The Zan'thara
The Norther Traders

The Zan'thara

They of the Eastern Beaches

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Overview

Who are they

The People

The northern half of Aru-Thera, the Zan’thara are the traders of the east and rulers of the Empire of Thara. Thara is built up of 12 tribes that elect a Sultan once every century through trial to lead them. They bond themselves to Deinosuchus, the gigantic crocodile that carries them not only through the water, but through the land between it. The Deinosuchus may not be overwhelming on land, but the Zan’thara make up for such limitation with their famed spearthrowing skills, hurling short-lived spells stored in javelins tens of meters with ease. While fishing is their main subsistence, they flourish by controlling trade along the eastern seaboard and connecting the ocean to the Wastes, and they are one of the only cultures to actively maintain relationships with nearby outlaw posses.

Lore

This will be filled in with information as you discover more about the Zan'thara

Notes

...to be continued...

Classes of the Zan'thara

Nangazi

The Lurking Predator

A drowning executioner, nangazi use anchors and weighted chains to drag foes into the depths.

Saving ThrowsConstitution, Strength
Skill ProficienciesAthletics, Stealth
Starting WeaponHarpoon
Starting ArmorLavalava
Starting ToolChain
Languages KnownZanathi, 1 of your choice
Beast BondDeinosuchus

Starting Abilities

Pull them Under

When you hit a creature with a harpoon or chain, you may immediately tether them to your mount. While tethered, the target cannot gain edge, and must reroll initiative whenever you move them.

Deadweight Pull

When a tethered creature attempts to move away from you, stand from prone, or reroll initiative, you may spend your reaction to halt them 10 ft. toward you. If this drags them underwater, they must immediately begin breath deprivation.

Lungs of Stone

You can hold your breath for a number of rounds equal to twice your Constitution modifier without penalty. After that, you advance breath deprivation once every two rounds instead of one.

Sultani Mjaribu

Club Throwers

Armed with rungu clubs, these heavy enforcers break bones and morale with equal efficiency.

Saving ThrowsCharisma, Strength
Skill ProficienciesAthletics, Intimidation
Starting WeaponRungu (4)
Starting ArmorLavalava
Starting ToolNA
Languages KnownZanathi, 1 of your choice
Beast BondMahajangasuchidae

Starting Abilities

Stand Still

When a creature you can see attempts to flee, disengage, or reposition after being targeted by your attack, you may spend your action to hurl a rungu. If you succeed, the creature must succeed on a Wisdom saving throw (DC = your Charisma score), or halt their movement immediately.

Enforcer's Momentum

Once per long rest, when you hit a creature with a rungu, you may immediately reroll initiative. If you reinsert ahead of at least one enemy, that enemy is considered hesitant and cannot take reactions this round.

Public Example

After combat, if at least one enemy was impaired or killed, you may restore 1 morale to your posse.

Fumari

Water-bound Jousters

A lancer trained for open combat, fumari wield mkuki spears and specialize in reach.

Saving ThrowsConstitution, Dexterity
Skill ProficienciesAcrobatics
Starting WeaponMkuki
Starting ArmorChain Armor
Starting ToolNA
Languages KnownZanathi, 1 of your choice
Beast BondMahajangasuchidae

Starting Abilities

First to the Gap

When combat begins and you are mounted, you gain edge. If you act before an enemy, your first attack ignores reactions and forces the target to reroll initiative on any hit or glancing blow.

Snap Withdrawal

When you are wounded or knocked prone, you may immediately stand (if prone) or move up to half your speed. This movement ignores difficult terrain and reactions. If you end this movement adjacent to your mount, you may mount freely.

Open-Ground Hunter

When traveling through plains, marsh, or open water routes, your posse ignores weather penalties.

Mkukaji

They of Spelled Lances

The terrifying spell warriors of the Zan’thara, mkukaji channel magic through thrown javelins, often carrying tens of javelins on their deinosuchidae’s back.

Saving ThrowsStrength, Wisdom
Skill ProficienciesArcana, Athletics
Starting WeaponEnchanted Javelins (10)
Starting ArmorLavalava
Starting ToolNA
Languages KnownZanathi, 1 of your choice
Beast BondDeinosuchus

Starting Abilities

Living Arsenal

Your bonded beast is an extension of your armory and conduit. You may store any number of javelins on your beast without penalty. You also may draw and throw javelins from your beast’s back even while submerged.

Caster

You gain access to two spells of your choice, from the Starting Spell List. Your starting conduit is a Javelin.

Known Characters