Saturday, July 5, 2025

Worldbuild24 - Zakhara Anthropology

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]

Land of Fate, The – The territory culturally, if not politically under the sway of the Grand Caliph and the Enlightened Faith. Containing all Zakhara, the caliphs still have failed to fully subject all hinterlands politically or religiously. In Arodia, Afyal offers a gateway to the Hundred Kingdoms by ship while landbound Sughd is best forgotten. The outposts and missions to the Thousand Thousand Islands remain subject to the whims of map-making and djinn. However, the Altaran Peninsula remains a sore spot to the armies of the caliphs.

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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