They with Bloody Lips
I
The warlords of the northern Wastes go by many names: the Grassfire Men, the Wind-Eaters, Those Who Never Dismount, but the Tengerai call themselves Khör-Tenger and were once the fearsome Khörun Dominion, a herder empire ruled by Khans with enough magic to keep their bonded Ornithomimids alive for centuries after their deaths. Many of the Ornithomimidae that are bonded to riders nowadays have been alive far longer than some nations, and will likely outlive many more. The Tengerai do not only bond to a single beast, however, and often also bond with smaller Tapejaridae species, which they use as hunting companions. As their grasslands turned to desert dunes, the Tengerai likewise turned their hunting from smaller game to humans. Skilled with a bow and quicker than the wind, the fabled lone Tapejaridae will always be spotted on the horizon just too late to save you.
II
- A Tengerai woman has white-streaked hair
...to be continued...
III
The Quick Blade
A mounted archer trained from childhood, Khurai strike fast and vanish faster, favoring mobility and volatility.
Starting Abilities
Galloping Barrage
When you move at least half your mount’s speed, you may make two bow attacks against the same or different target, both targeting a limb or abdomen.
Ride Them Down
When you hit a creature that is wounded, you may declare this ability. Your attack will treat the zone as if it is an opportunistic zone.
Desert Pathfinding
When traveling, you always know the fastest route to a location.
The Executioner
Baatar-Kesh carry massive crossbows and adorn their mounts in heavy armor, anchoring battle lines and punishing anything foolish enough to advance.
Starting Abilities
Break Their Spirit
Once per long rest, when you fire your arbalest and inflict impaired or destroyed on a creature, you may force all enemies who can see the impact to reroll initiative. Creatures already wounded make this roll at disadvantage.
Anchor Shot
Twice per short rest you may fire a special harpoon-esque round at a beast. This attack ignores one level of armor rating on a leg or abdomen, and if it hits, sets the target’s speed to 0 until the end of their next turn.
Living Bulwark
While mounted and stationary, adjacent allies may use your mount as full cover.
The Destructor
A demolition hunter. Tulgans combine archery with thrown explosives, specializing in breaking formations and sowing chaos.
Starting Abilities
Timing Fuse
When you throw or plant an explosive, you may delay the detonation until any one of the following occurs:
- A creature moves into the area
- A creature rerolls initiative
- The end of the round
Controlled Demolition
You can use explosives outside combat, to collapse structures, breach walls, or destroy supplies. You always know how much explosive is needed and what collateral damage will occur.
Field Improviser
Given basic supplies, you can craft improvised explosives during short or long rests.
The Scout
Skybounds wield magical bows and bond to Tapejaridae companions, excelling at reconnaissance and vertical combat.
Starting Abilities
Eyes Above, Breath Below
Your bond with your Tapejarid allows you to extend your perception. While your Tapejaridae is airborne, you gain advantage on Perception checks and immunity to surprise.
Caster
You gain access to two spells of your choice, from the Starting Spell List. Your starting conduit is a Hunting Bow.