Homebrew Zandalari Species Details

De Zandalari built an empire dat would endure for generatians, while you were still nothin' but a grub. Not a ting will change that, mon. Ye cannot wipe us out." 

- Unknown Zandalari tribe member

 

Physical Description

The Zandalari have both elven and orc-like characteristics with their fierce tusks and long ears. Their long arms, strong legs, quick reflexes as well as their incredible agility and strength make them adept hunters. They have three fingers, and three toes with one protruding from the heel. Most Zandalari do not wear standard shoes or boots as they are simply more comfortable barefoot, however some do. And adorning them for battle or war is done by some. Zandalari frequently squat in place to rest rather than sit.

Zandalari and their various subspecies are naturally tall, though many are hunched over naturally bringing them down to average height. Both males and females have a variety of tusk styles ranging from small to large, they also feature a wide range of wild hair styles.

An'zu of the Marshlands stated that the human Don Glaðisson could cope with the cold better than he could. However, he managed to get used to it rapidly. The Zandalari have grown to adopt their surroundings quickly, though have never used this to expand, keeping to their smaller segment of the Marshlands.

Zandalari have a characteristic way of speaking. Words like "yo" (a greeting) and "mon" (man) are common expressions. They speak with varying accents that resemble that of Jamaicans and Caribbeans. 

History

Zandalari are one of the oldest humanoid species on Endar. Zandalari legends mention the Titans, calling them "the Travelers", and their battle with the Old Gods. In the old days of Zandalari, before the days of their small empires such as the Empire of Zul, the shadow hunters were the leaders of small groups that over time formed small tribes. Over time, as the tribes grew, their influence was lessened. Despite this, the position is still a highly respected one.

The early Zandalari developed an array of superstitious customs. Some practiced cannibalism and warfare, others mystic practices and meditation, and others honed their ties to the dark and powerful form of magic known as voodoo. What all Zandalari shared was a common religion which began around the Loa - sharing many similarities with the primal gods of the marshlands. The lesser tribes built small encampments over the Marshland's slopes, but the most powerful tribe claimed the highest peaks and plateaus. There, they built a cluster of shrines that would later come to grow into the temple city of Zuldazar - and later St Llywelyn, after the Zandalari fell in the second age.

Society

Zandalari are very isolated beings. Most Zandalari, excluding a few tribes, don't speak any of the common languages. They are often territorial and hostile toward those of other tribes. They are highly tribally spiritual. The centre of a tribe's spirit is the tribe's priest or superior hunter. Most Zandalari will attack outsiders on sight, even those of other tribes.

The Zandalari live a primal lifestyle, with focus on two things - hunting and the Loa. For some, this is enough. For others, a third way of life exists in the form of blood magic. Comparable to voodoo, they use this magic to heal and to harm through sacrifices. They also believe they can contact the Loa through this magic. The magic seems barbaric to an outsider, and even to some Zandalari tribes, but those within it see it as just another part of life to be respected and utilised.

The morals of a Zandalari aren't held to the same account as other races. With hostility towards anybody outside of their tribe, their practice of a lifestyle that some would consider dark and twisted, it's not a stretch to call many of these tribes evil in nature, to some extent. There are outliers - some tribes have been known to hesitantly trade with humans in passing - but these would be outliers, and not only shunned but sometimes actively hunted by other Zandalari for being a blight. 

Zandalari Names

Zandalari, both male and female, often have names with Zandali suffixes and/or prefixes, sometimes consisting entirely of both. They also do not normally have family names as seen by the majority lacking one, however there are exceptions, of which some adopt the name of their tribe as their surname.

Male: Je'neu, Drulzegar, Ki'ta, Awilo, Jamial, Rhahjuy, Roh'kre, Xir'tulu, Troh'dal, Tzol'rush, Vah'gu, Sujun, Muruku, Sijelon

Female: Amira, Lin'flin, Sheya, Unjari, Aj'meh, Joniz'de, Shajoh'ki, Deah'ku, Zheawonni, Vutia, Khona, Itia

Zandalari Traits

The Zandalari deep spiritual roots influence their upbringing and knowledge.

Ability Score Increase

 Your wisdom score increases by 2, and your dexterity increases by 1.

Age

Zandalari reach adulthood earlier than most at 10 years old. They infrequently live longer than 50.

Alignment

Most Zandalari tend to be neutral or evil. They look out for themselves and do not follow the traditional senses of morality, as their voodoo ways can tempt them. 

Size

Zandalari vary widely in height and build, from 6 feet to 7 and a half feet tall. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Zandalari, and also speak Common but not read or write it.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Berserking Strike

When you deal damage to a creature with a melee weapon attack, using your bonus action, you can deal bonus damage equal to half your level + your proficiency bonus. After you use this trait, you can’t use it again until you finish a short or long rest.

Regeneration

At the start of your turn, you can expend one Hit Dice. Roll the die and add your Constitution modifier. You recover that many hit points. After you use this trait, you can’t use it again until you finish a short or long rest.

Beast Slayer

Zandalari hunt in the Marshlands with a keen awareness and have experience killing beasts. You have advantage on Wisdom (Survival) checks to track and find beasts.

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