This video is sponsored by Torzael’s Guide to the Insectfolk. A collection of insect race options for D& D5e. This supplement has five new race options to play weird insect-like humanoids for your dungeons and dragons game. The speedy Dustikin, the wise Flutterkin, and the strong Liftkin are just a few. Each race comes with full stats and abilities for your characters as well as their history and motivations. This could be an interesting way to spice up your Zakhara game. Zakhara game is similar to the Aarakocra names, kobold names, and Goliath names.
Hello everybody Continuing with Zakhara if you missed the first video go check it out, otherwise continue watching… Cause you’re here and the video is actively playing. Zakhara, also known as the Land of Fate, measures roughly 3,000 miles from top to bottom, and 2,000 miles across. Compared to Faerun (which actually is different depending on which edition map you use) but roughly Faerun is 3,800 x 2,500 miles. The majority of Zakhara is desert.
A large vast desert with the occasional oasis sprinkled throughout. The so-called wastelands include a typical sandy desert, but also volcanic debris, salt flats, cliffs, and mountains. Rainfall is sparse in these regions, which makes it difficult for life and is also why it is known as a desert. But that doesn’t stop life from thriving, and caravans of merchants travel the desert with their wares. There are established routes linking the multitude of oases found here.
This also help the nomadic people of Zakharafind water and live in the desert, they often follow the spring rains. There are locations deep in the desert where there is no life except the occasional genie that makes their home there. Far from civilization these genies make monuments of power and beauty, great citadels that stand out in the sandy desert. Much like Faerun, there are ancient civilizations buried beneath the sands just waiting for adventurers to explore.
The ancient empires of Nog and Kadar, which were the first great civilizations of the Land of Fate. These empires fell long ago and most of their knowledge has been forgotten, but crumbling temples still can be found underground. Some still guarded by magical wards, and creatures. Nog was a jungle kingdom of giants existing south of the World Pillar Mountains. Kadar is the older of the two kingdoms, founded over a thousand years ago by Geomancers.
A group of terrible sorcerer-priests who controlled the entire river valley. These Geomancers could predict the future, create towering monoliths, and use the earth to create earthquakes destroying other kingdoms. Today the only thing left are they geoglyphs which can be found on the ancient ruins lost to Zakhara. History says that there were nine of these sorcerer-priests using their elemental and divine magic for control and destruction.
Known as the Nine Council one group called the Lions of Yesterday rose up and destroyed eight of the wizard-priests. But the 9th geomancer known as Tisan withdrew to his secret stronghold and vanished from sight. It was many years later that the Lions discovered his whereabouts but those who entered and confronted Tisan died a slow and horrible death. Not able to directly assault and destroy him, a talisman was created to seal the entrance to his fortress.
Calling upon the power of Fate this priestImam Suhail swore an oath that he would return to help the Lions of Tomorrow should this talisman ever be disturbed and the Geomancers magic return to the Land of Fate. The people of Zakhara are more unified than the people of Faerun. Where fighting is commonplace in Faerun and many races seem to stick with themselves Zakhara is a true melting pot. All sizes, shapes, and colors of men and women cohabitate in large cities or wandering tribes.
The races of Toril such as elves, half-elves, dwarves, halflings, gnomes, orcs, and even ogres all live together in Zakhara. There are some bad actors among the orcs and ogres but the people of Zakhara punish the actions and not the people. Thus many orcs and ogres live a happy life in civilization with elves, humans, and dwarves. There is a lack of prejudice and segregation here that can be found in other parts of Toril. There isn’t really a concept of “elven” society, elves are part of Zakhara and thus part of Zakharan culture; along with humans and dwarves. Many of these races don’t consider themselves a separate nation or people, they are just Zakharans.
It is their lifestyle that tends to separateZakharans. There are two large, defined, groups in the land of Fate. The nomads knew as the Al-Badia who live in more hostile locations of Zakhara. These nomadic tribes search the land for their necessities of water and food, not only for them but for their livestock. These people live humble lives with little to no amenities. Though, the nomads consider themselves to be the richest of all Zakharans. They value most of all their independence, their freedom within the Land of Fate. They can go anywhere and do almost anything, this is their way of life. The other side of the coin is the Al-Hadhar who have a stationary lifestyle.
These are the merchants, craftsmen, artisans Zakhara. For the most part, the Al-Hadhar is poor, with only a few belonging to the upper class. They make homes out of mud-brick or thatch and live around an oasis or single well. There are the large cities of Zakhara which are usually next to rivers and oceans. Even the poorest villager believes themselves to be more cultured than the nomads. Funny enough each group views the other with pity. The Al-Hadhar worship in fancy mosques with educated priests to guide them. While the Al-Badia worship in the open sky, which makes them feel closer to their deities. Despite their differences, the two groups live in peace with one another.