This enormous period of ideas is coming to an end and so after this post, I will be moving to a weekly posting schedule. Not that this blog gets enough traffic for this to a noticeable drop in engagement.
Anthropology
Assassins – The ghosts of the deserts. Meting out
justice and threats in a manner that intimidates and frightens. In the Land of
Fate, there are several fellowships comprising such assassins—or as they are more
commonly called, holy slayers. Each fellowship is a religious organization
dedicated to the advancement of its faith, ruled by Grandfathers or
Grandmothers. Known are The; Soft Whisper, Wind of Fate, Wrath of the Old, Storm
Which Destroys, Grey Fire and the barely whispered, Everlasting, Elsewhere, the
idea is less fanatical. In Adventia, they are represented by the Skulks and in
Nangia by the ninja.[i]
Balanite Heresy - In the early days of the First
Caliph, the eastern coastal cities formed the League of the Pantheon and
pledged their fealty. Their Gods became the five Enlightened gods. Mahabba
joined thereafter and declared their god, Bala of the Tidings, a musical
spirit-idol, enlightened as well. The disagreement and invasion prompted the
First Caliph to seek textual knowledge. Eventually, many local/common gods came
to be recognized as enlightened. But the Bala faith had been driven
underground. To rise in rebellion over the next five centuries, with differing
plans and each suppression bloodier than the last.[ii]
Barbers – Barbers serve many roles, dispensing
hair-cutting, surgery, herbal remedies, tall-tales and gossip. Frequently they
are seen as mad in tales which helps them keep their charges still while they
work and makes their tales credible. More common in cities, a skilled barber
can integrate themselves into the graces of the powerful, and hearts of common
people. Hopefully before they are seen as public nuisances. The collection of rumors
and news they pick up are the start of many adventures.[iii]
Brotherhood of the True Flame – Of all the assemblies
of mages, sorcerers and wizards in Zakhara, there is only one lasting one. Alas
it is quite evil. The brotherhood rules Krak al-Niraan deep in the Haunted
Lands and one might say that every third Zakharan mage who specializes in fire
is a member. They are aligned with their own Assassins and non-magic members.
While reviled or distrusted due to their numerous crimes, they persist in the
belief they will rule on behalf of elemental fire, as given by the Gods, Genies
or Primordials. Though divine scholars favour the latter.[iv]
Caliph – Once there was only one caliph, chosen from
among the most competent sons of the previous caliph. Going all the way back to
the First Caliph, a desert nomad who found the Loregiver and her scrolls of faith.
But Zakhara is too large and too divided with the Age of Chaos, the greatest lords
dared claim the title and so the title of Grand Caliph was created. For the
last five generations, they have been chosen by eldest not merit, and many
cities excluding those with female rulers or areas dominated by desert sheiks,
copy.[v]
Corsair – A pirate, but one of subtle distinction. A
corsair to foreigners is not just one who engages in Piracy and Slavery, but
one who does it with the backing of the Enlighted Faith and Caliphate. To
Zakharans, a corsair is a pirate, and their faith does allow slavery of the
non-enlightened, but a corsair with emphasis is an inhabitant of the Corsair
Domains, who have pledged freedom of all against the Mamluks of Qudra. They
only steal or smuggle, mostly among the Free Cities. Of course, there are
always exceptions and plenty of other pirates in the seas.[vi]
Demi-Humans of Zakhara – Since the principal form of
authority in Zakahra has been the Caliphate and the strictures of the
Enlightened Faith for five hundred years. All Demi-Humans and Humanoids are
welcome so long as they are part of the same. This has led to great harmony.
However, love of family and standing means few marriages between the different
folk occur as many are infertile pairings. While it is legal and recognized as
an act of true love, it is a stain on both families’ honor. Exceptions are made
for marriages of Human and Elves or Orcs. Half-Ogres and Half-Dwarves bring
shock.[vii]
Divisions of the Faithful – Of the Enlightened Faith,
there are three core schools of thought. Pragmatists believe that all gods, even
unknown ones are capable of being enlightened and all are valid for different
situational flexibility. Ethoists believe there is a hierarchy of worthy gods
for the faithful and on should strive to meet their teachings. Moralists
believe that only a select few gods are truly mark of the Enlightened, and one
should devote themselves to one truly. Mystics believe in esoteric secrets and
dwell in the desert. Kahin and wise women (hakima) are tolerated if they
profess submission to Fate and the Enlightened.[viii]
Dwarves, Zakharan – The Dwarves of the Land of Fate
are flourishing. Free from the constant wars of their Adventine brethren and
the degradation of the Crystal Dwarves of Arodia. They occupy the cities as one
of the Two People and hone their crafts. Even those who are lost, find
themselves sold to the Mamluks and rise high with their natural diligence and
longevity. But like the Desert Elves, they are estranged. The Southern Empire
of Deep Darkness swore to the First Caliph and in doing so became another
grudge the rest must settle. After the Duergar of course, loathed here as well.
Dragons in Zakhara – Dragons are extremely limited to
the edges of the Continent due to competition with the Genies of the interior. Aquatic,
tropical and desert dwellers were restricted to the exterior of the Mountains
of the Lizard Tongue, into the Narrow Passage and down into the Crowded Sea.
Only the wingless and deceitful vishap are known to truly live in the interior.
Genies always triumph over dragons in folktales and official poetry. Few Arkhosian
ruins remain and Dragonborn rarely visit.[ix]
Elves, Desert – The Elves of Zakhara long detested the
sporadic hand of their far-off Elven Empire relatives and when the Great
Enchantment came about, they fled into the desert to mingle at the oases with the
Human herdsmen. From there the first equality of races became a trait that has
only been reinforced by the Enlightened Faith. Desert elves now live in the
borderlands, where they can ride to the cities where many have returned to. It
is not unusual for Elves to be Quadi to utilize their decades of knowledge. And
certainly, elvish blood is in the Grand Caliph.[x]
Enlightened Faith, The - Gods
in Zakhara are considered enlightened if they recognize the primacy of Fate and
unworthy if they refuse to. Within these categories is a multitude of separate
schools of faith and folk beliefs. The core belief that if a god is mentioned
in the teaching and tales of the Lawgiver, they are enlightened. Therefore, Midani
culture and Caliphate hierarchy is paramount. Daily prayers and rituals are
key, and proper adherence is a status symbol. The pragmatist Temple of Ten
Thousand Gods is the most common school, followed by dedicated Mosques for
chosen deities. Which is mandated in the Pantheist League.[xi]
Genies, Earthly – Genies and other mighty elementals
cannot linger long on the Earth lest another force takes them to task.
Therefore, only those who are inherent or molded to the material world can
stay. Jann are found in the inhospitable interiors of Zakhara, living much as
the Two People do. They see themselves as guardians of the wild places. Only
bloodline purity separates them from the Gensai. Tasked genie are those who
have become so bound to a task that their elemental flesh has shifted to suit it.
They cannot end without painful transformation, but they are safe as material
spirits.[xii]
Genies, Gen – The weakest of Genies, these small
beings are little more than motes of power than happen to have mighty
relations. Though they are far larger in the Elemental Chaos, they serve Sha’ir
by fetching spells from that Plane. What spells are made out of is magical
material and promises of others. They serve diligently, as is their Fate, but
have agendas of their own. Much woe has occurred because a sha’ir and a gen
differed or broke the bonds of an agreement.[xiii]
Genies, Ghul – A form of Jann, ghul are those who have
succumb to the curse of undead and become cannibals, in term giving rise to the
Adventine word for flesh-eating undead. Great Ghul on the other hand are fully
alive, just foul. Usually hideous; with donkey hooves, clammy skin and hairy
eyebrows. They can disguise themselves to attract travelers and play pranks.
Often becoming Sha’ir to dissuade fellow Genies, and threatening jann with
death and transformation. They are said to dwell in the Pit of Ghul in the Genies
Anvil and will assist against other genies.[xiv]
Genies, True – The Genies refer to the elemental races
which have made Zakhara their Earthly home. Each is a noble in their own right,
though wish-granting has been overexaggerated. The Dao inhabit earthbergs and
deep within mountain bones, they are cruel and led by a Khan. The Djinni were
scattered or imprisoned by the Gods after the Dawn War. They favour open
deserts or floating islands for their Caliph. Efreet are ruled by their Sultan
from The City of Brass and lord over others. Marids are powerful, inhabiting
elemental waters, their Padishah’s City of Ten Thousand Pearls and worldly oceans.[xv]
Giants, Zakharan – Giants have inhabited the coasts of
what would be southern and eastern Zakhara since before the Continent of Arodia
arrived and thrust up the World Pillar Mountains. Local giants come from the
same stock and suffer the same degradations. Many outlying giants have suffered
degeneration. And the Haunted Lands became barren without the monsoon, driving
the giants from now-dead Sokkar. Otherwise, giants are frequently Enlightened
but keep to themselves, judging outsiders with harsh laws and feuding with the
Genie as to local and elemental traditions. Hill giants are friendlier, as
their Ogre relations are.[xvi]
Fate – For all the Gods that are worshipped by
Zakharans, one belief transcends all others: the belief in Fate. Every Zakharan
and Genie knows her power. But not her nature. Some believe she is the mother
of the gods, but not a goddess. To others she is simply a pervasive elemental
force who can be as vast, small or insubstantial as needed. A shadow of a woman
was how Fate appeared to the Loregiver long before the Land of Fate truly
recognized her. An Enlightened God worth worshipping is one which bows to Fate.[xvii]
Genie’s Wind, The – A secret sailing magic that has
made a mockery of maps. Ancient Sha’ir made pacts and cajoled Djinn into giving
them the secret of the counter-monsoon winds. Zakahran sailors sails to the
edge of the archipelagos in the Laughing Storms and the sha’ir invokes the
authority of the Genies. So long as it is the dry season the ship will be
almost thrown across the waters to the Thousand Thousand Isles. Not available
to every merchant, the common knowledge has led to misinformed mapmakers to
join both archipelagos into the so-called Crowded Sea.
Hill Tribes – The Zakahrans of the Furrowed Mountains
have long despised their advanced lowland cousins. The lowlanders demand they
abandon their idol, Kahins and submit to a distant Caliph’s authority. And raid
them for Slaves for refusing, many who end up as traitors in service of the
Mamluks. Anyone bearing the tattoos of the mamluks, or ensign of the Caliphs is
destined to suffer here. Hostile intent is assumed from all travelers. However,
news and guests are always welcome in the villages. As they have resisted
integration into wider Midani, blond hair is still more common here.[xviii]
Jann – Plural of Janni. See Genies, Earthly
Kahins - Idol-priests, believing that divinity is
found in all things. So, through worship of certain items of power, draw their
strength from the basic energy of the land. Their beliefs apparently predate
the worship of the known gods of Zakhara, though their records are primarily
verbal. Kahins claim they do respect gods of the earth, agriculture, and the
desert. Adventines called them desert druids. Idolatry is harshly punished by
the Enlightened Faith. So, they must tread carefully, finding support among the
nomads and Hill Tribes.[xix]
Markeen – Thought to be a form of Genie double, cursed
at birth to be the spitting form of a Zakharan. They are in no way linked to
the person except with a similar lifespan, but only truly prominent people will
have one. They are thought to have been rebellious genies, and indeed
half-genies are rumored to have their powers without being doubles. Hevastar
scholars believe them to be Changlings, whose shadowy society has incorporated
Zakharan beliefs about genies into their own culture.[xx]
Mamluks – The most elite military forces in Zakhara,
mamluks are themselves Slaves, property of the Grand Caliph. They were captured
as youths by other mamluks and trained to become perfect, loyal warriors. They
are tattooed on their faces. The fortified city of Qudra on the Great Sea is
ruled by mamluks. Qudra, in fact, is home to the largest active slave market in
Zakhara. Companies of mamluks roam the mountains near the Free Cities and
beyond, seizing youths, regardless of sex and race from the Hill Tribes. The mamluks
disparage foreign and Corsair visitors since their failures fighting the Red
Crusade.[xxi]
Midani – The culture of Zakhara is hazy. Though they present
the appearance of sharing the Enlightened Faith and dividing their livelihoods
into the Two People. The actual culture of the Continent is not as clear cut as
it may appear. The giant-descendant natives of the Ruined Kingdoms and many
Animal Nomads are Enlightened but not Midani, the Hill Tribes are Midani but are not Enlightened and the Cities of the
Pantheon theologically differ. Midani can therefore be seen as desert people and coastal
strip of the Zakharan Inner Seas, who parlay their cultural dominance of the
faith over their near relations.
Mystics – Those who seek out religious devotion free
of dogma and bureaucracy. Often these are very small and found in isolated
deserts, to not be distracted by civilization.[xxii]
Pearl Diving – Only two Cities of the Pearl actual
practice pearl diving; Gana and Jumlat. From the end of the monsoon and the
onset of spring, hundreds of boats from the cities spend five months out on the
beds. It is hard work, and the pressure causes frequent nosebleeds. divers
normally wear either nothing or a wool bodystocking to ward off stinging
creatures. Many are indebted to their captains, those captains who use magic or
pay fairly must frequently stay out longer. Potentially breaking the vows made
to the Sea Elves and fish Humanoids of the Golden Gulf.[xxiii]
Piracy – The prevalence of shipping to and from
Zakhara’s great trading cities has greatly encouraged the development of nautical
thieves, sometimes being merchants themselves unwilling to pay. But Slavery has
been a factor for many centuries, as the non-Enlightened are fair game,
providing economic growth and luxuries greased with blood. In the Sea of Ships,
the Corsair Domains have forgone a past for slavery and now merely pillage. The
Free Cities instead host slave raiders. In the Crowded Sea, inter-continental
cargo is the target with far fewer slavers scouring the outer islands or
purchasing through Afyal and the Akai Sultanate.
Polygamy – By custom, an Enlightened man may have no
more than four wives. As the first Sha’ir had four Genie wives, one of each
element. In practice few men can afford more, and the first wife must approve. Zakharans
know unavailable marriages encourages men to raid even their Enlightened neighbors.
Beyond the loophole of harems of free courtesans and Slave concubines,
recognizing worthy offspring, a frequent tactics of Caliphs. Non-Pantheist
inhabitants of the Golden Gulf might have wives in different cities as
independent sellers. Afyal merchants have four husbands and one wife, so the
trade accumulates into powerful mercantile houses.[xxiv]
Slavery – Slavery is a common and accepted practice
throughout Zakhara. Unlike the Debtor System of the Akai Sultanate, which has
copied the concept. All Enlightened subjects are inherently free. Therefore,
slavery is a condition imposed for three circumstances: debt, punishment, or
lack of civilization. Though important varieties occur regionally. Debt is
temporary. Punishment is for life, though can be mitigated. Uncivilized status
is based on being an unbeliever. Conversion is not grounds for freedom, and
much has been made of attacks on pilgrims and false claims of conversions.
Stern laws govern treatment, which the Mamluks enforce the most fairly.[xxv]
Structure of the Caliphate – After Fate and the Gods,
comes the Grand Caliph, who theoretically commands all the Enlightened. After
that power has greatly devolved to a collection of kings, caliphs, emirs,
padishahs, sultans, khedives, and the like. While each pays tribute and taxes,
many rule with a surprising degree of independence. Even lower in the hierarchy
of power are the local qadis (judges). Despite their rank, they may have a profound
effect on the people. Qadis are arbitrators and mediators, pronouncing judgment
in virtually all civil and religious disputes. Only the Grand Caliph or the
ruler the qadis serve may override their decisions.[xxvi]
Quadi – Originally appointed by the first Caliph to oversee
the disputation between grants and grantee. They now have religious and
judicial authority throughout their established bounds. Traditional Zakharan
land usage is the granting of land from the higher authority to a lesser one
who will eventually let land to individuals or more permanently to families.
With varying amounts of rent and shares going back up as tax. Quadi are
frequently very long-lived races like Elves or Dwarves to benefit from their experiences.
Corruption is a very real issue among them in this Age of Chaos, benefiting
themselves or their appointer.[xxvii]
Snakeheads - A curious people from the remote deserts.
Where the leeward Al-Suqut Mountains and Mountains of the Lizard Tongue join,
exists narrow passengers that connect the coastal strip to the High Desert. In
those tunnels dwells a race of people totally or near-totally hairless, with
pointed teeth, the colors of a dozen snakes and with tails emerging from their
heads. Their clans are Unenlightened and prey upon all, as desert barbarians
do. Some travelers in the disorganized coastal lands see them come to trade and
live among them. Whether they are Yuan-ti or older is unknown to mortal
scholars.[xxviii]
Sha’ir - Unfettered by social requirement and
position. Found in the city as well as the desert, commanding great power from
their dealings with Genies. Or with rumored genie blood. Sha’irs are regarded
as enigmatic and powerful figures in the Land of Fate. They do not gain spells
in the manner of others. Instead, they acquire their magics and enchantments
through the workings of genies. Bargaining with them and commanding them
(lesser Gen) to fetch spells. Because genies are a mighty force in the Land of
Fate, many would-be attackers think twice before offending a sha’ir, unless
they have their own.[xxix]
Two People – Zakhara is divided between two kinds of
people which transcend affiliation or race. The nomads, or Al- Badia, and the
city-dwellers, or Al-Hadhar. While the nomads dwell primarily in the high,
romantic desert plateaus, city-dwellers, for the most part, inhabit Zakhara’s
lowlands and coasts. There is a greater sense of continuity, order, sedentary, and
practical outlook than the desert-dwellers. From the perspective of the nomads,
all city-dwellers are soft, sedentary, and restricted. Indeed, the similarities
between Al-Hadhar who live in a village and those who live in a great city far
out-weigh the differences.[xxx]
Underwater civilization of the Crowded Sea – The
western and northern plains of Laughing Storm are home to several Humanoid
civilizations. The distant locathah
were the first but rarely deign to interact with mariners and barely more in
the Elemental Chaos. They know much about why the towers spout from the Ruined
Kingdoms. Demon-worshiping sahaugin are tragically in abundance. Reef Giants
have fled their dying kingdoms to colonise the shallows as well. Piratical reef
giants are a blight on their race’s honour. Piratical giants are a quarter of
lost ships, which are a quarter of all ships in the ocean’s west.[xxxi]
[i] See Arabian
Adventures, pp.51-52, Fortunes & Fates pp.24-29
[ii] See Al-Qadim
Land of Fate p.102
[iii] See Arabian
Adventures, p.47
[iv] See
Fortunes & Fate p.31
[v] See Adventurer’s
Guide to Zakhara, pp.17-18
[vii] See
Al-Qadim Land of Fate pp.24-25
[viii] See Arabian
Adventures, pp.55-70
[ix] See the
folktale, Al-Qadim Land of Fate pp.122-123
[x] Otherwise
see Elves, non-Caste Al-Qadim Land of Fate p.25
[xi] See
Al-Qadim Land of Fate pp.45-57
[xii] See Monster
Card pp.7-8, MC13 Monstrous Compendium Al-Qadim pp.23-29
[xiii] See The
Complete Sha’ir’s Handbook pp.20-26
[xiv] See MC13
Monstrous Compendium Al-Qadim p.32
[xv] See Monster
Card pp.1-6, 9-10, D&D 4E Monster Manual pp.98-100, D&D 4E Monster
Manual 2 pp.71-73
[xvi] See MC13
Monstrous Compendium Al-Qadim pp.33-39, Monster Card pp.11-12
[xvii] See Arabian Adventures p.18
[xviii] See
Assassin Mountain p.26
[xix] See Arabian
Adventures pp.67-68
[xx] See MC13
Monstrous Compendium Al-Qadim p.46
[xxi] Paraphrased
from Arabian Adventures, p.35, Adventurer’s Guide to Zakhara, p.24, Fortunes
& Fats pp.20-24
[xxii] See
Divisions of the Faithful and Fortunes & Fate pp. 29-31
[xxiii] See
Al-Qadim Land of Fate p. 89
[xxiv] See
Al-Qadim Land of Fate p. 22
[xxv] See
Adventurer’s Guide to Zakhara, pp.23-24
[xxvi] See
Adventurer’s Guide to Zakhara, pp.14-15
[xxvii] See
Adventurer’s Guide to Zakhara, pp.15-16
[xxviii] Inspired by
Twi’leks from Star Wars
[xxix] See Secrets
of the Lamp: Genie Lore, pp.20-28
[xxx] See
Adventurer’s Guide to Zakhara, p.12
[xxxi] See Ruined Kingdoms: Campaign Book
p.6
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