Harakan (3.5e Race)

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Harakans

The desert spawns many odd things, and the Harakans are another oddity for the list. Once humans, Harakans developed an affinity with the mountainous desert realm known as the Haraka. Some sages believe they are mutant cast-offs created by a mad wizard centuries ago. The Harakans themselves credit their existence to Harana, a goddess of the desert, travel and ironically, water. She took pity on a nomadic tribe of humans, their clan dying and lost in the desert. Through her power they became stronger and more equipped to survive the arid climate.

Personality

Harakans, like humans, vary in demeanor and tastes. They tend to be more friendly than hostile and open-minded than mulish. Most Harakans see family, tribe and kin (in that order) as very important and above everything else. They are less intelligent than humanity on average, their isolation disallowing the sharing of cognitive achievements and survival in the harsh desert being more important than cultural and scientific advancement.

Physical Description

Harakans average a height between 6ft. and 8ft. They are solid and heavy, weighing from 150 to 250 pounds on average. They have copper like skin and can have hair of various shades of browns. Their skin looks as if it has sheets of bone underneath it for added protection from the creatures of their mountainous desert home.

Relations

Harakans are more amiable with humans than any other race, seeing them as brothers and sisters. They are scornful of dwarves, believing they violate the earth and greatly dislike their company. Human opinion can range from seeing Harakans as peaceful and helpful desert guides to disgusting abominations.

Society and Culture

Harakans travel in tribes as large as a 100 persons in one group. They move often, never staying more than a fortnight. Every tribe is composed of families. They all defer to the group of elders, the oldest of the tribe members. Tents that can be quickly dismantled at a short notice comprise their dwellings. Domesticated animals and hunting are their primary sources of food.

Alignment

Usually Chaotic Good or Neutral Good.

Lands

The Haraka desert, although quite a few have traveled and settled in other lands.

Religion

Most Harakans believe in Harana, their earthly desert goddess. Clerics of Harana have access to earth, water and travel.

Language

They speak Common with a pronounced accent, one similar to the sound of grating rocks.

Names

Their names reflect their desert home. Male examples: Sandolim, Cacturm, Sunsunor, Desserim. Female example: Sunsunanne, Hannasandy, Cammelaa, Dunenabeth.

Racial Traits

  • Stat Bonuses: +2 Str, +2 Dex, +4 Con, -4 Int, -2 Wis. They are physically tougher and slightly more agile than humans, but have weaker minds.
  • +2 Natural Armor bonus
  • Resist Heat (ex): Harakans can live in extremely hot weather. They are never required to make Fortitude saves to avoid non-lethal damage in blistering weather as hot as 200 degrees Fahrenheit. In addition, they have a resistance to fire 5.
  • Push (ex): Harakans can start a bull rush maneuver without provoking an attack of opportunity.
  • Harakans have a +8 racial bonus on Survival checks when in desert or mountainous terrain.
  • Favored class: Barbarian
  • Level Adjustment: +1



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