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


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    Last edited by Zeta Kai; 2012-02-24 at 09:36 PM.

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

    Miscellaneous Data

    Table 2-1: Sentient Population by Level
    {table=head]Character Level|Population|Percentage
    0th Level|134,217,728|50.00%
    1st Level|67,108,864|25.00%
    2nd Level|33,554,432|12.50%
    3rd Level|16,777,216|6.25%
    4th Level|8,388,608|3.13%
    5th Level|4,194,304|1.56%
    6th Level|2,097,152|0.78%
    7th Level|1,048,576|0.39%
    8th Level|524,288|0.20%
    9th Level|262,144|0.10%
    10th Level|131,072|0.05%
    11th Level|65,536|0.02%
    12th Level|32,768|0.01%
    13th Level|16,384|0.01%
    14th Level|8,192|0.00%
    15th Level|4,096|0.00%
    16th Level|2,048|0.00%
    17th Level|1,024|0.00%
    18th Level|512|0.00%
    19th Level|256|0.00%
    20th Level|128|0.00%
    21st Level|64|0.00%
    22nd Level|32|0.00%
    23rd Level|16|0.00%
    24th Level|8|0.00%
    25th Level|4|0.00%
    26th Level|2|0.00%
    27th Level|1|0.00%[/table]

    Total Creatures with an Intelligence 3+: 268,435,455**
    ** = This total does not count the aazlai, the centaurs (desert & steppe), the dvernin, the pahari, shaghali, the she-da-zhong, or the vulture harpies.

    Table 2-2: Sentient Population by Race
    {table=head]Race|Population|Percentage
    Human|128,860,000|48%
    Gnoll|64,430,000|24%
    Lizardfolk|37,570,000|14%
    Kobold|18,840,000|7%
    Sabi|10,710,000|4%
    Hawasabi|2,960,000|1%
    Masabi|2,820,000|1%
    Narsabi|2,400,000|1%
    Terisabi|2,530,000|1%
    Half-Genie|5,350,000|2%
    Half-Ghul|2,670,000|1%[/table]

    Greater Languages
    • Alhaggi (Sheqarai/Lizardfolk)
    • Aquan (Marid)
    • Auran (Djinn)
    • Common (Qubulai/Huradai/Kobold)
    • Draconic (Old Alhaggi)
    • Ignan (Efreet)
    • Ghul
    • Gnoolun (Qalizai/Gnoll)
    • Terran (Dao)

    Lesser Languages
    • Abyssal (Asuri/Dhaimonos/Qartabariqad/Demon)
    • Azbai-She (Asp She-da-zhong)
    • Celestial (Vaacaa/Deva)
    • Druidic (Simurgh)
    • Harbai (Vulture Harpy)
    • Houri (Vaanii/Houri)
    • Infernal (Achryos/Devil)
    • Kjathr (Dvernin)
    • Najai-She (Cobra She-da-zhong)
    • Pahrai (Pahari)
    • Qamilai (Desert Centaur)
    • Shagalai (Shaghal)
    • Zimbalai (Aazlai)

    Dead Languages

    Planetary Dimensions (Siraaj & Najmah)
    • Diameter: 8,333.9 miles (13,409.4 km)
    • Circumference: 26,182.0 miles (42,126.8 km)
    • 1 solar year = 320.12 days
    • Grid square = 405.3 miles (652.5 km) per side; 164,268.1 square miles (425,756.25 square km)

    Kamalai Calendar
    • 1 year = 8 months = 40 market weeks = 320 days
    • 1 month = 5 market weeks = 40 days
    • 1 market week = 8 days
    • 1 leap day every 10 years
    • 2 leap days every 50 years

    Table 2-3: Months of the Kamalai Year
    {table=head]Admajai Name|Common Name|Season|Gregorian Equivalent
    Mira-Balaz|Teqir|Early Spring|March/Early April
    Buqa-Balaz|Riqat|Late Spring|Late April/May
    Adua-Balaz|Atumeq|Early Summer|June/Early July
    Hila-Balaz|Nasur|Late Summer|Late July/August
    Lura-Balaz|Shuqem|Early Autumn|September/Early October
    Rema-Balaz|Tasis|Late Autumn|Late October/November
    Izana-Balaz|Qanim|Early Winter|December/Early January
    Juza-Balaz|Sudar|Late Winter|Late January/February[/table]

    Weeks of the Month
    1. Aq-Ubazi, the Heads (heads of livestock)
    2. Aq-Nurazi, the Washes (barrels of water)
    3. Aq-Deruqi, the Greens (grains & vegetables)
    4. Aq-Hequi, the Trades (crafted goods)
    5. Aq-Bishaji, The Levies (taxes & tithes)

    Days of the Market Week
    1. Day of Dhuqa (Market Day on Siraaj)
    2. Day of Utared
    3. Day of Nahid
    4. Day of Zurah
    5. Day of Qahira
    6. Day of Mushtari
    7. Day of Zohal
    8. Day of the Baluqari (Market Day on Najmah)

    Table 2-4: Kamalai Calendar
    Spoiler
    Show
    {table=head]Month (season)|Day #1|Day #2|Day #3|Day #4|Day #5|Day #6|Day #7|Day #8
    Week #1|1|2|3|4|5|6|7|8
    Week #2|9|10|11|12|13|14|15|16
    Week #3|17|18|19|20|21|22|23|24
    Week #4|25|26|27|28|29|30|31|32
    Week #5|33|34|35|36|37|38|39|40[/table]

    {table=head]Mira-Balaz, AKA Teqir (early spring)|Dhuqa|Utared|Nahid|Zurah|Qahira|Mushtari|Z ohal|Baluqari
    Aq-Ubazi, the Heads|1|2|3|4|5|6|7|8
    Aq-Nurazi, the Washes|9|10|11|12|13|14|15|16
    Aq-Deruqi, the Greens|17|18|19|20|21|22|23|24
    Aq-Hequi, the Trades|25|26|27|28|29|30|31|32
    Aq-Bishaji, The Levies|33|34|35|36|37|38|39|40[/table]

    {table=head]Buqa-Balaz, AKA Riqat (late spring)|Dhuqa|Utared|Nahid|Zurah|Qahira|Mushtari|Z ohal|Baluqari
    Aq-Ubazi, the Heads|1|2|3|4|5|6|7|8
    Aq-Nurazi, the Washes|9|10|11|12|13|14|15|16
    Aq-Deruqi, the Greens|17|18|19|20|21|22|23|24
    Aq-Hequi, the Trades|25|26|27|28|29|30|31|32
    Aq-Bishaji, The Levies|33|34|35|36|37|38|39|40[/table]

    {table=head]Adua-Balaz, AKA Atumeq (early summer)|Dhuqa|Utared|Nahid|Zurah|Qahira|Mushtari|Z ohal|Baluqari
    Aq-Ubazi, the Heads|1|2|3|4|5|6|7|8
    Aq-Nurazi, the Washes|9|10|11|12|13|14|15|16
    Aq-Deruqi, the Greens|17|18|19|20|21|22|23|24
    Aq-Hequi, the Trades|25|26|27|28|29|30|31|32
    Aq-Bishaji, The Levies|33|34|35|36|37|38|39|40[/table]

    {table=head]Hila-Balaz, AKA Nasur (late summer)|Dhuqa|Utared|Nahid|Zurah|Qahira|Mushtari|Z ohal|Baluqari
    Aq-Ubazi, the Heads|1|2|3|4|5|6|7|8
    Aq-Nurazi, the Washes|9|10|11|12|13|14|15|16
    Aq-Deruqi, the Greens|17|18|19|20|21|22|23|24
    Aq-Hequi, the Trades|25|26|27|28|29|30|31|32
    Aq-Bishaji, The Levies|33|34|35|36|37|38|39|40[/table]

    {table=head]Lura-Balaz, AKA Shuqem (early autumn)|Dhuqa|Utared|Nahid|Zurah|Qahira|Mushtari|Z ohal|Baluqari
    Aq-Ubazi, the Heads|1|2|3|4|5|6|7|8
    Aq-Nurazi, the Washes|9|10|11|12|13|14|15|16
    Aq-Deruqi, the Greens|17|18|19|20|21|22|23|24
    Aq-Hequi, the Trades|25|26|27|28|29|30|31|32
    Aq-Bishaji, The Levies|33|34|35|36|37|38|39|40[/table]

    {table=head]Rema-Balaz, AKA Tasis (late autumn)|Dhuqa|Utared|Nahid|Zurah|Qahira|Mushtari|Z ohal|Baluqari
    Aq-Ubazi, the Heads|1|2|3|4|5|6|7|8
    Aq-Nurazi, the Washes|9|10|11|12|13|14|15|16
    Aq-Deruqi, the Greens|17|18|19|20|21|22|23|24
    Aq-Hequi, the Trades|25|26|27|28|29|30|31|32
    Aq-Bishaji, The Levies|33|34|35|36|37|38|39|40[/table]

    {table=head]Izana-Balaz, AKA Qanim (early winter)|Dhuqa|Utared|Nahid|Zurah|Qahira|Mushtari|Z ohal|Baluqari
    Aq-Ubazi, the Heads|1|2|3|4|5|6|7|8
    Aq-Nurazi, the Washes|9|10|11|12|13|14|15|16
    Aq-Deruqi, the Greens|17|18|19|20|21|22|23|24
    Aq-Hequi, the Trades|25|26|27|28|29|30|31|32
    Aq-Bishaji, The Levies|33|34|35|36|37|38|39|40[/table]

    {table=head]Juza-Balaz, AKA Sudar (late winter)|Dhuqa|Utared|Nahid|Zurah|Qahira|Mushtari|Z ohal|Baluqari
    Aq-Ubazi, the Heads|1|2|3|4|5|6|7|8
    Aq-Nurazi, the Washes|9|10|11|12|13|14|15|16
    Aq-Deruqi, the Greens|17|18|19|20|21|22|23|24
    Aq-Hequi, the Trades|25|26|27|28|29|30|31|32
    Aq-Bishaji, The Levies|33|34|35|36|37|38|39|40[/table]

    {table=head]Lunar Calendar|Dhuqa|Utared|Nahid|Zurah|Qahira|Mushtari| Zohal|Baluqari
    Aq-Ubazi, the Heads|New Moon|Waxing Crescent|Waxing Crescent|Waxing Crescent|Waxing Crescent|Waxing Crescent|Waxing Crescent|Waxing Crescent
    Aq-Nurazi, the Washes|Waxing Crescent|First Quarter|First Quarter|Waxing Gibbous|Waxing Gibbous|Waxing Gibbous|Waxing Gibbous|Waxing Gibbous
    Aq-Deruqi, the Greens|Waxing Gibbous|Waxing Gibbous|Waxing Gibbous|Full Moon|Full Moon|Waning Gibbous|Waning Gibbous|Waning Gibbous
    Aq-Hequi, the Trades|Waning Gibbous|Waning Gibbous|Waning Gibbous|Waning Gibbous|Waning Gibbous|Third Quarter|Third Quarter|Waning Crescent
    Aq-Bishaji, The Levies|Waning Crescent|Waning Crescent|Waning Crescent|Waning Crescent|Waning Crescent|Waning Crescent|Waning Crescent|New Moon[/table]


    Pictured: A diagram of the lunar cycles of the Kamala, illustrating how the three moons of Siraaj & Najmah orbit the twin worlds during the month. Badra orbits Siraaj, Chandra orbits Najmah, & Qamar orbits both worlds.
    Last edited by Zeta Kai; 2011-06-11 at 11:04 PM.

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

    Maps


    Pictured: A thumbnail (12.5%) of the continent of Admaja, on the world of Siraaj. Click on the image to be linked directly to the full-sized map (4,925×4,925 pixels) hosted on DeviantArt.

    Map Key
    • Text in dark green is a settlement.
    • Text in dark brown is another location, such as an adventuring site, a geographical feature, or a region.
    • Settlements in yellow are major cities.
    • Settlements in gray are lesser towns & villages.
    • Settlements in red are former towns that are uninhabited &/or in ruins.
    • Every settlement larger than a thorp has a name.
    • Locations with a star on them are prominent locales (IE something that I have a lengthy description for).
    • The scale is in the lower-left corner, opposite the compass rose.
    • The blue lines in the oceans are major oceanic trade routes, which are mostly for the pahari & the marid genies.

    Other Maps


    Pictured: A thumbnail (12.5%) of the continent of Admaja without labels. Click on the image to be linked directly to the full-sized map (4,925×4,925 pixels) hosted on DeviantArt.


    Pictured: A thumbnail (12.5%) of the entire planet of Siraaj. Click on the image to be linked directly to the full-sized map (3,000×2,000 pixels) hosted on DeviantArt.


    Pictured: A thumbnail (25%) of the player's map of the area surrounding the City of God. Click on the image to be linked directly to the full-sized map (1,738×1,738 pixels) hosted on DeviantArt.
    Last edited by Zeta Kai; 2010-11-28 at 04:26 PM.

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

    your maps are still awesome.
    I love the data.

    hmm. it appears that each level has half the number of member compared to the one before.

    what is a 0th level character?
    Remember: Hope springs eternal. The dark days will pass and the sun will shine again.

    The best way to learn something is to ask, so ask without shame.

    Many thanks to smuchmuch for the awesome Ponytar.

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

    Quote Originally Posted by vegetalss4 View Post
    your maps are still awesome.
    I love the data.
    Thank you. We try.

    Quote Originally Posted by vegetalss4 View Post
    hmm. it appears that each level has half the number of member compared to the one before.
    Yes, that is true.

    Quote Originally Posted by vegetalss4 View Post
    what is a 0th level character?
    A character that has not reached level 1. In my interpretation of RAW, non-adults (IE characters that are below the minimum age for their race) are 0th-level characters. So the short answer is: Children.

    Quote Originally Posted by AtlanteanTroll View Post
    A place to discuss the Campaign. We aren't suppose to talk about it in here. Or, no one had before you.

    I'll probably delete this post.
    There had been an unspoken rule, but I'm not upset by this. Feel free to keep your post here. Such is life.
    Last edited by Zeta Kai; 2011-05-14 at 08:19 PM.

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

    Location Tables

    Table 2-5: Siraajai Settlements
    Spoiler
    Show
    {table=head]Name|Pronunciation|Meaning|Alias/Title|Population|Size|GP Limit|Coordinates|Alignment
    Abazi|ah-BAH-zee|--|--|0|RUIN|0gp|Q17|N/A
    Abubu|ah-BOO-boo|--|--|88|Hamlet|100gp|Q14|Chaotic Neutral
    Aiqu|EYE-koo|Heat*|--|373|Hamlet|100gp|M16|Neutral Good
    Aladim|ah-lah-DEEM|--|--|229|Hamlet|100gp|O11|
    Alaqur|ah-lah-KOOR|--|--|6,952|Small City|15,000gp|K14|Chaotic Neutral
    Albaluri|AHL-bah-LOO-ree|--|City of Glass|5,093|Small City|15,000gp|H19|Neutral Evil
    Al Huruz|AHL hoo-ROOZ|--|--|39|RUIN|40gp|P12|
    Aliyat|ah-lee-YAHT|Upstream|--|0|RUIN|0gp|P12|N/A
    Allat|ah-LOT|--|--|532|Village|200gp|M13|Neutral Good
    Al Mara|AHL MAR-ah|--|--|97|Hamlet|100gp|G8|
    Al-Nas|AHL NAHS|--|--|156|Hamlet|100gp|S11|Lawful Good
    Al-Qaum|AHL CALM|--|--|211|Hamlet|100gp|R11|
    Alsamt|ahl-SAHMT|Silent|--|340|Hamlet|100gp|S14|Neutral Evil
    Al-Uzza|AHL OO-zah|--|--|1,510|Small Town|800gp|P12|Lawful Neutral
    Amm|AHM|--|--|688|Village|200gp|J5|True Neutral
    Aqaba|ah-KAH-bah|--|--|1,844|Small Town|800gp|T13|
    Aqdhar|AHK-dar|--|--|195|Hamlet|100gp|S10|
    Aq-Haluqazar|AHQ hah-LOO-kah-ZAR|--|--|0|RUIN|0gp|G9|N/A
    Aq-Huzar|AHQ HOO-zar|--|--|2|RUIN|0gp|G10|N/A
    Aqim|ah-KEEM|--|--|0|RUIN|0gp|G10|N/A
    Aqtaffah|ahk-TAH-fah|--|--|862|Village|200gp|K7|
    Aqtam|ahk-TAHM|--|--|108|Hamlet|100gp|R16|Lawful Evil
    Aqur|ah-CORE|Stables|--|8,717|Small City|15,000gp|P10|Neutral Evil
    Araq|ah-ROCK|Reptile*|--|416|Village|200gp|G6|
    Araqibet|ah-ROCK-ee-BET|City of the Lizard*|--|19|RUIN|0gp|H11|
    Asanam|ah-sah-NAHM|Seat|--|0|RUIN|0gp|Q17|N/A
    Ashiz|ah-SHEEZ|--|--|267|Hamlet|100gp|T14|Chaotic Good
    Asuad|ah-soo-AHD|--|--|745|Village|200gp|S16|Lawful Evil
    Azna|AHZ-nah|--|--|939|Small Town|800gp|O8|Lawful Good
    Babalarud|bah-BAH-lah-RUDE|Blocked Door|City of Gates|15,405|Large City|40,000gp|S10|Lawful Neutral
    Babali|bah-BAH-lee|--|--|505|Village|200gp|S10|Lawful Neutral
    Badiq|bah-DEEK|--|--|773|Village|200gp|K6|
    Bahadum|bah-HAH-doom|--|--|1,034|Small Town|800gp|S14|Neutral Good
    Baluqar|BAH-loo-kar|Moon*|--|306|Hamlet|100gp|L12|Neutral Evil
    Baqr|BOCK-er|--|--|443|Village|200gp|M6|
    Basha|BAH-shah|--|--|5|RUIN|0gp|Q17|
    Bayda|BAY-dah|Egg|--|0|RUIN|0gp|Q11|N/A
    Bishud|bee-SHOOD|--|--|3,661|Large Town|3,000gp|N6|
    Buaz|boo-AHZ|--|--|0|RUIN|0gp|G11|N/A
    Bujiq|boo-JEEK|--|--|2,696|Large Town|3,000gp|H7|Chaotic Good
    City of God|--|--|Muarzibet|31,910|Metropolis|100,000gp|O8|Lawful Neutral
    Dahab|dah-HOB|Gold|--|133|Hamlet|100gp|I12|
    Dajajah|dah-JAH-jah|Fowl|--|20,258|Large City|40,000gp|T14|Neutral Good
    Dam|DAHM|Blood|--|1,782|Small Town|800gp|O6|
    Darb|DARB|Wall for Protection|City of Walls|11,081|Small City|15,000gp|R12|True Neutral
    Darzi|DAR-zee|--|--|1,119|Small Town|800gp|L15|
    Dasqara|dahs-KAR-ah|--|--|285|Hamlet|100gp|O8|Lawful Evil
    Deruq|deh-ROOK|Vegetation*|--|651|Village|200gp|Q9|Lawful Good
    Dhiar|dee-AR|--|--|479|Village|200gp|N18|
    Dhul-Halasa|DOOL hah-LAH-sah|--|--|1,546|Small Town|800gp|T11|Lawful Evil
    Dilam|dee-LAHM|--|--|359|Hamlet|100gp|R15|Lawful Evil
    Dizar|DEE-zar|--|--|17|RUIN|0gp|P17|
    Djura|JOOR-ah|--|--|0|RUIN|0gp|N6|N/A
    Duqa|DOO-kah|--|--|114|Hamlet|100gp|N18|Chaotic Neutral
    Duruq|doo-ROOK|--|--|894|Village|200gp|M16|Chaotic Good
    Dushara|doo-SHAR-ah|--|--|1,434|Small Town|800gp|Q14|True Neutral
    Dushir|doo-SHEER|--|--|1,215|Small Town|800gp|N13|
    El|ELL|--|--|172|Hamlet|100gp|I7|True Neutral
    El Narraf|ELL nah-RAHF|--|Southern Padishate|19,294|Large City|40,000gp|W17|True Neutral
    Elqa’jira|ELL-kah-JEER-ah|--|--|1,960|Small Town|800gp|P8|Chaotic Good
    Eqfah|EK-fah|--|--|4|RUIN|0gp|H12|
    Eqima|eh-KEE-mah|--|--|381|Hamlet|100gp|G5|
    Equt Qalila|eh-KOOT kah-LEE-lah|Hill of Silence*|--|620|Village|200gp|L13|
    Ezul|eh-ZOOL|--|--|1,093|Small Town|800gp|R16|Lawful Evil
    Fahir|fah-HEER|--|--|875|Small Town|800gp|I7|Neutral Good
    Fandaq|FAHN-dock|Hotel|City of Wonders|10,610|Small City|15,000gp|O10|Chaotic Neutral
    Faqina|fah-KEY-nah|--|--|249|Hamlet|100gp|M18|Chaotic Good
    Faqiya|fah-KEY-ah|--|--|187|Hamlet|100gp|O8|Chaotic Neutral
    Fashul|fah-SHOOL|--|--|34|RUIN|40gp|J6|
    Fazuma|fah-ZOO-mah|--|--|597|Village|200gp|G6|
    Fezam|fah-ZAHM|--|--|234|Hamlet|100gp|S8|
    Fujari|foo-JAR-ee|--|--|12|RUIN|0gp|P12|
    Gazra|GAHZ-rah|--|--|2,429|Large Town|3,000gp|H5|
    Gazum|gah-ZOOM|--|--|712|Village|200gp|F5|
    Gua Benesh|GOO-ah BEN-esh|--|--|1,553|Small Town|800gp|L19|
    Hadab|hah-DAHB|Love|--|836|Village|200gp|O7|Neutral Good
    Hagaj Qarim|hah-GAHJ kah-REEM|--|--|564|Village|200gp|J12|Chaotic Neutral
    Hajar Qarim|hah-JAR kah-REEM|Precious Stone|--|760|Village|200gp|O14|
    Haqalil|HAH-kah-leel|--|--|324|Hamlet|100gp|S12|
    Haql|HOCK-el|Field|--|1,686|Small Town|800gp|M6|
    Haraj|hah-RAHJ|Forest|--|4,775|Large Town|3,000gp|S10|True Neutral
    Harash|hah-RAHSH|Path*|--|807|Village|200gp|P10|Neutral Evil
    Hayauan|HAY-ah-wahn|--|--|0|RUIN|0gp|G10|N/A
    Hedun|heh-DUNE|--|--|495|Village|200gp|Q7|
    Hiz|HEEZ|--|--|7|RUIN|0gp|G11|
    Hubal|hoo-BALL|--|--|338|Hamlet|100gp|L13|Neutral Good
    Hul|HOOL|Black*|--|145|Hamlet|100gp|R16|Lawful Evil
    Huzaffa|hoo-ZAH-fah|--|--|161|Hamlet|100gp|H4|
    Ija|EE-jah|Bridge*|--|291|Hamlet|100gp|H6|
    Imashafa|EE-mah-SHAH-fah|--|--|1,378|Small Town|800gp|G6|
    Imbamba|eem-BAHM-bah|--|--|0|RUIN|0gp|Q15|N/A
    Iqiz|ee-QEEZ|--|--|554|Village|200gp|R16|Lawful Evil
    Iza’gahri|EE-zah GAR-ee|--|--|367|Hamlet|100gp|P8|Chaotic Evil
    Izar|ee-ZAR|Son*|--|0|RUIN|0gp|G5|N/A
    Jadid|jah-DEED|New|--|120|Hamlet|100gp|P10|
    Jag’ara|JOG ah-RAH|--|--|679|Village|200gp|P8|True Neutral
    Jahan|jah-HAHN|--|--|273|Hamlet|100gp|G6|
    Jaharuzan|jah-HAR-oo-ZAHN|--|--|216|Hamlet|100gp|F7|
    Jahffar|jah-FAR|--|--|310|Hamlet|100gp|H7|Lawful Good
    Jahmbi|JAHM-bee|--|--|1,195|Small Town|800gp|O17|Chaotic Neutral
    Jandal|jahn-DAHL|Stone|--|202|Hamlet|100gp|J14|Chaotic Good
    Jaqabad|JAH-qah-bahd|--|Western Padishate|40,317|Metropolis|100,000gp|P5|Chaotic Neutral
    Jaradi|jah-RAH-dee|--|--|390|Hamlet|100gp|O9|
    Jarad-Ur|jah-ROD OOR|--|--|258|Hamlet|100gp|M19|
    Jeqta|JEK-tah|--|--|0|RUIN|0gp|P10|N/A
    Jimal|jee-MALL|--|--|152|Hamlet|100gp|F8|
    Jisr|JEES-er|Bridge|--|437|Village|200gp|M7|
    Jumil|joo-MEEL|--|--|881|Village|200gp|T12|Neutral Good
    Juqamuhar|JOO-kah-MOO-har|--|--|278|Hamlet|100gp|M17|
    Juqazar|JOO-kah-zar|--|--|521|Village|200gp|H4|
    Khassaro|kah-SAR-oh|--|Qasaru|40|RUIN|40gp|G5|
    Ladir|lah-DEER|--|--|217|Hamlet|100gp|M14|
    Laqu|lah-KOO|--|--|367|Hamlet|100gp|K7|
    Lawad|lah-WAHD|--|--|642|Village|200gp|T14|Lawful Good
    Lazahi|lah-ZAH-hee|--|--|308|Hamlet|100gp|I11|True Neutral
    Lazur|lah-ZOOR|--|--|828|Village|200gp|N18|
    Luardo|loo-AHR-doe|--|--|9,189|Small City|15,000gp|Q5|Lawful Neutral
    Luija Qaffi|loo-EE-jah KAH-fee|--|--|126|Hamlet|100gp|M15|Chaotic Neutral
    Lujayn Madina|loo-JANE mah-DEE-nah|Silver City|--|403|Village|200gp|K14|Chaotic Evil
    Madina|mah-DEE-nah|Town|--|1,570|Small Town|800gp|P7|Lawful Neutral
    Mahbl|MOB-el|CENSORED|--|85|Hamlet|100gp|L5|
    Maisan|MY-sahn|The Shining One|--|7,737|Small City|15,000gp|I11|Chaotic Neutral
    Ma’it|mah-EAT|--|--|259|Hamlet|100gp|N7|
    Majnun|MAHJ-noon|--|--|8|RUIN|100gp|P17|
    Malaz|mah-LAHZ|Daylight*|--|174|Hamlet|100gp|M16|Neutral Good
    Malmar|MALL-mar|White Light*|--|0|RUIN|100gp|Q11|N/A
    Mamluk|mom-LUKE|Owned One|Maziraluq|9,822|Small City|15,000gp|R16|Lawful Evil
    Manaf|mah-NAHF|--|--|951|Small Town|800gp|G4|
    Manat|mah-NAHT|--|--|384|Hamlet|100gp|U11|
    Maqsur|mock-SOOR|Broken|--|233|Hamlet|100gp|P14|Neutral Evil
    Mardazma|mar-DAHZ-mah|--|--|3|RUIN|100gp|P11|
    Meqa|meh-KAH|Hidden*|--|794|Village|200gp|M20|
    Meraya|mare-AY-ah|Watchtower|City of Towers|29,063|Metropolis|100,000gp|Q13|Lawful Neutral
    Mizaraqad|mee-ZAR-ah-KAHD|--|--|1,791|Small Town|800gp|N18|Chaotic Evil
    Mushayar|MOO-shah-yar|Having a Choice|City of Bridges|8,540|Small City|15,000gp|N13|True Neutral
    Nadria|NAH-dree-ah|--|--|580|Village|200gp|L15|True Neutral
    Nahr|NAR|River|--|22|RUIN|40gp|P11|
    Nahraldikh|nah-RAHL-deek|River of the Hyena|--|18,191|Large City|40,000gp|M18|Chaotic Neutral
    Naranj|nar-AHNJ|Orange|Fruit of the Hasini, Jewel of Siraaj|24,257|Large City|40,000gp|P8|Chaotic Neutral
    Nassiya|nah-SEE-ah|To Forget|--|261|Hamlet|100gp|H19|
    Naz|NAHZ|Kind*|--|168|Hamlet|100gp|P7|
    Nazaf|nah-ZAHF|--|--|0|RUIN|100gp|P17|N/A
    Nuragah|noo-RAH-gah|--|--|107|Hamlet|100gp|L20|
    Ostaz|oss-TAHZ|Benefactor|Slave City|27,745|Metropolis|100,000gp|R16|Lawful Evil
    Qahin|kah-HEEN|Priest|--|283|Hamlet|100gp|R12|Neutral Good
    Qalizabad|kah-LEEZ-ah-BAHD|--|--|344|Hamlet|100gp|M13|
    Qarin|KAR-een|--|--|1,289|Small Town|800gp|K7|
    Qashura|kah-SHORE-ah|--|--|466|Village|200gp|Q6|Lawful Good
    Qasr|QAHS-er|Castle|--|4,027|Large Town|3,000gp|O7|Lawful Neutral
    Qaz|QAHZ|--|--|0|RUIN|100gp|P11|N/A
    Qazafa|kah-ZAH-fah|--|--|336|Hamlet|100gp|I5|
    Qaziz|kah-ZEEZ|--|--|5,908|Small City|15,000gp|L15|Neutral Evil
    Qefra|KEF-rah|--|Khefra|290|Hamlet|100gp|M16|True Neutral
    Qidar|key-DAR|--|City of Dreams|56|RUIN|40gp|E18|Chaotic Neutral
    Qilaffah|key-LAH-fah|--|Eastern Padishate|9,605|Small City|15,000gp|O19|Chaotic Good
    Qimarazan|key-MAR-ah-ZAHN|--|--|0|RUIN|0gp|O16|N/A
    Qira|KEER-ah|Stone*|--|205|Hamlet|100gp|N13|Neutral Evil
    Qiraj|KEER-ahj|--|--|855|Village|200gp|Q14|Lawful Neutral
    Quhad|koo-HAHD|Serpent*|--|707|Village|200gp|F4|
    Qulzai|KOOL-z’eye|--|--|10,384|Small City|15,000gp|L12|True Neutral
    Qurai|core-EYE|--|--|0|RUIN|0gp|G11|N/A
    Qurz|KOORZ|--|--|0|RUIN|0gp|Q17|N/A
    Rabiya|rah-BEE-ah|Ridge|--|398|Hamlet|100gp|Q10|
    Rahan|rah-HAHN|North*|--|186|Hamlet|100gp|E5|
    Raml|RAHM-el|Sand|--|113|Hamlet|100gp|L6|
    Raqam|rah-KAHM|--|--|7,112|Small City|15,000gp|Q14|True Neutral
    Rasalhague|ROZZ-ahl-hog|Head of the Serpent|--|26,531|Metropolis|100,000gp|I7|Neutral Good
    Rasaljathi|ROZZ-ahl-JAH-thee|Head of the Kneeling One|--|6,194|Small City|15,000gp|F9|Lawful Good
    Razzar|rah-ZAR|--|--|0|RUIN|0gp|G12|N/A
    Riuz|ree-OOZE|--|--|0|RUIN|0gp|H9|N/A
    Rizaj|ree-ZAHJ|--|New Shahat|16,729|Large City|40,000gp|M16|Chaotic Good
    Rizzadobo|REET-sah-DOE-bow|--|--|4,359|Large Town|3,000gp|N17|Chaotic Neutral
    Ruazabet|roo-AH-zah-BET|City of Ruaz*|--|3,181|Large Town|3,000gp|S16|
    Ruqim|roo-KEEM|--|--|0|RUIN|0gp|G5|N/A
    Ruquz Aruj|roo-KOOZ ah-ROOJ|--|Central Padishate|162|RUIN|100gp|P11|Chaotic Neutral
    Sabur|sah-BORE|--|--|5,483|Small City|15,000gp|K5|Chaotic Neutral
    Sadim|sah-DEEM|Fog|--|192|Hamlet|100gp|I18|
    Sadr|SAHD-er|Breast|--|1,527|Small Town|800gp|K5|Chaotic Neutral
    Sahaba|sah-HAH-bah|Cloud|--|618|Village|200gp|O9|Chaotic Evil
    Sa’ifah|sah-EE-fah|Harvest|City of Green|10,826|Small City|15,000gp|Q8|Lawful Neutral
    Salah|SAH-lah|Prayer, Righteous|City of Hope|23,070|Large City|40,000gp|L6|Neutral Good
    Salib|sah-LEEB|Cross|--|732|Village|200gp|T11|
    Samal Dar|sah-MALL DAR|North House|--|572|Village|200gp|L16|
    Samaq|sah-MOCK|Fish|--|130|Hamlet|100gp|T12|Neutral Evil
    Saraq|sah-ROCK|Fur*|--|723|Village|200gp|L18|
    Sarqai|sar-K’EYE|--|--|322|Hamlet|100gp|O17|Chaotic Evil
    Selash|seh-LAHSH|Harmony*|--|1,931|Small Town|800gp|Q5|
    Shadim|shah-DEEM|--|--|319|Hamlet|100gp|Q6|
    Shahazan|shah-HAH-zahn|--|--|1,790|Small Town|800gp|P10|True Neutral
    Shuq|SHOOK|Wing*|--|457|Village|200gp|F8|
    Sijaffi|see-JAH-fee|--|--|91|Hamlet|100gp|F6|
    Sijur|see-JOOR|--|--|11,393|Small City|15,000gp|O7|Lawful Neutral
    Simur|see-MORE|--|--|0|RUIN|0gp|H10|N/A
    Sisana|see-SAH-nah|--|--|299|Hamlet|100gp|Q7|Neutral Evil
    Suffi|SOO-fee|--|--|1,084|Small Town|800gp|H4|
    Sulafat|SOO-lah-faht|Tortoise|Rasalsamak|21,407|Large City|40,000gp|H7|Neutral Good
    Tajiqa|tah-JEE-kah|--|--|2,986|Large Town|3,000gp|Q13|Lawful Good
    Ta’lab|TAH LOB|--|--|1,245|Small Town|800gp|Q8|Lawful Evil
    Tariq-Nahr|tah-REEK NAR|--|--|352|Hamlet|100gp|O8|True Neutral
    Tashiq|tah-SHEEK|--|--|1,511|Small Town|800gp|I4|
    Tugaj|too-GAHJ|--|--|4,463|Large Town|3,000gp|E5|
    Uadhara|wah-DAR-ah|--|Wadhara|224|Hamlet|100gp|J6|Chaotic Evil
    Uar|WAHR|--|--|375|Hamlet|100gp|P13|Lawful Evil
    Ubaz|oo-BAHZ|Head*|--|149|Hamlet|100gp|K5|Chaotic Good
    Udal|oo-DAHL|--|--|871|Village|200gp|I18|
    Ufahi|oo-FAH-hee|--|--|608|Village|200gp|R11|
    Uhaffa|oo-HAH-fah|--|--|240|Hamlet|100gp|N17|Chaotic Good
    Ujazi|oo-JAH-zee|--|--|0|RUIN|0gp|H12|N/A
    Ulaz|oo-LAHZ|Arid*|--|429|Village|200gp|Q13|Neutral Good
    Ulz|OOLZ|--|--|756|Village|200gp|H7|Lawful Good
    Uqalibet|oo-KAHL-ee-BET|City of the Hyena*|--|3,807|Large Town|3,000gp|L21|
    Ushazur|OO-shah-ZOOR|--|--|0|RUIN|0gp|S13|N/A
    Ushir|oo-SHEER|--|--|545|Village|200gp|G4|
    Za’adu|ZAH AH-doo|--|--|1,662|Small Town|800gp|M6|True Neutral
    Zaladuz|ZAH-lah-DOOZ|--|--|14|RUIN|0gp|N16|
    Zalai|zah-LIE|--|--|0|RUIN|0gp|Q17|N/A
    Zaqar|zah-KAR|--|--|351|Hamlet|100gp|O7|Lawful Neutral
    Zaqazu|zah-KAH-zoo|--|--|102|Hamlet|100gp|H7|Chaotic Good
    Zash|ZAHSH|--|--|247|Hamlet|100gp|Q8|Lawful Neutral
    Zawraq|ZAH-rahk|Boat|--|10,159|Small City|15,000gp|P7|Lawful Evil
    Zebi|ZEH-bee|CENSORED|--|483|Village|200gp|O7|True Neutral
    Zehim|zeh-HEEM|Gateway*|--|165|Hamlet|100gp|K15|Neutral Evil
    Zijaraq|ZEE-jah-rock|--|--|328|Hamlet|100gp|P6|Lawful Evil
    Zimbal|ZEEM-ball|--|--|273|Hamlet|100gp|O10|Chaotic Good
    Zimzalab|ZEEM-zah-lob|--|Northern Padishate|11,726|Small City|15,000gp|C12|Chaotic Evil
    Ziur|zee-OOR|--|--|94|Hamlet|100gp|Q5|Lawful Evil
    Zui Zarqa|ZOO-ee ZAR-kah|--|--|230|Hamlet|100gp|K14|
    Zurqim|zoor-KEEM|--|--|7,301|Small City|15,000gp|T12|True Neutral[/table]


    Table 2-6: Siraajai Locations
    Spoiler
    Show
    {table=head]Name|Pronunciation|Coordinates
    Abed Island|AH-bed|S16
    Ablaj Lake|AHB-lahj|M14
    Abyad Wastes|AHB-yahd|R13
    Adjal Strip|AHD-jahl|V9
    Ajdab Plateau|AHJ-dahb|R13
    Ajdab River|AHJ-dahb|N8
    Altnin Peninsula|AHLT-nihn|F12
    Aqtam Range|AHK-tahm|I10
    Azhan|AH-jahn|F12
    Azraq Bay|AHZ-rock|K5
    Blood Rock|--|L11
    Bone Bridge|--|O11
    Cape of Amal|ah-MALL|U13
    Caverns of Qadar|kah-DAR|K14
    Caverns of Suja|SOO-jah|T12
    Cliffs of Fadazahar|fah-DAH-zah-HAR|S8
    Daq’s Chain|DAX|L8
    Desert of Lost Souls|--|P15
    Dragonskull Castle|--|G11
    Dunes of Hazaliqabazad|hah-ZAH-lee-KAH-bah-ZAHD|S14
    Dunes of Jalud|jah-LOOD|H11
    Dungeon of Juljula|jool-JOOL-ah|T13
    Elzim River|ell-ZEEM|M13
    Endless Chasm|--|J10
    Fields of Salam|sah-LAHM|Q9
    Fire Hand Mountain|--|J20
    Forbidden Temple|--|H15
    Forest of the Lazurqai|LAH-zoor-k’eye|R10
    Fort Ember|--|N16
    Galazim Highlands|GAH-lah-zeem|M8
    Gazra Gulf|GAHZ-rah|H5
    Girza Canyon|GEAR-zah|L11
    Gulf of Agraza|ah-GRAH-zah|R15
    Gulf of Dumua|DOO-moo-ah|U10
    Hall of Munira|moo-NEAR-ah|O16
    Halls of the Dead|--|K6
    Hasini River|hah-SEE-nee|P9
    Haunted Valley|--|K8
    Hidden Palace|--|Q16
    House of Imkan|IHM-kahn|M18
    Hulum Forest|hoo-LOOM|C21
    Iron Hills|--|N15
    Izr Island|IHZ-ur|V11
    Jal Ziffa|jahl ZEE-fah|Q5
    Jamad Woods|JAH-mahd|T9
    Jaqizu Hills|jah-KEY-zoo|M13
    Jasmin Woods|JAHZ-min|P8
    Jual Jahazi|joo-AHL jah-HAH-zee|O6
    Lisan Coast|LEE-sahn|M5
    Lonely Woods|--|P13
    Lost Citadel|--|M10
    Lost Pass|--|J12
    Mamlaqah Coast|mahm-LAH-kah|P18
    Mathar Lake|MAH-thar|Q7
    Mawte Mountain|MAW-tay|I16
    Mezul Island|meh-ZOOL|U12
    Moonlight Tower|--|K18
    Mount Guazahar|goo-AH-zah-HAR|K11
    Mount Jatum|JAH-tomb|I17
    Mount Muarzi|moo-AHR-zee|H20
    Mount Qarn|KARN|I15
    Mount Siqin|sick-EEN|J11
    Mubattan Valley|MOO-bah-TAHN|H19
    Mushah Lake|MOO-shah|N13
    Mutadaffaq Lake|MOO-tah-dah-FAHK|M14
    Narrow Blade Pass|--|K10
    Narrow River|--|M11
    Nizal Peninsula|NEE-zahl|R16
    Nomad River|--|S9
    Northway Bridge|--|P13
    Nuraz Lake|noor-AHZ|M16
    Nuzuqal Gulf|NOO-zoo-kahl|N17
    Oasis Lake|--|F8
    Oasis Road|--|J8
    Pass of Mists|--|J18
    Path of Haqiqa|hah-KEY-kah|J17
    Pit of Fate|--|H20
    Plains of White Death|--|H10
    Provider’s Oasis|--|H7
    Qanun Hills|KAH-noon|J20
    Qatil Bay|kah-TEAL|G13
    Qatra Plains|KAH-trah|R8
    Qudssi Trail|COULD-see|H19
    The Rawasi|rah-WAH-see|O12
    Rizaqir Castle|REE-zah-keer|Q10
    Runaraq Peninsula|RUNE-ah-rock|U11
    Safar Alquba|sah-FAR ahl-KOO-bah|N7
    Samet Ar’ras|SAH-meht ahr-RAHS|L9
    Sands of Endless Sleep|--|L14
    Saqiyah River|sah-KEY-yah|M14
    Secret Valley|--|R9
    Serpents’ Lair|--|J5
    Shaqad Bay|shah-KAHD|O7
    Shattered Isle|--|Q17
    Stabbing Rock|--|K12
    Strait of Jima|JEE-mah|Q17
    Strait of Nasid|nah-SEED|P7
    Sufa Madraba|SOO-fah mah-DRAH-bah|T9
    Temple of Alilli|ah-LEE-lee|S10
    Temple of Manas|MAH-nahss|O15
    Tizabal Forest|TEE-zah-BALL|P9
    Tomb of al-Felqa|ahl FELL-kah|M15
    Tomb of the Amir|--|F5
    Tul Qalim|tool kah-LEEM|J11
    Tuljahar Peninsula|TOOL-jah-HAR|N17
    Tuqaru Gorge|too-KAH-roo|M11
    Turtle River|--|H7
    Wyrm River|--|H12
    Zalam Forest|zah-LAHM|N9
    Zuhahul Hills|zoo-HAH-hool|O8
    Zurim Bay|zoor-EEM|T12[/table]
    Last edited by Zeta Kai; 2011-05-24 at 07:29 AM.

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

    Continents

    The Central Continent
    Sentient Population: ~60,150,000

    This landmass is the home of many races, including gnolls, humans, kobolds, & lizardfolk. Most sabi, half-djinni, & half-ghuls are from here, as well. This continent is most commonly called Admaja, after the former kingdom-turned-empire of the same name. It was once widely known as Al-Marqaz, before the rise of the Admajai Empire.

    The Central Continent is a large landmass, shaped roughly like an arrowhead & connected to the southern continent by a narrow isthmus called the Adjal Strip. The continent used to be more hospitable, with fewer deserts & more arable savannas, before the Pactspell ravaged the global environment. Now, the deserts are larger & more intense, & the oases are fewer & farther between.

    The Eastern Continent
    Sentient Population: ~133,480,000

    The Lands of the East are home to the shaghali, as well as several types of dragons. Humans are present here, as are other common races in small numbers, but they are either slaves or persecuted prey for the murderous shaghali. The shaghali call their territory in the relatively-fertile northern half of the continent Nefer-Ta (“Beautiful Land” in Shagalai). The Great South, as they call it, has no other name, & is mostly rocky deserts & arid mountains. It is separated from the Central Continent by the Ramul Sea, & from the western continent by the Nameless Sea. The Lands of the East are almost completely unknown to the Admajai & their heirs, but every shaghal has heard tales of the decadent Westerners & their land of riches.

    The Southern Continent
    Sentient Population: ~185,000

    The Icy Wastes are frigid, barren, & utterly inhospitable; which is just how its residents like it. Despite the fact that this polar wasteland is almost completely covered with thick ice & snow, both the dvernin & the white dragons live here, generation after tenacious generation. The continent is known as Janub-Maqan to the Admajai & their heirs, but it is simply called Gatheilar (“South-Land” in Kjathr) by the dvernin. Its northernmost peninsula, known as the Yan region, is connected to the central continent by a narrow isthmus called the Adjal Strip.

    The Western Continent
    Sentient Population: ~74,620,000

    The Admajai & their heirs call this continent the Jual Jahari, & they consider it wise to leave the land in peace. Therefore, little is known for sure about Wilds in the West, & speculation displaces fact more often than not. One of the only agreed-upon facts is that this continent is home to the she-da-zhong, as well as more than one variety of dragons. It is separated from the central continent by the Qius Sea, & from the eastern continent by the Nameless Sea. The she-da-zhong call their land Jiayuan (its asp name) or Gu Xiang (the cobra name), although the Men of the West know neither of these terms. Since the Ten Dark Years ended, the few fresh water lakes dried up, forcing the she-da-zhong to seek water from elsewhere.
    Last edited by Zeta Kai; 2012-02-16 at 10:49 PM.

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    Settlements
    Last edited by Zeta Kai; 2010-11-28 at 09:39 PM.

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

    Alaqur
    Population: 6,952 (small city)
    Demographics: 73% human, 11% kobold, 7% sabi, 4% half-genie, 2% half-ghul, 1% gnoll, 1% lizardfolk
    Dominant Cultures: Nomadic Tribal
    Government: Oligarchic council
    Notable Religions: Adimas, Limalia, Waharim
    Main Alignment: Chaotic Neutral
    Notable Vassals: Jandal, Lujayn Madina

    In the Northern Wastes, just south of the foothills of the central Sathan Range is the quiet, rundown city of Alaqur (ah-lah-KOOR). It is situated in the center of the flat, rocky highlands between the Elzim River & the Saqiyah. A somewhat isolated city-state, it is far from most common trade routes. The city is known for its infamous hunting expeditions of ankhegs, sarsaoki, & other wild beasts. These outings are very dangerous, & hunters are killed every year while on them. They are a large tourist draw though, & the deadly reputation that they have brings people from all over the continent to partake, so the city council has no intention of banning them.

    One of the most notable hunters is a brooding, grim kobold named Zafar Asim (Chaotic Evil, Barbarian 4/Ranger 11). He is the most successful hunter in Alaqur’s history, as well as one of the longest lasting, & he has more than enough scars to prove it. Zafar is one of the few hunters to survive an attack from the desert dragons, & is the only one to have brought back a desert dragon’s head as a trophy; the size of the head suggests that the dragon that it belonged to was at least of adult size. He sometimes serves as a guide for less experienced hunters, although his clients have a tendency to not return from their expeditions.

    The town used to be a trade waypoint, having grown rich off of its silver mining. Now, it is quiet & sedate, with many empty buildings, now that the silver is depleted. The locals are toughing out a living in the low mountain conditions, while tapping a small tin mine as their only real source of trade.

    During the Ten Dark Years, the citizenry fled the city & rebuilt around it, higher up in the foothills & low mountains. The original city is now a combination of fortress (using the outer wall as sentry towers) & ghost town, & something horrible might still hide in the silver mines. The locals only go there when they need to seek safe shelter, because people have a tendency to disappear there when they travel alone.

    The city itself is perhaps not as interesting as its surroundings. Just east of the city is the Man in the Mountain, an enormous carving of a pharaoh’s face in the side of a tall cliff, which is said to hold a secret vault or hidden tomb. About 100 miles to the northwest is a semi-secret portal to the city of Ayus on Najmah; the portal appears & disappears at irregular intervals, & it draws travelers from distant lands.

    There is little in the way of religious consensus in Alaqur. The populace worships a number of deities, & disagreements over dogmatic matters have become particularly heated. There are temples dedicated to Limalia & Waharim, but the most popular faith, is the church of Adimas. Followers of the Lord of Finery are everywhere, & their belief in the good luck that he grants to his chosen gives the local some measure of hope.
    Last edited by Zeta Kai; 2011-05-24 at 07:37 AM.

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

    Albaluri
    Population: 5,093 (small city)
    Demographics: 39% human, 22% half-genie, 13% sabi, 9% half-ghul, 7% gnoll, 5% kobold, 4% lizardfolk
    Dominant Cultures: Local
    Government: Imperial autocracy
    State Religion: Limalia
    Main Alignment: Neutral Evil
    Notable Vassals: None

    Rising from a flat plain of pale, dead sand in southern Shemun is a sparkling city made of translucent crystalline spires. This fantastic place is the legendary Albaluri (AHL-bah-LOO-ree), the City of Glass. It lies west of the equally mythical Pit of Fate, & north of the easternmost foothills of the Sathan Range. A few of these towers have fallen, becoming deadly heaps of shattered glass & cutting sands, although the city as a whole is still a wonder to behold.

    The residents make Albaluri a cruel & violent city-state, but one that paradoxically caters well to its guests & tourists. Their hospitality is superb, & they are polite to a fault at times, but the pleasantries are as thin & cold as the crystal daggers they wield. The people here are quite hardy & self-sufficient, & therefore resent those that ask for help. They also have put up with inquisitive explorers & ignorant travelers for centuries, & so their patience is thin when it comes to those who don’t understand the otherworldly nature of the area. Visitors who overstay their welcome, or inquire too deeply into local affairs, can find the welcome mat pulled out from under them in a most unkind fashion.

    Albaluri trades superb glassworks with the few brave caravans who make the perilous journey from the southeast. This glass can have various magical properties, from something as simple as increased durability to more complex magics like illusory reflections or energy reflection. The locals typically exchange their glass for various goods, like food & information. The game & vegetation in the area are of sufficient quantity to feed the citizens, but the quality & variety are rather lacking. Also, the isolated nature of the city-state means that the only knowledge of the outside world comes from transient outsiders.

    Believed by most of the civilized world to be just a legend, Albaluri is the final stop for those who journey to the lands of the dead near the Pit of Fate. The city, which acts as the center of Limalia’s faith, was originally founded by the Sultana of Winds herself, who drew power from her followers & shaped the foundations of the city out of an uncharacteristic sense of mercy. She made it as a gift for those who quested with her across the great bleakness, but withdrew into the desert when her people built a temple in her honor, never to be seen again.

    Today, Albaluri is nominally the capital of an empire, although its borders don’t extend very far beyond the city’s outer limits. It is ruled by an Empress-Steward, who is always a Limalite woman of exceptional skill & grace. The current empress-steward is Hadya Iman-Karida Ali Rana (Neutral Evil, Cleric 13/Pharaoh 8), the former high priestess from Limalia’s greatest temple, the Diamond Cathedral. She is as beautiful as she is heartless, with a face like a goddess & a soul as black as a starless night. She is a selfish, ruthless ruler, who will do anything it takes to get what she wants; what she usually wants seems to be more power, or at least power over a larger territory.

    Albaluri has dozens of portals to Najmah, scattered all throughout the city & the surrounding area. Most of these doorways are small, typically no more than 3 feet in diameter (although a few are much larger), & only open at certain times of the year for a brief window of time. Unlike most other such portals on Siraaj, the gateways of Albaluri don’t often lead to the corresponding space on Najmah (which would be in the middle of the Speckled Sea, hundreds of miles from the nearest shore), but to other places on the Plane of Night. Most of the planar doors are under the strict control of the Empress-Steward, but it is said that no one knows where all the portals are, or to where they all lead.

    Far to the north of the city lie the fabled ruins of Qidar, the City of Dreams. Once a realm of the highest magic, featuring countless wonders seen nowhere else on Siraaj, the necropolis is now a dusty shell of it former splendor. The remains of several floating buildings rest among the land-based wreckage, with only a precious few flying castles remaining. Whatever happened to Qidar seems to have taken place overnight, as the remaining buildings are untouched by looting, & no evidence of an evacuation can be found. Plates of what was once food can still be seen on crumbling tables, & desiccated corpses can be found on every debris-strewn street. The dead city keeps its secrets well, as only a few explorers have returned from this urban nightmare alive, & none have come back untouched; the only survivors speak of both horrors & treasures beyond imagining.
    Last edited by Zeta Kai; 2011-05-14 at 09:31 PM.

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

    Aqur
    Population: 8,717 (small city)
    Demographics: 46% human, 20% kobold, 12% half-genie, 8% sabi, 7% lizardfolk, 4% gnoll, 2% half-ghul
    Dominant Cultures: Hijra, Iludai, Local
    Government: Plutocratic republic
    Notable Religions: Akasha, Pashati
    Main Alignment: Neutral Evil
    Notable Vassals: Harash, Shahazan

    On the western banks of Alhurus Lake, in northeastern Ilud, is a small-yet-bustling city-state, buzzing with commerce & construction. Here in the city of Aqur (ah-CORE), corruption & intrigue are commonplace, & street crime is nearly-rampant. It is unwise to go out alone, day or night, & it is equally foolish to walk about unarmed.

    Aqur controls a vast area of arable plains to the west & south, producing the best horses & riders on the entire continent. They are allied with Fandaq & Naranj in a growing shipping syndicate, making this city even more prosperous than they were before. This wealth rarely makes it down to the common peasantry, although the roads, waterworks, & other public services have been improving as of late, in a series of generous displays put forth by the city’s elected leaders. The city’s affluence is given as the reason that there are few beggars & other undesirables at night, although many believe that other forces are at work here.

    Aqur produces a great excess of fruits & vegetables for sale in other settlements, but the most notable exports of Aqur are its tireless riding horses & fearless war-horses. For this reason, horse theft is treated as a capital offense, while stealing other mounts & pack animals is a comparatively minor offense. There are several farms in the area that deal in horse breeding, but by far the largest is Blue Dusk Stables, an extremely wealthy farm that sells nothing but elegant, powerful black steeds. It is a very private place, as well, owned by a reclusive clan named Farassa that employs only family members.

    Aqur was once part of the kingdom of Al Huruz before that land was drowned in a magical catastrophe. Prior to the Drowning, the city was a small landlocked farming village, sitting on the edge of a plateau overlooking the lowlands. The city was later annexed by the Empire of Admaja, & remained a part of the empire until its collapse about 350 years ago. It now exists, as most major cities do, as an independent city-state.

    Aqur’s citizens primarily worship Akasha, at least in name, but there is little real belief among the people (especially the aristocracy), & the church is not much more than unabashed mercantilism with some empty religious trappings. Any true clerics of Akasha that visit from other lands are treated with every courtesy, & are politely ushered out as quickly as possible. All of the high-ranking government officials in town are members of the church-in-name-only, including the head minister, Qaled al-Shayq (Chaotic Evil, Aristocrat 1/Rogue 7).

    Followers of Pashati have recently established a temple here, in a bid to bring peace & goodness to a troubled people. The temple of Pashati may only be a few years old, but it has already faced a number of hardships. During construction, the scaffolding caught fire & nearly destroyed the temple before it was finished being built. Next, shortly after opening, a priest was killed by a falling chandelier, followed by another committing suicide. Then the main fountain’s drain clogged, flooding the first floor. The clergy are beginning to suspect that these incidents may be related somehow, but are at a loss for what to do about them, & are afraid of what is going to happen next.
    Last edited by Zeta Kai; 2011-05-24 at 11:57 AM.

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

    Babalarud
    Population: 15,405 (large city)
    Demographics: 40% human, 23% kobold, 14% lizardfolk, 11% half-genie, 7% sabi, 3% half-ghul, 1% gnoll
    Dominant Cultures: Hijra, Iludai, Raheel
    Government: Plutocratic oligarchy (former dynastic monarchy)
    Notable Religions: Adimas, Daq, Qirus
    Main Alignment: Lawful Neutral
    Notable Vassals: Al-Nas, Babali, Dhul-Halasa, Haraj

    An important hub in the trade routes running east-west between Ilud & the Sahra Basit, Babalarud (bah-BAH-lah-RUDE) is the City of Gates. Named for the many gates that divide the city into separate wards (six of them, to be exact), as well as the many strong gates that permeate the city’s perimeter walls, Babalarud makes for an impressive sight to newcomers. The titular gates are closed at night & well-guarded by day, with toll fees for most travelers & merchants, which draws even more focus to the many gateways.

    Babalarud is situated in southeastern Ilud, in the midst of some fertile plains & wooded hills. The city-state is famous for their finely-crafted woodworks, due to their robust logging industry & skilled carpenters. Most of the buildings here are made from wood, but the gates are generally made of iron or steel, after a fire 60 years ago was contained within one ward, only to spread once the wooden gates caught fire.

    The Daqites have a major power base in Babalarud, & Daq-worship is the most widespread faith in the city, making this place the largest concentration of Daqites in the world. The church of Maqur has made multiple attempts to infiltrate the city, but without any lasting success. The Qirusites have a modest foothold in town, especially among the city guards & their families.

    Adimas has a sizable following in Babalarud, as well, especially among the kobold populace, but anti-Adimas sentiment is significant, so the faith is kept as something of an open secret. There are no temples or shrines dedicated to the Lord of Finery here. Instead, the Adimasai gather in the market ward before the gates close for a nightly ceremony that they call Basar (taken from the word bazaar, meaning “marketplace”). The meetings at Basar are short & simple, with few overtly religious trappings; Basar could easily be confused for a continuation of the daily market activity, except for the fact that all of the shops are closed.

    In recent news, the city was thrown into chaos when the sheikh was assassinated by a dervish, who is still at large. The city is currently run by an interim council of former advisors & other high functionaries, while another sheikh is being chosen. Meanwhile, several parties have made their claim on the throne, further muddying the waters. The city guards, called the Knights of Justice, are still hunting the sheikh’s killer, but cannot seem to find him, & are running out of good leads.

    The most notable local landmark in Babalarud is the Arch of Victory, a massive pair of towers that are joined at the top by a tremendous arch. Built to commemorate Ilud’s triumph in the War of Songs, the arch is by far the tallest building in the city. The Knights of Justice use it as a watchtower, & are able to keep an eye on most of the city, as well as the surrounding countryside. The former sheikh also used to live within the arch, making it a de facto palace, & the interim council still conducts its business here.

    Babalarud has produced many famous (& infamous) people over the years. Famous warrior-poet & the author of the illustrious Codex of Mythology (AKA the Countless Tales), Zarim izr Qaledaj, was born & raised here. Madrasah the Golden Wizard, the inventor of the stairs of Madrasah, once called this place home. Perhaps its most famous citizen, though, was Corah the Betrayer, a treacherous & ambitious noble who sold out the kingdom of Ilud during the Ilud-Shadaz War. The name of Corah is now synonymous with treason & disloyalty throughout the region.
    Last edited by Zeta Kai; 2011-05-24 at 01:08 PM.

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

    City of God
    Population: 31,910 (metropolis)
    Demographics: 43% human, 20% lizardfolk, 14% gnoll, 11% kobold, 6% sabi, 3% half-genie, 2% half-ghul
    Dominant Cultures: Iludai, Local, Raheel
    Government: Autocratic sultanate
    State Religion: Qirus
    Main Alignment: Lawful Neutral
    Notable Vassals: Azna, Dasqara, Hadab, Qasr, Tariq-Nahr

    Overview


    Sometimes called Muarzibet, the City of God is one of the largest cities on Siraaj. It was founded by the great aazlai general Shimha Qirus almost 350 years ago, on the site of a small fishing village. Built on a narrow strip of flat land between the Zuhahul Hills & the Bay of Shaqad, it is technically within the southernmost boundaries of Burdusq, but is much more aligned with Ilud & its regional politics.

    The city’s leaders are delicately neutral in regards to the trade disputes between Naranj & Aqur (& their respective allies). Local politics are dominated by religious factions, who all vie for the sultan’s ear. The city-state has a highly regimented & bureaucratic culture, which some groups would label as somewhat repressive. Building regulations are tightly controlled by the Urban Planning Council, greatly limiting new construction & expansion.

    Many of the buildings are in the architectural style of the far-off city of Dajajah, with thick walls, few windows, & (often) underground chambers. Because of the limited construction opportunities imposed by the Urban Planning Council, many building owners have taken to digging basement levels, some of which are several stories deep. Underneath the city, there is a growing network of tunnels connecting some of the cellars in town, dug out of the sandstone. In this way, the locals are able to subvert the council’s mandates & exert a bit of personal freedom in this conformist city.

    The people of the city are primarily occupied with agriculture & shipping industries, although an increasing amount of mercantile business is being done in town, as well. The city-state owns many acres of well-irrigated farming land to the east, along the Caravan Road. Citizens lease the land from the sultan, & are free to profit from whatever crops they harvest on it. The Urban Planning Council has no jurisdiction on the farmland, but the Farming Association does have regulations concerning what crops can be grown where & when.

    Religiously, the populace is dedicated strongly & steadfastly to Qirus, who founded the City of God & is looked upon as something of a patron god of the city. But other gods also have some marginal presence, & there are several temples devoted to different faiths. The most prominent may be that of Sidaru, who was worshipped by Qirus in life, & whom the city was originally built in honor of. There are also temples for Akasha, Limalia, & Pashati, although their presence in this town is rather marginal.

    Parts of the City


    Aged Blade Inn
    The inn’s name comes from the rusty scimitar hanging above the bar, suspended by even rustier chains. Unbeknownst to the patrons, this blade is actually a +1 parrying scimitar, & is still in working condition. This bar is in the inn’s café, which constitutes most of the building’s first floor, & is arguably the city’s most popular meeting place for travelers & other non-residents. Pilgrims particularly enjoy the establishment because of its convenient location & its reputation for order & peace.

    The calm, good-natured atmosphere of the inn is a credit to its owner, Qaled Ali (Lawful Good, Commoner 2/Fighter 3). His clean, no-nonsense image is a symbol of all that is right in the city. He has many friends, but is not completely without enemies. As of late, there have been attempts by unknown parties to sully his good name & ruin the inn’s thriving business. As much as Qaled might need protection, he’d like even more to know who is trying to sabotage his life & his livelihood.

    Aqdar’s Stables
    Located on Caravan Road, on the east side of town, this stable-house supplies mounts for many of the travelers passing through the city. They have a good selection of horses, ponies, war-horses, donkeys, & camels, as well as a few more exotic mounts. Their prices are a bit high (10%-20% above normal market value), but their quality is unmatched, & they are always willing to haggle with a savvy customer.

    The business was established by Aqdar (Neutral Good, Ranger 2/Expert 3) about 15 years ago, after a city-wide fire burned down the stable-house that had stood at this spot since the city’s founding. He is gregarious, easy-going, & eager to laugh, although some business troubles have caused him some grief as of late. He is looking to hire some reliable muscle to guard his stable at night, due to a rash of theft that has swept the town.

    Broken Sign Inn
    Officially named the Laughing Monk, this café is known for the dilapidated sign hanging above its front door. Despite its run-down appearance, the inn does good business, mostly as a den of intrigue where the plots are as thick as the hookah smoke. No questions are asked as to what goes on within its walls, for the city guards have been well paid to look the other way, & those that inquire too intently tend to disappear.

    The inn is run by Madam Fatima (Chaotic Neutral, Expert 4), who ensures that there are always pretty girls to serve as entertainment for any guest that has the proper coin. She has owned the place since the previous owner, Qadir Ibn Shah, sold her the establishment & fled the city almost ten years ago. Qadir was one of the most powerful men in the city, due to his position as a member of the Divine Assembly, & his extensive criminal empire, which he ran from the inn. What could have convinced him to leave his rich & powerful life behind is a mystery which persists to this day.

    Caravan Road
    Officially known as Cape Road East, this main thoroughfare runs from the market square, under the Eastern Gate at the city’s edge, all the way to tiny hamlet of Faqiya, over 100 miles away. It is named for the countless caravans that go to & from Ilud in the south. These caravans are often the targets of attacks from various sources, be they packs of wild beasts, gangs of bandits, or tribes of nomads. Because of these frequent assaults, a cottage industry has grown from the need to ensure the safety of the travelers & their possessions.

    For most of its length, the road is merely a hard-packed dirt trail, barely wide enough to ride three mules side-by-side. However, within a mile or so from the city limits, the road widens & is covered with gravel; within a quarter-mile, the gravel gives way to cobblestones. This roadwork is provided & maintained by the city, as a gesture of goodwill to its many visitors.

    City Walls
    Made of granite & masonry, these walls encircle the entire city, shielding it from conventional attacks by land. The walls themselves are 30’ high, with crenelated sections for archers to fire from, & wide merlons for defenders to take cover behind. At 100-foot intervals, there are watchtowers rising 10’ above the walls. From the tops of these towers, the city guard can survey all of the land for miles around, & they offer a spectacular view of the clear blue waters of Shaqad Bay.

    Construction of the walls began in 13AF, shortly after the city was founded. Over the years, it has become evident that they would not protect the city from a determined or crafty invader. Many monstrous foes have the ability to fly, attacks from the sea are just as likely as from land, & even low-level magic can bypass any physical barrier. Its presence is largely symbolic, although it has protected the citizenry from assaults carried out by tribes of barbarians & packs of hyenas. Because of this, the people are grateful for the embodiment of strength & endurance that these walls represent.

    Crescent Moons Inn
    Down the street from Aqdar’s Stables is the city’s most popular café, a place known for its raucous celebrations & lively ambiance. Unlike most similar establishments in town, this place has few remaining rooms for rent; most of the available space has been given over to the bar, the dancing floor, & the hookah tables. Catering primarily to the locals, this “inn” has a loyal fan base of revelers from all walks of life. Fishermen can mingle with ministers, mercenaries can converse with nobles, & merchants can relax with priests in a way unseen elsewhere in town, or perhaps even the world.

    The café is owned by the Farun family, who has hired a former adventurer called the Green Lady (Chaotic Neutral, Rogue 3/Bard 3/Dervish 2) to operate it. Her real name is a mystery, as are her ties to the house of Farun, but she is known to be a formidable opponent. She has single-handedly stopped inn-wide brawls, & is more than willing to demonstrate her martial talents for those foolhardy enough to challenge her authority. She manages the inn with a cool efficiency & a talent for engendering respect & deference.

    Divine Assembly Hall
    Although the city is officially ruled by the sultan, the day-to-day affairs are mostly administered by a theocratic council called the Assembly of the Divine Alliance. The five members of the assembly are selected by the sultan from among the noble houses, & hold their positions at his whim. This tends to make the assembly members ingratiating & tactful, although their effectiveness at governance is a matter of some debate.

    The current members of the Divine Assembly are Alzamir Farun, Dasam Naz aq-Tizash, Jaqaz Izar-Qarul, Mamud Hussain aq-Adua (Lawful Good, Aristocrat 2/Bard 3/Cleric 7), & Zaman Abdul. They convene every other day (usually even-numbered days, & never on market day unless there’s an emergency) to discuss matters that require their attention. Their duties include judging court cases (both criminal & civil suits), issuing legal decrees, & overseeing governmental offices, such as the taxation, minting, & service bureaus, as well as the militia & the city guard. The Urban Planning Council also has its office here, & takes its orders from the assembly.

    The hall itself is actually a pair of buildings, on the south edge of the palace square. The eastern hall holds the members’ offices & those of their staff, while the western hall contains the meeting chambers & non-assembly bureau offices. Both buildings are lavishly decorated, with tall ceilings, ornate rugs, gilded windows, & a ubiquitous lion motif. It is said that only the sultan’s palace itself is more finely appointed. It is also rumored that a secret underground tunnel links the two buildings, but this has never been confirmed by the ministers.

    Dock Street East
    Perhaps better known as Warehouse Row, this road runs parallel to the eastern shore of the city, an area dominated by fish markets, sailing clubs, & the titular warehouses. Fishermen, sailors, & dock workers are everywhere here, bustling about & conducting business. The whole neighborhood is thick with the smells of sea salt & dead fish.

    This is a rough part of town, & the area has possibly the highest crime rate in the city. Robberies & vandalism are common, & more serious crimes also occur with alarming frequency, including assaults, rapes, & murders. Fights tend to break out in the street almost every day, which can quickly get out of hand & become full-blown brawls between sailors of different ships or out-of-work wharf-men. The city guard patrols the neighborhood about as often as they do any other, but they are perhaps less attentive here than one would hope. The citizens of this neighborhood are more cynical about their government than most, & they try to keep the peace on their own while petitioning the sultan’s subordinates to crack down on the district’s relative lawlessness.

    Dock Street West
    Sometimes referred to as Scaleytown, this area is named for the high density of lizardfolk & kobolds living here. It runs along the western shoreline of the town, & all of the crossroads lead to the docks. The neighborhood is always buzzing with maritime activity, as sailors & fishermen move about, carrying cargo & fish to their next destination.

    This district is rather calm & orderly compared to Dock Street East. The criminal activity that plagues Warehouse Row is not tolerated, so it is much safer. This is due more to the local citizenry than the city guard. The entire area is patrolled by a militant neighborhood watch group called the Scarlet Sentinels, which is headed by a local kobold baker named Jarir (Lawful Good, Expert 3/Paladin 2). This keeps crime down, although the Scarlet Sentinels have been known to make false accusations, & they are showing signs of fanaticism, which is troubling to the city’s proper authorities.

    Fazul’s Bakery
    Near the edge of town, on a quiet street, is a simple nondescript bake shop. The store is open at odd hours, the locals don’t shop there, & the smells of yeast & flour do not permeate the air. Inside, the loaves of bread & shelves of pastry are dusty & graying. But the ovens are never cold…

    As could probably be guessed, the bakery is actually a front for the city’s thieves’ guild, the Hand of Dusk. The guild is reportedly headed by the mysterious Fazul (Neutral Evil, Rogue 6/Sorcerer 3) himself, although he is rarely seen. The “bakery” is usually manned by a guild initiate, who is tasked with greeting members & chasing away outsiders. The back room of the store is a lounge for the many robbers, burglars, & enforcers in the guild, while the basement serves as the planning room for the various crimes & plots devised by Fazul & his lieutenants. It is said that the cellar’s tunnels lead to half the buildings in the city, & while that may an exaggeration, the tunnel network is the most extensive in town. It is even believed that there is a way to navigate through the passageways & end up in the sub-levels of the sultan’s palace itself.

    Healers’ Quarter
    Named for its many infirmaries & apothecaries, this district is home to many priests & clerics from the nearby temples. One can’t walk down a street here, day or night, without encountering the sick or injured, seeking medicine. The citizens here are accustomed to dealing with such people, & usually are quite friendly & helpful, as long as nobody causes any trouble.

    One of the most notable figures in this part of town is a tireless Sidarite priest named Mezul Mar (Lawful Good, Cleric 6). Mezul is a dedicated healer, whose selfless efforts have saved hundreds of people over the years with his healing touch. He is also the founder & most vocal supporter of a movement to return the city to the worship of Sidaru, a goal which many Sidarites see as impossible & many Qirusai view as blasphemous. The city’s leaders take a dim view of this group (called the White Paw) & their objectives, so they are keeping a close eye on its members.

    House of Alzamir Farun
    The home of the Farun family for generations, this lavish house serves as the headquarters for the family business. They own an extensive mercantile network, running caravans up & down the western coast. The Faruni buy, sell, & trade goods from the northern reaches of Sheqari to the southern depths of Yan. The City of God is one of their main hubs, & it is from here, in this very house, almost 300 years ago, that the merchant empire was born.

    The current head of the Faruni family is Alzamir Farun (Chaotic Neutral, Aristocrat 5/Sorcerer 6). He took over from his father, the great Gihaza Farun, when the elder nobleman died unexpectedly last year. At only 24 years old, Alzamir has a lot to live up to. Fortunately for him, he has a natural talent for the Secret Art of magic, one that he inherited from his sabi mother. Skilled as a sorcerer, & educated by the finest tutors that his family’s wealth could offer, he has an ambition that goes far beyond the confines of any one city.

    House of Jaqaz Izar-Qarul
    The Azrazi family has been a fixture in local politics for generations, starting with Qarim Ali Azrazi, one of the original founders of the city. His direct descendent, Jaqaz Izar-Qarul (Lawful Neutral, Aristocrat 2/Wizard 5/Loremaster 4), now controls the family’s interests. Jaqaz is a shrewd & savvy nobleman, with ties to the sultan & a genuine claim on the throne, should the current lord meet his final end. Named for his illustrious father, Qarul Azrazi, he has studied for years to learn the intricacies of the Secret Art. His position on the Divine Assembly grants him power of yet another kind, although such influence never seems to be enough.

    The house itself lies on Center Circle Street, on the outskirts of the Healer’s Quarter. Most nobles live in the Minister’s District, but the Azrazi house still stands where it was originally built, on the other side of the palace. Like most homes for the upper class, the three houses appear to be separate buildings above-ground, but are actually joined by their shared basement. Although guests frequently stay in the upper levels, it is said that no one except Jaqaz & his family knows what lies in the lower floors.

    Lirad’s Tannery
    Past the eastern gate, outside the city’s walls, there are a few houses & businesses. These buildings have only been erected in recent years, as the town has filled up to capacity, & the Urban Planning Council finally approved plans to build beyond the city gates. One of the first shops to open on the outside was a tannery, a much-needed store that was quite welcome far from its grateful customers.

    The tannery is owned & operated by the pleasant & jovial Lirad (Neutral Good, Expert 7). A master tanner, whose family has been in the business for untold generations, Lirad produces fine leathers from any type of hide. His great skill fetches high prices, so he is able to buy pelts from almost anyone. His business is so good, in fact, that he has several apprentices training under him, despite the inherent unpleasantness of the work. It is suspected, however, that one of his trainees is stealing from him.

    Market Square
    If the sultan’s palace is the political & spiritual heart of the city, then the market square is truly its economic center. This so-called “square” is actually a 200’-wide circle in the southern edge of town, near the centermost docks. The palace may be in the physical center of town, but the city is built around this plaza, with most major streets either converging here or radiating out from here.

    At the square, you can find almost anything for sale, for the right price. The square is usually bustling with activity, with merchants, nobles, beggars, performers, servants, priests, peasants, & more. These varied people are there every day, from dawn until dusk, buying, selling, trading, haggling, stealing, & dealing. The energy in the plaza is palpable, & it is easy to get sucked into the myriad diversions & activities on display here. The commotion is perhaps even more frenetic on market days, & not even the recent wave of unsolved thefts that has plagued the city can dull the atmosphere, though every merchant here is watching their backs & their merchandise.

    Merchant’s Guild
    Located a mere stone’s throw from the market square, the guild house is where the guild of merchants directs commerce for the entire region. The deals that are brokered in the chambers here impact trade all over the western coast of Admaja. Barring the Divine Assembly itself, the guild is the most powerful organization in the city.

    The merchant’s guild has a tiered hierarchy, based on wealth & past performance. At the bottom are the Peddlers (the most numerous tier), followed by the Journeymen, who are supervised by the Tradesmen, who take orders from the elite Brokers, who answer directly to the Guild-Master. The current guild-master is none other than Zaman Abdul (Lawful Evil, Bard 6/Cleric 3/Expert 4), the newest member of the Divine Assembly. Despite his dubious religious credentials, his talent for negotiations (along with an undisclosed amount of money that he was owed by the sultan) allowed him to be named to the council. Now that he has attained great power in the spheres of commerce, politics, & religion, Zaman appears to be preparing for an even greater acquisition, namely the sultan’s throne itself.

    Minister’s District
    Home to most of the upper echelon of the city’s society, this neighborhood is one of the most affluent & cultured places on the continent. It compares favorably with the upper-class boroughs of Meraya & Naranj. Nestled right next to the palace, many of the more prominent residents here have the ear of the sultan himself (or, at least, have the potential to gain it).

    Unlike most parts of town, the residents here often own every house on the same block. In fact, many of these neighboring houses actually count as single buildings, due to their combined basements. Because of the great amount of space that they command, they often invite guests to stay over as a show of courtesy & generousness. Lately, though, this custom has declined as locals have been growing more fearful & distrustful, due to the recent increase of burglary that has gripped the city.

    Numar District
    Also often called Ghultown, this neighborhood is named for the many half-blood, crossbreed, & hybrid people who live here (collectively called numari in the Archaic tongue). This part of town is primarily populated by half-genies, half-ghuls (who lend the district its nickname), & sabi. It has a bad reputation as being a dangerous place of high crime, low morals, & general lawlessness. Because of this (or perhaps caused by it), the area is seldom patrolled by the city guard.

    One of the people attempting to combat this negative image is Ali Jaruq (Lawful Good, Monk 6), an ascetic disciple of Waharim. A half-ghul who has worked hard to overcome his own personal discrimination, Ali now fights against the prejudice regarding his neighborhood. He seeks to increase guard watch, keep the district clean, prevent crime, & help the poor. These efforts have not gone unnoticed by the city’s leaders, & they have been publicly supportive, although their pledges of assistance have yet to be realized. A rumor has been spreading that the sultan & his ministers are angry with Ali for shedding a bad light on this situation, embarrassing the city & its government.

    Office of the City Guard
    The city guard is commanded from their headquarters, which is even closer to the market square than the merchants’ guild-house. The guards’ office is positioned here so as to take advantage of the proximity to the city’s major thoroughfares, allowing quick & easy travel through the town. A simply-furnished & austere building, the office holds the city’s armory, several holding cells, & meeting rooms for the captains of the guard. It is from this building that the sentry patrols are assigned, city defense is organized, major crimes are investigated, & criminals are interrogated prior to trial.

    The commander of the city guard is Key-Master Absuliqar (Lawful Evil, Fighter 12/Rogue 7), who coordinates & directs the 320 full-time soldiers, as well as the almost 1,600 members of the local militia. He wields absolute authority over his subordinates, & he rarely allows anyone to forget it. A gnoll-man with a long scar running across his pale-furred face, Absuliqar has a well-earned reputation for strictness & cruelty, often harshly punishing officers for the smallest infraction. He enforces the law in a by-the-book manner, although he takes his orders directly from the sultan, & gives his lord’s directives more weight than any law on the books. He is almost universally hated & feared, & he has already survived one assassination attempt this year alone.

    Pahari Enclave
    This neighborhood, on the west side of the city, near the shore between Center Circle & Outer Circle streets, is named for the many pahari that live here. Nearly all of the city’s Nuzaqanasi (as pahari are sometimes called) reside in this part of town. This is also home to many lizardfolk, half-marids, & masabi, who feel at home among their aquatic brethren. The district is quiet & orderly, although it has a strange, alien feel to it that is disconcerting to most humans, including the city’s leadership.

    This part of town has many shops & other businesses that cater to the needs of exotic beings. One such store is the Raw Fin, a fish restaurant specializing in the culinary needs of pahari. The eatery is owned by a pahari man named Quffah (Chaotic Good, Fighter 2/Sorcerer 4), who inherited it from his maternal uncle. He normally runs a tight, profitable shop, but lately a series of accidents has surrounded the place, threatening to end the successful business. He suspects that the accidents may have been the work of some party trying to drive him out, but he’s not sure who to blame, if anyone.

    Palace Square
    Located on Center Circle Street, directly in front of the sultan’s palace, this plaza serves as an unofficial political forum, a place where citizens can discuss issues & declare their grievances. The area is, perhaps unsurprisingly, heavily patrolled by the city guard, & sometimes they break up protests or arrest vocal dissenters. Still, this is probably the best place in the city for the average citizen to have their voice heard by the powers that be.

    The “square” is a wide triangular plaza, directly between the palace compound itself & the Divine Assembly Hall. At each vertex of the triangle is a public well, & many booths & tents are often found along its edges. These stands are mostly little shops for vendors, whose wares are more apt here than at the market square. There are also stands for various religious & political movements, usually those that are just getting started in the city or otherwise have little influence. The sultan mostly permits these displays, so long as they are not disruptive, but his patience has seen its limits several times in the past.

    Pilgrim’s Road
    Its official name is Cape Road West (at least within the city limits), & it runs from the market square, out through the Western Gate, & onward to the city of Salah in Burdusq. Every day, merchants & pilgrims travel this road, either coming from Burdusq or heading towards that northerly region. The road is also known by its more famous name, Arch Rock Road (Safar Alquba), so named for the many natural arch formations that can be seen in the rocky hills along the road.

    Like the Caravan Road, this highway is just a hard-packed dirt trail for most of its length, but is laid with gravel & cobblestones near the city limits. It is patrolled & maintained by soldiers from the city, after bandits waylaid the former sultan’s caravan & killed him three years ago. The bandits have mostly been eliminated, but those that remain grow ever more desperate & cunning.

    Prison Houses
    Far from the well-traveled center of the city lies a block of six long buildings, which form a single complex with a conjoined basement level. The main difference between this complex & other similar buildings nearby is that its walls are twice as thick, & its tiny windows are crossed with iron bars. It is here that the city guard houses its prisoners, bound in shackles & clad in simple red cloths, for the duration of their punishment. They are sometimes marched out to work in the city, tearing down buildings & digging foundations, or simply for the mockery & shame of the law-abiding citizenry. Those who have committed the most heinous crimes suffer their torment here, although most executions are held in the palace square.

    Overseeing the affairs of the prison is the warden, Mumar aq-Zehim (Lawful Neutral, Fighter 10/Ranger 3), who reports directly to the captain of the city guard. He is a stern man, whose eyes are as gray & dull as his hair. Even his skin has an ashen cast, as if he were drained of all color & life. He performs his duties with efficiency & practicality, but without malice or passion. It is said that he once was a much more vibrant & cheerful man, but that some great tragedy took a part of his soul from him, without hope of return.

    Qadami’s Custom Caravans
    Strategically placed at the corner of the Pilgrim’s Road & Center Circle Street, Qadami (Chaotic Evil, Ranger 5) has been providing supplies to travelers for almost twenty years. The main building holds Qadami’s various wares, including saddles, harnesses, tents, wagon parts, jugs, rations, dried grains, blankets, bolts of cloth, & other essentials for long-term journeys. The other two buildings are a stable-house for riding/pack animals & a storehouse for hay & excess merchandise, respectively.

    Qadami himself is an unpleasant man in his late forties, with long dark hair worn in an intricate braid. He hails from the Sahra Basit, or so he claims, although anyone who knows him well can attest that he is not to be trusted. He is a smooth-talking salesman, with a talent for words & a convincing (if mirthless) smile. He is believed to have ties to the Hand of Dusk (the city’s thieves’ guild), & can often be found near Fazul’s Bakery. With the recent crime wave, suspicion has been cast upon this merchant from many parties, & not without cause.

    Qurab’s Metal & Glass Works
    Near the docks, in the westernmost corner of town, is a simple smithy with a sign depicting a hammer smashing a wine bottle. This unremarkable shop is notable for two things: its chimney has belched smoke constantly for years, & it offers perhaps the best metalwork & glassware in the region. The axes, bottles, chainmail, daggers, goblets, helms, jugs, polearms, shields, & swords produced here are of exquisite quality, & they fetch appropriately high prices. There are several other metalsmiths & glassworks in town, but everything here is of masterwork quality at least, & some wares are said to have magical properties.

    The store was founded by Qurab (Lawful Good, Fighter 2/Expert 2/Paladin 4), a former adventure with a storied past, full of exciting exploits & legendary events. A lizardman with lustrous teal scales, he always has a tale to tell, & will gladly regale anyone who will listen with his many dramatic anecdotes. He is less involved with the day-to-day operations of the smithy than he used to be, leaving the bulk of the work to his talented apprentices (a narsabi, a gnoll, & a dvernin). He still stops in regularly to oversee the business, but he is largely occupied nowadays with various expeditions in the surrounding wilderness.

    Shaqad Bay
    A narrow inlet of the Quis Sea, next to the Strait of Nasid, this bay forms the mouth of the Hasini River. Ships coming to or from the river must pass through this bay, so the city receives a lot of maritime traffic, possibly more than any other port on the west coast. The city is built at the tip of a natural cape, which helps to attract sailors. Merchants, explorers, naval officers, & pirates pass through the bay every day, & most of them make a stop at the city’s wharf on their way through.

    The bay itself is deep & calm with few shoals or reefs, protected as it is from the volatility of the sea by the nearby island of Jual Jahazi. As a busy port, the bay has its fair share of shipwrecks, despite conditions that make foundering somewhat unlikely. Perhaps the most famous wreck is that of the Ibar Hazanim (the Golden Lady). Laden with passengers & cargo, she set sail on her maiden voyage to the western continent. Within minutes of leaving the dock, she struck an unknown obstruction & began to sink. Other ships & even aquatic folk tried to rescue her passengers, but the currents prevented them, & it seemed some dark magic was determined to bring the ship & her crew down. It is thought that a dreadful curse was to blame, or perhaps a ruthless sorcerer; regardless, the anniversary of that fateful day nearly 100 years ago is still considered an ill-omened time to sail.

    Smoking Lion Inn
    This café, which has been in business for over 80 years, is unusual in several respects. For one, it is in the middle of the temple district, within sight of the palace gates. For another, it looks almost nothing like an inn; only the sign of a lion’s head wreathed in smoke distinguishes it from a normal middle-class residence. Lastly (& most importantly), this shop caters to the social elite in the city, the rich & powerful.

    The inn is a social club for ministers, noblemen, merchant princes, & other high-class clientele. Its proprietor, a half-genie named Dahar Si (Neutral Good, Bard 11), works hard to ensure that the atmosphere is comfortable, elegant, & (above all) exclusive. To that end, he employs an impressive staff of hostesses, waiters, chefs, assistants, bodyguards, & courtesans, which can meet the needs of nearly any customer. Dahar’s most pressing problem is dealing with an unexplained cash shortage, which has been increasing in recent weeks.

    Sultan’s Palace
    The tallest, largest, & most impressive building in the city by far, the palace of the sultan is the singular focal point of the entire town. It dominates the skyline, casting a long shadow over the neighboring buildings & dwarfing everything else in the area. Surrounded by thick stone walls (in the same style as the walls that form the city’s perimeter), the palace grounds contain a number of other buildings, which form a private complex for the royal family.

    Originally built as a great temple dedicated to Qirus, this opulent cathedral was converted to house the sultan & his servants shortly after its construction. Whenever its religious role is mentioned, the palace is referred to as the Superior Temple, to differentiate it from the Common Temple of Qirus nearby. It still serves as a private temple for the city’s most elite members, although the remaining prayer chambers make up only a tiny part of the immense estate.

    The palace itself is three stories tall, made of chalk-white sandstone with golden accents. At each corner of the palace is a four-story tower, & a five-story tower tops the center of the building. Surrounding the palace are seven ancillary buildings, which serve as stables, servants’ quarters, & storage-houses. Below the ground, the palace has several basements as well; it isn’t known with any certainty how many sub-basements there are, as even the sultan’s ministers disagree. It is said that there are tunnels leading from the palace’s basement to any number of destinations around the city.

    The current sultan is Usaf aq-Simur (Lawful Neutral, Cleric 16/Pharaoh 4), a serious & practical ruler. His father, Zaman aq-Simur, was a decadent & carefree sultan, prone to throwing sumptuous parties & delegating most duties to his ministers. When Zaman was slain three years ago by bandits while on a journey, his eldest son Usaf took the throne. While Usaf does enjoy the many pleasures & privileges of his office, he is far more reserved & dutiful than his father, determined to bring back respect & authority to the sultanate. He has largely accomplished this, & the city has benefited greatly from his guiding hand, although he has gained enemies who prefer the way things were when his father was in charge.

    Temple of Akasha
    Between the Pashatai temple & the Divine Assembly Hall, near the Smoking Lion Inn, is this church, dedicated to the Lady of Light. One of the more ornate temples in town, it is meant to project an image of sophistication & wealth; in this, the Akashans have been quite successful. The clergy have been proselytizing to the upper class in town, hoping to convert them & gain powerful followers; they have been less successful here.

    The head of the temple’s clergy (if you could call him such a thing) is a kind, earnest man named Mal-Malaz (Chaotic Good, Cleric 9). He has been striving to earn the devotion of the nobles & merchant princes, but his efforts have been recently derailed, & it appears that he is currently out of his element. Several converts have turned up dead lately, & now an Akashan priestess has been found murdered. The string of untimely deaths has cast a pall on the entire church, & Mal-Malaz is desperate to stop the killing & end this crisis before it ruins the hopes of his faith.

    Temple of Limalia
    Perhaps the least popular church in the city, this temple is dedicated to the Queen of Trials. The Limalites here are mostly of the Wayfarer sect, although a few members of the Taqwa sect stay here, as well. The temple is austere, both inside & out, with few decorations of any kind except for some depictions of a wolf & a few prominent pieces of lapis. There are no pews or chairs for followers to sit in, so they must either stand or kneel on the wooden floor.

    The high priestess of the temple is Sharun izd-Riqa (Neutral Evil, Cleric 12/Master of the Wastes 2), a dour & aloof tarisabi woman with shiny gray skin & abysmally black eyes. She works hard to ensure the survival of her temple, despite almost-constant setbacks. Attendance has never been high, but lately even long-time worshippers are absent, & the intolerance of the city’s leaders seems to be increasing. If these trends continue, Sharun fears that the church will be unable to pay their taxes & be run out of town.

    Temple of Pashati
    This temple, officially known as the House of the Riverqueen, is a simple church, with little decoration inside or out. Services are usually held in the early morning before breakfast, or in the early afternoon after lunch, & attendance is fairly high (among Pashatai, at least). The temple has no doors, with bead curtains providing the only dividers. Bead curtains are also in all the windows, which are mostly round & without glass. All of the temple’s chambers are irregularly shaped, with many curves, & there are many glassed sun-roofs, which provide a lot of natural light.

    Worship of Pashati is informal & unceremonious, so there is little in the way of hierarchy within the clergy. That said, one of the most prominent members of the church is Lady Ziria (Neutral Good, Cleric 5/Druid 1), a vocal proponent of religious freedoms within the city. An ardent & much-loved healer, she is popular among the citizenry, earning much praise & raising awareness for her church. Her stance on religious equality makes her something of an adversary to the city’s leaders, who disapprove of her views, & would prefer an exclusively-Qirusai culture.

    Temple of Qirus
    Also known as the Common Temple (or the People’s Temple), this church was built in 77AF at the behest of the sultan at the time, Mansur aq-Equt. The sultan’s palace still served as the Stoic Watcher’s primary temple in the city, & Mansur wanted to keep the common citizenry out of what he felt was his private domain. He ordered the construction of a new Qirusai temple, so that the city’s residents (with the possible exception of the upper-class) would have no need to enter the palace without his express permission.

    This temple is not nearly as ornate & well-decorated as the Superior Temple in the palace. Like most local temples, it is simply-adorned, with thick columns & a strong leonine motif to honor the Lion God. Behind the preacher’s podium, on a raised dais, sits a replica of the Light of Hope, which shines whenever the natural sunlight that streams through the stained glass windows is insufficient. Services are held at sundown every day (although the Day of Dhuqa is by far the most popular), & attendance is usually quite high. Turnout is so good, in fact, that the clergy here are hoping to expand & build another temple nearby. Right now, though, the city’s crowded nature & the Urban Planning Council are stymieing efforts to procure a new building.

    Temple of Sidaru
    The city was originally founded by Shimha Qirus himself, which he dedicated to his patron god, Sidaru. The citizens, however, began to worship the messenger & forgot the message. In this manner, the church of Qirus rose to supplant the Questioner of Souls, & in time, Sidarites became a rare sight in town. Their church is poorly attended, & is largely subsidized by followers from outside the city, who feel that it is important to maintain a presence here.

    The temple’s interior is a gloomy place, with poor lighting & black marble on most surfaces. The altar is a square chamber, as are most rooms in this building, & each row of pews has a long table in front of it, for worshippers to write upon. The clergy serves as the city’s coroners, collecting bodies, administering rites (officially in the name of Qirus), & issuing death certificates. The few Sidarites in town are mostly lawyers & doctors, although more than a few of them keep their devotion a secret from the general public.

    Zekai’s Map Shop
    North of the hectic center of town, on a quiet street, lies a small store with a weathered sign, almost unnoticed among the nearly-identical buildings. This store, however, contains wonders that can be obtained almost nowhere else, & it is for this reason that business has been good & steady for over four decades. Between the precariously-piled stacks of paper, parchment, & vellum, beyond the shelves overflowing with inkwells, paintbrushes, & scrolls, there is a small cluttered counter. Behind that desk sits the unassuming Zekai, the mapmaker.

    An officially-licensed member of the Cartographers’ Guild, Zekai (Chaotic Good, Expert 9) is reputed to be one the best map-makers that the world has ever seen. A humble old man, he trains his two apprentices (Nashan & Aki) at night, while they staff the store by day. He is getting on in years, & is expected to hand over the shop to one of his pupils sooner or later. It is however a mystery which of the two he prefers, as he treats them both with equal affection & severity.

    Zuhahul Hills
    Immediately to the north of the city is a chain of rocky hills, stretching for over a hundred miles, with little vegetation or even loose soil. Few creatures can survive in this barren landscape, but those that do are quite hardy (& are often predatory). The hills themselves aren’t extremely tall, & most of them rise only a few hundred feet over the surrounding lowlands.

    There are at least three nomadic tribes that travel through these hills during their migrations. One such tribe is the Red Tooth (Jinojekundu) clan, an extended family of aazlai who worship Umaj. Their chief is Khalfani (Chaotic Neutral, Barbarian 12), a cheerfully-haughty patriarch whose optimism has gotten his clan through many dire times. Every year, he leads them south to the city’s walls to trade with the local merchants. They exchange rare pelts & tribal weapons for metalwork & water pouches, which is beneficial to both sides. The arrangement is fragile, though, as neither side fully trusts the other.
    Last edited by Zeta Kai; 2012-01-27 at 08:27 AM.

  14. - Top - End - #14
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    Default Re: [Hourglass of Zihaja] Chapter 2: The World of Siraaj

    City of God
    Continued

    Pictured: This was the banner for the City of God early in its history; this banner was replaced with the current version around the year 80 AF.

    Total Assets: 159,550,000gp.

    Map

    Pictured: A thumbnail (12.5%) of the City of God. Click on the image to be linked directly to the full-sized map (3,300×2,550 pixels) hosted on DeviantArt.

    Table 2-7: Racial Demographics in the City of God
    {table=head]Race|Population|Percentage
    Human|13,721|43%
    Lizardfolk|6,385|20%
    Gnoll|4,466|14%
    Kobold|3,510|11%
    Sabi|1,914|6%
    Half-Genie|957|3%
    Half-Ghul|638|2%
    Others*|319|1%[/table]
    * = Pahari, Aazlai, & Houri, mostly

    Class Demographics
    Spoiler
    Show
    Adepts (197, 0.6%)
    • 17th level (×1)
    • 16th level (×1)
    • 15th level (×1)
    • 14th level (×1)
    • 8th level (×4)
    • 7th level (×4)
    • 4th level (×8)
    • 3rd level (×8)
    • 2nd level (×16)
    • 1st level (×153)

    Aristocrats (189, 0.6%)
    • 16th level (×1)
    • 15th level (×1)
    • 14th level (×1)
    • 13th level (×1)
    • 8th level (×2)
    • 7th level (×4)
    • 6th level (×2)
    • 4th level (×4)
    • 3rd level (×12)
    • 2nd level (×8)
    • 1st level (×153)

    Barbarians (76, 0.2%)
    • 16th level (×1)
    • 15th level (×1)
    • 14th level (×1)
    • 13th level (×1)
    • 8th level (×2)
    • 7th level (×4)
    • 6th level (×2)
    • 4th level (×4)
    • 3rd level (×12)
    • 2nd level (×8)
    • 1st level (×40)

    Bards (92, 0.3%)
    • 17th level (×1)
    • 16th level (×1)
    • 15th level (×1)
    • 14th level (×1)
    • 8th level (×4)
    • 7th level (×4)
    • 4th level (×8)
    • 3rd level (×8)
    • 2nd level (×16)
    • 1st level (×48)

    Clerics (92, 0.3%)
    • 17th level (×1)
    • 16th level (×1)
    • 15th level (×1)
    • 14th level (×1)
    • 8th level (×4)
    • 7th level (×4)
    • 4th level (×8)
    • 3rd level (×8)
    • 2nd level (×16)
    • 1st level (×48)

    Commoners (27,970, 87.7%)
    • 20th level (×1)
    • 19th level (×1)
    • 18th level (×1)
    • 17th level (×1)
    • 10th level (×2)
    • 9th level (×4)
    • 8th level (×2)
    • 5th level (×4)
    • 4th level (×12)
    • 2nd level (×32)
    • 1st level (×27,910)

    Druids (92, 0.3%)
    • 17th level (×1)
    • 16th level (×1)
    • 15th level (×1)
    • 14th level (×1)
    • 8th level (×4)
    • 7th level (×4)
    • 4th level (×8)
    • 3rd level (×8)
    • 2nd level (×16)
    • 1st level (×48)

    Experts (980, 3.1%)
    • 20th level (×1)
    • 19th level (×1)
    • 18th level (×1)
    • 17th level (×1)
    • 10th level (×2)
    • 9th level (×4)
    • 8th level (×2)
    • 5th level (×4)
    • 4th level (×12)
    • 2nd level (×32)
    • 1st level (×920)

    Fighters (124, 0.4%)
    • 18th level (×1)
    • 17th level (×1)
    • 16th level (×1)
    • 15th level (×1)
    • 9th level (×2)
    • 8th level (×4)
    • 7th level (×2)
    • 4th level (×12)
    • 3rd level (×4)
    • 2nd level (×32)
    • 1st level (×64)

    Monks (76, 0.2%)
    • 16th level (×1)
    • 15th level (×1)
    • 14th level (×1)
    • 13th level (×1)
    • 8th level (×2)
    • 7th level (×4)
    • 6th level (×2)
    • 4th level (×4)
    • 3rd level (×12)
    • 2nd level (×8)
    • 1st level (×40)

    Paladins (76, 0.2%)
    • 16th level (×1)
    • 15th level (×1)
    • 14th level (×1)
    • 13th level (×1)
    • 8th level (×2)
    • 7th level (×4)
    • 6th level (×2)
    • 4th level (×4)
    • 3rd level (×12)
    • 2nd level (×8)
    • 1st level (×40)

    Rangers (76, 0.2%)
    • 16th level (×1)
    • 15th level (×1)
    • 14th level (×1)
    • 13th level (×1)
    • 8th level (×2)
    • 7th level (×4)
    • 6th level (×2)
    • 4th level (×4)
    • 3rd level (×12)
    • 2nd level (×8)
    • 1st level (×40)

    Rogues (124, 0.4%)
    • 18th level (×1)
    • 17th level (×1)
    • 16th level (×1)
    • 15th level (×1)
    • 9th level (×2)
    • 8th level (×4)
    • 7th level (×2)
    • 4th level (×12)
    • 3rd level (×4)
    • 2nd level (×32)
    • 1st level (×64)

    Sorcerers (76, 0.2%)
    • 16th level (×1)
    • 15th level (×1)
    • 14th level (×1)
    • 13th level (×1)
    • 8th level (×2)
    • 7th level (×4)
    • 6th level (×2)
    • 4th level (×4)
    • 3rd level (×12)
    • 2nd level (×8)
    • 1st level (×40)

    Warriors (1,594, 5.0%)
    • 19th level (×1)
    • 18th level (×1)
    • 17th level (×1)
    • 16th level (×1)
    • 9th level (×4)
    • 8th level (×4)
    • 4th level (×16)
    • 2nd level (×32)
    • 1st level (×1,534)

    Wizards (76, 0.2%)
    • 16th level (×1)
    • 15th level (×1)
    • 14th level (×1)
    • 13th level (×1)
    • 8th level (×2)
    • 7th level (×4)
    • 6th level (×2)
    • 4th level (×4)
    • 3rd level (×12)
    • 2nd level (×8)
    • 1st level (×40)
    Last edited by Zeta Kai; 2010-11-29 at 07:13 PM.

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

    Dajajah
    Population: 20,258 (large city)
    Demographics: 38% human, 21% sabi, 15% half-genie, 11% kobold, 7% gnoll, 4% half-ghul, 3% lizardfolk
    Dominant Cultures: Local
    Government: Constitutional monarchy
    Notable Religions: Akasha, Limalia
    Main Alignment: Neutral Good
    Notable Vassals: Alsamt, Ashiz, Bahadum, Lawaq

    On the coast of the Ramul Sea, in the southeast of the Arid Plains, is a city famous for its year-round population of waterfowl, such as gulls, geese, ducks, & swans. This city-state, named Dajajah (dah-JAH-jah), is nestled in between cliff-lined coastlines that stretch for miles in both directions. These tall bluffs funnel large numbers of migratory birds & other flying creatures toward the windy valley that Dajajah was founded in.

    Populated by many djinni, half-djinni, & especially hawasabi, the city is relatively tolerant of genie-kin (if not actual genies themselves). The most famous citizen here, in fact, is a hawasabi named Haqalil ral-Shuqa (Chaotic Neutral, Aristocrat 3/Bard 6), the so-called Caliph of Dajajah. This charismatic individual has no claim to the sheikh’s throne, either here or anywhere else, but his antics have garnered a lot of attention regardless.

    Dajajah has a thriving fishing industry, & also a few sea-worthy barges running to Zurqim. The barges sometimes make a run up to Nahraldikh or Rizzadobo, giving the Nizal Peninsula a wide berth. The sheikh’s greatest fear is the capture of one of the city’s ships by the Ostazai Empire, the vessels are often armed or manned by mercenaries hired to defend against acts of piracy. The citizens also make a good living hunting the many birds that fish in the clear shallow waters offshore.

    Recently, one of the ships returning from Nahraldikh has been stricken with an outbreak of a vile disease known as Hadab-Gazila (AKA the Slimy Doom). The sheikh has ordered the ship, the Sisana-Mashazi (the Coast-Walker), put under a strict quarantine, lest the disease spread to the citizens of Dajajah & create an epidemic. Other ships visiting Nahraldikh have not been so afflicted, so it is something of a mystery how this ship was infected in the first place.

    Dajajah is often hit by fierce storms from both the sea & the desert as well, making the locals both hardy & adaptable. The buildings are low, with thick walls, & many buildings have underground chambers. There are few windows, & none are filled with glass. This architectural style has been imitated extensively in the City of God, of all places. The Dajajai style is also used in places where the local weather is harsh & unpredictable, such as Maisan.

    A somewhat isolated city-state Dajajah & its vassal settlements are separated from the rest of the continent by the Dunes of Hazaliqabazad. This restricts travel to this comparatively-pleasant valley, & makes for a rather unique culture. It was once part of the kingdom of Shadaz, before being conquered by the Admajai, but Dajajah has always had its own exclusive traditions & customs.

    Religiously, the people of Dajajah are fairly secular, bordering on the indifferent. Akasha is the most commonly-worshiped deity, but there are shrines dedicated to Limalia, as well, mostly for the sake of the sailors & dock workers. Unlike most places on Siraaj, in Dajajah, religion is a private, understated affair, & advertising or proselytizing one’s beliefs is considered uncouth.
    Last edited by Zeta Kai; 2011-05-14 at 09:47 PM.

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

    Darb
    Population: 11,081 (small city)
    Demographics: 70% human, 12% sabi, 7% half-genie, 5% half-ghul, 3% kobold, 1% gnoll, 1% lizardfolk
    Dominant Cultures: Local
    Government: Military junta
    Notable Religions: Daq, Johoum, Maqur
    Main Alignment: True Neutral
    Notable Vassals: Qahin

    In an isolated valley on the western edge of the Arid Plains, surrounded by rocky highlands on three sides, there is an impressive fortress-like city-state. This is Darb, the City of Walls, & its walled nature was inspired by the nearby city of Babalarud, even though its geography is more reminiscent of Dajajah. Known mostly for its many remarkable fortifications, both surrounding the city & within it, the city is divided into several separate boroughs.

    These walls & gates have successfully protected Darb from invasion many times in the past, especially from the Ostazai Empire (& the Admajai before them, & the Shadazai before that). A politically neutral nation, its citizens are still rather wary of their neighbors, & not entirely without reason. The Darbai were once more affable & outgoing, before the many attempted invasions caused them to become somewhat insular & self-sufficient. It is thought that the hardship brought by the Ten Dark Years were also a factor.

    The people of Darb make a respectable living farming their temperate fields & hunting in the sparse surrounding woods. They only trade with the cities to the south (Babalarud, Zurqim, & Dajajah) on a limited basis. More than one merchant guild has attempted to broker a commercial contract with the city-state, only to be rebuffed.

    Although the locals are predominantly human, several other races are proud members of Darb society. The city-state is notable for its population of dao-kin, although full-blooded dao are a rare sight. There are many half-dao & tarisabi who call Darb home, & it is largely because of them that the city’s stonework is of such high quality. The only real racial prejudice seen here is against ghul-blooded creatures, due to the belief that ghuls could make short work of their mighty walls (or circumvent them altogether).

    The current government of Darb is in the control of military leaders, who took over 15 years ago in a coup. The locals put up with the junta, so long as it doesn’t interfere with their lives overly much. For the most part, the regime has been wise enough to oblige.

    As far as religion is concerned, most of the citizens are Daqites, & they are quite devoted to Daq’s teachings. Both Maqur & Sunya have secret cults here, but they are fringe faiths, & have very little impact on the city’s affairs as a whole. The Maqurites were hit hard by the coup, losing many of their noble adherents, as well as their base of power, to the condemnation of the junta. They now work from the shadows of the city to overthrow the military regime, calling themselves Al Haraqin (which loosely translates as “the burning”).

    Darb’s most infamous citizen was half-mad mage named Amula izr Zaqrazam (Chaotic Neutral, Wizard 13). The eccentric mage was notorious for creating the first sand golem, only to be killed by the automaton shortly afterward. Although his work ended in tragic failure, other mages later read his notes & were able to make more such golems. Thus, it is commonly believed that the presence of a sand golem is a sure sign of sorcery nearby.
    Last edited by Zeta Kai; 2011-05-14 at 09:53 PM.

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

    I had been under the impression that high-level non-evil NPCs did not exist in this world. When did this change?


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

    Quote Originally Posted by Lord_Gareth View Post
    I had been under the impression that high-level non-evil NPCs did not exist in this world. When did this change?
    That's never been accurate. The highest-level NPC in the entire setting is non-evil.
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    Default Re: [Hourglass of Zihaja] Chapter 2: The World of Siraaj

    Quote Originally Posted by Lord_Gareth View Post
    I had been under the impression that high-level non-evil NPCs did not exist in this world. When did this change?
    Yeah, Afro's right. We've had the demographics down pat since the earliest days of the project. We wanted the NPCs to be fairly low-level, & although there are a few bigwigs floating about our setting if a DM wants to use one (I personally like epic play), they are vastly outnumbered by the low-level common folk. I did the math last night, & the average level of every NPC on Siraaj is almost exactly 1st level, to several decimal places. Keep in mind that these demographics represent every member of the 7 PC races on the planet, including those continents & other landmasses not addressed in the scope of our focus on the continent of Admaja.

    Ras Shasad is our highest level character, & yes she happens to be on Admaja, but there are two other major continents; odds are 2:1 that a high-level character lives very, very far away, & will never interact with you players in even an indirect manner. Remember, literally half of Siraaj's population are 0th-level characters (IE non-combatant children), so while the big boys certainly do exist, there's no need to take their presence & blow it out of proportion.

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

    Fandaq
    Population: 10,610 (small city)
    Demographics: 28% human, 21% kobold, 17% half-genie, 14% sabi, 10% lizardfolk, 6% gnoll, 3% half-ghul
    Dominant Cultures: Local
    Government: Authoritarian plutocracy
    Notable Religions: Adimas, Pashati, Qirus, Sidaru
    Main Alignment: Chaotic Neutral
    Notable Vassals: Sahaba, Zimbal

    Situated on both sides of the Hasini River is the city of Fandaq (FAHN-dock), the City of Wonders, connected by several bridges & fords. Possessing a predominantly service-based economy, this city-state produces no real goods of its own. Instead, its value is as a diplomatic & exchange waypoint, a place where people can meet & discuss their differences & similarities in comfort & enjoy the city’s legendary hospitality.

    Fandaq’s commercial center is a lively avenue called Hostel Row, a street lined with hotels, inns, cafés, & plazas, where something is always happening & someplace is always open for business. The city is famous (or perhaps infamous) for its many brothels, bordellos, “lounges”, & theaters. There is a bustling mercantile industry here, with several rival merchants’ guilds & constant trade going up & down the Hasini River. Although the city already has several trade deals with Naranj, attempts are being made by the city’s merchant princes to negotiate an agreement that will create a mutually-beneficial joint shipping syndicate.

    One such merchant prince is the clever half-efreet Nuri izr-Elaqras (Chaotic Good, Bard 6/Expert 1), a silver-tongued trader who is looking to broker an exclusive deal with the Naranjai. His mercantile company, the Trailblazers, is a relatively-small shipping business, but is always searching for talented individuals, & is hoping to begin some aggressive expansion. Rival companies are worried about this dynamic new competition, & are attempting to sabotage the venture. Most troubling to other interests is the Trailblazers’ ability to deliver shipments at nigh-impossible speeds without ever being seen on the road.

    The rule of law is somewhat lax, so Fandaq is rife with corruption, intrigue, & under-the-table dealing of all sorts. Street crime is a growing problem city-wide, with robberies, assaults, & murders being a daily occurrence. Merchants are always hiring guards to protect their caravans & barges from bandits, thugs, & other scoundrels. The competing mercantile guilds, combined with a perennially-neutral thieves’ guild, contribute to this dangerous situation.

    Long ago, in the Age of Kingdoms, Fandaq served as an outpost for the then-young nation of Ilud. It was a predominantly-human town back then, before the arrival of kobold refugees from up north. Now, the growing city-state boasts possibly the most diverse population on Siraaj, with humans only constituting a little over a quarter of the city’s populace. Genie-kin of every variety live here (in roughly-equal amounts) side by side with lizardfolk, gnolls, & half-ghuls. People of all races come here to marvel at the city’s tolerance, & more than a few of them decide to stay & enjoy it on a more permanent basis.

    All of this racial diversity in Fandaq has translated into religious freedom, as well. The city has prominent temples dedicated to Adimas, Pashati, Qirus, & Sidaru. There are also shrines to Akasha, Daq, Johoum, Limalia (known here as Al’Amal), & even Zaia. No place else on Siraaj can claim such a rich collection of competing faiths.

    As the City of Wonders, Fandaq is a bazaar of the bizarre, a place of many marvelous & extraordinary sights. It is host to the only true Alchemy Guild on Siraaj, a palatial estate on the edge of town, from which explosions can often be heard, & nightly firework displays are the norm. The city also boasts the School of Song, a prestigious academy for the greatest entertainers in the world, which often hosts concerts for the masses on a regular basis. This is also home of the Dar-Amal (“House of Hope”), a semi-secret meeting hall for half-genie & sabi families, where genie-kin can be safe among their own kind, & non-genie parents can rely upon each other for support.

    Perhaps the most overt wonder in all of Fandaq, though, is the Grand Bazaar. A market unlike any other, this weekly event is where almost anything can be found, even things found nowhere else. And it is here that almost anything can be bought & sold, even magical items, which are not normally found in public markets. There is a limit to the people’s tolerance for magic, though, & spellcasting in the Grand Bazaar is as strictly prohibited as it is elsewhere, lest is cause a panic.
    Last edited by Zeta Kai; 2012-01-21 at 12:37 PM.

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

    Luardo
    Population: 9,189 (small city)
    Demographics: 74% human, 9% sabi, 6% half-genie, 4% lizardfolk, 3% kobold, 2% pahari, 1% half-ghul
    Dominant Cultures: Iludai
    Government: Theocratic republic
    Notable Religions: Adimas, Limalia, Maqur, Pashati, Qirus
    Main Alignment: Lawful Neutral
    Notable Vassals: Qashura, Ziur

    The city-state of Luardo (loo-AHR-doe) is the largest settlement on the island of Jal Ziffa, off the western coast of Admaja. Once an isolated fishing town overlooking the Qius Sea, Luardo was only nominally part of the Admajai Empire. Now an independent entity with vassals of its own, this town is a rapidly-developing power, quickly becoming a center for the nascent sailing & shipping industries.

    Luardo is a boomtown with a lot of potential for further advancement, despite many potential threats. The city is frequently attacked (or threatened with attacks) by the she-da-zhong. It is also the target of some recent attacks by the so-called Corsairs, a ragtag pirate cartel hailing from somewhere in the western seas. The ruling council is attempting to form a mutual defense coalition with other coastal cities, such as Zawraq & Sabur, but is having mixed results.

    Recently, Luardo’s prosperity has been endangered by an altogether different threat. Due to the increasing coastal assaults, the dock workers have been demanding hazard pay, which is something that their employers are quite opposed to doing. The city’s leaders are attempting to broker a compromise, but the workers have formed a union, complicating the situation. If something doesn’t happen soon to resolve the impasse, union may strike, further escalating the already-tense dilemma.

    Luardo is famous for its gigantic lighthouse, which towers eleven stories into the sky. It was commissioned by the city’s adopted son, the eccentric nobleman Aziz Mamud al-Haddad (True Neutral, Bard 9). Originally from the city-state of Raqam, Aziz came to Luardo 25 years ago & quickly became a local celebrity, eventually sitting on the ruling council. He used his wealth & influence to build a much-needed tower, which would replace the old lighthouse which had been destroyed by a fierce storm not long beforehand. Designed to be reminiscent of the abandoned lighthouse in Raqam, only much larger, the tower can be seen from many, many miles away, & is so large that it houses the city’s militia.

    As perhaps should be expected for a place with such close ties to the sea, Luardo has a large Pahari enclave. There are over two hundred Nuzaqanas dwelling here, more than in any other city (at least, any other city above the waves). There are also several full-blooded marid living in secret here as well, & as a result, the population of half-marid & water-sabi is rather high. The city is proud of its maritime traditions, & the aquatic residents are appreciated & respected.

    The people of Luardo primarily worship Qirus, but Limalia & Pashati also has a strong presence here. Some people worship Adimas or Maqur in secret, but those faiths are no more than hidden cults, with little influence or hope for significant expansion. Limalia’s presence has been growing recently as a sort of pagan import from the northern coasts, introduced by sailors & fishermen who go out to the shoals instead of casting nets close to the harbor. If this trend continues, then one day the Limalites may rival the church of Qirus for the soul of the city.
    Last edited by Zeta Kai; 2012-01-21 at 01:20 PM.

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

    Maisan
    Population: 7,737 (small city)
    Demographics: 60% human, 24% kobold, 7% sabi, 4% half-genie, 2% lizardfolk, 1% half-ghul, 1% gnoll
    Dominant Cultures: Hijra, Nomadic Tribal, Sulafati
    Government: Theocratic monarchy
    State Religion: Adimas
    Main Alignment: Chaotic Neutral
    Notable Vassals: Hagaj Qarim, Lazahi

    In the northern foothills of the Satha Laylanuha, there lies a small city-state, on the southeast edge of the Sea of Fiery Knives. Swept by frequent dust storms from the desert, & a frequent target of dragons roaming southward from Azhan, the city, named Maisan (MY-sahn), is almost always recovering from some disaster or another. This has produced a tough, practical, hard-working people, albeit a people that can be a bit brusque & grim, at times. The locals have little to cheer about, but they struggle ever on, without much hope for better times ahead, & little memory of the brighter days long past.

    Maisan was once the site of an oasis that was fed by runoff from the mountains, but the area has become more arid over the years, & the oasis has mostly dried up as a result. The city still subsists on the water provided by the hot springs in the area, but this water is barely enough to provide for the citizenry. Many residents have left the city since the drought began, having gone south through the mountains or west to Burdusq & Sheqari.

    The ruling bey, Ghada izud-Haqara (Neutral Good, Fighter 6/Ranger 3), faces a number of thorny issues that trouble her beloved city. One of the most distressing concerns is the existence of a cabal of sorcerers & wizards operating in the area. This group, called the Circle of Jalud, is highly secretive, & only makes their presence known when they wish to send a message. The bey has sent investigators to root out the circle, only for them to turn up dead shortly thereafter. Their motivations are unknown, but it is believed that they are preparing for some sort of impending event.

    Maisan used to be a thriving mining & manufacturing town, famed for its high-quality weapons, armor, & Sathan rubies. The ruby & iron mines in the mountains to the southeast are largely abandoned now, though, but are far from tapped out. The mines have been overrun time & again by deadly monsters, & for the past few years, the ruling bey has forbidden new mining until the mines have been cleared out & secured. The bey wants the locals to thrive, though, & is desperate for a way to restore her beloved city to its former prosperity.

    The city has a number of efreet-blooded people, including an enclave of half-efreeti, & many narsabi mixed with the general public. Although Maisan is predominantly human, it also has a large number of kobolds, the result of the emigration from the long-lost kingdom of Haz-Hurad known as the Hijra. Due to this resettlement so long ago, the city’s culture is quite well integrated & tolerant, given its secluded geography.

    Maisan as a whole worships Adimas, whose concern with chance & good fortune have endeared the Gilded Eye to Maisan’s residents. The Church of the Falling Feather (as Adimas’ church is known here) is very strong, & has strong ties to the local government, including the bey herself. Persistent rumors exist claiming that a cult of Maqurites is operating nearby; while the claims remain to be verified, it is a strongly-held belief among certain circles, & the ruling bey uses it to garner support for her defense & recruitment efforts. The only other religion of note here is the church of Waharim, which is primarily in the foothills & vassal towns surrounding the city.
    Last edited by Zeta Kai; 2011-11-17 at 03:28 PM.

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

    Mamluk
    Population: 9,822 (small city)
    Demographics: 96% human, 2% sabi, 1% gnoll, 0% lizardfolk, 0% kobold, 0% others
    Dominant Cultures: Local
    Government: Imperial occupational force (formerly a constitutional monarchy)
    State Religion: Johoum
    Main Alignment: Lawful Evil (formerly Neutral Good)
    Notable (sub-) Vassals: Aqtam, Asuad, Dilam

    Formerly known as Maziraluq (“God-Child”), the town of Mamluk (mom-LUKE) is a vassal of its powerful neighbor, Ostaz. The larger city-state has transformed itself into an expansionist empire in recent years, & annexed Mamluk about 10 years ago, becoming the would-be Ostazai Empire’s first & most important conquest. On the southern edge of the Nizal Peninsula, in the easternmost Arid Plains, this town now serves the empire’s interests.

    Now surrounded by newly-built walls & fortifications, Mamluk is a formerly-pleasant place that is now heavily put-upon by the domineering Ostazai. Its citizens are longing to be liberated by anyone brave or powerful enough to take on the empire. The kernel of the city has been cracked, & there is widespread slavery & deprivation. A majority of the town’s available natural resources are being stripped away & taken to the imperial capital, leaving the locals here with little to keep for themselves. The people here are tired, hungry, & fearful, so they are desperate to shake off the yolk of oppression.

    Populated almost exclusively by humans, Mamluk doesn’t have so much as ghettos for other races any longer. The Ostazai are xenophobic & prejudiced against non-humans, so they instituted a policy of forced relocation here, displacing thousands of non-human people. Once slavery began in earnest, those remaining non-humans were rounded up & sold away. The possessions of non-humans, including their homes & land, were seized by the empire & repurposed.

    The state religion of the Ostazai Empire is the worship of Johoum, the Iron Sun, so Johoumism is enforced in Mamluk, as well. There are no formal temples to other gods, although Maqur seems to have some secretive following under the name Al-Khawan. The worship of other deities is illegal here, & punishment for possessing another god’s iconography is harsh. Some citizens still revere Al-Muqadar (Daq), however, & the secret resistance movement (the Maziraluq Freedom Force) use Pashati’s symbol as a rallying icon.

    Mamluk is occupied by a brigade of the imperial army, who takes orders from Overseer Jaruq Azmar (Lawful Evil, Fighter 2/Wizard 5/Eldritch Knight 8). Jaruq is a cruel, efficient master, quickly dispatching anyone or anything that interferes (or even threatens to interfere) with his vision of what Mamluk should be. He supposedly takes orders from Ostaz, but he has been given a wide amount of leeway to do as he sees fit, which he has taken great advantage of over the years. Universally despised, he is now something of a despotic warlord in his own right, with almost enough power to rival the emperor himself. He resides in the so-called Palace of the Overseer, which used to house the Potentate (who is now is hiding, although the Ostazai have declared him officially dead).

    Other notable features in Mamluk include the ever-expanding prison complex, the imperial barracks, & the city walls (which are under construction). The Temple of the Iron Sun used to be dedicated to Pashati, & still shows some subtle signs of Pashati-worship. The arena (where gladiatorial games are often played) & the slave market were built on land once owned by non-humans, mostly kobolds & gnolls. There is also an extensive slum area, known as the Tent City, which serves as home to the hundreds who have been displaced by the empire’s ruthless actions over the past decade.
    Last edited by Zeta Kai; 2011-05-19 at 07:58 AM.

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

    Marid Cities
    Ruquz Aruj
    Population:
    162 (hamlet); formerly 21,228 (large city)
    Demographics: 58% genie, 21% half-genie, 11% sahuagin, 6% sabi, 3% pahari
    Dominant Cultures: Local
    Government: Complete anarchy (former padishate)
    Notable Religions: Adimas, Limalia, Umaj
    Main Alignment: Chaotic Neutral

    Once known as the Central Padishate, Ruquz Aruj (roo-KOOZ ah-ROOJ) is but a mere shadow of its former glory. The city’s remains lie in Alhurus Lake, near the drowned ruins of Al Huruz. Established before Alhurus Lake was formed, the city was at one time the primary place for the marid to interact with the Admajai continent & its peoples. It low lies in utter ruin, after being smote by Daq along with the rest of the kingdom of Al Huruz. A few resilient (or foolhardy) individuals still live among the wreckage, eking out a living & defending their territorial claims against looters & invaders. Most of the easily-removed treasures were taken long ago, but some hidden bounties are said to still remain in this haunted place.

    Qilaffah
    Population:
    9,605 (small city)
    Demographics: 82% genie, 9% half-genie, 5% sabi, 2% pahari, 1% sahuagin
    Dominant Cultures: Local
    Government: Dynastic padishate
    Notable Religions: Akasha, Limalia, Pashati
    Main Alignment: Chaotic Good

    As the smallest of the marid cities, Qilaffah (kee-LAH-fah) is often overlooked by other powers, & that is just how the locals prefer it. Located in the Ramul Sea, off the coast of Nahraldikh, this quiet city-state gets little trouble from their nearest landwalker neighbors, the gnolls of the Uqalizar region. The citizens of the Eastern Padishate (as Qilaffah is also known) stay neutral in most matters concerning the other marid cities. Their primary concern is defending themselves from the predations of sahuagin tribes & the Dandan, which seems to attack this city more than the other padishates. The most interesting site in Qilaffah is a portal to the Speckled Sea on Najmah, but it only opens on certain days out of the year.

    Zimzalab
    Population:
    11,726 (small city)
    Demographics: 71% genie, 13% half-genie, 9% sabi, 4% sahuagin, 2% pahari
    Dominant Cultures: Local
    Government: Dynastic padishate
    Notable Religions: Adimas, Limalia, Sunya
    Main Alignment: Chaotic Evil

    In the Reth Sea, north of Azhan, lies the Northern Padishate, also known as Zimzalab (ZEEM-zah-lahb). Geographically isolated from the other padishates, this city is known for the casual callousness of its citizens & the peace treaty that exists here with the sahuagin. For the other marid cities on Siraaj, sahuagin attacks are a constant threat, but here they are a nonviolent people, some of whom even live within the city & participate in civil services. At one point in the past, Zimzalab had a trade agreement with the nation of Haz-Hurad, but that kingdom’s destruction has cut off this city even more from the affairs of the landwalkers. This city-state is also notable as the only padishate that permits slavery, although the practice is not widespread.

    El Narraf
    Population:
    19,294 (large city)
    Demographics: 67% genie, 15% half-genie, 8% sabi, 6% pahari, 3% sahuagin
    Dominant Cultures: Local
    Government: Autocratic padishate
    Notable Religions: Adimas, Limalia, Pashati
    Main Alignment: True Neutral

    Also called the Southern Padishate, El Narraf (ELL nah-RAHF) is in the Ramul Sea, between Dajajah & Bhul. A remote-yet-prosperous place, this city is the only significant settlement for hundreds of miles. Because of its seclusion form other cities, El Narraf serves as a trading hub for the entire Ramul Sea, overshadowing Qilaffah to the far north. Their wealth & influence have afforded the luxury of undertaking some major projects, including the long underwater tunnel beneath the isthmus between Admaja & Yan, which allows easy access to Jaqabad. El Narraf’s citizens are a practical lot, if perhaps a bit spoiled by their success. They tend to look down on visitors, but they will gladly take their money, as well as any lore that they might have concerning the greater world.

    Jaqabad
    Population:
    40,317 (metropolis)
    Demographics: 44% genie, 23% half-genie, 17% sabi, 9% pahari, 5% sahuagin, 1% human
    Dominant Cultures: Local
    Government: Constitutional padishate
    Notable Religions: Adimas, Akasha, Limalia, Pashati, Sjor
    Main Alignment: Chaotic Neutral

    The largest & most cosmopolitan of the marid cities, Jaqabad (JAH-qah-bahd) is the shining jewel of the sea. It is perhaps the most populous city on Siraaj, & it is almost certainly the most glorious, with its magic-assisted architecture (some of which is buoyed by air bladders) & classic marid design motifs. Also known as the Western Padishate, it is in the Qius Sea, north of Luardo. It overlooks a miles-deep trench, known as Limalia’s Maw, from which strange & horrific creatures sometimes emerge. The city itself is a cacophonous mix of merchants, tourists, clergymen, beggars, guards, scoundrels, & local fish-herders. Nearly anything that can be imagined in an urban setting can be found here, along with some things that defy all imagining. Jaqabad also boasts the most extensive air pockets under the sea, which have been magically created & maintained for the city’s air-breathing minority.
    Last edited by Zeta Kai; 2011-05-19 at 08:07 AM.

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

    Meraya
    Population: 29,063 (metropolis)
    Demographics: 37% human, 20% kobold, 16% gnoll, 11% sabi, 7% half-genie, 5% lizardfolk, 3% half-ghul
    Dominant Cultures: Hijra, Mamlaqai, Nahr
    Government: Autocratic sultanate
    Notable Religions: Johoum, Sidaru
    Main Alignment: Lawful Neutral
    Notable Vassals: Al-Uzza, Tajiqa, Uar

    In the northern Sahra Basit, southeast of Alhurus Lake, is a glory to behold, the renowned City of Towers. Located in a low-lying passage between rocky highlands to the north & south, the city, called Meraya (mare-AY-ah), is named for the many spires, towers, & other tall buildings that dominate the cityscape. The sandy soil in the surrounding area is difficult to build on, so the small patch of durable stone that the city rests upon make the foundation of such vertical structures possible. The titular towers are mainly in or around the city’s center, with shorter buildings in the outer neighborhoods, & finally shacks & shanties forming the town’s perimeter. This makes the entire city look somewhat like a short tower, rising from the plains to reach the sky.

    Meraya once had a lake to the east, before it dried up during the Great Drought. It was originally an outpost for the long-lost kingdom of Shadaz, who built the first tower here over 2,000 years ago. More towers were built during a war between Shadaz & Al Huruz, which grew to enclose an entire city that eventually outlasted the kingdom that spawned it.

    Nowadays, Meraya is a bustling commercial & industrial center, relying on trade from merchants going east or west between Alhurus Lake & the Arid Plains. The city is known for its hardy camels, the nearby copper mines, & the packs of wild hyenas in the surrounding area. All of this commerce & transient business has led to some lawless behavior in the pursuit of riches, but the sultan’s guard patrols the city & its surroundings, attempting to keep the peace.

    The city boasts a highly-diverse population, with all races living side-by-side in relative harmony. There are few districts where any particular race is dominant, although there is one notable mostly-human area, & a few tiny enclaves exist for more exotic peoples, such as genies or pahari. The locals are really only prejudiced against marid-blooded people, due to fallout from Al Huruz. In almost any other case, racism is a foreign concept here.

    Meraya’s citizens worship Johoum more than any other deity, with Sidaru as a close second. The city is sharply divided by these two faiths, & tensions can sometimes rise, even among long-time neighbors. Actual religious violence hasn’t broken out in years, though, & the sultan (who is a Johoumite) works to ensure that such incidents don’t occur again. The worship of Qirus is a small fringe faith, while Daqites are practically banned from the city, as Daq is very unpopular here.

    Meraya is a haven for progress, due to the sultan’s support of science & the arts. Many alchemists & sages flock to the city to attend the University, which rivals the best schools in Naranj & Rasalhague. A printing press was even invented here about six years ago, & it is now in the palace of the sultan, where it is an underused treasure of nearly-sacred proportions.

    The sultan himself is the illustrious & charismatic Syed Awazi Aq-Hazaqan VI (Lawful Neutral, Aristocrat 5/Wizard 7/Pharaoh 5), a wise & judicious ruler, with a gift for strategy & public speaking. He suspects that a conspiracy exists within his palatial tower to assassinate him, but he isn’t certain who are among the plotters, so he doesn’t know who to trust. His lack of an heir has compounded the issue, & so he is also in search of a worthy bride.
    Last edited by Zeta Kai; 2011-05-22 at 09:00 PM.

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

    Mushayar
    Population: 8,540 (small city)
    Demographics: 57% human, 16% kobold, 11% sabi, 7% half-genie, 4% lizardfolk, 3% gnoll, 1% half-ghul
    Dominant Cultures: Hijra, Local, Nomadic Tribal
    Government: Pharaonic monarchy
    State Religion: Daq
    Main Alignment: True Neutral
    Notable Vassals: Allat, Qira

    Situated on both sides of the Elzim River, the City of Bridges, more commonly called Mushayar (MOO-shah-yar), is just northwest of Mushah Lake. Famous for its myriad bridges (many of which have multiple buildings built upon them), this city-state serves as a trading hub for both river barges & caravan traffic. The merchants in the area trade often with nomadic tribes of aazlai from the south & gnoll caravans from the north, & are much the richer for it.

    As the only major settlement for miles around, Mushayar has a somewhat insular culture. The city is known for their fine textiles, with their durable wool fabrics & distinctive artistic style. The locals have many farms along the river, growing mainly barley with some other crops like onions & parsley, as well.

    Mushayar was founded by King Khumanuntat, a dynamic & charming pharaoh, to be the capital of the kingdom of Adabasha. He ordered that the city be built on both banks of the Elzim & connected by bridges because he could not choose which side of the river to build on. He thought that both banks had a wonderful vista of the opposite side, & he also was enamored with the view that one had while crossing the waterway. Because of his love for this river, the city boasts no fewer than 30 bridges of various sizes, from narrow footbridges that arch into the sky to wide flat monoliths of stone, metal, & wood, upon which many buildings rest.

    The city lies in a hilly region that is pockmarked with ruins dating back to the kingdom of Adabasha, which fell to the Admajai Empire over 1,100 years ago. The many Adabashai ruins surrounding Mushayar draw explorers & looters from all over the continent. Some come back laden with treasures of indescribable beauty & wealth. Some return from their expeditions with tales of wonder & terror, filled with magical beings & sights. And some never come back at all, having been swallowed up by the areas many secrets.

    The people of Mushayar worship Daq as their patron god, & symbols of the God of Destiny are everywhere in town. Other deities are worshipped here, though, & there are small shrines for Akasha, Limalia, & Sunya. The locals are quite devout in their Daqite beliefs, so it is not uncommon to here sentiments in favor of persecution of other faiths, although there is little real discrimination. More than one of the past pharaohs has tried to set themselves up as a god-king (including the most famous pharaoh in the city’s history, Ak-Khyriash II), but the resulting cults of personality rarely survive longer than the ruler’s death.

    The most interesting event in recent history was the collapse of one of Mushayar’s largest & most famous bridges last month, casting a pall on the entire city. The Genumel Causeway, a jewel even in a city full of architectural wonders, fell without warning early one morning, destroying a nearby footbridge along with several houses & killing nearly 40 people. The circumstances are peculiar & suspicious, so the investigation is ongoing. The captain of the pharaoh’s guard, Master Khaled (Lawful Good, Paladin 10), is in charge of the inquiry, but there are few clues, & even fewer reliable leads, so he is growing anxious. If he cannot solve the case soon, the pharaoh may question his competence, & harsh measures could be taken to assign blame & resolve the matter.
    Last edited by Zeta Kai; 2011-05-23 at 09:54 AM.

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

    Nahraldikh
    Population: 18,191 (large city)
    Demographics: 59% gnoll, 26% human, 6% sabi, 4% kobold, 2% half-ghul, 1% half-genie, 1% lizardfolk
    Dominant Cultures: Mamlaqai, Nahr
    Government: Monarchy
    Notable Religions: Adimas, Akasha, Nathar
    Main Alignment: Chaotic Neutral
    Notable Vassals: Duqa, Faqina, Mizaraqad

    On the eastern coast of Admaja, overlooking a protected bay of the Ramul Sea, is the largest gnoll-majority settlement on the continent. Known as Nahraldikh (nah-RAHL-deek), the city-state was once the capital of the kingdom of Uqalizar, a nation dominated by the Saraqanas, as gnolls are sometimes known. Politically, it is allied with Rizzadobo & other gnoll towns in the area, which used to be a part of Uqalizar, as well. The city today is still mostly gnoll-blooded, although many humans now live here, & other races (like sabi & kobolds) are becoming a more common presence.

    Built at the mouth of the Hyena River, which mysteriously dried up about 600 years ago, Nahraldikh has changed dramatically over its centuries of existence. Once in crisis as irrigated crops withered & river traffic ceased, the city soon rebounded with a stronger fishing industry & increased land-based commerce. Now it’s an economic powerhouse, due to its production of medicinal herbs, livestock, & spices, as well as the canny trade deals that it has with its neighbors.

    Unlike most major cities, in which humans are the predominant race, Nahraldikh is a gnoll city, & that deeply affects the city’s culture. The town is always abuzz with conversation, as people are always stopping to chat. Debates, greetings, & laughter fill the streets; merchants bark to customers, musicians howl their songs, & children run in packs. Nahraldikh has the vibrancy of a city twice its size, & is said to never sleep. Even in the darkest depths of the night, the city is alive with the sounds of people.

    Many of the buildings in Nahraldikh are made with coral & seashells, as opposed to the more common sandstone present in other major cities. This is especially noticeable near the shore, where nearly all of the houses & shops are built out of shaped coral-stone. This gives the entire city-state a unique flavor, making it a popular destination for wealthy tourists.

    The people of Nahraldikh value their freedom, & they have an individualistic culture. They also have a number of idiosyncratic superstitions & traditions which differentiate them from their neighbors. One of the taboos that they share with other settlements in the region is the prohibition of travel to the far north, which carries a stiff penalty & a strong social stigma. The only road in that direction is in disrepair, & tales of demons or other strange spirits always accompany the northern lands. Fantastic riches can be found in the north, however, at least for those few brave enough to make the journey despite the ban (& those fewer still who are lucky enough to return). The promise of gold & glass are enough to entice intrepid & reckless merchants, explorers, & mercenaries from all over the region.

    The locals are currently vexed by the relatively-recent arrival of the shaghali, who have wreaked havoc since they first arrived on their strange boats about twelve years ago. The King-Priest of Nahraldikh, Lord Ghadhib (Lawful Good, Aristocrat 6/Cleric 4), is particularly worried about how the shaghal invasions will affect the region. So far, the incursions have been small, with isolated raids of no more than one or two ships of attackers, but the common belief is that there are many more shaghali where these foes came from.

    These fears are not without merit, as shaghal ships are crossing the Ramul Sea from the northeast in steadily increasing numbers. Their ships may be small in size, but the shaghali are implacable enemies, & their zeal for conquest threatens every city, town, & village along the eastern coast of Admaja. In fact, a new shaghal-sponsored Natharite cult has been undermining the king-priest & his government. Led by a mysterious figure known only as the Wawi, this secretive sect (called the Children of the Night) is believed to be responsible for a series of brutal murders, which has frightened the citizens of Nahraldikh & confounded the royal guard.


    Pictured: The banner for Nahraldikh from 754IR until 37AF.
    Last edited by Zeta Kai; 2011-05-23 at 10:00 AM.

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

    Naranj
    Population: 24,257 (large city)
    Demographics: 41% human, 22% kobold, 16% lizardfolk, 10% sabi, 5% half-genie, 3% gnoll, 2% half-ghul
    Dominant Cultures: Hijra, Iludai, Raheel
    Government: Republic
    Notable Religions: Al’Amal (Limalia), Daq, Pashati, Qirus, Ras Naranj (Adimas)
    Main Alignment: Chaotic Neutral
    Notable Vassals: Elqa’jira, Faqiya, Iza’jahri, Jagara

    Naranj (nar-AHNJ) is a prosperous city-state in the northernmost reaches of Ilud that holds a near-monopoly on sail & shipping, due to its singular control of citrus fruits. One of the most verdant regions in all Siraaj, Naranj has grown spoiled & wealthy on the profits from sea trade. The city produces oranges, lemons, limes, dates, seeds, & wood from its vast orchards to the south.

    The city of Naranj occupies a strategic chokepoint on the southern banks of the Hasini River, while Jagara commands an important crossing site upstream. Any ships passing from the ocean to Alhurus Lake or vice versa must therefore receive permission from Naranjai officials, which can become quite pricey indeed. Traffic enforcement inspectors usually demand the proper paperwork from barges & riverboats, but a good bribe is often enough to guarantee safe passage & a supply of fruit.

    Due to the relatively comfortable nature of the region, life expectancy & dietary health are fairly good. Naranj is also, however, the epicenter of an incurable, intractable disease known as Honey Wasting, which generally only affects long-term residents & seems to target the affluent. This affliction is characterized by loss of appetite, nausea, & dizziness, followed eventually by severe weight loss, vomiting, & finally a coma. The cause of Honey Wasting is unknown, but speculation most commonly falls upon something in the food supply, although a magical curse is also often blamed.

    The republic’s wealth has allowed it to stave off the ambitions of its neighbors, meaning Naranj has been able to remain relatively free of the influence of the various churches of Johoum. Trade ties with the western coast have established a minority following of Qirus, which is tolerated by the government as long as it does not challenge the authorities. The faith of Adimas is openly practiced throughout the state, & an annual Festival of Ras Naranj is held in many towns as well as in the city proper, celebrating Adimas under his popular southern alias. Riverside communities that host sailors have established small shrines to the seafarer god Al’Amal.

    Naranj boasts a fairly diverse population. Many of its smaller towns are almost entirely populated by kobolds, & some southern settlements boast large gnoll populations. The city is a true mix of all types, & also is home to the largest lizardfolk ghetto on Siraaj. There is a small half-marid presence in the state, & many masabi families have established themselves in the region in the past century.

    The influx of trade into the society has made Naranj transition gradually towards a service-based economy, especially in larger towns & the city proper, encouraging a push towards better education in the process. Towards the outskirts & in smaller towns, agriculture still dominates. Youth across Naranj have become upwardly mobile, such that commerce, teaching & health have supplanted traditional industry. Naranj rarely provides its own sailors anymore, although the Academy of Seafaring is still the alma mater of virtually all of Siraaj’s sailing captains.

    Naranj provides all its own wood, & most homes in the state are now wooden, rather than the older river-clay or adobe styles. More important structures still rely on quarried or imported stone. This has resulted in more widespread fires, but the wooden buildings are quickly & more cheaply rebuilt, so they are still more preferable to the more traditional alternatives.

    The city of Naranj keeps a trained force of marines on reserve as a special army force, & the government has instituted standing militias & guard towers throughout the state. This army rarely sees any real combat, & most of its duties are merely ceremonial, but it acts as an effective deterrent against any hostile actions from its envious neighbors. It is whispered that the mayor also keeps a secret troop of mages at the ready to counter greater threats, but this has not yet been confirmed.

    Naranj is host to multiple wonders, not least of which are the Twilight Gardens. Other important establishments in Naranj include the Grand Hospital, the University of the Finest Arts, & the Great Library (also known as the Halls of Wisdom). It is these marvelous places (& more) that have earned the city of Naranj the nickname “the Jewel of Siraaj.”
    Last edited by Zeta Kai; 2011-12-22 at 12:51 PM.

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

    Ostaz
    Population: 27,745 (metropolis)
    Demographics: 98% human, 1% gnoll, 0% sabi, 0% kobold, 0% half-genie, 0% others
    Dominant Cultures: Local
    Government: Totalitarian imperial autocracy
    State Religion: Johoum
    Main Alignment: Lawful Evil
    Notable Vassals: Ezul, Hul, Iqiz, Mamluk

    In the easternmost Sahra Basit is the capital of a would-be empire of xenophobic tyrants. Named Ostaz (oss-TAHZ) in honor of its original founder, Emir Jalil Qadir Ustaz, the city-state is a ruthless & oppressive place, with many harsh laws & even worse punishments. The empire now controls the entire Nizal Peninsula, as well as Abed Island to the south, & they are actively moving to conquer nearby settlements like Qiraj & Bahadum. It sits on the edge of a small shallow bay with crystal-clear turquoise water, on the coast of the Ramul Sea, & it is said that the ugliness of the city is comparable only to the beauty of the land upon which it rests.

    While Ostaz has always been an oppressive place, its path towards empire has been a rather recent one. A former vassal city of Asanam, it was one of the early conquests in the formation of the Empire of Admaja. After the fall of the Admajai & the Ten Dark Years, the city-state enjoyed centuries of peaceful independence. But just 10 years ago, the city’s emir began an aggressive campaign of expansion, & forcibly annexed its closest neighbor, the city now known as Mamluk. And with that conquest, the Empire of Ostaz was born.

    Construction abounds in the city, being done almost entirely by the countless slaves. The Ostazai favor larger races as slaves, such as aazlai, bound genies (mostly consorts), lizardfolk, & (secretly) gnolls. They tolerate free gnolls only due to the ubiquity (& profitability) of their trade caravans, but the locals have been known to enslave them whenever it is particularly convenient. As a result, few non-humans visit the city-state without a very good reason.

    Ostaz is a deeply divided city, with a dichotomous nature that borders on the schizophrenic. The richer parts of town are opulent & well-tended, with clean streets & gilded doors, while the slum quarter is virtually lawless, with violent gangs of thugs & corrupt guards the only real rule. This situation fuels deep resentment among the lower classes, but most of the poor are reluctant to protest, for fear that they or their families will be punished. More than one dissenter has been arrested on questionable charges & effectively enslaved for their opposition of those in power, or even disappearing altogether when they spoke out too loudly.

    Even without the recent shift toward imperialism, Ostaz would be a politically-fragile city-state. It is led by the Grand Emperor Aqram (formerly Emir Aqbar Zahir Ustaz; Lawful Evil, Aristocrat 3/Bard 6/Rogue 3/Pharaoh 8), who ruthlessly commands a circle of equally despotic ministers, all supported by a vicious imperial guard that is tightly regimented, sadistically punished for infractions, & mostly above the law themselves. The self-styled grand emperor is noticeably ill, & is rumored to be seeking a worthy successor to marry his daughter, Sumehra (Chaotic Evil, Aristocrat 2/Rogue 5/Dervish 1), & command his brutal empire.

    Worship of Johoum is the official faith of Ostaz, although surprisingly, it is not as strictly enforced as state religions in other cities. While the Iron Sun is worshiped by the vast majority of citizens, some Ostazai revere Al-Muqadar (Daq) instead, & the Maqurites also have a strong base here, under the name of Al-Khawan. The Red Moon Lounge is a hotspot for the city’s wealthy elite; the fact that the popular café is effectively the largest church to Maqur on Siraaj is something of an open secret.
    Last edited by Zeta Kai; 2011-05-23 at 01:43 PM.

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

    Qaziz
    Population: 5,908 (small city)
    Demographics: 61% human, 14% kobold, 10% sabi, 6% half-genie, 4% half-ghul, 3% gnoll, 1% lizardfolk
    Dominant Cultures: Nomadic Tribal
    Government: Autocratic sultanate
    State Religion: Limalia
    Main Alignment: Neutral Evil
    Notable Vassals: Nadria, Zehim

    In the middle of the desert, on the western banks of the Flooding River, sits the little city-state of Qaziz (kah-ZEEZ). The city is currently suffering from a famine following a prolonged drought, secretly caused by an evil water naga that has been siphoning moisture from the region. The sultan, normally a harsh & aloof leader, is doing everything that he can to end the food shortage & restore his city to its former status quo.

    Caravans bearing foodstuffs meant for the starving citizens have been repeatedly raided by bandits or waylaid by ghuls, compounding the city’s suffering. Qaziz used to depend on the annual flooding of the Saqiyah River for the irrigation of their fields, but the water naga has prevented the crops from receiving enough water to grow. The sultan is facing a possible revolt, sponsored by some mysterious instigators, if he cannot end the crisis soon.

    Qaziz was once the largest city of the small kingdom of Qalira, & at one point in time was the de facto capital of that ancient kingdom. After the collapse of Qalira during the Ten Dark Years, Qaziz rose from its nation’s ashes to become an independent city-state. Now led by a powerful sultan, the city controls much of the surrounding region, much to its neighbors’ chagrin.

    The city is known for its well-made pottery & other ceramics, due to the ample clay deposits from the river. Qazizai stoneware is invariably decorated with distinctive geometric designs, notably using intricate spirals, making it highly sought-after by collectors of fine art. Lately, artisans have been increasing their production of the pottery, so as to sell more of them & gain some relief from the ongoing famine.

    Qaziz suffers from deep racial tensions, especially in regards to relations between humans & gnolls. These pressures date back to the very beginning of the city, but became especially acute during the war between Qalira & gnoll-dominated Uqalizar. Qalira lost that war, & ever since, prejudice against gnolls has been a malignant problem. Even today, gnolls are discriminated against, & violence against gnoll-kin is not unheard. Some parties are trying to forge a more amicable relationship between the various races, but are meeting with little success.

    One person struggling to cure the city’s many ills is a priest from the church of Qaziz’s only significant faith, Bearer Gamal (True Neutral, Cleric 9). As a high-ranking member of Limalia’s clergy, Gamal feels responsible for all of the citizenry, & wants to end the drought & the resulting famine. To that end, he is coordinating efforts to bring food-bearing merchants from nearby regions, supplying much-needed water to withered crops, working with local druids to restore vegetation, & attempting to calm his distressed congregation. In his mind, though, his hard work has not been enough, & so he seeks to end the crisis in a more direct fashion. Having learned that the drought may be the work of some evil creature, he is determined to face it in combat, & is assembling a team of intrepid individuals to that end.
    Last edited by Zeta Kai; 2011-05-23 at 01:48 PM.

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