"To proceed, I should like to inform the honorable and noble readers that the purpose of writing this agreeable and entertaining book is the instruction of those who peruse it, for it abounds with highly edifying histories and excellent lessons for the person of distinction, and it provides them with the opportunity to learn about the lands from the beginnings of time, as well as the peoples and creatures who have claimed it. This book, this Pilgrim’s Guide to Eransül, abounds also with splendid tales that teach the reader to detect deceptive shayatan and to protect themselves from the ill intentions and black sorceries of mortals. As well, my hope is to delight and divert the reader whenever they are burdened with the cares of life and the dangers of this world.
In short, this narrative contains both description and diversion, but is a suggestion only of elements for stories you may find in your hearts to tell. It is only the High God of Imagination who is the True Guide of the quill and brush.”
~ Hushiya bn al'Mursaad, Scribe of the court of Seykh Mehmen Yamjani
In the clamorous coffeehouses of Damakech and Meyheer, women spin tales of adventure and delight, mesmerizing their audiences. In poetry, song, and dance they weave the drab fabric of life with romance and mystery, as they have for untold centuries.
Among the oceans of sand beneath the Royal Stars of Sris and Isaok, caravans and pilgrims huddle for safety against the cursed and wandering undead. Before all hope is lost, courageous horsemen thunder to their rescue, voices calling out a triumphant ululation.
Under the cover of a deep midnight, thieves of the Cinnamon Wood invade the Seykh’s treasure room. Instead of gold and jewels, they find a map to the lost City of the Pillars, where the Alihat drove demons from the world— and a key.
The heroes found in Ferehdin come from high places and low. They travel across the shifting sands, battle villains and undead, and unearth fabulous treasure, before narrowly escaping to tell the tale. Every twisting alley or deserted ruin holds ominous mysteries that are as likely to shed light on centuries-old secrets as they are to threaten the world's safety. Such stories do not always end well, and there is no perfect answer to every problem. Crime and corruption lurk in the cities of Ferehdin, the unpurified dead rise to wander the desert, and the Kingdom of Tur seeks to crush the other amurates under its armored heel. Hidden fiends influence the dreams of the unwary, and capricious gods are known to disguise themselves as urchins, merchants, and madmen. Yet mortal greed and ambition might prove more dangerous than any divine or demonic threat. When the Royal Stars set and night falls, a group of bold adventurers will always find opportunities to risk their lives, and their souls, to carve out destinies of their own making.
The thief who finds the jinni lantern. The bold sailor voyaging beyond the edge of the world. The sorcerous vizier plotting against his Seykh. Eransül embraces pulp adventure while adding layers of romanticized (and fantasized) myth and folklore of the 'Middle East'. The essential quality of such tales lies in interweaving the unusual, the extraordinary, the marvelous, and the supernatural into a tapestry of high adventure.
This book will guide you through the dune seas and bustling bazaars of the peninsula of Ferehdin, its High Gods, its people, and its dangers, as well as making mention of what lies beyond the edge of the map in the world of Eransül. It will also guide you through creating characters in this world, and the tales and legends that have influenced those born to the land of the Royal Stars.
Chapter 1 covers the heroes of Eransül: the class options, peoples, and backgrounds common to the world and its cultures. It also introduces supernatural gifts available to starting characters- features that mark characters as instruments of fate.
Chapter 2 turns to the mortal world, the lands in which the epic adventures of Ferehdin unfold. It covers the three nation-states within Ferehdin, the Restless and White Sands, and the high seas and waterways where swashbuckling sailors rove and monsters beyond imagining lurk. It also offers glimpses into the lands beyond the peninsula.
Chapter 3 introduces the gods and spirits of Eransül, an array of diverse and powerful beings who view mortals as paramours, playthings and allies in their divine sport. It also opens a window into the divine realms of the House of Songs, and the hellish realms of the House of Lies.
The Royal Stars
Blazing across the skies of Eransül are the two Royal Stars— Sris and Isaok. Sris, the larger, shines a bright blue-white during its journey across the sky. Sris is tied to Mitra, the Covenant God, and is regarded by some as a window into Paradise from which Mitra observes the mortal realm. Isaok, is the smaller second star of the royal pair and spends alternating weeks in front and behind Sris. Golden Isaok is the chariot of Arimata drawn by Wind, Rain, Cloud, and Thunder around Sris to distract Mitra's penetrating gaze.
The Royal Stars have long held a place in the myths and faiths across Eransül, but in Ferehdin, the proximity of the people to divinity and spirits has cast the glow of the stars into a more immediate perspective.
A Land Alive with Magic
The creation myths say that a god, whose name has been lost to the sands, formed a lush and verdant land to be their kingdom on Eransül. Called Alilah (meaning simply “the God,”) the diety was slain in some great calamity, and their blood spilled across the land, turning the Paradise that Was into a desert wasteland, but infusing the world with divine power.
This magic is considered the source of the remaining plants and animals in Ferehdin. But more, where the dry land cracked and split beneath the heat of the Royal Stars, Alilah’s blood evaporated to form the Spirits.
The celestial host of Deva rose first, ascending into the sky. Next, the Jinn rose to the tops of the mountains, the steppes, the desert dunes and waves of the sea.
Before the final spirits— the Shayatan— could rise, the Royal Stars set beyond the horizon, leaving only the cold light of the moon. Resentful and stained in spite, the Shayatan became solid things, towering monsters that terrorized the mortals beings of the world.
Al Banat: A Thousand Thousand Years Ago
When storytellers relate the history of Ferehdin, they always speak in the most general terms. An event just ten years past is said to have happened "many years ago," and the founding of Bakarnah in the distant past is said to have happened "a hundred hundred years ago."
The Lore speaks of an era that happened “a thousand thousand years ago,” just before the birth of modern civilization. Called “al Banat” (literally, “the Daughters”), this semi-mythical era from the fog of historical memory is marked by the walking of the Alihat across the land and their last war with the Shayatan.
The Shayatan once ruled Ferehdin. Evil and cruel beings of flesh and spirit, they tormented the peoples who called the peninsula home. The tyrants suggested that their rule actually protected the weaker species-aamkar, banu, bashar humans, four-eyed hounds, dragonbound, goatkin, and reptilefolk -from the dangers of far more powerful beings from beyond the stars. The tales of many cultures speak of this as a time of oppressive servitude, when they were forced into the armies of the Shayatan against invaders, and each other.
The Daughters, said to be the offspring of Alilah, rose up in rebellion against the Shayatan. They brought together other High Gods, forming the Alihat, and on the backs of ascendant dragons so large they darkened the skies, the gods overthrew the oppression of mortals and sealed the shayatan away in the House of Lies. The sister goddesses Al Hurani, Arimata, and Daea then crossed the Chinvat Bridge to rule from the heavens in wisdom and benevolence.
Rise of the Amurates
The end of al Banat corresponds roughly with the rise of the Amurates, or the Mortal Houses. After the imprisonment of the Shayatan and the ascension of the Alihat, the humanoid peoples of Ferehdin were beset by the whims of the Spirits. A historiless eternity as enslaved peoples had erased much of their unique cultures and beliefs, leaving the peoples to pray, or bargain for whatever protection they could. Many lesser gods came into being in the hazy mists between al Banat and a more familiar past.
Warlords, prophets, and warlocks formed small vassal communities in service to the young gods or cunning jinn. In time these nomadic tribes established fortified towns. From these first steps towards civilization, the great cities of Salmshar, protected by Nesmsir, god of fair waters and good fortune, and Turasthan, guided by the doctrines Maniya, goddess of fate and death, rose from the sands. Eventually, these cities attracted smaller communities to their banner and protection, and the
Begining as tenuous promises of protection along caravan routes, the amurates have come to dominate the waters, lands, and high peaks of Ferehdin.
The Amurates of Ferehdin
Throughout Ferehdin, a thriving aristocracy of merchant princes, the Seyakh, controls each major city. These men and women humble themselves before gods, keep safe magical artifacts, and make pacts with powerful beings to expand their wealth and protect their people. Those lands and people under their control are the Amurate states. Detailed in chapter 2, here is a quick overview of the three amurates, from north to south:
Free Cities of Salmshar
The Free Cities of Salmshar were shaped by profound isolation. Nestled among the sheer cliffs of the Stairs to Heaven, the nine cities are rich with history and known for a lively, free-spirited culture that is separated from their neighbors by the ruddy waters of the Vorouk Sea to the north, and the nearly endless White Sands to the east.
The Pearl of the East, Salmshar, which lends its name to the region, is the greatest center of trade in the world. All things can be bought and sold in Salmshar, even those which displease the gods and tempt ruin.
Campaigns set among the Free Cities are often nautical, exploring the conflict between the civilization present in the nine cities and the lawless lives of corsairs. Alternatively, adventurers might investigate the the ancient ruins hidden within the Stairs of Heaven, delve into the culture and politics of the Pearl of the East, or travel the dangerous trade routes through the White Sands.
Iraja
The Amurate of Iraja encompasses the lands along the Azraqir river that empties into to the Basharaan Gulf. Called Ferehdin's Golden Spider, the fertile valleys and flood plains have long provided wealth and pastoral comfort to small village that pepper the region.
The ancient citadels of Damakech and Meyheer have long protected the amurate from a brotherhood of bandits, scoundrels, and thugs calling themselves the Thieves of the Cinnamon Wood. In recent months, attacks likely perpetrated by the Kingdom of Tur have left communities shattered and fields left crumbling into dust under the Royal Stars.
Campaigns set in Iraja are likely to involve a mix of traditional adventuring, political intrigue, and defending against, or at least preparing for, the inevitable invasion of the Kingdom of Tur. This impending conflict allows for various factions and seyakh to maneuver for political power.
Kingdom of Tur
A land of arid mountains surrounding broad, sparse basins, the Kingdom of Tur is referred to in stories as the Iron Gate. A zealous hierarchy of viziers have managed the spiritual and bureaucratic needs of the amurate around a figurehead Seykh for centuries. In recent years, a change has come over the amurate. The current seykh has ambitions, and any vizier unwilling to obey her edicts has been beheaded. In the decade since the seykh's rise to 'Amura', Tur has conquered much of the tribal lands between the Hara Bara mountains and the golden web of the Al'Azraqir river. War is coming, and Tur seeks to unite the people of Ferehdin under the banner of their childlike ruler, Kahlbeyita the Divine, Amura of all the World.
Campaigns set in the Kingdom of Tur will doubtlessly involve the young amura's war, but it could also include exploration and dungeon crawling in the unplumbed depths of the Hara Bara mountains, or sink into the clandestine scheming of Kahlbeyita the Divine's court of backstabbing viziers.
The Akhesu Road
Uniting the three amurates of Ferehdin— beyond peoples, stories, and war— is the Ankesu Road. Long passed into legend, the Akhemonite Kings founded a trade route from the Akhemon Delta, where the Royal Stars rest, all the way to the eastern edge of the world.
It is by way of the Akhesu Road that spices, Fabrics, Gold, Jewels, and magical items flow from one end of the world to the other through the center of the mortal culture and society, Ferehdin.
Strange, Yet FamiliarA few things to bear in mind as you step into Eransül… The world of Eransül still draws from D&D’s core elements, however those elements are conceptualized through the lens of ancient middle eastern polythiestic traditions. That said, if it exists in D&D, it can have a home in Eransül.
- Terminology and Culture - to capture the sense of the world, this setting adopts certain terminology and language conventions from Arabic, Middle Persian, Turkish, and other cultural traditions from North Africa, Asia and the Arabian Peninsula. These have been intentionally modified into a “fantasy” form, to avoid direct comparison to real world peoples, as the setting and its characters are derived from a very narrow pool of historical sources on pre-islamic mythology and folklore, before being combined with what has already been created for Dungeons and Dragons.
- Mortal Races - Many races, even humans, have unique racial names and properties in Eransül. This terminology is used to define those peoples native to Ferehdin, but does not exclude player characters from using established race names, or from being part of other DM-approved races and subraces in your campaign. Consider how and why such outsiders may be in Ferehdin, and how their different perspectives can be mined for story hooks.
- Jinn - In Eransül, the Jinn serve a similar function to Fey and Elemental creatures in other DnD settings. They are separate from the D&D “Genie”, and where terminology overlaps, it is assumed that the distinction between the two entities is misunderstood by mortal beings, and the DM will determine the creature’s properties in the current context.
- Spirits and Shayatan - All monstrous entities are believed to be the embodiment of, or have been possessed by, evil spirits called Shayatan (singularly, a Shaytni). The word Shaytni /Shayatan is synonymous with Monster, Fiend, Demon, and Devil in Eransül, and so mortal beings are unlikely to make a distinction between a Hydra, a Beholder, or a Chained Devil. Mechanically, however, DnD creature types still exist and function normally.
- Dragons - the iconic magical creatures are separate from other monsters in Eransül, and are not considered Spirits or beasts. They are rarely seen, having a shadow civilization mortal beings knows almost nothing about. Shapeshifted dragons are thought to be secretly manipulating mortal civilization across Ferehdin, but for what purpose remains unknown.
Life in Ferehdin
Certain aspects of daily life in Ferehdin remain the same whether one lives in Tur, or sails the Vorouk Sea. Any character native to Ferehdin would be familiar with the beliefs, commerce, and dangers of the peninsula.
Devotion to Heaven
In Eransül, one must always be mindful of the conflict between the Gods, striving against each other for the devotion of mortals, and the Spirits— Deva, jinn, and the evil shayatan.
In Ferehdin, the humanoid races will often make a point to defer their accomplishments, skills, and talents to the power or majesty of the gods. In turn, mortal piety equates to divine power: so when people fervently adhere to a god or spirit's rites and sacrifices, and devoutly trust in that being's divine might, it grows more powerful. The people of Ferehdin don't believe in one particular god to the exclusion of others, and the most pious people pray to all the gods they know of with equal fervor. Gods, especially the Alihat (High Gods), are generally shown deference due to civic duty or family tradition, but Spirits will often appear at times of mortal need to bargain for devotees. For both deities and spirits, the goal is to increase the number of people who, when faced with peril, will call to them for help.
While worship of Spirits is generally considered taboo, it is far from uncommon, particularly among those who seek power for selfish aims. It is possible for a spirit with enough mortal followers to ascend to godhood, threatening the celestial order. As such, a divine and holy war always seems to lie just beyond the setting stars.
To protect against potential cataclysm, honor and deference to one, if not all of the Alihat is expected of the humanoid races. At the rising of the Royal Stars over the eastern mountains, and again after they set beyond the edge of the world, allpeople are expected to offer blessings and thanks to High Gods or low. It is also in this way that most practitioners of magic recover their spells, even if they do not gain their abilities from the Gods.
Jewels of Fate
In Ferehdin, even higher than the gods, all people recognize the power of Fate. Fate may cast down the mightiest sultan or raise up the meanest beggar. She is embodied in the minds of most mortal beings as a humanoid woman, however none can agree on her nature, whether the female counterpart to Alilah or some even older, elemental force. All acknowledge her power, however, in Dungeons & Dragons game terms, Fate does not have statistics, spells, or cleric devotees.
In the distant past, a woman known only as the Loregiver penned the scrolls that clearly laid out the laws of the land, some say guided by the hand of Fate. The wisdom of this Lore was immediately recognized, and it is understood that the course of each mortal life is predetermined. In the case of most mortals, it is believed that they plod along the path set before them from beginning to end, carrying out the tasks appointed for them until they complete their journey across the Chinvat Bridge.
This fatalistic view of existence is undermined by the heroic tales that have been passed down by storytellers since the dawn of time. By definition, the heroes of such stories defy the predetermined course of their lives. They chart their own courses, striding boldly into the unknown, striking down supposedly invincible foes, and resisting the vacillating will of gods. Their proud defiance of fate is rewarded with wealth, power, love, and the immortality of their stories joining with a thousand and one others, for all time. These diamonds in the rough, the Jewels of Fate, are said to have great Khvarenah.
Khvarenah, or “Destiny”, is the force which calls on a person to perform a function in life that is greater than their predetermined future. Khvarenah is also the instinct and impulse of mortal behavior that separates them from gods and spirits. While Gods are not bound by fate, they are constrained by the limited scope of their Divine House. Spirits are slaves to fate, with only gaining the devotion of mortals as a means of escape.
Through great actions, it is only mortals who have the possibility to defy fate in their lifetimes. It is through khvarenah that a bandit may be crowned a prince, an urchin may become a mighty warrior, or a pirate may return home a hero. In the span of a well lived life, the greatness of one’s actions have the potential to sew a new fate into the tapestry of the world.
Hospitality
By the laws of hospitality, a property owner must offer food and drink to anyone who appears at their doorstep as a friend, no matter how poor the host may be. The obligation— and desire— to offer hospitality is as compelling as any personal need. 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. A wealthy host may also offer entertainment, such as the dance of a talented servant, and perhaps even a gift.
A host assumes responsibility for the well-being of his guests. Whether they lives in a goat’s-hair tent or a lavish house, their good name depends on how well they treat those who place themselves in the host's hospitality. For this reason, guests can expect safety as well as sustenance— even if they once were the host’s enemies.
Once a host and their guests share in the eating of bread and salt, even a mortal enemy can expect the host’s protection and generosity so long as the visit lasts. In return, the guests are expected to act as loyal friends, defending the home against invasion while never overstaying their welcome and never overstepping the bounds of good behavior.
Bread and Salt
According to proverb, bread and salt broken together between a host and guest remains within the guest for three days. In Ferehdin, the sharing of bread and salt formalizes the mutual responsibilities of host and guest under the law. Until those three days elapse, a host is legally responsible for their guest’s welfare, and the guest is duty bound to protect their host.
By sharing bread and salt, the host vows to protect the guest from harm for the duration of their visit. By accepting bread and salt, a guest agrees to bring no harm to the host and to protect the host's home to the limit of their ability while visiting. It is impolite for a guest to remain in another’s house for more than three days. Legally their welcome has ended, no matter what a host may proclaim or promise.
A guest may stay with a host without the sharing of bread and salt, but in such cases, neither host nor guest is obligated to protect the other's wellbeing. “Custom is ‘alzam (more compulsory) than religious service”.
The Uncommon Tongue
Eransül is not the most interconnected of worlds, so while many languages exist in some form, few of them are widely used, and none fulfill the role of a “common” language that all peoples speak. Generally, people in Ferehdin only “know” (speak, read, and write fluently) their native tongue:
- Barsharaa,
- Celestial,
- Draconic,
- Kilabic,
- Primordial, or
- Takamchic
Any other languages gained through racial traits, backgrounds, or class features begin as “Proficient” languages unless otherwise stated in this book. People of Ferehdin are usually considered to be Familiar with all standard languages in Ferehdin or that appear in the campaign from the Player’s Handbook, at the DM's discretion.
When attempting to utilize a language in which you are not fluent (for example: read a text, forge a document, haggle with a merchant, etc.) you will incur a penalty to ability checks, determined by your current level of mastery, as shown on the chart below:
Level of Mastery | Difficulty penalty |
---|---|
Known / Fluent | 0 |
Proficient | -2 |
Experienced | -5 |
Familiar | -9 |
Unfamilar | -15 |
Time must be spent in study and conversation to improve mastery in a language. Given time, a character can increase their level of mastery in any one one language by 1 during each even numbered character level up.
This feature of the world does not necessarily apply to communication within the adventuring party. No penalty is applied between members of the party, unless the players wish to include this complication into their roleplay.
Otherwise, it is assumed that player characters have learned to effectively communicate with each other, even if they don’t all speak a common language.
Currency and Trade
Across Ferehdin, Drahm coins are considered the universal coinage. Struck in silver these coins originated in the Dead Empire a hundred hundred years ago, their weight and value has remained nearly unchanged in all that time.
One Silver Darhm is worth 1/100th its weight in gold, and a Bronze Obel is worth 1/100th its weight in silver.
Gold | Silver Drahm | Bronze Obel | |
---|---|---|---|
Gold | 1 | 100 | 1000 |
Silver Drahm | .01 | 1 | 100 |
Bronze Obel | .0001 | .01 | 1 |
The Amurates each mint their own coinage, but merchants usually accept coinage from all amurates. More often, though, they trade in salt and rare spices or bolts of rare fabric. This is particularly true in smaller villages where coins are less useful than the commodity. Barter and haggling are an expected part of any transaction.
Caravans often act as bankers in the more remote parts of Ferehdin, exchanging travelers' or soldiers' coin for goods that locals will be willing to trade with.
In Iraja, salt and ground melange are worth an Obel by weight, while in Tur, whole cinnamon could be worth several times its weight in silver. Different towns, different amurates, value different spices of different qualities but a quantity of rare spices could make a man into a seykh, or lead him to an early grave.
Salt/melange | Ginger | Cinnamon | Pepper | |
---|---|---|---|---|
Drahm | .01 | 10 | 50 | 3,000 |
The Spice Trade
Spices are the world’s biggest industry, they establish and destroy empires, lead to the discovery of unknown cultures, and in many ways have helped lay the foundation of the amurates of Ferehdin.
The spice trade began in the Eastern Kingdom over one hundred hundred years ago, when the Akhemonite Kings sent a conquering army beyond the Iron Gate. The army slowly crumbled in the desperate wastelands beyond the mountains, but in time, the remnants were given safe harbor by the peoples who lived at the eastern edge of the world.
Since the creation of the Akhesu Road, spice merchants have braved the strange and dangerous wastes to bring spices rarer than gold to the great cities of the peninsula. The origins of most spices remain closely guarded secrets of the merchants, and despite the dangers, a map leading to the growing location of a spice could pay a seykh's ransom.
Whether the fantastic tales of fighting off fierce winged creatures high on cliff walls, or diving to the bottom of glittering green pools, to reach such spices are true, or inventions to justify an elevated price, is difficult to say. What is without dispute, is the wealth that can be gained by braving the dangers beyond the Iron Gate and returning with wares to sell.
White Sands and The Restless
Nearly the entire peninsula of Ferehdin is occupied by the White Sands, a desolate, blistering dune sea of chalk white sand, spires of wind-whipped rock and the ruins of an unnamed celestial kingdom. While both Sris and Isaok blaze in the sky, the heat of the desert can kill in a matter of hours. Even then, it may be deemed safer to travel the Anksu Road, than brave the pirate infested waters around the peninsula. The greater threat in Ferehdin is a necromantic phenomenon called the Restless.
The wars between the Shayatan and the Anihat have cursed the desert so that any being who dies without proper rites performed, will after three days rise again, filled with insatiable hunger and an irresistible drive to attack the living.
Desiccated creatures animated by the Restless fill the desert wasteland that surrounds Iraja and stretches out towards Salmshar, constantly threatening caravans and small communities. The people of Ferehdin, however, do not fear the threat of ghoul attacks so much as they dread the knowledge that all who live will one day die. Should they fall without pious rites performed, they know they will rise again to torment their loved ones who remain.
Kahlbeyitur’s War
The peninsula has erupted into war. The young amura of Tur, Kahlbeyita the Divine, has claimed dominion over all Ferehdin. Her campaign has cut a bloody path through her own amurate, leaving the classic power structures desperate to cling to their authority. Everyone, including the adventurers, must contend with the conflict between the Iron Gate and the rest of the world.
The war is only as important as you choose to make it. You can even dial the importance of the war up and down over the course of the campaign, depending on how you and your players feel over time. If you and your players find war to be dramatic and compelling, urge your players to create characters with strong ties to the conflict.
For example, patriotic (or even pius) characters will always fight for their patron or god. Likewise, greedy characters will fight for profit and glory.
The adventurers don't have to be active combatants for the war to affect their lives, but if you want the war to be completely absent, simply dial the timeline back by a year, or even just a few months. All the political tensions between the Kingdom of Tur and the other amurates still exist, but as a simmering instead of at a full boil.
PART 1
Character Options
"When I arrived and entered the city gate, I was immediately set upon, beaten, and bound. When I inquired, asking, “What is the cause?” I was told, “The vizier has plotted against your father and betrayed him. Being in league with the entire army, he has killed your father and usurped his power and ordered us to lie in wait for you.”
Then they carried me off in a swoon and brought me before him. O great lady, it so happened that the vizier and I were bitter enemies, for I was the cause of tearing out one of his eyes. Being fond of shooting with the crossbow, I stood one day on my palace roof, when a bird alighted at the palace of the vizier, who by coincidence also stood on his palace roof. When I shot at the bird, the missile missed him and instead hit the vizier and pierced the corner of his eye, and that was the cause of his grudge against me; therefore, when they brought me before him, he thrust his finger into my eye, gouged it out, and made it ooze over my cheek..."
~Abdul al'Maudi, 1st Darvesh to Seykhat Soraya
The spires of Bakarnah pierce the pure blue of the sky, the walls of the falak richly decorated with carved stucco and patterned brickwork in floral motifs. Or perhaps it is the night wind that wail as you enter the lost tombs of the Erahzad Queens. Or do you step silently from one stall to the next, unseen through the spice market, as you hunt a Turic agent. Or you may be charting an impossible course through the Teeth of Leviathan, as your crew desperately navigates the churning waters.
Whatever path your character takes in Eransül, consider how the world affects your character. Building on details provided in the introduction, this chapter reveals how you can create a character of Ferehdin and it’s magic-filled history. This chapter offers you the following character choices:
Supernatural Gifts
Heroes of Ferehdin invariably have some kind of supernatural aid to help them defy their fate. Often this aid comes from the gods, but some heroes might find their support from spirits, such as the jinn Deebaj, a repository of mystical knowledge, or the great shayatans, such as Orcus, Iblis, or Belial. Some heroes are born with supernatural power or born as a result of supernatural events.
A character in Eransül begins with one supernatural gift chosen from those in this section. Work with the DM to decide where your character's gift came from. Is it tied to the god you serve? Was it the result of a fateful encounter with a Spirit or a magical artifact? Does it indicate the nature of your birth? Each gift's description also includes a table to spark your imagination as you think about your character's gift.
These supernatural gifts are intended for starting characters, but some might be bestowed by gods or spirits as rewards for remarkable deeds.
ANVILWROUGHT
You were forged in the fires of Purphoros's forge. Your appearance bears a metallic sheen and visible joints. The Anvilwrought Characteristics table suggests details of your life or origins. Additionally, you gain the following traits.
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don't need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
ANVILWROUGHT CHARACTERISTICS
d6 | Characteristic |
---|---|
1 | A grouchy shedu enslaved to the forgemaster was the closest thing I had to a parent. |
2 | Tarqan, the forgemaster, created me to serve him. |
3 | I was created decades ago and fear that I am growing obsolete. |
4 | My maker regrets my creation and I fled before they could reforge me into something better |
5 | My creator intended me to carry on her work, by making creations of my own |
6 | Someone has planted a terrible secret within me, in order to smuggle it into the world. |
DAEVA BORN
You have a mixed ancestry tied to the demons and shayatan of Eransül. This may not make you evil by nature, but it has marked you for all to see. Choose or roll on the Demon Mark table to determine how you have been twisted by your ancestry. Additionally, you gain the following traits.
Infernal Resistance. You have resistance to one damage type (acid, cold, fire, lightning, poison, or thunder) based on your Demon Mark.
Cloak of Lies. As an action, you surround yourself in odorless black smoke. You have advantage on stealth checks, and attack rolls against you have disadvantage, for 1 minute unless are successfully hit, die, or end it as a free action.
Once you use this trait, you can't use it again until you finish a long rest.
DEMON MARK
d6 | Demon Mark |
---|---|
1 | Fire: A burning symbol appears carved into your forehead in moments of stress. |
2 | Poison: a scent of alkali or brimstone lingers in your wake. |
3 | Acid: You have the inhuman eyes of a snake or lizard. |
4 | Lightning: Your eyes spark with violent energy when you are angry. |
5 | Thunder: Distant thunder rolls ominously when you speak. |
6 | Cold: You are freezing cold to the touch, even under the blazing heat of the Royal Stars. |
FAVORED OF THE OX
Blessed by the Primordial Bull, progenitor of all animals, you are a friend to the beasts of the land, air, and, sea. Choose or roll from the Favorite Environments table below, to determine what animals you commune with best. Additionally, you gain the following traits.
Beast Tongue. You have the ability to communicate in a limited manner with the beasts of Eransul. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Kinship. Your connection with the Primordial Bull allows you to magically bond with certain creatures. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only animals from your Favorite Environment.
FAVORITE ENVIRONMENT
d6 | Environment |
---|---|
1 | Coastal: Gulls, Eagles, Falcons, Dolphins, Camels, Wolves, Herons, barracuda, reef sharks |
2 | Delta: Camels, toads, Egrets, rats, Bats, mongooses, snakes, crocodiles |
3 | Desert: Fennec Foxes, Sand Cats, Oryx, Camels, cheetahs, hyenas, scorpions, snakes |
4 | Forest: Baboons, leopards, Bats, wolves, caracals, hyenas, bears, bats |
5 | Mountain: Leopards, Caracals, Red Foxes, Ibex, baboons, weasels, eagles |
6 | Riverlands: Camels, Caracals, Red Foxes, lions, hyenas, owls, scorpions |
GREAT KHVARENAH
Your future is blessed, and it will take extraordinary effort to kill you before you reach your destiny. Choose or roll a random destiny using the Khvarenah Possibilities table. Additionally, you gain the following traits.
Defy Death. You have advantage on death saving throws.
Hard to Kill. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't use it again until you finish a long rest.
KHVARENHA POSSIBILITIES
d6 | Possibilities |
---|---|
1 | I'm destined to be the most skilled practitioner of a craft or trade. |
2 | I'm destined to acquire a treasure worth more than a Seykh’s treasury. |
3 | My destiny is to join the gods. |
4 | I am destined to liberate my loved one from beyond the Chinvat Bridge. |
5 | I was born to defeat the leviathan. |
6 | I am destined to uncover the secret to a new type of magic. |
INSCRUTABLE
Like a sphinx, you have a mind like a maze, impenetrable to mortal scrutiny. This might be a gift or training from an actual sphinx, the blessing (or curse) of a god, or an inexplicable talent. The Inscrutable Characteristics table suggests options for what makes you inscrutable. Additionally, you gain the following trait.
Riddled Tongue. Your words are laced with subtle meaning lost to the conscious minds of all who hear you. whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll.
Sphinx's Shroud. You are immune to any effect that allows other creatures to sense your emotions or read your thoughts. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.
Psychic Shield. You have resistance to psychic damage.
INSCRUTABLE CHARACTERISTICS
d6 | Characteristics |
---|---|
1 | I was educated by a sphinx in the distant empire of Akhesut. |
2 | I only speak in the past tense, as if all things I say have already transpired |
3 | I have sworn a vow to allow no living person to see behind the mask that covers my face at all times. |
4 | Why wouldn’t I phrase every statement as a question? |
5 | I communicate only in gestures or in a language of my own creation. |
6 | I was born a sphinx, but a god cursed me into humanoid form and saddled me with the limits of mortal knowledge. I won’t rest until I break the curse. |
LIFELONG COMPANION
Behind many heroes is another hero whose greatness comes from the support and love they offer. Hathr had his beloved Fatma, Renata was accompanied by her servant Karados, and Laughing Siona sailed with her devoted crew. Like these partners, you are great and make others great. Consider the Companion Relationships table when determining your legendary connection.
Any relationship with another player's character requires that player's consent. Additionally, you gain the following traits.
Boon Aura. When you and your Companion are within 10 feet of each other, you both have advantage on saving throws against being frightened or charmed, provided you aren't incapacitated.
Companion's Protection. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to cause the attack to hit you instead. You use this trait a number of times equal to your proficiency bonus, and recover spent uses after finishing a long rest.
COMPANION RELATIONSHIP
d6 | Relationship |
---|---|
1 | Another character is my lover or dearest friend. |
2 | Another character is my sibling. |
3 | Another character is my parent or child. |
4 | Another character is my mentor or student. |
5 | Another character is a champion of my god, and I am their dutiful attendant. |
6 | Another character saved my life, and I owe them a debt that can never be repaid. |
ORACLE
You possess a precious gift coveted not just by mortals but by the gods themselves: the gift of clear communication between the mortal realm and divine fate. As an oracle, you can perceive the whims of fate and gain glimpses of the path that winds before you.
This gift also comes with a curse, though, which typically takes the form of dire insights. Consult the Oracle Curse table to determine what unwanted revelations you receive. The gods seek mortal oracles to act as their agents. As a result, most oracles devote themselves to the service of a single god and learn to ignore the voices of all others.
Occasionally, two gods agree to share the services of an oracle. Oracles who try to remain independent often find themselves pursued by the agents of evil spirits who would bind them into their own service. You gain the following traits.
Ears of the Oracle. You can speak, read, and write Celestial, the language of the gods. In addition, a god might deliver a message through you, and you can decide whether to use your own voice or to allow the god's voice to come through your mouth to deliver the message, translated into any language you speak.
Oracle's Insight. The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a dlO and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the dlO, but you must decide before the DM says whether the roll succeeds or fails.
Seer. You can cast divination as a ritual with this trait, requiring no material components. Once you do so, you can't cast it in this way again until you finish a long rest. Charisma is your spellcasting ability when casting using this trait.
ORACLE CURSE
d6 | Curse |
---|---|
1 | I remember nothing of the visions I receive, and others must hear them or they will be lost forever |
2 | My visions are heavily symbolic, and difficult to interpret clearly. |
3 | I'm haunted by sights and sounds that other people can’t perceive. |
4 | A horrible shaytni watches me constantly from beyond the doors of Hell, and I sense its gaze every time I venture outdoors. |
5 | Whenever I receive a divine vision, I suffer intense pain, or bleeding. |
6 | One of the gods has chosen as their oracle, whether I want to listen or not. |
PIOUS
Born with a particular connection to a deity, you have been winning favor with your god since birth. Consult the Pious Quirks table to determine how your faith might influence your personality. Additionally, you gain the following traits.
Pious Protection. If you fail a saving throw, you can reroll it, and you must use the new roll. Once you use this trait, you can't do so again until you finish a long rest.
Religious Study. You have advantage on any Intelligence ( Religion) check pertaining to your chosen god.
Gift of Devotion. Choose one 1st level spell granted by your chosen god’s divine domain. You are able to cast this spell once, requiring no material components. Wisdom is your spellcasting ability for this spell. Once you use this trait, you cannot use it again until you complete a long rest.
PIOUS QUIRKS
d6 | Quirk |
---|---|
1 | I often call people by the name of my god (or another god) by accident. |
2 | I stay up late at night watching the stars in hopes that my god will share a message with me. |
3 | I can only rest peacefully in the temples of my god. |
4 | I speak in a 'royal we', infusing my god's intent into my words. |
5 | I emulate the nature and temperment of my god in public. |
6 | I can’t prove it, but I suspect that my god might actually be my parent. |
RESTLESS HOLLOW
In addition to the terrifying creations of the White Sands, there are the Hollow Ones— beings whose souls have left for the afterlife, yet whose bodies still retain a fragment of their former selves. Choose or Roll on the Revenant Purpose table to determine what you must accomplish to find peace. The void left behind by your departed soul is filled with the strange magic of the Restless, bestowing upon you the following traits.
Ageless. You don't age, and effects that would cause you to age don't work on you.
Revenance. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.
Cling to Life. Unless your body is destroyed, or you are killed outright, you will rise from the dead after 4d6 hours, after failing three death saves.
Unsettling Presence. When rolling a Charisma (Intimidation) check, treat a roll of 7 or lower as a 8.
REVENANT PURPOSE
d6 | Purpose |
---|---|
1 | I must enact my revenge on my murderer. |
2 | I will not rest until my family’s honor is restored. |
3 | I will watch over my companion for as long as they live. |
4 | My oath to my Seykh will not be broken by something as insignificant as death. |
5 | The object that cursed me with unlife must be destroyed. |
6 | Only a True Wish can end my cursed restlessness. |
UNSCARRED
Like the great hero Shaddad, you are resistant to physical harm. Use the Unscarred Origin table to determine how you gained your legendary invulnerability. Additionally, you gain the following traits.
Nearly Invulnerable. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
Unscarred Resilience. When you take damage, you can use your reaction to roll a d12 . Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
UNSCARRED ORIGIN
d6 | Origin |
---|---|
1 | I was bathed in a celestial dragon’s blood as an infant, and my wounds now close too quickly to become mortal injuries. |
2 | I swallowed a magic stone from a distant land, which made my skin hard as rock. |
3 | When I was wounded as a child, a god healed me. Now weapons are reluctant to undo the god’s work. |
4 | I am from a powerful mortal bloodline. All my people are naturally resilient, a fact I didn’t realize until I left my home and ventured into the world. |
5 | I am/was the paramour of a minor deity or jinni, who granted me a measure of protection from harm. |
6 | I don’t know who one or more of my parents is, but my resilience (and other hints) provide clues to their immortal identity. |
Peoples
This chapter provides cultural information about the common peoples of Ferehdin, plus several variations not found in the Player's Handbook. The peoples of Ferehdin are loosely identified as either hadir (sedentary) or asair (shifting), depending on whether they live in Ferehdin's villages and cities, or as nomadic caravans across the peninsula. Many people take pride in their lifestyle, but such distinctions can be seen as antiquated, pedantic or prejudiced depending on how they are used, or by whom.
The amurates of Ferehdin are populated by people of many different peoples, most commonly the following:
al’Aamkar - Elsewhere known as 'aasimar', al'Aamkar are beings who gain supernatural power from the divine spark in their souls.
al’Azhmuqid - People born from the union of al Bashari and shapeshifted dragons, who are often seen as wise and cunning advisors.
Banu Sila - Also known as simply 'al'Banu', or 'genasi', they are humanoids imbued with the power of the jinn as a result of their birth. Banu are the most populous people in the region and can be found in every walk of life.
al’Bashar - The humans who populate the peninsula. Al'Bashar are more common in the eastern lands of Ferehdin.
al’Kilab - Tall, lean, hound-headed humanoids born as bonded twins. Al'Kilab are most common in the north.
al’Takamch - Horned and hooved humanoids who follow their passions in the pursuit of wild revels and new adventures.
az’Zwadif - Small, shrewd, and inscrutable reptilian humanoids.
Al'Bashar
The most familiar of Ferehdin’s mortal humanoids, bashar humans embody the mortal will to carve out civilization from the rock and sand.
Although many smaller settlements exist, the majority of al'bashar are found within the amurate’s three major cities: Salmshar along the north eastern coast, Tur al Hafeyah rising from the continental steppe, or Bakarnah among the heartwaters of the mighty Azraqir river. While most common in the Kingdom of Tur, al'Bashar are found in all corners of Eransül.
LEGACY
Al’Bashar who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, bashar humans seek their own legacy, and amass fortune and prestige in hopes of passing it down to their progeny.
BEAUTIFUL AND PRACTICAL
Their coloration includes skin in shades of ruddy amber, copper, bronze, dusky brown, and night-sky black. Their hair is usually black, brown, or auburn, and their eye colors can be blue, green, gold, brown, or black. Al’Bashar favor simple, loose-fitting and layered clothing accented with bright colored sashes, headwear, and jewelry crafted from gold and gemstones.
Al’Bashar Names
Al'bashar names honor successful family ancestors or the heroes of folk tales told by storytellers— an aspirational nudge by parents in the hope that their offspring might one day live up to such a storied name.
Until the rise of the amurates, al'bashar did not utilize surnames. One's tribe or community were sufficient, with names such as "Isif al-Kadheem" (meaning "Isif of Kadheem") being the norm. An edict by the first collection of seyakh in Salmshar introduced the concept of surnames as a means of financial accounting, and the practice quickly spread. Surnames either venerate one bashari parent, are a lineage name, or derived from the place the person was born.
When used to venerate ones parents, given name and surname may be separated by the article "bn", in the fashion of the Azhmuqid. In all cases however, the surname is preceded by the definite article al’, unless it begins with an Isaok letter.
Isaok letters: t, d, r, z, s, l, n
When Isaok letters appeal, the first letter of the surname replaces the “l” in the article. For example the lineage name “Damashk” would be constructed as “ad’Damashk”, while the parental honorific surname, “Bardad” would be constructed as “al’Bardad.”
Masculine Names: Aseif, Bardad, Emal, Haseid, Isif, Khemed, Larim, Mehmen, Navid, Sudeiman, Xerxes, Zasheir.
Feminine Names: Atala, Azar, Ceidil, Eastir, Hama, Jasmal, Meilil, Sherin, Yasheira, Zareen, Zehla.
Surnames: al’Bashar, ad’Dhalid, al’Jassan, an’Nostana, bn’Oman, bn’Pashar, ar’Reyhin, at’Turqim
Al’Bashar Traits
Your al'bashar character has these traits.
Ability Score Increase. Increase one Ability score by 2, and a different Ability score by 1.
Age. Al’Bashar reach adulthood in their late teens and live less than a century.
Size. Al’Bashar vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Feat. You gain one feat of your choice available to Humans or Elves in other source books.
Languages. You can speak, read, and write Basharaa and are proficient in one other language of your choice.
All non-bashar characters can choose to replace the ability score increases stated in this text with a 2 point increase in one ability score of their choice, and 1 point increase in a different ability score.
Al’Aamkar (Aasimar)
The light of the gods shines upon the lives of all mortals, but on none so much as al'aamkar. Al’Aamkar are the purest expression of that divine light as it burns within every mortal soul, for the souls of those blessed with an angelic ancestor blaze brighter than any other. Al’Aamkar are mortal and yet, as semi-spiritual beings, are tied more closely to fate. An aamkari is born for a grander cosmic purpose than others around them. In every amurate across Feredhin, the birth of an aamkari is seen as a blessing and a portent. Al’Aamkar who can bear the burden of their path become champions of noble causes, and encourage others to walk always in the light.
More often than not, however, the clash of mortal khvarenah and spiritual fate leads them to step from their path and fall to shadow.
GUARDIAN ANGEL
While true to their fated purpose, al'aamkar are born bonded to an ancestral deva. This guardian spirit is far from omniscient, but it provides guidance to the young aamkari based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about. This connection functions only in dreams and premonitions, however. As such, al'aamkar are widely known to receive visions, prophecies, and feelings.
As part of fleshing out an aamkar character, consider the nature of that character's deva.
d6 | Deva's Nature |
---|---|
1 | Bookish and lecturing |
2 | Compassionate and hopeful |
3 | Practical and lighthearted |
4 | Fierce and vengeful |
5 | Stern and judgemental |
6 | Kind and parental |
Al’Aamkar Names
While most Aamkar names stem from al'bashar or banu si'la conventions, an Aamkari may choose to adopt one of the ancient names ascribed to the lost Aamkar civilization. More commonly, a bashari or banu name is altered to reflect those ancient names by adding "'il" or "'ik" as a suffix to their chosen name.
Ancient Names: Artiya'il, Azaz'il,Azra'il, Darda'il, Harut, Jabr'il, Israf'il, Khidr, Maal'ik, Marut, Mikha'il, Nakir, Nashet'il, Naz'ik, Radi'ik, Ridwan
Modified Names: Ase'ik, Azar'il, Bardad'ik, Emal'il, Ceid'il, Eastir'ik, Jasm'il, Meil'il, Sher'ik, Yashe'il, Zehli'k.
Al’Aamkar Traits
Your aamkar character has the following racial traits.
Ability Score Increase. Your Charisma score increases by 1.
Age. Aamkar mature at the same rate as humans, but they can live up to 160 years.
Size. aamkar have the same range of height and weight as humans.
Speed. Your base walking speed is 30 feet.
Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.
Languages. You can speak, read, and write Celestial and are proficient in Primordial.
Subrace. Three subraces of alaamkar exist: of the Black, of the Green, and of the Red. Choose one of them for your character.
Black Aamkar
An aamkar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the Black — a group of aamkar whose inner light has been replaced by shadow.
Ability Score Increase. Your Strength score increases by 2.
Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.
Green Aamkar
Al'Aamkar of the Green are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a green aamkar receives advice and directives that urge them to stand against evil.
Ability Score Increase. Your Wisdom score increases by 2.
Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.
Red Aamkar
Al'Aamkar of the Red are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil — a desire that is, at its best, unflinching and, at its worst, all-consuming. Many red aamkar wear masks or veils to block out the world and focus on containing their power.
Ability Score Increase. Your Constitution score increases by 2.
Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.
Al’Azhmuqid (Dragonbound)
Al’Azhmuqid, the dragon-bound, walk proudly through the world as if all they see belongs to them. Proof to all that the dragons live, and live among mortals, al'azhmuqid are met with a deference boarding on fear from other humanoid peoples. Seeming to combine the best attributes of dragons and humans, Some azhmuqid are faithful servants to true dragons, others seek mortal wealth and status befitting their heritage, and still others find themselves adrift, with no clear calling in life.
PROUD DRAGON KIN
Al’Azmuqid look very much like humans at a glance, but their skin is covered with a fine layer of small, vibrantly hued scales, and they possess long tails. Some azmuqid also grow bone spars and armored ridges on their skulls as they age.
They are tall and lean, often standing close to 6' feet tall and weighing 200 lbs. Their hands and feet are strong, talon-like claws with three grasping toes and a thumb on each foot. A continual drive for improvement of mind and body reflects the self-sufficiency of the people in general, with many azhmuqid valuing the pursuit of mastery over accolades. They resent failure and often push themselves to extremes rather than give up.
Al’Azhmuqid, as a people, hold mastery of a particular skill as a lifetime goal and members of other peoples who share the same commitment find it easy to earn their respect.
Al’Azhmuqid Names
Al’Azmuqid have birth names that are used throughout childhood, but they choose a personal name upon reaching adulthood that supersedes it. A birth name may be a descriptive term of the individual or a term of endearment. Their personal name might recall an important event— such as fending off a ghul attack— or honor a patron or family member.
A personal name honoring another person will always begin with bn', (pronounced varyingly as "bin" or "ban") meaning "child of'" and an azhmuqid may choose to include multiple honorifics in their personal name.
An adult azhmuqid will introduce themself using their personal name, followed by their birth name. As such you may find many young dragonbound named "Sora" in a town, but only one "Coldscale bn'DaRath Sora"
Birth Names: Akra. Arjhan. Balasar, Biri. Daare. Farideh, Harannu. HaviJar, Jheri, Kava, Korinn. Kriv. Medrash. Mishann, NaJa, Perra, Raiann. Shedinn. Sora. Surina. Thava, Uadjit
Personal Names: bn’Hakuim, Ghulfoe, Jinnheart, Nightwind, Red Claw, Silvertongue, bn’Sora, bn’Warfang
Al’Azhmuqid Traits
Your draconic heritage manifests in a variety of traits you share with other azhmuqid.
Ability Score Increase. Your Intelligence score increases by 2. and your Strength and Constitution score each increase by 1.
Age. Young alazhmuqid grow quickly. They walk hours after birth, attain the size and development of a 10-year-old human by the age of 3, and reach mature adulthood by 15. They live to be around 200.
Size. Al’Azhmuqid are taller and heavier than humans. standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Draconic Ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
Dragon Ancestor | Damage Type | Breath Weapon |
---|---|---|
Black | Acid | 5 by 30 ft. line (Dex. save) |
Blue | Lightning | 5 by 30 ft. line (Dex. save) |
Brass | Fire | 5 by 30 ft. line (Dex. save) |
Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
Copper | Acid | 5 by 30 ft. line (Dex. save) |
Gold | Fire | 15 ft. cone (Dex. save) |
Green | Poison | 15 ft. cone (Dex. save) |
Red | Fire | 15 ft. cone (Dex. save) |
Silver | Cold | 15 ft. cone (Dex. save) |
White | Cold | 15 ft. cone (Dex. save) |
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save. and half as much damage on a successful one. The damage increases to 4d6 at 6th level, 5d6 at 11th level, and 6d6 at 16th leveI. After you use your breath weapon, you can't use it again until you complete a short or long rest.
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
Languages. You can speak. read, and write Draconic and are proficient in one other language of your choice.
Banu Si’la (Genasi)
The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The jinn, however, don’t face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit— whether of their own volition or compelled by magic. Some jinn take pleasure in shapeshifting into humanoids, disappearing into the throngs of civilization. Such jinn are called si’la, capricious tricksters and seducers of mortals.
Many a storyteller's romance revolves around such seductions and the children born from their union. These children are the Banu Si’la: individuals with ties to the world of mortals and the world of spirits. Most banu si'la are the children of banu parents, but some banu si’la are born of bashar–jinni unions. A rare few have a distant jinni ancestor, manifesting an elemental heritage that’s lain dormant for generations, or are the result of exposure to a surge of elemental power.
HEIR TO THE ELEMENTS
Banu Si’la inherit something from both sides of their dual nature. They resemble humans with unusual skin tones (red, green, blue, or ash), and there is something otherworldly about them. The elemental blood flowing through their veins manifests differently in each banu si’la, often as magical power. Cloaked, or in moonlight, a banu can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. They almost never have contact with their elemental parents. True Si’la have little interest in their mortal offspring, seeing them as inconvenient accidents. Many feel nothing for their banu at all.
Some banu si’la gain positions of great influence, where their jinn heritage is seen as auspicious, but most distance themselves from civilization, joining the nomadic people of the White Sands.
WILD CONFIDENCE
Banu Si’la rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one banu and as arrogance in another. Such self-confidence can sometimes blind banu si’la to risk, and their great plans often get them and others into trouble.
Too much failure can chip away at this towering sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.
Banu Si’la Names
banu use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.
Banu Si’la Traits
Your banu character has certain characteristics in common with all other banu si’la.
Ability Score Increase. Your Constitution score increases by 2.
Age. banu mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
Size. banu are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Primordial and are proficient in one other language.
Subraces. Four major subraces of banu si’la are found within Eransül: Binn Banu (Water), Hinn Banu (Air), Jann Banu (Earth), and Narr Banu (Fire). Choose one of these subraces.
Binn Banu
The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.
Most binn banu look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most seem to have overly large eyes in a striking shade of blue. A binn banu’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.
Ability Score Increase. Your Wisdom score increases by 1.
Acid Resistance. You have resistance to acid damage.
Amphibious. You can breathe air and water.
Swim. You have a swimming speed of 30 feet.
Call to the Wave. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Hinn Banu
As a banu si’la linked to air, you are descended from the Hinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.
Hinn banu typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some hinn banu speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
Ability Score Increase. Your Dexterity score increases by 1.
Cold Resistance. You have resistance to cold damage.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Jann Banu
As an earth banu, you are descended from the righteous Jann, inheriting some measure of control over sand and stone, and reveling in your superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.
Elemental earth manifests differently from one individual to the next. Some jann banu always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of dappled granite and eyes sparkling like agates. Jann banu can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.
Ability Score Increase. Your Strength or Constitution score increases by 1.
Stone Hide. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level.
Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Narr Banu
As a fire banu, you are descendant from the wicked and cunning Afarit, though you aren’t necessarily evil. You tend toward impatience and are unlikely to suffer fools. Rather than hide your distinctive appearance, you exult in it.
Nearly all Narr banu are feverishly hot, as if burning inside, an impression reinforced by skin tones like volcanic glass and smoldering embers. The more human-looking banu have fiery, white-hot hair that writhes under extreme emotion, while more unusual members sport actual flames dancing on their heads. Narr banu voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.
Ability Score Increase. Your Intelligence score increases by 1.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
Fire Resistance. You have resistance to fire damage.
Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Al’Kilab (Four-eyed Hound)
In legend and folklore from as far back as al Banat, al'kilab have been called the “four-eyed hounds.” Generally, they are tall and lean, with graceful bodies and heads that strongly resemble canines and hyenas, with long muzzles and sharp teeth. Their bodies are covered in dark, sleek hair that ranges from the pale yellows and ruddy browns of desert sand to the darkest shades of night. Though their coloration may vary, all kilab faces host a pair of nearly white patches above each eye, leading to their “four-eyed” epithet.
NATURE’S DUALITY
Nearly every kilabi is born a fraternal or identical twin, and al'kilab twins have an extremely close emotional bond unknown to most other residents of Ferehdin. The death of one twin causes a tremendous shock to the survivor, who typically grows more aggressive and foolhardy in battle.
The rare kilabi who is born without a twin is believed to have killed their siblings in the womb, and sure to have a great destiny to achieve. Otherwise, al’Kilab twins are viewed as soulful, spiritual warriors, both wise and deadly.
Al’Kilab Names
As al'kilab are usually born as twins, it is tradition to share a core name between the pair with no connection to gender, and add a one or two syllable prefix to the name for each individual. For example, Amm'Ishara and Esa'Ishara, or Nakt and Vish Vakri.
Al’kilab orphans are unlikely to know of the tradition and will take names from another source.
Core Names: Ashana, Ashtai, Ishara, Hareth, Khad, Kosh, Melk, Nari, Tana, Tari, Tash, Ulad, Vakri, Vasha
Personal Prefixes: Anu, Bat, Cora, Cu, Dak, Dur, Esa, Fai, Hala, Hun, Khor, Kosh, Nevi, Tash, Val
Al’Kilab Traits
Your alkilab character has the following traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.
Age. Al’Kilab mature and age at a similar rate as humans, reaching maturity around 14 years, and living just past their first century.
Size. Slightly taller and more lithe than a typical human, your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Twined Minds. If your twin is alive and not unconscious, you can communicate telepathically as long as you are on the same plane of existence, and when you are within 10 feet of your twin you have advantage on attack rolls.
Otherwise, if your twin is dead or you were born without a twin, whenever you roll a 1 or 2 on Intelligence, Wisdom, or Charisma saving throws against magic, you can reroll the die and must use the new roll.
Languages. You speak, read, and write Kilabic and are proficient in either Draconic or Primordial.
Al’Takamch (Satyr)
Al’Takamch have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most al'takamch are driven by simple desires, to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, al'takamch rarely let the moods of others hinder their own happiness.
Life is a blessing from the gods, after all, and the proper response to such a gift, as far as most al'takamch are concerned, is to accept it with relish.
ANCIENT WOOD BORN
An ancient race, al'takamch believe they arose from the original Paradise built by Alilah. As a people, they often embody the marriage of mortal civilization with the wilderness of the distant past.
Generally, they look similar to humans, with a range of builds and features. But their goat-like horns, pointed ears, and furred lower bodies sharply distinguish them. Al’Takamch dense horns spring from their equally thick skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the waist and longer below the knees. Short, soft hair grows down their neck and spine, along their shoulders, and on their forearms.
EMBRACING A LONG LIFE
Most al'takamch believe that the other peoples of Ferehdin are unreasonably burdened with the plague of fate. Al’Takamch regularly scoff at the efforts of city dwellers with their laws and right angles, and they poke fun at those beings who lust for power. Instead, they feel that life is to be lived and experienced with all the senses. Fate may have placed a path before each person, but there is always time for a detour.
This attitude stems from a long view of life itself. Al’Takamch can live well over 500 years, giving them a broader perspective on events than the shorter-lived peoples. They are more often amused than frightened by the prophetic dooms that regularly trouble the other peoples of Ferehdin
Al’Takamch Names
A takamchi’s name is as playful and mischievous as they are, and is given when their personality shines through. Most takamch also give each other nicknames, and some make a habit of collecting as many names as possible.
Female Names: Aliki, Chara, Dafni, Eirini, Elpida, Irini, Lia, Niki, Tasia, Xeni, Yanna, Zoi
Male Names: Alekim, Dimi, Ilias, Kyriam, Neytse, Omirus, Panhim, Spyr, Takis, Zenon
Nicknames: Bounder, Bristlechin, Clip-Clop, Dappleback, Hopper, Nobblehorn, Orangebeard, Quickfoot, Scrufflebutt, Sunbeam, Skiphoof, Twinkle-Eyes
Al’Takamch Traits
Your takamch character has the following racial traits.
Ability Score Increase. Your Charisma score increases by 2 and your Strength score increases by 1.
Age. Al’Takamch mature at about the same rate as humans, but often live into their 5th century.
Size. Al’Takamch range from just over 4 feet to about 5 feet in height, with generally stocky builds. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Mirthful Leaps. Your powerful legs allow you to leap into the fray when the need arises. You gain a bonus to initiative rolls equal to your proficiency bonus.
Buck and Ram. You can use your horns and hooves to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Reveler. You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
Languages. You can speak, read, and write Takamchic and are proficient in Basharaa and Primordial.
Az’Zwadif (Lizardkin)
Only a fool looks at the zwadif and sees nothing more than short, scaly humanoids. Az'Zwadif possess an alien and inscrutable mindset, and their desires and thoughts are driven by a different set of basic principles than warm-blooded creatures. Despite their alien outlook, some zwadif make an effort to understand and, in their own manner, befriend people of other races. Such az'zwadif make faithful and skilled allies.
ALIEN MINDS
The Zwadif's reptilian nature comes through not only in their appearance, but also in how they think and act. Az'Zwadif experience a more limited emotional life than other humanoids, with forever calculating minds. A zwadi doesn't experience emotional responses such as, "I'm scared." Instead, aggressive, stronger creatures register to the zwadi as life-threatening beings to be avoided if possible. If such creatures attack, the zwadi will avoid conflict, fighting only if cornered. In example, a zwadi isn’t scared of the troll; instead, they understand that a troll is a dangerous obstacle and react accordingly.
Similarly, pleasurable people and things make life easier for a zwadi. Pleasurable things should be preserved and protected, sometimes at the cost of the zwadi's own safety. The most pleasurable creatures and things are ones that allow the zwadi to assess more situations as benign rather than fearsome.
COLD AND CALCULATING
Most humanoids describe those lacking in emotion and empathy as cold-blooded. This is an apt depiction of nearly every zwadif. Lacking any internal emotional reactions, az'zwadif behave in a distant manner. They don't mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants.
They assess situations based on their current and future utility and importance. This mindset has led many az’zwadif to pursue mercantile pursuits. They make shrewd spice merchants, treasurers, and are valuable members of any caravan. A zwadi who lives among other humanoids can, over time, learn to respect other creatures' emotions. They don't share those feelings, but assesses them as important to the people who make the zwadi's life easier.
ZWADIF NAMES
Az'Zwadif take their names from the Draconic language. They use simple descriptives granted by their family or guild based on an individual's notable deeds or actions, which may change as they grow in reknown.
For example, Darastrix translates as "dragon," a name given to a zwadi merchant known for her horde of gold, jewels, and spices. A zwadi who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means "green" to describe how he blends into the foliage. Like other dragonfolk, Az'Zwadif make no gender distinctions in their naming conventions. Each example name includes its translation in parenthesis.
Az'Zwadif Names: Achuak (green), Aryte (war), Baeshar (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)
Az'Zwadif Traits
Your zwadif character has the following racial traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Az'Zwadif reach maturity around age 14 and rarely live longer than 60 years.
Size. Az'Zwadif are shorter than humans, reaching a height of 4 and a half feet. Your size is small.
Speed. Your base walking speed is 25 feet, and you have a swimming speed of 25 feet.
Skitter. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Hard Bargain. You have advantage on checks made to negotiate a purchasing or selling price.
Natural Armor. You have tough, scaly 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.
Languages. You can speak, read, and write Draconic and are proficient in two other languages.
Classes and Subclasses
This section offers explanations of how the various Dungeons and Dragons classes are viewed in Ferehdin, and includes information for these subclass options: College of Awalem for bards, the Sellsword for fighters, Way of the Darvesh for monks, Blood Alchemy origin for sorcerers, the Ascendant Dragon and Jinn Patrons for warlocks, and the Bladesinger for wizards.
Alchemist (Artificer)
In the lands of Ferehdin, regardless of specialization, all artificers are known as Alchemists. Alchemists are philosophers of chemestry, physics, astrology, mysticism, and many other esoteric branches of science. In major cities, and especially in the Kingdom of Tur, they are revered as brilliant innovators, posessing the greatest of minds.
Alchemists working with the stuff of magic are attributed in stories to the creation of the magic carpet, a common feature of storyteller adventures.
In smaller villages, and among the nomadic asair, they are often seen as iconoclasts of folk knowledge and in defiance of the gods.
Hyn Eirh (Barbarian)
The vast majority of barbarians, and the few tribes that remain in Ferehdin can be traced back to an invasion of easterners a hundred hundred years ago. These Hyn Erih are not the fur-clad barbarians of other DnD settings, favoring loose clothes, fast horses, Short bows, and a heavy curved saber.
Legends of their ferocity in battle has allowed the remnant tribes some level of autonomy in the amurates, and descendants of the old Hyn Erih often trade on their people's legend to make their way in the world.
Storyteller (Bard)
The ḥakawātī, or storyteller, is a venerated profession in Ferehdin. While any gender might become a storyteller, it generally believed that the best storytellers are women. For many, a storyteller serves as their primary educator, in history, theology, geography, literature, and music. Storytellers keep the past alive and present, while also reminding the people that even tyrants cannot escape the will of Fate.
While most bardic colleges have a home in Eransül, Ferehdin is known for its college of Awalem, where acrobatics and dance become the focus of the audience, as much as words being spoken or songs being sung.
Bardic College of Awalem
Storytellers of the College of Awalem utilize a purposefully selected sequences of rhythmic movements to entertain and subtly manipulate the thoughts and actions of their audience. Often calling themselves simply Dancers, such storytellers ply their skills with a simple shift of weight on the hip accompanied by a wink, or a series of complicated maneuvers rich with aesthetic and symbolic value.
Storytellers excel at keeping their audience in rapt attention, but the movements of these bardic Dancers can sway the course of nations.
Bonus Proficiencies
When you join the College of Awalem at 3rd level, you gain proficiency in the performance and acrobatics skills, if you are not already, and your proficiency bonus is doubled for any ability check you make with them.
Body Language
At 3rd level, you learn how to suffuse your movements and gestures with cunning purpose. As a bonus action, you can expend one use of your Bardic Inspiration to gain one of the following effects:
- Somatic Expert. Until the end of this turn, you may cast a spell using your body as a spellcasting focus.
- Trip the Light Fantastic. You gain the benefits of the dodge and disengage actions.
- Distracting Undulations. Choose a target you can see who can see you. Roll your Bardic Inspiration die and subtract the number rolled from the creature’s next Intelligence, Wisdom, or Charisma saving throw.
- Flitting Flirtations. Choose a target creature that can see or hear you and roll your Bardic Inspiration die. Gain a bonus to any Charisma based skill checks against that target equal to the number rolled until you use this feature again or complete a short or long rest.
Dancer's Grace
Starting at 6th level, Your quick spins and tumbles propel you across ballrooms and battlefields alike. Your walking speed increases by 10 feet and moving through nonmagical difficult terrain costs you no extra movement. You may also pass through an enemy creature's space as if it were difficult terrain, regardless of its size compared to you.
The Body Electric
By 14th level, you are completely in tune with the workings of your physical self. You gain proficiency in Constitution saving throws, your walking speed increases by an additional 10 feet, and are now immune to the Restrained condition.
Additionally, whenever you or a friendly creature utilizes one of your bardic inspiration dice, you gain a bonus to your AC equal to your Proficiency bonus until the start of your next turn.
Mystic (Cleric)
Mystics are the clerical class in Ferehdin. They are bizarre priests whose powers are rumored to move both men and mountains. Mystics often gained spiritual awareness or revelations through dance, meditation, or other eccentric means. Eransül has a wide variety of gods, demigods, and powerful spirits to draw divine power from. The High Gods, the Alihat, are detailed in chapter 3, along with important jinn and shayatan who may have cults of mystics in their service.
In Ferehdin, Mystics are viewed as essential to any enterprise, as they are a conduit to the gods and have the ability to perform burial rights and prevent the Restless from taking hold of the remains of the dead.
Shapeshifter (Druid)
Among the peoples of Ferehdin, druidic magic is generally indistinguishable from the work of wicked jinn and shaytan. While not universally taboo, shapeshifters are generally viewed with extreme suspicion as they are all thought to be animals shapeshifting into mortals. Outside of small communities where they have proven their good intentions and value, utilizing their wildshape feature will likely mark a shapeshifter as a jinni, shaytni, or dragon in disguise. Someone not to be trusted.
In the world of Eransül, there is no community of druids, as each shapeshifter finds their own way to access the inherent magic found in nature.
Fighter
It is a time of war in Ferehdin, and every seykh and village elder wants a strong arm they can trust near by. The Kingdom of Tur seeks out soldiers from the rabble, and veteran fighters to train and to lead them.
Martial combat has been a part of life for as long as the storytellers can say. Caravans have, and will always need protection from giant scorpions, rocs, and the Restless. This need has produced a unique profession among the martial set, known as the Sellsword. More than mere mercenaries, Sellswords devote themselves to the mastery of a single weapon, and gain renown for their deadly skill with it.
Sellsword
The sellsword is a fighter who has taken to roving across the lands, mastering the martial techniques of their signature weapon, with no greater cause or ideology to guide them.
Signature Weapon
Starting at 3rd level, you have focused your training on the use of a single, signature weapon. Choose a mundane simple or martial melee weapon to become your signature weapon. While you wield it, you gain a bonus to initiative rolls equal to your proficiency modifier.
You may replace your signature weapon with a magic weapon of the same type by performing a Special training regimen while wielding the new weapon. You perform the regimen over the course of 1 hour, which must be done as part of a long rest.
Combat Stance
At 3rd level, you gain the ability to enter into a combat stance. On your turn as a bonus action, you can enter one stance you know. You start knowing three stances: Flash Stance, Whirlwind Stance, and Guard Stance. You gain an additional stance at 7th, 10th, and 15th level.
While in any stance, you gain the following benefits:
- You gain a +2 bonus to your weapon attack rolls.
- You have advantage on any Strength saving throw you make to avoid being moved or knocked prone.
- While wielding your signature weapon, you can switch to a new stance at the start of your turn or after a successful attack, without expending additional uses of this feature.
If you are wearing medium armor, heavy armor, or using a weapon with the heavy property, your speed is reduced by 10 feet while in a combat stance.
A combat stance lasts for 1 minute but ends early if you are knocked unconscious or if you choose to end it as a free action.
You can use this feature 3 times, and you regain all expended uses when you finish a long rest.
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Flash. Each time you hit with a weapon attack while in this stance, you deal additional radiant or necrotic damage (your choice) equal to your Strength modifier (minimum of +1), and the target can't take reactions until the start of its next turn.
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Whirlwind. While in this stance, when you hit a creature with a melee weapon attack, if the attack roll would hit another creature within 5 feet of the original target and within your reach, the second creature takes damage equal to the attack's ability modifier.
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Guard. While in this stance, you gain a +2 bonus to your AC and have resistance to bludgeoning, piercing, and slashing damage.
A Legend Born
Starting at 7th level, your reputation often precedes you. You gain proficiency in the persuasion and intimidation skills, and as long as you are holding or carrying your signature weapon, ability checks made with these skills are rolled at advantage.
You gain the Impact stance.
- Impact. While in this stance, when you hit with a weapon attack, you deal an additional 1d6 damage and push a larger or smaller target up to 10 feet away from you. If the target cannot move, it takes an additional 1d6 damage.
Peerless Focus
At 10th level, level, while in your combat stance, your focus is unmatched. You can't be charmed or frightened. If you are charmed or frightened when you enter your combat stance the condition ends.
You gain the Shield Breaker stance.
- Shield Breaker. Each successful weapon attack you make while in this stance decreases your target's Armor Class by 2, to a minimum of 10, until the start of your next turn.
Perfect Critical
At 15th level, when you score a critical hit with your signature weapon, you can deal extra damage to the creature equal to your level in this class.
You gain the Meteor stance.
- Meteor. While in this stance, if you move at least 5 feet in a straight line towards your target and successfully hit with a melee weapon attack, you deal an additional 1d6 damage on that attack for each 5 feet of movement, up to a maximum of 4d6.
Living Myth
At 18th level, your skills with your signature weapon are legendary. No attack with your signature weapon can have disadvantage imposed on it.
Additionally, when you successfully hit with a weapon attack, but did not roll a critical success, you can choose to turn that hit into a critical hit. Once you use this feature, you must complete a long rest before using it again.
Monk
Monasteries are rare in Ferehdin, as the vast majority of the faithful are welcomed into other professions and classes. Those that do exist can be found in desert canyons or remote mountainsides where monks quietly protect ancient relics or long forgotten gateways to hell.
The most well known monastery in the peninsula is the Temple of the Crescent, deep within the White Sands. There, the Monks of the Temple of the Crescent practice the Way of the Darvesh.
Way of the Darvesh
The ultimate goal of a Monk of the Way of the Darvish is to attain oneness with their deity through self discipline and service. They devote themselves to the tenants of their cloister’s faith, but unlike clerics who stand as conduits for divine power, pious monks seek apotheosis- training their minds and bodies to reach a state of holy perfection. Through self-denial and supplication, they are able to aid the sick, defend the weak, and keep their allies safe.
Ascetic Vow
When you choose this tradition at 3rd level, you are dedicating yourself to serving a deity and adopting an ascetic life of prayer, study and contemplation. This ascetic vow combines the martial prowess of monks with the divine power of their faith. You gain the following benefits.
Abstinence. By forsaking sensual pleasures, you can gain greater control of your thoughts and actions. When you make your vows, choose to abstain from any or all of the pleasures listed below.
As long as you maintain this abstinence, you may add a d4 to any saving throws made with the associated abilities. If you break one of your chosen abstentions, all benefits are lost for seven days from the last transgression. When you gain a level in this class, you can choose to add or remove an abstention.
Abstention | Saving Throw |
---|---|
Eating meat or prepared food | Strength |
Wealth, comfort, and personal property | Dexterity |
Intoxicants and wagers | Constitution |
Music, dancing, and unnecessary speech | Intelligence |
Causing the death of a living being | Wisdom |
False speech and lies of omission | Charisma |
Supplication. In your studies of the divine scriptures of your deity, you have gathered sacred prayers and litanies through which you can ask your deity for aid in your endeavors. These pleas take the form of Supplications. At 3rd level, you gain two supplications of your choice, which are detailed under “Divine Supplications” below.
Each time you gain a monk level, you can replace one supplication you know with a different one.
Scholar and Scribe. As a student of the doctrinal matters of your faith, you gain proficiency in the Religion skill, and learn to read and write one language of your choice fluently.
Touch of Grace
At 6th level, you gain the ability to channel divine grace through your body to heal others. As an action, you can touch a willing creature and heal them for hit points equal to three times your monk level. Once you use this feature, you can’t use it again until you finish a long rest, or you expend 4 ki points to use it again.
Deepening Supplication
At 11th level, you gain the benefits of one additional monastic supplication.
Theosis
At 17th level, you can assume the form of avatar of your deity, radiating a nimbus of divine energy and potentially taking on visual markers as a prophet of your faith. For example, you might sprout ethereal wings, erupt into purple flame, grow visibly larger, or be dighted in richly appointed robes with a deep hood. These changes are cosmetic in nature and do not confer any additional benefit.
As a bonus action, you undergo this transformation, and for 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain in 10 hit points.
- For each Ki point you spend on your turn, you increase your AC by +1 until the start of your next turn.
- Enemy creatures within 10 feet of you have disadvantage on opportunity attacks against you.
Once you use this feature, you can't use it again until you finish a long rest.
Divine Supplications
If a divine supplication has prerequisites, you must meet them to learn it. You can learn supplications at the same time that you meet its prerequisites.
Blessing of Alms
You can cast Detect Poison and Disease and Purify Food and Drink as a rituals. You do not require material components to perform Blessing of Alms.
Brother’s Keeper
Prerequisite: 5th level
When a creature you can see hits a target that is within 5 feet of you with a melee attack, you can use your reaction to reduce the damage the target takes by 1d10 + dexterity modifier + monk level (to a minimum of 0 damage). You must be wielding a monk weapon to use this reaction.
Calming Presence
Prerequisite: 7th level
When a creature begins its turn within 10 feet of you, you can spend 1 Ki point (no action required by you). The creature gains temporary hit points equal to 1 roll of your martial arts die + your wisdom modifier.
Commune
Prerequisite: 11th level
Performing this supplication, you are able to cast Commune as a ritual. You do not require material components to perform the ritual.
Divine Imposition
Prerequisite: 15th level
As an action, you can touch one willing creature within 5ft of you, and expend 2-10 ki points. The target gains a bonus to their AC equal to half the number of ki points spent, rounded down, for 1 minute.
Once you use this feature, you cannot use it again until you finish a long rest.
Eyes of the Faithful
Prerequisite: 7th level
You are able to see normally in magical and non-magical darkness, to a distance of 15 feet.
Last Rites
Prerequisite: 5th level
performing this supplication allows you to cast Feign Death and Gentle Repose as rituals. You do not require material components to perform Last Rites.
Minor Miracles
Prerequisite: 7th level
Through this supplication you can perform certain minor miracles through the strength of your faith. You can cast Water Walk as a ritual and spend 3 ki points to cast Create Food and Water. Additionally, you can cast Lesser Restoration once per long rest. You do not need to provide material components to perform these miracles.
Prayer of Healing
You can spend 2 ki points to cast Prayer of Healing as a 2nd level spell. You do not need to provide material components to offer a Prayer of Healing.
Well-versed
You can spend 1 ki point to add your martial arts die to any ability check you make with a skill in which you are not proficient.
Farisan (Paladin)
Farisan are the mortal champions of their gods. This level of devotion goes beyond that of even the mystics and cults of their gods. The will of a farisi's god (and cult) takes priority above all other matters. A farisi also plays an important role in recruiting followers to their god's path. While mystics commune with their deity, it is the Farisan who press others into the service of their cult.
Farisan are obedient followers of their god's cult. As such they are expected to carry out orders from their superiors even in the face of certain death. These holy warriors go out of their way to aid others fighting for their gods. Goods, services, supplies, and shelter are just a few benefits that could be expected.
Farmers, caravaners, merchants and other common peoples of the peninsula are instinctively on edge around a farisi, until they know to whom they worship. The upper echelons of wealth and power gladly summon farisan to their palaces and courts to entreat the gods for their service.
Merchant-Thieves (Rogue)
Trust is a precious commodity in the bazaar streets of Salmshar, but if one wishes to buy and sell, one must deal with the Merchant-thieves. In Ferehdin, proper rogues are traders first and thieves second. Business is their lifeblood, but that business is often illegal and even deadly. Merchant-thieves stay close to the major cities, where their activities are lost in the din of more reputable commerce.
Outside of cities, Merchant-thieves can be found in small parties or caravans, fencing illicit goods to the nomadic peoples or towns on the fringe of society.
There is another type of rogue in the peninsula, found exclusively among members of the Thieves of the Cinnamon Wood. These rogues ply their trade as mercenaries and assassins. Rarely hired by Seyakh, these rogues have a mythic reputation as prince-slayers, leaving the wealthy merchant or tyrant seykh dead upon their silk cushions.
Awliyah (Sorcerer)
Awliyah hold a peculiar place among the people of Ferehdin, and attitudes towards them are dependent on how the sorcerer acts. Awliyah are generally considered to be allies of the divinities but it is known that some sorcerers gain their powers through black magic and other profanities.
Unlike shapeshifters, the Awliyah is usually given the benefit of the doubt, and presumed to be on the side of righteousness, unless they prove themselves untrustworthy.
Blood Alchemy
Through a mixture of profane ritual and alchemical experimentation, mundane mortals have succeeded in infusing innate magical energies into the bodies and blood of their subjects. Perhaps your ancestor was one of these test subjects. Or perhaps your own mad experiments have imbued you with this occult power.
By manipulating this vital fluid, the Blood Alchemist is able to wrest arcane power from their own life force. As such, the Blood Alchemists, with their blending of power and pain, are seen as dangerous oddities by other arcane casters.
Having a body infused with alchemical experiments can distort your physical presence. At your option, you can pick from or roll on the Blood Alchemist Quirks table to create a quirk for your character.
Blood Alchemist Quirks
d6 | Quirk |
---|---|
1 | You bleed profusely when injured (without any other ill effects) |
2 | You are compelled to taste the blood of your victims. A pint or two is plenty. |
3 | Threads of blood swirl in the air around you when you cast spells, and trail behind your somatic gestures. |
4 | Your veins have a tendency to pulse and glow in rhythm with heart beat. |
5 | Your eyes turn dark red and weep bloody tears when you get emotional. |
6 | Your skin is sallow or unusually pale, as if you are anemic or sickly. |
Bonus Proficiency
When you choose this Sorcerous Origin at 1st level, your surgical hands and constant experimentation grant proficiency in the Sleight-of-Hand skill and alchemist supplies.
Blood Potency
Your blood is a potent conduit of magical power. At 1st level, You may open a wound on yourself as a bonus action, sacrificing hit points equal to your sorcerer level to activate your blood potency. While your Blood Potency is active you gain the following benefits:
- The sacrificed blood acts as an arcane focus for your spellcasting.
- You may use Constitution instead of Charisma for your Spellcasting ability.
- You gain a bonus to your AC equal to your Constitution modifier (minimum of +1).
- When you cast a cantrip, you may add your spellcasting modifier to any damage dealt.
Blood Potency lasts for 1 minute, until you fall unconscious, or you until you choose to end it as a free action. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Vengeful Heme
Starting at 6th level, Whenever you are the target of an attack, your life force automatically reacts, surrounding you in razor-thin arcs of blood. This sweep of blood alchemy causes creatures of your choice within 10 feet of you to take magical slashing or acid damage (choose each time this ability activates) equal to half the damage you received, rounded down + your Constitution modifier.
Alchemical Restoration
Starting at 14th level, you can manipulate the font of raw magic in your blood to heal your injuries. As a bonus action, you may spend 2 sorcery points to regain hit points equal to 2d6 + your Constitution modifier.
You can use this feature multiple times as part of the same bonus action, as long as you have the required sorcery points.
If you would gain hit points in excess of your maximum health, you gain temporary hit points equal to the remainder.
Blood Primacy
At 18th level, your blood has coalesced into a powerful magical reagent. You no longer need to sacrifice hit points to utilize your Blood Potency feature.
Additionally, you can choose to activate your blood potency when you roll initiative (no action required by you). On the first turn your blood potency is active, you can take one additional action on top of your regular action.
Magician (Warlock)
Like Awliyah or Shapeshifters, Magicians are treated with a measure of suspicion among the people of Ferehdin. Making pacts with powerful spirits, dragons, and divine beings of good, however, are a well known means of defying one's fate, and can be a route to a greater khvarenah. As such, magicians are treated more like the poor man's Magus-- worthy of respect for their cunning and daring, but lacking the prestige of a truly powerful magi.
Two of the most prized pacts among the peoples of Ferehdin are with one of the Ascendant Dragons or with a Jinni.
Ascendant Dragon Patron
You have made a pact with one of the legendary ascendant dragons who have been blessed by the gods. The motives of such beings are inscrutable, but their power is undeniable.
Your patron has offered up a sliver of their power for your service in their endlessly complex scheming. Their commands may be severe or kind, but their expectations of you are undeniably obedience.
Expanded Spell List
Making a pact with an Ascendant Dragon lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | Absorb Elements, Earth Tremor |
2nd | Dragon's Breath, Aganazzer's Scorcher |
3rd | Fireball, Lightning Bolt |
4th | Leomund’s Secret Chest, Vitriolic Sphere |
5th | Cone of Cold, Destructive Wave |
Dragon Tutelage
At 1st level, you acquire the training necessary to serve your patron. You gain proficiency with medium armor, shields, martial weapons, and you learn to speak, read, and write Draconic fluently, if you could not already.
Dragon's Breath
Each ascendant dragon is associated with a particular damage type that is used with many of your pact features.
At 1st level, choose from acid, cold, fire, lightning, or poison damage when you choose this patron.
When you damage a target with a weapon or spell attack, you can change the damage type to your patron's type.
When casting a cantrip of your patron's damage type, you gain a bonus to the damage dealt equal to your Charisma modifier.
Ascendancy
At 6th level, You can wreathe yourself in the essence of your patron. Immediately after you take the Attack action on your turn, you can make one attack as a bonus action and become immune to your patron's damage type until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a short or long rest.
Frightful Defiance
Starting at 10th level, you are immune to the frightened condition and cannot be magically put to sleep.
In addition, when you roll a Charisma (Intimidation) check, treat a roll of 10 or less as an 11.
Dragon Rising
Starting at 14th level, your connection to your patron is complete. You gain the following abilities.
- When you use your Ascendancy feature, you can now use your bonus action to make two additional attacks when you take the Attack action.
- Any attack roll you make is a critical hit on a roll of 19 or 20.
- If you damage a creature with your patron's damage type, a portion of the energy clings to the target. At the start of its next turn the creature takes additional damage equal to your Charisma modifier for each successful hit.
Magi (Wizard)
Held in the highest regard of all the traditional classes, the Magi are seen as the pinnacle of mortal endeavor. A fighter or farisan may be respected for their prowess, but a true magus would be welcome in the palace of any seykh. The scholarly pursuit of magic is the ultimate goal of tutelage and academic study as learned philosophers seek to understand worlds mundane, spiritual, and beyond the stars.
This affinity and deference towards those with an aptitude for the arcane takes different forms in different amurates, though. Magi of the Free Cities focus on illusion and enchantment while the courts of Irajan seyakh keep abjuration and evocation magi close at hand.
The Kingdom of Tur maintains a secretive discipline of magi all their own, known as the Bladesinger.
Bladesinger
Bladesingers are magi who master a school of martial combat grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow them to channel magic into devastating attacks and a cunning defense.
Styles of Bladesinging are broadly categorized based on the type of weapon employed, and designated by color. Black for blades, green for hefted weapons such as axes or warpicks, yellow for whips and flails, red for light polearms such as quarterstaves and spears, and white for dual wielding styles. Based on the types of spells employed, the techniques of the master, and the particular weapon used, unique styles have also developed.
When a magus becomes a bladesinger they typically don clothing matching their style's color as a warning. Some bladesingers learn multiple styles and their varied robes and headwraps act as a subtle warning of their deadly skills.
Training in War and Song When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.
You also gain proficiency in the Performance skill if you don't already have it.
Bladesong
Starting at 2nd level, you can invoke a secret magical technique called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use make an attack with a weapon with the heavy property. You can also dismiss the Bladesong at any time you choose (no action required).
While your Bladesong is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Song of Defense
Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.
Song of Victory
Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
Backgrounds
The peoples of Ferehdin come from many diverse, though familiar, backgrounds. Some of the backgrounds recorded here are unique to the lands of Eransül, while others have a different context in and around the peninsula.
Caravan Born
You spent your formative years among the asair, and you've enjoyed the solitude and camaraderie of the Akhesu Road. The shifting winds, sands, and wild places of the world are in your blood.
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Skill Proficiencies: Animal Handling, Survival
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Tool Proficiencies: Cook’s utensils, Herbalism kit
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Equipment: A riding crop, a hunting trap, a trophy from a beast attack you survived, a set of traveler’s clothes, and a pouch containing 10 gp worth of spices.
Feature: Fraternity of the Road
As a native to the nomadic life, you can always find assistance among the caravans. Caravans won't risk their lives or livelihoods for you, but they may be able to provide you and your party a place to hide, and escape from town, or a hot meal and smiling face among the White Sands.
Suggested Characteristics
Caravans are an insular community, a mix of outcasts and free spirits, a found family built around storied and long standing nomadic tribes. Those born in the caravan can be either worldly or uncouth depending on temperament and the people they call family.
d6 | Personality Trait |
---|---|
1 | I prefer the company of those who aren’t like me, including people of other races. |
2 | I’m a stickler when it comes to observing proper etiquette and local customs. |
3 | I would rather observe than meddle. |
4 | By living among violent people, I have become desensitized to violence. |
5 | I would risk life to protect an innocent animal. |
6 | When I arrive at a new settlement for the first time, I must learn all its customs. |
d6 | Ideal |
---|---|
1 | Respect. People deserve to be treated with dignity and respect. (Good) |
2 | Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful) |
3 | Freedom. Tyrants must not be allowed to oppress the people. (Chaotic) |
4 | Might. If I become strong, I can take what I want—what I deserve. (Evil) |
5 | Sincerity. There’s no good in pretending to be something I’m not. (Neutral) |
6 | Destiny. Nothing and no one can steer me away from my higher calling. (Any) |
d6 | Bond |
---|---|
1 | I keep my thoughts and discoveries in a journal. My journal is my legacy. |
2 | I would sacrifice my life and my soul to protect the innocent. |
3 | I was driven away the person I love. I strive to win back the love I’ve lost. |
4 | I'm the only survivor of my caravan, and it is up to me to ensure their sacrifice was worth it. |
5 | There’s evil in me, I can feel it. It must never be set free. |
6 | I have a child to protect. I must make the world a safer place for him (or her). |
d6 | Flaw |
---|---|
1 | I am callous about death. It comes to us all eventually. |
2 | I never make eye contact or hold it unflinchingly. |
3 | I have no sense of humor. Laughing is uncomfortable and embarrassing. |
4 | I overexert myself, sometimes needing to recuperate for a day or more. |
5 | I think far ahead, a detachedness often mistaken for daydreaming. |
6 | I see morality entirely in black and white. |
Cinnamon Wood Fugitive
You grew up among the Thieves of the Cinnamon Wood, a band of thieves and assassins that plague the Ferehdin peninsula. Being who you were, you could never be a hero, so you made your escape. Hunted, you became an orphan of the cities. You changed your name, hid your face.
You’ve left your old life behind to become something more. Whether you can ever truly escape the Thieves of the Cinnamon Wood is another matter entirely.
Fugitives from the Cinnamon Wood must often hide their true identities. As a result, those with this background may have two sets of characteristics, one for their false persona, and one for their true selves. To define this persona, feel free to choose characteristics from other backgrounds, particularly folk hero, hermit, or noble.
For the person behind the persona, the one who truly strives to bury their past, consider a distinct set of fugitive characteristics.
- Skill Proficiencies: Deception, Stealth
- Tool Proficiencies: Disguise kit and Forgery kit
- Equipment: Disguise kit, clothes befitting your persona, a pouch containing 10 gp
Feature: Street Rat
Before adopting your persona, you learned how to avoid thieves, assassins, and guard patrols in Ferehdin's cities by befriending the people living on the fringe of society. Your true identity is known and respected within a major city’s poor and refugee communities. Should you ever need to learn about a foreign land, people, tradition, or history, you know where to find someone with firsthand experience — and what they might seek in trade
Suggested Characteristics
These are the suggested characteristics for the Cinnamon Wood Fugitive.
d8 | Personality Trait |
---|---|
1 | I’m earnest and uncommonly direct. |
2 | I strive to have no personality — it’s easier to hide what’s hardly there. |
3 | I treasure a memento of the person or instance that set me upon my path. |
4 | I sleep just as much as I need to and on an unusual schedule. |
5 | I think far ahead, a detachedness often mistaken for daydreaming. |
6 | I cultivate a single obscure hobby or study and eagerly discuss it at length. |
7 | I am ever learning how to be among normal folk — when to speak up, when to laugh. |
8 | I behave like an extreme opposite of my persona. |
d6 | Ideal |
---|---|
1 | Justice. Place in society shouldn’t determine one’s access to what is right. (Good) |
2 | Security. Doing what must be done can’t bring the innocent to harm. (Lawful) |
3 | Confusion. Deception is a weapon. Strike from where your foes won’t expect. (Chaotic) |
4 | Infamy. My name will be a malediction, a curse that fulfills my will. (Evil) |
5 | Incorruptibility. Be a symbol, and leave your flawed being behind. (Any) |
6 | Anonymity. It’s my deeds that should be remembered, not their instrument. (Any) |
d6 | Bond |
---|---|
1 | I do everything for my family. My first thought is keeping them safe. |
2 | What I do, I do for the world. The people don’t realize how much they need me. |
3 | I’ve seen too many in need. I must not fail them as everyone else has. |
4 | I stand in opposition, lest the wicked go unopposed. |
5 | I am exceptional. I do this because no one else can, and no one can stop me. |
6 | I do everything for those who were taken from me. |
d6 | Flaw |
---|---|
1 | I am callous about death. It comes to us all eventually. |
2 | I never make eye contact or hold it unflinchingly. |
3 | I have no sense of humor. Laughing is uncomfortable and embarrassing. |
4 | I overexert myself, sometimes needing to recuperate for a day or more. |
5 | I think far ahead, a detachedness often mistaken for daydreaming. |
6 | I see morality entirely in black and white. |
Corsair
You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a converted merchant ship, a naval vessel, or a ship of discovery? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands?
What were your duties on board — boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?
You spent your youth under the saill of a daring corsair, a tireless adventurer and pirate who taught you how to survive in a world of sharks and storms. You’ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, but neither are foolhardy acts of courage and bravado.
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Skill Proficiencies: Athletics, Perception
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Tool Proficiencies: Navigator’s tools, vehicles (water)
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Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a pouch containing 10 gp.
Feature: Companions in Every Port
In your years at sea, you've docked in many ports, and made many friends. While in a town, city, or other similarly sized waterside community (DM’s discretion), you can find an old companion who will allow you and your party can gain general information of the region and stay for free.
Some of these companions have fond memories of you, others may simply owe you a favor.
Suggested Characteristics
The Corsair background uses the Suggested characteristics of the Sailor.
d8 | Personality Trait |
---|---|
1 | My friends know they can rely on me, no matter what. |
2 | I work hard so that I can play hard when the work is done. |
3 | I enjoy sailing into new ports and making new friends over a flagon of ale. |
4 | I stretch the truth for the sake of a good story. |
5 | To me, a tavern brawl is a nice way to get to know a new city. |
6 | I never pass up a friendly wager. |
7 | My language is as foul as an otyugh nest. |
8 | I like a job well done, especially if I can convince someone else to do it. |
d6 | Ideal |
---|---|
1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) |
2 | Fairness. We all do the work, so we all share in the rewards. (Lawful) |
3 | Freedom. The sea is freedom — the freedom to go anywhere and do anything. (Chaotic) |
4 | Mastery. I’m a predator, and the other ships on the sea are my prey. (Evil) |
5 | People. I’m committed to my crewmates, not to ideals. (Neutral) |
6 | Aspiration. Someday I’ll own my own ship and chart my own destiny. (Any) |
d6 | Bond |
---|---|
1 | I’m loyal to my captain first, everything else second. |
2 | The ship is most important — crewmates and captains come and go. |
3 | I’ll always remember my first ship. |
4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea. |
5 | I was cheated out of my fair share of the profits, and I want to get my due. |
6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. |
d6 | Flaw |
---|---|
1 | I follow orders, even if I think they’re wrong. |
2 | I’ll say anything to avoid having to do extra work. |
3 | Once someone questions my courage, I never back down no matter how dangerous the situation. |
4 | Once I start drinking, it’s hard for me to stop. |
5 | I can’t help but pocket loose coins and other trinkets I come across. |
6 | My pride will probably lead to my destruction. |
Failed Merchant
Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended poorly. Whether it was because of outside influences, bad luck, or simply because your business acumen was weak, you lost everything.
With failure, however, comes experience. You’re free of that old life, having made some connections and learned your lessons. Prepared to pursue the life of an adventurer, your insight into the world of commerce may prove vital to your party's survival.
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Skill Proficiencies: Insight, Investigation
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Tool Proficiencies: One type of artisan’s tools
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Languages: Any one of your choice
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Equipment: One set of artisan’s tools, merchant’s scale, a set of fine clothes, and a belt pouch containing 10 gp
Feature: Supply Chain
From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information in bazaars, markets or among caravans.
Suggested Characteristics
Being a merchant involved having a head for numbers, a strong personality, the ability to make deals with hostile adversaries, a strong sword arm to fight off bandits, and the intuition for knowing what people want and need. The art of business is the art of finding the best path to profit, and that path might be different with each transaction. It takes a strong mind and a stronger stomach to succeed. So why did you fail?
d8 | Personality Trait |
---|---|
1 | I didn’t have the cutthroat attitude necessary to succeed. I won’t make that mistake again. |
2 | Even my competitors said I was affable and talented. Those traits should serve me well. |
3 | To prosper, you have to be in control. |
4 | The customer is always right. |
5 | I was cutting corners and breaking deals to maximize profit. That’s why I failed. |
6 | When I get an idea, I am single-minded in its execution — even if it’s a terrible idea. |
7 | If I can be everyone’s friend, I’ll always have support. |
8 | My heart wasn’t in being a merchant, so I failed. I’m not all that keen on adventuring either, but I need the money. |
d6 | Ideal |
---|---|
1 | Survival. Where there’s life, there’s hope. If I remain alive and flexible, I can succeed. (Any) |
2 | Generosity. People helped me when I was down. Now that I’m back on my feet, I’ll pay it forward. (Good) |
3 | Excitement. Caution got me nowhere in my previous business. I’m not going to let it hold me back now. (Chaotic) |
4 | Wealth. With enough coin, I can buy comfort, power, knowledge, and even eternal life. Nothing will stand between me and money. (Evil) |
5 | Stability. The mercantile trade was too chaotic for me. I need a nice stable profession, like adventuring. (Lawful) |
6 | Redemption. Too many people consider me a failure. So I need to prove them wrong. (Any) |
d6 | Bond |
---|---|
1 | My family means everything to me. I failed them before, and I must not do so again. |
2 | My cult provides a connection to my god, so I must ensure that it is protected and funded. |
3 | My former business partner fell ill, and then our business failed. Part of my new venture involves earning enough to take care of their family. |
4 | If I take care of my possessions, they’ll take care of me. People come and go, but a weapon or a wand is something you can always rely on. |
5 | Although my business failed, the people of my community were kind to me. I’ll do everything in my power to protect them. |
6 | I owe a dangerous person a lot of money. As long as they’re happy, they let my debt rest unpaid. |
d6 | Flaw |
---|---|
1 | Why spend gold here when you can buy the same thing for bronze in the next town? |
2 | I must have the best of everything. Like, right now. |
3 | You haven’t heard of me? I’m sure that’s because of your ignorance and low breeding. |
4 | I failed, but I’m awesome. So when anyone else is successful, it must be because of nepotism, dishonesty, or dumb luck. |
5 | I find that most people are trustworthy. Hey, where’s my belt pouch? |
6 | Nothing gets between me and danger except my fellow adventurers. So I’ll be sure to put them there. |
Far Traveler
You are from a distant place, one so remote that few of the common folk in Ferehdin realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Ferehdin for your own reasons, which you might or might not choose to share. To determine why you are so far from home, roll on the table below or choose from the options provided:
d8 | Why are you Here? |
---|---|
1 | Academic |
2 | Emissary |
3 | Exile |
4 | Fugitive |
5 | Pilgrim |
6 | Sightseer |
7 | Spy |
8 | Wanderer |
Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you’ve never laid eyes on before. By the same token, you’re a person of interest, for good or ill, to those around you almost anywhere you go.
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Skill Proficiencies: Insight, Perception
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Tool Proficiencies: Any one musical instrument or gaming set of your choice, likely something native to your homeland
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Languages: Fluent in any one of your choice
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Equipment: One set of traveler’s clothes, poorly wrought maps from your homeland that depict the peninsula of Ferehdin, a small piece of jewelry worth 10 gp in the style of your homeland’s craftsmanship, and a pouch containing 5 gp
Feature: All Eyes on You
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Suggested Characteristics
These are the suggested characteristics for Far Traveler.
d6 | Personality Trait |
---|---|
1 | I have different assumptions from those around me concerning personal space, blithely invading others’ space in innocence, or reacting to ignorant invasion of my own. |
2 | I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting. |
3 | I have a strong code of honor or sense of propriety that others don’t comprehend. |
4 | I express affection or contempt in ways that are unfamiliar to others. |
5 | I begin or end my day with small traditional rituals that are unfamiliar to those around me. |
6 | Sarcasm and insults are my weapons of choice. |
d6 | Ideal |
---|---|
1 | Open. I have much to learn from the kindly folk I meet along my way. (Good) |
2 | Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful) |
3 | Adventure. I’m far from home, and everything is strange and wonderful! (Chaotic) |
4 | Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil) |
5 | Inquisitive. Everything is new, but I have a thirst to learn. (Neutral) |
6 | Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any) |
d6 | Bond |
---|---|
1 | So long as I have this token from my homeland, I can face any adversity in this strange land. |
2 | The gods of my people are a comfort to me so far from home. |
3 | I hold no greater cause than my service to my people. |
4 | My freedom is my most precious possession. I’ll never let anyone take it from me again. |
5 | I’m fascinated by the beauty and wonder of this new land. |
6 | Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day. |
d6 | Flaw |
---|---|
1 | I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land. |
2 | I pretend not to understand the local language in order to avoid interactions I would rather not have. |
3 | I have a weakness for the new intoxicants and other pleasures of this land. |
4 | I don’t take kindly to some of the actions and motivations of the people of this land, because these folk are different from me. |
5 | I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst. |
6 | I have a weakness for the exotic beauty of the people of these lands. |
Inheritor
You are the heir to something of great value — not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life.
- Skill Proficiencies: Survival, plus one from among Arcana, History, and Religion
- Tool Proficiencies: Your choice of a gaming set or a musical instrument
- Equipment: Your inheritance, a set of traveler’s clothes, the tool you choose for this background’s tool proficiency, and a pouch containing 15 gp
Feature: Inheritance
The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you — by force, if need be. Choose or randomly determine your inheritance from among the possibilities in the table below.
d8 | Inheritance |
---|---|
1 | A document such as a map, a letter, or a journal |
2 | A trinket |
3 | A trinket |
4 | An article of clothing |
5 | A piece of jewelry |
6 | An arcane book or formulary |
7 | A written story, song, poem, or secret |
8 | A tattoo or other body marking |
Work with your Dungeon Master to come up with details of your inheritance: Why is it so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item’s history and importance.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.
Suggested Characteristics
These are the suggested characteristics for Inheritors.
d8 | Personality Trait |
---|---|
1 | I judge people by their actions, not their words. |
2 | If someone is in trouble, I’m always ready to lend help. |
3 | When I set my mind to something, I follow through no matter what gets in my way. |
4 | I have a strong sense of fair play and always try to find the most equitable solution to arguments. |
5 | I’m confident in my own abilities and do what I can to instill confidence in others. |
6 | Thinking is for other people. I prefer action. |
7 | I misuse long words in an attempt to sound smarter. |
8 | I get bored easily. When am I going to get on with my destiny? |
d6 | Ideal |
---|---|
1 | Respect. People deserve to be treated with dignity and respect. (Good) |
2 | Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful) |
3 | Freedom. Tyrants must not be allowed to oppress the people. (Chaotic) |
4 | Might. If I become strong, I can take what I want—what I deserve. (Evil) |
5 | Sincerity. There’s no good in pretending to be something I’m not. (Neutral) |
6 | Destiny. Nothing and no one can steer me away from my higher calling. (Any) |
d6 | Bond |
---|---|
1 | I have a family, but I have no idea where they are. One day, I hope to see them again. |
2 | I worked the land, I love the land, and I will protect the land. |
3 | A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. |
4 | My tools are symbols of my past life, and I carry them so that I will never forget my roots. |
5 | I protect those who cannot protect themselves. |
6 | I wish my childhood sweetheart had come with me to pursue my destiny. |
d6 | Flaw |
---|---|
1 | The tyrant who rules my land will stop at nothing to see me killed. |
2 | I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. |
3 | The people who knew me when I was young know my shameful secret, so I can never go home again. |
4 | I have a weakness for the vices of the city, especially hard drink. |
5 | Secretly, I believe that things would be better if I were a tyrant lording over the land. |
6 | I have trouble trusting in my allies. |
Seykh Cortier
In your earlier days, you were a personage of some significance, or the child of one, in a seykh's court or another bureaucracy of rulership. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.
Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life.
In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.
- Skill Proficiencies: Deception, Persuasion
- Languages: You are Fluent in two of your choice
- Equipment: A set of fine clothes and a pouch containing 5 gp
Feature: Courtly Gossip
Via your social connections and time spent in the courts of Ferehdin, you can surmise a great deal about the upperclass' secrets — who’s practicing necromancy, who’s involved in spying or smuggling, who would purchase or craft dangerous magical wares without batting an eyelash. Whenever a noteworthy crime or mysterious happening occurs in the city, you can immediately draw up a list of 1d4 suspects who, if they aren’t involved, have a strong chance of knowing who is.
Suggested Characteristics
Use the tables for the guild artisan background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier.
The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.
d8 | Personality Trait |
---|---|
1 | I believe that anything worth doing is worth doing right. I can’t help it—I’m a perfectionist. |
2 | I’m a snob who looks down on those who can’t appreciate fine art. |
3 | I always want to know how things work and what makes people tick. |
4 | I’m full of witty aphorisms and have a proverb for every occasion. |
5 | I’m rude to people who lack my commitment to hard work and fair play. |
6 | I like to talk at length about my profession. |
7 | I don’t part with my money easily and will haggle tirelessly to get the best deal possible. |
8 | I’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me. |
d6 | Ideal |
---|---|
1 | Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) |
2 | Generosity. My talents were given to me so that I could use them to benefit the world. (Good) |
3 | Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) |
4 | Greed. I’m only in it for the money. (Evil) |
5 | People. I’m committed to the people I care about, not to ideals. (Neutral) |
6 | Aspiration. I work hard to be the best there is at my craft. (Any) |
d6 | Bond |
---|---|
1 | The workshop where I learned my trade is the most important place in the world to me. |
2 | I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy. |
3 | I owe my guild a great debt for forging me into the person I am today. |
4 | I pursue wealth to secure someone’s love. |
5 | One day I will return to my guild and prove that I am the greatest artisan of them all. |
6 | I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. |
d6 | Flaw |
---|---|
1 | I’ll do anything to get my hands on something rare or priceless. |
2 | I’m quick to assume that someone is trying to cheat me. |
3 | No one must ever learn that I once stole money from guild coffers. |
4 | I’m never satisfied with what I have—I always want more. |
5 | I would kill to acquire a noble title. |
6 | I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals. |
Vizier
You are, or were, a vizier - politician, advisor, strategist, and schemer. You stood between your ruler and the people, performing tasks that were essential to your seykh and their court. You hoped to achieve wealth and status either by being the best possible servant, or by your own political machinations.
This did not go as planned.
As a vizier, you commanded the lives of a hundred hundred souls. Now, by choice or circumstance, you must strategize from the invisible margins of society.
-
Skill Proficiencies: Insight, Persuasion
-
Tool Proficiencies: One type of artisan’s tools, one type of musical instrument
-
Equipment: A set of artisan’s tools or a musical instrument (one of your choice), a scroll of local laws or philosophical teachings, a vizier’s medalion, a set of fine clothes, and a pouch containing 25 gp
Feature: Court Functionary.
Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.
Suggested Characteristics.
A vizier’s characteristics have been influenced by the powerful they've served under and how high they climbed before taking up the life of an adventurer. Some viziers left cruel masters, others sought to steal power for themselves, and still others left amicably for reasons all their own. Consider what your seykh was like, and why you had to leave when developing your characteristics.
d8 | Personality Trait |
---|---|
1 | Everything I do, I do gracefully and deliberately, and with complete confidence. |
2 | When I am at peace, I am an oasis of perfect calm in the world. When I am roused to anger, I am an embodiment of terror. |
3 | I enjoy teasing acolytes and initiates with juicy tidbits of knowledge wrapped up in fiendishly difficult puzzles. |
4 | I have the utmost faith in myself and my abilities. |
5 | I get restless when life in the city feels too tame, too safe. |
6 | I enjoy solitude as an opportunity to plan my victory. |
7 | I use satire as a way to undermine political opponents. |
8 | I think of those in my care as my family, and myself as their parent. |
d6 | Ideal |
---|---|
1 | Solidarity. The worthy must respect the high born and the low. Good done in life will be rewarded beyond the Chinvat bridge. (Good) |
2 | Knowledge. Cultivating a nimble mind will hasten my success. (Any) |
2 | Wealth. The more chaos that swirls around me, the more opportunities I can find to profit. (Chaos) |
3 | Power. One day, I will crush those who spurned me beneath my heel. (Evil) |
4 | Prestige. I want to be admired, respected, feared, or even hated for my position and wealth. (Evil) |
5 | Stability. Society functions best when chaos is kept under control and everyone knows their place. (Lawful) |
6 | Respect. Respect is due to me because of my position. (Any) |
d6 | Bond |
---|---|
1 | I value my worldly goods more highly than my mortal life. |
2 | An oligarch publicly humiliated me, and I will exact revenge on that whole family. |
3 | My actions drove away the person I love. I strive to win back the love I’ve lost. |
4 | A terrible guilt consumes me. I hope that I can find redemption through my actions. |
5 | I discovered a secret I can’t let anyone else uncover — including my seykh. |
6 | I sold my soul for knowledge. I hope to do great deeds and win it back. |
d6 | Flaw |
---|---|
1 | I secretly question whether the gods care at all about us or what we do. |
2 | I overlook obvious solutions in favor of complicated ones. |
3 | I speak without really thinking through my words, invariably insulting others. |
4 | I’ve been known to turn a blind eye to injustice, with the help of a modest bribe. |
5 | I lied to achieve my position, and I would do anything to keep that secret. |
6 | My ambition often blinds me to the harm I cause. |
PART 2
The Tales of Eransül
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. Giant beasts and Mortal races scratch out a life between the rock and sand. In many parts of Ferehdin, only seasonal streams, or wadis, exist. Merchant caravans travel established routes connecting lush oases while nomads move across open desert to follow the spring rains and find water where others believe none to exist.
In the central lands, however, the silken threads of the Azraqir are strong enough to flow year-round, crossing the desert until they converge and spill into the sea. Along their wide, muddy banks grew the great cities of Damakesh, Meyheer, and Bakarnah - the cradles of mortal civilization.
Yet even for seasoned natives, there are places in Ferehdin where none would go, where the heat, drought, and dangers are far too great. In such desolate corners, the first great civilizations once stood. These 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, while others are little more than weathered grave stones.
From then to Now
In this section you will find the oral histories of Ferehdin, how each amurate came to be, important locations found within them, and what is known of the seyakh who rule them.
This section also includes information on what a typical character from each of the major regions of the peninsula- Iraja, the Free City of Salmshar, and the Kingdom of Tur-might think of the members of the others.
Although some of these accounts are accurate, others represent skewed perceptions or stereotypes. Many such perceptions have some basis in truth, but that truth has often been distorted by hearsay, prejudice, propaganda, or cultural misunderstandings.
Conquests of the Akhemonite Kings
After the banishment of the shayatan and the crossing of the Alihat into paradise, there rose a mighty empire far to the west of Ferehdin. The people of those lands believed their kings to be gods and, through belief and unholy bargains, it is said that great Akhemonten did indeed ascend. Akhemonten granted his people magical power once reserved for divine beings and, seeing these gifts as proof that they could defy fate and the true gods, the people came to believe that their god-king alone was worthy of praise.
Many began to shun the faith in other gods and others actively pursued iconoclasm. The people of the land forged an empire, conquering smaller villages and turning larger cities into vassal states with their own Akhemonite King in rulership.
As Akhemonten's divine power grew, the god-king sought new lands to conquer. The armies of Akhemonten cut through the Ferehdin peninsula, sacking Meyheer and it is said they sundered Arum, the celestial city of the pillars. Many fled into the desert, forming asair tribes and living on the backs of camels to escape the bloodshed. The armies pushed eastward, building the great citadel of Tur, where only a small outpost falak had stood for many hundred years.
It is uncertain how Akhemonten fell, but with the death, or ascension, of their god-king, the sprawling empire quickly collapsed into chaos.
Iraja:
the Cradle of Civilization
In the wake of the brutal conquest and the chaos of the empire's collapse, the survivors began to emerge from exile in the desert to reclaim and rebuild Ferehdin. Across the peninsula, many took the pieces of their cultures and sought a place to forge a new age, even as echoes of those deadly years linger to this day.
The people of Iraja make their living in trade, in farming, in fishing and in the sciences. They are the least beholden to tradition, and the most inclined towards an educated populous with a voice in civic affairs. In general, they view the Free Cities as exotic, wild, and dangerously uncivilized, and consider people from the Kingdom of Tur to be antiquated, militaristic zealots.
Al'Azraqir River: The Golden Web
With its yellow color and subtle pearlescence beneath the Royal Stars, the Azraquir has been likened to a golden spider's web in even the oldest stories. Its headwaters come together from a hundred small tributaries forming an abundant source of life, fertilizing the lush valleys of Iraja and providing water to humanoids and animals alike. It is also a vibrant habitat for countless creatures, including many species of birds, fish, and frogs.
Crocodiles and hippopotamuses can be a danger to boats and barges, but perhaps the most feared denizens of the river are the giant serpents known to lurk near its bottom. River serpents range from fairly mundane specimens that resemble giant constrictor snakes to the Falak that according to the storytellers, can sink fishing boats by the dozens and flood the shore with its thrashing.
Other Dangers found in the river include fish such as quippers, giant frogs, and crocodiles.
The river forms the heart of Iraja and all the amurate's major cities lie along its banks.
Bakarnah: the City of Fountains
located centrally along al'Azraqir, Bakarnah is the largest city in Iraja, and the second largest in all of Ferehdin. After the establishment of the Akhesu Road, two wealthy brothers wished to raise a city in honor to their family's patron jinn, based on an older prophesy that their good fortune would increase as long as the house of their patron grew.
The city grew rapidly, as it controlled trade along the river between the inlet city of Meyheer and ancient Damakech, and it had ample fresh water inlets to the north and south of the site. The latter allowed households in the expanding city plentiful water to use with a wanton abandon impossible in other cities.
In less than a handful of years, it grew larger than its sister cities and became the unspoken capital of the amurate.
Of all the cities in Iraja, Bakarnah seems to suffer the most from the Thieves of the Cinnamon Wood, and it is rumored that they have a base of operations in the mountains to the east of the city.
Natives of Bakarnah usually have a bustling, cosmopolitan air about them. Even by the laws of hospitality, they are open and free with their charity. Bakarnah's merchants have a bickering rivalry with those in Damakech, who control access to the Akhesu Road.
Leadership
Bakarnah is managed by a combined governing house of ministers, with the merchant princes having fifty-one percent of the vote, their Hand, and ministers elected by the city quarters holding the remaining forty-nine percent. Seyakh chose to add or remove ministers from their Hand at will, while terms among the elected ministers are usually until abdication or death, once elected. Backlash against a disliked minister can often lead to murder or exile from the city.
Some noteworthy members of the government are:
- Seykh Haneen Ad'Delmira: A young saber-rattler among the merchant princes, Seykh ad'Delmira is a 6 foot tall jann banu famous for protecting her father, the old seykh ad'Delmira, from a Cinnamon Wood ambush at the age of fifteen. She keeps her halberd within arms reach, even during government meetings, much to the annoyance of other members of the government. Her platform is uniting the Amurate to take the war to Tur, and to inact more severe punishments for criminal activities in the city.
- Seykh bn'Silvertongue JaDrast: A sly, wizened, bronze-scaled azhmuqid, Seykh Jadrash is often the voice of calm opposition to seykh ad'Delmira. He and his zwadif companion, Vuthar, seek a diplomatic solution to the conflict with Tur. Any other political platform is kept close to his silken-robed chest.
- Cora'tosh: A brainy kilab alchemist, Cora'tosh represents the West Quarter and is a much loved healer among the common classes. While older in years, she and her twin are new to the governing house, and are being actively courted by various political factions.
- Tari'tosh: a mystic belonging to the cult of Mistra, Tari'tash seems more youthful than her twin, ready with a quip or lolling smile to diffuse tensions in the governing house.
Rumors
-
Outlying communities have been attacked by armed warriors on horseback, and every day, a new wave of refugees comes to beg entrance at the city gates. Natives of the city have heard that agents from Tur have used the cover of these destitute people to enter the city, and even now Turic agents are infiltrating the halls and courts of the most powerful in the city.
-
The Governing House commissioned a fighting force to investigate the attacks on outlying communities three weeks ago, and were not heard from again.
-
A shaytni has possessed one of the elected ministers and is seeking the corruption of the city.
-
The tales of the city's origin are true. The jinn considers the city its home, and considers all who live within it as vassals.
Damakech: The City of Winds
While the smallest of the major cities in Inraja, Damakech lies directly along the Akhetsu Road and has been a well defended trading hub for a hundred hundred years. Located high along the crescent edge of Mount Damakech the Ortuleh river bisects the upper levels of the city with a waterfall crashing 900 feet to the conical foot of the mountain and the grasslands below. The city itself has a difference in elevation of over 300 feet. Damakech is also named "the City of Winds," due to the elaborate wind towers that rise up from the city to catch the warm currents blown up the mountainside.
Damakech is comprised of interconnected buildings built into the rock face, where courtyards and roofs serve as pedestrian areas and short, narrow alleys and stairways function similarly to the streets in other cities. The unique architecture is described by locals as "The roof of my home is the garden of my neighbor's."
The families of Damakech go back generation upon generation. While outsiders are not explicitly unwelcome, the people of Damakech are insular and their daily lives are thick and rich with unspoken rules and morays. Since the rise of Bakarnah's importance in the amurate, the rulership and merchant class in Damakech have tightened their control over trade routes stemming from the Akhesu Road.
Leadership
Damakech is ruled over by the Grand Seykh and his or her court of Viziers. The Grand Seykh is a semihereditary title where an heir apparent must succeed in an ordeal to prove their merit. Failing this, the Grand Seykh, or the Viziers if necessary, chooses a new heir. This process has lead to Seyahk frequently having many children, in and out of wedlock, to have a greater pool of potential heirs.
This has also produced a courtly life of intrigue and suspicious deaths as Viziers and potential heirs posture for political power.
Some noteworthy members of the Seykh's court are:
-
Grand Seykh Isifar bn'Neyyat: An imposing, night-skinned Aamkar man with a thick, greying beard and a hearty laugh. Once a powerful fighter, many in court believe he has grown decadent and soft in his age. He is well known to drink arak to excess. He has two legitimate children, and many bastards.
-
Meilil bn'Isifar: A known Red al'Aamkar, she is the heir apparent to Grand Seykh al'Neyyat. She spends little time at court, preferring to train for her ordeal, and hunt thieves in the city. Having recently turned 30, unmarried and without bastards, some viziers whisper that she may be a barren and unfit to carry on the ruling line.
-
Vizier Aytosj: A thin zwadif in his late 40s, Vizier Aytosj has become the unofficial head of the court viziers in the past few years. Known for his precise calculations and seeming ability to predict the course of fate, who he supports as heir will carry a great deal of weight.
-
Fahad bn'Isifar: the second child of the Grand Seykh. Draped in white robes and headdress from head to foot, and wearing a burnished gold mask, it's believed that Fahad is sickly. More cruel rumors claim he is Daeva born. Whatever his nature, he spends his days in study or repose, never venturing from the palace.
-
Supplescale Kavra: The Grand Seyk's current fixation, an green-scaled azhmuquid dancer who entertains and dotes on al'Neyyat. The viziers grumble heavily that she has far too much power over the whims of their seykh.
-
Breeze: Seneschal to the court. The banu sila is a frequenter of the Bazaar, providing regular reports directly to the Grand Seykh about the goings on of the city. They have an androgynous affect about them and a knack for being wherever they are needed or wish to be.
Rumors
-
A new new illness is spreading in the outer rings. People are blaming the most recent caravan of asair passing through the bazaar, but no one in the markets seems to be sick.
-
The Grand Seykh is being poisoned by a rival family. His viziers are complicit and there is a plot to murder the legitimate children.
-
There are Turic spies in city. The Grand Seykh is a fool, addled and bewitched by his dancer mistress. Trust no one, we've let the enemy in through the front door.
Meyheer: The City of Lights
Meyheer began as a military encampment of the Akhemonite Kings at the mouth of the Azraqir. It is said the warriors insulted the gods and jinn of the area, who in their vengeance moved the mouth of the river ten miles from the makeshift fortress.
The warriors of Akhemon were left with only a reedy salt marsh which never fully dried up and where pasture could not grow, bounded on the east by brackish water and on the west by waterless desert. In less than a season, the foreigners fled or starved.
Asair tribes and local fishers began to use the abandoned structures as temporary lodging and, being faithful and respectful, the river's mouth slowly expanded into the Meyheer delta.
The city now consists of the Meyheer Falak, a massive, castle with vantage to oversee the deep water routes between the gulf and the golden web, and a chaotic jumble of buildings.
In honor and deference to their origins, the people of Meyheer celebrate each new moon with a festival of lights, Fawanoos, where the city is filled with small lanterns representing the light in the darkness, and small candles are floated on the calm night tide giving thanks to the spirits of the water.
Despite its size, Meyheer feels small. Most of its population rely on the gulf and the river for their livelyhood, and, like one big family, they all seem to know each other's business. Transporting goods along the golden web, interacting with local fishers and traders, has turned the docks of Meyheer into a hotbed of rumors and gossip across Iraja. The sailors and laborers are eager for news from along the Azraqir or the ships from Salmshar and are inclined to share what they have heard in trade.
Natives of Meyheer generally have a simple and direct outlook on life. Honor the gods, don't offend the jinn, accept fate, and live a good life. Many find camaraderie in Bakarahu hospitality, but find them a little too progressive and idle, otherwise. They share a mutual respect with native Damakech, sharing their sense of tradition, but find their governance antiquated and problematic.
Leadership
Meyheer maintains an open democracy call the Salon, presided over by a Major General, or Liwah, who is also commands the local military forces in times of defense. In practice, factions have formed behind various merchant princes who act as representatives for their followers. These factions have taken to calling themselves Hands, in the Bakarnah style. Currently there are fifteen hands in Meyheer, but these informal factions dissolve or converge after nearly every contentious vote.
some noteworthy members of the government are:
- Fisher Glittergrin Aliyyah: The Takamch matriarch of Meyheer, Fisher has been a beloved member of the community and tolerated member of the Salon. Fisher is the only leader of a Hand who is not a seykh. She has a reputation for voting against rash actions, hard punishments, or taxes on those least able to pay. She has a seat of unspoken deference in the Salon, beside the recorder, where she smokes shisha and intimidates the young seyakh who try and bluster or bully the assembly.
-
Seykh Liwah Ku'Val: The Kilab major general of the salon, Ku'val is a young merchant prince, who made his fortune on the seas. He claims Esa'Val is his twin, but they do not act as siblings should, even among the four-eyed hounds. He is quick to decide stalemates in the salon in favor of progressive changes, fascinated by any prospect that might increase his own fortune.
-
Seykh bn'Kava Korinn: A brass-scale Azhmuqid that uses a wheeled chair. She is the most vocal political rival of Fisher, pushing for the Salon to act quickly and decisively rather than risk life or livelihood by rolling over for their enemies.
-
Seykh Basir al'Jeiran: a wily middle-aged al'Bashar, Basir is known for voting seemingly at random. He counts many merchants among his faction as it is believed his actions tend to benefit the buyers and sellers in the city. He is an angular-featured man with a pointed beard and a penchant for saffron-yellow robes.
Rumors
-
A couple of fishing boats have gone missing. The marid are angry and we must appease them.
-
Sometimes on a moonless night, you can meet the ghost of a drowned sailor trying to get home. Lead one to their home, and you'll get a wish. Fail, and they'll strangle you.
-
Tur is looking to make an alliance with Salmshar pirates to take over the city and the golden web.
-
If you see someone at the docks wearing a red cloak after dark, slip them a silver piece and they'll connect you with smugglers from beyond this world who can sell you anything you've dreamed of.
-
The amura's agents have infiltrated the Salon. It's only a matter of time before they completely corrupt the Hands and replace the salon with some mutamaliq.
Al'Baysahr: The White Sands
At the heart of the peninsula is a chaotic dune sea called Al'Baysahr, the White Sands. The desert wears away at the edges of the fertile lands of the Golden Web, and forces the Free Cities to cling to the sea. A constant threat and reminder of the Restless, and the breeding ground of dangerous beasts.
Bashmu are the largest predators of the White Sands, swimming through the sandy dunes like eels through water. They have powerful forearms and serpentine bodies capable of amazing speed and leathery wings on their backs allowing them to jump far into the air to grasp flying creatures. The poison from a Bashmu's tail stinger can kill in seconds.
Even relatively mundane animals can be a danger in the desert, growing to terrifying sizes. Giant scorpions, giant centipedes, giant lizards, giant wasps, and swarms of insects can pose a serious threat to living creatures and the Restless alike.
Erroneously called "the Emptiness" by some, there are the remains of a great civilization throughout the White Sands, caravans regularly make the dangerous trek across the shifting sands and even some asair tribes call the White Sands home.
Arum, City of the Pillars
In stories of Al Banat, the characters often come to a mythic city called Arum. Said to be an endless garden, it is believed to be the Alihat's seat of power on Eransül. Among al'Aamkar it is also thought to be their birthplace as a people, and its destruction and loss afflicts some aamkar with a sense of diaspora.
Whether the City of the Pillars ever truly existed, ruins of some ancient civilization lies in deep within the White Sands. No caravaner has ever dared explore such ruins and returned to to tell of them.
The Restless
The greatest danger of the desert is the strange magic that prevents the soul to rest. A creature killed in the desert rises again as a zombie if proper rites have not been performed before the moisture has dried from its flesh. As a result, the corpses of every kind of desert creature shamble across the dunes alongside the humanoid zombies of the bold and the foolish.
Most former humanoids are mindless marauders, though some tales speak of desiccated Restless that have risen with or gained a sinister intelligence over time, wielding magic as Lords of the White Sands.
Salmshar:
The Free Cities
The northern coast of Ferehdin is formed from innumerable columns of black, hexagonal stone. Rising more than a thousand feet out of the Vorouk sea, the impossibly huge and daunting cliffs are known as the Stairs to Heaven. Amid these pillars and walls of stone, the Free Cities are a loose confederation of city states. Over the hundred hundred years that the Akhemonite kings traversed the world, the communities of the Nine Cities attracted those people determined to live free, and those in desperate need to escape their former lives, no matter the cost.
The people of Salmshar rarely consider the world beyond their watery boarders. When pressed, the people of the Free Cities view Iraja as a strange, lavish and restrictive culture, and have no generalized opinion of Tur or its people, at all.
While true hatred or prejudice is rare between the peoples of the Nine Cities, a general provincialism (particularly in smaller cities) has produced a permanent state of suspicion and clandestinity. Relations between the Nine Cities often devolve into petty hostilities, or become so fettered in complex alliances that the smallest spark could erupt into war. Even so, trade is lively and common among the Nine Cities, particularly with Salmshar, and the coastal waters are full of merchant ships, contracted corsairs, and opportunistic pirates.
Al'Vorouk Sea: the Soul-Scales
Between the penninsula, and the great Northern Continent (the "Dead Continent") spans the Vorouk Sea. Though the original phrase has been lost to time, the name of the sea stems from the judgment of a soul as it crosses the Chinvat Bridge. Much like the scales that weigh a person's deeds against their fate and the will of the gods, the green-black waters of al'Vorouk have been a crucible of humanoid resolve since al Banat.
From the eastern shoals to the deep, dark waters beyond Qadra in the west, al'Vorouk gives and takes in equal measure. Fish and other sea creatures are abundant with fishers, sailors, and merchants very nearly as plentiful. Dhow of every shape and size traverse the sea to reap the bounty within, or carry greater treasures across it. Swift sambuk ferry passengers and local goods, heavily laden jalbut brim with treasures or heavy materials, and the mighty baghlah explore far away lands or hunt leviathan in the deep waters. But for all it's value to life, the soul-scales can just as easily tip against those foolhardy mortals who travel across their waters. Merfolk and water jinn harass dhow moving through their territories, and uncharted islands may be gargantuan beasts in disguise. Every aged sailor has a tale or two of a leviathan's wrath or a sighting of the great Kraken that hunts ships lost beyond the curve of the horizon.
The most common danger the Nine Cities face, though, is attacks from corsairs and pirates. While there are few distinctions between Corsairs and Pirates, they are of vital importance. A corsair operates under the legal authority of one of the Nine Cities, their Writ, and has a right to patrol portions of the sea in search of a valid prize (a vessel estranged to the writ guarantor). Corsairs must present their writ, grant quarter to surrendering crew, and are allowed only the spoils of the ship and its cargo, not the lives or personal effects of the people on board. Pirates work outside the law and have no restrictions on how they operate.
Salmshar: Pearl of the East
In the language of the Akhemonite kings, "Salmshar" refers to a distant, exotic, and mysterious place where long forgotten gods and goddesses dwelt. While a few mystics still claim the lands along the Stairs to Heaven are holy, most peoples of Eransül know Salmshar only as a place of wonders, where anything can be bought or sold.
Built on a tidal island a kilometer into al’Vorouk, the city rises towards heaven. With uncountable dhow and baghlah filling the waters that surround the citadel, Salmshar appears to float on the foam of some perpetual wave, its great spire piercing the sky.
Members of every people and culture throng the footpaths of the Salmshar docks, moving goods into the souk or back out to sea. The native Shari filter through the crowds, dressed in the finest materials but with clothing cut to a slovenly looseness that could never be mistaken for shabby. Ascending from the docks into the citadel itself, the air grows thick with the collision of spices, perfumes, animals and fruit.
The Great Souk is the largest market in Ferehdin, and merchants from every corner of the world make their pilgrimage here at some point. Whirled through crooked, spiraling, streets of crushed and crushing market stalls, every wall covered in lacquered tilework, visitors to the city slowly spiral around the axis of the city, rising into the sky towards its peak. Here and there a great oblong many-windowed apartment stretches upward, desperate for sunlight or breeze or any relief from the indomitable press of humanity in the streets below.
Qasr al’Rassalm sits at the very top of the city, a fortress-palace that overlooks the island and far out into the sea. Encompassing several square kilometers, al’Rassalm contains a marble palace, mosaic tiled grounds, fountains and garden spaces. Peacocks roam freely, a gift to the Seykh’s family, many generations past.
The Great Souk
Salmshar is intended to be a city-wide market where even the most unsavory trades takes place, however these are not a required element for any story involving the city.
When character's arrive in Salmshar, Dungeon Master's should take into account the boundaries of the players at their table. Make sure to check in with your players before including elements such as drug use, sex work, or slavery into your game.
Leadership
Salmshar is ruled over by the Bashari merchant-princes of the Zahrahim dynasty. The construction of the city has been forgotten by storytellers, but for as long as Salmshar has been the pearl, az'Zahrahim have ruled over the citadel.
some noteworthy members of the government are:
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Seykh Azar az'Zahrahim: The current seykh is thought to be in her early thirties, with a shrewd and calculating intellect, but she receives few visitors, always draped in shadow, and is never seen outside of her palace.
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Princess Hama: Younger sister, or daughter — reports vary — of seykh Azar az'Zahrahim. Princess Hama has often been seen moving through the city, surrounded by farisan guards of the dynasty, or leading them on a merry chase across its rooftops. Those who have encountered the princess have noted her interest in stories and trinkets from other lands and cultures.
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bn'Navid JaHara: Captain of the Farisan guard, JaHara is known to be a harsh, but fair arbiter among the merchants of Salmshar, though there are rumors that the dragonbound makes as much coin from outsiders for 'protection' as he does for actually protecting the city.
Hudid and Halwa: Cities of Pleasure
Rarely spoken of separately, generations of locals have amalgamated the twin cities into the singular "Hudidahlwa". Second only to Salmshar in size and population, Hudidahlwa is considered a place of recuperation. Seyahk travel from other cities and across Ferehdin to visit the curative hot springs and recline on the fine, black sand of their calm, but shallow harbor. Hudid's markets are well known for perfume, pearls, and medicines, while Halwa markets trade in various perishable goods and providing services and accommodations to wealthy travelers visiting the emerald waters of the harbor.
Ilmhat: City of Gardens
Best known as a pilgrimage site, Ilmhat is believed to be where the Alihat first arrived on the peninsula. Called the city of gardens, its many temples are built around lush courtyards of flowing water and manicured flora. Ilmhat's small markets are rarely visited by outsiders, excepting to find ritual goods, incense, and other religious materials.
Ajayib: City of Eyes
A small fortified citadel, Ajayib is like a Salmshar in miniature. It is known as the City of Eyes for the multitude of watchtowers overlooking both the sea and the White Sands. Situated on one of the lowest and narrowest portions of the Steps to Heaven, Ajayib markets trade in dried provisions, camels, and martial protection for caravans crossing the eastern edge of that great desert.
Ghajar: City of Twilight
A desert town surrounded by an extensive reef, Ghajar began as a waystation for caravans along the old Akhesu road due to ample access to fresh water wells in the area. In recent generations, they have flourished by producing cotton and other textiles, while the reef is home to the Giant Murex — a monstrous nocturnal sea snail used in the production of Imperial Purple dye. Ghajar markets are frequented by those in need of fine paper, textiles, and dyes. Citizens are frequently seen in clothing dyed in lavish shades of purple.
Wasa'tehru: City of Bridges
Originally settled by the Akhemonite Kings, it is the only free city located on the Dead Continent- the north most edge of Ferehdin. While it has wealth and trade, it is generally seen by outsiders as little more than a pirate's roost. It is built across a series of small outcroppings of basalt, too small to be considered islands in their own right. Instead the pillars of stone form the foundation for various structures built on top of them, with a webwork of bridges connecting each structure to its neighbors. Narrow waterways weave between the city’s pedestals, with gangways serving as docks to the buildings above. Markets trade in cut gems, spices, magical items, and black powder.
Salim Jbal: City of Terraces
Salim Jbal is the agricultural center of trade in the Nine Cities. The sides of Mount Akuwat have been carved, over a hundred hundred years, into uncountable terraces where herders and farmers use the balmy seasonal weather and consistent fresh water to produce much of the rice and other grain consumed by the Nine Cities. The barter and sale of goods in the Salim Jbal market relies on the casting of stones and other non-verbal gestures.
Qadra: City of Fire
The edge of the sea, Qadra has spread across the hospitable regions of a volcanic island chain. They are the last stop for Baghlah heading out into the deep waters towards Iraja and beyond. Light in the way of provisions, the market of Qadra sprawls out from the docks, providing services to ships and their crews, from repairs and refreshment to cartography and companionship.
Kingdom of Tur:
The Iron Gate
One hundred hundred years ago, Bara Tur was an outpost built by foreign invaders from beyond the Al'Mafara wastes. The invaders were prevented from progressing further by the jinn, and eventually the outpost was abandoned by its distant rulers.
Since that time, the people of of Tur have expended, driven by their faith in the gods. The largest of the amurates in terms of territory, until recent memory it was a sprawling land and a melange of different views and beliefs. Since the rise of the amura, Kahlbeyita the Divine, the Kingdom of Tur as grown rigid and unyelding. Mystics and farisan rail against the baseness of the mortal soul, and the duty of all people to stand resolutely in the service of the Kingdom's gods.
In Kahlbeyitur itself, the amura is regarded as equal to the gods in all but name, and stories of her burgeoning divinity are common among the smaller villages and tribes of the high desert.
The turic people are generally agrarian, however the high deserts and lowland basins are suitable only for dryland farming and migratory sheep or goat herding. Asair tribes are commonplace across the amurate and are known to raid smaller villages during times of drought. The major cities of the amurate, by contrast, developed around the few abundant sources of fresh water in the region, leaving a drastic disparity between the impoverished rural regions and the luxuriant palaces, markets and shrines found within the city walls.
Hara Bara Mountain Range
The Hara Bara mountains run from the south western coast, north easterly across the Eastern Continent. This jagged, snow-capped sea of peaks marks the eastern most border of Ferehdin, separating the peninsula and it's surrounding territories from the Mafara wastes and the kingdoms beyond. Called the "first mountain" or the lighthouse of Heaven, Mount Hara Bara dwarfs the other mountains of the range, and marks the spiritual center of the expanse.
Home to the mighty Roc, the Hara Baras are riddled with abandoned temples and outposts that have been reclaimed by the creatures native to these harsh conditions.
Kahlbeyitur: The Divine Throne
The great city in the sky, Kahlbeyitur was once simply known as "Tur". Unlike most cities in Ferehdin, which developed organically due to access to water and the needs of the Akhemonite Kings, Tur's site was intentionally chosen by the leader of an industrious cult of alchemists and academics called the Turi. At the cliff-mouth of a hanging valley whose waterfalls emptied into an immense inland sea, the cult created their academy.
For a many many years, Tur grew in wealth and prominence as its scholars studied alchemy, mathematics, architecture, astronomy, and magic. At first, its isolation allowed Tur to develop in relative safety, but as time passed, it became necessary to defend itself from merchant-thieves and tribes of asair. The city's founder was chosen to become the first chancellor and guide the emerging community in their own armament. Combining martial prowess and magical knowledge, the chancellor developed a unique school of magic she called Bladesinging.
These impressive and deadly warriors only added to the growing legend of the city, and soon surrounding cities and villages sought Tur's protection. And so the kingdom grew for a hundred hundred years more.
Many years ago, Tur was the center of cultural thought, with the children of Seyakh making the pilgrimage to the throne of knowledge from every corner of Ferehdin. In the time from stories, the old academic hierarchy became the Kursi, a rigid and venomous bureaucracy of viziers who guided the edicts and proclamations of the progressively younger and more pliable chancellors. This changed, dramatically with the ascension of Kahlbeyita.
Only ten when she was granted the position, she marked her coronation with the beheading of her Regent Vizier and all members of the Kursi who considered him a friend. Her first edict was to establish the city, Kahlbeyitur, as the Divine Throne of the Alihat on Eransül and to name herself Amura, high ruler of all Tur.
Her second edict, much like the first chancellor, was to prepare her people for war.
Kahlbeyitur is a massive, sprawling metropolis with most people living in apartment towers which rise 5 to 11 storeys high. Streets are paved with slate panels and mortar giving the entire city a feeling that it grew up from the stones of the mountain, rather than being constructed. It is said that a million souls live and work within Kahlbeyitur's walls.
Most divine cults have been removed from the city. Only those who exclusively worship the Alihat have been allowed to remain, with one exception. The Cult of Divine Kahlbeyita, while publicly denounced as heretical, has been allowed to propagate in the city. The cult spreads a belief among the citizens that Kahlbeyita is the founder reborn, and destined for godhood.
The people of Kahlbeyitur live lives in transition. The city, once divoted to science and philosophy as become closed minded and zealous in the past ten years. Alchemical and magical studies have been ordered to focus on military applications, art and music and philosophical studies have quietly been discouraged. Still the people are enthusiastic and supportive of their amura, the horrors inflicted in her name beyond the walls rarely reach their ears.
Conflict in the city remains within the shadows. The Kursi and their infighting to curry favor with Divine Kahlbeyita attracts assassins, spies, and political gamesmanship.
Leadership
For many hundreds of years, Turic leadership has involved a chancellor who directs the actions of the city and a complex bureaucracy of viziers, called al'Kursi, that inform and support the edicts of the chancellor. Over time, the position of chancellor has relinquished de facto power and authority to the Kursi, becoming little more than a figurehead. The traditional leadership of Tur has been overturned by the current chancellor, Kahlbeyita the Divine, who has established herself as a strong and tyrannical ruler. While she quickly eliminated her greatest rivals among the Kursi, even the most sycophantic vizier secretly resents this theft of authority:
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Amura Kahlbeyita the Divine:
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Vizier Pasha as'Samia:
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Vizier Maal'ik bn'Farouk:
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Vizier Fahwadi:
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Bijan the Mystic: Leader of the Cult of Divine Kahlbeyita, Bijan can be found near the temple of Fire and Water which honors al'Alihat. His following can be identified by their magi robes said to represent the green of the amura's eyes, the red of her devotion, and the gold of her divine spirit. Bijan is an Aamkari
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Kepesk: The zwadif known as Kepesk is believed to be the leader of Kahlbeyitur's criminal underground. Rumor says they were once a professor of finance, turning to criminal enterprises with the rise of the amura. Little is known of Kepesk, and even less spoken, but it is clear that someone very clever is in control of illegal activities in the city, to avoid notice from Kahlbeyita's bladesingers.
Rumors
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A new machine for the war effort has awakened and escaped, and now hunts innocents in the streets of Moon Quarter
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The Grand Seykh is being poisoned by a rival family. His viziers are complicit and there is a plot to murder the legitimate children.
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There are Turic spies in city. The Grand Seykh is a fool, addled and bewitched by his dancer mistress. Trust no one, we've let the enemy in through the front door.
Bara Tur: The Iron Gate
Tur al Hafeyah: the Silent City
Tur al Hafeyah is the oldest city in the world. It is said to be the original site of Al'Ilah's house in the material plane, where all of Eransül sprang forth. An oasis in the high deserts of the Kingdom, it overlooks much of Tur's agricultural lands.
A crossroad of trade routes, both the Akhesu Road and the commerce coming from the golden web, Tur al Hafeyah has been a fortified city since before al Banat. Its high, thick walls have been expanded as the city grew, leaving several concentric ring walls. Travelers are guided by convenient roads to the grand bazaar, a series of roofed corridors choked with a thousand stalls and surrounded by an open market that spans several city blocks. To turn off the path of least resistance, outsiders find themselves in labrynthine citadel of narrow streets with few landmarks. Living quarters are often built directly into the wall, leaving streets featureless, and the curving path and high walls can be more claustrophobic and disorienting than the bazaar.
Despite being a primary merchant destination, Tur al Hafeyah is known as the City of Silence. Beyond the bazaar, there are few shops or stalls, and loud conversation seems to be absorbed by the city's thick, curving walls.
The walls of Tur al Hafeyah are not simply artifacts of the past, or some mad seykh's design. The tales of Tur al Hafeyah are of a city besieged. No city in Feredhin has been assaulted as often in the stories of old, and yet the walls of Tur Al Hafeyah have never faltered.
The power and wealth is greater in Bakarnah, and the markets of Salmshar are more grand. Yet still, Tur Al Hafeyah is unbowed, unbroken, and its people seem to absorb some of that stalwart resolve. Natives of Tur al Hafeyah take pride in their city's resilience and determination, even as it has fallen into the shadow of Kahlbeyitur's war. Privately, they generally view people from the Throne as dangerous zealots tempting fate, and they are worried that the conquest of Zambad-Mazar will further diminish their cultural importance in the region.
Tur-Zambad-Mazar: a City in Chains
North east of the Cinnamon Wood lies the ash'Sharyyeh mountains, a temperate, heavily wooded corridor leading travelers hoping to avoid the Hyn Eirh lands from the top of the golden web into the high deserts of the Kingdom of Tur. This lush and idyllic valley is the site of Tur-Zambad-Mazar. For a time, Zambad-Mazar stood as an independent amurate, a neutral territory for dignitaries from Inraja and Tur to safely meet. It is the first major city to have fallen in Kahlbeytur's War, crushed beneath the velvet slipper of Kahlbeyita the Divine.
A staging ground for the invasion of Inraja, and under constant threat of revolt, Tur-Zambad-Mazar is considered a city in chains. Outsiders are quickly detained and questioned by the Turic authorities, though most are reasonable and fair in their adjudication.
Distant Lands
Al'Mafara: The Wastes
The desolate wilderness beyond the protection of the Iron Gate is largely uncharted. Here the Akhesu Road becomes less certain, as weather, time, and the threat of monsters has encouraged caravans to make their own route eastward.
Beyond the Hara Bara range, the lands are parched, cracked expanses called al'Mafara, the Wastes. Al'Mafara is an ever-changing flatness, broken only by the serpentine trenches of the great Angra Worm. The Angra worm averages 600 feet in length and is capable of amazing speeds across and beneath the dry clay, carving jagged ridges across the landscape. They can also lie in wait beneath the soil for years, until the slightest tremor alerts them to the presence of prey.
Angra worms are poisonous to the touch and can discharge deadly arcs of lightning to stun or kill their targets before drawing the inert forms into their lamprey-like orifice. Wise caravans avoid worm-sign at all costs, but they are not the only dangers of the Mafara.
The wastes mark the furthest eastern border of Ferehdin's sphere of influence.
The Dead Empire of Ankemon
The Eastern Kingdoms
https://abookofcreatures.com/category/middle-east/
Angra Druj (Destructive Lie)
Tinnîn (female dragon)
“El-Khâl (The Maternal-uncle)"
"Yati mae alzalam" Run out, thou who comest in darkness, who enterest in stealth, his nose behind him, his face turned backward, who loses that for which he came.
Run out, thou who comest in darkness, who enterest in stealth, her nose behind her, her face turned backward, who loses that for which she came.
Comest thou to kiss this child? I will not let thee kiss him.
Comest thou to soothe him? I will not let thee soothe him.
Comest thou to harm him? I will not let thee harm him.
Comest thou to take him away? I will not let thee take him away from me.
I have made his protection against thee out of Efet-herb, it makes pain; out of onions, which harm thee; out of honey which is sweet to living men and bitter to those who are yonder (i.e. the dead); out of the evil parts of the Ebdu-fish out of the jaw of the meret; out of the backbone of the perch.
https://atlasoficeandfireblog.files.wordpress.com/2020/06/zakhara.png
Eransül —
Akhesu road
the Nasij (the Weave)
(Kingdom of Tur "babylon")
https://www.britannica.com/topic/ancient-Iranian-religion/Human-nature https://en.wikipedia.org/wiki/Religion_in_pre-Islamic_Arabia
List of Setting Rules:
- Language limitation
- Linage Options: Custom ASI / Language choice at character creation
- Players Cannot replace ASI with Feats