Nakhara was the birthplace of the sun in the First Age. Mana favored this distant desert, expanding it ever further into the north until its sun drenched dunes pleased her.
In the Second Age, Nakhara was populated by the first creations of Ashrahka, the Hiss. The hiss were molded from sand and the breath of Ashrahka, but they grew lonely, believing themselves to be alone in the world. In a rare moment of pity, Ashrahka sculpted another race from the mud and waters of the Kaviskurma River: the Sebet. The children of Ashrahka formed a great city-state, Persochet, in worship of their god-king, Ashrahka’s avatar. The two races fought bitterly for the attention of their god-king until eventually Ashrahka could handle no more of their bickering. He abandoned them, walking into the desert. The sebet continued to worship in Persochet, waiting for their god-king to return. The hiss took to the desert to look for Ashrahka. Where Ashrahka’s scales were shed, dragons were born. In time, the dragons devastated the land and dominated the sebet and hiss. When Ashrahka discovered what the dragons had done, he scattered them across the world rather than allow them to continue to oppress his other children. Ashrahka left once again after this to explore the lands of the other gods, never to return to Nakhara.
Nakhara remained isolated throughout the Second Age from the rest of the world.
Rather than allow them to be destroyed by the Death-Plague, Ashrahka took the guise of his mother, Mana, and led a group of Tegmur into the lands of Nakhara. The fire-resistant tegmur could easily survive in the lands of sand and sun, though they did not see much prosperity.
For Nakhara, the meeting of Kabnatan and Tegmur was an awakening as new ideas and trade flourished. It was also the rise of two successive empires which oppressed Nakhara and drove Seeker worship from the land.
Nakhara is home to many nations which vie for control over the region.
- Damayad, Sebet Thalassocracy
- Elenchi, Hiss Grassland Kingdom
- Hazier, Wandering Hiss Nation
- Naira, Sebet River Kingdom
- Omuz, Tegmur Principality of the Peninsula
- Sugom, Krill city-state
- Adobe Style: Outside Naira, the adobe style is the most common building style. Quick and easy to build. They are made of sand, mud, clay and grass packed into bricks and coated in sun-baked mud. It favors small windows, with subterranean or rooftop entrances.
- Mudhut Style: The most common structure in Naira is the mudhut. Made of river mud and grass, they are supported by brick pillars or woodposts. They are rarely higher than one-story.
- New Imperial Style: Engineering advances allow for larger floorplans and higher ceilings than the Old Imperial Style. The largest change is the incorporation of Kabnatan shells into the designs of buildings.
- Old Imperial Style: Clay brick buildings with many spires and domes in geometric shapes. They favor open floor plans with columns and small windows facing north and south. Limitations in engineering force them to have short ceilings.
- Omuz Ledge Style: In Omuz, the Tegmur prefer to build into hills and mountain-sides. Carved entirely out of the mountain face to form a ledge, these elevated positions are highly defensible, but limit their population and accessibility for trade.
Camel, gazelle, goat, honey badger, hyena, jackal, lizard, oryx, and sand cat.
Blue-eyed grass, Buckwheat, bunch-grass, hop-sage, juniper tree, monkey-flower, pine, pinyon, sagebrush, scented shooting star, spike dropseed, wheat-grass, and yucca palm.
- Valasmana, the Mountain of the Wrathful Goddess.