Sultanate of Sahir
Resources: Enchanting, Transmutation/Evocation, Exotic Goods
Summary: The Sultanate of Sahir is located in a vast oasis amidst large swaths of desert. The people who live there are hard working yet enjoy a variety of music, art and science. Walking through the streets, one could find music filling their ears and smells of a variety of foods.
Due to the well run magical schools, access to large gem mines and a spot sitting astride the only trade routes through the desert, the Sultanate is known for it’s magical creations, including a family that is the only known family in the world that can create magical carpets that can fly.
The rumor is that the original Sultan of Sahir found a magic lamp in which the freed being from it granted the Sultan wishes, transforming portions of the harsh desert into the beautiful oasis it is now.
However, the Sultanate is vastly protective of it’s trade, and any trade to go into the main city must go through only the first rung of the city, and they are equally protective of their magical secrets.
Despite all this, they are a fun loving, generous and wise people.
Cultural dress: Arabian Nights esque dress, flowing whites mixed with a variety of colors, clothes that fit desert life.
Form of Government: Autocratic monarchy, the government is divided into themata (administrative regions) after you get away from the city of Al-Zaran, each are headed by a regional governor.
Cities: Al-Zaran (capital), Zaraqim, Medona, Faruqah
Who runs the kingdom: Sultan Maseem IV
Economic Status: Rich but not in monetary wealth which mostly is diverted to the military and keeping the walls in tact. Very reliant on trade with nations such as Il Paronde and Zenith
Main Resource: Exotic goods, enchanting
Religion: Polytheistic, worship of all the gods, but primarily Brume and Trance
Geographical Zone: Desert, tropical, mountain
Races that live in the kingdom: All except orcs who are not forbidden, but highly scrutinized and watched
Political Allies: Magocracy of Valsan
History: The foundation and history of the Sultanate of Sahir is one steeped in mystery and rumors, along with many tales of strange creatures, magical happenings and great adventures. The government and the Sultan have never confirmed or denied any of the rumors. The prevalent story is that the the people of Sahir wandered with the Djinn for years, traveling with them in their great caravans and travelling bazaars. However, after a disagreement or mutual agreement, they stopped travelling with them in a dangerous desert with nothing but sand for miles.
However, they suddenly came upon a strange lamp in the sand and after some investigation, made a deal with a powerful creature that was said to be able to grant them wishes. The man who would become the first Sultan wished for power, and further wished for this area of the desert to be turned into a rich and luscious oasis.
They started as a simple trade hub, and practitioners of rare and ancient magics, which allowed them to create rare magic items and more. One of the first rare items that was created in Sahir has been only been able to be replicated by the Khalsim family, which is enchanted beautiful rugs with the ability to fly.
The trade of the Sultanate made it grow and grow, beginning from the official naming of the city they founded to be Al-Zaran, the Ruby of the South, and eventually encompassing most of the southern deserts, jungles and oasis, formerly establishing the kingdom as a power.
This power eventually came into contact at one point with the Mogatai Horde, when said horde was rampaging through the southern areas of the continent. Sahir took the brunt of the damage and it’s trust of orcs was officially shattered. The Grand Caravan does not come near Sahir despite several attempts to make amends.
The Sultanate as it stands is a beautiful nation situated on a nationwide oasis only accessible through the Sapphire Road, a long winding trade road that is the only road that has access through the desert. It is constantly harassed by pirates who ride on sails which skim on the desert sands through magic, the Sultanate spends a large amount of money to combat these pirates to allow trade to go harassed.
The city of Al-Zaran still works as a trade hub for the south, but pales in comparison to larger trade hubs such as Il Paronde and Zenith. It is surrounded by three sets of walls, in the first set of walls is where all of the trade takes place before entering the main city itself, where any internal trade and business is conducted. Despite its monetary rivalries with Il Paronde and Zenith, it is still considered the “Jewel of the Desert”.
Sultan Maseem IV
The Four Winds: Riah Shamalia (North Wind), Riah Aljanub (South Wind), Riah Sharqia (East Wind), Riah Algharbia (West Wind)
Sima Khalsim, Head Imbuer of the Khalsim Family
Doctor Whalid Imfasah, Head of the Madrasa Eulim
The Khalsim Family
The Khalsim family is known throughout the south especially and in fringe corners of the continent to be the makers of magical flying carpets. It is rumored that they are descendants of the original Sultan of Sahir, who with all his power decided to retire and simply become an imbuer. The family has many ties and connections throughout the kingdom, as since their goods are few and far between, their cost is only attainable by royalty and nobility, making the demand drive the cost very high.
The Four Winds
The Four Winds are the Sultan’s most trusted advisors and bodyguards. They are said to be given from Brume herself to protect the Sultan, marked even further by strange tinting of each of their skin. Masters of transmutation magic, especially wind and sand.
The Madrasa Eulim is one of the most prestigious places of learning in the entire Old World. A school of both medicine and astronomy, it is world renown for its discoveries. Founded three hundred years ago by a Sahir medicine man who travelled the world and collected as much knowledge on each culture’s medicinal habits as possible. As many as a hundred medical texts have been published and distributed from Madrasa Eulim, it’s discoveries are said to have saved thousands of lives.
The Silver Sharqis
The Silver Sharqi’s are a famous group of traveling performers from Sahir. The most talented and popular in their trade, they are widely known and in demand amongst the nobles and diplomats of many other countries. Known only to those who dwell in the shadows, however, the Sharqi’s are a group of extremely skilled spies and assassins, using their trade to get them close to officials who let down their guards while celebrating. Well versed in secrecy and untraceable by most men, the Sharqi leave no evidence of their comings and goings. It is said that those who enter the ranks of the Sharqi’s never leave save for death, and that even if you split off from the group you shall always remain a Silver Sharqi. The calling card for the Sharqi is a single silver feather, and those who wish to request their services must leave one on their windowsill at night: If the feather is gone in the morning, they have accepted the request. The leader of the Silver Sharqi’s is also shrouded in mystery, with few having seen or heard from them. Commands throughout the group are passed through notes that appear on the pillows of sleeping Sharqi’s signed with a symbol of a silver scorpion.
The Ramil-Kah and Ramil-Far
The Ramil-Khan and Ramil-Far are opposite organizations in a constant struggle. The Ramil-Kah are an organization of pirates who skim over the sand in the great ships to prey on caravans on their way to Sahir on the Sapphire Road. To combat this, the Sultanate commissioned an organization of privateers armed with similar ships which through magic skim over the sands over to fight against the pirates. People witness great battles over sand dunes where each group boards each other or fights to protect a caravan moving through. To this day no one has found the Ramil-Kah’s hideout, and rumors are that they have discovered magic that hides their bases, or that they have found out ways to bury themselves deep beneath the sand.