The Kharassa
The Sparkling Gem of the Desert

The Kharassa

They of the Shining Lakes

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Overview

Who are they

The People

The sisters of the Saffekh, the Kharassa are the people of the lakes, a kingdom of three fully independent diaconates each ruled by a Komotigui, who reports to a divinely mandated Mansa. The Kharassa enjoy just enough surplus along the lakesides to survive, and enough wealth from traders attempting to shelter while crossing the Sands to fill their lakes with gold. Despite the lavish lives the Kharassa lead, they are strictly religious and incredibly demanding of their children. When a Kharassa mother is pregnant, she receives from the Komotigui a Tyrannosauridae egg that has been selected for her child. The child grows alongside its tyrannosaur until it reaches adulthood, at which point it must use magic to bond to the bloodthirsty beast, or be eaten by it. For children who cannot cast magic and thus cannot defend themselves from their soon-to-be-bonded beasts, the Kharassa believe it is the will of God (whom they call Say’àmara) for the child to be eaten; as they were impure and incapable. As such, those with the ability to teach magic often find themselves handsomely paid among the Kharassa.

Lore

This will be filled in with information as you discover more about the Kharassa

Notes

...to be continued...

Classes of the Kharassa

Nyamakala

Bone Mages

A tattoo mage, nyamakala inscribe magic onto their bones, turning their identity into a spellcraft.

Saving ThrowsCharisma, Constitution
Skill ProficienciesArcana, Deception
Starting WeaponNA
Starting ArmorLavalava
Starting ToolTattoo Kit
Languages KnownKharet, 2 of your choice
Beast BondTyrannosauridae

Starting Abilities

Living Hex

When you suffer a wounded or worse effect, you may invoke a reactive curse inscribed into your bones. Choose the creature responsible. Until the end of the round, it rolls initiative at disadvantage and treats one limb zone of your choice as if opportunistic zones apply.

Caster

You gain access to three spells of your choice, from the Starting Spell List. Your starting conduit is your own body (counted as a martial weapon for proficiencies and prerequisites).

Bolon-Kan

The Desert's Authority

Bolon-kan channel magic through their iron mace-staves and demand authority wherever they go.

Saving ThrowsCharisma, Strength
Skill ProficienciesArcana, Intimidation
Starting WeaponEnchanted Mace
Starting ArmorCloth Armor
Starting ToolNA
Languages KnownKharet, 1 of your choice
Beast BondTyrannosauridae

Starting Abilities

Voice of the Iron Law

Once per long rest, when you speak a demand, you may choose to invoke the Iron Law. Choose an individual. For the next ten minutes, your statements are treated as commands and the target must comply or withdraw from your presence entirely.

Caster

You gain access to three spells of your choice, from the Starting Spell List. Your starting conduit is a Mace.

Jeli Nyama

God's Storytellers

The storytellers of the Kharassa, jeli nyama cast magic through music and oral tradition, channeling through their 21 stringed kora.

Saving ThrowsCharisma, Intelligence
Skill ProficienciesArcana, History, Performance
Starting WeaponNA
Starting ArmorCloth Armor
Starting ToolEnchanted 21 Stringed Kora
Languages KnownKharet, 4 of your choice
Beast BondTyrannosauridae

Starting Abilities

Song of the First Deed

At the start of combat, after initiative is rolled, you may choose up to three allies who can hear you (including yourself). Each ally gains an extra reaction to use during the first round.

Caster

You gain access to three spells of your choice, from the Starting Spell List. Your starting conduit is your instrument (counted as a staff for proficiencies and prerequisites).

Sogolon

Water Diviners

Sogolon read fate through tokens and signs, serving as fortune tellers for those lost souls of the desert.

Saving ThrowsCharisma, Wisdom
Skill ProficienciesArcana, Religion
Starting WeaponEnchanted Dagger or Staff
Starting ArmorCloth Armor
Starting ToolDivination Kit
Languages KnownKharet, 2 of your choice
Beast BondTyrannosauridae

Starting Abilities

Forseen Wound

At the start of combat, before any turns are taken, you may secretly conduct a divination. Choose one creature you can see (ally or enemy). Then choose an outcome and keep it hidden.
Foreseen Wound. If your creature is hit this round, you may negate the injury.
Foreseen Opening. If your creature misses an attack by 2-5, it is instead treated as a glancing blow.
You may reveal the omen only if the event occurs.

Caster

You gain access to three spells of your choice, from the Starting Spell List. Your starting conduit is either a Dagger or Staff.

Known Characters