Homebrew Adarian Kalashtar Species Details
The Kalashtar are a race of psionic humanoids from the planet Adar in the Sarlona Consortium.
The kalashtar are a compound race: a merging of risen quori spiritual beings of pure Force and human bodies and spirits of Adar to form a distinct species.
Biology
Being the combination of humans who willingly fused with quori souls, kalashtar look much like humans, having the same ranges of eye, hair and skin colors. Kalashtar are commonly tall and slim, though kalashtar of all sizes exist. The only real difference in kalashtar is their monastic behaviour. Kalashtar children show the largest difference between them and their human counterparts but still, only in behaviour. Whilst human children will run, play, laugh and show an emotional immaturity, kalashtar children will take part in meditative practices, martial training and telepathic conversations like their adult seniors. Growing up for the kalashtar is simply a physical process rather than an emotional or mental one.
Every kalashtar has a connection to a spirit of light,shared by other members of their bloodline. Physically,kalashtar appear human, but the spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features.Their movements and body language are different from those of humans; most beings find it graceful,but to some it feels unnerving.The eyes of a kalashtar often glow when it is focused on a task or feeling strong emotions. The kalashtar can’t directly communicate with their quori spirits. A kalashtar might experience the relationship as a sense of instinct and inspiration,drawing on the memories of the spirit when they dream.This connection grants the kalashtar minor psionic abilities,as well as protection from psychic attacks. All These dream-spirits virtuous,but some are warriors, while others are more contemplative or kind. Typically, a kalashtar knows the name and nature of their spirit,but some—for instance,an orphan kalashtar raised among outsiders— might know nothing of their spirit or the source of their psychic gifts.
Due to their psychic nature, the Kalashtar are capable of a “soul meld” During melding, the eyes of the Kalashtar initiating the meld pulse with Force power as he/she consciously attunes their soul to his/her partner's, sending and receiving spiritual impulses directly through the skin, however physical contact is not strictly necessary. A common phrase used before melding is "embrace eternity," presumably to help focus the partner's mind and soul. Effectively, the kalashtar and their partner briefly become one unified soul, sharing memories, thoughts, and feelings. A Kalashtar gains this ability upon reaching puberty at around 80-100 years of age, though this particular ability, for those with enough Force training, can actually supplant the mind of another, ripping the soul free, and leaving an empty vessel behind.
History
The Inspired War
From their homeworld of Durat Maul, the Kalashtar expanded into a large empire, long ago having bonded with Quori spirits from the Fifth Dimension. With access to a natural and powerful connection to the Fifth Fundamental Force and guided by their Quori spirits, the Kalashtar were a force to be reckoned with across all of Realmspace. But it was on a fateful day, on a pilgrimage to the sacred planet of Dor Voleer, that the great prince of Durat Maul, Ghoridoth, stumbled upon some unknown power. This power, gave him full access to his Quori Spirit, driving him mad with power and information. Heading into the great Necropolis of ships, Ghoridoth journeyed to the lost planet of Tashyvar. Spending several decades there, he returned with an army of Warforged, robotic beings with inspired sentience and began to wage war on his own father and kingdom. Fighting with great success, and conscripting new Kalashtar into his army through forceful “soul melding”, Ghoridoth and his Inspired conquered most of Sarlona. As his conquest grew more and more succesful, many Kalashtar began to believe in him as a “True Kalashtar” or “Inspired”, turning from their long religion and reliance on The Path of Light.
After several decades of battle, only a few planets remained unspoiled, but before the Kalashtar were completely conquered, a great and powerful warrior, Adar, led an army of Kalashtar on a suicide mission to defeat Ghoridoth and keep the remaining Kalashtar holdouts free and alive.
In a fateful duel, Ghoridoth and Adar dueled to the death, both succumbing to the wounds inflicted upon each other and they died. The Inspired, having lost their leader, consolidated their leadership and power, and left the newly dubbed Adar system, now ravaged by war, to the remaining Kalashtar, dubbing their own territories “The Inspired Empire” or “Riedra”.
Culture
The majority of kalashtar who live in the Adar System, grow up in the temple-keeps of their home planet known as Houses, named after the Spirits of their Quori ancestors, though there are some that (with a strong enough reason) venture out into the rest of Realmspace. Most kalashtar choose to focus on fighting the Inspired, whilst others who are more in-tune with their compassionate side from closely following the Path of Light, choose to fight evil in all its forms. Kalashtar get along well with all other races, however, being a psionic race from another realm, other races can see the kalashtar as strange or off-worldly.
Because of their long lifespan, Kalashtar tend to have a "long view" not common in other races. When they encounter a new species or situation, the Kalashtar are more comfortable with an extended period of passive observation and study than immediate action. They are unfazed that some of their investments or decisions may not pay off for decades or centuries. Matriarchs can seem to make incomprehensible decisions, but their insight is evident when their carefully-laid plans come to fruition. In interstellar relations, this long view manifests in the unspoken policy of centrism. The Kalashtar instinctively seek to maintain stable balances of economic, political, and military power. This is in some senses, the true betrayal of The Inspired and Ghoridoth, who rejected community, patience, in favor of immediate action and upsetting balance.
Traditionally, Kalashtar spread their influence through cultural domination and intellectual superiority. They invite new species of advanced development to join the galactic community, knowing that their ideals and beliefs will inevitably influence the existing culture. Despite the great turmoil of their people, this still holds true. The Kalashtar tend toward communal, consensus attitudes among themselves too: for example, they prefer to live in shared spaces aboard starships even if there are alternatives available.
The Kalashtars' top priority is the survival and sustainability of the Adar System and their respective House, in this order. Most of their laws and customs revolve around these goals. It is illegal for couples to have more than one child, so that the System can maintain zero population growth (if the population begins to shrink, this rule is temporarily lifted, and incentives may be provided to encourage multiple births). Supplies and resources are low in the system due to the effects of The Inspired War. Families are thus very small and close-knit.
Because every Kalashtar depends on his or her House to survive, they are much more community-minded than individualistic species like the krogan. Loyalty, trust, and cooperation are highly prized qualities.
Kalashtar enjoy storytelling as a means of escape from their often trying lives aboard the fleet, and are known to hold dancers in high esteem.
Young Kalashtars are required to undertake a Pilgrimage outside of Adar in order to pass into full adulthood. The Pilgrimage is an opportunity for a Kalashtar to experience the world outside the Adar System, interact with other cultures, and learn to appreciate life among their own people. Their departure is a major event; the whole of their House assembles to see them off, and they are given many gifts to aid them on their journey, along with immunity-boosting injections and advice on surviving on the outside. The young Kalashtar cannot return to Adar until they have found something of value to bring back - whether information, money, or supplies. When they return, they do not go back to their birthplace, but instead select a new House to join; this helps maintain genetic diversity by preventing intermarriage between close relatives. The Kalashtar presents their gift to the Lord of their new House to prove they will not be a burden upon it. Although the gift may be rejected if it is subpar, this is very rare, as most Lords are eager to welcome a new individual. Having a large House is a prestigious thing, as it means the captain has the financial and material means to provide for many people.
Though all Kalashtar are naturally Force sensitive, there are some who choose not to develop their biotic power. Doing so precludes a Kalashtar from military service, although there is no social stigma attached to the decision.
Economy
The Kalashtars have a very different economic system from the rest of the galaxy. While credits influence what is available in Federation space, currency is non-existent in Kalashtar society. Kalashtar value the little space they have above all else, so no unused items are kept to maximize space. When a Kalashtar has an item they do not need, they place it in a public area, in what resembles a market. The items available are put into storage lockers, and those in need may simply take what they find. Since Kalashtar society is based around honor and loyalty to their fellow Kalashtars, there is rarely disagreement.
Kalashtar have dedicated planets, soley for food and production of resources and medicine called Liveplanets. Food and medicine are handled more strictly. The food coming from both the Liveplanets and from scout ships is put into a central stock and distributed carefully to individuals. Outgoing food is tracked carefully, so as not to put the System at risk of food shortage, or worse, mass starvation. Medicine is also distributed carefully. Controlling the flow of medicine also creates an emergency stockpile in case of a widespread outbreak.
Another means of resource income for the Kalashtar is in small time trade with other inhabited worlds and dedicated traders leave Adar to sell and trade refreshments, supplies, and various trinkets to the locals of other planets in turn for supplies and resources the Kalashtar need.
Religion
Most religions espouse some idea of doing good in the universe, either for your community, or for yourself. But few faiths claim that benevolence in this world will actually change the shape and nature of another world. For the people that follow the Path of Light, this concept is the central tenet to their faith. il-Yannah is the religion and philosophy of the kalashtar and most people in Adar, and it uses the morals of the practical world to affect change in the spiritual one.
Hierarchy
- The most devout of the faith traditionally take one of three duties:
- The yannahsur, or light bringer, is a sort of hermetic/monastic tradition, where the yannahsurs spends most of their time meditating and doing small, good works in their local community to promote the Light.
- The sheshantol, or shadow watcher, works to fend off the worst of the darkness. These are the fighters and adventurers who prevent evil from overtaking good, spreading their Light by action.
- The yannahilath, or light speaker, preaches the word of il-Yannah, acting as a sort of priest, using psionic power and charisma to lead the people of the world to the Light.
- All of these agents of the Light are lead and advised by a central council of elder kalashtar (who work closely with the Keeper of the Word), who confer on a strategy designed to promote good and weaken the Dreaming Dark.
They believe in a celestial force they call il-Yannah, "the Great Light." The followers of the Light engage in meditation and strict physical discipline, preparing mind and body for battle against a force they call the Dreaming Dark. However, the nature of this conflict is difficult for outsiders to understand. While the kalashtar occasionally engage in physical combat with their foes, the true struggle is one based in philosophy and dreams, something that cannot be seen by the eye.
The Kalashtar believe that with enough faith, entire regions can be restored or changed.
Language
Kalashtar speak Quori, the language of the spirits inside them, but most also speak Galactic Common, the official language of the Federation.
Kalashtar names are composed of four parts—the Kalashtar's given name followed by their parents name with an appropriate prefix to determine gender of parent almost always the father, (represented by He’ for son of, and Al’ for daughter of) the name of their mother, or less commonly a nickname picked out for oneself, and then finally their House with a precursor to show pilgramage completion ("nar" means "child of", referring to their birth House, while "vas", adopted after the Kalashtar has completed their Pilgrimage and joined a new House, means "member of").
Thus: First, (Paternal Name( [Mother’s name/Nickname] [pilgramage status] {House Name})
Examples:
Male: Kyle He’Burton Sandy nar Lee
Female: Alyson Al’Burton Sandy nar Lee
Nickname: Kyle He’Burton K-Train nar Lee
Feminist or estranged father: Kyle He’Sandy K-Train nar Lee
Female pilgramage complete: Alyson Al’Burton Sandy vas Lee
Government
Conclave of Houses
There are roughly 17 million Kalashtars in the Adar System (also called the Adar or The System). It is technically still under martial law but is now governed by bodies such as the democratically-elected Conclave of Houses, though Lords of Houses and civilian councils tend to address most issues "in-house" before it gets that far.
Nedas Movement
Most Kalashtars are united in the dream of someday retaking Durat Maul from the Inspired. A clandestine few believe otherwise, coalesced into the Nedas Movement, and advocated simply starting consolidating what they have and expanding to other parts of the galaxy.
Adherents conclude that the obsession with the old homeworld has doomed the Kalashtars into an eternal hardscrabble war, without future or past, or even a voice in galactic politics. Organized in cells, initiation into the group entails weeks of preparation for sharing environments and tattooing the motto of the movement, Mered'vai Maul ("forget Maul"), into their biceps using the same sterilized branding tools.
Law
Although the Conclave establishes civil law much as any planet-based democracy, enforcement and trials are more unique. After the flight from the Inspired, there were few constables to police the millions of civilians still remaining, so the navy parceled out marine squads to maintain order and enforce the law. Today, Kalashtar marines have evolved training and tactics akin to civilian police, but remain adept at combat, and fully under the command of the military.
Once taken into custody, the accused is brought before the House's Lord for judgment. While the ship's council may make recommendations, tradition holds that the Lord has absolute authority in matters of discipline.
Most are lenient, assigning additional or more odious maintenance tasks. Persistent recidivists are exiled to any nearby habitable world. Lords rarely have another choice; with space and resources at a premium, supporting a non-productive prison population is not an option. Crimes that carry exile as a penalty include murder, treason, repeated violent episodes, and sabotage against Houses, food stores or the Liveplanets themselves. Kalashtar also practice capital punishment; mutiny or attempted coups is punished with execution. Exile is generally the preferred punishment, as any offspring an exile may have are welcomed back to the System.
Cases involving treason are particularly rare, as Kalashtars are only accused of treason if their actions conceivably harmed the entire System, not just a single House. The accused are given a hearing with the members of the Conclave acting as judges, and if found guilty, they are sentenced to exile. If the treasonous act is deemed only a tragic mistake in judgment, the guilty party might be granted a small ship and supplies for their exile.
Galactic Relations
Other species tend to look down on the Kalashtars for several reasons, the foremost of which being their supposed 'unleashing' of the Inspired and Warforged upon the galaxy. Few care of the difference between Kalashtar and Inspired, and both are simply seen as threats and a nuisance. This act led to the Kalashtars' losing their embassy in the Federation.
Because of the System's limited resources, Kalashtar have unique skills. The Kalashtar have developed an imperfect technique for recovering data from warforged memory cores. They are masters at maintaining and converting technology, for sustainability and agriculture, and are often scientifically inclined. They are able to repair what most species would melt down. This proficiency means corporations sometimes quietly hire Kalashtars "on the side", sometimes replacing existing workers, much to their chagrin.
This unpopularity, and the fact their entire species lives and works as one, makes most Kalashtars quite insular, caring only about the continued survival of the Adar System. Their exclusion from the Federation mean that the concerns of the Federation races don't particularly interest or impress them.
Military
In the early years, many Kalashtar freighters were armed and used as irregular "privateers." Civilian ships still show a strong preference for armament, making them unpopular targets for pirates. Indeed, it is mentioned that almost all ships in the System Fleet carry ship-to-ship armaments of some sort and to varying degrees. Though they have rebuilt their military, there are only a few hundred dedicated warships to protect the tens of thousands of civilians. The Kalashtar navy follows strict routines of patrol however, and takes no chances. If the intent of an approaching ship can't be ascertained, they shoot to kill.
For this reason, young Kalashtars on their Pilgrimage are given code phrases to repeat upon their return, as they often arrive back in vessels they have bought or scavenged which are unknown to the Flotilla. One phrase denotes a successful Pilgrimage and the Kalashtar navy will permit them to rejoin the Fleet; the other alerts the navy that the Kalashtar is returning under duress, and their ship will be immediately destroyed.
The Kalashtar military utilizes weapons specifically designed to counter synthetics such as the warforged. The Adas Anti-Synthetic blade is an electrical weapon optimized for close combat.
Notable Kalashtar
Kalashtar Worlds
- Durat Maul - former homeworld
- Durat Tal-Current Homeworld
Ability Score Increase. Your Wisdom and Charisma scores both increase by 1. In addition, one ability score of your choice increases by 1.
- Age. Kalashtar develop physically at the same rate as humans do and have similar lifespans.
- Alignment. The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all sentient beings, but some kalashtar resist the virtuous influence of their spirit.
- Size. Kalashtar are similar in build to humans, though they are typically a few inches taller. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Dual Mind. When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll's effects occur.
- Mental Discipline. You have resistance to psychic damage.
- Mind Link. You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you.
- Psychic Glamour. Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill.
- Severed from Dreams. Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the Dream spell, but not to spells and effects that put you to sleep, like the Sleep spell.
• Languages. You can read and write Common, Quori, and one other language of your choice.
Adarian Kalashtar Traits
___Ability Score Increase
Your Wisdom score increases by 2 and your Charisma score increases by 1.
Age
Kalashtar mature and age at the same rate as humans.
Alignment
The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit.
Size
Your size is Medium.
Speed
Your base walking speed is 30 feet.
Dual Mind
You have advantage on all Wisdom saving throws.
Mental Discipline
You have resistance to psychic damage.
Mind Link
You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
When you’re using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
Severed from Dreams
Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.
Language
You can speak, read, and write Common, Quori, and one other language of your choice.
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Posted Oct 10, 2020I added it but it doesn't show up in my character creation page? Anyone else having this problem?
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Posted Jun 10, 2022I'm also not able to add it?