Races - Hadozee

The Hadozee, or the Kong as they call themselves, are a race of curious explorers and proud warriors. While many call the Hadozee “Deck Apes” or “Winged Apes”, that really only scratches the surface of these surprisingly complex folk. Whether aboard the deck of a ship, on the battlefield, or in a busy tavern, if you see a Hadozee then you know you’re in for an unforgettable adventure.

## Overview

The Hadozee, like other Beastkin across Tyrind, were created by the Wildmother to aid in the fight against the Primordials in the Dawn War. When the conflict subsided, while most Beastkin were content settling down in a quiet, wild part of the world, the Hadozee turned their curious eye toward the horizon.

Hailing from the island Kongo Bongo (actually a small archipelago with a large, central island), the Hadozee lived in relative peace and isolation for thousands of years. The island was dangerous and to survive, they developed various adaptations to survive—some took to the trees and evolved wing-like flaps that enabled them to glide from branch to branch. Others found safety in small space where predators could not reach them, while others still got bigger and scarier than the beasts that would seek to hunt them.

They are a seeming paradox to outsiders; laid back and hyperactive, curious and cautious, carefree and aggressive. They seem a bit mercurial to those unfamiliar with the race. While this is somewhat true, it is only part of the reality. Hadozee deeply feel their emotions, which they wear on their sleeve: they say what they mean, often to the point of bluntness, and find little reason to lie or pretend otherwise. To deny what you’re feeling for the sake of appearances is foreign to their culture.

This leads to them being an expressive people–intensely so–whether laughing or loudly whooping and stomping when having a good time, or fang-bearing and snarling when angered. Their naturally blunt nature also leads to a reputation for rudeness among many. Similarly, flattery is not common among the Kongs.

Hadozee are always willing to listen to a story, however farfetched, and possess a deep love for music and dance. These are extremely important to their culture, and many Hadozee traditions involve music and dancing somehow.

The Kongs are always willing to listen to a story, however farfetched, and possess a deep love for music and dance. These are extremely important to their culture, and many Hadozee traditions involve music and dancing somehow.

### Alignment

Hadozee are independent and rarely tied down to once place or state of mind. They are content to be a race of drifters, going wherever the winds of fate take them. This independent and carefree nature tends to put the Hadozee toward a Neutral alignment, with a slight bend toward chaotic in those who are particularly flighty and impulsive.

## Physical Traits

Hadozee are simianlike humanoids, resembling a variety of different primates. On average, they stand between 5’10” to about 6’06”, with Chimps averaging around 4’00” (see Subraces, below), though they all seem a little shorter due to their stooped posture. They often weigh between 200 and 250 pounds, with Grunga weighing a bit more and Chimps weighing less. Most of their weight is solid muscle.

Hadozee are covered in thick, shaggy hair and do not need clothing. However, those who travel beyond their shores often wear articles of clothing as a gesture of goodwill, and the habit has started to find its way even among the tribes on the island. They do not usually wear full outfits, instead wearing one or two articles to be polite. These include neckties, vests, a hat, a shirt, or the like.

### Climbing & Gliding

Hadozee are nimble and dextrous, with excellent balance and natural climbing skills that mean they are able to scale poles, trees, ropes, and most walls with ease. These skills make them a natural on the deck of any kind of ship. Their feet are also highly dextrous and capable of fine manipulation. Having four effective hands mean that they can climb, carry items, and defend themselves more effectively than other races.

When their arm-flaps are stretched tight, they can leap into the air and glide. This ability is somewhat limited, as they are not capable of true flight, but still quite impressive. They have a surprising amount of control in the air.

### Senses

Hadozee’s senses are no sharper than those of a human, though they have a heightened sense of their surroundings and tend to be more aware of their environment's subtle details than a human might be. Hadozee also have a heightened sense of rhythm.

## Society

Hadozee have a reputation for being wanderers and sailors of the world. Many are employed as simple deckhands or lookouts aboard sailing vessels, while others hire themselves out as mercenaries or bodyguards.

They live a fairly simple nomadic lifestyle on Kongo Bongo, which translates to a similar pattern of constant travel and exploration even for those who travel beyond the islands. They enjoy living in large groups, and sleep in hammocks in large communal areas. Even in distant ports, Hadozee will often gravitate toward each other and pool their resources for a “Hadozee House”---or a room at the inn where multiple, unrelated Hadozee will sleep as a group.

The Hadozee are a peaceful people with little desire for conquest, glory, or riches. They lead simple lives of foraging, fishing, and hanging out with their friends and family. They hold a deep appreciation for the natural world, often spending hours just sitting in the shade of a tree, along the edge of a pond, or swinging in a hammock for little more reason than it’s enjoyable and nice to do so.

They are an artistic people, but not in the way that many would immediately notice. They do not paint or sculpt or craft great works from metal or gemstone. The art of the Hadozee is song and poetry and dance. All Hadozee possess a love for these arts, and many dabble in one or all of them. An extensive vocabulary and ability to create good songs, rhymes, or beats on the spot is a valued skill among their people.

### Family & Tribes

Hadozee are born into small family groups consisting of around ~30 individuals who live together, eat together, train together, and travel together. Parentage is rarely important to a Hadozee, but sibling and cousin bonds are exceptionally strong.

A tribe consists of between three and six family groups. Tribes are semi-nomadic, and while there are no formal borders each tribe has an area or territory that it favors. Tribes often travel between these areas, setting up camp for a few weeks or even a season before packing up and traveling to the next site.

Conflict often arises between tribes, usually stemming from disagreements about territory or resources. These disputes are usually worked out peacefully, but a Challenge will sometimes be held to determine which tribe gets what they want.

### Life Cycle

Hadozee are born into small family groups, and children are raised communally. They do know who their parents are, but this means little. The strongest bonds are between siblings and cousins. Many young Hadozee often gravitate toward specific adults, and strong bonds can sometimes form there. Children do not receive names. Instead, they go by nicknames or silly titles, often derived from notable physical features or characteristics. Other times, they’re just fun names to say. Young hadozee spend their time playing and exploring, learning to climb, to fight, to forage, and to groom from the adults around them. Children do not hunt, but they do participate in preparing the food. They are often taught about the world through rhymes, song, and dance.

A Hadozee is considered a child until the age of about 13. At this age, the Hadozee participate in the Coming of Age Rite and receives a name. Hadozee who have come of age often begin exploring on their own, or sometimes in pairs. This is encouraged, as it promotes independence and self-reliance. It is also around this time that Hadozee begin to turn their eyes toward the horizon.

Hadozee spend much of their like wandering. Whether they wander from camp to camp with their tribes, cross the oceans aboard a ship, or travel the forgotten roads of a distant land, their lives rarely consist of staying in one place.

While they reach adulthood a little earlier than a human, they have similar lifespans. Even as they age, many Hadozee will refuse to settle down or retire. Only when they absolutely cannot go on will a Hadozee retire. Once retired, a Hadozee will usually be content to watch the sun rise and fall, and listen to the birds and feel the wind until age takes them. The Hadozee do not fear death, seeing it only as the final step in one’s long journey before they can finally rest. They believe that when they die, their souls return to the Great Crystal Coconut. Here, they rest and provide guidance for other Hadozee until the Wildmother sees fit to return their soul to the mortal world and they are reborn as a new Hadozee.

### Challenges

Living dangerous lives on a dangerous island, Hadozee are not inclined to war with each other. Their naturally territorial nature can often lead to conflicts between tribes, but these rarely result in bloodshed. Instead, they have devised a different method of “aggressive negotiations”: the Challenge.

Between tribes, a challenge is issued by one tribe and accepted by the other. Each tribe puts forward their best warrior (or up to four of them) and the two sides fight until one yields. These are bare-knuckle brawls, and while blood is often spilled, it almost never results in death. Even when it does, it is almost always an accident.

Challenges can also occur between Hadozee in the same tribe. The rules are the same; one challenges another, they fight, and whoever wins gets what they want. Challenges are also held ceremonially to determine several other important factors in Hadozee life, including leadership of the Tribes, among other things.

### Leadership

The Hadozee are an independent people who chafe at the structures of other societies. As such, little actual structure exists for a governing body among the Hadozee: each tribe has their own customs and a leader chosen from among their number, who is free to lead their people as they see fit.

However, since contact with the outside world, the Hadozee have recognized the need for a basic leadership structure to handle things like trade, defense of their islands, and the like. To this end, the Kongo Kouncil was founded, consisting of representatives of the various Kong tribes. To determine who is on this council, as well as who will lead it, the Hadozee come together for a Challenge known as the **Slamma Jamma.**

Two representatives of each tribe enter an arena and what ensues is a free-for-all melee between the participants. The last Kong standing becomes the Champion, with the rest of the Kouncil made up the last one remaining from each tribe. The second member of the winning tribe is also inducted into the Kouncil: the Champion represents Kongo Bongo as a while, while the other member represents the interests of the tribe.

### Music & Dance

Music is incredibly important to the Hadozee. It is a pastime, an artform, a religious act, and a deeply personal expression all at once. To make music is an important skill, and dancing to music is a means of expression among their people.

Drums are a favorite of Hadozee, given their natural sense of rhythm, but their society doesn’t just do drums. Their fingers are surprisingly dextrous, allowing them to excel at the lute, the lyre, the harp, the piano, and just about anything else they put their mind to.

Kong music is not flowery, instead preferring strong melodies with simple but good beats. Some see their music as aggressive but it’s really just an extension of their emotional expressiveness: they go all out with little regard for how it might come across to others.

### Diet

Hadozee are omnivorous, preferring to eat berries and fish for most of their meals. Many herbs are used in cooking and many Kongs have developed a taste for teas. Their palette tends toward sweetness above other flavors. Hadozee will eat most anything you offer them, but they prefer fish over other types of meat or game, and many Kongs flat-out dislike poultry of any kind.

A favorite food among their people are coconut and bananas. The latter is especially valuable among them, even acting as a sort of currency between tribes. The Great Banana Horde is a sacred thing to their people. Messing with it, or attempting to steal from it, is a grave offense.

Most sacred is the Golden Banana. These are rare, but highly prized among their people. They are much larger than a regular banana, and its meat is sweet and juicy beyond compare. The presence of a Golden Banana is said to bring luck, and eating one can accelerate healing, and is used in a number of healing tinctures and in the removal of curses.

### Sailing & Exploration

The Hadozee have an inherent love of travel and exploration. Many have a surprisingly deep wanderlust, which leads more than a few to climb aboard a sailing ship to see the world and find new experiences. Unlike many other people, Hadozee often travel and explore simply for the sake of doing so. They are at once always eager to see something new and are never really in a hurry.

Many Kongs are actively curious and possess an unquenchable optimism. This latter quality lends itself to a tendency for Hadozee to make good-humored jokes in even desperate circumstances, though some posses a more bitter or dark sense of humor.

### Magic

The Hadozee do not have much of an arcane tradition among their people. Unlike many other cultures, however, the Hadozee do not fear magic. It is more of a curiosity to them; just another part of life and the universe. It’s not good or bad, it just is.

Divine magic is more common among them, but still surpisingly rare. It is mostly expressed through shamans who can command the spirits of nature (or, sometimes, straight-up spirits). Mediumship, or communicating with the dead, is a magical art that the Hadozee excel in, and is one of the few magical traditions that they have.

### Hadozee at War

Despite their posturing, the Hadozee are a highly peaceful people that fight only when they have to. When they do, however, they are not shy or merciful. Hadozee are natural warriors. They tend to prefer two-handed weapons, specifically bludgeoning weapons like clubs, hammers and maces. Spears and scimitars are also common to find. In terms of ranged attack, the Hadozee prefer thrown weapons, such as harpoons, slings, or very large rocks.

Hadozee do not favor armor. Beside the fact that most armor is not built with their frames in mind (making it fairly uncomfortable), armor also hampers their movements, making them slower and less capable of gliding. Shields are a different story, though they prefer smaller shields.

They do not fight with much coordination, instead descending on their foes as a howling, snarling mob that is intent on tearing their foes limb from limb. They favor a simple, mobile style of combat, and a common tactic is to climb to higher ground and then leap down on their foes, a tactic called “the Ground Pound”.

The only real enemy the Hadozee have is for the Lizardfolk that also dwell on Kongo Bongo, who the Hadozee call “Krem”. This rivalry goes back generations and is very intense; many Hadozee become enraged at the mere sight of a lizardfolk.

### Religion & Faith

Hadozee revere the Wildmother, like many Beastkin. She is responsible for their creation, as well as the protection their island was blessed with for many centuries. However, this does not mean that they are a religious people. They acknowledge what she did and they appreciate it, but they are not pious. They have no religious songs or ceremonies, and there are no priests of the Wildmother among their number (or to be more accurate, no organized priesthood).

The Hadozee instead practice a form of animism. They revere nature as a whole, honoring the spirits of the land, the waters, the sky. They see themselves not as separate from nature, but one small part of a greater whole.

#### The Afterlife

A notable aspect, and perhaps a strange one, is their belief in the Crystal Coconut. The Hadozee believe that souls do not simply come from nowhere. Souls come from the stars, and the stars (in their beliefs) were actually glowing crystals where the spirits of the ancestors dwell. One such star is a giant, sparkling, crystal coconut that contains the souls of the Kongs.

When a Hadozee dies, their spirit returns to the Crystal Coconut. There it acts as a force of guidance and can rest while looking down on all of the world, and they remain so until the Wildmother sees fit to reincarnate them. Despite this belief in reincarnation, the Hadozee feel little kinship with the idea of their “past selves”. Their souls are not so much an enduring, eternal spirit as much as they are a seed. Like you take the seed from the banana to plant a new tree, the soul is like the seed used to bring a new Hadozee into the world. It’s all a part of the cylce of life.

### Relations

On the seas, the Hadozee are known as skilled deckhands and powerful warriors. Their people are often seen as rude and dumb, unfortunately, and they face many hardships and prejudice because of that. Many assume the Hadozee are dumb and try to swindle them. While many Hadozee can be a bit naive, they are rarely tricked in the same way twice–and mercy on those who try it.

Hadozee dislike Lizardfolk and dragonkin of all kinds, and their naturally expressive emotions make them a bit at odds with the typical dwarf. Elves and gnomes, on the other hand, are often great friends of their people. Hadozee will often prefer to work or travel with an elf or a gnome if they have the option.

### Language

The native tongue of the Hadozee is simply referred to as Kong by most. It consists of low vocalizations, barks, hoots, grunts, and growls with a sizable amount of body language. Despite this, their language is surprisingly easy for non-Hadozee to learn. They are adept linguists themselves, and enjoy learning many other languages. Those who sail are often familiar with the common languages they encounter while in port.

#### Hadozee Names

Hadozee names are an important part of their culture. They do not receive a name until the age of 13 when they come of age. Even then, Hadozee do not even address one another by their first names. Doing so can be a mark of disrespect, unless you’re very close to the other person and in the right sort of casual environment.

Instead, Hadozee tend to go by nicknames. While a single Hadozee can have many nicknames throughout their life, there are usually only one or two that stick with them through their lives. For many non-Hadozee these are the only names they ever know, which can lead to….interesting assumptions about Hadozee naming conventions.

They do not use surnames. Instead, a popular convention is to use a Tribal Name. This can refer to their actual tribe, or it can refer to something similar, such as their home vessel, their adventuring party, or the like. This is expressed as “So and so, of the\_\_\_”. For example, a Hadozee who served on a ship known as the Midnight might refer to themselves as “of the Midnight”. A Hadozee who was born into the Windcaller Tribe would go by “of the Windcallers”.

Alternatively, just as many Hadozee simply go by “Kong”. For example, a Hadozee named Janky may simply go by “Janky Kong”. Many Hadozee simply do this outside of their own borders.

Some examples of Hadozee names can be found below.

* **Nicknames:** Bluster, Buster, Candy, Chunky, Circus, Cranky, Crush, Dancer, Flower, Funky, Lanky, Ringo, Swanky, Sunny, Tiny
* **Male Names:** Bansh, Bink, Darsh, Falth, Garsh, Gratha, Harth, Krath, Marno, Polth
* **Female Names:** Bahasha, Bannithi, Dashi, Kalla, Kasha, Mara, Risha, Yasha, Zetha

## Hadozee Traits

Unlike many races, Hadozee actually have quite a bit of dimorphism within their species. These subraces are all quite distinct, but they are all the same species. They can interbreed with no difficulty, and all identify as Hadozee (or Kong). There are no prejudices among the Hadozee on these lines. While family groups are often only one subrace (given the whole “genetics” thing), it is common to find Tribes made up of many different members.

### Doza Traits

The most common subrace of Hadozee, the Doza are the “winged apes”. They most commonly resemble orangutans and gorillas, though some resemble other large primates.

* **Ability Score Modifiers:** +2 CON, +2 WIS, -2 CHA; Hadozee are tough and resilient, and despite their generally friendly demeanor can come across a little too strong, or are too brutish for other cultures.
* **Size:** Medium
* **Type:** Humanoid (Beastfolk)
* **Base Speed:** 30 feet - landspeed
* **Languages:** Common and Kong.
* **Ancient Foe:** Doza have long been enemies of the Lizardfolk. They gain a +2 dodge bonus to AC and a +2 bonus to attack rolls made against Lizardfolk and creatures with the Reptilian subtype.
* **Gliding:** Doza use their arm-flaps to glide when they need to. They take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, Hadozee can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. They cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
* **Natural Acrobats:** Doza receive a +4 bonus to Acrobatics checks and a +4 to Climb checks. A Hadozee does not lose their DEX bonus to AC while climbing, and can climb unimpeded while holding something in one hand.
* **Stubborn:** Doza possess strong wills and are not easily deterred from a course of action once they’ve made up their minds. They receive a +2 racial bonus to saving throws made to resist spells and spell-like abilities of the Charm and Compulsion subtype.

### Grunga

The Grunga are a subtype of Hadozee that adapted to their island home by getting bigger. The Grunga are the largest of the Hadozee subraces, and often appear as large gorillas and similar apes. They tend to be more aggressive than their more even-tempered cousins, and they are not as clever or resourceful. The Grunga often live deep in the jungles and shelter in the mouths of large caves. They are not as nomadic, instead choosing to fortify their homes.

* **Ability Score Modifiers:** +2 Strength, +2 Wis, -2 Intelligence; Grunga are powerful and observant, but they are not the brightest.
* **Size:** Medium
* **Type:** Humanoid (Beastfolk)
* **Base Speed:** 25 feet - landspeed
* **Languages:** Common and Kong.
* **Ancient Foe:** Doza have long been enemies of the Lizardfolk. They gain a +2 dodge bonus to AC and a +2 bonus to attack rolls made against Lizardfolk and creatures with the Reptilian subtype.
* **Gatecracher:** Grunga gain a +2 racial bonus to Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.
* **Powerful Fists:** Grunga gain a Slam attack that deals bludgeoning damage equal to 1d6 + your Strength modifier.
* **Primal Roar:** As an action, a Grunga can release a roar against an enemy within 30 feet of them. The target must succeed as a Will saving throw (DC 10 + your CHA modifier). If they fail, the target is Shaken until the end of their next turn.

### Ukiki

The mischievous Ukiki are smaller than their cousins and tend to more closely resemble chimpanzees and other smaller monkeys. The Ukiki have tails that they can use an additional limb. They are extremely fast and able climbers, as their people make their homes along the cliffsides.

* **Ability Score Modifiers:** +2 Dexterity, +2 Charisma, -2 Constitution; Ukiki are agile and likable, and stronger than they look. However, they can’t take as much punishment as other Hadozee.
* **Size:** Small (1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.)
* **Type:** Humanoid (Beastfolk)
* **Base Speed:** 30 feet - Landspeed | 30 feet - Climb
* **Languages:** Common and Kong.
* **Ancient Foe:** Doza have long been enemies of the Lizardfolk. They gain a +2 dodge bonus to AC and a +2 bonus to attack rolls made against Lizardfolk and creatures with the Reptilian subtype.
* **Low-Light Vision:** You can see twice as far as a human in conditions of dim light.
* **Natural Acrobats:** Ukiki receive a +4 bonus to Acrobatics checks and a +4 to Climb checks. A Hadozee does not lose their DEX bonus to AC while climbing, and can climb unimpeded while holding something in one hand.
* **Prehensile Tail:** You have a tail that can be used as an appendage. It has a reach of 5 feet, and it can lift a number of pounds equal to your Strength score. You can use it to hold an object, pick something up, or even open a door, or perform similar tasks. Your tail can’t wield a weapon or shields, or do anything requiring manual precision, such as using tools, tying rope, using magic items, or performing somatic components for spells.