Faction: Abhir

Abhir

Abhir is a desert-covered land with sparse oases and few mountains. It is predominantly populated by Abhiran humans however it is not uncommon to see elves, dwarves, rajarasha and humans from the northern continents. Aside from these groups travellers may find hyenas, elephants, lions, giant snakes, giant scorpions, snake hydras, djinn in the wilderness and mummies and undead in deserted tombs.


The nation of Abhir is ruled by a sultan, currently Saabir Rasan. The Rasan family have been the rulers for centuries, cementing their overlordship as oracles of Nen, the goddess of the moon. Abhir is a land rich in resources such as dyes, fabrics, spices and, until recently, slaves. Saabir Rasan has worked tirelessly to reduce slavery and has recently abolished it, much to the ire of the slaver guilds in Alradina. 


The sultan rules over the land however he is advised by a council consisting of powerful magi and the wealthiest traders. The magi are primarily based in Almajusan, a city floating on the water, in between Abhir and Rajana. Wealthy trade families live in all three cities however the wealthiest council members live in Abhir.


The Abhiran military is primarily composed of militias drafted from the population in times of war, trained in the simple ways of using spears and bows. The elite soldiers of the sultanate are called the Janah Al’ri, who are the children of trade nobles and magi, split up to train as bladedancers, light cavalry and war mages. 


The lower rungs of society, such as prisoners and slaves, are allowed to join the army instead of being imprisoned, forming the Sujinasa. They are trained to wield large maces paired with shields. When Sultan Saabir Rasan outlawed slavery many freed slaves joined the Sujinasa. Others struck out and joined the nomads in the desert.


Abhir has historically tried to stay out of war, generally only fighting to keep their traders safe. In 740 CE the sultanate launched reprisals against the Imperrex Admiralties, mistakenly attacking ships of Relictus. In return, Relictus joined with Lentasect in laying waste to Abhiran trade routes. Imperrex Necrossan joined the other admiralties, whether for past loyalties or more sinister reasons, it is unknown. The war lasted for 40 years and consisted of sporadic naval skirmishes and battles until 780 CE when the Denyeni focussed that year’s raid on the Imperrex, allowing the Abhiran armada to blockade their ports and enforce surrender, taking a large amount of gold and a peace treaty as tribute.


The sultanate uses most of its military to quell raiding nomads from the Stormbound Desert. Since the abolition of slavery Sultan Rasan has begun sending expeditionary forces to Rajana to help free slaves held by the Rajarasha and Naga.


The three cities of the sultanate include Abhir in the north, Alradina at the eastern edge of the Stormbound Desert and Almajusan based at the crossing between Abhir and Rajana.


Abhir


Also known as The Oasis City, Abhir is the first city the humans established on the continent. It is said that when the gods were changing Gaia’s creation, Nen created Abhir, turning it into a land of deserts with much needed oases dotted around the continent. Abhir is a grand city with many hanging gardens and oases with magnificent architecture; large towers, beautiful palaces and sturdy houses. There are a number of notable locations in Abhir:

  • Sultan’s Palace: The residence of Sultan Saabir Rasan, a palatial fortress, its walls and towers inlaid with golden reliefs, during the day, the sun shines brightly off the palace walls. Sultan Rasan rules from here, holding audiences every day to hear the people’s problems, both important and redundant. The palace is guarded by the Janah Al’ri who man the walls and guard the sultan closely.

  • Magi Embassy: A collection of mage towers to the east of the palace, connected to the palace by a wall. Here, aides to the magi council members reside, researching magic and maintaining portals that connect the city to Almajusan. Grand Yufiz Hiba Malak maintains the day to day business of the towers. Enchanted items may be found here for sale.

  • Tradehouse: In the south of the city sits the Tradehouse, also connected to the palace via a wall. Here, trade families meet to discuss trade routes and trade council members meet here before going to the palace to advise the sultan. Utham Sahar is the elected Trademaster. He is the most influential trade noble on the council.

  • Royal Barracks: The barracks for the city, located in the west, connected to the palace as well via a wall. Here the city guard and Janah Al’ri reside when they are off-duty. The city watch is known as the Malakon and is composed of citizen militia.

  • Slashing Grace: A smithy that sells weapons and armour. Meray the smith expertly crafts lighter weapons and armour such as scimitars, bucklers and leather armour.

  • Conspiratorial Concoctions: An alchemical shop owned by Dedja. She specialises primarily in poisons and advantageous potions however she still sells healing balms.

  • The Deft Djinn: A taphouse and inn for citizens and travellers. Bhamini, a redeemed Rajarasha runs the bar and her husband Atzi runs the bedrooms. Running from the Rajarasha slavers, they became adventurers and built up enough wealth to buy the tavern.

  • Oracle’s Tower: A rising tower near the Sultan’s Palace. Here, priests of Nen consult the stars for guidance and provide healing and alms for the common folk. The High Priestess is Neri’salla and she provides advice to the sultan regularly. 



Alradina


Alradina is a slaver and penal settlement, based in eastern Abhir, near the Dry Reach Mountains. It was established near the mountain by nomads led by a man named Alradin, naming the city after himself sometime during the Early Days. Towards the end of the Early Days, Abhiran armies besieged the town and captured it, taking the inhabitants as slaves and putting them to work in the mines in the mountains. Since then it has been the main site of slavery in Abhir and most prisoners are sent here to work the mines. 


Since the sultan outlawed slavery and the slaves were freed many left the city and joined the sultan’s army in Abhir, while some joined the nomads in the desert. A precious few stayed in Alradina and worked as overseers for new prisoners, due to their long time working the mines. 


Alradina is governed by Grand Overseer Paskan Hira. He was unsurprisingly opposed to Sultan Rasan’s abolishment of slavery however he has been placated and intimidated by the new law of Gold and Steel. The new law imposed by the sultan allowed for gold to be paid to ex-slavers for their slaves however the sultan’s soldiers would enforce the abolishment with arms, executing anyone still owning slaves or refusing to set them free.


Although the slaves have been freed, many of the miners are prisoners and so still live in Alradina. The population is almost exclusively composed of guards and miners. Life is hardest on the newest prisoners however the guards are more lax with prisoners who have worked for longer periods of time, even allowing them into the tavern, the Chained Pick.


Alradina is likely not a place adventurers would want to visit unless they were hired to guard prisoners, or free them.


The settlement’s buildings include:

  • Overseer’s Hall. The residence of Grand Overseer Paskan Hira. He lives here with his family and coordinates mining operations and caravans to be sent back to the city of Abhir.

  • Guard barracks. A large warehouse turned bunkhouse, here the guards who are not on duty sleep here.

  • Chained Pick: A tavern reserved for guards to sit, rest and drink after their shifts. Prisoners who have been working the mine for long are allowed to rest and drink here. It is run by a retired overseer called Shawwal.



Almajusan


Almajusan is a wondrous city, floating on the sea, between Abhir and Rajana. Residents traverse the city through canals and walkways while many mages fly above the buildings using magic or flying carpets. The city is governed by three Magi, all of whom sit on the sultan’s council. They include Faiq Hoda, the oldest of the Magi, well versed in the art of abjuration. Aasima Abbas is a young mage who is also a faithful servant of Nen. She is an expert in evocation magic as well as faith spells. The final Magi is Waleed Faris. A charming man, he is a master necromancer and it is whispered that he made a pact with a powerful being to enhance his power. All of it unfounded, of course.


Almajusan has two wards. The Tawaz Ward, where the Magi live, and the Aqalu Ward, where the common folk live and work.


Notable locations in the Tawaz Ward include:

  • Transcendent Towers: Eight towers, one for every school of magic. Here, all of magic is researched and explored. The three ruling Magi govern the city from here and use portals in the conjuration tower to teleport to Abhir for council meetings. The towers are heavily guarded by spellblade, magical traps and summoned creatures. Beneath the towers are magical laboratories where forbidden magic is performed. In the deepest reaches, there are four water djinn slaves, used to keep the city afloat. Only the governing Magi, and mindless guards, know of the djinn’s existence, as everyone else believes it is their magical power that keeps the city afloat.

  • Orphic Cabaret. A high society tavern, frequented by the mages of Almajusan. Owned by an Abhiran named Ikram Ab. The tavern sells exquisite food and even finer wine.