Credits
Lead Design: Lukaas Hendrix
Designers: Colin Gooding and Dalton Yokum
Editors: Sally Sulick, Bloo Mitchell-Barnes
Playtesting Provided by: Colin Gooding, Jeremy Hughes, Dave Knight, Emily Leadbeater, Kim Moore, Luther Raleigh, Scott Randazzo, Codey Sickles, Jimi Stevulak, Robby Tennant, Allen Wontroba, and Kalila Zenk.
Formatting Modeled on Xanathar's Guide to Everything a Wizard's of the Coast Product
With Special Permission from Jeff Grubb
The following D&D books provided material and inspiration:
- 2nd Edition
- A Dozen and One Adventures (2e), Steve Kurtz
- Al-Qadim: Arabian Adventures (2e), Jeff Grubb with Andria Hayday
- Al-Qadim: Land of Fate (2e), Jeff Grubb
- Assassin Mountain (2e), Wolfgang Baur
- Caravans (2e), Rick Swan
- Cities of Bone (2e), Steven Kurtz
- City of Delights (2e), Tim Beach, Tom Prusa and Steve Kurtz
- Complete Sha'irs Handbook (2e), Sam Witt
- Corsairs of the Great Sea (2e), Nicky Rea
- Golden Voyages (2e), David "Zeb" Cook
- Reunion (2e), Jackie Cassada & Nicky Rea
- Ruined Kingdoms (2e), Steven Kurtz
- Secrets of the Lamp (2e), Wolfgang Baur
- 3rd Edition, Wizards of the Coast Products
- Sandstorm, Bruce Cordell, Jennifer Clark Wilkes, and JD Wiker
- 5th Edition, Wizards of the Coast Products
- 5th Edition, DMs Guild Products
- Al-Qadim Archetypes: Scimitars Against the Dark, Jeremy Forbing
- Al-Qadim: Classes and Backgrounds (5e), Brent "VAD" Rogers
- D&D5e Warlock Patron: The Genie, Brent "VAD" Rogers*
- Desert Magic, RP Davis
- Elemental Magic of Zakhara (Al-Qadim & Forgotten Realms), Thomas Schlüter
- Seers of Zakhara (Al-Qadim & Forgotten Realms), Thomas Schlüter
- The Sha’ir New Patrons and Familiars, Michael Freeman
- Zakharan Bestiary - Monsters of Al-Qadim, Leonaru
Artwork:
- Arabian Nights, 2009 Pascal Barriault
- Prayer in the Mosque, 1871 Jean-Léon Gérôme
All other art used in this book is in the public domain.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2020 Oni RPGs and published under the Community Content Agreement for Dungeon Masters Guild.
Contents
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Preface pg 7
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Chapter 1: The Land of Fate pg 9
The Land pg 9
- Cities of The Heart pg 10
- Cities of The North pg 17
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Chapter 2: The People of Zakhara pg 27
Honor pg 28
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Family pg 29
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Purity pg 30
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Hospitality pg 31
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Piety pg 32
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Laws of The First Caliph pg 38
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Languages pg 40
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Chapter 3: Characters in Zakhara pg 42
Variant Rule: Station pg 42
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Whats in a Name? pg 45
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New Skills pg 46
- Genie Lore pg 46
- Haggling pg 46
- Rumormongoring pg 47
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Classes in Zakhara pg 49
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Races in Zakhara pg 59
- Desert Gnome pg 59
- Dune Dwarf pg 59
- Enlightened Elf pg 60
- Fated Aasimar pg 60
- Affyan pg 61
- Hanu pg 61
- Jann pg 62
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Backgrounds pg 63
- Variant Backgrounds pg 67
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Feats pg 71
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Chapter 4: Perils of Adventure pg 672
Armor in Fiery Zakhara pg 72
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Desert Survival pg 65
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Terrain of Zakhara pg 75
- Badlands pg 75
- Barren Wastes pg 76
- Evaporated Sea pg 77
- Glass Sea pg 78
- Petrified Forest pg 79
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Calling Upon Fate pg 80
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Chapter 5: In the Bazaar pg 82
Armor pg 82
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Weapons pg 83
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Adventuring Gear pg 84
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Poisons pg 87
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Clothing pg 89
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Other Items and Services pg 90
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Magic Items pg 93
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Chapter 7: Spells pg 119
Preface
The Seven Voyages of Sinbad,” “Ali Baba and the Forty Thieves,” “Aladdin and His Magic Lamp”— these and other classics fill the pages of the Arabian Nights. Each story is told by a very wise and beautiful young woman called Scheherazade, who reveals them night after night to a king with a murderous heart. The first of the thousand-and-one tales is Scheherazade’s own . . .
In a time long ago, there lived a great king of the kings of the Banu Sasaan. This king had two sons, Shahryar and Shah Zaman. Shahryar, the eldest, ascended his father's throne. To his younger brother, Shah Zaman, he bestowed the throne of Samarkand. Twenty years passed, and King Shahryar longed to see his younger brother again. He sent word to Samarkand, asking Shah Zaman to come for a visit. Shah Zaman agreed. He had not traveled far when he remembered something that he had left behind in his palace, and slipped back into his chambers to retrieve it. There he discovered his wife, her arms wrapped round a kitchen slave, both sleeping peacefully upon his own bed-carpets. Shah Zaman drew his scimitar and cut them both into four pieces with a single blow. Then, deeply saddened and shocked, he resumed his journey.
By the time Shah Zaman reached his brother's palace, his body was weak and his color had changed to yellow. Shahryar could see that his brother was sick with grief, but Shah Zaman refused to explain the cause. King Shahryar arranged a hunt, hoping that such an outing would raise his brother's spirits. When the date arrived, however, Shah Zaman stayed behind at the palace, and his brother went off without him.
The next morning, as the melancholy Shah Zaman stared down into a garden court, he spied his brother's wife and her female slaves. They entered the court, completely unaware of his presence in the window above. As Shah Zaman watched, a group of male slaves entered the courtyard, and then all cavorted wildly until the day had nearly passed. Shah Zaman's health improved when he saw that his brother's plight was worse than his own.
When Shahryar returned, Shah Zaman told him what he had witnessed. At first Shahryar refused to believe the bawdy tale. But after Shahryar himself had witnessed a similar event, he ordered that every man and woman involved be slain to the last, including the queen.
Eventually, Shah Zaman returned to Samarkand. King Shahryar proclaimed that he would wed a different maiden each night. Each morning thereafter, he would have the girl slain, so that none could betray him again. This brutal practice continued for three years, until many of his subjects had fled, and no more brides could be found. Finally, only the daughters of his trusted vizier remained: Scheherazade and Dunyazade.
Scheherazade was the eldest, as clever and learned as she was beautiful. She vowed that she would wed the king and live to see his terror ended. With Dunyazade in agreement, she formed a plan.
That night, as Scheherazade lay with the king in his chambers, she began to weep. When the king inquired about the cause of her sorrow, she asked whether her younger sister might be allowed to visit on this, her final night. The king agreed.
Dunyazade appeared and asked Scheherazade to tell a story to entertain her and the king. In response, Scheherazade wove a tale more wondrous than any Shahryar had heard before. When the dawn came, Scheherazade left the end of the tale untold.
The king was so enrapt that he allowed her to live, in order that she might continue her tale the next night. Thus Scheherazade told one story after the other, night after night, until she had entertained her husband for three years. In that time she bore him three children. At last, the king declared that he would not kill her, for he loved her and knew that her devotion was real. The king's heart had mended, and he slew no bride again.
If Scheherazade had continued her tales for a thousand more nights, what would she have described? Perhaps she would have painted another exotic world, much like her own, with spired cities; glittering sands; and vast, sparkling seas. Perhaps she would have filled this realm with magics beyond compare, and then peopled it with daring adventurers who were not only humans but also elves, half-elves, dwarves, gnomes, and even ogres—all living peacefully side by side.
In your hands is the key to that imaginary world. The Al-Qadim rulebook opens the door to a new campaign that weaves threads of Arabian legend with the fantasy of the Dungeons and Dragons 5th Edition game. This book includes everything you need to begin: new character classes, new proficiencies and equipment, new rules for adventure, new wizard spells, and a wondrous new power—the power to bend Fate to one’s own desires. You’ll also find an introduction to Zakhara, the Land of Fate, a new setting specially created for the AL-QADIM™ campaign.
Three distinct visions of Arabia have helped give shape to these rules. The first is the historical Arabian Empire, a force which boiled out of the desert and swept through Asia and Africa, eventually encompassing an empire from the Atlantic to India. This historic Araby was the home of great warriors, explorers, and traders, as well as great knowledge and civilization.
The second Araby, more important to these rules, is that of legend—the world of genies and ghuls, mad barbers and magicians, and young women gifted with true sight. The AL-QADIM campaign builds upon these legends, creating a living realm filled with human as well as inhuman creatures.
The third Araby comes from our own culture and its Hollywood movies—films that are occasionally humorous and quite often inaccurate. In the movies, strong-jawed heroes brandish curved swords, battling behemoths that move in stop-animation, winning, at last, the love of some beauteous maiden whose sheer veil scarcely conceals her face. These films offer a third lens through which we can view the world of the Arabian Nights. They are entertaining rather than educational, but this is the Arabian fantasy world that most of us know first, through Saturday TV matinees.
All three of these visions have left their mark upon the AL-QADIM campaign, creating a world that is strictly fantasy. Like Scheherazade’s tales, these Arabian adventures are yours to create, one legend at a time.
Your magic carpet awaits. Let your magical journey begin, and may Fate be with you, for we have no Fate but the Fate which we are given.
Lukaas Hendrix.
Chapter 1 The Land of Fate
“Listen and grow wise, my children, that you may avoid
the darkness that has claimed my sight. Though the sun
shines bright on the sands of Zakhara, the earth beneath
hungers for blood, and the night hides mad genies,
howling for vengeance. We have no Fate but the Fate we
are given; may your Fate not be a dark one.”
—Ali ben Ali, Blind Prophet
While the Arabian Adventures rules can enhance any campaign, their official setting is Zakhara. This great, civilized land measures nearly 3,000 miles from its northernmost outpost to its southernmost isles. From east to west, the continent stretches almost 2,000 miles. A description of Zakhara’s wonders could fill this entire book several times over. What follows, then, is but a brief glimpse of this vast, exotic world.
The Land
Zakhara can exist virtually anywhere that a fantasy “Arabia” might be. Its official location is the uncharted territory south of Faerun and southwest of Kara-Tur in the Forgotten Realms campaign setting, enabling players to expand their adventures in the Realms.
To the north and west, Zakhara is bounded by the Great Sea, or Bahr Al-Kibar. Far to the east lies the Sea of Foreigners, or Bahr Al-Ajami. To the south of the Zakharan continent lie the myriad islands of the Crowded Sea, or Bahr Al-Izdiham.
The vast interior of Zakhara is mostly desert, a word which conjures images of great sandy wastes and towering dunes. While Zakhara does boast such deserts, only a portion fits that description. Zakharan wastelands include volcanic debris, salt flats, rocky uplands, ruddy cliffs, rugged mountains, and steppes that become a carpet of green in spring. All are deserts because they share one important trait: the annual rainfall is sparse. Despite the lack of water, life in this arid realm is as abundant as it is wondrous. Here the creatures of the desert make their home, from the gentle gazelle to the fearsome and deadly ghul. Merchant caravans travel established routes between lush oases. Human and demihuman nomads also cross the desert, moving to follow the spring rains and finding water where others believe none to exist. Yet even for seasoned natives, there are places in Zakhara where none would go, where the heat, drought, and dangers are far too great. In such desolate corners, the genies dwell. Far from the prying eyes of men, these awesome creatures build their monuments to power and beauty—great citadels whose golden towers outshine even the glittering sands around them.
In many parts of Zakhara, only seasonal streams, or wadis, exist. In the south-central lands, however, a few rivers are strong enough to flow year-round, crossing the desert until they spill into the sea. Along their wide, muddy banks grew the ancient empires of Nog and Kadar, the first great civilizations in the Land of Fate. These tyrannies fell long ago, and most of their knowledge has been forgotten. Only their crumbling temples and underground warrens remain, like ghosts bearing witness to the past. Some are still guarded by magical wardens.
As noted above, the waters of the Crowded Sea border Zakhara’s southern shores. The sea takes its name not only from the many isles in its midst, but also from the continual traffic of boats, peoples, and creatures. The busy trade routes in the Crowded Sea bind the southern ports and islands together, making them one with the rest of Zakhara.
Not all those who inhabit the Crowded Sea are friendly, however, nor have all the islands in her capricious currents been charted. These turquoise waters are filled with wonders that even Sinbad himself could not have imagined. Many a mariner has made his reputation here. Even more have lost their lives. According to legend, the islands of the Crowded Sea were once the seats of gods. If the gods were here, they certainly have fled. In their wake they have left great treasures, sunken cities, and strange races who dwell beneath the waves.
Cities of The Heart
By traveling from the northernmost waves of the Golden Gulf and heartland of Zakhara. This is more than a geographical center it is onward across Suq Bay, adventurers may begin to know the fabled also the land's soul. To the south, the region is anchored by magnificent Huzuz, home of the Loregiver and the Grand Caliph. No other city shines brighter than this golden homage to enlightenment and civilization. To the north, the region is anchored by another great city, smoky and mysterious Hiyal, a study in contrasts. Between them is Wasat, a sleepy oasis for the weary traveler. Finally, to the east lies the last city of the heartland: bustling Halwa. Perched near the fiery rim of the Great Anvil, this city still bears the traces of Zakhara's wilder, less civilized past.
Halwa, City of Solitude
Located about 200 miles east of Wasat and Suq Bay, Halwa is one of Zakhara's few major inland settlements. The city is perched on a lonely bluff overlooking the dry bed of the Wadi Malih. With the onset of spring, melting snow from the Ghost Mountains combines with seasonal downpours, turning the wadi into a surging, muddy torrent that washes silt into the low, lands. Within a month, the rains subside and the arid waste quickly returns.
The Ruler: Caliph Hava al-Gatil is a well-meaning but insulated ruler. His main concern appears to be writing his memoirs. Al-Gatil often cloisters himself with his favored scribes, writing (and rewriting) his past exploits as a young warrior, dwelling on those blithe days before he took his father's place as caliph. Al-Gatil delegates most of his responsibility to his chief vizier, whom he trusts above all. The caliph has three beautiful daughters-Sikayah, Rajiyah, and Mahabbiyah-triplets who are approaching the age of majority. While the caliph appears to care for them, the depth of his devotion has never been tested.
The Court: The court consists of Chief Vizier Zarad and his flunkies. Zarad has served Al-Gatil since the caliph was a child, and he continues to maintain a strangle hold on the caliph's mindset. All of the caliph's orders come through Zarad. And if Zarad happens to add his own orders, who would deny they're the truth? Zarad has already made a great fortune through unfair taxation (which he imposed in the name of the caliph and removed two years later in the name of the caliph, without the caliph himself ever detecting it). Now, Zarad lusts after even greater power.
The chief vizier is served by a dao of maximum hit points, who is referred to solely as "Zarad's Pet" (and then only in hushed voices). Zarad himself is easy to identify in court: he always wears black-and-white striped robes.
Population: 60,000.
Features of the City: Despite its isolation, Halwa is bustling little city, serving as a chief trading post between settled Zakharans and the desert-dwellers of the Haunted Lands. Both city and wilderness people mingle on the streets. Abas and keffiyehs are more common than caftans and dolmans, and many of Halwa's merchants have relatives among the desert tribes. Halwa's caliph is permissive, allowing all activity that does not bring disgrace upon his wise and beneficent rule. An underground slave trade thrives here, and Halwa is a stopping place for caravans en route to Hiyal. Similarly, adventurers and would-be heroes use the city as a starting place for expeditions into the Haunted Lands, where many a man and woman has perished in the search for legendary riches. As a group, the people of Halwa are known for their haggling skill and sharp-witted dealing. "Never give what can be sold" is their motto, and that applies to favors and information as well as camels and figs.
Major Products: Trade, livestock, slaves, durable goods.
Armed Forces: 3,000-man city guard; 500-man palace guard; 1,000-man mercenary cavalry, hired from desert tribes on five-year contracts. In addition, Zarad has his own 200-man personal guard. In times of need, he apparently can call upon a tribe of 200 jann.
Major Mosques: Hajama, Haku, Jisan, Najm, and Selan. Haku has the largest and most opulent temple, which is a pilgrimage site for the desert tribesmen. A three-day religious festival in Jisan's name is held on the first clear day after the spring rains.
Rumors and Lore: Zarad is said to be everywhere, running the city with a smooth but iron-willed determination. This chief vizier hates nothing more than disturbances of his pleasant and (to his mind) just rule, and any problems that arise are dealt with quickly and harshly. He is not above selling an enlightened man into slavery (sometimes by producing a "previous owner" who declares the accused escaped him). Of course, this violates the Law, but Zarad places himself above the Law. Only his marriage to the caliph's eldest daughter will establish him fully as the city's ruler. Sikayah is technically the eldest, for she was born just before her sisters.
Hiyal, City of Intrigue
At the northern rim of Suq Bay, lies the gray, industrious city of bout 360 miles northwest of golden Huzuz, at the Hiyal. Set in the low valley of the river Al-Wahl, Hiyal is cloaked in the smoky stench of its foundries and kilns. The shroud seems to nurture the clandestine, for in the city's dark alleys and back rooms the deals of smugglers, thieves, and unscrupulous power brokers are made.
The Ruler: Sultana Alurah bint Asrah established her rule five years ago, just after her husband died suddenly at a state dinner, collapsing unceremoniously upon a mound of mutton and rice. In the brief chaos that ensued, Alurah played one faction against another, while remaining in close communication with her allies in the Grand Caliph's court. (Prince Tannous, who prefers a quiet north, is one such ally.) Alurah convinced the Grand Caliphate that she alone could quell her city's rival factions, provide a sense of continuity to Hiyal's rulership, and ensure the continued enlightened rule of her people. She has accomplished all these things. Indeed, the sultana is a competent, industrious, and wise ruler. She is also a dark-hearted schemer, maintaining her family's power through stealth and guile.
The sultana is now 60 and reportedly in ill health. Some attribute her illness to her lavish lifestyle coupled with the city's pollution. Others claim this no more than a rumor-a subterfuge on her own part, designed to lure out those who covet her position.
The Court: The sultana's court consists primarily of her immediate family. Everyone else is a servant, pawn, or enemy (or quite possibly all three). The sultana's brood continually squabble among themselves,stopping only when some outside faction threatens them. Then they pull together to wipe out the threat after which they resume their internal warfare. The prize over which they fight is their mother's blessing and her throne (they hope to gain the latter after she passes on). Alurah has recognized three sons and two daughters. She has been careful to see that other claimants to the noble bloodline have been placated and (or) removed from the scene.
Prince Anjar bin Alurah is the eldest son and the apple of his mother's eye. Bright, strong, and respectful of his mother's wishes, his one great fault is that he lacks subtlety, being far too direct in his actions. A courtier argues with him and is found the next day face down in the harbor. A coffee house is said to be a haven for malcontents, and it burns down soon after a visit by the prince. A village that hides a fugitive is exterminated to the last being. At best, Anjar is heavy-handed; at worst, he is cruel and tyrannical.
However, his mother feels these rough edges can be smoothed and that he will eventually replace her. She has not yet declared Anjar her official heir, but she has appointed him Grand Commander of her armies.
Prince Omar bin Alurah is the second son, a sha'ir linked to the Brotherhood of the True Flame. Both the prince and the Brotherhood seek to use one another to further their own ends. When those ends have been achieved, each side intends to dispense with the other. Prince Omar is short, nearsighted, and exceedingly jealous of his elder brother. He regularly reports Prince Anjar's mistakes and overreactions to his mother, hoping to replace him. Since he has few accomplishments of his own to boast, she usually pays him no mind. Omar is aided by his personal servant, a female efreeti named Jalas.
Imam Raman bin Alurah min-Najm is the sultana's youngest son. He is also the religious leader of the faith of Najm, and the official keeper of its mosque in the city. A staunch moralist, he has connections within the Pantheist League, who hope to introduce their firm beliefs to Hiyal. Gaunt and calm, Raman is regarded as the most dangerous of the sultana's sons, a planner who launches byzantine plots.
Princess Hannah bint Alurah is the best of a bad lot, the white sheep of her family. There is no love lost between the princess and her siblings. In the past, Hannah's relatives and others have used her in petty court intrigues, attempting to dupe her with spies and plants. As a result, she has developed a suspicious, almost hostile nature toward strangers. She speaks when she must, acts when she can. Her greatest concern is that her mother will die (or be killed) without formally selecting an heir, and that the resulting bloodbath will spread into the city.
Hannah's current posting is Marshal of the City Guard, and she is dedicated to bringing a just rule to the people. The good citizens of Hiyal are devoted to Hannah, admiring her bravery and wisdom. The sultana knows that Hannah is an unofficial ambassador of good will from her court, helping to appease citizens who disapprove of the two princes.
Princess Alurah bint Alurah is the youngest of the ruling family, exemplifying its worst traits. Greedy, cruel, and conniving, she gets by on her family connections and her courtly graces. She is quick to turn one family member against another. Without hesitation, she will launch an attack on the innocent to cover her own wrongdoing and hide behind her mother's robes when she is in trouble. A sha'ir, Alurah is served by a mischievous djinnling (air gen) named Pin, who acts as her spy.
Tocka is the sultana's personal servant, confidant, and hatchet-gnome. He was once a member of the Gilded Palm, a defunct group of assassins dedicated to Jisan. The Gilded Palm sought to right economic wrongs (sometimes by eliminating merchants). The sultana's late husband wiped out the group, but the sultana managed to rescue Tocka.
Rumors abound that he was responsible for the sultan's death, but nothing has been proved. It is true that even the beggars of Hiyal know Tocka. The populace stands aside in fear as the gnome strides through the city, usually on some mission assigned by his mistress.
Population: 600,000 permanent residents. If beggars and transients are included, the number may swell to 900,000.
Features of the City: Hiyal's trademark is its smoky pallor and unpleasant odor, caused mainly by its foundries and kilns. Its valley setting creates a peculiar inversion, literally capping the city with pollution.
Not even the breezes from Suq Bay can scrub the city clean. Its buildings are in muted shades of gray, covered by dirt and grime. Only the sultana's palace is an exception, because it is continually and rigorously cleaned by slaves.
The people of Hiyal have a reputation for being untrustworthy, duplicitous, and sharp in their business dealings with each other and outsiders. For the most part, this is untrue, but the taint of such a brush acts as a magnet for less-than-honest individuals who are drawn to the city. In addition to legitimate business, Hiyal is often the site for gray dealings, covert transactions, smuggling, and illegal activities-most of which are carried out by transients with permanent connections in the city.
Newcomers to Hiyal might wish to visit these sites:
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Great Suq. Much as the mighty bazaar of Huzuz is world-famous, so too is the suq of Hiyal, a maze of covered passageways and enclosed streets. In the main corridors of this labyrinth, all manner of legal goods can be found. In the shadows, all manner of illegal and forbidden goods can be found, too.
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Foundries. Located upstream on the sluggish river Al-Wahl, these foundries turn out some of the finest weapons in Zakhara. Each year, the mamluks of Qudra commission hundreds of high-quality swords and spearheads from the foundries. Hiyal pays taxes to the Grand Caliph with the proceeds. Many great weaponsmiths and armorers come to Hiyal to practice their craft. Their fires blaze through the night.
Among the respected smiths include the House of Bulad (see Key Figures Outside the Court).
Major Products: Coal, iron, steel, weaponry, armor, metalwork, slaves (black market), information (black market), pottery.
Armed Forces: 8,000 footmen; 1,500 cavalry; 2,000-man palace guard; 2,000-man city guard; two mercenary barbarian units, 1,800 strong combined; five units of mamluk infantry, 5,000 strong combined; three units of mamluk cavalry, 900 strong combined.
Prince Anjar commands the regular troops. Princess Hannah commands the city guard, including some elite units who are personally dedicated to her. Hannah lacks a mamluk unit, but each of the sultana's other children (and the sultana herself) has a unit personally dedicated to him or to her. Rivalries exist between these mamluk units; the soldiers take their leader's arguments onto the streets.
The sultana has assumed personal control of the cavalry mamluks, using Tocka as her go-between. She also commands both mercenary barbarian units, the palace guard, and the navy. The navy is used primarily to protect personal cargos of the royal family, since the Golden Gulf is patrolled by Huzuz's superior navy.
Major Mosques: The largest temple in the city is an open mosque, where all enlightened people may pray. Only slightly smaller in size and grandeur are mosques devoted to Najm, Hajama, and Zann:
Hajama: Imam Ramadayah bint Kolos min Hajama
Najm: Imam Raman bin Alurah min Najm
Zann: Imam Qonta bin Mala
Each of the three structures has a large number of support buildings, including dormitories, schools, support buildings, including dormitories, schools, newest of the three, and has seen extensive renovation since the son of the sultana took charge of it.
Key Figures Outside the Court: Harayah al-Mabhum, also called Harayah the Unclear, is a powerful, aged sorceress. She has served, at one time or another, on all sides of the numerous internal conflicts affecting the court. Her specialty is disappearances-making individuals and items vanish (voluntarily or not). In the past, she has removed political opponents, personal rivals, and those who threatened the sultana's immediate family. Most recently, Harayah herself has disappeared, following a visit from Prince Anjar. Immediately after that meeting, Harayah's servants bricked up the entrance to her home from the inside, and no word has been heard since.
Kasit al-Galaba is an elf and a bard. He is known throughout the city for both his dulcet voice and his gossiping tongue. Place a rumor upon his lips at dawn, and by evening it will be known from the docks to the palace and out into the wild. (Or so it seems.) Those seeking to disseminate information near and far could not find a better means than Kasit. He has one standing rule, however: He will not blaspheme he names of the sultana's family directly. In thanks for that consideration, the sultana lets him live.
Obok al-Busaq is a man with two lives. In the broad light of day, he is a pottery dealer. Under cover of night, however, he becomes Obok the Slaver. Al-Busaq operates the heartless black market that deals in "intelligent beasts," from children captured by dark-spirited desert raiders to speciality items such as rare sentient creatures and foreigners who are destined to be displayed as curiosities. He operates this business with the unofficial sanction of the sultana's court. As long as two promises are kept, she will not interfere.
First, Obok must keep the sultana's own roster of slaves filled (including the harim of her sons). And second, Obok must strive to keep his work as quiet as possible. If proof of his activities were to reach the wrong ears, the sultana would have no choice but to shut down his operation. Obok uses a number of methods to transport his product, including his own great vases.
Fuladayah bint Bulad is the daughter of Bulad the Steelmaker, one of the finest weaponsmiths in the Land of Fate. The blood runs true, for she is as great a weaponsmith as her father, and the mark of the House of Bulad remains a guarantee of fine craftsmanship. Bulad makes long swords, broad swords, cutlasses, and scimitars of such high quality that wielders gain a +1 attack bonus (nonmagical, doesn't enhance damage).
Fuladayah was recently orphaned. Six months ago, her father was found dead, with a crudely-made dagger in his neck. Fuladayah has taken charge of the business, and has made it known to all that she wants revenge against those who killed her father. The magistrate declared it a "death by accident", confirming Fuladayah's belief that someone of power or rank-and their toady-is involved.
The Beggar Caliph is one of Zakhara's mysteries. No one knows for certain the gender and race of this legendary beggar-thief, though many assume he is a human male. It is said that all beggar-thieves in Hiyal send what they hear to him, and he in turn issues orders and gives them information-such as when a particular caravan will arrive, or if the sultana will declare a day of feasting for the entire city.
Rumors concerning this character abound, and many theories are espoused. Perhaps the Beggar Caliph is a genie or a disgruntled warrior prince. Or perhaps he is the surviving sultan himself! As long as the Beggar Caliph causes no harm to the sultana's power-and perhaps as long as he eludes her-she allows him to survive.
Rumors and Lore: Hiyal is a city of rumors, buoyed by the constant sweep of this scandal or that secret. Two stories in particular are common coinage on the streets, one recent and one as old as the city itself.
Here is the ancient tale: The maze work of the great suq is itself a gateway into an even greater marketplace, which exists under skies never seen in the Land of Fate. This greater suq exists beside, below, and beyond the covered market stalls that all citizens know. It is a shadow world where lives are traded as common coinage, and all manner of wonders can be purchased, including genies, magical items, and tokens of the gods. Explorers cannot enter this greater suq through any precise door. Instead, they must pass through a number of gateways to reach its strange halls. The noble genies may know of the secrets of the greater suq, but they keep them hidden.
Here is the more recent tale: Prince Omar has demanded (and received) a portion of the Bulad estates and foundries for private research. The seized property has been walled off, save for a single entrance, which is guarded by mamluks loyal to Omar. Efreet have been seen at the site. So too have members of the Brotherhood of the True Flame. The story on the streets is that Omar has involved himself with some form of barbarian magic, and is creating a beast of molten metal to do his bidding.
Huzuz, City of Delights
The City of Delights, nestled between the Golden Gulf and Suq Bay, is one of Zakhara's most spectacular cities. Its shimmering spires can be seen for miles across the water, inviting sailors to approach. Here the first Grand Caliph received the vision of the Loregiver, which contained Fate's wisdom and the Law. Today the city is still the seat of the Grand Caliph, the "heart of the heart" of the enlightened lands.
The Ruler: Grand Caliph Khalil al-Assad al-Zahir (Master of the Enlightened Throne, Most High Sovereign of the Land of Fate, the Worthy of the Gods, Scourge of the Unbeliever, Confidant of the Genies) is a middle-aged man whose hair is still black and whose body has not yet gone to fat. He is usually bored by matters or decisions that require more than a few moments of his wisdom, and he delegates much to his court. He focuses his attention on the health of his people, and upon producing an heir. (Fate has yet to grant him a son.)
The Court: The Grand Caliph hosts a mighty group of courtiers, retainers, servants, and sycophants, along with a harim comprising more than a hundred women of various races and nationalities. (No more than four of them are his favored wives at any one time, however.) There is a great deal of political infighting for the Grand Caliph's ear. Important personages include the following:
Grand Vizier Alyana al-Azzazi is a prim sorceress with strong moralistic beliefs. She councils the Grand Caliph in virtually all matters. Though her size is small, her demeanor suggests power. She always appears in court wearing rich robes and a veil. She does not dwell in Khalil's harim, but has quarters that are solely her own, overlooking the palace gardens. She is older than Khalil, and still treats him as if he were a young student. He listens faithfully to her advice, and in return she quietly accepts his rulings-even when they violate her wishes. That does not occur often, however, for Alyana's wisdom has often been proved, and the Grand Caliph usually concurs. She wishes that the Grand Caliph would be more diligent in matters of state.
Tanya bint Perijan is a native of Gana. She is the Grand Caliph's most valued wife (for the time being, anyway). She rules the harim. Tanya set out to reach the court of the Grand Caliph, and to secure her place in his heart through a combination of effort, favors, and a bit of blackmail. She is an opportunist, but she is also devoted to her husband. Her goals in life are to maintain her hold on the Grand Caliph's heart and to be the first to bear him a son. Her son would then be the recognized heir of the Enlightened Throne. Until she bears the first son, however, she is no different from any other wife, only one step above a courtesan. As of yet, she has only daughters.
Jiraad, a noble marid, serves as an ambassador to the genie races. By nature, marids are not interested in the affairs of men, yet the Grand Caliph specifically asked for a marid to fill this posting. After much grumbling (privately), Jiraad accepted the ambassadorship, and he enjoys the company of the Grand Caliph. He wishes Khalil would show more adventure and spine, however, and he often counsels for direct, heroic action. In Jiraad's humble opinion, His Enlightened Majesty should lead with his heart, not with his head. Jiraad's advice is usually balanced by that of the Grand Vizier, who recommends careful reflection and cautious delegation. The two do not get along.
In addition to his post as ambassador, Jiraad is in charge of maintaining jann military units. He also serves in the navy as an honorary admiral under Prince Cheddah's command.
Prince Tannous al-Assad is the uncle of the Grand Caliph (and brother to his late father). Tannouscurrently stands in direct line for the throne; if the Grand Caliph should die before producing an heir, Tannous would assume his exalted position. Prince Tannous acts as the Grand Caliph's spy beyond the palace walls. Little escapes the notice of his sinister eyes. He also gains information through a network of agents and informers in the continent's three great cities: Huzuz, Hiyal, and Qudra. All those who serve within the network remain alert to potential threats against His Majesty. Tannous often travels abroad on behalf of the Grand Caliph, or to his own retreat at the foot of the Al-Akara Mountains.
The Grand Vizier and Tanya despise Prince Tannous. The Grand Caliph, however, is devoted to him, and the prince is always welcome in his court.
Prince Cheddah, another paternal uncle to the Grand Caliph, is a pompous, overweight, and overbearing man. Cheddah commands the city's military. In manner he is a fool, and in tactics he is a disaster. But he is a believer in spit-and-polish reviews and parades, which have been the chief purposes of Huzuz's military forces for the last two decades.
The Grand Caliph dotes on Prince Cheddah. Other major members of the court consider him a bungler who survives mainly on the talents of his underlings. These include Thokkor of the Furrowed Mountains who is in charge of the mercenary units and cavalry, and Preani Qin, who oversees the slave-warriors. Thokkor is most concerned with the growing military might of the Pantheist League, and is opposed by the Grand Vizier. Preani Qin is both comely and competent, such that she has caught the eye of the Grand Caliph, and has therefore earned the enmity of Tanya, his wife.
Imam Renn min Zann, Keeper of the Mosques, is the main representative of the assembled enlightened faiths of the Land of Fate. He is a respected, silver-haired fixture in court life, serving as the conduit by which religious questions and decisions are brought before the Grand Caliph.
Renn's father was a broadminded barbarian elf from realms lying far to the north. His mother was the intelligent but headstrong daughter of a prominent Zakharan merchant. Perhaps because of this eclectic background, Renn became a pragmatic priest of Zann.
He quickly gained a reputation for his wisdom and his ability to mediate among squabbling factions. Long a presence in the Grand Caliph's court, Renn has served two previous Grand Caliphs (Khalil's father and grandfather). All members of the present court have a healthy respect for Renn's power, though he has sparred recently with the Grand Vizier, whose moralist philosophies are more conservative than his own.
Population: 800,000 permanent residents. During High Holy Days and on Ascension Day, the population swells to well over a million and a half.
Features of the City: Known far and wide for its beautiful architecture, this city is often called Huzuz the Golden. Its domes and minarets are clad in gold, tile, and inlaid glass, all reflecting the sun. As dawn breaks, the city seems to glow. In the midday heat, it shimmers. And as the sun sinks toward the horizon, the light blazes a path across the Golden Gulf and seems to set the city aflame. Through centuries, the craftsmen and artisans of Zakhara have made the city their showcase. Their hand-painted tiles, intricate mosaics, gilded surfaces, and intricately carved plaster and stone are a tribute to the Loregiver, as well as to an enlightened civilization and the wonders of Huzuz itself.
The people of Huzuz are by nature as tolerant as they are diverse. Racial and religious differences do not present a problem. Even far-removed faiths and ideas are treated with more amusement than fear. Every style of fashion in the Land of Fate can be found on the city's streets. Every type of product made in the enlightened world can be found here, too-along with a vast array from the lands beyond. The populace of Huzuz are confident in their good fortune, and cannot believe that anything evil would happen to the Enlightened Throne and their most puissant Grand Caliph.
A walking tour of this great city should include the following sites:
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Palace of the Grand Caliph (also called the Lair of the Great Lion, Seat of the Enlightened Throne, and The Place to Which All Eyes Turn). Built and remodeled over the course of 500 years, this sprawling palace has become a maze of rooms, courts, and passageways. As the power and personal treasuries of the Grand Caliph expanded, so too did the palace. Old buildings and halls were tom down to provide space for new ones. The palace has maintained its present form for the past three generations of the Grand Caliphate.
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Public Gardens. This wondrous expanse of greenery borders the eastern edge of the Grand Caliph's palace. The gardens are filled with row upon tailored row of roses, hibiscus, and other flowers, as well as great orchards of pears and figs. Technically, the gardens lie upon the Grand Caliph's private land. But according to a long tradition, they remain open to civilized men and women throughout the year, and are closed only when the Grand Caliph himself chooses to wander the grounds for meditation (about once a week). The greatest wonder of the Public Gardens is the Floating Fountain. The fountain's base is an enormous reflecting pool installed by the first Grand Caliph.
Recently, Ambassador Jiraad enhanced the pool. The marid created golden bowls which float through the air above the reflecting pool, dancing a slow, graceful ballet. The bowls spout jets of clear, sparkling water, which arch into the air before spilling into the pool below. In times of celebration, the fountains spray colored water instead-and sometimes even fire, steam, or rainbow-colored sand.
- The Grand Bazaar. This huge, open-air court is located near the city's harbor. It is one of Zakhara's busiest markets, for Huzuz lies at the crossroads of all major trade routes. Exotic foods, silks, treasures, curios, entertainers, letter-writers, mystics, barbers, individuals looking for employment all can be found in the bustling court until curfew. After nightfall, lamps aglow with continual light spells provide general illumination. Licensed torchbearers appear, offering to escort members of the evening crowd to their sleeping quarters (for a fee). Huzuz lacks an official slave market, but unscrupulous characters are willing to procure that which is desired, as long as the correct price is paid.
Major Products: Trade, tourism (especially visits to the Grand Mosque and the Court of Enlightenment), bureaucracy (tax records and census for managing the empire), universities, sages, textiles.
Armed Forces: 10,000 footmen; 2,000 imperial cavalry; five 50-man wings of hippogriff cavalry; an imperial palace guard comprising 1,000; three mercenary units (2,100 strong combined); five units of mamluk infantry (5,000 strong combined, with one unit for each of these groups: the Dutiful, the Faithful, the Valiant, the Studious, the Honored); three units of mamluk cavalry (900 strong combined, representing the Dutiful, the Valiant, and the Dauntless); naval base for 40 imperial ships with crews, who are charged with patrolling the Golden Gulf and Suq Bay; plus the Magical Legion, a unit of 75 wizards of varying level, each with a flying carpet. The city also boasts a reserve force of jann warriors, whose exact number is not common knowledge.
Footmen serve as patrols and the city guard. They are led by the chancellor of the city, Makin al-Mutrattab. Cavalry, hippogriffs, and the palace guard are under the direct command of Prince Cheddah. Mercenaries are under the command of Thokkor. All mamluks answer to Preani Qin, including the Honored, a detachment of eunuchs used as harem guards in the palace. The navy serves under the command of Grand Admiral Haroun ibn Abbak, though they may be led by Jiraad, ambassador from the Genie Courts. Jiraad is also responsible for the jann auxiliaries. The wizards serve under the command of the Grand Vizier, but in battle they are led by the White Agate (see Key Figures Outside the Court).
Major Mosques and Priests: Huzuz has nine great mosques. Eight are arranged in an arc facing east toward the ninth, like a half-moon whose points reach out to embrace a shining star. Each of the eight mosques of the arc is dedicated to a different enlightened god. The temples, their faith, and the imam in charge are listed below. The sequence follows the arc from north to south.
Kor: Imam Gogol min Kor
Hajama: Imam Jomhur min Hajama
Najm: Imam Effat mina Najm
Jisan: Imam Morol min Jisan
Haku: Imam Gholam min Haku
Hakiyah: Imam Kerim min Hakiyah
Selan: Imam Lelia mina Selan
Zann: Imam Renn min Zann
With this arrangement, the great arc is bounded on one side by wisdom and on the other by learning. The ninth house of worship, the Golden Mosque, is considered "open."" Members of any faith recognized by the Loregiver may worship freely within it, including members of the Temple of Ten Thousand Gods and followers of local deities such as Jauhar and Bala.
The Golden Mosque is maintained by a large staff headed by the Keeper of the Mosques, who in turn is a member of the Grand Caliph's court. Imam Renn, an elvish Zannite and pragmatist, is the current Keeper of the Mosques. His temple takes its name from the lavish gilt overlay which bedecks the pillars and the carved ceiling and wall ornaments. Even the intricate tilework is laced with gold.
The Golden Mosque is significant for three other reasons. First, it is a ham (holy site). It is built around the ruins of a house that is said to have belonged to the Loregiver herself. Further, it was here that the first Grand Caliph received the vision to search out the words of the Loregiver. Finally, the Golden Mosque opens to the east upon the Great Court of Enlightenment. The Grand Caliph appears above this court to his people on Ascension Day, and then pays homage to his gods in the Golden Mosque. In worshipping so, the Grand Caliph shows no preference to one faith over another.
Key Figures Outside the Court: White Agate is a sea mage whose travels to the utter ends of the earth have left his flesh bleached completely white. Some say it was caused by the inhospitable weather he encountered in the Crowded Sea, while others speak of his encounters with dark things far beneath the land of Nog. White Agate has retired as an adventurer and has made Huzuz his home. He now serves as the leader of the Magical Legion. Except for rare appearances in the Grand Caliph's court and at the head of his troop, White Agate is never seen in public. Even those who seek his services and advice do not communicate with him directly. Instead, servants bring the sea mage written questions, and he responds in kind.
Qirmiz min Hudid is a member of the Brotherhood of the True Flame (and therefore a staunch believer in the superiority of fire magic over all other types). She occupies a large manor, which is frequently used by visiting flame mages as a base of operations. Rumors persist that worship of Kossuth is a common practice within her walls, but that has not been proved. Qirmiz is a sullen, easily-angered individual who is accustomed to getting what she seeks.
The House of R'maga was founded by seven ogre brothers, six of whom still remain in Huzuz. They pride themselves on their ability as porters and guides. Both they and their employees are well-versed in the history of the city, its layout, and how to get around. The R'maga brothers are in great demand during High Holy Days, when visiting dignitaries command their personal services. The seventh brother, Arkar bin R'maga, disappeared mysteriously a few years ago, and the surviving brothers do not speak of him.
A fixture in the Grand Bazaar for nearly 40 years is the popular barber Gorar al-Aksar. He has attended the sick, shaved the hairy, and provided great entertainment. Many people appreciate his talents. Harming Gorar in any way -and a number of strangers have been moved to such violence-is a sure way to incite a riot. Gorar is a seemingly endless fount of information and chatter. He prefaces every other statement with a caveat, saying, "This may not be true, but. . ." Then he launches into a long and lively account. Merchants who frequent the bazaar claim that half the wild stories and most of the lost treasures of Huzuz and its surroundings have been "planted" by this man.
Gorar enjoys listening to a good tale almost as much as he enjoys telling one. He willingly compensates others for information-offering his services if not his silver. In time, he relates those stories to other customers, suitably embellished.
Rumors and Lore: The tale of Huzuz is closely tied to that of the Grand Caliph. Six hundred years ago, the land occupied by Huzuz was little more than a small village used for trade between desert tribes and merchants along Suq Bay. One fateful day, the young man who would be the first Grand Caliph visited the village. He wandered the streets and soon stood before a simple dwelling, which many claim was the house of he Loregiver. There, at the site of what is now the Golden Mosque, he received a vision of Fate. Fate declared to him that a disaster lay ahead for his tribe, but if he would place himself in her hands, he would rise to greatness.
And so it happened that when the boy and his tribe returned to the desert, a great sandstorm arose, unlike any they had seen before. The young man's tribe attempted to outrun the storm, but they were scattered and separated by the wind, seemingly lost forever. The young man himself did not flee. Instead, he placed himself in Fate's hands, and let his horse take him wherever Fate determined.
After some time, the boy awoke to find himself in the Akara Mountains, resting in a cave. He had no knowledge of how he came there. Upon searching the cave, he discovered a set of ancient scrolls, which he placed into his carpet bag before leaving.
For a time, the boy searched the desert for signs of his tribe. When he found none, he returned to the village where he had received the vision of Fate. There, he deciphered the scrolls, which contained the wisdom that would be known as the Law of the Loregiver. The boy began to share his wisdom with others. They spread the word in turn, and soon, almost magically, Fate's wisdom spread throughout the land like a wildfire. All recognized the wisdom of the youth. When members of his tribe, scattered and separated, heard of this mystic youth, they came together at the village. All had survived, and they realized that Fate had been with them after all.
The desert people and villagers settled the land together and spread the word of the Law. The youth became the new sheikh of his tribe. More importantly, he was soon recognized as the first Grand Caliph. The youth founded the Golden Mosque on the site of his vision, and all who wished to pray to whichever enlightened god they chose were welcome there. And within sight of the mosque he made his home.
Upon his death, the Grand Caliph ruled a small collection of cities. The title of Grand Caliph passed to his son. Since that time, the power of the Grand Caliph has expanded to its present size. And Huzuz itself has grown in population and wonder. The present Grand Caliph is the eighteenth man to sit upon the Enlightened Throne, and his rule has been, for the most part, good. The realm is better under his care than it would be without him. For the people of Zakhara, that is enough.
Wasat, the Middle City
Located at the narrows of Suq Bay, Wasat lies on the major trade route linking Huzuz and Hiyal. Despite its key location, however, Wasat is a rather sleepy town, marked by none of the bustle of the great cities that flank it. The Middle City is but a quaint waystation for ships that travel along this golden trade route, and its residents are content with their position.
The Ruler: Caliph Haroun al-Raqqas, Blood of the First Caliph, is a bleary-eyed, bureaucratic courtier. He traded his independence for a soft, secure position, and has come to regret it. The blood of the First Caliph does run in his body, though it is very thin. That blood, coupled with Haroun's quick wit, garnered him a posting in Wasat following the untimely (and apparently accidental) death of the previous caliph and his family.
The Court: The caliph has a modest number of courtiers, some of whom are out of favor in Huzuz or on the run from Hiyal. The caliph also maintains a reasonable harim, with a number of possible young heirs (ages 5 and under).
An important member of the court is a newcomer, the great sorcerer Azuah al-Jawwaf. Al-Jawwaf arrived two years ago and took up residence in an abandoned monastery overlooking the town. He is a gaunt man with sharp features and fiery eyes. To pay fealty to the caliph, Azuah declared that he came to Wasak to retire from the hustle of the great cities. He also claimed that he wished only to conduct his research in peace. Azuah has given Caliph Haroun a magical ring, by which the caliph can summon him for magical advice. Haroun uses the ring sparingly, and usually sends written word to the old monastery of an upcoming appearance. Azuah, for his part, usually travels to the caliph's chambers using a teleport or dimension door spell, appearing in a puff of brilliant smoke.
Another frequent visitor to the palace is Prince Tannous, the uncle of the Grand Caliph. Tannous talks long into the night with Haroun. Of late, Azuah has joined them. The subjects of these discussions are not known, but the very fact that this most influential man regularly confers with the local caliph greatly enhances Haroun's prestige.
Population: 90,000.
Features of the City: Most of Wasat's money stems from its business as a waystation for merchants, who stop only briefly. The city produces little in its own right beyond what it needs to feed and clothe itself. A court rawun once called Wasat the Shining City because when the sun shines, the city's white-washed buildings reflect its light. Such days are rare, however. Usually, the city is shrouded in fog or a gray haze.
Given the many stunning settlements in Zakhara, Wasat's beauty is seductive only when compared to the stinking cloud that surrounds Hiyal. The people of Wasat are neither lazy nor diligent, fanatical nor unholy. Their most notable aspect is a refusal to be surprised-regardless of the situation. Located between two of Zakhara's great cities, they seem to exist in a dreamlike and magical world. What does it matter if a flaming fountain should suddenly appear in the suq? As long as the goods (and the merchants) aren't scorched, it matters little to the nonchalant people of Wasat.
Major Products: Trade.
Armed Forces: 800-man palace guard; two mamluk units of 300 men each, representing the Studious; 8000 man cavalry patrol, usually outside the city; a three-ship navy. In times of true danger, the city relies on Huzuz for protection, and, to a lesser extent, upon Hiyal.
Major Mosques: Haku, Jisan, Kor, Selan, Zann.
Rumors and Lore: Wasat's sleepiness may be a veneer. Given its strategic position between Hiyal and Huzuz, this city is filled with agents of both the Enlightened Throne and Hiyal's sultana. Prince Tannous's regular visits indicate that Caliph Haroun is the humble servant of his puissant and mighty lord. But representatives of the sultana's children have also been present recently, dealing with some of the more unreliable merchants.
Azuah is a source of rumor as well. The true nature of this wizard's retirement and current research, has yet to be revealed. Further, it is not known if even the caliph himself is partial to the wizard's full confidence. Strange lights resembling ball lightning have appeared around Azuah's abode, and the ground frequently shudders.
Cities of the North
In the northern reaches of Zakhara, where the Great Sea crashes against the shore, are Qudra, the Corsair Domains, and the Free Cities. The great city of Qudra is ruled by mamluks who are fiercely devoted to the Grand Caliph. Also dubbed the City of Power, Qudra is a model of duty and organization. The Corsair Domains, if they can be said to be ruled at all, are the holdings of Zakhara's northern pirates. Typically devoid of central government, the Corsair Domains are a political antithesis to the staunch rank and file of Qudra. Between them philosophically are the Free Cities, a collection of six independent city-states lining the coast, each located at the mouth of a river. These cities, Hafaya, Liham, Muluk,Qadib, Umara, and Utaqa, have come to operate more independently than others who swear fealty to the Grand Caliph. In fact, the loyalty of the Free Cities (and their rulers) to the Grand Caliph is directly proportional to their distance from the armies of Qudra. With savage tribes to the south, wild pirates to the north, and foreigners filling their streets, the somewhat uncivilized bent of the Free Cities is not surprising.
The independence of the Free Cities is heightened by their own standing armies, which fend off attacks by corsairs and savage tribesmen. The cities also use the armies against each other with great regularity. In accordance with a treaty written in Qudra, each Free City's caliph rules the river valley of his or her home. The caliphs, however, interpret this to mean from one river to the next, so the cities are continually raiding each other's outposts. Qudra allows this uncivilized behavior to a point, intervening only when trade is threatened. During the past 20 years, the emir of Qudra has launched four major armed incursions into territory of the Free Cities, as well as dozens of smaller operations.
The Corsair Domains are a collection of small islands connected by shallow coastal waters. They are riddled with hidden bays, small villages, and secret coves. They are also a hive of illegal activity. These domains have no caliph, nor do they recognize a formal hierarchy, though most of the inhabitants consider themselves loyal (in their own way) to the Grand Caliph in Huzuz. In fact, some corsairs have declared themselves true followers of the Grand Caliph and protectors of the Law of the Loregiver. They regard the natives of Qudra and the Free Cities as spiritually impoverished tyrants who are unfit for rulership.
Government, in corsair terms, is simply the rule of the strong over the weak.
In the absence of a greater ruler, anarchy reigns. Strong and self-reliant, each of the small villages dotting these islands is a power unto itself, usually headed by a retired captain who runs the village with the same resolute iron hand that one would expect from a captain of brigands on the high sea.
The corsairs' main sources of income are smuggling, ship-building, and piracy. The third activity primarily affects shipping along the coast of the Free Cities, but many corsairs also range northward into the barbarian seas, in search of adventure as well as plunder. The corsairs are nomads of the ocean, and they practice what they preach: independence, self-reliance, and willingness to fight. They find state-sanctioned slavery abhorrent, due perhaps in part to fact that their main foes at sea are mamluk patrol craft.
While most settlements in the Corsair Domains are too small to qualify as cities, there is one exception: Hawa, the City of Chaos. That city is described in this chapter.
Clothing of the North: Fashion in northern Zakhara differs slightly from that found elsewhere. In Qudra, where mamluks reign, padded armor is a common sight. In the Free Cities, the influence of foreign visitors is clear. Instead of ankle-length pantaloons, men in the Free Cities often wear pants cut at the knee to reveal tall, cream-colored stockings. Turbans and keffiyehs are rare. Instead, men prefer fezzes, worn in a distinctive color for each city. Men may also don sashes in the same color. While these city colors are not a uniform worn by all males in the Free Cities, in general a man with a white fez and sash hails from far-flung Utaqa, while a fellow wearing purple hails from regal Muluk.
The men and women of the Corsair Domains typically wear light-weight cotton blouses and pantaloons, with supple black boots. Veiling for either sex is a matter of personal taste and protection from the elements rather than any moral predisposition. Personal weaponry is commonplace. Even the youngest corsair lad wears a dirk, and even the most lithe young dancer may have a knife tucked away.
Hafayah, City of Secrets
This Free City draws its water from the river AlKufr, upon whose banks it is built. No tourist's paradise, Hafayah is a dark, somber place whose residents favor black in their dress and their architecture. A recent bloody coup and the ongoing machinations of rival factions have left Hafaya's citizens suspicious and seemingly joyless toward strangers.
The Ruler: Prince Saba is the legitimate ruler of Hafayah, soon to be its sultan. Since he is only 8, the gnome in power is the Most Holy Regent Uqban min Najm, who is the prince's advisor as well as his guardian and protector. Prince Saba's short life has been marked by tragedies in three's. Three years ago, the boy became the sole surviving son of the former sultan, who was poisoned. A bloody and futile coup erupted upon his father's death. The prince had three elder brothers and two elder sisters, all of whom perished during the factional bloodshed, which lasted three weeks. Fearing the worst, Father Uqban, a priest of Najm, had wisely spirited little Prince Saba away to safety. When the other heirs were dead, and word began circulating that a fleet from Qudra was approaching to restore order, the priest returned to Hafayah with his ward. Persuaded by the threat of a lopsided battle and a cry of public support for the prince, the surviving factional leaders recognized Prince Saba as heir to the throne, and recognized the gnomish priest as the boy's regent and vizier.
Uqban has proved a cagey and wise ruler, though he spends most of his time turning one potential group of troublemakers against another. His information gathering service is first class, aided by the churches, who prefer that their followers refrain from killing each other over temporal power. Uqban is also aided by wealth, for the upper regions of the terrible Al-Haul River have provided a wealth of agates and other semiprecious stones.
Prince Saba is just eight years away from his majority and the throne. At the moment, he does not want to be sultan. He wants to be a desert rider, a hero of the old tales who blazes a legend across the wastelands, freeing people from tyranny and defeating great monsters. His guardian is distressed by this, but none of the prince's tutors has been able to sway him from this idea. They have eight more years to work on it.
The Court: Favored members of the regent's court are few and far between. The turnover of courtiers, tutors, advisors, and others has almost become routine, for Uqban does not want anyone (aside from himself) to become firmly entrenched in the bureaucracy.
Usually, those working closely with the regent do so only until the first mistake, at which point they find themselves demoted, exiled, or in extreme cases, arrested.
The exception to this general rule is the regent's chief scribe, a female gnoll named Jamalia. A descendent of a tribe of desert gnolls, she has been loyal to Uqban since his days as a rector in the faith of Najm. Uqban grants her the run of the palace. Those seeking the ear of the regent or heir often try to cultivate Jamalia. While she appears simple, open, and honest, she is as cunning as her master, and often works with the gnome to set one party against another.
Population: 120,000.
Features of the City: Hafaya's official color is black, both in clothing, tilework, and architecture. The rich mud of the Al-Haul River bakes dark, and the granite stonework gives the city an oppressive, sinister feeling.
That sinister feeling extends to the people as well. Not enough time has passed since the internal combat following the old sultan's death, and all remember the Time when the Streets Bled. Intense loyalties are hidden beneath subterfuge, and no one is sure if a comrade would come to his or her aid in time of need.
Suspicious and somber, the citizens of Hafaya give out information sparingly. The proximity of the rival city Qadib stuffed with genies, sha'irs, and members of the Brotherhood of the True Flame makes the people of Hafaya even more suspicious.
Hafaya is known for its wealth of semiprecious stones, which are harvested from the riverbanks. Most are exported for sale elsewhere. Allegedly, precious stones have also been found, and are in the possession of Uqban min Najm.
Major Products: Clothing, rice, agates and other semiprecious stones.
Armed Forces: 5,000 infantry; 1,200 cavalry; three units of mercenary barbarians, totaling 1,800 men; two units of mamluks of the Youthful, totaling 1,200 men; fleet of ten ships, small but extremely fast.
Major Mosques: Hajama, Najm, Selan.
Rumors and Lore: The facts behind the poisoning of the Old Sultan, at a dinner entertaining a delegation of ajami wizards from parts north, have never been established. The ajamis were among the first to perish in the bloodshed as the elder children gathered their private factions and forces and turned against each other. The person responsible for the sultan's poisoning has never been identified.
Prince Saba is the surviving direct heir, but some of his brothers had children. Any of these cousins would be willing to take the reins should the prince perish as mysteriously as his father. Uqban is aware of this danger, and he has headed off a number of earlier attempts. In such matters, the priest prefers to work with adventurers who are not tied to the city, especially loners who have few loyalties. The priest can easily deny their actions, or, if need be, dispose of them.
Hawa, City of Chaos
Hawa is the only sizeable settlement among the Corsair Domains. Seamen who have never seen Hawa know its reputation for chaos, given the pirating bent of its inhabitants. The people of Hawa have also dubbed it the City of Stilts, for nearly half its buildings are built directly over the water.
The Ruler: Currently, no single man or woman rules Hawa. Occasionally, a self-proclaimed pirate king has achieved power, ruling for a handful of years-which is as long as he can bully or bribe the city's council, the city's only stable governing body.
Years ago, Hawa was ruled by a pirate queen, whose reign outlasted that of those who have succeeded her. According to rumor, the council arranged her unlikely death: she drowned.
The Court: Hawa is ruled by a council of the most powerful corsair leaders, some of whom have retired from life at sea. Active corsairs with a seat on the council aid in policy decisions only when they are in port, and their concerns are primarily along the lines of protection rackets and treasure splits. Retired corsairs (who have sprouted land legs) run bars and inns on Hawa, or own ship-building and repair facilities. Some also manage protection rackets. The concern of these retirees is keeping Hawa afloat both financially and militarily. They have been very successful against the slave-troops to the south, chiefly because the land-bound slaves have no love of water. Important members of the council include the following:
Jayani al-Jasir is one of the legendary figures of the islands. She controls much of the tavern trade in Hawa, and any shops which she herself does not own must pay a small gratuity for permission to exist. Jayani is allegedly in her nineties, though except for a graying at the temples, she does not show her age. Most people assume she guards her looks with some form of magical enhancement.
During her years at sea, Jayani raided up and down the Free Coast. For a decade she worked out of a pirate base on the back of a great zaratan (a sea- turtle as big as an island). Then an attack by Qudra's mamluks spooked the creature and dragged her base to the bottom. Her hatred for the slave-soldiers and their minions knows no bounds, and foes who seek to infiltrate Hawa had best know that every tavern has Jayani's spies.
Grima al-Auni minKor is a priest of Kor, trained in the City of Delights and dispatched to the city of Liham. He never reached that city, however, for corsairs under the command of Jayani captured the hill giant en route.
Grima soon found his true calling by bringing enlightenment to the corsair peoples. His main concern is protecting the children of the oft-violent corsair society. He hopes that these youngsters-the next generation of corsairs-will unite Hawa with the enlightened world, making it a respected city-state. (He encourages them to focus their efforts on the unenlightened.) Grima has been fairly successful and convincing in the past decade, owing primarily to his soft and resonant voice, calm and thoughtful manner, and a right hook that can smash through a ship's hull.
Akura al-Hiyali is an active corsair captain. His upbringing and abilities are not those of a warrior, yet he has become one of the most successful pirates on the coast by using his training as a sha'ir. A water gen serves as his familiar. He is said to have no genie under his control at present, but in his time, Akura has summoned more than a few of these elemental creatures to wreak havoc upon his enemies. He is aggressive and bold-as likely to attack another corsair as any merchant vessel. He fancies himself the next pirate king, and claims his legend will exceed that of Jayani. The illustrious Jayani, of course, disagrees, and the two battle constantly, both in council and through their followers on the streets of Hawa.
Population: 50,000 (?). Bad weather as well as drives by the mamluks cause wide swings in Hawa's population. Most inhabitants have outlying holdings to which they flee during emergencies.
Features of the City: Hawa is a sprawling city built out over small islets of Chaos Bay. Half the city is on stilts. The bay is littered with coral reefs, making navigation for outsiders nearly impossible. Even seasoned sailors have difficulty, for sea-elf magicians regularly move the razor-sharp tropical growths through their wizardry. The city proper is a hodgepodge of different buildings. Often one structure is built upon the rubble of the previous one, so rumors of sunken and flooded treasure chambers abound.
Beyond the city walls are the retreats of many retired corsair captains, each controlling a small, well-fortified (and often well-concealed) refuge. The people of Hawa are independent, self-reliant, and dangerous, much like those of the Free City of Utaqa, with whom they have good relations. In fact, many residents of Hawa have blood relatives in Utaqa, and vice versa.
The people of Hawa welcome newcomers, but they are not so foolish asto trust them: Strangers who cross a man or woman of Hawa have a price to pay, for once betrayed, Hawa's citizens are as savage as any native of the Crowded Sea, doggedly seeking revenge.
Major Products: Trade, smuggling, piracy.
Armed Forces: 2,000-man city guard; 15-ship navy, comprising ships of retired captains sold to the city. Those numbers are misleading, however. Every landholder has his or her own personal guard, ranging from a few leg-breakers to a small army. During an invasion, half the city of Hawa will be up in arms (while the other half heads for the hills with the valuables).
Further, each corsair crew is a fighting force unto itself, and nearly all would battle to protect the city. At any given time, 20 or more pirate and smuggling vessels lie in port. If a major armada is heading up from the south, that number doubles or triples.
Major Mosques: Hakiyah, Kor, Najm. Reportedly, there is a secret cult of Ishtishia in the city, venerating a living idol set in a flooded basement on the mainland. This has not been proved.
Rumors and Lore: In the narrow waters north of Chaos Bay, a new island is said to have risen; an island that drifts with the tide. If the reports are true, it is probably a zaratan, and it could even be Jayani's old base. That base sunk with great treasure aboard, and the riches may well have survived. Akura has brazenly staked his claim to the island, but only the one who locates it first will gain it.
Liham, City of Soldiers
Located where the Al-Sari River spills into the Great Sea, Liham is the southernmost point in the lineup of Free Cities. Following the coast, a sailor would journey about 200 miles to the southwest to reach Qudra. The Free City of Umara lies about the same distance to the northeast. Though Liham's strong military forcewhich includes mamluks from Qudrahas earned it the title City of Soldiers, it is also called Liham the Red, because crimson is a prominent color in the clothing of its residents.
The Ruler: Caliph Harm al-Hayif is a timid soul who writes poetry of great quality. The caliph is rarely abroad, confined to his own court by his advisors.
The Court: The caliph's chief advisor is Marshal Imar Abd al-Amin, a mamluk of the Faithful. Al-Amin's orders come directly from Qudra.
Members of the Faithful serve as palace guards, insulating the caliph from external dangers.
Population: 120,000.
Features of the City: Red is the unofficial color of Liham. Fashionable men wear red fezzes and, to a lesser extent, red turbans. Many also wear red sashes at the waist. The women of Qudra don a riot of red shades in their gowns, shirts, and pants, accented with black and white. As the residents mill through Liham's Grand Bazaar, they form a wavering, flickering red mass, afterwhich the bazaar has been dubbed Al-Mauqida, "the Hearth."
Some folk have another name for this city: Liham the Lapdog. Because of its proximity to Qudra, Liham is closely scrutinized by the powerful mamluks. It is said that Liham's caliph won't even comment on the weather without first checking with Qudra's emir.
Qudra's mamluks maintain a strong presence in Liham; units of the Valiant, the Dutiful, and the Faithful regularly visit the city. While this adds to Liham's protection, it also severely limits its autonomy.
Major Products: Trade, pottery, coffee.
Armed Forces: 6,000 foot soldiers; 600 cavalry; detachments of mamluk units from Qudra, typically three units of 200 mamluks each, more in times of crisis; mamluk palace guard, representing the Dutiful. (The city has no native mamluk or mercenary organizations.) Seafaring forces include a three-ship coastal navy.
Major Mosques: Hajama, Kor, Najm, Vataqatal.
Rumors and Lore: Two rumors are regularly afloat in the City of Soldiers. Both concern its relationship with Qudra.
According to the first rumor, Qudra's mamluks will soon drop all pretense and take full control, deposing Liham's timid caliph and creating a rulership of slave-soldiers in his stead. Then Liham would serve as Qudra's forward base in dealing with other Free Cities and the hill tribes. Only the combined might of the Free Cities, and, surprisingly, the popularity of Al-Hayif's poetry in the court of the Grand Caliph, prevent this from occurring.
The second rumor that appears regularly is as follows: The people of Liham with the support of Umara, Utaqa, and factions from other cities-will rise up and overthrow the present government and cast out the mamluks. Such an uprising is not likely, considering the profitable trade that Liham has with its larger neighbor to the south. But the rumor has gained new life with talk of a leader who claims to be the unrecognized son of Liham's caliph. This mysterious son is allegedly hidden away, much as the father, waiting for the uprising. The mamluks in general, and Marshal al-Amin in particular, are interested in locating this missing prince before such an event might occur.
Muluk, City of Kings
This Free City takes its name from the long, unbroken line of rulers whose history predates the Enlightened Throne. It is also known for its unusually regal purple dyes, produced from local indigo plants. Centrally located at the mouth of the river AlZalim, Muluk is flanked by Umara to the south and Qadib to the north.
The Ruler: At the helm of this city is Caliph Aswiyah al-Muftahir, eldest daughter of her father, from whom she inherited her position. Her family has ruled Muluk for nearly a millennium, or so they claim. Aswiyah (who prefers the title caliph to the more traditional and feminine calipha) has all the craft and canniness of her predecessors, male and female. She is a consummate politician. During her reign she has successfully allied alongside and against each of the other Free Cities in turn, always for the good of Muluk.
The Court: The caliph is grooming her daughter, Princess Hadra bint Aswiyah, to ascend the throne in the event of her death. A sha'ir, the princess holds the rank of Sorcerer-General within Muluk's army, and she has led attacks against both Qadib and Umara. Hadra's generalship was in part the reason for the palace revolution in Umara.
Population: 90,000.
Features of the City: Indigo grows in abundance along the shores of the Zalim river. The purple dye produced by Muluk's craftsmen is unmatched throughout Zakhara as well as the barbarian nations of the North. By fiat of the Grand Caliph of Huzuz, all citizens of Muluk may wear this shade freely; as such, purple is the official color of the City of Kings The people of Muluk are proud of their city's history and noble tradition. They tend to look down their noses at the citizens of other cities, and always expect the finest wine, the best seats, and the most comfortable conveyance. To say that they are effete snobs would be an insult to their long tradition of civilization and enlightened rule, but it would not be far off the mark. Truly it may be said that Muluk has better leaders than it deserves.
Major Products: Trade, indigo dye, purple cloth and clothing.
Armed Forces: 2,000 regular footmen, 5,000 militia, 1,000 cavalry (all under the command of Princess Hadra, the Sorcerer-General). Also, 1,500 mamluks of the Respected (including 500 cavalry), under the command of General Oman abid-Hazim. Finally, a 20-ship navy (including four large dhows purchased from Umara), used primarily to escort the fabric fleet of indigo cloth to Qudra for the trip south.
Major Mosques: Hakiyah, Haku, Jisan, and Kor. In addition, a monument of Aswar al-Mutiq attracts the attention of kahins and mystics as a holy site.
Rumors and Lore: Muluk was a well-developed trading city long before the coming of the Law of the Loregiver and the creation of the Enlightened Throne. As city after city fell before the wave of faith and understanding, many of the older emirs and sultans were toppled by their people. Caliph Aswar al-Mutiq heard the tales and was troubled, and when the first mystics and warriors brought enlightenment to his city, he asked for a private audience. For five days and five nights the messengers met with the caliph in his private quarters, telling him of the Law of the Loregiver. Then the caliph deliberated by himself for five more days. At the end of this time, he welcomed the Law into his city, recognized the Grand Caliph for his puissant wisdom, and stepped down, joining the messengers to spread the Law still further. His eldest child succeeded him as was custom, and since then, Muluk has remained the oldest continual dynasty in the Free Cities.
Qadib, City of Wands
A visit to this northerly city on the river Al-Haul can be magical, for Qadib is home to more sorcerers, elementalists, and sha'irs than any other locale in northern Zakhara. In the entire Land of Fate, only Huzuz and Rog'osto boast more residents of a magical bent.
The Ruler: Sultan Kamal al-Hadi is an ancient, skeletal half-elf who has outlived several wives, his children and grandchildren, and is likely to outlive his great-grandchildren as well. His slowness in movement and speech conceals a mind that is still among the greatest in the Free Cities, and he is usually two steps ahead of everyone else as a master planner and conspirer. The Hand of Fate strikes all, he wrote in his biography, but most fortunate are those who can help direct its touch. He has shown a preference for human wives, and as a result all of his offspring have been human.
The Court: The sultan's court is expansive, comprising representatives of all the magical universities and colleges. Two individuals of importance are the leader of the University of Flame Mages, Badiyah al-Sa'id al-Sahim, who is reportedly a secret member of the Brotherhood of the True Flame, and Prince Anir al-Walad al-Hadi, the current heir apparent to the sultan's court. The prince is decidedly nonmagical in attitude, preferring to hunt and hawk rather than attending affairs of magic. The court believes that Sultan Kamal will (or must) live long enough to bring a more suitable heir into the picture. The sultan's court also hosts a large number of genies, in particular jann, who are owned or hired by the sultan's family. These jann often serve as the sultan's eyes and ears in the outside world.
Population: 50,000.
Features of the City: As noted, Qadib is a city of sorcerers, elementalists, and sha'irs. It is also a city known for its universities, for which it is often called the City of Sages. Qadib's universities are dedicated not only to each of the elemental-provinces but also to legends, alchemy, astrology, divination, optics, algebra, and all the arts of civilized people.
This city has a third distinction as well: its dyemakers produce and export a fiery yellow-orange pigment called Uther, which residents use to dye fabric, especially felt. In the city streets, natives can be identified by their yellow fezzes and golden robes.
In general, the natives of Qadib are intelligent, conversational, and well-informed, as one would expect in a center of learning. They may be too much so, however, for a Qadibi rarely uses one word when seven are possible. Quite often, even simple questions spur great debates in the streets. The people of Qadib are also noted for presenting their own opinions as stated facts. There is a saying on the northern coast: "If you want answers, seek them in Qadib. If you want truth, seek it elsewhere.
Major Products: Sages, information, scrolls, trade, magicians, dye (uther), fabric (especially yelloworange).
Armed Forces: 2,000-man city guard, 100-jann sultan's personal guard, 500 Human cavalry outriders under the command of Prince Anir, five-ship navy. 700 mamluks of the Studious military society. In addition, each university is expected to contribute about 100 members who become part of a defense force. While schools of optics and algebra might provide 100 pikemen, the magical schools will provide about 100 low-level mages led by a tutor of 5th to 9th level, making it a very potent force.
Major Mosques: Kor, Zann.
Rumors and Lore: Legends of forgotten magics and mysterious artifacts are common trade in the City of Wands. Reportedly, catacombs and caverns snake through the ground beneath the city, and it was in these passages that the first mages met to teach their students before the Enlightenment. The catacombs are said to run for miles, to connect with every major building (including the sultan's palace), to have gateways and wells leading to far places beyond the Land of Fate, and to be inhabited by savage monsters.
Qudra, City of Power
Overlooking the Great Sea about 300 miles northwest of Hiyal, Qudra is Zakhara's bastion against the uncivilized realms beyond. The city's defenses have been built over the course of the centuries in response to pirate raids and barbarian incursions. Today, Qudra is the best-fortified city in enlightened Zakhara, presenting its stern gray face to the North.
The Ruler: Emir Hatit Abd al-Wajid. Long ago, in the time of the eighth Grand Caliph, an evil and dissolute man was appointed emir of the City of Power. He oppressed his own people and overran Zakhara's northern cities, taxing them unjustly until they rebelled. He forwarded only a pittance of the moneys he gathered to the Grand Caliph, sending instead honeyed words of loyalty and trust. At last he planned to march south and take control of Huzuz and the entire Land of Fate.
It was at this time that the mamluks in his charge, who had sworn loyalty to the Grand Caliph, rebelled against the evil emir. Though they were outnumbered by the emir's troops
and his mercenary barbarians, the mamluks prevailed through discipline, and they overthrew the evil ruler. When word of the victory reached the eighth Grand Caliph, he was humbled by the valiant nature of his slave-soldiers. He asked them to chose among themselves the next emir who would rule them. They selected one of their bravest leaders, a man who ruled Qudra until his death.
A tradition was born, and so it continues today. Each of Qudra's emirs has been chosen by the generals of the city's mamluk units. Hatit, slave to duty, is the most recent of these mamluk-emirs. The term of the office is life or 20 years, whichever comes first. Hatit has ruled 13 years thus far.
A clean-shaven dwarf, Hatit wears the tattoos of his mamluk organization, the Dutiful, on his cheeks and forehead. He is a master of fortification and redoubts, a rarity in a land that boasts little in the way of siege machinery. He has spent much of his tenure examining and shoring up the walls of Qudra, looking for holes in her armor. He is particularly interested in the warfare of other lands, especially lands to the north, from which any major barbarian attack would probably come.
The Court: The court of Qudra is a military council comprising all the major mamluk organizations. Each organization sends its own representative to the council. Emir Hatit is expected to confer with them on all matters of importance, and inform them of all military matters. All mamluk organizations of greater than 200 men are represented here, some 40 in all. Only mamluks may serve on the counsel, though each of the chamber members has his or her own advisors.
Emir Hatit presides over the council. Other members include the following:
General Ekuriyah Abd al-Wajid represents the Dutiful in chambers. Hatit's protege and a capable officer, Ekuriyah is viewed as the most likely choice as the next emir. However, she herself doubts the wisdom of such a choice, concerned that she lacks her dwarven mentor's eye for detail. (She has not yet seen anyone else who she feels is worthy to replace Hatit, though.) In purely social situations, Ekuriyah is shy and reserved. As a leader, she has exceeded all of Hatit's expectations. She personally heads recruiting drives into the Furrowed Mountains.
General Adun Abd al-Amin represents the Faithful in chambers. An older, more experienced soldier, General Adun sought the personal glory of the emirate 13 years ago, even to the point of canvasing other members and reminding them of his military triumphs against the corsairs, the hill tribes, and the rebellious Free City of Utaqa. Such bragging not only gained him the effects of the evil eye, but also caused the council to pass over him for Hatit. The anger in his heart from the slight has never died, and he is continually looking for flaws in both the emir's and General Ekuriyah's behavior.
General Okin Abd al-Talib-ilm represents the Studious in chambers. This venerable elf was crippled in battle almost a century ago. Though his wounds eventually healed, the spirit went out of him as a warrior. He soon found his place among the researchers and battle tacticians of Qudra. He has become among the best of his profession, able to combine textbook tactics with hands-on experience. Okin speaks slowly, pausing oddly in the middle of his sentences, but when he speaks, all (including Hatib) stop to listen. A staunch Zannite, General Okin is the only member of the chambers who does not worship Vataqatal.
General Kalin Abd al-Bas represents the Valiant in chambers. Kalin is the youngest member of the council, and she engenders great support from the younger members of all the mamluk societies. Many years ago, one of the Valiant's greatest warriors, Abyad Abd al-Bas, was marked by a natural streak of white in his hair. Kalin's hair has a similar streak, just as she shares that famous warrior's natural power. Her attempts to cultivate her position as heir to a legend, however, are undercut by her excitable nature and fiery temper. Many of the battles in which she carried the day were needless, inspired only by her own poor planning.
Admiral Dus Abd al-Dawwar represents the Wanderers in chambers. This goblin is the only naval representative in the council. He feels hamstrung and frustrated, for although Qudra's fleet is the largest of any Zakharan city's, it is only powerful on paper. Most of the ships have been badly maintained, and only about half would be suitable for fleet action against the corsairs. Of course, current military thinking is defensive for the most part, with the fleets to be used only to transport warriors to battle along the Free Coast. While he is in port, Admiral Dus spendsmany sullen hours in tobacco houses and cafes. When the anchor is weighed, he regains his true nature: quick, alert, and crafty in naval combat. Unfortunately, he spends only one month a year at sea, when his fleet escorts Zakharan craft past the Corsair Domains.
Colonel Akir Abd al-Himaya represents the Defenders in chambers. al-Himaya is in charge of defending the city against attack whenever the mamluk armies are abroad. In reality, his organizations act as a city guard as well as mediators, settling arguments between members of the other military societies. The colonel's position is slightly weaker than that of other mamluk leaders, so he must often trade favors (such as valiant assignments or secret information) in return for action on their part.
Population: 500,000.
Features of the City: Qudra is the greatest fortification in the land of Fate-a mass of gray, heavy, brooding, stone overlooking a deep-water harbor. The harbor itself is protected by a great chain pulled across its mouth. With few exceptions, the city lacks the graceful spires and domes typifying Zakharan architecture, as well as the ornate gilt and tilework.
Instead, the citys builders borrowed techniques of other lands to produce the massive battlements that ring the city. Within the stalwart outer wall, smaller interior walls divide Qudra into defensive quarters. These interior walls have never been tested, since the great outer wall has never been breached.
The people of Qudra are by and large obedient, hard-working, and honest. Surprisingly, they are not warlike, for that role is taken up entirely by the mamluks. The mamluks are both slaves (owned ultimately by the Grand Caliph) and rulers of Qudra, and they form their own elite rank within the city population. The remainder of the population works hard to support its military organization.
Visitors to this great city should make note of the following sites:
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City Walls. A marvel of engineering, the walls of Qudra are carved out of granite from the Furrowed Mountains. The foundation was laid by order of the first enlightened emir. The walls have been improved and strengthened by the mamluk rulers who followed him.
Today, the city's outer wall measures 40 feet high and 40 feet thick. The wall is not solid, however. Twenty feet from the exterior, a 15-foot-wide tunnel snakes through the center. The wall is breached by three gates, each leading south toward the mountains. Otherwise, the only gap in the wall occurs at the waterfront. The outer wall curves around to embrace and protect the harbor, ending on both sides with a 50-foot-high tower. The twin towers hold the great chains that seal the harbor from invasion.
Atop the wall, members of the mamluk guard patrol the battlements. A different unit is assigned this duty each month. Great cauldrons are positioned along the walls and over the gates. During an assault, the caldrons hold burning oil of stars, which the guards can pour upon assailants below.
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Slave Market. Qudra's ruling mamluks enforce high standards in the authorized slave market. As a result, its slaves are of the highest quality, are not mistreated, and are usually capable and talented. Members of hill tribes are sold here along with northern barbarians, as are criminals who have been enslaved for breaking the Law of the Loregiver. An elvish wizard and two hakimas (see Key Figures Outside the Court) have been appointed to oversee the market, ensuring that it operates in a reasonable, enlightened fashion.
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Mosque of Blood. Qudra is home to the greatest temple erected in the name of Vataqatal, a warrior-god venerated by many mamluks. The temple takes its name from its outward appearance; its rough-hewn sandstone walls are stained red with regular applications of henna, honoring the good men and women whose blood has been spilled in battle.
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Open Mosque. As a reward for the city's valiant mamluks, the eighth Grand Caliph sent many of Huzuz's finest architects and tileworkers to Qudra, where they erected a graceful mosque in the Zakharan tradition. This blue jewel stands in stark contrast to the brooding gray stone of the city's walls and other buildings. It is frequented by natives who do not venerate Vataqatal with the same fervor as the mamluks.
Major Products: Slaves, mamluks, armor, trade (Northern goods), oil of stars.
Armed Forces: 25,000 mamluk infantry; 6,000 mamluk cavalry; 400 special air troops, broken down among 20 major mamluk military societies; navy of 50 ships (effectively 25; see below).
A major mamluk society consists of 200 or more men, answering to one commander. Most units are purely infantry, while others are a combination of infantry, cavalry, and air. Spellcasters are either hired under long-term contracts or recruited from the priesthood of Vataqatal. In either case, they serve as support units for larger infantry formations.
Formally, all of Qudra's mamluks belong to the Grand Caliph, for they are slaves. They may not serve another ruler without the express permission of the Grand Caliph. Having received that permission in the past, Qudra's mamluks have entered into long-term service with a number of local rulers, who in turn serve the Grand Caliph.
Qudra's navy consists of 50 ships, but half of those are rotting at the docks, their sails and usable wood stripped for the other half. Morale is poor among the mamluk navy, as it has been since an aborted attempt to conquer the Corsair Domains a decade ago. The fleet attempted a direct assault against Hawa, City of Chaos, without sufficient magical support. Qudra's mamluk force was repelled with great losses. That display of weakness has not been forgotten by the members of the council, because it encouraged the city of Utaqa to rebel.
Major Mosques: The largest temple in the city is the Mosque of Blood, carved of red sandstone and coated regularly with henna. It is dedicated to Vataqatal, a local god. His church is approved by the Grand Caliph, and his worshippers venerate him much as followers of other gods venerate their own. (They have no unusual rituals or ceremonies.) Qudra also has an open mosque, described above.
Key Figures Outside the Court: Qazim al-Satir is the one wizard of whom it can be said, "He is good enough to be a slave" and have it meant as a compliment. Members of the council hold Qazim in high regard. While he is not a member himself, his advice is often sought in matters of magic.
It was Qazim who saved the remnants of the fleet ten years ago in the Battle of Hawa, and the generals remember. Qazim prefers to not leave his comfortable manor in Qudras suq district, but he will respond to any call from the council.
Shams al-Ezai is a half-elven sorcerer who works in the Slave Bazaar as a qadi. He is assisted by two hakimas, Tau'am and Turn bint Nisr, who are twins. Together, this trio attends the public slave auctions, attempting to maintain the honest balance of trade-ensuring that would-be slaves are well-cared for, are not ensorcelled in any fashion, and are not free men or women captured against their will. (Obviously, the twins' powers of true sight are invaluable.) Shams enjoys his work. He rarely has to exert his power, however, since Qudra imposes many other tight controls on slave-trading. For this reason, Shams and the hakimas are the last line of defense for someone captured by raiders and sold into slavery in the city. He is a member of the magical reserve for the Studious, and could be called into active service in times of need.
Mad Asham is a curious character who wanders the streets of Qudra. Old soldiers remember him as a magical advisor to the Dauntless. Decades ago, he and a raiding party disappeared while conducting a recruiting mission on the borders of the Haunted Lands: Six years later, he stumbled back into the city alone, his robes tattered and his mind wiped clean. No magical aid would roust him from his babbling, and even the genies who agreed to examine him could not bring about a change.
Today, Mad Asham usually can be found in the suq district of Qudra, grabbing passersby and warning them of some grim fortune to come. The natives are accustomed to him, and kindhearted souls offer Asham food and a crude shelter when he needs it. Newcomers, however, may be surprised to find a ragged wizard grabbing them by the robes and speaking of the Whispering Doom that comes from the Desert.
Asham's madness appears permanent. Through the years, magical cures have proved useless against it, as have wish spells and all attempts at curse removal.
Bahramiyah al-Musafir oversees the great caravans that bring weapons from the great forges of Hiyal to Qudra. She has done so for 40 years. While Qudran steel is good, Hiyal's is superior, and each mamluk unit seeks to arm its best forces with Hiyal's weapons. Today, Bahramiyah is a grumbling old woman. The day-to-day business of selling steel has been taken over by her sons and daughters, but she still makes the annual journey to Hiyal and back, traveling by camel and sambuq.
Rumors and Lore: Mad Asham (see above) has been babbling about his journey through the desert for decades. Most of Qudra's residents are immune to his cries about the Whispering Doom even though this is the only aspect of his ranting that has remained consistent over the years. Some, however, believe that a kernel of truth lies beneath Asham's madness.
Further, rumors persist that over the past few years, increasingly fewer youths have been recruited from the Furrowed Mountains and the mountains bordering the High Desert. Qudra's mamluk rulers now must either go farther afield for their next generation of warriors or consider recruiting townspeople. The third choice, diminishing the size of the army, is considered to be no option at all.
Umara, City of Knights
Situated on the mouth of the river Al-Yatir, about 170 miles northeast of Liham, Umara is a jewel of a coastal city, noted for its distinctive blue textiles and tilework. Though it appears peaceful today, its recent past is marked by the bloodshed of a barbarian incursion an incursion which still lingers on the minds of those who dream of revenge.
The Ruler: Caliph Ubar khel Muhif, Khan of the Astok people, is the former leader of a barbarian hill tribe. He was recently enlightened and recently enlisted in the service of Umara's former caliph. After a disastrous series of battles with the city of Muluk, Khel Muhif staged a palace revolution, deposed the old caliph, married the caliph's daughter, and re-established order before Qudras troops arrived. Faced with the choice between a long siege and recognizing the coup, the mamluks hailed Khel Muhif as the new leader of Umara.
To the surprise of many, Khel Muhif has proved himself a capable ruler, though his court is still stocked with other barbarians. His only wife, Princess Maran ber Ubar, is his confidant and advisor.
The Court: Khel Muhif relies heavily on the advice of his wife, Princess Maran ber Ubar, daughter of the former caliph. Though he married Maran to claim the throne, he has come to admire her wisdom, and considers her the beloved jewel of an enlightened land. She, in turn, uses her position of power to integrate the Astok people into the population and to preserve the rights of the former nobles and merchants in the city. She loves the Khan as he does her. Though her rights are in some ways diminished, she likes his people's customs of having a single wife and no permissible divorce.
Opposing the princess is ur-Khan Mostok, a faithful follower of Khan Ubar. (He never refers to his old friend as caliph.) Mostok feels his leader has become soft, decadent, and perhaps even bewitched by the love of his wife. When the revolution came, Mostok expected a quick bit of looting and debauchery before fleeing back to the hills. Instead, his leader remained in Umara, and, out of loyalty, he stayed too. Mostok is as uncomfortable with the city people as they are with him. He distrusts them, and awaits the day Umara's citizens will turn on his kind. He suspects that the princess is part of some larger plot along these lines. If Mostok is to save his friend, he may have to remove her from the scene.
Population: 100,000.
Features of the City: Umara is noted for its blue dyes. Distinctive shades of cobalt and turquoise have become the unofficial city colors, bedecking tilework, clothing, and particularly the city's world-renowned carpets and textiles.
The native people of Umara are fairly typical of the coastal regions. The men are clean-shaven but keep their moustaches. The women, while unveiled, are modest in their dress and wear their hair in long, single braids that hang down their backs.
Today, mingling among these natives are the newly enlightened people of Astok, for the tribesmen who successfully conquered the city later brought their families to the verdant coast. The barbarians are slightly larger and hairier than the coastal natives, and the men like to keep their full beards. Otherwise, it would be difficult to distinguish the Astoks by their appearance alone. The Astoks do have their own language, however, and speak Midani with a harsh, almost threatening accent. Most natives have grown accustomed to these invaders. But former political heavyweights - holy leaders, courtiers, wealthy merchants, and military personnel - are irritated that these sweating barbarians are not only among them, but are adapting quite well.
Major Products: Carpets, trade, clothing, tapestries, goats, goat cheese, dye.
Armed Forces: 3,000-man elite palace guard, all members of age of the Astok tribe; 2,000-man mercenary force, comprising other tribesmen, no unit larger than 400 men; four separate mamluk military societies of 500 men each; a 2,000-man local militia; a 600-man cavalry, officially disbanded; a six-ship navy, officially disbanded (formerly had ten ships, but four have been sold to the city of Muluk).
Major Mosques: Botu-Astok, Jisan, Kor, and Selan.
Botu-Astok is a legendary figure worshipped by the Astoks, who claim he is the primogenitor of their people. The caliph has decreed that Botu-Astok must be worshipped in the mosque as other deities; as such, Botu-Astok is considered a common god.
Apparently, Botu-Astok does not object to his new surroundings, for his priests continue to receive their spells. In fact, many Umaran natives have taken to Botu-Astok as a god representing change and rebirth, and they hope the installation of a new ruling family will bring about a favorable change in the city's fortunes.
Rumors and Lore: Officially, the former caliph was slain when Ubar took the throne. However, a local legend says that Princess Maran pleaded for her father's life. Touched by her sorrow, Ubar sent the man into exile in the far south by way of magic. Now the former caliph is said to be gathering his own force to challenge the man who captured his daughter and usurped his power.
Closer, to home, the forces of the entrenched bureaucracy (headed by Princess Maran) and the new invaders (championed by Ur-Khan Mostok) continue to vie over petty issues. While no blood has flowed since the coup (except that which is shed during tavern brawls), it is only a matter of time before one of the two must go.
Utaqa, City of Free Men
Located at the mouth of the river Al-Zulma, Utaqa is the northernmost point in the line of Free Cities stretching along the coast of the Great Sea. Its closest neighbor, Hafayah, lies nearly 200 miles to the southwest. Every citizen feels Utaqa's distance from civilization, for the city has a decidedly independent spirit.
The Ruler: Caliph Agara al-Gandar was a merchant with a thriving business and diluted blood-ties to the throne of Utaqa. During the most recent insurrection in the city, the previous caliph and his family were put to the sword by Qudran mamluks. The people of Qudra installed Agara the Dandy as their puppet, exerting their influence in Huzuz to receive the Grand Caliph's confirmation of their choice. Qudra had one goal: to provide a safe and fully compliant fortification at the opposite end of the Free Coast, bracketing the cities.
It has not worked out exactly as they planned. al-Gandar quickly discovered that in order to get anything done in the city, he had to return to the citizens and merchants a measure of the autonomy they had previously known. As long as the people of Utaqa are allowed to do as they see fit, they are content. Huzuz has not interfered; as long as Utaqa continues to pay its respect and its taxes to the Grand Caliph, the Grand Caliphate is also content. Nor has Qudra interfered to date, for as long as Utaqa's caliph assures Qudra's emir that the northern tip of the empire is secure, the emir is also content. The only unhappy man in the entire situation seems to be Agara al-Gandar, who must balance the desires of these factions to retain his position. The lines on the caliph's face deepen with each passing month.
The Court: Caliph Agara al-Gandar is blessed with an overabundance of advisors and aides, most of whom have their own interests in keeping Agara on the throne. As a result, they will gladly bend the truth, lose paperwork, and deliver bribes and favors to keep the status quo. Here are three of those people:
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Chawus al-Rark is a prominent merchant. He made his fortune among the wilds of the north, and he maintains it by dealing with the Corsair Domains. His arrangement with the corsairs is as follows: he helps them smuggle goods, and in turn they leave the ships that fly Utaqa's colors alone... for the most part.
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On-Basi al-Garn is the court's chief scribe. He is responsible for the glowing descriptions of Caliph Agara that are sent to the courts of Qudra and Huzuz. His descriptions are often too glowing, however, because they result in additional demands being placed on Utaqa. On-Basi does try to control his tendency to embellish, but he is at heart a boaster and a tale-spinner. His most recent error: he reported Caliph Agara's victory over an incursion of yak-men.
Eventually, this tale reached the ears of those evil creatures in the World Pillar Mountains. In response, the yak-men sent several angry dao to Agara's bedroom.
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Allena al-Ajami is the court's chief vizier. A foreigner from the distant North, she is apparently on the run from one or more powerful individuals in that region. Allena relates well to other outlanders, and problems concerning outsiders and mercenary barbarians usually fall into her lap. She supervises the coordination (and more importantly, the payment) of mercenary barbarians in Utaqa.
Population: 70,000.
Features of the City: More than any other city in the north, and perhaps even throughout the Land of Fate, Utaqa is a place on the edge of civilization. The combination of barbarian and enlightened views have produced a very independent attitude toward the world that is neither of Zakhara nor of the world outside. The city's people are basically honest and blunt, often to the point of seeming rude. They are pragmatic in that they recognize the need for some sort of government, so they feel they might as well make the most of it. All of the clergy in the major mosques are pragmatists, a rarity in the Land of Fate.
The Utaqans are also stridently opposed to slavery, in all its forms. In particular, they oppose the mamluks, whom Utaqans describe as the tattooed attack dogs of oppression. Slaves brought into the city will be rescued (whether they want to be or not). Mamluks are rarely found in the streets except as an occupying force. Visiting merchants who own slaves grant them temporary freedom while in Utaqa, paying them as employees until both leave the city, when they resume their relationship as master and slaves.
Utaqans see themselves as good and decent folk confronted with decadent authority and tyrannical rule. The city's official color is white, symbolizing their purity (to their detractors, it also symbolizes the color of surrender). Smuggling and similar acts are illegal only by declaration of a far-off power. A man should be ruled by his own internal Law is the unofficial Utaqan motto.
Major Products: Trade, smuggling, mercenaries.
Armed Forces: 4,000-man city guard; 30-ship navy; ten units (10,000 men) of mercenary barbarians who make Utaqa their home base, of which about half are present at any time. The city has a large mamluk fortification upstream on the Al-Kufr River, which houses three units of 900 trained men (2,600 total), representing the Studious, the Valiant, and the Dutiful. Ostensibly, these units are strategically positioned to aid the caliph in times of need. The real reason for their proximity: to capture the city if the Utaqans get out of hand.
Major Mosques: Hajama, Hakiyah, Haku, Najm. The city also boasts a number of temples devoted to savage (unenlightened) gods, and such temples are a rarity in the civilized world.
Rumors and Lore: Intrigue abounds in Utaqa, on a level which even rivals that of Hiyal. A regular crisis involves rumors from Hafayah, claiming that an inspector from Qudra is traveling incognito, looking for corruption and excess. From the viewpoint of mamluk-ruled Qudra, all of Utaqa is corrupt and excessive. But perhaps that's the only way the city can function. Top-heavy with outlanders and barbarians, a normal system of government would crumble here, as it has done in the past. The inspector on his or her way to Utaqa may not agree, however, and the sagacious heads of court are looking for him, hoping to shut his mouth with either gold or steel.
Chapter 2 The People of Zakhara
The Land of Fate is a true melting pot, peopled by men in all shapes, sizes, and colors (and both genders, too). Here the generalized “men” refers not only to humans—the most common race—but also to elves, half-elves, dragonborn, dwarves, halflings, gnomes, orcs, and even ogres. For the most part, Zakhara lacks the racial prejudice and segregation of less civilized realms. For instance, the concept of a separate “elven” society is foreign here. While there are indeed a few areas where elves outnumber humans, the elves don’t consider themselves a separate nation or people. Nor do humans view the elves that way. Not even ogres are shunned in Zakhara. Although some ogres are brutes, as surly and crude as their foreign counterparts, Zakharans do not allow the rough-tempered minority to color their opinions of the entire group.
Lifestyle—not race—tends to separate Zakharans. In the Land of Fate, people fall into one of two broad groups: those who are nomads and those who are not. The nomads, or Al-Badia (ahl-BAH-dee-ya), dwell in the most hostile areas of Zakhara, where men are as near to the gods as they are to death. They are driven by the search for simple necessities: water, food, and grazing land to sustain their herds. As a result, the nomads are a sinewy breed with keen senses.
Sloth and obesity are virtually unknown to them; many subsist on a little more than few dates and a flask of sour milk each day. With so little food, and only a goat’s-hair tent to provide shelter, the Al-Badia are more impoverished than many can imagine. Yet they consider themselves to be the richest of all Zakharans. Their wealth lies not in possessions. Nomads do not value gaudy clothing, a warm house, or a mass of personal fortune. They value their independence.
Although nomadic life is fairly insular, the necessity of trade brings the Al-Badia into contact with the “other half”, of Zakhara’s culture: the Al-Hadhar (ahl- HAH-dar), whose lifestyles are stationary. Artisans, merchants, craftsmen—all are Al-Hadhar. Even the wandering tinker belongs to this group, because his life is inexorably linked to the village or city bazaar, and therefore to the trappings of settled men.
Virtually all Al-Hadhar know more creature comforts than the nomads. Only a few, however, are truly flush with silver, belonging to the Al-Hadhar’s upper class. Such wealthy men and women usually dwell in cities, though many own land in far-flung towns. The sweat and labor of the lower classes makes their existence possible.
For the most part, the Al-Hadhar are poor. Their homes are small and simple, made of mud brick or thatch, huddled around an oasis or a single well. Some are laborers. Others are farmers, residing on land that belongs to another, tending dates, wheat, and other paltry crops in exchange for a small share of the harvest. Their plots are small in comparison to the farmers of other realms, most are little more than gardeners. But from a tiny patch of desert, they can create a paradise.
The Al-Badia and the Al-Hadhar tend to view one another with pity if not with a touch of disdain. Even the poorest villagers believe themselves to be more cultured and more civilized than the nomads. Through the eyes of the Al-Hadhar, the nomads “madly” choose an austere existence, while the Al-Hadhar dwell in luxury. (Certainly most villagers can boast a roof over their heads, fresh water, and a full stomach, as well as a regular bath.) Further, the Al-Hadhar worship their gods in impressive mosques, with the benefit of “educated” priests to guide them. Hence, the settled Zakharans believe themselves to be more pious than the Al-Badia, and therefore closer to the gods.
The nomads, of course, maintain the opposite opinion. After all, what could be holier than living beneath the expanse of the heavens and placing oneself directly at the mercy of the gods? The Al-Badia pity the Al-Hadhar for their softness, which results from their ardent pursuit of material comforts. Moreover, the nomads pity the Al-Hadhar for their lack of freedom and their inequality.
The nomads bow down to no one but the gods, while the Al-Hadhar, say the nomads, must kneel to other men. All nomads believe themselves equal before the gods and before Fate. The same cannot be said for the Al-Hadhar. Though some disparities in nomadic wealth exist, they are small compared to that of city dwellers, and a sheikh who is not generous with his tribe does not retain his position.
Nomadic women also know greater freedom than their settled counterparts. The family cannot survive without every nomad’s work; in turn, the women share equally in the rewards. In contrast, many city-dwelling women live like prisoners or slaves. The fact that they are “pampered” slaves only brings further pity or disdain from the nomads.
Despite these differences in lifestyle, the Al-Badia and Al-Hadhar coexist in peace. Ultimately, both the nomads and the city dwellers believe that a man and a woman should be judged on their own merit—not by the construction of their house. At least in principle, a person’s ability and strength of character outweigh any other distinction.
Is a seafaring princess whose ship is her home an Al-Hadhar? Is the handsome adventurer who occasionally sleeps beneath the stars an Al-Badia? Such people defy rigid classification, but to a Zakharan, the questions are trivial anyway. In turn, they would ask, “Is she an honorable woman? Is he an honorable man?” If the answer is “yes,” each group would readily embrace either character as one of their own.
In their hearts and minds, all Zakharans have more similarities than disparities. They share a common language, Midani, and common culture that transcends their differences. More importantly, they share an underlying code of ethics and behavior which shapes their everyday lives. Nomad or townsman, sailor or thief, prince or pauper—all understand and embrace these Zakharan themes: honor, family, hospitality, purity, and piety. These interdependent beliefs make them Zakharans.
Honor
Life without honor is meaningless.
—Zakharan proverb
The pursuit of honor—and the prestige it brings— is a driving force behind the life of every Zakharan. For many, there is no greater cause. Even to a city dweller, money and power mean nothing if they are attained at the expense of one’s honor.
In its broadest sense, honor is the embodiment of all that is good—such as honesty, kindness, and forgiveness. Honorable men and women keep their word when it’s given. They are generous, offering sustenance to those who are poor, lending protection to those who are weak. They are faithful to their friends and loyal to their families. Men show their strength and bravery in battle; women display their courage in the face of hardship. Both must be virtuous and free of shame.
To a foreigner, the Zakharan concept of honor may appear complex. To a Zakharan, nothing could be simpler. Honor is as natural and as necessary as breathing, and its badge, for better or worse, is as inescapable as death.
Every action, large or small, serves either to enhance or erode one’s honor. Moreover, every deed colors the honor of an individual’s family. Honor and kinship are closely entwined. If a man acts dishonorably, his offense may create a stain upon his family’s honor that will be remembered for generations to come. The same, of course, would hold true for a dishonorable woman.
Honor is closely guarded. For every insult to a person’s honor, restitution must be made. If the insult is small, a simple apology may suffice. But to steal or injure with intention, to kill without justification— these are grave offenses. They can ruin the honor of the offender as well as that of the offender’s family. Moreover, these crimes assault the honor of the victim and the victim’s family, too. The graver the offense, the greater the required restitution—and the harsher the punishment.
If, for example, a woman in this fantasy world should be caught stealing, she may lose part of her hand; at the very least, she will be forced to make a humiliating public apology and to offer money or livestock to her victims. If a man kills another without just cause, then the victim’s family has the right to demand the offender’s death—or to kill him themselves—in lieu of monetary compensation. In all likelihood, the offender’s family will eliminate the offender themselves. When a crime is severe, only the death of the dishonorable person can erase the stain upon his or her family’s honor. In effect, the family must “cut out the offending part” before the honor of the whole can be restored.
Aside from murder, only one crime is great enough to warrant punishment by death: amorous impropriety. Contrary to popular belief among foreigners, no honorable desert warrior would ride off with his enemy’s screaming wife—even in the midst of a feverish camel raid. (Such raids, incidentally, are not considered stealing.) Nor would he ride off with his enemy’s unwed daughter unless a marriage were to be arranged somehow. In fact, if a desert raider were to return to his camp after committing such a crime, his brothers might strike him down on the spot—thereby sparing the family honor.
Women are the usual target when accusations of impropriety are made. Men are by no means exempt, however, as this common parable illustrates. In every Zakharan settlement, children approaching adolescence hear a story about a girl from a “distant village” who fell prey to temptation. The names in the story change at the teller’s whim, but we’ll call the girl “Maneira.”
Maneira was promised in marriage to her first cousin on her father’s side (a customary practice in Zakhara). Unfortunately for all, she fell in love with a young herdsman. Struck by madness, she went to meet him one night. When news of her indiscretion reached her brother, Hasim, he immediately sought her out and plunged his dagger into her heart, as if to banish the evil spirits that had lead her astray. Hasim was a devoted brother who loved his sister dearly; he took no pleasure in this deed. But killing Maneira was his duty. Had he not done it, then it would have been his cousin’s right. By slaying her himself, Hasim had done more to repair his family’s honor.
The story is not finished until the fate of the herdsman is known. After killing his sister, Hasim looked for the boy who had wrought such shame and torment. It was Hasim’s right to demand the shepherd’s death—and to kill the dastard himself if need be. The herder’s father had already learned of his son’s impropriety. Like Maneira, the boy was killed by a member of his own family. Retaining honor can be a very bloody, sorrowful business.
The punishment for impropriety is not always as severe as the story demonstrates, however. In reality, Maneira and the boy might have been allowed to flee into the desert, and simply be banished from their families. In effect, however, they would still be dead to the families they dearly loved.
In some larger towns, a test of Fate and the gods’ grace is considered suitable punishment. For example, a boy was once placed in well for 40 days, while his paramour was placed in another. Each day, they received only a little coffee and a few dates. The girl survived; the boy did not. This was considered proof that the girl had benefitted from a holy grace, and her punishment was complete. So, too, was the boy’s.
The Blood Feud
No discussion of honor would be complete without mention of the blood feud. To kill another person is not a crime if that killing is justified. What constitutes justification? Not even Zakharans can always agree. A blood feud is a battle between two groups that begins when one side believes a killing is justified, and the other, having lost one of its own, disagrees. Soon, they are both caught in a vicious cycle, exacting one vengeful killing after another, with each side attempting to balance the scales. The feud may not end until an objective third party arranges a monetary settlement between the two groups, allowing each group to feel that its honor has been properly restored. A blood feud usually erupts between two nomadic families or clans, but even entire villages have become embroiled in this deadly conflict.
Family
A man without a family is not a man.
—Zakharan proverb
To Zakharans, a family is precious and irreplaceable. Even in the afterlife, a family remains intact, proving its strength as well as its importance. Material wealth is transient, but the bonds of blood are eternal.
Each person exists within the circle of his or her immediate family, which spans all surviving generations. That family, in turn, lies within a larger circle of cousins and uncles and aunts. Beyond that lies a third circle of relatives, one step removed, and then a fourth, like the rings which form around a pebble tossed into a pool. These circles create a person’s identity. Man or woman, boy or girl, an individual is nothing without the group. The rights of the family, therefore, must supersede the rights of any single person within it.
Zakharan families are typically lead by men. A father is in charge of his unwed daughters, his sons, and the families of his sons. In the villages, a son often lives with his father in the paternal home until he is well past 30 years of age. If he marries, his wife joins the crowded household and becomes part of her husband’s circles. Although the new bride’s position has officially changed, her brothers often continue to watch over her. If she divorces, she will return to her immediate family, taking up residence with her parents or siblings. Blood ties can never be broken. Zakharans value large families, and they welcome the birth of each child. Eventually, of course, a paternal home can hold no more people. When space becomes scarce and a family can afford to build a new dwelling, a son will leave his paternal home and start anew. Rarely will he leave his ancestral village or city, however.
In the desert, tents replace houses, but the customs are similar. A nomadic patriarch typically has the largest tent among members of his immediate circle. He resides with his wife (or, on occasion, his wives) and his unmarried children. His married sons live in smaller tents, which are nearly always pitched nearby. Because blood ties are so important, loyalty to one’s family is tantamount to Zakharan law. First and foremost, a man’s loyalty is to his immediate family. As noted before, his actions, for better or worse, will help define the honor of that family. A woman follows the same code. Loyalty next goes to the larger circle. If, for example, a man is wronged and asks for help, his cousins are honor-bound to assist him, provided their actions would in no way dishonor their immediate families.
Purity
In the Land of Fate, purity may be a man or woman’s greatest virtue—at least publicly. A foreign lothario, condemned for his actions, may point to the harem (or harim) as proof of Zakharan “hypocrisy.” In point of fact, very few Zakharan men have more than one wife. But even the wealthy sheikh with a harem is technically married to every woman whose unveiled face graces his bedchamber. Furthermore, a man and woman may divorce readily, and find new spouses, with no stigma attached for anyone. The fact that a sheikh or king is married to a particular woman for only few weeks or even days implies no impropriety for him or for her. Long or short, a marriage is sacred in the Land of Fate.
Zakharans believe their own culture is more civilized than that of their “barbaric” neighbors. Certainly, the Zakharan concept of purity is more complex. Throughout the Land of Fate, purity means avoiding all unnecessary physical contact between a man and a woman unless they are married—however inadvertent or innocent that contact may seem.
Every honorable Zakharan woman would extend her hand to help a wounded man. But almost none would shake hands with a man who is newly introduced, lest he assume her improper or be violently tempted by her charms. Instead, a simple nod is the proper greeting. In strictly religious areas, even a flirtatious glance is considered a sin. At the very least, a man who openly casts fiery glances at an unmarried woman has paid her an insult rather than a compliment. Her brother or father would be perfectly in the right to demand some sort of retribution—from a public apology to a gift of many camels, depending on the woman’s stature and the amorous man’s audacity.
In a world where strength of character is exalted, Zakharans have a peculiar belief in every man and woman’s underlying weakness where matters of the heart are concerned. It’s for this reason that many women wear veils and don robes that conceal the shape of their bodies. It’s also for this reason that a few groups require men to do the same—that is, to cover their bodies and the lower half of their faces whenever they’re in public.
Not surprisingly, eyes, hands, and feet have become important objects of beauty in the human (or even nonhuman) Zakharan form. Women line their eyes with kohl. Some tattoo their foreheads with a simple pattern. Others may decorate their brows with dots of henna, a natural dye which may also redden their nails. Bracelets adorn their wrists and ankles. Believing that even eyes and hair create too great a temptation, some sects in the Land of Fate require a woman to don an opaque hood whenever she’s in public, concealing her entire head. The cloth has many tiny holes over the eyes, allowing her to look out, but preventing others from looking in. The rest of her body is completely engulfed by voluminous robes that sweep the ground.
Purity is also the basis for the seclusion of women, a common practice in the Land of Fate. Whether home is a tent, a mud-brick house near an oasis, or a grand palace, it usually contains separate quarters for women— an area where no grown man but a husband may venture (and even then, he typically asks permission as a courtesy). The degree to which a woman must remain these quarters varies. For instance, the laws of Zakharan hospitality require a woman to act as a host in her husband’s absence, serving an honored or needy guest who comes to their abode by offering coffee or food. Were her husband to appear later, she might politely retire to her quarters. Although foreigners might view seclusion as a prison, a Zakharan woman often sees it as her privilege as well as a sanctuary.
Hospitality
—Zakharan proverb
Guests are like fish; after three days, both stink.
—Al-Badian proverb
In the Land of Fate, generosity brings honor, while stinginess spawns contempt. As a result, Zakharan hospitality is unrivaled. According to Zakharan ethics, a man must offer food and drink to anyone who appears at his doorstep as a friend, no matter how poor the host may be. In her husband’s place, or when receiving female friends, a woman must do the same.
If a guest comes to the door at night, a host must offer lodging as well as sustenance. A wealthy host may also offer entertainment, such as the dance of a talented servant, and perhaps even a gift. The obligation—and desire—to offer hospitality is as compelling as any personal need. A nomadic tribe whose foodstuffs are nearly gone may avoid a busy oasis even if their water stores are equally low. The tribe would rather know thirst and hunger than be unable to offer hospitality to the strangers at the oasis.
A host assumes responsibility for the well-being of his guests. Whether a man lives in a goat’s-hair tent or a lavish house, his honor depends on how well he treats those who place themselves in his care. For this reason, guests can expect safety as well as sustenance— even if they once were the host’s enemies. Arsenic and other toxins are easy to obtain in the Land of Fate, and poison is a common way to eliminate foes.
Nonetheless, once foes become guests—and share the bond of salt—even they can eat heartily, expecting the host’s protection as well as his friendship. In turn, the guests are expected to act as loyal friends, never overstaying their welcome, and never overstepping the bounds of good behavior.
The Bond of Salt
The salt bond epitomizes Zakharan hospitality and the mutual responsibilities of host and guest. When a guest ingests salt from a host’s table, their bond becomes formal. Presumably, the salt remains in the guest’s body for three days. Until those three days elapse, the host is responsible for the guest’s welfare, By offering the salt, the host vows to protect the guest from harm for the duration of the salt bond.
The guest has his or her own obligations. By accepting the salt, a guest agrees not to bring harm to the host. Furthermore, a polite guest should leave with the coming of dawn if the family’s stores appear to be lean. If the family protests heartily, the guest may stay for the entire duration of the salt bond. No matter what the host may proclaim, however, it is impolite for a guest to remain in another’s house for more than three days. Thereafter the welcome is gone, no matter how much salt is consumed. Furthermore, a guest knows that it is impolite to ask for hospitality of any kind; he or she must wait for the host to offer it. Since it is the host’s duty to do so, and it is an insult not to accept, a guest is rarely disappointed.
The rules of hospitality come to light in Scheherazade’s famous tale, “Ali Baba and the Forty Thieves.” The poor woodcutter Ali Baba discovers a treasure trove in a magical cave, which belongs to a band of robbers. Ali Baba takes some of the treasure, which is clearly centuries old. The robber captain discovers Ali Baba’s identity and vows to kill the daring woodcutter—but not before Ali Baba is severely punished. In the guise of a merchant, the robber goes to Ali Baba’s modest home. The kindly woodcutter fails to recognize the robber and graciously offers a meal. The “merchant” does not wish to accept. He claims to have special dietary needs. When Ali Baba insists, proclaiming that anything can be prepared, the robber feigns embarrassment and says he can eat no salt. Even this unscrupulous man—a thief and a murderer—will not violate the laws of hospitality. If he were to consume Ali Baba’s salt, he would feel honor-bound not to harm the woodcutter or his family.
Ali Baba serves his guest unsalted meat. The robber chews the fare, and he schemes, imagining how he will humiliate and destroy his gracious host when the meal is done. Before his plan can take effect, a clever servant girl enters the room. She dances magnificently, bending to and fro while brandishing a scimitar. For the finale, she plunges the blade into the chest of the surprised robber.
The robber is dead. Ali Baba is mortified. He believes he must kill the girl as retribution, because the merchant was his guest. The girl hastily reveals the merchant’s true identity, and explains how the robber purposely avoided the bond of salt, so that he was not really a guest after all. Everyone lives happily ever after (except the robber, of course).
In another well-known yam, a thief is pillaging a home when he comes across a small box. Inside it is another little box, which contains a fine white powder. Thinking it’s sugar, the thief touches it to his lips. To his horror, he discovers that it is salt! Immediately he leaves the house, taking nothing. Like the robber in the tale of Ali Baba, he is willing to steal. Yet he cannot bring himself to violate the bond of salt, even if the bond was forged by accident.
To most Zakharans, actual salt is not required for the bond of hospitality. Even guests who merely drink water or unsalted coffee can expect no harm from an honorable host.
Piety
Religion is a way of life among people in the Land of Fate. If it seems that the codes of conduct described so far are pursued religiously, it’s because they are. Honor is also a matter of piety, of behaving in the manner deemed good and right by those who rule the heavens—those who will determine whether you are worthy of finding paradise in the afterlife. A dishonorable man, it is said, is never worthy of this great reward.
Zakharans accept people whose religions are different. In fact, there are a great variety of faiths throughout the Land of Fate. Yet Zakharans find it exceedingly difficult to accept anyone who does not believe in and pay homage to some higher power. To believe in other gods may seem strange, but it is not a sin. The sin is believing in nothing.
Major gods, recognized throughout Zakhara, include:
- Hajama the Courageous - "Bravery wins over opposition."
- Hakiyah of the Sea Breezes - "Truth will always win out".
- Haku of the Desert Winds - "A man and a woman must be free to be considered alive."
- Jauhar the Gemmed - "Money changes everything."
- Jisan of the Floods - "Hard work brings abundance."
- Kor the Venerable - "With age comes wisdom, and with wisdom comes strength."
- Najm the Adventurous - "Make the Unknown known."
- Selan the Beautiful Moon - "There is beauty in everything."
- Zann the Learned - "Understanding is the key to all doors."
None of these gods has a precise portfolio. Instead, each shows strength in a particular ideal or element—wisdom, knowledge, bravery, courage, beauty, bounty, freedom, and honesty.
Zakharan deities also include a plethora of lesser gods, local gods, and demigods. Such minor deities may be venerated in one small area, while they are unknown just ten miles away. All gods—major and minor— answer their worshippers’ needs with equal ability.
Regardless of the god or gods venerated by a given faith, all clerics within it belong to one of three philosophical groups: pragmatists, ethoists, and moralists.
Pragmatists are the most liberal of all priests, as well as the most common. While certain faiths have only a few pragmatists, as a whole most organized clerics in Zakhara take this liberal and tolerant approach to worship. Pragmatists believe that the ethos of the gods must be fitted to the problems of the contemporary world. In fact, most pragmatists believe in the validity of all gods, with none superior to another. The most popular faith in Zakhara, the Temple of Ten Thousand Gods, is composed primarily of pragmatists.
Ethoists are more conservative in their viewpoints. While each seeks to encourage others to follow in his or her own path, ethoists are still tolerant of those who choose to seek another.
Moralists are the most narrow-minded and intolerant of all organized clerics. Each believes in the ultimate truth of his or her god’s teachings over all others. Unless two moralists are of the same or a similar faith, they are bitter rivals. Normally, only one moralist faith prevails within a given area of Zakhara, though most seek to expand their realm of influence.
Beyond the Clerics of Order are the Free Priests. These clerics have been “touched” by the greater powers, yet do not belong to an organized faith. There are four kinds Free Priests:
Hakimas or wise women, are clerics who benefit from their own form of special sight. While there are technically no “specialty priests” in Zakhara, hakimas best fit that description.
Kahins or idol-priests, are similar to the northerly druids, but they are in tune with the varied and wondrous nature of Zakhara.
Mystics are recluses who live in isolation, journeying among men only to make great revelations and predictions.
Outland priests come from outside the Land of Fate and worship strange pantheons of cold gods. These characters are tolerated unless they pose a threat to the clerical hierarchy.
Hajama the Courageous
Also known as Brave Hajama, this Great God represents the ideal of courage in the face of opposition. In legend, he is described as a stocky man whose long beard is as black as ink, When telling tales of Hajama's adventure in the desert, Al-Badian priests describe a figure who wraps himself in a jellaba as dark as midnight. Al-Hadhar describe a god who comes to the cities wearing lamellar armor that is carved from the night sky itself.
Symbol: A featureless disk. (Bravery is worn in the heart, not on the sleeve.) High-ranking male priests of Hajama also wear long black beards.
Major Mosques: Gana, Hafiyah, Halwa, Hiyal, Huzuz, Kadarasto, Liham, Sikak, Utaqa.
Pantheon: Yes.
Ordered Priests: 20% P, 65% E, 15% M
Free Priests: Mystics
Ideal: Bravery.
Ethos: Bravery wins out over opposition.
Principles: Trust your feelings and follow your heart. Always dare to try; cowards fail because their great deeds are unattempted. Bravery takes many forms, the easiest of which is in battle (ethoists' principle). Living through a defeat strengthens the spirit more than dying for an ideal (pragmatists' principle).
The Faith: The faith of Brave Hajama is popular in rural areas, particularly those which border deserts, mountains, or other potentially hostile regions. If a man is said to have Hajama in his heart and Fate at his back, then he is both courageous and fortunate.
The faiths of Hajama and Najm are on friendly terms, and priests of one faith will attend each other's mosques. In the Pantheon, Hajama is portrayed as one of the sons of Kor, with Najm as his twin brother.
Hakiyah of the Sea Breezes
Also called Hakiyah the Honest, this Great Goddess symbolizes truth. In human form, she wears the trousers, blouse, and vest of a city-dweller. She is portrayed as the calm voice of reason, often correcting and guiding Haku (who is alternately her nephew, brother, and uncle) in his adventures.
Symbol: A cresting wave.
Major Mosques: Ajayib, Gana, Hawa, Huzuz, Jumlat, Muluk, Tajar, Utaqa.
Pantheon: No.
Ordered Priests: 10% P, 70% E, 20% M
Free Priests: Mystics and Hakimas.
Ideal: Honesty, truth.
Ethos: Truth will always win out.
Principles: Question and check, then check again. People see what they desire to see, not always what truly exists. All men and women may cast illusions even those who are not sorcerers, and even those who are ignorant of their actions. Danger lies in unquestioning belief.
The Faith: The nature of Hakiyah's worship is calm, meditative, and methodical. Better to take no action than to take one impulsively, it is said. As a result, Hakiyah is popular in the Pearl Cities, particularly among members of the merchant class.
Both Hakiyah and Haku have large mosques and universities in the Pearl Cities. In the Pantheist League, neither god is worshipped openly, and their followers are persecuted.
Haku, Master of the Desert Wind
Also called Free Haku, this god represents personal independence. In the old legends, he is always described as a desert nomad, wearing a flowing aba and keffiyeh, with a gleaming scimitar at his side. His words, when recorded by those who receive them, are always proud, self-assured, and even haughty. He implores his followers to apply themselves and to do nothing half-heartedly.
Symbol: A stylized gust of wind.
Major Mosques: Gana, Halwa, Huzuz, Jumlat, Muluk, Tajar, Utaqa, Wasat.
Pantheon: No.
Ordered Priests: 30% P, 40% E, 30% M.
Free Priests: Mystics
Ideal: Freedom, independence.
Ethos: A man and a woman must be free to be considered alive.
Principles: Do not burden others. Rely on your own talents. Trust the wisdom of your own experiences. Protect those you love and respect, but do not assume that they will be there to protect you.
The Faith: Haku is popular in regions lying in and near the open desert. In the Pearl Cities he is connected with Hakiyah, who is alternately described as a niece, sister, and aunt. Both Haku and Hakiyah's worshippers are persecuted in Pantheist lands.
Jauhar the Gemmed
Representing wealth, this goddess is sometimes called Jauhar the Gem Studded. She is technically a common deity, because her worship is confined to the Pantheist League and a few cities of the Ruined Kingdoms.
The heavily moralist League of the Pantheon considers her a Great God, however, taking the place of Bountiful Jisan (whom Pantheists view as common). Jauhar takes on a physical form only in rare portraits of old-those which Pantheists seek to eliminate. In such legends, Jauhar always appears as a comely maiden with straight black hair and luminous, kohl-rimmed eyes. She wears a dancer's brassiere and pantaloons. The brassiere is covered with coins allegedly given to her by admirers. The seams of her silken pantaloons are similarly adorned.
Old temples scattered throughout Zakhara once contained drawings of Jauhar in this garb. Nearly all of the drawings have been destroyed by Pantheists, leaving only a verbal portrait. Even that has been declared blasphemous by the Pantheists, who describe her as a more modest woman, fully cloaked in a chador, with only the gold dinar on her forehead serving to distinguish her from other moralist women.
Symbol: A gold dinar.
Major Mosques: Primarily Pantheist cities; Fahhas, Hilm, Hudid, I'tiraf, Mahabba, Talab.
Pantheon: Yes.
Ordered Priests: 5% P, 30% E, 65% M
Free Priests: Mystics
Ideal: Wealth.
Ethos: Money changes everything.
Principles: Work hard and you will be rewarded as you are due. A holy person is a wealthy person. Those who have no food cannot meditate; they think more about their empty stomachs than their empty souls. Wealth is the oil that greases the wheels of the civilized world. Fate gives to those who take.
The Faith: Jauhar represents the industriousness of the Pantheist cities, and she is venerated by merchants and craftsmen of that region. Her worship is tolerated in other areas, though not where Jisan prevails. Jauharites and Jisanites compete for followers, funds, and attention. At times, the competition is bloody.
In the Pantheon, Jauhar is regarded as the beautiful daughter of Kor. This explains a popular Pantheist saying: Wisdom comes from Strength, but Wealth comes from Wisdom.
Jisan of the Floods
Also called Jisan the Bountiful, this Great Goddess symbolizes fertility and productivity. She may have been a storm-goddess long ago, for she was linked to the monsoon rains and the yearly flooding of the great rivers. From that origin, she became identified with people who prepared for the rains and floods-people who therefore gained the most from the water's passing. In all the tales and legends, no physical description is provided for Jisan; she takes no human or demihuman form.
Symbol: A rain cloud.
Major Mosques: Ajayib, Halwa, Huzuz, Muluk, Sikak, Tajar, Umara, Wasat.
Pantheon: No.
Ordered Priests: 10% P, 50% E, 40% M
Free Priests: Mystics
Ideal: Fruitfulness.
Ethos: Hard work brings abundance.
Principles: Rewards of the spirit and the flesh may be harvested from the act of applying oneself to a noble task. The gold brought from honest labor is repaid a thousandfold in the good it brings to the spirit. A person who does not work, wastes. Fate brings all things to men and women, but only those who are prepared may take advantage of it. If the sky were raining catfish, would you rather have a net or a parasol?
The Faith: Jisan encourages the work ethic. She is venerated by merchants, and her word is carried throughout the Land of Fate to every port. Jisan's worship is nearly universal, though it is most popular in cities that boast thriving bazaars. Members of the League of the Pantheon consider Jisan a common god, unworthy of their worship. Instead, Pantheists worship their own local deity, Jauhar, who is similar (and allegedly superior) in nature.
Followers of Jisan are energetic, industrious, and diligent. They plan for the future and try to play all the angles, such that if one plan fails, an alternative may yet succeed.
Kor the Venerable
Also known as Old Kor, this Great God represents wisdom. He may err, it is said, but he learns from his mistakes and becomes greater still. In parables describing Kor, the other gods ask his advice, as befits his age and wisdom. Old Kor has been described in one tale as a strong, gray-haired man carrying a great hatchet, which he uses to attack the root of a problem.
Symbol: A sunburst. Mystics who venerate Kor may also carry a hatchet.
Major Mosques: Dihliz, Hawa, Huzuz, Jumlat, Liham, Muluk, Qadib, Rog'osto, Umara, Wasat.
Pantheon: Yes.
Ordered Priests: 10% P, 80% E, 10% M
Free Priests: Mystics
Ideal: Wisdom.
Ethos: With age comes wisdom and with wisdom comes strength.
Principles: Always seek out the wisdom of the elders, and heed their words even if you disagree with them. Learn from your mistakes.
The Faith: The church of Kor represents stability, order, and tradition. In making decisions, precedents are sought and elders are consulted. Among the ordered priests of Kor, moralists tend to be stiff-necked and unbending, while pragmatists tend to emphasize the principle of learning from one's mistakes. Pantheist priests view Kor as a father figure.
Najm the Adventurous
Adventure and curiosity are the ideals of this Great God and his-or her-followers. In some tales, Najm is female. In others, he is male. In any case, Najm is described as dashing, hot-tempered, fervent, and very much alive (as a mortal might be). Al-Badian tales of this god have common themes: Najm doing the impossible, Najm finding the unfindable, or Najm attaining the unattainable.
Symbol: A single arrow, pointed upward.
Major Mosques: Ajayib, Gana, Hafayah, Hawa, Halwa, Hiyal, Huzuz, Liham, Kadarasto, Utaqa.
Pantheon: Yes.
Hierarchy: 50% P, 40% E, 10% M.
Free Priests: Mystics.
Ideal: Adventure, curiosity.
Ethos: Make the unknown known.
Principles: Achieve, do, and experience. The journey is more important than the destination. Do not be afraid of new things until you learn more about them. Curiosity leavened with caution never hurt anyone.
The Faith: As might be guessed, Najm's church includes dynamic missionaries who seek to bring enlightenment to the heathen. It also includes explorers who journey into the hinterlands in Najm's name, returning to civilization with tales for the young as well as riches for the church coffers. A Zakharan Priest of Order who is found in a far, foreign land is usually a follower of Najm.
As noted above, only 10 percent of Najm's followers in the church hierarchy are moralists. These are found primarily in the cities of the Pantheon.
Pantheist priests of Najm unwaveringly portray their god as male. They acknowledge the god Hajama as Najm's brother.
Selan the Beautiful Moon
Also called Selan the Gracious, and Selan of the Garden, this Great Goddess represents divine pulchritude and heavenly grace. She is described as a flawless maiden cloaked in shimmering white, and in the oldest tales, she is said to be linked to the moon.
Such tales claim that the moon is her chariot. She rides it across the sky while pursued by ardent suitors, who appear as a cluster of smaller stars, following in her wake.
Symbol: The ringed moon.
Major Mosques: Afyal (Great Mosque of the Moon), Ajayib, Dihliz, Gana, Hafayah, Halwa, Huzuz, Jumlat, Kadarasto, Rog'osto, Sikak, Tajar, Umara, Wasat.
Pantheon: Yes.
Ordered Priests: 10% P, 70% E, 20% M.
Free Priests: Mystics and some Hakimas.
Ideal: Beauty.
Ethos: There is beauty in everything.
Principles: Reveal that which is pleasing. Accentuate the positive. Kind words can override angry curses. Beauty grows over time. Treat others with the sweetness and goodness they deserve.
The Faith: Selan's followers, like Kor's, tend to be traditional in their outlook, finding joy in what they know to be true rather than seeking out new ideas and new thinking. Deep philosophical thought has never been a strong point of Selanite philosophy. These priests place great stock in appearances, and they usually let initial reactions-which they call the sensation in the liver-guide them in their lives.
Selan is much beloved by gardeners and artisans. Her greatest mosque is not in Huzuz, but on the island of Afyal, where her followers make up most of the population.
Zann the Learned
Also called Zann the Marvelous, this Great God is a scholar's deity, for he epitomizes learning and intelligence. Zann has an amazing memory for details.
In legend, he is usually described as a man in city dress, carrying a writing tablet and a case of pens, recording all he sees. Study and research are necessary, but a true scholar knows it is just as important to record one's experiences so that others may also learn.
Symbol: A fountain's jet.
Major Mosques: Ajayib, Dihliz, Hiyal, Huzuz, Qadib, Rog'osto, Wasat.
Pantheon: No.
Ordered Priests: 20% P, 40% E, 40% M.
Free Priests: Mystics and Hakimas.
Ideal: Intelligence, learning.
Ethos: Understanding is the key to all doors.
Principles: Do not destroy what you do not understand. We stand on a mountain built by our fathers, and only a fool would step off that mountain. Learn from the mistakes of others. The written word is our gift to our grandchildren.
The Faith: The universities and libraries built by Zann's followers are the largest and most complete in all of Zakhara. Zannites classify the contents of these libraries using three labels: great texts, common texts, and heathen texts. Great texts are considered official documents and histories, regarded by members of the faith as true and wise. They cover all manner of subjects relating to Zakhara's enlightenment (not just the Great Gods). A scholar seeking answers will always consult these official texts first. Common texts are documents from an unofficial source or of questionable authenticity, including personal letters and diaries, and documents that challenge or disagree with the great texts. Zannites do not believe in denying information just because its veracity is uncertain. As learning progresses, common texts may become great, and vice versa. Heathen texts come from the world beyond the Land of Fate. Zannites treat such heathen documents with general suspicion. At best, they are considered to be legends or fairy tales.
Gods of the Pantheon
Hajama, Jauhar, Kor, Najm, Selan-these five enlightened gods make up the Pantheon. Priests of the Pantheon recognize only these gods, considering them to be the true Great Gods. Members of the Pantheist League do not tolerate the worship of any other deities. All but Jauhar are known and worshipped throughout the Land of Fate. Still, the bond between Pantheists and non-Pantheists of a given faith is tenuous as best. The god is the same, yet the beliefs and practices differ. Pantheists of a given faith have more in common with fellow Pantheists who worship other gods than they do with outsiders who belong to the same faith.
Symbol: Pentagon.
Major Mosques: Kadarasto, Pantheist cities; Fahhas, Hilm, Hudid, I'tiraf, Mahabba, Talab.
Ordered Priests: 2% P 18% E, 80% M.
Free Priests: None.
Ideal: Unity.
Ethos: Strength through unity.
Principles: Only by gathering together, and by combining the best talents of the group, can we succeed. Trust your foes to be jealous of your accomplishments. The gods of the Pantheon are the only true gods. All other so-called deities are common creations, and their followers must be enlightened. Excessive actions may be excused by excessive circumstances.
The Faith: Unlike worshippers elsewhere, Pantheists do not attend ceremonies tailored only to one god. Instead, Pantheist mosques are similar to open mosques found elsewhere; religious services reflect the variety among the worshippers who are welcomed. There is one key difference, however. Only the five deities of the Pantheon may be venerated in a Pantheist mosque. No other mosques are permitted within the cities of the League of the Pantheon; those which manage to exist are small as well as secret.
The Pantheist church is a united body, devoted to the well-being of all its worshippers. The church works closely with the local rulers of the Pantheist cities to ensure that the needy are cared for, the hungry are fed, and the sick are healed. Pantheist followers are loyal and enthusiastic about their combined faith.
Non-Pantheist priests who worship one of the deities of the Pantheon are regarded with tolerance and general interest. They are cousins hailing from outside the Pantheon, welcomed as members of related churches. Even a Pantheist believes that a priest of Kor is still a priest of Kor - even a somewhat misguided Korite from Afyal. Nonetheless, Pantheists would prefer to sway that cousin to a more like mind.
Ironically, a Pantheist may not receive the same welcome when traveling to a sister church outside the Pantheist cities. As a group, Pantheists are regarded with suspicion, particularly in the Pearl Cities. If the gods themselves have any precise opinion as to whose views are correct, they have kept it to themselves.
Fate and the Loregiver
Despite the variety of gods that are worshipped by Zakharans, one belief transcends all others: the belief in Fate. Every Zakharan knows her power. Who is this creature after which an entire land is named? Not even the genies can agree. A few Zakharans believe she is the mother of the gods, though she herself is not a goddess, for she grants no spells and calls for no one to worship her. To others she is simply a pervasive elemental force who can be as vast as the heavens, yet can assume a form as small as an ordinary woman or as insubstantial as a whisper.
It was as the shadow of a woman that Fate is said to have appeared in ancient times, to share her wisdom with the genies, gods, and men. When her visit was complete, she had left her teachings in the hands of a beautiful girl, over whom all the gods and genies had been fighting. The girl recorded Fate’s teachings upon a series of scrolls.
The story of this girl, who became the Loregiver, survived for centuries in legends told by the rawuns (desert bards). Then, just five hundred years ago, the scrolls were discovered. The customs that wise men had always espoused as good—the code of honorable behavior—were laid out in manner that was so clear, so complete, that all immediately knew its wisdom.
Soon all Zakharans embraced these ideals, and Zakhara became known as the Land of Fate.
Laws of The First Caliph
Laws in The Land of Fate are divided into five categories as set down by the hand of the Loregiver:
- Forbidden Acts
- Discouraged Acts
- Tolerated Acts
- Encouraged Acts
- Required Acts
Forbidden Acts
Forbidden Acts were those whose nature was heinous in the eyes of civilized Zakharans and the Enlightened gods. Forbidden Acts included
- Consuming the flesh of a sentient creature
- Murdering an innocent
- Enslaving an Enlightened soul
- Threatening the Grand Caliph, his court, or the lands he rules
- Preaching that the Enlightened Gods did not exist
- Disobeying the Grand Caliph
- Malicious theft (Defined as stealing or cheating a man out of his livelihood or the majority of his goods. This could also be punished with severing the right hand of the offender.)
Death by beheading was usually the penalty for committing such acts. Other punishments included permanent enslavement, permanent exile, or disfigurement by either removal of a body part or branding the forehead. In addition to other sentences, those convicted of murdering an innocent usually faced a diyya charge in the amount of 1,000 dinar per surviving family member of the deceased.
Discouraged Acts
Discouraged Acts included crimes that were unpleasing to society and the gods, but not nearly as severe as Forbidden Acts. These included:
- Theft
- Assault
- Justifiable homicide
- Bribery
- Reckless endangerment
- Public drunkenness
- Destruction of property
- Fraud
- Disobeying curfew
- Preventing someone from performing a Tolerated Act
- Negative actions against any agent of the Grand Caliph or his court.
A qadi usually ordered some kind of restitution be made to the offended party for a Discouraged Act. Other punishments included temporary enslavement, imprisonment, and exile.
Tolerated Acts
A Tolerated Act was a basic right of an enlightened citizen and part of their daily life. Tolerated Acts were not punished, nor were they rewarded. These included:
- Trading or loaning
- Worshiping any god within a mosque
- Public celebration, including smoking and drinking so long as they were not excessive
- Free speech, so long as it did not defame or slander others or speak out against the Grand Caliph or the Enlightened gods.
Encouraged Acts
Encouraged Acts were pleasing to the gods and enlightened citizens, serving as the mark of Zakharan civilization. Individuals who performed Encouraged Acts on a regular basis were often viewed as pillars of their society. Encouraged Acts included:
- Worshiping the Enlightened gods
- Tolerance
- Paying taxes
- Providing charity and hospitality
- Enlightening an unenlightened soul.
An individual known to perform Encouraged Acts was likely to receive leniency and mercy from a qadi or the courts should they ever find themselves brought to justice on criminal charges.
Required Acts
Required Acts were necessary for maintaining Zakharan civilization. Directly opposing these actions was considered treason, heresy, and/or slander against the state. They included:
- Belief in a greater force (including both common and Enlightened gods)
- Obeying the proclamations of the Grand Caliph
- Pilgrimage to Huzuz and the Court of Enlightenment. Every Zakharan, no matter where they lived on the great continent, was expected to partake of a pilgrimage to Golden Huzuz at least once during their lifetime. This pilgrimage exposed Zakharans to great travel and allowed them to see how their brethren lived, helping to unify the population.
Appeals
Sentences or rulings received from a sheikh could not be appealed. However, sentences and rulings administered by a qadi could be appealed to the local ruler, or Caliph, or the Grand Caliph in the case of Huzuz. For a ruling to be overturned during an appeal, the friends and family of the accused needed to present convincing arguments for their case since most Caliphs did not enjoy having their time wasted by worthless pursuits.
Genies
Genies followed an entirely separate set of rules complete with their own courts and magistrates. These courts were usually much more strict compared to mortal courts. A genie could never be called to testify as a witness in any mortal court. Furthermore, any crime committed by a genie against an ins, or vice versa, was judged within a genie court.
Magical Evidence
Magical evidence could be used to prove or disprove the accused's innocence or guilt, but the qadi needed to be able to validate the evidence. This could be accomplished either by the magistrate himself should he possess skill in magic, or through a trusted adviser or expert on the subject matter.
Matters Involving Slaves
Since slaves were considered the property of their master, a master was directly responsible for the actions of his or her slaves. Debts incurred as punishment for crimes committed by slaves were paid by their master. In these cases, the master could even use the value of the slave as partial or full payment. Any slave convicted of committing a Forbidden Act was destroyed. Needless to say, wise masters kept a watchful eye on their slaves.
Languages
While there is one “common” tongue in the Land of Fate– Midani – there are a number of other languages spoken in the region, as shown on the table below.
Language | Type | Typical Speakers | Alphabet |
---|---|---|---|
Affa | Lost | Dead language from the Isle of the Elephant | Affa |
Aquan | Elemental | Water elementals, sea mages | Primordial |
Auran | Elemental | Air elementals, wind mages | Primordial |
Burnt Tongue | Lost | Dead language from the Pearl Cities | Elven |
Chun | Lost | Dead language from the Haunted Lands | Chun |
Common | Outlander | Foreigners | Common |
Dwarven | Racial | Mesa dwarves | Dwarven |
Elven | Racial | Oasis elves, dune elves | Elven |
Giant | Racial | Ogres, sand giants | Dwarven |
Goblin | Racial | Sewer goblins | Midani |
Halfling | Racial | Sandstorm halflings | Common |
Ignan | Elemental | Fire elementals, flame mages | Primordial |
Primordial | Racial | Genies of all types, sahers, sha'irs | Primordial |
Kadari | Lost | Dead language from the Ruined Kingdoms | Kadari |
Midani (East) | Enlightened | Residents of eastern Zakhara | Midani |
Midani (Free) | Enlightened | Residents of the Free Cities and Qudra | Midani |
Midani (Heart) | Enlightened | Residents of Huzuz and Hiyal | Midani |
Midani (Pantheon) | Enlightened | Residents of the Pantheon cities | Midani |
Midani (Pearl) | Enlightened | Residents of the Pearl cities | Midani |
Noga | Lost | Dead language from the Ruined Kingdoms | Noga |
Orc | Racial | Orcs, half-orcs | Dwarven |
Terran | Elemental | Earth elementals, sand mages | Primordial |
Yikari | Racial | Yak-men | Yikari |
The Enlightened Language: Midani is the lnaguage of all civilized and intelligent creatures, and is by far the most commonly spoken language in the Land of Fate. Midani is the language in which the Laws of the Loregiver were set down bythe First Caliph. There are five regional dialects in the Land of Fate; however, it's not particularly hard to communicate withsomeone from another region.
Elemental Languages: These are spoken by the genies to their underlings on the various elemental planes, and are also used as secret languages among the province mages. For example, the Brotherhood of the True Flame uses Ignan in their writings. The written forms of the elemental languages use Primordial for their alphabet.
Racial Languages: These languages are related to their non-Zakharan counterparts and can be understood -- albeit with some struggle -- by outlanders. Isolated groups uses these as their primary language except for trade (which is always done in Midani), and in cities the racial languages are used in the home.
Lost Languages: Often found on ancient ruins, they bear testimony of ancient civilizations which predate Zakharan culture. Viziers and kahins will often learn lost languages in order to better learn from the past.
Outlander: The "Common" tongue is not spoken in Zakhara, except among those merchants who trade extensively with theNorth. A few corsairs out of Hawa use Common on their ships.
Chapter 3 Characters in Zakhara
Characters in the Land of Fate are simple to devise yet rewarding to play. Their foundation is the familiar set of rules found in Chapter 1 of the Player's Handbook. A few changes have been made, however. In addition, the Al-Qadim campaign expands upon those rules—lending details that shape warriors, wizards, priests, and rogues into the mold of Arabian adventures. This chapter explains how characters in the Al-Qadim campaign differ from those in other worlds, and how they remain the same.
Ability Scores
In the AL-QADIM campaign, character ability scores are unchanged from the notes in the D&D Player's Handbook. All benefits and penalties associated with basic abilities still apply in the Land of Fate.
Races
All the standard character races exist in the Land of Fate. Except as noted here, the usual abilities of each race still apply. Humans are by far the most common race in Zakhara, especially in the more populous areas. Although elven and dwarven nations lie on the fringes of the Land of Fate, in the heart of Zakhara nonhumans are a vibrant minority, maintaining at best a “halflings’ market” or “gnome district” in a few cities. In addition to the PC races, a number of other humanoids may be found in Zakhara’s cities, including orcs, goblins, gnolls, and even ogres. Despite their small numbers, nonhumans suffer almost none of the prejudices found in most “Western” D&D campaigns. In comparison, Zakhara is an egalitarian society. Here the standard “racial hatreds” of the D&D game—such as the antipathy between dwarf and elf, or hatred between gnome and goblin—no longer exist. Zakharan elves deal with orcs and dwarves as easily as they deal with humans (though it’s true that many elves ultimately prefer to deal with other elves). Hatred may arise between individuals, families, or nations—but not at the level of racial hatreds detailed in the core D&D rules.
Backgrounds
Many backgrouds that players are familiar with from official Wizards of the Coast sources are acceptable for use with Al-Qadim. All of the PHB backgrounds are allowed for use, but none of the backgrounds in The Guildmaster's Guide to Ravnica, The Sword Coast Adventurer's Guide, or The Wayfarer's Guide to Eberron are permitted for use here.
Whats in a Name?
Names in Zakharan culture tend to have deep religious, familial, or natural associations. As a player, a good solid name can help tie the character into the setting and make them feel more natural when role playing. Additionally, names can be a fun way to allude to a dark and mysterious secret or potentially an alter ego of the character that is hidden from the party.
Some areas of Zakhara may favor specific names over others but the variation across the entire penninsula is minimal. Everyone loves a good name.
The names below, suitable for PC's and NPC's alike, are but a few of the names found throughout Zakhara.
Male | Female |
---|---|
Aasim (AH-sim) | Alia (ah-LEE-yah) |
Ahmad (ah-MAHD or AH-mahd) | Amsha (AHM-sha) |
Akbar (AHK-bar) | Aziza (ah-ZEE-zah) |
Alawi (ah-LAH-wee) | Badiat (ba-DEE-aht) |
Anwar (AHN-wahr) | Bahija (ba-HEE-jah) |
Aziz (ah-ZEEZ) | Ghunayya (xhu-NAI-ya) |
Diyab (DEE-yahb) | Farida (fa-REE-dah) |
Djuhah (DJO-hah) | Fatima (fa-TEE-mah or FAH-tee-mah) |
Essafah (ess-AH-fah) | Halima (ha-LEEM-ah) |
Farid (fah-REED) | Ibtisam (ib-tih-SAHM) |
Fayiz (fah-YEEZ) | Jaheira (ja-HAI-rah) |
Hakim (hah-KEEM) | Jamila (ja-MEE-lah) |
Hatim (hah-TEEM or HAH-tim) | Juleidah (ju-LAY-dah) |
Husam (hoo-SAHM) | Julnar (jool-NAR) |
Jamal (jah-MAHL) | Latifa (lah-TEE-fah) |
Jamil (jah-MEEL) | Khadiga (xhah-DEE-gah) |
Kamal (kah-MAHL) | Khunufseh (xhoo-NOOF-seh) |
Karim (kah-REEM) | Maneira (mah-NAI-rah) |
Kerim (keh-REEM) | Nabila (nah-BEE-lah) |
Khalid (kah-LEED) | Najiba (nah-JEE-bah) |
Mahmud (mah-MOOD) | Nura (NOOR-ah) |
Mamoon (mah-MOON) | Safana (sah-FAH-na) |
Mutamin (moo-tah-MEEN) | Samia (sa-MEE-ah) |
Naaman (NAH-man) | Setara (seh-TAR-ah) |
Nabil (nah-BEEL) | Tala (TAH-lah) |
Najib (nah-JEEB) | Thuriya (thoo-REE-ah) |
Rashad (rah-SHAHD) | Tufala (TOO-fa-lah) |
Umar (OO-mar) | Wadi'a (WAH-dee-ya) |
Yezeed (yuh-ZEED) | Wudei'a (woo-DAY-ah) |
Yusuf (YOO-suf) | Zobeida (zo-BAY-dah) |
Waleed (wah-LEED) |
Constructing a Surname
One of the most popular forms of Zakharan surnames combines the name of a place or location with the suffix -i. For example, Al-Kharji means “the person from Kharj.” Al means “the,” and may also be followed by a descriptive name, as in AL-Nisr (“the eagle”). In addition, al may mean “the house of” or “the tribe of.”
Other Zakharan names are formed with a prefix, such as ibn, bin, bint, beni, abd, min, abu, umm, or sitt. Each has a different meaning.
As prefixes, ibn and bin mean “son of.” Bint means “daughter of.” Beni (BEN-ee) means “the family.” So, Hatim Ibn Abbas is literally Hatim, the son of Abbas. When someone refers to Hatim’s family, the proper title is Beni Abbas (as in “the Abbas”).
Abd* means “slave.” As a prefix, it means “slave of.” A mamluk, or Zakharan slave-warrior, commonly takes a name beginning with abd, followed by the name of his or her organization. Abdul is a variant of ubd al (or abd ul), meaning "slave of the."" It is nonsensical alone and is never a proper name.
Min means “from.” Zakharan priests favor this prefix, often linking it to the name of a venerated god or hallowed site, or simply to the name of a place.
Abu, umm, and sitt are relatively uncommon prefixes. Abu means “father of” and is often followed by the name of the person’s first child or, more commonly, the first male child. Umm means “mother of” and often precedes the name of the first child or, more commonly, the first female child. Roughly translated, sitt means “lady,” and is appropriate only for powerful or highly respected women.
New Skills
The harsh climate and dangerous lifestyles of those who reside in Zakhara have hone their skills to a razors edge. Likewise, adventurers who travel the Land of Fate finding themselves exposed to new arts and skills previously unheard of to them.
Adventurers in the Land of Fate all have one additional skill proficiency at first level.
New Proficiencies
Class | Skill Proficiency Available |
---|---|
Barbarian | Rumormongering |
Bard | Genie Lore, Haggling, Rumormongering |
Cleric | Genie Lore |
Druid | Genie Lore, Haggling |
Fighter | Rumormongering |
Monk | Genie Lore |
Paladin | Genie Lore |
Ranger | Genie Lore, Rumormongering |
Rogue | Haggling |
Sorcerer | Genie Lore, Haggling |
Warlock | Haggling |
Wizard | Genie Lore |
Genie Lore (INT)
Characters with this proficiency are versed in the nature and background of all geniekind, from the smallest elemental gen to the grandest noble pasha or caliph. They know the proper manner for greeting and conversing with a genie—in other words, the manner least likely to offend the creature. Characters who have genie lore also know the hierarchy and organization of geniekind. At a glance, they can tell whether a creature is a marid, djinni, dao, or efreeti. They can also say whether a creature they’re conversing with is noble or base.
If a genie is masquerading as a common human, a successful proficiency check reveals the ruse. A character with genie lore can perform only one check per “suspect.” If an individual with genie lore has no reason to be suspicious, the check is made with half the usual proficiency score, rounded down.
Genie lore also enables a character to detect the work of genies—that is, the physical manifestation of genie spells, as well as items created by a genie’s spell-like abilities. The chance of success is limited, but if successful, the individual may discern, for example, whether a wall has been constructed by genie-magic, whether a meal was summoned into being by a djinni, or whether a princess is enamored magically by the effects of a dao-granted limited wish.
Genie lore does not enable a character to detect genies moving invisibly through the immediate area. Nor does it help the character see through an extraordinary disguise unless the genie is working some wonder of magic at the time.
Haggling (CHA)
While it enhances the flavor of the AL-QADIM campaign, haggling may result in PCs spending too much time at the bazaar and too little time on the battlefield (or in other realms of high adventure), so this skill must be used sparingly. Haggling over things worth less than 10 gp. is considered bad form and looked down upon.
The bazaar is a place of give and take, where steep prices are demanded and modest amounts are paid. The price list for equipment in Chapter 4 mentions only one price for each item. This is the “normal price,” that is, the average price of the good in the area. If the DM chooses to avoid all haggling, only the normal price applies. But if haggling is allowed, then that price can be modified by player action in the AL-QADIM campaign.
The asking price is just that—what a merchant typically asks for a given item when a buyer points it out. A poor haggler usually ends up paying that price.
The bargain price reflects the most successful result of a haggling character, while the normal price reflects a middle ground—a sort of standoff or compromise between buyer and seller.
Here’s how the proficiency works in play. Prices are the result of prolonged haggling. As such, the player haggling and "nearby" PC's, cannot make new haggling checks in an area until the next day.
Buying
Result | Price |
---|---|
Player wins by 10+ | Base Price x 75% |
Player wins by 6-9 | Base Price |
NPC and Player within 5 | Base Price x 150% |
NPC wins by 6-9 | Base Price x 200% |
NPC wins by 10+ | Base Price x 500% |
Selling
Result | Price |
---|---|
Player wins by 10+ | Base Price x 125% |
Player wins by 6-9 | Base Price |
NPC and Player within 5 | Base Price x 75% |
NPC wins by 6-9 | Base Price x 50% |
NPC wins by 10+ | Base Price x 25% |
A player without proficiency in this skill is considered to have failed all haggling attempts.
Rumormongering (CHA)
Rumormongering is the art of turning coin into information, a simple and straightforward prospect in large bustling cities but more difficult in sleepy burgs.
Players go about rumor mongering by telling the DM that they would like to gather information about rumors in their area. A successful check means that they artfully plied the gold used to make the check and gives them some basic information about potential quest hooks, interesting areas, or important people. A failed check means that they have failed to impress the locals with their display of wealth and charm. As such, a player may attempt only one rumormongering check per city, town or village in a month for general information gathering purposes. If they fail, they suffer a disadvantage with Charisma checks with the general local populace for 1d4 days.
Rumormongering
DC | Settlement Size | Settlement Type |
---|---|---|
10 | 25,001+ | Metropolis |
13 | 12,001–25,000 | Large City |
17 | 5,001–12,000 | Small City |
20 | 1,501–5,000 | Large Town |
22 | 100–1,500 | Small Town |
25+ | < 100 | Village |
Classes in Zakhara
Zakhara is a immensely diverse continent with visitors from the far flung reaches of the world. The sub-classes presented below are the iconic representations of their kind on the continent and are the sort of adventurers visitors tell stories of when they return home.
As such there are no limitations to what sub-class you may select as a native Zakharan.
Barbarian Path: Path of the Sword Dancer
In the deep deserts of Zakhara, it is said that there are mad men who spend the days worshiping the Loregiver in a twisting, frantic dance. You know the truth of the matter, you are a Dervish Dancer, a master of the secret art of your people that mimics the zephyrs of the wind and emulates the ever moving sands.
Some dervishs uses the dance as a profession of faith and love to which ever god they worship, but that need not be the case. The motions of the dance allow you to dominate the battlefield by confusing your enemies and aiding your allies.
Most Dervish Dancers go lightly armored or not at all. They rarely use shields, favoring an off hand weapon instead.
Sword Dance
You gain proficiency in the Performance skill.
You may go into a Sword Dance instead of a Rage. In battle, you fight with in a twisting winding dance that confuses your enemies and slips through their defenses. On your turn, you can enter a dervish dance as a bonus action.
While dancing, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Dexterity checks and Dexterity saving throws.
- When you take the Attack action using a light weapon, you may make one additional attack with that weapon.
If you are able to cast spells, you can't cast them or concentrate on tbem while dancing.
Your dance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't moved at least 15 ft voluntarily. You can also end your dance on your turn as a bonus action.
Once you have danced the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can begin another dervish dance.
Storm of Steel
Starting at 3rd level, you become a twisting storm of steel and flesh. You gain a bonus to your Initiative equal to your Charisma modifier. You also do not provoke an attack of opportunity the first time you leave someones threatened range in a turn.
Sword Trance
Beginning at 6th level, you can't be charmed or frightened while in a dance. lf you are charmed or frightened when you enter your dance. the effect is suspended for the duration of the dance.
Hypnotic Motion
At 10th level, you can use an Action to ensnare the wits of one hapless creature. You may choose one creature that you can see within 30 ft of you. That creature must succeed on a Wisdom saving throw (DC = to 8 + your proficiency bonus + your Charisma modifier) or be moved in a direction of your choice at half of their speed.
Allies can accept this movement without failing the save.
Turning the Blow
At 14th level, whenever a creature targets you with a melee attack, you may use your reaction to change the target to any other valid target within that creatures reach. You must decide to use this feature when the attack is announced but before the result of the attack is revealed.
Druid Archetype: Kahin
Channel
At 2nd level, you gain the ability to affect the world in greater ways. As an action, you can expend a use of your Wild Shape feature and pick an elemental province for which you have a totem to begin channeling rather than transforming into a beast form. While this feature is active you gain the following effects:
- At the end of each of your turns an effect occurs based on the totemic power you are channeling. See the Totems below for what effects occur when.
- Channeling requires concentration, you may not cast spells that require concentration while channeling. Additionally, henever you take damage while you are channeling, you must make a Constitution saving throw to maintain your Concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
- On your turn, you can use either an action or a bonus action, not both.
- You cannot move under your own power.
- You are immune to charm effects.
- Saving throws caused by channeling are against your spell save DC.
Flame Totem
- Activation - When you activate this effect all unattended objects within 5 feet of you catch fire and each creature within 5 feet of you takes 1d4 fire damage.
- Turn One - Your channeled area of affect increases by 5 ft.
- Turn Two - Deal 1d6 to each creature in your area of effect.
- Turn Three - Your channeled area of affect increases by 5 ft.
- Turn Four - Deal 1d8 to each creature in your area of effect.
- Turn Five - Restart at Turn One
Sand Totem
- Activation - When you activate this effect each creature within 5 feet of you must make a Dexterity saving throw or be knocked prone.
- Odd Numbered Turns - Your channeled area of affect increases by 5 ft. and all previously affected terrain is now difficult terrain.
- Even Numbered Turns - Each creature within the area of effect must make a Dexterity saving throw or take 2d4 bludgeoning damage and be knocked prone. A successful save takes half and is not knocked prone.
Monk Tradition: Way of the Antlion
Monks of the Zakhara spend their days in observation of the various fauna of the desert. Of particular importance and prominence, is the antlion, a large insect that hunts prey by digging itself into the loose sands of the wastes.
Your order in particular has taken the Way of the Antlion and have turned it into a combat style that focuses on ambush and grappling in order to supress your foes.
Ambush Predator
In your Order, you have learned the benefits of watching and waiting for the ideal time to strike.
At 3rd level, you may forgo rolling initiative at the start of combat and instead choose to go last. If you do, all of your attacks deal max damage for the first round of combat.
Additionally, you gain the following ability:
Body Drag You can spend a Ki point when you hit with an Unarmed attack to attempt to slow a creatures movement. The target of this ability must succeed a Strength saving throw or have its speed reduced by 5.
Creature of the Wastes
You have spent hundreds of hours meditating under the blazing sun without food or water, and have become hardened to the pangs of want. At level 6, you gain the ability to do without. You require half rations of water and food.
Additionally, due to your constant exposure to the elements, you are resistant to fire and cold damage.
Stance of the Antlion
At level 11, you can mimic the antlion perfectly. You gain the following abilities while standing on sand or other loose soil
- You gain a burrow speed equal to your movement speed and ignore the buried condition.
- You gain tremorsense for 80 ft.
- You can breathe normally while submerged in sand or other loose soil.
Buried Hunter
At level 17, you can instantly subdue an creature by pulling it into the sand. If you are buried beneath a creature, you may expend 3 ki points and initiate a grapple with a Medium or smaller creature as an action. On a successful grapple, you pull the target underground and they gain the Buried condition.
Buried
Characters take 3d6 points of bludgeoning damage per round while buried. If such a character falls unconscious, he dies immediately.
Characters who aren’t buried can dig out their friends. In 1 round, using only her hands, a character can clear rocks and debris equal to her heavy load limit. Armed with an appropriate tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly as by hand. A buried character can attempt to free himself with a DC 20 Strength check.
Rogue Archetype: Sal'juk
Improvised Thrower
When you choose this archetype at 3rd level, you gain proficiency in medium armor and nets.
Additionally, you are considered proficient when making an attack with an improvised weapon or with a melee weapon that does not have the Heavy, Special, or Thrown property.
These attacks have a range increment of 20/60 ft.
Finally all thrown weapons are treated as ranged weapon attacks for the purposes of applying sneak attack.
Deadeye
At 9th level, your thrown weapon attack range is increased by 10x your Strength modifier. Your weapon attacks ignore half cover and treat three quarters cover as half cover.
Improvised weapons now do 1d8 damage when thrown.
Throw Anything
At 13th level, you may now throw medium sized objects. When you hit another creature with an improvised weapon attack the target must succeed on a Constitution saving throw or take 4d10 + your Strength modifier damage and become Stunned.
On a successful saving throw the creature takes half damage and is only Stunned for one turn.
You may use this ability up to 1/2 of your proficiency bonus times per day.
Thread the Needle
At 17th level, when you make a thrown weapon attack and miss your target, you can choose to target another creature within 10 feet and make a new attack roll for that creature.
If you miss the second target, you may repeat this process on a third target.
You cannot use this feature again until you finish a short or long rest.
Sorcerous Origin: Ghul Lord
Enigma of Death
Starting when you choose this origin at 1st level, you add all necromancy spells to the Sorcerer spell list and your flesh becomes enervated by the necromantic energy you have incurred. Each necromancy spell you know adds 1 to your maximum hit point total.
Additionally, you gain proficiency with the short sword, longsword, and scimitar weapons.
When you cast a spell, there is often a subtle sensory effect that reveals your spells are not normal (tears of blood, flickering or sickly pale light, whispers or moans of the dead, a slight transformation of your visage, etc.).
Tides of Blood
Starting at 1st level, your spellcasting releases entropic energy from the Negative Plane that rends the life-force from your foes.
All of your spells which do not normally deal necrotic damage can deal half their damage as necrotic (your choice). This can manifest as a cackling dark purple, red, or black energy to the appearance of your spells which leaves a foul, stagnant, or metallic smell in the air.
Haematurgy
At 6th level, you gain the ability to draw from your own life-force to magnify your spellcasting abilities. As a bonus action on your turn, you can spend one or more Hit Die from your pool to regain lost sorcery points. For each Hit Die spent in this way, you roll the die then subtract the result from your hit point total. You then regain a number of sorcery points equal to the number of Hit Die expended in this way.
Additionally, you gain one of the following Metamagic options of your choice. You gain another Metamagic option from this list at 11th and 18th levels.
Negative Planar Affinity
At 14th level, constant exposure to the forces of the Negative Plane that power your spells has begun to charge your body with raw negative energy, altering your physiology. You gain immunity to necrotic damage and necrotic damage dealt by your spells ignores resistance to necrotic damage.
Additionally, whenever you are subjected to necrotic damage from a source other than your own, you regain a number of hit points equal to the necrotic damage dealt.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Improved Haematurgy
At 17th level, you are able obtain tremendous magical power though the energies inherent in the blood of others. When expending Hit Die to regain sorcery points (as per the Entropic Manipulation feature) or taking psychic damage from Vicious Spell, you may subtract the result of your Hit Die roll from – or divert the psychic damage to – the hit point total of an incapacitated or willing target within 5 ft. instead of your own.
Constructs, plants, undead, and creatures without blood are immune to this feature.
Metamagic Options
Disruptive Spell
When you become the target of a spell or spell effect from a source that you can see, you can spend 3 sorcery points and your reaction to try and cancel the spell's effect. Make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell fails and has no effect.
When you cast a spell that dispels a magical effect or dismisses a spell being cast, you can spend 3 sorcery points to gain advantage on any ability check involved.
Vicious Spell
When you cast a spell that deals damage, before you roll damage for that spell, you can spend 2 sorcery points to double the result. You take psychic damage equal to half of the total damage dealt in this way. The damage dealt to you ignores resistance and immunity.
Mobile Spell
When you cast a spell, you can spend 1 sorcery point to teleport up to 30 feet to an unoccupied space. You can choose to have the point of origin of that spell be from your new location.
Informative Spell
When you cast a divination or necromancy spell, you can spend 1 sorcery point to gain one of the following benefits, which lasts for 1 minute or ends early if you are incapacitated or you use this Metamagic option again.
Spirit Whisperer. You can speak with and understand undead and sprits regardless of whatlanguages they speak.
Third Eye. You grow an additional eye in a location of your choosing on your body. You have advantage on Wisdom (perception) checks made to discern the location of secret doors, hidden objects, or traps within 60 ft.
Ghoul Sight. As an action while this benefit lasts, you can see and hear though the senses of one undead creature you have under your control, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses.
Unnatural Precognition. You have advantage on the next Dexterity saving throw you make while this benefit lasts.
Defensive Spell
When you cast an abjuration or necromancy spell, you can spend 1 sorcery point to gain temporary hit points equal to your Sorcerer level plus your spellcasting modifier. Temporary hit points gained through the use of this Metamagic option have the duration of 1 minute.
Warlock Archetype: Sha'ir
Sha'ir take a Noble Genie as their patron at 1st level, and furthermore must take Pact of the Chain at 3rd level to appease their gen familiar.
Expanded Spell List
The Noble Genie lets you choose from an expanded list of spells when you learn a warlock spell. The type of Noble Genie you serve determines the kind of spells that are added to the warlock spell list for you.
Dao Expanded Spell List
Spell Level | Spells |
---|---|
1st | Absorb Elements, Earth Tremor |
2nd | Maximilian's Earthen Grasp, Magic Weapon |
3rd | Erupting Earth, Wall of Sand |
4th | Conjure Minor Elementals, Stone Shape |
5th | Conjure Elemental, Wall of Stone |
Djinni Expanded Spell List
Spell Level | Spells |
---|---|
1st | Absorb Elements, Thunderwave |
2nd | Dust Devil, Warding Wind |
3rd | Wind Wall, Call Lightning |
4th | Conjure Minor Elementals, Storm Sphere |
5th | Conjure Elemental, Control Winds |
Efreeti Expanded Spell List
Spell Level | Spells |
---|---|
1st | Absorb Elements, Burning Hands |
2nd | Aganazzar's Scorcher, Scorching Ray |
3rd | Melf’s Minute Meteors, Fireball |
4th | Conjure Minor Elementals, Fire Shield |
5th | Conjure Elemental, Immolation |
Marid Expanded Spell List
Spell Level | Spells |
---|---|
1st | Absorb Elements, Fog Cloud |
2nd | Blur, Mirror Image |
3rd | Tidal Wave, Water Breathing |
4th | Conjure Minor Elementals, Watery Sphere |
5th | Conjure Elemental, Maelstrom |
Genie Lore
Starting at 1st level, you choose the type of Noble Genie that you serve; Dao, Djinni, Efreeti, or Marid. Your patron teaches you the Primordial language, and grants you advantage on all checks to recognize the works of geniekind, such as genie illusions, spells, curses, and genie prisons.
Gen Servant
At 1st level, your Noble Genie patron teaches you the summon familiar spell (which doesn't count against your number of spells known) and you can cast it as a ritual. The Noble Genie grants you a gen, a small elemental familiar who helps council you about genie kind and provides you with spells. Your gen familiar resembles a tiny degenerate version of the kind of genie your patron is (dao, djinn, efreet, or marid); these are called daolanin, djinnling, efreetikin, and maridan respectively. Its statistics can be approximated using a Mephit of the appropriate type: Dust mephit for daolanin, smoke or steam mephit for djinnling, magma mephit for efreetikin, and mud or ice mephit for maridan. Gen tend to be Neutral in alignement, though they often take on the alignment of their master.
Any time you witness or research a spell of a level you can cast, as a bonus action you can send your gen familiar to retrieve the spell for you. How it achieves this is up to the gen (and the terms you set out for it), but at your next short rest your gen returns to you with the spell which you may add to your spells known. Keep track of how many spells your gen retrieves over your adventuring career. The maximum number of retrieved spells you may have is equal to your Charisma modifier + your proficiency bonus, reflecting the limit of your gen's abilities. If you wish to send your gen to retrieve further spells, you must sacrifice one of the spells you already know to the gen which it uses as a bargaining tool in its elemental negotiations for the new spell you seek.
Elemental Protection
Starting at 6th level, you gain protection against elemental attacks, including those from elemental creatures or spells of flame, sand, sea, or wind. You have advantage to your saving throws against such attacks. This also allows you to survive on any of the Inner Planes without the need for spell protection.
When your gen familiar is within 10 feet of you, you gain resistance to damage from spells of its corresponding type; sand and earth-based damage for daolanin, wind and air-based damage for djinnling, fire-damage for efreetikin, and sea and water-based damage for maridan.
Greater Servant
Elementalist
A flame elementalist magician puts on a fire show in the streets of Huzuz. Flaming bats swarm over the crowd in a display of finess and control. No one noticed the lack of alcohol for the flames
A sea elementalist rogue uses the power of water to mirage her body out of sight as she runs from the royal guard. She takes on the form of a merchant as she takes an apple from his cart.
A sand elementalist warrior pulls the surrounding sand of the desert to his body and sets his feet for a last stand against a small group of bandits
Magicians in Zakhara shape their world in ways that are unknown to their cousins in the West. Many Zakharan spellcasters find ways to connect with their surroundings and shape the raw elements of their home. Those who harness this power call themselves Elementalists.
The Power of the Elements
Elementalists study the raw power of their world and harness it to their will. This source of strength is called Chaos and it fuels their magic. Any location that is strongly tied to an element of their choice can be used to rejuvenate their Chaos and strengthen their magic.
As such elementalists are often found on the edges of the world, where the fuzzy borders between the Material and Elemental Planes enhances their already considerable magic.
A Fractured Power
Unlike other arcane spellcasters, elementalists are highly specialized. They choose to only work with one element and draw all of their magic from sources tied to that element, called a Province.
A Flame Elementalist can draw magic from a raging bon-fire or a pool of magma. A Sand Elementalist will look for vast stretches of sand and salt to draw from. A Sea Elementalist takes to the coasts for moisture and bodies of water. And a Wind Elementalist searches for stong winds and mountaintops as their province.
Class Features
As an Elementalist, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per elementalist level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per elementalist level after 1st
Proficiencies
- Armor: None
- Weapons: Daggers, darts, jayimba, slings, quarterstaffs, light crossbows
- Tools: None
- Saving Throws: Constitution, Wisdom
- Skills: Choose three from Arcana, Insight, Genie Lore, Nature, Perception, Religion, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- An arcane focus
- Two daggers
Spellcasting
You have become attuned to the natural forces of the world and they have vested you with a portion of their raw power. This power, called Chaos, fuels your spells.
Cantrips
At 1st level, you know three cantrips of your choice from the elementalist spell list. You learn additional elementalist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Elementalist table.
Chaos Points
The Elementalist table shows how many chaos points you have to cast your elementalist spells of 1st level and higher. To cast one of these elementalist spells, you must expend a number of chaos points equal to the spells cost or higher.
You regain all expended chaos points when you finish a long rest.
For example, if you know the 1st-level spell brand and have 6 chaos points available, you can cast it as a 1st or 2nd spell.
Elementalist
Level | Proficiency Bonus | Features | Cantrips Known | Chaos Points | Spells Known | Max Spell Level Known |
---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Elemental Province | 3 | 6 | 2 | 1st |
2nd | +2 | ─ | 3 | 12 | 3 | 1st |
3rd | +2 | Elemental Aura | 3 | 15 | 4 | 2nd |
4th | +2 | Ability Score Improvement | 3 | 18 | 5 | 2nd |
5th | +3 | 3 | 24 | 6 | 3rd | |
6th | +3 | Intentional Break | 3 | 27 | 7 | 3rd |
7th | +3 | 4 | 30 | 8 | 4th | |
8th | +3 | Ability Score Improvement | 4 | 36 | 9 | 4th |
9th | +4 | 4 | 39 | 10 | 5th | |
10th | +4 | 4 | 42 | 11 | 5th | |
11th | +4 | 4 | 48 | 12 | 6th | |
12th | +4 | Ability Score Improvement | 4 | 51 | 12 | 6th |
13th | +5 | 5 | 54 | 13 | 7th | |
14th | +5 | 5 | 60 | 13 | 7th | |
15th | +5 | 5 | 63 | 14 | 8th | |
16th | +5 | Ability Score Improvement | 5 | 66 | 14 | 8th |
17th | +6 | 5 | 72 | 15 | 9th | |
18th | +6 | 5 | 75 | 15 | 9th | |
19th | +6 | Ability Score Improvement | 6 | 78 | 15 | 9th |
20th | +6 | ─ | 6 | 84 | 15 | 9th |
Spells Known of 1st Level or Higher
The Spells you are able to learn are dictated by your choice of Elemental Province (See Below).
You know three 1st-level spells of your choice from the elementalist spell list.
The Spells Known column of the Elementalist table shows when you learn more elementalist spells of your choice. Each of these spells must not be greater than the Max Spell Known for your level, as indicated on the Elementalist table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the elementalist spells you know and replace it with another spell from the elementalist spell list, which also must be of a level for which you have spell slots.
Chaos Cost per Spell Level
Spell Level | Chaos Cost |
---|---|
1st | 3 |
2nd | 5 |
3rd | 8 |
4th | 10 |
5th | 12 |
6th | 15 |
7th | 17 |
8th | 19 |
9th | 22 |
Spellcasting Ability
Wisdom is your spellcasting ability for your elementalist spells, since the power of your magic relies on your ability to the minutia of the elemental forces around you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a elementalist spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Elemental Province
Choose an elemental province which describes the elements that inspire your magic: Flame, Sand, Sea, Wind.
The province that you choose determines the spells that are available for you to cast. You may only cast spells from the province you select and the Universal Province.
When choosing spells to learn, reference Appendix A to see what spells from the Elementalist Spell List you may cast.
Elemental Aura
At 3rd level, you gain use an Action to exude an Aura tied to the elements of your province. You can use this feature twice per short rest.
While your aura is active, the following rules apply:
-
You are shrouded with an elemental aura with HP equal to 5 times your Constitution modifier. When a source would deal damage to you, your aura takes the damage instead. If your aura is reduced to 0 HP, it is no longer considered active and any excess carries over to your HP. For example, if you are dealt 12 fire damage with a Consitution modifier of +2 while your elemental aura is active, your aura would become depleted and you would take 2 fire damage.
-
When your elemental aura is reduced to 0 HP, immediately use one of the following effects based on your elemental province:
- Flame - Choose up to three creatures, that can see you, those creatures must make a Constitution saving throw. On a failed save, that creature is blinded until the end of your next turn.
- Sand - All creatures within 5 ft you must make a Dexterity saving throw. Creatures that fail this save are knocked prone.
- Sea - You become Invisible until the end of your next turn.
- Wind - All creatures within 10 ft of you must make a Strength saving throw. Creatures that fail this save are pushed in a straight line 20 ft away from you.
-
The Aura lasts for a number of minutes equal to 5 times your proficiency modifier.
Intentional Break
At 6th level, you may choose to end your aura as an Action, causing its effect to trigger.
If you choose to end your aura in this way, you also cause each enemy creature within 10 feet to make a Consititution saving throw. Any creature that fails takes 2d10 damage of a type determined by your province in the chart below.
Province | Elemental Damage Type |
---|---|
Flame | Fire |
Sand | Acid |
Sea | Cold |
Wind | Lightning |
You may use this ability once per short rest.
Elemental Strike
At 11th level, you gain proficiency in one martial weapon as determined by your province in the chart below.
Province | Favored Weapon |
---|---|
Flame | Falchion (Longsword) |
Sand | Warhammer |
Sea | Battle-Axe |
Wind | Scourge |
When you attack with that weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. Additionally, while your aura is active, you may spend 5 Chaos points to do 2d6 additional Elemental damage from your province.
Improved Elemental Aura
At 14th level, your elemental aura has HP equal to 10 times your Constitution modifier, and does 1d4 elemental damage to each adjacent creature.
- When your elemental aura is reduced to 0 HP, immediately use one of the following effects based on your elemental province:
- Flame - Choose up to six creatures, that can see you, those creatures must make a Constitution saving throw. On a failed save, that creature take 4d8 fire damage is blinded until the end of your next turn. On a successful save, that creature takes half damage.
- Sand - All creatures within 10 ft you must make a Dexterity saving throw. Creatures that fail this save are buried.
- Sea - You gain the effects of Greater Invisibility, as the spell.
- Wind - All creatures within 20 ft of you must make a Strength saving throw. Creatures that fail this save are pushed in a straight line 40 ft away from you.
Multiclassing as an Elementalist
Multiclassing as an Elementalist requires that you have a Wisdom score of at least 13 and a Constitution score of 13.
If you have the Spellcasting class feature, you can use the spell slots you gain from that feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast elementalist spells you know.
Additionally you may use spell points to cast spells you know from classes with the Spellcasting class feature, so long as the spell is not in any province besides the one you took at 1st level. You may only use spell slots to cast spells outside of your province and the universal province.
Races of Zakhara
Zakhara is home to many races who live, for all intents and purposes, in harmony with one another. The old racial prejudices of Faerun simply do not have a place in the desert and why fight a creature when you could simply profit from him. Thus the sentient peoples of Zakhara have welcome races of all kinds into their fold. Visitors from far off lands may be surprised to find an ogre haggling with a halfling over the price of saffron on a market corner.
With that said, by population, Zakhara is still predominantly human (roughly 60%), and roughly equal parts dwarfish and elfish as a secondary race (15% each). The remaining races make up the last 10 % of the populous. But all are accepted equally, so long as they obey the Laws of the Loregiver and the Laws of the Grand Caliph.
Yikaria and Yuan-ti are the only exception to this general egalitarianism, primarily because these races are openly hostile to the Enlightened peoples of Zakhara.
Desert Gnome
Gnomes in Zakhara are an odd thing indeed. They were the last of the races to become enlightened, and did so for a myriad of reasons beyond that of the Law of the Loregiver. The primary reason, however, is simple; gnomes cannot read, do not read, and write absolutely nothing down. Why? No one can know, though their traditions offer a few possibilities. It is said that the gnomes once had a great library that was burned down, and with it they lost their culture and were scattered. Fearful of whatever eldritch force did this, they simply seem to have chosen to remain illiterate.
Because of this, gnomes developed an extremely powerful memory. It is said that a desert gnome can perfectly memorize the shapes of dunes and then calculate how they will change given local wind patterns. Now enlightened, gnomes, with their fantastic memory, are invaluable clerks, guides, and rawuns.
Most gnomes serve a servitor position, though a few have been known to join the noble caste. Curiously enough, most gnomes have a habit of speaking in proverbs, which both confuses and impresses those they meet. Gnomes are sought out by adventurers for the obvious reasons. Their memories allow them to remember exactly where food and water can be found, where danger often lies, and how their routes may have changed over the last few seasons.
Every desert gnome has some sort of speciality hobby that their memory allows them to excel at. Create one, or choose from/roll on the table below.
d4 | Hobby |
---|---|
1 | You like to carve ivory into uncanny replicas of people you’ve seen. |
2 | You recite proverbs, sutras, and scriptures when speaking with others. |
3 | You solve puzzles in your spare time. The more complex, the better. |
4 | You create secret compartments or odd traps in your backpack to make things harder to steal. |
Dune Dwarf
The dune dwarfs of Zakhara have been a homogenous race longer than any other. Before the Loregiver spread her Law across the Land of Fate, dune dwarfs lived in the High Desert and the Haunted Lands alongside Jann and countless Al-Badia tribes. Even now, many of these dwarves continue to roam, enlightened but still clinging to their old ways. Others refuse enlightenment altogether.
Dune dwarves are only divided because of their stubbornness. They believe their old dune gods and burning wind deities to be outside of enlightenment. Other, more civilized dune dwarves want to bring these beliefs into the fold of the other gods, but accept the enlightened pantheon as it is now.
It is said that a dwarf is both as ever changing and as static as a dune. That is to say, dune dwarves can change their beliefs in radical ways, and then hold onto those beliefs no matter what another says. Only a dune dwarf can change another dune dwarf’s mind, and even the Loregiver herself had trouble enlightening this race. Still, many can be found in the Panthiest League especially, serving as beacons of rigid, veiled tradition.
Dune dwarf adventurers are born out of practical need. While not particularly zealous, dune dwarves understand that money is the lifeblood of Zakhara. Dune dwarves often join parties for a single big quest, rejoining only when their funds and treasure has run out from the last. Al-Badia dune dwarves are different. Much closer to their cultural roots, these dwarves roam the deserts, seeking out things of interest or possible threats to their families. It is said that every dune has at least one family of dwarves living in it—and when trouble comes, they became a sandstorm.
Enlightened Elves
Also called Myri’Tel’Quessir, or fated elves, and the ‘Ubdi, or the everlasting elves in the Zakharan tongue, the enlightened elves are some of the oldest and most powerful members of society.
In the new, enlightened Zakhara, the elves have changed. Their lifespans have allowed them to turn their culture from a thing of fairy tale and myth into great houses and enterprises built on honor and faith. Many elves join the Panthiest League, where they become timeless defenders of scripture. Others flock to the Heartlands, where their reputations for being honored hosts, built over generations, has made them vital parts of the capital cities. And still more go to the Pearl Cities, gaining great riches overtime and joining the noble courts of the caliphs.
Enlightened elves are a hardy people who have not forgotten their ancestor’s slavery and their nomadic lives in the desert. While their Al-Badia cousins still think them weaker, those that live among civilization have long lives not only because of their fey blood, but because of the strength of their bodies. Assassination attempts are often ill-fated against the ‘Ubdi, and disasters, plagues, famines, and wars do nothing to effectively cull their numbers. It is often said that if elves were more like rabbits, they’d conquer the world in ten years’ time.
Though they hold few ruling positions in Zakhara, and racial divides are near non-existent, none can deny that even caliphs find themselves humbled in the presence of the ‘Ubdi. Their confidence, built by centuries of honorable practice, has given them incredible social sway. Even the Al-Badia members of this race, who roam the dunes and the forgotten places, are not often trifled with by others. To do so, many commoners whisper, is to affront Fate herself.
Fated Aasimar
The Laws of the Loregiver affected not only the people of Zakhara, but its gods and angels as well. When the celestials of the Land of Fate were enlightened, their servants, the aasimar, were created for different purposes. No longer were they just scourges against darkness or protectors of the light. Now, they were charged to ensure the fates of others.
Fated aasimar travel the lands of Zakhara to spread enlightenment. They are the instruments of Fate herself. Asuras, who imbue them with radiant energy that swings fate in the favor of the enlightened, guide them on their missions.
Though aasimar are rare, fated aasimar are by far the most common type in Al-Qadim. These heroes seek out others with great destinies to ensure that they are not hindered or stopped from achieving them. Many see them as spreaders of enlightenment, leading to their desired service as mamluks or noble warriors. On the flip side, many fated aasimar are targeted by holy slayers, who see them as meddlers in affairs greater than they can understand. Some even join these brotherhoods, seeking to destroy those of their kind that they believe have been led astray.
Asura often have a single sentence directive they give to their aasimar. Create one, or choose from/roll on the table below.
d8 | Directive |
---|---|
1 | Drive away the clouds. |
2 | Deliver blessings and rain to the thirsty. |
3 | Keep the living from death until it is their time. |
4 | Assist Fate by recording all good deeds and bad deeds. |
5 | Maintain that which is not maintained. |
6 | Draw enlightenment from the unenlightened’s empty well. |
7 | Climb mountains and bring others to the peak. |
8 | Sheathe not the sword of Fate |
Affan
Resembling large humanoids with elephant heads, the Affan are a peaceful people who reside on Afyal, the Isle of the Elephant.
The Affan have mostly hidden themselves from the rest of Zakhara, as they do not worship the gods of the Enlightened peoples and are therefore not subject to all of the protections provided by the Laws of the Loregiver.
Affan boast long memories and have fearful tempers. They make steadfast allies and implacable foes.
Affan Racial Traits
Your Affan character has the following traits.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Affans physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.
Alignment. Most Affans are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.
Size. Affans stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speed. Your base walking speed is 30 feet.
Ayffan Bravery. You have advantage on saving throws against being frightened.
Natural Armor. You have thick, leathery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Charge. If the Affan moves at least 20 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 2d6 damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
This damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 16th level.
After you use your charge, you can’t use it again until you complete a short or long rest.
Languages. You can speak, read, and write Affa and Common.
Hanu
The Hanu are a mischievous race of monkey-like beings that live chaotic lives free of worry in the upper canopies of The Salt Jungle.
The Hanu are the masters of their domain and rarely suffer a slight against them.
Hanu Racial Traits
Your Hanu character has the following traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Hanu's physically mature at the same rate as humans, but they live about 150 years.
Alignment. Most Hanu are chaotic, believing that personal freedom is the most important pursuit of life. They also tend toward good.
Size. Hanu stand between 5 and 6 feet tall. They tend weigh between 110 and 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet. Additionally you have a climb speed of 30 feet.
Body Double. You may create a perfect functional copy of your body within 10 ft of your body. You may choose to act as either yourself or as your body double. You may make attacks or cast spells as if you occupied the same location as your double. Effects that affect your body double also affect you. This feature lasts for a number of minutes equal to your proficiency modifier, the minutes do not need to be consecutive, but you must use at least one minute at a time.
Charm Susceptibility. You have disadvantage on saving throws against being Charmed, as well as mundane Persuasion attempts.
Prehensile Tail. You have a tail that acts as a third hand. It can carry objects for you and may be used to support your body weight; however, it is not graceful enough to wield a weapon or shield.
The Jann
The lesser cousins to the mighty genie, jann are born not of Elemental Planes but of the Prime Material itself. For most of their lives, they wander the wilderness and waste of Zakhara, often slipping into and out of different worlds. The jann keep to themselves, participating in the world’s politics only when their enlightenment is questioned or their lives threatened. While most jann live nomadic, though splendid, lives, many still step down from their perch on high to experience the strange world of mortals. The plural of jann is janni.
Colored By Different Elements
The janni as a whole are ever changing in both personality and desire. Their goals can be loft or subtle and their temperaments calm or impassioned . Because of this, most mortals find it difficult to interact with janni. They are inconsistent as a race, even though certain rules and threads bind them together. This makes it hard to gauge how enlightened, intelligent, and mischievous a jann truly is.
Janni travel in nomadic groups that are as hard to pin down as their personalities are. What appears to be a mirage of a distant mansion or castle is often their camp, disappearing when outsiders get too close for comfort. In the High Desert, these mirages are common and fleeting, while on the Great Anvil they inhabit the old ruins of giants, killing, cursing, or breaking any outsider they catch trespassing.
Much like their genie-kin, janni have deep customs that change from tribe to tribe and from location to location. Oftentimes, these traditions are mirrors of their elemental betters. Or, at times, they are watered down versions of other races mixed in with traditional genie behaviour. The constant evolution of these traditions is yet another difficult-to-understand aspect of a jann’s mindset.
Judges of Action, Not Words
To a janni, the higher concepts of law and chaos cannot be fully proven by word alone. While janni love riddles and stories, they love these things because of the actions needed to solve or understand them. It is these actions that show a being’s character.
Once a jann’s trust or approval have been earned, it is very hard to lose. They work in non-verbal oaths, swearing themselves to forever come to the aid of those that impress them until they die. However, janni are far less trusting outside of their homelands, and their oaths are often broken by the other party without them ever knowing. A gnomish proverb states that a jann’s trust is as sturdy as a mountain, and as fleeting as a desert breeze.
Jann Adventurers
Jann adventurers are usually those that have lost or been exiled from their tribes, or that have taken on the desire to experience the mortal life more intimately. These jann are more consistent and trustworthy than their brothers and sisters. If they have been exiled, they often seek some great story or object to prove their worth to their tribe. Those that have no tribe seek to find a new one, sometimes being so desperate as to even add mortals to their numbers.
Many jann adventurers are seduced by the legends of rawuns. Though most mortals are not allowed into their mystical camps, rawuns are often the one exception. The tales they pull from these kidnapped storytellers often inspire jann to go out and find their own lovers, to experience the mortals dance in court, or to explore ancient and forgotten places. These jann are more adventurous than most non-jann adventurers, and are known for their daring, often stupid, quests.
Jann Names
Jann naming conventions are the same as other enlightened races in Zakhara. However, they often add titles to their name. Viziers are called “Venerable,” while amir’s are called “Resplendent Magnificence.” Oftentimes, however, much like the marid, jann makeup titles for themselves that they think best suits them. For mortals to not use this title when addressing them is considered a great affront.
Jann Traits
Your janni character has the following traits.
Ability Score Increase. Your Intelligence score increases by +2, and your Strength score by +1.
Age. Related to genies, jann age at different rates. Though they reach adulthood when humans do, they can live to be 300 years of age. A jann is not considered old until their first 200 years have passed.
Alignment. Creatures who represent the elements like they do are often more chaotic than they are lawful. Usually they are neutral as well, though those of the High Desert tend to be good and those of the Great Anvil tend to be evil.
Size. Jann have the same height and weight as humans, though their bodies are often closer to physical perfection than their mortal counterparts are.
Speed. Your base walking speed is 30 feet.
Beyond these traits, janni have displayed a menagerie of different abilities, all related to the magic that thrums inside of them. In order to represent this, we offer ten different features below for a jann character to choose from.
You have a total of five “feature slots” that you can fill with features. Some features consume more than a single slot.
Once all five slots are consumed, you can not choose any other features. The amount of slots consumed is represented by a number in parenthesis beside the feature name.
If desired, your DM can allow you to roll a d12 to pick your features. If a feature requires more available slots then what you have, reroll until you roll a feature that does not.
1.) Animal Friend (1). The elements in you bind you to the creatures of this world. You can communicate limited ideas to small beasts.
2.) Body of Zakhara (2). The land does not harm its children. You are resistant to damage from environmental effects.
3.) Breath (1). Air is not the only thing that grants life. You can breath underwater, while on fire, or when entombed in rock, sand, or soil.
4.) Darkvision (1). Your eyes pierce the shadows of your home. You can see up to 60 feet in dim light, and 30 feet in no light. You see shades of grey instead of color in no light.
5.) Flesh of the Mirage (3). You can become as everescent as the mirages you live in. When a creature rolls an attack against you, you can use your reaction to turn ethereal, forcing the attack to miss. You must do this before knowing the result of the attack roll. Once you use this feature, you may not use it again until you take a long rest.
6.) Flight (2). The winds of Zakhara carry you where you must go! You have a flight speed of 15 feet. You can take this feature a second time to gain a flight speed of 30 feet.
7.) Invisibility (2). You are as the mirage--there one moment, and gone the next. You can cast invisibility once per long rest.
8.) Lies of the Desert (3). You can create the lies of the desert--tricky mirages, and deadly lies. You can cast the minor illusion cantrip, and the silent image spell once per long rest. At 5th level, you can cast major image once per long rest.
Charisma is your casting ability for these spells.
9.) Shifting Desert (2). Your body is as the shifting desert--growing and shrinking. You can cast the enlarge/reduce spell once per long rest, targeting only yourself.
10.) Wish Makers (2). Your genie blood is unusually strong. You can cast the prestidigitation cantrip, and can cast create food/water once per long rest.
Backgrounds
Backgrounds that impacted gameplay were a concept that was introduced in AD&D, at the time they were called kits. And some slight advantage over backgrounds today as they were interchangable. Even so, they effectively changed gameplay in the same way. So Al-Qadim has a rich history of working with backgrounds and has a number that easily convert to 5th edition D&D.
New Backgrounds
Barber Surgeon • Beggar (variant) • Bureaucrat (variant) • Caravan Driver • Desert Rider • Fortune Seeker (variant) • Pearl Diver • Tale-spinner (variant) • Zakharan Merchant (variant)
Askar (Urban Bravo)
The askar are people willing to be called upon by the local community to work as a guard or serve as a soldier in the military in case of an attack
Skill Proficiencies: History, Perception Language: One language of choice Equipment: Characteristic Local Weapon, token of appreciation from community, a scroll case packed with poems and fables, common clothes, and a regional map
All Askars learn their trade and are trained in combat in the house of a local pillar of the community, pick one from the following list:
d8 | Patron |
---|---|
1 | Ancient House |
2 | Martial Academy |
3 | Pleasure Garden |
4 | Security Business |
5 | Politician |
6 | Criminals |
7 | Wandering Master |
8 | Local Guards |
Feature: Answer the Call
While in the city where you have been trained you can spend an action to gain the aid of 1d4 Askari (guard). Once you use this feature, you may not use it again for ten days.
Suggested Characteristics
Askari are driven to protect their home, they do not take to adventuring lightly and thus it is often done with their homeland in mind. Whether they leave to complete a specific task which will keep their friends and family safe or adventuring to gain strength, an Askars home is always on their mind.
d8 | Personality Traits |
---|---|
1 | I am always on the watch and never let my guard down. |
2 | My friends know they can rely on me no matter what. |
3 | Breaking up a brawl is the fun part of my day. |
4 | I can stare down a hell hound without flinching. |
5 | I enjoy being strong and able to protect others. |
6 | My language is as foul as a bug-bear. |
7 | I like the night patrols best, very peaceful or very not. |
8 | I like gate duty best. |
d6 | Ideal |
---|---|
1 | Our lot is to lay down our lives for others. (Good) |
2 | I must do as the city rulers command to keep order. (Lawful) |
3 | I must do what is right for the city despite orders. (Chaotic) |
4 | People will always do as I say with force. (Evil) |
5 | There will always be crime, as sure as there will be guards. (Neutral) |
6 | I love my city, and I will do anything to protect it. (Any) |
d6 | Bond |
---|---|
1 | It is my duty to protect the city and its citizens. |
2 | My fellow Guards are my brothers/sisters in arms. |
3 | Someone saved my life on patrol, and I still owe them to this day. |
4 | My honor is my life. |
5 | I will never forget or forgive the crime lord who killed my fellows. |
6 | I fight for those who cannot fight for themselves. |
d6 | Flaw |
---|---|
1 | I made a mistake once, and it cost a lot of lives. |
2 | My hatred for raiders is blinding and furious. |
3 | I obey the law even when it serves no good. |
4 | I can be bribed easily; a few gold here, please... |
5 | I care only for my own authority. |
6 | I will never let injustice pass me by. |
Caravan Driver
Windswept deserts and foreboding mountains separate merchants from the goods they will trade in the gilded cities of Zakhara. You, a master of the caravans and trade routes, are responsible for planning expeditions, caring for the pack animals, and avoiding the perils of the desert.
Skill Proficiencies: Animal Handling, Survival Tool Proficiencies: Vehicles (land) Languages: One of your choice Equipment: Camel grooming kit, leather bag full of dates, switch, waterskin, map of a trade route, aba (robe) and turban, belt pouch with 10 gp
Feature: Trade Routes
You know the best times to travel specific routes, as well as their quirks and hazards, and can navigate the wilderness with ease. When you are not in combat, you (and companions you lead) can travel overland through the wilderness twice as fast as your speed would normally allow.
d8 | Personality Trait |
---|---|
1 | If my travels take me near a holy site, like the Desert Mosque, I’m compelled to visit. |
2 | I prefer to let others speak first. |
3 | My humor is as coarse as yak hair. |
4 | Everyone I meet is subtly being interviewed for how they could serve my next venture. |
5 | Nothing excites me like venturing to a new land. |
6 | I’m full of witty aphorisms, with a proverb for every occasion. |
7 | Too much comfort makes me uneasy; I’d rather sleep with the camels than in a silk bed. |
8 | I always remain cheerfully optimistic. |
d6 | Ideal |
---|---|
1 | Preparation is two-thirds of survival. (Any) |
2 | Exploring new places helps us to see ourselves and our path with new eyes. (Neutral) |
3 | Aid a traveler on the road, for tomorrow you may be in need. (Good) |
4 | Sacrifices may be required, but I will always reach my destination. (Evil) |
5 | Beyond the city walls, we each are responsible for our own fate. (Chaotic) |
6 | A deal made must be honored. (Lawful) |
d6 | Bond |
---|---|
1 | I would go to the ends of the earth to find someone dear to me lost in a sandstorm. |
2 | I value my animals more than my own life. |
3 | There is some wondrous place that others believe is mythical, but I want to prove is real. |
4 | I’m determined to find who tricked me into smuggling something dangerous. |
5 | I care deeply for a particular tribe or town, bringing them water and supplies. |
6 | There is a caravanserai I have adopted, and one day I’d like to retire to run it. |
Genie-Touched
You have been marked by your experiences with the djinni. Perhaps you have a peri relative, or were abducted by the djinni as a youth. Whichever, you have not been left unchanged by the experience.
Skill Proficiencies: Arcana, Persuasion
Languages: Two, one of which must be a dialect of Primordial.
Equipment: A scroll case with scrolls of genie teachings and wisdom, small token of your time in the Inner Planes (like a crystalline sphere holding elemental wind or flame), fine clothes, belt pouch with 10 gp
d6: | Why did the genie take an interest in you? |
---|---|
1 | You have a marid relative somewhere in the family tree. |
2 | You accidentally wandered onto a path to the Inner Planes. |
3 | A passing djinn took a fancy to you. |
4 | A wish gone wrong. |
5 | Mistaken identity - the genie thought you were someone else. Oops! |
6 | You haven't the faintest idea! |
Feature: Of Two Worlds
You have been marked by the eldritch forces of the genie. This is obvious to any genie, and to anyone who uses Detect Magic on you. Those who see your mark will be taken aback at a minimum, and genie will likely tread cautiously around you, lest they accidentally break one of the laws of their kind.
Suggested Characteristics
Those who have been genie-touched tend to be eccentric. They arent necessarily mad, although nothing is stopping that from being the case, but they tend to have offputting demeanors, as if they know the true color of the world.
d8 | Personality Traits |
---|---|
1 | Sometimes I space out and get lost in thought, remembering my adventures |
2 | I've seen it all, I'm very difficult to impress. |
3 | I've learned to be elaborately polite and formal to survive. |
4 | The stories I could tell... but probably won't. |
5 | Having lived among immortals, I take my time - why rush? |
6 | I'm almost pathetically grateful for the ordinary human things. |
7 | Mortal majesty and authority just don't matter to me any more. |
8 | I have a very strange sense of humor. |
d6 | Ideal |
---|---|
1 | I've been given a rare gift, and I must use it for the betterment of all. (Good) |
2 | The ephemeral mortal world's only virtue is change. (Chaotic) |
3 | Hidden laws govern everything, we must tread lightly. (Lawful) |
4 | I have been set apart because I am better than everyone else. (Evil) |
5 | The only thing I'm able to count on is those who have shown me kindness. (Neutral) |
6 | I want above all else to get back to the Inner Planes. (Any) |
d6 | Bond |
---|---|
1 | I made it back to the mortal world only by paying a terrible price. |
2 | A djinn granted me a boon, and I owe him a debt. |
3 | I interceded for someone to a dao, and now I feel responsible for them. |
4 | I made a wish that may come back to haunt me. |
5 | I need people to understand what I've experienced. |
6 | A efreet is my implacable enemy, and the feeling is mutual. |
d6 | Flaw |
---|---|
1 | I can't seem to enjoy life in the colorless mortal world. |
2 | I live life large... too large, sometimes. |
3 | My disregard for social norms raises eyebrows. |
4 | Magical creatures are drawn to me and I to them, for ill as well as for good. |
5 | My admiration for beauty, style, and grace knows no bounds... including my enemies. |
6 | I won't shut up about how much better things are in the Inner Planes. |
Variant Backgrounds
Acolyte Variant
Zakharans accept people whose religions are different. In fact, there are a great variety of faiths throughout the Land of Fate. Yet Zakharans find it exceedingly difficult to accept anyone who does not believe in and pay homage to some higher power. To believe in other gods may seem strange, but it is not a sin. The sin is believing in nothing.
Major gods, recognized throughout Zakhara, include Old Kor, Learned Zann, Brave Hajama, Najm the Adventurous, Selan the Beautiful Moon, Jisan of the Floods, and Haku of the Desert Winds, and Hakiyah of the Sea Breezes. None of these gods has a precise portfolio. Instead, each shows strength in a particular ideal or element, wisdom, knowledge, bravery, courage, beauty, bounty, freedom, and honesty.
Zakharan deities also include a plethora of lesser gods, local gods and demigods. Such minor deities may be venerated in one small area, while they are unknown just ten miles away. All gods, major and minor, answer their worshippers' needs with equal ability.
The dedication of the various liturgists depends on their interpretation of their gods instructions and how strictly they apply those instructions to their own lives. As such Acolytes can be subdivided into one of three categories:
Pragmatists: A pragmatist's belief system was based upon taking the ethos of the gods and fitting it to face the problems of the contemporary world. Pragmatists often wandered far from their temples in order to help spread their teachings.
Ethoists: Ethoists take a balanced approach to their worship of their god. They tolerate both pragmatists and ethoists of other religions, considering them to simply misguided. They do not get along with moralists of any god but their own.
Moralists: All rules governing a moralist's life were derived from their god. They tolerated ethoists and pragmatists of their own religion, but still believed they were not living their lives properly. They disliked other priests and despised arcane magic-users.
You can roll on the tables below to determine how you ended up at a mosque, and which Enlightened god's mosque it was.
d6 | Origin |
---|---|
1 | You were accused of a crime and sought refuge at a mosque. |
2 | You were left at the stairs of the mosque as a child, abandoned by your parents. |
3 | Your mother or father was an imam or an ethoist or moralist cleric and they raise you in the mosque. |
4 | You stumbled out of the desert as a child and collapsed at the door of the mosque. |
5 | You were sent to be educated at the mosque. |
6 | You had a love of the call to prayer as a child and it brought you to the mosque first thing after school every day. |
d10 | Temple of... |
---|---|
1 | Hajama the Courageous (Tempest, War) "Bravery wins out over opposition." The intuitive faith of the god Hajama is popular in rural areas, especially those in potentially hostile regions. A few mosques are also in the Cities of the Heart. |
2 | Hakiyah of the Sea Breezes (Knowledge, Truth) "Truth will always win out." The methodical meditative faith of this goddess is popular among merchants, qadis, and sages in the Pearl Cities. Her worship is not permitted in the Pantheist League. |
3 | Haku Master of the Desert Wind (Nature, Freedom) "A man and woman must be free to be considered alive." The faith of the god Haku is popular among the al-Badia and mystics. His worship is not permitted in the Pantheist League. |
4 | Jauhar the Gemmed (Death, Wealth) "Wealth changes everything." The industrious faith of the goddess Jauhar is prevalent among merchants and craftspeople. In the Pantheist League she takes the place of Jisan, and the two clergys have a long-standing feud. |
5 | Jisan of the Floods (Life, Trickery, Wealth) "Hard work brings abundance." The faith of the goddess of fertility and prosperity is broadly popular among merchants, poets, farmers, and midwives. Because of her minor association with schemers, she is treated as an insignificant goddess in the Pantheist League where her role is replaced by Jauhar. |
6 | Kor the Venerable (Knowledge, Truth) "With age comes wisdom, with wisdom comes strength." The faith of the god Kor is popular among politicians, qadis, and those who uphold traditions. |
7 | Najm the Adventurous (Trickery, War) "Explore the unknown." The dynamic faith of the god/goddess Najm is popular among missionaries and fortune-seeking explorers. |
8 | Selan the Beautiful Moon (Light, Beauty) "There is beauty in everything." The joyful faith of the goddess Selan is popular among artisans, poets, gardners, and druids. |
9 | Zann the Learned (Knowledge) "Understanding is the key to all doors." The studious faith of the god Zann is popular among sages, scribes, librarians, seekers of ancient lost lore, and those seeking to leave a legacy to future generations. |
10 | Temple of Ten Thousand Gods (Any) "All deities are facets of the same divine force." The quick-witted, cunning, and pragmatic faith of the Temple of Ten Thousands Gods embraces all gods, even those outside of the Enlightened Faith. The Temple is outlawed in the Pantheist League. |
Charlatan Variant: Noble Pauper
A consistent theme in Arabian Adventures is that of a noble who travels among his or her people disguised as a beggar or other poor person. Such characters may be exiles of their own kingdom, ousted from power and forced to hide among the common folk. They may be benevolent if naive rulers who genuinely wish to understand the state of the kingdom thru the eyes of the people. They may have assumed the guise of a beggar for a specific reason, to investigate a mystery or save someone they couldn't from the throne. Noble Paupers may draw on the Noble and Urchin backgrounds to swap out proficiencies and features to suit the type of character you have in mind.
Criminal
You can roll on this table of Bonds which better fit the criminals found in Arabian Adventures.
(d6) | New Bonds |
---|---|
1 | I am fascinated with a certain treasure which has eluded me at every turn, yet seems to leave only misery in its wake. |
2 | A wicked relative used me for my criminal skills to steal a treasure, then abandoned me to die. |
3 | My flamboyant antics are meant to attract the person I love but society won't let me be with. |
4 | I have been cursed by a genie I stole from, and removing the curse is my primary concern. |
5 | A fellow criminal who is like family to you is in deep trouble, and you aim to get them out of it. |
6 | You met another person who bears a stunning resemblance to you - perhaps a golden opportunity for you. |
Entertainer Variant: Storyteller
Storytellers play a significant role in Zakhara as lore-keepers and entertainers both among the desert tribes and city dwellers. They master ancient techniques of memorization and practice a respected oral tradition. They replace proficiency in Acrobatics with History, and the disguise kit with a bonus language.
Guild Artisan Variant: Guild Merchant
Merchants in Zakhara trade in ambergris, silks, spices, camels, and more, learning what different regions need and how to fill that need. You may select the following background feature instead of "Guild Membership."
Feature - Business Venture: You have business contacts in major cities, ports, and desert tribes which can give you updates on trade route conditions, unusual items passing through the bazaar, advice about which merchants to avoid or do business with, and fluctuations in the price or availability of trade goods. So long as you actively broker merchant deals, you can maintain a Wealthy lifestyle.
Hermit Variant
You can roll on the following table to determine the nature of your Discovery.
(d6) | Discoveries of Zakhara |
---|---|
1 | You discovered a way to travel to one of the Inner Planes like an elemental vortex, a portal, or travel route used by the jann. |
2 | You discovered a forgotten scroll of the Loregiver which reveals new teachings of the Enlightened Faith. |
3 | You discovered a haram - a holy site - like the fabled City of Peace. |
4 | You discovered ruins of an ancient culture with glyphs warning of the rise of a forgotten power like the Geomancers. |
5 | You discovered a secret cache of sha'ir writings about the Seal of Jafar al-Samal. |
6 | You discoverd a secret of the Grand Caliph's court, such as a curse, a concealed enemy, or a conspiracy. |
Noble Variant
Nobilty in Zakhara is presented as the primary land holders on the continent. With the majority of land unusable for any sort of agriculture or industry, merely owning a well could make one an important person in an area parched for water.
You may roll on the table below for various Arabian nobility titles.
(d6) | Arabian Nobility |
---|---|
1 | Amir / Amira (prince/princess) |
2 | Vizier (advisor to a ruler) |
3 | Sayyid / Sayyida (liege lord/sheriff) |
4 | Sheikh / Sheikha (tribal leader) |
5 | Imam (religious leader) |
6 | Qadi (judge) |
Outlander Variant: Al-Badia
The al-Badia are the desert nomads of Zakhara, coming from a diversity of tribes. Modify the Outlander background according to the tribe you belong to.
(d8) | Tribes of the High Desert |
---|---|
1 | House Asad (Children of the Lion): The largest and wealthiest tribe, they are gifted riders and traders. Replace Athletics with Animal Handling or Persuasion, and begin with a camel. |
2 | House Bakr (Clan of the Young Camel): A tribe divided between those who followed the sheikh into the city Tajar and those who remained with his son in the desert. Tajar-dwellers take a different background, no longer truly al-Badia. Those remaining in the desert replace Atheltics with Animal Handling, and begin with a camel. |
3 | House Dhi'b (Sons of the Wolf): A tribe of craftspeople and herders known for raiding the caravan routes. Most tribespeople replace Athletics with Animal Handling and instrument proficiency with artisan's tools. Raiders of the tribe replace Athletics with Intimidation and instrument proficiency with another language. Begin with a riding horse. |
4 | House Dubb (Children of the Bear): A tribe of herders and gum tree harvesters, they do modest business with other tribes and cities. Replace Athletics with Animal Handling, and begin with a camel. |
5 | House Nasr (People of the Eagle): A tribe of warriors and protectors of the desert wastes, they watch over the Desert Mosque. Tribespeople replace Athletics with Animal Handling, and being with a riding horse. |
6 | House Tayif (Ghost Warriors): An unenlightened tribe rebelling against the Mamluks, they are comprised of outcasts, matruds, and other dispossessed people raising cities dressed in white clothes. Replace Athletics with Intimidation. |
7 | House Thawr (Children of the Bull): A tribe of traders, treasure hunters, and raiders of the Pearl Cities, they suffer loss of members to opportunities in the cities and are pushed deeper into the desert by armies of the Pearl Cities. Use the Outlander background as is, and begin with a riding horse. |
8 | House Uqab (League of the Vulture): A barely enlightened tribe of scavengers and horse thieves. Replace Athletics with Animal Handling and begin with a riding horse. |
Sage
You can roll on a table of lore specialties suited to Zakhara, making the listed adjustments to the Sage background.
(d6) | Specialty |
---|---|
1 | Alchemist: Skills: Arcana, Nature. Tools: alchemist's supplies, herbalism kit. |
2 | Astronomer: Skills: Arcana, Nature. Tools: navigator's tools. Language: one bonus language. |
3 | Cartographer: Skills: History, Nature. Tools: cartographer's tools. Language: one bonus language. |
4 | Historian, Librarian, or Mathematician: Use the Sage unmodified, or swap out Arcana for Investigation. |
5 | Physician: Skills: Nature, Medicine. Tools: herbalism kit, poisoner's kit. |
6 | Scribe: Skills: History, Inestigation. Tools: calligrapher's tools. Language: one bonus language. |
Soldier Variant: Mamluk
Mamluks are the slave-soldiers of Zakharans society, either brought into the fold as orphans of war or abducted from foreign lands and impressed into service to the Grand Caliph. As a mamluk you bear the facial markings of your mamluk society. Roll on the table below to determine which mamluk society you belong to, making the listed adjustments to the Soldier background
(d12) | Mamluk Societies |
---|---|
1 | The Dauntless: Specialists in exploration and recovery of lost magic items. Skills: Intimidation, Perception. Tools: vehicles (land). Languages: one bonus language. |
2 | The Defenders: Mamluks based in Qudra, focused on defending the city. Use the Soldier background unmodified, or with these changes: Skills: Intimidation, Perception. Tools: artisan's tools (mason, smith, or woodcarver), gaming set. |
3 | The Devoted/The Devout: Religious Mamluks of I'tiraf and Kadarastro, respectively. Skills: Intimidation, Religion. Tools: calligrapher's supplies. Languages: one bonus language. |
4 | The Dutiful: Largest Mamluk society, with Mamluks stationed throughout Zakhara. Use the Soldier background unmodified. |
5 | The Exalted: Moralist Mamluks of the Pantheist League dedicated making Zakhara a more lawful civilized land. Skills: History, Intimidation. Tools: vehicles (land and sea). |
6 | The Honored: A special society of eunuchs and independent women serving as harem guards and bodyguards for the Grand Caliph. Skills: Insight, Intimidation. Languages: two bonus languages. |
7 | The Parched: Mamluks based in Talab focused on protecting the water supply and nearby oases. Skills: Intimidation, Survival. Tools: vehicles (land). Languages: one bonus language. |
8 | The Respected: Based in Muluk, this society has a long and proud tradition of service to that city. Skills: History, Intimidation. Tools: gaming set, vehicles (land). |
9 | The Studious: A society of Mamluks specializing in communications and espionage. Skills: Intimidation, Investigation. Tools: disguise kit. Languages: one bonus language. |
10 | The Valiant: Specialists in lightning raids and ambushes. Skills: Intimidation, Stealth. Tools: disguise kit. Languages: one bonus language. |
11 | The Wanderers: Naval specialists based in Qudra. Skills: Athletics, Intimidation. Tools: navigator's tools, vehicles (sea). |
12 | The Wondrous: Parade troops and palace guards of the island of Afyal. Skills: Intimidation, Perception. Tools: gaming set, musical instrument. |
Feats
Ambusher
You may treat all simple weapons with the light property as if they had the hidden property.
Artificers Prodigy
Prerequisite: Level 10 or higher
Your exposure to the great workings of the artificers of old has expanded your understanding of magical items. You may attune to one additional item.
You may not take this feat more than once.
Counter Magic Specialist
Prerequisite: Intelligence 15 or higher
As a reaction, you may make an Arcana (Intelligence) check to identify a spell as it is being by a source that you can see at DC = 10 + the spells level. If you succeed, you know the name of the spell and may select one of the following actions:
-
Impose disadvantage on spell attacks against allies within earshot
-
Grant advantage to saving throws to all allies within earshot
These benefits only affect the identified spell.
Desert Dweller
Prerequisite: Constitution 15 or higher
You are a creature of the desert and are comfortable there, no matter the region. As a result, you gain the following benefits.
- Your movement speed increases by 5 ft while on sand, gravel or stone.
- You ignore the effects of extreme heat and extreme cold.
- You are aware the direction and distance to the nearest source of water.
Divine Guidance
Prerequisite: Aasimar
The blessings of your forbears grants you divine grace. Choose two skills you are proficient in, you may roll a 1d4 in addition to the d20 roll for checks that use those skills.
Empowered Spell Caster
Prerequisite: The ability to cast 3rd level spells or higher.
Before you cast a spell attack that targets one or more creatures you may choose to apply one of the following effects.
- You take a -5 penalty to your spell attack. If the spell hits, you can add 1d6 force damage to the spell.
- You add a +5 bonus to your spell attack. If the spell hits, you subtract 1d6 from the spells damage, minimum damage of 1.
Improved Critical
Prerequisite: Level 10 or higher
You are a deft hand at identifying the weaknesses of foes. Your weapon attacks score a critical hit on a roll of 19 or 20.
This effect does not stack with other sources that improve your critical range.
Light Armor Mastery
While wearing light armor, add half your proficiency modifier to your AC.
Moment of Thought
Prerequisite: Intelligence 13 or higher
As a bonus action, you can consider a situation and then add your Intelligence modifier to the next attack roll, ability check, or saving throw you make before the start of your next turn.
Titanic
Prerequisite: Powerful Build Racial Feature
As a member of the stronger races, you have access to and proficiency weapons with the Oversized property. This does not grant you proficiency with weapons you would not normally be proficient with.
Oversized Weapons
Some races are renowned for wielding weapoms of absurd proportions. These weapons have the oversized property as described below. Any weapon without the light property can possess the oversized property.
Oversized: Oversized weapons add an additional die to their damage. Additionally the cost and weight of this weapon are doubled.
Chapter 4 Perils of Adventure
Zakhara is a land of unrivaled wonder and riches, but it is also fraught with danger. This chapter describes some of the perils that await adventurers, from nature’s wrath to the mysterious evil eye.
Though her land can be harsh, Fate often smiles upon those in need. This chapter also describes how characters can call upon Fate at the moment when all hope seems lost. If she responds, this all-powerful force may provide a means of escape just when no escape seems possible, a way to survive just as death seems imminent and the buzzards have begun to circle in the sky above.
Armor in Fiery Zakhara
Some foreigners—especially pale-faced characters from the distant North—have dubbed Zakhara “the Burning World.” Whether the setting is city, sea, desert, or jungle, the Land of Fate is uniformly hot by day, especially during the summer months. Only the high mountains of northern Zakhara offer relief from the searing midday sun, but in turn they offer new difficulties, such as unsteady footing and sheer slopes.
The omnipresent daytime heat shapes every aspect of life in the Land of Fate. Resting (or at least slowing the pattern of business) is common during the midday hours. Bazaars are busy during the early morn and late afternoon. But in between they may be empty, save for a few dozing businessmen and half-crazed barbers flashing their blades in the sun.
The most obvious concession to climate is dress. Loose robes are preferred to tight-fitting leggings. More importantly from a gaming standpoint, the heat also affects a Zakharan’s choice in armor. The heavy plate mail found in the distant North is a rarity here, used for occasional pomp and ceremony if at all. Full metal plate armor, encasing the body from head to toe, is unknown to the common Zakharan; those few suits which exist are collectors’ items, procured for their magic or as curiosities.
The reason for this is simple: heavy armor makes movement difficult and even dangerous in a hot climate. Foreigners who insist on wearing such armor often stagger and pass out with exertion. Even with “exhaustive” training, a man in full plate will be less effective in the Land of Fate than a man who chooses his armor more prudently.
While adventuring in Al-Qadim, adventurers wearing armor that imposes disadvantage on Stealth (Dex) checks will also receive disadvantage on Constitution saving throws in high temperatures to avoid dehydration. Additionally, characters in heavy armor will have disadvantage on Attacks and Saving Throws while they are dehydrated in this way.
Desert Survival
Deserts in the Land of Fate vary from vast seas of dunes to rocky outcrops to steppes that briefly turn green with the spring rains. All of these regions have one thing in common, one thing that makes them deserts: they lack water. Even the steppes that turn green on occasion spend most of the year parched for water, only teasing its inhabitants with intense but seasonal downpours.
In the AL-QADIM campaign, adventurers traveling through desert terrain are definitely concerned with water. Well-provisioned parties or individuals capable of desert survival can worry less about the heat, but all player characters eventually risk being lost in the desert and falling prey to dehydration.
Dehydration
The average living individual in the Land of Fate must consume one gallon of fresh water per 24-hour period to sustain normal activity. A character that is relatively inactive—for instance, sitting, resting, or sleeping—requires only half a gallon. By restricting activity to the shade or traveling only at night, characters can halve their daily requirements: an active character needs one-half gallon and an inactive character requires one-quarter gallon. Encumbered individuals double their required water intake, such that an active character requires two gallons and an inactive character needs one gallon.
Water Ration Requirement
Tiny | Small | Medium | Large | Huge | |
---|---|---|---|---|---|
Normal Daytime Activity | 2 pt/day | 2 qt/day | 1 gal/day | 4 gal/day | 8 gal/day |
Light Daytime Activity | 1 pt/day | 1 qt/day | 2 qt/day | 2 gal/day | 4 gal/day |
Normal Nighttime Activity | 1 pt/day | 1 qt/day | 2 qt/day | 2 gal/day | 4 gal/day |
Light Nighttime Activity | 1 cp/day | 2 pt/day | 1 qt/day | 1 gal/day | 2 gal/day |
Encumbered Activity | x2 | x2 | x2 | x2 | x2 |
Characters with proficiency in Survival fare better than others in desert terrain. With a successful Survival check, they can find or obtain one gallon of water per day. The water is typically of poor quality—a puddle beneath a crust of mud, for example—but it’s sufficient for survival. As a result, a character with this proficiency stands a fair chance of staying alive when lost in the desert, but is of little help to others. In particularly barren and desolate areas, penalties to the desert survival proficiency may apply (as the DM sees fit).
Dehydration is reflected by a loss of Constitution. It begins the first day in which a character does not receive the required allotment of water. Each day without a full ration of water, the character must make a Constitution saving throw (DC = 15 + number of days without water). Each time the character fails they suffer a drain to his Constitution score.
Dehydration
Water Consumed | Constitution Loss on Failed Save |
---|---|
Full Requirement | No Loss |
Half or More | 1d4 |
Less than Half | 1d6 |
Dehydration vs. Exhaustion
The Land of Fate is a harsh and unforgiving environment, to reflect this Al-Qadim utilizes a separate set rules for dehydration than the standard Exhaustion rules found on pg. 291 in the Player's Handbook.
The Dehydration rules here allow for more realism in regards to the deteriorating effects of being dehydrated. As such it applies condition damage every day that water requirements are not met.
However, if your players find this alteration too difficult, maintaining the typical rules for exhaustion should allow gameplay to proceed with less difficulty.
Constitution losses are cumulative over consecutive days of dehydration. Qualities linked to Constitution drop accordingly: Maximum Hit Points and Constitution Save Bonus. Each time a character’s Maximum Hit Points drops, his or her hit points also drop by the same amount and cannot be healed until the character's Constitution is returned to normal by resting. A character whose Constitution is reduced to 0 dies immediately.
Dehydrated characters regain 1d8 points of Constitution for each day in which they receive their full requirement of water, until they attain their usual maximum. Hit points which have been lost due to dehydration are regained normally.
Characters who move at night must find shelter during the day to rest (tents or rocky outcroppings will suffice). Those without shelter must make a successful Constitution saving throw versus against the effect of dehydration as having taken Light Daytime Activity in order to rest well. Characters denied sound rest may not memorize spells or recover hit points.
Sandstorms
Severe and stronger winds pose a far graver danger than winds of equal velocity within landscapes that support a ground covering of grasses, sedges, and other terrain features that preclude instantaneous erosion. In waste areas covered by sand, loose earth, or grit, high winds are always accompanied by duststorms or sandstorms. The stronger the wind is in such regions, the more severe the effect.
Contrary to popular belief, nonmagic duststorms and sandstorms do not bury people alive. The accumulation does not occur so quickly as to prevent escape or digging, but a sandstorm can suffocate and kill victims if no effort is made to escape the accumulation. The heaps of debris left behind might be deep enough to cover small buildings, though, and the landscape is drastically reshaped after a major storm, which could remove landmarks and cause a party to become lost.
Duststorm: Duststorms arise in waste areas when the wind speed rises above 30 miles per hour. A duststorm blows fine grains of sand that reduce visibility, smother unprotected flames, and even choke protected flames, such as a lantern’s light (50% chance). A duststorm leaves behind a deposit of 1d6 inches of sand.
Visibility in a duststorm is reduced, so all creatures within a duststorm are at a disadvantage for Wisdom (Perception) checks.
Sandstorm: Sandstorms arise in waste areas when the wind speed rises above 50 miles per hour. Sandstorms reduce visibility to brownout conditions (see below), smother unprotected flames, and choke protected flames, such as a lantern’s light (75% chance). Moreover, sandstorms deal 1d3 points of nonlethal damage each round to anyone caught out in the open without shelter and pose a suffocation hazard (see the Suffocation in a Sandstorm sidebar). A sandstorm leaves 2d3–1 feet of fine sand in its wake.
Brownout: Sandstorms create brownout conditions. Swirling grit obscures the horizon and makes it nearly impossible to get one’s bearings. Any character in brownout conditions caused by a sandstorm is at disadvantage on Dexterity-based skill checks, as well as Wisdom (Perception) checks, and any other checks that rely on vision.
These effects end when the character leaves the brownout area or enters a protected shelter.
Sandstorm, Flensing: Flensing sandstorms arise in waste areas when the wind speed rises above 74 miles per hour (flensing sandstorm conditions can also occur during a tornado in a waste setting). Flensing sandstorms reduce visibility to brownout conditions (see above), smother unprotected flames, and choke protected flames (100 % chance). Moreover, flensing sandstorms deal 1d3 points of lethal damage each round to anyone caught out in the open without shelter and pose a suffocation hazard (see the Suffocation in a Sandstorm sidebar). A flensing sandstorm leaves 4d6 feet of sand in its wake.
Suffocation in a Sandstorm
Exposed characters might begin to choke if their noses and mouths are not covered. A sufficiently large cloth expertly worn Wisdom (Survival) check, DC 15, negates the effects of suffocation from dust and sand.
An inexpertly worn cloth across the nose and mouth protects a character from the potential of suffocation for a number of rounds equal to 10 × her Constitution score.
An unprotected character faces potential suffocation after a number rounds equal to twice her Constitution score. Once the grace period ends, the character must make a successful Constitution check (DC 10, +1 per previous check) each round or begin suffocating on the encroaching sand.
If the character fails, she falls unconscious and must begin making death saving throws until she is moved to an area in which she can breathe normally.
Whirlwinds
The baking ground of the waste heats air above it very quickly, producing spinning winds of varying intensity.
When the weather is clear, the rapidly rising hot air forms a dust devil. This resembles a tornado but is smaller and relatively weak, with winds rarely exceeding 60 miles per hour. Still, winds that reach severe or windstorm speed are strong enough to deal damage. At ground level, visibility is reduced to practically nothing, granting total concealment to creatures within.
A tornado is the most violent kind of mundane whirlwind, with winds that can exceed 200 miles per hour. It is very localized, though—the widest tornado is less than a mile across, and most have a diameter of only a few hundred feet. Tornadoes move relatively slowly across the landscape but can make sudden, erratic turns that are impossible to predict. They occur most often at the boundaries between waste environments and more temperate areas. A whirlwind spawned at the edge of a desert can move into the temperate region, or into the deep waste.
The most severe thunderstorms (roughly one in ten) also generate tornadoes. Even so, fewer than half of those whirlwinds pack winds above hurricane strength (75 to 174 miles per hour). For game purposes, assume one storm in twenty generates a tornado-force wind. In the heart of such a violent storm, visibility is reduced to zero (total concealment), and Wisdom (Perception) checks are impossible, as are ranged weapon attacks. Unprotected flames are automatically extinguished and protected flame has a 75% chance of being put out.
Sand Dunes
Most people immediately think of sand dunes when they imagine a desert, but in fact many kinds of waste have no dunes at all. Winds carry away soil, sand, and even light pebbles, leaving behind a thin “pavement” of larger stones. Dried lake beds are plains of cracked mud crusted with salt. Lava flows cover the land with humped, rough stone. Still, hardy grasses and undergrowth do exist in some parts of the waste, catching grains of sand and holding them in place long enough for immense “waves” to grow.
Sand dunes are wandering things, although the mundane variety travels no more than a couple of hundred feet in a year. This is enough to eventually overrun farmland and choke out forests, but it is not an immediate hazard to most creatures. However, the constant action of wind on sand produces potentially hazardous situations.
Collapse: A sand dune has a long, shallow back slope shaped by the wind and a sharp leading edge with a steep drop on the lee side. This edge is precarious, with the pull of gravity just balanced by the tendency of sand grains to stick together. Coarser sand produces higher and steeper dunes, while fine grains produces low dunes with gentler slopes.
However, the wind can swiftly shift the balance, blowing sand off the edge and triggering a sudden collapse. A character standing in the vicinity of the dune while this happens must make a Dexterity saving throw (DC 15). On a success they jump to safety. On a failure they are Buried.
Blowout: A change in wind direction can produce a blowout, hollowing out the center of a dune and leaving a large cavity. This cavity is not always visible, and a thin layer of safe-looking sand might cover a vast tomb that swallows people and animals without a trace. The crust covering a blowout is too weak to support any creature larger than Tiny.
Noticing a blowout requires a successful DC 13 Wisdom (Survival) check; however, charging or running characters are not entitled to a check. A character standing in the vicinity of the dune while this happens must make a Dexterity saving throw (DC 15). On a success they jump to safety. On a failure they are Buried.
Sand dunes that have been stabilized by grasses or shrubby trees are much less likely to collapse. Still, even such a place can hide a blowout if the undergrowth in the area is thin.A blowout hides in one out of every one hundred sand dunes (1% chance).
Buried
Characters take 3d6 points of bludgeoning damage per round while buried. If such a character falls unconscious, he dies immediately.
Characters who aren’t buried can dig out their friends. In 1 round, using only her hands, a character can clear rocks and debris equal to her heavy load limit. Armed with an appropriate tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly as by hand. A buried character can attempt to free himself with a DC 20 Strength check.
Terrain of Zakhara
The aforementioned various dangers are common to all areas of Zakhara, but the geography of the continent is more varied than a simple "desert."
Badlands
The result of thousands of years of wind or water erosion, badlands are mazes of canyons, gorges, tunnels, and cliffsides carved out of solid rock. Badlands appear in one of two categories: rugged (where the bare rock is mostly smooth) or forbidding (where the bare rock is mostly rough).
The table below lists the most common terrain features found in each of the two badlands categories. It is not necessary to roll for each square; rather, these percentages are presented as a guide for drawing maps. Gradual slopes, steep slopes, cliffs, and chasms are mutually exclusive. However, gradual and steep slopes might include light undergrowth or dense rubble.
Badlands Terrain Features
Rugged | Forbidding | |
---|---|---|
Chasm | 5% | 10% |
Cliff | 10% | 20% |
Dense rubble | 15% | 30% |
Gradual slope | 60% | 20% |
Light undergrowth | 10% | 5% |
Shallow sand | 10% | 0% |
Steep slope | 40% | 60% |
Chasm: Chasms function similarly to pits in dungeon settings. However, they are seldom hidden, so characters should rarely fall into them by accident. A typical chasm measures 2d4×10 feet deep, at least 20 feet long, and around 5d4 feet wide. Climbing out of a chasm requires a successful DC 15 Strength (Athletics) check.
Cliff: Cliffs in badlands terrain measure 1d4×10 feet tall, and generally require a DC 15 Strength (Athletics) check to climb up or down. They are seldom perfectly vertical. A cliff up to 30 feet high takes up 5 feet of horizontal space, and a cliff of 30 feet or higher takes up 10 feet of horizontal space.
Dense Rubble: The ground is strewn with large stones and shingles of loose rock. It costs 10 ft of movement to enter a square with dense rubble. Dense rubble increases the DC of Dexterity (Acrobatics) checks by 5 and the DC of Dexterity (Stealth) checks by 2.
Gradual Slope: A gradual slope does not offer enough of a challenge to affect movement. However, characters gain a +1 bonus on melee attack rolls against foes downhill from them.
Light Undergrowth: Undergrowth in badlands consists of low-lying, short-bladed brush, sparse patches of dry moss, and small cacti. A square covered with light undergrowth costs 10 ft of movement to move into.
Light undergrowth increases the DC of Dexterity (Acrobatics) checks and Dexterity (Stealth) checks by 2.
Shallow Sand: Shallow sand is common in desert areas. Areas of this terrain feature a layer of loose sand about 1 foot deep. It costs 10 ft of movement to move into a square with shallow sand, and the DC of Dexterity (Acrobatics) checks in such a square increases by 2.
Steep Slope: Characters moving uphill (that is, to an adjacent square of higher elevation) must spend 10 ft of movement to enter each square of a steep slope. A character running or charging downhill (to an adjacent square of a lower elevation) must make a successful DC 10 Dexterity (Acrobatics) check. If the check fails, the character stumbles and moves only 1d2 squares. Characters who fail the check by 5 or more fall prone in the square where their movement ended. Mounted characters, similarly, must make successful DC 10 Wisdom (Animal Handling) checks or face similar results with their mounts. A steep slope increases the DC of all other Dexterity (Acrobatics) checks by 2.
Other Badlands Terrain Elements: Because badlands are often formed by water erosion, streams in badlands are not uncommon. Such streams are usually 5 to 10 feet wide and no more than 3 feet deep. Likewise, dry streambeds are common (since badlands are essentially extremely deep dry streambeds, after all). Treat such terrain features as trenches 5 to 10 feet across. Remember, when adding a stream or streambed, that the water must flow downhill.
Stealth and Detection in Badlands: For most purposes, the maximum distance in badlands terrain at which a Wisdom (Perception) check for detecting the nearby presence of others can succeed is 4d10 ×10 feet. The twisting, winding nature of badlands makes spotting at greater distances nearly impossible (which is why badlands are so favored by raiders and outlaws as hideouts). Cover in badlands is plentiful, from ridgelines and hilltops to caves and hollows. Because sound echoes so much in badlands, the DC of Wisdom (Perception) checks to detect creatures by sound increases by 2.
Rockslides: A rockslide occurs when rocks dislodged from a slope gather momentum and tumble rapidly downhill. A rockslide can be spotted from as far as 1d10x30 ft downslope by any character. The Wisdom (Perception) DC is 15 and is checked against the characters' Passive Perception. At half the start distance, the characters become automatically aware of the rockslide. Each turn the rockslide moves 60 ft downslope.
The rockslide has two zones, the bury zone (the path of the falling debris) and the slide zone (the area the debris spreads out to encompass). Characters in the bury zone always take damage in a rockslide. Characters in the slide zone may be able to get out of the way.
Characters in the bury zone take 8d6 bludgeoning damage, or half if they make a successful Dexterity saving throw, DC 15. The characters are then subsequently buried as described in the Wind and Sand section on page 35.
Characters in the slide zone take 3d6 bludgeoning damage, or none if they make a successful Dexterity saving throw, DC 15. The characters that fail the saving throw are also buried.
Barren Wastes
Barren wastes are the most desertlike of all waste terrains. They exist in any warm climate where the evaporation is extraordinarily fast and the rainfall virtually nonexistent. Water is even more scarce here than in ordinary deserts. Barren waste comes in two categories: sandy and gravelly.
The table below describes terrain elements found in both of the two barren waste categories. As with badlands terrain, you needn’t roll for each square; the percentages are intended as a general guide for mapping.
Barren Wastes Terrain Features
Sandy | Gravelly | |
---|---|---|
Deep Sand | 10% | 0 % |
Dense rubble | 0% | 20% |
Gradual slope | 10% | 10% |
Sand crust (shallow) | 10% | 0% |
Sand dunes | 20% | 0% |
Shallow sand | 20% | 5% |
Deep Sand: These areas feature a layer of loose sand up to 3 feet deep. It costs Medium or larger creatures 15 ft of movement to move into a square with deep sand . It costs Small or smaller creatures 20 ft of movement to move into a square with deep sand.
Dense Rubble: Dense rubble functions as described under Badlands Terrain, above.
Gradual Slope: A gradual slope functions as described under Badlands Terrain, above.
Light Rubble: The ground is covered with small rocks and gravel, making nimble movement more difficult. Light rubble increases the DC of Dexterity (Acrobatics) checks by 2.
Sand Crust: A sand crust appears as normal solid ground, but it actually conceals a layer of shallow sand. If a creature weighing more than 100 pounds (including weight of equipment carried) enters a square covered with sand crust, it breaks through to the shallow sand below.
The creature treats the square as shallow sand, and it must deal with the effects of the sand on movement. These creatures leave a trail of crushed sand crust in their wake, turning the sand crust they pass through into shallow sand. Creatures weighing 100 pounds or less treat sand crust as normal terrain.
Sand Dunes: Created by the action of wind on sand, sand dunes function as hills that move. If the wind is strong and consistent, a sand dune can move as much as a hundred feet in a year’s time. A sand dune can cover hundreds of squares and might reach a height of a thousand feet. It slopes gently on the side pointing in the direction of the prevailing wind, but can be extremely steep on the leeward side. Where the wind blows from several different directions, depending on the season, sand dunes take the shape of “stars” with three or more points—but where the wind blows steadily in one direction, sand dunes form row upon row of dusty ridges.
Shallow Sand: Shallow sand functions as described under Badlands Terrain, above.
Other Barren Waste Terrain Elements: Barren wastes are one of the few places where oleum springs can be found. The black liquid that bubbles up out of the ground is useful for lubrication. See the oleum special substance in Chapter 4.
Stealth and Detection in a Barren Waste: In most cases, the maximum distance in barren waste terrain at which a Wisdom (Perception) check for detecting the nearby presence of others can succeed is 6d6×20 feet. Beyond this distance, elevation changes and heat distortion make visual spotting impossible. Where sand dunes are present, the spotting distance is halved.
Barren wastes impose neither a bonus nor a penalty on Wisdom (Perception). The DC of Dexterity (Stealth) checks increases by 2 in gravel, however.
Sandstorms: Sandstorms occur in sandy barren waste, and many other areas of the warm desert, when the wind reaches windstorm speed. See page 34 for more details.
Evaporated Sea
As a sea dries up in the extreme heat of the waste, it leaves behind a vast stretch of dry land that was once a sea floor. These types of terrain come in three categories: silt seas, dry seas, and salt flats. Inland seas evaporate to leave fields of moist silt or dry sand, while salt seas leave behind salt flats dotted with occasional high-saline lakes.
The table below describes terrain features found in each of the evaporated sea categories. Drawing maps for evaporated sea terrain is essentially the same as drawing hill maps. Define the peaks and valleys, with an eye toward the direction of slopes, then indicate which valley portions, if any, are actually lakes rather than dry land.
Gradual slopes, steep slopes, cliffs, and chasms are mutually exclusive. Gradual and steep slopes might include undergrowth or dense rubble, however.
Evaporated Sea Terrain Features
Silt Sea | Dry Sea | Salt Flat | |
---|---|---|---|
Chasm | 0% | 10% | 5% |
Cliff | 10% | 30 % | 10 % |
Deep Sand | 0% | 10 % | 5% |
Gradual slope | 10% | 30% | 5% |
Light rubble | 5% | 20 % | 10% |
Light undergrowth | 20% | 5% | 0% |
Sand crust (deep) | 0% | 10% | 15% |
Sand crust (shallow) | 10% | 20% | 25% |
Shallow bog | 15% | 0% | 0% |
Shallow sand | 10% | 20% | 10% |
Steep slope | 5% | 20% | 0% |
Chasm: Chasms function as described under Badlands, above.
Cliff: Cliffs function as described under Badlands, above.
Deep Sand: Deep sand functions as described under Barren Waste Terrain, above.
Gradual Slope: A gradual slope functions as described under Badlands Terrain, above.
Light Rubble: Light rubble functions as described under Barren Waste Terrain, above.
Light Undergrowth: Light undergrowth functions as described under Badlands Terrain, above.
Sand Crust: Sand crust functions as described under Barren Waste Terrain, above. For sand crust over deep sand, use the deep sand description for the sand underneath, rather than the shallow sand description.
Shallow Bog: Especially damp silt can hinder movement like a bog does. If a square is part of a shallow bog, it has deep mud, silt, or standing water about 1 foot deep.
It costs 10 ft of movement to enter a square with a shallow bog, and the DC of Dexterity (Acrobatics) checks in such a square increases by 2. Shallow bogs also increase the DC of Dexterity (Stealth) checks by 2.
Shallow Sand: Shallow sand functions as described under Badlands Terrain, above.
Steep Slope: Steep slopes function as described under Badlands Terrain, above.
Other Evaporated Sea Terrain Elements: The remnants of ancient grottoes, underwater passages, or cave entrances are often located in cliff and steep slope squares.
They typically range from 5 to 20 feet wide and are 5 feet deep. Beyond this initial 5 feet of depth, the cave could be anything from a simple chamber to the first room of an elaborate dungeon. Caves used as lairs by monsters usually have 1d3 rooms that measure 1d4×10 feet across.
Streams (5 to 10 feet wide and no more than 5 feet deep) are common in silt sea areas, especially at the site of a former river delta. Similarly, salt flats might be dotted with salt lakes, ranging from a few feet to perhaps hundreds of feet in depth.
Because the high salt content provides natural buoyancy, the DC of Strength (Athletics) checks to swim in salt lakes is reduced by 2. Dry streambeds (trenches 5 to 10 feet across) are common in evaporated sea terrain.
The bottoms of waterways are frequently littered with the ruins of ships; when the water is gone, these wrecks are exposed to the open air. They are not particularly hazardous and can, in fact, provide a source of wood for campfires. As with caves, though, these wrecked ships can also serve as monster lairs.
Stealth and Detection in Evaporated Seas: In evaporated seas, the maximum distance at which a Wisdom (Perception) check for detecting the nearby presence of others can succeed is 2d12×10 feet. In dry seas, this distance is 2d8×10 feet.
Hiding in salt flats is virtually impossible (because of the flat terrain), and silt seas (with the comparative lack of vegetation) aren’t much better. Dry seas, however, provide many more opportunities, if only in ridges and peaks.
Evaporated seas have no particular effect on Dexterity (Stealth) checks.
Glass Sea Terrain
Where the desert heat is great enough—whether by scorching sun or boiling subsurface magma—sand bakes to glass. In such places, the desert can have a layer of glass, ranging in thickness from 10 feet down to as little as an inch. The glass can splinter and break, resulting in terrain covered with dangerous, jagged shards.
Glass seas come in two varieties: solid and shattered. The table below describes terrain features found in both of the two glass sea categories.
Glass Sea Terrain Features
Solid | Shattered | |
---|---|---|
Crevasse | 10% | 30% |
Dense rubble | 0% | 10% |
Gradual slope | 10% | 30% |
Light rubble | 5% | 20 % |
Razor Glass | 0% | 5% |
Crevasse: Tectonic shifts and air pockets in the glass create crevasses. They function much like pits or chasms in a dungeon setting. A typical crevasse is 1d4×10 feet deep, 4d12×10 feet long, and 5d8 feet wide.
A thin layer of solid-looking glass can hide the existence of a dangerous crevasse underneath (25% chance). This glass sheet is too weak to support any creature larger than Tiny. A character approaching a hidden crevasse at a normal pace is entitled to a DC 13 Wisdom (Survival) check to spot the danger before stepping in, but charging or running characters don’t have a chance to detect the crevasse before falling in. A character falling into a crevasse must make a Dexterity saving throw, DC 20, to catch himself on he edge, in which case he falls prone in a square at the edge of the crevasse.
Many crevasses in glass seas have a large quantity of broken glass lying on the bottom, dealing an extra 1d6 points of slashing damage to those who fall in.
Because glass conducts and, in some cases, intensifies light, glass sea crevasses can build up a great deal of heat during the day. The temperature increases by 5 degrees every hour that the sun shines on the glass until midday; after midday, the temperature decreases by 5 degrees every 2 hours.
Glass sea crevasses can be climbed (up or down) with Strength (Athletics) check, DC 22.
Dense Rubble: Dense rubble functions as described under Badlands Terrain, above.
Gradual Slope: A gradual slope functions as described under Badlands Terrain, above.
Light Rubble: The ground is covered with small bits of broken glass, making nimble movements more difficult. The DC of Dexterity (Acrobatics) checks increases by 2. Any character who falls prone in a square containing broken glass rubble takes 1d4 points of slashing damage.
Razor Glass: Shards of broken glass poke up from the ground, slashing any creatures that come into contact with it. Razor glass deals 1d6 points of slashing damage to those who pass through it, but it is fairly easy to identify, DC 10 Wisdom (Survival) check.
Other Glass Sea Terrain Elements: Glass seas are even more featureless than the sandy deserts from which they were formed. Though the glass can form interesting patterns, glass sea terrain in itself rarely interferes with movement except when lubricated in some fashion. The contents of a full waterskin, if poured on a 5-foot square of solid glass sea terrain, causes the square to be treated as though under the effects of a grease spell. Plus, an actual grease spell (or salve of slipperiness) is especially effective on smooth glass sea terrain, adding 5 to the DC for the Dexterity save for those standing in the square when the spell is cast upon it, and 10 to the DC of the Dexterity (Acrobatics) check to avoid falling when moving through the square. The DC should be even higher if the slippery section is located on a slope (+2 for gradual slopes and +4 for steep slopes).
Stealth and Detection in Glass Seas: In a solid glass sea, the maximum distance at which a Wisdom (Perception) check for detecting the nearby presence of others can succeed is 2d10×10 feet. In a shattered glass sea, this distance is reduced to 2d6×10 feet.
Hiding places are rare in solid glass seas, though somewhat more common in shattered glass sea terrain. The occasional patch of dense rubble or razor glass affords a few opportunities for those within to make Stealtj checks. Glass seas have no effect on Dexterity (Stealth) checks.
Petrified Forest Terrain
The result of millennia-long processes involving sediment, mineral deposits, and erosion, a petrified forest consists of a great barren field of colorfully banded stone logs. This jumble of rocks makes for difficult traveling, though the view is often spectacular. Petrified forests come in two categories, rugged and forbidding.
The table below describes terrain elements found in both of the two petrified forest categories.
Petrified Forest Terrain Features
Rugger | Forbidding | |
---|---|---|
Chasm | 5% | 5% |
Dense rubble | 50% | 60% |
Gradual slope | 10% | 10% |
Light rubble | 30% | 20 % |
Light undergrowth | 5% | 5% |
Chasm: A chasm functions as described under Badlands Terrain, above, except that in forbidding petrified forests, chasms are generally 2d8×10 feet deep.
Dense Rubble: Dense rubble functions as described under Badlands Terrain, above.
Gradual Slope: A gradual slope functions as described under Badlands Terrain, above.
Light Rubble: The jumble of petrified wood covers the ground so heavily that nimble movement is problematic. The DC of Dexterity (Acrpnatics) checks increases by 2.
Light Undergrowth: The undergrowth in petrified forest terrain consists mainly of the odd stand of scrub brush and the occasional tuft of patchy grass. It functions as described under Badlands Terrain, above.
Other Petrified Forest Terrain Elements: A petrified forest might include an occasional dry streambed (treat as a trench, 3 to 5 feet deep), but actual streams are rarely more than trickles, measuring only a couple of feet wide and a few inches deep. In summer months, such streams completely dry up.
Stealth and Detection in Petrified Forests: In petrified forest terrain, the maximum distance at which a Wisdom (Perception) check for detecting the nearby presence of others can succeed is 4d10×10 feet. In a forbidding petrified forest, the rubble is so heavy that the spotting distance is reduced to 2d10×10 feet.
Cover in petrified forest terrain is plentiful. The abundance of dense rubble provides plenty of things to hide behind. Petrified forest Dexterity (Stealth) checks.
Calling Upon Fate
There is no Fate but the Fate which we are given.
—Zakharan proverb
In Zakhara, Fate is the force which guides and shapes the lives of everyone, and all Zakharans know her power. Is she a god? The god of gods? Powerful ruler of the genies? Or simply a pervasive force beyond true comprehension? The answers are for the sha’irs and priests to debate. For others, it matters not who Fate is, but what she does. She is the weaver of Time, supplying threads of the future and mixing them with threads of the past. She graciously provides the basis for all victories, and she is the justification for all defeats. She does not excuse characters who do not do their best, however; their future is in their own hands as well as in the hand of Fate. Win or lose, she is always there, the supreme mediator and guardian of the future.
Dehydration, blinding storms, sandslides that bury characters alive—these are but a few of the perils faced by characters in Fate’s burning land. She is not without mercy, however. Characters who find themselves in dire and deadly straits can call upon Fate for aid. She may smile upon those who call her, but she also may turn her hand against them. Most Zakharans try to avoid placing themselves in need of such divine intervention.
How to Call Upon Fate
To call upon Fate, a character must be in a position where survival is doubtful at best. For example, a character without a weapon, surrounded by a pride of hungry panthers, would be in a sufficiently desperate situation. So, too, would a character falling from a flying carpet half a mile above the ground. Life-and-death situations are preferred, as Fate only turns her hand so often.
A character can call upon Fate once per game session. Calling upon Fate requires a Wisdom check against a DC of 10. On a roll of 1, Fate’s hand turns against the caller, who is instantly afflicted with the evil eye. On a successful Wisdom check, the character can improve the results of a d20 roll by adding the result of a 1d6 roll to the result. You can declare that you are calling upon Fate after the d20 roll is made, but only before the DM reveals the result of that roll.
Depending on your character level, you might be able to roll more than one d6 when calling upon Fate. If so, choose the highest d6 roll and disregard the other rolls.
Character Level | Fate Dice Rolled |
---|---|
1st – 7th | 1d6 |
8th – 14th | 2d6 |
15th – 20th | 3d6 |
Fate's Response
If Fate intervenes on a character’s behalf, the DM is responsible for coming up with some good fortune that gives the individual at least a fighting chance. For example, in the case of the panthers, the moonlight might suddenly glint upon the blade of an old weapon, fortuitously buried in the nearby sand. In the case of the city guard, a higher-up might suddenly shout, “You fools! Take the prisoner alive!” For the character about to be incinerated in a well, a scattering of rocks might break loose, revealing a small passage in the side of the well. And for the plummeting character, a large eagle might fly nearby, allowing the character to grab hold and slow his fall. Alternately, a passing djinni might take an interest in the plummeting mortal, and begin negotiating terms of a rescue. Should the mortal hesitate, the djinni might even save the character just as the ground loomed up from below.
Whatever happens, the DM should not provide the character with an automatic rescue—only with the raw material with which he or she can survive. For example, if the panthers were to suddenly fall to the ground, dead, that would be going too far. The hand of Fate works a bit like the old serial plots from the 1920s and beyond; the hero seems doomed and hopeless, but when a new reel begins, some means of escape miraculously appears, allowing his saga of perils to continue.
The Evil Eye
Pride and success can be dangerous in the AL-QADIM setting, especially for a character who boasts aloud. When Zakharans receive a compliment, they often protest and belittle their skills, lest a jealous genie overhear and bedevil them with the evil eye. The evil eye is the ability to bring misfortune upon another—from an annoyance to a tragedy—with no more than a glance. Nearly all native Zakharans are thought to have this power. They need not stand before a character to use it, but can spy upon him or her from afar. In game terms, only Zakharan casters have access to the evil eye.
If player characters are praised and fail to respond with humility and modesty, they must make a Wisdom check. A character who fails has made some Zakharan jealous, and becomes afflicted with the evil eye.
As an action, a native Zakharan spellcaster can target a creature within 10 feet that she can see. The Evil Eye creates one of the following effects:
- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
- While cursed, the target has disadvantage on attack rolls against the caster.
- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- While the target is cursed, the caster's attacks and spells deal an extra 1d8 necrotic damage to the target.
Neither Fate nor Fortune can be said to smile upon characters afflicted with the evil eye. They become hapless and unlucky. All new encounters are indifferent at best, never friendly. Strangers can sense that something is wrong with the “sufferers,” but rather than sympathy, they feel distrust.
Local governments view anyone afflicted with the evil eye as shifty; a sufferer’s business may be audited for fraud. Local clergymen view sufferers as potentially dangerous, and may search their belongings or even refuse to offer hospitality.
A character afflicted with the evil eye only can be cured by the Remove Curse spell. The Avert Evil Eye spell can protect a character from this plight (even a pompous braggart), but the spell is of no help after the fact.
Chapter 5 In the Bazaar
This chapter details the useful and interesting equipment available common in other lands are rarities here, while items that are for purchase at most bazaars in Zakhara. Many items that are curiosities elsewhere are often commonplace in the Land of Fate.
Each item listed in this chapter has three prices, although only one is shown. There is the asking price, where negotiations begin. The normal price which is the actual worth of an item, And finally, the bargain price. Only characters with the haggling proficiency can obtain equipment at bargain rates.
The asking price is typically 50% higher than the normal price, and the bargain price is typically 25% lower.
Armor
Armor is an interesting puzzle in Zakhara. If you wear armor that is too heavy, the heat and sand will surely kill you. If you wear armor that is too light, the beast and raiders of the deserts will slay you as quickly as the unforgiving sun.
Wise adventurers balance these two conflicting situations by avoiding armors that are too restrictive ( or metallic) in favor of armors that are more forgiving in the desert heat, even if they do sacrifice some protection. Thusly, they stick with armors in the Medium Armor category. Those who do not simply rely on an excess of water to keep them hydrated, or elsewise utilize magics to protect them or keep them cool.
All armors available elswhere in Aber-Toril are availble in Zakhara; although Heavy Armor and armor that imposes disadvantage on stealth are sold merely as curiosities and are thus sold with a Normal value at 75% of the price provided in the Players Handbook. If a character is seen in such armor, they become the subject of conversation, speculation and most intriguing rumor.
Daraq: This small buckler fits in the hand in such a way that its wielder can hold both it and a simple light weapon in the same hand.
Armor
Armor | Cost | Armor Class | Stealth | Weight |
---|---|---|---|---|
Medium Armor | ||||
Lamellar | 900 gp | 15 + Dex modifier (max 2) | - | 20 lbs. |
Shield | ||||
Daraq | 1 gp | +1 | - | 2 lbs |
Weapons
Zakhara features many weapons common in other places in Aber-Toril; however, weapons with the Heavy property are uncommon, although not entirely unheard of. Many additions here are weapons of ambush and assassination, both favored tactics of the otherwise honorable combatants of Zakhara. These weapons are often used in conjunction with the poisons found later in the chapter to better maximize their chance at eliminating the intended target.
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table.
Aquatic. These weapons may be used as normal underwater, without disadvantage.
In addition, Darts, Nets, and Tridents all gain the Aquatic property.
Hidden. A weapon with the hidden property is designed to be easily concealed by the holder. Weapons with this property do an additional 1d4 damage of its type on the first round of combat. You also have advantage on checks with Dexterity (Sleight of Hand) to hide the weapon.
Special
Bolas. This is a length of cord with weighted ends, used to trip foes from a distance. A Large or smaller bipedal or quadruped creature hit with bolas must make a DC 13 Strength check or be knocked prone.
Garotte. To use a garotte, you must initiate a grapple with the target creature. You are at disadvantage when attacking with a garotte.
While you successfully control the grapple, the creature begins to suffocate, in addition to the slashing damage.
Man Catcher. You are at disadvantage when you use a man catcher to attack an opponent within 5 feet of you. If you hit a medium humanoid or beast with a man catcher you may make a grapple check against it. You may make an opposed Strength check to move a Grappled creature with the man catcher. When you move a creature grabbed with the man catcher, you can choose to move it adjacent to you or keep it at reach. While grappling a creature in this way, you cannot make attacks with the man catcher and must continue to hold it with both hands.
Nets A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a Strength check against the attack roll that initially trapped it, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
Net, Barbed. As the Net above, except when the restrained creature takes an action, either to free itself or something else, it takes 1d6 piercing damage from the embedded barbs of the net.
Net, Reinforced. As the Net above, except the Strength check DC is raised by 5 and the net's HP is increased to 20. Its AC remains 10.
Scourge. After making a successful attack with this weapon, you may make a grapple check against the target of the attack.
Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Simple Melee Weapons | ||||
Ankus | 5 sp | 1d4 bludgeoning | 4 lb. | |
Garotte | 2 sp | 1d4 slashing | - | Finesse, hidden, light, special, two-handed |
Jambiya | 3 gp | 1d4 slashing | 2 lb. | Finesse, light |
Katar | 8 gp | 1d6 piercing | 2 lb. | Light |
Needle | 2 sp | 1 p | - | Finesse, hidden, ranged 20/60 |
Sap | 1 gp | 1d3 bludgeoning | 1 lb. | Light, hidden |
Scythe | 2 gp | 2d4 slashing | 4 lb. | Heavy, two-handed |
Stiletto Knife | 4 sp | 1d3 piercing | .5 lb. | Finesse, hidden, light, thrown (20/60) |
Martial Melee Weapons | ||||
Cutlass | 25 gp | 1d8 slashing | 3 lbs. | Aquatic, finesse |
Man Catcher | 25 gp | 1d4 piercing | 2 lb. | Two-handed, reach, special |
Net | 1 gp | - | 2 lbs. | Special, Thrown 10/30 |
Net, Barbed | 15 gp | 1d6 | 6 lbs. | Special, Thrown 5/15 |
Net, Reinforced | 20 gp | - | 10 lbs. | Special, Thrown 5/15 |
Scourge | 5 gp | 1d8 slashing | 1 lb. | Special |
Martial Ranged Weapons | ||||
Bolas | 1 gp | 1d4 bludgeoning | 2 lb. | Special, thrown (range 20/60). |
Adventuring Gear
This section describes items that have special rules or require further explanation
Alchemical Acid. This frosted glass vial explodes in a visous spray when it hits.
As an action, you can throw the vial up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the vial as an improvised weapon. On a hit, the attack deals 1d10 acid damage; on miss, the target takes half damage.
Alchemical Frost. This ceramic flask explodes in an icy haze when it hits, crippling its target with numbing cold.
As an action, you can throw the vial up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the vial as an improvised weapon. On a hit, the attack deals 1d10 cold damage; on miss, the target takes half damage.
Alchemical Silver. This silver liquid may be applied to a weapon as an action to give it the silvered property, allowing the wielder to take advantage of certain creatures’ weaknesses for one hour.
Anti-Rust Salve. This non-greasy ointment applied to metal items that prevents rust. If applied liberally, the salve will prevent the onset of rust for 48 hours (2 days).
Antivenom. This thick tonic can help counter the effects of most poisons.
Antivenom is contained in a small vial. A creature that drinks this vial of liquid gains resistance against poison damage for 1 hour. It confers no benefit to undead or constructs.
Armor Bright. This metallic paint is applied with a brush to the outside of a suit of armor (requiring 1 minute to apply), producing a shiny surface that reflects the light of the sun to reduce the effects of hot weather on the wearer. For 24 hours after applying armorbright to a suit of armor, you roll with advantage on Constitution throws to avoid dehydration. If you would otherwise have disadvantage (as with Heavy armor) you would roll as normal. Armorbright is not effective in hot environments with no sun, such as the Elemental Plane of Fire.
Beastbane. This rod of fast-burning incense creates a haze of smoke that holds beasts at bay.
As an action, you can break the ceramic rod containing the potent incense of Beastbane. Beasts that are within the area of effect make a DC 15 Consitution saving throw or must leave the area by the fastest route possible.
Blinding Bomb. When thrown, this fist-sized ceramic sphere explodes in a blinding flash.
As an action, you can throw the sphere up to 20 feet at a target, shattering it on impact. The target and all creatures within 10 ft of it make a DC 15 Consitution saving throw, or become Blinded. Each creature may repeat this throw at the end of its turns.
Blinding Powder. Blinding powder is normally a powdery or sand like substance kept in a pouch containing things like crushed powdered glass, sand, or even metal shavings. As an action, you can throw a handful of of blinding powder at a creature within 10ft of you. This creature must succeed a DC 12 dexterity saving throw or take 1 slashing damage and becomes blinded. The effect lasts until the creature spends an action cleaning the blinding powder out of their eyes. A creature that doesn't have eyes or has their eyes close before the powder is thrown doesn't have to make the save.
Bottled Lightning. When it bursts, this flask creates a concussive wave that dazes your enemies.
As an action, you can throw the sphere up to 20 feet at a target, shattering it on impact. The target and all creatures within 10 ft of it make a DC 12 Consitution saving throw, or become Stunned. Each creature may repeat this throw at the end of its turns.
Clearsense Powder. This fine, silvery powder can restore lost senses.
As a Action, you or an ally within 5 ft can consume the clearsense powder and automatically save against any blinded or deafened condition from a source equal to or lower than the level or CR rated from the powder.
Clearwater Solution. This small glob of white jelly purifies even the most toxic liquids, from poisons to dwarven spirits.
As a bonus action, you can apply clearwater solution to roughly 1,000 gallons of water. The solution removes any poison or disease present in the liquid after 1 minute.
Clearwater solution cannot remove poison or disease from water already in a creature’s system, and it has no adverse effect on creatures comprised primarily of liquid such as oozes. If it’s applied to a volume of liquid larger than the amount specified above, the clearwater solution has no effect.
Adventuring Gear
Item | Cost | Weight |
---|---|---|
Alchemical Reagents | ||
Alchemical Acid | 50 gp | .5 lb. |
Alchemical Frost | 50 gp | .5 lb. |
Alchemical Silver | 50 gp | .5 lb. |
Anti-Rust Salve | 15 gp | .5 lb. |
Antivenom | 50 gp | .1 lb. |
Armorbright | 50 gp | 1 lb. |
Beastbane | 150 gp | - |
Blinding Bomb | 800 gp | 2 lb. |
Blinding Powder | 20 gp | .3 lb. |
Bottled Lightning | 150 gp | 2 lb. |
Clearsense Powder | 150 gp | .1 lb. |
Clearwater Solution | 500 gp | 3 lb. |
Continual Torch | 60 gp | 1 lb. |
Ghoststrike Oil | 150 gp | .1 lb. |
Lockbust Chalk | 100 gp | - |
Smoke Bomb | 30 gp | 1 lb. |
Stink Bomb | 50 gp | 1 lb. |
Tanglefoot Bag | 150 gp | 5 lb. |
Thunderstone | 50 gp | 1 lb. |
Equipment | ||
Compass | 100 gp | .25 lb. |
Distillation Kit | 50 gp | 20 lb. |
Slitted Mask | 20 gp | - |
Storm Shelter | 20 gp | 10 lb. |
Compass. This handheld mechanical device has an arrow always pointing north. Wisdom (Survival) checks made to determine location and direction using a compass are made with advantage.
Continual Torch. This gem perched on a small stick is equivalent in brightness to a torch. But it creates no heat and doesn't use oxygen. A continual torch can be covered or hidden but not smothered or quenched.
Distillation Kit. This simple kit uses the sun and ambient heat to distill otherwise undrinkable water.
When left to sit with a source of water, one kit can produce five gallons of drinkable water a day. When left to sit without a source of water, on kit can produce a single gallon of drinkable water.
Ghoststrike Oil. As an action, you can coat a weapon or one group of ammunition (30 arrows, 10 crossbow bolts, or 20 sling bullets) with this oil. For the next 5 minutes, attacks made with this weapon against creatures with the Incorporeal Movement ability ignore those creatures' resistance to bludgeoning, piercing, and slashing.
Lockbust Chalk. When fitted within a keyhole, this thin stick of gray chalk can force open the most complicated locks.
As an action, you can fit the lockbust chalk into any lock with a keyhole and use it to break open the lock stealthily. This reagent only works on mundane locks with a DC to open less than 20.
Slitted Mask. This hide mask sports two very thin slits in the area that covers the eyes. Wearing the mask grants advantage on Constitution saving throws to avoid being Blinded, but imposes disadvantage on Wisdom (Perception) skill checks.
Smokebomb. This alchemist's potion erupts in a cloud of smoke when shattered. When broken, using an action, it fills a sphere with a 20 foot radius with a thick fog cloud. The sphere spreads around corners, and its area is heavily obscured. It lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Stinkbomb. This herbalist potion erupts in a cloud of foul smelling gas when shattered. When broken, using an action, it fills a sphere with a 20 foot radius with a light mist. The sphere spreads around corners. It lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Each creature inside the radius must make a DC 15 Constitution Saving Throw, receiving 1d4 of Poison Damage and becoming Stunned on a failure. A creature beginning its turn covering its nose/mouth makes this save with Advantage. A creature what has Advantage on Perception Checks based on smell makes this save with Disadvantage. The Stunned Condition lasts until the afflicted creature has breathed fresh air (at least 10 feet away from the target sphere) for at least one turn.
Storm Shelter. This rugged canvas bundle appears to be a tent at first glance and may be used as such; however, upon closer inspection the canvas is reinforced with doubled stitching and has additional grommets to tether it to the sand.
The shelter can shield up to two medium creatures, or one large creature from the effects of a sand storm. Once used, the shelter is effectively worthless due to the ravages of the storm.
Tanglefoot Bag. This small leather bag or satchel contains a sticky gel that can immobilize foes.
As an action, you may throw this bag up to 20 feet, spreading its contents on impact. On impact any creatures in the affected square must succeed on a DC 13 Dexterity saving throw or be Immobilized and then Slowed.
Thunderstone. This small, sparkling stone emits a bright light and loud bang when shattered. As an action, you can throw this stone up to 20 feet, shattering it on impact. Make a ranged weapon attack with the stone, treating it as an improvised weapon. On a hit, each creature within a 15-foot radius of the target must make a DC 14 Constitution saving throw. On a failed save, a creature takes 1d4 thunder damage and is blinded and deafened for 1 minute. On a successful save, the creature takes half as much damage and isn't blinded or deafened. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Poisons
Given their insidious and deadly nature, poisons are illegal in most cities but are a favorite tool among assassins.
Poisons come in the following four types.
Contact. A creature that touches contact poison with exposed skin suffers its effects.
Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Inhaled. These poisons are powders or gases that take effect when they are inhaled. A single dose fills a 5-foot cube.
Injury. A creature that takes slashing or piercing damage from a weapon or piece of ammunition coated with injury poison is exposed to its effects.
Each type of poison has its own debilitating effects.
Afflux Elixir(Injury). A favorite of torturers. Whenever the creature is subjected to this poison, it must make a DC 14 Constitution saving throwor it becomes frightened of any source that damages it for 1 minute. If the initial saving throw is failed, the creature makes a new saving throw every 6 hours. The poison ends on a successful save.
Assassin’s Blood (Ingested). A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.
Black Pine Oil (Injury). A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failed save, the target is poisoned for 1 minute and has their movement speed reduced to 0. The creature’s movement speed returns at a rate of 5 ft. per round until it is fully restored. The creature’s movement is initially only reduced by 10 if they succeed at their saving throw. Their movement speed recovers as normal.
Poisons
Item | Type | Price per Dose |
---|---|---|
Afflux Elixer | Injury | 400 gp |
Assassin’s Blood | Ingested | 150 gp |
Black Pine Oil | Injury | 300 gp |
Bloodboiler of Pyremius | Injury | 350 gp |
Breath of Wee Jas | Inhaled | 2000 gp |
Burnt Othur Fumes | Inhaled | 500 gp |
Carrion Crawler Mucus | Contact | 200 gp |
Chillspine Venom | Injury | 300 gp |
Dendar's Craving | Ingested | 750 gp |
Devilseye | Contact | 3800 gp |
Dizzying Smoke | Inhaled | 500 gp |
Drow Poison | Injury | 200 gp |
Essence of Ether | Inhaled | 300 gp |
Malice | Inhaled | 250 gp |
Midnight Tears | Ingested | 1,500 gp |
Oil of Taggit | Contact | 400 gp |
Pale Tincture | Ingested | 250 gp |
Purple Worm Poison | Injury | 2,000 gp |
Serpent Venom | Injury | 200 gp |
Torpor | Ingested | 600 gp |
Truth Serum | Ingested | 150 gp |
Wyvern Poison | Injury | 1,200 gp |
Bloodboiler of Pyremius (Injury). A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or take 1d10 fire damage each round. The creature must make a new saving throw each round, ending the effect on a successful saving throw.
Breath of Wee Jas (Inhaled). A creature that inhales this toxin must make a DC 15 Constitution saving throw or be poisoned for 10 minutes. On a failed save, the creature must make a DC 18 CON saving throw whenever they cast a spell. On a failed saving throw, the spell fails and is wasted.
Burnt Othur Fumes (Inhaled). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Carrion Crawler Mucus (Contact). This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Chillspine Venom (Injury). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or becomes poisoned for 1 minute and becomes Vulnerable to cold damage while poisoned.
Dendar’s Craving (Ingested). The creature suffers no ill effects immediately, but slowly becomes maddeningly obsessed with cannibalism. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw and must make a new save every 8 hours with a cumulative +1 to the save’s DC. If the creature fails one of these saving throws, the creature seeks out and attempts to devour the nearest intelligent creature. The poison’s effect subsides on its own after one week.
Devilseye (Contact). A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or loses their Magic Resistance feature if they have it. This poison can affect creatures normally immune to poisons if their CR is less than 20. The creature may repeat this saving throw once at the start of each of its turns, ending the effect on a successful save.
Dizzying Smoke (Inhaled). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or is poisoned and has their maximum WIS reduced by 2 for 1 hour. 500 gp.
Drow Poison (Injury). This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Malice (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
Midnight Tears (Ingested). A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Oil of Taggit (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
Pale Tincture (Ingested). A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
Purple Worm Poison (Injury). This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Serpent Venom (Injury). This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Torpor (Ingested). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
Truth Serum (Ingested). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.
Wyvern Poison (Injury). This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Clothing
The clothing of Zakharan natives is widely different from the thick wool and furs of their Northern cousins. The most notable difference is the cut of the cloth; the high heat of day in Zakhara necessitates a very loose flowing cut of cloth to allow for unrestricted air flow underneath. Additionally Zakharans tend to favor cotton and silks over wool as these material tend to breath better than the heavy materials of other cultures' clothing options.
In most situations, almost every bit of skin is covered by cloth (in both men and women), to prevent the blazing heat of the midday sun from scorching the delicate, undarkened skin of the wearers. The notable exceptions are the face and hands, but even these too are subject to being covered by veils and gloves depending on regional styles and the needs of the wearer.
As a rule the Al-Badia tend to dress more simply than the Al-Hadhar, due to a limitation on the availability of various materials.
Clothing
Item | Cost | Worn |
---|---|---|
Aba, common | 7 sp | Robe |
Aba, sumptuous | 15 gp | Robe |
Agal, common | 4 sp | Head |
Agal, jeweled | 40 gp | Head |
Anklets, iron | 5 gp | Ankles |
Anklets, copper and silver | 10 gp | Ankles |
Anklets, gold | 40 gp | Ankles |
Belt | 3 sp | Waist |
Boots, riding | 3 gp | Feet |
Boots, soft | 1 gp | Feet |
Brooch, plain | 10 gp | Neck |
Brooch, ornate | 50 gp | Neck |
Caftan, common | 1 gp | Overgarment |
Caftan, embroidered | 20 gp | Overgarment |
Cap, felt | 2 sp | Head |
Cap, fez | 1 sp | Head |
Cap, skull-cap | 7 cp | Head |
Chador | 10 gp | Full Covering |
Dancers Garb | 25 gp | Overgarment |
Dishdashah, common | 8 sp | Tunic |
Dishdashah, silk | 15 gp | Tunic |
Dolman | 6 sp | Robe |
Girdle | 3 gp | Waist |
Item | Cost | Worn |
---|---|---|
Gloves, fur | 10 gp | Hands |
Gloves, leather | 1 gp | Hands |
Gloves, falconer’s | 3 gp | Hands |
Jellaba | 8 gp | Overgarment |
Keffiyeh, linen | 2 cp | Head |
Keffiyeh, silk | 7 gp | Head |
Knife sheathe, common | 3 cp | Carried |
Knife sheathe, ornate | 13 gp | Carried |
Jacket, silk | 80 gp | Overgarment |
Parasol, linen | 4 sp | Carried |
Parasol, silk | 5 gp | Carried |
Pin | 6 gp | - |
Sandals | 5 cp | Feet |
Sash | 2 sp | Waist |
Scabbard | 4 gp | Carried |
Slippers, cloth | 2 cp | Feet |
Slippers, leather | 3 gp | Feet |
Slippers, silk | 10 gp | Feet |
Shirt, linen | 6 sp | Torso |
Shirt, silk | 8 gp | Torso |
Smock | 6 sp | Torso |
Stockings, leather | 2 sp | Legs |
Stockings, silk | 2 gp | Legs |
Trousers | 2 gp | Legs |
Trousers, short | 1 gp | Legs |
Turban wrap | 1 sp | Head |
Turban wrap with fez | 2 sp | Head |
Veil, chain | 1 gp | Face |
Veil, linen | 5 cp | Face |
Veil, silk | 6 gp | Face |
Vest, linen | 6 sp | Overgarment |
Vest, silk | 8 gp | Overgarment |
Waistcoat, common | 6 sp | Overgarment |
Waistcoat, ornate | 10 gp | Overgarment |
Clothing Sets
Item | Clothing |
---|---|
Al-Badia | |
common | common aba, linen keffiyeh, cloth slippers, common agal |
wealthy | sumptuous aba, linen keffiyeh, leather slippers, common agal, common knife sheathe |
sheik | sumptuous aba, silk keffiyeh or turban wrap, silk slippers, jeweled agal, ornate knife sheathe |
Al-Hadhar | |
common | dolman, linen keffiyeh (w/common agal) or fez or turban wrap, cloth slippers, vest |
wealthy | dolman, turban wrap, leather slippers, common waistcoat or caftan, anklets |
nobility | dolman, turban wrap, silk slippers, ornate waistcoat or caftan, anklets, ornate knife sheathe, jellaba |
Others By Occupation | |
Barber | vest, short trousers, fez, leather slippers, belt or sash |
Beggar | short trousers, turban wrap |
Courtier | silk dishdashah, silk slippers, silk keffiyeh, jeweled agal, sash, ornate waistcoat |
Dancer | vest, linen or silk veil, trousers, anklets |
Imam | sumptuous aba, turban wrap sometimes with fez or keffiyeh, jellaba, silk slippers, brooch |
Sailor | linen shirt or linen vest, turban wrap or fez, short trousers, common knife sheathe, sandals |
Scholar | dolman, common caftan, turban wrap or keffiyeh, leather or silk slippers, silk vest |
Traveler | linen shirt or common dishdashah, linen keffiyeh with common agal or turban wrap, leather slippers or soft boots, vest or common waistcoat, linen veil, trousers, caftan or jellaba |
Aba: The traditional desert robe, simple and flowing in design.
Agal: A cord or group of cords designed to hold a keffiyeh snugly to the head.
Anklet: A bracelet worn loosely above the feet, usually made of silver.
Caftan: A flowing ankle-length overgarment, cinched at the waist with a sash. The caftan is typically more closely cut than the aba.
Chador: A full-body robe for women, complete with a hood and face-covering that may conceal even the wearer’s eyes.
Dishdashah: A simple tunic, usually worn by farmers and poor merchants. Typically knee height in length but may go down to the ankles.
Dolman: A loose, floor-length robe with sleeves, similar to the aba but preferred in more urban areas as a common form of dress
Fez: A round felt hat for men that looks like a short cone with a flat top.
Jellaba: A heavy “winter aba,” worn over the traditional aba, and usually made of wool or felt.
Keffiyeh: The traditional headcloth worn by most men and women of Zakhara.
Turban Wrap: A long strip of fabric wrapped around the head to produce the turban common in many cities in the Land of Fate. If wrapped around a skull cap, the turban is a flattened sphere. If wrapped around a fez or other support, the turban is taller, rounder, and more impressive.
Other Items and Services
Music Instruments
Music is an important part of Zakharan culture; in any place inhabited by Enlightened people, music is sure to sweeten the air. As such, a variety of instruments are available for purchase on the continent.
Item | Cost |
---|---|
Buzuq | 250 gp |
Darbukkah | 20 gp |
Santur | 150 gp |
'Uz | 200 gp |
Buzuq: A buzuq is a stringed Zakharan instrument that was favored by the Al-Badia. Its shape is comparable to an elongated lute. The buzuq's metallic strings are stretched over a long fretted neck connected to a wider, nearly circular body.
Darbukkah: A darbukkah is a vase shaped drum carved from hard wood and adorned with decorative artistry by master craftsmen. The head is made from the tanned hides of jungle creatures.
Santur: A Santur is an instrument with strings stretched over a sounding board, which was typically trapezoidal in shape. The strings would be plucked or struck with a hammer.
'Ud: An 'ud consisted of a short fretless neck attached to a widened pear-shaped body. This instrument typically had five double strings, though 'uds from the Free Cities of Zakhara had an extra string.
The strings were plucked with a small pick made from bone or from the shaft of an eagle or roc feather. The body was made from wood, but it was not uncommon to see 'uds from the Crowded Sea region to have bodies made from a tortoise shell.
Services
The cities of Zakhara have a wide diversity of services for adventurers willing to lighten their purses. Below is a list of services available in any city across the continent.
Service | Cost |
---|---|
Barber | 2 gp |
Clerk | 2 gp/ day |
Criminal | 20 gp/ day or 20%, which ever is greater |
Dungeoneer | 25 gp/ day |
Expert Laborer | 10 gp/ day |
Fence | 25 % of goods fenced |
Lawyer | 50 gp/ day |
Magic-Trained Laborer | 15 gp/ day |
Messenger Urban | 2 cp/ mile |
Messsenger Wilderness | 2 gp/ mile |
Mourner | 5 sp/day |
Navigator | 5 gp/ day |
Physicians | 5 gp/ day |
Rawun | 1 gp/ day |
Road or Gate Toll | 1 gp |
Sage | 15 gp/ day |
Surveyor | 2 gp/ day |
Wilderness Guide | 10 gp/ day |
Barber: Zakharan barbers are reknowned across all of Toril for their skill and speed. As such hiring one has become a status symbol for anyone looking to stay up to date with current fashion. A good barber can cut and shave well over 100 men a day.
Clerk: Clerks will draft paperwork for anyone who has coin. They are knowledgable about the local beauracracies and how to avoid the pitfalls of the local laws. Additionally, many clerks serve as moneychangers with a charge of 3% on top of any coins they exhcange. They charge a minimum of 1 days work.
Criminal: Criminals are available for hire to anyone who knows where to look. Even those who live upon the heights will stoop to the seedy slums to hire a criminal for some misdeed. Criminals always try to maximize their profits, so they take the greater of the two arrangements set forth in the table.
Dungeoneer: Experienced dungeoneers are always available to help break into forgotten ruins and crypts. They will aid employers in bypassing traps for a fee, but will not participate in combat.
Expert Laborer: Expert laborers are extremely competent hirlings that have expertise in at least one skill.
Fence: A criminal fence is a safe place to offload stolen goods.
Lawyer: The laws of Zakhara are complex and dense, only someone who has spent a lifetime studying the law can navigate its dangerous waters safely. Lawyers are generally difficult to hire and are picky about who they take on as clients, lest they hurt their reputation. However, if the client offers enough money, any issues can be overlooked.
Magic-Trained Laborer: These laborers know some minor spells to ensure quality products at timely speed. They produce expert level products in half the time.
Messengers: Urban bound messemgers will act as a courier for general parcels for 2 cp/ mile. They can cover almost 50 miles a day, and often loaded with dozens of parcels. Wilderness messengers often do not have the same level of business as their urban compatriots and general face significantly more dangers; as such, they tend to charge 2 gp/ mile for their services.
Mourner: Well loved people often have the wailing and cries of family members escorting their funeral. However, not everyone has the luxury of family or the luxury of being well loved. Professional mourners ensure that the body's soul is guided into the afterlife with ulalating cries.
Navigator: The waters of the Golden Gulf are not a simple thing to be trifled with. Trained navigators should be hired for every voyage in the waters around Zakhara, no matter how short the trip.
Physician: The Al-Hadar of Zakhara have a noble tradition of practicing medicine outside of the confines of magic. If someone needs the skills of a medical proffesional, they should look to the various physicians schools throughout the continent.
Rawun: Rawuns are the bards of Zakhara. Unlike their noble cousins, Rawuns are not just entertainers, they are teachers and philosophers who hold to an oral history of the world. They often perforn through storytelling accompanied with music.
Sage: A sage is a master of learning. She has studied musty books of lore and memorized rhymes, sagas, and histories. Different sages specialize in different fields. Given time, a sage can puzzle out the answer to almost any question or riddle relating to her area of expertise.
Surveyor: A surveyor is responsible for determining the boundaries of land holdings in civilized areas.
Wilderness Guide: Wilderness guides can guide an employer to anywhere in Zakhara via a land route. Additionally they can provide advantage to survival checks to find food when not on one of the Anvils.
Slaves
Slaves are not an uncommon sight in Zakhara; most well off families will own at least one, wealthy families or business will have many.
Legality of Slavery: The owning of slaves is not banned by the Laws of the Loregiver, but cruel ownership is. Many individuals in the Land of Fate object to slavery and refuse to own slaves; slavery is not legal in all cities or regions. As such slaves are generally well treated, earning respect as befits their ability and occasionally pay.
In addition, slavery is most often the result of the inability to pay off a debt. As a result, chatel slavery is atypical and highly looked down upon by Zakharans.
Slaves
Task | Cost |
---|---|
Bearer | 25 gp |
Courtesan | 100 gp |
Entertainer | 100 gp |
Eunuch | 100 gp |
Expert Laborer | 400 gp |
Guard (warrior class, per level) | 100 gp |
House Servant | 50 gp |
Laborer | 25 gp |
Magic-Trained Laborer | 600 gp |
Skilled Laborer | 100 gp |
Slaves will generally do what they are told, unless they are ill treated or the task may result in their death.
Slaves that have been treated poorly will often run away. Some owners will employ Mancatchers to retrieve said slaves for a portion of their cost.
Slaves that are permanently injured in the course of their duty are the responsibility of their owner, who must pay for a modest lifestyle for them. Owners with a slave that abuse this law to get out of paying off a debt are likely to call a Qadi for judgement.
On Slavery
Understandably, some players may be upset about the inclusion of slavery in your game. We recommend including this as a topic in any pre-game conversations that you may have prior to the start of your campaign in the Al-Qadim setting.
If any players express concerns regarding the likelihood of encountering slaves, feel free to not include them at your table.
Trade Goods
Zakhara is well known for its unique fabrics and exotic spice. Traders come from Calimshan, Chult and Kar-Tur to obtain shiploads of rare goods from the jewels of the desert.
Foods and Spices
Item | Unit (Wt.) | Price |
---|---|---|
Foods | ||
Citrus | 1 lb. | 3 cp |
Coffee Beans | 1 lb. | 5 cp |
Nuts | 1 lb. | 3 cp |
Salt | 1 lb. | 5 gp |
Sugar | 1 lb. | 5 cp |
Spices | ||
Allspice | 1 lb. | 1 gp |
Cardamom | 1 lb. | 2 gp |
Cinnamon | 1 lb. | 1 gp |
Cloves | 1 lb. | 1 gp |
Cumin | 1 lb. | 2 gp |
Fennel | 1 lb. | 2 gp |
Mustard | 1 lb. | 5 sp |
Nutmeg | 1 lb. | 1 gp |
Pepper | 1 lb. | 2 gp |
Saffron | 1 lb. | 15 gp |
Vanilla | 1 lb. | 2 gp |
Magic Items
Item Name | Type | Rarity | Requires Attunement |
---|---|---|---|
Aba of the Desert | Wonderous Item (Robe) | Uncommon | No |
Al-Jafr | Wonderous Item (Tome) | Uncommon | No |
Amulet of the Gravekeeper | Wonderous Item (Amulet) | Rare | Yes |
Amulet of Dreams | Wonderous Item (Amulet) | Rare | Yes |
Antikythera Mechanism | Wonderous Item | Very Rare | No |
Blade of Forgetfulness | Weapon (Scimitar) | Rare | Yes |
Book of Omens | Wonderous Item (Tome) | Uncommon | Yes |
Boots of Jaunting | Wonderous Item (Boots) | Rare | Yes |
Bracers of The Iron Mind | Wonderous Item (Bracers) | Rare | Yes |
Carpet of Flying | Wonderous Item | Very Rare | No |
Cutlass of the Golden Gulf | Weapon (Cutlass) | Rare | Yes |
Dagger of Fiery Demise | Weapon (Dagger) | Very Rare | Yes |
Dimensional Anchor | Wonderous Item (Statuette) | Very Rare | No |
Genie Prison | Wonderous Item | Varies | No |
Golden Water | Wonderous Item | Very Rare | No |
Hamsa Amulet | Wonderous Item (Amulet) | Rare | No |
Jambiya of Fate | Weapon (Jambiya) | Rare | Yes |
Jewel of Seven Colors | Wonderous Item (Focus) | Rare | Yes |
Mages Manacles | Wonderous Item | Rare | No |
Potion of Dreaming | Wonderous Item (Potion) | Uncommon | No |
Paradise Cloak | Wonderous Item (Cloak) | Uncommon | Yes |
The Saber of Sultan Suliman I | Weapon (Scimitar) | Very Rare | Yes |
Saddle of the Sands | Wonderous Item | Uncommon | No |
Seal of Solomon | Weapon (Scimitar) | Legendary | Yes |
Talismanic Tunic of Ninety-Nine Names | Wonderous Item (Clothing) | Very Rare | Yes |
Turban of Unwinding | Wonderous Item (Hat) | Uncommon | No |
Aba of the Desert
Wonderous item, uncommon
While wearing this robe you are immune to the effects of extreme heat and extreme cold.
Al-Jafr
Wonderous item, uncommon
This heavy book is filled with holy scripture from the Loregiver and proclamations of Fate.
If you are proficient in the Religion skill, you may, as an Action, reference this book and gain expertise on your next Wisdom (Religion) skill check.
Amulet of the Gravekeeper
Wondrous item, rare (requires attunement)
A dark metallic chain with an onyx skull that seems to whisper secrets of the damned. While attuned to this necklace, the user can see up to 30ft into the ethereal plane. The wielder also has advantage on Wisdom (Perception) and Intelligence (Investigation) checks against undead.
Amulet of Dreams
Wonderous item, rare (requires attunement)
A simple ruby attached to a simple gold chain. Upon close inspection the ruby has arcane markings inscribed on it. While attuned to this amulet, the user can use an action summon up to three Sandmen. The Sandmen are summoned within 30 feet of the user and take no actions until offered a gem worth at least 100gp, afterwards they serve for one hour.
Once three Sandmen have been summoned, no more can be summoned until the next dawn.
Antikythera Mechanism
Wonderous item, very rare
This large, compass like object will direct you to the nearest instance of anything requested of it. To employ this effect, the user must hold the compass and concentrate on a specific creature or object of her choice. The mechanism will thereafter point to the subject that most closely matches the holder’s visualization or to the highest concentration of subjects within 1 mile.
The more specific the subject is, the more accurate the direction will be; if the subject is too general, the device won’t provide a meaningful reading.
Blade of Forgetfulness
Weapon (Scimitar), rare (requires attunement)
This scimitar is a favorite of assassins. By moving the blade in a figure eight pattern, you can cast Modify Memory on another creature, DC 13, except you can only make the target forget the last 10 minutes.
Once used in this way, the sword becomes inert until you take a long rest.
Book of Omens
Wonderous item, uncommon (requires attunement)
This book of prayers allows you some insight into the days future.
Each morning, at dawn, you may read from this prayer book and gain two Portent dice.
Boots of Jaunting
Wondrous item, rare (requires attunement)
These dark leather boots help you move unhindered in the battlefield. While attuned to these boots, you can teleport 10-ft as a bonus action.
Bracers of The Iron Mind
Wondrous item, rare (requires attunement)
These bracers are made of a soft and malleable metal, perfect for an intelligent mind to work with. While attuned to these bracers, you may use your intelligence modifier instead of your dexterity modifier for calculating your AC.
Carpet of Flying
Wonderous item, very rare
You can speak the carpets command word as an action to cause it to start flying. It moves according to your commands, provided that you are within 30 ft of it.
There are four types of carpet, the one given to the players is decided by the DM.
Size | Capacity | Speed |
---|---|---|
3 ft. x 5 ft. | 200 lbs. | 80 ft |
4 ft. x 6 ft. | 400 lbs. | 60 ft |
5 ft. x 7 ft. | 600 lbs. | 40 ft |
6 ft. x 9 ft. | 800 lbs. | 30 ft |
A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.
Cutlass of the Golden Gulf
Weapon (cutlass), rare (requires attunement)
This cutlass is a magical weapon favored by corsairs and other sailors.
The Cutlass of the Golden Gulf is a +1 cutlass. While attuned to this cutlass, you are able to breath underwater and have a swim speed equal to your movement speed.
Dagger of Fiery Demise
Weapon (jambiya), very rare (requires attunement)
This jambiya is ornamented with blue and silver fixtures, when drawn it wreathes itself in a ghostly blue flame.
The Dagger of Fiery Demise is a +1 jambiya.
Creatures damaged by this jambiya must make a Constitution saving throw, DC 15. On a failure, the creature is engulfed in blue flame taking an additional 1d8 necrotic damage each turn. It may repeat its saving throw each turn.
Dimensional Anchor
Wondrous item, very rare
This statue comes in many forms but each one binds nearby creatures to their locations in the world. Creatures within 50 feet of this statue cannot teleport. Creatures can, however, teleport into the range of the statue.
Genie Prisons
Wondrous item, varies
These magical devices come in a variety of forms in the Land of Fate: bottles for djinn and efreet, stoppered ewers for marids, and geodes or crystal decanters for dao. They are used by shairs to capture and discipline genies. Some genies so captured deserve their fate; they are mischievous, dangerous, or hateful. Some are innocent of any crimes, but were imprisoned by evil or misguided shairs. All will claim innocence in such matters. Roll on (or choose from) the following table to determine the type of genie imprisoned, and therefore the type of genie prison (bottle, ewer, geode or decanter):
d100 | Type of Genie |
---|---|
01-24 | Djinni |
25-48 | Dao |
49-73 | Efreeti |
74-96 | Marid |
97 | Noble Djinni |
98 | Noble Dao |
99 | Noble Efreeti |
00 | Noble Marid |
A genie so imprisoned may be charged by its imprisoner to perform certain actions upon release. The DM may choose or roll randomly from the following table:
d100 | Charge |
---|---|
01-20 | The genie must perform three tasks for the opener of the bottle. If the genie has wishgranting powers, the creature may use those to perform the task. |
21-70 | The genie must serve the opener of the bottle for 1,001 days. |
71-80 | The genie must attack the opener of the bottle. Good-aligned genies will leave their opponents unconscious but alive; otherwise it's a fight to the death. |
81-85 | The genie must bring the opener of the bottle to a particular location, which may be a treasure vault, wizard tower, or city bazaar, at the decision of the DM. |
86-90 | The genie must locate a particular item, and may not leave the opener of the bottle until that item is found. The genie is under no obligation to serve the opener of the bottle. |
91-00 | The genie has gone insane and will attack all within reach upon release. Any item or spell that cures insanity will bring the genie back to its senses. The genie will then perform three tasks for the individual. |
Golden Water
Wonderous item, very rare
This small crystalline vial allows its user to make a never ending source of water.
It contains five distinct golden droplets. When a droplet is poured onto any substance other than crystal or precious metal, a tiny portal to the demi-plane of water is opened causing a small fountain to bubble into the air, forever.
If a drop is put into a mundane waterskin or canteen, it transforms it into a Decanter of Endless Water.
Hamsa Amulet
Wonderous item, rare
This ornate hand shaped amulet protects from the envy and jealousy of others.
While wearing this amulet, you automatically succeed on saving throws against the evil eye.
Jambiya of Fate
Weapon (jambiya), rare (requires attunement)
Fate smiles on the wielder of this dagger.
While attuned to this dagger, you can call on Fate with a -5% to the percentile role.
Jewel of Seven Colors
Wonderous item, rare (requires attunement)
This seven sided gem gleams with an inner light, shifting from color to color.
While attuned to this item, you may use a bonus action to change the damage type of your next spell to one of the following: Acid, Cold, Fire, Lightning, Necrotic, Radiant, or Thunder.
This item may be used as a spellcasting focus.
Mages Manacles
Wonderous item, rare
These bulky brass manacles are held together by sturdy brass bar inscribed with abjuration runes. Any spellcaster who is held by both manacles loses all spell slots.
Potion of Dreaming
Wonderous item, uncommon
The imbiber of this potion experienced a vision of something that they desired. After consuming the potion, the imbiber named something that they wished to learn more about. When they went to sleep, they had a dream that revealed one fact about the named object, including the object's location, dangers regarding the object, etc.
Each potion allowed for one dream. Upon waking, the imbiber vividly remembered the information garnered from the dream.
Paradise Cloak
Wonderous item, uncommon (requires attunement)
This long cloak is made with the captivating feathers of a bird of paradise.
While attuned to this item, you may use a bonus action to gain the effects of the spell Sanctuary (DC 15). Once the cloak is used in this way, it cannot be used again until you have taken a long rest.
The Saber of Sultan Suliman I
Weapon (scimitar), very rare (requires attunement)
While attuned to this saber, you Intelligence becomes 19, if your score is already 19 this has no effect. Additionally attacks made with this saber use your Intelligence modifier instead of your Strength modifier.
Also, while attuned to this saber, you are considered proficient in all Intelligence based skill checks.
Saddle of the Sands
Wonderous item, uncommon
This well made camel saddle is adorned in turquoise and silver, and comes with a bridle and reigns.
When placed on sandy terrain, this saddle will cause a magical camel, made entirely of sand, to rise up and carry the owner. It obeys whoever holds its reins, but if the saddle is removed it immediately disintegrates back into sand.
The camel has all of the stats of a typical camel except that it's Intelligence is 16 and it has Resistance to slashing and piercing damage from non-magical weapons.
Seal of Solomon
Weapon (scimitar), legendary (requires attunement)
An simple scimitar with a complex circle etched into the blade.
The Seal of Solomon is a +3 scimitar. On a critical hit against a demon, devil, or genie, you can make an opposed Charisma check to seal the target in a pocket dimension. If a being already occupies the pocket dimension while this happens, it is unceremoniously ejected.
While attuned to this weapon, you may speak to its inhabitant. Any deal struck between the wielder and the genie is enforced by magic, breaking the deal makes the infringing party take 20d10 psychic damage.
There is a 25% chance that the sword is occupied when found.
Talismanic Tunic of Ninety-Nine Names
Wonderous item, very rare (requires attunement)
A silk tunic with the Ninety-Nine Names of Creation written on it.
While attuned to this cloth shirt your AC is 13 + your Dexterity Modifier. As an action you may gain resistance to one of the following types of damage for 1 min: Bludgeoning, Piercing, Slashing, Cold, Fire, Force, or Lightning.
Once you use this ability, you cannot use it again until you take a short or long rest.
Turban of Unwinding
Wonderous item, uncommon
If unwound clockwise then it unwinds normally, but if unwound counter-clockwise then it just keeps unwinding, unfolding into up to 500' of cloth strong enough to act as climbing rope. Cut sections turn to dust.
Chapter 6 Foes of Zakhara
Acid Blob
Acid blobs are oozes that can sometimes be found in the underground or in the cellars of old ruins. They resemble a light or dark green glob. Acid blobs are mindless, but try to digest any organic material they come across, which makes them dangerous for inexperienced explorers. Unlike some other oozes, acid blobs cannot walk along walls or ceilings and hop across the ground instead.
Acid Blob
Small ooze, unaligned
- Armor Class 10
- Hit Points 13 (3d6+6)
- Speed 15 ft.
STR DEX CON INT WIS CHA 7 (-2) 11 (+0) 14 (+2) 1 (-5) 6 (-2) 1 (-5)
- Damage Immunities acid
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages -
- Challenge 1/4 (50xp)
Amorphous. This ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form. A creature that touches the blob or hits it with a melee attack while within 5 feet of it takes 1d4 acid damage. Any non magical weapon made of metal or wood that hits the blob corrodes. After dealing damage the weapon takes a permanent cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non-magical ammunition that hits the blob is destroyed after dealing damage.
The blob can eat through 1 inch thick non-magical wood or metal in one round.
Actions
Acid Touch. Melee weapon attack: +2 to hit, reach 5 ft., one target. Hit: 2d4 acid damage.
Addazahr
The addazahr, also known as the backbiter, is a Zakahran insect with a strawlike body and long translucent wings. While fairly large for an insect, the addazahr can be easily crushed by most other creatures. However, its bite is rather painful and the addazahr's saliva contains an anticoagulant that can paralyse a creature whose blood it wants to drink. Many a caravan perished at the edge of the desert, harassed by these insets.
Addazahr
Tiny beast, unaligned
- Armour Class 13
- Hit Points 1 (1d4-1)
- Speed 5 ft., fly 30 ft.
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 8 (-1) 1 (-5) 10 (+0) 2 (-4)
- Senses passive Perception 10
- Languages -
- Challenge 1/8 (25 XP)
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralysed.
Afanc
The afanc is a humongous fish greatly feared in Zakhara for its ability to create whirlpools. It is also known as the gawwar samakat. The afanc has a long and sleek body covered in grey or blue scales. Due to its size, it is often confused for a whale when sighted first. Afanc move with uncanny speed and swim fast enough to create whirlpools. These whirlpools can sink entire ships. Once capsized, the afanc devours the helpless crew. Young afanc can sometimes be found in rivers, either in small groups or as individuals. It is rumoured that a group of young afanc can create a whirlpool just like and adult.
Young Afanc
Large monstrosity, neutral evil
- Armour Class 15 (natural armour)
- Hit Points 66 (7d12+21)
- Speed 0 ft., swim 60 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 17 (+3) 6 (-2) 12 (+1) 7 (-2)
- Senses darkvision 60 ft., passive Perception 11
- Languages —
- Challenge 4 (1,100 XP)
Water Breathing. The afanc can breathe only underwater.
Actions
Multiattack. The afanc makes one attack with its bite and one with its tail slap.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.
Tail Slap. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8+4) bludgeoning damage.
Adult Afanc
Gargantuan monstrosity, neutral evil
- Armour Class 16 (natural armour)
- Hit Points 217 (14d20+70)
- Speed 0 ft., swim 90 ft.
STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 20 (+5) 6 (-2) 15 (+2) 9 (-1)
- Saving Throws Dex +7, Int +2, Wis +6
- Senses darkvision 120 ft., passive Perception 16
- Languages —
- Challenge 12 (8,400 XP)
Siege Monster. The afanc deals double damage to objects and structures.
Water Breathing. The afanc can breathe only underwater.
Actions
Multiattack. The afanc makes one attack with its bite and one with its tail slap.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the worm. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the afanc, and it takes 14 (4d6) acid damage at the start of each of the afanc's turns. An afanc can have only one creature swallowed at a time.
If the afanc takes 20 damage or more on a single turn from the swallowed creature, the afanc must succeed on a DC 13 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the afanc. If the afanc dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
Tail Slap. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 34 (6d8+6) bludgeoning damage.
Whirlpool (Recharge 5-6). If in water, the afanc forms a whirlpool that is 15 feet wide at the base, up to 30 feet tall and 30 feet wide. Any creature within a range of 30 feet is drawn 5 feet towards the whirlpool. A creature can swim away from the whirlpool with a successful DC 16 Strength check. A creature that enters the whirlpool must succeed on a DC 16 Strength saving throw or takes 14 (4d6) bludgeoning damage and be caught in the whirlpool.
A creature caught in the whirlpool can use its action to swim away from the whirlpool with a successful DC 16 Strength check. An object in the whirlpool takes 14 (4d6) bludgeoning damage at the beginning of each of its turn in the whirlpool. The whirlpools lasts 10 minutes or until the afanc's concentration ends (as if concentrating on a spell).
Al-Jahar
The al-jahar, also known as the dazzle, appears to be a beautiful and charming humanoid - most often a human - but is actually an evil and manipulative being. In its true form, the al-jahar appears to be a genderless winged humanoid comprised of sparkling white motes and waves of almost invisible desert heat. An al-jahar will reveal this form only when alone or if it is absolutely necessary. Al-jahar are rumoured to come from the Haunted Lands or the Ruined Kingdoms.
Pride and Sorcery. An al-jahar is almost always encountered in disguise. It feeds on strong emotions, preferably anger, greed, and lust. In small villages and towns, an al-jahar risks being unmasked and driven away. Thus, most al-jahar are found in big cities filled with people to feed on. An al-jahar's victim feels exhausted and emotionally drained after some hours in its presence, but is otherwise unaffected. Occasionally, al-jahar use their innate magical powers to ignite a fight and feed on the emotions of the participants.
Al-Jahar
Medium monstrosity, neutral evil
- Armour Class 14
- Hit Points 65 (10d8+20)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 14 (+2) 12 (+1) 11 (+0) 18 (+4)
- Skills Deception +6, Persuasion +6
- Senses passive Perception 10
- Languages Midani
- Challenge 3 (700 XP)
- Innate Spellcasting. The al-jahar's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components:
- At will: alter self, friends
- 3/day each: charm person, hypnotic pattern
- 1/day: confusion
Actions
Multiattack. The al-jahar makes two claw attacks.
Claw (True Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) slashing damage
Psychic Feed. (Recharge 5 & 6) The al-Jahar feeds on the emotional anguish of a nearby creature. One creature within 30 feet must make a DC 13 Wisdom saving throw. On a failed save it takes 1d8 psychic damage and the al-Jahar heals the same amount.
Amiq Rasol
Amiq rasol, also known as deep men or dark men, are undead corsairs that died at sea or were marooned. Corsairs who refuse to acknowledge or reject the Enlightened gods may also become amiq rasol. Amiq rasol look like rotten corpses, but disguise their true form with innate illusionary abilities.
Undead Corsairs. Amiq rasol haunt the coasts and islands close to their place of death. Evil amiq rasol kill those unlucky enough to stumble upon them, whereas the less malevolent ones merely scare them. Amiq rasol will find no rest until they are properly buried or resurrected, and reform even when their physical form is destroyed.
Amiq Rasol
Medium undead, neutral (50%) or neutral evil (50%)
- Armour Class 14 (natural armour)
- Hit Points 102 (12d8+48)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 13 (+1) 10 (+0) 15 (+2)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
- Damage Immunities necrotic, poison
- Conditions Immunities exhaustion, poisoned
- Senses darkvision 120 ft., passive Perception 13
- Languages Midani
- Challenge 6 (2,300 XP)
- Deathbound. When the amiq rasol is slain, it reforms at the place of its original death within 24 hours unless brought back to life by a 5th level spell or higher. In this case, or in case the remains receive a proper burial, the amiq rasol is slain permanently.
- Illusionary Appearance. The amiq rasol and anything it is wearing or carrying is covered with a magical illusion that makes it look like its former living self, except for its glistering green eyes.
Actions
Multiattack. The amiq rasol makes one attack with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 22 (4d8+4) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.
Ammut
The ammut are a monstrous race that consumes the damned and witnesses their final judgement. Horrific in apperance, ammut have the scaly legs and tail of a crocodile, the body and neck of a hippopotamus, and the sleek arms and head of a humanoid lioness. Gluttonous and bloated, the ammut are nevertheless powerful creatures.
Last Witnesses. The ammut are a reclusive race that avoids sunlight and contact with other races. Ammut clans dwell in caverns, preferably under and oasis or near an underground river, and are governed by hereditary female leaders. Ammut eat common creatures, and also consume the souls of the damned. They sometimes leave their caves at night, killing the evil and wicked to provide themselves with food.
Ammut
Large monstrosity, neutral evil
- Armour Class 15 (natural armour)
- Hit Points 68 (8d10+24)
- Speed 25 ft., swim 30 ft., burrow 5 ft.
STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 17 (+3) 10 (+0) 13 (+1) 12 (+1)
- Skills Perception +3
- Senses darkvision 60 ft., passive Perception 13
- Languages Ammut
- Challenge 3 (700 XP)
- Keen Hearing and Smell. The ammut has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Sunlight Sensitivity. While in sunlight, the ammut has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+4) piercing damage. If the target is a Small or Tiny creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the ammut. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 7 (2d6) acid damage at the start of each of the ammut's turns. The ammut can swallow no more than one creature at a time.
If the ammut takes 8 damage or more on a single turn from a creature inside it, the ammut must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the ammut. If the ammut dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Roar (3/Day). The ammut emits a deafening roar. Each creature within 30 feet of the ammut and able to hear the roar must make a DC 13 Constitution saving throw or be deafened. A frightened creature can repeat the saving throw at the end of each of its turn s, ending the effect on itself on a success.
El Amlakkar
The amlakkar (singular amlak) were the police force in Calishite cities, composed of indentured servants. Every drudach was assigned at least a dozen amlakkar, residing in the amlakkhan (barracks). The amlakkar report to the yuzas (captain), who reports to the Sultan of the ward or his vizar (adviser), as well as the druzir of the drudach.
The amlakkar had the lowest status among the armed forces of Calimshan. Their duties were to see to the peace and protection of the drudach to which they were assigned.
The Amlakkhan
The headquarters/barracks for the amlakkar of each druzir was known as an amlakkhan. A typical amlakkhan was two stories tall and built at the intersection of drudach walls. The upper levels had balconies from which amlakkar could observe activities, firing arrows down on criminals if necessary. The first level contained prison cells and the barracks; the second level contained the quarters for the officers and the armouries.
While not native to Zakhara, visitors from Calimshan are common enough that one would not be surprised to see the Amlakkar in a large city.
Equipment
A typical amlakkar force would be outfitted with scimitars, spears, longbows, daggers, and nets. Amlakkhan usually also contained an assortment of magical items, for example, magical scimitars or longbows or wands of paralysation or lightning.
Amlak
Medium humanoid (human), lawful neutral
- Armour Class 14 (leather)
- Hit Points 32 (5d8 + 10)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 13 (+1) 13 (+1) 10 (+0)
- Saving Throws Str +4, Dex +5, Wis +2
- Skills Athletics +4, Investigation +3
- Senses passive Perception 11
- Languages Common, Alzhedo
- Challenge 1 (200 XP)
Actions
Multiattack. The amlak makes two melee attacks: one with its scimitar and one with its dagger. Or the amlak makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft., or range 20/60ft., one target. Hit 5 (1d4 + 3) piercing damage.
Reactions
Parry. The amlak adds 2 to its AC against one melee attack that would hit it. To do so, the amlak must see the attacker and be wielding a melee weapon.
Amlak Yuzas
Medium humanoid (human), lawful neutral
- Armour Class 15 (studded leather)
- Hit Points 65 (10d8 + 20)
- Speed 30ft.
STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 11 (+0)
- Saving Throws Str +4, Dex +5, Wis +2
- Skills Athletics +4, Investigation +4
- Senses passive Perception 12
- Languages Common, Alzhedo
- Challenge 2 (450 XP)
Actions
Multiattack. The amlak makes three melee attacks: two with its scimitar and one with its dagger. Or the amlak makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft., or range 20/60ft., one target. Hit 5 (1d4 + 3) piercing damage.
Reactions
Parry. The amlak adds 2 to its AC against one melee attack that would hit it. To do so, the amlak must see the attacker and be wielding a melee weapon.
Brotherhood of The True Flame
Brothers of The Flame believe that Fire Magic is the purest form of magic and that practitioners of other magics are inferior.
Disciple of The True Flame
Medium humanoid (any race), any alignment
- Armor Class 19 (plate)
- Hit Points 60 (8d8 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 12 (+1)
- Damage Resistances fire
- Senses passive Perception 11
- Languages Common
- Challenge 4 (1,100 XP)
Forge Soul. While wearing heavy armor, the priest gains a +1 bonus to AC.
Magic Weapons. The priest's melee weapon attacks are magical.
Actions
Forge Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, plus 9 (2d8) fire damage, and the target must succeed on a DC 13 Constitution saving throw or ignite in flames. At the start of each of the target's turns, the target makes another Constitution saving throw, taking 4 (1d8) fire damage on a failed save, or ending the effect on a success. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.
Flame Assassin
Medium humanoid (any race), any non-good alignment
- Armor Class 15 (Studded Leather)
- Hit Points 78 (12d8+24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
- Saving Throws Dex +6, Int +4
- Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
- Damage Resistance Poison
- Senses passive Perception 13
- Languages Thieves' Cant Plus Any Two Languages
- Challenge 8 (3,900 XP)
Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Actions
Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage plus (7d6) fire damage. The target must make a DC 15 Constitution saving throw, taking the fire damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6 to hit, reach 80/320 ft., one target. Hit: (1d8 + 3) piercing damage plus (7d6) fire damage. The target must make a DC 15 Constitution saving throw, taking the fire damage on a failed save, or half as much damage on a successful one.
Thunderwalkers
Va'ashi of Thay
Medium humanoid (Human), Lawful Evil
- Armor Class 17 (Breast Plate)
- Hit Points 83 (15d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 13 (+1) 16 (+3) 14 (+2) 19 (+4)
- Damage Resistances fire
- Senses passive Perception 11
- Languages Common, Midani
- Challenge 10 (1,100 XP)
Magic Weapons. Va'ashis melee weapon attacks are magical.
Actions
Spellcasting. Va'ashi is a 15th-level warlock spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He knows the following spells:
- Cantrips (at will): Eldritch Blast, Mage Hand, Minor Illusion, Prestidigitation
- 1st level: Charm Person, Hellish Rebuke
- 2nd level: Enthrall, Misty Step
- 3rd level: Counterspell, Magic Circle
- 4th level: Banishment, Blight
- 5th level (3 slots): Banishment, Blight, Hold Monster
- 6th level (1 slot): Flesh to Stone
- 7th level (1 slot): Force Cage
- 8th level (1 slot): Feeblemind
Spell Seeker. Up to half his Charisma modifier times per day, Va'ashi can order his Efreetikin, Jamra, to retrieve a spell for him that was just cast within the last turn. This process can take up to 3 (1d4) turns.
Once retrieved, Va'ashi may then cast this spell without expending a spell slot or material components.
Crystaline Saber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing damage, plus 9 (2d8) radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or become Stunned until the start of their next turn.
Elementals
Lesser Air Elemental
Small elemental, neutral
- Armor Class 14
- Hit Points 16 (3d6+3)
- Speed 0 ft., flight 40 ft. (hover)
STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
- Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restained, unconscious
- Senses darkvision 60 ft, passive Perception 14
- Languages Auran
- Challenge 1 (200 XP)
- Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1/8-inch wide without squeezing.
- Invisibility. The elemental is invisible. Any equipment the elemental wears or carries does not turn invisible with it.
Actions
Buffet. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage, and if the target is size Small or smaller it’s pushed up to 10 feet directly away from the elemental, or up to 5 feet away if size Medium.
Lesser Earth Elemental
Small elemental, neutral
- Armor Class 16 (natural armor)
- Hit Points 22 (3d6+9)
- Speed 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 16 (+3) 5 (-3) 10 (+0) 5 (-3)
- Damage Vulnerabilities thunder
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities poison
- Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
- Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10
- Languages Terran
- Challenge 1 (200 XP)
- Earth Form. The elemental can only burrow and sense vibrations with its tremorsense through earth, mud, sand, or stone. While burrowing, the elemental doesn't disturb the material it moves through.
- False Appearance While the elemental remains motionless, it is indistinguishable from a normal size Tiny rock.
- Siege Monster. The elemental deals double damage to objects and structures.
Actions
Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
Lesser Fire Elemental
Small elemental, neutral
- Armor Class 13
- Hit Points 13 (3d6)
- Speed 40 ft.
STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 10 (+0) 6 (-2) 10 (+0) 7 (-2)
- **Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities fire, poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restained, unconscious
- Senses darkvision 60 ft, passive Perception 10
- Languages Ignan
- Challenge 1 (200 XP)
- Fire Form. The elemental can move through a space as narrow as 1/8-inch wide without squeezing. When a creature touches the elemental or hits it with a melee attack while within 5 feet of it, the elemental can use its reaction to cause the creature to take 2 (1d4) fire damage. Additionally, the elemental can choose to ignite flammable objects its body touches that aren’t being worn or carried.
- Fire Sight. The elemental can see normally through any fire and cannot be blinded due to bright light, whether magical or nonmagical fire or light. For example, the elemental can see normally through a wall of fire as though it were not opaque.
- Illumination. The elemental sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
- Invisible in Fire. The elemental is invisible while fully within flames.
- Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Actions
- Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) fire damage. If the target is a creature it is now burning, and if a flammable object it instantaneously ignites. Until a creature takes an action to douse a burning target, the target takes 2 (1d4) fire damage at the start of each of its turns.
Lesser Water Elemental
Small elemental, neutral
- Armor Class 14 (natural armor)
- Hit Points 19 (3d6+6)
- Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 5 (-3) 10 (+0) 8 (-1)
- Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restained, unconscious
- Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10
- Languages Aquan
- Challenge 1 (200 XP)
- Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1/8-inch wide without squeezing.
- Water Sense* The elemental’s tremorsense only works to perceive things within a liquid it is currently in contact with.
- Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
- Invisible in Water. Any part of the elemental that is immersed in water is invisible.
Actions
- Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage, and if the target is size Medium or smaller, it must succeed on a DC 10 Strength saving throw or fall prone.
Sandmen
Medium elemental, neutral evil
- Armor Class 16 (natural armor)
- Hit Points 48 (6d8+18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 5 (-3) 10 (+0) 8 (-1)
- Damage Vulnerabilities thunder
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities poison
- Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
- Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10
- Languages Terran
- Challenge 3 (700 XP)
- Sand Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1/8-inch wide without squeezing.
- False Appearance. While the elemental remains motionless, it can become indistinguishable from a normal patch of sand.
Actions
Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. Dessicating Touch (1/day) The elemental makes a Slam attack against a creature. On a hit, the target makes a Constitution saving throw. On a fail, the target loses 1d4 Constitution until its next long rest.
Fire Beetles
A fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a fire beetle's glands continue to shed light for several days after the beetle dies. Fire beetles are most commonly found underground, in dark forests, or in dry arid climates.
Fire Beetle
Small beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 4(1d6 + 1)
- Speed 30ft.
STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 12 (+1) 1 (-5) 7 (-2) 3 (-4)
- Senses blindsight 30ft., passive Perception 8
- Languages -
- Challenge 0 (10 XP)
Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Actions
Bite. Melee Weapon Attack:+ 1 to hit, reach 5 ft., one target. Hit: 2 (1d6- 1) slashing damage.
Giant Fire Beetle
Medium beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 27(5d8 + 5)
- Speed 30ft.
STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 12 (+1) 1 (-5) 7 (-2) 3 (-4)
- Senses blindsight 30ft., passive Perception 8
- Languages -
- Challenge 5 (1,800 XP)
Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Actions
Bite. Melee Weapon Attack:+ 2 to hit, reach 5 ft., one target. Hit: 2 (1d6- 1) slashing damage.
Fire Spray (Recharge 5-6). The giant fire beetle discharges a spray of fire that covers a 15 ft. cone. Each creature in the cone must make a DC 12 Dexterity save, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Genies
The genies found in the Land of Fate and originally from the Elemental Planes are more common and diverse than anywhere else on Toril. They are rulers, agents, servants, slaves, politicians, warriors, and sometimes found in the service of a genie-binding sha'ir.
Janni
The jann are a group of genies native to Material Prime and with an equally strong connection to all four Elemental Planes. A janni resembles a tall and strong humanoid with skin the colour of sand or earth, close enough to a human to wander among them without being identified right away.
Jann are generally friendly and have good relations with most other races. They are on good terms with the djinn, but avoid other genies. Some Zakharans say that jann were created by powerful elemental creatures who hoped to circumvent the restriction preventing genies from granting wishes to other genies. Such was not the case, for the jann are as limited as their elemental cousins in this matter.
Desert Genies. The jann live in the desert, a land they have a strong connection to. They are not affected by the searing heat, and are less susceptible to magical effects while in the desert. Like the Al-Badia, jann are nomads, though they move their camps less frequently than mortals, and they do maintain some permanent settlements. Jann clans are ruled by sheikhs, and allied clans are in turn ruled by amirs. Janni leaders have counselled by viziers, diviners with great magical powers.
Janni
Medium elemental (genie), neutral good
- Armour Class 14 (ring mail)
- Hit Points 90 (12d8+36)
- Speed 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 12 (+1) 10 (+0) 12 (+1)
- Senses darkvision 60 ft., passive Perception 10
- Languages Genie, Midani
- Challenge 4 (1,100 XP)
Innate Spellcasting. The genie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
3/day: invisibility
1/day each: create food and water, enlarge/reduce, etherealness
Amphibious. The genie can breathe air and water.
Magic Resistance. While in the desert, the genie has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The genie makes two attacks with its great scimitar.
Great Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.
Janni Sheikh
Medium elemental (genie), neutral good
- Armour Class 16 (ring mail)
- Hit Points 127 (15d8+60)
- Speed 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA 21 (+5) 14 (+2) 18 (+4) 16 (+3) 10 (+0) 15 (+2)
- Senses darkvision 60 ft., passive Perception 10
- Languages Genie, Midani
- Challenge 6 (2,300 XP)
Innate Spellcasting. The genie's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
3/day: invisibility
1/day each: create food and water, enlarge/reduce, etherealness
Amphibious. The genie can breathe air and water.
Magic Resistance. While in the desert, the genie has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The genie makes two attacks with its great scimitar or longbow.
Great Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.
Janni Vizier
Medium elemental (genie), neutral good
Armour Class 13 (natural armour) Hit Points 105 (14d8+42) Speed 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 16 (+3) 20 (+5) 16 (+3) 16 (+3)
- Skills Arcana +8, History +8, Perception +6
- Senses darkvision 60 ft., passive Perception 16
- Languages Genie, Midani
- Challenge 5 (1,800 XP)
Innate Spellcasting. The genie's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
3/day each: augury, detect magic, divination, greater invisibility
1/day each: create food and water, enlarge/reduce, etherealness
Amphibious. The genie can breathe air and water.
Magic Resistance. While in the desert, the genie has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The genie makes two attacks with its quarterstaff.
Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage if wielded with two hands.
Janni Amir
Medium elemental (genie), neutral good
- Armour Class 16 (ring mail)
- Hit Points 153 (18d8+72)
- Speed 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 18 (+4) 17 (+3) 14 (+2) 17 (+3)
- Skills Insight +5, Persuasion +6
- Senses darkvision 60 ft., passive Perception 10
- Languages Genie, Midani
- Challenge 7 (2,900 XP)
Innate Spellcasting. The genie's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
3/day: greater invisibility
1/day each: create food and water, enlarge/reduce, etherealness
Amphibious. The genie can breathe air and water.
Magic Resistance. While in the desert, the genie has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The genie makes three attacks with its great scimitar.
Great Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.
Reactions
Parry. The genie adds 3 to its AC against one melee attack that would hit it. To do so, the genie must see the attacker and be wielding a melee weapon.
Khayal
The khayal are a race of genies from the Shadowfell. Like the jann, the khayal are tied equally strong to all four Elemental Planes, but originally lacked a form. They gained their shape - grey skin, a muscular build, inherent swiftness - on the Plane of Shadow, where they now dwell. Most khayal can be found in the City of Onyx, a place of twisted spires and high minarets that pays no heed to the laws of architecture or physics. The Malik al-Khayal, the King of Shadows, rules the khayal from the Grand Palace of Endings. Other khayal communities are ruled by emirs.
Honest and Deceptive. Khayal mistrust most other races, including other genies. When khayal and jann meet, conflict is likely, for the two races have had many feuds over the centuries. Khayal respect humans and members of other races that defeat them in combat or outsmart them. Lying to another khayal is considered a great sin in khayal society, though deceiving other creatures is no taboo at all and almost a compulsion. In combat, khayal rely on their agility and do everything to win; they consider the concept of a fair fight to be utterly ludicrous.
Khayal
Medium elemental (genie), chaotic neutral
- Armour Class 16
- Hit Points 123 (13d8+65)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 16 (+3) 22 (+6) 20 (+5) 14 (+2) 13 (+1) 15 (+2)
- Saving Throws Dex +10, Wis +5, Cha +6
- Damage Immunities cold
- Senses darkvision 60 ft., passive Perception 11
- Languages Genie
- Challenge 9 (5,000 XP)
Innate Spellcasting. The genie's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
3/day each: blade ward, darkness, false life
1/day each: blink, dimension door
Sneak Attack (1/Turn). The genie deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the genie that isn't incapacitated and the genie doesn't have disadvantage on the attack roll.
Actions
Multiattack. The genie makes three attacks with its great scimitar.
Great Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.
Noble Dao
Noble dao are the rulers of the genies from the Elemental Plane of Earth. Both male and female noble dao are powerful individuals. Their skin can have any colour of earth and ranges from black over tan and yellow to white. Male noble dao often sport moustaches styled in an almost ridiculous fashion, and both genders like turbans, rings, and heavy necklaces.
Master Slavers. Noble dao are just as greedy as their common kin and enjoy stealing treasure or being bribed. Though physically tough and equipped with retractable metal fingernails, noble dao fight only when the odds are good or they have no other option. They prefer to send mercenaries or slaves into combat instead. Some noble dao are local rulers, whereas other spend their time at the court of the Great Khan of the Dao.
Noble Dao
Large elemental (genie), neutral evil
- Armour Class 18 (natural armour)
- Hit Points 250 (20d10+140)
- Speed 30 ft., burrow 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 26 (+8) 12 (+1) 25 (+7) 15 (+2) 14 (+2) 16 (+3)
- Saving Throws Int +7, Wis +7, Cha +8
- Skills Deception +8, Insight +7
- Conditions Immunities petrified
- Senses darkvision 120 ft., passive Perception 12
- Languages Genie, Terran
- Challenge 15 (13,000 XP)
Earth Glide. The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through.
Innate Spellcasting. The dao's innate speilcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, stone shape, tongues,
3/day each: conjure elemental (earth elemental only), passwall, move earth, wall of stone
1/day each: gaseous form, hold monster, invisibility, phantasmal killer, plane shift
Magic Resistance. The dao has advantage on saving throws against spells and other magical effects.
Sure-Footed. The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Multiattack. The dao makes three weapon attacks.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) slashing damage. If the target is a Huge or smaller creature, it must succeed on a DC 20 Strength check or be knocked prone. Great Sabre. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 26 (4d8+8) slashing damage.
Noble Djinni
Noble djinn are master of the province of wind, and rulers of all genies from the Elemental Plane of Air. Noble Djinn pride themselves to be the tallest and fairest of all geniekind and like to wear jewellery and pompous clothing to distinguish themselves from their common kin.
Masters of Wind. When noble djinn leave their home plane, they will either ride an animal - usually an elephant or a splendid camel - or be carried in a palanquin by djinni servants. Under no circumstances will they allow their feet to touch the ground - something which noble djinn consider to be dishonourable. Noble djinn either serve as leaders for small groups of djinn or reside at the court of the Great Caliph of the Djinn.
Noble Djinni
Large elemental (genie), chaotic good
- Armour Class 18 (natural armour)
- Hit Points 225 (18d10+126)
- Speed 30 ft., fly 90 ft.
STR DEX CON INT WIS CHA 23 (+6) 16 (+3) 24 (+7) 16 (+3) 16 (+3) 22 (+6)
- Saving Throws Dex +6, Wis +7, Cha +9
- Skills Perception +8, Persuasion +11
- Damage Immunities lightning, thunder
- Senses darkvision 120 ft., passive Perception 18
- Languages Auran, Genie
- Challenge 15 (13,000 XP)
Innate Spellcasting. The djinni's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will : detect evil and good, detect magic, thunderwave, tongues
3/day each: create food and water (can create wine instead of water), plane shift, sleet storm, wind walk
1/day each: conjure elemental (air elemental only), creation, dimension door, gaseous form, invisibility, major image
Magic Resistance. The djinni has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The djinni makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6+6) slashing damage plus 14 (4d6) lightning or thunder damage (djinni's choice).
Create Whirlwind. A 10-foot-radius, 60-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 20 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 20 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
Noble Efreeti
Massive and muscular, noble efreeti are the ruler of all genies from the Elemental Plane of Fire. Formally, all noble efreeti are obedient to the Sultan of the City of Brass. However, only some of them reside in the fabled City of Brass whereas other noble efreeti are essentially warlords that rule their own domains.
Burning Evil. Noble efreeti are even more arrogant and cruel than their common kin. They have few allies and fewer friends anywhere, even on their home plane. A noble efreeti's skin has the colour of basalt, its eyes are burning and its hair looks like woven brass. Noble efreeti wear little clothing so their muscles are visible, and they chose their jewellery and weapons not only to adorn themselves, but also to intimidate their opponents.
Noble Efreeti
Large elemental (genie), lawful evil
- Armour Class 18 (natural armour)
- Hit Points 283 (21d10+168)
- Speed 40 ft. , fly 60 ft.
STR DEX CON INT WIS CHA 27 (+8) 13 (+1) 26 (+8) 18 (+4) 15 (+2) 18 (+4)
- Saving Throws Int +7, Wis +6, Cha +7
- Skills Athletics +13, Intimidation +12
- Damage Immunities fire
- Senses darkvision 120 ft., passive Perception
- Languages Genie, Ignan
- Challenge 15 (13,000 XP)
Innate Spellcasting. The efreeti's innate spell casting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic, tongues 3/day: enlarge/reduce, slow, wall of fire 1/day each: conjure elemental (fire elemental only), fire shield, gaseous form, invisibility, major image, plane shift Magic Resistance. The efreeti has advantage on saving throws against spells and other magical effects. Actions Multiattack. The efreeti makes two scimitar attacks or uses its Hurl Flame twice. Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage plus 14 (4d6) fire damage. Hurl Flame. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 35 (10d6) fire damage.
Noble Marid
Noble marids are the rulers of all genie from the Elemental Plane of Water. Unlike their fishlike lesser kin, noble marids resemble humanoids, though some claim that this is merely an illusion, and that the marids' true form is terrible to behold. Marid only wear the finest clothes, and enjoy displaying their physique to intimidate lesser creatures.
Aquatic Rulers. All marids claim to be of noble of even royal descent, but the truly noble marids are those who serve the Great Padisha of the Marids residing in the Citadel of Ten Thousand Pearls. Nevertheless, even noble marids like to bestow themselves with additional fancy titles and require their servants to address them using all of them. Noble marids are excellent storytellers - telling stories that generally glorify marids and belittle their enemies.
Noble Marid
Large elemental (genie), neutral evil Armour Class 17 (natural armour) Hit Points 270 (20d10+160) Speed 30 ft., fly 60 ft., swim 90 ft. STR DEX CON INT WIS CHA 24 (+7) 12 (+1) 28 (+9) 20 (+5) 18 (+4) 19 (+4) Saving Throws Dex +5, Wis +7, Cha +8 Skills Perception +9, Performance +13 Damage Resistances acid, cold, lightning Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 Languages Aquan, Genie Challenge 15 (13,000 XP) Amphibious. The marid can breathe air and water. Innate Spellcasting. The marid's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink 3/day each: control water, counterspell, haste, tongues, water breathing, water walk 1/day each: conjure elemental (water elemental only), gaseous form, ice storm, invisibility, plane shift Magic Resistance. The marid has advantage on saving throws against spells and other magical effects. Actions Multiattack. The marid makes three trident attacks. Great Trident. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 30/80 ft., one target. Hit: 17 (3d6+7) piercing damage, or 20 (3d8+7) piercing damage if used with two hands to make a melee attack. Water Jet. The marid magically shoots water in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw. On a failure, a target takes 42 (12d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone. Qorrashi Distant relatives of the djinn, qorrash are elemental spirits of cold and ice. A qorrashi appears as a blue-skinned humanoid with sharp features and a body covered in a fine layer of frost. They are surrounded by an aura of frigid cold noticeable even in the coldest of climates. Cold Recluses. Most other genies never meet a qorrashi, but those who do consider them to be strange and alien. In the Land of fate, qorrash will only be found in the service of another creature, or maybe in a cold region such as the World Pillar Mountains. Qorrashi Large elemental (genie), lawful neutral Armour Class 16 (natural armour) Hit Points 110 (13d10+39) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 16 (+3) 14 (+2) 15 (+2) 15 (+2) Saving Throws Dex +6, Con +6, Cha +5 Damage Immunities cold Senses darkvision 60 ft., passive Perception 12 Languages Auran, Celestial, Genie, Ignan, telepathy 120 ft. Challenge 5 (1,800 XP) Ice Walk. The genie can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. Innate Spellcasting. The genie's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: absorb elements, invisibility (self only) 3/day each: cone of cold, ice storm 1/day each: create food and water, gaseous form, plane shift, wind walk Actions Multiattack. The genie makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 7 (2d6) cold damage.
Qorrashi
Distant relatives of the djinn, qorrash are elemental spirits of cold and ice. A qorrashi appears as a blue-skinned humanoid with sharp features and a body covered in a fine layer of frost. They are surrounded by an aura of frigid cold noticeable even in the coldest of climates.
Cold Recluses. Most other genies never meet a qorrashi, but those who do consider them to be strange and alien. In the Land of fate, qorrash will only be found in the service of another creature, or maybe in a cold region such as the World Pillar Mountains.
Qorrashi
Large elemental (genie), lawful neutral Armour Class 16 (natural armour) Hit Points 110 (13d10+39) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 16 (+3) 14 (+2) 15 (+2) 15 (+2) Saving Throws Dex +6, Con +6, Cha +5 Damage Immunities cold Senses darkvision 60 ft., passive Perception 12 Languages Auran, Celestial, Genie, Ignan, telepathy 120 ft. Challenge 5 (1,800 XP) Ice Walk. The genie can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. Innate Spellcasting. The genie's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: absorb elements, invisibility (self only) 3/day each: cone of cold, ice storm 1/day each: create food and water, gaseous form, plane shift, wind walk Actions Multiattack. The genie makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 7 (2d6) cold damage.
Kaburya
Crab Swarm
Medium swarm of Tiny beasts, unaligned
- Armour Class: 16(natural armour)
- Hit Points 110 (13d10+39)
- Speed 30 ft., swim 60 ft.
STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 16 (+3) 1 (-5) 8 (-2) 1 (-5)
- Damage Resistances: Bludgeoning, Piercing, Slashing
- Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses: Blindsight 10 Ft., passive Perception 8
- Challenge 5 (1,800 XP)
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny crab. The swarm can't regain hit points or gain temporary hit points.
Actions
Bites (swarm has more than half HP). Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: (6d8) piercing damage.
Bites (swarm has half HP or less). Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: (4d8) piercing damage.
Chapter 7 Magic in Zakhara
The magic of Zakhara is primordial compared to the magic of the Sword Coast. The wizards of Al-Qadim tend to focus on only one or two of the major elemental forces. Those who do not focus on the elemental magics are often regarded with some small degree of suspicion. As charming sentient creatures or creating illusions are the work of demons and genies.
Sorcerers, on the other hand, are another breed entirely. While not distrusted, they are not as well regarded as their more erudite cousins.
To highlight the Province associated with a spell, some spells will have that Province after their name, in parentheses, indicating their source of power. This is primarily for the Zakharan wizard sub-classes, who cannot take spells marked in this way from any province but their own.
Air Breathing (Sea)
3rd-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (A tiny vial of water.)
- Duration: 24 hours
- Class: Druid, Elementalist, Ranger, Sorcerer, Wizard
This spell grants up to ten willing creatures you can see within range the ability to breathe air until the spell ends. Affected creatures also retain their normal mode of respiration.
Airy Water (Sea)
5th-level transmutation
- Casting Time: 1 action
- Range: 0 feet
- Components: S, M (A small handful of alkaline salts.)
- Duration: 10 minutes
- Class: Druid, Elementalist, Sorcerer, Wizard
This spell turns normal water (or watery solutions) into a frothy substance that is as breathable as air.
Both air-breathing and water-breathing creatures within the area can breathe normally.
Moving through airy water is easier than moving through normal water. Swimmers make a DC 10 Swim check once per round; they swim at their normal speed on a success, or half their normal speed on a failure. Creatures with a swim speed can simply use their swim speed without penalty.
Creatures can instead use their land speed to move along the bottom at their normal speed. Creatures walking on the bottom do not pay any movement penalty for walking on sand, stone, or pebble seafloor. Muck and mud are treated as difficult terrain.
Finally, airy water negates underwater combat penalties for all melee attacks, although ranged attacks still take the normal underwater penalty.
The spell does not filter or purify solid particles, so casting airy water on very turbid liquids, for example, would produce an area filled with dust or smoke (and impose similar penalties).
Animate Blood
6th-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (your blood)
- Duration: Concentration, up to 10 minutes
- Class: Warlock, Wizard
You cut yourself and unleash three drops of blood that you animate like familiar spirits. The blood resembles any ordinary drop of blood, except it can roll and bounce along the ground. A blood drop has an AC of 15 and 1 hit point. While you maintain concentration, you can command each of your blood drops as an action, or one as a bonus action. Each blood drop can do one of the following:
- Move 30 feet.
- Allow you to see and hear as though you occupied its space.
- Make a melee spell attack against 1 creature within 5 feet of it. A successful attack deals 4d10 necrotic damage and destroys the blood drop.
Any blood that leaves the spells ranged becomes inert. While your blood drops are active, any time your blood drops are affected by a spell attack, you suffer the ill effects of the spell rather than the blood drop. Your blood drops count as you for the purposes of spells with a range of touch, allowing you to use those spells to target creatures adjacent to any of your blood drops.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you create one additional drop of blood for each slot level above 6th.
Battlebond (Universal)
2nd-level abjuration
- Casting Time: 1 minute
- Range: Self and one other creature within 30 ft
- Components: V,S
- Duration: 1 hour
- Class: Cleric, Elementalist, Paladin
This spell connects the vigor of two creatures, they share their martial prowress. You and one other creature become magically linked. While linked you share weapon and armor proficiencies, and gain advantage on any creatures adjacent to both of you.
Additionally, if one of you would make a melee attack against a target with the linked creatures reach, the other may make a melee attack as a reaction.
Blister (Sand)
1st-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Class: Elementalist, Sorcerer, Warlock, Wizard
You pull salt from the air around you, solidify it into tiny granuals and propelling them in a 60-foot cone originating from your position.
Creatures caught in this cone must succeed on a Dexterity saving throw or take 2d8 piercing damage and suffer disadvantage on all Charisma checks. The disadvantage ends when the creature is healed or finishes a long rest.
Bodylink
5th-level necromancy
- Casting Time: 1 action or 1 reaction when you would be decapitated or dismembered
- Range: Self
- Components: V, S
- Duration: 1 hour
- Class: Warlock, Wizard
This spell links the parts of your body so their separation doesn't affect you. You can lose your head or limbs without taking damage, though you must reattach any missing parts before the spell ends or you will take any damage you ignored from the initial cut and possibly die (surely die if your head is not at tached). If your detached body part is simple pressed in place (likely requiring an action from you or someone else) it automatically reattaches.
While your parts are detached you still control them normally, and they function at any distance so long as they are not taken to another plane of existence. A detached eye still sees, and a detached head can still eat and speak. Detached hands, fingers, or arms are not likely to be able preform the somatic components for spells.
If you cast this as an action on your turn you can sever your own body part, assuming you have suitable tools.
Boiling Blood (Flame)
3rd-level enchanment
- Casting Time: 1 Bonus Action
- Range: 30 feet
- Components: V, S, M (A small blue stone)
- Duration: 1 minute
- Class: Bard, Elementalist, Sorcerer, Warlock
You attempt to enrage a target creature. The target must succeed a Wisdom saving throw or gain the effects of a barbarians rage. The rage ends early if the target makes no attacks and suffers no damage for 1 round; otherwise it lasts for the entirety of the duration.
Brand (Flame)
1st-level evocation (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Class: Druid, Elementalist, Sorcerer, Warlock, Wizard
You sear one sigil or word of up to seven characters onto one surface you touch (wood, metal, stone, or flesh). Your mark can’t be dispelled or erased, but may be removable by normal means. If the target is an unwilling living creature, you may make a melee spell attack to touch the target and deal 1d6 fire damage and brand it.
A lesser restoration, greater restoration, heal or life water spell can be used to remove the brand from a living creature.
Breaking Waves (Sea)
conjuration cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Class: Druid. Elementalist, Sorcerer, Wizard
Crashing waves of water break against a target within range. Make a ranged spell attack roll against the target. On a hit, the target takes 1d6 bludgeoning damage and must succeed on a Strength saving throw or be knocked prone.
This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Buffeting Blast (Wind)
conjuration cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Class: Druid, Elementalist, Sorcerer, Wizard
You unleash a burst of wind or spray of water to buffet a creature you can see within range. Make a ranged spell attack roll against the target. On a hit, the target takes 1d6 bludgeoning damage and must succeed on a Strength saving throw or you can move it up to 10 feet in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater.
This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Burning Sand (Flame)
1st-;evel transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A flask of oil)
- Duration: 1 hour
- Class: Druid, Elementalist, Sorcerer, Wizard
You imbue a handful of sand or dirt with the essence of oil. The sand appears normal in every way, but it functions as lantern oil, which burns for one hour.
Your burning sand can be tossed as an improvised weapon (like alchemist’s fire) on a burning creature as an attack (or tossed and lit separately), dealing an 1d4 fire damage at the start of a burning creature’s turn which can be extinguished with a Dexterity check (the difficulty equals your spellcasting DC).
Alternately, one application of this spell creates enough burning sand for a small campfire which burns for 30 minutes. When used as a campfire, burning sand cannot be extinguished except by total immersion in water or supernatural means.
You may only have one application of this spell active at a time, casting it a second time (including as a ritual) neutralizes the first casting.
Caustic Blade (Sand)
evocation cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, M (a weapon)
- Duration: 1 round
- Class: Druid, Elementalist, Sorcerer, Wizard
You imbue your blade with a highly corrosive acid and make a wide lunging slash with it. As part of the action used to cast this spell, you must make a melee attack with a weapon against each creature within the area of effect, which is a 5 foot cube within range, otherwise the spell fails. Your target does not gain the benefit of cover as long as that cover is made out of nonmagical material.
At 5th level, the area of the spell increases to two adjacent 5-foot cubes. At 11th level this increases to 3 cubes, and at 17th it increases to 4. You can break up your movement between attacks, which require a separate attack for each target. The second time a creature is hit with an attack from a casting of this spell, it takes your spellcasting modifier in acid damage instead of the attacks' normal effects.
Deathsmoke (Wind)
necromancy cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a clear glass bead)
- Duration: 1 round
- Class: Elementalist, Sorcerer, Warlock, Wizard
You cause a cloud of noxious black smoke to fill a 5-foot cube that obscures anything in or beyond the cloud. Any creature that is in the cube or moves through the cloud must make a Constitution saving throw. Those who fail take 1d6 necrotic damage. The cloud disperses at the beginning of your next turn or if it is exposed to a magical breeze.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Earth Ear (Sand)
3rd-level divination
- Casting Time: 1 bonus action
- Range: Self
- Components: V,S
- Duration: Concentration, up to 1 minute.
- Class: Druid, Elementalist, Sorcerer, Wizard
While you are standing on a surface comprised primarily of sand, dirt, or stone, you gain tremorsense up to 60 ft.
Additionally, you may cast this using a 5th level spell slot and increase the duration to 5 minutes and extend the range to 90 ft or expend a 7th level spell slot and increase the duration to 30 minutes and extend the range to 120 ft.
Elemental Aegis (Universal)
1st-level abjuration
- Casting Time: 1 reaction, when an allied creature within range is attacked.
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Class: Druid, Elementalist, Sorcerer, Wizard
The attacked creature gains resistance to one of the following damage types of your choice: acid, cold, fire, lightning, or thunder.
Elemental Truths (Universal)
2nd-level divination
- Casting Time: 1 Minute, ritual
- Range: Self
- Components: V, S, M (A small amount of material representing a chosen element)
- Duration: Until next long rest
- Class: Druid, Elementalist, Sorcerer, Wizard
You use the element of your choice to take a brief glimpse into the near future. Gain one Portent die until your next long rest.
You may have only one Portent die from this spell at a time.
Portents
Named after the divination wizard's ability, Portent Dice are a mechanical representation of a characters future sight. Any creature who receives a Portent die rolls a d20 and records that number. That value may be swapped with any d20 roll until that creature takes a long rest, and the magic dissipates. Once a Portent die is used to replace a roll, it is no longer available for use, its magic expended.
Extract Spell
3rd-level divination
- Casting Time: 1 action
- Range 5 feet
- Components S,M (Blood from a spellcaster, a blank scroll worth at least 5 sp which is turned into a spell scroll)
- Duration Instantaneous
- Class: Bard, Sorcerer, Warlock, Wizard
Make a melee spell attack against a target that is wounded. The target must make an Intelligence saving throw. On a failed save, one spell that they are capable of casting is copied to the scroll.
Fiery Fists (Flame)
3rd-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a lump of coal)
- Duration: 1 minute
- Class: Druid, Elementalist, Sorcerer, Wizard
Your hands burst into flames that emit noxious smoke and shed light as torches. While the spell is active, you may use your action to make a melee spell attack against one adjacent creature. Creatures hit by your touch take 4d6 fire damage and must make a Constitution saving throw against your spellcasting DC or be poisoned until the end of your next turn.
At Higher Levels. When you cast the spell using a slot of 5th level or higher, you may make two attacks when you use your action to make a melee spell attack with your fiery fists.
Fire Burst (Flame)
1st-level transmutation
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Class: Druid, Elementalist, Sorcerer, Wizard
You make a non-magical flame (equivalent to a candle, torch or campfire) erupt in an arrow, firing at a creature within 10 feet.
You extinguish the target flame and the creature must make a Dexterity saving throw. If your target was a candle, the creature takes 2d4 damage on a failed saving throw. If your target was a torch, the creature takes 2d6 damage on a failed saving throw. If your target was a campfire (up to a 5-foot cube of flame), the creature takes 2d8 damage on a failed saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional die of damage for each slot level above 1st.
Firefeed (Flame)
6th-level abjuration
- Casting Time: 1 minute
- Range: Touch
- Components: V,S,M (A ruby worth 100gp)
- Duration: 1 hour
- Class: Druid, Elementalist, Sorcerer, Warlock, Wizard
You touch a creature and, for the duration of the spell, sources of fire damage heal the target, instead, for half the amount they would normally deal.
Non-magical sources of fire touched by the creature are snuffed by this effect.
Flameproof (Flame)
6th-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a bit of wax)
- Duration: Concentration, up to 1 hour
- Class: Druid, Elementalist, Sorcerer, Wizard
You touch a creature or item and imbue them with the strength to withstand any flame. The target is immune to fire damage and is not affected by any deleterious effects caused by fire, heat, or the sun.
Heat Drain (Flame)
7th-level necromancy
- Casting Time: 1 action
- Range: Self (5-foot radius)
- Components: V, S
- Duration: 1 minute
- Class: Druid, Elementalist, Sorcerer, Wizard
You drain the heat from nearby living creatures. Undead and Constructs are unaffected by this spell. Each affected creature must make a Constitution saving throw, taking 5d6 Cold damage on a failed save, or half as much on a successful one, as you drain the warmth from its body.
The stolen warmth fills you with vigor, granting temporary hit points equal to one-quarter of the total damage done. While you have these hit points, you have resistance to Cold damage.
Heatstroke (Flame)
3rd-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Class: Druid, Elementalist, Sorcerer, Wizard
Choose a living creature you can see within range. You cause that creature to suffer as if it had been toiling for hours under the pitiless sun.
The target must make a Constitution saving throw. On a failure, it takes 4d8 necrotic damage and gains a level of exhaustion. On a success, the creature takes half damage and doesn't gain exhaustion.
Licking Flames (Flame)
evocation cantrip
- Casting Time: 1 reaction, which you take in response to being damaged by a creature within 30 feet of you that you can see
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Class: Druid, Elementalist, Sorcerer, Wizard
You glare at the creature that damaged you with fiery rage, growling a magical phrase that cause flames to lick around them. The creature must succeed on a Dexterity saving throw or take 1d4 fire damage.
This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Magma Burst (Flame)
6th-level transmutation
- Casting Time: 1 action
- Range: 60 Feet
- Components: V, S, M (an obsidian shard worth at least 15gp)
- Duration: Instant
- Class: Druid, Elementalist, Sorcerer, Wizard
You turn the ground under your opponent'''s feet into molten rock, burning them and then immobilizing them once it cools. All creatures in a 15-foot cube centered on a point you can see must make a Dexterity saving throw, taking 8d8 Fire damage on a failed save, or half as much on a successful one. Any creatures that failed the saving throw must then make a Strength saving throw, becoming restrained on a failure.
A creature stays restrained until it succeeds on a Strength check against your spell save DC.
Incorporeal creatures and creatures with flying speed are not restrained.
Sand Squall (Sand)
1st-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (Finely Crushed Sand)
- Duration: Concentration, up to 1 minute
- Class: Druid, Elementalist, Sorcerer, Wizard
You summon a small low lying squall of fine sand that abrades away skin, cloth and armor. At a point you designate within range a 10 ft wide, 20 ft tall appears.
When the squall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 1d4 acid damage.
Whenever a creature begins its turn in the squall, or moves through the squall, or the squall moves through the space it occupies, it must make a Constitution saving throw and take 1d4 acid damage on a failed save.
The squall moves randomly each turn on a 20 initiative count by the player rolling a d8 and a d4. The d8 marks the direction with 1 being North and proceeding clockwise until 8 is Northwest. The d4 is how far it moves in that direction.
Scouring Sands (Sand)
conjuration cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S
- Duration: Instantaneous
- Class: Druid, Elementalist, Sorcerer, Wizard
Fine particles of sand whip around you at speeds that can scour skin from bone. Each creature other than you within range must make a Constitution saving throw. On a failed saving throw, a target takes 1d6 slashing damage, and fails all Wisdom (Perception) checks that rely on sight until the start of your next turn.
This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Shattered Earth (Sand)
conjuration cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Class: Druid, Elementalist, Sorcerer, Wizard
- Duration: Instantaneous
You conjure fractured chunks of earth and stone to crash into an area.
Choose a spot on a horizontal surface you can see within range. A 5-foot-square centered on the spot becomes difficult terrain. Each 5-foot-square portion of difficult terrain created by this spell remains for 1 hour, or requires at least 1 minute to clear by hand.
This area increases by one 5-foot-square when you reach 5th level, 11th level, and 17th level.
Väinämöinen's Self Doubt (Sea)
6th-level enchantment
- Casting Time: 1 reaction in response to a failed attack or spell
- Range: 120 feet
- Components: V
- Duration: Instantaneous
- Class: Bard, Sorcerer, Warlock, Wizard
You draw focus to a target creatures recent failing. The target must make an Intelligence saving throw. On a failed save they suffer all of the following penalties for 1d4 rounds:
- Halved movement speed
- Disadvantage on Ability Checks
- Disadvantage on Attack Rolls
- Consume 2 spell slots of the appropriate level for each spell cast
- Expend 2 times as many superiority dice or ki points to activate abilities
If the target has been affected by this spell in the last 24 hours, they take no actions instead.
Appendix A: Provinces of Elementalist Spells
Cantrips
Universal
- Blade Ward
- Mage Hand
- Prestidigitation
- Sword Burst
Flame
- Control Flames
- Create Bonfire
- Dancing Lights
- Firebolt
- Green-Flame Blade
- Licking Flames
- Light
- True Strike
Sand
- Acid Spray
- Caustic Blade
- Mending
- Mold Earth
- Poison Spray
- Scouring Sands
- Shattered Earth
Sea
- Breaking Waves
- Chilling Touch
- Friends
- Frostbite
- Minor Illusion
- Ray of Frost
- Shape Water
Wind
- Booming Blade
- Buffeting Blast
- Death Smoke
- Gust
- Lightning Lure
- Message
- Shocking Grasp
- Thunderclap
1st Level
Universal
- Absorb Elements
- Chromatic Orb
- Color Spray
- Comprehend Languages
- Elemental Aegis
- Mage Armor
- Magic Missile
- Shield
Flame
- Brand
- Burning Hands
- Burning Sand
- Detect Magic
- Faerie Fire
- Fire Burst
- Flash
- Identify
Sand
- Blister
- Earth Tremor
- Entangle
- Grease
- Sanctuary
- Sand Squall
Sea
- Cause Fear
- Charm Person
- Disguise Self
- False Life
- Fog CLoud
- Ice Knife
- Illusory Script
- Silent Image
Wind
- Catapult
- Expeditious Retreat
- Feather Fall
- Jump
- Longstrider
- Tenser's Floating Disk
- Witchbolt
- Zephyr Strike
2nd Level
Universal
- Battlebond
- Cloud of Daggers
- Elemental Truths
- Rope Trick
- Spider Climb
- Suggestion
Flame
- Aganazzor's Scorcher
- Continual Flame
- Darkvision
- Flaming Sphere
- Heat Metal
- Locate Object
- Pyrotechnics
- Scorching Ray
- See Invisibility
Sand
- Arcane Lock
- Dust Devil
- Earthbind
- Hold Person
- Maximillian's Earthen Grasp
- Melf's Acid Arrow
- Protection from Poison
- Warding Bond
- Web
Sea
- Alter Self
- Blur
- Darkness
- Invisibility
- Mirror Image
- Nystul's Magic Aura
- Phantasmal Force
- Shadow Blade
- Snilloc's Snoball Swarm
Wind
- Gust of Wind
- Knock
- Levitate
- Magic Mouth
- Misty Step
- Shatter
- Skywrite
- Stinking Cloud
- Warding Wind
3rd Level
Universal
- Counter Spell
- Dispel Magic
- Extract Spell
- Glyph of Warding
- Phantom Steed
- Protection from Energy
- Remove Curse
Flame
- Boiling Blood
- Clairvoyance
- Daylight
- Enemies Abound
- Fiery Fists
- Fireball
- Flame Arrows
- Heatstroke
- Melf's Minute Meteors
Sand
- Earth Ear
- Erupting Earth
- Leomund's Tiny Hut
- Magic Circle
- Meld Into Stone
- Nondetection
- Stinking Cloud
- SLow
- Wall of Sand
Sea
- Air Breathing
- Feign Death
- Hypnotic Pattern
- Life Transference
- Major Image
- Sleet Storm
- Slow
- Tidal Wave
- Wall of Water
- Water Breathing
Wind
- Blink
- Expeditious Retreat
- Fly
- Gaseous Form
- Haste
- Lightning Bolt
- Sending
- Thunder Step
- Tongues
4th Level
Universal
- Conjure Minor Elementals
- Elemental Bane
- Polymorph
Flame
- Arcane Eye
- Aura of Life
- Fire Shield (Warm Shield Only)
- Locate Creature
- Shadow of Moil
- Sickening Radiance
- Wall of Fire
Sand
- Evard's Black Tentacles
- Fabricate
- Leomund's Secret Chest
- Mordenkainen's Private Sanctum
- Otiluke's Resilient Sphere
- Stone Shape
- Stoneskin
- Vitriolic Sphere
Sea
- Charm Monster
- Confusion
- Control Water
- Fire Shield (Cold Shield Only)
- Greater Invisibility
- Hallucinatory Terrain
- Phantasmal Killer
- Watery Spere
Wind
- Banishment
- Dimension Door
- Freedom of Movement
- Storm Sphere
5th Level
Universal
- Conjure Elementals
- Planar Binding
- Skill Empowerment
- Teleportation Circle
- Wall of Force
Flame
- Dawn
- Flame Strike
- Immolation
- Legend Lore
- Scrying
- Wall of Light
Sand
- Bigby's Hand
- Circle of Power
- Creation
- Hold Monster
- Passwall
- Transmute Rock
- Wall of Stone
Sea
- Airy Water
- Cone of Cold
- Dream
- Ennervation
- Geas
- Mislead
- Modify Memory
- Seeming
Wind
- Cloudkill
- Contact Other Plane
- Control Winds
- Far Step
- Rary's Telepathic Bond
- Steel Wind Strike
- Telekinesis
6th Level
Universal
- Contingency
- Eyebite
- Mass Suggestion
- Otiluke's Resilient Sphere
- Tenser's Transformation
Flame
- Disintegrate
- Flame Proof
- Investiture of Flame
- Magma Burst
- Sunbeam
- True Seeing
Sand
- Create Homunculus
- Flesh to Stone
- Globe of Invulnerability
- Guards and Wards
- Investiture of Stone
- Move Earth
Sea
- Investiture of Ice
- Mental Prison
- Otiluke's Freezing Sphere
- Programmed Illusion
- Väinämöinen's Self Doubt
- Wall of Ice
Wind
- Arcane Gate
- Chain Lightning
- Disintegrate
- Investiture of Wind
- Magic Jar
- Scatter
7th Level
Universal
- Mordenkainen's Sword
- Plane Shift
- Prismatic Spray
- Symbol
Flame
- Crown of Stars
- Delayed Blast Fireball
- Firestorm
- Heat Drain
Sand
- Forcecage
- Mordenkainen's Magic Mansion
- Sequester
Sea
- Marage Arcane
- Project Image
Wind
- Etherealness
- Plane Shift
- Reverse Gravity
- Teleport
- Whirlwind
8th Level
Universal
- Antimagic Field
- Antipathy/Sympathy
- Control Weather
- Feeblemind
- Mindblank
Flame
- Incendiary Cloud
- Power Word: Stun
- Sunburst
Sand
- Clone
- Earthquaker
- Mighty Fortress
Sea
- Abi-Dalzim's Horrid Wilting
- Maddening Darkness
- Tsunami
Wind
- Control Weather
- Demiplane
- Telepathy
9th Level
Universal
- Mass Polymorph
- Power Word: Kill
- Prismatic Wall
- True Polymorph
Flame
- Foresight
- Meteor Swarm
Sand
- Invulnerability
- Imprisonment
Sea
- Shapechange
- Weird
Wind
- Astral Projection
- Gate
Honor
Piety
Purity
The desert resounds with the hoofbeats of raiders as they descend upon a lonely outpost. Sails snap and unfurl as explorers journey toward treasure and treachery on the Crowded Sea. In the Grand Bazaar of golden Huzuz, merchants haggle over silks and spices and rings of silver, their words merging with the din of the crowd. Then the gongs of the mosques begin to sound. A hush passes over the city as the priests call the faithful to prayer. While the enlightened masses bow their heads, miles away-among the ruins of the Haunted Lands-a whirlwind rises, shifting the sand to reveal another idol, another tribute to some nameless, forgotten god.
Welcome to Zakhara, the Land of Fate.