


Azmith: Gem of the desert (as-myth)
If you happen to make it through the desert in one piece, then you might be lucky enough to make your way to the safest place in all of the fire region’s desert lands, Azmith, a gem of a city hidden within the rough that has stood for hundreds of years. The initial construction of the city is already an enigma in itself, but Azmith was able to thrive through harsh conditions due to it’s high walls that shields it from most external elements. Monsters of the desert will occasionally approach the walls in means to challenge it, though are quickly dispatched by archer soldiers mounted on the walls. But most monsters have learned over the years to leave the walls be.

History of Azmith
Although it should only be natural that all shielded by the walls would look to it as a guardian, there are a large majority that know of its bloody and cruel history. This idea is shared by the majority of slaves, who look at the walls as a prison. It was the first foreign slaves that were brought through ship to the fire region (by a male conquistador that went by the of name of Azrel Smith and his band of sellswords) that were put to work on building the wall, and then it would be those slaves offsprings through wedlock that would be born into slavery as the next generation. Of course this could not be done without bloodshed, as monsters of the desert would pick off the slaves to feast upon. For this reason, most slaves were armed with swords and trained to fend for themselves, and encouraged to learn quickly or be eaten by the creatures of the desert. Allowing families among the armed slaves allowed the slavers to keep them in check, and to keep mutiny to a minimum, as they would be quick to threaten their entire family if they did not comply. And so, the walls and city would be built without much of a hitch.
Over the centuries, Azmith had incorporated the use of slaves into their traditions. Seeing it only fit as it was a major part of the city’s construction. And so the people of Azmith would only see it as fitting to dub them with a name that would reflect their self-righteous elegance and grace, calling them ser’faliay. A sort of new word for indentured servants, might they say. The same service would be extended to those that would supervise and oversee the ser’faliay, dubbing them the ser’varresstan. However, living conditions and overall treatment were not kind to ser’faliays through the centuries. If not, worse. As the ser’varresstan marveled in the riches it would bring from having an abundance of ser’faliays to do their bidding. Behind bars, strapped to shackles and chains, or a dark compact structure to keep them all in one place. Though the ser’faliays would soon find themselves being forced into other occupations that would suit the city’s needs and demands. If the city needs soldiers, if the city needs farmers, if the city needs builders, anything the city sees fit. It would also not be uncommon for a ser’faliay to meet the needs and wants of a single individual if it is what their ser’varresstan commanded them of.
Where power resides
Although it might seem that ser’varresstans hold a lot of wealth and power in Azmith, they only wield a portion of it as a majority, though should not be underestimated. Those that hold the larger portion of power and wealth are those of the Council of Trade. They are a small group that holds the dominion of all that is Azmith and all that it reaches. As some kingdoms have grown accustomed to having a single ruler of lands, Azimith instead looks to the group within the Council.
The Council of Trade consists of four members that specialize in a talent that benefits the city, and each other:
- The Hand of Gold, assists in keeping Azmith’s finances in check and within their budget. Though is also not against the idea of allowing questionable trade if it means better for the kingdom’s pockets.
- The Hand of Vessels, a conductor and greeter of all ships to go to and from Azmith for trade. “It is unwise to refuse the Hand of Vessels” is a common saying during trade, though could be said to be a death sentence if some did live to tell the tale. As those that leave without accepting a deal with the Hand of Vessels are destined to be met with pirates loyal to the Council. The Hand of Vessels is also not beneath hiring smugglers for those that wish for something more exotic.
- The Hand of Swords, the lead commander of all Azmith soldiers, as well as the unwilling ser’faliay soldiers. However, under wraps the Hand of Swords is tasked with breaking the minds and will of the ser’faliay soldiers to ensure they become a shell of their former self that will accept any order given to them and see it through to the end even if it costs them their lives. A few of these mindless ser’faliay soldiers are usually sold back into slavery for a higher price.
- The Hand of Webs, with the help of a hidden network of spies across the world that hide among civilians, there is little to nothing that they can’t gain intel on. If there is something that the Council wishes to know, the Hand of Webs usually has the answer. However, outside of this knowledge, some believe the Hand of Webs to possess magic that allows them to hear and see across oceans.
Aside from the ser’varresstans and Council, Azimith is a prevailing merchant city. It just so happens that people are also to be sold. Regardless, there are countless exotic goods that can be found in Azmith that can’t be found anywhere else. As well as things that shouldn’t be sold. From rare fruit that can only be found in the heart of the desert, to scorpions the size of small dogs, there is surely something in the kingdom of Azmith that is bound to be eye catching and inviting.
Do be warned, there is a single thing in high demand in Azmith that pulls a large audience when one is up on auction. Elven ser’faliays.


Elven Ser’faliays
Due to their long life span, it goes without saying that owning a ser’faliay that can out last generations to come is definitely more bang for the buck. And their unusual pale complexion is something foreign to those of the fire region, something of a rarity. Even owning one elven ser’faliay is usually a sign of high wealth and favor.
For this exact reason, to Elves, the fire region is considered a no man’s land. As those that usually attempt to traverse through or close to its desert, are never seen from or heard of again. To the fire region, any Elf is considered a gold mine, and apprehended on the spot without question. Regardless of nobility, status, and pleads. There isn’t a single Elf in Azmith that hasn’t been put in chains. Even Elves that have already been enslaved, there are those that are desperate enough to try and steal the Elven ser’faliay so that they may have them for themselves, even going as far as killing the original ser’varresstan. It is also not unheard of for riots and bloodshed to break out during auctions when an Elven ser’faliay is present.
Lowborn and highborn
The difference between the lower class merchants and the noblemen is like oil and water. The low class are subjugated to living in the slums and dingy living conditions, and at times are no different from a ser’faliay’s living quarters. It is as though they have become a ser’faliay to the kingdom itself. An endless cycle of chasing coins just to get through another day, yet keeping its leash on the unfortunate merchant to ensure they don’t get too ahead of themselves.
The higher class on the other hand, live a life of luxury. Their housing is practically palaces in comparison to the lower class. Though how they ascended to their cozy lifestyle is usually done through inhumane or illegal methods. It goes without saying that those of the high class hold themselves to a higher regard, and spit upon those they deem lower than themselves.


Other Cities
There are a total of five small cities that Azmith has established over the years scattered about. Although they are not as significant or grand as their father kingdom, they still uphold Azmith's traditions. Though being smaller in comparison, these cities are susceptible to invasions and attacks from all kinds, be it a beast or man. Whenever they call aid from their father kingdom, it is usually too late and are met with indifference to their woes. Promises that they’d prioritize their safety if they’d be able to pay their taxes and bring good harvest for Azmith. But for a struggling settlement, it is near to impossible with the raiding of their lands. But there isn’t much of a choice for them, as it is either their weak defenses or testing their mettle with the desert.
Rogue Sands: Of the exiled and renegades
You would be considered a madman if you were to even spare the thought of traversing these sands, or those that have a death wish. Although there are many tales of what lurks beneath the sand, not many truly knows of what awaits them there. Just what is passed from ear to ear like a cautionary tale of the monsters under children’s beds. Little do they know that what awaits is far beyond their nightmares.
A no man’s land, with danger lurking around every corner and where one wrongfully placed foot can put you in a nameless grave under the sands. Creatures and beasts all varying shapes and sizes, bearing their weapons and fangs unlike any other. It is even considered that the sun and ground itself is trying to kill you. With harsh conditions, obviously the sun’s heat would be beating down upon you unrelentingly, but there are even sandstorms that brew so terribly that it is capable of stripping flesh. Truthfully those that usually attempt to traverse through the desert are never seen from or heard of again.
(Monsters will be added to the encyclopedia once models for them have been finished to ensure a proper showcase and functionality.)
With that being said is what gave the Rouge Sands its name. Those that usually try to traverse the sands are those of an unlawful background. It is a common sentence to exile criminals to the Rouge Sands, as it is very much similar to sending them to their deaths without bloodshed. This even instills an act of mercy, as it is seen as giving them a chance at survival and placing them in a region where it’d best fit them for their actions. Though most of the time it is all an act to save face from the public eye of their kingdom, as the civilians truly love to hear of how merciful their rulers are. With renegades it is all the same, but are instead escaping their justice into a land where no one would give chase. Their pursuers would chalk it up to death being assured, so there would be no reason to follow them into the fire region. But perhaps whatever the renegade is running away from couldn’t possibly be worse than what awaits them in the Rogue Sands, as there are fates far worse than death.


Races of the Rogue Sands
The people of the Rogue Sands, as well as Azmith, can be characterized as people of apathy and savagery in their own way. There is little to no mercy for the weak and hungry, as anyone that is unable to survive among the sand shouldn’t be here in the first place. And worse among them are the savages that take matters in their own hands for survival by taking whatever they can from anyone at any opportune moment. These lands are cursed by making people into heartless individuals for the sake of their own life, and at some point, it’ll feel like these actions are just.
Predominantly, the population of Azmith and Rogue Sands consists of humans, as were the first men that sailed here centuries ago. All those of high status are strictly humans though, as the highborns of Azmith see other races as being something beneath them.
In contrast, the races of the ser’faliays that were brought here varied, and that still holds true to this very day in Azmith. Occasionally some could see one of the many varied races making a living of their own, putting up shop in the plaza in or marketplace. Though they too could not escape the ridicule and belittlement just because they are freemen.
However, outside the walls of Azmith, the Rogue Sands, certain beastkin are quite accustomed to living without the need for high walls. Some would even say they prefer it. Much like the average wildlife that can be found in the desert, beastkin of the same caliber. From shelled insect folk, scaled lizard folk, and scavenge beastkin, they are all built tough to sustain themselves in the scorching desert. Most of the time they have taken up mercenary work, and would do just about anything for the right price.
Greeters
Those that travel to and from the Rogue Sands cannot enter or leave the region without being approached by a group of these small clothed critters. As they encompass the entire region by spreading their numbers thin along the borders and sternly keep watch. When they do see someone approaching whether it is entering or leaving, they alert the rest within the surrounding area and gather. Although their numbers and method of approach might seem malicious, they are by far the most harmless creature in all of the Rogue Sands. They are simply little, curious pathfinders that utilize those that traverse in and out of the desert as a way to map out the safest possible routes of the desert.
However, their origin is one of the many enigmas of the desert. As they were here before the first men of Azmith, and to this day are still upholding their tradition. One can only speculate that they are from an unknown ancient civilization long forgotten or swallowed by the sands, and this is what is left of them. As they pose no threat to anything even in the face of danger, and would very much prefer to run away.
Once approached by the greeters, a ceremony of some sort is held almost immediately, along with being bombarded with what one can assume are questions in an ancient tongue. Regardless of an answer, the ceremony will proceed like normal. As a sign of good faith, as well as marking those that are leaving or entering the desert, they will press a piece of burning charcoal against your skin until there is a visible burn scar. By default, they will choose to mark people on their wrists, but they will comply if people wish for it to be elsewhere. This is the most harm they’ll ever do.
In addition, there are different variations of the burn mark depending on where you’re coming from;
- A single burn signifies a visitor of the desert, someone who is taking their first steps into the Rogue Sands. It’s those that bear this mark is how the Greeters map out their safe routes, as those that bear this mark have either made it Azmith alive or presumably dead. Greeters go with the safer assumption.
- A second burn is placed on visitors that are leaving the desert or returning to the Greeters after a single day in the desert, as it becomes a symbol of valor and strength of those that have trekked through the desert and have come back alive to tell the tale. It is considered a high honor among the Greeters, and those that recognize it. However, those that leave and return with two burn marks are always burned again regardless of recognition as they still view that person as a visitor and foreign to the Rogue Sands.
- A single big burn is for those that were born within the desert, and usually leaving to traverse elsewhere. It is considered the highest mark of honor among the Greeters, and is titled “Born of Sand” to those that recognize it. It shows oneself truly understanding the desert from living in it most of their life, and traversing into its dangers regardless. Signifying someone that could truthfully survive and thrive in the desert. The Greeters will no longer burn those Born of Sand, as they only deem it necessary to trust their word for the safest routes.
In addition, for those that wish to better their odds against the Rogue Sands, one would be granted to request a weapon from a Greeter of their choosing. Although this is no knowledge a visitor would know. However, this is a gamble in itself, as the Greeters themselves are a very passive tribe and will hand over anything they deem as a weapon. This can range from ancient weapon relics to shiny cutlery. It is also considered rude to not take what they offer, no matter how unconventional it may be.
Those granted the high honors from the Greeters are given a token of gratitude for their service, in the form of a vague map that helps them locate one of the desert’s many hidden secrets. The Assassin’s Guild.

Assassin’s Guild
Scattered far and wide, although very few, are these large metal gates that carry an air of mystery to them. Stumbling across these gates is similar to attempting to find a needle in a haystack. To those that are visitors of the desert, these gates will remain shut. However, to those that bear the honorary marks the Greeters have bestowed, the gates would open to them without hesitation.
For those that had nowhere else to go, no place to call home, and or nowhere to belong, now reside behind these gates. For all the exiles and renegades that were unable to put their skills through a business practice, found it possible here. A market of people with questionable and malicious skill sets, all varying from thievery, hunting, sabotage, smuggling, and even murder. “Anything has a price” is a common saying, and is very much true in all aspects.
It should go without saying that truly the lowest of low call this place home. With people who have their whole entire history written on their face. Not much is said once behind those gates, as they allow their demeanor and presence to do the talking for them. If one can find tranquility in silence, while also being surrounded by people that can end a life in 37 different ways, then one can say that this is a rather peaceful place in comparison to the rest of the Rogue Sands.
Vultures
Much like their namesake, they are a group of savages that travel the desert constantly for anything to scavenger and plunder. Never staying in one spot for too long. They prey upon anything they set their sights on, and there are not many things Vultures won’t challenge as they are one of the few things the Rogue Sands considers of the highest threat.
The majority of their group consists of Earth users that went rogue or fled their kingdom, and they now specialize in magic of the shifting sands. They use this to their advantage as they can seemingly pop out from the sand to ambush their prey. Though the non magic users should not be underestimated, as they put great effort in their combative skills to be seen as equals with the Earth users.
If an unwary traveler has the unfortunate luck of running into the Vultures, they are immediately threatened to hand over all of their possessions or they will not be spared. However this is only to lull their victim into a false sense of security before they are also taken as well. At this point, their fate will vary depending what resource the Vultures need. Whether that be money, labor, or food. They truly do live up to their name.


The Gate
Somewhere deep within the bowels of the Assassin’s Guild lies the Gate of the Fire Region. It takes the form of a gigantic sinkhole that will quickly swallow up anything that may stumble into it, and those that are unfortunate enough to fall in are never seen again. This is a guarded secret among the Assassin’s Guild, and not even the firstmen of Azmith know of its location. There is some speculation among the Assassin’s Guild that the Greeters know of its origin, or were beings that came from the Elemental Planes.
Despite their reputation, it would be the criminals of the Assassin’s guild that would be acting as guards for the Gate, and they are quick to dispose of those that approach it without good reason. It is not an act of goodwill or sense of duty, it is simply that this is where they made their home when they had nothing, so anything that might endanger what little they have left is snuffed out from this world. Besides, entry into the Gate by safe means is something only they know, and will only be shared to those that they deem worthy.