Post by Zaim al-Daleel on Jul 9, 2008 22:45:48 GMT -7
Hiyal, City of Intrigue
Location: 360 miles northeast of golden Huzuz
Ruler: Sultana Alurah bint Asrah
Pop: 600,000 perm. + 300,000 transient
Features: smoky pallor and unpleasant odor caused by it foundries and kilns.
Reputation of residents: untrustworthy, duplicitous, and sharp in their business dealings
The court:
> Sultana Asrah
> Prince Omar bin Alurah
> Imam Raman bin Alurah
> Princess Hannah bint Alurah
> Princess Alurah bin Alurah
Key figures outside the court:
> Harayah al-Mabhum aka Harayah the Unclear. A powerful and aged sorceress
> Kasit al-Galaba the bard
> Fuladayah bint Bulad, recently orphaned daughter of the master swordmaker Bulad the Steelmaker. Bulad was one of the finest weaponsmiths in Zakhara. Fuladayah is herself a master weaponsmith. She has let it be known to all that she wants revenge against those who killed her father. Despite being found with a knife in his back, Bulad's death was ruled "accidental" by the magistrate confirming her belief that someone in power is involved.
Tajar, City of Trade
Location: 300 miles west of golden Huzuz
Ruler: Sheihk Ali al-Hadd
Population: 180,000
Features: Tajar is a major trading site in Zakhara.
Reputation of residents: proud, boisterous people, quick to take offense. Street music is common here, and the often volume outweighs proficiency. Merchant haggling often leads to drawn swords, and daggers are driven into walls to underline a point.
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 Enlightened 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. This city of 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 positively 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.
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 worshiped 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 enlightened gods."
Politics and religion are tightly interwoven in the Pantheist League. The church is powerful, and secular leaders are often religious leaders as well. Staunchly 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 suspicious. 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 communities are not hindered by continual efforts to conspire against each other in petty wars. And unlike the Pearl Cities, the cities of the Pantheon have fewer beggars and impoverished citizens on their streets.
The Pantheist League does engage in trade, but much of that trade may need to be done through intermediaries. Among the products that attract outside attention are the crystal and glassware available in I'tiraf, glass lenses, telescopes, and books found in Hudid, and the fine medical knowledge to be had in Talab.
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 predecessors - 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. 4000 years ago, 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.
By following the Nogaro River about 100 miles inland from Dihliz, a traveler reaches the sinister city of Kadarasto. It is said to be an ancient, alien-looking place, perched upon the bluff overlooking the river . The city's architecutre - heavy, angular, and depressing - is unique in the Land of Fate. Some sages believe Kadarasto was once the capital of Kadar, though it is not known for sure. Most of the populace is believed to derive its income from rice and more notably the antiquites trade - i.e. tomb robbing. Even less well known is Rog'osto, "City of Spires." Located over 300 miles up the Nogaro River, the city is famed forts its unique metal towers soaring toward the sky, gleaming in the sun. It is believed that this was once the site of the captial of Nog.
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.
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 law-breakers who have forgotten the nature and spirit of the Loregiver's Law.
Location: 360 miles northeast of golden Huzuz
Ruler: Sultana Alurah bint Asrah
Pop: 600,000 perm. + 300,000 transient
Features: smoky pallor and unpleasant odor caused by it foundries and kilns.
Reputation of residents: untrustworthy, duplicitous, and sharp in their business dealings
The court:
> Sultana Asrah
> Prince Omar bin Alurah
> Imam Raman bin Alurah
> Princess Hannah bint Alurah
> Princess Alurah bin Alurah
Key figures outside the court:
> Harayah al-Mabhum aka Harayah the Unclear. A powerful and aged sorceress
> Kasit al-Galaba the bard
> Fuladayah bint Bulad, recently orphaned daughter of the master swordmaker Bulad the Steelmaker. Bulad was one of the finest weaponsmiths in Zakhara. Fuladayah is herself a master weaponsmith. She has let it be known to all that she wants revenge against those who killed her father. Despite being found with a knife in his back, Bulad's death was ruled "accidental" by the magistrate confirming her belief that someone in power is involved.
Tajar, City of Trade
Location: 300 miles west of golden Huzuz
Ruler: Sheihk Ali al-Hadd
Population: 180,000
Features: Tajar is a major trading site in Zakhara.
Reputation of residents: proud, boisterous people, quick to take offense. Street music is common here, and the often volume outweighs proficiency. Merchant haggling often leads to drawn swords, and daggers are driven into walls to underline a point.
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 Enlightened 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. This city of 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 positively 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.
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 worshiped 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 enlightened gods."
Politics and religion are tightly interwoven in the Pantheist League. The church is powerful, and secular leaders are often religious leaders as well. Staunchly 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 suspicious. 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 communities are not hindered by continual efforts to conspire against each other in petty wars. And unlike the Pearl Cities, the cities of the Pantheon have fewer beggars and impoverished citizens on their streets.
The Pantheist League does engage in trade, but much of that trade may need to be done through intermediaries. Among the products that attract outside attention are the crystal and glassware available in I'tiraf, glass lenses, telescopes, and books found in Hudid, and the fine medical knowledge to be had in Talab.
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 predecessors - 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. 4000 years ago, 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.
By following the Nogaro River about 100 miles inland from Dihliz, a traveler reaches the sinister city of Kadarasto. It is said to be an ancient, alien-looking place, perched upon the bluff overlooking the river . The city's architecutre - heavy, angular, and depressing - is unique in the Land of Fate. Some sages believe Kadarasto was once the capital of Kadar, though it is not known for sure. Most of the populace is believed to derive its income from rice and more notably the antiquites trade - i.e. tomb robbing. Even less well known is Rog'osto, "City of Spires." Located over 300 miles up the Nogaro River, the city is famed forts its unique metal towers soaring toward the sky, gleaming in the sun. It is believed that this was once the site of the captial of Nog.
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.
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 law-breakers who have forgotten the nature and spirit of the Loregiver's Law.