2014-03-01

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Revision as of 16:04, March 1, 2014

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==Huzuz==

 

==Huzuz==

 

 



"City of Delights." Nestled between the Golden Gulf and Suq Bay, is one of Zakhara's most spectacular cities. Its shimmering spires can be seen for miles across the water, inviting sailors to approach. Here the first Grand Caliph received the vision of the Loregiver, which contained Fate's wisdom and the Law. Today the city is still the seat of the Grand Caliph, the "heart of the heart" of the enlightened lands. Its ruler, Grand Caliph Khalil al-Assad al-Zahir, Master of the Enligthened Throne, Most High Sovereign of the Land of Fate, the Worthy of the Gods, Scourge of the Unbeliever, Confidant of the Genies, is the most powerful man in Zakhara, and with the Emperor of Shou Lung and King Azoun IV of Cormyr is one of the most powerful men on all of Toril. This city over over two million is known far and wide for its beautiful architecture, often called Huzuz the Golden. Its domes and minarets are clad in gold, tile, and inlaid glass, all reflecting the sun. The city postively glows. Notable features include the Palace of the Grand Caliph, the Public Gardens, and the Grand Bazaar. Its Golden Mosque is the object of pilgrimage of most Zakharans. The city is known for its far-ranging merchants, its universities, sages, and textiles. Tourism is also a considerable source of revenue, especially visits to the Grand Mosque and the Court of Enlightenment.

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"City of Delights." Nestled between the Golden Gulf and Suq Bay, is one of Zakhara's most spectacular cities. Its shimmering spires can be seen for miles across the water, inviting sailors to approach. Here the first Grand Caliph received the vision of the Loregiver, which contained Fate's wisdom and the Law. Today the city is still the seat of the Grand Caliph, the "heart of the heart" of the enlightened lands. Its ruler, Grand Caliph Khalil al-Assad al-Zahir, Master of the Enligthened Throne, Most High Sovereign of the Land of Fate, the Worthy of the Gods, Scourge of the Unbeliever, Confidant of the Genies, is the most powerful man in Zakhara, and with the Emperor of Shou Lung and King Azoun IV of Cormyr is one of the most powerful men on all of Toril. This city over over two million is known far and wide for its beautiful architecture, often called Huzuz the Golden. Its domes and minarets are clad in gold, tile, and inlaid glass, all reflecting the sun. The city postively glows. Notable features include the Palace of the Grand Caliph, the Public Gardens, and the Grand Bazaar. Its Golden Mosque is the object of pilgrimage of most Zakharans. The city is known for its far-ranging merchants, its universities, sages, and textiles. Tourism is also a considerable source of revenue, especially visits to the Grand Mosque and the Court of Enlightenment.

 

 

 

==Halwa==

 

==Halwa==

 

 



"City of Solitude." Located about 200 miles east of Wasat and Suq Bay, is one of the "Cities of the Heart," which are located on the Golden Gulf and close to Huzuz. Halwa is one of Zakhara's few major inland settlements. The city is perched on a lonely bluff overlooking the dry bed of the Wadi Malih, which once a year thanks to melting snow from the Ghost Mountains and seasonal downpours is a surging, muddy torrent. Despite its isloation, Halwa is a bustling little city, serving as a chief trading post between settled Zakharans and the desert-dwellers of the Haunted Lands. Both city and wilderness people mingle on the streets. An underground slave trade is said to flourish here, and Halwa is a stopping place for caravans en route to Hiyal. Similiarliy, adventurers and would-be heroes use the city as a starting place for expeditions into the Haunted Lands. The city is noted for its livestock and durable goods in addition to being a major trading post.

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"City of Solitude." Located about 200 miles east of Wasat and Suq Bay, is one of the "Cities of the Heart," which are located on the Golden Gulf and close to Huzuz. Halwa is one of Zakhara's few major inland settlements. The city is perched on a lonely bluff overlooking the dry bed of the Wadi Malih, which once a year thanks to melting snow from the Ghost Mountains and seasonal downpours is a surging, muddy torrent. Despite its isloation, Halwa is a bustling little city, serving as a chief trading post between settled Zakharans and the desert-dwellers of the Haunted Lands. Both city and wilderness people mingle on the streets. An underground slave trade is said to flourish here, and Halwa is a stopping place for caravans en route to Hiyal. Similiarliy, adventurers and would-be heroes use the city as a starting place for expeditions into the Haunted Lands. The city is noted for its livestock and durable goods in addition to being a major trading post.

 

 

 

==Wasat==

 

==Wasat==

 

 



"The Middle City." Located at the narrows of Suq Bay, Wasat lies on the major trade route linking Huzuz and Hiyal. Despite its key location, however, Wasat is a rather sleepy town, marked by none of the bustle of the great cities that flank it. The Middle City is but a quanit waystation for ships that travel along this golden route, and its residents are content with their position. The majority of the city's commerce and business activities centers around providing services to traveling merchants.

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"The Middle City." Located at the narrows of Suq Bay, Wasat lies on the major trade route linking Huzuz and Hiyal. Despite its key location, however, Wasat is a rather sleepy town, marked by none of the bustle of the great cities that flank it. The Middle City is but a quanit waystation for ships that travel along this golden route, and its residents are content with their position. The majority of the city's commerce and business activities centers around providing services to traveling merchants.

 

 

 

==Qudra==

 

==Qudra==

 

 



"City of Power." A major power in the northern reaches of Zakhara, the great city of Qudra is ruled by mamluks who are fiercely devoted to the Grand Caliph in Huzuz. Qudra is a model of duty and organization; overlooking the Great Sea about 300 miles northwest of Hiyal, Qudra is Zakhara's bastion against the uncivlized realms beyond. The city's defenses have been built over the course of centuries in response to pirate raids and barbarian incursions. Today, Qudra is the best-fortified city in enlightened Zakhara, presenting a stern gray face to the north. This city is noted for its well run and well treated slave market, its mamluks, amor, and trade in northern goods.

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"City of Power." A major power in the northern reaches of Zakhara, the great city of Qudra is ruled by mamluks who are fiercely devoted to the Grand Caliph in Huzuz. Qudra is a model of duty and organization; overlooking the Great Sea about 300 miles northwest of Hiyal, Qudra is Zakhara's bastion against the uncivlized realms beyond. The city's defenses have been built over the course of centuries in response to pirate raids and barbarian incursions. Today, Qudra is the best-fortified city in enlightened Zakhara, presenting a stern gray face to the north. This city is noted for its well run and well treated slave market, its mamluks, amor, and trade in northern goods.

 

 

 

==The Corsair Domains==

 

==The Corsair Domains==

 

 



The Corsair Domains, if they can be said to be ruled at all, are the holdings of Zakhara's northern pirates. Typically devoid of central government, the Corsair Domains are a polticial antithesis to the staunch rank and file of Qudra. The Corsair Domains are a collection of small islands connected by shallow coastal waters. They are riddled with hidden bays, small villages, and secret coves. They are also a hive of illegal activity. These domains have no caliph, nor do they recognize a formal hierarchy, though most of the inhabitants consider themselves loyal (in their own way) to the Grand Caliph in Huzuz. In fact, some corsairs (a Zakharan corsair is quite different from a Faerunish corsair - the former is basically a mariner, the latter is a seagoing cavalier) have declared themselves true followers of the Grand Caliph in Huzuz and protectors of the Law of the Loregiver. They regard the natives of Qudra and the Free Cities as spiritually impoverished tyrants who are unfit for rule.

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The Corsair Domains, if they can be said to be ruled at all, are the holdings of Zakhara's northern pirates. Typically devoid of central government, the Corsair Domains are a polticial antithesis to the staunch rank and file of Qudra. The Corsair Domains are a collection of small islands connected by shallow coastal waters. They are riddled with hidden bays, small villages, and secret coves. They are also a hive of illegal activity. These domains have no caliph, nor do they recognize a formal hierarchy, though most of the inhabitants consider themselves loyal (in their own way) to the Grand Caliph in Huzuz. In fact, some corsairs (a Zakharan corsair is quite different from a Faerunish corsair - the former is basically a mariner, the latter is a seagoing cavalier) have declared themselves true followers of the Grand Caliph in Huzuz and protectors of the Law of the Loregiver. They regard the natives of Qudra and the Free Cities as spiritually impoverished tyrants who are unfit for rule.

 

 

 

In the absence of a greater ruler, anarchy reigns. Strong and self-reliant, each of the small villages dotting these islands is apower unto itself, usually headed by a retired captain who runs the village with the same resolute iron hand that one would expect from a captain of brigands on the high sea.

 

In the absence of a greater ruler, anarchy reigns. Strong and self-reliant, each of the small villages dotting these islands is apower unto itself, usually headed by a retired captain who runs the village with the same resolute iron hand that one would expect from a captain of brigands on the high sea.

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==The Pearl Cities==

 

==The Pearl Cities==

 

 



The Pearl Cities line a coast bordering the Crowded Sea and the western shores of the Golden Gulf, tucked between the cool, shimmering waves and the hot sands of the High Desert. These cities - Ajayib, Gana, Jumlat, Silkak, and Tajar - are among the wealthiest in the Land of Fate. Only Jumlat and Gana actually produce pearls, but all maintain a rich trade in these objects of beauty, as well as in frankincense, myrrh, coffee, valuable metals, spices, fine fish, woods, and exotic ware from faraway lands. Trade, in fact, is the second law of the people of the Pearl. Frequently it gives the true Law, that of the Loregiver, strong competition. Lending institutions and speculative ventures are common. So are usurious loans and unseen charges. A traveler in the lands of the Pearl should remember that nothing is truly free and heed this rule of conduct: Ask questions first, haggle second, and buy last.

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The Pearl Cities line a coast bordering the Crowded Sea and the western shores of the Golden Gulf, tucked between the cool, shimmering waves and the hot sands of the High Desert. These cities - Ajayib, Gana, Jumlat, Silkak, and Tajar - are among the wealthiest in the Land of Fate. Only Jumlat and Gana actually produce pearls, but all maintain a rich trade in these objects of beauty, as well as in frankincense, myrrh, coffee, valuable metals, spices, fine fish, woods, and exotic ware from faraway lands. Trade, in fact, is the second law of the people of the Pearl. Frequently it gives the true Law, that of the Loregiver, strong competition. Lending institutions and speculative ventures are common. So are usurious loans and unseen charges. A traveler in the lands of the Pearl should remember that nothing is truly free and heed this rule of conduct: Ask questions first, haggle second, and buy last.

 

 

 

The Pearl Cities contain both some of the wealthiest Zakharans and some of the poorest. The richest live in luxurious pavilions and palatial manors dot the surrounding countryside. The poorest are the beggars and exploited workers, who far outnumber the rich. As a group, the people of the Pearl Cities are proud, almost haugthy, and easily insulted. In the eyes of Pantheists, the gaudy peacocks of the Pearl Cities are little more than decadent lwa-breakers who have forgotten the nature and spirit of the Loregiver's Law.

 

The Pearl Cities contain both some of the wealthiest Zakharans and some of the poorest. The richest live in luxurious pavilions and palatial manors dot the surrounding countryside. The poorest are the beggars and exploited workers, who far outnumber the rich. As a group, the people of the Pearl Cities are proud, almost haugthy, and easily insulted. In the eyes of Pantheists, the gaudy peacocks of the Pearl Cities are little more than decadent lwa-breakers who have forgotten the nature and spirit of the Loregiver's Law.

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==The Cities of the Pantheon==

 

==The Cities of the Pantheon==

 

 



The League of the Pantheon, or the Pantheist League, is a cluster of cities on the Crowded Sea and along the eastern side of the Golden Gulf, backed by the mountain ranges of Al-Akara and Al-Sayaj. These cities share a common outlook above and beyond that of other cities paying ultimate creed to the Grand Caliph. Pantheists recognize only five gods; Hajama, Kor, Najm, Selan, and a local deity named Jauhar (whom Pantheists consider a major god). Within these cities - Fahhas, Hilm, Hudid, I'tiraf, Mahabba, and Talab - the worship of other gods is forbidden. According to Pantheists, only the five deities of the Pantheon (there are other Zakharan deities worshipped in other cities) deserve the worship of civilized men and women. These are the gods whose priests first swore allegiance to the Law of the Loregiver. All other deities are "latecomers." This conservative religious belief is the force that binds the Pantheist cities into a cohesive whole - into a refuge for "those who know the truly enligthened gods."

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The League of the Pantheon, or the Pantheist League, is a cluster of cities on the Crowded Sea and along the eastern side of the Golden Gulf, backed by the mountain ranges of Al-Akara and Al-Sayaj. These cities share a common outlook above and beyond that of other cities paying ultimate creed to the Grand Caliph. Pantheists recognize only five gods; Hajama, Kor, Najm, Selan, and a local deity named Jauhar (whom Pantheists consider a major god). Within these cities - Fahhas, Hilm, Hudid, I'tiraf, Mahabba, and Talab - the worship of other gods is forbidden. According to Pantheists, only the five deities of the Pantheon (there are other Zakharan deities worshipped in other cities) deserve the worship of civilized men and women. These are the gods whose priests first swore allegiance to the Law of the Loregiver. All other deities are "latecomers." This conservative religious belief is the force that binds the Pantheist cities into a cohesive whole - into a refuge for "those who know the truly enligthened gods."

 

 

 

Politics and religion are tightly interwoven in the Pantheist League. The church is powerful, and secular leaders are often religious leaders as well. Stauncly moralist, Pantheists are almost hidebound in their traditional values. The traditions of the past guide their actions in the future. That which is new is deemed dangerous, and that which is different is suscipious. Both men and women cover their faces in public and conceal the shape of their bodies beneath billowing robes, lest the sight of the opposite sex cause anyone's thoughts to stray from the moral path. Apparently, this system works well for the Pantheist League cities, for they are successful and prosperous. Unlike the Free Cities of Northern Zakhara, the closely knit Pantheist communties are not hindered by contiunal efforts to conspire against each other in petty wars. And unlike the Pearl Cities, the cities of the Pantheon have fewer beggars and impoversihed citizens on their streets.

 

Politics and religion are tightly interwoven in the Pantheist League. The church is powerful, and secular leaders are often religious leaders as well. Stauncly moralist, Pantheists are almost hidebound in their traditional values. The traditions of the past guide their actions in the future. That which is new is deemed dangerous, and that which is different is suscipious. Both men and women cover their faces in public and conceal the shape of their bodies beneath billowing robes, lest the sight of the opposite sex cause anyone's thoughts to stray from the moral path. Apparently, this system works well for the Pantheist League cities, for they are successful and prosperous. Unlike the Free Cities of Northern Zakhara, the closely knit Pantheist communties are not hindered by contiunal efforts to conspire against each other in petty wars. And unlike the Pearl Cities, the cities of the Pantheon have fewer beggars and impoversihed citizens on their streets.

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==Ruined Kingdoms==

 

==Ruined Kingdoms==

 

 



Cities built upon the ruins of the ancient Nog and Kadar empires, they are home to a mixed bag of petty tyrants. Some of these tyrants seek to rule with the blessing of Huzuz. Others seek to regain the glories of their predessors - savage rulers from a distant and long-buried past The politics of this land is often the subject of Huzuz, Hiyal, Pantheon, and Afyal meddling. Before the great war 4000 years ago, involving the genies, Orcgate orcs, and the Lapaliiyans, this region of mighty river valleys, forests, and desert was home to the kingdoms of Nog and Kadar. All that remains from those ancient civilizations are crumbling ruins, tombs of forgotten rulers, and temples of lost gods. In this vast, relatively unexplored, and very wild corner of Zakhara three major cities are found, all in the southeastern quarter - Rog'osto, Kadarasto, and Dihiliz (the only one not built on the ruins of old capitals).

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Cities built upon the ruins of the ancient Nog and Kadar empires, they are home to a mixed bag of petty tyrants. Some of these tyrants seek to rule with the blessing of Huzuz. Others seek to regain the glories of their predessors - savage rulers from a distant and long-buried past The politics of this land is often the subject of Huzuz, Hiyal, Pantheon, and Afyal meddling. Before the great war 4000 years ago, involving the genies, Orcgate orcs, and the Lapaliiyans, this region of mighty river valleys, forests, and desert was home to the kingdoms of Nog and Kadar. All that remains from those ancient civilizations are crumbling ruins, tombs of forgotten rulers, and temples of lost gods. In this vast, relatively unexplored, and very wild corner of Zakhara three major cities are found, all in the southeastern quarter - Rog'osto, Kadarasto, and Dihiliz (the only one not built on the ruins of old capitals).

 

 

 

Dihiliz is located on a broad plateau about 50 miles up the mighty Nogaro River. Dubbed the Gateway City, it is a popular debarkation point for those seeking fortune and high adventure in the Ruined Kingdoms of the continent. It also serves as a major trading center between the inland towns and the civlized world. Dihiliz is very much a frontier town, located on the edges of Zakharan civlization. It is the clearing house for goods looted from the ruins of Nog and Kadar. In theory, each ruin or site of treasures is registered with the Ministry of Secrets, and the treasure removed under the auspices of the Ministry of Riches. In reality, plunder flows freely from the Ruined Kingdoms as the Nogaro River itself. Aside from antiquites (and corruption), the main products of Dihliz are rice and serving as a trading point to and around the Pantheon cities.

 

Dihiliz is located on a broad plateau about 50 miles up the mighty Nogaro River. Dubbed the Gateway City, it is a popular debarkation point for those seeking fortune and high adventure in the Ruined Kingdoms of the continent. It also serves as a major trading center between the inland towns and the civlized world. Dihiliz is very much a frontier town, located on the edges of Zakharan civlization. It is the clearing house for goods looted from the ruins of Nog and Kadar. In theory, each ruin or site of treasures is registered with the Ministry of Secrets, and the treasure removed under the auspices of the Ministry of Riches. In reality, plunder flows freely from the Ruined Kingdoms as the Nogaro River itself. Aside from antiquites (and corruption), the main products of Dihliz are rice and serving as a trading point to and around the Pantheon cities.

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==Harab==

 

==Harab==

 

 



"Isle of War." Large island of the Crowded Sea region, south of the Pantheist League. This island domain is war torn, as rival corsair groups battle it out for domination. Rumor has it that the various powers of Zakhara - Huzuz, Qudra, Hiyal, the Pantheist League, Afyal - each have their own chosen "client." Foreign travellers and merchants often steer clear of Harab.

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"Isle of War." Large island of the Crowded Sea region, south of the Pantheist League. This island domain is war torn, as rival corsair groups battle it out for domination. Rumor has it that the various powers of Zakhara - Huzuz, Qudra, Hiyal, the Pantheist League, Afyal - each have their own chosen "client." Foreign travellers and merchants often steer clear of Harab.

 

 

 

==Bariya==

 

==Bariya==

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==Sahu==

 

==Sahu==

 

 



"The Isle of Serenity." Large island in the Crowded Sea to the southwest of Afyal. This island is every bit the opposite of Harab. Caliph Al-Araniah maintains a small kingdom as a sanctuary for people throughout Zakhara; people fleeing oppresion, escaped slaves, escapees from blood feuds are all welcome. However, once there they must agree to not pursue their old concerns and contribute to the island's welfare and defense. His small but well-trained navy serve to change undue interests on the part of local pirates or the local powers.

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"The Isle of Serenity." Large island in the Crowded Sea to the southwest of Afyal. This island is every bit the opposite of Harab. Caliph Al-Araniah maintains a small kingdom as a sanctuary for people throughout Zakhara; people fleeing oppresion, escaped slaves, escapees from blood feuds are all welcome. However, once there they must agree to not pursue their old concerns and contribute to the island's welfare and defense. His small but well-trained navy serve to change undue interests on the part of local pirates or the local powers.

 

 

 

==Islands of the Crowded Sea==

 

==Islands of the Crowded Sea==

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