Araby is a sub-continent of the Southlands, located to the south of the Old World, and bordering Nehekhara. It is a huge and decadent empire, composed of many theocratic Caliphates, all ruled over by the Sultan of All Araby.
The cities of Araby are built along its prosperous and fertile coast lands. The lands of interior Araby are arid and infertile, and peopled by nomadic camel-borne raiders who prey upon the caravans plying their dusty trade. Humans are the dominant race of Araby, although there are a number of other, declining races who survive in the remote areas.
Except for the independent arabian warriors that feared greatly by the desert travellers, the main dangers of the land of Araby are strange mages and desert demons.
Flora and Fauna
- Radiant Pegasi: A breed of Pegasus specific to the plateaus of the Arabyan Mountains, able to absorb the sun's heat and transmute it into a burning light that flows over their skin. If threatened by a enemy - they can discharge this energy into them in a searing flash. [6a]
In ancient times, the tribes of the Great Desert called themselves nazir - desert lions and refered to any other humans as khutuf - house dogs, the pampered pets of city dwellers. [7a] |They made oaths to Kshar that allowed them to prosper in the desert where others were killed. [7d]
They fought hard against Settra, achieving many victories - except the lastand the great king made the surviving chiefs swear oaths to serve and protect his kingdom until death. It was the War against Nagash that saw the desert tribes break their oath to defend and earn the wrath of Khsar. They retreated from the now hostile desert to the great plains, but the then Daughter of the Sands recieved a vision that a new king of Khemri would arise in Lahmia who would remake their oaths. [7d]
Following the victory of the Priest-kings over the Great Necromancer, Lahmia became the richest of the remaining cities and whilst some tribespeople fled to ts slums, others raided the many caravans that journey to and from it. [7b]
The early years of Araby's history are not well-documented, but it is known that it was devastated in the Wars of Death, a period of invasions by Arkhan the Black, following the fall of the Nehekharan civilisation.
It was also in 1150 IC that Ibn Jellaba, a famous explorer of Araby, discovered the lost Lizardmen city of Zlatlan. There he was welcomed (since the Slann predicted his arrival) and was able to barter with the peaceful Lizardmen and exchange the pearls and spices of Araby for gold, which the Lizardmen had in abundance and were quite willing to part with, since it was considered worthless. Jellaba returned to Araby a very rich man after establishing the first trade agreement between Lizardmen and humans.
Later sources blame a Skaven conspiracy for this conflict: in 1448 IC the Skaven convinced Sultan Jaffar, a powerful sorcerer, to invade Estalia, sparking 200 years of conflict and crusades between the Old World and Araby, and initiating the foundation of the Imperial Knights Panther (among other Knightly Orders).
The Sultans are proud of their troops and especially of their cavalry so that no expense is spared either on their equipment or maintenance. It is popularly supposed that the horses of Araby are descended from Elven horses brought over from the west many centuries ago. They are graceful and swift creatures and very highly valued. The very best of the Arabyan foot-solders are also well equipped, with steel armour, keen tulwars, gleaming helmets, and fine silk clothing. These household troops or guards accompany the Sultans when they travel beyond the grounds of their magnificent palaces. The loyalty of these troops is famous. They are amply rewarded with riches, luxuries, and prestige as a result. 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.
- Arabyan Spearmen.
- Arabyan Bowmen.
- Arabyan Guards.
- Arabyan Knights.
- Desert Riders.
- Camel Riders.
- Flying Carpets.
- War Elephants.
- Arabyan Commanders.
- Eunochs - Eunochs are only rarely slaves, more often they are individuals brought up and trained as warriors or guards. They are unusually steadfast and loyal.
- In old editions there were also Arab Slingers and Arab Dervishers.
The principal cities of Araby are:
Arabyans trade and travel extensively, but have made little attempt to settle outside their homelands. Their society is most notably focused on trade and piracy, which, conducted on a worldwide scale, brings them fabulous wealth. Arabyans have some knowledge of gunpowder weapons, but their religious dogmas prevent them from developing socially and technologically.
The toughest fighters come from the nomadic tribes of the deserts, who are greatly feared by the more civilised traders who ply their trade along the caravan routes through the great deserts.
Arabyans worship a single god, who is manifested on the world by his chosen prophets.
The most notable warriors of Araby are the Dervishers, fanatic religious warriors all too willing to die for their god. Another famous type are the Eunochs, individuals trained since birth to serve as warriors or guards.
Not much is known about the society of the people of Araby, but from the few merchants and explorers who made their way into the kingdoms and Empire of the Old World it can be assumed that commerce and trade are an extremely important part of their society. The Arabyans were able to establish and monopolise the trade routes into the lucrative jade and spice lands of the Far-East such as Cathay and Ind, as well as trading with the barbaric Norse tribes establishing the largest slave market in the city of Copher, all this is thanks to their unsurpassed mastery in their navigation of the seas. The economic growth of Araby has lead their peoples to the pursue of the fine arts in poetry, alchemy, medicine and architecture thus producing some of the world's most notable poets, doctors, sorcerers and architects.
After their Crusades against Araby, knights of the Empire discovered a cipher called The Gates of Al-Haikk. It used a simple system of substituting letters for symbols, which denoted where the characters were positioned within the diagram. Following this discovery, the cipher was used by scriveners of the order of witch hunters to encode important or secret messages.
- In early 2007 Specialist Games published a complete Arabyan Army for the Game Warmaster.
- In earlier editions, the natives of Araby were called Men of East and Easterners, later - "Arabians". This was later changed in spelling to "Arabyans", likely for reasons related to copyright.
- 1: Warhammer Fantasy Roleplay (1st Edition), pg. 222
- 2: Warhammer: Battle Bestiary (1984), pg. 21
- 3: Warmaster Armies (2006)
- 4: The Witch Hunter's Handbook, by Darius Hinks
- 5: Warhammer 1st Edition - Volume 1: Tabletop Battles, pg. 10
- 6: Storm of Magic
- 6a: Pegasi, pg. 96
- 7: Rise of Nagash (anthology) by Mike Lee: Nagash Immortal
|Units||Arabyan Bowman - Arabyan Guard - Arabyan Knight - Arabyan Spearman - Camel Rider - Desert Rider - Flying Carpet - War Elephant|
|Characters||Abdul Alhazred - Abdul ben Raschid - Anmar bin Muntasir - Fasir al-Hashim - Golden Magus - Haqiqah Al-Hikmah - Har-Ak-Iman - Ibn Jellaba - Ibn Naggazar - Jaffar - Khaled al Muntasir - Khalida - Khar-mel - Muhannad Ru'af - Nawat ben Hazar - Ophiria - Rasha bin Wasim - Shihab Ibn Alim - Suleima - Suli - Suliman le Saracen|
|Cities||Al-Haikk - Bel Aliad - Copher - Ka-Sabar - Lashiek - Martek - Sanaá|
|Images - Miniatures - Vehicles|