New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 3 of 6 FirstFirst 123456 LastLast
Results 61 to 90 of 178
  1. - Top - End - #61
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Northway Bridge

    Just northwest of Alhurus Lake is a wide bridge made of wooden planks & rope, overlooking steep cliffs to the Saqiyah River below. Known as Rahan Ija to the Admajai, it is more commonly called the Northway Bridge. It has many strange sculptures on both sides of the bridge, carved by an unknown people; these figures seem to represent people with animalistic features, such as horns, tails, & wings.

    The Northway Bridge was named by the old kingdom of Shadaz, who used the bridge to trade with northern lands, such as Adabasha & Qalira. It once served as an ancient battlefield between the forces of Adabasha & those of Al Huruz. Because of its strategic value, it has been destroyed & rebuilt many times in its long history, mostly in the same spot. The crumbling, weathered anchor points of previous iterations of this bridge can still be seen up & down the river banks.

    Today, the Northway Bridge is tended & guarded by a group of volunteers from local towns known as the Qantarai. Most of the Qantarai are from the nearby village of Uar, although some are from non-urban tribes. The bridge is used mainly by nomads & merchants traveling around Alhurus Lake, going east or west, as few people venture northward since the road has become the favored stalking ground of a pack of were-hyenas.
    Last edited by Zeta Kai; 2011-06-08 at 08:07 AM.

  2. - Top - End - #62
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Oasis Lake

    Northwest of the Sea of Fiery Knives is a shallow body of water call Oasis Lake. A welcome haven in the deserts of eastern Sheqari, it is surrounded by arable land & lush flora, before giving way to the arid wasteland of the region. The lake is fed primarily by seasonal rains, which have become less reliable as of late; as a result, the water table has receded significantly in recent years.

    Oasis Lake was once the site of several battles between the forces of the kingdom of Haz-Hurad & those of its neighbor, Sheqari. Rasaljathi, the great lizardfolk temple city, is built upon it eastern banks, making the entire place a holy site for the church of Sidaru. The lake is a sacred place for many Limalites, as well, & is the end of the line for the longest pilgrimages from the south made by Limalia’s followers.

    Oasis Lake is known to have a tribe of sahuagin living within it, which have grown hungry & desperate as the waters have shrunk. They normally don’t bother the surface-dwellers much, & only eat the careless or the foolish. But the recent droughts have caused the lake to grow brinier, which has reduced the fish population & caused a famine among the sahuagin. Now, they will attack anything that they can find, & have even been spotted on land searching for prey.
    Last edited by Zeta Kai; 2011-06-08 at 08:10 AM.

  3. - Top - End - #63
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Oasis Road

    A long, winding caravan trail, Oasis Road runs from the city of Qulzai, through the Narrow Blade Pass, & finally reaches the Provider’s Oasis near Rasalhague. Also known as Huzia Zihara, the road is known as a dangerous trail, but not nearly as deadly as straying off of it. As it winds through the Sea of Fiery Knives, the path is frequently hidden by shifting desert sands, making for a chancy journey.

    Several paths branch off of Oasis Road to go to Rasalhague, Sulafat, & other settlements in the area. The trail is patrolled & maintained by various groups, including merchant-backed soldiers & druids. It began as the traditional desert route of Limalite pilgrims going to & from Oasis Lake, & followers of Limalia are still a common sight on the road.

    Oasis Road has recently become even more dangerous, due to the appearance of a horde of ghuls, which have been preying upon travelers. While the pilgrims are resolute & continue to take the trail despite the danger, the merchants & other travelers refuse to go on the road, for fear of losing their lives. Several mercenary bands have been hired to deal with the ghul menace, but so far, none have been successful.
    Last edited by Zeta Kai; 2011-06-08 at 08:15 AM.

  4. - Top - End - #64
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Pit of Fate

    East of the city of Albaluri, in southern Shemun, is the Pit of Fate, a deep trench hidden in a narrow valley in the easternmost mountains of the Satha Laylanuha. Known by many names (including the Ghar al-Qadar & the Gajaqai Gazila), the Pit of Fate is the ultimate destination for the deceased of Siraaj.

    Geography
    The Pit is enfolded by high, snowy mountains that rise improbably from the flat, featureless wastes. Three narrow passes through the southwestern mountains (which are lower) give way to a broad, flat plain leading to the Pit’s opening. The Pit’s mouth is broad & begins a sharp decline, exposing caverns along its walls & revealing a complex tunnel system.

    Supernatural Phenomena
    The weather around the Pit of Fate is always the same: cool, with a cloud barrier obscuring the sky for miles. Once through the passes, however, the clouds break to expose the night sky, regardless of time of day. Sounds seem quieter, but those who stop to listen may hear a low, ominous drone. Within the caverns of the Pit are more unusual things, as some passages run to destinations better unvisited by the living.

    Inhabitants
    The Pit is normally home to flocks of hafaza, invisible angelic beings that act as psychopomps to the sentient beings of Siraaj. Archons, embodiments of order & benevolence, patrol the Pit in small numbers, with lantern archons functioning as guides for visitors, hound archons watching over, organizing & leading the deceased, & trumpet archons keeping silent vigil, in case of a threat to the order of the Pit. Within the labyrinthine twists & turns of the secret passages, darker beings lurk in wait.

    The Journey
    All mortals who die on Siraaj leave their bodies behind & rise as souls, becoming aware of the Pit of Fate. Many creatures, including animals, magical beasts, & dragons, can instinctively navigate towards the Pit. Humanoids & monstrous humanoids (which include most sapient races), however, cannot do so on their own. Invisible creatures of spirit called the hafaza act as psychopomps, arriving within minutes after a death. The hafaza leads the soul to the Pit of Fate, a process which may take days, weeks, or even months.

    Once through the passes, the hafaza & souls become gradually visible, though they will not stop until they have entered the Pit. At the bottom, hound archons observe & keep track of each soul that arrives as the hafaza return to their duties, while lantern archons lead the newly departed to meet with any resident souls they might have known & wish to see. Souls remain at the bottom of the Pit of Fate for two to four weeks, in which time they can be raised, resurrected, or even physically visited & spoken with by the living, should they be able to make it to the Pit.

    There are hazards along the journey, most especially across the Plain of Night which precedes the Pit’s mouth. The undead, & some creatures which feed on souls, are the greatest threat, although certain practitioners of dark magic without scruples might seek to harvest the deceased for terrible purposes. A threat at any time is the slaying of a guiding hafaza, without which the soul will very likely be lost. A soul that cannot find the Pit of Fate may become a specter, an allip, a ghost, or something even worse, as once happened on a global scale during the Long Bleak Darkness.

    The Arrival
    Souls within the Pit are nominally safe; hound archons keep track of them, lantern archons guide them, & trumpet archons keep vigil against serious threats. Mortals may not be so fortunate; the archons’ duties do not normally extend to countering supernatural obstacles that would not threaten their charges. The power of Fate manifests in strange & threatening ways throughout the Pit & its environs.

    Even within the Pit, there are occasional risks. Demons stage raids from time to time to drag souls kicking & screaming back to Sergala. Devourers may lurk in the deeper caverns, waiting to prey on souls close to their time. Rakshasas clash with the archons & one another for sport, using the Pit as their battleground. The Lake of the Damned, which crosses Siraaj, Najmah & the Pit of Fate, may be carrying deadly creatures or things of evil.

    The Final Steps
    Once a sentient soul has arrived at the Pit of Fate, it will linger for ten to twenty days (perhaps more, perhaps less, depending on various factors) before it is time for it to enter the Gate of Culmination. This is a one-way trip for the soul; the living may follow, & may even find a way to return, but it is extremely dangerous, & the dead cannot retreat by any means.

    The gate takes the soul to an ascending staircase in a dark void. No matter how many souls pass through together, each is utterly & completely alone on their stair & in all things that follow. The soul can take as much time as it needs on each stair, during which time only a resurrection or a true resurrection can bring it back to the world of the living. After each stair is a terrace, featuring podiums for the judges & a black gate leading to the next stair. Souls are not aware of the makeup of the final journey before or while they walk it.

    The first stair is the Ascension of Failures, during which the soul sees its sins, errors, selfishness, treacheries & cruelties, as well as the rewards & consequences of same. Beyond the Ascension of Failures is the first terrace, the Terrace of Rubies, where a trio of devils bid, making offers to the soul if it will agree to join them instead of passing on. The soul may accept the bargain, & be reborn as a devil on Najmah, or it may pass through the black gate into the unknown.

    This gate leads to the second stair, the Ascension of Desires, during which the soul sees its wishes (fulfilled & unfulfilled), needs, joys & envies, the luxuries it enjoyed & the luxuries it craved; its hopes, dreams & ambitions. Beyond the Ascension of Desires is the second terrace, the Terrace of Oblivion; this terrace floats in the same dead void as the stair, & appears flat, blasted & empty, save for the cracked gate on the other end (the genies lost their rights to petition souls as punishment for their foolish acts during the Pactspell). The soul has little choice but to wait or to proceed.

    The gate from Oblivion leads to the third stair, the Ascension of Worth, during which the soul sees its successes, its accomplishments, its kindnesses, the richness of its life & the value of its existence in the lives of others. Beyond the Ascension of Worth is the third terrace, the Terrace of Peace. There are three podiums here, as well as a gate, but at this terrace the jury, three devas, will only appear if they have determined that the soul is worthy to become a deva. Should the soul be good & true, the devas will ask it to join them instead of passing on. The soul may accept the bargain, & be reborn as a deva on Najmah, or it may pass through the black gate.

    The last stair is the Ascension of Fate, & there are no visions here, no memories for the soul to experience. Each step taken is irrevocable. Atop the last Ascension is the Terrace of Judgment, where creatures called ammuti lurk in the darkness. The stair is replaced with the blackened waters of the Lake of the Damned, & the way forward leads towards a pool with clear waters where lies the final gate, blocked by a single ammut of great size. At this point, the soul is instructed that an ammut will judge it, & that to advance is to accept the ammut’s judgment, as well as what will happen should it fail (it shall be devoured).

    The soul is allowed to plead its case using the memories it has gleaned from the ascent; any who have followed to this terrace via the caverns can shout advice or beg the ammut for mercy. Ultimately, however, the decision rests with the ammut, who will either step aside & let the soul walk through the final gate, lunge forward to devour the soul, or simply stand at attention, allowing the soul to walk forward into the pool but not reach the gate.

    If the ammut permits it to walk into the pool, the waters will cleanse the soul of its sins, fears, darknesses & hatreds, washing them down into the Lake of the Damned. Should the gate be denied to the soul, its desires & worth will wash away next, & finally its form, as it dissolves into the pool entirely & is reincarnated. What is through the final gate no mortal can say, for there is no terrace there that can be reached save but by the ammut’s permission.
    Last edited by Zeta Kai; 2012-02-16 at 11:07 PM.

  5. - Top - End - #65
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Provider’s Oasis

    In northwestern Admaja lies a great lake that forms part of the border between Burdusq & Sheqari. Known as the Provider’s Oasis, this lake was once the largest source of fresh water on the continent, before the drowning of Al Huruz. Its waters are a blessing in this part of the world, where the intense heat of the equator scorches the land for miles around, in both the north & the south.

    The Provider’s Oasis is divided into two lobes, the East Lake & the South Lake, with the Dancer’s Waist strait between them. It feeds the Turtle River, which flows westward until it meets the Qius Sea at the Gazra Gulf. The most notable settlement in the area is the city of Rasalhague, on the lake’s southern banks, although the city of Sulafat is also a powerhouse in the region. The two rival cities have been known to settle their disputes on the shores of the lake.

    The waters of the Provider’s Oasis are said to have strange, perhaps even magical, properties. Corpses that are left in the lake tend to decompose very slowly, & the undead seem to spontaneously form here more often than elsewhere. The pahari find the lake’s bottom eerie & vaguely unsettling, while those with marid blood seem to have no qualms with the lake. In fact, this is one of the few remaining freshwater lakes in which large numbers of marids have settled.
    Last edited by Zeta Kai; 2011-06-09 at 07:50 AM.

  6. - Top - End - #66
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Rizaqir Castle

    A long-abandoned stone fortress near the southwest shores of Alhurus, in eastern Ilud, Rizaqir (REE-zah-keer) Castle sits along the trade route from Aqur to Babalarud & other southern cities. It was originally built by the Huruzai as an outpost for launching military campaigns into Ilud during the Water War (2,622 AK), but the war ended before the stronghold saw much use. It was later occupied by the Admajai, but they left after many soldiers suddenly died without known cause.

    Built upon a grassy hill, Rizaqir Castle overlooks the woodland that surrounds it. The fortress itself is an imposing structure, with high walls made of dark gray stone & five great towers arranged in a diamond configuration. The cellars & dungeons of the castle are rumored to connect to a system of caverns & natural tunnels that ultimately leads to the nearby village of Rabiya.

    Rizaqir Castle is now in partial ruin, due to age & neglect, but the fortress is still mostly inhabitable. The main floors are currently occupied by a gang of bandits who call themselves the Copper Crowns, while the lower levels are thought to be the home to many monsters, including ghouls & other undead. The bandits prey upon merchants & travelers on the road, & the monsters prey upon the bandits & any other living inhabitants.
    Last edited by Zeta Kai; 2011-06-09 at 07:53 AM.

  7. - Top - End - #67
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Safar Alquba

    The road that leads from the City of God to Salah, near the west coast of Admaja, goes by many names. The people of the City of God call it the Pilgrim’s Road, while the citizens of Salah know it as Arch Rock Road. But its most common name is the Safar Alquba (sah-FAR ahl-KOO-bah), which means “the Journey of the Arch.”

    The Safar Alquba crosses over the Samal River & the Ajdab River on its way southward from Salah. It is named for the many natural arch formations that can be seen in the rocky hills along the road, although it is often speculated that the arches are not as natural as they appear. The followers of Zaia, for example, believe that they are the remains of one of their goddess’s incarnations, petrified as she swam within the earth in one of their many myths.

    The Safar Alquba is patrolled & maintained along much of its southern stretch by soldiers from the City of God, after bandits waylaid the former sultan’s caravan & killed him. The bandits have mostly been eliminated, but those that remain grow ever more desperate & cunning. They have even begun preying upon the nomadic tribes that hunt the grazing animals in the area, which the bandits used to strictly avoid.
    Last edited by Zeta Kai; 2011-06-09 at 08:13 AM.

  8. - Top - End - #68
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Samet Ar’ras

    In the extreme west of the Sathan Range rises the tallest mountain on the continent, named the Samet Ar’ras (SAH-meht ahr-RAHS), which means “Zenith.” Approximately 19,844 feet (6,050 meters) tall, it is the southernmost of the great mountains. The headwaters of the Narrow River flow from the runoff of this majestic peak, & it is here that the legendary Waharim was said to have vanished into the sky.

    The Samet Ar’ras is rumored to have secret network of tunnels within, which hold a priceless treasure. These rumors are only partially true, as there is a hidden cavern system, & it is inhabited by a clan of terisabi. However, the caves are not nearly as extensive as believed, & although they are not widely known, the clan does not keep their home a secret. The existence of a fortune cannot be verified either way.

    The Samet Ar’ras has been used as a gathering spot & nesting perch for simurghs since prehistorical times, & the upper reaches continue to serve that function to this day. There has recently been (asp) she-da-zhong activity on the mountain, as they seem to want control of the area for some reason. The terisabi clan has discovered their intentions, but it cannot take on the asps without reinforcements.
    Last edited by Zeta Kai; 2011-06-09 at 08:16 AM.

  9. - Top - End - #69
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Saqiyah River

    Flowing from the slopes of Mawte Mountain in the Sathan Range to the eastern bight of Alhurus Lake, the Saqiyah (sah-KEY-yah) River is the easternmost of the Sister Rivers. Also known as the Flooding River, it was named Saqiyah (which means “Irrigator”) for the annual flooding that comes in the spring from runoff in the mountains. The regular flood season is a blessing to those who live alongside the riverbanks, as it irrigates crops & deposits nutrient-rich silt downstream.

    The Saqiyah River flows through Mushah Lake & under the Northway Bridge on its way to Alhurus Lake. It meets the Elzim River at Mushah Lake before the two waterways diverge again. Mushah Lake used to be two distinct bodies of water, before the Ten Dark Years, but now the stretch of river between Mushah & Alhurus Lakes has been slowly drying up over the last 300 years or so, as more water has been diverted to the Elzim.

    A deep-cutting waterway from high in the mountains, the Saqiyah River has several spectacular (yet treacherous) waterfalls, as well as many smaller ones. Due to these falls & the deadly flooding, the Saqiyah is probably the least popular of the major rivers in Admaja for mercantile traffic. The largest settlement on its banks is the city of Qaziz in the north, & it was about a hundred miles upstream from there that the first sandstone golems were created almost 400 years ago.
    Last edited by Zeta Kai; 2011-06-09 at 08:19 AM.

  10. - Top - End - #70
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Shattered Isle

    Off the coast of the Red Sands, in the Ramul Sea, is a barren island of blasted ruins, overgrown settlements, & storm-swept hills. Formerly known as the Shepherd’s Isle (so named for its once-verdant terrain), it is now called the Shattered Isle. The entire island is gloomy & unwelcoming, with every kind of undead imaginable wandering about.

    The Shattered Isle was once the site of Asanam, the capital of the Empire of Admaja. It was apparently destroyed by the events of the Pactspell, over 350 years ago. The former site of the lost city is now a crater of sheer blasted cliffs, overlooking a deep fog-shrouded basin. The deep valley is home to eerie sounds, restless spirits, & bizarre magical effects, so few explorers are brave enough to charts its depths.

    The seasonal typhoons of the Ramul Sea seem to be drawn to the Shattered Isle, hitting it hard almost every year. This has hastened the decay of the abandoned towns, which are little more than crumbling ruins. These villages are rumored to still hold many treasures, such as chests of gold, caches of jewels, & vaults of powerful magical items, but every coin & trinket is also said to carry part of a deadly curse.
    Last edited by Zeta Kai; 2012-02-16 at 11:14 PM.

  11. - Top - End - #71
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Stabbing Rock

    South of the central Satha Laylanuha, just past the last foothills in the Northern Wastes, is a tall jagged boulder that rises up at a sharp angle from the surrounding desert rocks. Most commonly known as Stabbing Rock, the boulder is made of a dense, dark stone that seems to draw in heat & light, making is cool & shady. The apex of the boulder comes to a relatively sharp point, like the fang of some titanic beast.

    Stabbing Rock acts as a natural sundial, & has been used as such by native nomadic tribes since time immemorial. It is also used as a major landmark for migrating clans & travelling merchants. During the solstices & equinoxes, many druids gather here to perform their most sacred rituals, which contributes to the mystical reputation of the site.

    Stabbing Rock was once the chosen home for a particularly fierce desert dragon, but the beast was recently slain, & now the area is beginning to return to normal. Normal is a subjective term for such places as this, though, for the area is strange & magical even without such things as dragons. The boulder itself resists all but the most potent attacks, & it may even mend itself of damage, as people have claimed so for years.
    Last edited by Zeta Kai; 2011-06-09 at 08:27 AM.

  12. - Top - End - #72
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Sufa Madraba

    The hill known as the Sufa Madraba (SOO-fah mah-DRAH-bah) is not a sight that would impress anyone at first glance, as it only reaches about 2,671 feet (814 meters) tall. Located in southern Ilud, near the Adjal Strip that leads to Yan, the hill is only impressive due to its long history, & the bloodshed that it has weathered over the centuries. Grass grows over its slope, & moss covers its stones, but the pits & scratches of ancient weapons still remain visible to the discerning eye. Also called Battle Hill, it is claimed that blood flows from the hill itself after a heavy rain to this very day.

    The Sufa Madraba is named for the many armed conflicts that have been fought there, including such clashes during the Ilud-Shadaz War, the Admajai campaigns, & various racial skirmishes. It is particularly known for the innumerable battles fought between steppe centaurs & desert centaurs. The hill has not seen a major war since the Battle of the Light, which ended the Ten Dark Years nearly 350 years ago.

    The Sufa Madraba has always been strategically important in the region, due to the fact that it rises up out of a vast flat plain. It is the only such highland for miles around, giving anyone at the top a supreme vantage point. The fields & plains surrounding the hill are festooned with apple trees, with have often been stripped of fruit or even chopped down for wood by foreign armies. The remains of a shattered tower lie at the apex, but they are little more than a pile of scorched stones scattered around a mud-filled foundation, a symbolic cairn to commemorate the countless fallen soldiers.
    Last edited by Zeta Kai; 2011-06-09 at 08:31 AM.

  13. - Top - End - #73
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Temple of Manas

    In the northern Red Sands region, east of Mushah Lake, lies the great & ominous Temple of Manas (MAH-nuss). Commissioned by King Manas of Adabasha himself, the temple was dedicated to an unknown pagan god, which was worshipped by the Adabashai. It is surrounded by Adabashai ruins, mostly of a village that was built around the temple, which has since crumbled to dust.

    The Temple of Manas is a short wide structure, made of sandstone that matches the surrounding desert, with a single chamber aboveground, & the remains of four tall obelisks around it. Many tombs of other nobles & their servants are tucked into the nearby hills, but most of the tombs have been looted & raided, like the temple itself. The only remaining component of the once-opulent decorations is an immense weathered idol, depicting the Adabashai god in a state of repose.

    A nexus of strange & unsettling magic, the Temple of Manas contains shadowy portals & whispering spirits that appear to visitors seemingly at random. At least, this is what some explorers have claimed, & the fact that the temple is hard to find even with a good map lends some credence to their assertions. Regardless of its mystical power, it serves as a gathering spot for ghuls, hafaza, & all sorts of otherworldly creatures, which adds to its portentous reputation.
    Last edited by Zeta Kai; 2011-06-09 at 08:35 AM.

  14. - Top - End - #74
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Former Kingdoms of Siraaj

  15. - Top - End - #75
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Adabasha
    Former Capital: Mushayar
    Region: Northern Wastes
    Language: Adabashai
    Duration: 2,132 AK – 27 IR (1,029 years)
    Notable Rulers: King Khumanuntat, King Manas, Queen Djasmi, King Tekhmun, Queen Suthatep

    Just north of what is now Alhurus Lake, the ancient civilization of Adabasha (AH-dah-BAH-shah) was a great & powerful kingdom that thrived for centuries. Centered around Mushah Lake (back when Ziuj Lake was a separate body of water), this nation was created when the first pharaoh, a god-king whose name has been lost to history, united the Three Kingdoms under his divine rule. This god-king was worshipped even after his eventual “ascension to heaven” as a patron god for the kingdom as a whole.

    The history of Adabasha is one of a meteoric rise & a slow decadent decline. The kingdom developed medicine & cosmetics; they invented embalming & irrigation. They erected pyramids & temples; they tamed animals, magic, even the land itself.

    But they then fought two wars with their neighbors to the south, Al Huruz, which both ended in a bloody stalemate. After these wasteful conflicts concluded, an army of Adabashai warriors waged an ill-conceived campaign against the Huruzai. The army was repulsed, & so they returned home, but they soon ran out of supplies. Thus, they attempted to raid the town of Qulzai, but they interrupted a large meeting of merchants & tribesmen, & the resulting fracas became the Qulzai Massacre.

    These battles cost the kingdom dearly; they drained Adabasha’s resources, reputation, & overall spirit. The nation limped along for a couple more centuries, until the newly-formed Empire of Admaja, under the rule of Zazir II, used a flimsy pretext to declare war upon the Adabashai. Within months, the army had been broken, the pharaoh had been killed, & the kingdom had fallen to the imperial forces, become no more than a mere province of the expansionist Empire. Their monuments, such as the Temple of Manas, lived on in partial ruin, but the land of Adabasha was gone.
    Last edited by Zeta Kai; 2011-06-09 at 08:38 AM.

  16. - Top - End - #76
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Al Huruz
    Former Capital: Al Huruz*
    Region: Alhurus Lake (formerly the Huruzai River Valley)
    Language: Adabashai (Al Huruz dialect)
    Duration: 2,319 AK – 171 IR (986 years)
    Notable Rulers: King Huruza I, King Pantili IV, King Qazur VII, King Zadaru II

    A vast lowland kingdom alongside the Hasini River, Al Huruz (AHL hoo-ROOZ) was the central power of the continent of Admaja, before the Old Empire came along. They became very wealthy, developing the first organized widespread trading network, which was facilitated by the extensive river system within their borders. Unlike other nations of the era, which relied on military might, their prosperity allowed them to use economic manipulation to achieve their goals. This frustrated & angered many of their neighbors, which led to several wars.

    Al Huruz fought against the kingdoms of Adabasha, Ilud, & Shadaz, & they never won a war. They sometimes fought to a stalemate, sometimes a treaty was signed to end hostilities, & sometimes their enemies merely won a pyrrhic victory. Never a very martial society, their military still wore decorative bronze armor well after iron weaponry became readily available. Despite their lack of military victories, they were able to maintain their territory & even thrive for a time, due to their mercantile savvy.

    Al Huruz’s luck came to a sudden end, though, once the Empire of Admaja set its sights upon the kingdom’s bounty. The two powerful nations fought two wars, & the second war concluded with the imperial annexation of all Huruzai territory. Al Huruz became a mere province of the empire, & its riches were distributed among all Admajai territories. It seemed as if the Huruzai would simply fade away, slowly becoming absorbed into the imperial culture. But a far darker fate awaited this land.

    The marids of Ruquz Aruj captured the city of Al Huruz (the kingdom’s former capital), as well as several surrounding settlements of the conquered kingdom. The empire besieged the city, but the marids were still able to appoint a shah to the city, who began the Great Drought by sapping water from all over the continent to build a new lake nearby & expand the marids’ territory. This disrupted weather patterns all over the continent, draining lakes, drying up rivers, & expanding deserts for hundreds of miles around.

    It was then that a divine being named Daq appeared, slew the shah of the marids, & destroyed the Central Padishate of Ruquz Aruj. The marids’ water-siphoning spell then went out of control, & the resulting flood drowned the entire Huruzai Basin, creating Alhurus Lake. Few of the Huruzai survived, & even fewer of their relics, thus most of Al Huruz’s culture fell beneath the waves, never to be seen again.
    Last edited by Zeta Kai; 2011-06-09 at 08:52 AM.

  17. - Top - End - #77
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Burdusq
    Former Capital: Sabur (formerly Fashul)
    Region: Burdusq
    Language: Alaqanasai (Burdusq dialect)
    Duration: 1,383 AK – 429 IR (2,181 years)
    Notable Rulers: Unknown

    Just south of Sheqari, on the western coast, the ancient kingdom of Burdusq (boor-DUSK) once flourished. A very old kingdom, & one of the longest-lasting, Burdusq had a rather insular culture, rarely interacting with its neighbors. It was never involved in any external conflicts, & although it sometimes traded with Sheqari to the north, & the Dominion of Alaqanas to the south, it mostly kept to itself. Unfortunately, all of this isolation means that very little of Burdusq’s culture survived to recent times, & speculation as to the cause of this isolation has long colored the few available facts of the matter.

    Burdusq’s original capital, Fashul, was completely razed by a terrible fire, so the city of Sabur was founded on the coast to replace the ruined seat of government. The burning of Fashul destroyed many of their older records, & few relics of the kingdom remain today, most having been destroyed during the nation’s final years. Because of their secluded culture, coupled with the loss of their history & art, very little is known of their way of life.

    Before the formation of Burdusq, the region was apparently made up of several smaller kingdoms; these included such realms as Aqata, Azir, Papalo, & Zomar, among others. These distinct nations shared a similar culture & language, & therefore dealt mostly with one another, trading & fighting amongst themselves. The scant historical records refer to a series of wars, followed by the rise of a powerful & charismatic ruler, who united the squabbling kingdoms under a single banner.

    The kingdom of Burdusq lived in peace & seclusion for over two millennia, its people content to keep to themselves. This seems to have been related to their strict religious ideology, which declared the nation to be paradise & harshly opposed interaction with the corrupting influence of the greater world. After centuries of prosperity, though, an internal political dispute of sort appears to have blossomed into a civil war. This tore the kingdom apart, & since the citizens of this realm had forgotten their original states, it collapsed into a loose grouping of city-states, similar to those found elsewhere on the continent; thus, Burdusq ended as mysteriously as it began.
    Last edited by Zeta Kai; 2011-06-09 at 01:42 PM.

  18. - Top - End - #78
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Dominion of Alaqanas
    Former Capital: Djura*
    Region: Lisan Coast
    Language: Alaqanasai
    Duration: 1 AK – 51 IR (3,185 years)
    Notable Rulers: Ul-Men-Adzur, Ul-Mesha-Ruk, An-Gil-Enkiu, Kal-Padar-Ul, Ul-Shap-Ikuru, Alu-Tapish-Sum

    It was here that humanity rose from out of the shadow of the simurghs. It was here that the wheel & the plow were first invented. It was here that history was first recorded. It was here, in the Dominion of Alaqanas (AH-lah-KAH-nahs), that civilization truly began.

    After the rule of the simurghs collapsed in a bitter civil war, the people of Alaqanas were the first to rise up & form a nation. They quickly annexed a wide swath of territory along the western coast of Admaja, securing it with their military prowess & development of bronze weaponry. With their invention of agriculture, they were able to feed the people, allowing them to live longer & greater numbers than ever before. And with the creation of a system of writing, they were able to codify their language & record their history.

    The name Alaqanas means “human” or “people”, so the Dominion of Alaqanas was really the Dominion of Man. It was a human-dominated realm, where other races were non-citizens or slaves. Only the human citizens could vote on electable issues, & only they could hold offices in the government. The non-citizens had fewer rights, & were under more social & economic restrictions. The slaves had no rights, were completely subject to their owners’ whims, & unlike slaves in later cultures, they could not purchase their freedom on their own.

    The Dominion of Alaqanas was safe & successful for centuries, weathering feast & famine, health & disease, peace & war. It became the longest-lasting civilization in the history of Siraaj, in addition to the first, & many believed that its prosperity would last for eternity. Unfortunately, after over three millennia, its luck finally ran out.

    An ecological disaster reduced their crop yields, which led to a severe food shortage. This opened up Alaqanas to invasion by the kingdom of Ilud to the south, which was later called the War of Songs. They lost this war, & were partially occupied by them for a time. The capital was in utter ruins from the conflict, & after the Ten Dark Years, Ilud was forced to withdraw from the country, leaving it to descend into barbarism; a poor end for a once-great realm.
    Last edited by Zeta Kai; 2011-06-09 at 01:46 PM.

  19. - Top - End - #79
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Empire of Admaja
    Former Capital: Asanam*
    Region: Shattered Isle (formerly the Shepherd’s Isle)
    Language: Admajai (AKA Archaic)
    Duration: 1,878 AK – 3,135 AK as a kingdom (1,257 years); 1 IR – 829 IR as an empire (828 years)
    Notable Rulers: King Adma-Jarri, King Alazala, Emperor Zazir I, Emperor Maliq I, Emperor Qadir II, Empress Abia, Emperor Maliq V, Empress Rana II, Emperor Jalil III

    The last great realm went by many names, including the Admajai Empire, aq-Hazari Admajai, or simply the Old Empire. But its most common name was the Empire of Admaja (ahd-MAH-jah), & it was so vast, so powerful, & so influential that it lent its name to the Central Continent itself, a name that it retains to this day.

    The empire’s founding marked the end of the Age of Kingdoms, a time when national concerns were superseded by a more global vision. The empire fancied itself to be benevolent & enlightened, a generous autocracy bringing peace, prosperity, & culture to a war-torn & backward continent. They sought to unite the entire known world under its banner, bringing stability & knowledge to what it saw as barbarous savages & oppressed serfs. But they gained territory primarily through military conquest, occupation, & annexation, so many of their vassal lands were quite skeptical of their intent.

    The empire may have been an expansionist dictatorship, but it was one that seemed genuinely concerned with the betterment of its subjects. It built roads & libraries, it outlawed slavery within its borders, & it encouraged medicine, literacy, & arts. Philosophy, mathematics, & astronomy were all but invented here. The Admajai also encouraged the use of magic, promoting the creation & sale of magic items, establishing magical academies, & celebrating those who possessed magical aptitude.

    Before it became a true empire, Admaja was a small island kingdom off the eastern shore of the continent. This kingdom lasted for centuries, until an ambitious king named Zazir declared himself emperor of all that he saw. Under his rule, the nascent empire claimed lands all along the eastern coast, mostly those that were ruled by no other kingdom. After his death, the empire lived on under his son, Emperor Zazir II, who conquered the kingdom of Adabasha & who took his father’s dream of universal power & turned it into one of universal enlightenment.

    For a time, it appeared that the dream may indeed come true, as the empire’s armies marched across realm after realm, dominating everything in their path. They were aided by their mastery of the production of steel, a number of politically-fragile opponents, & their use of magic. Thus, within a few hundred years, they controlled almost half of the continent, & were using their technology & culture to transform the land into a better place for all people. But their advanced use of magic would be their undoing.

    A cabal of archmages, led by the wizard Dermanaske, attempted to merge the two planes of the Kamala together into a unified super-reality, in order to bring about a golden age of permanent prosperity. Instead, they shook the foundations of their universe & summoned the wrath of a higher power than they could ever imagine. This cataclysm, later known as the Pactspell, utterly destroyed the empire, annihilating its island capital, killing millions across the continent, & changing the weather patterns worldwide, mostly for the worse. During the Ten Dark Years that followed, millions more died of famine, drought, storms, & attacks from creatures that had never been seen before on Siraaj. Other nations collapsed, & the entire continent was plunged into a dark age. The legacy of the Admajai is now one of roads, ruins, & regret.


    Pictured: The banner of the Kingdom of Admaja, before Zazir declared himself emperor in 3,135 AK.
    Last edited by Zeta Kai; 2012-02-16 at 11:19 PM.

  20. - Top - End - #80
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Haz-Hurad
    Former Capital: Araqibet*
    Region: Sea of Fiery Knives (formerly the Huradai Hills)
    Language: Qubulai (AKA Common; AKA Huradai; AKA Kobold)
    Duration: 945 AK – 2,913 AK (1,968 years)
    Notable Rulers: Queen Ismu, King Zubua, Queen Manaru, King Nazalharu

    North of the Satha Laylanuha & east of Sheqari, where the sand & dust now steal the breath from men, there was once the kobold-dominated kingdom of Haz-Hurad (HAHZ her-AHD). While it was not always a powerful or affluent realm, it survived for almost two millennia, supported by it abundant crops & technological innovation. It was the last time that the cosmopolitan kobolds were mostly gathered together, & it was the last place that they could call the Homeland.

    The kingdom of Haz-Hurad was founded by the great visionary Queen Ismu, who was told in a dream to forge a nation at the site of what would become the city of Araqibet, in the hills overlooking a mighty river. For a time, the kingdom grew, taking advantage of the warm climate, lack of competition, & the fertile land. It was still quite small, though, when a threat came from the west. The kingdom of Sheqari was larger & more powerful than Haz-Hurad, just as the Sheqarai lizardfolk were larger & more powerful than the Huradai kobolds. It seemed that Haz-Hurad would be always be subjugated by their superior neighbors.

    But then, the people of Haz-Hurad did something that no one, not even themselves, could expect. They were the first to develop a means of smelting iron, & in recognizing its superiority to bronze, they made weapons & armor out of the hard, dense metal. They were soon able to take on the bronze-clad soldiers of Sheqari, defeating their occupiers & throwing them out of their kingdom. Encouraged by this victory, they rallied together a mighty army, & it wasn’t long before they were ready to engage the lizardfolk head-on.

    Haz-Hurad fought, & won, many small wars with the kingdom of Sheqari. Their opponents wore bronze armor, & used bronze weapons, both in the style of the Dominion of Alaqanas. The army of Haz-Hurad used iron-plated shields, which deflected bronze swords without fail, & they used iron-tipped spears, which punched through bronze armor with ease. With this advantage, the kobolds won nearly every battle, & were able to push far into Sheqarai territory, turning the tables on their former conquerors.

    Unfortunately for them, they were not able to enjoy their success for long. One day, without warning, a great dark portal opened up in the north, & an army of demons issued forth. These hordes laid waste to Haz-Hurad, raping & burning all within their grasp. They slaughtered thousands, & reduced every settlement that they encountered to ash & cinder. Those kobolds that were wise, quick, or just lucky fled before the demons, which began to destroy the fields & the jungles, drinking the rivers dry & reducing the soil to barren dust.

    The survivors of Haz-Hurad fled to Maisan, Sulafat, & other nearby settlements in a mass flight now referred to as the Hijra. They later spread to every corner of the continent, living in settlements with all the other races of Siraaj. The once fertile land has been reduced to a scorching, flesh-flaying desert known as the Sea of Fiery Knives. Its cities are but rubble-strewn ruins, & its iron weaponry, which brought the kingdom to its greatest height, has long since rusted away.
    Last edited by Zeta Kai; 2011-06-09 at 01:53 PM.

  21. - Top - End - #81
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Ilud
    Former Capital: Sa’ifah (AKA Gazafa Ashir)
    Region: Ilud
    Language: Alaqanasai (Ilud dialect)
    Duration: 1,669 AK – 214 AF (2,509 years)
    Notable Rulers: King Ilud Shumartim, King Mahubarim, Queen Sasu Zaduqim, King Qasim Nahutilud, Queen Ashmur, Queen Tari Hezaruqad, King Shapnutal

    In the southwestern corner of the continent, west of Alhurus Lake, there was once the kingdom of Ilud (ee-LOOD), which was a place of fabled decadence & debauchery. A realm of great wealth & culture, the people here thought that they had created an earthly paradise, & that no other civilization could rise above them. They developed the first code of organized law, known as the Decree of Mahubarim, & they also perfected the art of architecture, building some of the most impressive structures of the ancient world.

    Among these marvels were the Great Lighthouse, the Tomb of Shumartim, & the Temple of the Colossus. Due to their architectural prowess (conjectured to have been assisted by magic), the stonemasons of Ilud were able to make the marvelous commonplace, as well as the commonplace marvelous. Bridges, aqueducts, & ziggurats were everywhere, soaring above the ground or across wide chasms. And everything was intricately decorated with geometric patterns & depictions of religious symbols, especially representations of a pantheon of Iludai gods.

    One of the primary reasons for this opulence was the fact that the kingdom of Ilud was founded upon one of the most verdant regions of the Central Continent. And unlike most regions, it remained fertile over the ages, even after the devastation of the Great Drought & the cataclysm of the Pactspell. The Ten Dark Years did cause a short famine here, but the ecosystem was able to mostly recover from even that crisis.

    Ilud’s success in this region led to much envy among its neighbors, which in turn led to many conflicts & tensions. The realm once fought a war with the kingdom of Shadaz, which it barely lost, & was able to rebound from quickly. They invaded the Dominion of Alaqanas in the War of Songs, which they occupied for centuries. And they successfully repelled multiple incursions by the Admajai during the three Crown Wars, which strained the resources of both nations.

    The kingdom of Ilud weathered both good times & bad, all with a zealous confidence in its superiority over other realms. But their arrogance could not help them overcome the entropy of time, so over the ages their power & greatness dwindled. They were forced to withdraw from Alaqanas, their vassal to the north, once the Ten Dark Years caused a crisis at home. They ceded territory to separatist movements in Fandaq, Naranj, & Zawraq. And while the nation never officially dissolved, it steadily declined as corruption & depravity pulled it apart, piece by piece. The country effectively ceased to exist as a unified entity after the death of King Shapnutal, the last great sovereign. Following Shapnutal’s demise, Ilud broke apart into non-aligned city-states & vassal towns, like the rest of the continent, with little shared culture & even less political unity.
    Last edited by Zeta Kai; 2012-02-16 at 11:21 PM.

  22. - Top - End - #82
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Qalira
    Former Capital: de facto Qaziz
    Region: Northern Wastes
    Language: Gnoolun (AKA Qalizai; AKA Gnoll)
    Duration: 2,772 AK – 3 AF (1,193 years)
    Notable Rulers: King Alalaq, Queen Imar, Queen Larza, King Ashar, King Tirqa, Queen Shapur, Hapu the Last King

    Along the Saqiyah River, in the eastern reaches of the Northern Wastes, there once was the proud kingdom of Qalira (kah-LEER-ah). This realm was closely allied with its larger neighbor to the east, Uqalizar, both politically & culturally. Smaller than its more powerful contemporaries, it still managed to hold its own for over a thousand years, proving that tenacity & vigor could make up for its relatively-inferior arms.

    Qalira was always as barren & inhospitable as the rest of the Northern Wastes, but was also the most populous area, due to the bounty of the Saqiyah River. Using irrigation techniques that were learned from its southern neighbors in Adabasha, the kingdom was able to provide well for its people, growing abundant crops of barley, chick peas, & lentils. This helped them supplement the dwindling amount of fish that they were able to catch from the river.

    Their meager success in this harsh region did not go unnoticed by their fellow kingdoms, & subsequently, they were forced to fight several defensive wars. Qalira lost a war against the kingdom of Uqalizar, which forced it to pay the victor a tithe of its harvest for years afterward. And they were barely able to fend off the Empire of Admaja, which attempted to invade the kingdom several times. These conflicts left the nation in a fragile state, both economically & militarily.

    This instability ultimately led to the downfall of the kingdom of Qalira during the Ten Dark Years. It collapsed following the death of Hapu the Last King (so named after the realm’s fall, incidentally), who left no heirs. The resulting scramble for the throne led to the kingdom fracturing into more & smaller fiefdoms, eventually ending with a loose collection of city-states, much like the rest of the continent.
    Last edited by Zeta Kai; 2011-06-11 at 10:44 PM.

  23. - Top - End - #83
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Shadaz
    Former Capital: Ushazur*
    Region: Sahra Basit
    Language: Adabashai (Shadaz dialect)
    Duration: 1,916 AK – 122 IR (1,340 years)
    Notable Rulers: King Anan-Shadazur, King Ur-Marsakkad, King Nabi-Simatshum, King Naram-Shar

    On the southern coasts of the Central Continent, in the western half of what would become the Sahra Basit, there was an antagonistic kingdom called Shadaz (shah-DAHZ). The nation was a charming, tranquil place, with temperate fields, verdant valleys, & untamed woodlands. But the Great Drought & the later Ten Dark Years eventually turned this pleasant land into an arid desert, chasing off or killing the region’s flora & fauna. Before that, though, Shadaz ruled the area, & had set its sights on conquering its neighbors.

    Officially known as Shad-Aznapshum Meshalim, the kingdom of Shadaz was a martial state, with a small social elite supported by a strong police force, which jointly ruled over the lower-class, sometimes quite brutally. Like many ancient kingdoms, they supported slavery, & while there were few citizens who could afford a slave, those that could often owned many of them & could treat them however they wished. The realm traded rarely with outsiders, & considered nearly everything a threat of some sort, often acting belligerently to other nations without cause.

    This attitude often led to conflicts between Shadaz & nearby states, thereby justifying their behavior in their own eyes. They fought a war with the kingdom of Ilud, which it barely won; in fact, the victory nearly bankrupted the nation, & its military was exhausted. Later, it picked a fight with the kingdom of Al Huruz, & the resulting war drove the realm to its limits, leaving it nearly broken, despite its technical victory. Their aggression often led them to attack before they were ready, & to waste valuable resources attacking unnecessary targets.

    Their hostility was eventually their downfall, as they eventually provoked a battle that could not be won. After a minor trade dispute with the Empire of Admaja, they declared war, & the ensuing conflict brought them a nasty surprise. The imperial army was larger, better equipped, & more prepared than anything that they had previously faced. The Admajai won the war easily, annexing Shadaz’s lands & razing its capital, Ushazur. Thus, the kingdom died as it had always lived: violently, & without mercy.
    Last edited by Zeta Kai; 2011-06-11 at 10:28 PM.

  24. - Top - End - #84
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Sheqari
    Former Capital: None
    Region: Sheqari
    Language: Alhaggi (AKA Sheqarai; AKA Lizardfolk)
    Duration: 1,747 AK – 381 IR (1,769 years)
    Notable Rulers: Amir Jathi, Amir Khur, Amir Rakhiz, Amir-Regent Jhauggar, Amir Hoom, Grand Amir il-Zalatha, Amir Mulkhar

    In the northwestern corner of the continent, in the region of the same name, there was once a kingdom for the lizardfolk, named Sheqari (sheh-KAR-ee) after the Alhaggi phrase cha-gharri, which means “motherland”. Actually a confederation of several smaller realms (called the Seven Nations, although there were more than seven), the kingdom was originally united under the legendary Amir Jathi, a natural leader. Because of its somewhat fractured nature, it had no central capital, unlike most other nations.

    As a nation comprised mostly of lizardfolk, the character & culture of Sheqari were significantly different than that of human-dominated realms. For one, while many human communities have gender-equality of some sort, their lands tend to be patriarchal, whereas several lizardfolk societies were matriarchies. While Amir Jathi was a lizardman, a majority of subsequent amirs were in fact female. Sheqari was also as conservative & practical as its people; the kingdom usually eschewed demagogues & cults of personality. Most government is local & council-oriented, with few decisions made at the highest offices of state. And the national culture is one of selflessness & service to the community, so greed & envy are rare things that are looked upon as ugly & aberrant.

    The kingdom of Sheqari was a relatively-peaceful state, not one prone to military aggression or pre-emptive attacks. They never engaged in any conflict with their reclusive southern neighbor, Burdusq, leaving that nation to its own devices. They did, however, take a belligerent stance toward the kobold-dominated kingdom of Haz-Hurad to the east, bullying them often during their early years. Once the kobolds discovered a means of making iron weapons & armor, though, the tables were turned. They fought a number of small wars with Haz-Hurad, which they almost invariably lost badly.

    These frequent defeats at the hands of the small kingdom of even-smaller kobolds weakened the morale of the people of Sheqari, bruising their ego greatly. They lost people, wealth, prestige, & land to the Huradai, & every attempt to even the score ended in even greater defeat. The collapse of Haz-Hurad due to demonic invasion ameliorated their spirit somewhat, but they were still demoralized by the fact that they did not beat the kobolds on their own. This sensitive issue is at the heart of racial tensions between the lizardfolk & the kobolds, which persists in some circles to this very day.

    With Haz-Hurad out of the way, the kingdom of Sheqari was able to rebound from its earlier military defeats & again become the dominant nation in their corner of the continent. But the demons did not all disappear following the destruction of the Huradai. They came into contact with the she-da-zhong from the west, & together, they were able to infiltrate Sheqari & corrupt it from the inside. The demons & the serpents penetrated every level of government, & even posed as clergy in strategic positions, taking positions of power everywhere. They manipulated the lizardfolk in secret, destabilizing the country until it suffered an economic collapse, plunging the nation into chaos. The resulting calamity reduced much of the once-great kingdom to ruins, & even worse, finally broke the lizardfolk’s spirit.
    Last edited by Zeta Kai; 2011-06-11 at 10:44 PM.

  25. - Top - End - #85
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Uqalizar
    Former Capital: Nahraldikh
    Region: Tuljahar Peninsula
    Language: Gnoolun (AKA Qalizai; AKA Gnoll)
    Duration: 3,036 AK – 754 IR (852 years)
    Notable Rulers: King Kalba, King Ghadhab, Queen Imkan, King Wawi

    On the eastern coast of Admaja, between the Shattered Isle & the Sathan Range, there once was a kingdom populated mostly by gnolls, known as Uqalizar (oo-KAHL-ee-ZAR). That was its Admajai name, translated from the name that it was given by its own people, Nar Al-Dikh, meaning “Fire of the Hyena” (as opposed to the nation’s capital, Nahraldikh, which means “River of the Hyena”). It was founded when the lesser kingdom of Tuljahar was united with the equally-minor realms of Mizaraqad & Gua Benesh.

    As a nation dominated by gnolls, the kingdom of Uqalizar differs greatly from mostly-human realms. For example, it was largely market-driven, in an age when capitalism & plutocracy was almost unknown. Also, the populace was very cosmopolitan; unlike in human lands where the average citizen rarely left their local clan or village, the gnolls of Uqalizar often traveled across the kingdom, trading goods & exchanging customs as they went. This led to a very homogenous realm, with a strong national identity & a largely-uniform culture.

    This unity served the people of Uqalizar well, especially on the battlefield. They fought a war against the neighboring kingdom of Qalira, which they handily won. Through some canny maneuvering during the surrender of the Qalirai, they forced the defeated nation to pay them a tithe of its harvest for years afterward. The only enemy that they ever seemed to have feared was the Empire of Admaja, but they were able to negotiate an amicable trade agreement with the Admajai, avoiding a conflict which they would have been unlikely to have won.

    The kingdom of Uqalizar was a very successful nation for a time, both economically & politically. But their shrewdness & political acumen could not prevent the country from breaking apart due to internal strife. Incited by Natharite cults within the shaghal communities, a civil war began in the capital. By the time it ended, thousands were killed, the nation’s coffers were spent or stolen, the shaghali had fled en masse, & the remaining government broke up into several petty realms, which later collapsed into separate city-states.
    Last edited by Zeta Kai; 2011-06-11 at 10:55 PM.

  26. - Top - End - #86
    Ettin in the Playground
     
    Zeta Kai's Avatar

    Join Date
    Feb 2007
    Location
    The Final Chapter
    Gender
    Male

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

    Alright, that about wraps it up for the world of Siraaj. There's a ton of other material to post, but all that relates to other topics, so we are currently releasing Chapter 3.

    As for this thread, I'd like to open up a question & answer session, where anyone can post their questions, concerns, &/or observations regarding the world of Siraaj. Feel free to discuss anything.

    You can start by telling us how wonderful the maps are, & then by complaining about how we bungled everything else.

  27. - Top - End - #87
    Halfling in the Playground
    Join Date
    Jan 2010
    Location
    Denmark

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

    This is still very amazing, Build Time Cool Guys. :)

    Now, I'm a bit curious as to why there are NO kingdoms at all present - except for the monolithic Empire-continents across the seas.
    My guesses would be that the maintenance of a strong, centralized government is incredibly difficult and costly in present-day Admaja. The lands not in the immediate vicinity of a major city seems utterly lethal to anything not adapted to life in them, and it sounds like travelling by anything but the most popular trade routes is rife with danger and trouble.

    Then comes the problem of expansion. Sending your army away to conquer is still sending the army away. It is my impression that standing militias and high walls are a requirement for even keeping your citizens seemingly safe. Emptying your military out in another city's streets might be fine if you want to conquer it, but if the soldiers return to find their families eaten by a horde of ghuls or taken as slaves by nomad raiders, there won't be much of a victory celebration.

    The last thing is probably the memory of what happens whenever a kingdom proves to succeed with something:
    Haz Hurad: Scorched until the land became synonymous with, well, death-dealing cutting tools of fire - and by chaotic spirits of hellfire and rape etc.
    Al Huruz: Though not an independent realm by the time it was drowned in Marid blood and magic, is probably still remembered as the sunken kingdom which was beset by evil water-spirits.
    The Empire: Well, I guess the timeline says most of what needs to be said. Incredibly powerful, vastly learned - still tricked into pretty much destroying the ENTIRE world and casting it into darkness by magical beings from another world.

    Power attracts attention from all kinds of wrong places, it seems.

    The two first guesses are also partial explanations for why some of the kingdoms dissolved 'peacefully'. As soon as the central government cannot help keep the individual cities safe, they withdraw in order to use their taxes/troops/statesmen to defend themselves rather than "the city on the other side of the river, which we don't like to cross, because the Breathstealer Princess of the Water-People demands more sacrifices each year we do".

  28. - Top - End - #88
    Orc in the Playground
     
    Fako's Avatar

    Join Date
    Dec 2006

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

    This is very cool. Just one question though:

    The old kingdom of Burdusq, with Sabur as its capital... is that a nod to Saberdusk, the title that Afroakuma was hoping would win the vote?
    Amazing Abjuration Avatar made by Serpentine.
    Quote Originally Posted by Gramarie IRC
    <Fako> Most of my contributions to the system have been in the form of taking a baseball bat to other homebrewer's works.
    <~sirpercival> haha
    <Fako> You laugh because it's true :P
    <~sirpercival> yes. yes i do.
    Skinshred Swarm (CR 9) / Reaper Wolf (CR 5) / Demonecris (CR 18)
    Indomitable (Melee PrC [5 Lvl])

  29. - Top - End - #89
    Ogre in the Playground
    Join Date
    Jul 2008
    Location
    Ontario, Canada
    Gender
    Male

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

    Afro mentioned that he came up with Burdusq first and morphed that to come up with his suggested setting name.

    Also, there are no kingdoms now because the result of the political vote ended up being City-States.
    Quote Originally Posted by subject42 View Post
    Quote Originally Posted by SurlySeraph View Post
    He's already a bear that turns into a bear that gets so angry it turns into a bear, worships bears, and commands bears, all while riding a bear. He has enough bear.
    There's never enough bear.

  30. - Top - End - #90
    Halfling in the Playground
    Join Date
    Jan 2010
    Location
    Denmark

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

    Quote Originally Posted by Juhn View Post
    Also, there are no kingdoms now because the result of the political vote ended up being City-States.
    Of course - and that is why the build team was tasked with answering the question: "Why are there only city-states?" in order to create a believable setting. We might not be given a clear answer to that question in the fluff, but there are plenty of clues left for us to piece together an answer.
    As opposed to conjecturing upon the identity of Zihaja (wasn't this a major discussion point once in the dawn of time?) we do actually have enough material to start guessing at questions regarding geography and politics.
    Better yet, we have a common ground from which to discuss these subjects.

    Now, I'm not sure if it says anywhere if this is true, but are the Eastern and Western Continents unified under single (Racial God-)rulers? It'd be interesting to find out what would happen in Admaja and its city-states if the continent was attacked by a full invasion force from a unified realm roughly the size of the entire continent. I guess plenty of plot hooks along the coasts will be about thwarting scouting expeditions and infiltration attempts from these would-be conquerors.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •