Thursday, July 3, 2025

Worldbuild24 - Zakhara Geography

Geography

Ajayib – The City of Wonders. Fame for its highland coffee and gardens as the hills slope towards the Al-Malja River. It is the most western of the Cities of the Pearl. It’s control of the Realm of Bleeding Trees and the Realm of Coffee make it rich, and for that they are allied with the nomadic House of Dubb to fight the Hill Tribes of the Al-Suqut Mountains. Though settled recently, the passaged cliffs were home to an older city destroyed generations ago for their iniquity. The inhabitants are independent and strong-willed with rich colors and either sex may go unveiled.[i]

Akota, The Port of - Though it lies within the Land of Fate, it remains outside it. The port of Akota lies at the end of the Road of Marching Camels. Sheltered from the Genies Anvil by the Tumbling Mountains. The sole Zakharan port in the Narrow Passage, it resupplies the merchants and takes in its lucrative cargo; Imarian slaves, ivory and gold. The Land of Akota lies on the other side, growing fatter as its Sultan turns to thoughts of taxing the vital strait.

Al-Suqut Mountains –Jibal Al-Suqut or The Tumbling Mountains. Plunging into the sea for the southern length of the Narrow Passage. These foreboding shores hide mad wizards, tribes both savage and inhuman and sea-going brigands eager for the wealth of three Continents. The terrestrial side is no better with Hill Tribes occupying a similar niche as they prey on the Realm of Coffee, herders and Ajayib. The House of Dubb and the armies of Ajayib are not enough. The city hosts many private expeditions of adventurers searching for foes, treasure or a fortified place to retire as lords.[ii]

Argent – From the end of the Dawn War a city has stood in atop a mountain of Peloria. Overlooking the Chaos Plain, where the Planar boundary with the Elemental Chaos is weak. Established by the will of the Gods to serve the Paragon Compact. An agreement to turn back otherworldly menaces, to be upheld by all civilized peoples. Not all gods joined, but all empires to be, including Mira and Vadar sent champions over the centuries to do their duty. With Nerath’s long hegemony, they were not needed, and the city lost its purpose. Served and administered by torrians, leonid-draconic Humanoids.[iii]

Asad, House of - The Children of the Lion is an Enlightened tribe of the High Desert that numbers some 5,000 men and women, divided into 20 clans. They claim the Jamal Oasis as their own, though they permit other enlightened nomads to use it. Asad is one of the wealthiest tribes in the High Desert, and it is blessed with strong camels, fine sons, and beautiful daughters. The people of Asad are proud to the point of arrogance. They are easy with their friendship but also easy to offend.[iv]

Assassin Mountain – Deep in the Haunted Lands is said to be the fortress of the Everlasting, an order of Assassins or holy slayers, as they are known. Led by a mysterious figure called Grandfather, the location of Jabal Sarahin is unknown except to those of the order. However, discussions in the Border Islands of Hevastar have revealed it is to the north of the Genie’s Anvil and built by the Jann. Near a village called Ganam and a mountain shaped like a skull.[v]

Bakr, House – The Clan of the Young Camel, an Enlightened tribe, mostly now lives in and around the city of Tajar, where Sheikh Ali al-Hadd rules. However, some tribe members chose to remain true to the desert life; most have married into other tribes. The others; a core of some 500 members of House Bakr, still remain in the High Desert, determined to carry on the tradition of their people. There are rumors the Sheik mortally fears the city as did his father.[vi]

Bandar al-Sa’adat – The Crossroad of Trade. Capital and largest harbor in the Masud Jazayir (Fortunate Isles) in the Straits of Sorrow. Not large, it is most known for its general disregard for the laws of the Enlightened Faith, for the inhabitants are descendants of outlaws, rebels and malcontents. Loyalty to the Grand Caliph is professed, but he is far away. Besides being especially verbose and prone to piracy, the dominant feature of the inhabitant is that business and pleasure are one and the same. Many merchant deposit their goods solely here and the great merchant houses carry them to the Golden Gulf.[vii]

Bariya, Island of – The Wild Island. A distortion caused by the Genie’s Wind on mapmakers. See Kalanawan

Bay of Fins – The coast of northwest Zakhara is a forgotten place. Where the tiny realms shielded from the Land of Fate by the Mountains of the Lizard’s Tongue. But still threatened by Qudra and the Corsair Domains. The Bay of Fins is remote enough that their heyday was during the time of Nerath and they still call the Endless Blue the Aelathric Ocean. The Human and Halfling communities were long beset by sahuagin, always a threat. The port towns are now taxed by them on behalf of some Dragon overlord.[viii]

Boundary Mountains of the West – The High Desert of western Zakhara is ringed with five great mountain chains, which have kept organized settlements scarce and the Enlightened Faith spotty. The Al-Suqut Mountains shield the Narrow Passage, the Range of Marching Camels and Mountains of Tears separates the High Desert from the increasingly wetter south, the Spines of the Dog separate the Inner Seas and the Mountains of the Lizards Tongue create the coastal strip. This pens in the nomads, the ruins and secrets and cooks them like an oven, making them vicious and hard to deal with.

Buring Lands, The – See Lesser Deserts, The

Caravans, Sea of - See Inner Seas, Zakharan

Cities of the Ancients – In the east of Zakhara, where the jungles mirror and merge with their Arodian counterparts. Ancient lands stir fitfully. In the time of Giants and Elves during the earliest periods of Antiquity, there were up to seven kingdoms. Now there is only Nog, Kadar, new Dihliz and distant al’Afyal. Less kingdoms than ruins populated by sullen converts and colonists. The lands are rewilded and untamed. The doom is unknown, the survivors dwell there still amid the ancient power, great statues of animal-gods and palaces. Illegal and legal Slavery is common and feeds the cities west.[ix]

Cities of the Heart, The – The heartland of Zakhara along Suq Bay, where the First Caliph had the most success and where his son, Nasir al-Nasr forged an empire. It is anchored by golden Huzuz in the south, smoky Hiyal in the north, Wasat between and Halwa linking the Two People in the deserts. Here, loyalty to the throne is most felt. Even if it is more theoretical than material.[x]

Cities of the Pantheon, The – On the eastern side of the Golden Gulf lies a stern land. Also known as the Pantheist League, cities maintaining a strict interpretation of the Enlightened Faith. Of all the Divisions of the Faith, only Moralists are allowed and only the great Gods are permitted worshiped. And only the earliest four and a local god they hold dear. Though they chafe other Zakharans, the cities are peaceful, prosperous, well-maintained and their citizens do not go hungry. For this and their efforts to enlighten the Ruined Kingdoms do they proclaim their superiority over their decadent fellows. Segregated together yet bound strongly.[xi]

Cities of the Pearl, The – The western side of the Golden Gulf borders the Crowded Sea and the High Desert. Caressing some of the wealthiest cities in Zakhara. Ajayib, Gana, Jumlat, Sikak, and Tajar produce many luxury goods and transport the valuable cargo of the Known World. Trade is almost as important as Fate and so the lands have the greatest extravagance and poverty. Slavery is rarer here in favour of crushing debts on the free. Colorful, proud and somewhat haughty. They are the enemies of the Pantheist League across the water.[xii]

Colossus of Uruk, The – On the north side of the plateau of Sahu is a great granite statue of a king. One of the little-known Necromancer Kings. This immodest self-idol to King Uruk serves a vital purpose of being a lighthouse over the shark-infested reef, the Horn of Sahu. Overlooking the familiar coastal iron spires of the region, locally called Ereshkigal. The statue is hollow and magical in its operation, though the techniques have long failed.[xiii]

Corsair Domains – Shielding Zakhara’s northern coast are balmy island chains, home to life-long pirates. These Corsairs of the Great Sea, lounge in the hidden city of Hawa or on sandy and desert outcroppings. They contend they are to test the faithful and enrich themselves via Piracy. The islands have always held corsairs, but they were vastly crueler. Slave-takers and practitioners of humanoid sacrifice to Primordials. Ended by the Enlightened Faith, coupled with the believed wrath of Fate. The domains consist of three chains: The Genies’ Turban, The Desert’s Virtues and The Disputed Holdings.[xiv]

Crowded Sea (Bahr Al-Izdiham) – An ocean is a desert with its life underground. And the Crowded Sea is akin to dry mirages. It comprises of two island chains cleaved together by mapmakers who do not fully comprehend the breath of Laughing Storms or the Genie’s Wind, and so place them mere days apart. The western half is mostly dry islands, plied by ocean-foundering dhows and anchored by Imaria and Zakhara. The distorted east is the Thousand Thousand Islands of legend and wealth. Most make the monsoon journey via Afyal and The Yellow City. Few know or can afford map-making magic.

Dawihi Isle – An island betwixt Rog’osto and Afyal, not too far into the Crowded Sea. It is also northerly to Sahu. This land is flat veldt. The island is covered in ruined towers like many of the coasts, full of nesting seabirds and raptors on account of there being no other predator animals. This island is ruled by a mysterious avian queen with a few fortified villages. As merchant way stations are occasionally swept away by monsoons.[xv]

Desert Mosque, The - A holy site of great importance to the desert tribes of the High Desert. Each year, the House of Nasur rotates a guarding clan. The Desert Mosque is a huge, domelike sphere of volcanic rock buried in the ground. The mosque is arranged so that, in facing Huzuz, one also faces the rock. Dedicated to no specific faith, the mosque is maintained by Kahins and Mystics. Originating when Yusef al-Nasr, the first of desert dwellers, received enlightenment there. He promised that the Enlightened peoples of the desert would hold that great land in the name of the Grand Caliph.[xvi]

Desert’s Virtues, The – West of the Genie’s Turban is another cluster of islands in the Corsair Domains. Though most are unnamed or individually named, and are but sandbars or storm-drowned, there are four known ones. The Camel’s Hump, which has a single elevation, the Chador, which has two humps and reminds Zakharans of Moralist robes and the Dune, which is small and sandy. The Dune is also called Solitude or the Isle of Exiles, for it is a place of captains’ displeasure. Satellite villages, ruled by ex-Corsairs dot the main islands. Alongside hidden caches of Hawa’s great and powerful.[xvii]

Desolation, Mountains of (Al-Sayaj Mountains) – These barren mountains have long divided the Cities of the Pantheon from the Ruined Kingdoms. They are a mixed blessing. Its rivers feed all the western cities and only water the ruins of the Grey Jungle. It divides the Midani from the giant-blooded natives and it creates deserts and jungles from monsoons. Talab needs them, for without them, it is neither gateway nor tollhouse.

Dhi’b, House of – The Sons of the Wolf numbers some 4,000 Enlighened people, most of whom are herders and craftsmen. But there are several raiding clans of 200 or more warriors each. These clans prey on the caravans traveling through the south and southcentral region. The sheikh has allied with or against most of the other major tribes over the years, depending on the circumstance. They use many old forts as hideaways and storehouses.[xviii]

Dihliz - The Gateway City. Built up the Nogaro River, of stolen stone, a century’s time and unclaimed ground. Dihliz is the most Zakharan city of the Cities of the Ancients, though dominated by al-Alfyal patronage. A popular debarkation point for those seeking fortune and high adventure in the Ruined Kingdoms. It also serves as a major melting pot and trading center between the inland towns and the civilized world. The city is open and interpretation of the laws of the Enlightened Faith are looser. Except when it benefits the authorities. Though grants are given, most non-magic treasure is smuggled out.[xix]

Disputed Holdings, The – The reach of the Corsairs exceeds their grasp along the shores of the Free Cities. Several islands would be tempting strategic prizes, but the nature of the Corsair Domains prevents coordination. Though it does not stop loose claims by captains, ambushes or resupplying. The Wizard’s Reach is just outside of magical Qadib. Al-Raqsa (The Dancer) and al-Tir (The Bird) lie west and north of martial Liham. And most tempting is Qal’at (The Fortress), which would allow the captain to prey on all cargo heading to Qudra. Not just an enemy but the clearing house for all the trade heading south.[xx]

Djinni’s Claws, The – Supposedly lands beyond the rim of the world, given to or in shape of Genies. But south of the Islands of the Crab and east of Imaria. Barely explored, mostly unnamed and completely unsettled. Most charts divide it into Yadd al- Djinni (Hand of the Djinni), al-Zira (the Arm), and Kalb Bahriy Sahr (Shark Reef). Sometimes a single island, Kaff (Palm), is separated from the others. Lush and equatorial, it is home to wonderous animals and plants. Kaff is safest yet home to undead pirates hungry for flesh. Al-Zira must contain a Planar portal for genies are more frequent.[xxi]

Dubb, House of – The House of the Bear is an Enlightened tribe, lives in the southwestern corner of the High Desert, hard on the borders of the Al-Suqut Mountains. There are about 3,000 tribe members, broken into nine separate clans. Most live by herding, but some clans do a thriving business among the Realm of Bleeding Trees, where they harvest aromatic gums. The tribe is on excellent terms with the people of the city of Ajayib and has aided Ajayib’s caliph against the mountain people.[xxii]

Echoes, Vally of – Between two small ranges of the windward Furrowed Mountains is a valley filled with large black rocks. These boulders are frequently higher than an Ogre and having tumbled from the steep hills, restrict vision and sound.  Not even a mounted warrior or tracker can note much but the passage of mountain goats and deer. The closest village is called Talv, where the Al-Zalin passes through the falls of Sakina Canyon and becomes a wadi.[xxiii]

Eredu – The Damned City. Tucked away as the Northern Coast wraps into the Narrow Passage, dread Eredu has been long notorious for tolerating the intelligent undead. Its proximity to Stygia and its isolation from the wrath of Zakhara has kept the ancient traditions. The city remains because it tests the undead greatly. The undead must submit to authorisation to gain unlimited access. For those that must feed, it last no more than a year per district and requires explanations of how it will obtain sustenance without harming any citizen, visitor or friendly people. Foul named knowledge has become the trade.[xxiv]

Fabada – A village of little note except to merchants, it lies on the northside of the Mountains of Forgotten Dreams, facing the Genies’ Anvil. A peaceful Hill People called the Numtanajd, they are one of the desert most durable communities. There are three tribes forbidden to intermarry yet intermingle at will. They are filthy according to their Enlightened neighbors like the House of Dhi’b, who refrain from attacking due to the gifts the shepherds give them. They do not haggle but traders must abide by their numerous and bizarre taboos and customs.[xxv]

Fahhas – The City of Searching. The most sober city in the Pantheist League sits at the mouth of the River of Peril (Al-Naqus). Though well placed for trade and blessed with green grass and orchards along with some of the best ceramics in Zakhara, the people remain sullen, brooding and joyless. Punishments might account for this, for the law is applied to its fullest here. The city is more likely to order disfigurement and torture than enslavement or banishment. Otherwise, the city is searching for enlightenment and truth, which may bring them happiness.[xxvi]

Firethorn Island – The greatest of the Corsair Domains in size. This island is thickly forested with sub-tropical jungle, swamps and arid uprisings. This approach to Hawa is no less difficult. Across from it is the mysterious Island of Gardens and betwixt them is Chaos Bay. A maze of coral and sandbars, that shift magically at the whims of the Sea Elves who dwell there. Beyond this, ships must navigate another maze of saltwater swamps, home to the saline firethorns. A poisonous rose that can be made into a deep red dye. Hawa’s sole indigenous, luxury export.[xxvii]

Furrowed Mountains (Jibal al-Hutut) - A low line of weathered limestone, baked in the sun. No rain passes here, shortly the ground hardens into the Haunted Lands. Many Hill Tribes dwell here, able to resist the Enlightened except for the Slave raids of Qudra, for Mamluks prioritize their determined relatives. What caravans cross it from the Free Cities must walk the difficult terrain. Hostility is assumed here. The last great tribal raid occurred during the Red Crusade, when the Free Cities and Crusaders were surprised by them.[xxviii]

Free Cities, The – The Cities of the North are six great ports, each with a distinctive color. Hafayah, Liham, Muluk, Qadib, Umara and Utaqa. Though they profess loyalty to the Grand Caliph, the level is proportional to their distance from the Mamluks of Qudra. Hill Tribes to the south, pirates to the north and foreigners in the streets made the cities somewhat uncivilized. Indeed, the standing armies are frequently used against each other. The official treaties recognize each Caliph as ruling a river valley. They interpret this as one river to another, where lies the next city. Qudra must make regular peacekeeping incursions.[xxix]

Foreigner’s Sea (Bahr Al-Ajami) – An expanse of water between the Ruined Kingdoms and Arodia. The prevalence of the Crowded Sea causes it to be given short shrift. And the trade lanes be discounted except by memory. It opens to the ocean itself. Otherwise see Laughing Storms.

Gana – The City of Riches. Like Jumlat, the city devotes five months to pearl fishing. But takes advantage of being adjacent to the Realm of Bleeding Trees in the off-season. Built west of The River of Maidens (Al-Sabiya River). Gana produces finer pearls than Jumlat but for the ethical captains, they frequently must risk breaking their vows. At the end of the season there is a great festival, giving the city a wild reputation. After that is the Task of the Pearl, a competition to give the Sultan a marvel or wonder from abroad.[xxx]

Genies’ Anvil – A waste almost as inhospitable as the Great Anvil, but that it has recorded a few spots of rain ever in its history. Unlike the Great Anvil, it presents a tempting trap for caravans to cross the Mountains of Forgotten Dreams and cut across it. Few survive. The only reason to enter would be to search for legends and the Jann city of Ubar. Even then the jann House of Sihr, whose amir is prone to violently assuming the worse, even of other Enlightened.[xxxi]

Genies’ Garden, The – Two mountains, unnamed, protects a valley paradise between the Weeping Desert and the Burning Lands. Countless tall red rock spires rise to form narrow alleys through the mountains, each barely a dozen feet wide and shading the glare. Sound is absorbed by the sandstone formations and natural arches. It is shady at the base, with vegetation grows in abundance in small pools of cool water. However, such a place makes a good home for numerous monsters and Genies.[xxxii]

Genies’ Turban, The – Opposite Muluk of the Free Cities is a grouping of Corsair-haunted islands. The greatest is Firethorn Island, where taunting Hawa lurks. Completing the turban itself is the mysterious Island of Gardens. Cuddled into Chaos Bay between them is al-Oyum (The Eye) and al-Anf (The Nose). Some corsairs refer to the islets scattered about as beauty marks and use this to question strangers about their familiarity with the waters. Firethorns grow in grasslands and salt marshes here, absorbing the sun to produce a faint glow like embers. Which clearly marks their impenetrable and poisonous defense against both Mamluks and Crusaders.[xxxiii]

Ghost Mountains (Jibal al-Taif) – A small mountain range which helps shield the Cities of the Heart from the Haunted Lands. Consisting of three parallel ranges, it is also the foundation for Wasat. With the Al-Qalil (Insufficient Flow) River stemming from it.

Great Anvil – The inhospitable heart of the Haunted Lands. If this place was ever inhabited by mortals, only the Gods would be able to tell, for this land is death. Hot enough to near kill a lizard in its burrow at midday and frozen at night. This land never sees rain and its barren face is constantly swept by dust storms. The surrounding mountains shield inhabited lands but deny it the water required for life. Only the Genie can and do survive. The heartland of the Jann and capital of the Brotherhood of the True Flame.[xxxiv]

Grey Jungle – The desert-meting tip of the Ruined Kingdoms is no less deadly for being west of Dihliz. A terrible disease called Grey Fever makes the dense rainforest even more lethal than the elephant-eating teak serpents and carnivorous jungle Giants. Still, a great number of treasure laden ruins remain. Including the rumoured city of Ysawis, the Doors of Shajar and the Temple of the Serpentine Empress.[xxxv]

Golden Gulf – See Inner Seas, Zakharan

Great Sea, The – Bahr al-Kibar, See Sea of Ships

Hafayah – The City of Secrets. Second northernmost of the Free Cities, it lies on the black banks of the river Al-Kufr. Dark and somber, its people and granite architecture prefer black. Its wealth is in semi-precious stones from the river, and more precious ones are rumored. Its people are suspicious, particularly of Qadib, their rival and magic-users in general. Subterfuge hides intense loyalties and when it breaks out, the streets run red.[xxxvi]

Halwa - The City of Solitude. One of Zakhara’s few major inland settlements. It sits above a wadi which is fille briefly each spring from the Ghost Mountains. It serves as the chief trading post for the desert nomads of the Haunted Lands. Its people are considered canny merchants. Many caravans and adventures pass or leave from here and rumors say contraband including Slaves, move on to Hiyal It is two hundred miles to Suq Bay and Wasat to travel.[xxxvii]

Hanif, House of – Powerful enough to send its own ambassador to the Court of Huzuz, the largest Enlightened tribe of the Haunted Lands with 10,000 people. The tribe controls the region surrounding the Ghost Mountains and the Al-Akara Mountains. And a permanent base in a fortification that was formerly held by Assassins, a day’s ride west of Halwa. As a people, this tribe has an intense loyalty to the throne and is known for rescuing thirsty pilgrims lost en route to Huzuz. The people are brave, honest to a fault, and open to strangers in their lands. Seen as toadies by nomads.[xxxviii]

Haunted Lands, The – What was once a rich jungle or grassland, where cities dwelled in Antiquity amid snowmelt rivers. Is now a harsh, rocky desert of a hundred shades of red and brown, baked for nigh on a thousand years. Instead of oasis and cities it has pillars of stone thrusting up through the sands. The Giants and Ruined Kingdoms once ruled here, but according to legend, Fate scattered the people and lands for their violence. What is known in divine libraries is eventually the wadis dried and the few remaining cities of Moradask and Sokkar fought, lost and cursed by upstart Huzuz.[xxxix]

Harab, Island of – The Island of War. More working mines than Bariya, but just as distorted. See Rusunuga

Hawa – The City of Chaos. The only sizable settlement of the Corsair Domains is their unofficial capital. Held only sometimes by a pirate king and usually by a council of the most powerful Corsairs. It lies inside Chaos Bay and is sometimes known as the City of Stilts, as the retired pirates build above the islets. Sea Elves moving the razor-sharp reefs with magic as a defense. The riot of architecture hides sunken ruins and lost treasures. The people are independent, self-reliant and dangerous, much like their close relatives in Utaqa. They welcome newcomers but do not trust them.[xl]

High Desert – More mysterious and wonderful than the ancient Haunted Lands, this semi-Continent is Zakhara’s domestic frontier. The cities here are further apart, far more material in their cultures and the nomads far more likely to be unenlightened. The mountains box in the lands, creating alcoves for things to be forgotten such as the dreaded Pit of the Ghuls, unrecorded people or strange magics. The city of Akota itself is not even governed by the Land of Fate but squats in the Narrow Passage for its Imarian overlords. Here the desert caravan or the ship is the only way to travel.

Hilm – The City of Kindness. Perhaps the most liberal of the Pantheist League, it is closest to Huzuz and so a stopping point for overland pilgrims. It is the league at its best, with as little crime as color. Likewise, its people are known for being even-tempered, patient and managing the best hospices in Zakahara. It was the second city to receive the Enlighted Faith, and the Gods of the Pantheon were its gods. They tend to temporarily enslave ruckus-causing Enlighted followers of lesser gods, to work for the religious authorities, rather than execute them.[xli]

Hiyal – The City of Intrigue. On the rim of Suq Bay, a mere three hundred and sixty miles of golden Huzuz, stands the soot-blackened slums of Hiyal. The valley of the river Al-Wahl traps the shroud from the foundries and kilns, nurturing the dark alleys and back rooms. The city is believed to be the center of the Slavery black market. Nomad attacks have breached the wall but be mired in the slums. Though regarded as duplicitous and untrustworthy, the Great suq is world famous as is the quality of its weapons. Rumors say there are Planar portals in the city.[xlii]

Hotek, House of - Only some 2,000 Enlightened people, growing as they war against the city of Hiyal. the sultana and her brood have oppressed, cheated, or harmed many. They traditionally roam the northwestern corner of the Haunted Lands. Until recently the members lived in peace with the city. Now they move primarily by night and are not as welcome as they once were in the City of Intrigue. As the raids grow more common, conflict with the other major enlightened tribe of the eastern desert, the House of Hanif, has increased as well.[xliii]

Hudid – The City of Humility. Among the more tolerant of the Pantheon. Hudid is located outside the Golden Gulf, on the shores of the Crowded Sea. Along the Al-Jama River (Gathering Waters). It is a prime site for exotic items as it services incoming ships to the Continent itself. Considering this, it maintains the Pantheon’s purity with tariffs and laws that penalize, but do not discourage outsiders. It possesses a renowned university, for the pious and scientific studies. It is also forefront towards the Balanite Heresy in Mahabba, with fears of sympathizers inside the city itself.[xliv]

Hulm – A village of Hill People in the High Desert, to the south-east of the Pit of the Ghuls. Like the rest of the accursed valley, they were not practitioners of the Enlightened Faith and served as warriors in various campaigns by the barbarians of the hills and deserts to resist or destroy those who were. Traders accuse them of breaching hospitality even more than other unenlightened tribes.[xlv]

Huzuz – The City of Delights. Nestled between the Golen Gulf and Suq Bay is the grandest and most spectacular of Zakharan cities. Called the “heart of the heart” or The Golden, its spires can be seen from ships. Here is where the Loregiver lived and where the First Caliph received the vision. The wealth of the Land of Fate has flown to this city as has uncountable pilgrims. The city is quite tolerant and confident, even in the face of the Age of Chaos. Marvels include the Grand Bazaar, the Palace, the Public Gardens and the Golden Mosque.[xlvi]

Huzuz, Land Travel – To Halwa is the Ghost Route. Up the Al-Sarif River for ninety, then north to the deserts of the Haunted Lands for a hundred. The green means Zarif, where each accuse the other of cheating. One or two days away is the Oasis of Solitude, where camels fill up. Then scrub for two hundred before the Al-Malih River and another one-fifty to Halwa. The Pilgrim’s Route to Hilm starts at the Pilgrim’s Gate, then past the Shrine of the Brave, along the Al-Akara Mountains to Zayir. One-fifty to the Mosque of the Thirsty Jann and then south two hundred.[xlvii]

Huzuz, Sea Travel – All ships must sail some thirty miles down the Al-Sarif River to the Golden Gulf. The Northern Sea Route, Dihl al-Suq is frequented by pirates and merchants rarely assist one another.  The Southwestern Sea Route, the Pearl Way, is along shallow water, storms coming up or aquatic Humanoids occasionally threaten this. The Southeastern Sea Route is used by ships seeking the Pantheist League and beyond. There are few pirates, but many storms. The Elvish Trade Fleets do not fear the Golden Gulf unduly, they come via the Pearl way first and leave by the Southeastern.[xlviii]

Inner Seas, Zakharan – Zakahra has relied on ships for longer than it has relied on camels and donkeys as they divide it almost in two. The Golden Gulf is the primary transit, linking the Pearl Cities and the Pantheist League to each other and the Crowded Sea. Then comes the north and south quarter of Suq Bay, which facilitate the Cities of the Heart to the gulf and prevent the deserts merging. Via The Passage, or Al-Tariq Channel the waters come to the Sea of Caravans, Bahr al-Dahil.  This provides easy access to the northern caravans without having to port across to Hiyal.

Island of Gardens, The – Opposite Firethorn Island, home of wretched Hawa of the Corsairs is a barely inhabited island of legendary renowned. Towering cliffs and plunging waterfalls spring from lush shores, giving rise to the idea that some mystic force dwells above in the River of God. From the few who visit, they can sadly attest the abundant foliage and flowers do not extend to the heights. Old stone stairs lead to an arid interior. The people were once corsairs but now grow orchids. But the island is barely explored, and few can really say what lies at the river’s source.[xlix]

Islands of the Crab, The (Jazayir al-Sartan) – Where the Tumbling Mountains give way to the Laughing Storm, is a lush but avoided archipelago said to be in the shape of a crab. Rain comes only during the monsoon and there is only a small Zakharan settlement on the seaward side of Jazirat al-Qraidis. Jazayir al-Alfar is home to Zakharan Halflings (Tarangu) on the north arm and Imarian Humans (Haifami) in the south. Neither welcoming, as they are unenlightened targets for Slavery.  Jazirat al-Sadaf is home to Gurum: Ogres, Ogre Magi and their purple hybrids. Some sort of crab God lurks in the center.[l]

I’tiraf – The City of Confessions. The site of the League Conclave, the governing body to which every Pantheist city sends representatives. And hosts the navy and a magnificent blue mosque. Located at the mouth of the river Al-Hadi (River of Inspiration), the city prides itself as the most moral and upstanding realm. This likewise come with the belief that outsiders of the Pantheist League are barely above savage who will come around. The emir’s family stop short of self-deification and are frequently blamed for all conspiracies in the Cities of the Pearl. Periodic rumours of war turn into xenophobic riots.[li]

Jacinth Sea – See Sea of Salt, The and Moradask

Jamal Oasis – The best known and maybe most hospitable place in the High Desert. South of the Mountains of Forgotten Dreams is a mighty caravanserai, old temple and good food. Though the House of Asab claims it, travellers are welcome so long as they don’t overstay. The temple is a cylinder of wind-blasted granite topped with a minaret. This is marked with religious aphorisms, mostly lost. The visible one is said to be debated by djinn on summer nights. Those with wisdom are rewarded, other punished.[lii]

Jann of the Haunted Lands - The Jann of the Haunted Lands are wildly crazy and impulsive, dangerous to themselves and to all who accompany them. Always present, they have become extreme in the last few decades. The homeland of the jann is the Great Anvil, the large central waste of inhospitable land. Here lie great ruins of civilization that are now uninhabited, save for the elemental peoples. A typical janni tribe will number 11 to 31 individuals, lead by a Sheik who responds to an Amir has yet to renew loyalty to the fifteenth Grand Caliph to renew loyalty. He might be dead.[liii]

Jumlat – The City of Multitudes. Perhaps one of the worst cities in Zakhara and certainly the Cities of the Pearl. Crowded along the habitable strip of the Tepid River (Al-Fatir), the city survives on pearl fishing alone. Most of the city is indebted into poverty to the pearl merchants and the beggars fill the streets in the off-season. Long a rival of Gana, Jumlat’s pearls are inferior, but they harvest more. The city is infamous for its lecherous chief vizer. An Elf whose longevity and preference for human maidens has destroyed many merchants and single-handedly made the veil more common there.[liv]

Kadar – See Ruined Kingdoms

Kadarasto - The City Most Sinister. Once the capital of ancient Kadar, this city resides inland up the river Nogaro River from Dihliz. Its unique architecture: heavy, angular, depressing and with graven icons too difficult to remove is enhanced by its riverside bluff and atop a dozen city ruins. Its people are natives but the moneyed classes stem from Zakharan exiles and adventurers, so the cruel mixed dynasty regulates both with fear and Mamluks. The base for valley exploration, all ruins within two days ride have been picked clean. Leaving fields and landscape with gutted tombs and toppled statues.[lv]

Kashan, Well of – In the Genies’ Anvil is an ancient stone that some say was made by a Kahin, the Hand of Makti. Near that is an enchanted oasis at the bottom of a great depth. This well is said to contain enchanted groves and rich gardens. Also, the treasures of the Jann as guarded by the ruthless Amir Bouladin al-Mutajalli of the House of Sihr. Clearly not one has ever returned with the legendary treasures, but somehow rumours still spread the amir or his daughter are the only ones to know the magic words to enter.[lvi]

Kashtaph – On the windward Mountains of the Lizard’s Tongue, where the Bay of Fins delivers rain, stands a corrupt merchant city. Kashtaph guards perhaps the only pass beyond into the High Desert and extracts a toll for trade with the Hill People and some of the Unenlightened Desert Nomads like the House of Tayif. The pass is hidden to avoid local Goblins, the House of Nasur and distant Tajar. More recently, the city has been seized by Eladrin desert nomads, the Sand Knives, who now extract a tax on the treasury.[lvii]

Koth, The Spires of - Half a day on foot from Raziz is a natural granite spire, topped with black quartz. A navigation point for caravans. Nine Mystics from that village claimed it for the Zakharan God of wisdom and used a djinni’s help to carve a spiral up it. For whatever reason a caravan found their bodies far below. Now on the high holy day, the skeletons scramble like spiders up the sides to pray and plead for a night.[lviii]

Krak al-Niraan – Within the Weeping Desert of the Haunted Lands stands a might man-made rock. Built in wetter times to guard the trade routes to dead cities. Here is the dreaded outpost of the Brotherhood of the True Flame and justifying terrible is its reputation. Entire clans of the House of Hanif have vanished by wandering too nearby. Not the main stronghold itself however, hidden from all but the Gods in the Great Anvil.[lix]

Kruk Al-Shidda – An abandon fort at the southwestern end of the Gogol Pass. Cutting through the Al-Yabki Mountains between Jumalt and Gana. As authority has weakened, the fort came to be a point of contention between the cities. As each monsoon tapered off in late winter, the fort would be seized in turn as it was too soon to finish refortifying it. Eventually a wise general destroyed the fort, and the cities had no reason to feud. Th ruins are now said to be haunted and travelers go missing there. Shaddad, the terror of the Genies, once ruled nearby.[lx]

Leaning Towers, The – Across the valley of the Nogaro River in the Ruined Kingdoms lies a coastal ruin. Not like the great metal spires of Rog’osto, but of stone and mortar. Of the same era and make as the Doors of Shajar, the ruins are infested with snakes. There is little reason to visit.[lxi]

Lesser Deserts, The – The Haunted Lands can be divided into three parts in decreasing levels of habitability. The Weeping Desert extends from the Furrowed Mountains, so called due to noises made by the undead that roam here. It was the more fertile land of the wastes centuries ago. Here lies Sokkar, Animal Nomads and Krak al-Niraan. Beyond the line of barchan was the Burning Lands, where Al-Anwahr and Moradask flourished along with what little water flowed into the Jacinth Sea. This land was sparser, as the heat of the Great Anvil baked the rock and the sand.

Liham – The City of Soldiers. Where the Al-Sari River meets the sea is the closest the Free Cities come to Qudra. Equal distance between Umara and Qudra. So, the Mamluks have a strong presence here, hence the name or Liham the Lapdog. Crimson is favorited here, and it is sometimes called Liham the Red. Indeed, the flickering masses of people have given the bazaar the name Al-Mauqida, the Hearth. Its specialty is coffee. There are regular rumors that the mamluks or the population will overthrow the Caliph and wage war on the other.[lxii]

Mahabba – The City of Charity. Like Hudid, it is located outside the Golden Gulf and benefits from trade in the Crowded Sea. Unlike Hudid, it has been closed under its on military, due to fears of the Balanite Heresy. This ancestral stain cannot be forgotten, and the city is taking on a new name, the City of Silence. The heresy is real and aggressive, persecuting those who have turned their backs on ancient traditions. Harsh persecutions and inquisitions have led to the near banning of music and overlooking of official overreach.[lxiii]

Majlis – The stronghold of the Geomancers in Kadar. There were nine geomancers, and it is said most were slain here as Imam Suhail min Zan and the Lions of Yesterday laid siege. Though razed, its foundations lie somewhere to the east of the Nogaro river. It’s fall opened the Ruined Kingdoms to be exploited by the corrupt but Enlightened dynasties of khedives and by unwholesome animal faiths.[lxiv]

Military Camps of the Qara’a – In Zakhara, a qara’a is a barren field of weeds and scrub, good for grazing but not much else. West of the Jamal Oasis, two houses compete for one. One hundred years ago, the soil dried and House Fajirik and House Ashurim fought for the last patch. In time they came to a truce, requiring the qara’a to be neutral and each maintaining a military encampment opposed each other. The truce was supposedly renewed again for another hundred. Tajar supports Fajirik and Qudra support Ashurim for an even older slight when the land was green.[lxv]

Mina – A place so insignificant that few can claim it really exists. A small town to the west of Qudra, providing it with food thanks to its abundant farms. Beyond that, it serves as a staging ground for Qudra’s regular excursions to corral the petty Jabb lords of the coastal strip. Isolated from anyone but the Sea of Ships by the Mountains of the Lizard’s Tongue.[lxvi]

Misbahd and Jinutt – The island of Sahu is limited in its civilization. The northern side is home to only two villages, the pirate port of Misbahd and the fishing village of Jinutt. Placed against the base of the plateau. Besides being a persistent threat to shipping in the Foreigner’s Sea, they are noted for a pre-Enlightened Faith custom. They leave the bodies of the dead in the jungle for the animals. This has kept a proper set of clerics from being established.[lxvii]

Mountains of Forgotten Dreams – Shielding the relatively mundane eastern reaches of the High Desert from the wrath of the Genies’ Anvil. These tall former volcanoes were sliced by wide and easy passes, even if falling boulders were noted in traveler tales. A highly prized feral dog, the white saluqi roams the brush of the lower slopes.[lxviii]

Mountains of the Lizards Tongue – The northern Boundary Mountains of the West. These ranges create both the chaos of the coastal strip and the inner High Desert. They shield the Pit of the Ghuls from any filling water and keep the north dry. They also allow the host of petty states along the coast to thrive, menaced only by the Corsair Domains and Qudra’s occasional watching. It is the home to both Zakharan Dwarves and the Jabb, the Human Hill People who gave rise to the Zakharans of the west. Even if no one remembers them.[lxix]

Moradask – The City of the Sun. Besides the inland salt lake, called the Jacinth Sea in the Haunted Lands. Grew a city of plentiful limestone, gems and beautiful creations. Over the decades the inhabitants grew wealthy and prideful. Taking to worship their own whispering master-crafted idols. They turned to looting their neighbors. The next year the First Caliph met them and destroyed the city. The hand of Fate turned the water to the Sea of Salt. Many idols and treasures were hidden in the catacombs below by cultists before the land became desert. Valuable yet rare magical wood is scavenged here.[lxx]

Muluk – The City of Kings. An unbroken line rules Muluk from even before the First Caliph and the city is greatly proud of it. Just as much as the regal purple it produces from local indigo plants. Indeed, the Grand Caliph lets the citizens wear the color freely and it is famous in barbarian lands for it.  At the mouth of the river Al-Zalim, it is betwixt Umara and Qadib. The people are seen as arrogant and proud. Others sneer Muluk’s ruler saw the faithful sweep away unenlightened emirs and sultans, and so converted to maintain unbroken control.[lxxi]

Natifa, Burning Pool of – West of the Mountains of Forgotten Dreams, adjacent of barchan in the High Desert lies a sweet-smelling yet salty pool of burning water weeds. A marvel even for elementally infused Zakhara. The weeds burn only in contact with the water, cannot be extinguished with water and a fountain emerges from it. Even stranger is the ghost who dwells there, an elderly woman who asks travelers to cook with an open kitchen at one end. She fetches ingredients and if she likes the food, she will reveal desert secrets. If not, the chef is thrown into the pool and must escape.[lxxii]

Narrow Passage, The – There is no way by ship between the Great Sea and the Crowded Sea except the straits which run from the High Desert in Zakhara and Stygia in Imaria. Passed Akota and the tightening walls of the Tumbling Mountains (Jibal Al-Suqut) and the Weeping Mountains. The Elven Merchant Fleets fight hard to keep this passage open against Corsairs and Midani rivals, for the Grand Caliph knows that he who controls these remote seas, controls a third of the Known World’s trade. Such a bottleneck always results in wrecks and Cities of the Pearl do well from resupplying the skilled.

Nasr, House of – The People of the Eagle roams the northern reaches of the High Desert and maintains the Desert Mosque. The Enlightened tribe numbers some 3,000 people (split into 30 clans), and all are known for their hospitality and prowess in weapons. Every year a single clan is entrusted with protecting the Desert Mosque. They have had disagreements with Qudra in recent times, as the Mamluks can barely tell them from Hill Tribes.[lxxiii]

North Coast, The – A nebulous region that ranges from the barely inhabited Mountains of the Lizard’s Tongue to the thriving Free Cities and islands of the Corsairs. This stretch of the Great Sea is much more influenced by thousands of years of trade and war with Adventia and central Nangia. Fezzes and stockings are common here, as are unveiled women and foreigners fill the ports. The inhabited regions are still recovering from the devastations of the Red Crusade. Corsairs are a constant danger to ships, even those of the Enlightened and only the Mamluk of Qudra keep the Grand Caliph’s authority in place.

Pantheist League, The – See Cities of the Pantheon

Pit of the Ghuls – A valley of death and wafted by the scent of decay. A deep valley surrounded by a ring of granite hills and cliffs, a branch of the Mountains of the Lizard’s Tongue. Legends say in ancient days the Gods punished a Giant who had mastered an ocean here. Now there is a salt lake and a ghost. Besides that, there is the giant’s confirmed but undiscovered treasure and the largest concentration of Ghuls anywhere on the Continent. Their presence has kept the tribes of the area unenlightened and fearsome.[lxxiv]

Qadib – The City of Wands. The river Al-Haul houses such wonder that all eyes are drawn to it. For more elemental mages, sorcerers and Sha’irs live here than anywhere else in Zakhara except for Huzuz and Rog’osto. Its universities of elemental magic and civilized arts are considered some of the best in the Known World, hence alternatively, City of Sages. There are a great many bound Genies, mostly Jann. The people are all that is good and bad about scholars and debaters. It also produces a fiery yellow-orange pigment called Uther. Rumors of caves to the Underdark are common here.[lxxv]

Quabah – A remote and tormented village south of the Pit of the Ghuls. Created by nomad Mystics from the Mountains of the Lizard’s Tongue. The brotherhood lived as celibate ascetics and hardship. A revisionist leader, Yzeed, then reinterpreted the doctrine to allow for wives, which were exchanged from the Hill People with gaudy religious trinkets. However, as the mystics were obliged to treat their wives with the same reverence as the Gods, women began turning up in droves from across the High Desert.[lxxvi]

Qudra – The City of Power. North of Hiyal lies the bastion. Qudra has been under Mamluk control since they rebelled against their tyrannical emir who plotted to overthrow the eighth Caliph. The city has never fallen and is grim, bar it’s reward of a magnificent mosque. Here the Mamluks projects authority bar their humiliation by Hawa a decade ago. The non-mamluks inhabitants are not warlike and are hardworking, honest and obedient. Slaves are constantly imported as recruits, though the mamluks run the most enlightened slave market. It also is a major clearing house for northern trades goods going south.[lxxvii]

Range of Marching Camels, The– Like humps on the horizon, this range separates the High Desert from the frontiers of the Cities of the Pearl. It also forms a critical guide for the caravans of ivory and Imarian Slaves that cross east from Akota. The range is not much of a barrier to the nomads which cross with ease to make misery to Ajayib and Ganna and raid each other.

Raziz – Betwixt the Range of the Marching Camels and the Mountains of Forgotten Dreams is a village of poor reputation. It is surrounded by refuse and the well allows for many animals. Unfortunately, the inhabitants are regarded as gluttons who have never developed a culture beyond feeding on their sickly herds and dancing for every occasion. Scandalous to Zakharan recorders, they love to dance together, a distinct one for each sex. Worse, they also embrace and kiss each other on the mouths at the crescendo. Their interest in the outside world is otherwise limited to lurid tales of war and bloodshed.[lxxviii]

Realm of Coffee, The – The land to the south of Ajayib is better watered and higher than most of Zakhara, perfect for the growing of coffee. This has done much to enrich the new city, but the highlands stretch for quite a distance and quickly merge into the Tumbling Mountains (Jibal Al-Suqut). This means much of the land is under threat from the Hill Tribes. This has encouraged the city into an alliance with the House of Dubb and encouraged many adventurers to strike out into the hills for land grants.

Realm of Bleeding Trees, The – Between Ajayib and Gana stretches a wasteland of shrublike trees. Good only for goat herding otherwise, the gum of these trees is the source for frankincense and other luxuries. This draws the attention of both cities. With Gana being the closest but the nomadic House Dubb directs its own harvest west to Ajayib. No one has fought a war for it yet. What is more concerning is the area has managed to be raided by the House of Tayif. The unenlightened desert riders inflicting just as much fear as damage. See (Al-Qadim Land of Fate pp. 40-88)

Ruined Kingdoms – In the east of Zakhara lie the ruin-haunted valleys of the Cities of the Ancients and the death wastes of the Haunted Lands. Here is where the oldest civilizations in Zakahara emerged during the Dawn Age. Before the copper men of the Golden Gulf learned from them, the Giants built settlements here and Zannad ruled over Nog and Kadar. Eventually the Humans would steal the stranded coastal cities. The Elven Merchant Fleets first found its calling here, trading tin for spices and tropical wood. In time the river changes, curses uttered, and heroes warred. The land grew untamed.

Rog’osto – The City of Spires. Th most northern of the Cities of the Ancients, this is the last stop before the jungle becomes dry and Arodian. Here, the Yellow Plant Empire once built vine bridges to cross the drylands but those rotted before memory. The city is named for its great metal towers, gleaming out of time. For their shape it is also known as the City of Fungus. It is thought burned Elves (Drow) built them. They are claimed by wizards and priests, making the city the most magical by population on the Continent. Many competing factions fill the court.[lxxix]

Sahu – The Isle of Serenity. Named for the tranquil life of its inhabitants, the island shares the metal towers of the region. But these broken spires halt at the massive, forested plateau that dominates the center of the island. Those ruins here are from Nog, but a later era than the mainland. The island is noted by Elven records to be unwholesome and the tranquility that of death. Two shark-infested reefs; the southern Rubban’s Tears and northerly the Horn of Sahu complement this. A Colossal Statue completes the languishment of faded glory.[lxxx]

Sahu, Interior of – Forgotten to all but the dead, are the ruins on the plateau. Indeed, only records remain in the Astral Sea, like Hevastar. The sterile capital of the Necromancer Kings, a nonangon. Nycopolis lies against a dead lake, volcanic rock and granite, and empty of even a speck of grass but filled with belongings. The last king opened a rift to the Shadowfell and its spirits haunt it at night. In contrast the lost and hidden summer palace of the first king, Uruk was made of ivory and white marble. Spirits whisper of island tunnels and an underground palace prison.[lxxxi]

Serpent Bay – A deceptively calm stretch of water off the Grey Jungle coast, as the Golden Gulf gives way to the Crowded Sea. Shallow and wide, its turquoise waters give a marvelous view of the sea monsters and aquatic Humanoids which attack moored ships here. If they were gone, it would be a vital stop.[lxxxii]

Serpentine Empress, Temple of – Weeks deeper into the Grey Jungle, beyond the Doors of Shajar lies an ancient temple. This is dedicated to human-headed serpent, Naga and their occasional God of night of simply their knowledge. Great treasures should have been stored there. With many modern rival cults and treasure hunters seek them.[lxxxiii]

Shajar, Doors of – Up the Nogaro river is it’s tributary, the Abdo River. Winding its way through the outlying forests of the Grey Jungle, past a city which dared to tame it. Nothing remains of that city except for two statues of it’s king, guarding a dam long since burst back into a valley. These statues are likened by the few to survive seeing them, as like flanking a door.[lxxxiv]

Sihr, House of – Not a Human tribe, but the Enlightened Jann of the High Desert. In the heart of the desert lies the Genies’ Anvil, an inhospitable place where no mortal can survive for long. The number of jann in the House of Sihr is unknown between the desert and the Elemental Chaos. The tribe itself is divided into several clans, each with its own sheikh. These clans wander, herd, trade with other Enlightened tribes, and occasionally raid settlements. All sheikhs claim allegiance to the Amir.[lxxxv]

Sikak – The City of Coins. Named for coin-sized fish scales. On the River of Copper (Al-Nuhas River), the city fishes the bountiful coast and nearby Maribar Island. It has been ruled by the same Gnomish dynasty since before the First Caliph, who spend their childhood working with the fishermen. The administration is handled by the royal family. The Sultan has a harem of the most beautiful woman in Zakhara and over twenty children. It is known the artisan wells are kept working with Genie pacts, the people are informal in manner and dress and very thin-skinned about their way of life.[lxxxvi]

Strait of Sorrow, The (Nada al-Hazan) – The first and last entrepot of the Crowded Sea, before the journey east, called the Silver Road. Here is where the Genie’s Wind is harnessed. Well explored, dry, tree-less and moderately settled, its wild port is Bandar al-Sa’adat in the Masud Jazayir (Fortunate Isles). Otherwise, there is al-Zabdiyat (the bowl), claimed by a Sha’ir, bleak Tawil (long), Dirs (Jaw-tooth) with it’s falcons and Sayyad (The Hunter) with its sea-bred horses. Lastly is dreaded Jazirat al-Gawwar (Island of the Whirlpool) which is shunned by all, yet names the archipelago.[lxxxvii]

Suq Bay – See Inner Seas, Zakharan

Tadabbur – A featureless heap of rubble perched in a once-strategic ridge at the confluence of two rivers. Once the last fastness of the Geomancers, it’s vast underground structures have been choked with decay as the upper ramparts have been devoured by the jungle. Here they made their last stand deep within Nog, having been chased from Kadar by Imam Suhail min Zann and the Lions of Yesterday. The place is named for or passed in, the word for contemplating mysteries.[lxxxviii]

Tajar – The City of Trade. The northernmost of the Cities of the Pearl, it is the heart of seaborne trade. It can reach every city within the Inner Seas of Zakhara easily. Foreign fleets trade here. It controls the caravan route to the Port of Akota. Here the nomads of the High Desert come to trade. Only the suq of Huzuz can rival its marketplace. Ruled by a Sheik from the House of Bakr. It has artisan wells to supplement the River of Courtesy (Al-Adib River), abundant work and wealthier poor. They are proud, boisterous, musical and quick to take offense.[lxxxix]

Talab - The City of Questing. To follow the river Al-Muti (River of Generosity) east from Hilm, into its source amid the scorched wilderness. The most common starting point for adventurers entering the Ruined Kingdoms and Haunted Lands from a Pantheist city. Underwater conduits bring water from wells in the Al-Sayaj Mountains, which in turn flow from the reservoir to make the Al-Muti not a wadi. A great university of healing is present. The people are insular and secretive due to raids from desert nomads, otherwise unwelcome merchants. Profitable Slavery of unenlightened from the Ruined Kingdoms and illegal kidnappings feed corrupting Assassins.[xc]

Tayif, House of – The Ghost Warriors are at most 1,000 Unenlightened members in the High Desert. The tribe’s numbers seem much greater, for the people roam the entire length of the desert. Raids struck caravans outside Qudra and resin-farmers in the faraway Realm of Bleeding Trees. Almost superhumanly fast, they survive solely through raiding. They seem to have no set pattern or purpose other than to damage established trade. They wear white in battle, and they are always veiled. No Ghost-Warrior has ever been identified, save for the leader and his vizier. A foreigner and a disgraced priest.[xci]

Thawr, House of - The Enlightened tribe of the Children of the Bull has dwindled to some 1,500 people. Lured away by the prospect of employment and adventure in the Pearl Cities. Their land is currently in the southeastern spur of the desert, where the tribe supplements trade by raiding the border regions for horses and supplies. These raids were originally minor, but now, losses are heavy. They may retreat to the deeper desert or migrate north to seek shelter with the Bakr in the city of Tajar. So far, they are searching for something.[xcii]

Ubar – The Lost City. Located in either the heart of the Great Anvil of the Haunted Lands or the Genie’s Anvil of the High Desert, this is the capital of the Jann of Zakhara. Here the jann live as the wo-dwelling component of the Two People, thronging the bazaar where they trade for goods of value only to them. While their Amir is indisposed the city is ill-maintained and banditry against others is rife. Caravans from here can appear without warning, loaded with frankincense, metal and ceramics. Sha’ir must never attempt to command here. The Giants called it Dayya.[xciii]

Umara – The City of Knights. Situated on the mouth of the Al-Yatir river. It has been most injured by the Atoks. A formerly unenlightened people who rode from the plains of central Nangia to inhabit the Furrowed Mountains. Their Khan was the first to adopt the Enlightened Faith and deposed the previous Caliph following a series of disastrous battles with Muluk. The Astoks are generally Midani in appearance but are shaggier with full beards compared to the moustaches of the coast and different customs. They dominate the city elite but not the bureaucracy. Their God was adopted as an enlightened god.[xciv]

Uqab, House of – The League of the Vulture is made up of outcasts from the desert and their descendants. They consider themselves Enlightened, but their respect for the Grand Caliph is slight and their reconciliation of the gods fleeting. They are scavengers, living off the success of others. They raid caravans and steal horses. There are likely no more than 2,500 members, scattered in small bands, but their numbers grow with each attack and each telling of the tale thereafter. The Vultures recruit savages and mountain tribes to aid in their attacks, but the tribe lets these outsiders do most of the dying.[xcv]

Utaqa – The City of Free Men. So far along the North Coast, the only reason it could be considered part of Zakhara is that is not beyond the World Pillar Mountains. Its color is white, representing purity or surrender depending on the view. They see themselves as good and decent and others as decadent and tyrannical. Making them honest and blunt. Stridently opposed to slavery, all slaves are free inside their territory. Mamluks garrisons are aligned against the civic government as much as invaders. Mercenaries abound on the road to Sughd by the Sea.[xcvi]

Vahtov – A city built to rob the Pit of the Ghul, it is nestled at the end of the valley and cradled by the hill spur. House of Nasr refugees and Dwarven Nomads from the nearby mountains excavated riches before descending into civil war. Legends say the inhabitants were shrunk to the size of thumbs, feasted on by ravens and the survivors live in a crack. Resettled after two hundred years by outcastes from the House of Tayif. The city is now home to all races and creeds of heretics, the infirm, disfigured and the despised. Justice is merciless here.[xcvii]

Vishap’s Teeth – So striking that even those who are not caravanners have mentioned it. Four great pyramids of dark granite, worn smooth by the wind jut from the High Desert. Beyond the tail of the barchan dune, close to the Range of Marching Camels. Though believed to be natural, primitive tribes including the Numtanajd of Fabada say it is the teeth of a sleeping and immense vishap. The cruel and wingless Zakharan Dragon.[xcviii]

Vor Kragal, Ruins of – The City of Ash was the jewel of Bael Turath’s south. A hellish forge in the Mountains of Forgotten Dreams. Pacts transformed the city into a maker of war weapons, fuelled by blood and infernal magic and each designed to kill body and soul. With each of the three houses taking on more pacts than mere damnation, its population descended into the kind of decadence and debauchery beyond one’s sickest fantasies. Whether Dragonborn siege or Tiefling feud, the city abruptly was buried beneath volcanic ash, only rising in the last generation to taunt the land with its disquiet shades.[xcix]

Wall of the Wailing Elephant – A vast rocky escarpment that separate the desert of the Great Anvil from the tropical lowlands of the Ruined Kingdoms, specifically Kadar. So named for its great size and the many wind-blown holes, which sound halfway between a moan and an elephant’s trumpet. It is said there are hidden valleys and ways that certain desert tribes use as refuges. And they will kill and die rathe than reveal them to outsiders.[c]

Wasat – The Middle City. Between Huzuz and Hiyal, on one of the busiest trade routes in Zakhara, is a sleepy city where not much happens. It primarily serves as a waystation between its dream-like neighbors and produces only the essentials. Some desert bards named it The Shining City due to the reflection on the white-washed buildings, when the fog or hazes lifts. The people are so unremarkable that they have the aspect of refusing to be surprised by anything. This may greatly contribute to the city’s reputation. Yet its strategic location and indifference are rumored to hide many spies.[ci]

Weeping Desert, The – On of the rare sandy stretches of desert in Zakhara. Very haunted by the undead. See Lesser Deserts, The

World Pillar Mountains, The, (Jibal al-Akbas ) - These are the western massifs of the Mountains of the Moon, beyond the valley of Sughd. Home to the mysterious and threatening Empire of the Yak-Men, the mountains divide the Animal Nomads of the deserts from those of the steppes. Hordes and caravans cross only in force, limiting the Caliphate from adding any Enlighted people beyond to the Land of Fate.

Yak-Men, Realm of – In the soaring heights and hidden valleys of the World Pillar Mountains dwell a reclusive and oppressive race of Humanoids. The Yak-Men are Ogre-sized and possess the heads of yaks, to themselves they are known as Yikaria. It is hard to find details. They are feared in Zakhara as boogey-men, and in Sughd as raiders, everywhere as Slave-takers. Ruling openly in the lowlands and sacrificing slaves to their faceless God. This same god has taught them to force dao to serve them without harm and inhabit the living bodies of others as spies.[cii]

Yarrat - A village of desert Dwarves who dwell in pits beneath ironwood trees. Their women have the skill to cast magic with desert stones. Near the southern tip of the Genies’ Anvil on the way to the Pit of the Ghuls, they trade water for goods. These dwarves live on tubers and have an amazing knowledge of the desert and finding water. Some say they know a hundred secret pools across the Anvil.[ciii]



[i] See Al-Qadim Land of Fate p.86

[ii] See Al-Qadim Land of Fate p.86

[iii] See Revenge of the Giants pp.6-7, 9-13, 25

[iv] See Al-Qadim Land of Fate pp.36-37

[v] See Assassin Mountain: Holy Slayer Sourcebook pp.22-31

[vi] See Al-Qadim Land of Fate p.37

[vii] See Golden Voyages: Book 3 pp. 3-5

[viii] See Draconomicon: Metal pp.118-123

[ix] See Al-Qadim Land of Fate pp. 104-105

[x] See Al-Qadim Land of Fate p.58

[xi] See Al-Qadim Land of Fate pp. 94-95

[xii] See Al-Qadim Land of Fate p.85

[xiii] See The Complete Book of Necromancer pp.111-112

[xiv] See Corsairs of the Great Sea: Campaign Guide, pp.5,30-32

[xv] See Ruined Kingdoms: Campaign Book p.6

[xvi] See Al-Qadim Land of Fate pp.38-39

[xvii] See Corsairs of the Great Sea: Campaign Guide, p.6

[xviii] See Al-Qadim Land of Fate p.37

[xix] See Al-Qadim Land of Fate pp.105-106, Ruined Kingdoms: Campaign Book pp.16-20

[xx] See Corsairs of the Great Sea: Campaign Guide, p.6

[xxi] See Golden Voyages: Book 4 pp.1-16

[xxii] See Al-Qadim Land of Fate p.38

[xxiii] See A Dozen and One Adventures p.29

[xxiv] Inspired by Open Grave p.15

[xxv] See Caravans: Campaign Book, pp.13-14

[xxvi] See Al-Qadim Land of Fate pp.95-96

[xxvii] See Corsairs of the Great Sea Adventure Book, pp.36-39, Campaign Guide, pp.7-10

[xxviii] See Assassin Mountain p.24

[xxix] See Al-Qadim Land of Fate pp.70-71

[xxx] See Al-Qadim Land of Fate pp.87-88

[xxxi] See Caravans: Campaign Book, p.14

[xxxii] See A Dozen and One Adventures: Campaign Book p.13

[xxxiii] See Corsairs of the Great Sea: Campaign Guide, pp.5-6

[xxxiv] See A Dozen and One Adventures: Campaign Book p.13

[xxxv] See Ruined Kingdoms: Campaign Book p.6

[xxxvi] See Al-Qadim Land of Fate pp.71-72

[xxxvii] See Al-Qadim Land of Fate pp.58-60

[xxxviii] See Al-Qadim Land of Fate p.43

[xxxix] See Al-Qadim Land of Fate pp.120-121

[xl] See Al-Qadim Land of Fate pp.72-74, Corsairs of the great Sea: Campaign Guide, pp.8-19

[xli] See Al-Qadim Land of Fate pp.96-97

[xlii] See Al-Qadim Land of Fate pp.60-63

[xliii] See Al-Qadim Land of Fate p.44

[xliv] See Al-Qadim Land of Fate pp.97-99

[xlv] See Caravans: Campaign Book, p.15

[xlvi] See Al-Qadim Land of Fate pp. 63-69

[xlvii] See City of Delights: Gem of Zakhara pp.31, 33-34

[xlviii] See City of Delights: Gem of Zakhara pp.34-36

[xlix] See Corsairs of the Great Sea: Adventure Book pp.28-32

[l] See Golden Voyages: Book 1 pp.1-16

[li] See Al-Qadim Land of Fate pp. 99-100

[lii] See Caravans: Campaign Book, pp.15-16

[liii] See Al-Qadim Land of Fate p.44

[liv] See Al-Qadim Land of Fate pp. 89-90

[lv] See Al-Qadim Land of Fate pp.106, 108, Ruined Kingdoms: Campaign Book pp.21-23

[lvi] See Secrets of the Lamp: Genie Lore, p.38

[lvii] See Draconomicon: Metal pp.202-203

[lviii] See Caravans: Campaign Book, pp.18-19

[lix] See A Dozen and One Adventures p.41 A Dozen and One Adventures: Campaign Book pp.16-26

[lx] See Cities of Bones pp.7-8

[lxi] See Ruined Kingdoms: Adventure Book pp.36-37

[lxii] See Al-Qadim Land of Fate pp. 74-75

[lxiii] See Al-Qadim Land of Fate pp.100-102

[lxiv] See Ruined Kingdoms: Adventure Book p.8

[lxv] See Caravans: Campaign Book, pp.14-15

[lxvi] See Al-Qadim Land of Fate: Maps

[lxvii] See The Complete Book of Necromancer pp.110-111

[lxviii] See Caravans: Campaign Book, p.15, p.17

[lxix] Never really elaborated on in Caravans, just names on the map

[lxx] See Cities of Bones pp.26-32

[lxxi] See Al-Qadim Land of Fate pp.75-76, A Dozen and One Adventures: Campaign Book pp.5-10

[lxxii] See Caravans: Campaign Book, p.12

[lxxiii] See Al-Qadim Land of Fate pp.38-39

[lxxiv] See Caravans: Campaign Book, p.17

[lxxv] See Al-Qadim Land of Fate pp. 76-77

[lxxvi] See Caravans: Campaign Book, pp.17-18

[lxxvii] See Al-Qadim Land of Fate pp. 77-81, Corsairs of the Great Sea: Campaign Guide, pp.25-29

[lxxviii] See Caravans: Campaign Book, p.18

[lxxix] See Al-Qadim Land of Fate pp. 111, 113, Ruined Kingdoms: Campaign Book pp.25-27

[lxxx] See Ruined Kingdoms: Adventure Book pp.38-40, Campaign Book p.6, The Complete Book of Necromancer pp.109-110

[lxxxi] See The Complete Book of Necromancer pp.112-115

[lxxxii] See Ruined Kingdoms: Campaign Book p.6

[lxxxiii] See Ruined Kingdoms: Adventure Book pp.32-36

[lxxxv] See Al-Qadim Land of Fate p.40

[lxxxvi] See Al-Qadim Land of Fate pp. 91-92

[lxxxvii] See Golden Voyages: Book 3 pp.1-16

[lxxxviii] See Ruined Kingdoms: Adventure Book p.59

[lxxxix] See Al-Qadim Land of Fate pp. 92-93

[xc] See Al-Qadim Land of Fate pp. 102-103

[xci] See Al-Qadim Land of Fate p.40

[xcii] See Al-Qadim Land of Fate pp.40, 42

[xciii] See Secrets of the Lamp: Genie Lore, pp.35-36

[xciv] See Al-Qadim Land of Fate pp.81, 83

[xcv] See Al-Qadim Land of Fate p.42

[xcvi] See Al-Qadim Land of Fate pp. 83-84

[xcvii] See Caravans: Campaign Book, pp.20-21

[xcviii] See Caravans: Campaign Book, p.21

[xcix] See Dragon Magazine #364 pp.17-26

[c] See Reunion p.9

[ci] See Al-Qadim Land of Fate p.69

[cii] See Monster Card pp.15-16, Dragon Magazine #241 pp.89-95

[ciii] See Caravans: Campaign Book, p.21

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