http://www.playonline.com/ff11us/ahturhgan/
NOWE OBRAZKI
IMP
A diminutive species of demon, frequently sighted in the Near East in recent times.
Though skilled in the use of elemental and dark magic, these natural-born cowards are not considered a threat when encountered alone. They do, however, carry a horn, from which they produce a deafening noise of a scale completely out of proportion to their tiny bodies, warning their allies and startling enemy forces.
In the time of the Great War, imps were given the roles of scouts and messengers in the Shadow Lord's armies, and are thus well known to veteran soldiers even on the continent of Quon.
LAMIA
A bewitching race of beastmen with an upper body like that of a Hume woman and a lower body resembling that of a venomous serpent.
The Lamiae are few in number compared to the other beastmen inhabitants of the Near East. However, they have ensorceled the bones of fallen soldiers, creating an undead army of considerable size to defend their reef settlements.
Lamiae are known to sneak into towns in the depths of night, wielding powerful bows and hunting humans to replenish their armies; hence the Near Easterners' dread of sunset.
According to rumor, Lamiae are not technically a race of beastmen, but actually a form of organic weapon (also known as a chimera), created by alchemists fusing the parts of multiple organisms.
APKALLU
A variety of sea bird that lives in flocks on Near Eastern islands.
On dry land, Apkallu only waddle about on their short legs, but the ocean is a different story. They propel themselves through the water with finlike wings at high speeds, enabling them to catch fish.
In the Near East, the Apkallu are a protected species and are referred to as "The Sages of the Sea." Perhaps that is why Apkallu do not fear people and behave in a friendly manner. However, angering an Apkallu is not recommended.
OROBON
A species of gigantic fish that inhabits the seas of the Near East.
The orobon attracts its prey with a fluorescent, rainbow-colored appendages that dangle before its mouth. Rigid scales protect it from its thrashing victims, while jaws filled with dozens of tightly packed teeth prevent escape.
As the orobon usually roams the ocean floor, its existence was known only to a handful of Near Eastern fishermen and gourmets. However, since the delicate flavor of this fish was documented in the travel log of an important official, the orobon has become a common topic of conversation. It is said that the Culinarians' and Fishermen's Guilds have begun offering a reward to anyone who can help them acquire a specimen.
Mamool Ja (Mamo to ja? ))
The Mamool Ja are a group of beastmen that hold dominion over the Mamool Ja Savagelands, a land hostile to the Near Eastern Aht Urhgan Empire.
Referring to themselves as the Mamool Ja, meaning "brethren of the shining scale," the inhabitants of the Savagelands are organized into four biologically different classes that consist of warriors, aquatics, sages, and knights. The Mamool Ja have been paying tribute to the Aht Urhgan Empire since ages past, and are known for their republican form of government. Their nation is ruled by a council of four overlords, one selected from each class. The Savagelands' recent uprising against the empire seems connected to the emergence of a prominent leader known as the "The Autarch."
AREAS
Mamook
The capital of Mamool Ja, Mamook was built deep in a forest on a peninsula west of the Aht Urhgan Empire.
In order to control parasite infestations, the wooden structures that cover the capital are burned down and rebuilt every few years. Therefore, much of the construction in Mamook appears rather crude. Like the Mamool Ja's equipment, the few intricate decorative metals in the area were created by prisoners taken by Mamook. Furthermore, sacred stones situated in each area of the capital are believed to harbor the spirits of fallen Mamool Ja heroes and protect Mamook from evil.
Arrapago Reef
This highly treacherous area is legendary for stranding many a ship.
It is for this reason that Arrapago Reef became the final bastion for a kingdom that was destroyed by an attack from Aht Urhgan. It is said that the kingdom's immense treasures still rest in the coastal caverns. However, the Lamiae are currently using the reef as their stronghold, guarded by the sleepless undead. Infiltrating Arrapago Reef would be no easy task.
The release date is April 18, 2006!
Learn about the exciting new Corsair job, and check out the additional entries for gruesome and dangerous monsters in the Adversaries section. You can also find information on the locations that will become the stage for your adventures in the Near East--the Empire of Aht Urhgan and the Imperial City of Al Zahbi.
http://www.playonline.com/ff11us/ahturhgan/index.html
Corsair
Descendants of the dauntless pirates that once scourged the seas of the Near East, corsairs rely on the “Hexagun,” a multi-barreled revolver, and elaborate luck-based abilities to alter the stakes of battle
The Empire of Aht Urhgan
The Empire of Aht Urhgan dominates the Aradjiah Continent, a landmass found east of Mindartia. This massive nation lies between the Gugru Blue and the countries of the Far East, and is governed by the Divine Empress--a ruler who wields absolute religious and secular authority.
During the time of the Crystal War, the allied forces of Altana—including Tavnazia, one of the Empire’s largest trading partners—petitioned for the aid of the Aht Urhgan armies. Despite repeated requests for help, the Empire remained steadfast in her isolation and dispatched not a single soldier. These actions led to the continuing diplomatic distance between the Western nations and the Near East. The Empire is currently at war with her Far Eastern neighbors.
Protected by tall ramparts, the impregnable fortress city of Al Zahbi serves as the capital of the western half of the vast Empire of Aht Urhgan. The city resembles a labyrinth, with the roofs of stone buildings joining to form paths around structures built on a higher level. The serpentine designs seen throughout the city represent the two-headed snake king Zahak, a symbol of the Empire.
Al Zahbi
Al Zahbi is divided into three wards:
Commoner’s Ward
This fairly new ward houses residents who have either not been granted or have been stripped of citizenship. Beastman attacks are a constant threat due to the district’s location on the outskirts of town.
Merchant’s Ward
This diverse ward is home to merchants and craftsmen who provide their services to the area’s throngs of traders, mercenaries, and adventurers from foreign lands. The district also features two ports, one facing the inland sea to the north and another facing the open sea to the south. The Merchant’s Ward also serves as a western gate to the Empire.
Imperial Ward
The Imperial Ward lies behind a colossal white wall that separates the district from the rest of the city. The magnificent imperial palace, military facilities, and residences of the imperial family line the streets inside, but noncitizens are strictly forbidden to enter.
Chigoe
These small parasitic insects are the cause of an endemic disease in the Near East known as Chigoe Fever. Chigoes, or sand fleas, remain concealed beneath the sand until some unfortunate animal wanders past. The chigoe leaps an incredible distance to attach itself to the victim’s body, and then burrows under the skin to feed. The welts raised by these insidious pests are so painful, even a large animal can suffer a slow, wasting death when infested by enough parasites. According to the latest research by the Alchemists’ Guild, a virulent illness that once swept through Bastok is thought to have been the result of an invisible toxin transmitted through these deadly parasites.
Marid
The marid is an enormous animal that lives in the forests of the Near East, though few actually remain in the wild. Its fearsome natural weaponry consists of a long, flexible trunk, and two great tusks used to scythe through its enemies. Despite being a herbivore, the marid possesses burning eyes that reveal its violent temperament, and nothing can slow one of these massive beasts’ ground-shaking charges. Before their numbers were decimated by the growing plague of chigoes, battle-trained war marids were the centerpiece in the Aht Urhgan army. Now these ultimate shock troops are kept in reserve within the grounds of the Imperial Palace, rarely seen by those outside its walls.
Qutrub
These corpse-eating ghouls wrap themselves in bandages to slow the decomposition of their rotting bodies. Unlike the shambling undead that are afflicted with a curse after dying, the qutrub are beings that have succumbed to the charms of the Lamiae while still alive. Through dark rituals, they willfully attain an undead existence in order to serve their foul mistresses for eternity. Seemingly still afflicted by the desires of the living, the qutrub hoard valuable trinkets, and feast on the dead to maintain the traces of flesh and blood remaining to them. It is said that the blade carried by each qutrub is infused with their discarded life essence.