Duarte, Farid, Faran, Gerad, Hakim, Hari, Hassan, Ibrahim, Jahan, Jairo, Jakim, Jamal, Khalid, Khalil, Karim, Kassim, Malik, Namir, Nuri, Omar, Rami, Rashad, Rigel, Salim, Tuarim.

Female Names: Abriana, Adara, Adaliz, Adira, Aisha, Akilah, Alima, Almira, Amara, Bahira, Carina, Chalina, Corazon, Drina, Fatima, Jamilah, Jasmina, Kalilah, Kamilah, Karida, Ketifa, Laila, Medina, Rashida, Sadira, Sami.

Khinasi Adventurers[edit]

Three sample khinasi adventurers are described below.

Ahmed is a Khinasi merchant and Artificer in the capital city of Nurida, Ghamuor. His wealthy family apprenticed him at the age of six to a master clockmaker. By the time Ahmed grew to age nine the clockmaker noticed his prodigy had learned everything he could teach him and in a fit of jealousy kicked the young boy from his household and spoke great ill of him. The clockmaker however continued to sell items to his customers that his pupil had crafted and claimed that he had crafted them. By an accident or fate the clockmaker sent on of Ahmed's wrist clocks to El-Asarim the Golden, Artificer to the Caliph of Ghamuor. El-Asarim immediately knew the craftsmanship was way beyond the ability of the lowly clockmaker. Within a few hours El-Asarim brought the Ahmed to his home and began teaching him, his craft. Ten years later and Ahmed has made a name for himself in Ghamuor, but a new caliph rules Ghamuor and the clockmaker of his past has gained favor in the eyes of the new ruler. It is time for Ahmed to seek a new and different life elsewhere.

Ibrahim is a Khinasi desert nomad and Warlock. Raised among the nomadic tribes of the desert, Ibrahim heard voices from an early age, so when it came time for him to perform his rite of manhood and take his place among the warriors of his people, he scoffed at them and displayed his talents by crippling his foes with dark magics. His tribe feared him and chased him out into the desert to survive on his own, but they had taught him well and the voice whispers louder of the great power he can possess if only he listens. Now he travels north in search of dark ruins and mystical places, if only he had some willing warriors to join him and make his journey safer. At least safer for him.

Sadira is a Khinasi Wizard trained at the Academy of Magic in Djafra. Like all Khinasi children she was well educated, but unlike her siblings she applied her skills to the study of wizardry and after twelve years of hard studying she has finally graduated from the Academy. She desires nothing more then to become a professor, but to gain the skills and confidence to pass the difficult exams that allow her to learn advanced wizardry she must either spend another twenty years studying in the academy libraries and archives or seek her knowledge in the world outside of the academy.

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