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The endless deserts of Farah’deen is the dry and windy homeland of the Qadir, as well as the heart of the Qadir’iyye, the Qadir empire known commonly as the Sultanate. A seemingly empty, dry, and dangerous land, Farah'deen is actually full of life, trade, and mysteries. In the sheltered places one can find oases, where towns often spring up and water can be found. In between them are the pathless deserts, where everything from sand-ships --which are exactly what they sound to be -- to camel caravans, traverse through these regions using only the stars and the occasional rare landmark in the barren lands. With the recent discovery of the Sadier Ruins (often mispronounced as "Sadder Ruins") by the Qadir, these deserts have revealed new dynamics, threats, and opportunities to those who seek them out.

Farah’deen’s Landscape

Farah'deen is a vast desert land mass with scattered oases, mountains, and sandstone pillars where the sands haven't eroded the stone away quite yet. Always windy, the desert is a literal ocean of sand -- it has slow moving waves of sand that shift and change as time passes, making it more difficult to navigate in the region. The oases are often guarded and used by the Qadir who live there, for water is a valuable commodity in the desert of Farah'deen. Most of the trees there are, even around the oasis, small and fairly scrubby, with the sole exception of the palm trees that dot the coastline. The coastline is usually rocky and often covered in cliffs, oceanside grasses, and nesting birds. There are very few waterways into Farah'deen, making travel and exploration difficult, and only recently were the mysterious Sadier Ruins found. These ruins suggest that Farah'deen wasn't always so dry and windy, for these cities are located almost always in places where there are no oases and no old rivers. It is assumed, with that in mind, that the desert was once a fertile grassland region, but some great events lead to its change into the desert waste. It can be noted that there are no Seraph Ruins in Farah'deen that have yet been found.

The design for buildings in Farah'deen are usually low and close to the ground, often only two stories tall at the highest (except for the more sheltered locations within city walls) and are generally made of sandstone, quartz, lapiz, and desert woods. Often lacking glass windows to allow better cooling and heating, these buildings are sturdy and efficient to a fault, but are not very elegant or beautiful. Roads are often made of sand and gravel, with some cobblestone and other materials in larger cities. The people are strong and sturdy like their houses, but with greater grace and beauty. All in all, the architecture of Farah'deen reflects the harshness of the land and the prices of living there. In this land of sun and desert and wind, only the strong and smart survive, and that plays out into every living thing that dares call the Ocean of Sand its home.

Flora and Fauna

Besides the Qadir, Farah'deen is home to a number of creatures unique to the land. The most iconic of these are the camels, with their single, dual, and occasionally triple humped backs. They are beasts of burden which are often used in caravans to transport resources and goods over long distances. Other creatures native to Farah'deen are an endless number of scorpions, numerous rock-dwelling spiders, and a surprisingly large number of butterflies. Larger creatures, like jackrabbits, desert mice, sand voles, and sand snakes, will often make a quick snack out of those insects that sit near the bottom of the food chain. Hawks, eagles, and other birds of prey can be found throughout the desert -- some native and others that escaped handlers -- hunting all the smaller creatures of the desert.

Arguably the most dangerous desert dwellers of Farah’deen, however, are the Sadier. The name originates from the low moaning they give off by existing, which the Qadir said was "Sadder". With their accent, the term swiftly became "Sadier" and passed into the language as the name for these creatures. The name is fitting, for these beings haunt the ruin of an ancient civilization that appears to have died out except for these entities. It is assumed they are ghosts or spirits of the dead from that civilization. They are highly aggressive and territorial beings, similar in nature to the Petralyth who guard Seraph Ruins, and attack in much the same manner - by crashing their sand-built whirling bodies into attackers and shredding skin and flesh from the bone. Unlike Petralyth, magic is effective only if it is wind or earth based magic, though hot enough fires can melt their sand bodies, petrifying them into a puddle of angry glass. Sadier Ruins are similar to Seraph ruins, but more blocky and squared off. Pillars are still round, but instead of arches the Sadier appear to have used gate-shaped designs for most of their structures. This appears to have been a choice rather than the inability to make arches, as archways are found in places.

Farah’deen’s Culture

Farah'deen is home to the Qadir, and is the land of their origin. It is also home to their great empire, the Sultanate, which is officially called the Qadir’iyye. This is a political, economic, and military equal to the Regalian Empire, and shares remarkable similarities to that empire. Adversely, their culture is quite the opposite from Regalia’s. Where Regalia is strong in naval power, the Sultanate is strong in land-based power. Likewise, Regalia is wealthy in trade, the Sultanate is wealthy in industry. Regalia is spread out while the Sultanate is fairly dense (being limited mostly to desert region of Aloria). As rivals, neither Regalia nor the Sultanate have the military power to best the other in their natural element (oceans and land respectively). This has led to high tensions and near war for decades, but has never actually broken out into open warfare. For now, both sides are willing to simply harass one another and not find out who is truly the more powerful of the two. Meanwhile, trade between the two entities is fairly common, with Regalian merchant vessels docking at Qadir’iyye port towns to offload resources which the Qadir then refine and sell back at a somewhat higher price. In the end, nothing will change with the love-hate relations between Regalia and the Sultanate, only the names and dates.

History of Farah’deen

Farah’deen is a fairly mysterious and unique land, in that its history before the Qadir is very unclear. Many believe that the sands and crippling heat are a fairly new phenomenon, and that before the land consisted of vast deserts, it was comprised of plains and mountains. This mindset comes predominantly from the Sadier, whose ancient ruins are rarely near any water sources, and whose architectural structure is less practical in the desert. Having pretty looking pillars and gate-shaped designs instead of plain, blocky buildings that would eventually be worn down by the whirling sands, these structures suggest a sort of regality among the Sadier culture -- not lavish, but decadent enough. Any indicators of Farah’deen’s past before the Qadir, however, are all ancient history.

The Qadir’iyye Sultanate, according to history books, began over a thousand years ago. While the origins of where Qadir began are unclear, it is theorized that they were a wayfaring group of Seraph or Meraic survivors who found their way onto the continent by the time it was already a sandy wasteland. As they evolved to be better suited for the harsh conditions, they eventually became what we know nowadays as Qadir. Their civilization was very primal at first, consisting of a spattering of clay huts and primitive hunting to feed themselves. However, very soon they began expanding and growing, and while their architecture is still more practical than decorative, they created a government structured around their Sultanate and expansive, lavish palaces to house their leaders. For centuries, the Qadir and their Sultanate lived in isolation from the rest of the world.

However, as of the last century or so, the deserts of Farah’deen were proving to be less than accommodating for their growing numbers. As a result, the Qadir began to expand to other continents, creating trade routes and relations with others around Aloria. This was when they first made their appearances around the world and began to grow influential. Adversely, they found that their culture was drastically different than most, from a religion unique to their people, to a social structure not found elsewhere. Even their views on magic were different, setting them apart from the rest of the world. To this day, the Qadir remain adamant on who they are as people, and despite the opportunities opened up with the rest of the world, most insist on staying within Farah’deen’s harsh climates and conditions.

Farah’deen’s history and culture is mysterious and as unrelenting as the sands which plague its continent, creating a unique new land for people to live in, or waste away.