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{| class="wikitable" style="float:right; margin-left: 10px;"
{{Races
! colspan="2" |The Khadan Humans
|Image=KhadanAI.jpg|Name=Khadan Humans|Pronunciation=Kaa-dan|Classification=Human|Nicknames=Desert Folk, Desert-dwellers|Languages=Common, [[Anjyarri]], Azari|Average Height=1.70m - 1.90m (5'7" - 6'3")|Average Weight=65kg - 80kg (143lbs - 176lbs)|Maximum Age=~80 Years Old|STR=+2|DEF=+0|AGI=+2|INT=+0}}Living along the coast of the Al’Hadar Deep, their cities standing out as shining jewels between the dunes of the Anjyarri desert, the Khadan, as they are known, inhabit the sun-scorched realm known as Anjyarr. Their history is one shrouded in ancient legends, arcane sorcery, mythical kings known as Pharos, and secrets that now remain hidden beneath the sands of the dune sea. These people, born and formed by their history, have introduced their own wisdom to Eden through inventions and philosophy. Now, they are defined by their resilience, compassion, and their will to thrive in the harshest of environments.
|-
| colspan="2" |[[File:Khadan.png|center|frameless]]
|-
!Nicknames
!The Orphans Of Anjyarr
|-
|'''Spoken Languages'''
|Common, Tongue, Azari Linguae
|-
|'''Average Height'''
|1.70m - 1.90m
|-
|'''Average Weight'''
|65kg - 80kg
|-
|'''Homeland'''
|The Anjyarr Desert, [[The Emirate of Al-Khadir]]
|-
|'''Capital'''
|Al-Khadir (city)
|}


==Introduction==
The world knows the Khadan as merchants, sailors, having a sea-faring nature. Their cities are filled with bustling bazaars offering precious minerals, exotic spices, and master-crafted wares such as musical instruments and tools. Trade is their lifeblood, and it can be seen flowing to the farthest corners of the continent. This has caused them to develop a respect for other cultures, races, and religions. Accepting them for who they are, no matter their origin, for trade is more important to them than unnecessary disputes over differences.
The people of the Anjyarr deserts, they have tanner skin then their Hadrian counterparts, as being a desert raised people’s the natural darker tone of their skin provides a type of camouflage when it comes to blending into the raging sand winds, the large and numerous sand dunes, and the dusty rock sculps which litter the land. From their centuries of surviving in the desert climate they have learned to never show fear and to always stand their ground, they fight majestically with agile spear and sword combat that blitz’s the enemy if they don’t plan for it. Though the Khadans have many combat secrets and a deadly arsenal of specific made weapons however the appearance of these, are few and far inbetween as the Khadans are a loving and accepting culture to all outsiders that  may visit them. Along with all this, they are in possession of a wide range of riches including different valuable metals, gemstones, and other bright shiny jewellery pieces which makes them a real eyecatcher.  


To see a Khadan is to see the representation of the desert itself. The climate and culture of their realm has introduced them wearing vibrant and colorful robes, showing the beauty, but also the intensity of the desert and sea.


They also have incredible bartering skills as their ability to sell a horse to a Hadrian, or ore to a Dwarf is not to be doubted and along with their Alliance with the Dark Elves who helped them through the Rotting Plague, they are capable of immense power. It is recommended you keep an eye out on the desert lands as what is there today might become outdated tomorrow, and what is far away tonight might become a border in the morning.
Nowadays, the Khadan are often underestimated due to their compassionate views and hospitality. Yet, the Khadan have a deep-rooted warrior’s spirit, burning with the desire to defend their homeland, their culture, and their history whenever threatened. No one knows the oceans and the deserts better than the Khadan, and those that forget their origin, shall easily succumb to their insolence.
{| class="wikitable"
|-
|“While their loyalty to the Azari’Lunn brings me nothing but disdain, one cannot deny that their generosity and expertise in their crafts are astounding. They elevated societies with new science, math, and various inventions. Their cities stand out as jewels in the desert. And yet, I wonder if it will remain for centuries to come. Only the Mother and time can tell.


* '''Arüe Mi'thílion, Scholar of Luminion.'''
|}
[[File:SmallerKriegs.png|thumb|Nomadic Khadan priest hosting a sermon on [[the Old Path]]. Artwork by RkdVanguard]]


= Character Creation =
=== Appearance ===
Compared to the remaining human inhabitants of Eden, the Khadan people's physical appearance distinguishes them from the rest, be it by their attire, culture, and, of course, their darker skin tones. Compared to the average Attian, Khadan men are slightly shorter, reaching an average height of 180cm (5'9"), and women reaching an average height of 170cm (5'5").


__TOC__
Looking back at the history of the Khadan, one can see that their population consisted of numerous tribes, each settling in different regions of the desert that suited their needs for survival. Due to their diverse surroundings, the appearance of the Khadan changed over time, making each tribe varied, yet all shared the common trait of having a tan or dark skin tone. The tribes, collectively known as the Zanmirs, inhabited the coastal areas and regions near waterways, becoming renowned for their captivating beauty among the Khadan people. Over time, their appearance shifted to having a lighter complexion similar to an Attian who had been sun-kissed, having long flowing hair in shades of brown and red, which was complemented by eyes in various shades of green and brown.


== Appearance ==
Compared to these tribes, those known as the Zanmir tribes had chosen their homes in the vast desert regions and had striking differences from those at the coast. Their hair spectrum ranged from profound dark darkness of jet black to even the rare gleam of near-white, an exceptional characteristic that only a few Khadan could have. Skin tones ranged from a deep, sun-burnished tan to a rich, dusky, or deep brown, with their eyes displaying hues that spanned from deep brown to captivating shades of orange illuminated by the desert sun. The enigmatic beauty of hazel eyes made an occasional appearance as well. The Khadan don cloaks to cover themselves in various colors and seek shelter from the relentless sun. However, at times when these cloaks were removed in rural areas, their arresting appearance inevitably captivated onlookers when they emerged into the streets.  
The Khadans, also known as The Orphans of Anjyarr, The Roaming Men, or The People of Al-Khadir, share a very different look than those of the other humans. The Khadan are usually slightly shorter than the average Hadrian as their men grow to a max of 180cm (5’9”) and their women to a max of 170cm (5’5”).  


The Khadan have not always been a unified people and in their past both shared periods of large unification and periods of fragmentation, due to this their skin colour while always tan in appearance shifts between darker and lighter tones depending on where the tribe settled for most of their time. Of the two groups of tribes the Zanmirs, the tribes which inhabited both coastal regions and areas near waterways have found their way to be the icon of beauty amongst the Khadan people. They have light brown hair which usually hangs long down their back, they can have glowing and shiny green blue eyes, and their lighter complexion makes them look like an Attian who got a sunburn.
The topic of beauty among female Khadans mainly involves maintaining both body and hair to a high standard. Having the contours of an oval shape, elegantly shaped dark eyebrows, and exquisitely detailed eyelashes that contrast sharply with the eyes are considered a defining feature. Men traditionally sport meticulously maintained facial hair, ranging from beards and mustaches, often taking inspiration from their northern human neighbors. In some Khadan cultures, any form of visible or hidden scars is revered as a mark of beauty. These scars would often symbolize courage, strength, and honor. It is also not uncommon to see a person's body covered in various tattoos. Seen as a form of art in Khadan society, these tattoos would depict culture, history, family bonds, and religion. Favored are those symbolized with stars or religious deities or animals. [[File:Khadan Skin Colors.png|none|thumb|563x563px|An example of the various skin colors for Khadans]]


Unlike their Zanmir relatives, the Vaemirs inhabited the sprawling deserts and such look very different. They have hair which ranges from jet black to nearly white as the amount of time a person spends in the sun can heavily dictate their appearance. They can be both very pale and close to caramel along with usually having brown eyes which sometimes appear to be orange to those who look at them. They are usually wrapped up and hidden but when they reappear they and their special looks can draw the attention of a crowd. Beauty amongst the female Khadans usually result from having a more oval shaped face, long dark eyebrows, and detailed eyelashes which contrast heavily with their eyes which is seen as the most important part. In comparison, the men usually maintain well kept facial hair such as beards and moustaches for their standards. Unlike in some cultures, scars of any sort are actually considered beautiful and seen as marks of courage, strength, and honour amongst their people.
=== Languages ===
In the populated areas of Anjyarr, primarily both rivers and the coastal regions, the predominant language spoken by the Khadan is Anjyarr. Anjyarri is a dialect that formed from its root language of Akhadi due to the influence and mixing of the Azari'lunn language, which ultimately became more prevalent than Akhadi itself. When the Khadan language of Akhadi formed remains unknown. Yet, it is speculated to have emerged during the first ancient Empire of Anjyarr. Anjyarri itself formed roughly around the first centuries of A.F.S. and has since then been established as the national language of the civilized regions of the desert.  


=== Apparel ===
Although there are few differences between the two languages, some individuals are able to understand both. However, due to future generations no longer being taught in Akhadi, the language itself has become somewhat estranged and distant, often mistaken to be the actual dialect instead of Anjyarri by modern-day citizens and non-natives of Anjyarr who are not familiar with the origins of the language. However, despite this, the language of Akhadi continues to be spoken dominantly among the nomadic residents of the desert, particularly by the diverse tribes collectively known as the Kha'mal. Some have described Akhadi as being pronounced more harshly yet having a mysterious tone to it.
Even though there are many different tribes and two main races present in the country, the climate has forced all of them to accept a universal type of dress.  
{| class="wikitable"
! colspan="6" |Anjyarri Dialect: Quick Guide
|-
! colspan="2" |<u>Greetings</u>
! colspan="2" |<u>Races</u>
! colspan="2" |<u>Titles</u>
|-
!Common
!Anjyarri
!Common
!Anjyarri
!Common
!Anjyarri
|-
|Hello
|Merhaba
|Human
|Adam
|<nowiki>'Prophet of The People''</nowiki>
|Pharo
|-
|Welcome
|Merbaan
|Dark Elf
|La'adam
|Emperor
|Sultan of Sultans
|-
|Goodbye
|Verdaba
|Tiefling
|I'jadam
|Empress
|Sultana of Sultans
|-
|How are you?
|Jut lo'ua
|Wood Elf
|Erididam
|King / Queen
|Sultan(a)
|-
|Nice to meet you.
|Iru nunyeti ua.
|High Elf
|Ue'ladam
|Prince
|Şehzade
|-
|Friend
|Tovara
|Denur
|Jitadam
|Princess
|Shehzadi
|-
! colspan="2" rowspan="9" |
|Halfling
|Sha'adam
|Patriarch
|Hemiria
|-
|Faulskin
|Adamja
|High-priest(ess)
|Al-Kahyn(a)
|-
! colspan="2" rowspan="7" |
|Duke
|Sheihykh
|-
|Duchess
|Shahykh
|-
|Lord / Lady
|Emyhr(a)
|-
|Ser / Dame
|Sih'di / Mih'de
|-
|Noble
|Nabil(a)
|-
|Chieftain
|Zaeim
|-
|Advisor
|Astisha
|}


Due to the Anjyarr desert, the people of Al-Khadir have been mainly seen to wear loose fit robes made of soft materials such as silk, cotton, linen, or satin. The more wealthy inhabitants have been seen wearing robes with gold and jewels attached to them as a display of wealth and fashion with gold being a mainstay.  
=== Naming Schemes ===
In Anjyarr, as elsewhere, the personal name of an individual was the most important means of identification, not only in this life but in the hereafter and in social memory for eternity. To the Khadan, the name and essence were inseparably interconnected. In their ancient culture and religion, it was believed that the world was created by pronouncing the name of everything that came into existence, and,  in magical practice, knowing the "true" name of supernatural and transcendent beings helped one to gain power over them. Thus, the name was considered a vital constituent of one's personality in Khadan culture.  


The Khadan robes are often mulicoloured with gold accents and gems along with gold or silver piercings, which contrast heavily to their ‘lunn counterparts as they usually wear dark coloured robes with purple gemstones adorning them.
Names would often be differentiated or linked to historical or literary figures. These include the names of legendary figures, kings, religious personalities, and old gods and goddesses. For instance, male names like Ahman, Muhaddin, Metehan, and Khurshid and female names such as Sa'har, Isha, Ra'na, and Met'hani reflect this tradition.


When it comes to the armor of the Khadan’s, they wear chainmail and bronze or brass plates which are often covered in gems and shiny metals over their traditional robes. Both sexes often prefer armor crafted with ornate design and usually have leather boots and helmets to increase their agility and speed as they are main aspects of their fighting style. The cloaks and robes that accompany these warriors are usually red to keep both the sun away and to scare their enemy as red causes the eye to play tricks on those when under sandstorm conditions, along with this they often wrap their helmets with long scarves to prevent the sun from beaming down to heavily on it.  
In modern times, Khadan names have taken on new forms, often appearing as compounds or bearing specific meanings. Female names commonly feature suffixes such as -i, -eh, -ah, or -a, as seen in Somayeh, Noora, Kazirah, Farid, Shana, Mija, Jahanara, and Sadia. Meanwhile, male names, which had common short first names, often end with -an, -ar, -id, -ad, -in, -ir, -al, or -il, for example, Danyal, Rashad, Qusar, Sahil, and Zayan.  


Often to those who travel through the Anjyarr deserts, many wear masks to keep the sand out of their eyes and to conceal their identity, along with this women often wear veils to protect their faces and eyes from getting beat with sand.  
Furthermore, the addition of -El or -Al serves as the definitive article, indicating that the family name begins with "the." This convention often signifies the family name's association with a profession. However, there are instances it may also be associated with a title or specific origin of the person in question.


== Culture and Society ==
== Cultures ==
Among all races and peoples of Eden, Khadans are the only that can perfectly mix “fire and water” into their culture. The Khadan people are open, friendly, and welcoming people to both allies and people who seek friendship. However, they always keep a vigilant eye towards those around them, and also can be ruthless and violent to those who cross them.  
{| class="wikitable"
|-
![[File:AnjyarrAI.png|frameless|200x200px]]
![[The Empire of Anjyarr|The Sultanate of Anjyarr]]
|At the mouth of the great Ifriq delta lies the emirate of Al-Khadir, capital of the great Sultanate of Anjyarr. It is a paradise of great wealth and prosperity in the midst of an unruly wasteland. Founded by a tribe of nomadic traders, whom settled due to the pleasant climate and geographic location near the Ifriq, Al-Khadir quickly became a trading hub for races all around the world. The city is a gateway to anyone wishing to enter the Southern world. It offers a large market for all kinds of goods, from elven trinkets to dwarven drinks, but also an extensive range of local wares such as tobacco, carpets, coffee, spices, and garments!
|}
== World View ==
{| class="wikitable"
|+'''General Khadan Human opinions on the other races of Eden.'''
![[File:AttianMale1.jpg|frameless|200x200px]]
!On Attians…
|'''Neutral'''
“If you know their history, you know our cousin-kin have suffered as much as we did in our ancient history. However, where I believe we grew, Attians wouldn't dare to accept a world where we could all coincide with our different cultures and beliefs. But, despite this, they can be excellent company, share a drink or two, or be great trade partners.


Originating from war-stricken lands which caused a mass exodus of the Khadan people, they have not only settled well to their second home, but they have claimed the area as theirs. The Deserts of Anjyarr are theirs and they have made sure it is stated without words, they have mastered riding, archery, and trading to not only make them a super power but a force to reckon with. Even though the deserts they inhabit are barren and empty, their heart and spiritually are the exact opposite as they follow a philosophy called “The Path” - which is to live one’s life seeking inner peace, no matter how one might identify said peace.The Khadan’s living in the harsh desert climates has one major upside, they value friends and family highly and deem any sort of betrayal as one of the worst acts, which stretches back centuries in their history.  
* Mohsen Hatama, Scholar of Al-Khadir
|-
![[File:AverageSadge.png|frameless|200x200px]]
!On Hinterlanders…
|'''Slightly Positive'''
“Hinterlanders? I mean, they have been less troublesome than the Attians of Hadriana. They are open-minded, kind, and less religiously strict than their Attian kin. We profit greatly from each other's wares and goods during trade. Though, despite this, I do have to mention they often seem greedy with their coin. But which merchant wouldn't, right?”


Their natural open-mindedness and alliance with the Azari’luun has made the region of Al-Khadir a very special place, as these two races are tied together as tightly as can be, which is a testament to their culture and peoples.
* Dakhe Nin'gal Al-Idina, spice merchant of Al-Jabrid
|-
![[File:HelfAI.jpg|frameless|200x200px]]
!On High Elves…
|'''Slightly Negative'''
“Their culture is filled with so much disdain and hatred for other races, other beliefs, and cultures—most notably our Dark Elven companions. They would never share anything with anyone else. We have High Elven citizens in our cities and bazaars; they seem to have adapted to the rest of Eden, have learned to coexist. Why can't they?”


=== Holidays and Celebrations ===
* Asardin Osma'han, guard of the eastern Al-Khadir gate.
The Khadan are a people of happiness and celebration, below are just a few of their most important holidays and celebrations:
|-
![[File:WelfAI.jpg|frameless|200x200px]]
!On Wood Elves…
|'''Neutral'''
“We don't know much about their forest realm. I've heard stories of walking trees, giant magical creatures that defend nature itself from outsiders. I've seen them walk around our streets; they seem so full of themselves and reserved, as if we should be thankful for whatever they protect in the far east. Though, I always wonder what their realm is like. It must be quite the opposite from our own, a desolate desert compared to a lush, magical forest.”


* '''Sangh''': Is an annual three day festival which takes place as a celebration of unity, as it’s roots chase back to when the splintered peoples joined together. During this time the Khadan’s host many duels (for sportsmanship only), and hold huge feasts with must dancing involved. In older tradition, the strongest warriors would put on huge shows through the entire festival, but due to the strain this causes on the body it has been replaced with smaller shows split up between the different warrior duos. 
* Shala el-Amu'barahk, handweaver in Al-Khadir
* '''Kura''': A festival all about the love of life in the Khadan’s philosophy. A defining trait of this festival is that different activities occur throughout the day. Starting in the morning is when the youth would put on sporting shows such as horse archery and the old would visit their friends and family, then later at night is the time for couples to gather together and single people to search for mates..  
|-
![[File:DelfAI.jpg|frameless|200x200px]]
!On Dark Elves…
|'''Very Positive'''
“The Dark Elves? You don't know the stories? Do you know how they brought salvation upon our kin when our civilization began to collapse? More than a thousand years ago, they arrived in our realm and introduced us to art, medicine, and science, fleeing war-stricken lands and cast from their homes. Of course, over the centuries, we have experienced some of their rulers being corrupt or grim, but we have so much to thank them for. Being our rulers does not bother me; they have only helped our people.


* '''Wahid''': This festival celebrates the day of alliance and friendship between the dark elf and human peoples. While originally it was a Khadan festival, it has become a large staple of Al-Khadir as a whole and would end up becoming a national holiday.
* Mahmood Khurshid Al'asar, Fisherman of Al-Khadir
|-
![[File:DenurAI.jpg|frameless|200x200px]]
!On Denur…
|'''Neutral'''
“Denur? Never seen them. They don't like our climate, I suppose. I heard they often stumble around on the streets of Al-Jabrid, trying to obtain some Dark Steel minerals or sell their newest inventions. But other than that? They don't seem to do any harm. I say: keep it that way.


=== Romance, Marriage and Reproduction ===
* Ali Sal'hama, shipwright of Al-Khadir
As mentioned previously, the Khadan people value loyalty to a very high degree. This comes to a head as the values of romance and family are major cores to the Khadan culture, these families and marriages often are very loyal and result in prosperity so splits rarely occur. Even though this is the case, the Khadans are very picky and selective when it comes to their partner, as they treat marriage with utmost importance and hence make sure both parties are certain of their choice beforehand. The selection time for a partner is often years due to the fear of matching incorrectly, whenever a match is made official though a large feast between the families starts which usually ends peacefully and always with respect.
|-
![[File:HalflingAI.jpg|frameless|200x200px]]
!On Halflings…
|'''Positive'''
“The smallfolk seem always so passionate about our food markets. They don't often come by due to the scorching heat, but when they do, they are such a joy to be around. They tell the funniest stories and are eager to hear more about our newest items in the Bazaar. Say, have you seen my bag of coin by chance?”


=== Death and Funeral ===
* Amata Balashi, barmaid of Al-Jabrid
Due to their belief in “The Path” and finding inner peace, as long as the person is loyal to the ideals they often believe they will be reincarnated, this makes death not feared and instead respected. From a young age, a Khadan is told to enjoy and celebrate their life as it is seen as a sacred thing not to be taken for granted. During the funeral of a loved one, a private ceremony will often be held for the family and friends of the deceased to pay a last tribute under starlight. Their body is carefully wrapped up into robes, decorated with different types of flowers, and is adorned with golden trinkets and other valuables as a sign of respect and good luck. These decorations are believed to help them into their new life of prosperity. After the ceremony is done the cremation starts, the body is burned with the gifts until only their ashes remain, of which will be spread in the sea they came from many moons ago. Due to the respect and admiration of lost ones, no mourning occurs as they believe their lost loved one will help in the building of the next generation.  
|-
![[File:OrcAI.jpg|frameless|200x200px]]
!On Orcs…
|'''Neutral'''
“Brutes are what they are. They are strong and aggressive, but they have a sense of humor. If you respect them, they can respect you, that is, if they have some sort of manners. They enjoy socializing with our soldiers because they think they have much in common with their warrior culture. I say: good. It reduces the mess we have to clean up in our taverns and markets.


== History ==
* Iya Mas'hati, merchant in Al-Khadir
“We’re each other’s harvest; we’re each other’s business; we’re each other’s magnitude and bond.”  
|-
![[File:GoblinAI.jpg|frameless|200x200px]]
!On Goblins…
|'''Negative'''
“Scheming, backstabbing, looting: thieves. Last week, they stole two of my sheep, gutted one of my chickens, and displayed it like some bloody artwork as if it were a sick joke! It cost me a fortune. They are nothing but scum. I avoid them in our markets as much as I can.”


This ancient adage is well-understood by the Khadans. Originally a group of nomads that roamed the wasteland of Anjyarr, the Khadans were known for their perseverance and prevailing sense of unity. While most historians in Eden judge the Khadans’ unity as a legacy of their nomadic lifestyles, some others claim that the roots of this quality can be in fact traced back to before the Khadans set foot on Eden.  
* Arsames Al-Ma'zar, farmer of Al-Adam
|-
![[File:TieflingAI.jpg|frameless|200x200px]]
!On Tieflings…
|'''Very positive'''
“They are good people. Like us, they do not care where you come from or what gods you believe in. We've accepted them for who they are, and they paid us back with kindness and have become part of our society. Like us, they live and fight for something they believe inn: a place to call home.


Although little is known of the mysterious ancestral home of the Khadans, most believe that their ancestors left the native land in search of asylum. As such, it is also believed that the ancestors of the Khadans first realized the significance of unity through witnessing how their beloved homeland disintegrated in years of quarrels and wars.
* Appan Raasuht, palace guard
|}
__NOTOC__


Due to the harsh climate and the lack of available resources, the ancestors of the Khadans initially separated into two groups with one group traveling along the shoreline and the other moving in-land. This decision eventually led to the rise of two clans that share the same philosophy but each adopting a different way of living. Although the two clans resemble each other in the sense that they both hold family values and self-fulfillment in high regard, the clans also differ greatly in terms of skills and traits.
=== Noteworthy Characters ===


Clan Zenthir - The smaller one out of the two clans. The Zenthirs would rarely abandon the shores of Anjyarr except for trade and occasionally marriage purposes. This clan relied on ship-building and fishing for a living, with the former being a legacy passed down by the earlier sailors that brought the Khadans to Eden through the unpredictable sea. Despite age or gender, the Zenthirs are often skilled swimmers and have mastered both hand-to-hand water combat and wielding the deadly trident. Using the trident they would develop a renowned combating style known as “Water Dancing”, an elegant dance-like fighting style that emphasizes using the opponent’s momentum against them and dealing swift strikes to quickly immobilize them. Since this fighting style focuses more on swiftness instead of strength, it has gained popularity among the dark elves and Khadans alike. To this day, both humans and dark elves in the Emirate of Al-Khadir still practice Water Dancing and adopt the fighting style as either their preferred or signature style of combat.
==== King Tarath the First ====
Born in the temple city of Al'Tojik, the first city of Anjyarr more than a thousand years ago, Tarath was the royal heir to a wealthy king of a tribe who sought to build an empire based on his image and of his great fathers before him. Through masses of slaves taken on his conquests, he built temples greater than any of its time, statues of himself, spreading his fame throughout Anjyarr, turning Al'Tojik into the grandest city of the realm and its capital. He united the first tribes, created borders, and made conquests to gain wealth for the Khadan thanks to an ever-growing army. While he was not bestowed immortality like the Pharo's after him, he set the foundation of the many cults that would gather the means of sorcery and put the first foundations of the realm that would soon be known as Anjyarr. His legacy, however, is lost through the age of time, with the ruins of Al'Tojik all but gone, claimed by the desert once again. Only the abandoned gold mines near the supposed location of its former existence are left today.


Clan Valmir - This clan surpasses its counterpart in size. The Valmirs were initially the adventurers that explored the barren in-lands of Anjyarr in search of a more suitable living condition. This clan roamed the desert consisting of seemingly never-ending dunes, making them the true children of the sands with every single hill and body of water known to them. Relying on their knowledge of the region and local wildlife, the Valmirs would put their focus on taming horses native to the outstretched plains bordering the deserts of Anjyarr. These great steeds are considered to be the most beautiful in Eden, having flowing manes, elegant heads and naturally slender bodies. Despite being smaller than regular warhorses and being light-boned, making them unable to bear the weight of heavy armor, this also brings with it many benefits. These Anjyarrian steeds are very swift and possess unrivaled endurance just like their masters, as well as being accustomed to the harsh climate which allows for relatively little maintenance, only needing a few drinks of water over the course of a day. This clan wouldn’t be as skilled in combat as their counterparts in clan Zenthir, they would quickly learn to appreciate the art of archery. Using a special short bow they would take their Anjyarrian steeds in search of wildlife to hunt, tracking them to bodies of water which would afterward make a suitable place to stay for the clan as well as providing food and water.
==== High Queen Met'hani, Pharo of Aanos ====
{| class="wikitable"
|-
|“Bow, pilgrims, bow before High Queen Met'hani, The Golden Queen of Aanos, Eternal Lady, She Who Bares the Beauty of Kathra, defiance made flesh, the Serpent Queen.  
Kneel so that you might bask in her radiance! For she has come to unite us.


This clan wouldn’t be as skilled in combat as their counterparts in clan Zenthir, they would quickly learn to appreciate the art of archery. Using a special short bow they would take their Anjyarrian steeds in search of wildlife to hunt, tracking them to bodies of water which would afterward make a suitable place to stay for the clan as well as providing food and water.
'''- Sha'alti, High-Priest of Aanos, 615 B.F.S'''
|}
The stories of Met'hani, the first female Pharo, are favorites among the women of the Kha'mal tribes. What makes her so famous is the start and tragic end of her legacy. The "Eternal Lady" and "The Golden Queen of Aanos," her intelligence, temper, and bravery were as legendary as her beauty and added to an intense sense of honor and justice. She fought against the enemies of Anjyarr on the frontlines and used her charismatic political power to further the realm's gain. She changed the laws of the realm to allow women to practice the Arcane magics, and through this, her popularity grew. However, her sister Somnyah'la, famously known as "The Sleepwalker," grew jealous of her sisters' power and, as one of the priests in the Sorcerers' Cult, sought out the darkest powers for answers. Meeting with a Demon and solving its riddles, she was influenced to sacrifice Met'hanis's firstborn and heir, consuming the infant's blood to obtain the power of immortality. While she succeeded, and the Demon granted her what was promised, she was turned into a Vampire who began a short conquest for her power with her undead followers. She was eventually banished into the Demonic realm thanks to the Sorcerers' Cult and at the cost of Met'hani's life. Her reign was tragically short, cut down as she was in her prime. All of Anjyarr mourned her passing, for they knew she would have brought great glory to the empire. She was embalmed and placed in a seated position within a specially-made reliquary in the southern mountain ranges. There she sits, her tomb faded over the course of history, with many still waiting for her return.


The two clans lived in concord for five generations after the Khadans’ arrival in Eden. Through the few established trade routes they would barter goods such as livestock, life necessities and basic weaponry with each other and even the Hadrians on occasion. Despite the existence of trade routes, bartering did not take up a considerable part in the culture of both clans given that there were very limited kinds of commodities to be traded for. But as the resources – wildlife and especially fresh water – in both clans’ territories started to run short, their passes began to cross more often.
==== Pharo Akhmat, "The Great Uniter" ====
 
[[Akhmat's Tomb|Akhmat]] was known as the Great King and Pharo of the city of Sepharat, the capital of Anjyarr at his time, now known as the "[[Valley of Kings]]." Going by many titles, such as his most famous, "The Great Uniter," Akhmat is known all over Anjyarr by all the Khadan tribes that still kneel to him today. Akhmat was depicted as a great and powerful Pharo; he himself a vision of splendor and martial prowess, but also as an arrogant and cruel king. He listened to the priests of the Sorcerers Cult and realized that only a leader who could command the gods' respect would earn the people's total adoration. To this end, Pharo Akhmat, alone amongst all the kings of Anjyarr, paid homage to the ancient gods; early in his reign, he ordered the restoration of temples and erected magnificent statues to be constructed in their honor. It turned Sepharat into a temple city, more significant than any human city ever made at the time. He sacrificed his two children at the highest temple of Kathra to gain the gods' favor, and when the time came, he conquered the various city-states that tried to break free from Anjyarr's Empire. He reigned as the greatest Pharo to be ever known and, thanks to the cult, the first to find the answer to immortality. Through arcane sorcery, Akhmat's life was extended. Now seen as a new deity by the Khadan, he ascended to godhood and led the Khadan into a prosperous golden age. Yet, after a long reign of 300 years, he eventually came to pass. His legacy was never forgotten, for he was interred in the most astonishing tomb ever constructed, so large that no other tomb would outdo it. Some today believe that if he were to be awakened, he would lead Anjyarr back into a new golden age, for that is all that Akhmat sought: dominion over the desert realm and beyond.
The search for available resources led to an increasing conflict between the clans, and with another massive drought occurring, the two clans eventually broke into fights over the still existing bodies of water which came in the form of the two rivers that still run through Anjyarr to this day.  
 
It is known that on a certain day both clans would cross paths at the river known as Ifriq that now flows through the city of Al-Khadir, a day that will forever be remembered as both the beginning and the end of an era. Upon the arrival of the clans and purely based on friction caused by the dire circumstances, the two chieftains clashed and engaged in combat. A battle erupted under the ever-burning sun that would shine brightly upon the battlefield. This battle would decide the fate of both clans or so they thought.
 
Knowing that the defeat would certainly lead to the demise of their respective clan, neither of the chieftains was willing to give in easily. It is believed that the battle on the riverbank of Ifriq lasted for three whole days, and by the sunrise of the fourth day both chiefs were wound-covered, exhausted, and on the edge of collapsing. Yet they were so well matched that neither could gain an upper hand.
 
But just as the warriors on both sides were about to join and to turn the duel into a blood-shedding war, it is believed that something miraculous happened. For the first time in that year-long drought that drained the lives of many, it began to rain. Standing dumbfounded in the pouring rain, the Khadans lowered their weapons one after another until eventually, the two chieftains dropped their trident and bow. What happened next was very much based on Khadan folklore and is nowhere to be found in any documented history. But it is believed that when the trident of the Zenthir chieftain hit the ground, its sharpened tip bounced on a large piece of rock and sliced it open. To the Khadans’ surprise, the rock’s inner facet was decorated with gold deposits. Further scouting along the river bank convinced the Khadans that this land they set foot on, despite being barren and fruitless for what lives on the surface of it, is actually quite the opposite below.
Despite having a rather fictional background story, the discovery of gold mines in the Anjyarr desert did lead to the merging of the two Khadan clans. Taking advantage of the already-explored trade routes and newly discovered gold mines, the Khadans were able to trade goods of much more value and on much greater scales first with the Hadricians and eventually, most of the other residents in Eden. The rapid increase of wealth put an end to the nomadic life of the Khadans’ and strengthened the bonds between the people as the Khadans’ pursuit of unity has only grown stronger ever since. Together, the Khadans built a town that formed the prototype of the city that will be known as Al-Khadir today. The town flourished as the only trade center in the desert, but it was not until the arrival of the Khadans’ dark-skinned ally that the town received a cultural and political significance comparable to other great cities in Eden.


== Character Traits ==
{| class="wikitable"
! colspan="2" |Racial Traits - Khadan Humans
|-
!Arcane initiate
|Players with this trait know the "Flame Arrow" spell without needing to be a spellcaster
|-
!Limb Carver
|Players with this trait can replace parts of their body with sandstone sculptures when lost. If they do, the body part becomes fully functional again after one IC year.
Though the body part is and still looks like sandstone.
|-
!Nomad's Stomach
|The food bar of players with this trait lowers significantly slower than usual.
|-
!Follower of Akhmat
|Players with this trait can summon a small sand golem as an action which can be used using the skeleton stat block.
Only one of these golems can exist at the same time.
|-
!Decapitating strike
|During CRP, once per target, the player may choose to make decapitating strike as an action instead of their normal weapon attack(s).
If this attack hits, it deals D3+3 damage
|-
!Attuned to Ignos
|Players with this trait can ignite their weapon. Applying the "Burning" status effect to whoever they hit.
|-
!Soul Reaper
|At the start of combat, players with this trait can select a target who's soul is marked by Akhmat and which they must claim.
If they do, the player can re-roll attack rolls against this target for the duration of the battle.
|}


__NOTOC__


{{Navtable_Races|class="mw-collapsible"}}
{{Navtable_Races|class="mw-collapsible"}}

Latest revision as of 06:30, 25 October 2024

Khadan Humans
KhadanAI.jpg
Pronunciation Kaa-dan
Classification Human
Nicknames Desert Folk, Desert-dwellers
Languages Common, Anjyarri, Azari
Average Height 1.70m - 1.90m (5'7" - 6'3")
Average Weight 65kg - 80kg (143lbs - 176lbs)
Maximum Age ~80 Years Old
Stat Bonuses

+2 Strength

+0 Defense

+2 Agility

+0 Intelligence

Living along the coast of the Al’Hadar Deep, their cities standing out as shining jewels between the dunes of the Anjyarri desert, the Khadan, as they are known, inhabit the sun-scorched realm known as Anjyarr. Their history is one shrouded in ancient legends, arcane sorcery, mythical kings known as Pharos, and secrets that now remain hidden beneath the sands of the dune sea. These people, born and formed by their history, have introduced their own wisdom to Eden through inventions and philosophy. Now, they are defined by their resilience, compassion, and their will to thrive in the harshest of environments.

The world knows the Khadan as merchants, sailors, having a sea-faring nature. Their cities are filled with bustling bazaars offering precious minerals, exotic spices, and master-crafted wares such as musical instruments and tools. Trade is their lifeblood, and it can be seen flowing to the farthest corners of the continent. This has caused them to develop a respect for other cultures, races, and religions. Accepting them for who they are, no matter their origin, for trade is more important to them than unnecessary disputes over differences.

To see a Khadan is to see the representation of the desert itself. The climate and culture of their realm has introduced them wearing vibrant and colorful robes, showing the beauty, but also the intensity of the desert and sea.

Nowadays, the Khadan are often underestimated due to their compassionate views and hospitality. Yet, the Khadan have a deep-rooted warrior’s spirit, burning with the desire to defend their homeland, their culture, and their history whenever threatened. No one knows the oceans and the deserts better than the Khadan, and those that forget their origin, shall easily succumb to their insolence.

“While their loyalty to the Azari’Lunn brings me nothing but disdain, one cannot deny that their generosity and expertise in their crafts are astounding. They elevated societies with new science, math, and various inventions. Their cities stand out as jewels in the desert. And yet, I wonder if it will remain for centuries to come. Only the Mother and time can tell.”
  • Arüe Mi'thílion, Scholar of Luminion.
Nomadic Khadan priest hosting a sermon on the Old Path. Artwork by RkdVanguard

Character Creation

Appearance

Compared to the remaining human inhabitants of Eden, the Khadan people's physical appearance distinguishes them from the rest, be it by their attire, culture, and, of course, their darker skin tones. Compared to the average Attian, Khadan men are slightly shorter, reaching an average height of 180cm (5'9"), and women reaching an average height of 170cm (5'5").

Looking back at the history of the Khadan, one can see that their population consisted of numerous tribes, each settling in different regions of the desert that suited their needs for survival. Due to their diverse surroundings, the appearance of the Khadan changed over time, making each tribe varied, yet all shared the common trait of having a tan or dark skin tone. The tribes, collectively known as the Zanmirs, inhabited the coastal areas and regions near waterways, becoming renowned for their captivating beauty among the Khadan people. Over time, their appearance shifted to having a lighter complexion similar to an Attian who had been sun-kissed, having long flowing hair in shades of brown and red, which was complemented by eyes in various shades of green and brown.

Compared to these tribes, those known as the Zanmir tribes had chosen their homes in the vast desert regions and had striking differences from those at the coast. Their hair spectrum ranged from profound dark darkness of jet black to even the rare gleam of near-white, an exceptional characteristic that only a few Khadan could have. Skin tones ranged from a deep, sun-burnished tan to a rich, dusky, or deep brown, with their eyes displaying hues that spanned from deep brown to captivating shades of orange illuminated by the desert sun. The enigmatic beauty of hazel eyes made an occasional appearance as well. The Khadan don cloaks to cover themselves in various colors and seek shelter from the relentless sun. However, at times when these cloaks were removed in rural areas, their arresting appearance inevitably captivated onlookers when they emerged into the streets.

The topic of beauty among female Khadans mainly involves maintaining both body and hair to a high standard. Having the contours of an oval shape, elegantly shaped dark eyebrows, and exquisitely detailed eyelashes that contrast sharply with the eyes are considered a defining feature. Men traditionally sport meticulously maintained facial hair, ranging from beards and mustaches, often taking inspiration from their northern human neighbors. In some Khadan cultures, any form of visible or hidden scars is revered as a mark of beauty. These scars would often symbolize courage, strength, and honor. It is also not uncommon to see a person's body covered in various tattoos. Seen as a form of art in Khadan society, these tattoos would depict culture, history, family bonds, and religion. Favored are those symbolized with stars or religious deities or animals.

An example of the various skin colors for Khadans

Languages

In the populated areas of Anjyarr, primarily both rivers and the coastal regions, the predominant language spoken by the Khadan is Anjyarr. Anjyarri is a dialect that formed from its root language of Akhadi due to the influence and mixing of the Azari'lunn language, which ultimately became more prevalent than Akhadi itself. When the Khadan language of Akhadi formed remains unknown. Yet, it is speculated to have emerged during the first ancient Empire of Anjyarr. Anjyarri itself formed roughly around the first centuries of A.F.S. and has since then been established as the national language of the civilized regions of the desert.

Although there are few differences between the two languages, some individuals are able to understand both. However, due to future generations no longer being taught in Akhadi, the language itself has become somewhat estranged and distant, often mistaken to be the actual dialect instead of Anjyarri by modern-day citizens and non-natives of Anjyarr who are not familiar with the origins of the language. However, despite this, the language of Akhadi continues to be spoken dominantly among the nomadic residents of the desert, particularly by the diverse tribes collectively known as the Kha'mal. Some have described Akhadi as being pronounced more harshly yet having a mysterious tone to it.

Anjyarri Dialect: Quick Guide
Greetings Races Titles
Common Anjyarri Common Anjyarri Common Anjyarri
Hello Merhaba Human Adam 'Prophet of The People'' Pharo
Welcome Merbaan Dark Elf La'adam Emperor Sultan of Sultans
Goodbye Verdaba Tiefling I'jadam Empress Sultana of Sultans
How are you? Jut lo'ua Wood Elf Erididam King / Queen Sultan(a)
Nice to meet you. Iru nunyeti ua. High Elf Ue'ladam Prince Şehzade
Friend Tovara Denur Jitadam Princess Shehzadi
Halfling Sha'adam Patriarch Hemiria
Faulskin Adamja High-priest(ess) Al-Kahyn(a)
Duke Sheihykh
Duchess Shahykh
Lord / Lady Emyhr(a)
Ser / Dame Sih'di / Mih'de
Noble Nabil(a)
Chieftain Zaeim
Advisor Astisha

Naming Schemes

In Anjyarr, as elsewhere, the personal name of an individual was the most important means of identification, not only in this life but in the hereafter and in social memory for eternity. To the Khadan, the name and essence were inseparably interconnected. In their ancient culture and religion, it was believed that the world was created by pronouncing the name of everything that came into existence, and,  in magical practice, knowing the "true" name of supernatural and transcendent beings helped one to gain power over them. Thus, the name was considered a vital constituent of one's personality in Khadan culture.

Names would often be differentiated or linked to historical or literary figures. These include the names of legendary figures, kings, religious personalities, and old gods and goddesses. For instance, male names like Ahman, Muhaddin, Metehan, and Khurshid and female names such as Sa'har, Isha, Ra'na, and Met'hani reflect this tradition.

In modern times, Khadan names have taken on new forms, often appearing as compounds or bearing specific meanings. Female names commonly feature suffixes such as -i, -eh, -ah, or -a, as seen in Somayeh, Noora, Kazirah, Farid, Shana, Mija, Jahanara, and Sadia. Meanwhile, male names, which had common short first names, often end with -an, -ar, -id, -ad, -in, -ir, -al, or -il, for example, Danyal, Rashad, Qusar, Sahil, and Zayan.

Furthermore, the addition of -El or -Al serves as the definitive article, indicating that the family name begins with "the." This convention often signifies the family name's association with a profession. However, there are instances it may also be associated with a title or specific origin of the person in question.

Cultures

AnjyarrAI.png The Sultanate of Anjyarr At the mouth of the great Ifriq delta lies the emirate of Al-Khadir, capital of the great Sultanate of Anjyarr. It is a paradise of great wealth and prosperity in the midst of an unruly wasteland. Founded by a tribe of nomadic traders, whom settled due to the pleasant climate and geographic location near the Ifriq, Al-Khadir quickly became a trading hub for races all around the world. The city is a gateway to anyone wishing to enter the Southern world. It offers a large market for all kinds of goods, from elven trinkets to dwarven drinks, but also an extensive range of local wares such as tobacco, carpets, coffee, spices, and garments!

World View

General Khadan Human opinions on the other races of Eden.
AttianMale1.jpg On Attians… Neutral

“If you know their history, you know our cousin-kin have suffered as much as we did in our ancient history. However, where I believe we grew, Attians wouldn't dare to accept a world where we could all coincide with our different cultures and beliefs. But, despite this, they can be excellent company, share a drink or two, or be great trade partners.”

  • Mohsen Hatama, Scholar of Al-Khadir
AverageSadge.png On Hinterlanders… Slightly Positive

“Hinterlanders? I mean, they have been less troublesome than the Attians of Hadriana. They are open-minded, kind, and less religiously strict than their Attian kin. We profit greatly from each other's wares and goods during trade. Though, despite this, I do have to mention they often seem greedy with their coin. But which merchant wouldn't, right?”

  • Dakhe Nin'gal Al-Idina, spice merchant of Al-Jabrid
HelfAI.jpg On High Elves… Slightly Negative

“Their culture is filled with so much disdain and hatred for other races, other beliefs, and cultures—most notably our Dark Elven companions. They would never share anything with anyone else. We have High Elven citizens in our cities and bazaars; they seem to have adapted to the rest of Eden, have learned to coexist. Why can't they?”

  • Asardin Osma'han, guard of the eastern Al-Khadir gate.
WelfAI.jpg On Wood Elves… Neutral

“We don't know much about their forest realm. I've heard stories of walking trees, giant magical creatures that defend nature itself from outsiders. I've seen them walk around our streets; they seem so full of themselves and reserved, as if we should be thankful for whatever they protect in the far east. Though, I always wonder what their realm is like. It must be quite the opposite from our own, a desolate desert compared to a lush, magical forest.”

  • Shala el-Amu'barahk, handweaver in Al-Khadir
DelfAI.jpg On Dark Elves… Very Positive

“The Dark Elves? You don't know the stories? Do you know how they brought salvation upon our kin when our civilization began to collapse? More than a thousand years ago, they arrived in our realm and introduced us to art, medicine, and science, fleeing war-stricken lands and cast from their homes. Of course, over the centuries, we have experienced some of their rulers being corrupt or grim, but we have so much to thank them for. Being our rulers does not bother me; they have only helped our people.”

  • Mahmood Khurshid Al'asar, Fisherman of Al-Khadir
DenurAI.jpg On Denur… Neutral

“Denur? Never seen them. They don't like our climate, I suppose. I heard they often stumble around on the streets of Al-Jabrid, trying to obtain some Dark Steel minerals or sell their newest inventions. But other than that? They don't seem to do any harm. I say: keep it that way.”

  • Ali Sal'hama, shipwright of Al-Khadir
HalflingAI.jpg On Halflings… Positive

“The smallfolk seem always so passionate about our food markets. They don't often come by due to the scorching heat, but when they do, they are such a joy to be around. They tell the funniest stories and are eager to hear more about our newest items in the Bazaar. Say, have you seen my bag of coin by chance?”

  • Amata Balashi, barmaid of Al-Jabrid
OrcAI.jpg On Orcs… Neutral

“Brutes are what they are. They are strong and aggressive, but they have a sense of humor. If you respect them, they can respect you, that is, if they have some sort of manners. They enjoy socializing with our soldiers because they think they have much in common with their warrior culture. I say: good. It reduces the mess we have to clean up in our taverns and markets.”

  • Iya Mas'hati, merchant in Al-Khadir
GoblinAI.jpg On Goblins… Negative

“Scheming, backstabbing, looting: thieves. Last week, they stole two of my sheep, gutted one of my chickens, and displayed it like some bloody artwork as if it were a sick joke! It cost me a fortune. They are nothing but scum. I avoid them in our markets as much as I can.”

  • Arsames Al-Ma'zar, farmer of Al-Adam
TieflingAI.jpg On Tieflings… Very positive

“They are good people. Like us, they do not care where you come from or what gods you believe in. We've accepted them for who they are, and they paid us back with kindness and have become part of our society. Like us, they live and fight for something they believe inn: a place to call home.”

  • Appan Raasuht, palace guard


Noteworthy Characters

King Tarath the First

Born in the temple city of Al'Tojik, the first city of Anjyarr more than a thousand years ago, Tarath was the royal heir to a wealthy king of a tribe who sought to build an empire based on his image and of his great fathers before him. Through masses of slaves taken on his conquests, he built temples greater than any of its time, statues of himself, spreading his fame throughout Anjyarr, turning Al'Tojik into the grandest city of the realm and its capital. He united the first tribes, created borders, and made conquests to gain wealth for the Khadan thanks to an ever-growing army. While he was not bestowed immortality like the Pharo's after him, he set the foundation of the many cults that would gather the means of sorcery and put the first foundations of the realm that would soon be known as Anjyarr. His legacy, however, is lost through the age of time, with the ruins of Al'Tojik all but gone, claimed by the desert once again. Only the abandoned gold mines near the supposed location of its former existence are left today.

High Queen Met'hani, Pharo of Aanos

“Bow, pilgrims, bow before High Queen Met'hani, The Golden Queen of Aanos, Eternal Lady, She Who Bares the Beauty of Kathra, defiance made flesh, the Serpent Queen.

Kneel so that you might bask in her radiance! For she has come to unite us.”

- Sha'alti, High-Priest of Aanos, 615 B.F.S

The stories of Met'hani, the first female Pharo, are favorites among the women of the Kha'mal tribes. What makes her so famous is the start and tragic end of her legacy. The "Eternal Lady" and "The Golden Queen of Aanos," her intelligence, temper, and bravery were as legendary as her beauty and added to an intense sense of honor and justice. She fought against the enemies of Anjyarr on the frontlines and used her charismatic political power to further the realm's gain. She changed the laws of the realm to allow women to practice the Arcane magics, and through this, her popularity grew. However, her sister Somnyah'la, famously known as "The Sleepwalker," grew jealous of her sisters' power and, as one of the priests in the Sorcerers' Cult, sought out the darkest powers for answers. Meeting with a Demon and solving its riddles, she was influenced to sacrifice Met'hanis's firstborn and heir, consuming the infant's blood to obtain the power of immortality. While she succeeded, and the Demon granted her what was promised, she was turned into a Vampire who began a short conquest for her power with her undead followers. She was eventually banished into the Demonic realm thanks to the Sorcerers' Cult and at the cost of Met'hani's life. Her reign was tragically short, cut down as she was in her prime. All of Anjyarr mourned her passing, for they knew she would have brought great glory to the empire. She was embalmed and placed in a seated position within a specially-made reliquary in the southern mountain ranges. There she sits, her tomb faded over the course of history, with many still waiting for her return.

Pharo Akhmat, "The Great Uniter"

Akhmat was known as the Great King and Pharo of the city of Sepharat, the capital of Anjyarr at his time, now known as the "Valley of Kings." Going by many titles, such as his most famous, "The Great Uniter," Akhmat is known all over Anjyarr by all the Khadan tribes that still kneel to him today. Akhmat was depicted as a great and powerful Pharo; he himself a vision of splendor and martial prowess, but also as an arrogant and cruel king. He listened to the priests of the Sorcerers Cult and realized that only a leader who could command the gods' respect would earn the people's total adoration. To this end, Pharo Akhmat, alone amongst all the kings of Anjyarr, paid homage to the ancient gods; early in his reign, he ordered the restoration of temples and erected magnificent statues to be constructed in their honor. It turned Sepharat into a temple city, more significant than any human city ever made at the time. He sacrificed his two children at the highest temple of Kathra to gain the gods' favor, and when the time came, he conquered the various city-states that tried to break free from Anjyarr's Empire. He reigned as the greatest Pharo to be ever known and, thanks to the cult, the first to find the answer to immortality. Through arcane sorcery, Akhmat's life was extended. Now seen as a new deity by the Khadan, he ascended to godhood and led the Khadan into a prosperous golden age. Yet, after a long reign of 300 years, he eventually came to pass. His legacy was never forgotten, for he was interred in the most astonishing tomb ever constructed, so large that no other tomb would outdo it. Some today believe that if he were to be awakened, he would lead Anjyarr back into a new golden age, for that is all that Akhmat sought: dominion over the desert realm and beyond.

Character Traits

Racial Traits - Khadan Humans
Arcane initiate Players with this trait know the "Flame Arrow" spell without needing to be a spellcaster
Limb Carver Players with this trait can replace parts of their body with sandstone sculptures when lost. If they do, the body part becomes fully functional again after one IC year.

Though the body part is and still looks like sandstone.

Nomad's Stomach The food bar of players with this trait lowers significantly slower than usual.
Follower of Akhmat Players with this trait can summon a small sand golem as an action which can be used using the skeleton stat block.

Only one of these golems can exist at the same time.

Decapitating strike During CRP, once per target, the player may choose to make decapitating strike as an action instead of their normal weapon attack(s).

If this attack hits, it deals D3+3 damage

Attuned to Ignos Players with this trait can ignite their weapon. Applying the "Burning" status effect to whoever they hit.
Soul Reaper At the start of combat, players with this trait can select a target who's soul is marked by Akhmat and which they must claim.

If they do, the player can re-roll attack rolls against this target for the duration of the battle.


Races
Human Races Attians · Khadans · Hinterlanders
Elvish Races High Elves · Wood Elves · Dark Elves
Dwarvish Races Denur
Orcish Races Orcs · Goblins
Other Races Halflings · Tieflings · Sylvani