Al-Haz is from GURPS Fantasy. Elfworld Al-Haz is almost identical except that the history dates back farther and the geography is completely different.
Geography
Al-Haz is bordered by Megalos on the west and Cardiel on the south. The Fence of God is Al-Haz's name for the mountains which borders along the south where Bulgeria is. The holy city of Geb'al-Din is still hidden somewhere in the mountains in the region known as the Mistlands.Al-Ab'ra is located at the Polish city of Krakow. Al-Abyad is located in the south replacing Bucharest. Gebel al-Hikmah replaces Warsaw. Firuz is located in the northwest near Poznan. Alhallabad is located at L'viv. West Tredroy is located at Wroclaw. Most of these locations were arbitarily chosen with casual regard to the description in Fantasy.
Technology
Al-Haz is solidly TL3 though more rural areas may still use TL2.
Non-humans in Al-Haz
While Al-Haz will accept any non-human follows of Islam without prejudice, Al-Haz had very few non-humans until the coming of the Djinn.
The Storm of God
The Storm of God was a horrific storm that killed thousands across Al-Haz and left its mark everywhere in the known world. During the storm the Djinn were cast down into Al-Haz. Al-Haz saw the Storm of God and the "gift" of the Djinn as an omen.
Djinn Prophets
With the coming of the Djinn, came the Prophets. These Djinn were very powerful, very charismic, and very fanatical. Each faction has a "Prophet" which is the current leader (and in many cases the originally founder) and many "prophets" which are the believers.All Djinn (and many humans) follow a Prophet to varying degrees. Some pay lip service (-1), most try to uphold the major beliefs (minor vow, -5), some try to convert others (obsession, varies), and a few are radical fanatics (fanaticism, -15). Players are encourages to take a combination of disadvantages that represents their character's beliefs.
The Air Prophet
The Air Prophet encourages blending. Allah has a plan and the Djinn were sent to be part of it. Most people of this philosophy are devout Muslims. Most of the Djinn seem to lean toward the Air Prophet philosophy especially among the Jann.The Fire Prophet
The Fire Prophet preaches cleansing. All evils need to be wiped away and from the ashes the survivors will have a paradise. Fortunately, this faction is relatively fractured. Fire prophets cannot seem to unite on which cultures, technologies, and magicks need to be wiped away. However, should this faction (which includes the more radical Muslims) ever unite, they will be a force to be reckoned with. Fire prophets make the second largest group of prophets.The Sand Prophet
The Sand Prophet believes magic is evil. Djinn arrived to help wipe away all magic, and Djinn were molded into human forms to become human. While this is a small faction, it's a very dangerous one especially to non-humans and the Grey Order. Only the more moderate members are suitable for use as PCs unless the campaign involves the destruction of magic.The Water Prophet
The Water Prophet intends for the Djinn to rule Al-Haz. Water prophets believe Djinn are superior and were sent to "fix" Al-Haz. Some Water prophets go as far suggest that the Djinn are even divinities themselves!
al-Safa
The center of the Storm of God was on a small village in the southeastern region of Al-Haz now called al-Safa or the pure because no one remains. During the storm everyone vanished and since then the village has remained stranglely devoid of all life - humans, animals, and even insects. Anyone visiting will get a creepy feeling. Many have hallucinations. Everyone that has stayed for any length of time simply disappears. No bodies are ever found.Visiting mages will notice that mana behaves strangely. Spells cast there difficult to control (contest against Will 10 or treat as a critical failure) and unpredictable (add 4-d6 to energy in a spell, 1-3 will result in a higher cost, 5 or 6 will boost the power of a spell).