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South of the Old World, beyond the Badlands can be found the desert cities of Araby. An ancient realm of men, Araby is a strange and exotic country, ruled by powerful Emirs and desert Sheikhs. Separated from the undead-haunted tombs of the Pharaoh Queendoms by a virtually impenetrable desert, the Arabyan's cities are clustered along the coasts, oasis's and rivers and so Arabians are merchants and corsairs for the most part. A centre for trade, strange spices and slavery it has much to offer merchants and travellers alike. However it can also be a dangerous place and is well known for its harsh criminal punishments that seem to focus mainly on the removal of offending body parts. Arabyans trade freely with others, including the Dark Elves; they are also willing to set sail and take by piracy what they cannot buy. Arabyan merchants are not uncommon in the city of Marienburg and even further afield, and the sailors of Araby are acclaimed navigators, frequently to be found in the employ of shipmasters from other nations.

Arabyan armies are based on regiments of infantry, supported by fast cavalry that harass the foe, leaving them vulnerable to the elite and specialized troops that move in for the killing blow. The Emirs are proud of their troops and especially of their cavalry so that no expense is spared either on their equipment or maintenance. The very best of the Arabyan soldiers are also well equipped, with steel armour, keen tulwars, gleaming helmets, and fine silk clothing. The ordinary foot soldiers are more plainly equipped and usually carry simple iron-hafted spears or bows. As well as these regular and garrison troops there are the irregular fighters from the desert tribes, including camel mounted warriors from the lands to the south and east.

The Sheikhs and Emirs are the rulers of Araby and live lives of luxury, catered to by hundreds of servants, harems of beauties, and treasure chambers full of splendor and wealth. Some of these despots are cruel by their nature, ordering beheadings and mutilation of even the pettiest of crimes others are great rulers and patrons of art and science. A commander of battle, the noble Emir is most comfortable when planning from the safety of his fortress or campaign tent, but when the call to battle goes out, the Emir fights at the head of his army. Conqueror, leader, strategist, and soldier, the Emir is all these things, ready to pay the ultimate price to protect the interests of his family and the nobility. They often ride upon a War Elephant as befits their exalted rank. The Sheikhs are the leaders of the nomad tribes, whom at the call of the Emirs gather their troops for war. Though they are not as rich or well-read as their betters, but they are experienced warriors, often having fought in many battles for his Emir. The nomads look for four things in a sheikh: courage, wisdom, generosity, and luck. The importance of the last trait should not be underestimated. A lucky sheikh is blessed by Fate, and all members of the tribe would like to share in that good fortune. While it is true that many sheikhs are the sons of former sheikhs, in the High Desert a family connection aren’t as important as the qualities listed above. The position of sheikh usually passes to a sheikh’s eldest son, but he is not guaranteed to keep it. No nomad tribe will support a sheikh who is unworthy of respect. Over the course of time, nomads have banished and killed many leaders who were deemed weak, stupid, or dishonorable.

Should a Champion survive the endless battles while still finding favor in the eyes of their gods, they may attain the ultimate reward for their decades of dedication. Their patron will elevate the Champion to their side as an Archangel, a being of godlike power. They are mighty beyond compare, lordly creatures of awesome might. There are few who don't seek this metamorphosis where they shrug off their mortal shell and become a being of divinity but for every champion who roars their triumph as a newborn Archangel, untold thousands perish on the field of battle or simply fail to gain the acclaim necessary before their mortal form breaks down. Archangels are vast in stature, their gigantic forms twisted into new shapes. They wield powerful magic items and strange abilities and the variations between these beings are uncountable. Nonetheless, it is common for the Archangels to retain their intellect and memory. Some are awesome warriors full of martial discipline and pride. Others are master magisters with the ability to reshape reality itself. Others are peerless marksman, wielding bolt throwers like crossbows or small cannons like rifles or enormous bows. Upon ascending most Archangels go to heaven, leaving the world behind so that there is room for others to attain greatness. Sometimes, an Archangel is sent back to the mortal world to serve as the commander of a faithful army. At other times, a newly transformed Archangel continues to lead their followers who view their leader as a demi-god, which is not far from the truth. In fact, some of the oldest and most powerful Archangels are worshiped as deities becoming local gods for villages, tribes or even countries, acting as an intermediary for their patron deity.

The Hashishin are a semi-religious sect of assassins dedicated to stealth and murder, devotees of the shadow goddess Azyata, who is believed to be a guise of Erebus. The Hashishin are well known in Araby, especially among the Emirs and Shiekhs, for who knows what political opponent might have hired one of these dreaded assassins to rid of him? Those attracted to the ways of the Hashishin will pursue the path of shadows. The Grand Master, their secretive leader, has a hidden agenda to establish his power all across Araby. They will grant assistance and power to those that sow dread into the hearts of their enemies. Each Hashishin is trained from a young age to view all confrontations as single combat, be it a conversation, a formalized duel, or an assassination attempt. The Hashishin's training also teaches them how to focus exclusively on a single opponent, reading their every movement and determining their weaknesses. As a result, they excel when faced with a single foe, but can be defeated by a calculated assault that outnumbers them. Hashishin excel at ambushing an opponent to ensure that they face only their prey and learn to wait to strike only when they can be the most lethal. Rather than simply learning how to skulk and leap out at their foe, they learn how to disguise themselves properly, how to blend in during social situations, and how to use every weapon at their disposal to defeat their opponent. The Hashishin use assassination, extortion and bribery to achieve their goals, whatever they may be. Highly disciplined and trained, these troops are masters of ambush and fight alone or in small groups, focusing on taking out enemy leaders.

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While the men in the cult of Azyata become Hashishin, the women become Bladedancers. Becoming a Bladedancer is not something you can choose, it is something that chooses you in the strangest of ways. When people see the dancing leaf moving toward them in the strangest of ways, only those who can learn from the leaf's movement and agility can ever hope to be a Bladedancer. The path to become a Bladedancer means preferring finesse over brute strength. It means dodging and diving through waves of foes, slicing each one down. It means acrobatically dancing around an opponent's blows before felling them, all while wielding two blades at the same time. Many an outsider to Araby has never suspected that the dancer entertaining them is the most dangerous fighter in the room. Those from Araby are more savvy and clients will counter this by hiding their bladedancer among many ordinary dancers. A Bladedancer on the battlefield is an awe-inspiring sight. The seemingly brittle girls move swiftly forward, leaping and twirling in the wind, their twin blades slashing up and down in a dance both beautiful and terrifying. Combined with their innocent look and beauty, it takes a strong willed man to strike against them, something the Bladedancers use to their advantage. Their training allows specializing in various fighting styles, each suited to different situations. Only the most skilled swordsmen can hope to stand a chance against a Bladedancer in single combat, and often, not even that is enough.

Sorceresses are in great evidence throughout Araby, from back alley soothsayers to the highest ranking court officials. They have many of their own organizations, which are generally hidden from the public eye and attend a number of meetings every year, during which matters of importance to sorceresses across Araby are discussed. It is at these meetings that the various societies have a chance to air their grievances with one another and where most magic duels take place. Wizards are even more distrusted in Araby than in the Old World. Wizards that wish to operate openly are wise to seek the patronage of the Sorceress Islands, and perhaps there they can also gain enough tutelage to not kill themselves and others. Of the various schools of magic, only Necromancy is officially forbidden. Even so, the study of Necromancy is generally sanctioned for the intent of protection against the Undead hordes that threaten Araby’s western border and the Ghouls lurking within the borders. These great sorceresses of the Emirs receive a level of training and expertise that rivals the teachings of the Old World Colleges. There are many branches of magic in Araby. Some are Sorceresses of the Flame, able to conjure fireballs to fling at their enemies. Others are great astrologers, able to see into the future. Then there are the alchemists, who can bend metal to their will and were the ones responsible for the invention of Naphtha, the unquenchable fire, and the worshipers of the sun, the perpetrators of Light magic. There are those that use deception and illusion to further their goals though Shadow magic, and those that are able to control the magic of the desert itself. In Araby, knowledge of Necromancy is not suppressed, and so they do not suffer from the ignorance that allows Vampires to gain foot holds among them as in the Empire. As such, many of them are also well-versed in the arts of Death magic as well. The sorceresses of Araby often take up important positions within the courts of the Emirs, where their magical powers make them invaluable advisers. They say some can even control the thoughts of their supposed lord, using him as a puppet to further their own goals! Naturally, these rumormongers are quickly put down with a dagger suddenly appearing in their backs.

Arabyan armies are based upon regiments of infantry. They garrison the cities and towns and enforce law and order as well as forming the standing army. Most warriors start this way – from rank-and-file soldiers to caravan guards to palace officials. Usually of common beginnings, warriors can rise to well-respected positions through ability and prowess. The life of a soldier is a fairly good one, all things considered. He has food, warm clothing and a decent stipend. Promotion in the army is based on merit and performance, although nobility enters at a higher rank that the common recruit. The standard Warrior is the most common soldiers of Araby, native to permanent settlements of any size. They are the backbone of defense, protecting their families, homes, and eventually their city states. The majority of these warriors carry tall spears and shields and fight in well-disciplined ranks. Among these troops are some distinctive regiments which traditionally fight with curved swords or wear uniforms peculiar to their place of origin. The men of Araby place great faith in the bow and all the cities maintain strong bodies of archers. Crossbows are sometimes fielded for their ease of use and their benefit during sieges, though the recurve bow is still the most favored weapon of choice. Although firearms are known in Araby they are nowhere near as common or as advanced as those used in the Old World and are rarely issued to common troops.

Corsairs are warriors born to the sea, unencumbered by bulky armour, accustomed to swift moves and running battles over open water. While the early Arabyan peoples were born to the desert, they soon became practiced in the ways of the sea, and dominated trade and piracy in the waters surrounding their kingdom. Masters of the Great Ocean, Corsairs are a mixed lot of privateers and pirates. While some scoundrels follow the strictest code of honour, others are willing to sell anyone into slavery for a bit of coin. Daring combatants and legends on the high seas, the Corsairs are often hunted criminals. They cannot be trusted farther than a knife’s throw, but no one knows the ocean like they do.The ships of the Old World fear few perils of the sea as much as the Corsairs of Araby. The port of Lashiek holds many sleek and deadly ships which prey the seven seas. Corsairs are frequently hired by the armies of Araby, moveing around the battlefield, getting into position to find vulnerable targets and attack them from behind when they least expect it. Once the fighting in done, their fallen corpses are plundered on everything of value, before the Corsairs set sail once more.

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The deep deserts are home to fierce nomads whose swift riders are the best light cavalry in  the land. Their skill with the bow is legendary and only elves can outclass them. Desert Riders represent the most well-known form of Arabyan warrior, well-trained, mounted fighters sweeping out of the desert wastes. They live and fight from the saddle. The desert riders are not bound to land and property, save for their most important possession, their mount. A desert rider only grudgingly parts with his or her steed, and then only if it is left with others who might appreciate its quality. Usually armed with spears or bows, these fast units are best against other light troops or harassing enemy flanks. Arabyan steeds are a different breed from the horses of other lands. While other lands breed their horses for strength, the Arabyans breed their steeds for speed and have some of the fastest horses in the world. Horse breeders have dozens of stories of how these swift horses came to be, it is difficult to find two who will tell the same story but all say that their steeds have mystical origins.

Camel Riders are brave and notoriously savage warriors who navigate their way across the sands by an uncanny instinct unfathomable to city dwellers. They are guided as much by their knowledge of the desert as by their desert-born mounts and, some would say, by their taste for blood. A nomadic desert people, Camel Riders are hardy but unruly troops. Well suited to desert fighting, these warriors let the heat of the desert sap the strength of those that pursue them. The Arabyans have dubbed the camel "The Ship of the Desert". While the camel is the most common mount for traversing the deserts, that is not the reason for the nickname. They are called ships because they sway back and forth beneath the rider. To the uninitiated, this can cause nausea, much like the swaying of a boat beneath ocean swells. Camels are hardy, ill-tempered and ill-odored, capable of surviving on naught but stubbornness and thistles in the deepest of deserts.

While the elite troops of the cities are the Palace Guard, Janissaries and Mamelukes, the elite units among the roaming desert tribes are the Sipahis, master cavalry that put the skills of Desert Riders to shame. In Arabyan military tactics infantry troops at the army's center maintain a static battle line, the cavalry flanks constitute its mobile striking arm. During battle, Sipahis open the conflict with skirmishes against enemy cavalry. Regiments of Sipahis make charges against weaker or isolated units and retreat to the main body of troops whenever confronted with heavy cavalry. During one regiment's retreat, other regiments of cavalry may charge the chasing enemy's flanks. Such tactics serve to draw enemy cavalry away from infantry support, break their cohesion, and isolate and overwhelm them with numerical superiority. All cavalry flanks of the Arabyan army fight a fluid, mounted type of warfare around the centre of the army, which serves as a stable pivot. These troops also make excellent cavalry archers, capable of firing deadly volleys into enemy formations while being protected by their mobility and heavier armor than their Desert Rider counterparts. This increased protection offers more opportunity for these units to enter into close combat when needed.

Each Emir and many lesser nobles and sorceresses have their own core of guards. The household troops of the rulers of Araby are lavishly equipped - they carry weapons of the finest quality and wear brightly colored clothes of silk brocade. So loyal are they that they would die at their own hands if their master so commanded. These household troops accompany the Emirs when they travel beyond the grounds of their magnificent palaces and are amply rewarded with riches and prestige for their service. If necessary some of them they may be called upon to serve as a separate unit during combat, but they are rarely far away from their charge. These warriors are dedicated to protecting their lord on the battlefield. Hand-picked for loyalty and valour, the Palace Guard are capable of devastating charges and dealing plenty of carnage in close combat, as well as taking on odds that would send lesser units running.

The Janissaries, meaning "New Soldier" are elite slave regiments. Drafted while young, these soldiers are a specialized part of an army. Unlike other troops, they are not Arabyans and are instead taken as children from other countries, often on raids by corsairs. Children of slaves are also commonly conscripted into the corps. They are trained under strict discipline with hard labor and monastic conditions in cadet schools, where they are expected to remain celibate. Due to the strict standards, the Janissaries are among the most disciplined, well-formed fighting units in all of Araby. In return for their loyalty and their fervor in war, Janissaries are given privileges and benefits. They receive a cash salary unlike other slaves, receive loot during wartime and enjoy a high living standard and respected social status. These elite infantry are armed with a variety of weapons, including halberds, swords, shields and bows. As an elite corps they have the equipment, and were the first among the Arabyans to use the arquebus. Most of them wear little to no armor in battle regardless of the weapon they wield, preferring to trust in their skill at arms to carry the day and protect them from harm. Still, at times when they are going up against stronger opposition and armor is needed, they go into battle wearing solid mail with plates and steel helmets that shine brightly in the sun.

Mamelukes are the elite heavy cavalry of the Arabyan army. They are slaves who were taken as children from hill tribes, steppe people and other remote places. Brought to Mameluke holdings, they are taught the ways of warfare, discipline and administration. As the child is trained, an attempt is made to match the child with the organization that best suits his talents. Personality conflicts within the ranks or bickering between organizations for promising candidates might prevent the most obvious pairings however, resulting in the recruit joining a compromise unit, the recruits choice becoming a factor or a contest being held to determine who gains the candidate. Whatever group he joins, the Mameluke is subject to superior officers and to the Emir that owns him. Their rigorous training, coupled with a pride for their unit produces fierce and loyal soldiers whose fighting skills can't be matched by other soldiers in Araby. They are ornately equipped with tall helms and glittering armor and make solid cavalry, well equipped for close fighting with spears, scimitars and shields, as well as bows on occasion, often riding barded steeds for increased protection.

One of the most famous magic items to come out of Araby is the flying carpet. The sorceresses that create them sometimes allow their assistants to take these carpets into battle, soaring above the rest of the army. Though it can be dangerous to the rider, the thrill often overwhelms the potential dangers as few people get to traverse the air in their lifetimes. As such, there is hardly a shortage of willing subjects to fly them when needed. Carpet Riders arm themselves with bows as well as various missiles. These are thrown into an enemies ranks and include such unpleasant surprises as pots of scorpions, serpent, fire-ants, hornets and venomous spiders, which angrily bite and sting anyone within reach when freed from their ceramic prisons.

Nomad tribes roam the trackless sands of the desert, eking an existence from the harsh environment and trading. They often visit the cities in large caravans, trading for items they cannot produce themselves but in times of hardship, they'll turn to raiding merchants and other clans. In the tribes of Araby, the ability to defend oneself is an important survival skill. All the members of the tribe are warriors first and foremost; some may be talented in the crafts of weaving or weapon smithing but all are brought up from an early age in the use of weapons, primarily the bow and the scimitar. These people are hardy, being used to living in the harsh conditions of the desert. They are also a very superstitious people and their trust is very hard to gain especially for outsiders. Many are members of their Sheikh's extended family and their loyalty is unquestioned. The Tribal Skirmishers of the nomad tribes are the equivalent of infantry, usually youth who take up the sword and make an extra familial pledge to each other as fellow warriors. They train together and fight in small units with javelins or slings, confident in each other's pledge to protect their back. However, due to their lack of formal training, they are more undisciplined than other warriors. The scouts of the nomad tribes are at best uncouth and uncivilised. However, they are good warriors, living a life of almost constant battle within the deserts they call their home. They live on the outskirts of tribal life as the tribesmen themselves do with the rest of civilization. Loners by nature, they are experts in desert craft and make excellent scouts and guides for their tribe or outsiders who are willing to pay enough for their services. They are particularly skilled as snipers in the sand dunes of the desert, and are usually sent out as scouts before the battle where they hide in favorable positions, ready to ambush unsuspecting foes.

The most elite troops in Araby are the Pegasus Guard, highly trained cavalry famed for their unusual mounts and willingness to engage foes other troops flee from in terror. A Pegasus is a horse in service to a hero who has sprouted wings and gained the ability to fly. Their blessings have made them considerably smarter and they share such a strong bond with their master that they seem to be able to anticipate commands before they are uttered. While they may appear to be graceful beasts, they are every bit as sturdy as well-trained warhorses. When carrying riders they are fearless, and will employ their mighty hooves with deadly accuracy, capable of staving a soldier's head in with a well-placed blow. While the transformation into a Pegasus happens far more often in Araby than Estalia and the Empire, it is still far less common than in Lescatie so the Pegasus Guards are quite a rare unit in Arabyan armies.

Naphtha is a mixture of chemicals that when exposed to air, becomes a fiery liquid that is difficult to put out. Naffatun are specialized troops that throw deadly ceramic pots full of Naphtha that burst into flame on impact, spilling a sticky hot mess that can seep through any armor. Some of these men carry siphons, small flamethrowers that they use to set foes aflame. The prospect of a fiery death can unnerve even the bravest warrior. The men carrying these weapons are known as Naffatun after the naphtha they use. They are drawn from the ranks of the regular warriors, though the role is often filled by those slightly unhinged with an unhealthy obsession with fire, if not outright pyromaniacs. Others are often "volunteered" for the role by their commanding officers as a punishment for failing to follow orders or other misbehavior. It is a dangerous position to be in should the naphtha pots explode prematurely or be dropped on one's feet. Naffatun fight in smaller skirmish formations in support of the main battle line, often skulking around the flanks of larger enemies to throw their deadly missiles into the melee.

In more recent times, the black powder cannons of the Old World have found their way into Araby, though its foundries are less plentiful than that of the Empire. Mounted on a large wheeled chassis and featuring a longer improved barrel, the Cannon is far superior to the Bombards that preceded it. Able to demolish enemy troops from a great range, the cannon is rightly feared. The largest of Araby's cannons are known as Basilica Cannons, with the first one constructed being 30 feet in length and able to fire missiles weighing up to 300 pounds, obliterating anything unlucky enough to stand in its path. Additionally, due to the material the cannon is constructed of, and the intense heat created by the charge, the cannon has to be cooled with olive oil between shots to prevent cracking. The Basilica Cannon is made for one purpose only, the utter destruction of the enemy. Unfortunately, the downside of all this firepower is that the cannon is big that it is impossible to move it during the battle. Basilica Cannons are rarely brought to field battles due to the difficulty of transporting it, but it can more often be seen during sieges or sometimes during major military campaigns when they are shipped across the sea on mighty dhows and assembled when the ship lands. The cannon is then pulled along by multiple horses and camels along the rest of the Arabyan army, and the mere sight of it is enough will make any lord with a castle quake in their boots.

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Elephants are an exotic creature even in Araby, for they come from the lush bushlands that come lie between Araby and the jungles of the southlands where they roam in a never-ending search for water and food. The Emirs like to collect all kinds of wild beasts, and will compete to see who can maintain the largest herd of elephants. A War Elephant is a ferocious and dangerous creature, all the more because it carries a wooden tower on its back full of soldiers armed with spears and bows, arquebuses or jezzails. The only drawback to a War Elephant is that they scare easily and only the most skilled riders, called Mahouts, can control them and keep them from stampeding across the battlefield. If they do panic, they stampede and will cause terrible damage to everyone, friends and foe alike. More than once have an Emir seen his carefully laid out battle plans turn to dust due to a War Elephant crushing half his battleline. Fortunately, there is equal chance the War Elephant might just stampede through the enemy forces instead, at which point one can just enjoy the carnage caused as the foe gets trampled into the ground, all the while fleeing in panic from the rampaging beast.

A Sandglass of Time is a huge magical hourglass filled with sand and capable of harnessing the power of time. The sand in the glasses never runs out and the whole construct radiates a magical glow. Though first designed and created by the evil and hated sorcerer Jaffar, after the memories of his reign grew dim these were looked upon as marvels of magic rather than creations of evil. These magnificent crystal hourglass possess the power to freeze time, rewind it, and even cause creatures to age years in mere minutes until they wither into dust. A Sandglass of Time is protected and managed by an order of monks called The Order of Time. Sandglasses of Time appear every now and then in Araby’s armies, always accompanied by the brotherhood that controls them, who will defend it stubbornly.

Great Eagles are present in the southern continent as well as the Old World. Of the three civilization inhabiting the continent, only the Arabyans are non-monsters so the Great Eagles sometimes make common cause with them, though not to the point of letting Arabyans ride them unlike the elves. From the vantage point of their high eyries, the eagles watch the movements of ground dwelling creatures. Great Eagles are the largest birds of prey in the world, with a wingspan of over 30 feet, razor sharp talons and ferocious beaks which they use to tear their enemies apart. Their feathers are golden yellow and glisten in the sun, while their underside, tail and the tips of their wing feathers are white like clouds. Some eagles have black edges to their tail and wing feathers, a sign of maturity and power, only the oldest are marked this way. They are exceedingly intelligent and a few of their eldest are rumored to speak the tongues of other races. When a Great Eagle swoops down upon prey, its vast wing span blots out the sun and all the victim can see is the oncoming razor-sharp beak and powerful rending talons. The plummeting dive of but a single such bird is a formidable sight, but it pales in comparison to the dreadful yet elegant vision of an entire flock plunging out of the skies towards a foe. In perfect unison, each of the mighty raptors peals out of flight and streaks downward, striking their foes like thunderbolts. Some Great Eagles undergo strange changes in adulthood, they may have metal feathers forming a natural armor, become supernaturally swift or catch fire and turn into phoenixes.

Due to a quirk in biology some Great Eagles grow to massive sizes, becoming enormous Rocs. While no less intelligent than their smaller brethren, this size allows a single one to tear into enemies that a flock of lesser Eagles would struggle with. These Rocs are capable of having the same odd mutations that smaller Great Eagles have, making them even more formidable. Rocs are terrifying, legendary birds renowned for their ability to carry off young elephants and other big animals. While their beaks are hooked like an eagle’s and designed for slashing and tearing, most rocs prefer to seize prey in their massive, clawed talons and drop them from great heights before feasting on the shattered remains. Rocs are equally comfortable over land and sea. While they are capable of sleeping in the air as they soar solo across great ranges in search of food, they generally return home to the mountains to roost and procreate. They build their nests upon the tallest mountain, rocky outcrop, or perch in their territory, using branches and even whole trees in the construction.

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