Zamara

The easternmost Mitraic Thurian kingdoms, Zamara is very different from the other Great Kingdoms. The Church of Mitra does not dominate the culture and affairs of the realm here.

Zamara is considered by other Thurians to be a wild disreputable land of thieves, tricksters, sorcerers, heretics, degenerates and assassins, and as the least reliable part of the great alliance of Thurian kingdoms.

RELIGION
Although the Zamaran king of the time was a signatory to the Treaty of the Church of the Mitra, the Mitraic religion has never eclipsed other faiths in the way it has in other Thurian lands. Zamarans therefore worship many divinities, having no problem with importing and accepting foreign gods. Most Zamaran cities have local patron gods that embody the city in some manner, the spider-god of Yezud being one such patron. Other gods represent natural forces or concepts. Well-attended, well-funded temples to these many strange gods, then, sit alongside poorly-attended and underfunded Mitraic churches, whose continued existence serves mainly as an attempt to mitigate the hostility of the kingdoms to the west.

RULER
At the start of our campaign, the chaotic and violent land of Zamara is ruled by the despotic King Zhemri.

GEOGRAPHY
Zamora is a somewhat arid, infertile land with generally poor soil unsuited to large-scale agriculture. Many of the common people outside of the big cities live by herding sheep or cattle. Tin, copper and iron are mined from the Kezankian and Karpash mountains that form the kingdom’s natural borders to the east and west respectively. High in the southern stretch of the Karpash range, there is a passage between Zamara and neighbouring Korunia known as the Haunted Pass and noted for the eerie sounds made by the wind whistling between the surrounding peaks. Accessible via this pass is Lake Spokesjo, supposedly home to terrible beasts. Some way to the south of the Haunted Pass and Lake Spokesjo is Mount Turio, a long dormant volcano whose crater is now filled with deep, icy water in which yet more unknown terrors are said to lurk.

The major cities of Zamara are:

RACES
Living among the human population of Zamara can be found many different sorts of sentient creatures. In the more wooded and temperate northern spur of the kingdom, sylvan settings are home to isolated communities of satyrs and centaurs, for example. Less numerous, but more notable, are the emissaries of the Underdark who can be found here and there in the cities of Zamara. Because the spider-god Zath is kin to their own goddess Lolth, drow can be found in small numbers, encouraging the veneration of spiders, spider-like demons and spider deities. The presence of drow in Zamara is made possible by the existence of the westernmost Underdark-to-surface passages on the continent. These passages have their opening in a small number of secret, isolated locations in the Karpash Mountains. In turn, as is the case wherever drow come to the surface world to meddle in human affairs, the presence of drow has piqued the interest of ilithids. While not numerous, fearful illithids can be found in the cities of Zamara and in certain isolated places around the kingdom.

FAUNA
As well as the more usual wildlife for a land of its climate, Zamara abounds with many forms of arachnids. Spiders of all shapes and sizes are more numerous here than in neighbouring lands. In addition, the wilderness areas of the kingdom are home to a wider range of exotic and dangerous creatures than are found in the rest of the Thurian kingdoms. Monstrous species native to Zamara, then, include:

  • achaierai
  • bonesnapper
  • caterwaul
  • ettercap
  • firedrake
  • griffon
  • leucrotta
  • spider (giant, huge, large)
  • wyvern

Zamara

Thuria and Beyond ThuriaDM