Al-Toril is composed of one large U-shaped body of land that caps the northern pole and stretches two arms down around the Cerenarian Sea. The southern pole is covered by the Southern Sea. There is one sun in the sky, one very large moon, and 43 brightly hued stars called the Jewels of Fate's Crown (the polar star is named "Qutb al-gah"). The moon is said to be inhabited; on the Light Side is said to be found strangely unsettling ruins and crumbled temples to unknown gods. On the Dark Side are said to dwell the moonbeasts in gray and black cities filled with thick clusters of leaning, windowless stone towers. The moonbeasts are said to travel to Al-Toril on great black slave galleys capable of navigating through the stars.
The land of Zakhara is located on the East Arm of the landmass and is traditionally split into several lands, known as the Cities of the Heart, the Cities of the Pearl, the Cities of the North, the Cities of the Ancients and the Cities of the Pantheon. Those lands closest to the center strait are the unexplored Forbidden Lands and Ooth-Nargai, which maintains cordial diplomatic relations with Zakhara. The West Arm of the landmass is divided into a number of ajami (foreign) lands including the Six Kingdoms, The South, Sydathria, Xura, Sona-Nyl, Mnar, and Sarrub. The North Cap of the landmass has only two realms, Lomar and Leng.
There is also said to be an Underworld beneath the surface lands, a deep domain wherein ghuls, gaunts and other monstrosities dwell. Few have been to the Underworld and survived to bring back tales of its horrors.
All of the lands of Zakhara nominally owe fealty to the Grand Caliph of Huzuz. The Cities of the Heart are Halwa, the City of Solitude; Hiyal, the City of Intrigue; Huzuz, the City of Delights; and Wasat, the Middle City. These cities lie within the desert, around various branches of the Al-Sarif river that runs from the southern coast. Your character lives in Huzuz, the capital of Zakhara.
The Cities of the North are Hafayah, the City of Secrets; Hawa, the City of Chaos; Liham, the City of Soldiers; Muluk, the City of Kings; Qadib, the City of Wands; Qudra, the City of Power; Umara, the City of Knights; and Utaqa, the City of Free Men. These cities lie on the northern coast of Zakhara and are separated from the other cities of Zakhara by a broad expanse of desert.
The Cities of the Pearl are Ajayib, the City of Wonders; Gana, the City of Riches; Jumlat, the City of Multitudes; Sikak, the City of Coins; and Tajar, the City of Trade. These cities lie on the southwest coast of Zakhara.
The Cities of the Pantheon are Fahhas, the City of Searching; Hilm, the City of Kindness; Hudid, the City of Humility; I'tiraf, the City of Confessions; Mahabba, the City of Charity; and Talab, the City of Questing. These cities are located on the central south coast of Zakhara, and the number of islands below them have given the waters off their coast the name "the Crowded Sea." These islands - some of which are too small to show on the world map - are divided into Al-Sartan, Nada al-Hazan, Harab (the Island of War), Bariya (the Wild Isle), the Djinni's Claws, the Steaming Isles, and the Islands of the Utter South.
The Cities of the Ancients are Dihliz, the Gateway City; Kadarasto, the City Most Sinister; Medina al-Afyal (an island kingdom); and Rog'osto, the City of Spires. These cities lie on the southwestern coast of Zakhara, near a great jungle that was once home to the ruined kingdoms of Nog and Kadar. Beyond these cities lies the ancient lands of Mhor, a great city rumored to lie in a vale beyond a high stony ridge. Nobody has visited Mhor within a genie's memory, however.
The desert is divided into three parts, the "Genie's Anvil" wherein the genie who choose to live on the prime material plane are said to dwell, the "Great Anvil" which is the largest subdivision of the desert, and the "Haunted Lands," which once contained great kingdoms. (More information on the cities and lands of Zakhara can be found within An Adventurer's Guide to Zakhara.)
The people of Zakhara are usually divided into the al-Badia, or desert nomads, and the al-Hadhar, or city-dwellers. Few other distinctions are important to the Enlightened Ones. However, upon some occasions one may choose to mention a Zakharan's race.
A number of races coexist peacefully in Zakhara, including humans (by far the most populous of races), elves, dwarves, gnomes, halflings, ogres and goblins. Zakhara is also populated by desert centaurs, desert giants, janni, and a number of other less populous races. The most feared of all races are the yikaria, or yak-men, a race of malevolent sorcerers who dwell in hidden lands and have turned their backs on the Law of the Loregiver. Another feared race is that of the al-Jahar, shape-changing creatures that feed off humanoid emotions.
Most natives of Zakhara, regardless of race, have tanned skin in hues of light tan to dark cinnamon, and dark brown and black hair and eyes. However, there is a fair amount of intermarriage between Zakharans and ajami, so other colorations are not necessarily considered unusual. Lighter skin, hair or eye color usually indicates blood from the southeast lands of the East Arm (or the blood of the djinni). Dusky brown skin usually indicates blood from the Liranian Desert, Cuppar-Nombo or Mnar. Dark black skin probably indicates the natives of the Forest of Parg are in one's ancestry (or the blood of an efreeti). People with sharp features and long earlobes probably have the blood of Inganok in their veins. Yellowish skin and slanted eyes indicate the blood of Lomar or Leng. Mixed racial heritages are also possible, though somewhat rare, half-elven and half-dwarven breeds being the most common.
Most races of Zakhara are united by the Law of the Loregiver and the shared language of Midani.
30 Masta: Fate's Day, celebrating miracles and unusual events.
25 Magarib: Feast of the Ancestors. People honor their ancestors with gifts to those who still live and prayers to those who do not.
1 Gammam: Birthday of the wife of the 1st Grand Caliph, now a day celebrating the women of the Grand Caliph's harim. Traditionally, the Grand Caliph marries on this day.
25 Mihla: The Day of Love, when marriage is traditionally proposed, or other declarations of love are made.
6 Qawafil: Ajami Day. Preparations begun for the High Holy Days, as the city prepares for a flood of pilgrims.
The High Holy Days: Filled with festivals and celebrations to honor the gods. From dawn to dusk they are days of faith, meditation and fasting. After sunset they become a time of celebration of revelry. Yasad is also Ascension Day, the anniversary of the 1st Grand Caliph's ascension to the throne. On this day the Grand Caliph addresses the public and worships at the Golden Mosque.
There are no festivals in Safa.
27 Dar: The current Grand Caliph's birthday, a time of parades, processions and great celebrations. This is the traditional day for residents of Huzuz to make their official pilgrimage to the Golden Mosque.
There are no festivals in Riyah. At one time, thought was given to a merchant's day, but when they realized they would have to shut down the bazaars for the day to allow themselves to be honored, the merchants firmly refused.
12 Nau: Genie's Day, a day when genies are honored and thanked for their protection of Huzuz on this day two generations ago, when genies of all kinds rose to protect Golden Huzuz from invasion.
The month of Rahat is for contemplation and quiet study of the Law of the Loregiver. It is during this time that children begin learning the Law, and adults remind themselves of its components.
30 Saris: Wizard's Day, when wizards of all types show their skills. Spells light the skies, and there is a parade of sha'ir, gen, and genies.
Prayer times are dawn (in Huzuz, defined as the time when sunlight begins to reflect off the tall minarets of the Golden Mosque, or the time when that would otherwise occur on cloudy days); two hours past midday; and two hours after sunset.
Few in Huzuz visit the mosques for dawn prayer, although there are still crowds each morning. Most who wish a special favor from the gods come to the mosques for dawn prayer.
Many more in Huzuz visit the mosques for midday prayer, since there are usually mosques near their workplaces. Those who do not visit a shrine kneel toward the Golden Mosque and pray quietly. In Huzuz, it is rather awe-inspiring to hear the prayer bells ring, then hear silence settle over the entire city as people turn to pray.
Evening prayer usually takes place in home; only pilgrims and tourists are usually found in the mosques for evening prayer.
Denizens of Huzuz generally schedule an "official" pilgrimage to the Golden Mosque; when they are 12, their parents take them to the Golden Mosque on Ascension Day. During their 16th year, most residents make their "official" pilgrimage. They may visit the Golden Mosque many more times during their life, but this trip is celebrated as their pilgrimage.
Huzuz is the religious and political center of Zakhara, housing the Palace of the Enlightened Throne and the House of the Loregiver, as well as a number of important universities and mosques. The city is located on the al-Sarif River, and ships travel downriver to the Golden Gulf. There are more than 800,000 residents in Huzuz, and between 200,000 and 800,000 pilgrims, traders, and tourists. About 85% are human, about 10% are other ins (Enlightened races), 4% races that have Enlightened members (such as ogres, kobolds, lizard men, etc), and 1% very unusual races such as gnolls, ogre magi, centaurs, kenku and trolls.
The city is divided into The Warehouse District; The Caravan District; The Grand Bazaar; The Pilgrim's District; and the Court District. The Warehouse District contains the Trade Harbor and the Caliph's Harbor, and is mostly patrolled by the Diligent. This district also houses Al-Bidir Sallah, the largest university of Zakhara. The Caravan District is actually four districts, each surrounding one of the four gates into Huzuz - The Pilgrim's Gate, The Gate of Wealth, The Gate of the Ghost or The Gulf Gate. The Grand Bazaar is the largest open air market in Zakhara, and it is said that anything that can be bought, can be bought in The Grand Bazaar of Huzuz. The Pilgrim's District houses pilgrims of all religions and contains temples to all religions, most particularly the Mosques of the Great Gods (Kor, Hajama, Najm, Haku, Jisan, Hakiyah, Selan, and Zann) and the Golden Mosque that is dedicated to all of the Enlightened Gods and that surrounds the small House of the Loregiver. Finally, the Court District is home to the rich and noble, with its own Assad Bazaar, the famous Tower of the White Agate - a reclusive wizard - and the Palace of the Enlightened Throne, home of the Grand Caliph. (City maps and descriptions are available to players, as is the overview in Gem of Zakhara.)
The interpreters of law are elected qadis, of which there are 12 within the city and 18 within the palace. Qadis hear and judge all legal cases, and appeals are heard if enough qadis can be found who agree that the case should be heard again. Law in Huzuz is fairly straightforward, based on the Law of the Loregiver and supplemented with a few city-specific laws. As in the rest of Zakhara, punishment for Forbidden Acts is severe, including death, maiming, branding or exile.
Enforcing the law are the members of the city watch, numbering 10,000 footmen divided into watches of 2,500, which are further divided into 125 patrols of 20 each. Each patrol is headed by a mamluk of the Faithful. The patrols answer directly to the nearest qadi. Other forces that patrol Huzuz are the Vigilant, who have contingents at each gate and also act as general law enforcement throughout the city as needed; the Magical Legion, consisting of mages on flying carpets who self-organize themselves into patrols; and a number of janni who support the Grand Caliph and who have agreed to aid the family of the Caliph when there is trouble. Many will also come to the aid of a patrol that has problems.
Huzuz is also guarded by a (extremely underused) military force under Prince Cheddah, the Grand Caliph's overbearing and pompous paternal uncle. He commands three units directly - the Imperial Cavalry, the hippogriff cavalry, and the Palace Guard. Under Cheddah are Thokkor of the Furrowed Mountains, who is in charge of the mercenary units and trains the cavalry; Preani Quin, who oversees all the jannissary forces; Chancellor Makin al-Mutrattab, who is in charge of the footmen (the city watch); Grand Admiral Haroun ibn Abbak, who is in charge of the 40 ships of the navy; Grand Vizier Alyana al-Azzazi, who oversees the Magical Legion; and Ambassador Jiraad, who supervises the jann and sometimes helps with the navy.
The Imperial Cavalry is 2,000 strong and Cheddah tends to hand-choose any who can do fancy tricks with their horses, because they look better in the synchronized lines of parades. Thokkor has volunteered to train the cavalry and has made them a tolerable fighting force.
The Hippogriff Cavalry consists of 5 wings of 50 members each, and a reserve of as many as 100 more riders and griffs in training. Their main duty is also to look good.
The Palace Guard consists of about 1,000 large, muscular folk, chosen for their size and good looks. Cheddah is somewhat more choosy about the Palace Guard than his other factions, though, so they are also skilled at both intimidation and polite address and are sharp-eyed and quick-witted. For all his love of parade and show, Prince Cheddah takes no risks with his nephew's safety.
There are 3 Mercenary Units, each of which has 700 members. The units are somewhat unruly, but Thokkar has given them a sense of discipline and duty, and they are the best and bravest units in Huzuz's military.
There are 40 ships in the Navy, one of the few military units to see regular action as it patrols the river and ocean guarding Zakharan trade vessels. The admiral is a flamboyant and much-liked man who gets along well with Ambassador Jiraad.
The Magical Legion is nominally led by the Grand Vizier, and she obtains all necessary supplies for its members, but she detests taking orders from the bumbling Cheddah and usually turns the Legion's leadership over to the White Agate, a wizard who enjoys this position of responsibility and does his best with it. The Legionnaires are excellent aerial combatants.
The Jann are a somewhat mysterious defense. Jiraad is their overall commander, but day-to-day management of the jann is left to Saleem ibn Ahogar, the Grand Caliph's fanatically loyal bodyguard. The jann never gather in large groups, preferring to train in small units, and though Saleem and Jiraad presumably know how many jann there are in the city, no one else does.
Most jannissaries are mamluks, although there are a scattering of special operatives associated with each Society - usually clerics and wizards - who answer to their unit commander. The mamluks are organized into 10-man platoons, with a sergeant in command. Three platoons make a company, five companies a wing, and two wings a full-strength army of 300 men.
All jannissaries are in theory ultimately owned by the Grand Caliph, and swear their allegiance to him as the descendent of the First Caliph who received the Law of the Loregiver. Therefore, for them to take action against the Grand Caliph would be treason and heresy. Units have rebelled against their masters rather than strike against Huzuz.
All mamluks in a jannissary society wear the facial tattoos and/or scars that the society uses to identify its fighting members. It is considered a crime against mamluks for anyone not of the group to imitate these markings. Non-mamluk jannissaries are not required to wear the tattoos, but those who choose to are given more respect by the mamluks. There are many societies, including the Dauntless, the Defenders, the Diligent, the Devout, the Dutiful, the Exalted, the Faithful, the Honored, the Parched, the Respected, the Studious, the Valiant, the Wanderers and the Wondrous.
The jannissaries in Huzuz consist of 7 societies who obey Preani Quin, an attractive and competent woman who, it is said, has caught the eye of the Grand Caliph and earned the enmity of his wife Tanya. Quin leads 5 units of mamluk infantry, 1,000 each of the Dutiful, the Faithful, the Valiant, the Studious, and the Honored. She also directs the 3 units of mamluk cavalry, 300 each of the Dutiful, the Valiant, and the Dauntless. She also oversees the Honored harim guards and oversees other jannissary units not directly tied to the military. She also leads the Vigilant mamluk society.
The Dauntless (al-Jasir) answer to the military through Preani Quin and are led by Najib al'Dhi'b, an 11th level human mamluk. Najib spends much time at court waiting for orders from the Grand Caliph, so the Dauntless are under the Grand Caliph's direct command, if need be. Several have been assigned to find magical items for the Grand Caliph. In addition to their direct service to the throne, many also serve in the cavalry and as bodyguards for nobles in their off-duty hours.
The Dutiful (al-Wajib) and the Studious (al-Talib'ilm) answer directly to Preani Quin. Many members of the Dutiful serve as leaders in the city watch, and many of the Studious spend their off-duty hours helping the city watch in matters of intrigue, answering to Prince Tannous when they do so.
The Valiant (al-Bas) answer to the Grand Caliph through Preani Quin and the military, and the Wanderers (al-Dawwar) are beholden to the Grand Admiral.
The Diligent (al-Mamadin) , like the Dutiful and the Studious, are always ready to serve the Grand Caliph should he call. They have no direct military ties, though they follow orders from Preani Quin. The Diligent are closely tied to the merchants of Huzuz, and through them to the bureaucracy and the throne. The leader of the Diligent is Nasir al-Mamadin.
The Honored (al-Iffa) have close ties to the throne, seldom leaving the palace grounds. Their leader is General Abd al-Iffa, who reports to Preani Quin. The Honored serve as harim guards and guards to the Grand Caliph.
The Valiant and the Dutiful get along well with one another, for they both serve in infantry and cavalry. They tend to regard the Studious and the Faithful with pity, because they serve in the city guard as well. They have a grudging respect for the Dauntless, the other cavalry mamluks.
The Dauntless are disliked by the Studious and the Faithful, who view them as stuck up because they literally will not come down off their high horses to serve in the infantry. The Dauntless do feel themselves to be somewhat better than the other societies, because they are specialists in recovering magical items, so they usually enter battle with magical items to aid them.
The Vigilant are given grudging respect by all the societies; although they are not strictly military, they perform an important duty and Preani is one of them. Similarly, the Diligent are almost universally disliked, because they are seen as little better than sellswords. The Wanderers are ignored; the Honored are treated as younger brothers to the mamluks of other societies.
The nobles of Huzuz enjoy sponsoring units of the military and ships in the navy, with an informal competition between the nobles regarding who sponsors the best unit or ship. Many daughters or second and later sons of noble families join the military. It is a matter of particular pride for a family to place a child in the Magical Legion, for the Grand Vizier and the White Agate have no patience for incompetence, no matter how wealthy their family is. Nobles often also spend time at court, hoping to gain the favor of the Grand Caliph.
The definition of nobility in Huzuz is somewhat loose; anyone who can claim a relationship to the throne may be considered a noble. Even the most unrecognizable person among them can describe a relationship to the throne, such as "my grandmother married the son of the sister of the Grand Caliph's great-grandfather." Lesser nobility often serve in bureaucratic posts around the city.
Bureaucrats ultimately answer to the administrative representative for the throne, a tasked administrative genie, Sunil al-Sahil. There are 3 bureaucratic centers besides that in the palace, each supervising trade and affairs in different parts of the city.
This bureau handles relations between the Enlightened Throne and other governments; the dissemination of foreign policy, trade relations, exploration, and external intrigues. Under the nominal control of Jiraad, it contains a number of ambassadors and administrators. Jiraad's assistant is a human, Julnar bint Julnar al-Huzuzi. Various jannissaries and adventurers are used by the Foreign Bureau as spies, guards, minor ambassadors, and explorers.
Grand Caliph Khalil al-Assad al-Zahir, Master of the Enlightened Throne, the Worthy of the Gods, Scourge of the Unbeliever, Defender of the Faithful, and Confidant of Genies: Adventured in his youth. Married Dalilah at age of 15 for love. Assumed throne at age of 18. Forced to take more wives by his Grand Vizier Alyana, who convinced him of the need to cement political alliances and to begat a male heir. Often abandoned the throne to adventure over the next 12 years, despite advice from his Grand Vizier and his paternal uncles, Princes Tannous and Cheddah. By age of 30, his visits to poorly run countries convinced him of the need to rule well, and he returned to the throne. Has since ruled well and made himself beloved of the people. Can be seen at prayer at least once a day at the Golden Mosque, and spends at least 1 day a week hearing petitions from his subjects. Often disguises himself as a beggar and sneaks out of court for entertainment or to check up on his subjects' charity. It is joked that half the tailors in the cloth district are secretly in the Grand Caliph's employ and that he has a warehouse near the palace filled with his constantly changing disguises. Khalil has fathered 2 daughters and refuses to recognize either of them as heirs until he has a male heir. His failure to do so is one of the great apprehensions of Huzuz. Some even whisper of a plot to disable the Enlightened Throne.
Khalil is now approaching middle age, a benevolant, dynamic man still strong and lean from his frequent adventures. His temples and dark beard are now showing the first signs of grey.
The Harim: Khalil's harim houses over 100 wives and concubines, each of whom is attended by numerous slaves and female relatives in her apartments, bringing the total female population of the harim to over 3,000 individuals. Khalil's four wives are: Tanya bint Perijan, human daughter of the powerful al-Danaf trading family, in her early 20s and devastatingly beautiful. She is currently recognized as Khalil's favored wife and rules the harim. Yasmi al-Datma, a respected member of the Grand Vizier's palace security force before she married Khalil 5 years ago. An elven maiden who has become close to Tanya. Zaynal ibn Sabur, a human dancer from Kadarasto, in her mid-30s, who was presented to Khalil on his coronation day by his favorite aunt, Sitt Rahmah al-Zahir. Her hot temper has cooled over the years, and she now tolerates young upstarts like Tanya and Yasmi with cool indifference (in her younger years, rivals might disappear for days or weeks, returning shaken and silent about their absence, treating Zaynal with groveling respect thereafter). Dalilah al-Nakar, human, Khalil's first wife and now in her mid-40s. Dalilah is friendly with Khalil's other wives but prefers the companionship of the mature Zaynal over that of the younger two. Khalil had married her for love and sworn to her that he would marry no others, but she reluctantly released him from that vow when it was clear that she would not bear him any male offspring. Her bitterness and jealousy have faded over the years, and she now meets with Khalil at least once a week to discuss politics, intrigue, drink sherbet, and play chess. She sometimes even lets her husband win.
Prince Tannous: Khalil's paternal uncle, in his early 60s. He is always armed, and favors somber, plum-hued clothing from Muluk. His greatest fear is that he will die while Khalil has no heir, leaving the inept Cheddah on the throne. As a result, he regularly invites Khalil to lavish parties, where he introduces his nephew to potential wives for the royal harim. Such parties are hardly popular among Khalil's current wives, who seek to discredit Tannous at every opportunity. Tannous does not get along well with the Grand Vizier, either - he always thought he should have been appointed to the position instead of Alyana. Tannous is in charge of a spy network for the Grand Caliph that extends through Huzuz and beyond.
Prince Cheddah: Tannous' younger brother, in his late 50s. He is heavily overweight and wears ceremonial battle armor encrusted with gold buckles and highly polished medals. Most at court consider Cheddah a noisome, bombastic buffoon with no talent for tact and even less talent for the navy. His etiquette is transparent, his understanding of religion appalling, and his instinct for tracking abysmal. He has an elementary understanding of tactics and a garish taste for pageantry. Only his impressive talent with the bow and comprehensive knowledge of ships saves him from overt mockery at the hunt and complete disgrace at court. Still, Cheddah is Khalil's favorite relative; he taught Khalil to sail and shoot a bow, and has always been able to make Khalil laugh.
Sitt Rahmah al-Zahir: Khalil's favorite maternal aunt, a member of the Magical Legion although she laments that she has no time to spare for magic.
Makin al-Mutrattab: Chancellor of Huzuz, one of Khalil's younger cousins and an adventuring companion from his youth. He is a constant but unassuming presence at court, managing city politics quietly and deftly, but never winning the approval of Alyana, who was offended at the youthful excursions Makin and Khalil took when Khalil should have been ruling.
The Daughters: Khalil has two daughters, both by Tanya bint Perijan. The oldest, 6, is Janya, and the youngest, 4, is Dalia. Neither are at court - they have been hidden away for their safety until they come of age.
Ambassador Jiraad: A marid and ambassador of the genie races. Jiraad has a keen intellect, but spends his energy more on plotting ingenious pranks and mischief than on anything constructive. Jiraad often tries to tempt Khalil out of court to adventure, thus earning the enmity of Alyana. Jiraad considers the spinsterly archmage to be a self-righteous, uppity snob and snubs Alyana behind her back at every opportunity.
Grand Vizier Alyana al-Azzazi: Also called the Iron Lady, the Steel Serpent, and (behind her back) the Spinster, the Grand Vizier is a formidable, fiercely independent woman in her mid-60s. In public, her face is almost entirely hidden by an ornate veil, which leaves only her piercing, steel grey eyes exposed. It is joked (always in private) that no man in court has ever seen Alyana unveiled. She has been the central power figure in court for the last 4 decades. She started out tutoring young Khalil in languages, heraldry, and etiquette, and still treats the Grand Caliph as a vagrant schoolboy. For years Khalil has tries to arrange marriages for Alyana, but the Iron Lady has rebuffed all suitors. Alyana is a wind and sand sorcerer.
Imam Renn min Zann: Keeper of the Mosques, a short, silver-haired elf who is Khalil's spiritual advisor. He is a pragmatic priest of Zann, and served two previous Grand Caliphs. Renn has a complex friendship with Alyana, sometimes developing in vehement squabbles because of Alyana's obstinacy and moralist background. It is whispered in warded chambers that Renn and Alyana were once lovers, many decades ago.
Saleem ibn Ahogar: The leader of the jann in Huzuz, Sheikh Saleem is Khalil's personal bodyguard and almost never leaves his side, except at the doors of the royal harim. Jiraad honors him by treating him as an equal, thus winning Saleem's loyalty. Saleem is a charmer among the ladies, even flirting with the iron-hearted Alyana and Sitt Rahmah. Saleen always assigns them a pair of jann bodyguards as a sign of courtesy.
Adnan al-Raqi, Pillar of Wisdom, Master of the Invisible, the Whisper that Thunders: A gaunt and frail sha'ir, whose rare smile is a wreckage of blood-red gums and missing teeth, and who never raises his voice above a whisper. Adnan has a notorious reputation among genies, who tremble at his name and would like to see him dead, for he has slain, imprisoned, or humiliated countless members of their race.
Gorar al-Aksar: One of the most famous singing barbers in Huzuz, a permanent fixture in the Grand Bazaar for four decades. He is a seemingly endless font of juicy gossip, amusing anecdotes, and funny songs about some of the key figures in the local government (even the Grand Caliph, Gorar's old friend, is not immune to his good-natured caricatures).
Imam Jomhur min Hajama: Nearly a century ago, this priest of Hajama displayed his bravery by fasting in the wilderness and returning home followed by a pair of golden lions, tamed by his indomitable courage and will. Now Jomhur is old and his mind has started to fade. His homilies are rambling, disjointed, and often incoherent. Many feel that Jomhur has become an embarrassment to his faith.
The White Agate: A reclusive human wizard whose real name and age are unknown. His skin and the irises of his eyes are blanched completely white, and there is no trace of hair on any of the exposed parts of his body. On his rare appearances before the Grand Caliph he exhibits a charming if somewhat withdrawn demeanor. Most scholars agree he was probably not born a hairless albino, and that he was afflicted by a terrible curse during one of his past adventures. He runs a small school of magic, accepting only resourceful, advanced students.
The Dao of the Ferry: These two dao convicts are forced to serve the inhabitants of Huzuz by their Khan as penance for crimes they refuse to discuss with mortals. They ferry travelers across the Al-Sarif River, dragging the barge through the shallows. Both are malicious gossips. Shahraman is the taller of the pair, conversing pleasantly with his passengers. Khorasan is brooding and sullen, and only talks when addressed.





