Screw you all, you Dragonlance-hating trogolodytes. This week's Eleven Foot Poll has returned Forgotten Realms as your campaign setting of choice, which just goes to show you can lead a horse to water but you can't make him stop having sex with R. A. Salvatore.
Anyway, I'd really been hoping to talk about why Dark Sun was awesome or something but in deference to your expressed preference I'll instead discuss the greatest D&D setting of all time: Al-Qadim.
Al-Qadim came out in 1992 and was designed by Jeff Grubb for TSR as their "Arabian setting". Forever a fan of having the best of both worlds, TSR plunked the thing down on a distant peninsula of the Forgotten Realms and declared that it was now open season on genies
If you have ever wanted a character who was really frikkin' good at riding camels, Al-Qadim was like all your birthdays at once. There were whole character classes built around camels. Camels were the new drow; everyone wanted to mount one. Also there were genies. Genies, and camels.
The depth and versimilitude of Al-Qadim was probably best illustrated by the supplement A Dozen And One Adventures, which encompassed the entirety of the setting's dramatic potential. Complaints that the setting had nothing to offer beyound camels and genies were rebuffed by the release of the computer game Al-Qadim: The Genie's Curse, and the Al-Qadim Monstrous Compendium, which proudly promised rules for a host of new and unique creatures, such as genies, and a kind of intelligent camel.
Actually, probably my favourite thing to emerge from Al-Qadim were the yikaria, or yak-men. In a world that had lizard-men, wolf-men, and walrus-men, the lack of yak-men was a kind of racial imbalance that cried out for rectification. I can only assume that rules for playable 4th Edition yak-men are being developed even as we speak.
So in summary, that is why the Forgotten Realms are awesome. Thank you for your time.