Zakhara

Zakhara, called the Land of Fate, is a giant peninsula of the same super-continent that hosts Faerûn and Kara-Tur on the planet Abeir-Toril. The land is located south and east of Faerûn, beyond the region of the Utter East, with the closest Faerûnian lands to Zakhara being Dambrath and Var the Golden (by sea) and Ulgarth or arguably Konigheim (by land). Zakhara is mostly isolated from the rest of the world, as the peninsula is separated from the main mass by the World Pillar Mountains.

The Land of Fate is home to a diversity of non-human inhabitants, but the majority is comprised of human Zakharans with brown skin, dark hair and relatively small height. They usually all speak the common language of Midani and share in the common culture of Enlightenment, racial values are much less prominent than elsewhere. Only few Zakharans venture outside their homeland, usually as traders, and can then be found especially in the very south of Faerûn. At least two human groups are the exception to this rule: the peoples of the Bedine and Calishites came from the Land of Fate to Faerûn a long time ago with the help of portals.

Waters around Zakhara are bountiful with pirates and corsairs who charge traders tolls to cross their seas, such traders willingly pay these exorbitant fees as Zakhara's exotic trading goods tend to be well worth the price back in Faerûn. Occasionally the pirates decide to completely cut off Zakhara from Faerûn.

The land is full of secretive cities, unwelcoming to travelers, huge deserts, lush oases and powerful genies who meddle in the affairs of humans frequently. The continent is governed by a theocracy headed by the caliph, a prestige ruler of the state, who rules from the capital city of Huzuz, the City of Delights. Tales tell of demon-infested cities and godless sorcerers, like the genie-binding sha'irs wielding strange magic. Zakhara is a land of many types of exotic magic and powerful warriors. Zakharites are firmly convinced they are more civilized than the rest of the world and treat these 'barbarians' accordingly.

The People of Zakhara
Zakhara is a true melting pot, populated by men and women from a myriad of races. Generally speaking, Zakhara lacks the racial prejudices of less civilized realms. Zakharans do not allow the brutish and crude actions of a minority to color their opinions of the larger group. Lifestyle, not race, defines and divides Zakharans.

In the Land of Fate, people fall into one of two broad groups: nomadic or settled. The nomads, or Al-Badia (ahl-BAH-dee-ya), are those who dwell in the hostile deserts of Zakhara. They are tough, loyal to their blood-relatives, and constantly in search of basic necessities: water, food, and grazing land for their herds. The need for trade brings the Al-Badia into contact with the "other half" of Zakhara's culture: the Al-Hadhar (ahl-HAH-dar), whose lifestyles are based in and around settled communities. Those who are permanently settled -- the people of the towns and villages who never move from their dwellings, are not Al-Badia. Artisans, merchants, craftsmen -- all are Al-Hadhar.

Al-Badia and Al-Hadar are different, but like two branches of a tree. They share a common culture, language, and code of ethics. They prefer to judge a person on his or her merit as measured against the basic beliefs of honor, family, hospitality, purity, and piety. Al-Badia and Al-Hadhar coexist peacefully because both groups understand and respect these same beliefs.

Honor
Honor is a cornerstone of Zakharan society. Every Zakharan is driven by the pursuit of honor and the prestige that it brings. Honor is made up by a person's character: is he honest and virtuous? Is he generous and kind? Is he loyal and brave? Every action affects one's personal honor and that of the family, as well. If a person acts dishonorably, the offense may stain the family's honor such that its memory lasts for generations. For every insult or injury to a person's honor, restitution must be made. The required restitution varies by the severity of the insult or injury. For a minor insult, an apology may be sufficient. Greater offenses, such as theft, may require huge monetary payments and loss of the offender's hand. Murder and amorous impropriety are generally the only offenses that warrant a punishment of death for the offender. In such cases, the offender's family will often carry out the sentence in order to remove or reduce the stain to the family's honor. By performing the deed themselves, they can restore greater honor to the family.

Blood Feud: To kill another person is not a crime if that killing is justified. However, disagreement between two groups on what is justified may lead to a blood feud. When one group believes that a killing was justified but the other group, who has just lost one of its own, disagrees, a viscous cycle of vengeful killings may ensue. The mediation of a third party is often the only way to resolve the conflict, allowing an honorable way for both parties to end the killings with a monetary settlement.

Family
To Zakharans, a family is precious and irreplaceable. Even in the afterlife, a family remains intact, proving its strength as well as its importance. Material wealth is transient, but the bonds of blood are eternal.

Each person exists within the circle of his or her immediate family which spans all surviving generations. That family in turn, lies within a larger circle of cousins and uncles and aunts. Beyond that lies a third circle of relatives, one step removed,and then a fourth, like the rings which form around a pebble tossed into a pool. These circles create a person's identity. Man or woman, boy or girl, an individual is nothing without the group. The rights of the family therefore, must supersede the rights of any single person within it.

Zakharan families are typically lead by men. A father is in charge of his unwed daughters, his sons, and the families of his sons. In the villages, a son often lives with his father in the paternal home until he is well past 30 years of age. If he marries, his wife joins the crowded household and becomes part of her husband's circles. Although the new bride's position has officially changed, her brothers often continue to watch over her. If she divorces, she will return to her immediate family, taking up residence with her parents or siblings. Blood ties can never be broken.

Zakharans value large families, and they welcome the birth of each child. Eventually, of course, a paternal home can hold no more people. When space becomes scarce and a family can afford to build a new dwelling, a son will leave his paternal home and start anew. Rarely will he leave his ancestral village or city however.

In the desert, tents replace houses, but the customs are similar. A nomadic patriarch typically has the largest tent among members of his immediate circle. He resides with his wife (or on occasion, his wives) and his unmarried children. His married sons live in smaller tents, which are nearly always pitched nearby.

Because blood ties are so important, loyalty to one's family is tantamount to Zakharan law. First and foremost, a man's loyalty is to his immediate family. As noted before, his actions, for better or worse, will help define the honor of that family. A woman follows the same code. Loyalty next goes to the larger circle if, for example, a man is wronged and asks for help, his cousins are honor-bound to assist him, provided their actions would in no way dishonor their immediate families.

Honor and kinship are two golden threads in the fabric of Zakharan life. Without either, the fabric unravels.

Hospitality
In the Land of Fate, generosity brings honour, while stinginess spawns contempt. As a result, Zakharan hospitality is unrivalled. According to Zakharan ethics, a man must offer food and drink to anyone who appears at his doorstep as a friend, no matter how poor the host may be. In her husband's place, or when receiving female friends, a woman must do the same.

If a guest comes to the door at night, a host must offer lodging as well as sustenance. A wealthy host may also offer entertainment. such as the dance of a talented servant and perhaps even a gift. The obligation -and desire -to offer hospitality is as compelling as any personal need. A nomadic tribe whose food stuffs are nearly gone may avoid a busy oasis even If their water stores are equally low. The tribe would rather know thirst and hunger than be unable to offer hospitality to the strangers at the oasis.

A host assumes responsibility for the well-being of his guests. Whether a man lives in a goat’s-hair tent or a lavish house, his honour depends on how well he treats those who place themselves in his care. For this reason, guests can expect safety as well as sustenance, even if they once were the host's enemies. Arsenic and other toxins are easy to obtain in the Land of Fate, and poison is a common way to eliminate foes.

Nonetheless, once foes become guests -and share the bond of salt- even theycaneatheartily, expecting the host's protection as well as his friendship. In turn, the guests are expected to act as loyal friends, never overstaying their welcome, and never overstepping the bounds of good behaviour.

Purity
In the Land of Fate, purity may be a man or woman's greatest virtue, at least publicly. A foreign lothario, condemned for his actions, may point to the harem (or harem) as proof of Zakharan "hypocrisy". In point of fact, very few Zakharan men have more than one wife. But even the wealthy sheikh with a harem is technically married to every woman whose unveiled face graces his bedchamber. Furthermore, a man and woman may divorce readily, and find new spouses, with no stigma attached for anyone. The fact that a sheikh or king is married to a particular woman for only a few weeks or even days implies no impropriety for him or for her. Long or short, a marriage is sacred in the Land of Fate.

Zakharans believe their own culture is more civilized than that of their "barbaric" neighbours. Certainly the Zakharan concept of purity is more complex. Throughout the Land of Fate, purity means avoiding all unnecessary physical contact between a man and a woman unless they are married however inadvertent or innocent that contact may seem.

Every honourable Zakharan woman would extend her hand to help a wounded man. But almost none would shake hands with a man who is newly introduced, lest he assume her improper or be violently tempted by her charms. Instead, a simple nod is the proper greeting. In strictly religious areas, even a flirtatious glance is considered a sin. At the very least, a man who openly casts fiery glances at an unmarried woman has paid her an insult rather than a compliment. Her brother or father would be perfectly in the right to demand some sort of retribution - from a public apology to a gift of many camels, depending on the woman's stature and the amorous man's audacity.

In a world where strength of character is exalted, Zakharans have a peculiar belief in every man and woman's underlying weakness where matters of the heart are concerned - It's for this reason that many women wear veils and don robes that conceal the shape of their bodies, it's also for this reason that a few groups require men to do the same - that is, to cover their bodies and the lower half of their faces whenever they're in public.

Not surprisingly, eyes, hands, and feet have become important objects of beauty in the human (or even non human) Zakharan form. Women line their eyes with kohl. Some tattoo their foreheads with a simple pattern. Others may decorate their brows with dots of henna, a natural dye which may also redden their nails. Bracelets adorn their wrists and ankles.

Believing that even eyes and hair create too great a temptation, some sects in the land of fate require woman to don an opaque hood whenever she's in public, concealing her entire head. The cloth has many tiny holes over the eyes, allowing her to look out, but preventing others from looking in. The rest of her body is completely engulfed by voluminous robes that sweep the ground.

Purity is also the basis for the seclusion of women, a common practice in the Land of Fate. Whether home is a tent, a mud brick house near an oasis, or a grand palace, it usually contains separate quarters for women, an area where no grown man but a husband may venture (and even then, he typically asks permission as a courtesy). The degree to which a woman must remain in these quarters varies. For instance, the laws of Zakharan hospitality require a woman to act as a host in her husband's absence, serving an honoured or needy guest who comes to their abode by offering coffee or food. Were her husband to appear later, she might politely retire to her quarters. Although foreigners might view seclusion as a prison, a Zakharan woman often sees it as her privilege as well as a sanctuary.

Piety
Religion is a way of life among people in the Land of Fate. If it seems that the codes of conduct described so far are pursued religiously, it's because they are. Honor is also a matter of piety, of behaving in the manner deemed good and right by those who rule the heavens, those who will determine whether you are worthy of finding paradise in the after life. A dishonorable man, it is said, is never worthy of this great reward.

Zakharans accept people whose religions are different. In fact, there are a great variety of faiths throughout the Land of Fate. Yet Zakharans find it exceedingly difficult to accept anyone who does not believe in and pay homage to some higher power. To believe in other gods may seem strange, but it is not a sin. The sin is believing in nothing.

Major gods, recognized throughout Zakhara, include Old Kor, Learned Zann, Brave Hajama, Najm the Adventurous, Selan the Beautiful Moon, Jisan of the Floods, and Haku of the Desert Winds, and Hakiyah of the Sea Breezes. None of these gods has a precise portfolio. Instead, each shows strength in a particular ideal or element, wisdom, knowledge, bravery, courage, beauty, bounty, freedom, and honesty.

Zakharan deities also include a plethora of lesser gods, local gods and demigods. Such minor deities may be venerated in one small area, while they are unknown just ten miles away. All gods, major and minor, answer their worshippers' needs with equal ability.

Geography
Zakhara is a world of extremes. Travelers may cross a seemingly endless sea of dunes, cresting wave after wave, and then suddenly find an oasis as lush as any imagined paradise. They may climb snow-capped mountains that soar above 15,000 feet or discover the deadly Pit of the Ghuls, whose murky depths plunge well below the level of the distant sea.

Free Cities
A collection of six independent city-states lining the north coast of Zakhara, each located at the mouth of a river. These cities - Hafaya, Liham, Muluk, Qadib, Umara, and Utaqa - have come to operate more independently than others who swear fealty to the Grand Caliph. In fact, the loyalty of the Free Cities (and their rulers) to the Grand Caliph is directly proportional to their distance from the armies of Qudra. With savage tribes to the south, wild pirates to the north, and foreigners filling their streets, the somewhat uncivilized bent of the Free Cities is not surprising. Main products of the Free Cities include clothing, rice, agates, semiprecious stones, pottery, coffee, indigo dye, purple cloth and clothing, and trade in northern goods.

Hiyal
"City of Intrique." About 360 miles northeast of golden Huzuz, at the rim of Suq Bay, lies the gray, industrious city of Hiyal. Set in the low valley of the river Al-Wahl, Hiyal is cloaked in the smoky stench of its foundries and kilns. The shroud seems to nurture the clandestine, for in the city's dark alleys and back rooms the deals of smugglers, thieves, and unscrupulous power brokers are made. The ruler is Sultana Alurah bint Asrah, aged 60 and in ill health. Some consider her a wise and fair ruler, others consider her a dark-hearted schemer. In many ways Hiyal seeks to be a rival of Huzuz on issues of culture, poltics, and economics. This city of 900,000 or so is noted for its crime, pollution, foundries, coal, iron, steel, weaponry, armor, metalwork, slaves, information, and pottery. Hiyal foundries turn out some of the finest weapons in Zakhara. Each year, the mamluks of Qudra commission hundreds of high-quality swords and spearheads from the foundries. Many great weaponsmiths and armorers come to Hiyal to practice thier craft.

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

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

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

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

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

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

The corsairs' main sources of income are smuggling, ship-building, and piracy. Unlike the Nelanther in the Trackless Sea near Amn and the Pirate Isles of old in the Inner Sea, piracy is not the main activity, though it is an important one. Also unlike the two northern versions, there has never been a concerted effort by any great power to sweep through these isles, largely because the corsairs are very useful commercially, as noted above several are loyal to the Grand Caliph, the corsairs have been wise to never seriously threaten or challenge the Grand Caliph or any great city, and the Zakharan mind set is just different - they do not see eradication of any small pirate as a worthy goal, as long as he/she is not a direct threat. Pirates, like sandstorms and disease, are another of the tests of fate and the gods. The corsairs are unique in that they find state-sanctioned slavery abhorrent, perhaps because their main foes are mamluk patrol craft. The average Zakharan sees little wrong with slavery, and even a fair number of slaves see nothing wrong; indeed, the mamluk warrior slaves of the great cities live better and even more free lives than many average Zakharans.

The only sizeable settlement among the Corsair Domains is that of Hawa, "City of Chaos." Seamen who have never seen Hawa know its reputation for chaos, given the pirating bent of its inhabitants. The people of Hawa have also dubbed it the City of Silts, for nearly half its buildings are built directy over the water.

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

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

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

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

The Pantheist League does engage in trade, but much of that trade may be need to be done through intermediaries. Among the products that attract outside attention are the crystal and glassware available in I'tiraf, glass lenses, telescopes, and books found in Hudid, and the fine medical knowledge to be had in Talab.

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

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

By following the Nogaro River about 100 miles indland from Dihliz, a traveler reaches the sinister city of Kadarasto. It is said to be an anceint, alien-looking place, perched upon the bluff overlooking the river. The city's architecutre - heavy, angular, and depressing - is unique in the Land of Fate. Some sages believe Kadarasto was once the capital of Kadar, though it is not known for sure. Most of the populace is believed to derive its income from rice and more notably the antiquites trade - i.e. tomb robbing. Even less well known to Faerun is Rog'osto, "City of Spires." Located over 300 miles up the Nogaro River, the city is famed forts its unique metal towers soaring toward the sky, gleaming in the sun. It is believed that this was once the site of the captial of Nog.

Afyal
"The Isle of the Elephant." Afyal, the island kingdom dominated by this city, is one of the Enligthened Throne's most distant outposts. It is also among the most prosperous. Located north of Sahu Island, the Isle of the Elephant is a convenient stop for traders from distant Kara-tur and Bharata. This island is also blessed with great natural resources - including precious metals, spices, valuable gemstones, and exotic hardwoods. As a result, its capital, the City of the Elephant, enjoys a richness that rivals that of Huzuz itself. Unlike much of Zakhara (outside the Ruined Kingdoms), the island of Afyal is verdant and wild, with rolling hills and thick jungles, which are untamed outside the capital city. Wild creatures - lions, elephants, tigers - lurk in the wilderness, virtually at the City of the Elephant's door.

The capital, the only real city on Afyal, is beyond compare. While lacking the blue tilework of most Zakharan cities, it is impressive due to liberal use of polished marble and gleaming hardwoods. Perhaps due to strong influence from Bharata and southeast Kara-Tur, a rigid caste system prevails here on this island. While the concepts of station and honor are important throughout the Land of Fate, they extremely strong on the Isle of the Elephant. The elephants of Afyal are particularly intelligent and docile, able to learn and perform tasks willingly and with ease. By decress of the island's first padishah, Alon, no one may kill an elephant of Afyal without sacrificing his or her own life in return.

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

Bariya
"The Wild Isle." Very large island in the southeast region of the Crowded Sea. Mostly unsettled, this huge island is on the very fringes of Zakharan control and interests. There is one small community, Jawwaffa, and it is lawful as any in Crowded Sea; which it is to say it isn't. Still ships do make it a port of call, as the deep tropical forests of Bariya produce pine, teak, walnut, and many other types of wood, as well as coconuts and small amounts of locally grown coffee.

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

Islands of the Crowded Sea
Afyal is by far the most well known of the many islands in and around the Crowded Sea. Several others were visited by the Swallow, Dolphin, and Eagle. The Steaming Isles are located in the southeast, are very unusual. This island chain, southernmost island chain of the Crowded Sea, is a region of sub-tropical rain forest and is made up of six islands; Nimr (Tiger), Sunn (Swallow), Hayyat (Snake), Gazal (Gazelle), Baz (Hawk), and Jaqal (Jackal).

Apparently, the Steaming Isles were given to the animals in some prehistoric age - theirs to rule. With it the animals were given the powers of speech and comprehension, although this capacity varies from creature to creature. Their society is modeled after those of the Enlightened Lands (Zakahara).At the same time, they are still animals. There is no change in their physical appearance or general habits. The animals do not build palaces, wear clothes, or fashion weapons. Each island is ruled by a shah of the same species as that island's name Ruling over all the animals is Padishah Jaqal (Jackal). The strange Steaming Isles are rarely visited by outsiders.

The Djinni's Claws are located to the west of the Steaming Isles. Barely explored and completely unsettled, this chain has few individually named islands. These mountainous islands of dense jungle are dreaded as the home of pirates, genies, and monsters. Nada al-Hazan is a chain of relatively well-explored and moderately settled islands that rise in bare orcky prominences above the sea, many miles north of the Steaming Isles. Well known to mariners of the Crowded Sea, the chain is sometimes known as the Silver Road since it is an important way station of the sea lanes. The main settlement is Masud Jazayir, the farthest outpost of Zakharan civlization in the Crowded Sea. This small coastal settlement has begun to export almonds, seaseme seeds, dates, sugar cane, garpes, pomegranates, citrons, figs, and cotton. However, owing to its distance from the great cities of the Land of Fate and the fact that many of the islanders descended from outlaws, rebels, and malcontents seeking to escape the relatively rigid law of the mainland city-states, it can be a lawless place.

Other islands of the chain are either unsettled and avoided due to pirates, monsters, or horrible sea creatures in nearby waters. The last major archipelago is the crab-shaped island chain known as Al-Sartan. Poorly explored and completely unsettled by enlightened Zakharans, it is the home to a large number of ogres and ogre magi. Even the waters are avoided due the strange crab-like monsters.

The Desert Tribes
There are two great deserts in the Burning World of the Land of Fate, the High Desert and the Haunted Lands. These regions are home to tribes that are the classic desert raiders, nomads who have no use for cities. What trade any non-Zakharans ( and indeed most Zakahrans) conducts with them will be when the tribes themselves chose to arrive in cities such as Halwa. The names of these tribes are strange to western ears, and their ways inscrutable. It is believed that nine tribes call the High Desert home, with names like Children of the Lion and Clan of the Young Camel (roughly translanted). The Haunted Lands are even less well known, a land home to ghosts and mournful winds, but it is believed by westerners that two very large tribes call this vast and uncharted region home.