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Warfield Info

The document provides background information on a fictional order called the Kha'hilari. The Kha'hilari are blind warriors who can see auras and the true nature of people. They train from a young age in martial arts and use a unique throwing weapon called a Khashar. The document outlines their history, training, weapons, and roles within the order.

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Sean Mclaren
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0% found this document useful (0 votes)
85 views6 pages

Warfield Info

The document provides background information on a fictional order called the Kha'hilari. The Kha'hilari are blind warriors who can see auras and the true nature of people. They train from a young age in martial arts and use a unique throwing weapon called a Khashar. The document outlines their history, training, weapons, and roles within the order.

Uploaded by

Sean Mclaren
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 6

Written by: J.

Ricco McMillan
Editing and Layout: Coleen O'Donnell
Art: Dan O'Donnell
Concept Art: J. Ricco McMillan

2014 Dan O'Donnell. All rights reserved.


This book or the material herein may not be reproduced in anyway without the express written permission from its author. This is a work of fiction.
Names, Characters, places and things contained in this book are
the works and imagination of its author. Any resemblance of people, places and things, living or dead, is entirely coincidental.

The Khahilari

History

The Kha'hilari are able to see the truth of the world


around them. The tainted are exposed and the pure
shine brightly when they stand before a Kha'hilari. It
is for this reason that they do not align themselves to
any faction or government, which are notoriously
prone to corruption. Instead, they focus on working
alongside individuals in need of their aid.
Khahilari can be found anywhere though their
training takes place in remote temples that are far
removed from cities. They thrive on adventure;
bringing to light the true worth of any who walk
alongside them. They are ever vigilant in their one
true quest. Each pursuit offers them the hope of
uncovering the location of their Great Temple.

Scrolls of Castas

The Pure Sighted


Those who join the Kha'hilari are either born blind or
have become so through illness or injury. Very few
choose this way of life through self-infliction. Only
those who have been blessed with blindness are
accepted. Families who either cannot or will not take
care of their children will offer them to the order.
What many think of as a handicap, the Kha'hilari see
as a great strength. It is a truly unique ability to
perceive the world without judging first, to see
without seeing.
These warriors begin their training at a young
age, usually between six to ten years old. Their daily
lessons include knowledge of the land, history and
philosophy with a heavy emphasis on the balance
between law and morality.
As Acolytes mature, they endure an increasingly
rigorous crucible of physical and mental training. It is
at this stage that they are taught the technique of
Through the Veil. This conditioning and self-discipline
leads to the mastery of Ashadar, the Kha'hilari's word
for Way of the Wind. This unique fighting style is often
coupled with the Khashar, their only physical weapon.
The Kha'hilari uphold the values of humility and
humanity. When old enough, they leave their temples
and travel the lands helping those in need.

The history of the Khahilari is cloudy. Many tales tell


of the days of the first nine. There are several different
versions that have been passed down throughout the
generations. The one constant in all of these is that
the nine stood against the Haite armed only with their
Khashar. They drove back the vile creatures without a
single loss of their own.
The true history of the Khahilari is written in the
Sacred Scrolls of Castas; hidden deep in the Great
Temple. Both have been lost for over a thousand
years. Every generation of Khahilari has set forth to
find this lost temple.
The scrolls contain the teachings of Castas Kha'hilari,
the founder. It is rumored that they were written in a
raised series of runes. At the time, it was created only
as a secret form of writing. The generations since have
used this style to read through their fingers. This form
of scribing is legible only to those of the Kha'hilari.

The Great Temple


The Great Temple was lost over a thousand years ago
during the Fifth Era. It was built on a cloud-stone to
keep their privacy. The temple itself was carved into a
cloud-stone. Inside, relief style carvings covered the
walls. The same style of writing found on the Scrolls
of Castas can be found alongside the reliefs inside the
temple.
The Crimson Skyblades have unwittingly found
the temple. They have no clue as to its profound
importance to the Kha'hilari. They do not know how
to decipher the writings on the walls nor open up
some of the most important passages located within.
Many areas in the temple still lay untouched. Should
they ever abandon it, there is no way to track its
movement as it is caught in one of the most active
and volatile air streams.

The Khashar

Khahilari ( Vanguard)

The Khashar, or Wind Blade, is the special weapon of


the Khahilari. No two are ever made alike. It is a
bladed weapon used both in melee and ranged
combat. The Khashar's strength lies in its boomerang
like qualities; always returning to its owner when
thrown. This ability will only work with its creator
through a ritual invoked on the night of the new
moon. The Khahilari infuse part of their essence
within the weapon thus binding one to the other.
Traditionally, a Khashar is buried with its Kha'hilari.
Only the original creator can pass the weapon on to
another and allow the weapon to be rebound. If the
weapon is taken and not given willingly by another
person, the weapon will loose its special abilities.

With experience comes knowledge and skill. This is


never wasted among the Kha'hilari. The Vanguard
sometimes return to their temple with potential
Acolytes they have come across during their travels.
They may choose to remain to teach though many
prefer to return to their travels.
Cost: 10
Requirements: Khahilari (Acolyte)
Virtue/Taint Requirements: 1 Virtue/Must not have
Taint
Benefits:
Improved Quality Weapon - The Khashar
becomes a +2 weapon as opposed to a +1.
As its master grows in skill and strength so
too does the weapon.
In Plain Sight- This allows the Kha'hilari to
shroud the minds of those around them.
They neither become invisible nor change
appearance. They are just overlooked. All
who are looking for the Kha'hilari receive a -2
to their Perception rolls.

New Expertise
Khahilari (Acolyte)
Acolytes are trained in Martial Arts and the use of the
Khashar. At this stage, most begin their travels as
representatives of their order, observing and aiding
when needed. Their search for the Great Temple is
always in their thoughts.
Cost: 5 Experience Points
Requirements: Path of the Magnate
Virtue/Taint Requirements: 1 Virtue/Must not have
Taint
Benefits:
Quality Weapon - The Khahilari receive a +1
damage to their Khashar.
Language - The Khahilari have their own
written and spoken language, Khahilarian. It
is a secret language that may not be taught
outside of their order. They can read the
raised writings of their people.
Through the Veil - The blind Acolyte is now
able to see all around him in a spectrum of
color. They see auras; things that are magical
appear blue, virtuous beings are in gold,
those tainted are black. They receive a +1 to
all Perception rolls.

Khahilari (Doyen)
Doyens are exalted within their order. They are
respected teachers, philosophers and fierce warriors
on the battlefield. When they are not leading the
Khahilari into battle, they dedicate their life to
teaching, adventuring and the search for the Great
Temple.
Cost: 15
Requirements: Khahilari ( Vanguard)
Virtue/Taint Requirements: 1 Virtue/Must not have
Taint
Benefits:
Improved Quality Weapon - The Khashar
becomes a +3 weapon as opposed to a +2.
As its master grows in skill and strength so
too does the weapon.
Ricochet- When using the Khashar as a range
weapon, on a successful hit, the Khashar will
then strike the next closest target within 10
feet of the previous. The second attack
suffers a -2 penalty. A target may include a
hard surface such as a stone wall.

New Equipment
Khashar
Cost: Created by its user
Weight: 3lbs
Damage: 3 + Item of Quality bonus
Description: The Khashar is both a melee and
thrown weapon. It is treated as a single handed
weapon. When thrown on the player's turn, it will
return at the beginning of the next round. If the
player is prohibited from catching the Khashar, it will
fly off in a random direction. Optional: Roll a D12 to
determine a random clock location where the
Khashar has fallen or lodged itself.
Example: Marish was knocked unconscience after
he threw his Khashar. Though it struck its target, he
is unable to catch it. Marish's player rolls a 7 on the
dice. The Khashar lands in the 7 o-clock position
from its owner.

New Skills
Martial Arts (Coordination)
Skill Category: Normal
Skill Development: Special
Martial arts is a methodical and fluent form of
fighting. It requires a great amount of time and
practice to become skilled in martial arts. Unlike the
unarmed skill, martial arts uses a graceful technique.
Characters who study the martial arts develop sub
skills the same way as any other skill but receive
additional options and modifiers while in combat.
The five sub skills must be developed separately. They
are Closed Fist Fighting, Martial Kicks, Wrist Locks &
Arm-bars, Body Throws and Deflect Arrows.
Closed Fist Fighting
Closed Fist Fighting must be developed as its own
skill. The martial artist has learned how to make a fist
properly and strike accurately. This technique can
cause severe damage. All opponents must be within 5
feet of the martial artist. Combat is resolved normally.
If an opponent is hit with a natural 12 he may avoid
the stunning effects with a Physical Resistance roll of
TN 20.
Tier 1 (Ranks 1 - 4) Fist attacks cause +2
damage instead of the standard +1 damage.
No stunning effects offered.
Tier 2 (Ranks 5 - 8) Fist attacks cause +3
damage instead of +2 damage. Rolls of
Natural 12 stun an opponent for 1 round.
Tier 3 (Ranks 9 - 12) Fist attacks cause +4
damage instead of +3 damage. Rolls of
Natural 12 stun an opponent for 2 rounds.

Wrist Locks & Arm-bars


Wrist Locks & Arm-bars must be developed as its own
skill. This is the ability to restrain opponent's
appendages. This generally refers to an arm. The
martial artist immobilizes their opponent's freedom of
movement through joint manipulation.
This allows the character to place a wrist lock or armbar on an opponent; rendering them immobile. The
attacker's roll sets the TN. The opponent must match
or better the TN should they attempt to escape. If the
opponent has not developed Wrist Locks & Arm-bars
skill, he may make a reaction resistance roll instead.
The Reaction resistance roll may only be attempted
once each round.
Body Throws
Body Throws must be developed as its own skill. This
is the ability to use leverage against an opponent's
body weight. The martial artist can flip, kip or throw
an opponent to the ground. Body Throws can only be
used if the opponent is the same size category or
smaller than the martial artist.
The Martial Artist must be within touching
distance their opponent. This allows the martial artist
to throw an opponent in a desired direction up to 5ft.
The opponent looses the ability to take any action in
the same round they were thrown. The opponent
may attempt to evade the body throw by matching or
bettering the TN set by attacker's skill roll. If the
opponent has not developed body throws, he may
make a Reaction Resistance roll.
Deflect Arrows
Deflect Arrows must developed as its own skill. The
martial artist is able to use their hands to deflect a
single arrow shot at them. They must also be aware of
the incoming attack. Simply roll 1D12 plus your
Deflect Arrows skill. The total must match or better
the attacker's missile skill total. If successful the
martial artist simply deflects the arrow away. This skill
may be used against thrown weapons also. If
unsuccessful, the martial artist is hit by the incoming
attack and is treated as flat-footed.

Martial Kicks
Martial kicks must be developed as its own skill
through rigorous training and discipline. The martial
artist has developed this skill with such proficiency
that they may use different styles: Front Kicks, Side
Kicks, Round House Kicks and Leap Kicks. Each style
will produce varying effects. Any opponent must be
with in 5 feet of the attacker with the exception of the
Leap Kick.
Tier 1 (Ranks 1 - 4) Side Kick - Attacker adds a
bit more power to their kick with the correct
positioning of their body. Side kicks cause
+3 damage instead of the standard +2
damage.
Tier 2 (Ranks 5 - 8) Round House Kick - A
round house is a kick where the attacker
swings his leg around in a semi circular
motion to strike his opponent. Round house
kicks cause +4 damage.
Tier 3 (Ranks 9 - 12) Leap Kick - The martial
artist is able to make attacks 10 feet away by
leaping or jumping towards his opponent.
When the attacker lands, he is within 5 feet of
his opponent.

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