Built by a people buried under the legions of the Maronni Empire, Auropolis was one of the few jewels of the dunes, where the meagre water acumulates in fountains, turning the lands behind the walls fertile as if they were blessed by a thousand druids. Still, this city depended on the outside for survival, and when the imperial authority receded, Auropolis was one of the first cities to be cut off.
Strict rationing was required in order to survive. Very quickly the old gods were left behind in stead for the new light. Alsham, the sun god of order, would be the faith that would unite the people of Auropolis, to stop the figthing in the streets for food, water and shelter. A Caliph was ascended to the throne in the Palace of Marble, and assigned as steward for the realm of Alsham, to rule in his stead.
The Caliphate is inhabited by humans, most of which live in its only city of Auropolis. Lizardfolk may inhabit dugouts alongside the Axum river and the Khenra still guard the temples to old gods in the dunes, but besides the Sarab tribes, only a few fire Genasi inhabit the endless desert dunes that make its territory.
The only major settlement is the capital of Auropolis, a marvel of the world. Ancient Libraries and artifacts of lost peoples as studied by sage-priests of Alsham at the same time as studies on the teachings of the sun god. A special interest is the one for artifices, metals, and all things mechanical, due to the underground halls of wonders that have plenty of machines yet to be understood.
The Caliphate understands itself to be the only true caliphate of Alsham in the world. They deem the Mohads to the west to be willingly incompetent, the Anatols to utilize Alsham instead of following its teachings, the Sahilese to pay lip service to its teachings and the Nehirese to be downright pathetic. They once had love for the Muharbsese Emirate which they created, but they have since been destroyed by better warriors and their own infigthing. One people they do appreciate is the Turannor, and most of their clans which hold Alsham to some extent of merit, and actively try to fight their own evil whilst being exemplars of the order the sun god demands.
Such is their hatred for heresy that they have employed not one, but two orders to cull it. The Swords of Alsham are zealots dedicated to the art of war and assasination, usually employed on enemies of the caliphate and evils that need subtle attention. The Tomb Guardians are the second, yet stranger institution. Khenra descendant from the servants of older gods, still guarding their tombs, but now to the service of Alsham. They often receive visions from the sun god to cull certain heretics, for which they travel alone or in pairs troughout the dunes, on foot, until their target is found and swiftly put to the sword. These warriors also double as some of the most steadfast and loyal elite units in times of war.
In times of war, the Caliphate adopts its own style of pike and shot tactics. The small but semi professional glaive guards of Auropolis form the backbone of the army, reinforced by temple guards , priests, artificers and paladins. These infantry formations shield regiments of bronze and steel bowmen, as well as portable siege engines and veritable wonder machines that use the light of the sun to burn enemies to cinder. The Sarab tribes might be called to serve as well, but they are preferably used as long range skirmishers and scouts.
The Sarab travel on foot and carry everything on their back. They posess few things and refuse to take posession of people or things. They are swift to travel the endless dunes, as if the sand did not slow them, and can get surprisingly close to someone in the middle of the day without being noticed. They serve as scouts, guides and skirmishers for the Caliphate, but rarely they head outside of their dunes or venture into the city. In battle, they will strike from extremely long ranges at day, being covered by the glare of the sun, or battle in face to face assasination ambushes, when all bets are off.
The Endless dunes of Tarica are known to be harsh and unforgiving, yet some of its ancient dwellers eek an existence in the sea of sand, remembering the beauty of what it once was.
The Sarab tribes are comprised of desert elves with a few sprinkled fire genasi, born of their connection to the fiery dunes of their land off elven mothers. Their exact numbers are unknown, but estimated to be no more than a few thousand, as even these folk could not find much sustenaince in a land of eternal dunes.
Their tribes are exclusively matriarchal with women taking all positions of leadership, being warrior priesteses. Their faith is on Three female deities. Selune, which they call Sayyidat al-Qamar , Sune, which they refer to as Sayyidat al-Hub, and Mielikki, which they call Sayyidat al-Ramal. All of this is kept silent, for they understand that the men of the Caliph are not fond of other religions or peoples, and they could use their friendship more than their hatred. Outwardly, the Sarab tribes communicate trough senior warrior men, having the actual leader priestess remaining silent in all conversations whilst the male acts as a mouth to other peoples.
These desert dwellers are adept druids, rangers and clerics. Not a single warlock has ever been amogst them, but quite a lot of sorcerers have. Much like the worshippers of Alsham, they despise necromancy, blood magic, and other evil arts.