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Nazenka

Port of the Corsair

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This Pirate port is the home away from the sea for any number of 

pirate crews from all over the Jade Sea, the Sunlit Sea, and beyond!

Pirates meet here to share information and wares, sell their more

questionable items (or slaves) at the Crossbones Market, gamble

nd carouse at the gambling and brothel dens, and otherwise make

their fortunes. 

How does a wretched hive of scum and villainy like this go on with

the Nazenkan Navy so close by?

Faraxxis is the answer to this, the one some pirates call Captain

Faraxxis which he seems to agree with, "he" being an ancient 

kraken of unusual proportion and power who rules the Port of the

Corsair and, in fact, all of the Devil Isle and the wter surrounding 

in. 

With the presence of such a powerful sea monster, none dare

move against the island, at least not oftn. 

One attack was made aginst the island about fifty years past, with

a fleet of ships and marid genes, as well as their watery gensi kin.

The fleet was wiped out, destroyed by the kraken and its pirate

allies. 

What bodes more ill is that during the island raid, several pirates were captured and swore right up to their hanging that they didn't remember fighting in the battle, only listening to a beautiful sea melody. 

Though some pirate rivlries are legendary, such as between the Black Cutlasses and the Sea Witches, while on th island, all pirates are expected to set such fights aside, it is the one law of the island in fact. 

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The Crossbones Market

Shady custoers come from around the world to find all manner of unusual to downright dark items at this market. 

Tatted Tibba runs the market proper, being an ex pirate, herself, left with only one hand after nn especially dangerus run in with sahuagin and the lrgest shrks she had ever seen. Feeling lucky to have been left for ded on a mostly wrecked rig, she took what was left of her buried stash and creted the Crossboes Market, alwys wantin to run a open air market. 

Though the market mostly caters to pirates and other criminals,  soul cn buy passage to the place esily enough as long as they don't mean any trouble for the pirates or their horrifying "Captain."

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Here There Be Kraken!

"Well that's what it says on the map right y'ere, Mate. But don't be

takin' it too literal with 'dat locaton. Faraxxis, 'it be everywhere!

Yes, I sid everywhere. Wherever there be water, I says, that is 

where this giant elder thing of the sea, be! 

And not just the water either...but also in yer head. Once you agree

to the Oath of the Elder Sea, you are showred in treasure! But make

ye no mistake, yungin' Just as surely as that tresure belons to ye, ye

blongs to Faraxxis!"

The ancint kraken, Faraxxis is a strong and powerful mnster of the

sea, but more than that, it is a powerful mystical best as well, plying

its will over most of the pirate crews of the Shaytan Sahiri, the

Devil Isle, as well as other seafarers who come up against the

powerful kraken's mind come under its control more times than

not. 

​What the ultimate plan of "Captain Faraxis", the Priate King is is 

anyone's guess, for surely th Elder vil of the Sea has bigger plans

than to take tresure tributes from pirates in echange for sinking

their enemies' ships instead of their own. 

That;s f it exist at all. 

That's right. Mainlanders and even some seafaring folk who have not

encounterd the kraken, themselves, clim that the pirates make up the

grgantuan sea monster to protect their illbegotten gains. Even some 

who have witnessed the monster at a distance claim that they believe it

​to be an illuson created by a powerful illusonist working for the pirates.

Most, however, leave investigating such theories to others, happy to stay

as far from the kraken, real or not, and the pirates of Devil Isle. Even a

few pirates and criminals steer clear of the island, not quite liking the

tickle they feel in their mind when they sail to close to the area. Better to

take a smaller share of a lesser treasure than to lose one's mind, or maybe

even soul to this island's resident monster. 

The Nazenkan salors and navy will not move against or even sail near the

Devil Isle, taking routs that might low their schedules but well worth the

extra time and cost to avoid a possible kraken and its ship breaking tentacles.

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Shaytan Sahiri (Devil Isle)

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Nazenka located in Eastern Garn is an exotic land to the folk of

the West. It is a land whose king is an intermediary between

mortals and the true rulers of the land, the genies. 

The true ruler, the Caliph of genie kind in Nazenka lets mortals

make their own laws and govern themselves as they see fit, for

the most part and depending on which genie is ruling Nazenka

in the current millenia. 

Genies only truly give commands to the mortals of Nazenka 

when something threatens the entire land, or the genies, 

themselves as a whole and there are rarely threats that 

powerful. 

The current Caliph of the genies is Great Caliph Husam

al-Balil ben Nafhat al-Yugayyim of the djinni (though this 

particular caliph is said to have a special penchant for ice 

as much as storms and thunder, so the word says). 

The Calph spends most of his time in his Palace of Ice and 

Steel in the Frostfell (the paraelemental plane of ice) and when

visiting the mortal realm it is with great fanfare and wonder. 

Most of the genie oversight has been left up to the four genie

Saltans representing the Djini, the Efreeti, the Marid, and the

Dao respectively, each overseeing their elemental territories

in Nazenka. 

King Rama Di'Sadi Halamun rules over the mortals of Nazenka

(aside from the more indpendant peoples such as the Wemic, Scorpion

Folk, and Wild dwarves, to name a few).​

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Shaytan Sahiri, Nazenkan Genietongue for Devil Isle, is  tropical

island that is claimed by a union of all the pirate crews in the

local seas (and some from beyond the local seas as well. 

The main entry to the isle is the Port of the Corsair but there are

smaller lnding areas all around the island where smaller craft

leave hips to land in vrious areas where pirates have secreted

away their treasure stashes. 

Law of the island is not to harass or harm other pirates on the

island, and in the Port of the Corsair, that law holds like steel

shackles. But in other places on the island, away from prying 

eyes, this law is looser, especially when a hidden treasure is

involved. 

Several pirates have hideouts on the island, especially in the 

Skull, a mountain that someone carved in the shape of a skull at

some point (one presumes because a rocky peak shaping a skull

like that surely cannot happen naturally, cn it?).

But aside from hordes of pirates, outside of the relative safety of

the Port, there are other dangers. The kua toa in the deeper, 

watery coastal caves, the jungle dwelling lizard men and the 

mysterious monster they seem to revere, themselves, as well as

whatever the monster is that is said to dwell in the dead volcano.

One can get a relatively save passage to the Crossbones Market, for the right price, but outside of the Port, every bloke is on his own. â€‹

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Taj 'Ahmar

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The Sultan brother to Saltana Sama Euyin, known as the Sky

Eyed Queen, Muzeem Qaban once attempted to assassinate

his sister to take over as Saltan of Naznka. 

Instead of putting him to death, the Saltana exiled him to the

Desert Wastes of the North. 

Despite his defeat, Muzeem Qaban built a very prosperous city

next to the mountains known as the Stone Kings and only a 

few miles from the sea, itself. 

To the South, the Saltan funded the Port Town of Lahr

Ash'Kahs, at the same time making deals with the local Qits 

Tabaxi tribes), helping Juhr Scah to "remove" the Qit Chief,

Kamar Sayaad in an "accident", the new chief in turn promising

safety alon the trae road between the Saltan's city and Lahr

Ash'Kahs. 

The Saltan made a similar pact with the locl pirates, though it

was more costly, in order to secure his small Northwestern

kingom. Since then the Night Jewel, as Taj 'Ahmar is also called

has made a name for itself and has carved its own status and

wealth, the Saltan not seeming to make further plans against his sister. 

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The City of Taj 'Ahmar boasts a few places of note outide of the Saltan's Palace. Most of the city ae the homes of the welthy and powerful who live in the city, many of them it is said having acquired their wealth through more morally gray means to put it kindly. 

Aside from political criminals that Saltan Muzeem Qaban gives asylum to in turn for some considerbe fee no doubt, are also more famous groups of dubious honor such as the infamous Slave Lords, at least some of their most noteable members who don't feel safe at their own hideout on Devil Isle, and the Kage of the Knive's Guild of assassins. 

The homes of these individuals are typically lavish for the payments theymake for safety and comfort, surrounding the Inner Market which makes up the center of town. The Inner Market sees the selling of fruits an vegetables, everydy items and equipment, and a few other interesting oddities. 

Tabaxi, tortles, genasi, and countless others can be found here, selling from tents, stalls and wagons. Few permanent merchants sell in the city, here, as most are passing through, preferring to live in the relatively less shady Port to the South, Lahr Ash'Kahs or being nomdic in nature. 

The few permanent or more common faces are noted here, 

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Al'Umu Eazam (Momma Bone)

The nagpa (a vulture like creature) fortune teller who has a very colorful tent with various aimal bones hanging from the entrance, making a curtain. Al'Umu Eazam is a true and talented fortune teller but every one of her fortunes comes with one good and one bad telling, good news and bad news, and the monetary cost is no less no matter how bad the bad telling is. 

Many who have seen the nagpa fortune teller never ake it to the bad telling as they usually cmmit some heinous crime to try to prevent it, often leding to a worse fate. 

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Bite Marks (Bite)

A tabaxi who sells "antiquities with stories" telling an amazing story with each old piec she sells, swearing that every story is true. 
One story bite will nver tell, is her own, including how she received the bite scars that cover her body. 

Often times, the antiquities that Bite sells comes with a littl magic, though limitd the magic is old and usually better than on will get from your average potion. And, Bite will say as she sells you the item in question, after the magic is gone you still have a lovely, decorative piece with a good story behind it. 

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Castone Malabarr​

Castone (Cas to repeat cutomers and friends) sells fairly common elixirs, potions, and herbs, wterskins of coconut and cactus water, and some fresh fruits such as melons and bananas. 

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Cyan

Cyan is a young lady who was a street urchin in Taj 'Ahmar but, evetually, found stole or bought her own cart where she now sells trinkets that are said to offer different protections. These amulets even sometimes work

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Natharis Humaram 

This wepon seller, has an assortment of scimitars and cutlasses (rapiers) that no other can match in quality. He sells mostly mundane, if well made, blades but occasionally has one or two magical weapons well hidden away behind his counter. 

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Zarhanna

This zebra-like centaur of the Roaming Plains sells furs, dye-made art and colorful clothing, and some hide and leather armors. 

Zarhanna sells on behalf of her tribe who hunt an create items explicitly for traing as they do not use much (or wear much as any who meet Zarhanna knows) themselves. 

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Hasa Raba (the Stone Kings)

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These set of mountains lie on the Northwest side of Nazena, near

the coast and holds the city of Taj 'Ahmar at the foot of the 

mountains. 

The Stone Kings are not only clled this becuse they are tall and

thick ountains, but also becuse the mountains hold, withn themm,

mysterous ruins from some lost kingdom. Within these ruins

are sai to roam any mnner of ghostly wraiths, but the worse 

are a set of royal wraith beings said to be the entirity of the

line of kings that ruled the kingdom within over its ages of

being 

For this reason alone, the Saltan Muzeem Qaban, when exiled 

to tis part of Nazenka, built his city at the Stone Kings. With the

superstitions surrounding the mountain, none dared attack his 

city as it grew in size nd prosperity. 

Hwever, citizens of the City who wandered into the mountains,

purposefully or because of getting lost, have never been seen 

again. 

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Qits (Tabaxi Tribes)

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The feline folk of tabaxi travel the deerts and jungles of Naznka in

tribal groups known as qits (kits) led by a Path Master/Mistress

who is i chrge as the tribes move to a new campsite, even having

word on the same rank as the Chief, thugh not higher than the

Chief 

The Kit Chiefs are the ultimate leaders of each tribe and settles

disputes, determines how much hunting and fishing/gathering

can be done in an area, and mkes the determination whether to

run or fight whe faced with a dangerous foe. 

Tabxi tribes in Nazenka will often utilize the plentiful axe beaks

as mounts due to the "murder birds'" speed and strength, but are

very cautious of the birds themselves as even a axe beak raised 

from its egg is violent by nature and will turn on its rider if given

the chance. The only peoples able to truly render the murder 

birds docile are the desert orcs of Nzenka who also roam in 

nomadic tribes, but the secret of how they keep the birds under

control is a well kept secret, most Nazenkans assuming the orcs

just bully them into submission, proving themselves meaner than

the birds. 

Tabaxi are very social creatures though in their tribes they typically don't invite

or rescue other species to let them be tribe members, honorable or otherwise as

other tribal peoples might. However, when dealing with ther peoples, even orcs,

goblinoids, and the chameleon folk of the jungles and deserts, they are quite

friendly and a true joy to be around, unless a particular group mistrets them

makin them cutious or avoiding of that group in the future (this being 

group, tribe, pack, etc. of individuals not the species as a whole

though the tabxi have lerned that some species are to be avoided

such as the wemics which hate tabaxi for some reason and the

sabaari (cactus folk) who seem to want nothing of other species

other than their shiny things). 

The only creatures that the Nazenkan tabaxi hate and will fght or

run from on sight is the rakshasa, the feline=appearing fiends

which traditionally kept tabaxi slaves for millenia before the feline

folk overthrew their captors and made their escape. Tabxi tales say

this is why they became a nomadic people to begin with, to make

sure they are never caught as a people by the vile rakshasa again. 

Younger tabaxi experience what is called the Tajawi Yahtifu or the Wandering

Call. Most tabaxi overcome this and stay with their tribe but those who feel in

their spirit that they must heed the call are given a celebration called Parting

Day, early in the morning and then left by thir tribe to make their own way. And solitary tabxi are very good at making their own way (whether by trick or by trade).

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Ruins of Janna (Paradise)

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The ancient city of Janna (Known as Pradise) was filled with people

from all over Nazenka and beyond, being built next to the desert

oasis known as Lake Wahatan. 

Ths city was a phenomenal jewel in the desert that drew people to

visit and live within its ivory colored walls. 

But this all chnged with the dark vizier Jezzereem, the Queen of

Deth who turned out to be a lich disguised as a beautiful, wealthy

woman. 

In the end, the Golden Wanderers, a group of Nazenkan heroes

defeated her but not before the city, and the heroes, were 

destroed by an explosion of mystic energy. 

Now, the city is just a ruined place that thieves hide in or travelers

stop at to camp and take a rest. 

There are stories of the ghosts of some of the Golden Wanderers

who appear before a person now and then, but peopl do not have

an accurate acount of what the ghosts want as most people run

for their lives when this happens, fining another place to make

camp. 

The stories are very infrequent, however and most chalk them up

to the vivid imagination of some explorers as most find the ruins a peceful rest stop in the desert, aside from the occasional thieves. 

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Lake Wahatan (Oasis)

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The oasis known as Lake Wahatan is an important resting place and replenishment site for travelers in Northwestern Nazenka, be it adventurers, cravan drivers, nomadic tribes, or any other kind of traveler. 

The Oasis is sometimes fought over when thieves or less friendly tribes of wemics or desert kobolds show up, or an especially ferocious beast or pack of beasts are trying to make a den of the small lake. Usually, there is enough room to keep a wary eye on others utilizing the lake, but not all others feel the same or want to leave a traveler in peace at the Oasis. 

Aside from tose coming to the Oasis, the lake, itself, is said to have its own danger in the form of an elephant-sized monster with tentacles and eye stalks that waits in the water, ready to strike unsuspecting cretures or people who decide to take a swim or fish the lake, or otherwise get to clos to this monster's hunting ground. 

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Jahara Al'Kadar (The Green Jewel)

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The largest track of jungle in Nazenka and the home to the most

life as well from the roaming clans of wild dwarves and the 

thriving wild elves and jungle tribes of tabaxi to the grung and

jungle treants, it is a thriving place but also dangerous. 

Aside from the various peoples living in the jungles, there are

also vicious forest drakes, guardian naga, and the terrfying yuan-

ti living in old, sunken temples. 

The carnivorous winged apes and, some say, a demonic cult that

has summoned a barlgura demon named Ripathuu. 

In short, there is a lot happening every moment in the Green 

Jewel and, for this reason, untrained jungle explorers usually find

a smaller bit of jungle to test their survival skills in. 

To the credit of both the jungle dwelling elves and dwarves, they

have both been said to help poor exporers who have run into 

trouble in the Jewel, even befriending one another's tribes. So the

story goes. 

The treants in these woods seem wary of strangers and absolutely

hate reptilian folk thanks to the yuan-ti and their bringing the

influence of the Night Serpent to parts of the jungle, corrupting it. Luckily, the dwarves and elves cleanse these areas as much s possible, slaying the serpent folk cultists in the process but they always seem to come back. 

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Ruins of Alghaba

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These ruins are from an unknown jungle people and seem quite

ancient. Having no history to the ruins, they have simply been 

referred to as Alghaba which roughly means "Jungle". 

The yuan-ti once held the ruins nd prcticed their dark rituals to

the Night Serpent here but were routed out by the local wild 

dwarves and elves. 

But it is said someting lies beneath the ruins,

down a dark, underground passage

and it is something darker and

more evil than even the yuan-ti. 

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Tribes of the Quinabrekk (Wild Elves)

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The Quinabrekk elves live freely in Nazenka, far from their

hmeland but also far from the ruling hand and haughtiness of

the Erandar and the constant reminder of their purer blood 

and how thy are closest to the ELdrin of the Feywilds, and, by

contrast, free of the far too calm Winshara always offering 

their level heads and trying to keep peace between the other

two elven peoples. 

No, in the jungles of Nazenka, the Quinabrekk rule the trees, 

sharing the jungles with other, non-elven creatures who treat

the "wild elves" better than the elves in Raenatha ever had. 

At least, that is what the older elves say. 

Most young elves in Nazenka have never seen any of the other

"canopies" of elves, save the occasional Winsharan explorer,

perhaps, in on of the smaller towns (the Quinabrekk are not

much for the bigger cities, save on very rare outing just to see

what they are all about (crowded, smelly, loud mostly). 

As such, most younger elves in Nazenka are more familiar with

the Veorli (Wild Dwarves) more than anyone. 

Though the two species have not gone so far as making family unions together, the wild elf and wild dwarf children grow up as best friends often, becming life long friends even (for the dwarves' part at least, being a shorter lived people). 

Nazenkan Quinabrekk have had an opportunity to live more freely and embrace their primal sides even more than their Quinabrekk cousins in Raenatha and, as such, tend to have some stranger cutoms and more risky, fearless lives than other elves. 

Life in the jungle means being more nomadic but the Quinabrekk were never ones for building villages and staatic communities to begin with so, in this respect, they live very traditionally for their people. 

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Tribes of the Veorli (Wild Dwarves)

The so-called wild dwarves are not like other dwarves around

the world, this is evident as soon as anyone meets them. The

Veorli (Tree People in Dwarven) share the love of crafting that

the rest of their kin share, though they craft from materials

found in the woods and jungles instead of metal and stone, 

crafting items of wood, plant, and animals. 

Among themselves, and in their wlderness or jungle territories,

they wear very little but when they meet with others, the rare

tmes they are found in towns and cities, they dress in their mud

hardened leafy armor and hides for the comfort of others more

than anything, though the truth be told they also like the 

security of being a bit moe protected by "hide armor" when out

of their element. 

In the jungles of Nazenka, the Veorli build treetop villages but

they are very temporary structures, easily dismantled and 

given back to the jungle as they move on to other areas, being

nomadic by nature. 

The wild dwarves are on very frindly terms with the local elves,

the Quinabrekk (wild elves) and they often share the same areas

without any hassle, being good neighbors and complementing one another's way of life. 

In fact, the wild dwarves of Nazenka tend to get along with most peoples, being good natured and nature-loving folk (making Westerners wonder if they are actualy related to dwarves at all). 

But one only needs to see their ferocity in battle (when they are pushed into it) to see the resemblance and ferocity of their mountain dwelling kin. When these wild dwrves do fight it is with savage abandon.

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Elemental Shrines

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These shrines are along rodsides and other travel ways, 

offering a place to restore elemental magics. especially the 

sha'ir who get their magics from genies (pact of the genie

warlocks) and the eunsur (elemental mges). 

Vizier (wizards) would also pay homage to the shrines, through

they do not restore as much magical energy for the non-

elementalist. 

The shrnes glow with various colors, corresponding with the

element that it most strongly represents (determined by the

closest genie palace) blue energy for water, red energy for fire,

yellow energy for earth, and pure white energy for air. 

These shrins are key for both spellcasters and the religious

who benefit from praying at the shrines in a similar fashion.

With the right mystical expertise, a visitor to the shrine can

even protect themselves from the element the shrine 

represents and even summon a guiding elemental spirit to

guide a person on their journey. 

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Ruins of Na'Shajara

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Thc fortress of Na'Shajara was occupied by a group of Nzenkan

raiders called the Duumramel (Bloodsands). 

The Bloodsands plagued the northern town of Buhira Qaiya,

taking advntage of an attack from the Queen of Chaos' forces

to raid the town five centuries ago. 

A Muqadas holy man cursed the raiders and their fortress fell

to a terrible disease while the remaining townfolk were able to

rebuild Buhira Qaiya. 

Now the renants of the fortress lie in a cursed ruin

and it is considered a very dark and unlucky

place, having very few peope who have tried

to occupy it. 

The place is said to be occupied by

oozes and slimes and little else though

rumor tells of the tresures of the

raiders somewhere in the ruins. 

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Palace Hawa (Air)

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The palace of the Air Saltanas of the Djinni, Place Hawa is the

mortal world home of Saltana Riah Al'Umu.

The palace floats above the ground around two thousnd feet.

Air elementals, aurae (air nymphs), and djinn of course. 

The palace is a very lavish place with white marble halls,

pillars, and stairs. 

Or so it is told. No land wlker has been in

the Saltana's palace in many a century, her

meeting with the other genies at the

Palace of the Caliph whn the Yuqabil

(the genie meet) with the Caliph and the

other genies that rule Nazenka. 

Saltana Riah Al'Umu is not just in

charge of her palace, 

however, but also in defending the aerial

domain above Nazenka, something

that might be more dificult than one

might epect with dragons and

manticres and other aerial threats. 

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Buhira Qaiya

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Until five hundred years ago, this smaller town went mostly

unknown save for the "town that sits in the shadow of the

palace" due to the Arial palace of the Djinn high above. 

But two key moments in the history of this town happened

almost simultaneously. 

First, the raiders known as the Bloodsnds were cursed by

a resident holy man, wiping out their fortress which stands

as an bandoned ruin to this day. 

Second, and with much further reaching effect and 

concreting the populrity and fame of Buhira Qaiya for tim

untold, was the invention of a Nazenkn dish that, at first,

was considerd an acquired taste, but with the sleightest 

change from the original recipe, taking awy some of the

strnger exotic sesonings, adding lamb, and making the 

sauce less harsh with a yellow texture. 

This, of course, is the authentic Nazenkan dish known as

pizza, believed to come from the Nazenkan mountain spirit.

the peazung. 

Wherever the name originated, pizza has spread across the

world  and made a name of the small town. 

Even the Saltans of Nazenka came to visit Buhira Qaiya to

enjoy slices of what some have come to call Fatira (Dinner Pie). In fact, it is still unknown if the nme pizza or the more authentic Nazenkan name of fatira will catch on in the rest of Garn. 

Despite the fame and fortune, the town hs trid to remain a small, homey town, but it is a very crowded small town due to the popularity and the several families here claiming to be the decendnts of the original baker who invented the dish.

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Port Amal (Hope)

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The main port of the North, Jaharan Bahr is a pretty bustling

port town, despite the pirates being based in the Northwest 

Pereodic bribes to th pirate garner some safety, but no 

guarentees are given by the pirates. Still, the sea scoundrels

seem ware enough to leave the town profitable enough to

keep ships on the sea to raid. 

​The head of the town, Sheikh Amir 'Akhdaran is a large,

plesant man whose wife, Aetna, loves to cook, meaning no

one leaves their home hungry. 

Though the Sheikh's office is well decorated and very 

spacious, his home is not much bigger than the average 

town's citizen's. 

Aetna was the daughter of the previou Sheikh of the port

town and Amir won her hand and heart when he saved her

from ogre roc riders that were attacking the town. 

Though he has made an enemy of the Ogre Chief, Okma, 

he made a friend of Aetna;s father and the town as a whole.

There are a few points of interest in Jaharan Bahr. 

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Dhabi Kharuf (The Golden Lamp) Inn

This inn on the Port Row is a well maintined comfortable inn.

It is a little more expensive than the typical inn but for the convenience of being right near the passenger ships, as well as the comfort of the rooms and good food- it is worth it. 

The Golden Lamp Inn is owned and run by the gnome Jerrient Tibberwiddle. Gnomes are a rare sight in this part of the world but Jerrient ws shipwrecked off the coast of Nazenka and saved by a merchant travling to the port town. 

Jerrient had little to go back to in Auroria so settled down and, eventually bought the little inn that has been a bit of a success for him. His charming personaity and exoticness as  gnome in Nazenka has made him popular.

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​Temple of Hapi and Isis

Caregiven by the Serants of the Storm led by Ajaa Tuharr, this temple is deicated to bot the mother of floods an the calming winds, with daily worship thought to keep the Sun Sea calm for sailing. 

The templ has two gargantuan, magnificent statues on either side of the port, reaching out to the sea dedicated to th two goddesses but it also has  shrine in the temple edicated to all of the Nazenkan entities. 

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The Seaside Market

The main market of Jaharan Bahr is locted in the Port, with seasie crab, fish, water fowl, shrimp and other foods sold as well as items from the sea adventures that swshbucklers and explorers would rther sell in the mrket than 

at the Crossbones Market in the Port of the Corsair (usually meaning the goods were lawfully gained or found or there is little chance of tracking them back to the seller). 

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The Crooked Scimitar

Owned and operated by Shaama the Quinabrekk elf, her inn i also a gambling den that draws more thn a few people wanting to try their hand at the Royal Elements. but that isn't the only thing that draws some less wholesome souls to the Crooked Scimitar. 

Shaama keeps a backroom with a hidden knock for entry. In this room the local Thieve's Guilds gather and recruit new guild members. 

In Nazenka it is considered dishonorable to be  thief without being a member in a guild. Have no doubt being a guild member wont help a prson keep their hands if they are caught several times by oe of the port town's farises or askars, the holy and citizen warriors working for the towns, but not being part of a guild will make it very hrd to fence goods or will mean you have more enemies than just the guards to worry about.​

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Jaharan Bahr (Jewels of the Sea)

Anchor 18

These jagged mountains along the Seside Road have beautiful

views from their peaks, assuming one can roam among the

vrious nests of the Great Rocs to take the view. 

Luckily for the folks of Port Hope, the Rocs are happy enough

feeding on the plentiful gazel and zebra tht roam around the

mountains. 

The only other thing the mountains are known for are the

actual Sea Gems that seem to occur naturally in caverns 

reached from near the same nests. These aquatic marine

      colored gems are said to hold the power of the sea, itself.

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Shamal Sama - The North Heavens

Anchor 19

This rea of lush jungle and green mountains is called the 

North Heavens because of it ofring a paradise of shelter after

making it through either the Stone Road or the Giant's 

Steppes. 

However, it might not be time to rest when reaching this

deceptively peaceful and lush jungle land. 

This is also the territory of the Qadaheem or the Old Ones,

the tribal peopls of Nzenka. 

Most of these tribes are nomadic and found throughout the

land of Nazenka both in jungle and desert bands of qabila as

they call their wandering tribes. 

But in the lush jungles of Shaml Sama lies their one enduring

holy city of Muqadas. This ancient place of pure stone is the

community of the most Qadaheem found anywhere. The

Qadaheem of Muqadas are also the most orgnized, holding a

very ordrly community of homes and temples, even having a

meting hall for tribal leaders to gather. 

Aside from the amazing architcture and city life that these

Qadaheem also boast adamantine weapons and armor, 

mined from ount Pujat itself with great skill an forged with

so much skill that cholars blieve dwarves must have taught these holy people the art at some point in their long heritage. 

The Qadaheem are frendly enough to outsiders who do not attempt to ente the Holy City. Those who do tresspass upon the penalty of death with no trial or testing as is usually cutmary amongst the Qadaheem. 

With their secretice deposits of adamantne and their secret fo forging it, many have trid to deal with or even sack the Holy City never having any luck. Aside from their gret weaponry and armor, th Qadaheem also boast a Holy Protector in their city, a celestial bound to th city throug unknown mens or reason. Whatever the cause of this binding, the celestial is immensely powerful and undefeated in dfending the city. 

Most respect the traditions and the power of the peoples of the Holy City and leave well enough alone and those who can't or won't gnerally pay a hefty price. 

The Holy City does trade in more mundane items of typical iron or steel and wood of curse though most traders trade wth the Qadaheem out of fear of upsetting them more than a real want of their more mundne goods, or through a hope that befriending them log enough will make them more willing to trade in their secrets at some later time, a time that never comes. 

Some darker rumors have surfaced that human sacrifice somehow is tied to the Holy City's protection and prosperity but even if thes rumors turned out to be true, none would interfere with the Qadaheem culture or dare g up against the city.

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Palace Ma'Ri (Water)

Anchor 20

Saltan of Water, Majah Muhit, dwells in this glorious palace

made of blue marble stone with coral running through the

very structure of the palace and seaweed vines crawling over

the pillars and walls of the place. 

Every foot of the Palace Ma'Ri can be brought 

above the surface or dunk below the ocean in a 

mere instance and the mostly submerged palace

is guarded by all manner of seafolk, the Aquatic

elves, tritons, weredolphins, orcas, just to 

name a few. 

Majah Muhit comes to the shore to walk the

beaches of Nazenka every century or so to

contemplate and to see how the mortals

living close to the sea fair and have 

changd since his last excursion ashore. 

Fishermen, sailors, and even pirates

sailing the Jade Sea where his palace is

said to lie, are careful to not over-

harvest the sealife or to 

unecessarily disturb the 

reefs and small islands in this

part of the sea for fear of suffering the Marid Saltan's wrath. 

The Taris 'Ma, a local group of water genasi and storm gian goliath meet in the rocky coves off the Eastern shores of Nazenka to celebrate and even send prayers to Majah Muhit and his marid advisors who pick among them to come to the palace and serve it and the Saltan's needs.

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Tariq Hajar (The Way of Stone)

Anchor 21

The Way of Stone, also calld the Stone Road is an Eastern

stretch of desert rock and packed earth that makes up this

largely unforgivingly hot and uncomfortable tract of land. 

Aside from travel on the Tariq Hajar bringng one 

dngerously close to the Shadow

Sands, the Stone Road also

presents its own dangers in

the form of raiding

Aleaqrab Alnaas (Scoprion

Folk, Scopia, or Stingers).

These vicious raiders find

little of value in keeping

travelers alive, save for

selling them as slaves

or meat for other

species which

can be a 50/50

proposition

of running into

such a Bed of

Scorpion Folk. 

There are also all anner of roaming earth

elemental types on the road. 

Earth genasi and stone giant kin goliath both use the road as  coming of age ceremony in some clans.

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Hajar Qalea - the Stone Fortress

Anchor 22

This fortress built into the mountain, itself, is the home to

a clan of stone giants. 

These giants have no hesitation in raiding passers by or

hunting creatures too close to their fortress as they find

most of the peoples of Nazenka, and by default the world,

to be uninspired and too boring to be left alive. They even

find the dao who demand their reverence and sometimes

obedience to be dour and not very artful at all (unless one

considers being the best slavers among genie kind an art

form but the stone giants most certainly do not). 

The most likely to have any luck traveling the stone giant's

territory and making it out alive, perhaps even having their

possessio unmolested for the most part are bards, dancers,

artists, poets, and the like as the stoe giants have a hight

appreciation of all the art forms. 

Aside from adding to their considerable gallery, one might

play a song or three for the giants or even do a duet of 

whatever instrument the traveler carries with the stone

pipes of the giants, themselves.

If a group of travelers (adveturers even) find the giants in

an especially bored mood, they may find themselves sent

on a task for the giants to be well rewarded if they return and regail the giants with the tale of their quest.

Trying to take Hajar Qalea has been attempted before, but having boulders dropped on the heads of your forces tend to detur even the most accomplished warriors. 

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Alzali Ramaal (The Shadow Sands)

Anchor 23

The Shadow Sands or the Cursed Sands as they are commonly

called is a stretch of dark, cold desert where little life strs, the

trees resebling dead arms and claws reaching up for a sun 

that nver peeks through the shadowy clouds, where devils

walk, offering solace and escape from the accursed place...

...for a price. 

It is a land where an ancient mummy lord rests and the 

Lord of Shadows Muzeen Wahid raises forces of shadow 

jinn and ghuls to throw against the genies who spurned him.

This is a deadly place which no one with any sanity travels on

purpose,

caravans

routing

weeks

around

the area or

taking their

chances on

the Way of

Stone or the

Sand Giants passage

all to avoid this dark

an cursed land.

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Tomb of Rama Thet

Anchor 24

The ancient pyramid of Rama Thet, one of the first Kings of

Nazenka. Unwilling to end his reign and gracefully pass his

reign on to his son, he murdered his son, instead, inacting a

dark witual in order to extend his life and make him younger.

As he continued these rituals, a drk wpirit moved into his

person, his eyes becoming like dark pits and his power 

reached a pentacle to the point where he declared himelf a

god. ventually, his evil power reached a point where the High

Priests of Nazenka had to call on the power of the genies, 

themselves and agree that all peoples would revere and obey

the genies if they would remove Rama Thet. 

The Genie Caliph Ra Haqueik responded and told the priests

that the King could not be destroyed but he could be 

contained through the ritual of mummification. 

The High Priests, along wth the Queen's Guard for the 

newest Queen of Nazenka, Azera, had been forced into 

marrying the King, hating him for enslaving her. 

Rama Thet was mummified and placed, screaming curses 

into his tomb where he remins to this day. 

A cult of Rama Thet work to rise the mummy lord and bring

back his dark reign. 

Unfortunates lost in the Sands of Shadow, swer they have 

heard the Dark King's voice, driving them mad in the course of days.

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Territory of the Ramilaq (Sand Giants)

Anchor 25

The ramilaq raid and hunt anything and anyone unlucky 

enough to be caught in this track of desert. Occsionlly,

these desert brutes even fight with the stone giants, not

impressed with their love of art or flower words, believing 

only the mastery of one's element and  show of pure strength.

Asking a stone giant, if one can get a moment to commun 

with one of them, thy would say that the sand giants are 

envious of the stone giants for their positions in the ording, 

or that most giants forget about them altogether, so rarely

do they emerge from the desert

sands. 

But worse than their rivalry

with the stone giants,

the sand giants have an

absolute hatred for the

sand dragon, Easifat Ramlia,

the Blistering Sandstorm, 

a dragon that has

taken several

sand giant youth

from the clan. 

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Jabal Hajar Eazam (The Stone Spine Mountains)

Anchor 26

The largest mountain range in Nazenka, the Jabal Haar Eazam

is a rich mountain for minerals and stoneworking, but is also

a dangerous environ to try to travel and make one's way 

through. 

Though some of the creatures of thr mountain are relatively

non-violent such as a clan of elemental galeb-dur who will

leave travelers alone or curiously strike up conversations

with those few creatures who actually speak Terran, only

becoming aggressive if anyon tries to enter a stone,

pavillion that the clan seems to guard. 

Another threat is much more insideous, a greater

medusa lives in an ancient temple

where a fountain said to have powerful magic

exists. The medusa seems to have summoned

or made some kind of deal with some

kind of evil stone spirits which possess the

statues she creates. 

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Wissikki (Home) Phanaton Village

Anchor 27

The center of the phanaton civilization, such as it is, Home is the largest phanaton village in Nazenka, and if you ask a phanaton that is saying a lot. 

The jungle village is a series of huts built into the highest trees with vine rope bridges conncting the various reas. Though phanatons can glyde, it is more tiring than simply crossing bridges (besides, the phanatons encountered the rope bridges at one cravine or another nd decided they are the newest and most amazing inventions ever created this week). 

Phanaton celebrations happen often with bird pipes and drums sounding through the small jungle area, someimes leading curious or ravenous beasts directly to the village which the phanatons see as a necessry part of celebrating and giving thanks to the green mother. 

Phnatons are wary of visitors but not opposed to them, as long as they wait to be invited into the village before entering, entering without being invited is invasion and phanatons do not take well to invasion. 

The phanatons of Home do not mind those who fancy themselves as "thieves" however, as they do not understand the concept of individual ownership. When one needs something then it benefits them to have it, therefore benefitting the entire pod (community).

Unfortunately for visitors, this applies to them as well and they might find that a curious phanaton now owns something that they thought was pretty or interesting. 

Phanatons are not the best hunters and gnerally gther their food from among berries and edible leafy greens, though they are adequate fishers and often add fish to their meals.

Trade is also a concept the phanatons do not partake in though they understand the concept, they as a pod gather and make everything they need and don;t understand giving away gathered and crafted goods for other goods that they may or may not need, especially this concept of shiny discs for goods. 

Over all the phantons are peceful but those mening them harm might be in for a surprse at just how many phanatons live in Home and its surrounding areas and the bigger friends the phanatons have in the animated trees their druids can summon. 

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Qudim Khutwa (Giant's Steps) Lakes

The Giant's Steps are a set of lakes that legend says a great

titan made the lakes walking through ancient Nazenka in the 

times of the Azaiyan peoples, perhaps even in the days of the

ancient reptilian Sauria. 

The lakes are much more peaceful and less dramatic in today's

Nazenka, luckily enough. 

The lakes are popular fishing spots and watering

holes for travelers. 

A large campsite of tents and caravan

wagons make up the Nazenkan Chaper

of the Adventurer's Fortune run by the 

Half-elven explorer Gaius the Quick.

The camp is happy to act as guides

and even to offer work to

competants as carvan and

personal guards. 

Elephants, hippos, and rhinos

often occupy the lakes as well,

used enough to seeing travelers

to not be too much of a danger

to those choosing to take a rest

nearby. More concerning, is the

occasional manticore that comes to the

lakes to hunt and drink, seeming to prefer the flesh of people over that of elephants or hippo. 

​The Adventurer's Fortune has made downing the monster its primary focus as it recently killed two of its members, but to date, they have not had much luck, even hiring others to help in the endevor.

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Anchor 28

Al'Illah Damia (God's Tear) Lake

Anchor 29

This ancient lake is a place of worship for all manner of beliefs

in Nazenka, pilgrims of the Genie worshippers, the priests of

the gods, the druids of elemental powers and nature's spirits,

the spirits that shamans commune with, and every other form

is wlcome at the Shrine of the Tear on the road next to the 

lake (though it is still primarily an elemental shrine, unlike

the others it is covered in various holy symbols as well). 

Aside from the amazing Shrine of the Tear, this is also the 

spot of Nazenka's main monastic monestary, the Monestary

of the Four Winds. 

The head of the Monestary was until recently,  Master Hiro

Katsuichi who some consider the most adept monk master

outside of Tochumara, itself. 

Now, however, the master is Hanzo Lukahn, taking over for​

the previous master when he was taken or posibly killed by

the Oni Akuma Inazuma. Some students left the monestary,

upset with Master Lukahn for apparently doing nothing to 

try to find or avenge Master Katsuichi, some suspecting that

he may even be in league with the oni, but none havin any

proof of this other than Master Lukahn's inaction. 

Master LuKahn insists that he has not acted against the oni

because there is no one left under him to keep the monestary

running should anythng happen to him and, more importantly, he cannot be sure if the oni and any other monsters it is in league with will not attack the monestary and its students directy, the safety of the monestary being Master Lukahn's first priority. 

Or so the Master of the Monestary of the Four Winds says. 

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Sahari (Sun) Isle

Lahr Ash'Kahs

Anchor 30

The name of this port city reaches back to the days of the 

Azaiyans, roughly meaning the City of Pearls in the oldest tongue.

This port city is the main port of the Northwest, an important

city for trade and the Saltan Muzeem Qaban's main station for

his Navy, such as it is (it in no way compares to the Southern 

Navy of the Saltana). 

This is also the home of the Merchant Lord, Habuul

Kaba'Sun who some say is the real power in the Northwest (the

rather rotund Merchant Lord not showing much respect and

no fear of the Saltan or, even, his sister the Saltana of Nazenka. 

The only stirring of emotion in the Merchant Lord, aside from

counting coin, is said to be the Pirate Maiden, Lady Bayan

Blacksea, who is also said to be happy to toy with the Merchant

Lord's so-called heart. 

Aside from the impressive Palace of the Merchant Lord, there

are other points of interests in the ancient port. 

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Fisher's Row

This is the largest fish and sea creature market in all of Nazenka,

perhaps in the entire world. 

Aside from fish and seafood vendors, the street is riddle with paviolions where the ooceanic dishes can be prepared with spices and Nazenkan curry and served, with wooden tables to sit at and eat. Th

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The Oceanside Bazaar

Items of great qualty and trade are found here, special perfumes, spices, silks, and garents that are uniquely crafted (as is the case of most such bazaars in Nazenka) can be found, bought, and sold here. 

Some artistic pottery, holding items such as chests and armoires, and other such items can also be found here.

Finally, some stalls selling weapons and lighter armor (due to the sun) can be found here as well.

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Slavers Block

Though going out of fashion as a public service in most city's, Lar Ash 'Kahs is proud of its auction block for slaves and though many in Nazenka speak against the practice and there are even small pockets of activists against the legality of lavery in the Golden Lands, the Block is still always full with plenty of bgs of money changing hands for the slaves on the selling end. 

Ultimately, the Block is run by the infamous Slave Lords, but the local representative for them is Harqis Nuwanja who always has a pack of mercenaries with him in case some would-be hroes have thoughts of nterfeering with the Block.

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The Spell Circle

This circle of shops sell all manner of magical supplies and a few items that are elemental or genie-related in nature. 

Aside from the shops is the Vizier Madrasa (similar to a school) with the head teacher Narabi Sensatta and the Sage guide, Jumar Kaloban who will gladly identify and reveal items' power for a price. 

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Sayafi (Sword) Jungle

Anchor 31

Not the largest stretch of jungle in Nazenka, but nearly the

most dangerous, the Sayafi Jungle is filled with twisted trees,

branches razor sharp and able to fire thorns at those who get

to close to them. But the trees, though the namesakes of the

Sword Jungle, are not the only threats here but the floor of

the jungle forest is filled wth fleshy, pulsing fungus that 

explode into clouds of harmful spores. 

Few things live in the Sayafi Jungle, other

thn sentient plants like the nabat 'ruh

(known as myconids in other parts of the

world. or more monstrous plant monsters like

the shambling mounds or blights. 

Because of these dangers, few try to tae rout

directly through the jungle, keeping to the

road and curving their travel around it instead. 

​If one can brave the Sword Jungle, however, it is

rumored there is an overgrown ruin at its center

where a lost treasure is hiden. Aside from this

tresure of legend, it is told that the nabat 'ruh are

actually quite hospitble and even excellent to trade

with.

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Mountains of the Hajar 'Ilah (Stone Lords)

Anchor 32

The Hijar 'Ilah or Stone Lords is what Nazenkans call the

Mountains and Hill dwarves of Nazenka most of whom dwell in

the Kingdom of Hazem Dor in the Stone Lords Mountains. 

There are Hill dwarves who live in Nazenkan towns and cities as

mrchants or forges for hire. 

As serious as their Western cousins, the Stone Lords are 

nonetheless more open to trade and befriending other species

in Nazenka than in other lands. They will eve invite others to 

wild celebrations and parties in both their mountaintop and

undermountain halls. 

​The dwarves have one major enemy in the form

of the dao genies, the Masters of Earth 

attmepting and failing to enslave the dwarves

a few centuries ago, something the

Stone Lords have not forgotten and

likely never will. 

Though othrer peoples are 

cautious about dealing with the

dwarves due to their friction with the dao,

the other Nazenkan peoples cannot deny their 

mastery over metalworking and, though metal armor is too hot for most to wear in the desert, their metal weapons are the best crafted in Nazenka. 

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Palace Ardo (Earth)

Anchor 33

The home of Dao Saltan Miluuk Sava'Ard, this stone palace is the

best defended and hrdest to enter of the four genie saltan

palaces, unless one enters as a slave as the dao are the most

known of the genies for keeping and trading servants and 

slaves, making it a sport to capture mortals and 

breaking them into loyal service to the dao. 

Palace Ardo is the most amazingly carved stone

architecture in Nazenka, likely in the world to

rival even the artistry of the stone giants. 

The location of Palace Ardo is dangerously

close to the kingdom of the Nazenkan 

dwarves, but this is not overly surprising

as the dwarves began to tunnel into the

nearby mountains of the Stone Lords as

soon as they secured their freedom, defeating

the dao plans to enslave the mountain peoples. 

Since that time there have been skirmishes between

the dao and dwarves but no outright war thus far,

likely because if the dwarves went to war against the

earth genies, their trade and interraction with other

species would likely over due to the reverance the genies

demand from Nazenkans as a whole. 

The dao tend to ignore the dwarves of the mountain,

pretending they are beneath them and, should one be brave enough to ask, claiming that it is due to their generocity that the dwrves remain free. 

And yet, several duergar and other assassins have made attempts on the Dwarven king. 

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Anchor 34

This small tropical island off the Western coast of Nazenka,

is home to a lush, thick jungle in the center of which is the 

lair of Hisui Omo, the Jade Lord, a jnguru lung, an Eastern

spirit dragon of jungles and forests. 

The dragon is greatly revered and sought out for its wisdom

by both monks and shamans, not only from Nazenka but from

around the world. 

As the only known lung dragon in Nazenka, it is supposed 

that Hisui Omo serves some great purpose on the

small isand. 

One legend tells of an old temple half burried in the

dragon's lair where some artifact for good

or ill lies, guarded by the great lung

dragon. Others say, Hisui Omo

itself is the treasure, having 

the ability to gift those who will

be taught an amazing power.

Whatever the case, Hisui

Omo by all accounts is a

curious and peaceful soul

who is always happy to

have cnversatons, 

reportedly being especially

happy to hear songs and tales

from wround the world. If the dragon guards a great treasure or imparts special powers to peoples, however, those few who have braved the isles dangers to visit him do not speak of such things. 

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Shabah Hajar (Spirit Rock)

Anchor 35

This solitary mountain is the home of a group of Earth spirits

who are a gift from Saltan Miluuk Sava'Ard that he calls the

Gift of Wisdom. 

These spirits appear as earth elementals, are sometmes 

mistaken as such, but are far more intelligent and wise than

their dimmer elemental kin. 

The spirits are said to test those who seek them out, in various

ways, the tales of testing ranging from stone labyrinth puzzles

to simply facing and defeating an earthern elemental creature

such as stone elemental spirits taking various 

animal forms, some are sent on more 

involved quest to slay a monster 

threatening the area or a nearby area,

and, yet others claim to have been

sent off to the Elemental Plane of

Earth, itself.

The spirits seem able to measure

each person or persons who seek

them out, devising the most 

challenging test for those 

stepping foot on the Spirit Rock,

with very few being able to pass the test and prove worthy of the wisdom or insights they seek frm the Earth spirits. 

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'Asnan Jungle (Jungle of Teeth)

Anchor 36

The 'Asnan Jungle is called the Jungle of Teeth for a very good

reason. This jungle is the largest concentration of piranha

birds in all the Nazenkan jungles,  the birds seemingly liking

the steamy warmth of the jungle and the watering areas with

their cooling waterfalls. Being water fowl predators, one can

almost imagine those toothy mouths grinning as they dive 

beneath the water to swarm and devour prey that thought

the water might mean safety from the flying monsters. 

One of the several waterfalls is said to hide an enchanted 

pool within it, with a hidden item of some magical power.

Or so it is said. 

                          Few travelers who have spent any time in 

                          Nazenka venture into the Jungle of Teeth, no

                             one needing to get somewhere fast enough to

                                   want to risk that shortcut, and 

                                   newcomers to the area who survive the

                                       jungle quickly learn to avoid it. 

                                      Aside from the swarms of piranha, the

                                    jungle is also said to hold other dangers

                   such as a tribe of harpies who actually keep the

               birds away with their song, as well as hives of acid

                   beetles that the birds seem to have no taste for. 

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Sama' Bawaba (Heaven's Gate)

Anchor 37

Sama' Bawaba is usually the first place a traveler to Nazenka

will see in the Golden Lands. As the main port of West 

Nazenka, and the closest to both Dah'Habi the Golden City

and Ata'Qa The Palace of the Kings, not to mention the 

Palace of th Caliph (though few mortals get to visit the 

Palace much less trade there), the Port City remains the

largest and most prosperitous in all of Nazenka. 

The King's Navy holds barracks, not to mention several 

ships, here as well as a Naval Training Yard. 

Shops and merchants in Heaven's Gate sell just about 

everything from around the world, epensive spices, silk and

other cloth, even some rarer magical finds can 

be found in the mrkets of the Port City. 

Almost as popular as its fine streets, inns, and

merchants, however is the "Undercity" of 

extensive sewer tunnels where the plague

of wererats holds its hideouts. Their

leader, Deepgnaw, has supposedly been

dispatched by any number of so-called

heroes, only for him to be sighted again in

the Undercity a few days later. 

Aside from the Undercity, there are several

other spots of interest in Sama' Bawaba.

​

The Sa'Ti Market
The Sa'Ti or Bright Market is a square filled with shops, tents, stalls, and wagns, several merchants plying all manner of wares, oddities, and wondrous items. Unlike other open markets throughout Nazenka, this market boasts several regular merchants, the merchantfolk not wanting to lose their spot in the Market by being abscent, besides business is always good in the Bright Market with no few visitors and travelers shopping the streets day and night. 
Bahreet the Body Painter
Bahreet is an epert at painting the Nazenkan traditional Ramma tattoos on a person's...well person. These are not generally permnent which most visitors do not want, but for a higher price a more permanent tattoo even coming with a slight blessing, can be created. 
Emheema's Enchantries

Emheema is a very practiced enchantress and can offer enchantments that can do anything from quickening your step to closing your wounds, for a limited use of course. 

The Planteree
This is the largest botony shop in Nazenka, run by the retired druid Kareem Redleaf and his Quinabrekk wife, surprisingly enough, Roka. Aside from ny manner of beutiful flowers and mundane plants, herbal components and even an animated plant "pet" can be found here. 
Rennie Hobblefoot's Foot Comforts
The always smiling and very tan halfling, Rennie, operates his silk slipper and travel boots wagon with expert personality, being an expert measurer and fitter of any manner of foot wear for comfort or travel. 

The Salty Saber
Run by Wakashta Ra'Tafi, whose weapons and armor he swears comes from the dwarves of the Stone Kings mountains, themselves (but please don't tell the dao this, its between us yes?). His weapons and armor are very well made, though the weapons move faster of course as not many want to wear metal in the heat of Nazenka, but never fear! Wakashta has you covered their too with leather and studded leather armor and accessories!
Ta'Hara Mephis, Fortunes of Cards and Bones
The older woman of the Painted People, not traveling with her family in several years now, will tell a dice or card fortune, insistin that the cards, if a bit more expensive, are less iffy than the bone dice. 

Wembel's Wands and Wonders
This good sized shop has displays of any manner of wands, shelves of

potions, manequins with robes and hats, and many other mgical and

wonderful things suited to spellcsters. 

​

The Shipyards
Aside from the busy docks of ships always coming and going, the drydocks

of the shpyard is a bustling place for any number of wealthy folk fancying

themselves seafarers or those who saved up their life's earnings to strike the

open sea, and anyone more or less interested in securing their own vessel. 

The main caretaker and seller at the yard is an odd (and rare if the looks it gets are any indication) squid folk, nmed Squibbikk Squabbit who seems to hover above the docks. Some folks buy a vessel from the odd creature just out of wonder and awe of them. 

​

Sailor's Rest
This row of inns, taverns, gambling dens, and brothels is a popular spot for visitors and seasoned travelers alike.

The Cup of Seawater 
This tavern run by ex Navyman, Harahsh Akiir, is the cheapest place to get cheap ale and wine, often the last stop for visitors who find themselves spending more in the Golden Lands than they intended, or fishermen who didn't quite bring in the haul of fin they had hoped. Harahsh is a gruff man with plenty of old naval tales to tell, often if a soul wants to hear them or notm but he's a fair enough tavern master. 

The Honeyed Hosts
​The main brothel in Sailor's Rest, run by Madamme Bara Hotori, hailing from ​Tochumara and a shrewd businesswoman who, nonetheless, does her absolute best to care for and keep her girls safe and s comfortable as possible, even forbidding some of the more volent customers from returning to the Honeyed Hosts despite the loss of monies. 

Diced Duck
Both a place to get the best duck dish in Nazenka and a gambling den specializing in dice games (but also presenting some card games as well). The Diced Duck is run by Nar'hamid Atar, a seemingly happy man, especially when rolling some dice with guests and regailing his mother's duck recipe. Nar'hamid owns a couple of pet pseudodragons who are usually enough to keep even the hardest loser (and drinker) in line. 

​

Veldt of the Cheetah

Anchor 38

This stretch of desert plains and low hills is home to the big

cats it is named after but that is not all that roams the Veldt,

not by far. 

The Nazenkan wemics, a sort of centaur-cat folk (but never

let them hear you compare them to centaurs if you want to

keep your head) roam this stretch of area freely, having an

agreement with the Nazenkan Saltana not to distur the road

but those who disturb or hunt the Veldt, answer to them. 

Unfortunately, it is not the more civilized travelers or even

the unknowing visitors (who usually 

have a guide in tow) but the areas ogres

and hill giants that plague the wemic peoples.

Still, the nomadic wemics do tend to hold their own

and defend their prides from the larger folk

of the Veldt and this is a good thing as

their honor would never let them ask

others for help in dealing with the

giants and giantkin. 

Nonetheless, when some good

intentioned heroes or adventurers

do come to their aid when they are

discovered fending off the large folk or

fighting them over a kill, they do not overly complain, even 

celebrating with some who "wisely joined them in the hunt". 

Just as one never compares a wemic to a centaur, one quickly learns to never ask a tribe of tabaxi if they are descended from the wemics. 

​

Risha Roost

Anchor 39

The largest habitat of the colorful Risha, or Parrotfolk, the

Roost is a small series of moutains where Risha come to 

mke homes after their Servitude has been completed.

The Risha are a people who believe utmost in benefitting

others, entering a time in their youth known as Servitude

where they act as entertainers, servers, messengrs, and 

other services to others, under agreement that they can 

leave when they feel the urge to return to the Roost, as well

as receiving at least a meager payment for their 

services. 

Above all else, Risha love to sing and

play music, leading many of them to

become bards in their travels. 

Though loving to entertain and serve 

others, the Risha despise captivity and will

go to great lengths to free those of their people

who have been enslaved or imprisoned (even if

they technically broke the law, though the Risha

try not to break laws they are made aware of. 

In the Roost, Risha make families and tend their

eggs and young, defending them from rocs, the

few wemics who brave the peaks, and any other 

threats to their nests. 

​Religiously, the Risha singe the Song of the Wind

Mother, believing that every being in the worl belongs to one of the elements. 

​

Kabir (Grand) Lake

Anchor 40

This very large lake is the central fishing spot for the entire

region inland of the Western Coast, including supplying

fish for the Golden City and the Palace, itself. 

The tribal Nzenkan peoples along the lake make their 

living trading in fish with other local peoples as well as

bartering goods for the use of their fishing huts and Qaribs,

fishing boats. 

The lake is a rather calm place for the most part, save for

the dire crocodiles, quippers, and most deadly are the

Nazenkan sirens (visitors to the lake might find themselves

laughing at the boatmen and fisher folk with strange cloths

marked in mytic symbols over their ears and look at the

tribal locals strangely when asked

to wear the same, until one

hears the enchanting songs of

the melevolent aquatic fey

and watch their fellows

drown happily. 

As with much in Nazenka,

however, you can enjoy the

scenery and the relaxing

fishing if you simply

follow the lead of the locals. 

​

Ata'Qa The Palace of the Kings

Anchor 41

In current day Nazenka, the Palace of the Kings may seem

like somewhat of a misnomer since the current ruler of

the land is Saltana Sama Euyin, the Sky Eyed Queen, an

air genasi who is known as one of the most benevolent

rulers Nazenka has ever had, but not the first Saltana or

Queen. As with most cases, Saltana Euyin simply has 

more important things to do than to worry about 

renaming the palace. 

To the anxiety of the Yahmi, the personal guard to the

Queen, Sama Euyin is very sociable, and not just with the

wealthy and politically powerful, meeting with people 

from all walks of life who have oncerns, issues, or just 

want to shower their queen with gratitude. She holds

celebrations for her people, inviting anyone who can 

make it to the Palace. 

This is one of the main reasons for the popularity of the

Saltana, that and her "purity" as a daughter of the djinn. 

And Sama is harly a defenseless queen, she is a very adept

elemental spellcaster as well. 

Saltana Euyin's only detractor is, unfortunately, her own

brother who tried to take her life many years ago, 

resulting in his exile, but also in his raising of the North-

western Kingdom, where he rules to this day. 

Beyond her brother, who has been fairly quiet and noncombative since his exile, Saltana Euyin deals with occasional raids from ogres, giants, and others who occasionally become brazen and threaten the Golden Land's common folk. A show of force from the Land's Queen, however, usually pushes these threats back (or, if a minor threat she may hire some adventurers to take care of the problem). 

​

Dah'Habi the Golden City

Anchor 42

The Golden City, also know as the Jewel of Naznka, is the

largest city in the Golden Lands, being a very loud, busy, 

and incredibly crowded city where being by oneself just

does not happen.

A viitor to the city is often ovrwhelmed with being 

surrounded by vendors pushing items into

their face, or street prophets warning

them about what their personal ley

lines are telling them, all while

street urchns are lifting at least

one of their purses. 

The bustling city is alwys moving, day

and night, and there is always

something new to do in Dah'Habi

no matter how many times you have

been ere before. 

The Merchnt Kings oversee

the city as a council (which can

always be overruled by the

Saltana of course, and has

been when it comes to

decisions that hurt the

people in favor of the merchants). 

​In the beginning of Saltan Euyin's reign

this pit the Merchant Kings against the new queen, but the Kings did what they are best at and adapted, eventually getting into the habit of making decisions that would benefit the City and themselves which, to their surprise, also brought in as much or perhaps even more profits. 

Aside from the Merchant Kings and, of course, the Saltana, herself, the city is also largely controlled by Taraq Dasaad, the King of Thieves and the overseer of the city's thieves' guilds. Even further behind the scenes, street rumors say there is the remnant of a cult from ages past, dedicte to Aswad 'Nar, the Black Fire, an insane primordial phoenix out to destroy the world so that it can be remade "better" from the ashes. 

Aside from the movers and shakers of Dah'Habi, both publicly and behind the scenes, there are several upon several points of interest in the city. 
Some of the more prominant sights include:

​

The Grand Bazaar

The largest market in all of Nazenka, some would say all the world, where the market begins and ends is impossible to know and may just be the City's borders, themselves. 

The head of the Bazaar is Ixxit Kl'zakxel, the Merchant King of Taxation, who collects the fees and taxes for doing business in the Bazaar. Ixxit is a thri-kreen and his buzzing accent makes most pay the fees and taxes without argument, just wanting to end the ear-bleeding conversattion with the mantis folk, much to his delight. 

The Bazaar hosts numerous regular and famous merchantile tents, shops, and stalls.

Abawbwa's Antinquities

Selling only the oldest and oddest of things from hundreds of years old trinket to take home with you to an ancient armoire that is said to mgically clean your clothes for you, Abwabwa Asheem Arkaba Annak can guarentee you authentic antiques to fill your decorative or lifestyle needs!

Ali Cogia, the Karmic Merchant

Ali is known for knowing and selling to folks what they need. This should not be confused with what a person wnts or even what they are looking for at the time. 

A local tale tells of a couple who stopped by Ali's shop, looking for an antique lamp to light the sitting chamber of their new place. Instead, Ali presented, instead, an amazing water jug that could unleash the water of the Elemental Plane of Water, itself. It was quite expensive and the wife argued against buying it as it would set them back. The husbnd bargained some gold off the price but in the end, he felt he needed to heed this shop keeper and bought the jug. That very night, a fierce fire started in the housing district where the couple lived and the mgical jug was able to save them and their home. 

Ali will suggest purchases to his customers but will always leave it up to them in the end.

Ali will also sell folks what they want to buy, thoug if they forgo his suggested purchase, he might give a bit of a tisk as he trades the goods for coin. 

Babduka's Writ

This hunched back and twisted old man sells parchments, books, and some fw magical scrolls as well as inks and quills. 

​

Faragrin's Mystical Collection

This is the Bazaar's premiere magic shop, carrying a variety of magic items and owed by Faragrin the Great.

Fatima's Fortunes

Fatima is a tortle, and an old tortle at that. She runs a fotune tent where she tells futures through the Fate cards and by reading palms, all wile chewing on a snack of kale or honeyed palm leaves. ​

The Friendly Companion

Hashari Kutori sells only the most well raised pets for your family or friend. From the saluki hunting hounds to the painted "faerie lizard" to the rainbow fethered tressym, this store sells the most unique or most popular pets for your heart's desire. 

The Healing Root​

This tent is made to look like a hollow tree or, perhaps, its a hollow tree that acts like a sales tent. The kind hearted al-Muwahidūn (druid), Yajabi Kohanna, She sells tentures, salves, and elixers as well as druidic supplies and a few nature-oriented magic items.

Ringpaw's Accessories

The tabaxi, Ringpaw sells jewelry for beauty and for mystic properties both, giving those who need a magical boost style to go with the magic. 

Sashami's Silks

Sahami  Alshishard is one of several silk sellers but due to her beautiful smile and personality, Sahami tends to be the most popular. She is also very generous in hiring escorts to her small caravan back and forth to her small nomad camp of Shajara, when she decides to travel home. 

Lines of Silk, custom made silk rugs, and some pieces of clothing make up the walls of her large tent. 

The Prince's Paddock

This fenced in, farm-like area sells camels and, for quirw a heftier price, griffons. This is the prize spot in Southern Nazenka for purchasing a mount or pack animal, owned and operated by Kalizar Zhareek whose family lives in the small farmhouse in the same area. 

Douban's Guides and Guards​

Douban, a good sized stone giant descended goliath hires out guides or guards, as well as hiring those looking for such work. Douban used to do this work, himself, until retiring to his hiring office in the Bazaar, having a keen eye for talent in this line of work. 

The High Temple of the Aljanna

The Aljanna are the holy (or unholy) forms of the genies as well as a few other powers such ss gods and the dorami spiits (fiends that are not all evil, some serving the gods and genies). â€‹

This center of worship holds five temples with the outer four dedicated to the elements of Earth, Water, Air, and Fire, the center being the Holy Temple of Balance whch is just as much for meditation as for worship. 

​

The Moonside Park

This beautiful park in the center of the city is filled with nature and the Moonside Pond which holds a collection of Moonfish, cusing the pond to glow a silvery color at night. 

It is said that a group of fey spirits wander this park on nights when the moon shines brightest, some lucky few meeting the spirits and receiving a blessing for entertaining them. 

​

Palace of the Caliph

Anchor 43

The current Caliph of the genies is Caliph Raba

Ma'a Talba Haraana. The Caliph is a Marid 

genie and the entrance to the Palace of the

Caliph (along with any opening) is

a glowing blue portal leding 

directly to a pocket plane of wter and

undersea life, including the various

servants, guardians,

and harem members

of the Genie Lord, 

including mermaids, 

nereids, water weirds and

other water elemenetals, 

aquatic elves and tritons, as well

as intelligent dolphins an even a

few dragon turtles. 

The dimension containing the Caliph's

Palace includes a meeting chamber in

which the water can be drained for non-

water brething guests such as other 

genies. 

The Caliph rarely meets with mortals as mortal concerns

are not important enough to keep his attention, unless they involve genies or other powerful beings, somehow.

​

Shajara Nomad Camp

Anchor 44

This camp of the Nazenkan tribal folk is home to the

Rami'La tribe of the Shajara people, the most prominant

tribe in Nazenka. Most of the tribe hunts an gathers but

some gather semiprecious to precious

stones and make jewelry or craft

colorful clothing which some of the

tribe such as Sashami, take to towns

and cities to trade or sell.

The leader of the tribe, Al'Umu Matar,

uses her magic to track rains in the

nearby jungles and makes most of the 

important decisions for the tribe as well as

communing with the spirits for guidance

and wisdom. 

The Rami'La are quite peaceful, even 

offering help to those lost or in danger from

the more common beasts (they cannot, 

unfortunately fight off giants or the like but

they can save travelers from the 

occsional lion, panther, or giant locust. 

The Rami'La delight in stories, making 

them the fast friends of any bards or sages

with tales to tell. 

​​​

Tower of the Grand Vizier

Anchor 45

This tower of the Grand Vizier, the tiefling Alma Qa

Abn'Shaitan, sits on the Southern shore of Nazenka where

he mostly studies in private, directing heroes and villains,

alike so it is told, to play out their proper parts in the 

snds of time. 

Grand Vizier Alma Qa is powerful enough to

earm the respect and consideration of all in

Nazenka, save for perhaps the Caliph of the

Genies, himself. 

Tales tell that he may even be a peer to the

likes of Grenwald and even mystics from

other worlds such as Iggwilv, the supposed

daughter of Baba Yaga and may have even

shared wisdom withh Titania of the

Summer court of the Fey. 

​The extent of the Grand Vizier's power is

as unknown as what secrets he may hold

or what his ultima agenda is nd he is not

likely to explain himself to anyone in 

the near (or not so near) future. 

Many have claimed to be related to

the Grand Vizier whether to hope for

status or fame but, instead tend to disappear from the world, meeting some unknown tragedy. 

Two people of note have been rumored to be the children of Alma Qa Abn'Shaitan, though only the son, the hedgemage Tamaar Abn'Alma is boastful of the fact without being struck down. The second child is a lot less advertising about her supposed lineage, a woman in the Golden City named Larris Kumani. Why she does not ackowledg her very famous heritage is a mystery only known to her. 

The Tower contains enough space and anenities to be a small village in the form of a very sturdy and magical coastal tower. 

The Tower, itself, is said to somehow know the intentions of those who approach it and always has the appropriate mgical defenses for those with ill will. 

​

Sama Sakhar (the Sky Stone)

Anchor 46

The Sky Stone is a mountain with a gemstone atop it as big

as the largest tower in the lands. This gem is said to hold

great power but in order to receive its maical blessing 

requires passing a test et by a reident mountain 

spirit known as Al'Ahjar Alkarima. If passing the

tet then a power deterined by the spirit (or

by the gemstone, itself) is granted. If failing

the seeker is sent away. 

Those who have tried to ignore the 

spirit and cut or interract with the gem

somehow, are struck by unerring bolts

of lightning or are thrown from the 

mountain by minerature tornadoes, 

generally not living through the 

experience or carrying great injuries 

with them to remind them to respect the Skystone

and its spirit guardian. 

Recently, it has been told that thw mountain has

also been inhabited by crystaline scorpions

before even reaching the Skystone and

its test, a challenge before meeting the

challenge one might say.

​

The Jawbones

Anchor 47

A series of rocky islands, the Jawbones is a hazard to be

avoided. Not only are the rock, themselves, dangrous for

seafaring vessels, but the 

Jawbones have a second reason

for its name, in that all manner

of skeletons roam the islands and

surrounding waters, the skeletons

of creatures that have not roamed 

Nazenka in a millenia or more. 

It is throught that these might be

some kind of undead guardians for

the strange idol that can be spotted on the

Southwestern most island from

the water (no one has had luck

getting a closer look at the idol).

Due to what is preseumed to be

a cursed idol (what else would be

guarded by the undead?) the 

Jawbones are given a wide birth by all

but the most desperate seafaring

travelers. 

​

​

Hada'Shari (Tranquility Bay)

Anchor 48

Locted precriously between the Hungry Rocks and the

Jawbones, this small port town is, mainly, a fishing

town with a few brver (and pricier) ship captains willing

to navigate the rocky Southern shore of Nazenka. 

​Most Souther Nazenkans who need to book

passage and/or cargo on a ship will go 

through Sama' Bawaba for a less expensive 

and less dangerous prospect on the seas, the

exception being if someone does not have

the time or needs to be more discreet with

a ship to/from the Golden Lands. 

The blessing that comes with the 

precarious location of Hada 'Shari is that

very few pirates want to bother withh the

fihing boats or the ships siling the 

Southern waters, not believing them to

be worth the time or risk. 

The town has more trouble with the 

occasonal Sah'Ri tribal raiders from the

surrounding land than it does with 

pirates.

The leader of Tranquility Bay is Sheikh

Rahamaad A'Hiri who is not only a shrewd

leader but is a talented vizier in the way of water 

elemental magic. Or so it is said.

Sheikh A'Hiri is said to be able to calm or enrag the local waters, helping local sailors and fisherfolk and hindering enemies or threats at sea. 

Tranquility Bay has a few shops, inns, and taverns though, not being along main travelfares it does not present a lot outsid of local community. 

Its busiest tavern is the Capsized Cup with fishing and ever so little traveling gear also in the offering. Finally, an inn by name of the Sleping Camel might not have the most comfortable beds, but it likely has the cheapest.

​

Jayie Hajar (The Hungry Rock)

Anchor 49

The Hungry Rocks do not only get their nme from the 

jagged, mountainous rocks, themselves, though the rocks

jutting up out of the sea are plent dngerous for those 

trying to navigate them, but they are also known for 

another sailor eating monster who roosts there. 

The harpies, with the biggest and most dangerous being

Malaki A'mar, the Red Queen. 

This particularly dangerous harpy, seems to make the 

others more dangerous just by her mere presence, as well

as havin a more powerful harpy song and 

incredibly vicious attacks. 

The Red Queen does not do much to

hide her status among the harpies,

proudly wearing treasures from her

newest victims, as well as having an

(albeit limited) understanding of

magic and magic items. 

Most try to stay clear of the harpies

and Jayie Hajar altogether, though

the Sheikh of Tranquility Bay's

weather influencing mgic does

help keep sailors somewhat more

safe. br

​With as many victims that the 

harpies have attacked and eaten, it is

told that the nests of the vile creatures must hold untold treasures for those brave (or foolish) enough to look for them. 

​

Lisbaiya Nahra (The Finger Rivers)

Anchor 50

The Finger Rivers reach out from the Jade Sea and supply

the area with water.

Beasts and other creatures also roam the riverside, for

water and to hunt other creatures who use or live around

the rivers. 

The Sah'Ri Raiders have a hidden camp along the rivers

somewhere, the Sheikh of Tranquility Bay contantly

hiring mercenaries and others to try to hunt them

but, so far, to no avail. 

The situation has worsened since the Raiders 

have apparently fallen in with the dreaded Slave

Lords, as people have started to disappear as

well as goods and property. 

When the raiders are cornered, often times it 

turns out they were chased to a hazardous area

such as quicksand, and the raiders were 

never there to bgin with, leading the 

Sheikh and his advisors to believe there

is an Illusionist in the group or a 

magical item at work. 

​

​

​

Jahara 'Nahr (Jewel of Fire)

Anchor 51

Jahara 'Nahr, built into the Firestone Peaks, is a city 

dedicated to the Ifreeti Saltans and Saltanas, as well as

beings of fire in general. 

The city is populated largely by fire genasi with fire giant

kin goliath making up the guard and Saltana's Scimitar

(the city's soldiers). The few free azer also

live in the city, along with a tiny few 

magma and smoke mephits. 

A few of the other Nazenkan people also live

in the city, having to be a bit more careful of

were they tread not being fire-born. 

The leader of the city is Sheikh Yuhraq Qaleem,

who also happens to be a warlock with a pact with

the Ifreeti Saltana, Nari Najm Sakaar Retu.

The city has some prominant sights even if they

are mostly refined to the locals. 

Regardless, it is known that the Jewel of Fire

is the place to go if you need anything fire

related. 

​

The Aerie

This ranch house, leading up to a natural,

stony roost which is a nest and breeding

ground for flying fire drakes which are sold by the ranch as mount. 

The Aerie is owned and operated by twin genasi Sa'hir and Amira Shif

Ja'maad.

The Balor's Whip

This is the cheapest tavern in Jahara 'Nahr, perhaps in all of 

Nazenka, and the taste and effects of the drnks, the mouldy

free peanuts, show it. 

The place is run by the Azer, Torlik Burningbrand, a fairly gruff

fire dwarf who still ives out a belly laugh now and then at a 

good joke or at the antics around his tavern. 

The Burning Forge

This forge deals in weapons and armor and

is run by a fire salamander named Oxolotl.

Oxxy, as he is called behind his back, is very proud of his work,

thouh his bartering skill leaves a little to be desired and many a

hggler have realised that talking up his work with grand

compliments will reduc the price likely more than he should

lower it. 

Occy's biggest sense of pride, however, is his ability to imbue weapons and armor that he forges with a bit of "fire essense" making weapons that deal a bit of fire to the target and armor that resist the licks of flames even from spells. 

Explosive Elixirs

This shop, run by the older fire genasi Burns Brighteye, sells eplosiv firebomb potions, fire breathing potions, as well as fire resitant salve. 

Firewater Tavern

Run by the fire genasi, Quinabar Salatori, this drinking hole and dice table house serves strong, spicy alcohol, some with  literal burn. 

The Fire's Way Monestary

This monestary is run by Kunami Rahama,  a local monk who learned her monastic skills and traditions from her Tochumaran father and grandfather. 

The monestary teaches mostly the Warrior of the Elements path of monks, but is friendly enouh to all of the monastic orders and paths. 

Many of the students of the Monestary go to serve the Saltana, herself, as peronal monastic guards, giving her a surprise for those who might attack her, others set out to explore the Golden Lands (and possibly beyond), traveling and bringing balance to the elements as they go. 

This monestary is especially punishing on the body with its training, teaching endurance to the physical rigors of the world as well as each of the elements.

Though a bit different than what many monestaries may be used to, it is undeniable that monks from the Fire's Way are more enduring than their monk kin, perhaps more powrful as well. 

Gretta's  Gemstones

Gretta is a firenewt who owns her own

shop, selling preciou gems and one or

two magical ones that her family of  two hundred digs up beneath the volcano. A fmily she will gladly tell any visitor about in great detail, being especially talktive for a reptilian folk. 

The Vizier's Scrolls

This shop is run by the vizier Alakrem the Wise and sells magic scrolls, spell gems, and parchment nd books to record spells in. He occasionally has other items now and then.

​​​

Naran'Hajar (Firestone) Peaks

Anchor 52

The Naran'Hajar Peaks is a set of warm mountains with a

volcano at their Northern head, in which is the Palace of the

Efreeti Saltana. 

The volcano and the mountains collectively hold an unusual

number of fire elemental creatures which the Saltana 

propegates to guard her territory, dicouraging even the

most innocent of mountain travelers much less those who

would attempt to do her or her

palace harm. 

Fire bats, wild fire elementals, 

mephits and varous other fiery

threats roam the mountains. 

One of the less threatening 

creatures in the Firestones is

the firenewts who are happy to

mine the mountains and hunt 

smaller game uch as fire beetles which

are also plentiful. Unfortunately, very few

explorers on the mountains live long enough 

to trade with the firenewts. 

​​

​

​

Palace Nar (Fire)

Anchor 53

Saltana Amani Mal'Burkan Ruhma Yataafa the queen of the

Efreeti of Nazenka dwells in the fortress palace of Nar 

where she commands a host of subjects from genie-kin 

genasi to fire giants and their goliath kin, to fire trolls and

a number of elementals as well as azer and salamander

slaves, and several mortal servants as well. 

Despite her evil tendencies and her lack of care

for those beneath her, Saltana Yataafa has done

good for th people in the area and worked to

keep them safe, ven. Not out of any moral

sense of decency or kindness, no one has

been gullible enough to think that, but

because she recognizes the importanc of

keeping order and even a little respect

among mortals. This is the same reason

she keeps slaves from stock that most

mortals haven't heard of nd are not 

concerned about such as the azer.

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