I have heard (from an Afghan man that I know) that in Afghanistan, they will construct kites, and then tie or tape pieces of glass and shards of pottery to the kite-strings and have "kite-battles", where they try to use the sharp shards on their kite-strings to cut the opponent's strings.
The desert is a curse from the Water God upon the wicked people who live in the South.
Said people offended the Water God in some way, and so the Water God placed water-trappers, bizarre, water-sucking beings, in the soil, and within years, the wilderness became a desert.
Thus, the desert folk shamans have special powers that allow them to find water-trappers so that they can be dug up and their water harvested.
THE GNOMES OF UDNALOR: Part II
Having left the hush of the upper halls, and crossed the depths of the Braeth (an underground river, which is not all that deep because bear in mind we're talking about gnomes here), you would find yourself in Wattling Street, the main road through Udnalor. It's actually a long, well-worn passageway which opens out eventually into the City Centre. The gnome-buildings branch off Wattling Street as small burrows or caverns with boulder-blocked doorways for privacy. You can find armourers and smiths (though their armour tends to be on the small side for humans to buy) and many other types of trader.
There are many streets, ginnels and cooies which run off Wattling Street, the most famous probably being Smell Street, the domain of the infamous gnomish alchemists, the eponymous smell being very distinctive: the stench of cooking fungus, the aroma of subterranean spices, the pungent reek of rotting carcasses (used in some of the more notorious experiments). An encounter with an alchemist can really be spiced up (excuse the pun) if you have a well-stocked herb cupboard, and actually make up the potions, elixirs and draughts as they are ordered by characters.