Zesharan Trueblood

The **Zesharan Truebloods** are a race of cold-blooded humanoids with many reptilian features. As the name implies, the Zesharan Truebloods are natives of the New Zesharan Empire, and commonly live in some of the warmest parts of Yatara. They model themselves after the Zesharans, who are a long dead progenitor race whom the Truebloods have built their empire in the ruins of.

### Society

The Zesharan Truebloods are a part of an extremely imperialistic society, and are raised to believe that since they are "Truebloods," that the other members of the Empire are subservient to them. Though people can potentially come and go through the Empire freely, it is very common for Truebloods to kidnap, forcibly press into labor, and even enslave visitors of different races. Unless a Zesharan Trueblood is found guilty of a crime, finding a Trueblood that is enslaved or an indentured servant is uncommon.

Though the Truebloods themselves vary in terms of socio-economic status, only the poor amongst the Truebloods lack servants or slaves. Naturally, if a Trueblood is raised in the kind of environment where the ownership of servants and slaves is a sign of basic wealth, then the Truebloods are inclined to objectify non-Truebloods.

The Empire is composed of many noble Houses, and every Trueblood considers their House to be noble in some way. Houses rise and fall semi-chaotically in Trueblood society, and this system of rise and fall politics is supported by the Empire's dark laws. A Trueblood’s sense of honour is quite confusing to those viewing from the outside, but it seems to be entirely clear to any given Trueblood. A Trueblood would rather assassinate, poison, or sabotage than duel, grandstand, or politically outmaneuver someone. A Trueblood can still engage in said activities, but they find that the former actions are far more worth their time. Trueblood culture could not survive without a codified law system; thus, the law is obliged to punish murderers and poisoners, but will not punish them if the perpetrator is not caught. Subtlety is the key domain of the Trueblood pantheon of Gods, and being both an accomplished killer and an elusive rogue is akin to being a devout monk to some. Of course, Truebloods will also not choose to murder someone unless they have reason to. Senseless killing is a grave sin.

Truebloods live in a variety of cultures, but prefer warmer climes. Some are very old fashioned and live in temple cities, whereas others will build cities akin to what a human would create. Seeing a Trueblood outside of their territory is usually only common in an urban environment, but they are still only a small part of the population of any given place.

Finally, nearly all Truebloods idolize the original Zesharans of the Zesharan Empire. Zesharan Truebloods that are privvy to the archaeology of the old Zesharans are gatekeepers, and will not share it with anyone aside from the rest of the Guild of Rebirth; furthermore, the wider Zesharan Trueblood culture will almost never share their knowledge of the progenitors with outsiders.

### Alignment & Religion

The Trueblood pantheon is vast, and can be quite confusing for outsiders. Instead of venerating a pantheon of gods with consistent values, Trueblood culture appreciates all forms of Gods that prop up their own cultural values.

The Truebloods generally have three deities at the head of their pantheon: Supay, Jaster, and a third deity known in Zesharan culture as the "Shifting One." The Shifting One can be any deity, whether they are good, evil, lawful, or chaotic. This is because the head of faith, the Venenum Videns, is a cursed Oracle that must name the Shifting One for others. This means that deities may constantly vye for their own Zesharan Oracle to be placed as the Venenum Videns. In most iterations, the Venenum Videns has named the deity Humbava, the Master of Demons, as the Shifting One. This is the case in 3494 FS, which means that the entire Zesharan culture is presided over by the three rulers of the Lower Planes.

With all of this in mind, Zesharans are extremely drawn to Evil and Truebloods themselves, who often wish to exemplify all aspects of their culture, commit heinously evil acts as a sign of devotion. Truebloods also encourage different forms of Evil House by House. Whilst one House may seem to be the arbiters of Zesharan Law and build the Empire's economy through the slave trade, another may constantly seek to advance their position through intrigue, and yet another House would rear children who delight in serial murder to become both tools for more powerful houses and to honor Humbava.

Zesharan Truebloods are not exclusively Evil, even when their pantheon is dominated by Evil deities. Trueblood Outcasts can be from Zesharan society for a plethora of reasons, but one of those reasons could be for not emulating Zesharan society properly, which is considered an insult to the Gods. This would often lead to a Trueblood's imprisonment, thought retraining, or would mark their House for dishonor; however, some who are repeat offenders or do not wish to submit themselves to thought retraining will flee and exile themselves. Even so, the Zesharan Truebloods that are seen outside of Zeshara could have just as easily been outcast for being caught murdering the members of another House or are just representatives of a Zesharan city.

### Physical Characteristics

Zesharan Truebloods are a snake people, with more human features than snake ones. They have reptilian eyes, skin tones varying from brown to green, copper to emerald. They have scales dotting many parts of their body and face, a forked tongue, and have a sharp pair of fangs between their canines and front teeth. Otherwise, their appearance is totally human, with wavy & thick hair and legs, eyelids, and five fingers and five toes on each appropriate appendage.

Zesharan Trueblood culture claims that they are direct descendants of the Zesharans, an ancient progenitor race found in Yatara. Their claim is met with skepticism by outside viewers, as the Purebloods do not really resemble the actual Zesharans. Zesharan statues indicate that Zesharans did not have legs, had three fingers on each hand rather than five, had no eyelids, looked far more like cobras than any other humanoid, and were entirely covered in scales with no hair. Mentioning this stark contrast between the two to a Trueblood is considered a grave insult, which is usually answered with mortal combat.

Though Zesharans are very human-like in appearance, bestial qualities are considered a valued trait. Selective cross-breeding of houses has produced some nobles that look far more snakelike than others with angular flat noses and hairlines that recede extremely far back. Though there are members of high nobility that are nearly identical to humans aside from their basic physical traits, these traits are undesirable and these Houses are often derided and deemed "ugly" by the rest of their culture.

### Standard Racial Traits

**Ability Score Modifiers:** Zesharan Trueblood characters gain a +2 to an ability score of their choice at creation to represent their variable nature.

**Type:** Zesharan Truebloods are Humanoid creatures with the Zesharan Trueblood subtype.

**Size:** Zesharan Truebloods are Medium sized and thus have no bonuses or penalties due to their size.

**Base Speed:** Zesharan Truebloods have a base speed of 30 feet.

**Languages:** Zesharan Truebloods begin play speaking Continental Common and New Zesharan. Zesharan Truebloods with high Intelligence scores can choose from the following: Elvish, Dwarven, Gol-Kah, Lawtili, and Myaric.

#### Offense Racial Traits

* **Zesharan Weapon Familiarity:** Zesharan Truebloods are proficient with scimitars and punching daggers and treat any weapon with the word “Zesharan” in its name as a martial weapon.

#### Defensive Racial Traits

* **Thin Blooded:** Zesharan Truebloods gain a damage resistance of 5 to Poison. This only applies to damage, and status conditions and illnesses are still applied normally.

* **Venomous Heritage:** Zesharan Truebloods gain a +4 racial bonus on saving throws against poison.

#### Sense Racial Traits

* **Darkvision:** Zesharan Truebloods can see in the dark up to 60 feet.

#### Other Racial Traits

* **Cold Blooded:** Zesharan Truebloods are comfortable in warm and hot climates, and are less likely to get a sun related injury or illness. They are also far more uncomfortable in cold weather, and have to take extra precaution in cold climates.

#### Special Feats

* **Fangs of the Father:** You can make a bite attack for 1d3+1 (poison) points of damage, plus your Strength modifier. You’re considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the bite is considered a secondary attack and is made at your full base attack bonus –5, and adds half your Strength modifier to damage.

### Character Creation and Adventurers

Zesharan Truebloods are a race of extremely variable people, but they almost always prefer the stealthier qualities of martial combat. Assassins are beloved in Zesharan society as they fulfill many roles. Many Truebloods who are dedicated to magical study often hone their focuses on illusion magic. Alchemists are also valued, especially those that specialize in poison crafting.

Zesharan Trueblood Paladins are practically non-existant, mainly because a Lawful Good Trueblood is extremely uncommon, especially those that become Paladins of some kind. Paladins are not well liked in the New Zesharan Empire.

In spite of the importance of domestic politics, adventurers are very important to the Zesharans. Truebloods that can find an Old Zesharan Empire artifact or can advance the interests and image of the Empire in other lands are deemed very important, and many Houses advance in the hectic hierarchy of the Empire because of their adventuring sons & daughters.

**Male Names:** Devzan, Masrussis, Narish, Rassath, Sevarion, Xaxh

**Female Names:** Bahsara, Ivzaha, Khisa, Narisha, Ssafa, Yhfa

Ages

1 This category includes barbarians, oracles, rogues, and sorcerers.

2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.

3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

#### Table: Random Height and Weight

Height Weight Table by Sex
 Male
(5 ft – 6 ft. 6 in.)
 Female
(4 ft. 10 in. – 6 ft. 4 in.)
(90 – 180 lbs.)