Sunday, July 27, 2025

40K Homebrew Sector Map and Sects

My final post in this series, covering the spatial relationship between my worlds and a more in depth look at the different religious groups that give Warhammer 40K texture. Since satire has been forgotten and "grim darkness" can only get you so far. It's more or a generally summery, so people don't need to go back and read each individual post.

Map done in draw.io, striaght connections are stable warp routes, dots are unstable of specualtive warp routes. Double lines are connections to other sectors or subsectors.

The Emperor’s Divine Spectre
A cult founded on Chirob. It stems from the mystic experiences felt by miners as they prayed deep underground in the cold and dark. Spread across the subsector by the yet unrecognised Saint Arzarimus, a Charterist who found common experiences during the long transit through the void of space.

A form of Theistic Mysticism, the adherents for a personal communion with the ever-present Emperor, allowing the Emperor’s presence to enter their bodies and bring their own souls closer to his divinity. With the eventual goal of uniting within his power and glory upon death. Common EDS, as found on Kastor’s Folly as well as Chirob, was Cataphatic, building elaborate cathedrals, painting murals, singing and other accepted Imperial Doctrine paraphernalia to emphasis and convey the feelings of communion and the eventual fate of their souls.

Chirob tended to have external murals. Aiming to proselytize the other sects found on the planet, with missionary work mostly directed to Chirona, where they have made great strides in recruiting Kastor’s Folly refugees to a few allied noble houses and hive strongholds.

Like many Hive-Worlds, Kastor’s Folly is home to nomadic cultures which eke out a living in the wastes beyond the hive-cities. Such nomads live as Feral Worlders do, engaged in a constant struggle against the elements and each other. However, they remain adherents of the Imperial Cult. Due to thousands of years of feuding and cultural division, they do not recognise the Bishop except as the Ecclesiarchy’s representative. They preferred their own Deacons who support any and all secular violence. Their common communion is via Introvertive meditation  by enwrapping themselves in a cloak and retreating into the warm depths of sleep.

Bawahayat is home to the Mataknecht racial type. Who as a whole practise the communion with the Emperor with light-refracting crystals. Which are the primary means of survival on their airless surface. Allowing each person to receive a survivable fraction of the directed spirit.

Befitting Agsuit’s greater social controls, the sect has transformed into a rejuvenating force, where personal communion as a higher step than shared communion. The Emperor’s spirit is called by the Priest Caste during massed prayers, with their holy songs, to those who have done the holy work. Entering each participants soul and filling it, possibly beyond the bounds of their bodies. Overseer and Serf prayers are held simultaneously, but on opposing sides of the manor wall. Both aiming to achieve salvation. It is not uncommon for participants to experience uncontrollable sounds and motions.

More archaic personal communion is a requirement of Priestly education. Where they imbue certain rare plants and expand their conscious to be more receptive to the Emperor. Those who seek to continue this personal communion, rather than the social role of priests are entered into the Monastery of Northpoint Mountain. Carving much of Agsuit’s high northern mountains into interlocking silos, cloisters and hermitages.


Holy Body Sect

A monistic form of mysticism where the adherents seek to embody and, in some cases, begin a transformation into a more holy being in the aspect of the Emperor. It emerged from within the ships of the great Rogue Trader Kastor, during his charting and colonisation of the sub-sector. The beliefs seek to balance an apophatic and cataphatic understanding of the Emperor, rejecting that which is not clean and divine while undertaking processes which refine the body into a better aspect. Becoming more holy and hence better people.

The greatest centres of the Holy Body sect are on Chirona, where they are split into numerous subsects based on the whims of the billions who dwell there. Statues and images of the Emperor and particularly close saints are prevalent, as the population seeks to emulate them. The most common form by weight is called Alchemic Holy Body, where the process of living a holy life and eating the holy refined stuff of the Imperium brings forth changes in the mind, and sometimes the body. Announcements of stigmata are common occurrences in the broadcasts and those who do are marked for skull-enshrinement.

Purity rites are common, usually a simple circling of the food with the finger. Such rites grow with greater frequency on Tryphobeta, where refined food must be kept free from the dust. There, the focus of correct actions and ascension to a higher form dovetail with the practise of the Tech-Priests. And among the Techno-Tribes, there is a conscious choice to ascend in body or mind first. Representing a commitment to allying with a Tech-Priest Refinery-Monastery or a Administratum Taxation-Seminary.

An extreme interpretation is found on Nazgool. Due to the high number of mutants, the human population enshrined within the Nine Capitans and the Moon are fanatical about purity. There can be no taint to their food or actions, even bodily functions are to be done in accordance with the local scriptures. Less the taint of the process begin a slow but inevitable corruption of their souls.

Such beliefs are almost mirrored chirally in the mutant workforce. With a variant sect, which pertains to the redemptive power of consuming blessed food and so in a way, reducing the taint of mutation which has built up in their bodies. The less mutated the purer the soul. In fact, some of the eastern sects believe they are incarnating as the Emperor upon Nazgool, as they continue to reduce their radiation levels through strictly apophatic and naturalistic contemplation of a perfect world without mutations.


Four or Three Holy Ministries Sect

This is probably the oldest and possibly the most orthodox of the sects of the Imperial Cult. Coming from the more established regions of the wider sector before Kastor even set forth on his journey. This sect holds that the structure of the Imperium itself is a reflection of the will of the Emperor and he acts through leaders and bureaucracy. All subjects ultimately guided by the visible hand. This Panentheistic and extrovertive worship naturally glorifies imperial governance wherever it goes and no world where it resides has seen fit to ban it for that reason.

The exact combination of entities that should be worshiped for primacy vary and the vital difference between three and four spheres of the Emperor’s guidance is the difference between consigning a holy aspect to ignominy or elevating the undeserving.

Aspects of the Emperor’s Will are:  The Ecclesiarchy, first among equals. The Administratum, which receives most of the support, the Planetary Nobility, which encompass the Defence Forces and the Imperial Guard as a collective leaders and defenders of humanity. And the Navy, which also includes the Charterist ships which ferry life-sustaining goods. This is frequently a flashpoint of debate, as the Charterists are constituents of everywhere, nowhere and are seen as freakish voidborn as well.

On Sandaaina, the allocation of divine authority is passed down via the Holy Writ. The document from on high, which lays down the quotas and processes to govern the world, the manna. This empowers the local system incarnation of the Navy and Nobility (the Fullholders), who receive twice as much manna. And the working subholders as a devolved extension of the Administratum. Their souls only given mercy through the Ecclesiarchy for their toil.

The acquisition of manna in turn is equal parts mastery of one’s own soul and achieving greater prominence in a chain that rises to the Emperor. Greatly hastening many conflicts where power can be usurped or shared.

Vito especially holds the Ecclesiarchy is esteem as a Cardinal World, the local Administratum is all but an extension of the Imperial Cult. Even so, a Cardinal World remains a centre for pilgrims regardless of sect, filling neighbourhoods while they while away the times to reach steps of the Primate Palace, he who is closer to the Emperor than anyone else within the sub-sector. Interestingly, the local variation of the Four Holy Ministries sect holds the conditions on Vito-Aqua to be a physical embodiment of punishment. With convict labour signed over to the Tech-Priests to be made into servitors. The Tech-Priests do not appreciate the comparisons.

For the Three Holy Ministries, war-torn Ajax has long supplanted its veneration of the Nobility with the Space Marines. Not least because the Fire Unicorns recruit from the planet’s fighting and mining pits. Similarly, the veneration of the Navy ahs also been folded into the Administratum. Ajaxians seeing the defensive aspect taken over by the Space Marines as the holy sword of the Emperor and the Chartists as extensions of the bureaucracy.

On Four, the veneration of the Nobility and the Administratum are the same because Four has never seen any major interstellar conflict. Just violence befitting a human world of it’s status, lead by and for the appointed leaders for the purpose of securing more favourable outcomes amid the record-keeping. The barren nature of the world has kept the Chartists in mind as the dominate image of a holy vessel as well. Surprisingly, a number of people from Four dwell on Chirob. Bringing with them their three devotions.


Local Others

On Subprodey and Trypobeta, the Cult Mechanicus remains strong and orthodox. Even if they consider Subprodey and then Trypobeta to be the third and fourth most important worlds in the Imperium after Mars and Terra. Updates from Mars emerging with regular if outdated speed and dutifully included in the worship process. Yet on Subprodey, the pointless make-work is slowly pushing the menial to adopt the Biological Machine Movement. A Tech-Heresy that proclaims the body is a machine and so requires repairs and downtime as well. On Tryphobeta, the Dust Khans are both the main source of local recruitment and the biggest danger. Far too many Tech-Priests will merge their duties with maintaining their tribe’s equipment, even as their tribe raid Mechanicus facilities and each other.

Worse heresies include the Vac-Scavs of Eytry, where abandoned workers have lived in relative peace as a low-tier space civilisation. Repairing by rote the machines, until Subprodey’s need for mineral has forced them into conflict.

 

On Nazgool, the Tech-Priests refuse to leave their radiation-sealed shelters. Leaving it to the mutant cult of the Pure Machine. A monastically order which delivers demonstration-sermons in the name of Saint Khamool, an acolyte who fled into the wilderness in the early days when mutations were just starting to be detected as a widespread issue. Their control of the domestic bio-fuel makes them indispensable, even for the human nobility. They believe in replacing mutated body parts with cybernetics to maintain purity of form. While the sermons are highly specific, enough general knowledge has accumulated in heretical codices to give the limited middle-class an esoteric knowledge of mechanics and sciences.

 

Ajax’s transformation from Mining World to War World has changed their religious practises probably permanently. Esoteric warcults of the dead have emerged, venerating warbands for their deed and martyrs. With every family having a serving member and many families having lost one or two relatives already, fatalistic memorials take over all previous traditions. Any pretence the planetary nobility had as a lesser sword of the Emperor beside the Space Marines is gone and replaced by such warcults.

Increasingly the clergy and people and being split between two new sects; the syncretic Cult of the Rhinoceros in Saint’s Rest and the traditional Three Holy Ministries in Beceen. Beceen is seen as more liberal in that it tolerates a degree of artistic endeavour in its iconography and so has been condemned as decadent. Forming a new ideology from a negative as more radical clergy move to its camp. Bishop Torquemada Phalan makes no secret his desire to purge the Ajaxian race of all deviance.

The Cult of the Rhinoceros was not founded by him, but he has done the most to interpret and spread it. It combines the Flaming Unicorn Chapter, whose rigid approach to duty as a Iron Hand successor chapter goes well with the ancient insistence on mining quota. First a mystery cult for pit fighters not chosen for the chapter. The Rhinoceros is the Unicorn: pure, mystical, stubborn and aggressive, it’s mind too small for doubt or questions. The Rhinoceros sacrificed itself to mark Humankind’s passage to the stars. For it was the steed the Emperor rode from the Garden of Life and led the way by ascension via holy human-mediated death. All should follow the Rhinoceros, to obey as a dead body obeys and Live for Death. For there is nothing but death for all mankind except the Emperor upon the Golden Throne.

The war has also given rise to the esoteric practises of the southern Tigmamanukans. A people unified by the revelatory theistic dream visions. Where the Emperor divines his intentions through dreams, mediated by the Bird. A legendary living angel, like a cherub but with no arms and hard lips. Which flies by the Emperor’s authority alone and not technology.

Which civitates depends on the Bird’s name: Quetzal – Rocky Garden, Sarimanok – Sun City or Uqar – Goodtown. The increasing familiarity of these practises as the Feaykin synchronize with the warcults has marked the Tigmamanukans for the purge. The holy warriors of the Cult of the Rhinoceros, Guetre, cannot have rivals.

 

While Four is a Three Holy Ministries world, it is filled with a variety of local practises aimed at ensuring good fortune and appeasing the dead. Both beyond and who inhabit the shafts and galleries. As the traditional power structure breaks down, these practises are coming to the forefront for each of the diverse people and regions in the darkness.

The Three Holy Ministries remain strong in Khis where they first began to preach. Finding themselves increasingly tied to the government and wondering where the text of the Emperor can justify revolution. Also, in Khis is the Cult of the Garden Emperor in Shaft-City Stan. The Emperor tends the garden of souls, pruning the unjust and the failures and encouraging the growth of the righteous, until their time has come to achieve their harvest, their foretold destiny. The Emperor is patient, just, firm and not arbitrary. To grow is to live in hope for a greater purpose, a good life that will come to those who are righteous. The gardeners emphasise this with the cultivation of fungi and even in rumoured greenhouses peaking into the surface, actual green plants. This food source makes them very popular even if little trickles down in the form of the Gren Pea Communion.

Azappo had a culture of shamans, Emperor-Talkers were able to communicate with his might spirit so long as they wore their sacred masks which imbued them with the smallest fragment on his attention and knowledge. But now they turn to more traditional rites. They turn to the Imperial Creed and the philosophical nature of what is a true human being. The First Ministry is not the Administrative, the People of Four are, and the Az are The True People.

“He is the Carrion Lord of the Imperium, for whom a thousand souls die every day, for whom blood is drunk and flesh eaten. Human blood and human flesh – the stuff of which the Imperium is made.”

Though not yet a Chaos Cult, an Inquisition would disagree that the Cannibal Cults of the Az People believe in a correct Emperor. Who condones the rule of the strong over the weak, who revel in the power and the pomp for the fear and subjugation it inflicts and who profess the desire to torture and consume the bodies of those they deem lesser. To fuel their holy cause of insuring Mankind’s survival in their lightless universe.

The raiding clans of Tip have taken a somewhat fatalistic approach. Having been nearly destroyed as a general thorn in the side of all others. They can retain their dignity of not eating bodies but normal corpse-starch. Seeing themselves as being scoured by the Emperor to remove the weak and impious.

The Network of Lund remains conventional. But has increasingly seen an uptick in a syncretic faith brought by saviour Fran Warpmaster. He likes to portray himself as the chosen Man-Angel of the Emperor, who promises need for success and flexibility of traditions. Focusing on the problems of now over the problems of the future.

 

The Gelapknech of Bawahayat dwell underground with enormous fungal worms. They practise a few cults about the Emperor being the source of light and the Emperor speaking not just for or through Humanity but the worms as well. This is maybe within the tolerances of the Ecclesiarchy/Adeptus Ministorum for the Imperial Cult, though some of the Mataknecht think the later may need to be checked. As the Emporer speaks for the holy human form and only at a stretch should cover terran animals, let alone xenos. An attempt to request a synod on the matter from Vito has gone nowhere, due to more important matters.

 

Inspired by the crusade which cleansed the wider sector, Vito Secundus has long cultivated its own holy warriors. But given the distance to ship girls off to the sector core where the orders reside, it has turned to the fringe. Rapturous eunuch cults are long prospered, seeking their “future martyrdom” as Saint Porpus achieved in full. Though remaining functional and influential within the bureaucracy. Mindful of an adverse sector synod that eunuchs under arms are still men. Female hustreks possess the same loophole and are assumed to be even more devoted to the Ecclesiarchy and the Archbishop than Sisters must be.

While there are bands of eunuch warriors, they must remain outside the structure and so naturally form their own semi-sanctioned militias with their own authority. Leading to occasional clashes when local priests and organisations become intertwined with their radical influence.

 

The Annajmites of Hidden are Chaos worshipers and proud of it. Choosing to turn their backs on the god cult and worship the powers which reflect the nature of the universe and the soul. The dominate witch-cult was the Will to Power, they served as a counterbalance to authority, enforcing the law of Centre Poitn by breaking the power of the habitat nobility.  Freeing those unjustly bound, breaking the staid natures of the nobility and practising the disturbing relief rites of the four primal emotions, to relieve stress of the people.

These rituals were important, for without it, people would be tempted to summon warp entities, and that would be invoking self-destruction. Yet Witch-Cults have their own heretics, who embrace power over lesser people but also seek to rule as the Imperium does, a Stark Side of Chaos. A natural ally of Imperial authority.

Friday, July 25, 2025

Mothership Books & Supplements Signal Boost

 Mothership has taken off with a real bang over the last five years or so. Mostly on the back of a massive DYI push within the RPG community. It's formatting aimed at being short and pounchy.
And of course, crowdfunding.

Not that Kickstarter and Backerkit have been the best of course, way too many projects have ended up laguishing as real life or even malfeasance by the creators halt them.
I could name a few myself (and the common person involved) but that might get me kicked out of the Discord server for libel.

But since Mothership has grown far beyond just a simple list of adventures I could keep track of, someone in the Discord server (not quite the same as a forum but fufills 50% of the need) made a list.


https://docs.google.com/spreadsheets/d/1fWzs6hRpx8ZTOpLWAUy7B0wRwopkzWC0yvr8i-7r1pQ/edit?gid=0#gid=0


I'm pretty sure this is updated. Certainly material released in the first half of 2025 has been listed here.

So if you are interested in Mothership and find an adventure or book you like. Go look up the author or company here and see if you can't string a bunch of related content together into a consistent playable universe.

Wednesday, July 23, 2025

Miscellaneous Grab Bag Part 3

 

(Anton von Perger)

Antarctica Bestiary

Kobolds

Stats as B/X

Perversion of the Fairy magic of the western peninsula, wild gardens made laboratories of malice.

Rootstock and creeper vines are cultivated, passed between would-be conquerors and gibbering sorcerers. The gourds grow fat and meaty, fed by blood, a deer a week or a cow a month. After one summer with light and one winter with blood, they ripen into horde of monsters.

Knobby is their appearance and cunning is their hate. For they despise the gnomish peasantry which cultivate the gourds. Cruel lords and sorcerers use them as guards, raiders and waves to overthrow legitimate heirs. After a few years, their seed-bearing chieftains take root, cascading advancement among them.

 

Someone on a Discord asked how would you increase the power level of Wolves Upon the Coast. And I said I would compile the options together.

 

-          Get +1 Attack and +1 HD per boast/oath/cash minimum

-          More Outlandish Boasts:

Each boast is +1 HD and attack and every 3 boasts you get another attack starting them at lvl 3, keeping the rest

-          WUTC but also Black Stream Solo Heroes

-          Start them off as viking heroes, 4hd each

-          Just do Boasts + more magic items

Based on the assumption that pulp is just macguffins all the way down.

But that would also mean that need to be stricter on LOSING levels

As explained on the Discord
“reading Pellucidar, homeie becomes the Unifier of the Human Tribes, goes home to get supplies comes back and he's like dropped from Warlord to like A Guy People Know at best”

- WUTC idea, boasts only apply in a fight if the enemy you are fighting knows of those boasts

Now, someone said SotU achieves pulp by saying HP returns after combat and that if PCs reach 0 you can just say they were captured

Black Stream did a thing that if you wait 5 minutes after combat, binding your wounds and resting, you gain 2 HP back. Up to what you had prior to the fight.

So players can always get away with something for surviving.

Another said they did swig of strong drink = regain a HD of HP in plenty of old D&D games

 

My simpler approach based on the above

+1 AB and +1 HD per boast/oath.

Encourage crazier boasts, offering even greater rewards for outrageous, dangerous or multi-session tasks.

Say yes to action maneuvers like swinging on ropes.

Having healing after each fight, either 2 HP or 1 HD, whichever I like at the time.

 

Random Warcraft RPG Idea

Warcraft as a setting is a lot like comics in that any initial plan went off the rails and there is a deep vein of nostalgia-tinged regret for what could have been.

 

Warcraft for 3E would have worked better if the LA system was complete garbage.

A lot of fun races and classes are stuck being inherently awful.

 

Warcarft the RPG (first one) was rooted in the idea characters were free to choose which side they wanted to be on Kalimdor.

Humans and Orcs wouldn't be wholly welcome in each other's cities, but the Barrens and remote regions was more case-by case teamwork.

 

If I really wanted to break down WoW as a "Warcraft 4", I would structure the quest chains for the player group so each expansion solves one aspect of the situation at the end of WC2 and 3. Also convert the levels so it's not a strictly escalatory rise for each zone.

It ended up working for WUTC weirdly.

 

A Level 1 Bear is 6 HD minimum HP 6

A level 20 Bear is 20/5=4, 6 HD, minimum 10 HP (6+4)

A level 80 Bear is 6 HD min 22 HP (6+16)

 

Instead of Boasting, turn Quests worth 10 steps (culminative) to get an advancement.

Advancements include magic, which AC provides a penalty to.

 

Mutants in the Now Starting character.

I wanted to try making a human-origin mutant who was a superhero, that meant minimizing the animal traits and using the Option I selection from Mutants in the Next. It still took me two hours and that’s with me knowing what I’m doing.

 

Diego Gonzalez

Biologist for UCLA by day, landscape painter on the weekend, Lucha Libre star by night. And in the twilight hours, a cat-like hunter of injustice.

For Diego, scion of a promient ranchero family, was researching the reintroduction of the Candian Lynx in the US when he was in sudden car accident. Some needowells were driving without the their lights on a country road.

For they had GOO-P experiments in the back. Nevertheless, Diego came off the better for it compared to them. Blessed with extrordinary powers and a still human body.

Returning to LA, he swiftly put his new instincts to good use, sniffing out injustice and the whiff of Proteus's hamhanded experimentation.

 

COG 19 +4 68% +4% 2D8

DET 17 +3 64% +4% 1D12

AFF 19 +4 68% +4% 2D8

PER 19 +4 68% +4% 2D8

STR 13 +1 55% +3% 1D8

PRO 15 +2 60% +4% 1D10

END 13 +1 55% +3% 1D8

SPD 16 +3 62% +4% 1D12

 

Size 10 SIZE DAM 1d6

Unarmed Damage 1d6+2d8 (Counting X127 Clarification)

 

INITIATIVE: +7

DEFENSE: 15

MORALE: 17

HIT POINTS [HP]: 29

SUPERFICIAL HARM THRESHOLD [SHT]: 68

WILLPOWER [WILL]: 3

CONTACTS [CTCT]:

Quinn Kim Mountain Guide - Climbing Aerospace Engineer - Avionics Astonomer - Astronomy

James Perez Farmer - Crop

Both Reasons Simple Curisosity

LIFTING POWER [LIFT]: 130

MOVE RATE 78

 

Values:

Bravery

Education

Justice

 

RURAL MUTATION

AUTOMOTIVE ACCIDENT

You were in the accident.

PRIVILEGED EXISTENCE

PRESTIGIOUS UNIVERSITY: Your family

ensured you went to a famous, elite

college.

FIELD BIOLOGIST: Hands-on

life lessons.

 

Package Ability: When using skill

synergy with Performance, Visual

Art, or Writing, gain the higher of

the two skill values instead of the

lower.

Package Ability: A successful dramatic

roll can let you know a creature’s

species, size rating, and

anthropomorphic/zoomorphic traits.

 

Skills

Biology 72%/+4%

Deduction 72% +4%

First Aid 68%/+4%

Genetics 68%/+4%

Performance 72%/+4%

Visual Art 68%/+4%

Marketing 68%/+4%

 

Hobby

Streetwise 64%/+4%

Questioning 68%/+4%

Teach 55%/+4%

Athletics 65%/+4%

Prof Light Pistol

 

Formal clothes

cellphone or smartphone

a pack or sack

CITIZENSHIP: You’re a legal citizen

of your country of origin,

with all associated rights of

a young adult or adult (your

choice). However, this also

means the government is aware

of your existence and likely to

track your activities.

DEGREE: You have an official

academic degree associated with

one of your skill packages.

Without citizenship, this is

likely a forgery or honorary,

but it can pass casual

inspection.

Grooming kit

Light Pistol

 

GETTING BY: You’re secure, with

$3000 in savings, and a small house

or condo, no debt. You’re still paying on

anything else.

Two Parent Household

1 Sibling

 

lynx, canadian

This lynx lives to hunt snow hares.

Basic Traits: Felidae, Omnivore, Bipedal,

Prehensile, Vocal, CLoaked

Major Traits: Enhanced Scent (5 GOO-P), Nightsight (5 GOO-P), Rake (5 GOO-P), Swift: Sprint (8 GOO-P)

Minor Traits: Claws (ascent, hooked, retractable), Enhanced Hearing, Fall Righting, Snow Shoes

 

LUCHA LIBRE

Core Ability (Lariat): If you perform a move action this turn, you may inflict Prowess damage instead of weapon damage on unarmed grab and knockdown maneuvers. You may also do so if your opponent moved on your turn or is startled.

Base Ability (Iron Board): When you perform a move action, foes are +D on maneuvers against you until the end of your next turn. If you sprint, they are +HD instead.

Supported Maneuvers: Bully, Grab, Knockdown, Taunt, Trick

Saturday, July 19, 2025

40K System – Colsuit

Last planet and perhaps a little bit of a boring one.

Agricultural planet in the throes of social revolution from having too much food.

Agsuit is the second planet around the yellow star Colsuit. An Ag-World, its primary function was to supply compressed mats of vegetation to Kastor’s Folly, in precise measured ratios of 75% Holy Carbs and Blessed Proteins. With the near destruction of Kastor’s Folly, the shipments have begun to back up and no other world within reach can absorb such amounts of produce. So, the food has been spread back into the serf population.

The serfs of Agsuit are stunt and scrawny folk, eating the offcuts of the mats, carefully cut and measured by the Overseer caste to precise definitions laid out by tradition, from the Emperor himself. But their caloric intake has tripled since WAAGH!! Gaddzmax departed, an entire generation has reached adulthood at human norms and their own children are being born without the forms and minds of the starved.

This “Engorged” generation are not only obviously bigger and more threatening than their parents, but their desires have increased as well. No longer are they content to sing and hum before the Priest caste but many are seeking opportunities to develop or record their prayers and own work-chants in their nightly periods. They above all feel like they can think for the first time and are surrounded by the decreasing elders who cannot. Experiencing a rapid period of cultural growth for the first time in over 5000 years as they climb to a level of sophistication normally seen with feral and feudal-worlders.

Singing has increased year by year as work-chants pass between communities who would have been too tired to take notice prior. Even low jati of Overseers are starting to sing, as achieve the physical requirements for ranks thought to be impossible for their hungry frames. Too-liberal Priests compile the songs into written records and broadcast them into new sermons for the illiterate. As well as writing new philosophic texts. Art among the Overseers is beginning to flourish.

This terrifies the Noble caste. The Serfs have occasionally been upset before, driven by some mad spark across a manor. Mindlessly charging a granary like a human tidal wave or devouring anyone they could find in a frenzy. But they have never seen them act like they are people. They cross caste-boundaries, now aping the Entertainer caste but soon they will be acting like the armed Overseers and eventually trying to seize pow from the taller.

Beyond this there is a deeper fear of the Planetary Governor, the Hand of the Emperor. If the current rates continue, the population will be consuming 30% of all normal agricultural surplus within 100 years. And when Kastor’s Folly starts demanding it’s determined share, or if anyone else replaces it, Agsuit will not be able to provide. Not just a failure but an existential sin, for Agsuit exists only to provide food. Asuit cannot afford to feed itself and its holy tithes. The people must understand they have but one life to give when their souls are at risk.

The Priests have been authorized by the Monks of Northpoint Mountain to curb such practices within their manors. Denouncing such free-singers and idle art-makers as heretics. The Monks of Northpoint can do this as they are both Overseers priests of the Adeptus Administratum through their lordship of the northern continent and members of the Ecclesiarchy. Allowing them to convey the commands of the Appointed Nobility through their command of the Overseers without trespassing on the Priest caste’ s authority.

Needly to say this has not gone down well. The Porters report feeling threatened as they control the vast banked highways where produce moves by foot, wheelbarrow or sacred Autowheeler. For the Porters control the weights and measures the manorial Overseers are judged by.

Many ambitious nobles have already started organising the Overseers of their manors into illegal armies, allowing them to bypass the restrictions on the Noble Retinue jati. The Servants, the lowest of the jati that regionally blur between Overseer and Noble, whisper that they might to ascend if they can engorge enough followers with the artificial flavourings stolen from the kitchens. Reports are coming in from the Entertainer caste Spy jati, of manors burning as new Nobles seize control and pass out the reward of polearms and guns to their Serfs. This is fearmongering, the weapons go to their Overseers. But the Noble Grain Guard jati continue to sweep across the planet, courtesy of the Adeptus Mechanicus. All change must stop. Righteous duty is work and ascetic consumption, otherwise all will perish as the Emperor turns his wrath upon them.

Emperor's Divine Specter sect is the sole form of worship. Through holy work and massed communion on each side of the manor walls, the Emperor himself comes into the participates, filling their souls with the power to live even if their bodies cannot contain it. Or even fills the unworthy with his wrath until they burst. Cries and moans erupt as people begin to shake and roll, spending their hoarded calories in the name of the eventual passage to salvation through righteous duty. All carefully timed by the Priests, who alone know the songs to invoke and remove the Emperor’s presence, for they each achieved personal communion as part of their education. Feasting on the rarest of plants from spire-top gardens. Without them anyone might be filled with the daemons which lurk amid the night’s sky, a fearful time for all.

Th small Techpriests component resides in the sole hive and voidport, Ascension. A series of palaces built around a grassland of lifting elevators. They tend to the few machines used to convey the Nobles around, the voxcasters of the Priests and the mechanisms of the conveyers. Greatly distrusted for they lack the flesh and the will to be filled by the Emperor. To the Techpriests, this is a backwater posting, though not a small number come from Ascension Overseers who grew up too close to the mechanism.

The real intrigue comes from the three families which form the highest Jati of the Nobles directly related to the governor. All despise the Hand of the Emperor for his fretful placidity. Judging that Kastor will not return to importing level for generations. One advocates wholesale extermination and repopulation from loyal manors.  One is seduced by the whispers of the conspiratorial Techpriests. According to a report from the Magos Biologis, bombarding Agsuit with comets would plough under present nutrients with extra, destroy the rebels and allow Agsuit to emerge with a mechanised workforce for another thousand years before exhaustion. The last group are decadent fops who hoard contraband media from Kastor’s Folly. They have struck deals with freakish Voidborn who claim to be Charterists. Planning to demonstrate new contracts for food to a place called Hidden. Forcing the rebels to face spiritual failing or quota, and the governor to abdicate or die.

Saturday, July 5, 2025

Worldbuild24 - Zakhara Anthropology

This enormous period of ideas is coming to an end and so after this post, I will be moving to a weekly posting schedule. Not that this blog gets enough traffic for this to a noticeable drop in engagement.

Anthropology

Assassins – The ghosts of the deserts. Meting out justice and threats in a manner that intimidates and frightens. In the Land of Fate, there are several fellowships comprising such assassins—or as they are more commonly called, holy slayers. Each fellowship is a religious organization dedicated to the advancement of its faith, ruled by Grandfathers or Grandmothers. Known are The; Soft Whisper, Wind of Fate, Wrath of the Old, Storm Which Destroys, Grey Fire and the barely whispered, Everlasting, Elsewhere, the idea is less fanatical. In Adventia, they are represented by the Skulks and in Nangia by the ninja.[i]

Balanite Heresy - In the early days of the First Caliph, the eastern coastal cities formed the League of the Pantheon and pledged their fealty. Their Gods became the five Enlightened gods. Mahabba joined thereafter and declared their god, Bala of the Tidings, a musical spirit-idol, enlightened as well. The disagreement and invasion prompted the First Caliph to seek textual knowledge. Eventually, many local/common gods came to be recognized as enlightened. But the Bala faith had been driven underground. To rise in rebellion over the next five centuries, with differing plans and each suppression bloodier than the last.[ii]

Barbers – Barbers serve many roles, dispensing hair-cutting, surgery, herbal remedies, tall-tales and gossip. Frequently they are seen as mad in tales which helps them keep their charges still while they work and makes their tales credible. More common in cities, a skilled barber can integrate themselves into the graces of the powerful, and hearts of common people. Hopefully before they are seen as public nuisances. The collection of rumors and news they pick up are the start of many adventures.[iii]

Brotherhood of the True Flame – Of all the assemblies of mages, sorcerers and wizards in Zakhara, there is only one lasting one. Alas it is quite evil. The brotherhood rules Krak al-Niraan deep in the Haunted Lands and one might say that every third Zakharan mage who specializes in fire is a member. They are aligned with their own Assassins and non-magic members. While reviled or distrusted due to their numerous crimes, they persist in the belief they will rule on behalf of elemental fire, as given by the Gods, Genies or Primordials. Though divine scholars favour the latter.[iv]

Caliph – Once there was only one caliph, chosen from among the most competent sons of the previous caliph. Going all the way back to the First Caliph, a desert nomad who found the Loregiver and her scrolls of faith. But Zakhara is too large and too divided with the Age of Chaos, the greatest lords dared claim the title and so the title of Grand Caliph was created. For the last five generations, they have been chosen by eldest not merit, and many cities excluding those with female rulers or areas dominated by desert sheiks, copy.[v]

Corsair – A pirate, but one of subtle distinction. A corsair to foreigners is not just one who engages in Piracy and Slavery, but one who does it with the backing of the Enlighted Faith and Caliphate. To Zakharans, a corsair is a pirate, and their faith does allow slavery of the non-enlightened, but a corsair with emphasis is an inhabitant of the Corsair Domains, who have pledged freedom of all against the Mamluks of Qudra. They only steal or smuggle, mostly among the Free Cities. Of course, there are always exceptions and plenty of other pirates in the seas.[vi]

Demi-Humans of Zakhara – Since the principal form of authority in Zakahra has been the Caliphate and the strictures of the Enlightened Faith for five hundred years. All Demi-Humans and Humanoids are welcome so long as they are part of the same. This has led to great harmony. However, love of family and standing means few marriages between the different folk occur as many are infertile pairings. While it is legal and recognized as an act of true love, it is a stain on both families’ honor. Exceptions are made for marriages of Human and Elves or Orcs. Half-Ogres and Half-Dwarves bring shock.[vii]

Divisions of the Faithful – Of the Enlightened Faith, there are three core schools of thought. Pragmatists believe that all gods, even unknown ones are capable of being enlightened and all are valid for different situational flexibility. Ethoists believe there is a hierarchy of worthy gods for the faithful and on should strive to meet their teachings. Moralists believe that only a select few gods are truly mark of the Enlightened, and one should devote themselves to one truly. Mystics believe in esoteric secrets and dwell in the desert. Kahin and wise women (hakima) are tolerated if they profess submission to Fate and the Enlightened.[viii]

Dwarves, Zakharan – The Dwarves of the Land of Fate are flourishing. Free from the constant wars of their Adventine brethren and the degradation of the Crystal Dwarves of Arodia. They occupy the cities as one of the Two People and hone their crafts. Even those who are lost, find themselves sold to the Mamluks and rise high with their natural diligence and longevity. But like the Desert Elves, they are estranged. The Southern Empire of Deep Darkness swore to the First Caliph and in doing so became another grudge the rest must settle. After the Duergar of course, loathed here as well.

Dragons in Zakhara – Dragons are extremely limited to the edges of the Continent due to competition with the Genies of the interior. Aquatic, tropical and desert dwellers were restricted to the exterior of the Mountains of the Lizard Tongue, into the Narrow Passage and down into the Crowded Sea. Only the wingless and deceitful vishap are known to truly live in the interior. Genies always triumph over dragons in folktales and official poetry. Few Arkhosian ruins remain and Dragonborn rarely visit.[ix]

Elves, Desert – The Elves of Zakhara long detested the sporadic hand of their far-off Elven Empire relatives and when the Great Enchantment came about, they fled into the desert to mingle at the oases with the Human herdsmen. From there the first equality of races became a trait that has only been reinforced by the Enlightened Faith. Desert elves now live in the borderlands, where they can ride to the cities where many have returned to. It is not unusual for Elves to be Quadi to utilize their decades of knowledge. And certainly, elvish blood is in the Grand Caliph.[x]

Enlightened Faith, The - Gods in Zakhara are considered enlightened if they recognize the primacy of Fate and unworthy if they refuse to. Within these categories is a multitude of separate schools of faith and folk beliefs. The core belief that if a god is mentioned in the teaching and tales of the Lawgiver, they are enlightened. Therefore, Midani culture and Caliphate hierarchy is paramount. Daily prayers and rituals are key, and proper adherence is a status symbol. The pragmatist Temple of Ten Thousand Gods is the most common school, followed by dedicated Mosques for chosen deities. Which is mandated in the Pantheist League.[xi]

Genies, Earthly – Genies and other mighty elementals cannot linger long on the Earth lest another force takes them to task. Therefore, only those who are inherent or molded to the material world can stay. Jann are found in the inhospitable interiors of Zakhara, living much as the Two People do. They see themselves as guardians of the wild places. Only bloodline purity separates them from the Gensai. Tasked genie are those who have become so bound to a task that their elemental flesh has shifted to suit it. They cannot end without painful transformation, but they are safe as material spirits.[xii]

Genies, Gen – The weakest of Genies, these small beings are little more than motes of power than happen to have mighty relations. Though they are far larger in the Elemental Chaos, they serve Sha’ir by fetching spells from that Plane. What spells are made out of is magical material and promises of others. They serve diligently, as is their Fate, but have agendas of their own. Much woe has occurred because a sha’ir and a gen differed or broke the bonds of an agreement.[xiii]

Genies, Ghul – A form of Jann, ghul are those who have succumb to the curse of undead and become cannibals, in term giving rise to the Adventine word for flesh-eating undead. Great Ghul on the other hand are fully alive, just foul. Usually hideous; with donkey hooves, clammy skin and hairy eyebrows. They can disguise themselves to attract travelers and play pranks. Often becoming Sha’ir to dissuade fellow Genies, and threatening jann with death and transformation. They are said to dwell in the Pit of Ghul in the Genies Anvil and will assist against other genies.[xiv]

Genies, True – The Genies refer to the elemental races which have made Zakhara their Earthly home. Each is a noble in their own right, though wish-granting has been overexaggerated. The Dao inhabit earthbergs and deep within mountain bones, they are cruel and led by a Khan. The Djinni were scattered or imprisoned by the Gods after the Dawn War. They favour open deserts or floating islands for their Caliph. Efreet are ruled by their Sultan from The City of Brass and lord over others. Marids are powerful, inhabiting elemental waters, their Padishah’s City of Ten Thousand Pearls and worldly oceans.[xv]

Giants, Zakharan – Giants have inhabited the coasts of what would be southern and eastern Zakhara since before the Continent of Arodia arrived and thrust up the World Pillar Mountains. Local giants come from the same stock and suffer the same degradations. Many outlying giants have suffered degeneration. And the Haunted Lands became barren without the monsoon, driving the giants from now-dead Sokkar. Otherwise, giants are frequently Enlightened but keep to themselves, judging outsiders with harsh laws and feuding with the Genie as to local and elemental traditions. Hill giants are friendlier, as their Ogre relations are.[xvi]

Fate – For all the Gods that are worshipped by Zakharans, one belief transcends all others: the belief in Fate. Every Zakharan and Genie knows her power. But not her nature. Some believe she is the mother of the gods, but not a goddess. To others she is simply a pervasive elemental force who can be as vast, small or insubstantial as needed. A shadow of a woman was how Fate appeared to the Loregiver long before the Land of Fate truly recognized her. An Enlightened God worth worshipping is one which bows to Fate.[xvii]

Genie’s Wind, The – A secret sailing magic that has made a mockery of maps. Ancient Sha’ir made pacts and cajoled Djinn into giving them the secret of the counter-monsoon winds. Zakahran sailors sails to the edge of the archipelagos in the Laughing Storms and the sha’ir invokes the authority of the Genies. So long as it is the dry season the ship will be almost thrown across the waters to the Thousand Thousand Isles. Not available to every merchant, the common knowledge has led to misinformed mapmakers to join both archipelagos into the so-called Crowded Sea.

Hill Tribes – The Zakahrans of the Furrowed Mountains have long despised their advanced lowland cousins. The lowlanders demand they abandon their idol, Kahins and submit to a distant Caliph’s authority. And raid them for Slaves for refusing, many who end up as traitors in service of the Mamluks. Anyone bearing the tattoos of the mamluks, or ensign of the Caliphs is destined to suffer here. Hostile intent is assumed from all travelers. However, news and guests are always welcome in the villages. As they have resisted integration into wider Midani, blond hair is still more common here.[xviii]

Jann – Plural of Janni. See Genies, Earthly

Kahins - Idol-priests, believing that divinity is found in all things. So, through worship of certain items of power, draw their strength from the basic energy of the land. Their beliefs apparently predate the worship of the known gods of Zakhara, though their records are primarily verbal. Kahins claim they do respect gods of the earth, agriculture, and the desert. Adventines called them desert druids. Idolatry is harshly punished by the Enlightened Faith. So, they must tread carefully, finding support among the nomads and Hill Tribes.[xix]

Land of Fate, The – The territory culturally, if not politically under the sway of the Grand Caliph and the Enlightened Faith. Containing all Zakhara, the caliphs still have failed to fully subject all hinterlands politically or religiously. In Arodia, Afyal offers a gateway to the Hundred Kingdoms by ship while landbound Sughd is best forgotten. The outposts and missions to the Thousand Thousand Islands remain subject to the whims of map-making and djinn. However, the Altaran Peninsula remains a sore spot to the armies of the caliphs.

Markeen – Thought to be a form of Genie double, cursed at birth to be the spitting form of a Zakharan. They are in no way linked to the person except with a similar lifespan, but only truly prominent people will have one. They are thought to have been rebellious genies, and indeed half-genies are rumored to have their powers without being doubles. Hevastar scholars believe them to be Changlings, whose shadowy society has incorporated Zakharan beliefs about genies into their own culture.[xx]

Mamluks – The most elite military forces in Zakhara, mamluks are themselves Slaves, property of the Grand Caliph. They were captured as youths by other mamluks and trained to become perfect, loyal warriors. They are tattooed on their faces. The fortified city of Qudra on the Great Sea is ruled by mamluks. Qudra, in fact, is home to the largest active slave market in Zakhara. Companies of mamluks roam the mountains near the Free Cities and beyond, seizing youths, regardless of sex and race from the Hill Tribes. The mamluks disparage foreign and Corsair visitors since their failures fighting the Red Crusade.[xxi]

Midani – The culture of Zakhara is hazy. Though they present the appearance of sharing the Enlightened Faith and dividing their livelihoods into the Two People. The actual culture of the Continent is not as clear cut as it may appear. The giant-descendant natives of the Ruined Kingdoms and many Animal Nomads are Enlightened but not Midani, the Hill Tribes are Midani but are not Enlightened and the Cities of the Pantheon theologically differ. Midani can therefore be seen as desert people and coastal strip of the Zakharan Inner Seas, who parlay their cultural dominance of the faith over their near relations.

Mystics – Those who seek out religious devotion free of dogma and bureaucracy. Often these are very small and found in isolated deserts, to not be distracted by civilization.[xxii]

Pearl Diving – Only two Cities of the Pearl actual practice pearl diving; Gana and Jumlat. From the end of the monsoon and the onset of spring, hundreds of boats from the cities spend five months out on the beds. It is hard work, and the pressure causes frequent nosebleeds. divers normally wear either nothing or a wool bodystocking to ward off stinging creatures. Many are indebted to their captains, those captains who use magic or pay fairly must frequently stay out longer. Potentially breaking the vows made to the Sea Elves and fish Humanoids of the Golden Gulf.[xxiii]

Piracy – The prevalence of shipping to and from Zakhara’s great trading cities has greatly encouraged the development of nautical thieves, sometimes being merchants themselves unwilling to pay. But Slavery has been a factor for many centuries, as the non-Enlightened are fair game, providing economic growth and luxuries greased with blood. In the Sea of Ships, the Corsair Domains have forgone a past for slavery and now merely pillage. The Free Cities instead host slave raiders. In the Crowded Sea, inter-continental cargo is the target with far fewer slavers scouring the outer islands or purchasing through Afyal and the Akai Sultanate.

Polygamy – By custom, an Enlightened man may have no more than four wives. As the first Sha’ir had four Genie wives, one of each element. In practice few men can afford more, and the first wife must approve. Zakharans know unavailable marriages encourages men to raid even their Enlightened neighbors. Beyond the loophole of harems of free courtesans and Slave concubines, recognizing worthy offspring, a frequent tactics of Caliphs. Non-Pantheist inhabitants of the Golden Gulf might have wives in different cities as independent sellers. Afyal merchants have four husbands and one wife, so the trade accumulates into powerful mercantile houses.[xxiv]

Slavery – Slavery is a common and accepted practice throughout Zakhara. Unlike the Debtor System of the Akai Sultanate, which has copied the concept. All Enlightened subjects are inherently free. Therefore, slavery is a condition imposed for three circumstances: debt, punishment, or lack of civilization. Though important varieties occur regionally. Debt is temporary. Punishment is for life, though can be mitigated. Uncivilized status is based on being an unbeliever. Conversion is not grounds for freedom, and much has been made of attacks on pilgrims and false claims of conversions. Stern laws govern treatment, which the Mamluks enforce the most fairly.[xxv]

Structure of the Caliphate – After Fate and the Gods, comes the Grand Caliph, who theoretically commands all the Enlightened. After that power has greatly devolved to a collection of kings, caliphs, emirs, padishahs, sultans, khedives, and the like. While each pays tribute and taxes, many rule with a surprising degree of independence. Even lower in the hierarchy of power are the local qadis (judges). Despite their rank, they may have a profound effect on the people. Qadis are arbitrators and mediators, pronouncing judgment in virtually all civil and religious disputes. Only the Grand Caliph or the ruler the qadis serve may override their decisions.[xxvi]

Quadi – Originally appointed by the first Caliph to oversee the disputation between grants and grantee. They now have religious and judicial authority throughout their established bounds. Traditional Zakharan land usage is the granting of land from the higher authority to a lesser one who will eventually let land to individuals or more permanently to families. With varying amounts of rent and shares going back up as tax. Quadi are frequently very long-lived races like Elves or Dwarves to benefit from their experiences. Corruption is a very real issue among them in this Age of Chaos, benefiting themselves or their appointer.[xxvii]

Snakeheads - A curious people from the remote deserts. Where the leeward Al-Suqut Mountains and Mountains of the Lizard Tongue join, exists narrow passengers that connect the coastal strip to the High Desert. In those tunnels dwells a race of people totally or near-totally hairless, with pointed teeth, the colors of a dozen snakes and with tails emerging from their heads. Their clans are Unenlightened and prey upon all, as desert barbarians do. Some travelers in the disorganized coastal lands see them come to trade and live among them. Whether they are Yuan-ti or older is unknown to mortal scholars.[xxviii]

Sha’ir - Unfettered by social requirement and position. Found in the city as well as the desert, commanding great power from their dealings with Genies. Or with rumored genie blood. Sha’irs are regarded as enigmatic and powerful figures in the Land of Fate. They do not gain spells in the manner of others. Instead, they acquire their magics and enchantments through the workings of genies. Bargaining with them and commanding them (lesser Gen) to fetch spells. Because genies are a mighty force in the Land of Fate, many would-be attackers think twice before offending a sha’ir, unless they have their own.[xxix]

Two People – Zakhara is divided between two kinds of people which transcend affiliation or race. The nomads, or Al- Badia, and the city-dwellers, or Al-Hadhar. While the nomads dwell primarily in the high, romantic desert plateaus, city-dwellers, for the most part, inhabit Zakhara’s lowlands and coasts. There is a greater sense of continuity, order, sedentary, and practical outlook than the desert-dwellers. From the perspective of the nomads, all city-dwellers are soft, sedentary, and restricted. Indeed, the similarities between Al-Hadhar who live in a village and those who live in a great city far out-weigh the differences.[xxx]

Underwater civilization of the Crowded Sea – The western and northern plains of Laughing Storm are home to several Humanoid civilizations. The distant locathah were the first but rarely deign to interact with mariners and barely more in the Elemental Chaos. They know much about why the towers spout from the Ruined Kingdoms. Demon-worshiping sahaugin are tragically in abundance. Reef Giants have fled their dying kingdoms to colonise the shallows as well. Piratical reef giants are a blight on their race’s honour. Piratical giants are a quarter of lost ships, which are a quarter of all ships in the ocean’s west.[xxxi]


 



[i] See Arabian Adventures, pp.51-52, Fortunes & Fates pp.24-29

[ii] See Al-Qadim Land of Fate p.102

[iii] See Arabian Adventures, p.47

[iv] See Fortunes & Fate p.31

[v] See Adventurer’s Guide to Zakhara, pp.17-18

[vii] See Al-Qadim Land of Fate pp.24-25

[viii] See Arabian Adventures, pp.55-70

[ix] See the folktale, Al-Qadim Land of Fate pp.122-123

[x] Otherwise see Elves, non-Caste Al-Qadim Land of Fate p.25

[xi] See Al-Qadim Land of Fate pp.45-57

[xii] See Monster Card pp.7-8, MC13 Monstrous Compendium Al-Qadim pp.23-29

[xiii] See The Complete Sha’ir’s Handbook pp.20-26

[xiv] See MC13 Monstrous Compendium Al-Qadim p.32

[xv] See Monster Card pp.1-6, 9-10, D&D 4E Monster Manual pp.98-100, D&D 4E Monster Manual 2 pp.71-73

[xvi] See MC13 Monstrous Compendium Al-Qadim pp.33-39, Monster Card pp.11-12

[xvii] See Arabian Adventures p.18

[xviii] See Assassin Mountain p.26

[xix] See Arabian Adventures pp.67-68

[xx] See MC13 Monstrous Compendium Al-Qadim p.46

[xxi] Paraphrased from Arabian Adventures, p.35, Adventurer’s Guide to Zakhara, p.24, Fortunes & Fats pp.20-24

[xxii] See Divisions of the Faithful and Fortunes & Fate pp. 29-31

[xxiii] See Al-Qadim Land of Fate p. 89

[xxiv] See Al-Qadim Land of Fate p. 22

[xxv] See Adventurer’s Guide to Zakhara, pp.23-24

[xxvi] See Adventurer’s Guide to Zakhara, pp.14-15

[xxvii] See Adventurer’s Guide to Zakhara, pp.15-16

[xxviii] Inspired by Twi’leks from Star Wars

[xxix] See Secrets of the Lamp: Genie Lore, pp.20-28

[xxx] See Adventurer’s Guide to Zakhara, p.12

[xxxi] See Ruined Kingdoms: Campaign Book p.6