Koh-ri

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The ultimate survivalists, hunters and killers nonpareil, the walkers of the tundra.

Appearance

The Koh-ri have snowy-white skin which they smear with the blood of animals and intricately designed war-paints. Four short tusks extend from their large mouths, two from their upper mandible and two from the lower. Koh-ri skin is extremely fatty and thick, providing insulation against the cold. Koh-ri and broad-shouldered and wide: there is no such thing as a "thin" Koh-ri. They cover themselves in furs and wraps in their homeland, but when encountered south of Konoho, most Koh-ri can't stand the heat of much clothing and bare their width.

Personality

Koh-ri possess large appetites for food, drink, women, and sport. They are strongly tied to a sense of honor and practicality. They have little need for extravagance, preferring to take trophies of furs, tools, food, and weapons. They do not judge others based on appearance; only a person's actions can show their worth.

Habitat

The frozen plains north of Konoho are inhospitable and deadly. The Koh-ri have mastered survival in that harsh clime, but have suffered for it. Koh-ri do travel south, mostly arriving in Konoho, Bosemya, Tenebra, or Moon. They rarely travel farther south than Kadwal under normal circumstances.

Society

A strange custom among the Koh-ri is to make use of the remains of loved-ones and respected clan members. They carve the bone into tools, items, parts, or trinkets and trade the carvings to merchants in Konoho. Since the Koh-ri are a semi-nomadic people, they have little use for burial places they may never return to, and so strive to make the most of sour times. They feed the bodies of the deceased to their carnivorous animals, which pick the bones clean, lest the scent of blood or decay draw a pack of Yeti down on the clan.

Koh-ri feel they are misunderstood by most of the other races and encounter many cultural barriers outside of their homeland. They do best with Woodlanders, Nyx, Trowls, and Sidhe most of all, for they understand the bitter circle of life better than most.

Adventures

Fulfilling a rite of passage into manhood by slaying an Ice-worm which has been terrorizing the northern reaches of Bosemya, or a desire to raise a mercenary force capable of destroying a rival clan of Koh-ri which has destroyed the surrounding clans would both be good adventures for a Koh-ri.


Max Caps

Powers

  • Chilled to the Bone: Koh-ri suffer no ill effects from extreme natural cold. Koh-ri take half-damage from spells from the Ice school.
  • Vigilance: Koh-ri are immune to spells from the Charm school be they harmful or beneficial.
  • Ichor: The blood that runs through the veins of the Koh-ri is both poisonous and acidic, causing a burning sensation and soporific effect. Any melee combatant who deals damage to a Koh-ri must succeed at a DL 10 Grunt Save or move one level down on the Condition Track.