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The Tharri - Continued
Tharri Lands: Almost every Tharri is part of one of the three great "Thar-Clans" in the great desert regions near Akkatomia.  The three clans are Thar-Clan Sha, Thar-Clan Ta, and Thar-Clan Keh.  The clans are nomadic wanders, following the migration patterns of their livestock and moving to cooler areas of the desert during the hottest parts of the year.  They have no modern legal claim to their lands, but custom dictates where the borders are and the Thar-Clans defend these borders vigorously.  The ambiguous borders do make it very tempting for the Thar-Clans to encroach on one another's lands, which they do frequently.

Tharri Customs: The Tharri do not share the artistic abilities with stone and jewels or the Shagir.  They consider themselves much more spiritual and devoted to the ancient ways of their people.  All Tharri wear some sort of emblem or symbol upon their bodies in the form of a chain, symbolic of their belief that they are the descendants of a proud slave race, and as a reminder that they are always on a quest to find and punish their former masters. 

Tharri Religion: The religion of the Tharri revolves around totem-animals (the desert pony for the Sha, the desert goat for the Ta, and the desert wolf for the Keh).  Clerics and, rarely, druids, draw power from these totems which they use to gain influence in the clans.  Among Thar-Clan Keh, the Keh-Shah has mingled traditional Keh totemic religion with the faith of the Hol to create a strange mixture that is not entirely supported by traditionalists on either side. 

Tharri Language:
Like the Shagir language, the original Tharri language has been lost.  However, several words of the original Tharri language have worked their way into the Tharri's modern speech, and they sprinkle these words into conservations when speaking other languages.  The common words for "Mother", "Father", and the Clans' totem animals are commonly spoken in what is thought to be the original Tharri language, although most likely with incorrect pronunciation and grammar.  This use of odd words in combination with the modern language causes the other races to view the Tharri's speech as quirky at best and annoying at worst. 

Adventurers
: Tharri rarely travel far from home, as their whole life typically revolves around their clan.  Those who do leave home usually do so for one of two reasons: boredom or banishment.  Life in the desert can become quite boring, and as the Tharri have more and more interaction with traders and merchants from other lands, many young people in the upcoming generations are growing restless and are eager to explore the outside world.  Most of these Tharri explorers are rangers, specialized in the desert environment. 

Tharri who have been banished are an embarrassment to their clans.  The Tharri are a very lawful and orderly people and any small infraction against Clan rules can result in banishment by the Clan leaders.  Most of these banished Tharri become rogues and head for the nearest large city in search of fewer rules and an easier lifestyle. 

The most well known of the Thar-Clans is Thar-Clan Keh, led by the half-crazed "Kehshah" Sunmed-ibn-al-Kehzi, who converted to Holism and corrupted the religion to meld it with his clan's traditional totem animal, the desert wolf.
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Race Guide
Dwarves 3
The Tharri (Traditional Dwarves) Open Game Content

Racial Modifiers:
+2 Constitution, +2 Wisdom, -2 Dexterity, -2 Charisma.  Tharri are as tough as the Shagir, and also possess a unique insight.  However, they are less agile and more gruff than some of the other races.

Preferred Class:
Fighter or Ranger (desert terrain)

Race Traits:
* Size: Medium
* Speed: 20'
* Low light vision to 60"
* Poison Immunity to poisons with DCs less than 14
* Nature Affinity: +2 racial bonus to Survival and Knowledge (Nature) checks. 
* Magick-Resistance: +2 racial bonus on saving throws versus spells and spell-like effects. 
* Scimitar Profiency: This is the Tharri's main weapon and they are all proficient in its use, regardless of class.
* Hardy: Like their Shagir cousins, Tharri may continue to fight while below 0 hit points.  Once the combat is over or if they take their maximum damage, however, they still die. 
* Race Skills: Tharri may swap out both of their Regional skills to gain Knowledge (Tharri History) and Knowledge (Tharri Totem Religion).  This must be done at character creation.
* Languages: As determined by Starting Region.

Starting Regions:
Buchlayne Minor (Thar Clans)
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Dwarves 2
Continue to:
Dwarves 4
Information in the blue shaded box above (with the exception of proper names) is Open Game Content.  Refer to the Open Game License for further details on Open Game Content and Product Identify.
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