They of the Endless Plains
I
Generally seen as the most peaceful of the settled folk, the Lhakar hail from the only operating republic in the world, the Namkhar Republic. Their government consists of 6 Prefectures that all send representatives, or Tenzakar, to a capital on a neutral island, Zamkhor, to rule them. To be chosen as a Tenzakar is revered as the highest honor, and those who take the position are required to forsake all family ties in order to carry out the job without conflicts of interest. The Lhakar enjoy surplus in the grasslands and forests of Low Tharim, where many herd Protoceratopsidae alongside their bonded stegosaurs. A colorful people, most Lhakar paint the sails or spikes of their bonded beast and craft elaborate saddles to sit atop such gentle but lethal dinosaurs. Within the Lhakar, magic is treated as a gift from the heavens, with users often holding seats of religious authority. Namkhar has very little military or defensive arms, the vast majority of which are devoted to holding the eastern border with the ever-expanding Haenryeong Empire.
II
- A White-Streaked Lhakar child was taken by the Haenryeong and sent to Averon as a gift.
- The Lhakar are in conflict with Ka'ani Vaeka and The Haenryeong Empire
...to be continued...
III
Political Aides
A want-to-be or retired tenzakar, these diplomats survive not through violence but quick wits and negotiation skills.
Starting Abilities
Extend Welcome
Once per settled location, you may perform civic labor to reduce the welcome clock by 1 segment. This requires no roll.
Herbal Counsel
Using your herbalism kit during short rests, you may prepare remedies that soothe. Once per day, you may remove disadvantage from an ally’s roll.
Read the Table
You have advantage on insight checks when dealing with royalty or military.
Mobile Forgers
A pragmatic artificer, drokpa craft tools and weapons on the move, adapting quickly to changing conditions.
Starting Abilities
Field Tuning
Once per long rest, you may spend your reaction to apply a rapid modification to your or an ally’s weapon, allowing them to apply opportunistic zones to a single target.
On the Move
During travel or rests, you may craft simple weapons, armor pieces, or tools without a workshop, given you have your Armorer’s or Armsmaker’s Kits.
Beastial Workshop
Your Ankylosauridae bond functions as a mobile forge. You may carry twice the supplies and use your Ankylosaur as a workshop. If your bond scars or your beast’s condition drops below 2, these benefits are suspended.
Namkhar's Soldiers
Thagpo wield dhal shields and short blades and excel at holding the line and keeping others safe.
Starting Abilities
Shared Shield
While you are standing and conscious, allies adjacent to you may treat zones covered by your shield as if they had the shield, too.
Anchor Ground
When you are wounded or impaired, you may choose not to reroll initiative. If you do, enemies adjacent to you must reroll initiative instead.
Stone Endurance
During travel, your posse ignores the first morale loss caused by weather or supplies.
Magical Painters
The painters of Namkhar, mendok channel their magic through art, painting spells onto themselves or their bonded beasts.
Starting Abilities
Painted Boundary
As an action, you rapidly paint sigils into the ground, creating a marked boundary of any shape (so long as it can be created using your movement). While this boundary persists, enemies who attempt to cross it lose their reaction and suffer disadvantage on initiative rolls. This boundary lasts until you are wounded, move outside it, or environmental forces cover the paint.
Caster
You gain access to three spells of your choice, from the Starting Spell List. Your starting conduit is your art (counted as a staff for proficiencies and prerequisites).