There are multiple merchant adventuring companies based out of Zeir-i-Zeif. These groups attract members looking to explore the Baklunish ruins along the Bakhoury Coast and the Vaar as well as the constant recruiting of guards for long distance caravans.
The army of Zeif is comprised mainly of superb mailed cavalry and huge footmen armed with two-handed swords and warrior adventurers from Zeif tend to mimic this. There are many independent schools of magic in Zeif with transmutation, evocation and elementalism magic being most popular with Zeif’s wizards. Clerics, primarily of the Baklunish pantheon, are very common in Zeif where most serve as civil servants. The Mouqollod is very active in Zeif and often acts as a patron for adventuring companies not to mention individual rogues and assassins. It is widely rumoured that the business of assassination is controlled out of the sultan’s harem and, by tradition, only women may enter this trade in the lands of Zeif.
As mentioned above, orcs, and to a lesser degree, half-ogres, are more widely accepted in Zeif than most other eastern Oerik nations largely as a result of the Eurozary Corp. Many ex-eurozary use their skills and experience as adventurers following their service to Zeif. Similarly, goblin characters hail not only from their subterranean homes in The Vaar but just as commonly as ex-slaves found in nearly all of Zeif’s towns and cities where they often find success as rogues and thieves.