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Month Index: June, 1999


From:     Paul Westermeyer <westermeyer.3@???.edu>
Date:     Tue, 8 Jun 1999 01:40:48 -0500
Subject:  Re: Places:Realmspace Updates:BkI:Ch3b
Chapter 3b:Toril:Zakhara
        The Land of Fate is a dry,  arid region which lies to the south and
east of faerun,  and the south and west of Kara-tur.  Though connected to
both by a landbridge,  that bridge is dominated by the largest chain of
mountains on Toril,  known as the World Pillar Mountains in Zakhara,  and
the Wu Pi Te Shao in Kara-tur.  In addition to the difficulties involved in
traversing the mountains,  the Zakharan end of the range is dominated by
the Yak-men,  an evil,  magically powerful race of furry minotaurs.  The
common language of Zakhara is called Midani,  this language barrier is a
third reason for Zakhara's isolation.
        This means that contact between the Land of Fate and the other two
major continents is sporadic,  and centered on naval trade.  In the east
this trade is not common,  but not rare either.  The trade is principally
between the Zakharan island of Afyal and the nation of Tu Lung in Kara-Tur.
In the west it centers on the Free centers of the North,  in Zakhara,  and
the nations of the Shining South (Dambrath,  Lantan,  and Durpar are the
most involved at the moment).
        For the spelljammer Zakhara is mostly uninviting.  Searching for
water and provisions in the deserts isn't much better than in wildspace,
and the predominate religion is intolerant of other beliefs.  This
intolerance varies widely,  of course.  The Pantheist league,  a string of
cities along the eastern edge of the Golden Gulf are the most conservative
and intolerant.  They only permit the worship of their five local gods,
require men and women to where veils covering their faces,  and generally
outlaw "immoral" activities.  Few 'jammers make the mistake of landing here
twice.
        The most promising city of Zakhara for 'jammers is Huzuz,  City of
Delights.  The seat of the Grand Caliph,  and thus technically the capital
of Zakhara,  Huzuz is a large, cosmopolitan city.  It is far more
religiously tolerant then the Pantheist cities,  very few here where veils.
In many ways Huzuz provides spelljammers with a "safe" port,  where they
can land and conduct trade with only the most common dangers of theives and
rivals while ignoring the more serious problems of suspicious natives
common elsewhere in Zakhara.  Every product of Zakhara can be found at
Huzuz,  and it is the reccomended place to get them. Merchants are warned,
however,  that bargaining is considered an art form here,  and that the
natives of this city are as knowledgable and quick as those of Waterdeep or
Bral.  Besides this wealth,  the city is home to several of the best
colleges and universities in Realmspace.  Seekers and sages often traval
here as a result.
        Several Zakharan merchants and adventuring bands have taken to
space,  perhaps 2 dozen in as many years.  The city itself has no
spelljamming fleet,  however,  as the Grand Caliph feels his alliances with
geniekind are an effective defence against hostile spelljammers.  The
shattered hulks of four pirate hammerships lying at the bottom of the
Golden Gulf would indicate that opinion is well founded.

_Bibliography_
SJR2 Realmsspace, TSR
Forgotten Realms Boxed set, TSR
Spelljammer Boxed set, TSR
CGR1 Complete Spacefarer's Handbook, TSR
_Al-Qadim Arabian Adventures_ by Jeff Grubb, TSR
Land of Fate Boxed set, TSR
City of Delights Boxed set, TSR




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