"The land of Araby it is called. A snow settles on the mountain here, so the sun settles on the great wastes of the Arabyans. Golden temples and ancient cities full of gems and jewels lie in the desert, or so it is said. The Arabyans are a fierce, independent people, with skins of tanned leather, long flowing robes and they ride upon strange horses with great humped backs that can walk for days without water. And as well they should, for the sun drinks all water except for a few pools and trickling rivers. It is death to travel the desert."
Araby, sometime called Arabia,[98a][Note 1] is an ancient realm of Men that lies far to the south of the nations of the Old World, home to magnificent cities and savage tribes of desert nomads alike. It is a strange and exotic country, ruled by powerful sultans and desert sheikhs.[21a] Araby is located south of the Old World, west of the Land of the Dead and northwest of the Southlands' rainforests.[4c][11a] It rises across vast expanses of desert, its peoples' cities located on the Coast of Araby, to the west, and on the northern borders of the Southlands.[75]
Little is known about Araby compared to the Old World. Its merchants travel and trade extensively throughout the world, establishing trade networks that span every sea and nation.[11a] Their society is notoriously focused on commerce, piracy, and conquest, [29a] carried out on a global scale, bring them fabulous wealth: their sultans and caliphs are said to be richer than the Dwarfs. This trade is carried beyond the sea thanks to its dhows, fast ships with triangular sails.[11a]
Araby is a huge and decadent empire, comprising of many Caliphates, each under the watchful eye of the Sultan of All Araby. Like the Old World, Araby is dominated by humans sharing a common culture and language - Arabyan. Also like the Old World there are a number of remnants of other, declining races, who still survive in remote areas. As much of Araby is desert, remote areas are fairly common. The Worlds Edge mountains are as everywhere, full of Goblin strongholds and underground dwellings.[17a]
Arabians do travel and trade quite extensively, but they lack the self-motivation of most Old Worlders and have not yet made any serious attempts to settle outside of their homeland. Technologically they are becoming backward, although this was not formerly so.[17a]
In the past, on some occasions, the Arabyans have tried to establish themselves outside their homes, occupying territories such as Estalia, and Sartosa[3b], and even in the Empire.[7b] But such daring expedition are now rescaled and directed mainly on the Border Princes.[27] Such would be the case of Luyt'ama Rah'slyn,[85a] Fatandira,[86a] or Abdul Al'Shar.[79a] In addition, Arabyans made their own districts in some distant cities, such as Marienburg, where an Arabyan community, known as Arabierstad, has formed. No alcohol is allowed there but it is renowned for its fine private tutors.[12b]
History[]
Dealings With the Elves[]
The Arabians are skilled sailors who, for many centuries, have fished the adjoining seas and engaged in tradeāsailing south along the coast, northwards to the Old World, and westwards as far as Ulthuan. However, the High Elves do not permit Arabian vessels to travel further west than Ulthuan itself. Nevertheless, their high-prowed dhows are a common sight in the outer harbours of Lothern.[11a]
On their part, the High Elves have maintained a mercantile presence in Copher and Lashiek for ages.[11a]
But at some point an event would have changed Arabyans' relations with the Asur, the wizard, Mullah Aklan'd, managed to expel the Elves from their colonies in Araby. For this, he's still a revered figure among his people, particularly on his birthplace, the island of Fyrus.[71b]
Within his lifetime the Mullah had reduced the Elven nations to a few pockets of isolated resistance, and taken control of all of their old trade routes. It was at this time that the Sea Elves undertook many of their great journeys across the western seas.[71b]
The Elves and men of Araby had dealings even during the long centuries when the Elves abandoned the Old World. Not only are Arabians capable seamen, but they are also bold and adventurous. They often transition from fishing and trading to piracy, especially in Lashiek, which has consequently earned the title 'City of Corsairs'."[11a]
Under Nehekhara[]
King Behedesh of Zandri invented the Screaming Skull Catapult when the rulers of Araby rebelled against him. The treacherous kings refused to submit to Behedesh's will, but when their armies were bombarded by the skulls of their own comrades, they fled and their cities' burned. The rebels rmummified alive and strapped atop his catapults so that they could watch the destruction of their cities' firsthand.[16b]
Under King Alcadizaar, the burgeoning Arabyan civilization was again conquered by Nehekhara. The armies of Bel-Aliad, Bhagar and Ka-Sabar joined his war against Lahmia.[24a] Legends say that all the way from Nagashizzar, Nagash turned his gaze upon the defense of Lahmia and used his vast magical powers to aid those whose cult idolized him. The Khemrians and their allies brought forth machineries of war and, though battered by rocks, burned by alchemical fire, and showered with arrows and bolts, Lahmia stood defiant. The many priests of Nehekhara that were arrayed against Lahmia invoked their gods, and the magicians of Araby released the fury of bound djinn to curse the defenders of Lahmia, yet still the vampires fought on, though their mortal servants were slain in their thousands.[24b]
For a full week, Abhorash and Vashanesh led their army against the bronze-clad armies of their enemies, but for all their immense ferocity and skill, and despite the deaths of thousands of their foes, they were unable to stop Alcadizaar from sacking their city. The army of Lahmia was vanquished, and the few mortal survivors of the city turned against their overlords in the last days of the battle. Within the city's walls, desperate mobs had begun to smash the palaces and monuments of Lahmia. The great temple was put to the torch, and those petty and decadent vampires who had chosen to hide within it rather than fight were reduced to ash by the raging flames and then scattered on the warm breeze across the desert, never to be revived again. Many of the vampiric princes and princesses of Lahmia met their end in this way. Many more who managed to flee were hunted down and killed by the vengeful Nehekharans and their priests. Only the very strongest vampires escaped, amongst them the trueborn of their kind: Neferata, Vashanesh, Abhorash, Ushoran, W'soran, Harakhte, and Maatmeses. Perhaps drawn to the Lord of Undeath by some instinct, these seven great masters of all vampires fled northward and one by one arrived in Nagashizzar.[24b]
Wars of Death[]
When Nagash was defeated by the last surviving Priest King Alcadizaar just hours after casting the great spell, Arkhan the Black gathered a vast Undead army from those creatures that had been awakened by Nagash's spell. Determined to wreak revenge on all living creatures for the destruction of his lord and master. Arkhan turned south towards the nearest living opponents he could find. For generations Arkhan and the Undead host under his command battered the kingdoms of Araby, in what the Arabian chroniclers came to call the Wars of Death.[50a]
The Wars of Death started in -1149 IC when Arkhan's army sacked the city of Bel-Aliad[16b] For the next 1.000 years Arkhan raids the lands of Araby from the desert wilderness that surrounds them. The once mighty civilisation that ruled these lands was reduced to a few weakened city-states and a handful of desert tribes.[50b]
After the War of Death, it would take many centuries for civilization to flourish again. During that time, the culture of Araby was kept alive by the nomadic tribes who wandered in the most remote and inhospitable deserts, impossible to destroy and too tough to die. Over generations, these tribes gradually resettled many old cities and established new dynasties to rule them.[3d]
Neferata's Intrigue (-1152 to -1147 IC)[]
After the fall of Lahmia to the combined forces of Nehekhara, Neferata retreated to Araby. In -1152 IC Neferata led her warriors with a relentless fury towards the Arabyan city of Bel-Aliad, determined to claim the city as her own in the absence of her beloved Lahmia. Draped in black robes and leather armor, she rode her savage desert stallion over the barricades, her sword striking like a scorpion's sting, severing spears and hands with deadly precision.[80c]
As her handmaidens joined the fray, the defenders faltered, overwhelmed by the ferocity of Neferata's assault. She howled commands, rallying her forces with bitter determination. Bel Aliad was but a shadow of the glorious Nehekhara tomb-cities, yet she intended to make it hers, a defiant resurgence despite the looming threats of Alcadizzar and Nagash.[80c]
Amid the melee, Neferata was grimly aware of Nagash's sinister hand orchestrating the downfall of Nehekhara. The Great Plague was spreading, sowing death and despair across the land. Neferata harbored a mix of satisfaction and pragmatism; while part of her relished the decline of her homeland, she recognized Nagash's insatiable ambition for total dominion.[80c]
With time running short, Neferata saw a glimmer of hope in seizing Bel Aliad and unifying the caliphates against Nagash. She contemplated confronting the Great Necromancer head-on, knowing there was no escape from his relentless pursuit.[80c]
Engaged in combat with a formidable warrior named Khaled al Muntasir, Neferata faced a chilling revelation about the sword he wieldedāan ancient, fell weapon with inscrutable sigils, possibly of daemon origin. She intended to study it after wresting it from Khaled's grasp.[80c]
Despite her persuasive efforts, Khaled resisted her mental influence, and the confrontation escalated. Neferata's battle prowess was tested when Khaled's sword seemed to throb with unnatural energy, threatening her very existence. As night descended and chaos reigned, Neferata found herself cornered by the armored Kontoi warriors of Bel Aliad. In the skirmish that followed, she recognized the danger posed by Khaled's weapon and sought to disarm him. However, a sudden shout diverted her attention.[80c]
Before she could react, a lance struck Neferata, impaling her against a wall. Her agonized screams echoed through the night as she struggled in vain, blood and foam staining her front. Despite Khaled's attempt to free her, Neferata faced a grim fate as the sword pierced her heart, darkness encroaching. In her final moments, she glimpsed the wielder of the lanceāthe legendary vampire Abhorash, bearing a disapproving gaze. As darkness claimed her, Neferata carried her defiance into the abyss, her legacy entwined with the looming specter of Nagash's relentless pursuit of dominion.[80c]
Khaled then kept the paralysed body of the vampire queen in a ornate sarcophagus as a prize.[80d] A temporary cage that could not hold the vampire for long.[80e]
Just five years later -1147 IC, Neferata was already active like her schemes and was navigating the bustling streets of Lashiek the Corsair City with a purpose, her handmaidens trailing behind her in similar veiled attire. The once-vibrant Araby had succumbed to ruin, thanks to Arkhan's relentless assault, forcing Neferata to abandon her intricate schemes for more direct pursuits. As she paused to observe passing soldiers, memories of Bel Aliad's destruction weighed heavily on Khaled, who had lost both ambition and vigor amid the chaos.[80e]
Anmar bin Muntasir, another ally of Neferata, awaited them inside a shisha house in a crimson robe. She introduced Ilsa, a trembling slave gifted by the Dowager Concubine, the defacto ruler of the city Lashiek to Neferata. Neferata's smile beneath her veil revealed her satisfaction with the arrangement. Despite leaving Araby behind, her influence and connections endured through alliances like the one with the Dowager Concubine. With Ilsa's linguistic abilities, Neferata envisioned leveraging her presence in the republic of Sartosa to further her ambitions.[80e]
Neferata's mesmerizing gaze fell upon the terrified Ilsa, soothing her fears with calculated charm. In this tumultuous transition, Neferata's intentions remained clearāto cultivate new power bases and extend her influence beyond the fallen sands of Araby. With Ilsa's role secured, the journey to Sartosa signaled a new chapter in Neferata's unfolding legacy, one where she would adapt her cunning to the treacherous seas beyond.[80e]
Ibn Jellaba's Journey (ca. 1150 IC)[]
"Find a way with the ships of the desert (camels). Navigate by the stars, and bring back the riches from under the noses of our rivals!""
- —Sultan of Lashiek to Ibn Jellaba[14a]
The Corsairs of Araby have attempted to search for reaches in the Southlands for many centuries.[15a]
Around 1150 IC, the merchants of Lashiek were engaged in fierce rivalry with the Cathayan ships that appeared in the southern oceans, seeking to control the sea trade routes. Additionally, the ships of Ulthuan were attempting to monopolize these routes for themselves. It was for this reason that the Sultan instructed the trader and explorer Ibn Jellaba to discover an overland route across the great desert.[14a]
Ibn Jellaba was a trader of Araby intent on opening up a trade route into the interior of the Southlands to procure spices and gold. He trekked over the desert with a camel caravan until he reached the jungles of the Southlands. Here he encountered the Lizardmen city of Zlatlan which had remained hidden for millennia. This Lizardmen realm far to the south of the great desert was known to the Arabyans only by rumour and legend, and the uncertain reports of chance encounters between desert nomads and the dreaded Al Saurim.[14a][15b][18a]
After the encounter Ibn reached Ka-Sabar and reported that there was no practical overland route to the southern seas. He also told the Sultan about the powerful armies of the lost realm of the Al Saurim who controlled the hinterland and that they had no interest in opening up trade links with anyone. Although the Sultan was disappointed with this news, he was delighted with the vast treasure brought back by lbn's caravan. Not only were lbn and all his men rewarded, but there was enough wealth left over to equip a new fleet of war dhows to challenge the High Elves and Cathayans for the southern spice trade routes.[14a][15b][18a]
A Legacy of Damnation (ca. 1230 IC)[]
The mad Arabyan sorcerer Mahik al'Rak creates the Portal of Twilight from a series of enchanted mirrors. Shortly after, his body is possessed by a Lord of Change who thereafter influences the magical practices in Araby to the greater glory of Tzeentch. The land will forever bear the stain of this corruption.[39a]
Conquest of Sartosa (1240 IC)[]
An invasion fleet attacked the island of Sartosa in the year 1240 IC, overpowering the descendants of the Norse who had inhabited Sartosa since 1017 IC. For the next 250 years, the Arabyan corsairs ruled the island, threatened Tilea's shipping, and fought several sea battles with the galleys from Luccini, Remas, and Tobaro. The island would remain in Araby's control until 1501 IC when the island was reclaimed by the Prince of Luccini, Luciano Catena.[3c]
The Crusades (1448-1475 IC)[]
In the imperial year 1448, Sultan Jaffar, the despotic ruler of Araby, invaded Estalia with a vast horde of warriors from the desert tribes. Despite the determined resistance of the Estalians, the great city of Magritta soon fell to the invaders. These events spread alarm throughout the Old World. Bretonnia's king, Louis the Righteous, raised a powerful army of Knights to liberate Estalia and punish Jaffar. The host marched towards Estalia, reinforcements from distant lands following in their wake. The king of Bretonnia allied with the knights of the Empire and Tilea to cross his true gateway to Estalia.[1a]
Only the Tilean city-state of Tobaro managed to resist the invading force. During the Conquests of Estalia, Tobaro proved invaluable as a safe haven from which the crusading forces could be based during the defense and re-conquest. Over the course of the Conquests, the city was besieged from both land and sea on five separate occasions but did not fall.[78a]
These forces joined the Estalians who still resisted and gathered into a huge army with many contingents. After many hard fights. Sultan Jaffar's armies began to retreat. Magritta was recaptured, but the sultan and most of his army fled to Araby.[1a]
Estalia, and the city of Magritta in particular, had endured the ravages of Jaffar and his army. This had given all those who had fought to save Estalia the desire for revenge. They decided to pursue Jaffar back to Araby.[1a]
When the Crusaders landed in Araby they were unprepared for the desert heat and lack of water. Progress was slow and Jaffar's forces, being adequately equipped and highly mobile, managed to avoid being surprised in a pitched battle, simply deserted and disappeared into the vast desert awaiting the outcome.[1a]
The Sultan's best general Mehmed-bey, won a major victory against the crusaders at the Battle of the Nine Jackals. The Crusaders had been tasked with taking an oasis, which the general allowed only after the magic of his Fakirs had changed the water into wine. Despairing of thirst, the knights had been forced to fend off the assaults of Mehmed's Akincis, fast nomad lancers and horse-archers. Wearing down their resolve, the Arabyans forced the crusaders to drink the magic wine - a liquor of such potency that neither man nor horse could withstand its properties. With the crusaders now helpless, Mehmed-bey attacked the oasis one last time, employing his armoured Sipahis to massacre the defenceless Bretonnians. The Arabyan knights took the oasis without a casualty. Those crusaders he captured alive Mehmed ordered hung by their feet from the palm trees, their mouths filled with salt and their lips sewn tight with twine. One man alone did the brutal general spare, allowing him to ride away and bear the tale to his countrymen, and this messenger Mehmed ensured would never bear arms against the Sultan again by chopping off his hands before setting him on his horse.[25a]
The sultanās army was finally brought to bay at the Battle of El Haikk. Mehmed Bay raised a vast army and rode to the cornered sultan's aid. Despite outnumbering the crusaders greatly, the Arabyans were smashed by the knights. Medmed Bay was personally killed by the Duke of Aquitaine. This defeat sealed the fate of Jaffarās empire. Araby, however. proved too vast and hostile to be properly conquered and held. Instead, the crusading knights demolished fortifications, burned evil books, flung down the idols, and carried off as much treasure and exotic luxuries as they could find. As they sailed for home, they burned Jaffarās fleet of warships for good measure. No sooner had they left than nomad tribes swept in from the desert to divide Jaffarās realm among themselves.[1a][25a]
Arabyan Counterattacks (1500 to 1600 IC)[]
Arabyan generals soon decided to lead counter raids of their own against the northern kingdoms of men. However, all of these would see limited success and were soon offset by even more losses. Abdul Al'Shar planned to attack the Empire peraphs in revenge for the Crusades in 1500 IC. He invaded the Border Princes and attacked the belligerent Greenskins and warlords there, until he formed a stable kingdom and began to gather strength. He created a small kingdom near Masserschloss in which he hoped to augment his forces with mercenaries and plant enough crops to feed his army. What he found was a Greenskin-infested land, so the Prince led his army north, but watched with horror as each new confrontation with the Orcs reduced his numbers, undid his plans, and destroyed his dreams of conquest. Faced with annihilation, he settled on a piece of land and ruled over scattered hamlets and distressed villages. He invested more resources when his scouts discovered an area rich in iron. Months passed, and it seemed less and less likely that Abdul would recover from the initial invasion, and a year later, one of his lackeys assassinated him while he was sitting on his chamber pot. For the next 200 years, Abdul's principalities were ruled by a series of lesser men until their little law crumbled under the weight of their own corruption. The iron mines dried up, the land was fragmented and entire region simply fell to the Greenskins, to later be occupied by other ambitious Humans.[79a]
Also in 1500 IC, Sultan Daryus-e Qabir launched a series of religious wars against the Old World in the lands of Tilea and Estalia, without any lasting success. Legends dating from this time have coloured Old World attitudes to inhabitants of Araby. This failure would also result in Tilean offensives towards the island stronghold of Sartosa.[4c]
In 1501 IC, the island of Sartosa was conquered by the Tilea city of Luccini under Luciano Catena. The last emir, Abd al Wazaq, fought a long a bloody siege against the Tileans until he was forced to surrender. Such was the Emir's desperation, that he converted his harem into an all female bodyguard unit. Upon capturing the city, the bodyguards were hired as mercenaries, marking the first time Arabyans served as mercenaries for the Tileans. The Emire was allowed to return to Araby in shame, leaving behind enormous treasure for Luccini. Sartosa would become a naval base for Luccini's mercenaries for several generations after this.[3b]
The Crimson River (2103 IC)[]
In late 2103 IC, the Bloodhunt Tribe resolved to offer skulls from far-off lands to the Blood God, and took to the seas in their longships. Heading south, they eventually came across the desert realm of Araby, though the Northmen numbered less than a hundred and the armies of Araby were many thousands strong, the warriors of chaos carved a path of conquest across the land. The emirs of those far-off kingdoms sent sentient winds and fiery spirits, but to their despair, the followers of Khorne grew more determined with every battle.[42a]
The trail that the invaders hacked through the armies sent to oppose them was marked with spatters and pools of blood that, as the days of battle grew long, ran together between the dunes as rivulets of crimson. The emirs sent their elite bodyguards and cavalry regiments against the indomitable chaos warrior footsoldiers, but to no avail. The warriors of chaos fought with a berserk fury, and soon the rivulets became a stream.[42a]
In desperation, the emirs sent gigantic beasts of war and armies that hid the dunes with their number. It was not long before the stream had become a river though every Northman was eventually killed, their master Khorne was truly pleased, and the Crimson River flows through Araby to this day in testament to their sacrifice.[42a]
The Eye of Osiris[]
During the quest for the Eye of Osiris, a vast High Elf army has sacked the tombs of Khemri before fleeing to the far reaches of Ulthuan. The purpose of their quest was to steal the great "Eye of Osiris," an ancient oracle that holds the key to crossing the gateways between the realms of the living and the dead. With this oracle, the High Elves hope to discover the spells of unbinding and destroy the Undead once and for all. Settra, foremost among the Tomb Kings, has dispatched armies to hunt down those who have desecrated the sacred places of his realm and destroy them utterly.[67a]
The Prophet of Law (ca. 2510 IC)[]
Recently in Araby a fanatic who called himself the Prophet of Law is stirring up the natives to cleanse their land of evil, and his definition of evil included anyone who was not human.[26a]
Even the High Elf Archmage Teclis of Ulthuan is worried about what the Prophet of Law's rise may portend for the peoples of Araby.[26a]
Geography[]
The mostly densely populated part of Araby lies to the north of the River of the Serpent; the largest waterway in the land and one of the few rivers that flows all year long.[11a]
This land is home to four great cities: Lashiek, Copher, Martek, and Alhaka. South of the River of Serpents the land is not so fertile and the terrain is much dryer. This arid and impoverished region contains no large cities and is mostly home to wandering nomads and reclusive mystical communities. East of the Atalan mountains the great desert stretches for hundreds of miles towards the Land of the Dead. The eastern mountain valleys support the odd sheltered oasis and help to provide enough water for nomad tribes who live in the shadows of the mountains and make a living by escorting convoys through the treacherous passes.[11a]
Araby is a hot, dry place, where water is never plentiful and few areas are really fertile. Much of the land is desert or shrub land, harbouring scarse trees and necessitating careful irrigation to produce crops.[17a] Swarms of insects, can do great damage in lands such as Araby, where the loss of vegetation can mean starvation for thousands.[17f]
Anyone who travels through the desert should know the Harmattan, a dangerous wind that attracts sand storms, being able to hide the sun for days, as well as bury the unwary under the dunes.[41a]
The domains of Araby extend to the border of the Southlands, where Ka-Sabar stands as the last Arabyan stronghold on the way south.[75]
Like the Old World there are a number of remnants of other, declining races, who still survive in remote areas. As much of Araby is desert, remote areas are fairly common. The Worlds Edge Mountains are there, as everywhere, full of Goblin strongholds and underground dwellings.[17a]
Maritime Locations[]
- Bay of Corsairs - During the centuries many infamous barbarians have plagued this region. Erik Redaxe,[83a] and Rakarth the Beastlord had laid waste to towns and ports wet by the Bay of Corsairs.[82][75]
- Great Ocean - The Great Ocean links Araby to the New World in the west.[11a]
- Gulf of Medes - The Gulf of Medes is were the colony of Sudenburg was erected by the Old Worlders.[11a]
- Horn of Araby - Anyone wanting to move goods from The Horn of Araby to anywhere past the Estalian coast ā Bretonnia, Marienburg, Erengrad, anywhere ā has to pass through here. The Magrittan fleet has recently been maneuvering around the southern tip of Estalia to intercept foreign vessels. Nothing gets through without paying taxes to the crown of Magritta.[54] Traversing around the Horn is an eventful journey; few sailors can claim to have managed it. One of these is the Sartosan pirate Jeremiah Tusk, though the dangers he and his crew witnessed remain forever shrouded in mystery, rich material for stories told by other buccaneers of the sea.[45a]
- Sorcerers' Islands - The Sorcerers' Islands are located in the west coast of Araby.[75]
- Southern Sea - Sea between Estalia and the north-west coast of Araby.[75]
Mountains and Plains[]
- Atalan Mountains - East of the Atalan mountains the great desert stretches for hundreds of miles towards the Land of the Dead. The eastern mountain valleys support the odd sheltered oasis and help to provide enough water for nomad tribes who live in the shadows of the mountains and make a living by escorting convoys through the treacherous passes.[11a][61a]
- Black Fields - The Black Lotus, grows in plains called Black Fields. It can be worked to extract a powerful drug.[12d]
- Eye of the Panther - A mountain in the northeast of the Atalan Mountains.[75] It is reach of gemstones.[61a]
- Eunuch Mountain - The Eunuch Mountain is a mountain west of the Atalans.[75]
- Great Erg - The Great Erg is a blistering, white sand plain visible to the south through the mouth of the valley near the city of Zarekten - and the rich trade routes running through it. It represented the last frontier between the principalities and city-states of the prosperous north, and the nomadic tribes who inhabit the deserts to the south.[87]
- Vulture Mountain - The Vulture Mountain is a mountain east of the Atalans.[75]
- Wadi El Tabuk - A wadi in the Southern Desert of Araby, some ruins are located in the region.[61b]
Rivers[]
- Crimson River - A river generated by the blood that flowed in 2103 IC during a raid made by the followers of Khorne of the Gorehunt Tribe.[42a]
- River of Serpents - The river that splits the drier lands of Araby to its south, from the more populated northern regions.[11a] The only river that corresponds to such a description lies near the city of Lashiek.[75]
Deserts and Oasis[]
- Great Sandy Desert - Also known as the Southern Desert of Araby, the Great Sandy Desert idealy demarks the borders between Araby and the rest of the Southlands.[20c]
- Hammurabi - The cursed sands of Hammurabi are probably located not far from Copher. The place where in ancient times, or so legend has it, a mad King had ordered his entire army buried alive in underground tombs, so that they would accompany him into the afterlife.[99a]
- Land of Dervishes - A desertic area inhabitated by the Dervishes tribe.[75]
- Oasis of Gazi- An oasi where, during the Great Crusade Against Araby, General Mehmed-bey slaughtered many crusaders.[25a]
- Jaluk Oasis - An oasi in the Southern Desert of Araby, the area is fertile and adapt for pastures.[61b]
- Sahra Desert - Also known as the Great Desert of Araby,[11a], or the Deserts of Araby,[100a] this arid region separates Araby from the Lands of the Dead.[75]
Settlements[]
Most of the Arabyan city-states sit on the western coast of the continent, as the center is dominated by the Great Desert of Araby, which itself is populated with nomads.[11a] Beyond the Great Desert lies the city of Bel-Aliad, the closest human settlement to the Land of the Dead, now ravaged. There is no notable settlements in Araby beyond the Atalan Mountains.[17b]
From the ports of Araby exotic animals from these territories are sold on the markets, beasts sometimes hard to tame just as reptiles that breathed fire, or other monstrosities are a nightmare to maintain for their captors.[81a]
- Aiir - Aiir is an Arabyan city with several minor vassal settlements under the same ruler. Their current sultan is Hamqa the Divine, a wealthy merchant.[54]
- Alhaka - Known also as Al-Haikk which means the "City of Thieves" in Arabyan,[11a] Alhaka is one of the largest commercial port in Araby. Home of the Great Sultan, it is a hub of commerce and serves as capital of all Araby.[89a]
- Amhabal - A city renown for its rugs of great beauty since at least 2010 IC.[55a]
- Arjijil - Considered by the Old Worlders an infamous nest of pirates. Its citadel is said to be impregnable, and it houses the servants of one who styles himself Caliph of Mahabbah and Lord of the Twin Seas, Alkadi Nasreen.[43a]
- Bel-Aliad - Bel-Aliad known now as the City of Dust, was an ancient city sacked by Arkhan the Black in -1149 IC.[60a]
- Bur-Shitrak - Bur-Shitrak is an Arabyan settlement, some Sea Elves trade in Bur-Shitrak to collect exotic animals such as the desert-hound called Mukkavi to sell them in markets of the Old World such as Marienburg.[12c]
- Dakisir - Dakisir was an ancient Arabyan city. It was sacked and ruined by the Undead. The Scimitar of Dakisir is a magical scimitar held as an heirloom from the tribal Sheikhs of the Desert Dogs. It was forged centuries ago in the "kasbah" (a fortified citadel) of Dakisir.[3a]
- Djambiya - Is a port city located not far from the borders of the Land of the Death. Its people are tremendously superstitious, and fear to enter the desert and the ruin of the Land of the Dead.[31b]
- El-Kalabad - El-Kalabad is an Arabyan trading port located on the Gulf of Medes, in the south of Araby.[20c]
- El-Khabbath - Located to the west of Zandri,[48a] El-Khabbath is a destination for those students of the arcane who want to delve into branches of magic little known in the Empire, such as the control of the light-djinn, Jovi Sunscryer of the Light Order, was tutored in the city by the Golden Magus in the arts of the summoning of these elementals.[33a]
- Gobi-Alain - Upon driving the Sultan Jaffar's forces from Estalia, the armies of the Old World had followed them over the sea and into their own land. Prince Friedrich Weiss, commander of the first grand crusade from Wissenburg desired to build a reputation on the field of battle in Araby. Prince Friedrich's crusade had burnt and slaughtered its way into Araby for many miles inland. It had breached the walls of Gobi-Alain on the coast and defeated every hastily mustered army that marched to meet it.[19a][87]
- Jabal Sin jar - Jabal Sin jar is a fabled city across the desert, if legends are true it is full of riches which have planted a kernel of greed in many men even from beyond the sea.[87]
- Kadira - A port on the Gulf of Araby, it was harassed in the past by the Orc pirate, Uragh Goldtusk. In the bazaars and hostelries of Kadira, the boldest sailors muttered Goldtusk's name with fear. The tales of his ferocity and cruelty were dark legends within themselves.[43a]{}
- Kamt - Situated in the east of Araby, the Caliphs of Kamt value the arts above all men.[43a]
- Kust - Located in the southwest of Araby, it is a vassal of the city of Aiir. Its ruler is Hamqa the Divine, Regal of Kust.[54]
- Lashiek - Ruled by the Sultan of Lashiek, the city is renowned for the many pirates who operate in the seas around its port.[89a]
- Mahabbah - A caliphate, Alkadi Nasreen, self-styled himself Caliph of Mahabbah.[43a]
- Meknes - A port ruled by Hamqa the Divine, which hosts his fleet.[54]
- Palace of the Wizard Caliph - This palace is located in the southern tip of the Atalan Mountains.[75] It is spoken throughout Araby that there is little about the art of sorcery that the Wizard Caliph does not know, and he specialises in the lifting and laying of curses. Of course for any service the Caliph is sure to ask a favour in return.[21a]
- Ras Karim - A port some hundred leagues east of Copher. It is currently ruled by Caliph Halim il Saredi and his bride Princess Yuleh it Toorissi, after the tyrannical and cruel government of her cousin was overthrown.[28c]
- Sadiz - Vassa settlement of Aiir. Its leader receives the title of Suzerain despite being Aiir's vassal. It has been a custom amongst the male line of the suzerains of Sadiz that the woman from their harem who last had sexual congress with the husband wears an item of the husband's clothing to show her status as favourite.[54]
- SanaĆ” - Arabyan town in which the sorcerer Abdul Alhazred was born.[58a]
- Songhai - Situated in southern Araby, this city is ruled by the King of Songhai. Camel-trains making their slow way from north carry goods in the settlements throught the Sahra Desert. The King of Songhai - who is a powerful ruler indeed - has such eclectic tastes that he has more eunuchs in his harem than wives. The pirate Alkadi Nasreen has made a shift with him to find suitable boys whenever he can.[43a]
- Sud - A settlement located in the south of Araby.[43a]
- Sudrat - A city renown for its rugs of great beauty since at least 2010 IC.[55a]
- Teshert - An Arabyan settlement in the east.[43a]
- Zarekten - Zarekten was one of the cities besieged during the first grand crusade. Its strategic position allowed it to dominate the valley.[87]
Colonies[]
- Antoch - Also known as the "Crusader City," it was founded by Bretonnian knights after the Crusades against Araby on the northern coast of the Gulf of Medes. It was besieged by the Lizardmen, who sought to recover the Staff of Jade, an artefact stolen by the knight Pierre d'Antoch, and held by the rulers of the city.[22a]
- Mangrove Port - Mangrove Port is an outpost and a beacon for adventurers, criminals, pirates and treasure hunters in the Southlands. Once an Estalian colony, it had changed hands numerous times from its foundation and now it is nominally under the jurisdiction of the Empire.[101a]
- Elven Ruins - The remains of a coastal settlement are found on the southern tip of Araby.[75]
Places of Battle[]
- Battle of Shanidaar - During the Crusades the forces of King Esteban of Estalia met and destroyed a huge Undead army from the haunted city of Lahmia at the battle of Shanidaar. The crusaders won but so great was the fear placed in their heart that they turned back from the drive on the east and shipped home just as victory was in sight.[50c]
- Battle of the Bitter Wind - Battle fought on the Great Desert of Araby.[20c]
- The Battle of Black Squall - Battle fought on the sea near the Pirate Coast of Araby.[20c]
- The Battle of The Golden Skull - Battle fought on the border with the Land of the Dead, near the Great Mortis River.[20c]
Fauna[]
Araby is home of many exotic great felines such as lions, panthers,[51a][52a] and Arabyan Leopardus,[91a] when the returning crusaders came back from the Great Crusade Against Araby they brought back the pelts of these outlandish animals, and used them to adorn their pauldrons.[51a][52a]
The camel is a work-a-day creature in the land of Araby where it is common to see long trains marching from the deserts into the markets and bazaars of the coastal towns. Camel caravans carry all kinds of exotic spices, cloth, and foodstuffs from the eastern valleys of the Atalan mountains and beyond. It is only the fierce warriors of the desert tribes that ride these intractable creatures into battle.[11a]
Jackals are common desert dwelling creatures, and are good to eat.[31a] While little is known about the Arabyan Zedoncs held in the Imperial Zoo of Altdorf.[91b]{
Another notable breed of the region is the Radiant Pegasi, most commonly found upon the sunlit plateaus of Arabyan mountains. They absorb the sun's heat, transmuting it into the burning light that flows over their skin like ripples of the brightest flame. When threatened, a Radiant Pegasus can discharge this magic at its attackers in a searing and shocking flash.[34b]
Giant snakes also inhabit these territories,[28a] as Arabyans are in the habit of using poisoned weapons, and the substance is often extracted from creatures of the desert such as these.[41a] They would highlight, for example, the Green Scorpion Venom, or the Viper's Kiss, which is obtained from the deadly black speckled vipers.[30g] Another animal from which poison is extracted is the Tomb Scarab. With a drop of his poison, spilled on an Undead bone placed on a rope, he will form a pendulum. This pendulum will swing in the direction of the nearest vampire, being used by the warriors of Araby to locate vampires in their lands. Although those who use the pendulum must be careful, because the poison of the Tomb Scarab never loses its effectiveness, and can be a deadly weapon.[36b]
The dune dragons are maybe the most dangerous predators, but their blood is told to have magical proprerties without price.[84a]{
Elephants are an exotic creature even in Araby for they come from the lush bushlands that lie between Araby and the jungles of the Southlands. The Sultans like to collect all kinds of wild and monstrous beasts, and they eagerly compete against each other when it comes to maintaining the largest and most impressive herd of Elephants.[11b]{
The Arabyan seas are extremely rich in fauna, which is why fishing is an essential food source for the Arabyans.[11a] Although we not only found small schools of fish. The dolphins hover between the boats, jumping around the bow.[53] The number of sharks is such that they give their name to the strait that separates the Land of the Assassins from the Sorcerers' Islands, known as the Strait of Sharks.[75] Although in the Arabyan seas, the most dangerous being are the leviathans of the deep, whose jaws can devour the strongest ship with little effort.[53]{
Government[]
Although Araby comprises several ethnic groupings and a number of states, all owe allegiance to a single religious and secular center of power controlled by a Sultan. Arabian society is feudal and perhaps not as technically advanced as that of the Old Worlders.[4d]{
Several great cities form a loose coalition, though in effect they are all independent states with their own rulers, traditions and customs.[18a]{
Araby is home to four great cities: Lashiek, Copher, Martek, and Alhaka or (as it is sometimes rendered) Al-haikk which means City of Thieves in the Arabyan tongue. Each of these cities and the surrounding lands forms an independent principality ruled over by a Sultan or Caliph.[11a] The Sultan of Alhaka carries the title of Padishah,[97a] also known as the Grand Sultan of Araby.[89a]
The rulers of Araby maintain their own armies based on the great cities and tributary tribes that inhabit the surrounding lands. The leaders of these tribes are called Emirs or, among the desert tribes of the south and east, Sheiks. The rulers of cities and their surrounding lands are known as Sultans, and the Sultan of Alhaka is acknowledged as the overlord of all the other cities of Araby. Consequently, he is also known as the Great Sultan, the ruler of all Araby.[11a]{
The Sheikhs, Emirs and Sultans of Copher. Lashiek and Martek live in unimaginable luxury, served by hundreds of slaves who will fulfil their every whim. their harems are filled with voluptuous beauties from across the world and their treasure chambers with all the splcodour and wealth of the land. Some of these rulers are told to be cruel by their nature, ordering beheadings aod mutilations of even the pettiest criminals. while others are great rulers and patrons of art and science.[18a]{
Even men from foreign nations have, over time, risen to high positions in Arabyan society, possessing all the skills and wisdom required. Indeed, even a slave may become a vizier if he proves himself worthy.[43a]
Citizens[]
Arabyans, also known as Arabians, Arabs,[98a] or Easterners,[11a][Note 1] are a colourful people, sometimes cruel, but always involved in some exotic adventure.[29a]
Most people think that the mysterious land of Araby is a barren land, ruled by savage heathens. And to an extent it is. It is well known that the populous is godless and bereft of faith. Their ways surely differ from the ones in the Old World, but there is much to admire. Arabyans are proud. They speak in loud, quick voices and vibrancy runs hot in their veins, heated by the burning sun. They are energetic people, overflowing with passion and indomitable spirit. Their coastal cities are centres of trade and commerce: long ships from the north pass sleek corsairs in the green deltas, Empire galleys skin the treacherous coastlines and tall Bretonnian sloops bring their wines to trade for silks and spices. No cities excite the imagination like those of Araby. Arabyans are not savages. They possess a proud civilisation, and have made great advances, especially in science, medicine and architecture. They champion the arts, It is only when one enters the southern portion of the land that civilisation ceases. The great sand desert, mountain ranges and valley passes are crawling with warring hill tribes and bandits. It is as if the land is divided in two. But for those who visit their cities, the colours, sounds, smells and people remain forever in their minds and their hearts.[19a]
In the bazaars and markets of Araby, crowds often gather around a seated Arabyan mystic playing a flute. Hypnotizing through music, though some say using his rhythmic swaying, a deadly poisonous snake. Snake Charmers generally survive on the money they earn as artists, but often some offer their services, and that of their snakes, as warriors.[31c]
Most Arabians are shortish and swarthy, with hook noses, and dark hair and eyes. Some of the Arabian Kingdoms - or Caliphates - lie upon the northern borders of the Southlands and the people are negroid, although they share a common culture with other Arabians.[17a]
Arabyan women are characterized by their curly hair, their full lips and their voluptuous curves.[28] All Arabyans speak and understand Arabic, although most of the merchant classes would be able to handle Old Worlder fairly easily.[17b]
One of the most famous beverages in Araby is Tialva, which is similar to beer, but made from sorghum instead of wheat. Another very common drink is Arag, made with anise, very powerful.[28]
Coffee made its first inroads into the Old World from Araby. It quickly became popular in Tilea but failed to gain a foothold in the Empire proper. It has long been too expensive, and those who've sampled it canāt abide the taste. But in recent years, Nulner aristocrats have experimented with this beverage as a showy display of their wealth. According to the Arabyans, the best coffee is that which is harvested from the leavings of the qahwa ferret, a strange creature who eats the berries, but passes the bean in its dung. The beans are then roasted, ground, and boiled, producing a hot beverage with a rich smoky taste that only those with the most discerning palates can appreciate.[92a]
Narcotics are consumed in shishas houses located inside the taverns.[80e] Arabic merchants taking tea to mark the conclusion of a deal.[43a]
Nomadic Tribes[]
The nomads of Araby live on the fringes of the great desert of Araby, to the west of the Land of the Dead. There are a few scattered towns and settlements, but the nomad tribesmen shun these places in favor of a wandering lifestyle. The nomad tribes of Araby have been living in the deep deserts for centuries, their realms dictated by the life-giving oases.[32a]
There are hundreds of different tribes of nomads - the Tuareg, the Dervishes, the northern Fuzzywuzzies, the Al'Rahem and the near-legendary Muktarhin to mention but a few. Although they have a very fastidious code of honour between them, which to many Old Worlders would appear almost ritualistic, many bitter rivalries and blood feuds often nare up between tribes over the slightest of things.[32a]
These blood feuds are so brutal they can last for generations and make a Tilean vendetta seem like a child's argument over a broken toy! A strange people by all accounts and with many bizarre customs and superstitions they are difficult people to deal with, especially for Old Worlders whom they view with suspicion and dislike. They are, however, masters of desert survival and any Old Worlder explorer hoping to survive in the unforgiving deserts of their land will need a nomad guide just to stay alive. These hardy people can live in the deep desert for months travelling from oasis to oasis, navigating using the stars and knowing how to avoid the worst dangers of the desert.[32a]
Nomads are also justly feared as raiders and bandits because in their culture stealing is a just and righteous thing to do so long as it is from a rival tribe. Theft within the tribe is most harshly dealt with.[32a]
Some nomadic tribes occasionally wander into the Lands of the Dead but this is rare and mainly because they have become lost in a freak sandstorm. Generally speaking, even Nomads will not travel for long within these dread lands, for theirs is an ancient people whose ancestors once traded with the Nehekarans before the catastrophe. Tales and songs are passed down through generations warning the tribe of the fall of the kingdoms of the west and of the curse of the one they call Nagash the Black. For this reason, they seldom venture too close to the legendary cities of the Tomb Kings. Sometimes though, a young sheikh eager to prove his worth in the tales of his people will seek out knowledge of the Land of the Dead so that he may claim a name for himself and discover untold riches. Needless to say, many of these reckless individuals and their bands of loyal followers are never seen or heard of again.[32a]
The guides of the nomad tribes, known as Nomad Scouts, are at best uncouth and uncivilised. However, they are good warriors, living a life of almost constant battle within the deserts they call their home. Foreign adventurers are well advised to hire a guide if they are to survive the ravages of the desert.[31c]
The Sheikh is the undisputed leader of the nomadic tribe. He is a hardened warrior living in the scorching heat of the desert and constantly having to fend off bandits, members of other rival tribes, and of course, the evil Undead. Often, he is also the head of the tribe, respected and trusted by his fellow tribesmen. To all the nomads, the Sheikh's word is law, and they obey without question, such is their custom. Only very rarely will another member of the tribe, of noble birth, challenge the Sheikh's leadership, and then single combat is fought to determine who has the divine right to lead the tribe.[32c]
Noble relatives of the Sheikh's family are fanatically loyal to him and provide the necessary support and muscle when needed. This individual keep the rest of the tribe in line, disciplines those who have offended the Sheikh, divides up the booty (after the Sheikh has taken his chosen share, of course), and tells tall tales by the fireside to ensure the warband's morale and respect for him. Needless to say, he needs to be a tough fighter to lead by example.[32c]
Unlike the flamboyant and fabulously wealthy sorcerers of the cities, the mystics of the nomadic tribes are more shamanic, these elementalists are revered by their fellow tribesmen. These scholars are an integral part of the tribe and play a significant role in guiding and motivating the tribe as a whole.[32d]
The Ani Mukta, is the oldest woman in the tribe.[49a]
Bedouins are nomadic tribesmen who live on the outskirts of tribal life, much like the tribesmen themselves do with the rest of civilization. Loners by nature, they are experts in desert craft and make excellent scouts and guides for their tribe or outsiders who are willing to pay enough for their services.[32d]
In the tribe, males are warriors first and foremost; some may be talented in the crafts of weaving or weapon smithing, but all are brought up from an early age in the use of weapons, primarily the bow and the scimitar. These people are hardy, being used to living in the harsh conditions of the desert. They are also very superstitious, and their trust is very hard to gain, especially for outsiders. Many are members of the Sheikh's extended family, and their loyalty is unquestioned.[32d]
Nomads view slaves as nothing more than a commodity. Most slaves are those taken captive from other tribes, and theirs is a short and often brutal existence. When it comes to battle, they are unmotivated and make poor fighters.[32d]
In ancient times, there was an Alcazzar, a Sheikh of Sheikhs, who united all the tribes under his banner. The strength of him were fearsome, true legends in the songs of the nomads. The last of them was Shahid the Red Fox, but after perishing fighting Nagash alongside the Seven Kings, no one has managed to claim the title again.[49b]
The descendants of the desert tribes who had migrated in the Golden Plain in the years after the war against the Usurper. Nagashās armies had shattered the once-proud tribes, and the loss of their patron god Khsar had forced them to abandon the burning sands that had sheltered them for centuries.[49c]
Some nomadic tribe became part of the Nehekharan army during the reign of Rakaph III, of the second dinasty, before his rule they were employed just as mercenaries. Rakaph granted these tribes the freedom of the desert, the protection of his grand armies, and as much gold as their chieftains could carry, in exchange for an annual tithe of warriors who would swear an oath of unswerving loyalty and obedience to the king. Ever since then, the kings of ancient Nehekhara maintained strong contingents of horse archers among their armies.[20c]
Notable Tribes[]
- Al'Rahem - A nomad tribe.[32a]
- Athiopos Tribes - A nomad tribe currently located near the border with the Great Sandy Desert.[20c]
- Bani-al-Akhtar - The fiercest of the desert clans. Ubaid, Neferataās chief thrall, and Alcadizzarās former personal servant, is a nazir, a desert lion, who could trace his lineage back to the great chieftains of this clan.[49a]
- Bermini - Possibly a nomad tribe harassed by Caliph Falhedar il Toorissi.[28d]
- Dervishes - A nomad tribe.[32a]
- Ebonian - A tribe which fought for King Ramhotep as an auxiliary force.[76a] They are actually located 100 hundred miles west of El-Kalabad.[20c]
- Fuzzy-wuzzies- A northern nomad tribe.[32a]
- Kaheid Tribes - Another tribe which fought for King Ramhotep as an auxiliary force.[76a] They are actually located 200 hundred miles north of El-Kalabad.[20c]
- Malaluk Desert Riders - A nomad tribe located near the border with Zandri.[20c]
- Medgidal - Possibly another nomad tribe harassed by Caliph Falhedar il Toorissi.[28d]
- Muktarhin - A nearly legendary tribe. The members of this tribe are part of the mercenary company known as the Desert Dogs, which carries its banner and their motto in battle.[3a][32a]
- Qu'rashi - A tribe that claims that Nagash lived among them and sired a child.[72a]
- Scythans - A tribe of nomads that came to the city of Numas at a certain time, and these, believing that Prince Tutankhanut was an incarnation of their god, worshiped him, occupying and rehabilitating the city. They inhabit in harmony with the dead, recovering the former glory of Numas.[20b]
- Zamesi Tribes - A nomad tribe currently located near the border with the Great Sandy Desert.[20c]
Coinage[]
Arabyan coins are called rials,[45] they are of different types depending on the value. Gold pieces bear crossed scimitars, silver pieces show rearing stallions, and bronze pennies displaying a crescent moon. They regularly appear in the Tilean city-states, Estalia, and the Border Princes.[30a]
Clothing[]
The Arabyans dress mostly with elegant turbans, baggy sleeves gathered on upper arm by armbands, jewelry, ornaments and decorated pieces of silk. Many protect themselves with tough leather boots, crossed daggers, whose handles carry jewels and precious stones, and high shoulder pads.[19a] Araby merchants, on the other hand, wear long robes of dark cloth, elaborate turbans, and incorporate jewellery when they can.[30f] The Arabyan women have the tradition to wear exotic hairstyles, with headbands and ornaments of gold and silver, dress in baggy pants and wear their bellies exposed, wearing a bedlah.[19a] The Arabyans women often wear a bracelet or anklet, a piece of jewellery worn on the wrist or ankle. They can be solid metal or supple chains studded with gemstones. Bracelets are popular among the Tilean and Estalian ladies as a result of the Arabyan influence in these lands.[30h]
Architecture[]
Arabyan buildings often have domed roofs and distinctive onion-shaped arches over doors. A single building is frequently constructed around a courtyard, which may contain a garden if the owner was wealthy; otherwise, it was a storage and work area. Most have only a single floor and are built of brick rather than stone.[46a]
Decoration almost never includes recognisable figures but can be very elaborate. These swirling, abstract patterns often look like the work of Chaos to men of the Empire, though those who know about Chaos can tell that it is not; it is too orderly. This decoration may be painted, in which case it has faded badly, or a mosaic that may be dirty but can still be seen.[46a]
Arabyan single rooms are watchtowers or the strong rooms of the main building. Single buildings are normally the homes of the wealthy or small outposts for the military. Some are the keep of a small fortress, or a small part of a larger fortress. Fortresses and small houses are more common than temples or palaces, and are composed of a central keep surrounded by a wall, with outbuildings in the space between the keep and the wall. Villages consist of a number of courtyard homes, while towns and cities are larger versions of villages.[46a]
The opulent pleasure pavilion are a sight to behold, resembling a miniature palace crafted from rose marble and adorned with luxurious furnishings. Inside, satin pillows, silver tables, and tasseled lamps add to the extravagant ambiance.[28b]
From the windows of the pavilion, visitors are treated to a breathtaking view of gardens brimming with vibrant flowers, lively fountains, and exotic trees. The scene is like something out of a dream, with nature's beauty on full display.[28b]
Beyond the gardens lies the main palace, which glimmers in the sunlight like a gilded sapphire. Its towering spires and minarets reach skyward from every corner, creating an impressive silhouette against the horizon. The upper levels are surrounded by gold-pillared arcades, adding a touch of grandeur to the palace's exterior.[28b]
Most of these exotic architectures can be found in the form of ruins left behind from the Sultan of Araby's attempts to invade the Old World, and can still be found in lands such as the Border Princes. As a result, they are not among the oldest and are recognizably of Human origin.[46a]
Arabyan Corsairs[]
Arabyan Corsairs are renowned for their discipline. The Tileans found them to be much more difficult to catch than the Norscans, and much less willing to desist from raiding in order to serve as mercenaries. This was because the corsairs' leaders were bound by tribal oaths to their emirs and sheikhs and could not be tempted to change allegiance for mere gold.[3e]
Arabyan raiding parties may include animal handlers, who goad their beasts to hunt and drag down victims on the shore. There are tales of Arabyan pirates training vicious apes to fight on their behalf.[102a]
Slavery[]
Slavery is widespread in Araby, and indeed, the slave markets of Al-Haikk or Lashiek are a testament to this. Many Old Worlders look upon the Arabyans with a great deal of contempt for this practice and see them as nothing more than barbarians.[32d] Still in the Old World, some people are enslaved by the courts, for non-payment of debts or similar offences.[4a]
The greatest slave markets are in Araby, and the lot of those sold there is a miserable one.[4a] Araby is famed for its flesh markets,[7c] the most wretched existence facing any Old Worlder is a life of forced servitude in the Pleasure Palaces of distant Araby.[7a] The Sheikhs, Emirs and Sultans of Araby live in unimaginable luxury, served by hundreds of slaves who fulfil their every whim.[18a]
Arabyan flesh pits are considered places of forbidden pleasure in the Old World.[47a]
Technology[]
Arabyans are becoming technologically backward compared to their northern neighbours, although this was not formerly so.[17a] They have some knowledge of gunpowder weapons, but their religious dogmas prevent them from developing either socially or technically.[17b]
Developed simultaneously with the invention of the wheellock mechanism by the Empire's engineers, the Arabyans invented the flintlock, a variation on the wheellock design. In this improved mechanism, the trigger released a small piece of flint to strike a steel plate to drop sparks into the pan.[30d] It must not surprise that the jezzail, a long-barrelled arquebus, was first designed in Araby, and since its inception, few have made their way to the Old World. Owned mostly by collectors and wealthy nobles, jezzails benefit from a longer range than their larger counterparts.[30e]
Arabyan philosophers observe the night skies to discover the secrets of the world, a practice brought to the Empire by the Crusaders known as Astronomy.[21b] Arabyan astrology includes the "ruling House of Xerxes" and recognises two stars called the "Sons of the Morning", Tiamut and Darios.[103a]
Magic[]
Araby lies far from the world's poles and therefore from the ultimate source of the magical winds that blow from the north. As a result magic that is common in the Old World is far more diffuse in Araby so it is much more difficult for sorcerers to work their spellcraft. Arabyan magic has therefore developed quite differently than that of other men. Arabyan sorcerers use their powers to control elemental spirits of the desert, Djinns, Efreets, Genies and such-like spirits. These spirits are worshipped by the superstitious and the common people of Araby. These so-called elemental creatures are all daemons of a kind, but so far removed and isolated from the source of magical power in the north that they rely upon the close presence of powerful magical artefacts to maintain their existence. They also sometimes cling to local areas where a vestige source of magical energy may be found, but in such cases their power is not usually great. Much Arabyan magic is based upon creating and using forms of magical containment such as cages, boxes, or crystals, which are used to capture and enslave these Daemons.[11a]
Magic in Araby is divided among the flamboyant and fabulously wealthy sorcerers of the cities and the shamanistic mystics of the nomadic tribes.[32c]
The power of the spirits has served to create a Lore of Magic typical of Araby, known as Arabyan Elemental Magic. Its spells contain unparalleled power, channeling the magical energies of these divine spirits.[11c][32d]
Necromancy was spread to Araby from the tainted city of Mourkain.[24d] One of the great works of Necromancy was produced in Araby: The Book of the Dead, written by the mad Arabyan prince Abdul ben Raschid. He travelled to the Land of the Dead in the east of Araby, and driven mad by his experiences, he wrote his blasphemous masterpiece. He did not live to see the widespread public revulsion of his work, or the great pyre where the Caliph of Ka-Sabar burned all the copies he could find. Unfortunately, many survived and were carried to the Old World by victorious knights during the Crusades.[35a] In Araby, knowledge of necromancy is not suppressed, and so they do not suffer from the ignorance that allows Vampires to gain footholds amongst them as in the Empire. Only the Blood Dragons have a presence there, and that is in the western desert.[36a] Works such as the Cursed Book, by the Arabyan necromancer Har-Ak-Iman, remain a remnant of this dark art among the dunes.[37a] At least in Copher, magical malfesances are punished.[90a]
Magic items are common in Araby, used by its sorcerers and mystics. Among them are the renowned magic rugs, used as saddles by many renowned Arabyans. Other artifacts could be the Enchanted Ropes, living objects, that will help their master in battle. Being a society closely tied to magic, powerful relics and magical items are common among the people of Araby.[4b] Another of these artifacts would be the Arabyan Puzzlebox, an elegant mechanism that allows its wearer to take advantage of the Winds of Magic correctly, using the sparkling gems that it houses inside.[34a] Another example would be the Cobra Belt, a magical artifact that transforms into a poisonous snake at the command of its master.[38a] Ibn Naggazar was one of these renowned sorcerers, who in his brilliance, and also in his madness, wrote the Black Book of Ibn Naggazar, a tome where he compiled formulas to create intoxicating elixirs, influenced by the whispers of daemons.[34a] Others speak of Kaphamon, an Arabyan magician skilled in the Lore of Death, who created the Staff of Kaphamon.[36c]
In Araby, despite the distance to the Polar Gates, there is the stain of Chaos. The desert is said to be home to black-aromoured daemon-worshippers.[93a] In one of these ruined temples, crusaders lead by Eroneus Balbadron became corrupted by Khorne and formed the Disciples of Red Redemption.[95a] The Cult of Ishmail was a Chaos cult destroyed by Arabyan magicians and their daemonic masters imprisoned in magical vessels.[94a]
Religion[]
"You will understand, I know, that Oldworlders often do have such prejudice - it is like their reluctance to submit the world to the dominion of one god, though they are ready enough to acknowledge the many."
Without a doubt, the Arabyan people especially adore the One God, also reffered to as the One God.[43a] The High Priests of Araby attend to the marriages and coronations of the caliphs.[28] Foreigners that seek to make a living in Araby are forced by the stern priests of Araby to "take the turban" and swear devotion to the One God.[43a]Arabyans worship Allah as manifest on earth by his chosen prophets. The words of the prophets are taken very seriously by the people and Sultan alike, and only a very foolish or stupid individual would go against a prophet of Allah.[17b]
From an Old Worlder perspective, Arabyans are described as heathens, who are godless and bereft of faith.[19a] Followers of the One God see as false deities those worshipped in the Old World such as Manann, God of the Sea, and Morr, the god of the dead.[43a]
The festivals of some of the gods of the old Nehekharan Pantheon, such as Djaf, the god of death, are still observed by some Arabyans.[20a] The Arabyans are meticulous about their burials, and is possible to see their great mausoleums described in the tomb of Muammar the Mad, a high priest of Araby buried in the Empire. They result in a series of chambers, with different statues, treasures, and canvas inside. The most prestigious Arabyans are buried covered in jewels, attracting crowds of grave robbers. The Arabyans themselves are mummified, a tradition inherited from the lost Nehekhara. Inside the mausoleums there are chapels for prayers, a dressing room with ritual paintings, and trunks with the ancient belongings of the deceased.[38a] Arabyan and Nehekharan tombs can be distinguished each from the other thanks to some differences, like the different locations of their entrances, owing to their different cultural beliefs about facing or shielding from the sun.[27a]
Arabyans believe that at the moment of death, a man will access to one of the Seven Heavens, and those among them who find a glorious death will pass into the highest of them, known as St'oec.[56a]
Djinn, efreets, genies and such-like spirits are worshipped by the superstitious people of Araby. It is commonly believed that the spirits must be appeased with prayers and small tokens of respect such as gifts of food and drink. These so-called elemental creatures are all daemons of a kind, but so far removed and isolated from the source of magical power in the north that they rely upon the close presence of powerful magical artifacts to maintain their existence.[11a] Beyond offerings and prayers, in their own culture they hide a multitude of popular sayings that refer to the Djinns. A common phrase to curse in Arabic would be: "May their souls be flayed by Djinn." A popular phrase of surprise or consternation would be: "Spirits of the sky, water and earth".[28]
Other exclamations are "By the silver beard of Abdul ibn Ashid", "By Kasounās fiery sword" and "By the seven fathers of Mu'Allid",[28] although what exactly this refers to or who these figures were is unknown to most Old Worldlers.
Arabyan Pantheon[]
- Nehekharan Pantheon - The festivals of some Nehekharan deities are still observed, such as Djaf.[20a] Khsar the patron god of the nomadic tribes of the desert was worshipped until his loss at the hand of Nagash.[49c]
Foreign Relations[]
Dwarfs[]
The Dwarfs of Greybeard's Prospectors led by Thyk Skolsson are excavating the Atalan Mountains in search of precious materials.[61a]
Estalia[]
Estalians might be tolerated in Araby if they appeared to have useful skills for hire mere birds of passage would be sure to attract suspicion and hostility.[44a]
High Elves[]
The Arabyans are great sailors and have for many centuries fished the adjoining seas and traded south along the coast, northwards to the Old World, and westwards as far as Ulthuan. The High Elves do not permit Arabyan vessels to travel further west tan Ulthuan itself, their high-prowed dhows are a common sight in the outer harbours of Lothern. For their part the High Elves maintain a mercantile presence in Copher and Lashiek as they have since time immemorial. The Elves and men of Araby had dealings even during the long centuries when the Elves abandoned the Old World.[11a]
Marienburg[]
Marienburg but does not dominate trade in Araby as it does in the New World, Empire, and Norsca, mostly because of the closed, suspicious nature of Arabyan society. The emirs, sheikhs and caliphs distrust Marienburg's "government by usury" and fear that foreign sailors' talk of "ruling themselves" might seduce their own people. Consequently, outlanders are restricted to walled foreign quarters, beyond which Old Worlders venture at their own risk.[12f]
On the other hand, adventurous Arabian traders regularly sail their dhows to the Wasteland, knowing that they'll find ready buyers for their silks, spices, and oils. Over the centuries a small but thriving Arabyan community has grown in Marienburg, some families have been there for generations.[12f]
Ogre Kingdoms[]
Some Ogres called Maneaters have left their tribes to travel the world, fighting and eating at every opportunity. Most Humans' experience of Ogres is with Maneaters. Maneaters often adopt the styles and culture of the lands they visit, so they may bear a curved Arabyan scimitar after experiencing their stay in Araby as mercenaries.[96a]
Skaven[]
Arabyans do not consider the rat-men legendary creatures like in the Empire.[98a]
The arrival of the Skaven in Araby was called the Scouring of Scholars, with the creatures being seen as a holy punishment upon men who trusted too much in science.[9b]
Clan Skully operated from Araby, specialising in the assassination techniques of the desert people instead of the techniques of Clan Eshin that were drawn from the traditions of Grand Cathay and Nippon in the Far East. Their leader was only known as the "Old Rat under the Mountain."[88a]
With many warrens underneath the sands of Araby, it is in Skullyās best interests to maintain favourable relations with Clan Pestilens and their extensive Southlands powerbase.[88a]
Tomb Kings[]
Frequently, the leaders of Araby send their forces towards the pyramids of Nehekhara, with the mission of looting the tombs and burning the evil and ancient scrolls they find, thus preventing the dead from rising again. Sultans often hire mercenaries for these types of missions. They return to Tilea covered in wealth and valuable relics, though many fail to escape the wrath of the desert.[3e][31d][32a]
Tilea[]
Despite the repeated raids of Arabyan privateers over the centuries it is the merchants of Tilea who do the greatest volume of Old World trade with Araby. The Arabyans love to trade with the Tilean merchants, with whom they have an excellent relationship. In Copher, the City of Spices, there is now a Tilean neighborhood, which is separated from the rest of the city by a wall.[3e]
Although there are frequent wars between rival sheikhs which occur in the interior of Araby, the Tileans try to avoid getting embroiled in local politics. However, the Tileans have occasionally financed mercenary armies in wars against the Undead who come from the east. Sometimes the leaders of Araby will hire mercenaries to investigate the various necropolises or ruined cities. They ransack the tombs to prevent the dead from being raised and burn any evil scrolls that may be found.[3e]
Strigany[]
Several scholars theorize that the Arabyan and the Strigany are cousins, beginning from a single source but traveling through different lands.[27b]
Military[]
"Much of the Butcher's army is Mameluk slave-soldiers, but armoured Janissaries and sun-blackened Dervishers march under the Black Lizard as well. Nomad riders guard the flanks and Sipahis on strong desert horses make up the vanguard."
- —The Duke of Aquitaine, observing the Arabyan army of Mehmed-bey, the Black Lizard.[25a]
The sultans are proud of their troops and especially of their cavalry so that no expense is spared either on their equipment or maintenance. It is popularly supposed that the horses of Araby are descended from Elven Steeds brought over from the west many centuries ago. They are graceful and swift creatures and very highly valued.[11a]
The very best of the Arabyan foot-soldiers are also well equipped, with steel armour, keen tulwars, gleaming helmets, and fine silk clothing. These household troops or guards accompany the sultans when they travel beyond the grounds of their magnificent palaces. The loyalty of these troops is famous. They are amply rewarded with riches, luxuries, and prestige as a result. The ordinary foot soldiers are more plainly equipped and usually carry simple iron-hafted spears or bows. As well as these regular and garrison troops there are the irregular fighters from the desert tribes, including camel mounted warriors from the lands to the south and east.[11a]
Arabian armies are based upon regiments of infantry. They garrison the cities and towns and enforce law and order throughout Araby as well as forming its standing army.[11a] Great use can be made of the unarmoured horsemen, who are able to skirmish against enemy formations whilst waiting to penetrate their lines and attack from the rear. Camels and Elephants have their place too. Elephants make excellent battering rams which can be charged against solid blocks of enemy troops. Elephants can be supponted by the Arabyans infantry, whilst the Dervishers rush ahead to tie up the advance enemy units.[71a]
Arabyans warriors wear white or off-white clothing, with turbans often of a uniform colour within a Regiment. Some units may wear coloured their clothes with bright colors, over the tunics and trousers. Armour is often worn underneath the tunic, but where visible is steel, and ocasionally with bronze, copper or gold decoration. Regimental officers and some other personalities can wear black clothing, as do some of the desert tribemen. Weapons are of steel. Shields are generally of one solid colour, sometimes with decorative tassles made out of horse hair and dyed red. Spear shafts and bows are natural wood colour. Banners will be any solid colour and usually carry either a single device in a contrasting colour, or else reams and reams of text from the great sacred books of the great Arabyan sage Mullah Aklan'd.[71a]
In Araby, heavy armour is impractical given the unforgiving climate. Instead, to shield themselves from the oppressive heat of the sun, they wear voluminous robes and body coverings that also making them harder to hit.[30b] Araby merchants introduced the scimitar to the Old World. Though a sword, its curved blade, single edge, and lightweight lend it speed and accuracy in the hands of a skilled fighter. The severity of the curve varies considerably, though they are all equally effective. Scimitars, like swords, come in one- and two-handed varieties, with blades as long as 3 feet. Itās believed that scimitars evolved from the khopesh. One-handed scimitars have the same characteristics of rapiers. Two-handed scimitars are big weapons; the blade widens as it reaches the tip.[30c]
The Arabyans have made advances in Gunpowder Weapons, such as the Jezzail,[30e] although how widespread they are among its troops is unknown. Among the most exotic weapons that we can find in Araby are; the Katar, a push dagger, held by a glove to the hand. The Jambiya, a highly ornate curved dagger. And the Tufenk, light muskets used by some nomadic tribes.[32b]
Arabyan Infantry[]
- Arabyan Spearmen - Arabyan armies are based upon regiments of infantry. They garrison the cities and towns and enforce law and order throughout Araby as well as forming its standing army. The majority of these warriors carry tall spears and shields and fight in well-disciplined ranks.[11a]
- Arabyan Guards - The household troops of the rulers of Araby, known in their own tongue as Janissaries, are famously loyal and lavishly equipped - they carry weapons of the finest quality and wear brightly coloured clothes of silk brocade.[11a]
- Arabyan Bowmen - The men of Araby place great faith in the bow and all the cities of Araby maintain strong bodies of archers. Although firearms are known in Araby, they are nowhere near as common or as advanced as those used in the Old World and are rarely issued to common troops.[11a]
- Dervishers - Considered to be the most notable units fielded in Araby, Dervishers are fanatic religious warriors all too willing to die for their god.[11a]
- Mamelukes - A lowly form of slave-soldier, infamously utilised by Mehmed-bey during his battle against the Duke of Aquitaine.[25a]
- Eunochs - Eunochs are only rarely slaves, more often they are individuals brought up and trained as warriors or guards. They are unusually steadfast and loyal.[17b]
Arabyan Cavalry[]
- Arabyan Knights - Arabyan Knights, known in their own tongue as Sipahis, are the cavalry-elite of Araby. They are considered mad with hate, arrogant with pride and the terrors of the desert.[2][11b]
- Arabyan Desert Riders - The deep deserts of Araby are home to fierce, nomadic Desert Riders. Known as Akincis in their own tongue, renown as fast nomad lancers and horse archers.[11b]
- Arabyan Camel Riders - Camel Riders are an exotic form of cavalry utilised by the Arabyan military. It is only the fierce warriors of the desert tribes that ride these intractable creatures into battle. Camel Riders are brave and notoriously savage warriors.[11b]
- Arabyan Flying Carpets - The sorcerers of Araby have perfected the art of binding aerial spirits into physical forms - not least of which is the famous Flying Carpet.[11b]
Arabyan Warbeasts[]
- Elephants - Elephants are an exotic creature even in Araby for they come from the lush bushlands that lie between Araby and the jungles of the Southlands.[11b]
Arabyan Heroes[]
- Arabyan Magicians - Arabyan Magicians, known in their own tongue as Fakirs, are the great sorcerers of Araby - mystics of the southern deserts and court magicians of the Sultans themselves.[11b]
- Arabyan Champions - The Champions of Araby are often noble relatives to a Sheikh or other high ranking Commanders.[11b]
Arabyan Lords[]
- Arabyan Commanders - The commander of an Arabyan army is likely to be a Grand Vizier - perhaps the Grand Vizier of the Great Sultan himself. Subordinate to the overall commander are marshals and commanders of lesser rank within the palace hierarchy, noble Emirs, and Sheiks from the desert.[11b]
Notable Arabyans[]
- Abdul ben Raschid - Abdul ben Rachid was an Arabyan Prince of the Ka-Sabar Sultanate, known by the name of Abdul ben Raschid, ben Moussad, ben Osman. He became famous for capturing some Nagash manuscripts and for his insanity, becoming a scholar of death and its arts, and of the secrets of the fallen Nehekhara.
- Al Muktar's Desert Dogs - Al Muktar's Desert Dogs are a famous band of mercenaries that hail from the arid-deserts of Araby.[3a]
- Fatandira - For generations, Arabyan nomads have roamed the Borderlands, even as far back as the Nehekharan Empire. From these people comes the second prince, Fatandira.
- Golden Magus - The Golden Magus, also called (by himself), the "Sultan of the Seas," is an eccentric Arabyan wizard from El-Khabbath, rich beyond the wildest dreams of a merchant prince. The Golden Magus is a man of exotic tastes and fine manner. But beneath this sophisticated exterior lies a wizard of incredible power. Though in truth he is also a Tzeentchian sorcerer.
- Ibn Jellaba - bn Jellaba was a trader of Araby intent on opening up a trade route into the interior of the Southlands to procure spices and gold. He trekked over the desert with a camel caravan until he reached the jungles of the Southlands. Here he encountered the Lizardmen city of Zlatlan which had remained hidden for millennia. This Lizardmen realm far to the south of the great desert was known to the Arabyans only by rumour and legend, and the uncertain reports of chance encounters between desert nomads and the dreaded 'Al Saurim'.
- Khar-mel - Khar-mel is one of the few known Djinn of Araby.
- Mehmed-bey - Mehmed-bey, feared as Mehmed the Butcher and the Black Lizard, was one of Sultan Jaffar's greatest followers during the Crusade Against Araby.
- Suliman the Saracen - A fierce heroe, a skilled warrior, and a man of honour, he had no love or respect for the despot Jaffar during the Crusade Against Araby.
- Sultan Jaffar - Jaffar known in the past as Sultan of All Araby was a powerful sorcerer who, in 1435 IC, united Araby and was responsible for a major invasion of the Old World that triggered the Great Crusade Against Araby.
- Shihab Ibn Alim - Shihab Ibn Alim is a powerful Arabyan sorcerer in the service of the Sultan of Copher, able to control powerful Djinns. He is perhaps the greatest threat to the Knights of Magritta, as his mission is to conspire and spy on this Estalian order of knights, at odds with the lands of Araby since the time of the Crusade Against Araby.
Miniatures[]
Notes[]
- Note 1: In earlier editions, natives of Araby, called also "Arabia", were called "Arabs",[98a] and "Arabians", or "Easterners".[17a] This nomenclature was mainly changed in later editions with the term "Arabyans", likely for copyright reasons. In Poland, the name "Arabia" is the official translation, but the natives of Araby are called "Arabianie" instead of "Arabowie" (the correct Polish way of writing "Arabs"). In Italian and Spanish versions they refer to the region as Arabia, and in French it is referred to as Arabie.
Trivia[]
Araby is based on Medieval European ideas about the Islamic world and Middle Eastern mythology and fiction, as well as Historical aspects from the Ottoman Empire, specifically its military. The references refer to the entire Islamic world, from the African kingdoms such as Songhai to the different dynasties of the medieval caliphates. Geographically speaking, the area comprising real-world Arabia has been shifted and stuck to the northwest of the macro-area that mimics Africa in the world of Warhammer.[17b]
The Gulf of Medes that wets the interland of Araby takes its name from Medes, an ancient Iranian people who spoke the Median language and who inhabited an area known as Media between western and northern Iran.
Shanidaar is a reference to the Shanidar Cave, an archaeological site on Bradost Mountain, within the Zagros Mountains in Iraq. Neanderthal remains were discovered here in 1953.
In White Dwarf 86, an Arabian-like city named Barrakeesh was introduced within the fantastical world of Magnamund. The adventure set in Barrakeesh was intentionally designed to be adaptable across various roleplaying systems, including Warhammer Fantasy Roleplay: 1st Edition.[57a] Additionally, Citadel has produced a flying carpet said to be from Barrakeesh.[13a]
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