PropertyValue
rdfs:label
  • Zakhara
  • Zakhara
  • Zakhara
rdfs:comment
  • Zakhara to półwysep, subkontynent na planecie Abeir-Toril. Cechuje go dominacja pustynnego oraz monsunowego klimatu. Znajduje się na południe od Faerunu i południowy zachód od Kara-Tur, od których dzielą go drogą lądową Góry Filarów Świata i kraina Skrajnego Wschodu. Faerun i Zakharę oddziela Wielkie Morze zwane w midani Bahr al-Kibar.
  • Kara-Tur is continent on the world of Toril to the south of Faerûn. It is briefly mentioned in History of Dambrath
  • Zakhara ist ein weit im Süden gelegener Subkontinent Torils. Wüsten und Gebirge prägen das Landschaftsbild dieses geheimnisvollen und mächtigen Kontinents, dessen Bewohner sich für die zivillisierteste Kultur halten. Das Klima ist heiß und trocken und große Städte liegen an der Küste. Zakhara ist wie Kara-Tur von Faerûn durch eine große Weite getrennt, und die jenigen, welche tapfer genug sind die Große See zu befahren sind meistens Händler und Abenteurer die nach dem neuen Profiten und Abenteuern suchen. Im Norden des Kontinents ist Magie vollkommen unbekannt.
  • Zakhara, also known as the Land of Fate, was a giant peninsula of the same super-continent that hosted Faerûn and Kara-Tur on the planet Abeir-Toril. The land was located south and east of Faerûn, beyond the region of the Utter East, with the closest Faerûnian lands to Zakhara being Dambrath and Var the Golden (by sea) and Ulgarth or arguably Konigheim (by land). Zakhara was mostly isolated from the rest of the world, as the peninsula was separated from the main mass by the treacherous World Pillar Mountains.
  • Waters around Zakhara are bountiful with pirates and corsairs who charge traders tolls to cross "their" seas, such traders willingly pay these exorbitant fees as Zakhara's exotic trading goods tend to be well worth the price back in Faerûn. Occasionally the pirates decide to completely cut off Zakhara from Faerûn. Zakharites are firmly convinced they are more civilised than the rest of the world and treat "barbarians" accordingly. The capital city of Zakhara is Huzuz, the "City of Delights".
dcterms:subject
dbkwik:annex/property/wikiPageUsesTemplate
dbkwik:forgotten-realms/property/wikiPageUsesTemplate
dbkwik:forgottenrealms/property/wikiPageUsesTemplate
dbkwik:sfery/property/wikiPageUsesTemplate
Category
Subject
  • a Dungeons & Dragons role-playing game
Events
  • yes
Name
  • Zakhara
Type
  • Continent
Caption
  • A map showing the lands of Zakhara.
Aliases
  • Land of Fate
Settlements
  • yes
Inhabitants
  • yes
Items
  • yes
Ruler
Religion
Area
Capital
described object
  • a fictional location
Organizations
  • yes
Locations
  • yes
rulertype
ruleryear
  • 1367
food and drink
  • yes
abstract
  • Zakhara to półwysep, subkontynent na planecie Abeir-Toril. Cechuje go dominacja pustynnego oraz monsunowego klimatu. Znajduje się na południe od Faerunu i południowy zachód od Kara-Tur, od których dzielą go drogą lądową Góry Filarów Świata i kraina Skrajnego Wschodu. Faerun i Zakharę oddziela Wielkie Morze zwane w midani Bahr al-Kibar.
  • Zakhara ist ein weit im Süden gelegener Subkontinent Torils. Wüsten und Gebirge prägen das Landschaftsbild dieses geheimnisvollen und mächtigen Kontinents, dessen Bewohner sich für die zivillisierteste Kultur halten. Das Klima ist heiß und trocken und große Städte liegen an der Küste. Zakhara ist wie Kara-Tur von Faerûn durch eine große Weite getrennt, und die jenigen, welche tapfer genug sind die Große See zu befahren sind meistens Händler und Abenteurer die nach dem neuen Profiten und Abenteuern suchen. Im Norden des Kontinents ist Magie vollkommen unbekannt. Dennoch wird Zakhara regelmäßig besucht und auch Schiffe, die Daus, von Zakhara selbst sind nichts ungewöhnliches in den Häfen von Halruaa, Nimbral, Dambrath und Luiren. Eine Reise dorthin ist dennoch nicht ungefährlich. Lauern schon auf hoher See allerlei Gefahren, gelten die Küsten des südlichen Kontinents als Piratenverseucht und bieten diesen vielerlei Verstecke. Sie verlangen hohen Tribut und manchmal riegeln sie sogar die Küsten ab. Des Weiteren begegnen die Bewohner von Zakhara den Händlern aus Faerûn durchaus mit Misstrauen. Der Kontinent wird durch weite Wüsten und grüne Oasen bestimmt und mächtige Dschinns mischen sich die Angelegenheiten der Bewohner. Zakhara ist in einem machtvollen Glauben vereint, welcher die Bewohner zu Frömmigkeit, Eifer und Ehre inspiriert, aber auch Geschichten von dämonengeplagten Städten und gottlosen Hexenmeistern, welche fremdartige Magie beherrschen, sind im Umlauf.
  • Zakhara, also known as the Land of Fate, was a giant peninsula of the same super-continent that hosted Faerûn and Kara-Tur on the planet Abeir-Toril. The land was located south and east of Faerûn, beyond the region of the Utter East, with the closest Faerûnian lands to Zakhara being Dambrath and Var the Golden (by sea) and Ulgarth or arguably Konigheim (by land). Zakhara was mostly isolated from the rest of the world, as the peninsula was separated from the main mass by the treacherous World Pillar Mountains. The Land of Fate was home to a diversity of non-human inhabitants, but the majority was comprised of human Zakharans with brown skin, dark hair and relatively small height. They usually all spoke the common language of Midani and shared in the common culture of Enlightenment, racial values were much less prominent than elsewhere. Only few Zakharans ventured outside their homeland, usually as traders, and could then be found especially in the very south of Faerûn. At least two human groups were the exception to this rule: the peoples of the Bedine and Calishites came from the Land of Fate to Faerûn a long time ago with the help of portals. Waters around Zakhara were bountiful with pirates and corsairs who charged traders tolls to cross their seas, such traders willingly paid these exorbitant fees as Zakhara's exotic trading goods tended to be well worth the price back in Faerûn. Occasionally the pirates decided to completely cut off Zakhara from Faerûn. The land was full of secretive cities, unwelcoming to travelers, huge deserts, lush oases and powerful genies who meddled in the affairs of humans frequently. The continent was governed by a theocracy headed by the Grand Caliph, a prestige ruler of the state, who ruled from the capital city of Huzuz, the City of Delights. The symbol of Zakhara was the moon and trailing stars. Tales told of demon-infested cities and godless sorcerers, like the genie-binding sha'irs wielding strange magic. Zakhara was a land of many types of exotic magic and powerful warriors. Zakharans were firmly convinced they were more civilized than the rest of the world and treated these 'barbarians' accordingly.
  • Waters around Zakhara are bountiful with pirates and corsairs who charge traders tolls to cross "their" seas, such traders willingly pay these exorbitant fees as Zakhara's exotic trading goods tend to be well worth the price back in Faerûn. Occasionally the pirates decide to completely cut off Zakhara from Faerûn. The land is full of secretive cities, unwelcoming to travellers, huge deserts, lush oases and powerful genies who meddle in the affairs of humans frequently. The continent is ruled by a theocracy headed by the Caliph, and tales tell of demon-infested cities and godless sorcerers (like the genie-binding Sha'irs) wielding strange magic. Powerful magic and great warriors of every like are to be found in Zakhara. Zakharites are firmly convinced they are more civilised than the rest of the world and treat "barbarians" accordingly. The capital city of Zakhara is Huzuz, the "City of Delights".
  • Kara-Tur is continent on the world of Toril to the south of Faerûn. It is briefly mentioned in History of Dambrath
is formerhomes of
is Region of
is Base of
is Regions of
is Home of
is Area of
is Location of