Eldritch Lineage
Many among the Ishdrim are born with a natural propensity to learn the arcane arts. Since the First Age, when they still populated the land of Calimshan, they have worked hard to formulate superb charms, looking for ways to evolve and improve. Their great contention with the First Men led them to make a pact with the solar deity: the Prime known as Hollon, which granted them mastery over the element of fire. Finally, it was Ezreal El’s political skills that ended the twenty-year war between Ishdrim and the Anireth who had come to colonize the southern lands.
From the Land of Sarneum to the Sun War
The Ishdrim are the only human population who did not descend from the Anireth. When the Primes created the humanoids, two ethnicities developed in parallel. In the southern region of the continent of the known lands of Faerun, the Ishdrim prospered, and their cities grew on par with those of the First Men of the Heartland region.
Although mild in nature, men and women from Sarneum were driven by great ambition and thirst for knowledge. They sailed the seas and ventured north, intent on expanding their borders and forging political ties with other cultures. Initially, they brought riches and knowledge, making profitable relationships with the Beronzin Satyrs and the Gray Folk, who had recently gained their independence from the Anireth. The first problems of a political nature arose when the authority of the First Men clashed with theirs, creating social unrest and enmity that soon resulted in a conflict between these two equally powerful nations. Thus, in the year 1485 B.E., the war between the Ishdrim and the Heartlands began and lasted for twenty years.
The war, still remembered as the bloodiest human conflict, greatly diminished the Anireth and forced nearly all the Ishdrim to return to their native land. The turning point occurred during the Rite of Flame, invoked by the ruler of Calimshan, Ma’hal III, who called for the aid of the sun and sacrificed his eldest son on a pyre. Devotion to the divine Hollon did not go unnoticed, and that day his subjects drank red wine from golden goblets, traced arcane runes on their bodies, and invoked the flame of the shining star. The entire nation benefited greatly, for the sacred Sülen, first among the Primes, had touched them with his ardor.
This event resonated through the ages, christened as the “Sun War.” This terrible conflict also involved other nations, taking sides in the conflict to guard their allies or to protect their lands from the devastation of war.
The Daughter of the Sun Who Touched the Moon
Ezreal El, an established leader at the time, showed considerable strategic and political skills in the face of the threat of Ishdrim. Taking advantage of the excessive growth in power of the adversaries, he worked to find a compromise where the Anireth and the Southern People could benefit from peace rather than carry on with the war that would annihilate both. An implicit enmity lingered, where the Ishdrim could enter and settle in the Heartlands, provided that the jurisdictions of the First Men and that of Calimshan were respected by both sides. The town of Kelpore, an outpost of the Ishdrim in the lands of the First Men, was founded.
Ezreal El, the most honorable men that ever lived, gave himself as a prize to Ma’hal III, now heirless, and married his daughter Nareja, who died giving birth to Deneghra. Their noble daughter was the only one among the Anireth to manifest the gift of fire, but she avoided any pretense on her mother’s lands, pursuing an ascetic life devoted to the study of philosophy and arcane arts. After the death of Ma’hal III, the throne of Calimshan passed to a lesser line of the royal dynasty.
Racial Traits of the Overseas People (Ishdrim)
The Ishdrim are a proud and stubborn people. Although many have adapted to the new life in the moonlight, they carry with them the ancestral legacy of their faith in the sun.
Usually of dark or oleaster complexion, or of all the shades between the two, they often present themselves dressed in clothing that appears exotic and eccentric in the eyes of the other citizens of Faerun.
Given their strong sense of community, they travel only to find a new home in which to settle, after periods of population growth or shortages in resources, sometimes clearing up haunted ruins and building small fortresses. This, however, should not give the idea that they cannot be effective explorers or raiders, professions in which they excel.
The arcane energy that comes from their ancient pact with the sun is evident on their skin: from birth, they present an arcane aura on their body and visage, as if branded with fire, and their eyes radiate light as if they were embers.
Names of the Ishdrim
As one of the most ancient people, their onomastic is vast due to a millennia of tradition. The legacy of the sun, the desert, and the splendors of ancient Calimshan flow into the exotic sound of these names from the far south continent.
At one time, there were several ethnic distinctions within the Ishdrim people, but now very few remain in the memory of the world. Characters of this ethnicity may also decide to adopt, as their surname, the name of the ancient tribe from which they descend, of which only three remain: the Istites (from the eastern part of Calimshan), the Orindians (the bulk of the ethnic groups of the north coast and the old capital), and the Harkemites (nomads who crossed the desert and populated the continent in large numbers). An Ishdrim character can then add the name, for example: the Harkemite, the Istite, or the Orindian. Depending on where you come from, your name will also vary.
Male Istite names: Arèl, Brunu, Celeròs, Daniq, Eesmered, Ghenavros, Karàsh, Mahatmi, Marghus, Nasül, Neezül, Oshos, Rastzar, Shulnòs, Zaavrus.
Female Istite names: Alazne, Carmita, Desheria, Estevira, Gitane, Honorsia, Irisbe, Ispane, Juana, Najari, Nuretha, Oshane, Ramaji, Terese, Yanira.
Male Orindian names: Abhik, Bahamitesh, Chandrashni, Erdabar, Fashwar, Garèshi, Hemadri, Ishandesh, Iuldeshor, Kamalnath, Madmohan, Nadjugor, Ranprasad, Srimbar, Umüsh.
Female Orindian names: Amshula, Chavni, Dathiiri, Ganshea, Gayatri, Induja, Kamala, Krish, Kumari, Mahima, Nridu, Rajane, Sarasi, Shalinta, Tunishri, Ushma, Vanjiri, Yashila.
Male Harkemite names: Ahmet, Akim, A’ushrid, Co’haad, Dashun, Eshuur, Fushmur, Gu’hanji, Ha’amir, Hoshmed, Jo’math, Kismeth, Kushaar, Nöshuur, Sarenmed, Sushmed, Tamiid, U’sur.
Female Harkemite names: Aamaal, Awara, Basheera, Dusha, Fadheela, Fawzira, Haifa, Majeda, Nabeela, Na’hema, Phatimja, Ra’deesha, Shareefa, Tahira, Wa’jeedi, Yafiah, Zahira, Zu’hinab.

- Ability Score Increase: Your Constitution, Wisdom, and Intelligence scores increase by 1.
- Age: Overseas people have a life cycle identical to that of other Humans.
- Alignment: The Ishdrim can live on contradictions, as they are remarkably diverse in opinions and lifestyles; what unites all Ishdrim is the calm with which they pursue their ideals, manifesting themselves as elegant, proud, and mild-mannered.
- Size: As a human, your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Overseas Weapons: You are Proficient with scimitars and shortbows.
- Mettle of the Ancient Travelers: The Ishdrim descend from nomads and colonizers, people accustomed to travel and adaptation; an Ishdrim that has been traveling for more than an hour remains alert to any danger, even if they are engaged in other activities; this also means that difficult terrain does not affect their traveling; finally, Ishdrim only need 4 hours of sleep to complete a long rest.
- Desert Brand: As an Ishdrim, you have resistance to fire damage.
- Memory of the Sun: You know the produce flame cantrip all Ishdrim learn to manifest when they are young; you can cast the burning hands spell at 3rd level and the flame blade spell at 5th level (your spellcasting ability for this feature is Wisdom); you can cast each of these two spells once, then you regain both of their uses after you complete a long rest.
- Languages: You can speak, read, and write Common and First Language.
Source: Adaptation of Nightfell © Angelo Peluso & Mana Project Studio 2021.