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  1. - Top - End - #31
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    Default Re: [Hourglass of Zihaja] Chapter 2: The World of Siraaj

    Qulzai
    Population: 10,384 (small city)
    Demographics: 78% human, 9% kobold, 5% sabi, 3% half-genie, 2% gnoll, 1% half-ghul, 1% lizardfolk
    Dominant Cultures: Nomadic Tribal
    Government: Hereditary oligarchy
    Notable Religions: Daq, Limalia, Maqur, Pashati, Umaj, Waharim
    Main Alignment: True Neutral
    Notable Vassals: Baluqar, Hubal

    Nestled in the rocky highlands between the Elzim River & the Narrow River is a city built around a trio of small oases, which spring up from the otherwise-parched ground. This city-state, called Qulzai (KOOL-z’eye), is a nexus for nomads & travelers from all over the region because of its reliable water sources. One of these springs is even said to provide magical benefits to those who drink from it at night, although most people dismiss this as a mere myth. The city has been attacked or besieged many times over its long history by those who have sought to seize control of its oases, but its people have repulsed these attempts time & again.

    The citizens of Qulzai trade regularly with the nomadic peoples to the west, mostly gnolls, humans, & aazlai. Known for the many druids in the area, as well as other people with a close connection to the earth (some of which are secretly geomancers), the city’s oases have been a meeting point for caravans for untold centuries. The urbanites are sometimes annoyed at the strength & importance of the area’s rural peoples, & these tensions sometimes make relations rather fragile, but most of the locals realize that both factions are dependent upon one another for their continued survival & prosperity.

    Qulzai was once the site of a brutal massacre, as a large meeting of many caravans & tribesmen was ambushed & slaughtered by an army of desperate warriors returning to Adabasha. The young town was literally decimated, & is still haunted by the restless undead that arose from that bloody night over 1,500 years ago. The modern-day citizens would like nothing more than to put those troubled spirits to rest, but no solution has quelled their cries for long.

    The centuries of travelers & nomads have led to the formation of one of the most religiously-diverse places on Siraaj. The city-state has no major temples, but it does have several small shrines, each dedicated to a different faith. Qulzai boasts shrines for Daq, Limalia, Pashati, & Waharim, as well as many depictions of the Standing Mark, the symbol of Umaj. The church of Maqur has a furtive presence here, as it does in many urban centers, although it has no public holy places. Prophets & sages can always be found on the streets of Qulzai, espousing their particular philosophy & attempting to convert listeners.

    One such wise man is a magnetic & enigmatic individual called Gadil izra-Yusuf (Neutral Good, Bard 4/Cleric 11), a self-described prophet who has gathered a growing cult of personality around himself. Claiming to have received divine wisdom from an angelic being, Gadil has become one of the most popular & well-known figures in the city, despite his humble wishes to live simply & spread his word without undue adulation. The ruling council fears his movement, known as the Gadilites, as threatening the delicate status quo, so they are looking into ways of neutralizing him before his followers cause any lasting harm to the established order.
    Last edited by Zeta Kai; 2011-12-05 at 10:04 AM.

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    Default Re: [Hourglass of Zihaja] Chapter 2: The World of Siraaj

    Raqam
    Population: 7,112 (small city)
    Demographics: 54% human, 19% kobold, 14% sabi, 8% gnoll, 3% lizardfolk, 1% half-genie, 0% half-ghul
    Dominant Cultures: Hijra, Local, Mamlaqai Culture
    Government: Plutocracy
    Notable Religions: Daq, Johoum, Limalia, Al-Khawan (Maqur), Pashati
    Main Alignment: True Neutral
    Notable Vassals: Abubu, Dushara, Maqsur, Qiraj, Ulaz

    In the sandy flatland between the Red Sands & the Arid Plains, there is a parched city struggling to persevere in a no-man’s-land overrun with monsters, scoured by sandstorms, & scorched by the merciless sun. This tough, sometimes-brutal city-state is a place where only the strong survive, & is thusly populated by only the most enduring & stubborn inhabitants. This is the city of Raqam (rah-KAHM).

    Founded along an ancient trade route that winds its way northward from the cities in the south, Raqam is in the badlands between two deserts, surrounded by unusual geography. An ancient lakebed, which dried up during the Great Drought, forms the city’s northwestern border, now a barren plain of cracked mud, bleached bones, & shipwrecks. The cliffs & highlands to the east are pockmarked with caverns & catacombs, which are the homes of ancient tombs & barbarous tribes, including many tarisabi & desert centaurs. The hills to the south hold several iron mines, as well, providing some income for the often-put-upon locals.

    There are several local landmarks that make Raqam a unique & interesting place to live. The Wells of the Deep are five nigh-bottomless well shafts, extending hundreds of feet down; they are the city’s only reliable source of water, & even they sometimes run empty during the dry season. The Forgotten Piers are what remains of the city’s wharf district, after the lake was drained by sinister magics. The city’s most notable sight is perhaps the Tower of Light, a six-story lighthouse overlooking the dried-up harbor. It has since been abandoned, but an even-larger lighthouse was built in Luardo over 20 years ago, in homage to this distinctive tower.

    Raqam is often plagued by monster attacks, mostly from almasti, vulture harpies, & nasnasi. The merchant princes, who essentially run the town, routinely hire guards to protect their caravans & secure food shipments for the city. The work pays well, but the job is quite dangerous, & turnover is high as a result, either to due resignation or casualty.

    Hundreds of years ago, Raqam was once a contested site in a three-way conflict between the kingdoms of Admaja, Al Huruz, & Shadaz. The ongoing clash lasted for decades, with the city being captured by one side or another for a time before being liberated by another one of the kingdoms. One more than one occasion, the city was nearly destroyed by the fighting, & many battles threatened to raze the city to the ground. The bloody feud wasn’t resolved until both Al Huruz & Shadaz were destroyed & absorbed by Admaja early in the Imperial Reckoning. Only then did Raqam know lasting peace.

    The city-state has a pragmatic, somewhat-cynical, mostly-secular populace, & so they are not particularly devout. The locals worship several gods, but none with any great zeal or conformity. Daq is probably the most popular faith here, but Limalia & Pashati have a relatively-strong presence, as well. Cults to other deities exist, but have little influence upon the city at-large. There are no major temples here, & the few shrines are small & out-of-the-way.

    Disasters seem to befall Raqam on a regular basis, and this past year was no exception. The city was recently buried in a massive sandstorm (called the Rain of Ash), & its citizens have just finished slowly digging themselves out & picking up the pieces. Nearly a dozen people died during the storm, but the locals are resilient, & have already buried the dead & moved on. Such is life here in Raqam, & while it may not appeal to many in other places, some of the people here wouldn’t have it any other way.
    Last edited by Zeta Kai; 2011-05-24 at 01:59 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 2: The World of Siraaj

    Rasalhague
    Population: 26,531 (metropolis)
    Demographics: 49% lizardfolk, 17% gnoll, 14% human, 9% sabi, 7% kobold, 2% half-genie, 1% half-ghul
    Dominant Cultures: Sheqarai
    Government: Meritocratic republican polyarchy
    State Religion: Pashati
    Main Alignment: Neutral Good
    Notable Vassals: Bujiq, El, Fahir, Ulz

    Rasalhague (ROZZ-ahl-hog) is an old city built along the banks of the Provider’s Oasis, on the border between Burdusq & Sheqari. As one of the originating sites of Pashati’s worship, it remains a place of pilgrimage within the region for those seeking her aid. It was first settled as a remote outpost in the southern fringes of the ancient kingdom of Sheqari, before that nation’s collapse.

    Rasalhague is a major trade hub, & though the Old City is low, sunken & comfortable, the New City to the west bustles along the major roads that run to the ocean. This city-state is the largest lizardfolk-majority settlement on the continent. It is also the largest rice-producing town in Admaja, with myriad rice paddies around the lake.

    Never a strong military city, Rasalhague’s eastern walls have been largely weathered away by the ravages of time. However, bunkers & redoubts still exist below ground, & have proven useful during occasional heavy storms. Although the city is at odds with Rasaljathi over philosophical & religious differences, the conflict has yet to become violent. Some of the more militant citizens have petitioned for the restoration of the city’s defenses, but so far, the quarrel with Rasaljathi has not warranted such an action.

    Rasalhague is notable as a fairly tolerant city regarding religion. Though the major religion is the faith of Pashati, there are parlors to the luck god Adimas, road shrines to the traders’ harsh goddess Limalia, & a few enclaves maintained by Resolutes from further down the western coast. Rasalhague is thought to be a minor control point in the clash between Akasha & Sunya. The only religious disturbance in Rasalhague arises when the church of Sidaru tries to grow a power base under the council’s eyes; the citizens here do not oppose Sidaru himself, but they are intolerant of his church, which they find to be morbid & severe.

    As a center for lizardfolk culture & tradition, Rasalhague adheres perfectly to the lizardfolk way of life. Many rasi (singular ras) can be seen around the city, & druids can be found in the low regions & bazaars. The lizardfolk sense of community & simple living can be seen as plainly in eyes of the conservative citizens as it can on the peaceful streets. One exception to lizardfolk tradition is the prominence of the city’s prestigious colleges; most Sheqarai elsewhere are taught by the local rasi, & few attend formal schools, but here, any citizen would consider it a great honor to graduate from the finest academies in the region.

    One such embodiment of the lizardfolk culture is a quiet-yet-profound elder from the Old City named Ras Duraq (Neutral Good, Druid 9/Ranger 2). Duraq has been a highly sought-after font of wisdom in the area for decades, & has always worked towards the betterment of his fellow citizens. A life-long devotee of Pashati, Duraq has many Sidarite friends, dating back to his days of wandering the wastelands seeking enlightenment. He has been trying for quite some time now to help the church of Sidaru achieve some measure of acceptance in the city, but with little success.
    Last edited by Zeta Kai; 2011-05-25 at 06:45 AM.

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    Default Re: [Hourglass of Zihaja] Chapter 2: The World of Siraaj

    Rasaljathi
    Population: 6,194 (small city)
    Demographics: 67% lizardfolk, 13% human, 9% sabi, 5% kobold, 3% half-genie, 1% half-ghul, 1% gnoll
    Dominant Cultures: Sheqarai
    Government: Theocracy
    State Religion: Sidaru
    Main Alignment: Lawful Good
    Notable Vassals: None

    Just east of Oasis Lake, on the border between Sheqari & the Sea of Fiery Knives, there is a peaceful theopolis. Built around a small spring of freshwater bubbling up from a massive boulder, the city is a major lizardfolk settlement, & serves as essentially one massive sprawling temple. This is the pious city-state of Rasaljathi (ROZZ-ahl-JAH-thee).

    The city-state is at odds with Rasalhague over philosophical & religious differences. Rasalhague is dedicated to Pashati, while Sidaru is the official patron faith of Rasaljathi. Neither city allows the other religion to openly practice their faith within its borders, although both deities are respected by the average citizen of both towns. This conflict isn’t a violent one, for Sidaru preaches peace & Pashati advocates giving, but some discrimination does take place, & the impasse seems to be unsolvable.

    Rasaljathi has strained relations with its other neighbor in the region, Sulafat, which is the closest major settlement. Sulafat was once a lizardfolk village in Sheqari that was captured by the kobolds of Haz-Hurad centuries ago. Kobolds still dominate in that city, & the people of Rasaljathi have not forgotten their usurpation. This bitterness continues to the present day, so while the two cities do have open trade relations & open gates, there is amply animosity brewing beneath the surface.

    Because of its status as a holy land for the Sidarites, Rasaljathi receives thousands of pilgrims every year. Many clerics, paladins, & other divine servants of Sidaru make a pilgrimage here every autumn (spring to most of Admaja), to celebrate the beginning of the rainy season. This corresponds to the annual pilgrimages of the Pashatai, who celebrate the rains in Rasalhague. The two faiths often meet on the road to the contrasted city-states, so these pilgrimages can sometimes become quite tense at times, depending on social & political circumstances.

    This city was the site of many battles in the war between Haz-Hurad & Sheqari, which took place over 1,700 years ago. Rasaljathi still bears some scars from that era, including a scorched wall on the southern face of the Obelisk, the city’s largest Sidarite temple. The Sepulchral Square was first built to contain the remains of martyrs who perished during that ancient war. And the Cairn of Calm is all that remains of a great marble hall that was leveled, resulting in a pile of black rubble which has served as a monument to past failings of peace ever since.

    Rasaljathi is the birthplace of the renowned Ras Shasad (Neutral Good, Druid 17/Master of the Wastes 10), a seemingly-ageless lizardwoman priestess who in her youth helped end the Ten Dark Years. She is blunt, brusque, & sometimes belligerent, but she cares deeply for nature, the world, & the people who live on it. She is a powerful force for good on Siraaj, & her kindness is seen in her deeds, if not always in her words.
    Last edited by Zeta Kai; 2011-05-25 at 06:59 AM.

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    Default Re: [Hourglass of Zihaja] Chapter 2: The World of Siraaj

    Rizaj
    Population: 16,729 (large city)
    Demographics: 56% human, 18% sabi, 10% gnoll, 7% half-genie, 4% kobold, 3% half-ghul, 1% lizardfolk
    Dominant Cultures: Mamlaqai, Rizzadobo Tribal
    Government: Theocratic emirate
    State Religion: Akasha
    Main Alignment: Chaotic Good
    Notable Vassals: Aiqu, Duruq, Luija Qaffi, Malaz, Qefra

    On the northern shores of the shallow Nuraz Lake, north of the Red Sands, is a peaceful, relatively-quiet city called Rizaj (ree-ZAHJ). Also known as New Shahat, the city is an oasis of peace & well-being, a place where all welcome, so long as they come without envy, malice, or rage. It is an experiment in harmonious living that emphasizes personal freedom & independence, but one that is now threatened with an abrupt & violent end.

    Almost 20 years ago, the city-state was under the control of an Adimas-worshipping emir, Zada (Chaotic Evil, Bard 15/Pharaoh 1). Zada was a merciless & capricious ruler, & the citizens finally ousted her after a particularly cruel deed, sending her into exile. The city turned to a local hero, Leron the Wildhearted (Chaotic Good, Cleric 13), turning him into the next emir. This turned out to be very fortunate for the town, as Emir Leron was able to use his faith in Akasha, his patron goddess, to transform the city-state into the tranquil splendor that it is today.

    But Zada was neither killed nor made powerless. She wandered the desert for quite some time, unsure of what to do or how best to seek revenge. But now she has amassed an army of nomadic tribes (rumored to be backed by Maqurites), & is determined to reclaim her throne, even if it means razing the city she once ruled. Her actions have not been in secret, either, so the people of Rizaj have had ample warning, causing some citizens to flee & others to prepare for the inevitable conflict. Leron is preparing for the impending assault, but doubts that the city could withstand a siege.

    Rizaj was originally named after its founder, Akila Rizaj, who led the people of the nearby town of Old Shahat to safety. Shahat was once a part of the small kingdom of Qalira, back during the Age of Kingdoms. But Shahat was ruined during the fall of the Empire of Admaja, which Akila was able to foresee & act upon in time. The refugees from Old Shahat moved eastward from their destroyed city to the place that Akila had chosen for them. Most of Old Shahat slid into the sea as the cliff side gave way, but some ruins still stand.

    The city has relatively good relations with its neighbors, especially the gnoll-dominated settlements to the east. Rizaj even has a mostly-gnoll district, the Sayed Ward, which is one of the city’s more affluent areas. It has a lucrative fishing industry, built around Lake Mathir. But most of its industry is actually agricultural, with farms growing durum wheat & lentils, which are irrigated with ample lake water.

    Even ignoring the threat of Zada’s army invading the city, Rizaj still faces some significant issues, despite its pleasant nature. One of the most pressing concerns is the many thieves that have been operating in the area. The city has been trying to control the increasing predations of bandits in the area, but with little success. Most robberies take place on the roads outside of town, but an escalating number have occurred on the city’s streets, as well. The authorities have arrest several pickpockets & bandits, but the stealing continues unhindered, & the city guard is at a loss for what to do next about the intractable problems.
    Last edited by Zeta Kai; 2011-05-25 at 06:58 AM.

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    Default Re: [Hourglass of Zihaja] Chapter 2: The World of Siraaj

    This world is incredibly detailed. How long did it take to come up with all this?

    Also, what program did you use for the maps?
    Quote Originally Posted by Dragonprime View Post
    Wouldn't a bulb only be sharp if someone broke it? Oh...wait...that's actually very fitting for this situation. Well played Ranger Mattos. Your metaphor-crafting is masterful indeed.

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    Default Re: [Hourglass of Zihaja] Chapter 2: The World of Siraaj

    Quote Originally Posted by Ranger Mattos View Post
    This world is incredibly detailed. How long did it take to come up with all this?
    Two years to the day. We probably could have gotten it done much sooner, but there was a lot of polishing that needed to be done. And a lot of polishing that still needs to be done. We're getting there.

    Quote Originally Posted by Ranger Mattos View Post
    Also, what program did you use for the maps?
    Thank you for taking an interest in the maps; I knew that I made them for a reason. They were made using Photoshop CS3 & Illustrator CS3. Usually I made the sketch in Illustrator, & then textured it in Photoshop. A lot of the techniques that I used can be found by reading the tutorials at the Cartographers' Guild.

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    Default Re: [Hourglass of Zihaja] Chapter 2: The World of Siraaj

    Rizzadobo
    Population: 4,359 (large town)
    Demographics: 64% gnoll, 15% human, 8% sabi, 6% kobold, 3% half-ghul, 2% half-genie, 1% lizardfolk
    Dominant Cultures: Rizzadobo Tribal
    Government: Meritocratic tribal council
    Notable Religions: Al-Khawan (Maqur), Nathar, Red Jaw (Umaj)
    Main Alignment: Chaotic Neutral
    Notable Vassals: Jahmbi, Sarqai, Uhaffa

    On the Tuljahar Peninsula, overlooking the Nuzuqal Gulf, is the wild & unusual town of Rizzadobo (REET-sah-DOE-bow). Citizens of more conventional city-states find life here to be strange, even a bit jarring. But the people here love their town, & wouldn’t have it any other way.

    Unlike most city-states, the majority of the populace of Rizzadobo is transient, often staying far from its already nebulous borders. Most of the locals belong to various nomadic tribes, who stay in town for the lean winter season, migrate away in the spring, only to return in the autumn, once their hunting grounds are depleted. The population during the winter months swells to almost 6,000 people, becoming effectively a small city in the process. The cultural differences between the Nomads & the Dwellers produces no small amount of social tension, but so far the ruling council has managed to hold the town together.

    Rizzadobo is governed by a high council that is composed of the strongest & wisest of each tribe & clan. Any councilor can be challenged for his or her seat at any time, but only from within their respective group. A challenged councilor must face his or her challenger in ritual combat, the rules for which are determined by the councilor’s tribe or clan. Successful councilors are not challenged often, though, as there is a great social pressure to keep effective leadership in place.

    The permanent populace is quite cosmopolitan, with most races cohabitating peacefully, but the migrants are almost all gnolls. The citizens are mostly employed in agriculture, growing olives, dates, & figs on the many orchards that surround the city. However, some of the locals are starting to become interested in the nascent art of sailing, which promises to have a large impact of the town’s economy & culture.

    Rizzadobo is subjected to seasonal typhoons every year, as the stormy season lasts from late spring to mid-autumn. The town’s buildings are constructed quite solidly & low to the ground, which no wooden structure taller than one story; the few stone buildings are only two stories tall, as well. The locals are intimately familiar with the storms, & know how to deal with the destruction that they potentially bring with them. This preparedness gives the citizens of this town a somewhat-deserved reputation for being calm & unflappable.

    The authorities are trying to deal with a rash of mysterious disappearances of many prominent local figures. Several healers, elders, even high council members have vanished without a trace, upsetting this already-fractious city-state. The disappearances have fueled rumors of a new cult dedicated to Nathar operating in the area, which have yet to be conclusively disproven.
    Last edited by Zeta Kai; 2011-05-25 at 07:01 AM.

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    Default Re: [Hourglass of Zihaja] Chapter 2: The World of Siraaj

    Sabur
    Population: 5,483 (small city)
    Demographics: 62% human, 17% lizardfolk, 9% sabi, 5% kobold, 3% half-genie, 2% half-ghul, 1% gnoll
    Dominant Cultures: Local, Sheqarai
    Government: Autocratic triumvirate
    Notable Religions: Adimas, Maqur, Sidaru
    Main Alignment: Chaotic Neutral
    Notable Vassals: Amm, Sadr, Uadhara, Ubaz

    On a high hill overlooking Azraq Bay, on the western coast of Burdusq, is the proud city of Sabur (sah-BORE). Once it served as the capital of the ancient kingdom of Burdusq (but not the original capital), & the city-state still controls a vast swath of territory for miles around, including many vassal towns & villages. It is an old & wondrous place, with many buildings dating back to the founding of the city almost 2,000 years ago.

    Sabur has never faced a war or other destructive event, so the people here often take peace & prosperity for granted. But now the city is facing its most dire crisis in generations. The entire area is suffering from an outbreak of a strange & deadly plague known as the Black Blight. This disease is a debilitating & potentially deadly malady that has spread like wildfire throughout the city, as well as the surrounding countryside. Because of the Black Blight (so named for the large, dark, leathery patches of cracked, oozing, hairless skin that covers its victims), trade relations between Sabur & its neighbors have been halted, & the city-state in a de facto quarantine.

    The city is famous throughout the continent for the fine-quality blades & weapon-smiths that it produces. This is due in part to the long tradition of steel forging in the area, but is mostly attributable to the rich iron mines in the east. These mines are mostly depleted now, though, & are said to be haunted by foul spirits & other evil creatures, so the smiths & forgers have been very anxious about the iron supply.

    One bright spot for the city was a recent discovery by sailors searching the floor of Azraq Bay. They were looking for the spilled contents of a steel delivery bound for Luardo, but found something much more interesting. They came back up with a rare, valuable new ore known as zahir (IE mithral). This silvery metal is as easily shaped as bronze, but is harder that the finest tempered steel. If it were not for the plague outbreak, this material would be a very valuable commodity, as the city’s metal-smiths are already making weapons & armor out of the new metal.

    Politically, Sabur has become somewhat fractured as of late. The last pharaoh, King Sesseram, died two years ago, & his three sons now jointly rule the city. Prince Omar (True Neutral, Aristocrat 4/Wizard 5) is the eldest brother, who appeals to the city’s ministers. Prince Amir (Chaotic Neutral, Aristocrat 3/Bard 6) is the middle brother, who is popular with the lower class citizens. And Prince Walid (Lawful Neutral, Aristocrat 2/Monk 7) is the youngest brother, who has support from the higher-class locals. Their relationship is extremely tense & fragile; they actively seek to usurp each other’s power or have each other killed. The citizens have mostly chosen sides, siding with one co-ruler or another, which threatens to turn their sibling rivalry into a civil war. The general sentiment among the locals is that this situation is unstable & one day, sooner or later, the issue will erupt in an irrevocable confrontation.
    Last edited by Zeta Kai; 2011-05-25 at 07:09 AM.

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    Default Re: [Hourglass of Zihaja] Chapter 2: The World of Siraaj

    Sa’ifah
    Population: 10,826 (small city)
    Demographics: 52% human, 17% sabi, 12% half-genie, 8% half-ghul, 5% kobold, 3% lizardfolk, 2% gnoll
    Dominant Cultures: Iludai
    Government: Constitutional republic
    Notable Religions: Adimas, Maqur, Qirus, Ruh Thariq (Daq)
    Main Alignment: Lawful Neutral
    Notable Vassals: Deruq, Ta’lab, Zash

    Named for its many well-tended public gardens & the lush vegetation in its open plazas, Sa’ifah (sah-EE-fah) is the City of Green. Located in a relatively-fertile valley in north-central Ilud, the city is surrounded by wooded hills & verdant fields. The bounty of the land here has allowed the city-state to create a very robust farming & logging industry, which produces vegetables & grains for most of the settlements in Ilud.

    Sa’ifah is a gathering place for druids & rangers from all over the continent, who make annual pilgrimages here & often stay for a season or two to experience the thriving beauty of nature. Due to the substantial greenery, the entire area is infested with mischievous peri & other fey creatures. These wild-folk give the region its deserved reputation as an unsettling place of mystery & magic.

    Originally named Gazafa Ashir, the city of Sa’ifah was once the capital of the kingdom of Ilud, but was razed to the ground by the invading Admajai. The empire quickly rebuilt the city in its own image, using many architectural motifs & themes which are not present in most western settlements. The remains of the old city have mostly been demolished or built over, but the tunnels underneath Sa’ifah (which serve as sewers & catacombs) still lead to half-buried buildings & vaults dating back to the pre-imperial era.

    On the outskirts of town is a wide multi-tiered building, which is covered in crawling vines & has almost no windows. This is the Academy of the Truest Art, a college for scribes & scholar that attracts mages from the farthest reaches of the world. Although the school purports to be an ordinary house of learning, where students learn history, calligraphy, science, poetry, & mathematics, it also teaches them how to best wield the Secret Art of true magic. The student body is mainly made up of half-genies & sabi, although all races are represented, even a few half-ghuls who have managed to find the school.

    Sa’ifah is a democratic republic, where all free men are allowed to vote on issues & the leaders that will address those issues. Indentured servants are not permitted to vote, but freemen have recently been allowed to do so, & it has already changed the political landscape of the city. The current vizier is Aden aq-Zarqa (Lawful Good, Paladin 7), the first sabi to hold that position. He is a cool, efficient leader with a calm, low-key personality, which is in stark contrast to the stereotype of a fiery temperamental narsabi.

    Vizier Aden’s largest problem, though, is the thieves’ guild operating in the area. Known as Al Ukhuwa (“the Brotherhood”), this union of burglars, cutthroats, & pickpockets hold a monopoly on the thievery in Sa’ifah, & their predations are a threat not only to the vizier’s authority, but the stability of the city-state itself. The republican guard has proven powerless to stop the Brotherhood, & the locals are desperate to end (or at least contain) this escalating lawlessness.
    Last edited by Zeta Kai; 2011-08-01 at 12:55 PM.

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    Salah
    Population: 23,070 (large city)
    Demographics: 55% human, 25% sabi, 9% lizardfolk, 6% half-genie, 2% kobold, 1% half-ghul, 1% gnoll
    Dominant Cultures: Local
    Government: Pharaonic autocracy
    Notable Religions: Maqur, Pashati, Qirus, Sidaru
    Main Alignment: Neutral Good
    Notable Vassals: Za’adu

    Seen by many as a haven of decency & righteousness, Salah (SAH-lah) is the City of Hope. This peaceful city-state sits on a hill in southern Burdusq, surrounded by dry savannahs & rocky lowlands. The area is verdant & well-watered due to several natural springs in the stone-strewn valleys. The city earned its sobriquet from its role during the Ten Dark Years.

    After the Pactspell, survivors fled from the fall of the Admajai, heading northward in order to escape the mayhem. Many settlements that had escaped the Pactspell’s destruction closed their gates & refused to harbor refugees after the first mad wave, but the people of Salah welcomed them & shared their stock with them. For this reason, the city (as well as its people) is remembered for its warmth & hospitality.

    Not all is well with the city, however. The area around Salah is regularly beset by ghuls, vulture harpies, & (more recently) the she-da-zhong. The springs are not always reliable, & low-yield seasons can lead to droughts & subsequent famines. And the entire region is known for its heavy storms, some of which create devastating cyclones. Despite these troubles, the people of Salah persevere with a resiliency & a positive attitude that has become emblematic of the city as a whole.

    Salah was originally a remote town in the northern reaches of the Dominion of Alaqanas, & is the only major settlement that remains from that long-lost kingdom. Long ago, the city weathered many sieges from the neighboring kingdom of Burdusq. Due to these regular assaults in the past, the city has always had strong defenses, & it still has three concentric sets of thick stone walls around its entire perimeter. The outer walls are partially made with obsidian, which is mined from the dormant volcano to the west. The lava-stone here is extremely durable, & is said to be magically enhanced.

    The famous Arch Rock Road leads from the marketplace here in Salah all the way to the market square in the City of God, near Ilud. Qirusite pilgrims from the north come here to begin the final leg of their journey to the Stoic Watcher’s City, & they genially interact with the locals, who mostly worship Pashati & Sidaru. The road is also known as the Safar Alquba, & was named for the many natural arch formations that can be seen in the rocky hills alongside much of its length.

    Salah has been ruled by a long dynasty of pharaohs, the latest of which is the dynamic Queen Tuhaia (Lawful Good, Aristocrat 6/Paladin 5). Tuhaia is a hands-on ruler who enjoys mingling with the common folk, & has even been known to treat sick or injured citizens personally. Her main concern is the defense of her city & its people from monstrous predations, particularly from the growing number of she-da-zhong in the region. To this end, she is attempting to raise an army, & is hiring mercenaries & militia members to join her ranks. This army is unpopular with the locals, however, as it seems to run counter to the city’s reputation for peace & kindness.
    Last edited by Zeta Kai; 2012-02-16 at 10:51 PM.

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    Sijur
    Population: 11,393 (small city)
    Demographics: 47% human, 19% lizardfolk, 14% sabi, 8% kobold, 6% gnoll, 3% half-genie, 2% half-ghul
    Dominant Cultures: Iludai, Raheel
    Government: Autocratic sultanate
    State Religion: Qirus
    Main Alignment: Lawful Neutral
    Notable Vassals: Zaqar, Zebi

    On the island of Jual Jahazi, off the western coast of Admaja, sits the city of Sijur (see-JOOR). As the largest settlement on the island, this city-state dominates the political landscape of the area. The city has a defense agreement with the other towns, so the Lion Guard (as the city’s militia is known) has fought numerous battles with the she-da-zhong, which have attempting to conquer the island for decades.

    Sijur is allied with its close neighbor, the City of God, & trades primarily with the locals there. The city is competing with Luardo & Zawraq for dominance of the nascent sailing & shipping industries in the region. Due to its size & clout, Sijur controls the grape-growing for the entire island, & is thusly famous for its many fine wines.

    The laws of Sijur are some of the most exhaustive on Siraaj, & the punishment for infractions is severe. The constable is particularly intolerant of thievery, the price for which is hand-chopping or death (for repeat offenders). The strict penal code is unpopular with some citizens, & certain elements within Sijurai society want to change the system. The sultana just narrowly survived an assassination attempt (which is thought to be motivated by the legal system), & she is zealous in her efforts to find & punish those responsible.

    Southwest of town is the Cavern of Corpses, a deadly cave system that appears to have been carved into the hillside. It has been there since before the first recorded expeditions to the island in the early Age of Kingdoms period. The cavern complex was made by some unknown people, possibly to serve as a burial vault for some great ruler. It is quite extensive, which the hexagonal tunnels sprawling in all directions. Many explorers do not return from the site, as many dark magics seem to hunt people that enter caves, striking them with a horrific curse.

    Sijur was founded only about 300 years ago by Jafaz al-Sijur, on the site of an abandoned fishing village. That village once belonged to the Dominion of Alaqanas, but was deserted when Alaqanas was destroyed by the War of Songs, over 800 years prior. Some unknown magic preserved the village, & the buildings were still there when Sijur was first settled. Those structures were finally destroyed by the city’s founders to make way for new construction, & it is thought that the Central Square is haunted to this day.

    The city-state is ruled by the ruthlessly-efficient Sultana Nada (Lawful Evil, Bard 8/Duelist 5). She is a dispassionate leader, but one who leads effectively through cold, heartless pragmatism. She is not well-liked, as the recent attempt on her life has proven, but the city has prospered under her draconian rule. Most locals begrudgingly accept that although she is unpleasant, her tactics & policies have greatly benefited the city over the years.
    Last edited by Zeta Kai; 2011-05-27 at 02:05 PM.

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    Sulafat
    Population: 21,407 (large city)
    Demographics: 58% kobold, 16% human, 9% sabi, 7% lizardfolk, 4% half-ghul, 3% half-genie, 2% gnoll
    Dominant Cultures: Local, Sulafati
    Government: Constitutional monarchy
    Notable Religions: Akasha, Sidaru
    Main Alignment: True Neutral
    Notable Vassals: Jahffar, Zaqazu

    On the Turtle River, just north of the Provider’s Oasis, is the jumbled city of Sulafat (SOO-lah-faht). Located in southern Sheqari, this city-state is the largest kobold-majority settlement on the continent. Kobolds, who normally are a very cosmopolitan & non-nationalistic race, consider this city to be something of a homeland, a place for them to call their own.

    The streets of Sulafat are a chaotic maze of sharp turns, dead ends, & back alleys, the result of various periods of growth & haphazard urban planning. The buildings are a mix of lizardfolk & kobold architecture, with old multi-story towers right next to new sprawling plazas. This dichotomy is disorienting to visitors, but the locals are used to the city’s peculiar & unique character.

    Sulafat has a strong farming industry, taking advantage of the Turtle River to irrigate their crops. Many farmers here grow rayseed, which is used as a recreational drug (like kava). Rayseed is particularly popular with kobolds, although most other races enjoy it to a certain extent. Gnolls are notable in their general dislike for rayseed, but the kobolds’ enthusiasm for it more than makes up for that.

    For years, Sulafat has instituted a policy of high taxes for its citizens, but the social services that the royal government provides are both abundant & superb, so few locals complain. Pilgrims, nomads, & other visitors to the city are largely exempt from these taxes, although they don’t receive many of the benefits. These benefits include guaranteed employment (often in the militia), free health care (provided by registered clerics), & inexpensive foodstuffs (due to local subsidized farmers). People from other city-states tend not to understand the abnormal taxation here, seeing mostly the cost rather than the benefits.

    Sulafat does not get along well with its lizardfolk-dominated neighbors, & therefore does not engage in much trade with Sheqarai settlements. Merchants who buy or sell here come from faraway lands, like Burdusq, Ilud, & Alhurus Lake. They use long caravans, which are often the target of bandits, raiders, slavers, or guerillas. Regardless of the assaults’ sources, these continued attacks threaten the merchants’ livelihoods, so they are always hiring skilled mercenaries for security.

    Originally a lizardfolk village called Rasalsamak (“Head of the Fish”), Sulafat was captured by the kobolds of Haz-Hurad during that kingdom’s wars with Sheqari. The kobolds held onto the city, even after the end of the war, & it became the foremost kobold-dominated city outside of Haz-Hurad. After the kingdom was razed by Johoum, it received many refugees fleeing from the destruction. The mass exodus from the doomed kingdom is known as the Hijra, an event that is somberly remembered by kobolds to this day.
    Last edited by Zeta Kai; 2011-05-25 at 08:12 AM.

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    Zawraq
    Population: 10,159 (small city)
    Demographics: 68% human, 15% sabi, 7% half-genie, 5% kobold, 2% lizardfolk, 1% half-ghul, 1% gnoll
    Dominant Cultures: Iludai
    Government: Dynastic autocracy
    Notable Religions: Maqur, Qirus, Ruh Thariq (Daq)
    Main Alignment: Lawful Evil
    Notable Vassals: Madina, Sisana, Zijaraq

    There is a small city-state on the west coast of Admaja, northwest of Mathar Lake in northern Ilud. Known as Zawraq (ZAH-rahk), the city is in the grip of utter tyranny. The sheikh, Lord Malik Sayed al-Rabb (Neutral Evil, Druid 12), has the entire city in the coils of fear, & is slowly squeezing the life out of it. The people are desperate to have some relief from this despotic regime.

    Zawraq was not always such an unpleasant place. Before the rise of the current sheikh, the city was mainly known for the thick, tall woodlands in the area. The city is surrounded by large deciduous trees, which were logged for boat-wood & carpentry. The logging continues to this day, but production has diminished as of late, due to the local becoming afraid to venture far into the forest. They know that the sheikh takes frequent trips through the woods with his pet serpent, Ahmar Sinn (which has become the symbol of his office); he is also protected at all times by his personal guard, the Red Fangs. Because of this, the citizens know that they cannot escape the sheikh’s cruelty by leaving the city, & this has cast an oppressive shadow on the forest, like a dark fog.

    Zawraq was also famous for its many beautiful cascading fountains, which were intricately shaped in the style of the marid cities. The fountains, which are decorated with sculptures & reliefs depicting scenes from Ilud history, still remain, although they have been ordered shut down until further notice. This was allegedly done to conserve water, but the city’s ample water supply & proximity to the sea makes this pretext sound rather far-fetched. There is a persistent rumor that the fountains will soon be dismantled to make a new palace for the sheikh, but so far, this has not happened.

    Prior to the rise of Lord Malik, the city’s main problem was criminal activity, specifically organized crime. Zawraq has an extensive & powerful thieves’ guild, called the Liar’s Fire, which has been preying on the locals for decades. Recently, the guild has flourished under the current regime, & it is said in some circles that it has strong ties to the sheikh himself.

    Zawraq was once a quiet coastal town in the kingdom of Ilud. After the kingdom dissolved, it became an independent city-state. The city prospered for some time, expanding its influence over the surrounding area as its affluence grew to match. It came under the control of the Al-Rabb family, who facilitated the further growth of the town. Then, just eight years ago, Malik Sayed Al-Rabb arrived from the east & took the crown from his ailing uncle, becoming lord & sheikh.

    On the outskirts of the city is a black-walled fortress known as the Forgotten Prison. Built only five years ago, on the direct orders of the sheikh, the penitentiary holds people that the government has declared to be a threat to the city. This not only includes true criminals (at least those without support of the Liar’s Fire), but it also comprises people who have protested the sheikh’s rule or his policies. Many of these dissenters never return from the Forgotten Prison, even after their sentence has expired. Deep within the lowest sub-cellar of the complex, an infamous inmate, known only as the Unseen Prisoner, is locked away under the utmost security. He (or she) is kept secluded from the other convicts, & the only evidence for his (or her) existence is the round-the-clock guards & the mysterious written notes & graffiti that appear around the fortress without apparent cause.
    Last edited by Zeta Kai; 2011-12-31 at 11:04 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 2: The World of Siraaj

    Zurqim
    Population: 7,301 (small city)
    Demographics: 35% human, 21% sabi, 16% kobold, 12% half-genie, 9% gnoll, 4% lizardfolk, 2% half-ghul
    Dominant Cultures: Hijra, Local
    Government: Plutocratic oligarchy
    Notable Religions: Akasha, Johoum
    Main Alignment: True Neutral
    Notable Vassals: Jumil, Samaq

    On the coast of the Zurim Bay, nestled in the southwestern reaches of the Sahra Basit, lies the ancient city of Zurqim (zoor-KEEM). Thought to be the oldest continually inhabited city on Admaja, the city was founded over 4,500 years ago, before the Age of Kingdoms. Was once the southernmost major city of the kingdom of Shadaz, & then later it was part of the Empire of Admaja. Since the Pactspell, Zurqim has been an independent city-state, & has risen to become a power in its own right, controlling interests along much of the southern coasts.

    Zurqim owns & operates extensive stone quarries to the north, in the rocky cliffs & stone-strewn hills of the Sahra Basit. It is here that the citizens have excavated the richest known white marble veins in the world. The city trades quarried marble with Babalarud to obtain much-needed lumber & grain, & with Dajajah to obtain good-quality steel & freshwater. Recently, gold was discovered in the nearby Caverns of Suja, further enhancing the city’s profile & helping to offset the area’s lack of natural resources.

    Despite being a coastal town, Zurqim has just a small fishing industry that only really supports the town’s food supply. The majority of the locals are involved with the mining business (which is handled by a few large consortiums), or with the mercantile operations (which are mostly small independent ventures). A recent increase in the number of ghul attacks in the area has made travelling more difficult for both the miners & the merchants, the city’s militia is stretched too thin to provide adequate protection from the ghuls.

    Zurqim is ruled by a committee of representatives from the 12 largest economic interests in the city. Most of these are syndicates from the mining industry, although a few of the most powerful merchant princes are always represented. This plutocratic means of governance seems to be a relatively recent development; official records show that only 150 years ago, the city was ruled by a potentate. At some point in time, the potentates became indebted to a collection of rich business owners, & were forced to cede control of the city to them.

    Due to the city’s great age, Zurqim today sits on a hill made up of ruins from previous eras of inhabitation. Because of the local mining expertise, many of the old buried buildings are still accessible via tunnels & well shafts. The catacombs beneath the city extends for many layers, with sewers, caverns, ruins, basements, dungeons, & other underground chambers in countless number. No one can honestly claim to know all the myriad passages, despite the fact that more than a few people call the Down Below home.

    The ruins of the long-lost capital of Shadaz lay half-buried to the northeast of Zurqim. The former city, called Ushazur by the Shadazai, was once a large thriving city, before the Empire of Admaja conquered the kingdom & razed the capital. Now a crumbling necropolis, Ushazur’s charred remains are mostly covered by dust, ash, & sand. It is said, though, that some of its secrets & treasures were protected from the flames, & are still intact, even a thousand years later.
    Last edited by Zeta Kai; 2012-02-16 at 10:55 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 2: The World of Siraaj

    Regions

    Alhurus Lake
    In south-central Admaja, between the Red Sands & Ilud, is a vast freshwater lake, larger by far than any other in the world. Commonly known as Alhurus (ahl-HOOR-us) Lake, it was once the vast lowland kingdom of Al Huruz, which was drowned in a magical mishap. This cataclysm was brought on by a marid shah 600 years ago, in a bid to steal water from the Admajai.

    Alhurus Lake is now the largest source of fresh water on the continent, & indeed the world, & it partially ameliorates the weather patterns for the entire southern half of the continent. It is fed by all three of the Sister Rivers, & in turn, it feeds the Hasini River as its waters flow to the Qius Sea. Surrounding the lake are many lands, such as the Sahra Basit, the Red Sands, the Northern Wastes, & the region of Ilud, only the last of which is fertile.

    Due to the flooding of a former river valley that was also a populated kingdom, Alhurus Lake has the ruined remains of settlements, fortresses, tombs, & temples on its floor. Due to this fact, it should not be surprising that the entire lake is teeming with the undead. But the deep waters are also the home of many small pahari communities, which keep the peace as best as they are able.

    Bhul
    A glacier-covered peninsula of the Southern Continent, across the Ramul Sea from the Red Sands & the Arid Plains, the land of Bhul (BOOL) has a stark beauty unlike that of any other place on Siraaj. A barren landscape of icy plains & frigid snow drifts, it is plagued with remorhazes & strange white dragons, who thrive in the seemingly-endless frozen wastes. The entire region has little contact with the outside world, & most people on the continent of Admaja consider the land & its people to be entirely mythical.

    Bhul is a real place, though, & it is populated (sparsely) by the dvernin, who live in small camps or in icy caverns. Many of these caverns connect to hot springs underground, warmed by volcanic vents, & are thusly ideal shelters from the wind & cold of the world above. The dvernin subsist on coastal fishing & remorhaz-hunting; the former is safe but with a low yield, while the latter is perilous but with a high yield.

    The dvernin of Bhul claim that a warm tropical valley exists beyond the tundra in the uttermost south. It is said to be hidden past a field of diamonds, & lake of liquid silver. Within that valley, the dvernin say that there are creatures seen nowhere else, & a secret truth that if discovered, would grant the finder nigh-unlimited power. Needless to say, most people dismiss such outlandish tales as pure fantasy, & nobody returns from beyond the icy wastes of Bhul anyway, so the point is moot.

    Burdusq
    On the western coast of Admaja, south of Sheqari, is the proud land of Burdusq (boor-DUSK). A place of savannas, scrub desert, & arid grasslands, Burdusq used to be much greener. But the Great Drought, followed later by the Ten Dark Years, ravaged the landscape, causing the wasteland to encroach upon this once-beautiful land.

    The coast has the most fertile land remaining, with its winds & waters tempering the desert heat. The coastal settlements, such as the city of Sabur, are much more prosperous than the interior towns. The region has many ghost towns & ruins from abandoned settlements, such as the necropolis of Fashul; this stems from the period of steep decline following the tragedy of the Pactspell.

    Burdusq was named for the realm of the same name that was established in this region during the Age of Kingdoms. The kingdom kept mostly to itself, not engaging in conflicts with its neighbors or otherwise making a spectacle of itself. It lasted for over 2,100 years, until it finally broke up due to internal conflicts.

    Ilud
    In southwestern Admaja, west of the Sahra Basit, is the pleasant land of Ilud (ee-LOOD). Predominately covered by temperate plains, forbidding forests, & rolling hills, this coveted region is much more verdant than the rest of the continent. Unlike most other parts of Admaja, where the land is nothing but parched sand or barren stone, Ilud is green & lush, with dark soil & shady trees. Here, water can be obtained easily, without the need to fill one’s canteens up at an oasis, or stay within an hour’s walk of the nearest river.

    The region of Ilud was named for the dissolute kingdom of Ilud that once existed here for over 2,500 years. The former nation had a storied history, with many conflicts against its neighbors. It fought wars with the kingdom of Shadaz, the Dominion of Alaqanas, & even the Empire of Admaja itself. It held its own during each of these clashes, & is remembered even today for its resilient & resolute people, who would die to defend their beloved land.

    Ilud has many earthen mounds, shaped like animals or geometric shapes, which were built by an unknown prehistoric people. Some of the mounds are actually hollow, & may have once served as tombs. Today, most of the hollow mounds are empty, having been looted untold eons ago, or merely succumbing to the passage of time & crumbling to dust. But some of the mounds’ treasures remain, & many more mounds remain unexplored.

    Northern Wastes
    North of Alhurus Lake, & south of the mountains of the Satha Laylanuha, is a seldom-traveled region of badlands & scrubby savannas. This place, called the Northern Wastes by those who need to refer to it at all, is a sparsely-populated hinterland, one that most people would gladly forget about. Most of the settlements here are quite small & close to one of the three Sister Rivers that run through this otherwise-dry area, & there is little of interest to those who would want more.

    The name of the Northern Wastes is actually a misnomer, as it is in the geographical center of the continent, & it is only partially a wasteland. It was given its common name by the more populated southern regions of Ilud, Al Huruz, & Admaja. Centuries ago, those peoples knew little of the lands to the north, seeing only rural desert for miles. Also, the various tribes, clans, & villagers in the area had no other name for the entire region; thus the name stuck.

    Despite its reputation for being backward & devoid of interest, there are things to do & places to go here. The cities of Alaqur, Mushayar, Qaziz, & Qulzai are all here, as are many smaller towns & villages. The region has many non-urban wonders, as well, such as the Girza Canyon, the Stabbing Rock, & Sands of Endless Sleep. The natural hazards to be found here are only surpassed by the natural beauty, & the hardy people who live here have grown to appreciate their sometimes-desolate home.

    Qius Sea
    A narrow ocean off the western coast of the continent of Admaja, between it & the Western Continent, this body of water is called the Qius (KEE-uss) Sea. Also known as the Bair al-Qius, the sea is mostly placid, with few major storms or mighty waves. This calmness has allowed the burgeoning sailing technology to be used safely, which has proven the new ships to be viable (& profitable) ventures. Ship-building companies are starting in the City of God, Fandaq, Naranj, Sijur, & all along the Lisan Coast, hoping to get in on the latest big thing.

    But ships have also brought their share of difficulties, as well. People still don’t trust the rickety wooden contraptions, & as with any new technology, design flaws still need to be hammered out. Several ships have infamously sunk over the past few years, adding to the vessels’ risky reputation, & many people won’t set foot on one. Also, the she-da-zhong are thought to travel by boat sometimes (when they aren’t accused to travelling via magic), which only adds to the stigma concerning seafaring boats.

    Due to its mild waters, the Qius Sea is a much-loved place for aquatic peoples, such as the pahari, the marid-kin, & sahuagin. Jaqabad, the largest of the marids’ cities (& perhaps the largest city on Siraaj, above or below the waves) is located here, a great & glorious jewel under the sea, overlooking a trench known as Limalia’s Maw. Countless fishing camps & villages line the coast, populated by almost every race on Siraaj (although gnolls are still something of a rare sight here), & they all love & respect the serene bounty of this gentle sea.

    Ramul Sea
    A deep, wide ocean off the eastern coast of the continent of Admaja, between it & the Eastern Continent, this body of water is called the Ramul (RAH-mool) Sea. Unlike the Qius Sea, on the other side of Admaja, this ocean is neither calm nor mild. Also known as the Bair al-Ramul, its waters are often stormy, with violent squalls appearing without warning & choppy waters often hampering boat travel.

    The warm northern waters of the Ramul Sea produce a number of typhoons every year, starting in late summer & continuing throughout the fall. These tropical storms scour the coast once they reach the shore, devastating villages & camps for miles with vicious winds & pelting rains. Sometimes, even in the midst of winter, a lone typhoon will appear suddenly, hug the coastline for a time, & then vanish. These rare & freakish storms are called the Laughter of Limalia, & they are much feared by coastal residents.

    The most pressing danger to the people near the shore, though, is the periodic assaults from the shaghali, who are waging a campaign of conquest at the behest of their deity, Nathar. Hailing from a far-off land in the east, ships of flail-driven slaves have terrorized coastal settlements for the past several years. Recent reports also suggest that they may be creeping inland, for shaghal warriors have attacked caravans by springing up from the very ground (if survivors can be believed).

    Red Sands
    Named for its rusty iron-rich sand, which gives the entire region a decidedly orange hue, the Red Sands is in eastern Admaja, northeast of the Sahra Basit & east of the Northern Wastes. Also known as the Ral Zadi (its Admajai name), this region is a parched, sun-scorched desert, swept by harsh winds & covered with rolling reddish sand dunes. It is known for its bewitching mirages, which deceive many unwary travelers to their doom.

    The Red Sands have always been a sparsely-populated area, with few villages or camps, & little traffic from merchants or pilgrims. However, several nomadic camelotaur tribes wandering across the sandy wastes call this dusty land their home, & few people would contest their claim. The coastal reaches were once controlled by the kingdom of Admaja, even before the nation became an empire & conquered half the continent.

    Many magical people, things, & events have shaped the landscape of the Red Sands, transforming it with unfathomable arcane energies. Multiple divine sanctions have been cast upon the region, turning what little water that was here into blood & blasting the surface with hails of burning ice. The cataclysm of the Pactspell, which began the Ten Dark Years, originated off the coast, on the Shattered Isle (then the Shepherd’s Isle); the destructive energies of the Pactspell swept across the desert, killing everything in its wake. And somewhere in the dune-covered wastes is the Colossus of the Ral Zadi, an enormous stone statue of a man with strange & mighty powers, built for a mysterious purpose.

    Sahra Basit
    In southeastern Admaja, southwest of the Red Sands & east of Ilud, lies the Sahra Basit (SAH-rah BAH-seet), which simply means “the Desert Plain.” Known to some as the Arid Plains, this region is dominated by desiccated flat badlands & barren rocky highlands. A dry & dusty place, it has almost no rainfall & frequent dust storms. The only rain that ever falls comes from the occasional typhoon that strikes the coast from the Ramul Sea, but even those seem to avoid the area most of the time.

    The Sahra Basit used to be a verdant & temperate place hundreds of years ago, with windswept grasslands, lush valleys, & wild forests. But the Great Drought & the later Ten Dark Years took their toll, & almost all of the region’s vegetation & wildlife withered & died. Before that, the western half of this fertile land was dominated by the kingdom of Shadaz, before being conquered & absorbed by the Empire of Admaja.

    One of the only places on Siraaj that has many cacti, the Sahra Basit is suffused with the hardy plants. They are the dominant vegetation in the region, & the larger ones are revered by the nomadic tribes of desert centaur that cross the plains in an annual cycle. These camelotaurs are among the few creatures that are resilient enough to withstand the harsh, inhospitable landscape.

    Satha Laylanuha
    A wide chain of sharp, jagged mountains that runs roughly east-to-west across north-central Admaja, the Satha Laylanuha (SAH-thah LAY-lah-NOO-ha) is just south of the equator & just north of the poorly-named Northern Wastes. Commonly known as the Sathan Range, & sometimes called the Black Fire Mountains, the mountains stretch for thousands of miles, from southeastern Burdusq to southern Shemun. It is by far the longest mountain range in the world, & some of the peaks in the chain are among the tallest on Siraaj, as well.

    The Satha Laylanuha (whose name means “the Terrace of the Night’s Backbone”) is dotted with many small villages, thorps, & camps, mainly in the lower elevations. It is also strewn with the entrances to innumerable caverns & grottos, some of which extend for miles underground. Prone to frequent earthquakes (& subsequently, regular rockslides), it’s known for its many rich mines of iron, tin, rubies, diamonds, & other metals/gemstones.

    Unlike most mountainous areas, the Sathan Range has had many interesting historical events occur nearby, which has colored the perceptions of many people. For instance, the so-called khan Qalim Qanuil, a terisabi warlord, tore a path of conquest through the region, before being stopped at the Narrow Blade Pass. Also, the archmage Waharim performed his greatest (& final) act of wizardry atop the peak of the Samet Ar’ras, for which he is still worshipped by the Nis Haqara sect that lives here.

    Sea of Fiery Knives
    A parched, sandy desert in northwestern Admaja, the Sea of Fiery Knives is east of Sheqari & north of the Sathan Range. It is named for the sharp desert sands, whipped about by high winds, which are heated by the searing sun & have scarred (or worse) many unwary travelers. This region is possibly the hottest place on Siraaj, with temperatures regularly exceeding 100°F (38°C), & sometimes getting above 140°F (60°C).

    The intense heat is not the only reason that most sane people avoid the Sea of Fiery Knives. Sightings of demons, desert dragons, & ghuls are somewhat common here, despite the desolate nature of this most hostile of places. The great dragon-nest of Azhan is just to the north, & many ghuls come from the mysterious east. Efreeti & their kin are often found here as well, basking in the scorching sands, which reminds them of their ancestral home.

    The Sea of Fiery Knives was not always the hellish desert that it is now. It was once the site of the great kobold kingdom of Haz-Hurad, which prospered in the equatorial greenery for nearly 2,000 years. The kobold nation was destroyed by an army of demons led by the demon-lord Johoum. The surviving kobolds fled to Maisan, Sulafat, & other nearby settlements in a mass flight now referred to as the Hijra. The ruins that were left behind are still standing, although the ravages of sand & time have reduces some of them to mere rubble.

    Shemun
    Beyond the Satha Laylanuha, in north-easternmost Admaja, the region of Shemun (sheh-MOON) is shrouded in mystery. A savannah-dominated peninsula jutting out into the Reth Sea, it is mostly thought of as a purely mythical place by the vast majority of the continent’s population. Sometimes called the Lands of the Dead, this strange place is poorly understood even by those who claim to know it well.

    Shemun is a land of great wonders & bizarre terrors. This otherworldly region is home of the Pit of Fate, as well as the city of Albaluri & the necropolis of Qidar. Many magical portals here lead to a weird, mystical land covered by a perpetually-night sky. And to the extreme north is the Hulum Forest, a place from where no one has ever returned.

    Many first-time explorers of Shemun are surprised to find that the region is actually populated by a number of people, including gnolls, humans, kobolds, & lizardfolk. The most dominant races in the area, however, are genie-kin such as half-djinn & sabi. These diverse people live mostly in small camps, clans, or tribes, & the concept of living in larger settlements is completely foreign to them. Their tribal lifestyle is simple yet fulfilling to them, & they are blissfully ignorant of the magical phenomena that exists around them.

    Sheqari
    Jutting out into the Reth Sea, the land of Sheqari (sheh-KAR-ee) sits on a peninsula in northwest Admaja. Once covered with vast fields, dense jungles, & fetid swamps, the region is now mostly savanna & scrubby badlands. While not as dire as the nearby Sea of Fiery Knives, the vegetation & wildlife have been dramatically reduced over the past 1,000 years. The one constant over that time has been the presence of the lizardfolk, a hardy people who have persevered despite the adversity.

    Sheqari was once the site of a great lizardfolk kingdom of the same name, forged by the legendary Amir Jathi. The Great Amir united the Seven Nations (although there were more than seven) to form the kingdom of Sheqari, with himself as their lord. He ruled wisely for decades, & his kingdom lasted far longer. After many centuries, the federation finally suffered an economic collapse due to the corrupting influence from the she-da-zhong (who were working with a group of demons).

    Since the fall of the kingdom of Sheqari, the region that took its name has carried on, poorer & less organized, but never truly defeated. The lizardfolk, along with the humans, sabi, & even kobolds in the area, have attempted to maintain the greatness of a bygone age, & their efforts are paying off, at least to a certain extent. The rise of the city-states has helped some small pockets of the region achieve renewed prosperity, & many people are working toward a resurgence for the peninsula as a whole.

    Yan
    A cool, temperate part of the Southern Continent, the region of Yan (YAHN) is connected to the continent of Admaja by a narrow isthmus, called the Adjal Strip. Known to the Admajai as Iun, this land is mostly cold steppes, fading into barren tundra. Speckled with countless thick patches of coniferous forest, it is as forbidding as it is frigid.

    Yan is mostly populated by warring tribes of (steppe) centaurs in the north & insular clans of dvernin in the south. Some humans, half-djinn, & sabi live near the coasts in small fishing communities, but most other races are not present here, including gnolls, kobolds, & lizardfolk (who prefer warmer climes). The dense woodlands of the region are the exclusive domain of many strange & reclusive fey-folk, who wish to be left alone & let only druids safely enter their sanctum. The few foolhardy or ignorant individuals who trespass upon the fey are either violently expelled or are never seen again.

    The dvernin are the most populous people in Yan, & have dominated the region since time immemorial. They know the Southern Continent as Gatheilar, which, in their tongue, means simply “south-land.” The frigid landscape is harsh & the weather is always bitter cold, rarely rising above freezing even in summertime, but the dvernin are hardy & stubborn, so they survive & even prosper here, after a fashion. They dig through ice & stone to live underground in labyrinthine tunnel networks, which they inhabit with their families in extended familial clans.
    Last edited by Zeta Kai; 2012-02-16 at 10:59 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 2: The World of Siraaj

    Azhan

    On the Altnin Peninsula, northeast of the Sea of Fiery Knives, is the primary nesting site for most of the continent’s dragons. This spawning ground is called the Azhan (AH-jahn), which literally means “the Breeding Place”, & has been here since at least the time of the simurghs. Built on a large rocky plateau, which is pockmarked with caverns, niches, & crevices, this place is mostly avoided by those do not wish to tangle with dragonkind.

    The Azhan is said to be one of the most dangerous places in the world, where certain death awaits those who would attack the dragons or their nests. But it is also said to be littered with treasures looted by dragons from all over Siraaj, so it still attracts brave & foolhardy explorers, despite the grave risks. The site is mostly uncharted, but it is known to have several grottos leading to a vast subterranean graveyard where dragonkin from all over the world come to meet their final rest.

    The Azhan was the site of a brutal massacre of kobolds, as the kingdom of Haz-Hurad once led a poorly-planned campaign against the dragons. The campaign ended in a complete disaster for the kobolds, who were slaughtered en masse & ultimately lost control over the rest of the Altnin Peninsula. This attack on their nests may have led to the dragons later assisting Johoum in his destruction of Haz-Hurad.
    Last edited by Zeta Kai; 2011-06-07 at 02:54 PM.

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    Blood Rock

    Blood Rock is an iron-rich mountain that marks the end of a south-pointing spur of the Sathan Range, the same spur that contains the taller Mount Guazahar. It is named after the reddish hue of the stones in the area, due to the mountain’s abundant iron deposits. Also known by its Admajai name, Farun Qira, the peak is approximately 8,058 feet (2,457 meters) above sea level.

    Blood Rock is near the high-walled Girza Canyon, carved by the Narrow River, in the Northern Wastes. Both sites have served as traditional meeting places for tribes of aazlai (& other peoples) for untold generations. This mountain is also used as a waypoint for caravans traveling between the city of Qulzai & the Narrow Blade Pass.

    The foothills around Blood Rock are the only place on Siraaj to find the crimson-leafed medicinal herb known as Nabat Wahsi, or Red Rhapsody. This makes it a popular site for a cult of Waharim-worshiping hermits called the Nis Haqara. They come here often to collect cuttings of the herb, which is difficult to grow off of the mountain & is renowned for its healing properties.
    Last edited by Zeta Kai; 2011-06-07 at 02:58 PM.

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    Bone Bridge

    Crossing over a steep canyon carved by the Narrow River, just north of Alhurus Lake, is a most unusual bridge. While made mostly of mortared stone, the Bone Bridge also contains countless animal bones (primarily ribs), as well. Also known as aq-Sumar Ija, it has a strong skeletal motif, adorned with numerous carvings of skulls & other bony figures.

    Originally built by the Huruzai centuries ago, the Bone Bridge has been used by caravans going east or west for centuries, giving the site a long & storied history. The area was a key battleground in the conflicts between Adabasha & Al Huruz during the Age of Kingdoms. It was also once patrolled & maintained by the Admajai, but it’s now mostly unguarded, except by self-appointed local villagers. Most of the volunteers are Sidarites, for whom the bridge is a sacred site.

    Red ribbons are tied to the Bone Bridge, one represent each of the people that have fallen from its span over the years. Thus the bridge is festooned with ribbons of all ages, shades, & lengths. The crimson banners add a somewhat-festive air to what would normally be a macabre structure, although the somber meaning behind the ribbons still makes them more than a little morbid.
    Last edited by Zeta Kai; 2011-06-07 at 03:01 PM.

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    Elzim River

    A long, winding waterway running through the Northern Wastes of central Admaja, the Elzim (ell-ZEEM) River is the middle of the Sister Rivers. It courses through the arid highlands between the Narrow River in the west & the Saqiyah River in the east. Like its sisters, it flows from the slopes of the Sathan Range into Alhurus Lake.

    The Elzim River is unusual in that it meets the Saqiyah River in two places. Both rivers flow through Mushah Lake, where they again separate to hundreds of miles, only to empty into Alhurus Lake. This is because Mushah Lake used to be two distinct bodies of water, before the Ten Dark Years; originally, the Elzim did not meet the Saqiyah until just east of the city of Al Huruz. Now, its waters are swelling downstream from Mushah Lake, while the Saqiyah is beginning to wither & nature adjusts to the upheaval of past events.

    Unlike its sisters, the Elzim River is known for its wide, placid waters. These relatively-gentle currents make it the most popular of the Sister Rivers for water-traffic. Barges, ferries, & other riverboats travel up & down the Elzim, bringing people, goods, & news from far-away places. The city-state of Mushayar sits along both sides of its banks, as well as many other towns, villages, camps, & other settlements. The river is popular among nomadic tribes due to its calmness, & it is particularly sacred to the goddess Pashati.
    Last edited by Zeta Kai; 2011-06-07 at 03:06 PM.

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    Fire Hand Mountain

    South of Shemun, in northeast Admaja, rests a lonely mountain. It is one of the few peaks on the continent of Admaja that is not truly part of the Sathan Range, being several hundred miles to the south. Also known as Naryad Jabal (or Zarqa Dilam Qalim to the Admajai), it reaches approximately 5,181 feet (1,579 meters) above sea level.

    Frequently belching smoke & ash, Fire Hand Mountain is possibly the most active shield volcano on the continent. As it is so near to the equator, the area is already one of the hottest places on Siraaj, & the occasional lava flows make it even hotter. It is barren for miles around, with almost no inhabitants within several miles of the mountain’s base.

    Despite the inhospitable clime, Fire Hand Mountain is a regular pilgrimage site for devout creatures with efreeti blood in their veins, such as half-efreeti & narsabi. Because the area is so sparsely populated, most people who are even aware of the mountain consider it to be part of the myths surrounding the northward region of Shemun, even though it is unrelated to the Pit of Fate, Albaluri, & other Shemunai sites. It is well known to the Maqurites, though, but they consider this holy site to be a closely-guarded secret, & will readily kill anyone who connects the church to the site.
    Last edited by Zeta Kai; 2011-06-08 at 07:39 AM.

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    Forest of the Lazurqai

    In eastern Ilud, between the city-states of Aqur & Babalarud, there is the vast sacred Forest of the Lazurqai (LAH-zoork-eye). Who the Lazurqai were or what became of them is a mystery that has been lost to time, but the woodlands that they left behind are tranquil & majestic, untouched by hand or axe. The fog-laden woods can be eerie at times, however, or even ominous, & it does not give up its secrets willingly. Many people have disappeared without a trace here: explorers, settlers, & merchants. Even the few roads that border the forest are not entirely safe, as travelers often tell stories of strange sounds or glaring eyes, especially at night.

    The misty forest is not to be entirely avoided, though. Long ago, some wise druid found that the leaves of the great jabbar tree had medicinal properties. The leaves must be from a living tree, freshly plucked, & boiled into a strong tea. The tea itself can aid the sick or infirm, while the boiled jabbar leaves make for an effective salve for treating wounds. The mighty jabbar tree grows nowhere else, & attempts to cultivate the tree elsewhere have always failed.

    A small cult of Pashati, isolated from their brethren in the north, have made it their sacred duty to protect the trees, & have a fragile exclusive arrangement with a local merchant guild to provide fresh leaves in exchange for added protection. The nearby settlements of Aqdhar & Haraj (near Babalarud in the south) greatly benefit from this arrangement, but recent rumors of a rival hamlet called Al-Qaum may upset the delicate balance.
    Last edited by Zeta Kai; 2011-06-08 at 07:41 AM.

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    Hasini River

    Flowing from Alhurus Lake to the Qius Sea, at Shaqad Bay, the Hasini (hah-SEE-nee) River marks the northern border of Ilud. It is the widest river on the continent of Admaja, & is fed by all three of the Sister Rivers via Alhurus Lake. Because of this, the river has very wide, calm waters, with few rapids & no shallow areas. Counting the Sister Rivers as its tributaries, this is the largest & longest river system in the world.

    The banks on either side of the Hasini River are wide & rocky, mostly devoid of the arable soil & vegetation found near the banks of other rivers. River traffic is plentiful here, & numerous settlements dot the shores like beads on a string. The largest cities on the riverside are Fandaq, Naranj, & the City of God, but they are greatly outnumbered by fishing villages & trading towns. Most commerce on the river is controlled by a consortium of merchant princes based out of Naranj, which holds a monopoly on the citrus fruits vital to long voyages.

    The Hasini was once a narrower river with steeper banks, but the drowning of the kingdom of Al Huruz 600 years ago changed all that. The flood created a deadly scouring wave downstream, which transformed the river; the subsequent events of the Ten Dark Years also contributed to its current form. Because of the upheaval, many settlements were damaged or destroyed, & many valuable relics can be (& have been) found on the bottom of the riverbed to this day.
    Last edited by Zeta Kai; 2011-06-08 at 07:43 AM.

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    Jal Ziffa

    An island off the western coast of Admaja, in the Qius Sea, Jal Ziffa (jahl ZEE-fah) is partially covered in thick jungle. The rest of the land is mostly fields & farmland for growing grapes. Wine made from Jalziffai grapes is said to be among the finest in the world.

    The island of Jal Ziffa has an extensive subterranean system of caverns, with many interconnecting passages & waterlogged tunnels. Deep in the overgrown jungles, the island hides quite a few ancient temple ruins, built by a civilization that apparently predates the Age of Kingdoms. The locals also claim that strange beasts prowl the island, especially at night, & that these bizarre creatures have otherworldly powers.

    The largest settlement on Jal Ziffa is the city of Luardo, but the island has several smaller towns & villages, as well. Most of the inhabitants are either human, kobold, or lizardfolk, but the (asp) she-da-zhong have a mostly-secret presence here. The asps keep to the shadows for now, skulking about & undermining the island’s relative peace & stability.
    Last edited by Zeta Kai; 2011-06-08 at 07:46 AM.

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    Moonlight Tower

    In northeastern Admaja, almost 1,000 miles north of Nahraldikh, sits an imposing angular tower, rising from the rocky desert plain around it. Made of bluish-white stone that is harder than steel, the Moonlight Tower shows no sign of age or wear. Called the Baluqar Mal Radim by the Admajai, this structure stands alone, with no settlements or other major buildings within 200 miles of its daunting presence.

    Built by an unknown people, for unknown reasons, the Moonlight Tower has stood here since at least the Age of Kingdoms. It is widely thought to be haunted by malign spirits, or possibly warded by dark magic. It is also rumored to be build atop a vast cavern network, one that extends for miles all around & leads to strange unnatural places. The veracity of these tales can scarcely be determined, though, for few people who have sojourned long here have ever returned.

    The top floor of the Moonlight Tower is partially open to the sky by design, although few people have ever seen the top floor & lived to tell the tale. Bright lights can be seen from the empty windows on some nights, & the whole spire is said to shine like a full moon on rare occasions (hence the name). Odd noises can be heard coming from the building at these times, although no two people seem to agree on what they heard.
    Last edited by Zeta Kai; 2011-06-08 at 07:48 AM.

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    Mushah Lake

    Southeast of Mushayar & northwest of the Red Sands, Mushah (MOO-shah) Lake has deep, murky waters. Both the Elzim & the Saqiyah rivers flow through this lake, although they do not merge here, which is highly unusual for river systems. Mutadaffaq Lake, another lake that’s fed by the Saqiyah River, lies to the northeast.

    Mushah Lake is nearly cleft in twain by a rocky peninsula on its southern banks. In fact, it was once two separate lakes (the Mushah & the Ziuj), but they merged during the Ten Dark Years due to changing weather patterns. They had been slowly moving toward a merger since the drowning of Al Huruz, but the cataclysm of the Pactspell completed the transformation.

    Several people vanish from the shores of Mushah Lake without a trace every year, often in a blink of an eye. Sightings of strange beasts in the dark waters are commonplace, but have never been conclusively confirmed. Treasures of various sorts sometimes wash up on shore, such as caches of coins, golden statuaries, or crystalline jewelry, but locals treat such occurrences as bad omens, & usually cast them back to the waters with prayers to Limalia.
    Last edited by Zeta Kai; 2012-02-16 at 11:02 PM.

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    Narrow Blade Pass

    A thin cleft in the rock, the Narrow Blade Pass runs between two great mountains in the western Sathan Range. The two peaks on either side are the Thawil Jabal (“Tall Mountain”; 16,604 feet (5,062 meters)) & the Gharb Jabal (“West Mountain”; 13,929 feet (4,247 meters)). Called the Duaz Tul Zehira by the Admajai, this is the only traversable gap through the mountains in either direction for nearly a thousand miles.

    At its narrowest point, the Narrow Blade Pass only about 10’ across, & thus serves as an invaluable strategic chokepoint for travel north or south. Any force that commands this pass controls travel between the northern & the southern parts of the continent. Many armies have marched through this gap over the centuries, & it was once held by the Admajai as a remote outpost. The most notable event in the site’s history was the Battle of the Pass, when the so-called khan Qalim Qanuil’s campaign of conquest ended is a crushing defeat.

    Merchants & pilgrims travel though the Narrow Blade Pass by the dozens every day. It’s visited often by members of the Nis Haqara, a faction of the church of Waharim, & other mountain peoples. It is also a sacred site to the vulture harpies that live in the mountains, making the gap dangerous at times (especially during the harpies’ mating season).
    Last edited by Zeta Kai; 2011-06-08 at 07:53 AM.

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    Narrow River

    The westernmost of the three Sister Rivers, the Narrow River is a long slender waterway that flows from the Satha Laylanuha (near the Narrow Blade Pass) into Alhurus Lake. Also known as the Duaz Ziria, its course runs nearby Blood Rock & under the Bone Bridge. It is a very old river, which has carved several deep canyons along its twisting path, including the majestic Girza Canyon & the perilous Tuqaru Gorge.

    Unlike the other two Sister Rivers, the Narrow River has almost no significant settlements built up along its banks. This is due largely to the harsh desert wasteland on either side of the river, but also to the steep cliffs that gird the river banks for most of its length. Few civilized people travel on or near the river, but it still has a well-earned reputation for its dangerous rapids & equally treacherous eddies, which have killed many travelers over the years.

    The Narrow River used to join the Saqiyah River west of the city of Al Huruz, forming the great Hasini River. Since the drowning of the Huruzai, though, it has spilled into Alhurus Lake instead, only feeding the Hasini indirectly. It is considered a sacred river by the nomadic desert centaur tribes of the area who come here often to consecrate their weapons, anoint their dead, & to gorge themselves on the clear waters. Many of the non-urban Limalites also revere the river for its life-giving (& life-taking) character, & often march across the desert to drink from it.
    Last edited by Zeta Kai; 2011-06-08 at 07:57 AM.

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    Nomad River

    A fast, deep waterway in southern Ilud, the Nomad River flows into the Qius Sea from Ilud’s central hills. Also known as the Qanuil Ziria, it is named for the itinerant tribes & other travelers who regularly pass through the area. The river’s wide banks are dotted with small fishing camps & semi-nomadic clans, especially near the few places where the river is shallow enough to be forded.

    Bordered by rolling grasslands & coniferous forests on either side, the area around the Nomad River is an unusually pleasant part of a normally-harsh continent. The waters are being slowly developed by Iludai farming communities, which creates tension between them & the traditional nomads that have traveled here for untold generations. The river is well-patrolled by druids, & is revered by many as one of the most verdant places in the World of Day.

    The Nomad River marks the northernmost extent of the (steppe) centaurs’ range, & many clashes between them & their cousins from the northern deserts have been observed here. These conflicts are curtailed by the druids whenever possible, in an effort to maintain the natural beauty of this fertile area. There has not been a true battle between the aggressors in years, but tensions in the region are mounting, & the underlying issues have never been definitively resolved.
    Last edited by Zeta Kai; 2011-06-08 at 07:59 AM.

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