Sultanate of Sahir

A land of rare osases hidden in miraje laden deserts, the Sultanate of Sahir trades wondrous goods to merchant caravans from all over Erolan.

The Sultanate of Sahir is located in a vast oasis amidst the western deserts of southern Erolan. The people of Sahir have wrested a place of security and saftey from the wild dangers of the surrounding sands. Many of them are quite dedicated to the Sultanate, being quite invested in the success and security of their home. They know all too well the dangers of the desert, and are reminded of it every time a caravan makes its way through the main gates.   Across Erolan, the Sultanate of Sahir is famed for its magical creations. By nature of having access to several gem mines, and some of the finest magical academies outside Valsan, the crafters of Sahir are famous for producing magical tools and objects of impressive quality. Between magical ice boxes, carpets of levitation, and a series of extremely well guarded safe routes through the dunes, Sahir boasts an impressive trade network.   The tall tale of the Sultanates creation is a shifting weave of impressive half truths and exaggerations. However, they all share the theme that the original adventurer that would become the first Sultan found a magical lamp that granted him the powers he needed to carve out an oasis kindgom from the harshness of the surrounding desert. The Sultans have historically been talented mages, but none have claimed to own a magical lamp of any importance. The Sultanates origins thus remain shrouded in an enjoyable mystery.   The Sultanate of Sahir is ruled by the Sultan Maseem IV, who rules from the capital city of Al-Zaran, the Ruby of Sahir. Other towns and villages throughout the Sultanate of Sahir's territory, like Zaraqim, Medona, and Faruqah, are ruled Regional Governors. Sultan Maseem IV maintains excellent relations with the Magocracy of Valsan, Il Paraonde, and Harshorne, who are Sahir's closest neighbors. The people of the Boreal-Lurin Bazaar are treated as adventurous cousins, always welcome within the walls of the Sultanate. With power and riches, comes threats, and to combat these threats, the Sultan retains the protection of The Four Winds. The Four Winds (Riah Shamalia the North Wind, Riah Aljanub the South Wind, Riah Sharqia the East Wind, and Riah Algharbia the West Wind) are the Sultan’s most trusted advisors and bodyguards. Their talents are said to be given from Brume herself to protect the Sultan, marked even further by strange tinting of each of their skin. They are masters of magic, and seem to have a talent for controlling the wind and sands around them.   In the Sultanate of Sahir, the worship of many of the populace falls at the feet of Brume, Goddess of Secrets, and Trance, the God of Luck, Revelry, and Travel. As many of the citizens of the Sultanate are Djinn, they see these dieties as their patrons, though the worship of other gods is not uncommon. Like many other places in Erolan, worship of other gods is not uncommon, but the vast majority of temples are dedicated to Brume and Trance.   What little is known of the start of Al-Zaran, is that it started as a simple trade hub, inhabited by skilled practitioners of magic, which allowed them to create rare magic items and more. These traders wanted to settle safely into a land they could call their own. 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-prowess of Al-Zaran brought new growth and infrastructure, and so one trade center became a thriving city, and eventually encompassed multiple settlements that dot most of the southern deserts and oases, formerly establishing the kingdom as the Sultanate of Sahir.   The Sultanate did not grow without stuggles. Only generations ago, the Sultanate of Sahir came to blows with The Grand Caravan of Bhutaar, whose nomadic territory had expanded greatly, and for several years the skilled Mogatai horsemasters fought with Sahirian soldiers. Eventually, a brittle peace was reached, and the forces of the Grand Caravan withdrew from Sahirian territory. Though some still distrust the Grand Caravan, in the years since the cesation of hostilities, Bhutaarian trade parties had done a great deal to establish relations between themselves and the leadership of the Sultanate.   The main road from the north, called the Saphire Road, remains the mainly used thouroughfare for trade to the Sultanate. As such, bandits prowl the winding ways far from the Sultans influence. For his part, the Sultan spends a great deal of money, funding ever expanding routes of patrols to keep his roads safe from predation. The city of Al-Zaran still works as a trade hub for the south, but falls short in comparison to larger trade hubs such as Kingdom of Il Paraonde and Kingdom of Zenith, though the gap between the Sultanate and Zenith's profits shrinks every year. 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, considered the Ruby of Sahir.   In the early weeks of the Spring of 1024, the northern villages and towns of the Sultanate of Sahir were gripped by a strange plague. It began in several of the northern trade towns, the people there beginning to speak in multiple differing languages. The languages they speak seem unknown to them, and the inability to communicate has caused immediate disruption. Before long, apothecaries and healers deduced that the plague was spreading along the ports and trade routes, and the plague was tied to small trinkets found in the possession of the infected.   According to what little information they could gather from the victims and those near them, as well as information gathered by Il Paraonde, the objects were purchased from the same traveling merchant. Now the hunt is on to locate this man and his cursed goods, as well as working day and night to fix the disruptions caused by this strange curse, dubbed by apothecaries and healers as “the Gibbering Plague”.   The Sultanate has also received word that the Kingdom of Pheia is in desperate need of aid, and is attempting to gather naval and humanitarian support, with efforts being disrupted by this plague. All this compounded with a sudden increase with attacks from sea faring monstrosities, making any progress towards sending aid to their neighbors a painfully slow process. The Sultanate has also been in contact with their kin from the Boreal-Lurin Bazaar, and has been made aware of the caravan's travels under Brume’s own protection.   9/1024 - With aid from the Magocracy of Valsan, a cure for the Gibbering Plague that sickens the western coast has been discovered. Requiring several rare magical ingredients, it is an intensive process and slow to deploy to the afflicted masses, but progress is being made. Meanwhile, the Sultanate’s forces have picked up the trail of the strange merchant who is attributed with spreading the Gibbering Plague. Leading east near the borders of the Black Sea, scouts and spies of the Sultanate swarm along the evidence of this merchant's passage, and the Sultan has been assured his agents are close to locating the culprit.   The Sultanate has gladly pledged to aid the forming western relief armada along with Il Paraonde and the White Cloud in bringing military and material aid to Pheia. Several stable routes have been cut through the territory of the shark-fae of She-who-drowns, allowing for desperately needed supplies to get to the Pheians. On the eastern front along the Black Sea, the Sultanates sentries track and hunt any Kaijin who manage to survive the expanse of the Black Sea’s relentless deserts.
Cultural Dress   Dressing for extreme heat and sun exposure, robes, veils, and hoods are quite common. They remain loose fitting for breathability, with the wealthier residents leaning towards silks rather than the more common cloths. Jewwelry is common, as members of every strata or fond of accenting their appearence, especially when they can claim that they own a genuine Sahirian piece of jewelry.
Kingdom Skill   Eye for Magic: Once per day, caster knows if an object or area is magical, and identify its skill/source, as well as being able to detect its location (at marshal’s discretion)

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