“We came undah false pretenses, roight? Conq’est? Glory? ‘Ell, I ‘ardly ‘member a single bleedin’ vict’ry while I was deployed. Nah, ser. Best foind our own way now, e’en if it is… unexpected.”
—Gus the Slovenly
The Cabal arrived in our solar system as militaristic invaders, but come from a culturally and technologically rich empire, ancient and glutted with the fruits of conquest. Their society has absorbed an unknown number of vassal species, whether they joined of their own accord or were forcibly incorporated. Members of the primary Cabal species, the barant, make up the bulk of their military, and thus are the most numerous in our system. Despite Cabal martial might and strategic prowess, many have fallen to the indomitable attacks of Guardians. It seems improbable, but if a Ghost could bring the Traveler’s Light to one of these defeated soldiers…

Space Rhinos
Barant are humanoid bipeds with thick, greyish skin that develops abundantly to form heavy, protective folds. Their limbs end in four-digit hands and clawed feet. Their proportionally compact heads feature small, dark eyes situated at about the same height as their nostrils, which in turn sit at the top of a triangular mouth with upper and lower rows of pointed teeth. Females develop prominent tusks. Most individuals are slightly taller than typical humans, but they can grow considerably larger. Regardless of height, Barant are naturally heavyset, rotund, and well-muscled.
Barant come from a homeworld with much greater gravity and atmospheric pressure than Earth’s, and so must almost always wear fully enclosed armor filled with pressurized hydrostatic gel. If they can adapt to earthlike conditions, it must require gradual acclimation.
Imperial Glory
Barant hail from a distant region of the galaxy, where their far-flung interstellar imperium, the Cabal, was established long, long ago. Their creation myth recounts how the Barant who would become the first emperor captured their sun, simply because he desired it. Indeed, until relatively recently in their history, a single, high-minded emperor ruled over all, but was overthrown by conservatives whose power became threatened by the emperor’s reforms. After his exile, the empire became even more aggressively militaristic. It is unknown whether the Cabal armies came to the Sol system as part of their general expansionism, in search of natural resources to supply their vast, spacefaring war effort, or perhaps were drawn by the presence of the Traveler.
Opulent Grandeur, Spartan Militancy
Cabal society is highly hierarchical, even outside the ranks of its massive military. Formerly, the emperor presided over a complex menagerie of military aristocrats and civilian courtiers who comprised the imperial government. Now, with the emperor deposed, a military dictatorship directs the empire and steers the operations of its forces around Earth—although the commanders of the legions present here do not always agree with the Cabal high command’s orders, nor indeed with each other.
The former emperor valued the pursuit of a happy, opulent life above all else, and shared this enthusiastic hedonism with his people. However, in the wake of his exile, only the military’s values prevail. Joyous excess and cultured indulgence have been pushed aside in favor of brutal efficiency and the hard calculus of conquest. Any Cabal serving in the invading armies in this system have probably only ever known that uncompromising militaristic culture.
Victory Or Death… Or Something Else?
All Barant in the Sol system came as Cabal soldiers, but not all have remained loyal to their commanders or the militant empire. Weary of grinding, endless conflict with the Vex or terrified of the seemingly unstoppable power of Earthling Guardians, quite a few deserters have abandoned their posts and holed up in whatever hiding places they can find throughout the system. The greatest concentrated population of these unaffiliated Barant resides in the Reef, particularly the Tangled Shore region, where it is easiest to make oneself scarce.
Barants share the following traits.
Ability Score Increase. One ability score of your choice increases by 2, and a different ability score of your choice increases by 1.
Age. Barant maturation periods and lifespan are unknown, but the empire possesses sophisticated biogenic technologies that enable full-grown adult clones to be rapidly produced. It is thus possible that some Barant may not be born and raised at all.
Size. Typical Barant individuals are about 7 feet tall and weigh around 800 pounds. Even so, your size is Medium.
Speed. Barant are strong, but their bulky bodies are not suited to rapid locomotion. Your base walking speed is 25 feet.
Languages. You can speak, read, and write Ulurant, the language of the Cabal empire. Barant are capable of speaking other languages, including human ones.
Built. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Heavyweight. You count as one size larger when determining your weight limit, as well as against effects that target Medium or smaller creatures and for determining what you can grapple, shove, or ride as a mount.
Thick Skull. If you would become Incapacitated but have at least 1 health point, you may use this trait to not become Incapacitated. You must complete a long rest before you can use this trait again.
Dimorphism. Barant are physically dimorphic. Choose either the gynomorph or andromorph for your physical traits. Your physical traits do not determine your gender.
Gynomorph
These Barant boast strong tusks, which are often ornamented with jewels or silks for special occasions.
Tusks. Your tusks are a natural melee weapon that deal 1d6 kinetic damage with a reach of 5 feet. You use your Strength modifier to determine the bonus to your attack and damage rolls with your tusks. If your tusks break or fall off, they do not regrow, and you can no longer use your Gore trait.
Unless your head is specifically Grappled or Restrained, those conditions don’t apply detrimental effects to your tusk attack.
Gore. If you move at least 20 feet in a straight line toward a target and then hit it with a tusk attack immediately after, the target takes an extra 1d6 kinetic damage. The target must also succeed on a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be knocked Prone.
The damage of this trait increases by 1d6 for each 1 your proficiency bonus is above +2, to a maximum of 6d6.
Andromorph
Barant of the andromorph are less conspicuous without tusks, but are no less formidable on the battlefield.
Mighty Blow. When you roll a critical hit with a weapon attack, you can add one of the weapon’s damage dice to your damage roll after accounting for the effects of the critical hit.
Strong Grip. As long as you aren’t wielding more than one weapon, you may wield two-handed weapons in one hand without penalty for only using one hand.
