TEXT: Kenzer and Company
  511 W. Greenwood Avenue
  Waukegan, IL 60087
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  Welcome to the desert city of Dijishy - a city so ancient that none know its true origins. It is a city governed by the Inevitable Order of Time;
  a city that is trading post, oasis, refuge, den of thieves, home of prophets, and site of the most ancient library on Tellene. Whether you
  claim to be a native of the city, a tribesman struggling for survival in the wastes, or one of the brave souls who journeyed here from another
  land, this supplement presents you with all you need to explore its ancient wonders and secrets.
  In addition to providing a city setting with adventure hooks for GameMasters to use as fits their style and campaign, this book also
  contains a new regional monster, secret society and details on running a desert adventure. It accomodates the Player with new
  equipment, packages, a new Zealot class and details on a hitherto unacknowledged deity.
  If you enjoy this supplement, look for more releases in the HackMaster® family from Kenzer and Company!
  © 2008, Kenzer and Company
  
  A Kingdoms of Kalamar Regional Supplement for GameMasters of HackMaster:The Role-Playing Game 4th Edition
  © Copyright 2008 Kenzer and Company. All Rights Reserved.
  HackMaster and Kingdoms of Kalamar are registered trademarks of Kenzer and Company. Dijishy: The City of History, the HackMaster logo, Hacklopedia
  of Beasts and the Kenzer and Company logo are trademarks of Kenzer and Company. © Copyright 2008 Kenzer and Company. All rights reserved.
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  express written consent of Kenzer and Company.  Permission is granted to the
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  PUBLISHER’S NOTE:
  This is a work of fiction.  Names, characters, places and incidents
  either are the product of the author’s imagination or are used ficti-
  tiously, and any resemblance to actual persons, living or dead, events
  or locales is entirely coincidental.
  Credits
  Author: Paul “Wiggy” Wade-Williams
  Additional Development: Mark Plemmons
  HackMaster Adaptation: Steve Johansson
  Graphic Design: Steve Johansson
  Cover Artist: David Roberts
  Back Cover Illustration: Chris Moreno
  Interior Illustrations: Caleb Cleveland,Thomas Denmark,
  Allen Ditzig, Ginger Kubic, C.D. Regan, David Roberts
  Hard Eight Enterprises Representative: Tuley Priswinkle
  Chapter 1:The Western Elos Desert  . . . . . . . . . . . . . . . . . . .2
  Geography  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Commerce  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
  Weather Hazards  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
  Chapter 2: Dijishy, City of History  . . . . . . . . . . . . . . . . . . . . .14
  Population  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
  Government . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
  Law and Order  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
  Economy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
  Water  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
  Military  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
  Temples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
  Festivals and Important Days  . . . . . . . . . . . . . . . . . . . . . . .33
  City Structures, Features and Places of Note . . . . . . . . . . .36
  Chapter 3: Rules, Equipment and Monsters  . . . . . . . . . . . . . .41
  Chapter 4: Residents of Dijishy . . . . . . . . . . . . . . . . . . . . . . . .47
  Chapter 5: Church of the Creator  . . . . . . . . . . . . . . . . . . . . .52
  Chapter 6: Sample Books  . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
  Chapter 7: Glossary  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56
  Maps
  The City of Dijishy  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
  Contents
  DIJISHY: THE CITY OF HISTORY
  A KINGDOMS OF KALAMAR REGIONAL SUPPLEMENT
  
  "Barren?  No, there is nowhere as beautiful as the desert, my friend." 
  - Any Dejy nomad 
  A BRIEF HISTORY OF THE REGION
  The Elos Desert, some scholars say, was once a great empire of the
  Dejy race. What caused its downfall millennia ago is unknown to the
  living sages of Tellene, though some say famine, some say plague, and
  others say a great magical war.  There is some archeological evidence
  (supposedly found in ruins deep in the Elos Desert, Khydoban Desert
  and on islands a week’s journey west of Vrandol) that powerful Dejy
  kingdoms of great size existed and fell long before any other tribe ever
  crossed the “land bridge” believed to have once existed between
  Svimohzia and the main continent.  However, none argue that if such
  empires did exist, they exist no longer
  PEOPLES
  The majority of the inhabitants of the western Elos Desert region
  are, unsurprisingly, of Dejy ancestry.  With few exceptions, however,
  this lineage is rarely mixed with the blood of other races, and so they
  retain what was probably the raven hair and deep reddish-brown skin
  of their ancestors.  Whether nomads and city dwellers, most Dejy wear
  simple, lightweight robes and turbans during the heat of day and heav-
  ier robes during the colder night.  Robes with vertical stripes are more
  common in Dijishy, while nomadic Dejy prefer plain robes to avoid
  drawing the attention of bandits or desert creatures.
  Outside of the city of Dijishy, the population of the area is small and
  scattered.  At least 80% of the region is thought to be uninhabited.  An
  accurate measurement of the population density is impossible, but at
  least two-thirds, and perhaps nearly 90%, of the inhabitants of the
  western Elos reside within or near the walls of Dijishy, leaving the city
  to graze their flocks in the nearby hills.
  Although the Elos Dejy share many cultural similarities among their
  tribes, they speak slightly different dialects and consider themselves
  separate peoples.  Many Dejy, particularly merchants and scholars, also
  speak Merchant's Tongue.  Because several dwarf clans live in the west-
  ern Elenon Mountains, it is not uncommon to find a merchant or
  scholar who speaks Dwarven as well.  
  Except for these differences in language, Dejy humans have the
  racial characteristics of humans as described in the HackMaster
  Player's Handbook.
  Hasheri: Being able to trace one's lineage to an important or very
  old ancestor is the primary measure of status among the Hasheri.
  Because of this, some outsiders believe all Hasheri to be arrogant and
  elitist, and are wary when dealing with them.  While this is true of
  many Hasheri, it scarcely defines the varied outlooks and opinions
  among this tribe.  Most Hasheri want nothing more than to live a life
  of peace and prosperity, and can be found primarily among the schol-
  ars and merchants.  They are very traditional, and the women of their
  tribe can easily be spotted by their distinctive clothing (see the cloth-
  ing section in Chapter Two: Dijishy).
  Unlike the other local tribes, the Hasheri practice polygamy, where
  one man may have up to three wives. Since they are a patriarchal peo-
  ple, the position of honor within the family is usually held by the old-
  est male member.  They are the second-largest tribe in Dijishy.
  Murs: Historically, the Murs were a relatively small group that lived
  outside the city and tended sheep and goats.  Traditionally, they lived
  in dispersed settlements, usually consisting of one or more elder men
  and their extended families.  Over time, however, many of the Murs
  moved into the city and adopted more urban professions.  About half
  of the Murs are city people, while the remainder are herders. Most
  Murs are hard bargainers, but they place trade beneath family.  Unlike
  2
  The Western Elos Desert
  Kindness is a common trait among the tribes of the Elos.
  
  the Hasheri, the Murs are matriarchal, with the place of honor in each
  family usually going to the eldest female.  They are now the largest
  tribe in Dijishy.  
  Some small clans of Murs also dwell in small encampments around
  the westernmost desert oasis on the Salt Trail (a path connecting
  Dijishy and Shrogga-pravaaz, and the four oases in-between).  
  Shanjens: Where many peoples fear snakes and desert lizards, and
  regard them as malignant and evil-natured beasts, the Shanjens vener-
  ate the creatures and believe them to be descended from the gods.
  Both lizards and snakes are familiar pictures or characters in their art-
  work and are prevalent in their rituals and customs.  The tribesmen
  respect the lizard's strength and ability to hunt and fight in the desert
  sands, while they respect the snake's silence and stealth.  It is said that
  their shamans and barbarians can command the obedience of both
  lizards and vipers.
  Criminals, prisoners and persons accused of heinous crimes are
  bound and put in cages or large sacks alongside such poisonous crea-
  tures.  If they are not killed and/or eaten, they are considered to be
  innocent (and, for inexplicable reasons, this seems to be a practice that
  holds truer than one might expect from such a primitive custom).
  The Shanjens commonly dwell in and around the small communi-
  ties of Ryko and Shanor, located south of the Sliv Elenon Rise and
  north of the coastal city of Alnarma.  According to the Shanjens, the
  area is relatively free of monsters.  However, travelers exploring east-
  wards into the desert have reported encountering tribes of sand-col-
  ored snake people only a few miles east of the Dejy towns.  Some trav-
  elers quietly speculate that the reptile-favoring Dejy leaders have made
  some sort of sinister agreement with the creatures, but so far such an
  alliance is nothing more than rumor.
  Unless they arrive with merchant caravans, it is unusual to see mem-
  bers of the Shanjen tribe in Dijishy.
  Yataks: These insular tribes of the eastern desert regards themselves
  as distinct from any of the other inhabitants of the desert, even from
  their kin in far off Dijishy. They are not a xenophobic people, nor nec-
  essarily inhospitable or hostile to traders or travelers, but they have no
  tolerance for foolishness or anything they regard as a slight.  They are
  fiercely independent and self-sufficient.  One further peculiarity of the
  Yatak is that they favor the fez instead of the turban, though they often
  don turbans, or chols, when traveling.  
  This Dejy tribe is centered in the oasis town of Ryshak, a small set-
  tlement of nearly 400 people.  Although Ryshak sits on the trail con-
  necting Shrogga-pravaaz with Dijishy, it is nearly 300 miles east of
  Dijishy.  Yataks also dwell in small encampments around the three
  easternmost desert oases of the Salt Trail.  Except for traveling mer-
  chants, members of the Yatak tribe are rarely seen in Dijishy.
  Elenon Mountain Dwarves: Like other mountain dwarves, the
  Elenon dwarf clans are distrustful of outsiders and have a fierce racial
  pride.  Whether this developed in their years of isolation in the moun-
  tains or forced them into years of isolation in the first place is a topic
  of debate.  They have a fine appreciation of Dejy workmanship, even
  if the humans put too much attention on form and not enough on
  function.  An elder dwarf may occasionally comment on how much
  the Dejy's ancestors "did it so much better," but will say no more if
  pressed.  Some wagging tongues whisper that these clans have intimate
  knowledge of an ancient Dejy empire in this region, but if so, they
  share it only with the keepers of the Great Library.  Elenon dwarves use
  the same game statistics as Dwarves, Mountain in Hacklopedia of Beasts
  vol. II (if non-leveled) or Dwarves from the HackMaster Player’s
  Handbook if possessing a character class.
  GEOGRAPHY
  The word desert, by definition, is an area with little or no vegetation
  and massive temperature swings.  The Elos remains dry due to the
  shadow of the imposing Elenons, which impede rain clouds from
  crossing to the east, though runoff and aquifers save the Elos from
  being devoid of vegetation.  In fact, many thousands of plant and ani-
  mal species thrive even in the arid Elos.  Sagebrush, yucca, cacti and
  desert brush dominate the flora and provide sustenance for the many
  animal species.
  The low-lying coastal plain is remarkable in that most of its surface
  is covered with crusty salts, the residue of a bygone era when the sea
  covered this plain.  Further inland, the scrub covered desert slowly
  transitions to sand and, to the extreme west, rises into large ranges of
  rocky outcroppings, thrust up from beneath the surface eons ago and
  forming the foothills of the Elenon Mountains.  All these areas have
  one thing in common – they are parched and inhospitable places to
  humans.
  Wadis
  "The wadi was in full flood when we arrived.  I saw this boulder come
  bobbing past, as big as a house.  I didn't hold out much hope of swimming
  across"                                            
  - Sahar Ramin, Halfling explorer
  Wadis are drainage channels, cut through rocky terrain by centuries
  of heavy rainfall or all-but forgotten rivers.  Like all watercourses, they
  move from higher ground towards lower areas.  In the case of the Elos
  Desert, they begin in the foothills of the Elenon Mountains and wind
  down until they reach the sand and salt desert below.
  Barren for most of the year, there is the occasional rainfall in the
  main desert and the flowing water cuts channels through the rock and
  sands known as wadis.  These remain dry for much of the year, with
  only a narrow channel and some scrubby bushes to mark its route
  through the desert sands.  Getting down into them can be difficult, as
  the sides are often steep and are prone to sudden collapse under any
  weight.  These same steep banks cause shadows to fall across the wadi
  in the early morning and evening, and make suitable spots to make
  camp.
  During the rainy season, if such a time can be truly said to exist,
  these wadis run deep with water for a short period of time, generally
  measured in days rather than weeks.  When they do, plants, which
  may have lain dormant under the sand for years, bloom into life and
  spread the next generation of seeds.  During this short period, the
  wadis are teeming with plant and animal life, and provide excellent
  hunting and gathering opportunities for the Dejy tribes.
  Flash Floods
  Flash floods, caused by heavy downpours, can be extremely danger-
  ous to any nomads camped near the wadis, which burst their banks
  and saturate the surrounding areas.  The water flows in a torrent, car-
  rying away boulders, and people with great ease; anyone caught on the
  wadi floor may not realize what is happening until he is being swept
  3
  CHAPTER 1: THE WESTERN ELOS DESERT
  
  away.  Although these provide a large, albeit temporary, area of fertile
  sands, many a traveler has drowned in the sudden and violent deluge.
  Dejy nomads use them as roads during the dry season, but never
  venture into them during the "rainy" season for fear of being caught
  in a flashflood.
  Anyone caught in a flash flood must make a Open Doors check
  (with a +6 bonus) to avoid being swept away in the torrent.  If this is
  failed, a character is washed away and suffers 1d3 points of subduing
  damage each round from the force of the water and the myriad small
  rocks carried along with him.  
  He must also make a Swimming check (easy) or Swimming, Dog
  Paddle check (average) each round to avoid drowning (see page 304 of
  the Game Master's Guide).  To escape a flash flood, the character must
  succeed at a Swimming check (average) or Swimming, Dog Paddle
  check (difficult), though he still suffers 1d3 points of subduing dam-
  age this last round, as he pulls himself clear.
  Rocky Desert
  "I'd always imagined the desert as being sand dunes, palm trees, and
  scantily clad nomad dancing girls.  What did I see?  Mile after mile of salt
  flats and two stinking lizards!" 
  - anonymous Kalamaran merchant
  In areas frequently subject to strong winds, the surface sand has been
  swept away over the millennia, leaving the underlying rocky surface
  exposed to the elements.  Much of this rocky desert is fairly level with
  the surrounding sand, and glistens white with salt crystals that have
  been left by water evaporated in the sun.  Although devoid of vegeta-
  tion, the salt itself is used by the nomads to supplement their diet and
  replace the salt lose through sweating.
  Certain rocky areas stand above the level of the desert, forming high
  hills and towering mesas.  These rocky outcroppings are often blasted
  by the wind, which erodes crevasses into them, providing suitable
  homes for snakes, lizards, and bats, as well as providing shade for trav-
  elers.  Be warned though – whilst the shade can be comforting in the
  midday sun, scorpions and snakes may react aggressively if their terri-
  tory is intruded upon.
  The nomads avoid one specific area of rocky desert during the day.
  The Black Hills (Sheshesh Thah) of the western desert, formed from
  basalt (hence their name), were formed by volcanic activity millennia
  ago and rise menacingly above the surrounding sands.  During the day,
  temperatures on the rocks rise 40 – 50 degrees above that of the gen-
  eral area.  Climbing the hills can lead rapidly to heat exhaustion and
  unprotected hands and feet are subject to burns.
  Oases
  "There'll be water, they said.  There'll be food, they said, and somewhere
  to shelter.  They never said there'd be swarms of dwarf-eating flies!" 
  - Rurik Thorst, Dwarven traveler
  Oases are commonly formed through two methods.  The first is sim-
  ply a well dug down through the bedrock to tap into an underground
  river.  Palm trees or other vegetation rarely surrounds such oases, unless
  a Dejy tribe uses the water to irrigate the surrounds.
  The second type are those most commonly imagined by travelers,
  deep pools of water surrounded by towering date trees and other lush
  vegetation.  Formed by a spring bubbling through the surface into a
  natural basin, they exist only in rocky areas, as sand would simply
  absorb the water and leave a muddy puddle.  Water drawn from these
  oases is not guaranteed to be potable without first boiling it, and may
  be salty or rich in windblown sand.  Whilst they provide a regular
  source of water, food, and shelter, they are also breeding grounds for
  mosquitoes and other biting and stinging insects.
  Dejy tribes control almost all of the known oases in the western Elos
  Desert.  Their brightly colored tents are situated a hundred yards or so
  from the water, away from the insect swarms, and form a circle around
  the oases proper.  Here, craftsmen work at their arts, children tend
  flock of hardy goats and watch over the tribes' camels, women weave
  clothes, and the men tend the few irrigated areas, growing subsistence
  quantities of vegetables and fruits.
  So long as visitors are not hostile, respect the customs of the Dejy,
  and do not cause a nuisance, they are welcomed as friends and offered
  food, water, and shelter amongst the inhabitants.  It is customary to
  gift ones' hosts for their hospitality, but refusal does not cause great
  offense.
  Sand Dunes
  "Yeah, sure, I respect the desert.  I carry plenty of water, I don't wear my
  armor when the sun is up, and I take frequent rest stops, but the sand!  It
  gets everywhere.  And I mean everywhere!" 
  - Dukas, Kalamaran caravan guard
  Although not nearly as impressive as the Khydoban dunes, some
  areas of the Elos are composed of loose sand rather than rocky or salt-
  covered flats.  The gradual slope of a dune is formed as wind-blown
  sand is deposited on the upwind side.  The downwind side becomes
  steeper, often reaching an angle of thirty degrees; such steep faces are
  called slipfaces.  
  4
  DIJISHY: THE CITY OF HISTORY
  
  The Dejy have several words for sand dune formations.  These are
  feth ('crescent shaped'), ork ahjik (wavy), dongab ('troughs'), and
  barsh ('triangular') respectively.
  Shifting Sands
  Within the desert, there are areas known to the Dejy as noach shad
  ('sand that moves'), or shifting sands.  Although these sands appear no
  different to regular sandy areas, the fine grains constantly move under
  any weight and travelers often sink ankle deep in the fine grains.
  Walking is more difficult than usual, slowing characters and beasts of
  burden (other than camels) moving through these areas to half their
  normal movement rate.
  A character may attempt a Survival Skill Suite or Survival, Desert
  check (easy) to detect the tell-tale signs of shifting sands (normally the
  way the top layer moves in the wind) and so avoid these areas.
  Sinkholes
  "When the sand moves, the wise man runs."         - Dejy saying
  Most people imagine quicksand from old Tarzan movies, where the
  hapless explorer blunders into a pool of thick, semi-liquid goo and
  begins sinking.  Water, however, is not required for an unwary travel-
  er to sink deep beneath the sands.  
  Found in areas where sand has filled crevasses and gullies, sinkholes,
  as desert-based quicksand is known, are areas of extremely fine sand
  particles that are incapable of supporting any serious weight.  One
  wrong step can cause a traveler or his mount to start sinking into the
  sand, as if pulled in by some invisible force.  Nomad tales of travelers
  who have vanished without trace are based on real-life accounts of par-
  ties entering these treacherous areas.  The Dejy call sink holes ros
  noach, or 'hungry sands.'  The reasons are obvious.
  Upon encountering a sinkhole, a creature must make a successful
  save versus Petrification in order to avoid sinking and exit it.  Camels,
  because of their large weight dispersing feet, receive a +4 bonus to the
  roll.
  Complete submersion of a size M character takes only 1d6 rounds.
  Size S  characters sink in 2d4 rounds and size L size or larger in 1d4.
  Size T creatures or characters lack the weight to activate the sinkhole
  mechanism.  
  Struggling causes the sand to shift further, increasing the rate of
  sinking (reduce the time by 1 round), while lying as flat as possible
  spreads the weight and slows the process (increase the time by 1
  round).  Should rescue not occur in the allotted time, the victim is
  submerged and begins drowning (see the GameMaster's Guide p. 167).
  He will eventually be covered by 10 + 1d10 feet of very fine sand.
  Excavation is all but impossible without a major operation, as the fine
  sand simply refills any hole.
  An Open Doors check ( -2 per 50 pounds of body weight and
  equipment on the victim) is required to extract anything caught in a
  sinkhole.  It takes 1d6+4 minutes to free a victim from a sinkhole.
  During this period, any would-be saviors must stop moving, and are
  therefore at risk of sinking themselves.  Every rescuer must make the
  standard Reflex save every round to avoid sinking themselves.
  The Great Fissure
  Near the western limits of the Elos Desert is an enormous crack in
  Tellene’s crust.  Whether it is a natural fault line or the work of a long
  ago river is unknown.  Bold adventurers returning from expeditions to
  this area report finding artifacts of an ancient culture, but specific
  details are unknown, for the heroes who made such claims disappeared
  soon afterwards.
  COMMERCE
  The peoples of the Elos Desert rely on barter for trade.  After all,
  they have little access to precious metals for minting coins, and see no
  practical use for them.  Coins found in Dijishy and other desert cities
  usually come from other lands, though Dijishy supplements these for-
  eign coins with their own coins (see the economy section in Chapter
  Two: Dijishy, City of History).  
  Trade Routes
  "Our guide knew the way like the back of his hand.  Good job, I would
  have been lost in ten minutes." 
  - Mindrel Colman, Brandobian merchant.
  Through hundreds of miles of barren terrain, the caravans wind
  their way to Dijishy year after year without fail.  Hired Dejy guides
  bring the caravan safely across the featureless salt plains and sand seas,
  until the caravan nears its destination.  Every guide has his own route
  through the wastes, leading his caravan to oases populated by friendly
  tribes, making use of known wadis to ease the difficulty of desert trav-
  el, and avoiding known shifting sands and sinkholes.
  As he nears Dijishy, great signposts aid him.  Beginning at 60 miles
  from the city's gates, and carved onto towering spires of ancient rock,
  they point the way to Dijishy and give the distance in days' of travel
  on camel and on foot (in an unknown language suspected to be one of
  the few remaining samples of ancient written Dejy, beneath which
  appears Dwarven and the more newly carved Merchant's Tongue).
  Camel-mounted patrols from Dijishy check these signs on a regular
  basis, clearing sand from them in the aftermath of sandstorms.
  Landmarks are more common as one nears the city itself.  Individual
  peaks of the Elenon Mountains, colossal buttes, oases, wadi channels,
  and the view of Dijishy itself all provide static landmarks for caravans
  to get their bearings.  Few accurate maps exist to help travelers, but
  guides know many landmarks and can easily calculate direction and
  distance to the next resting point.
  The Great Elos Road travels south along the coast from northeast-
  ern Prompeldia to Shrogga-pravaaz, Miclenon, Ehzhimahn, and final-
  ly southwestern Alnarma.  Many types of goods reach Dijishy by
  means of additional trade routes branching off of the Elos Road.
  Merchants from Ehzhimahn and Alnarma travel north with rice and
  fish, as well as other goods moved along the Elos Road.  Wine often
  arrives via the Salt Trail, a branch forking off from Shrogga-pravaaz
  (often used by Prompeldia as well).  Slaves move north from Alnarma
  through Dijishy up into Norga-Krangrel, while wheat and livestock
  travel in the opposite direction.  Gems and metals (such as iron and
  platinum) usually come from the dwarves of the Elenons.
  5
  CHAPTER 1: THE WESTERN ELOS DESERT
  
  Ruins
  Unlike the Khydoban Desert, the Elos ruins are few and far
  between.  This is because the Khydoban is almost entirely composed
  of sand dunes that shift with the wind, revealing a ruin one day to bury
  it the next.  The Elos, on the other hand, has fewer shifting sands and
  more hard-packed earth with clumps of scrub vegetation.  In the Elos,
  buried ruins tend to stay buried.  
  However, the centuries of sandstorms and drought have not man-
  aged to eliminate all the ruins.  Houses, temples and buildings of
  unknown purpose made out of great blocks of stone and a long-for-
  gotten mortar still stand, though their carvings seem to be more of
  interest to scholars than treasure hunters.
  The Lost Church, or so it is called by most scholars, is perhaps the
  best known of the remaining ruins.  Rumor has it that the sanctuary
  for the Disciples of the Creator, in Dijishy, was modeled after these
  ruins.  
  Another well-known set of ruins are those of the Great Fissure (see
  previous discussion under Geography).  Some Dejy believe that the
  gods opened up a crack in the ground to destroy an evil tribe of ancient
  days, and some state that a great warrior smote the ground so hard that
  it split open, and still others claim that it is merely a natural formation.
  Opinions on the cause may be limitless, but all agree that there are no
  doubt strange ruins, items, or creatures (probably all three) at the bot-
  tom.
  Rumor says the treasure hoards of Kruk-Ma-Kali, the greatest king
  of the hobgoblins and one of history’s mightiest warlords, rivaled those
  of the Kalamaran Empire at its height.  They say his most loyal fol-
  lowers took the greater portion of it for his Tomb in the Elenon
  Mountains, and that it lies there still, waiting for those that can prove
  their worth by overcoming the many obstacles left to guard the trea-
  sure.  Serious-minded scholars now speculate that his Tomb is a myth.
  However, rumors never die, and the lure of the Lost Tomb continues
  to draw those who believe that they can overcome the deadly trials and
  reap the magnificent rewards.  However, only the greatest of heroes can
  wrest the treasures of the ancient king away from his grip. (Game
  Masters should reference the forthcoming Lost Tomb of Kruk-Ma-Kali
  adventure module for further details.)
  WEATHER HAZARDS
  "Survival is not so much about learning what to do right, but avoid-
  ing what you can do wrong." 
  - Cheth, Dejy guide.
  The desert is one of the hardest places in which to survive for long
  periods.  Whereas temperate forests and plains boast an abundance of
  plant and animal life, as well as readily available caches of waters, such
  as pools or streams, the desert offers very little to those not trained in
  to survive there.  Finding water is a daily struggle, keeping that water
  safe is a further burden.
  The sands of the Elos do not welcome the incautious, nor do they
  treat well those whose knowledge of the desert is limited.  "Only a
  foolish man walks with his eyes shut," as the nomads say of travelers
  who enter the desert ill-prepared for the hazards that lie within.
  Fortunately, the weather within the dusts of Elos is, for the most
  part, very predictable.  During the day it is hot and sunny, with occa-
  sional light clouds, and the night has clear skies.  Aside from sporadic,
  and often unpredictable, rainfall there is little change to this pattern.  
  The biggest danger is, of course, dehydration.  Water is more pre-
  cious than gold within the desert and those who do not plan well
  rapidly find themselves out of water and at risk of an unpleasant death.  
  ENVIRONMENTAL EFFECTS ON ADVENTURING
  In extreme conditions, usually of temperature or wind velocity,
  adventurers face special challenges.  Wise adventurers look out for
  these things, since intelligent creatures can take advantage of them.
  Many powerful beasties have adapted to these extreme climes, so it
  behooves you to be prepared.  
  “Personal temperature” is simply the outside temperature adjusted
  by what your character wears.  “Effective temperature” is the outside
  temperature, adjusted for things like wind chill and heat index that
  GMs introduce into the campaign to screw you over.  Inside build-
  ings or deep in dungeons these penalties normally do not apply, but
  6
  DIJISHY: THE CITY OF HISTORY
  Table 1A: Effects of Clothing and Armor 
  on Personal Temperature
  —Effective Temperature (Fahrenheit)—
  31 to
  76 or
  Attire
  75
  higher
  Moderate
  +20
  +30
  Hot
  +0
  +0
  Full Plate
  +30
  +40
  Field Plate
  +30
  +40
  Plate Mail
  +30
  +30
  Splint Mail
  +15
  +20
  Bronze Plate Mail
  +20
  +30
  Banded Mail
  +15
  +20
  Heavy Chain
  +15
  +30
  Chain Mail
  +10
  +20
  Elven Chain Mail
  +5
  +5
  Scale Mail
  +10
  +20
  Ring Mail
  +10
  +15
  Studded Leather
  +15
  +30
  Padded Armor
  +40
  +50
  Leather Armor
  +10
  +20
  
  they can make wilderness travel even more dan-
  gerous if the temperature gets outside the rela-
  tively comfortable zone of 21° F to 79° F.  Keep
  in mind that these rules apply to humans, demi-
  humans and humanoids.  Monsters and other
  creatures are adapted to their environments, and
  since they’re naturally tougher than you, they
  don’t suffer these penalties for personal tempera-
  ture.  Spell effects, such as Heat Metal or Chill
  Metal, supersede these mundane environmental
  effects.
  There are several steps to determining these penalties.  First, add
  the modifier on Table 1A: Effects of Clothing and Armor on Personal
  Temperature to the actual temperature to find your character’s per-
  sonal temperature.  
  Moderate clothing covers the widest range of garments, designed
  for use in temperate lands.  Unless stated otherwise (by the
  book or your GM) an outfit is considered moderate.  A mod-
  erate outfit is non-bulky.  These are considered robes/garments
  on Table 9W on page 117 of the HackMaster Player’s Handbook.  
  Hot clothing is designed for temperatures of 76° F and higher
  and is typical in tropical or sub-tropical areas.  Though greatly
  varied in style and appearance, most hot clothing for areas with
  consistently high humidity leaves a lot of skin exposed so that
  the body can release heat instead of trapping it.  In areas with
  low humidity, such as deserts, appropriate hot outfits cover the
  whole body to help preserve moisture, but they are made of
  light, thin fabrics (these are also considered robes/garments on
  Table 9W in the PHB).  Hot clothing for humid areas (non-
  deserts) is not encumbering.  Clothing designed for hot
  (humid) areas does not absorb any hit points from an attack
  and “provides” an AC of 10 (a loincloth won’t protect you
  against attacks or damage).
  The effects found on Table 1A: Effects of Clothing and Armor on
  Personal Temperature apply for BOTH a character’s armor and his
  outfit type.  Personal temperature affects movement, Ability Scores
  and even attack rolls.  A character with the heat resistance talent can
  function as if he were two categories cooler than the personal tem-
  perature range listed on Table 1B: Temperature Effects.  A character
  with cold resistance can function as if he were two categories warmer.
  This also applies to Table 1C: Temperature Damage to Characters
  that refers to temperature conditions and related damage and penal-
  ties.  Certain spells and magic items can protect wielders from these
  temperature effects.
  Table 1B: Temperature Effects lists other specific penalties for given
  temperature conditions.
  Strength, Dexterity and Constitution: The number before the
  slash indicates the Ability Score reduction for non-strenuous
  activity.  The number after the slash represents the penalty for
  strenuous activity (such as combat, running or bending bars).
  Furthermore, the penalty after the slash applies for two turns
  after such strenuous activity.  
  Land Move: This is the fraction of his standard rate (modified for
  encumbrance) at which the character can move walking.
  Round all fractions up to the nearest whole number (5 1⁄3”
  becomes 6”).
  Attack/Damage Roll Modifier: This applies to all to-hit rolls and
  damage rolls (only the base range rolls, not penetration dam-
  age), though it cannot reduce a successful attack below 1 point
  of damage.  These modifiers are cumulative with those from
  reduced Ability Scores, so watch out!  They add up fast!
  All of these effects assume that the character is properly attired for
  a given environment.  For example, the Dexterity penalties take into
  account the effects of thick, bulky hides covering the character.
  Characters who are not properly protected suffer physical damage, as
  described below.
  Damage from Heat
  In addition to the effects of temperature on a character’s ability to
  perform certain functions, extremely hot temperatures can also cause
  damage to a character — sometimes even if he has taken precautions
  to prevent such an occurrence. A character who has properly outfit-
  ted himself and who allows the conditions to govern his activity to
  7
  CHAPTER 1: THE WESTERN ELOS DESERT
  Table 1B:Temperature Effects
  Personal 
  Land
  Attack/Damage
  Temperature
  Strength
  Dexterity
  Constitution
  Move
  Roll Modifier
  21 to 79
  —
  —
  —
  —
  —
  80 to 89
  —
  —
  0/-1
  3/4
  —
  90 to 99
  0/-1
  —
  -1/-2
  3/4
  -1
  100 to 109
  -1/-2
  0/-1
  -2/-3
  2/3
  -2
  110 to 119
  -1/-3
  -1/-2
  -3/-4
  1/2
  -3
  120 or higher
  -2/-4
  -1/-3
  -4/-5
  1/2
  -4
  Table 1D: Constitution Check Adjustments
  Character level
  Con Check Adjustments
  4-6
  +1
  7-9
  +2
  10-12
  +3
  13-15
  +4
  16+
  +5
  Table 1E: Damage Adjustments
  Damage Adjustments
  Hot Weather
  Stationary/inactive
  -1 to -3
  Strenuous activity
  +1 to +4
  Fatigued and not resting
  +1 to +6
  Table 1C:Temperature Damage to
  Characters
  Personal 
  Unprotected
  Protected
  Temperature
  Con
  Damage
  Con
  Damage
  31 to 84
  —
  —
  —
  —
  85 to 89
  0
  1
  —
  —
  90 to 94
  0
  1
  —
  —
  95 to 99
  -1
  2
  0
  0
  100 to 104
  -2
  3
  0
  1
  105 to 109
  -3
  3
  0
  2
  110 to 114
  -3
  4
  0
  3
  115 to 119
  -5
  5
  0
  4
  120 or higher
  -6
  6
  -1
  5
  
  some degree has a smaller chance of suffering damage as a result of
  those conditions.
  Using Table 1a:Temperature Damage to Characters Table
  The GameMaster should locate the line referring to the current
  effective temperature and determine the status (protected or unpro-
  tected) of the character in question.  “Protected” means that the char-
  acter wears an outfit appropriate to the environment (hot if tempera-
  tures are in excess of 75° F).  “Unprotected” means the character’s
  outfit is not appropriate to the situation.  Most armor counts as mod-
  erate attire for this purpose except for padded which counts as cold
  attire.
  Con: This column shows whether or not a Constitution check is
  required, and if so the amount of the modifier for that check.
  Apply this number to the character’s effective Constitution;
  thus a “-” is a penalty, making the check LESS likely to succeed.
  An entry of “—” means that no check is required; an entry of
  “0” means that a check is required, but no modifier applies.
  The modifiers at the extreme rages on this table take into
  account the reduction in a character’s Constitution score called
  for by Table 4C: Temperature Effects Table. 
  A Constitution check should be made secretly by the
  GameMaster every three turns.  For characters of 4th level or
  higher, use the adjustments given in Table 1D: Constitution
  Check Adjustments in addition to the environmental modifiers
  (higher level characters are more likely to succeed at a check).
  A failed check indicates that the character in question has suf-
  fered damage due to the heat.
  Damage: This column shows the maximum amount of damage
  that a character can suffer as the result of a failed Constitution
  check.  The actual damage suffered is either a random number
  between 1 and the given maximum, or 10% of the character’s
  current hit points, whichever is less.  (To determine damage in
  the range from 1 to 7 points, simply roll 1d8 and re-roll a result
  of 8.)  The damage figures in the table assume that a character
  is engaged in normal, non-strenuous activity.  If this is not the
  case, use the appropriate damage adjustment shown on Table
  1E: Damage Adjustments.  Generate a random number within
  the prescribed range and apply it as an addition or subtraction
  (as indicated) to the damage figure.  (This damage can be
  reduced to 0, thus the negative adjustment for being stationary
  or inactive in hot weather can negate any damage that would
  otherwise occur.)  Armor does not absorb any of this damage.
  Most environmental protection spells prevent such damage
  entirely, for as long as the spell endures, though some only offer
  full protection within a certain temperature range.  Specific
  spells that list damage for extreme temperature ranges supersede
  this system for the duration of the spell.
  To be eligible for a damage adjustment, a character must have
  been engaged in something other than normal activity for at
  least one full turn out of the three turns that elapse between
  Constitution checks.  If more than one of the categories applies
  to the activity a character undertakes during the three turn peri-
  od, the GameMaster uses the category least favorable to the
  character (unless you can convince him that common sense dic-
  tates otherwise).  
  Example: A character is resting in 100 degree heat when suddenly
  he is ambushed.  He jumps to his feet and engages in melee combat
  (for 
  9 
  combat
  rounds), success-
  fully dispatching or
  beating 
  off 
  his
  attacker.  He rests
  again 
  afterward,
  and is resting when
  it comes time for a
  C o n s t i t u t i o n
  check. 
  Even
  though 
  he 
  has
  engaged in strenu-
  ous activity for
  nearly one turn out
  of the three, the
  G a m e M a s t e r
  should consider the circumstances and the character’s intent, and
  apply the damage adjustment for being inactive instead of the adjust-
  ment for strenuous activity – considering the fact that the character
  did indeed engage in strenuous activity but for considerably less than
  ten minutes.  The adjustment for strenuous activity applies if a char-
  acter engages in such activity for more than one turn (whether that is
  a combat or a non-combat turn).
  Damage from heat is considered temporary damage, with one
  major exception.  A character can die from the effects of hot temper-
  ature if he drops to 0 hit points (see page 139 in the PHB on
  “Character Death”).  At 0 hit points, all of this temperature damage
  becomes real damage.  Before he reaches 0 hit points, he can regain
  lost hit points as if they were truly temporary damage.  To be eligible
  for such speedy recovery, the effective temperature for the character
  must be within the tolerable range (where no Constitution check is
  required) and the character must be resting or performing only min-
  imal physical activity.  (Building a campfire and cooking a meal is
  minimal physical activity; moving at normal speed is not.)  This gen-
  erally means finding (or being brought to) shelter and getting suffi-
  cient nourishment and or water.
  Water Needs: To calculate how much water a character needs dur-
  ing the day start with his minimum requirement and add adjustments
  for his activity, his encumbrance, and the average temperature.  
  Minimum Requirement:
  3 quarts of water per day (for size M).  Size S characters need only
  2 quarts, while size Large characters need 5.)
  Activity Modifier (use the most prevalent activity during the day):
  Resting: -25%
  Light activity (i.e. riding): no adjustment
  Moderate activity (i.e. marching at normal pace): +100%
  Heavy activity (i.e. digging or other strenuous labor): +300%
  Encumbrance (based on the average load during the day):
  Unencumbered: no adjustment
  Light: +25%
  Moderate: +50%
  Heavy: +150%
  Severe: +200%
  8
  DIJISHY: THE CITY OF HISTORY
  GMG Table 10D:
  Starvation and Dehydration
  Character has
  Loses
  No food
  1d6-4 hp/day and 1 point of CON per day
  No water
  2d4 hp/day and 1d4 points of CON per day
  GMG Table 10E:
  Effects of Starvation/Dehydration
  Percentage of hp
  Min.
  Movement Penalty*
  lost to S/D
  rest/day
  rates
  0-24%
  Normal
  Normal
  None
  25%-49%
  +3 hours
  X3/4
  -2
  50%-74%
  +5 hours
  X1/2
  -4
  75%-99%
  +8 hours
  X1/4
  -6
  * To combat rolls and saving throws.
  
  Temperature:
  Very hot (over 90° F): +50%
  Extremely hot (over 110° F): +100%
  Example: A human ordinarily requires 3 quarts of water a day.
  However, if that human is a rough and ready fighter type who insists
  on marching (+100%) all day in armor (moderate encumberance
  +50%) in very hot weather (+50%), his minimum requirement is now
  9 quarts of water per day. He can reduce the onset of dehydration by
  drinking at least 41⁄2 quarts per day but any less will have the effect of
  drinking no water at all.
  Characters that drink less than their daily minimum are subject to
  the starvation and thirst rules in the HackMaster GameMaster's Guide
  (p. 138). These are reprinted below and elaborated upon.
  Starvation and Dehydration: A character can survive for two days
  without water and a number of days equal to 1⁄3 of his constitution
  without food.  Beginning at dawn on the first day beyond those para-
  meters, he must make a Constitution check every day (creatures with-
  out a Constitution rating must save vs. paralyzation).  If he fails, he
  loses hit points according to GMG Table 10D: Starvation and
  Dehydration.
  Of course, penetration damage applies, and characters must suffer at
  least one point of damage per die roll.  Also note that Con loss itself
  may eliminate Con hit point bonuses or impose new penalties, these
  hit points are immediately lost as well.  If a character makes his Con
  check, subsequent checks are made at a cumulative –1 penalty per day
  until he fails his save.  Once the character begins to suffer hit point
  losses, they occur every day until he recovers or dies.
  Hit points lost to starvation and dehydration cannot be restored
  until the character has recovered from their effects.  Recovery takes at
  least two days per day of damage taken.  To recover, the character must
  get complete rest and have full access to food and water.  He does not
  actually gain hit points back, but once this rest period is over he can
  again benefit from normal and magical healing techniques.  Characters
  can survive on half rations* (food or drink).  This doubles onset time,
  reduces the damage to one half that rolled (still with a minimum of
  one, though) and reduces the recovery time to one day per day of dam-
  age incurred.  A character who dies from starvation or dehydration can
  be brought back from death, but in addition to all other recovery time
  he must recover from the starvation and dehydration effects.
  * Half water rations imply drinking at least half the computed min-
  imum requirement based upon modifiers for activity, encumberance
  and temperature. Drinking any less than this defaults to the “no water”
  rules.
  Heatstroke: If a character becomes fatigued when the effective tem-
  perature for that character is high enough to require a Constitution
  check for damage (see Table 4D: Temperature Damage to Characters
  Table), then he has suffered heatstroke.  He immediately collapses,
  with a 50% chance of lapsing into unconsciousness.  Even if he
  remains conscious, he is incapable of moving or defending himself
  (unlike a normally exhausted or fatigued character, who can still fight
  with reduced effectiveness).  From this time until he recovers, all of
  his Constitution checks will automatically fail, and he will suffer max-
  imum damage whenever he takes damage from heat.
  The treatment for heatstroke involves much more than simply get-
  ting the victim into a tolerable environment – he must be cooled
  quickly and drastically by immersion in very cold water or by some
  magical means that cools him and keeps him cool for at least an hour.
  A character with the healing skill need not make a check, but he must
  have access to the necessary materials (cold water or magic).  A gen-
  eral healing spell of 3rd level or higher will remove the effects of heat-
  stroke, as will a Limited Wish, Alter Reality or Wish spell.
  If a heatstroke victim does not receive treatment within three non-
  combat turns after the onset of the condition, he loses one point of
  Constitution per non-combat turn thereafter, and if his Constitution
  reaches zero, he dies.  If treated after the Constitution loss has begun
  (with a successful healing check or magical help), he beings regain this
  lost Constitution at the rate of one per day.  He must not be subject
  to further heat damage to regain this point, however.  With a suc-
  cessful healing check each hour, he can recover 1 Con point, again
  presuming he is not subject to further heat damage.  This temporary
  Con loss can also be restored through magical means or (effectively)
  through experience level advancement.
  Example: A protected character with a Constitution of 13 gets lost
  in the desert when his personal temperature is 105 degrees and
  becomes exhausted from continually moving at a fast pace in search
  of his comrades.  He has taken some damage from heat, but fortu-
  nately he started with enough hit points to stay away from death’s
  door during his search.  Now, however, he succumbs to heatstroke.
  On the failed Constitution check that signaled the onset of heat-
  stroke, he suffers 8 points of damage (the maximum of 2 for the tem-
  perature plus the maximum adjustment of 6 for being fatigued and
  not resting).  Three turns (thirty minutes) after collapsing, he fails
  another Constitution check for heat damage and suffers 1 point of
  damage (the maximum of 2 for the temperature, plus the least bene-
  ficial adjustment of -1 for being inactive).  
  Now he begins losing Constitution points at the rate of one per
  turn (and, in addition, suffers another 1 point of heat damage every
  three turns).  A total of 10 turns pass before his comrades find him
  and immediately begin treatment for heatstroke.  The victim is down
  to a Constitution of 3 at this point, but after at least seven turns of
  treatment he could regain seven Constitution points.  Odds are it will
  take more than 10 hours to restore all his temporary lost Con,
  though.
  WATER
  The most important element in surviving the desert is finding
  potable water.  Although there are oases dotted throughout the desert,
  these are almost always guarded by nomadic tribesmen or hostile non-
  humans.  Water can usually be purchased from these oasis settlements.
  The rates vary from oasis to oasis, but rarely can one purchase enough
  to last long.
  Camels are well adapted to desert conditions and do well in both
  high daytime and low nighttime temperatures typical of arid regions.
  They can obtain sufficient water from desert vegetation, however salty,
  to survive for many months without another water supply.  An Elos
  desert camel can drink 100 quarts of water in only 10 minutes and, if
  necessary, survive for about 6 days for every 121⁄2 quarts (less, in condi-
  tions of severe heat or duress).
  9
  CHAPTER 1: THE WESTERN ELOS DESERT
  
  Finding Potable Water
  "What a strange sight it must have been.  Ten burly men digging fran-
  tically to find water, like a pack of gophers that had gone crazy, with sand
  flying in all directions.  And our guide simply digs down a few feet near a
  rock!  Best water I ever tasted." 
  - Anonymous desert traveler
  Within the Elos Desert there are two ways to find water.  One is to
  visit an oasis or settlement and purchase some; the other is to know
  where to look and to dig.  Nothing need be said on the former
  method, but learning the tricks of where and how to find water can be
  a lifesaver.
  Finding potable water requires a Survival Skill Suite or Survival,
  Desert check (difficult).  Even if located, there will only be 1d4 gallons
  available.  Searching under large rocks lowers the difficulty to average,
  but even then only 2d6 gallons will be found (reduced to 1d6+2 if the
  sun is past midday).  Areas of vegetation present the best chances, with
  a successful easy check producing 3d10 gallons of drinkable water.
  Each search takes 1d4 hours and requires 1d6 hours of hard digging.
  It takes at least one week, or a heavy downpour, for the newly discov-
  ered water supply to replenish.
  The first thing a thirsty explorer must be aware of is that he is
  unlikely to uncover a previously unknown underground lake unless he
  has some friendly dwarves with him and a few weeks to spare.  What
  water can be found under the surface is likely to be a small pool at best,
  a salty, sandy puddle at worst.  The worst place to look for water is in
  sandy dunes, as freestanding water is quickly absorbed into the sand
  and fine particles of sand re-fill any excavation within seconds.
  The most likely places to locate water are in the shaded bottom of a
  range of hills or in the shadow of rocks or in areas of vegetation.  In
  the former case, one must watch out, as these are often the resting
  places for scorpions and snakes.  Either way, the water is below the sur-
  face and takes hours of backbreaking work to uncover.
  Rainfall
  "When I went to bed it was just sand and rock.  Then it rained, and an
  invisible garden revealed itself overnight.  A joyous sight to behold." 
  - Telari, Elven adventurer
  Predictable precipitation is almost unknown in the Elos Desert,
  except on the fringes where the cities have sprung up.  The area behind
  the Elenon Mountains has not seen continuous heavy rain in almost
  eight hundred years, as the towering mountains force moisture to fall
  as rain or snow before it hits the desert.
  In this part of the desert, Dejy tribes often war for oases or, if they
  have something of value, trade with the dwarves and gnomes who
  inhabit the nearby mountains for water.  The fringes can see up to four
  inches of rainfall per year, whereas the inner parts may receive only a
  sprinkling every couple of years, if they are lucky.  Even when it does
  rain, the rainfall pattern is far from consistent.  One area may be
  drenched, whereas a mile away it is scorching hot.
  Light rain can actually evaporate before it reaches the ground.  The
  sky may turn dark and rain may be seen falling, but the ground below
  remains as dry and barren as always.
  Often undetectable to humans, the smell of water can travel for
  miles on the hot winds, reaching the noses of thirsty camels, which
  then lead their owners to the source.  Likewise, the sound of running
  water can often be heard on still days.
  When rain does fall, the desert transforms in a matter of hours.
  Flowers, dormant for years, burst into flower, turning the desert into a
  veritable garden.  Insects appear as is from nowhere, buzzing around
  the flowers to feed, mating on the wind, and then laying eggs for the
  next generation to hatch from.  Seeds, which have lain beneath the
  sands, germinate, grow, and flower into life.  When the water is gone,
  which can last anywhere from a few days in sandy areas to weeks in
  rockier terrain, the plants wither and die, their seeds having been dis-
  persed on the wind, ready for the next rainfall.  During this brief peri-
  od, the nomads gather plants and fruits, many of which can only be
  found at this time, in a frenzied harvest before the fruits perish.
  Though the rain brings momentary bounty to the desert, the native
  Dejy tribes view heavy rainfall as a bad omen, believing water falling
  from the sky to be a sign that the gods are crying over some terrible
  wrongdoing committed by mankind.  A full-blown storm with thun-
  der and lightning is often referred to as etarnil myr-ithach, or 'the per-
  petual struggle of gods,' and signifies bad times are ahead.
  During these storms the ground can quickly turn into mud, bogging
  down wagons and making travel difficult for humans and camels.
  Visibility is also reduced to only a few hundred feet at best and there
  is a real danger of being struck by lightning if a traveler is caught in
  open ground.  For notes on the effects of flash floods, see the
  Geography section on wadis.
  Sandstorms
  "I kept my armor well oiled and polished to protect it from rust, but
  after the sandstorm passed, every inch of it was scratched beyond repair." 
  - Sil Tesafil, Gnomish adventurer
  One of the greatest natural dangers in any desert is being caught in
  a full-blown sandstorm.  Sandstorms form when winds reach the sand
  dune areas, whipping up the light sand grains and propelling them
  along at great speeds.  Minor sandstorms only reach heights of a few
  feet, making life troublesome but not dangerous.  A major storm can
  blot out the sun in a great cloud, hundreds of feet high and thousands
  of feet in diameter.
  Characters can attempt a Survival Skill Suite, Survival, Desert or
  Weather Sense skill  check (easy difficulty or trivial for desert natives)
  to recognize the signs of a coming storm, giving them 1d3 hours
  warning.
  Firstly, the roar of the wind and the quantity of airborne sand makes
  seeing and hearing anything difficult.  Colleagues only a few feet away
  must shout to make themselves heard over the noise.  All skill checks
  involving sight or hearing increase two tiers in difficulty (i.e. an easy
  check becomes difficult), making it easy to become disoriented and
  wander in the wrong direction.  Ranged combat attacks suffer a -6 to-
  hit penalty within 10 feet, and are impossible beyond 10 feet.  Tiny
  creatures are automatically blown away as are small creatures unless
  they succeed at a save versus Breath Weapon. Medium creatures are
  knocked down, and Large creatures are checked.  All creatures suffer 1
  point of subduing damage each round from the pelting wind and sand.
  10
  DIJISHY: THE CITY OF HISTORY
  
  Naked flames are extinguished, and even protected flames (such as
  hooded lanterns) go out 50% of the time, though mainly from sand
  blasting rather than the wind.  A major storm lasts for 2d3 hours
  before blowing itself out, leaving everything in its path covered in 1d3
  feet of sand.
  The worst sandstorm of all is known as the vech rothia ('Great Sand
  Wind') and, fortunately, only occurs rarely.  Its approach is forewarned
  by a sudden darkening of the sky and light grains of sand skating
  rapidly along the ground.
  Over the next hour, the winds grow in strength until they are so
  strong that Huge (and smaller) creatures are blown away, and
  Gargantuan creatures are checked unless they save versus Breath
  Weapon.  When the storm hits, it hits hard and fast.  Visibility plum-
  mets to 5 feet within 2d4 minutes, making any skill check that requires
  hearing or sight beyond this distance impossible, as is any form of
  ranged combat.
  Spell casting in the storm is impossible unless the spells is purely ver-
  bal or the caster has the Concentration Talent.  Sand pelts the exposed
  skin like small sling stones, causing 1d4 points of damage per round of
  exposure unless completely covered (damage then becomes 1d4 sub-
  duing).  Exposed fires are automatically extinguished, and even shel-
  tered fires go out 90% of the time.  Unless calmed (a difficult Animal
  Handling skill check), animals panic and bolt, quickly becoming lost
  in the sandy blizzard.
  Without a chol (the native turban of the Dejy nomads) or other
  head covering, there is a real risk of being blinded by the dust storm.
  To avoid becoming temporarily blinded, a character must succeed in a
  save versus Breath Weapon every minute that his eyes are uncovered.
  If he fails, he is blinded for 2d3 x 10 minutes.  A character that rolls a
  1 on his save is permanently blinded.  Wiping your eyes only rubs the
  grains against the eyeball, worsening the effects (GM's call).  The best
  way to ease the suffering is to wash the eyes with liberal quantities of
  clean water.  Wearing a covering reduces the time between checks to
  every hour and affords a +4 to saves.
  An average vech rothia lasts for 2d6 hours, and leaves everything in
  its wake buried under 2d4 feet of fine sand.  These storms have been
  blamed for burying many cities over the millennia.  Of course, what
  they cover, they can also reveal.
  ENVIRONMENTAL EFFECTS ON EQUIPMENT
  Dust and sand can do much more damage to clothing and equip-
  ment than to the characters who are wearing or carrying the gear.
  However, damage to equipment often cannot be expressed in terms of
  game mechanics – and even when it can, frequently the GameMaster
  must consider the circumstances to determine whether a character
  suffers adverse effects, and if so what those effects are.
  With these guidelines, the GameMaster must make reasonable and
  consistent decisions on what happens to equipment that is exposed to
  the elements – and players, likewise, should be able to decide how
  their characters can minimize or avoid damage to their equipment by
  taking precautions or making repairs.
  EFFECTS OF BLOWING SAND OR DUST
  Flying grains of sand have an abrasive quality, but under less than
  extraordinary circumstances the abrasion does not have any apprecia-
  ble short-term effect on exposed surfaces – skin, leather, metal, wood
  or anything else.  This is not necessarily the case in extraordinary cir-
  cumstances, such as a very strong wind combined with a massive
  amount of sand being lifted into the air, but the vast majority of sand-
  storms are not this severe.
  Effects from abrasion may occur as the result of exposure to sever-
  al sandstorms over a long period of time, but this is not relevant to
  characters or their possessions since they won’t normally find them-
  selves in such a situation.  A suit of armor that has been abandoned
  in the desert and then “sand blasted” during several storms will lose
  as many as 4 armor hit points per storm – but more often than not,
  an object lying on the ground will be alternately exposed and covered
  by blowing sand, and is only vulnerable to abrasion when it is
  exposed.
  The effect of blowing sand that characters will often find them-
  selves having to cope with is the aftermath of a storm.  Sand can find
  its way between joints and panels in armor, between seams in cloth-
  ing and backpacks, into a pouch that is not closed absolutely tight.
  Rations that are not protected will be rendered unpalatable, if not
  inedible.  Liquids in open or loosely stoppered containers will be con-
  taminated, but not necessarily undrinkable.
  In a water skin or water bottle, sand will settle to the bottom and
  not impair the drinkability of the water.  A magical potion may, at the
  GameMaster’s discretion, have to successfully save versus lightning or
  be ruined or even turned to poison by interaction with the foreign
  substance.
  After a sandstorm subsides, characters should spend some time get-
  ting the sand out of their clothing, armor and gear – especially and
  most importantly the former.  Sand that has collected inside clothing
  and boots may chafe the skin as a character moves, causing discom-
  fort and distraction.  An opponent’s chance to surprise such a charac-
  ter is increased by 1 in 10.  If a character is unable or unwilling to alle-
  viate the chafing, it can become severe enough to inhibit his move-
  ment (3⁄4 of normal speed) or decrease his mobility (-1 to Dexterity for
  dodging and abrupt movements) or both.
  Dust is not abrasive, but is even more insidious than sand because
  the particles are smaller.  The residue from a dust storm will find its
  way into places that not even blowing sand can penetrate.  You’ll end
  up checking for contamination of food and liquids, which (as with
  sand) may or may not be ruined by the foreign substance.  Dust
  inside clothing does not chafe the way sand does, so “dusted” charac-
  ters need not worry about cleaning out the residue promptly.
  DESERT CREATURES
  "The desert is a bountiful source of food, if you know where to look." 
  - Dejy saying
  Compared to the central salt basin, the fringes of the Elos Desert are
  home to a variety of plants and animals that provide food for the
  nomads and citizens of Dijishy all year round.   However, the lands of
  the Elos are also a monster hunter's paradise.  This section details the
  native life that player characters may wish to seek out – or avoid.
  11
  CHAPTER 1: THE WESTERN ELOS DESERT
  
  Flora
  "The desert trees are like its people; tough on the outside and soft within." 
  - Selguld Ingamin, O'Paran desert guide
  Elos desert plants have small leaves, to avoid moisture excessive
  evaporation, and are thicker and fleshier than flora in other parts of
  Tellene.  These plants are vital to the survival of animals living in the
  Elos, who get most of their food and water from plants.  Dew, found
  on the leaves in the early morning, is a readily available sources of
  water for small mammals, insects, and birds.  Many plants have
  evolved wickedly sharp thorns or exude foul odors, to protect them
  from predators, and their flesh is generally foul tasting.One of the
  hardiest varieties of plant is the cactus.  Their shape varies from species
  to species, ranging from the tall, three-armed variety to squat, round
  bulb-like cacti.  Almost all species possess thorns to protect their flesh
  and on larger varieties these are sharp enough to pierce leather cloth-
  ing.  Well suited to arid conditions, cacti store great quantities of water
  during rainfall in their fleshy stems, and provide a source of water and
  food for nomads.  The water is not available "on tap," but the watery
  flesh can be mashed down into a paste and, when seasoned, is palat-
  able as a stew.
  Towards the foothills of the Elenon Mountains are cypress trees, a
  source of firewood, and olive trees, whose fruit provides food and oil
  for cooking and medicinal purposes.  Date palms and orange trees are
  also common, especially around oases, as are sesame plants, turmeric,
  and thyme, herbs used in cooking as seasonings.
  Rocky areas produce lichens, a green growth commonly found on
  the lower part of rocks, where the sun never reaches.  They provide
  food for small rodents and birds, but are generally unpalatable to
  humans and are a poor source of water and nutrients.  Tough grasses
  sprout from cracks in the rocks, taking sustenance from water trapped
  below the surface.  Camels, with their thick lips and grinding teeth,
  can make short work of these grasses, but the nomads must boil them
  in water to break down the fibers before they can be eaten.  Their fibers
  can also be wound together to construct sturdy ropes.
  Frankincense, burnt as part of religious ceremonies, is harvested in
  the rocky desert.  The frankincense trees have short trunks, which split
  near the ground to produce a fan-like array of branches.  They require
  plenty of sun and water, preferably airborne water particles from dew
  or mist, and are therefore found higher in the foothills.
  The frankincense burnt in offerings is actually the tree's sap, and can
  be harvested by chipping away the bark to expose the flesh under-
  neath.  The sap wells up in the wound to form a seal, protecting the
  inners from dehydration and predators.  At first, the sap is milky-
  white, but over three to four weeks of exposure to the sun and air it
  hardens, and shifts to a golden yellow color.  Harvesters generally
  remove the first deposit and let a second layer form, as this is purer and
  produces a stronger odor.  The first batch is rarely sold as an unguent,
  but can be chewed, releasing a not unpleasant taste that freshens the
  breath.  It also acts as natural toothpaste.
  Another exotic crop found in the desert is myrrh.  Primarily a med-
  icinal herb, its oil is used in embalming, in medicine, or in religious
  ceremonies.  Its cost varies from tribe to tribe, but can be found in
  Dijishy for 10 gp per ounce, making it a valuable commodity.  The
  traders of Dijishy export both myrrh and frankincense and it sells for
  ten times as much in distant lands (such as Kalamar).
  The highly unpredictable nature of rainfall in the desert has forced
  native plants to adopt rapid lifecycles.  Virtually all species can grow,
  flower, and seed within a few days of water becoming available (see
  Rainfall above for more details).
  Fauna
  "Only a fool puts his hand into a dark hole."         - Dejy saying
  As with all things, the animal life of the desert is split between the
  sandy areas and the rockier regions.  Few mammals make their homes
  in the sand seas, as there is little water and vegetation.  The common
  fauna of these endless wastes are lizards, snakes, spiders, and scorpions.
  Many of these species are highly poisonous; food is in short supply and
  a predator must guarantee that its prey dies quickly, before it gets
  chance to run away.  Travelers are warned to check their clothing in the
  morning for these vermin, and to avoid thrusting their hands into dark
  holes.
  Herbivores are restricted to the rockier areas, where vegetation is ore
  abundant.  Gazelles, gerbils, hares, desert mice, and even a species of
  hardy sheep all dwell in the region.  Of course, where there are prey so
  there are predators.  The most common of these are desert foxes, mon-
  gooses, vultures, desert foxes, and weasels.  Larger predators, such as
  mountain lions, live higher in the foothills and rarely travel to the
  desert plains in search of food.
  Insects are the most abundant species, appearing even in those areas
  of the Elos where nothing else dwells.  Nomads burn aromatic woods,
  such as sandalwood, on their campfires to keep the biting ones away.
  They also use scented oils, lotus oil being very common, in their tent
  lamps for the same reason.  Desert insects include dragonflies, man-
  tids, crickets, wasps, moths, beetles, locusts, and many flies.  Termites
  and ants are also a common sight, for both species build upwards
  rather than underground and a large nest can holds millions of these
  biting insects.  Dejy nomads prize them as food, and honey ants are a
  source of natural sugar.  
  The larger species of ants possess large mandibles and can deliver a
  powerful bite, their jaws remaining locked even after death.  Making
  use of what nature has provided, nomads use these ants to seal wounds.
  They allow the ant to bite them either side of a cut, pinching the
  wound closed, and then remove the ant's body.  Since the jaws remain
  locked, the flesh remains sealed and can heal with little risk of infec-
  tion commonly found in open wounds.
  Locusts present a greater threat to man, especially when they swarm,
  as they devour all vegetation in their path.  A swarm will gather every
  fifty to sixty years, depending on the climate cycles, and when it takes
  to the air resembles a huge storm cloud.  Containing millions of
  locusts, the swarm makes short work of desert trees and plants, and the
  crops of Dijishy present an appetizing meal for the voracious insects.
  There is little that anyone can do when a swarm descends on an area,
  expect wait and pray.  Spellcasters have tried to defend the crops, but
  the swarm covers an area tens of miles in diameter and there are not
  enough skilled magicians to protect more than a few acres of cropland.
  Oases and the desert borders are home to dozens of species of birds,
  including gray herons, white crowned wheatears, and sparrows,
  though many others also pass over the Elos Desert in their migratory
  patterns.  
  12
  DIJISHY: THE CITY OF HISTORY
  
  13
  CHAPTER 1: THE WESTERN ELOS DESERT
  In the mountains and southwestern desert, permanent mountain
  streams provide suitable habitats for frogs, a few species of small fish
  (rarely more than a mouthful at best), snails, and water birds to dwell.
  Fauna Magica
  The Elos desert has been described as a monster hunter's paradise.
  Leucrotta, gnolls, and yuan-ti prowl to the south; giant eagles, bug-
  bears, ogres, and manticores live in the Elenon mountains, while the
  Sliv Elenons breed dragons, wyverns, and trolls (with recent reports of
  sand trolls in the deep desert).  
  Followers of the Lord of Intuition come looking for sphinxes so they
  can trade riddles with them.  Often, they find voracious heira-
  cosphinxes, but fortunately androsphinxes seem to outnumber the
  other types.  The city-dwellers sometimes make offerings to these
  sphinxes; they have an old oral tradition that a sphinx once saved
  Dijishy from a hobgoblin invasion.  There are also a number of other
  monstrous creatures to be found within the desert wastes.
  The salt basilisk (described in Chapter three), for example, is a
  vicious predator of the Elos desert.  It relies on its incredible speed and
  lethal gaze attack to turn its prey to salt, which makes up the bulk of
  its diet.  Those living on and near the salt flats of the Elos have grown
  large and somewhat lazy, although they still retain their amazing bursts
  of speed for chasing away intruders.
  Kobolds can also be found in the hills of the western Elos desert,
  below the Elenon Mountains.  Here, they have secure underground
  warrens and a nearby population to steal from.  Why exactly the runts
  collect treasure is unknown, as there is no record of them ever pur-
  chasing anything with it, and when valuables are found they are often
  buried under mounds of garbage.  One group of sages argue that they
  simply collect everything, junk and jeweks, and just like to live near
  dragons, who affords them some protection at the small price of occa-
  sionally eating those he catches.  Other sages argue that kobolds are
  attracted to the shiny nature of precious materials, though their inten-
  tional garbage collection argues against this.
  Early Period tombs (5000 to 4000 years ago) can be found in the
  western Elos, along with burial sites from the Middle Period (4000 to
  3000 years ago). Many of these are rumored to contain Mummy Lords
  and their retinue of followers, minions and warriors.
  In 547 I.R., rumors spread that rock sphinxes had begun to make
  their way further east in the Elos, following the Salt Trail to
  Prompeldia.  Nomads and other passing merchants began to tell sto-
  ries of large, stone cat-people that were raiding their caravans for trea-
  sure.  The stories were ignored until Najay, a down-on-his-luck mer-
  chant returned from the desert wealthier than any other merchant in
  all of Prompeldia.  He claimed to have solved a sphinx’s riddle, and the
  creature gave him its treasure.  Najay was imprisoned for theft, but was
  later released when another merchant made a similar claim.
  THE NIGHT SKY
  "The first time I saw the night sky in the Elos it looked so vast, so
  empty, and so cold.  It made me feel very insignificant in the cosmic
  order of things." 
  - Danzig Vey, O'Paran explorer
  The citizens of Dijishy, whilst recognizing the same constellations as
  other peoples (see the Kingdoms of Kalamar campaign setting source-
  book), have developed their own mythology and legends as to what
  they represent.  A sample of these is presented below.
  The Goblet: The Goblet is known locally as Shardar's Cup (Egosh
  myr-Shardar, in Dejy).  Astronomers working for the Ministry of
  Cisterns use its orientation to calculate when the winter rains have
  ended, since it coincides with the start of fall.  As the Goblet tips earth-
  ward, the rains fall heavier, reaching their zenith in mid-winter when
  the Goblet is pointing directly downward.
  The Hunter: Another constellation used to foretell times of plenty
  is the Hunter, known to the Dejy of this region as Yeknor Dei ('Giver
  of Meat', or 'the Provider').  It appears over the horizon late in the
  summer and marks the time when game can be hunted.  To hunt too
  early would deprive young game of their mother, potentially leading to
  a lack of game later in the year and for the following year.
  The Jealous Eye: Ro myr-Shardar, the Eye of Shardar, appears in
  midsummer and is visible until late fall.  Citizens believe that it is the
  all-seeing eye of Shardar, watching over the desert for the first signs of
  the post summer caravans and protecting them for danger.
  Traditionally, its appearance marks the date when caravans from far off
  lands commence their long voyage.
  The Whip: Ashoth Elos, the Flail of Elos, is a weather predictor for
  the desert nomads.  Its appearance in the night sky marks the start of
  the 'season of great winds', when mighty sandstorms rip across the
  Elos Desert.  The most dangerous of these storms often coincide with
  the Whip reaching its zenith.  Tradition states that the Whip is an evil
  spirit that stirs up the sands to cover up traces of its crimes.
  
  14
  “Dijishy does not have history; it is history.” 
  – Roshnyr the Scholar
  “In the old, old days, there was only water - no sky, no land, noth-
  ing.  Then out of the water came the sky, flowing upwards like mist
  until it filled all above it.  Still, there was no sun, no moon and no stars
  - only the dark mist.  But way down in the deepest waters lived the
  Creator, she who had no body of flesh, but one of many-colored light.
  Then, knowing her purpose, Creator stirred, rising to the surface of
  the waters.  Looking about, Creator saw the dimness of the sky, and
  rushed upwards into it, taking oh-so-tiny pieces of her body and leav-
  ing them behind to burn and light the sky in day and night.
  But Creator’s work was not done.  Stirring the waters beneath her,
  she formed the land - a great island in the midst of the waters, covered
  with growing things of green.  Now Creator walked on the land, test-
  ing its firmness so that it would not sink again beneath the waters.
  Still something was missing.  “It is too empty,” thought Creator.
  Stamping several times upon the land, the Creator brought forth many
  clouds, which settled into living things that walked and swam and
  flew.  These were the first Animals, Dejy, Dragons, Dwarves, Elves and
  other simple creatures.
  Pleased, Creator flew into the sky to watch her creatures.  But after
  a time Creator grew tired - her creatures did little, and their lives
  passed quickly to her eyes.  She desired more.  Taking light and dark
  pieces of her body, Creator formed many handsworth of beings like
  herself, but of a lesser sort.  These new creatures, who we call Gods,
  were the children, servants and companions of Creator.  Some had
  bodies of light and some of dark, but all were needed in her eyes.  But
  soon these new Gods began to long for servants of their own.  The
  kind Creator, sensing this need, formed Spirits for her children, but
  they soon grew bored of these, and turned to the creatures of land for
  amusement.  Taking the finest of these creatures, the Gods gave them
  pieces of their own essence, making great Titans of power and wisdom.
  But the Titans and Spirits sought more power, and many now
  warred against the Gods in a great battle.  At battle’s end, the Gods
  punished the rebels by casting them into darkness, and rewarding
  those who remained loyal.  Those Spirits who fought with the Gods
  were rewarded, becoming Angels, Devils, Demons and other such
  beings, and the loyal Titans went to live in a peaceful home in the
  mists beyond the sky.  Some, though, fought not on either side.  These
  neutral Spirits became Genies and Elementals, and the neutral Titans
  became Giants and Trolls.
  Tired from their long battle, the Gods decided to rest and watch the
  land creatures from their position at the edge of the sky.  Now, with
  these creatures were the first Dejy, they who are our great ancestors.
  Though they were simple folk, they were smart, organizing and build-
  ing canals and walled settlements.  As years passed, these settlements
  grew large, becoming cities.  Cities grew to city-states, kingdoms, and
  then empires.  But the greatest of these empires were Khydoban of the
  East, and Elos of the West - where we stand now.”
  THE FALL
  “But a great councilor of distant Khydoban was filled with thoughts
  of death, and said he thought people ought not to die forever.  Those
  close to him disagreed, pointing out that the land is not big enough for
  all the people, and that if the dead came back to life, there would not
  be enough food for all.
  But the councilor did not listen - he said he did not want his peo-
  ple to die and be gone forever, for then he would have no happiness.
  Sending messengers through the Empire, he spread his word and
  found that many other Dejy thought as he did.  Many agreed that it
  would be good to have people not die forever, and said they would
  help him do what he wanted.  But many did not, and so six years of
  civil war followed between the people of Khydoban.  Yet, the councilor
  of the City was eventually victorious, and proclaimed himself king of
  the Khydoban Empire and its dependencies.
  Now, the dark taint of evil truly spread throughout the land.  Many
  practiced the darkest magicks, and their ruler was the greatest of them
  all.  With his followers, he built a large structure facing east, in the
  heart of the City.  He also placed many black stone obelisks, pieces of
  his plan, throughout the kingdoms.  When his plan could be com-
  pleted, he said, those who died would be restored to life.  But, far to
  the west, our empire noticed.
  Our people cried aloud, “No!  Such things are not done!  It is
  unheard of!”  But the king’s work was almost finished, and our ambas-
  sadors could do nothing.  Quickly, our empire began magicks of its
  own, but these were not the dark magicks of Khydoban.  No, they
  were energies that we hoped would stop our kinsman’s misguided evil.
  Now began the war between the Empires - each attack more fierce
  than the last.  Many cities were destroyed, and many Dejy were killed,
  but neither would relent.  Then, both sides struck at once, using the
  most powerful magicks ever known.  This was the Time of Fire.”
  Dijishy, City of History
  
  The Time of Fire
  “I do not know what magicks caused this great disaster, for I believe
  them lost to ancient times.  But it is said that great clouds of fire filled
  the skies, dark skies covered both Empires, and the very air burned
  with magical energies and sounds.  Majestic cities crumbled like clods
  of dirt crushed by a giant hand, and great numbers of Dejy, once as
  numerous as stars in the sky, vanished in the fiery air.  For many days
  thereafter, it is told, even the rain bit like the stinging of a scorpion,
  and the number of survivors grew smaller each day.
  Though the fires soon faded from the skies, and the rain eventually
  ceased to bite, the skies remained dark for many months.  Legend tells
  that even to breathe the air was to smell smoke, and taste soot and dust
  on the tongue.  The waters began to retreat, the grasslands withered,
  and any large game animals not sickened by the fire followed them.
  Only a single city, battered and broken, remained.”
  The Dwindling
  “Abandoning their homes to the encroaching wastes, all our the peo-
  ple now traveled in small, mobile groups and extended families, in a
  ceaseless quest for food, materials, fuel and water.  Their only posses-
  sions they carried on their backs, sleeping in rough brush or skin shel-
  ters, on beds of sand.  They lived in caves or rock shelters, and dressed
  in tanned gazelle skins and tattered clothing, rather than the finery
  they were once accustomed to.  Slowly, they learned how to survive in
  this harsh new environment, but not without heavy losses to both life
  and culture.  Yes, the great knowledge and civilization of our ancestors
  was lost, with new skills of survival taking their place.  And these skills
  were greatly needed, for where once birds and animals roamed over a
  lush and verdant paradise, the land became drier and drier until it was
  too dry for either grazing or farming.  
  Then, one day, a nearly exhausted tribe of wandering Hasheri stum-
  bled upon what remained of our last city – Dijishy.  Falling upon their
  knees and lapping at the thin streams of water tricking down from the
  Elenon Mountains, they gave thanks to the gods for delivering them
  out of the wastes.  They began to build homes in the ruined city, and
  soon another tribe, the Murs, appeared out of the swirling sands.  In
  time, even more Dejy would return to restore the city and build new
  lives in the shadow of the mountains.”
  “You can’t really expect me to add such idle speculations to our archives,
  can you?  The creation myth I shall keep, but the remainder…  Well, you
  must think me foolish to believe that the primitive Dejy once maintained
  great civilizations thousands of years ahead of our own.  And that they pos-
  sessed such powerful magics?  Ridiculous!  I suggest you study your “histo-
  ry” again.  Perhaps your quill would be best served crafting another vol-
  ume of Kalamaran expansion.  Oh, and place less emphasis on the
  Brandobians this time around, will you?”
  - Balanar Remel,
  Keeper of Bet Kalamar’s historical archives
  POPULATION
  Dijishy is composed primarily of 6,000 nearly pure Dejy.  As can be
  expected of a well-isolated desert city, other races are rare.  Temporary
  visitors include Dejy from the tribes in the desert; Brandobians from
  Pel Brolenon or Mendarn; Svimohz from the maritime cities of the
  Straits, and the occasional Kalamaran.
  Save for a few dwarven miners, there are relatively few humanoids
  making their home in Dijishy (though this cannot be said of those
  whom travel and commerce bring through).  Other humanoids are a
  rarity that will draw the occasional curious look from residents, though
  their appearance in the city as visitors is common enough that few will
  remark upon it.  
  There are often a few hobgoblins in Dijishy; they are typically
  slavers, merchants, or adventurers passing through on their way to or
  from Norga-Krangrel.  There are never more than a handful of these,
  however.  The citizens have learned through hard experience not to
  trouble or molest the trenchant Krangi—most will ignore any they see
  (the safest overture to make).
  Language
  “Language is at the root of all culture.”            - Roshnyr the Scholar
  When trying to understand any culture, it is important that you
  know something of its language.  A language lies at the root of a cul-
  ture and shapes its people as much as they shape it in return.  You
  should remember that none of the modern Dejy dialects have their
  own written language.  Dejy culture is based around an oral tradition,
  but no city can function without some form of writing, if for no other
  reason than for calculating taxes.  
  The citizens of Dijishy have adopted the written alphabet of the
  dwarves, mainly because Dwarven is the city’s second language and the
  city is too remote to be influenced by other human tongues.  However,
  15
  CHAPTER 2: DIJISHY, CITY OF HISTORY
  
  16
  DIJISHY: THE CITY OF HISTORY
  
  to ease confusion with visitors, they do also use the Common Tongue,
  including its number system.
  Diet
  “Yeah, the food is okay, but there’s not enough meat!” 
  - Raak Three-Toes, half-orc adventurer
  With arable crops at the mercy of the desert sun and pasture land a
  rarity, one might think that the inhabitants of Dijishy can barely eke
  enough food to survive from day to day.  In fact, the opposite tends to
  be true and the markets are often full of fresh produce.
  The staple ingredients of any meal are wheat and barley, both grown
  locally.  The sunny weather and relatively fertile fields beneath the
  mountains mean that three crops can be harvested in a year if the win-
  ter rains have been good.  Barley is used to make porridge, eaten both
  for breakfast and as an evening meal, when it is mixed with peas,
  onions, and perhaps a little meat.  Bread, another staple foodstuff, is
  unleavened (i.e. flat and tough) and baked in the family’s own bread
  oven.  Visitors may find the texture grainy, as sand often gets into the
  dough.  Rice, another popular carbohydrate, is imported in huge
  quantities and stored in the granaries.  Being dried, it does not spoil
  quickly in the hot and dry conditions and can be kept for years so long
  as it remains free of mold.
  Vegetables include peas and onions, as mentioned above, as well as
  palm leaves, cabbage, and a thick root-like vegetable that closely
  resembles a turnip.  The most common form of cooking these vegeta-
  bles is boiling, which helps break down the tough fibers.  Apricots and
  oranges are the only locally gown fruits.  Other fruits are rarely import-
  ed, due to their tendency to spoil on the long journey to Dijishy. 
  Meat is not common, and what little is available tends to be goat,
  lizard, small birds, or camel flesh.  Pigs do not survive well, and the
  only pork on sale is available as imported salted pork and bacon.
  Generally, it is beyond the price range of the average families.  Most
  families eat meat only on Godday as a “treat.”  Fish, another meat
  source not found locally, is also imported is dried or smoked form and
  fishmongers do a brisk trade when a consignment arrives in the mar-
  ketplace.
  Those with a sweet tooth will find the dates and figs very succulent
  and they are available all year round.  Honey, an excellent source of
  natural sweetness, is imported and can be found in the market, if one
  is willing to pay the high price.  A few entrepreneurs have tried to cul-
  tivate bees, but there is little pollen and flowers require water better
  spent on crop yielding plants.  As a result, the local honey is very poor
  quality and what little reaches the market tends to have a bitter taste.
  One ingredient that Dijishy has in abundance is salt.  Recipes tend
  to use salt as a seasoning in place of more expensive pepper and fresh
  herbs, few of which grow naturally.  Those that are available locally
  have a strong taste and are used sparingly.
  Drinks come in the form of water, barley beer, and goat or camel
  milk.  The latter is drunk within a day or so of purchase, to avoid cur-
  dling.  Families that own goats tend to produce their own butter,
  though it too spoils quickly and must be kept cool, usually by placing
  it in thick clay pots with wax seals.  Barley beer is an acquired taste,
  being reasonably strong (averaging 6% alcohol) and a far from pleas-
  ant aroma.  It is popular with the locals, who prefer it to ‘fresh’ water
  as the brewing process involves boiling the mixture, which naturally
  kills any bacteria in the water.  Grape wine is only available as an
  imported luxury and remains the reserve of the upper classes.  Locally
  fermented fig and date wine, which is actually a spirit similar in poten-
  cy to brandy, is drunk on special occasions an can be acquired at a rea-
  sonable price.
  Clothing
  Many of Dijishy’s citizens, including Dejy males and non-Hasheri-
  females, dress in the traditional Dejy fashion – robes with some sort of
  headdress.  For men, this is usually a turban, or chol. Traditionally,
  chols are wound around the head each time.  Putting on a chol cor-
  rectly takes five minutes and a degree of knowledge.  New arrivals try-
  ing to blend in generally lack this knowledge and are easily distin-
  guishable by the incorrect wrapping of their chol.  
  There are several varieties of chols, such as the ‘traveler’s chol’ with
  a tail that hangs down over the left shoulder.  During strong winds or
  when traveling in the desert, the tail is tucked in, forming a mask
  across the mouth and nose that keeps out sand particles.  Some mer-
  chants now sell chols that are permanently formed and sewn on a
  foundation, though these are usually worn only by foreigners.  
  It not considered impolite to forego the wearing of a chol within
  one’s own home, or anywhere for young people and foreigners.  Yatak
  tribesmen (and clerics of the Holy Mother) prefer the fez, though they
  may don chols when traveling.  
  It is common for men of all tribes to wear a loose robe (called a
  kathon) that covers them from shoulder to midway along their shins.
  Many are vertically striped, while others are plain, with fancy embroi-
  dering being common only among wealthier citizens.  Underneath the
  kathon are worn a light shirt, generally white, and, depending on the
  season, trousers.  A few younger Dejy males have taken to imported
  fashions, such as the tunic, but such a sight is uncommon.
  17
  CHAPTER 2: DIJISHY, CITY OF HISTORY
  Hasheri in conversation
  
  18
  DIJISHY: THE CITY OF HISTORY
  Citizens linger outside the great Council Building (page 36)
  
  Single Hasheri women often wear a kathon with a chashya (loose
  cloth headcovering).  When a Hasheri female becomes engaged, how-
  ever, she dons the chador, a modest white body covering that is shape-
  less and allows only the face and hands to be seen.  Upon her marriage,
  she wears the narja, an all-body covering that takes modesty to the
  extreme, shielding even the face and eyes from exposure with a thin
  mesh screen.  
  Non-Hasheri females usually wear the kathon and chashya, though
  it is possible to see such a woman in a simple dress imported (or copied
  by a local tailor) from Brandobia, Kalamar or Svimohzia.  Murs
  females, for example, often wear and do whatever they want, and allow
  no man to tell them differently.  As such, they have more female
  dancers and entertainers than other tribes.
  While many Dejy wear robes, the poor may be seen laboring with a
  vest covering their otherwise exposed bodies. Vests were originally
  made for men but non-Hasheri women have adopted them too, usu-
  ally with more delicate materials and with expensive embroidery and
  patterns.
  No garment native to the Dejy has pockets.  Small items that need
  to be carried, such as coins or keys, are kept in pouches tied around the
  waist on a piece of string or a thin, metal chain.  
  Both sexes wear open-toed, leather sandals or kidskin slippers.
  Richer citizens prefer silk slippers, but rarely wear them in public as
  the dust and grime of daily life (not to mention the mess left by
  camels) can easily ruin them.  Leather boots are typically worn by
  workmen who profession involves a risk of injury to their feet (such as
  masons who may drop their tools or a block of stone) as they are too
  hot to wear for long periods.
  Jewelry is commonplace and is a means of protecting wealth and
  showing status.  Rings, earrings, and necklaces are the most plentiful,
  and both sexes adorn themselves with such trinkets without prejudice.
  As a note to visitors, the wearing of wedding rings is unknown to the
  Dejy.  A person wearing a band on the ring finger of their left hand is
  not necessarily married.
  Tattoos are uncommon, except among Murs females, who may cel-
  ebrate reaching adulthood or becoming head of house with a new
  piece of body art.  Interestingly, such tattoos rarely appear anywhere
  other than the left arm, which may be covered with tattoos by the time
  a Murs woman reaches old age.  This is due to local Murs superstition,
  which says that the left arm is more closely connected to the spirit
  world.  One traveling scholar said that this superstition exists because
  only the ancient Murs could be priests, and they would bless the dead
  with their left hand.  Though he returned to the Great Sanctuary when
  this was challenged, he could not find the original source again, and
  left the city soon after.
  ARCHITECTURE AND HOUSING
  The original houses in the city were constructed from blocks of local
  sandstone, cut and laid by skilled masons.  Such constructs are the
  product of bygone days and new houses are now built from sun fired
  mud bricks, made locally using mud and straw.  The walls are plastered
  and then whitewashed as protection against the blistering sun.  Whilst
  not of such sturdy build as the stone houses on which they rest, they
  provide adequate protection against the elements and are cheap to
  erect.  It is important to note that no one in Djishy actually pays to
  have a house built.  The goods and labor are provided for free by fam-
  ily members and friends and, so long as the annual housing tax is paid,
  the government is quite happy with this arrangement.
  Visitors learning of this fact often enquire how a house that has no
  true cost can be taxed on its value.  The Ministry of Taxes and Tithes
  carefully calculates each house’s intrinsic value on its size, the materi-
  als used in its construction, its location in the city, and when it was
  built.  Older, stone houses in a middle class ward of the city are inher-
  ently more expensive to “own” than a newly raised, third story home
  in the poorer wards.  Few citizens know how the taxable value is cal-
  culated, and the Ministry is keen to keep things that way.
  When the ruins of Dijishy were first being rebuilt, the majority of
  houses were single-story, flat-roofed constructions.  They were intend-
  ed to be home to a single family with children and maybe an aging rel-
  ative or two to support.  The Dejy, with their strong family bonds and
  large extended families, soon outgrew the living space these simple
  houses afforded.  Rather than have their families move to other parts
  of the city, they began building upwards.
  When the eldest male child grew to adulthood and married, his fam-
  ily would build a second story onto their existing home.  Stairs were
  added to the outside of the building for access and the roof was laid
  flat in the tradition of the original builders.  When the eldest son’s chil-
  dren married, the process was repeated.  As the eldest relatives die, so
  the children move downwards, leaving the youngest child’s family on
  the highest floor and the eldest couple on the ground floor with easy
  access to the streets.
  Generally, this means that the vast majority of houses in Dijishy
  now have three stories.  A few families have added fourth and fifth lev-
  els, but these are a small minority.  A tall house is not regarded as a sign
  of material wealth, only of having a large family.  The tradition of
  building upwards remains to this day, partly because of the lack of
  available land within the city walls.
  The average house comprises of only four rooms.  The largest, which
  the front door opens into, is the communal living area.  Covered with
  a large rug or carpet, the area is where the family spends much of its
  time and is large enough to fit ten people in at a squeeze.  As is the
  Dejy tradition, there are no chairs or tables.  Large, colorfully decorat-
  ed, well-stuffed cushions provide adequate seating.
  Off the main area, also at the front of the house, is the kitchen.
  Cooking is done over an open fire pit, though there is often a separate
  clay bread oven.  Pots, pans, plates and utensils are stored in piles on
  the floor, shelves being virtually unheard of in common houses.  A
  small store of charcoal and camel dung is kept in the kitchen.
  At the rear of the house, reached from the front room, is a back
  room where the men spend the evenings in talk or playing games with-
  out being interrupted by the women and children.  At night, the room
  doubles as the children’s’ bedroom.  Like the communal area, it is fur-
  nished with cushions, on which the adults sit and children sleep.
  The last room is the main bedroom, which is adjacent to the chil-
  dren’s room at the back of the house.  It, too, is simply furnished,
  although wealthy citizens have a wooden bed frame on the floor with
  straw padding for extra comfort.  The hot nights of Djishy mean that
  19
  CHAPTER 2: DIJISHY, CITY OF HISTORY
  As is traditional with the Dejy, female children move in with the family of
  their husband. Unmarried women, of any age, live with their parents. It is
  extremely rare for an unmarried woman to have her own house and usual-
  ly results from the death of both her parents before she has wed.
  
  most citizens sleep without bed covers, though in the winter months a
  simple, wool blanket suffices against the colder nights.
  Dejy do not tend to decorate their houses with paintings of family
  members, flowers, or statues.  Walls are covered with colorful rugs or
  with religious symbols painted straight onto the plaster; the floor is
  also covered with a carpet or rug.  Flowers do not survive long in the
  heat and require valuable water.  To fragrance their homes, the Dejy
  use one or two drops of lotus oil mixed with a cupful of water.  This
  mixture is thrown over the carpets and, as the water evaporates, the
  scent of the lotus fills the room, covering a variety of smells.
  As mentioned early, the common houses have flat roofs.  These serve
  many purposes.  Washing is left to dry in the sun without fear of it
  being dirtied by dust kicked up from the streets, food is stored here in
  earthenware containers, children can play without clogging the street
  or getting hurt by passing wagons, families eat their communal meals
  here, and, during the hottest months of the year, the entire family
  sleeps up here to avoid the stifling heat indoors.
  It has happened in the past that accidents or plagues have left some
  families with only enough members to fill one or two levels of the
  house.  In this instance, the upper levels have been given to new fam-
  ilies (often distantly related, but not always) or left empty for use by
  the council when caravans arrive.  Thus, whilst three-quarters of any
  multi-story building within Dijishy contains members of the same
  family, the remaining quarter may hold two or more unrelated fami-
  lies.  When the children of these families seek their own homes, they
  are often forced to move into other areas of the city.
  Shop fronts and craftsmen’s workshops are always placed on the
  ground level of a house.  The communal area and kitchen are knocked
  into one large room, used for displaying wares.  The children’s bed-
  room is used for storage, and the master bedroom is used as a work-
  shop or private area for the owner.  The family live on the second level
  of the house simplifying travel between work and home.
  The dwarven residents of Dijishy construct their houses in a similar
  manner to the Dejy.  Though dwarves have no great love of heights,
  those that dug cellars in the early days of Dijishy’s recolonization soon
  learned that the temperature became unbearable during the heat of the
  day, and is little better at night.  Houses that have cellars are always of
  dwarven origin and are now only used to house goats and sheep dur-
  ing the coldest winters or for storing on-perishable goods, such as pot-
  tery or glassware.
  GOVERNMENT
  The High Prophet of the Inevitable Order of Time (see Pagari on p.
  158 of Gawds & Demi-Gawds) rules the city.  The Prophet actually
  prefers to appoint lay personnel to government offices so that his cler-
  ics may devote their full time to worship and spreading the word of the
  Fate Scribe.  The current High Prophet is Elamar Crandin, an Eldoran
  by birth who moved here as a child with his parents and six dozen
  other pilgrims visiting the library.  As with all aspects of Dijishy, the
  High Prophet’s word is law, but he rarely interferes, so long as things
  are running efficiently.
  The council consists of thirteen members, including Elamar
  Crandin, although there are only twelve actual positions.  Crandin acts
  as chairman, adjudicator of disputes between councilors, high priest of
  the city, and the final word on any matter brought before the council
  by the citizens.
  Standing for Office
  Seven of the twelve council members are appointed directly by
  Elamar Crandin himself.  Whilst Crandin could fill the ranks of city
  officials with clerics, he prefers to appoint lay members, leaving the
  clergy to dedicating their time and efforts to spreading the faith.  In
  order to be eligible for one of these seats, a prospective candidate must
  be a lay member of the Inevitable Order of Time  in good standing, be
  of independent wealth (councilors receive no fee from the city), be a
  citizen of Dijishy, and be thirty years of age or older.  More impor-
  tantly, he must also have appeared to Crandin in a vision.  Council
  members hold their position so long as they remain loyal to Inevitable
  Order of Time, Elamar Crandin, and the city, in that order.
  Council positions appointed by Crandin are the Overseer of
  Cisterns, Overseer of Defense, Overseer of Granaries, Overseer of
  Justice, Overseer of Taxes and Tithes, Overseer of Tomes, and Overseer
  of Trade.  Their principal duties are described more fully in the next
  section.
  The five remaining councilors are democratically elected, although
  Crandin retains the right to veto any appointment based on revelations
  from the Fate Scribe.  Free elections are held as the post dictates and a
  potential candidate must fulfill only two criteria.  Firstly, that he be
  born in the city and, secondly, that he be independently wealthy.  For
  four of these posts, all citizens of Dijishy are eligible to vote.  The fifth
  post, Overseer of Mining and Dwarven Affairs, is elected solely from
  the dwarf populace and only dwarven citizens may vote in this elec-
  tion.
  Under law, a citizen of Dijishy is any person born within the city
  limits (Shepherd Town thus falls into this category), who is currently
  on the census, is fourteen years of age of older, and who pays his annu-
  al poll (voting) tax.  No distinction is made on sex, race, or profession.
  A person may become a citizen of Dijishy by paying a one-off regis-
  20
  DIJISHY: THE CITY OF HISTORY
  PCs in Government
  Player characters that want a more active hand in the running of Dijishy
  should be actively encouraged to seek employment as a minor official. Many
  of the minor offices can easily be turned into adventure opportunities and
  holding a post opens doors to social interaction with higher (and lower) lev-
  els of society. They may even decide to run for councilor one day!
  Where are the Toilets?
  Few houses in Djishy are connected into the city's simple sewer network.
  Normal citizens perform their ablutions in buckets kept outside of their
  home. The buckets are covered with a heavy cloth and sand is placed in the
  bottom of the bucket to help keep the foul odors to a minimum and topped
  up as needed.
  Once the bucket is full, the contents are then taken to the cesspit to be
  broken down and turned into useful fertilizer. Citizens are not paid for their
  contribution.
  The city's ancient crest is the symbol of a sphinx – a hint that perhaps the
  Dejy of old had a stronger connection with these creatures than do the cur-
  rent populace.
  
  tration fee of 10 gp to the Department of Tithes and Taxes’ Census
  Office.
  The Inevitable Order of Time has a large number of faithful follow-
  ers in the city and past elections have been rigged in favor of certain
  candidates.  Sometimes this is because Crandin have received a vision
  as to which the best candidate would be, other times because Crandin
  deems the peoples’ choice incompetent or overly self-aggrandizing.
  When this happens, word is spread by way of the Prophets’ sermons
  (the clergy tend to receive collective visions at this time).  This protects
  Crandin free from having to exercise his right of veto and shielded
  from accusations of overt tampering in democratic elections.
  Crandin graciously permits council elections to take place.  He
  always has a greater number of councilors under his direct control, and
  free elections spread the belief that the citizens have an active say in
  how their city is actually governed.  Elected councilors hold their seats
  for a set period of time, after which the candidate is free to stand for
  re-election.
  The elected posts are the Overseer of Shepherds, Overseer of Guilds,
  Secretary of Guilds, Under Secretary of Guilds, and Overseer of
  Mining and Dwarven Affairs.  Their principal duties and terms of
  office are described more fully in the next section.
  Minor Officials
  Each councilor runs a ministry, and has a large number of workers
  under his direct control.  These are organized around the specific needs
  of his office and are based around the city’s various wards.  Each
  Overseer may appoint minor officials to supervise key aspects of his
  ministry as he sees fit.  Examples of minor government posts are listed
  under the relevant councilor in the following section.  A (W) next to
  a post means that each city ward has one or more posts of this type.
  Given that each city ward may have one or more of these officials
  and that jurisdiction over a problem can be split between two or more
  departments, often in different ministries, visitors trying to find infor-
  mation or a solution to a problem can be sent round in circles trying
  to find the correct person to with whom to speak.
  Individual councilors can create and disband these posts as they
  require.  Dijishy law has no set requirement on how many posts each
  ministry may have.  Neither are there any set criteria for appointing
  persons to these posts, other than that the holder be a citizen in good
  standing (often abused).  Given that these minor posts are professions
  for which the city pays a wage, they are often filled with friends and
  family of the relevant councilor.  So long as the city runs smoothly,
  Crandin overlooks such corruption as pre-ordained events beyond his
  control.
  Each councilor has a set area of jurisdiction, as laid down in the city
  code.  The code was originally written by the first High Prophet to run
  the city and has been added to by each successor.  Copies of the code
  are public documents and can be found in the Great Sanctuary and in
  the council building.  Some areas have natural overlap, such as the
  guilds and trade, and tensions can run high at council meetings when
  parties with an active interest are trying to protect their own opinions
  and jobs.
  Overseer of Cisterns
  Dijishy, as described elsewhere, receives its water from streams that
  trickle down from the Elenon Mountains and into the city’s cisterns.
  Whilst winter and spring storms in the high mountains bring plenti-
  ful water to the cisterns, the streams reduce to trickles during summer
  and fall.
  The Overseer of Cisterns’ principle role is making sure that the city
  will have enough stored water to supply the populace’s needs during
  these dry months.  Regular monitoring of water levels is undertaken
  and Jaresh the Overseer has the rights to impose water rationing if he
  sees fit.  Jaresh is also responsible for cistern and well maintenance,
  making sure the sediment is cleared regularly, and water purity (mak-
  ing sure the few sewers Dijishy has do not leak into the drinking
  water).
  When necessary, he must liaise with the Overseer of Justice to ensure
  that water rationing is enforced, with the Overseer of Trade, who needs
  water to sell to visiting caravans, and the Overseer of Taxes and Tithes
  to make sure that his office receives its tax income promptly.  Water for
  irrigation falls under his jurisdiction and he must balance the needs of
  the Overseer of Granaries against the people’s need to drink.
  Minor officials working for Jaresh include Supervisor of Cistern
  Labor (W), Inspector of Cisterns (W), and Water Measurer.
  Overseer of Defense
  A mentioned in the section on the military, Crandin is commander-
  in-chief.  Theryf, the current Overseer of Defense, acts as his general
  and controls both arms of the standing army as well as any irregular
  units conscripted in times of crisis.  His principal role is the security of
  Dijishy, which is accomplished through regular cavalry patrols into the
  desert, and through infantry watches at the gates.
  Additional tasks involve the recruitment of new soldiers, ensuring
  that training standards are maintained, confirming promotions and
  demotions, maintaining the fire watch (water is a precious commodi-
  21
  CHAPTER 2: DIJISHY, CITY OF HISTORY
  Jynda, Overseer of Guilds, argues with Rijani, Overseer of Trade
  
  ty and fires need to be caught when they are easily extinguishable), and
  receiving and acting on reports of monsters from local Dejy tribesmen
  and traveling merchant caravans.
  Theryf is also head of the military court, although he must liaise
  with the Overseer of Justice, who provides additional judges and
  defense council for soldiers facing trial.  Good relations must be had
  with the Overseer of Trade, whose office informs the military when an
  incoming caravan is due and from which direction it is heading.  As
  the local guilds supply the army’s weapons and armor, Theryf must
  also maintain cordial relations with his colleagues in the Ministry of
  Guilds.
  Minor officials appointed by the Overseer include Military Judges,
  Training Sergeants, Fire Marshall (W), and Quartermaster Sergeants.
  Overseer of Granaries
  Dijishy has few crops, but those it has are vital to its survival and
  trade.  From barley (used for bread and beer) to frankincense (a valu-
  able trading commodity) and flax (used for linen), all fall under
  Shanko’s watchful eye.  His principal duties are making sure that the
  fields are planted on time, controlling the vermin that feast on the
  crops, and ensuring the harvest is completed in good time.
  Along with the Overseer of Justice, Shanko also ensures that the
  farmers pay their percentage of crops harvested to the city for trade or
  times of hardship, and ensure that vermin are kept away from the gra-
  naries.  Granary maintenance also falls under his umbrella.
  Shanko’s main council liaison are with the Overseer of Cisterns, to
  guarantee irrigation water is available, and the Overseer of Trade, who
  is responsible for selling tithed produce.  As with many of the coun-
  cilors, he also keeps a close eye on tax income from the Overseer of
  Taxes and Tithes.
  Minor officials working for the Overseer include Pest Controller,
  Granary Maintenance Supervisor, Head Workman (by crop), and
  Inspector (by crop).
  Overseer of Guilds
  The most powerful elected official is the Overseer of Guilds.
  Historically the post has always been held by the guild master of one
  of the more powerful guilds in the city, such as the Guild of Weavers,
  the Guild of Scribes, or the Guild of Glaziers.  Legally, any guild mem-
  ber may stand for election, but few have the private wealth to serve the
  city for free and only senior guild officials fill the post.
  Jynda, the current Overseer, is responsible for control of all Dijishy’s
  guilds, ensuring that prices are kept fair, that no monopolies force
  smaller business into bankruptcy, that all trade deals are in the interest
  of the various guilds, that measures are standardized, and that quality
  is maintained.
  Her strongest links are with the Overseer of Trade, although rela-
  tions are not always cordial.  Both overseers are working towards a
  common goal (wealth), but from different ends of the spectrum, and
  they rarely reach a happy middle ground.  As each guild must pay tax
  to the city, she tries to keep on the good side of the Overseer of Taxes
  and Tithes, hoping to secure better rates of taxation (something he has
  yet to achieve).
  Control of the guilds often involves dealing with workers technical-
  ly covered by other overseers and she must balance the power of her
  office against those of her colleagues; upsetting any one of them could
  bring her reputation into disrepute as they all have the power to harm
  the guilds in their own way.  Likewise, Jynda has the power, in theory,
  to order all guilds to cease production if her demands are not met.
  There are no minor officials under the Overseer of Guilds.  She has
  two other council positions that answer to her, and holds an informal
  gathering of guild masters every month to discuss guild related affairs
  that need to reach the ears of the council.
  The Overseer of Guilds is elected for a five-year term.
  Secretary of Guilds
  The second guild post on the council was created to give the many
  guilds more voice and holds little true power.  Answerable to the
  Overseer of Guilds, the Secretary is his go-between with the various
  guilds and ministries of Dijishy and is more of a negotiator than any-
  thing else.  When the Secretary and Overseer see eye-to-eye the guilds
  are a powerful bloc, but personal gain and the placement of one’s own
  guild on a higher footing make this a utopian ideal.  The current
  Secretary is Adako, an attractive woman with a disarming smile.
  The position is held for three years.
  Under Secretary of Guilds
  Sanyr, the Under Secretary, answers to both his higher-placed col-
  leagues and is merely a third guild voice.  Still, the post brings social
  influence and being appointed is not to be sniffed at.  Most often,
  Sanyr acts as a scribe at guild meetings, visits the guild masters to set
  an agenda for the monthly guild meetings, and tries to promote his
  own guild’s interests on the council.  Most see this as a stepping-stone
  to one of the other guild posts, or as a way of making extra money in
  covert agreements.
  This is the shortest duration position on the council, being only one
  year in length.
  Overseer of Justice
  Dijishy has four separate courts; civil, criminal, military, and reli-
  gious.  Shajen, the Overseer of Justice, is directly responsible for the
  smooth running of the first two courts.  As chief judge, the Overseer
  sits on all civil and common cases brought before the courts and has
  the right to appointment the two other judges as he desires.  Shajen
  can also act as judge in military and religious cases, but the Overseer
  22
  DIJISHY: THE CITY OF HISTORY
  Councilors at a Glance
  Overseer of Cisterns – Jaresh
  Overseer of Defense - Theryf
  Overseer of Granaries - Shanko
  Overseer of Guilds – Guild master of Weavers – Jynda (f)
  Secretary of Guilds – Guild master of Glaziers – Adako (f)
  Under Secretary of Guilds – Guild master of Saddlers - Sanyr
  Overseer of Justice - Shajen
  Overseer of Mining and Dwarven Affairs - Urik Gramdal
  Overseer of Shepherds - Nyrtesh
  Overseer of Taxes and Tithes – Doka (f)
  Overseer of Tomes – Koji (f)
  Overseer of Trade - Rijani
  Crandin personally controls the church guard and the religious courts.
  
  of Defense or Elamar Crandin respectively must invite him.
  Shajen is also responsible for seeing that punishments are carried out
  in accordance with the law, that court proceedings are duly recorded,
  that new laws are announced to the citizenry, that visitors receive a
  briefing on Dijishy’s unique laws, and that crimes are solved swiftly
  and accurately.
  Minor officials under his control include Constables (W), Orators
  (often also members of the Guild of Orators), Court Scribes, and
  Court Interrogator.
  Overseer of Mining and Dwarven Affairs
  Dwarves constitute around eight percent of Dijishy’s permanent
  population and have had a guaranteed seat on the ruling council for
  the last two centuries.  Before this, they were eligible for election in
  other posts but were rarely voted in by the dominant human popula-
  tion.  The threat of strikes at the mines achieved no results and so the
  dwarves downed tools for two months.  The agreement was reached
  shortly thereafter and is mow an accepted part of Dijishy politics.
  Urik Gramdal, the current Overseer, actually controls two different
  posts.  Firstly, he is responsible for overseeing the mine output, mak-
  ing sure that his workers have safe conditions in which to toil and that
  trade targets are reached.  Most of the miners employed by the city are
  dwarves, but there is no restriction on humans seeking employment as
  a miner.  The Overseer of Trade works closely with the councilor to
  ensure that targets are reachable within the limits specified.
  Secondly, Urik is the voice of the dwarven population, there to guar-
  antee that the needs of his people are heard, if not actually answered.
  In this role he maintains relations with all the other councilors and
  dwarves hold minor posts in all of the ministries that have ward-based
  officials.
  As an elected official, the Overseer of Mining and Dwarven Affairs
  holds his post for ten years.
  Overseer of Shepherds
  Arable crop laborers account for only a small fraction of Dijishy’s
  working population.  Workers not employed in agriculture, mining,
  religious activities, or a craft earn a living as shepherds.  In real terms,
  this is just over half of the total population.  Not all those labeled as
  shepherds tend the flocks, as butchers, leatherworkers, and meat pre-
  servers all fall under the title of shepherds.
  The Overseer is usually elected from the Murs, unlike the other
  overseers, who tend to come from the Hasheri, and is their voice on
  the council.  The current Overseer is named Nyrtesh.  His prime
  duties are governing the masses, explaining government policy to
  them, soothing their fears, ensuing that quotas of meat, milk, and
  skins are brought to market, and standing up for basic human rights.  
  Whereas other overseers rely on a trade or family money for support,
  the Overseer of Shepherds is supported financially by his extended
  family and small donations from those whom he oversees.  His lifestyle
  is not extravagant, but it is comfortable.
  Nyrtesh’s office is the poorest on the council and hires few minor
  officials.  Those that are hired have grand titles, such as Overseer of
  Goats or Chief Butcher of Sheep, but most are devoid of any real
  responsibility.  Craftsmen that fall under his office tend to also be guild
  members and make use of the better-supported Overseer of Guilds if
  they have a grievance.
  The Overseer of Shepherds holds his post for three years.
  Overseer of Taxes and Tithes
  No one likes paying taxes and Doka, the current Overseer of Taxes
  and Tithes, holds a despised, yet respected, post.  To cross her is to
  invite a full audit; a socially painful and time consuming process at
  best.  The entirety of the city finances fall on her head and her office
  is both efficient and ruthless at meeting its duties.  Naturally, her prin-
  ciple role is the collection of all taxes and tithes owed to the city.
  Secondary roles include the annual census and ensuring that the rele-
  vant government departments receive their tax and tithe allocation
  (although they are often slow at performing this particular duty).
  Although Doka directly controls the tax collectors, she must liaise
  with the Overseer of Defense with regards to military back up when
  politeness towards visiting caravans fails, the Overseer of Granaries, to
  ensure that the city has its fair share of produce for exporting or sell-
  ing locally, the Overseer of Tomes, to collect the city’s percentage of
  library fees (a situation she feels she should control), the Overseer of
  Guilds, with regards to guild taxes, and the Overseer of Justice, whose
  officers collect fines on his behalf (a matter than has not gone unno-
  ticed by the Doka).  The Overseer of Justice is also directly responsi-
  ble for treasury security, much to the Doka’s resentment.
  Minor officials include Tax Collectors (W, and by specific tax or
  tithe), Accountants, and Auditors.
  Overseer of Tomes
  At the heart of Dijishy stands the towering edifice of the Great
  Sanctuary, the greatest repository of knowledge on Tellene.  Whilst
  water is scarce and caravans are rare, Dijishy has thousands of tomes,
  all closely watched by the Overseer of Tomes.  A short woman named
  Koji, the current Overseer, also holds the post of Chief Librarian and
  is a senior cleric of the Inevitable Order of Time.
  Her mandate concerns only the Great Sanctuary and its contents.
  Ultimately, she controls who may enter the library, the collection of
  entrance and membership fees, the purchase of new books, repair of
  old and damaged books, admission to the restricted sections, and the
  mundane protection of the tomes within the hallowed walls.
  Normally her office is kept segregated from the others, being tech-
  nically of a religious nature and therefore under the direct supervision
  of the High Prophet.  However, the Overseer of Taxes and Tithes
  expects her cut of all monies taken and the Overseer of Defense is kept
  informed of all fire precautions installed in the Great Sanctuary, out of
  politeness more than necessity.  Both councilors constantly strain at
  the leash of being pushed aside where the library is concerned and are
  seeking a greater slice of the action.  The trade in books is a secular
  matter, and the Overseer of Trade rarely interferes in the book trade
  that Dijishy has become famous for.
  Minor officials working for the library are Buyers, Restorers,
  Librarians, and Scribes.  All are titled by their specialties, such as
  Restorer of Scrolls or Buyer of Poetry.
  Overseer of Trade
  Trade is as much the lifeblood of Dijishy as is water.  Caravans bring
  in necessities (such as food) and luxuries (such as foreign clothes, pot-
  tery, and jewelry) and take away locally produced wares, crops, and
  salt.  Regular trade is not guaranteed, what with the hardship of the
  desert and its inhabitants, and Rijani, the current Overseer of Trade, is
  23
  CHAPTER 2: DIJISHY, CITY OF HISTORY
  
  responsible for ensuring that visiting traders make enough profit to
  guarantee their return, as well as ensuring a good profit for the city.
  Other areas of control are the local marketplace (keeping it clean
  and orderly), controlling currency exchange rates (another thorn in the
  side of the Overseer of Taxes and Tithes), and welcoming caravans.
  Since caravans are rare and Dijishy lacks any decent inns, his office
  must find homes for the visiting guests and ensure that suitable enter-
  tainment is laid on.
  Rijani’s office maintains close relations with the Overseer of
  Cisterns, as visitors buy water for the return journey, the Overseer of
  Taxes and Tithes, who expects trade to bring in bountiful taxes, and
  the Overseer of Granaries, whose produce he must sell.  The closest ties
  are with the Overseer of Guilds, whose craftsmen turn imported raw
  materials into exportable wares.
  Minor officials under his watch include Warehouse Managers,
  Moneylenders (city approved), Market Supervisors, Housing
  Managers, and Entertainment Organizers (W).
  The Workings of the Council
  With the High Prophet of the Inevitable Order of Time controlling
  the city, it is perhaps not surprising that the council is organized
  around the lunar cycle of Pelselond.  Members convene in the council
  chamber on nights of Pelselond’s waxing crescent phase.  These meet-
  ings are always held behind closed doors, beginning at moonrise and
  finishing when business for that night is concluded.  Unless there is a
  crisis threatening the city, the meetings rarely extend more than three
  consecutive nights.
  Business is discussed to an agenda.  Council members have from the
  end of one meeting until the start of the next to get matters placed on
  the agenda, but all requests go through Elamar Crandin, who may
  accept or reject them as he wishes.  Matters raised by individual mem-
  bers of the populace are always at the bottom of the agenda, unless
  they are considered of a dire nature (such as complaints of there being
  no drinking water).  A church scribe records the minutes, which
  Crandin signs with his great seal afterwards, and then places them in
  the Great Sanctuary for public viewing.
  The High Prophet signals the opening of the meeting by reciting the
  first three lines of the Prophet’s canon, The Fortunes (see the section
  on the Council Chamber for the real reason why).  A period of quiet
  meditation follows, during which time councilors generally pray for a
  sign that their business will be concluded to their satisfaction.
  After this, Crandin normally takes a back seat, merely raising each
  point and letting the council get on with what it does best - arguing
  amongst itself and running the city.  Points of agenda are openly debat-
  ed until everyone is ready to vote.  The High Prophet is responsible for
  calling the vote, but may veto any motion.  As with all things council-
  related, he exercises his veto right sparingly.
  Once a decision has been reached on a point of agenda, the Overseer
  responsible for a ensuring task is completed gets to work.  During
  recess, he will inform his assistant, who waits in the outer rooms with
  the other personal assistants, of his (i.e. the council’s) wishes.  Come
  morning, or sooner if the matter is urgent, the assistant will in turn
  pass the information down the chain of command, until it finally
  reaches the people that will actually make the instructions a reality.
  Once the project is finished, word filters back up the command struc-
  ture until the assistant delivers the news to his Overseer, who in turn
  reports to the council at the next scheduled meeting.
  Private deals between councilors are made away from the ever-vigi-
  lant gaze of the High Prophet, though his information network is such
  that he is aware of three quarters of them within a day of their being
  made.  There is a lucrative trade amongst the guilds involving paying
  one of the guild representatives to raise an issue on behalf of an indi-
  vidual or specific guild.  So long as the city is not placed in jeopardy,
  Crandin has no problem with councilors lining their own pockets -
  fate has decreed that this will happen and who is he to argue with his
  goddess’ wishes for these people?
  Public Meetings
  Public admittance to the workings of the council is only permissible
  on the first day of the new year, when the council is held in the main
  marketplace.  Here the citizens may openly bring matters directly to
  the council for discussion.  This gathering is known locally as the
  Fool’s Council, the citizens taking the opportunity to bring ridiculous
  matters before their leaders.  See the section on Festivals and
  Important Dates for more information.
  LAW AND ORDER
  Dijishy has the same spectrum of laws and punishments as any other
  city.  However, it also has its own unique laws and a member of the
  Ministry of Justice briefs visitors on arrival.  Many visitors fail to
  attend these briefings, but ignorance is no excuse in the eyes of the law.
  Dijishy’s special laws are described in detail below.  Most laws con-
  cern water (a vital commodity) or the Great Sanctuary (Dijishy’s great-
  est asset), although there are also restrictions on trading illegal artifacts.
  Most of these are plundered from the ruins that lie to the east of the
  city.  Artifacts bought and sold openly are accepted, as these are tax-
  able transactions and bring revenue to the city coffers.  The punish-
  ment of labor is unpaid work tilling the fields or cleaning the cisterns,
  followed by nights in the city jail, until the sentence is served.
  Artifact Smuggling
  The innumerable ruins of the Elos Desert contain a wealth of arti-
  facts, both mundane and magical.  Any item bought into Dijishy for
  trade purposes is taxable, but few tomb robbers (or adventurers) are
  happy to pay such taxes, especially it a recovered artifact is worth thou-
  24
  DIJISHY: THE CITY OF HISTORY
  Bored with Government?
  Sure, a breakdown of every councilor's duties and intra-governmental
  links may not be of interest to every GM reading this sourcebook, but with-
  in this text is a plethora of city-based adventure ideas.
  Want your players to explore the cisterns?  Have them hired by the
  Overseer of Cisterns. Are your players involved in catching a serial killer?
  Let them be appointed Deputy Constables by the Overseer of Justice. Are
  smugglers bringing illegal cargoes into Dijishy?  Let the Overseer of Trade
  hire them as freelance agents.
  There are also the internal rivalries that plague the city. The Overseer of
  Taxes would love for the library fees to be collected by one of his agents,
  rather than by the Librarians. Likewise, the Overseer of Defense is eager to
  have constables be responsible for library security. Neither is beyond hiring
  a band of foreign adventurers to further their cause by stirring up trouble at
  the library.
  
  sands of gold pieces.  Neither are their buyers willing to reveal that
  they possess a powerful magic item.  This has led to an increasing
  amount of smuggling, both in and out of Dijishy.
  To combat this crime wave, the council invoked new laws in the last
  20 years.  Selling illegal artifacts (i.e. those on which no tax has been
  paid) is punishable by confiscation of the artifact plus an additional
  fine equal to twice the tax that should have been paid (normal tax rate
  is 7% of the item’s appraised value).  
  Purchasing such an artifact also leads to confiscation of the artifact
  plus a fine of three times the payable tax.  The selling of buying of
  “dangerous” artifacts, generally restricted to cursed magical items, but
  open to the court’s decision, suffers an additional penalty of 50 lashes.
  Repeat offenders may be branded on the face or lose their predomi-
  nant hand (at the judges’ whim).
  A smuggler who refuses to pay the fine (or who is incapable due to
  a shortage of available funds) is treated as a tax evader and judged
  accordingly.
  Library Offenses
  It is expected that all visitors respect knowledge, the library, the
  librarians, and their fellow patrons.  Patrons can take a book to read
  anywhere, so long as they remain in the library.  They should leave the
  books at tables when done, but sometimes they try to return the works
  to the shelves themselves.  This contributes to the seeming chaos of
  placement.  Even at maximum efficiency, it can take days for a
  Librarian to find a book and replace it in an appropriate section.
  The library has no specific rule against loud voices, but shouting
  earns a fine (10 - 100 gp) for disturbing the work of other patrons and
  of librarians.  More significant disturbances result in the offender
  being thrown out (up to eight burly followers of the Fate Scribe can be
  called for this purpose) for at least the remainder of that day.  In prac-
  tice, the minimum period of such a ban is one week (the maximum is
  the offender’s lifespan, regardless of age).
  Physically harming other patrons earns a ban for at least a year and
  a day.  The average period of exile is about five years, though (true) life-
  time bans are possible.  There are no judges, courts, or appeals when it
  comes to crimes committed in or against the library.  Again, a telling
  distinction reveals the attitude in the Sanctuary; those guilty of assault-
  ing people may one day re-gain entry.  Those guilty of assaulting the
  works held in the library are irrevocably exiled for life.  One can com-
  mit no greater sin than damaging (or destroying) a library book; such
  as act results in permanent exclusion.
  Perpetrators of any incident of any kind will find their name record-
  ed in a special book with a black cover, along with a detailed physical
  description, the day of the incident, the nature of the incident, perti-
  nent notes (including if the perpetrator is considered likely to be a
  threat in the future), and the punishment administered.
  In the few cases over the years where such actions have been neces-
  sary, the Prophets have responded to trouble within a few, short sec-
  onds.  Typically the ration of guards to perpetrators is at least five to
  one.  Most of the guards are lay members of the Inevitable Order of
  Time, but the library also employs fighters and clerics to keep the
  peace.  Many are skilled exponents of the quarterstaff fighting style.
  The Masters of the Great Sanctuary (the chief librarian and his imme-
  diate aides) have access to allies of almost any class, including magic-
  users, thieves, and, some say, even assassins, to deal with problems
  both on sanctuary grounds and off.  The librarians do not allow any
  trouble to spread and they do not take chances.
  Dark rumors suggest that at some point in its history, the library has
  had to hunt down book thefts.  Whispers in Dijishy suggest that per-
  petrators of book theft or destruction will be quietly hunted down and
  killed - no matter where they try to find refuge.
  Water Crimes
  Water is too precious a thing to abuse in Dijishy and the courts
  come down hard on those who break its water laws.  The most serious
  offences involve the contamination of a drinkable water source.
  Polluting a container of less than five gallons in size (such as a water-
  skin or a small keg) carries a punishment varying from 10 lashes to six
  months labor, depending on the actual quantity involved.  A source
  greater than five gallons, but not a well or cistern, is punishable by 50
  lashes to five years labor.  The most serious crime in this category, pol-
  luting a well or cistern, brings a minimum of 200 lashes up to death
  by stoning.  Contaminating the irrigation water is treated as seriously
  as polluting a cistern, no matter how much contaminant was added, as
  the consequences could spell disaster for the entire city.  
  Polluting the source with a “harmless” substance, such as sand or
  salt, tends to bring about lesser sentences than if the pollutant was poi-
  son.  In the latter case, the court may change the crime to attempted
  murder, which always carries the death penalty if the defendant is
  found guilty.
  Other crimes under this heading include interfering in the operation
  of a well (50 gp fine through to one year labor, depending on the dam-
  age caused and the reasoning behind the act), storing water during a
  drought (5 lashes per gallon or part thereof, as well as confiscation of
  the water and a drop in social status in the eyes of fellow citizens), tres-
  pass in the cisterns (ranging from a 10 gp fine up to 200 lashes
  depending on the trespasser’s motive), and wasting water (5 lashes per
  gallon or part thereof).
  Accidents do happen, especially with regards to water spillage or
  pollution, and in all cases the prosecution must be able to prove mali-
  cious intent rather than stupidity.  That said, even stupidity might be
  punished, to set an example to others to be more careful when dealing
  with the city’s lifeblood.
  COURTS
  Within Dijishy four types of crime are recognized: civil, criminal,
  military, and religious.  Aside from the nature of the judges in atten-
  dance and the punishments meted out, each court (of which there is
  one per type of crime) operates on similar practices.  Unless otherwise
  stated, the courts operate from sunrise to sunset, with a two hour
  recess at midday.
  In all four courts, a majority decision must be reached before sen-
  tence can be passed.  Where all three judges are in agreement, the full
  weight of the law is applied.  When only two out of three find a defen-
  dant guilty, a reduced sentence is applied.  Generally the punishment
  is reduced by one third.  A unanimous verdict is therefore required for
  the death sentence to be passed.
  25
  CHAPTER 2: DIJISHY, CITY OF HISTORY
  
  Civil and Criminal
  Except for Godday, these courts are held every day in the central
  courthouse.  For serious or capital crimes (murder, arson, smuggling
  artifacts, major water contamination, etc.), the Overseer of Justice acts
  as High Judge, with two lesser judges, often clerics of the Inevitable
  Order of Time specializing in law, in attendance.  If the crime is a
  minor crime (tax evasion, petty theft, etc.), the Overseer is replaced by
  a cleric.
  It should be clearly noted that although at least two of the judges are
  clerics, they are not present to bring religious law to the case, but are
  instead there as learned and wise men (and women).  By law, a guild
  member on trial for a mercantile related offence may request that a
  guild master replace one of the judges.  The choice of guild master is
  left to the discretion of the senior judge.
  Standing in front of the judges are the accuser and the accused, with
  their orator (lawyers), if any.  Dijishy proudly boasts a Guild of
  Orators and defenders may be hired by the city (for criminal matters)
  or by the plaintiff (in civil cases).  Orators’ fees range from 5 sp per day
  for a newly trained orator of no proven record, to 50 gp a day for the
  guildmaster himself.
  Most citizens are unskilled orators and even fewer have any real
  inclination to study law in its technical aspects.  However, in these
  cases the city almost always hires the services of a young, untested ora-
  tor who is happy for the work.
  Cases proceed with both sides bringing witnesses (if any) to the
  stand.  Citizens of good standing have a better chance of swaying the
  judge’s opinion, regardless of testimony.  Both sets of orators may
  examine these witnesses as they see fit and there are few points of law
  as to the nature of these questions.  Either side may also bring physi-
  cal evidence before the judges.
  Once the judges are aware of all the facts, they retire to confer.
  Deliberations over minor cases rarely take more than fifteen minutes,
  and even in lengthy cases, the judges have never been known to take
  longer than two hours to reach a verdict.  Many citizens speculate that
  they use truth-revealing magics to reach a speedy verdict.
  Punishments are always carried out on the same day as sentence is
  passed - there is no appeal system in Dijishy.  Where possible, punish-
  ment is carried out in public, with floggings and executions taking
  place once Pelselond has risen.  A hooded member of the Ministry of
  Justice, known affectionately as “the Hand of Shardar,” performs the
  punishments, and he is well paid for his troubles.
  Military Court
  Only members of the military may be tried in the military court.
  Civilians committing a crime against a member of the army are tried
  in the criminal court, although a senior military officer sits on the
  bench in place of one of the lesser judges.  Military court is held in the
  main barrack block of whichever arm is involved in the case.  When
  both sides are involved, such as when presiding over a fight between
  members of the two arms, the case may be held in either venue, as the
  judges decide.
  In military courts, the High Judge is either the ren nar-kosh (‘Great
  Captain’) for cases involving the infantry or the nar-darbjyk (‘Captain
  of Cavalry’) for the cavalrymen.  Other officers or sergeants of the
  appropriate branch act as assistant judges.  A member of the Ministry
  of Justice is always present during the trial, acting as the eyes and ears
  of the Overseer of Justice.  Only in the most serious cases, such as
  mutiny, the murder of an officer, or when an officer is on trial, does
  the Overseer of Defense himself sit on the bench.
  The trial process is identical to that of the civilian courts, though
  other military men stand in for orators.  Hiring an orator is forbidden
  under military law, as “the army looks after its own.”
  Religious Court
  The religious court always takes place on Godday and is held in the
  temple to the Fate Scribe.  In serious cases, the High Prophet takes the
  seat of High Judge, assisted by two clerics of his choosing.  For lesser
  cases he relinquishes his seat to an aide.  Many young clerics view
  being asked to act as an assistant judge a sure sign that the High
  Prophet is testing them for greater things later in life.
  Clerics take the place of orators in the religious court, though they
  may be of any faith recognized by the city statute.  Depending on their
  religion and relationship to the accused, they may or may not charge
  for their services.  There is one main difference between this court and
  the civil and criminal courts - each side may bring a maximum of five
  witness or character references.
  The religious court handles all cases dealing with the Great
  Sanctuary of Knowledge.
  ECONOMY
  The city-state is necessarily self-sufficient (water comes in thin
  streams from the Elenon Mountains), since caravans through the
  desert have no guarantee of survival.  Incoming caravans receive a wel-
  come fit for heroes and their stay (as long as it is short) costs nothing.
  The thankful citizens provide everything from rooms to meals to
  entertainment.  Preferred trade goods include dried fish and ivory
  from Ehzhimahn, wines through Prompeldia, and bacon or salted
  pork from anywhere, since pigs do not survive well locally.  Exotic
  26
  DIJISHY: THE CITY OF HISTORY
  Destiny and Fate
  In theory, the prophets should be able to tell, either through visions or
  divination magics, who is going to commit a crime, when, and of what sort,
  thus being able to prevent the crime from ever taking place. Technically, this
  is perfectly true (but then again so could any city if it had enough spellcast-
  ers), but the Inevitable Order of Time believes that people have a destiny
  that they must follow. There is also the precedence of privacy and freedom
  of choice to consider, but that is another argument altogether.
  If someone is going to commit a murder, then that is because that is his
  or her destiny. If they are caught, tried, and executed, then that is also their
  destiny. They may escape (destiny again), but that doesn't man that the
  church will let simply them go and forget the matter. A crime is still a crime,
  and society demands that punishment be meted out accordingly.
  Bribery
  Although it is a crime to bribe a judge, the practice is popular with
  wealthy patrons. For minor offenses, the "paying of a fine" is usually enough
  to see the case dismissed without dragging someone's good name through
  the mud. The poor are left at the mercy of the court.
  
  foods, especially rice from Basir and Kalamar, also fetch good coin.
  Dwarven miners from the Legasas bring metals for tools (tin and iron;
  their precious metals go west for higher prices).  
  The merchants leave with brightly colored robes (not as bright as
  Tharggy cloth, but as close as you can buy), natron, colored glass, and
  valuable tomes that sell at high prices in large cities. The one staple
  that manages to find itself on virtually every outgoing caravan is salt,
  a bulky but certain commodity that will not spoil, invite theft, or lose
  its value.
  The caravans always seem to bring a bard as well.  Bards from across
  the Young Kingdoms find the idea of the library romantic, and many
  of them come to the city hoping to find exciting stories about fearless
  heroes, angry gods, and cursed lovers.  The procession of bards keeps
  the city in touch with the outside world.
  Occasionally, Pel Brolenese slave caravans and Krangi merchants
  pass through Dijishy.  They purchase goods freely, but are not warmly
  received.  
  Income
  All monies need an income to survive.  Taxes are a natural form of
  income, but you cannot tax people that do not work and who are not
  themselves paid.  To earn a living you need to possess something that
  someone else desires, whether that is material goods or a spare pair of
  hands as a laborer.  Once you have goods that people want, you have
  a trading system, and can make money selling your wares.  The other
  option is bartering.
  Trade
  Describing Dijishy as self-sufficient would, at best, be a borderline
  truth.  Basic nutritional and product needs are catered for, but the city
  produces few true luxuries for the inhabitants.  Renowned as a centre
  of learning, Dijishy is also a key trading point for those dwelling in and
  around the Elos Desert.
  Caravans from the neighboring cities of Alnarma, Ehzhimahn,
  Miclenon, Shrogga-pravaaz, and Prompeldia, as well as distant visitors
  from the lands of Ek’Kasel, O’Par, Pekal, and Korak, visit Dijishy
  annually.  Unbearably high temperatures and frequent sandstorms
  force caravans to make their journeys in the fall, winter, and spring,
  leaving the inhabitants to fend for themselves during the barren sum-
  mer months.  Only the hobgoblin caravans from Norga-Krangrel have
  the hardiness to travel the wastes in the summer, and then they seek
  slaves on their extended tour of the cities on the desert’s rim.
  Caravans come in two forms; camel train or wagons.  Merchants
  from the neighboring cities prefer camel train, whilst those from more
  “civilized” lands use wagons.
  Camels are well suited to lengthy desert travel and if well watered at
  the start of the journey can travel great distances before fresh water
  must be located, cutting down on the quantity of water carried.  For
  all its use, water is a bulky and heavy commodity and less water means
  more trade goods can be transported.  The length of a camel train can
  extend for over a mile, those most are barely half this.  Camels are
  roped to the one in front, lowering the chance of the beasts becoming
  lost in the reduced visibility of sandstorms or from straying off to eat
  of the sparse vegetation found along the route.
  27
  CHAPTER 2: DIJISHY, CITY OF HISTORY
  
  Whilst the merchants ride, sheltered from the sun under parasols,
  the bearers act as herders, keeping the camels moving at a steady pace.
  Armed guards move amongst the caravan, keeping watch for danger-
  ous fauna or for raids by hostile humanoids.  Outriders mounted on
  camels patrol a perimeter some 800 yards distant from the main cara-
  van, forming a protective screen.
  Wagons are much slower moving than camel trains and are general-
  ly pulled by horses.  Whilst the disadvantage is that horses require
  more water, the wagons also allow for a greater amount of material to
  be transported, so allowing for the extra water requirement.
  Merchants from lands further away prefer to use wagons; their greater
  carrying capacity makes the journey worthwhile and allows them to
  make good speed on the roads that lead into the sand seas.  Wagon
  trains travel in single file, and meander across the desert for hundreds
  of yards, though rarely reaching the size of the camel trains.  Guards
  also protect them, in a similar manner to camel trains, save for the out-
  riders being mounted on horses for speed.
  So what brings merchants to Dijishy?  No merchant travels merely
  to sell goods.  There must also be trade goods that he can bring back
  to sell in his native land or in lands he visits on the return journey.
  Salt is a regular part of the diet of most cultures and is a natural
  preservative used by fishmongers and butchers the world over.  Trading
  salt has the major advantages that it does not spoil and is unlikely to
  provoke attacks by bandits, who seek richer cargoes.  Natron, essen-
  tially a combination of soda ash and salt that is harvested from dry lake
  beds, is sold as a desiccating agent and also for washing powder for
  laundry.  The ancient culture of the Elos Desert used natron to dry the
  corpses of their dead rulers before the mummification process could be
  started.
  In addition to salt, the Djishy merchants sell brightly colored robes
  spun from flax or goat’s wool.  Not as bright as Tharggy cloth, they are
  the next best thing and are more easily purchased in Dijishy.
  Garments spun in Dijishy can sell for ten times as much in the mar-
  kets of Kalamar and are status symbols amongst the nobility.
  Colored glass is one of Dijishy’s biggest markets after salt.  Few
  houses in Dijishy use glass in their windows (most have simple wood-
  en shutters), but higher status homes have glass drinking vessels and
  vases, and wealthy individuals in other parts of the world seek the same
  wares for this purpose.  Temples that make use of stained glass are like-
  ly to have imported it, through a complex trade route of middlemen,
  from Dijishy.  The Guild of Glassblowers is traditionally one of the
  most powerful guilds in the city and charges high prices for its artisans’
  skills.
  Actual trade takes place either directly to the masses in the market-
  place (where the visiting merchants rent stalls) or through Dijishy’s
  numerous merchant houses.  Merchants buy in bulk and then resell
  the goods on their own stalls at inflated prices.
  Taxes
  Everyone hates taxes, and the citizens of Dijishy are no exception.
  Although they understand that a tax helps provide for citywide ser-
  vices, such as clean drinking water, it does not mean they have to
  appreciate the loss of income.
  Dijishy’s taxes and tithes are collected (primarily) by the Ministry of
  Taxes and Tithes as and when they are due to be paid.  Most often, this
  is on a weekly basis.  Failure to pay the appropriate taxes is, under city
  law, supposed to result in legal action, but most tax collectors simply
  take goods of approximate value by force, arguing that this frees up the
  courts for more important cases.
  The taxes commonly found in Dijishy are listed below.  The gov-
  ernment maintains an accurate census, and taxes are checked against
  the citizen’s name as they are paid.  Although collected by agents of the
  Ministry of Taxes, payments are actually deposited (after a suitable
  length of time) with the appropriate ministry, or go straight into the
  city’s central treasury slush fund.
  Most tax rates are calculated on a basic laborer’s wage of 1 sp per day,
  working for six days a week.  Such flat rate taxes tend to favor the rich
  and penalize the already poor, but little has change after centuries of
  public protests.  Others are based on a percentage of income or an
  item’s calculated (rather than inherent) value.
  Business Tax
  All businesses operating in Dijishy must have a license, which costs
  10 gp per annum and is renewable from the appropriate guild office.
  Guild profits are taxed at the rate of 1 sp per 10 gp earned over the
  course of a 12-month period.  Citizens must pay an income tax equal
  to 5 cp per gold piece earned on a weekly basis.  For most, this is
  deducted at source by the employer and paid to the city in bulk.
  Church Tax
  The Inevitable Order of Time tithes its followers 5% of their
  monthly income, payable on the next holy day.  Other religions are
  free to tax as they wish, but all donations they receive are in turn taxed
  10% by the city.
  Citizen Tax
  A once in a lifetime fee of 10 gp is charged for any person wishing
  to become a citizen of Dijishy.  This is payable directly to the Ministry
  of Census.  Being a citizen does afford one many free rights and priv-
  ileges, but voting is not one of them.  A person who wishes to vote
  must pay an annual sum of 1 sp to the Ministry of Census.
  Gate Tax
  Virtually every city levies a gate tax.  Dijishy charges 1 cp per leg for
  humans and humanoids, 5 cp per leg for beasts of burden, and 2 sp
  per wheel for carts and wagons.  This fee is payable each and every time
  someone enters through one of the two city gates.  Locals whose place
  of work is beyond the city gates (such as laborers involved in agricul-
  ture or mining) pay only a token annual fee of 1 sp.
  28
  DIJISHY: THE CITY OF HISTORY
  Why Dry a Corpse?
  The process of mummification involves several steps, the second of which
  is to dry the corpse. First, the valuable organs, such as the heart, liver, lungs,
  and brain of the deceased are removed with as little damage as possible and
  placed into storage jars (which accompany the body in the tomb).
  When the body is thus prepared, it is completely covered in natron for
  30 days, which removes all excess water and kills any of flesh-eating bacte-
  ria that cause putrefaction. Once dried, the corpse is protected from the
  ravages of decomposition,and can then be wrapped in scented bandages,the
  embalmers' safe in the knowledge that the body will now last forever.
  
  Library Taxes
  As mentioned elsewhere, entrance to the library is not free.  A daily
  entry fee of 10 gp is charged to non-lifetime members and allows them
  to spend as much time as they wish within the walls before closing
  time.  Lifetime members do not pay this charge, but membership costs
  1,000 gp per 100 years.  Entry to the restricted spellbook section costs
  25 gp per visit.  Copying taxes are also levied at the rate of 250 gp per
  spell level transcribed or 2 sp per page for a mundane text.
  Property Taxes 
  Even living in Dijishy is taxable!  An annual housing tax of 1% of a
  property’s appraised value is payable directly to the city.  Inspectors
  visit new constructions to appraise their value, and citizens are also
  required by law to inform them of any alterations to their homes.
  Trade Taxes
  There are several tax categories relating to trade.  The first is import
  tax.  All items brought into Dijishy for the purposes of being traded in
  the city, rather than merely passing through, are taxed at 7% of their
  base (pre-mark up) value.  Goods bought in the city are deemed as
  exports (even if your adventurer has only bought a carpet for his moth-
  er) and a charge equal to 3% of their shop value is levied.  Treasure tax,
  the tax on foreign currency brought into Dijishy, is also covered in this
  broad band.  A 1 cp per gold piece fee is levied on all foreign coin or
  in gems or jewellery bought into the city.
  Weapon Tax
  Although few natives own weapons, foreign visitors can often be
  walking arsenals.  In a bid to keep weapons off the streets and to raise
  some extra cash, weapons and armor are both taxable on entry into the
  city.  Armor, whether the wearer intends to wear it or not, is taxed at
  3 gp.
  Weapons are charged at 1 gp for melee weapons, and 5 gp for ranged
  weapons.  Payment of this tax does entitle a visitor to carry a weapon
  whilst he remains in the city, but using it may still bring about crimi-
  nal prosecution.  Weapon and armor tax, referred to collectively as
  “warrior’s tax,” must be paid whenever a person re-enters the city, no
  matter his reason for departure or the duration of his sojourn.
  All trade taxes are payable on entry or exit (as applicable) and are
  handled directly by the Ministry of Taxes.
  Water Tax
  The cisterns and water channels of Dijishy require constant mainte-
  nance, and materials are labor must all be paid for.  To solve this finan-
  cial drain on the coffers, the city introduced water tax many centuries
  ago.  A weekly fee of 5 cp for humans or humanoids and 5 sp for ani-
  mals not owned by the city is payable to the offices of the Ministry of
  Cisterns.  Records are religiously kept up to date against the census and
  citizens who have not paid will find themselves unable to draw water
  from a well.  To encourage more trade, visitors may drink water for free
  while they are in the city so long as they obey the water laws.
  Currency
  Dijishy is very much a bartering city.  Coins and gems are accepted
  currency, but the locals find it much easier to trade their own wares for
  gods they want.  Thus, whilst a set of clay eating bowls may be worth
  several coppers, it also equates to a leg of goat meat, a bundle of wool,
  or a large jar of grain.
  Currency is primarily used by the rich and by visitors, the latter
  being taxed for bringing non-local currency into the city.  Coins found
  in Dijishy and other desert cities usually come from other lands,
  though Dijishy supplements these foreign coins with their “danja” and
  “riji.”  The danja is a round coin made of glazed and painted earthen-
  ware, almost twice the size of a standard coin.  The danja is equal to
  two silver pieces (or four riji).  The riji is a tin coin, of the same size as
  the danja, and is the monetary equivalent of five copper pieces.  
  Moneychangers set up stalls outside the Trade Gate when a caravan
  arrives, offering visitors the chance to exchange their currency without
  having to pay tax.  Of course, the exchange rate often means that it
  would be cheaper to pay the tax, but first time visitors are an easy
  source of income for these wily characters.  The council keeps an eye
  on their activities and regulates the rates, to avoid upsetting the city’s
  guests.  The revenue lost to the city in the form of treasure tax is gained
  back through the income tax charged to the moneychangers.
  WATER
  Water is no more a luxury in Dijishy than it is in Bet Kalamar or any
  other great city, but it is more of a necessity.  Many cities are built on
  the banks of rivers or have a suitable water table, providing a supply of
  fresh, clean water. 
  In a high-fantasy campaign, the citizens of Djishy would simply
  invest in a dozen or so decanters of endless water and solve their water
  problems.  The Kingdoms of Kalamar is more realistic, however, and
  such items are rare and expensive to create (let alone purchase on the
  open market).  Magic cannot simply remove the ills of the world.
  Surface Channels
  The city receives its water supply from mountain streams, which
  flow steadily downwards from the upper slopes of the Elenon
  Mountains.  During the winter and spring these streams are deep and
  fast flowing, dwindling to mere trickles in the heat of summer.  Only
  in the severest of droughts do they cease flowing altogether.
  Water from these streams flows naturally to within half a mile of the
  city, where they are diverted into artificial channels that lead toward
  the city walls.  Of stone construction, the channels average five feet
  deep and twice that in width.  No mortar was used in their construc-
  29
  CHAPTER 2: DIJISHY, CITY OF HISTORY
  Eight years out of ten, there is always enough water to irrigate the crops.
  During years of drought, there may be enough water stored to irrigate the
  crops; it just needs to be brought to the surface. With no easy solution in
  sight, the field workers are reduced to transporting hundreds of buckets of
  water from the nearest city well, as their ancestors did before them.
  The Overseer of Cisterns has posted a reward of 5,000 gp to any engi-
  neer who can construct a working and reliable system for providing irriga-
  tion water when the main channels run dry.
  
  tion, each block fitting perfectly against its neighbor to form a water-
  tight seal.
  Smaller channels, also of stone but barely two feet in width and
  depth, branch off from the main channels, leading into the fields
  where the water is used for irrigation.  The Guild of Miners has so far
  identified over eight miles of minor channels, though many more have
  now silted over completely or have been sealed off because they are in
  complete disrepair.  Simple wooden sluice gates, operated by hand,
  block the minor channels every fifty feet, allowing water to be filtered
  to individual fields as necessary without wasting water further “down-
  stream.”  There is no danger of the water flooding over the sluice gates
  unless the major channels are completely full (which has yet to hap-
  pen).
  Subterranean Channels
  Two hundred feet from the city walls, the main channels vanish
  underground through iron grilles (in place to keep larger monsters
  out).
  Below ground is an ancient maze of water channels, untouched by
  the devastation that touched the land so many years ago.  Major chan-
  nels are three feet deep in the centre and a minimum of eight feet wide.
  A two-foot wide pathway runs along each side, allowing workers to
  travel around without getting their feet too wet.  The ceilings are six
  feet above the walkways.  Overflow channels are much narrower
  require an individual to crawl through and, unless the water table is
  low, are normally filled to the ceiling with water.
  Entry into the maze is through one of the wells in the city above,
  which has iron rungs in place to aid the workers.  Descending into the
  depths, the workers reach a stone walkway around the top of the
  chamber.  From here they have easy access to the upper channels.
  Further stone rungs allow access to lower levels.  It is important to note
  that the central cistern cannot be reached by a well, as it lies directly
  under the Great Sanctuary of Knowledge.  Entry must be gained by
  using one of the twelve walkways that lead here.
  The water channels never intersect.  The only way to reach a lower
  channel is to climb down the rungs, and these are located only in the
  cisterns.  One false turn can lead to hours of backtracking once the
  mistake has been realized.
  Danger comes in two forms on these walkways.  Firstly, the build up
  of natural slime can make walking treacherous.  One wrong step can
  result in a worker falling dozens of feet into the water below.  Regular
  scraping (an unpleasant task) helps reduces these accidents.  Secondly,
  where the rungs descend, there are gaps in the pathways (only two feet
  wide), but where a careless step can throw a worker into the depths.
  To stop this happening, the original builders placed metal rings in the
  stonework every five feet.
  Using the rungs in the manner for which they were created makes
  for slow progress.  Each worker has two five long coils of rope attached
  to a thick leather belt around his waist.  He attaches the first length of
  rope to an anchor point and then walks to the next anchor point,
  securing that line.  Should he now fall while working in the area
  between the rungs, he has no chance of descending more than a few
  feet before the ropes go taught and can easily pull himself back up to
  the platform.
  When he is ready to move on, the worker unties the rope from the
  rung in the opposite direction of his travel (making it the one behind
  him, in effect), moves along ten feet, and re-attaches it to the next
  rung.  In practice this means walking five feet backwards for every ten
  feet forward, but at worst, a worker is always attached by five feet of
  stout rope.  In reality, the pressure of having to get repairs done quick-
  ly means that workers often forego any form of rope support until they
  reach their designated working area.  There are a handful of deaths or
  serious accidents every year.
  Cisterns
  At the core of the network stand thirteen great cisterns, each 300
  feet in depth and 120 feet in diameter.  The bottom ten to twenty feet
  is normally thick silt, which acts much like quicksand.  Drinking water
  is stored here, away from the desiccating heat of the sun.  Wells open
  directly into the cisterns, allowing water to be gathered by the citizens.
  Like the channels that feed water to the undercity, every channel and
  cistern is stone lined and mortar free.
  Stagnant water breeds diseases, such as cholera.  To combat this, the
  original architects designed the cisterns with two key features.  Firstly,
  water arrived in the central cistern so it could easily be sent to the more
  remote areas and, secondly, the feed system is a giant loop.  Water can
  flow from the entry cistern through every other cistern and back to
  where it began, so long as the correct channels are open.
  A complex system of stone sluice gates, operated by geared mecha-
  nisms that are in turn controlled by turning an iron wheel, allows
  workers from the Ministry of Cisterns to open and close all access to
  channels and cisterns.  Every cistern has at least three such gates; one
  situated ten feet from the top, one halfway down, and one located
  twenty feet from the bottom.  Those with multiple systems have gates
  located at the same heights, just further around the walls.  It is the
  responsibility of the Ministry of Cisterns to ensure that the gates are
  opened and closed to allow maximum water flow through each and
  very cistern in the city.  The lowest gates are left open all year round,
  so that even in summer, when water levels have dropped, there is
  always a flow from the central cistern.
  30
  DIJISHY: THE CITY OF HISTORY
  
  Again, the original builders allowed for all manner of unexpected
  events with the operation of these gates.  Each gate can be operated
  from two locations; at the gate itself, or from a master wheel situated
  a mere twenty feet down the well shaft the cistern feeds.
  Not every gate is guaranteed to lead straight into the same neigh-
  boring cistern, however.  The central cistern, for example, has twelve
  gates leading to the satellite cisterns, making sure that water can be
  evenly distributed.  This also means that should the water in the core
  rise to dangerous levels the gates can be opened, allowing a quick dis-
  persal without simply passing the problem to the next cistern along.
  Seen from above, the cistern and major channel network resembles the
  web of some deranged spider.  No known maps of the complete chan-
  nel network are known to exist and few workers wish to spend more
  time down here than they absolutely must.
  The vast majority of the cisterns and channels were constructed mil-
  lennia ago when Dijishy was founded and, although of excellent work-
  manship, require constant maintenance to ensure they remain in good
  working order.  Teams of laborers from the Ministry of Cisterns regu-
  lar perform minor repairs on the brickwork, stop leaks, and clear sed-
  iment from the bottom of the cisterns.  Silt is cleared during the sum-
  mer, when the water level has dropped low enough for the bottom of
  some of the cisterns to be reached by teams of workers.  Such work is
  dangerous; flash floods can raise the water levels by ten feet in minutes,
  and monsters often enter the cisterns to drink, becoming trapped and
  increasingly hungry.
  MILITA RY
  Dijishy is far enough from any serious threats to warrant no more
  than a token military force.  Whilst orc warbands plague the more
  prosperous lands west of the mighty Elenon Mountains and internal
  dissension tears at the heart of the powerful Kalamaran Empire, there
  are no such worries for the inhabitants of Dijishy.  Whilst it is true that
  gnoll raiding parties, hungry griffins, sand-colors snake people and
  wandering trolls do pose a hazard to caravans and adventuring parties
  traveling in the Elos Desert, Dijishy has seen no serious assault on its
  walls for centuries and, in all honesty, is unlikely to in the near future.
  What little military power Dijishy possesses answers ultimately to
  the High Prophet as Commander-in-Chief of the army.  The Overseer
  of Defense is his one and only general and, within reasonable limits,
  can run the day-to-day activities of the army as he sees fit.  Guard ros-
  ters, promotions, demotions, parades, and recruitment all fall within
  his remit.  Only rarely does the High Prophet see a need to interfere
  directly.
  The common citizens see the cavalry as the true heroes of the army,
  much to the disgust of the infantry.  Rivalry between the two arms has
  often spilled over into full-scale fights in the city’s taverns and recent
  laws banned members of the different branches from drinking in the
  same taverns on penalty of public flogging.
  The army of Dijishy comprises two main divisions, the infantry and
  the cavalry.  Individuals with special skills, such as ‘monster hunters’,
  rangers, wizards, or clerics, are requested to volunteer for service
  should the need arise.  The Ministry of Taxes and Tithes maintains the
  census records and all persons possessing ‘talents useful in service to
  the city’ are required by law to inform the census office of an address
  at which they can be reached quickly in the vent of an emergency.
  The Infantry
  There are a total of eighty infantrymen in the army of Dijishy, orga-
  nized into ten man units called chothen (‘Watches’; singular choth).
  Each choth is commanded by a nar-kosh (‘Captain of Infantry’), with
  a nyr-kosh (‘Lesser Captain of Infantry’; more often translated as
  ‘Sergeant’) as his second-in-command.  The remaining eight men are
  common infantrymen.  
  Lack of serious threat and the near-constant stifling heat require the
  infantry only wear leather armor for protection.  Like the common
  form of clothing worn by civilians, it is soft and supple, and has been
  reinforced with extra layers around vital areas to afford the wearer
  more protection.  The leather is dyed green, in honor of The Fate
  Scribe.  Each choth has a unique emblem (see sidebar) and a stylized
  version is dyed in white into the chest piece of the armor.  In addition,
  nar-kosh wear a gold cord wrapped around their upper right arm to
  signify their rank, whilst nyr-kosh sport a white cord.  All ranks wear
  the ubiquitous chol.
  Metal is not a commodity found in abundance in Dijishy and this
  is reflected in the infantry’s standard weapons.  Each soldier is
  equipped with a spear and a javelin, as well as a dagger.  Officers
  receive no special dispensation with regards to armaments, although
  many purchase swords from their own wages as a sign of their superi-
  or status.  Shields are only issued in times of crisis or when a choth
  must venture beyond the city walls and are small, wooden construc-
  tions covered with a layer of antelope hide emblazoned with the
  choth’s emblem.
  At any one time there are seven chothen on active patrol and one
  unit of leave.  The chothen rotate position every week, giving each sol-
  dier one week’s leave every two months.  Given that there is rarely any
  real trouble in Dijishy and that being a soldier beats working the fields
  or shepherding goats, few grumble at their lot if life.
  Of the seven on active service, one choth is assigned to each of the
  main gates (Shepherds Gate and Trade Gate) during the day and
  another at night, one is assigned to wall patrol (only during the hours
  of daylight) and the remaining two patrol the streets, one at day and
  one at night.  If a caravan is expected, the choth on wall patrol is reas-
  signed to the Trade Gate to help speed up the process of tax collection
  and searching caravans for contraband.
  It is important to note that the infantry are not present to catch
  thieves, con men or break up small-scale disturbances (defined under
  Dijishy law as involving less than fifty persons).  This function is han-
  dled by the constables of each quarter.  The infantry are there to pro-
  tect tax collectors, search incoming and outgoing caravans, and remind
  the populace that the High Prophet is protecting the city.  They will
  31
  CHAPTER 2: DIJISHY, CITY OF HISTORY
  Choth Emblems
  Each choth, or watch, has a unique emblem by which it may be identified.
  These emblems decorate their armor and banners displaying them fly over
  their respective barracks. Such banners are always colored green, with the
  emblem emblazoned in silver.
  Chothen are referred to by the name of their individual emblem and
  never by a unit number. No one is sure when this practice started, but it
  removes any petty bickering amongst the men about 'elite' units. All chothen
  are equal in the eyes of the High Prophet.
  The emblems are the ant, camel, desert fox, gazelle, griffin, mongoose,
  snake, and sphinx.
  
  attempt to halt serious crimes in progress, such as chasing someone
  they have witnessed committing a murder, but they will not investigate
  a body found in an alleyway, preferring to let the ward constables earn
  their wages.
  Each month, the eight nar-kosh hold an informal meeting to discuss
  their patrol roster from the Overseer of Defense, problems the men are
  experiencing, security breaches, matters of criminal justice, and to gen-
  erally get drunk away from their men.  At the start of each year they
  vote one of their number to be the ren kar’kosh (‘Great Captain’).
  The ren nar-kosh’s acts as the infantry’s voice to the Overseer of
  Defense and is responsible for receiving and disseminating patrol ros-
  ters, reporting any major incidents involving the security of Dijishy to
  the Overseer, and acting as senior judge in the military court.  The title
  is purely honorary and carries no actual increase in rank or pay,
  although there are certain fringe benefits, such as being invited to par-
  ties held by the Overseer.  The current ren nar-kosh is Captain Shiseth
  Gnollhammer.
  The Cavalry
  Dijishy boasts total cavalry strength of twenty-five men.  This is not
  exactly a number to inspire fear in an attacking foe, but enough to
  carry out their duties effectively.
  The cavalry are organized into two units known as fethen (‘Legs’;
  singular feth).  Each feth is commanded by a nar-darbjyk (‘Captain
  of Cavalry’), with a nyr-darbjyk (‘Lesser Captain of Cavalry’; more
  often translated as ‘Sergeant’) as his second-in-command.  A third
  type of officer, not found in infantry units, is the thay yechen-ro
  (‘One With Sharp Eyes).  He is an expert at desert survival tech-
  niques and is often a ranger or desert guide.  In the command struc-
  ture he sits third in command, although in reality his word is treat-
  ed as law with regards to his area of expertise.  The remaining nine
  men are common cavalrymen.
  The twenty-fifth member of the cavalry is the deshkorbavy
  (‘Provider of Water’).  Equal in rank to a nar-darbjyk, he is the quar-
  termaster for the cavalry.  His duties are to ensure that the patrols
  have adequate supplies, oversee the stabling facilities in Dijishy, pro-
  vide veterinary support, update military maps, and liaise with the
  Overseer of Defense in all matters relating to the cavalry.  Unlike his
  nearest infantry counterpart, the ren nar-kosh, he holds a permanent
  post, receives a small extra stipend for his logistical capabilities, and is
  not required to act as a military judge.  Whichever of the two nar-dar-
  bjyk currently on leave acts as judge for the cavalry, with the deshko-
  rbavy only assuming the role when both cavalry captains are out on
  patrol.  The current deshkorbavy is Lutha Pateris, a retired Kalamaran
  mercenary.
  Unlike the infantry, the cavalry do not wear unit emblems, but dis-
  play banners emblazoned with the symbol of the Keeper of Fortunes
  and a stylized horse.  The two cavalry fethen are known as the ‘Trade
  Shield’ and the ‘Desert Shield’, in honor of their roles as defenders of
  Dijishy and protectors of caravans.  As the men rotate service, so they
  transfer from one unit to another, adopting the unit name for as long
  as they are in service.
  Whereas the infantry are a common sight in the dusty streets, the
  cavalry spend much of their time operating in the Elos Desert.  When
  no caravans are due, one feth (the ‘Desert Shield’) spends its time on
  active service in the lands within thirty miles of the city, scouring the
  land for signs of monsters or lost parties of travelers.  They are rarely
  away from the city for more than three days, returning to take on more
  water for the horses.  The other feth is technically on leave, but
  remains ready to mobilize within two hours should an alarm be raised.
  The fethen are rotated every two weeks.
  During caravan season, the second feth (the Trade Shield) is assigned
  to travel into the desert and greet inbound caravans, providing an
  escort right to the city gates to deter bandits and monsters from attack-
  ing.  Though most caravans have their own guard, an extra twelve cav-
  alrymen are always appreciated, especially as the service is provided
  free of charge by the High Prophet (although donations to the city cof-
  fers are expected).  These patrols can be away from the safety of Djishy
  for as long ten days at a time.  Both Desert Shield and Trade Shield
  patrols use camels, being as they are better suited to life in the harsh
  desert that horses.
  When on patrol, the cavalry are equipped with lances and either a
  scimitar or battle axe.  The choice of melee weapon is left to the dis-
  cretion of the individual soldier.  Cavalrymen do not wear any form of
  armor, but do carry metal shields covered with antelope hide.  The
  hide protects the metal from excessive heating during the day and
  stops sunlight reflecting off the metal surface and alerting nearby foes.
  The chol is worn with the front tucked in, shielding the soldier’s face
  from the stinging wind.  Large, loose pants and a long, flowing shirt
  complete his apparel.
  Each soldier also carries enough water to last the length of his patrol,
  his food ration, a cooking pot, a blanket to protect him against the cold
  desert nights, and a small knife.  An additional aid to survival is pre-
  sented by the Overseer of Defense before a cavalryman’s first mission -
  he is given a ring engraved with the city’s crest that guarantees a mone-
  tary reward to any who present it to the Overseer should they have pro-
  vided aid or shelter to a Dijishy cavalryman. (Claims are verified with
  the recipient of the succor to ensure it was not obtained by nefarious
  means). All items are provided free of charge, paid for by taxes, though
  the cavalrymen, like all citizens of Dijishy, are charged water tax.
  TEMPLES
  The Inevitable Order of Time maintains the Great Sanctuary of
  Knowledge, and the Prophets also act as Librarians.  Part of the tithes
  collected by the faith go toward maintaining and expanding the
  library, as do the fees collected by visitors.  Full details on the Great
  Sanctuary are detailed in City Structures, Features, and Places of Note,
  below.
  Creation Cathedral: Within the walls of Dijishy hides a Church of
  the Creation.  Although the sanctuary’s existence is known to most
  Prophets and to many of Dijishy’s older residents, they understand the
  church’s need for privacy and give no hint of it to outsiders.  In fact,
  there is a surprising amount of dialogue between the clergy here and
  those of the Prophets; a few Disciples are even allowed to work along-
  side the Prophets in the Great Sanctuary, though neither group shares
  its secrets.
  The sanctuary appears to be a nondescript warehouse just inside
  the northern city walls, and even entering it gives no clue to its real
  purpose.  In fact, the Disciples raise funds by operating the warehouse
  as a business, giving outsiders no clue that a hidden trapdoor can take
  them to the large natural cavern (and several man-made ones)
  beneath it.  
  Disciples hold services in the great cavern, the quartz-encrusted roof
  of which glitters in the torchlight.  The other rooms are mostly study
  rooms, quarters for permanent residents, and a small barracks; two
  common rooms full of beds for visiting Disciples that might need a
  32
  DIJISHY: THE CITY OF HISTORY
  
  place to rest.  Most Disciples who come to Dijishy are pilgrims to the
  library, seeking knowledge or new insight from its tomes.
  The church is headed by Konish, Master of Scrolls, and speaker of
  over a dozen human and humanoid languages.  Konish is a Dijishy
  native of some 55 years old, gray hair and unusually golden irises.  His
  right-hand man is actually his daughter, Archivist Thena.  More suspi-
  cious than her father, Thena keeps a careful eye on any visitors to their
  sanctuary.
  Rumor has it that this cathedral was modeled upon a larger one in
  the ruins to the east.  Some Disciples have questioned whether the
  architect’s precise duplication of unknown runes and symbols might
  harness the same ancient powers as the original carvings might have
  done, but so far there is no evidence to support this theory.
  Walls other permanent parts of the warehouse and temple (exclud-
  ing the nature cavern walls) are impregnated with copper alloy rebar
  mesh (see Lord Flataroy’s Guide to Fortifications) and thus are unusual-
  ly resistant to earthquakes and structural damage.  The temple and its
  contents are protected from all mortal scrying devices, spells and
  effects as if by an Amulet of Proof Against Detection and Location.
  Clerics of other faiths are also affected by a Minor Sphere of
  Perturbation when within the Cathedral.  Disciples of the Creator may
  cast spells freely.  
  Moonstar Hall: This large rectangular temple harbors the clerics
  and congregation of The Fate Scribe.  It takes its name from the great
  silver symbol of The Fate Scribe (a silver crescent moon and three
  stars) above its great doors, and on which are clockwork hands and
  dwarven numerals.  From here the Inevitable Order of Time watches
  over the populace of Dijishy and gives sermons.  
  Mirrors and braziers are common decorations, and the thick smoke
  of incense burns the lungs of casual visitors.   The floor is tiled with a
  green and gray chessboard pattern.
  There are five clerics of The Fate Scribe in Moonstar Hall, two of
  whom attend to the church, as well as High Prophet Elamar Crandin.
  The other three, each with an Eye of Destiny (see Chapter Three: New
  Rules) and several fighting men who hold true to the principles of
  Queen Destiny, travel on an ongoing ‘tour’ of the Sovereign Lands.  In
  these distant and remote places they seek out gifted recruits and
  manipulate events into occurring (or not occurring).
  Others: Places for the worship of several other gods may be found
  throughout the city.  Among these are temples to The Eternal Lantern
  [Dirasip], The Holy Mother [Taladari], The Traveler [Rostak], The
  Mule [Rotovi], and Lord of Silver Linings [Selanadi].
  There are also small shrines to Raconteur [Pinini], The Coddler
  [B’Neli], and Eye Opener [Lokalas], as well as The Landlord
  [Golidirin], Mother of the Elements (Earth corner) [Lisar], The
  Watcher, The Emperor of Scorn [P’Rakeke] and The Vicelord
  [Lamako].
  FESTIVALS AND IMPORTANT DATES
  Like most cities throughout Tellene, the city of Dijishy celebrates
  several holy days and has its share of fairs and festivals.  
  Famine Fest
  Unlike the other ceremonies, Famine Fest does not take place at a
  pre-determined time.  The festival is held whenever a caravan arrives at
  the city gates, and is a memory of the early days of colonization, when
  arriving caravans really did mean the difference between life and death
  for the inhabitant.
  The festival commences when the Overseer of Trade arrives at the
  city gates to welcome the caravan, along with crowds of beggars,
  urchins, guides, translators, and other hopefuls seeking employment or
  a few coins in charity.  After a short welcoming speech, during which
  the city guard performs a perfunctory search of the cargo for contra-
  band and the tax collectors calculate its taxable value and collect entry
  taxes, the Overseer hands the proceedings over to his aides.  This small
  army allocates the visitors sleeping quarters in empty houses or with
  Dejy families, escorts them to the market stalls set aside for their use,
  and briefs the new arrivals on Dijishy’s laws.
  As the visitors settle in and unload their goods, the locals begin
  preparing a feast for their guests.  Each family is keen to be seen to be
  hospitable and generous, most supplying their favorite homemade
  dishes to the feast, which takes place in the marketplace later that day.
  Guests staying with families are helped to settle in and introduced
  to as many family and friends as is possible in a short period of time.
  To be asked to provide accommodation is an honor, especially
  amongst the lower classes, who are normally assigned the teamsters
  and guards.  The caravan masters and master merchants are welcomed
  into the homes of wealthier Dijishy merchants, master crafters, and
  senior guild members and stay in more luxurious surrounds.
  Once the guests are ready, the populace gathers in eh marketplace,
  where the grand feast has been laid out.  During the meal, bards, jug-
  glers, fire-eaters, contortionists, and musicians, many wearing native
  Dejy dress, entertain the visitors.  The council is very keen to make a
  good impression to visiting merchants, hoping to lure them back next
  season.  Although a time of celebration, many trade deals are struck
  during the festivities, and teams of laborers scurry amongst the revel-
  ers, moving cargoes that have already been bought and sold.
  Fool’s Council
  Public admittance to the workings of the council is only permissible
  on the first day of the new year, when the council is held in the main
  marketplace and on which is also a public holiday and minor festival.
  The council members take their seats at a long, plain wooden table
  rather than at their usual seats.  They convene at dawn and remain in
  session until nightfall.  Here the citizens may openly bring matters
  directly to the council for discussion.  This gathering is known locally
  as the Fool’s Council, the citizens taking the opportunity to bring
  ridiculous matters before their leaders.
  33
  CHAPTER 2: DIJISHY, CITY OF HISTORY
  Adventure Seed
  A visiting wine trader is found stabbed to death in one of the city's many
  back alleys.
  Eager to show the city as a safe haven for foreigners, the
  Overseer of Justice hires the party to investigate the murder, bestowing on
  giving them the honorary title of "special constable."  As they investigate the
  murder, the party encounters some of Dijishy's more unsavory characters.
  
  Popular demands are for the abolition of taxes (which may be grant-
  ed for that one day only), the taxation of goats, calling for a sand tax
  (1 cp per pound of sand found in someone’s house), beard tax (a good
  natured jape aimed at the dwarves), and a council tax (fining council
  members for being boring).  Votes of no confidence in an elected
  council member are voiced at this gathering and, whilst not acted
  upon by the council, are seen as a indicator of things to come.
  Citizens asking for true political goals or voicing contempt for
  church appointed councilors are discretely watched by the clergy of the
  Inevitable Order of Time for signs of sedition and may find themselves
  harassed for weeks afterwards.  Strangers in the city are welcome to
  make suggestions to the council, at the cost of 1 gp per point of busi-
  ness.
  Founding Day
  Celebrated on the third Pelsday of Frosting, Founding Day marks
  the day on which Dijishy was again inhabited after its long period of
  emptiness.  There are two versions of how the founding came about.
  The first, and the official view of the Inevitable Order of Time, is that
  a Kalamaran Prophet discovered the city after receiving a vision from
  the Fate Scribe and undergoing a lengthy and arduous journey across
  the Elos Desert.  The second tells how a Dejy nomad came across the
  city by accident whilst searching for a lost goat.  Neither story may be
  true, but few care to argue over semantics.
  The festival is a public holiday and officially begins at sunrise, as do
  most Dijishy festivals.  Only the Librarians remain at work, for tradi-
  tionally the Great Sanctuary is open to all and sundry on this day,
  remembering the day when the library was first discovered.  Given the
  drunken state of most onlookers, security is tripled during the festival
  and citizens mistreating the book and scrolls are discretely shown to
  the streets outside.
  For the majority of citizens, the day is one of indulgent celebration.
  Street parades (organized by the Guild of Bards) travel through the
  city, and many locals dress in their finest clothes.  Participants decorate
  wagons with scenes from the founding, as their belief dictates, or dress
  in outlandish costumes.  Donation collectors from the Inevitable
  Order of Time mingle with the bards, extorting all they can from the
  gathered citizens.  The Inevitable Order of Time plies the masses with
  large quantities of free beer, increasing their enjoyment and decreasing
  their resistance.
  A large market is held during the hours of daylight and most stalls
  sell their wares at discounted prices to locals and selected strangers.
  Once evening falls, the market is lit by a myriad of torches and
  lanterns, and the citizens gather to dance and celebrate the birth of
  their city.  Donation collectors are even more prevalent during these
  festivities.  The Guild of Bards collectors one tenth of all donations
  and for them it is a major fundraising event.
  Refill Day
  Renewal month is aptly named in Dijishy.  Throughout the winter
  months, rains have swollen the streams of the Elenon Mountains into
  rivers and the water pours into the foothills, where stands Dijishy.  The
  trickle of water into the cisterns steadily increases during the month,
  until it becomes a veritable torrent.  It is the task of the Chief Measurer
  of Water to monitor this rise and his responsibility to declare inform
  the council that the cisterns are once again filling.  By tradition the
  Overseer of Cisterns informs the masses when the twenty-foot mark is
  passed, and the Refill Day celebrations begin in earnest.
  Refill Day marks the start of the planting season, and the masses
  throw a huge street party to mark the new growth season.  Families
  place a variety of food and drink outside of their homes, inviting
  passersby to stop and dine as their go about their daily chores.
  Only the poorest members of society (and strangers) are exempt
  from this duty, although strangers are praised as “true Dejy in spirit” if
  they actually leave food to replace that which they have taken.  By tra-
  dition, the largest banquet is laid outside of the Great Sanctuary by the
  Prophets of the Inevitable Order of Time.
  Leftover food and drink is gathered at sunset by the Prophets and
  placed in the marketplace, where the citizens (or at least as many as can
  fit) gather for an evening of celebration and to praise their gods.  Given
  that the majority of citizens have already dined well during the day, the
  food is traditionally left for the poor to enjoy.  Under Dijishy law, only
  traders dealing with religious goods, such as incense or holy symbols,
  may operate during the evening hours of Refill Day.
  Savior Day
  Savor Day is celebrated on the first Godday of Arid and dates back
  many centuries.  According to local legend, a hobgoblin army was
  advancing on Dijishy, intent on plunder and destruction, when a lone
  sphinx of enormous size drove it off.  To commemorate the sphinx’s
  victory and the saving of the city, the locals carried quantities of food
  and drink into the city and left them for the sphinx.
  Sadly, there are no documents within the Great Sanctuary detailing
  this event, though few locals doubt its veracity and happily point out
  that whilst there are sphinxes dwelling nearby, there are no hobgoblins.
  Adventuring parties and scholars alike have searched in vain for the
  sight of the legendary battle, but exact details are scarce and no
  remains of a hobgoblin army have yet been uncovered.
  Nowadays the festival is an excuse to celebrate life and the freedom
  that the citizens of Dijishy take for granted on other days of the year.
  Just before sunrise, a lone bugler climbs to the top of the Great
  Sanctuary and looks out over the Elos Desert.  At the moment the sun
  touches the horizon, the bugler signals the alarm, in commemoration
  of the first sighting of the hobgoblin army.
  Within a few minutes, the entire army of Dijishy rushes to assemble
  in the marketplace, lead by the Overseer of Defense, and begins a
  parade around the city streets.  During the actual assault, so the tale
  goes, the army mustered in solemn silence, aware of the doom that
  approached their beloved city.  As they parade through the crowded
  streets, young boys join in behind, clutching brooms, shovels, and any
  34
  DIJISHY: THE CITY OF HISTORY
  Adventure Seed
  In recent years, a lone androsphinx, known to a few riddle masters as
  Sharvor, has been seen scouring the remnants of the picnic area after the
  locals have returned to the safety of the city walls.
  Some scholars have argued that he is the same sphinx that originally saved
  the city, curious as to why the old ways have been forgotten; others argue
  that he is merely a curious passerby, whilst some wish to skin the beast for
  use in next year's festival. No one yet knows the truth, as few are brave
  enough to confront the beast face-to-face.
  There is a standing reward of 50 gp for information regarding the motives
  of the creature.
  
  other implement that could double as a weapon.  Women openly
  mourn at the coming loss of so many sons of Dijishy, and the old and
  infirm shout words of encouragement.  The army finishes its parade at
  the Trade Gate and the entire city falls silent.  Priests of the Inevitable
  Order of Time open the gates, and the army marches forth into the
  desert, stopping at the bottom of the ramp that leads to the city,
  assuming a defensive stance.  The city’s inhabitants file silently in
  behind, carrying baskets and cushions.
  Whilst the parade is taking place, the Guild of Bards is busy out in
  the desert putting the final touches on their sphinx, a construct of fur
  and wood operated by skilled puppeteers.  The hobgoblin army is
  formed from the lower strata of society, paid in silver by the Prophets
  to act the part of vicious marauders.  
  When the army is assembled the hobgoblin army comes charging
  over a nearby dune, only to be thwarted by the sphinx.  As the battle
  rages, the citizens of Dijishy cheer wildly, safe behind the spear wall
  formed by the infantry.  Though the Guild of Bards is very keen to put
  on a crowd-pleasing show, the hobgoblin army tends to melt away
  within a few minutes, its members keen to do as little as possible to
  earn their reward.
  With the battle over and the city safe, the inhabitants pour into the
  desert, armed with baskets of food and drink.  Until sixty years ago,
  the locals actually left their wares in the desert for the sphinxes, but so
  few beasts ever came to feast that the Prophets altered the celebration.
  Today, the locals gather in the desert and enjoy the feast themselves,
  wining and dining until late in the afternoon.  Custom dictates that
  any left over food and drink is freely given to the poor, an act of uni-
  fied charity.  Eating everything you bring to the feast, no matter how
  little, is bad form and, while not legally punishable, results in individ-
  uals becoming social pariahs for many months afterwards.
  The evening, no matter what the phase of the moon, is regarded as
  a holy day of Shardar.  The High Prophet proclaims to the masses that
  he received a vision that the city would be saved and the faithful file to
  prayers.  Afterwards, friend and family gather to continue the celebra-
  tions.  Strangers are welcome to join in any party they happen across,
  and every Dejy family opens its doors to all comers.
  By sunrise the next day the celebrations have petered out and only a
  few diehards stagger drunkenly around the deserted streets.
  Shardar’s Holy Day
  The holy day of the Inevitable Order of Time is the first day waxing
  crescent moon phase of Pelselond, which occurs every 34 days.  The
  phrase holy ‘day’ is somewhat misleading, as the actual time for prayers
  to begin is not until the moon is sighted in the sky.  Clouds cover is
  always negligible and sand storms do not come at night, so it is a very
  rare day when Pelselond cannot be viewed.
  Ceremonies start when the moon is first sighted.  It has been a long
  standing tradition in Dijishy that the first person to see the moon rise
  and report it to the librarians of the Great Sanctuary, who always send
  a cleric to confirm the sighting, receives a gold piece as a reward.
  Amongst the poorer classes this can cause a near riot as dozens of beg-
  gars and laborers race through the streets to have the honor of report-
  ing the moonrise.
  Once the sighting has been confirmed, and the lucky spotter paid
  off, a priest climbs to the top of the Great Sanctuary roof and calls the
  faithful to prayer in the local Dejy dialect.  Normally this is the respon-
  sibility of a younger priest, possessed of a loud, clear voice.  As he fin-
  ishes, so other members of the faith repeat the call through the city,
  until the air is alive with the call to church.  This normally lasts for half
  and hour.  As the cries go out, so the faithful finish work and retire to
  the main temple or to the private shrines in their own homes.  There
  is no firm and fast ruling on where you have to attend prayers, but
  commonly the rich visit the temple whilst the poor return to their
  homes, mainly for fear of being asked for a donation.
  Worship of Queen Destiny is very much a private affair, involving
  the burning of herbs and incense, which help relax the mind in prepa-
  ration for receiving a vision.  Frankincense is harvested locally and a
  small lump, just enough for one prayer session, can be picked up for
  as little as 1 cp from church licensed vendors in the market.  The
  wealthier classes normally flaunt their wealth at this time by purchase
  a 1 sp lump, while prophets are expected to use at least 1 gp worth
  every holy day.
  Prayers are often short and are little more than a request for a vision
  in answer to a problem troubling the worshipper.  Answers are usual-
  ly cryptic and the recipient is often forced to visit a prophet and ask
  for help in deciphering the message, which naturally involves a small
  donation to the church (ranging from 2 cp up to 10 gp, depending on
  social class).  Elamar Crandin, clad in his finest robes of office, always
  attends the service in the temple and holds a private audience after-
  wards, in which he reads sections from the canonical text to the faith-
  ful (for another donation, of course).
  Depending on the amount of incense burnt, worship can last any-
  where from an hour through to moonset.  With prayer over, life
  returns to normal for another 34 days.
  MAGES & SAGES
  There are several competent wizards and sorcerers in Dijishy, most
  of no more than middling skill.  However, there are a few of real abil-
  ity.  Clerics (specifically Prophets of the Fate Scribe) are the true power
  in Dijishy.
  35
  CHAPTER 2: DIJISHY, CITY OF HISTORY
  Church Prayer
  The prayer that brings members of the church to prayer is as follows (in
  Dejy and the Common Tongue, with the literal translation in parenthesis
  where applicable):
  Shardar esh'anor!  Shardar esh'anor!
  The Queen of Destiny has awakened!  The Queen of Destiny has awakened!
  Bay gor'yoch!
  See her in the sky!
  Gor'ada nyryerko, thayen'm'arek!
  Receive her visions, oh faithful ones!                 
  (Receive her visions, oh ones of faith!)
  Gor'ada nyryerko!
  Receive her visions!
  Gor'chash vaydeg!  Gor'sechrosh horsh!
  Seek her guidance!  Ask her favor!
  Shardar esh'anor!  Shardar esh'anor!
  The Queen of Destiny has awakened!  The Queen of Destiny has awakened!
  Gor'ada nyryerko!
  Receive her visions!
  
  Because of the Great Sanctuary, Dijishy is also temporary or perma-
  nent home to many sages, idealists, and crackpots.  The city is home
  to Durvak Angklin, a dwarven engineer who designs impractical
  things; Thorak, an illiterate native of distant Drhokker who has tried
  six times to “destroy the den of evil” with flaming oil; and Sender
  Elkin, a half-elf scribe who wishes to copy every tome in the library so
  she can take them back to her people in O’Par.  
  OTHER NOTABLE PERSONS
  There are many interesting individuals and notable personalities
  that call Dijishy home.  Some are powerful, some skilled, many inept,
  a few that are dynamic and charismatic and others are repugnant or
  feared.  Among them are fighting men who have made a name for
  themselves bringing goods across the desert, others who have earned
  their fame exploring the Elos Desert (few of these survive to retire-
  ment), and so on.  Some do not truly live in Dijishy, but only pass
  through.  One thing is a certainty, however – one never knows whom
  he or she will meet.
  THE UNDERWURLD
  A city this size has few problems with crime.  Such criminals that do
  exist are minor con artists trying to sell worthless books or maps for
  outrageous sums of money to pilgrims, fraudulent sages and fortune-
  tellers, and “guides” who agree to take adventuring parties to the Great
  Fissure and then flee with their money.  
  There is a new trend growing among some of the younger Murs,
  who grumble that the Hasheri treat them like a low caste of workers.
  Ink-stained footprints, the calling card of the Blackfoot Society, have
  been appearing throughout the city, and rumor has it that the Prophets
  have secretly sent their Eyes (see the Eye of Destiny prestige class in
  Chapter Three: New Rules) to investigate.
  Smuggling artifacts from the desert is a very lucrative and profitable
  criminal career.  Wagons with false bottoms, falsified manifests and
  clandestine shipments make it difficult for the Overseers of Justice and
  Trade to control.  Artifacts are sold through a variety of agents (most-
  ly fences, but also through many “legitimate” merchants as well).  The
  Liberating Hand, a group consisting of only four men, is heavily
  involved in artifact smuggling and run by Aldus Stron, owner and pro-
  prietor of Golden Gryphon.
  CITY ST RUCTURES, FEATURES,
  AND PLACES OF NOTE
  One feature of ancient Dijishy architecture is the minaret, a tall spire
  that may be either free-standing or resting atop a support structure.
  Though few remain from ancient days, those that do stand serve as
  watchtowers illuminated by torches and, in a practical sense, for nat-
  ural air conditioning. As the sun heats the dome, air is drawn in
  through open windows and up and out of the shaft, thereby causing
  natural ventilation from the building below.
  Ancient Dijishy architecture also included huge arches and columns,
  along with alternating colors of brick, giving a ‘striped’ appearance to
  many buildings.  Modern Dijishy buildings are smaller and simpler,
  built alongside or on top of older buildings, for greater stability.
  Council Building
  The council building is the administrative heart of the city.  It is
  here, in this massive, sprawling, three-story domed building that all
  the councilmen and all the functionaries thereof work to keep the city
  thriving.  It is in this structure that the council conduct the bulk of
  their business.  Even the infantry has a token representation in a wing
  of this building, though they are billeted elsewhere.  The architecture
  of the council building is of an old, old style, hearkening back to the
  ancient days.  The sphinx image can be seen on the walls in carvings
  as tall as a man, and to enter the building one must pass through a hall-
  way of sorts formed by the touching wings of two carved sphinxes that
  shelters the building’s steps.
  The council chamber is the hub of politics in Dijishy and is located
  on the highest floor of the council chamber, directly under the great
  dome.  Large banners hang from ceiling to floor along the walls, each
  displaying the symbol of Queen Destiny in silver on green.  As well as
  providing something to hide the bare walls, they also conceal doors to
  private chambers, offices, and the secret doors to guard rooms, kept
  manned at all times the council is in session by members of the church
  guard.  Exquisite marble statues of the Fate Scribe stand juxtaposed
  between the banners, as do busts of previous High Propjets.
  In the center of the chamber is the great council table.  The name is
  misleading, for there are actually three separate, curved, wooden tables
  facing a central chair on a raised dais.  Each table can seat four persons
  and areas of responsibility are carved into the table surface in both
  Dwarven and the Common Tongue.
  The left hand table, as seen from the high chair, has a large image of
  Pelselond in its full phase inlaid in pure silver.  Here sit the Overseers
  of Cisterns, Granaries, and Shepherds, as well the Overseer of Mining
  and Dwarven Affairs.  Collectively, they are referred to as “the
  Providers.”
  The central table has an image of the half moon phase of the moon.
  It hosts the Overseers of Defense, Justice, Taxes and Tithes, and
  Tomes, who are grouped under the heading of “the Legislators.”
  On the right hand table is the silver outline of Pelselond, represent-
  ing its dark moon phase.  Here sit the Overseer of Guilds, the Secretary
  of Guilds, the Under Secretary of Guilds, and the Overseer of Trade.
  Together they are known as “the Traders.”
  The high chair is the seat of High Prophet Elamar Crandin.  Elven
  in origin, it was gifted to the then High Prophet by an elven scholar
  who visited the Great Sanctuary over 300 years ago.  Carved from a
  single piece of silver birch, the back of the chair is beautifully sculpted
  in the image of the face of She Who Sees All, her flowing hair forming
  the edges of the upright.  Each chair arm has been carved into the arms
  of a woman with hands turned upwards, inviting anyone sitting to
  hold hands with her.  As well as being a work of art in and of itself, the
  chair is also magical.  Whenever anyone sits in the chair and recites the
  three opening lines of The Fortunes (the canon of Queen Destiny), a
  Detect Scrying spell is activated automatically.  The spell radius has
  been altered to completely fill the council chamber, but nothing
  beyond.
  When not in use, the chair is covered with a heavy cloth, similar in
  design to those that decorate the walls.  For persons other than the
  36
  DIJISHY: THE CITY OF HISTORY
  
  High Prophet to sit in the chair is to invite charges of blasphemy and
  a swift beating from the ever-watchful guards.
  A single desk and stool stands beside the great seat.  When the coun-
  cil is in session a scribe takes his position here to record the minutes of
  the meeting.
  The Golden Gryphon
  Aldus Stron, owner and proprietor of the tavern known as The
  Golden Gryphon, originally hailed from Tupden, in Mendarn.  About
  ten years ago, after ending his career with the Mendarn army, Aldus
  made his way to Ospolen, where he was eventually recruited by the
  Brolenese adventurer Stromen Torist as a scout and information-snif-
  fer for Torist’s adventuring company, the Crondor Gryphons.  Aldus
  accompanied this group for several years, adventuring as near as the
  Yan Elenon Mountains and as far away as the Wild Lands with great
  success.  About five years ago Stromen led the group to Breven, and
  from thence into the Elenon Mountains, apparently to hunt for an
  ancient hobgoblin tomb rumored to lie in a hidden valley.
  Unfortunately for the better part of the company, they encountered a
  red dragon within days of entering the mountains.  Amazingly, Aldus
  made it out alive, though the rest of his comrades were never seen
  again.
  Now, Aldus runs the Golden Gryphon, the city’s largest inn.  It is of
  average quality, but kept clean and in good repair.  The Gryphon is a
  two-story building on the southern side of the city, with various tro-
  phies in the common room as a means of attracting and keeping the
  business of adventurers (or those with adventure in their blood).
  Among these are a young salt basilisk head mounted on a plaque, three
  red dragon scales, similarly displayed, and a preserved ogre hand.  It
  has been rumored that Aldus conducts much of his business in artifact
  and relic smuggling, but aside from a few rough visits from city offi-
  cials, nothing public is known.  In secret, he is the head of the
  Liberating Hand (see the Underworld section above).
  Aldus’ staff are all Dejy.  He has one hostess, Rijiko, and one serv-
  ing girl, Yoji.  A tall man, Janad, serves as cook and occasional
  bouncer.
  Lodging: Common room 3 sp/day or 20 sp/week; private room 3
  gp/day or 20 gp/week; semi-private (2 beds) room 6 sp/day or 41
  sp/week.
  Food: Average meal 3 sp, ale 5 cp/mug, common wine 2 sp/pitcher,
  fine wine 10 gp/bottle.
  Great Sanctuary of Knowledge
  In the centre of Dijishy stands a stone building four stories high.
  No one recalls the purpose of the original structure, and scholars still
  debate whether it was once a temple, a fortress, or a home.  Perhaps it
  has always served the purpose it now serves.  Over the years, additions
  have been made and repairs have been necessary, but the cornerstone
  has stood for, some say, thousands of years.
  37
  CHAPTER 2: DIJISHY, CITY OF HISTORY
  The Great Sanctuary of Knowledge, as seen from the north on Chorji Road
  
  The library rests on a powerful antimagic field (of uncertain origin)
  approximately 150 feet in radius.  The Inevitable Order of Time has
  fenced off this area to make room for future expansion of the
  Sanctuary.  Visitors concede that the clerics who serve at the library are
  friendly and helpful in locating certain tomes, but the Prophets do not
  discuss future goals of the Sanctuary.  Instead they fall back on well-
  known sayings involving fate, destiny, and the proper path of events.
  Nor do they discuss the underlying reason for the library’s existence.
  Some speculate that they gather knowledge so that it can survive some
  future catastrophe, other cynically claim that the Great Sanctuary of
  Knowledge exists solely to swell the coffers of the Order.  Still others
  point out that running the library must be an expensive prospect.
  Whatever the reason, the Order collects fees from all visitors.  They do
  not make exceptions for heroes, nobles, or even kings.
  The building now stretches out in three directions from the original
  structure.  To the south only one major addition has been made; this
  currently serves as the entrance.  The main entrance for visitors is off-
  set from the well-guarded main gate to the complex by some forty feet.
  The gate is in the southern wall, towards the eastern side.  A worn
  brick path stretches from the outer gate to the building entrance.  The
  double doors of the entrance face west and are situated near the centre
  of the southern face of the structure.  Armed Prophets stand outside
  these doors at all times.  Though probably stationed there as guards
  against trouble, they rarely do more than watch visitors come and go.
  This is the only public entrance to the library.  Most believe that the
  Prophets have secret and concealed entrances, though there are some
  small shelters for the guards.  These chambers serve to store equipment
  and as places for guards to find safe harbor from sandstorms; not as
  entryways into the interior of the Great Sanctuary.
  Gaining Entrance
  Every visitor must pay a fee of 10 gp per entry.  The Sanctuary
  accepts most coinage, but the cost is determined by weight.  If visitors
  have unknown coin, it must be weighed and compared to determine
  the correct amount.  Though the Prophets who serve at the entrance
  calculate this honestly, they do always round up.  A businesslike
  Prophet at a large desk, with several assistants, takes the money.
  No more than 200 non-members are allowed in the library at one
  time.  Overflow visitors can wait in the main entrance area for some-
  one to leave and (after a processing time of about ten minutes) take
  their place.  Should a visitor require immediate entry, the Prophets will
  gladly sell a lifetime membership.
  Lifetime memberships are named more by tradition than out of a
  slavishly devotion to accuracy.  A “lifetime” pass actually lasts 100
  years, so non-human races may actually need to renew them.  Most of
  the clerics who serve at the Sanctuary are human, as are most visitors,
  and the library has a definite human centric bias (at certain times in
  history, non-humans have been prohibited from entering the library).
  These “lifetime” memberships cost 1,000 gp.  Such members receive a
  silver symbol of the crescent moon with a red rim, indicating their sta-
  tus.  Worshippers of the Fate Scribe consider such membership a badge
  of honor proclaiming their faith, but most cannot afford it.  The
  medallion is worth 25 gp as a piece of jewelry, but the Prophets record
  the name and physical details of the purchaser, so it is at best extreme-
  ly difficult to use another’s badge.
  Only the Inevitable Order of Time knows how many lifetime mem-
  bers exist.  Speculation varies wildly, as it does over how many
  Prophets serve in the Sanctuary at any one time.  The number must be
  at least 50.  On a normal day, perhaps 25-50 lifetime members lurk
  about.
  A handful of wealthy gadabouts have purchased lifetime member-
  ships and “haunt” the library, seeking works of interest to ease their
  boredom.  Often distracted by other topics as they search for some-
  thing else, these types rarely seek much interaction with other patrons.
  Those who use the Sanctuary regularly for more businesslike purposes
  refer to the people as “library trolls.”
  Weapons are not allowed in the library.  Most patrons leave their
  weapons at home, but those who insist on carrying them must give
  them up before being able to peruse the library.  Each weapon is
  tagged, carried to a back room (the whereabouts of which are known
  only to the Prophets), stored, and returned to the patron when he
  leaves.  Like all the rules of the Great Sanctuary, this is non-negotiable.
  The Main Hall
  The visitor enters the library through another set of double doors
  (up until about 70 years ago these were the main entrance), leading
  into the heart of the oldest part of the building.  A great square hall
  with several round skylights set in the four-story high ceiling displays
  what the uninitiated consider the greatest collection of scholarly work
  in Tellene.  Each level has ledges that allow access to shelves that line
  every available inch of wall space.  Rising to support the ceiling at key
  points are four great pillars of red marble.  Freestanding structures sup-
  port more shelves.  Large, open archways allow access to deeper parts
  of the library.  A handful of reading stands and tables with sturdy chars
  stand in this main area between the shelf stacks.
  The center of the Main Hall of the Sanctuary holds a large circular
  desk where visitors keep three to five librarians busy at all times.  They
  can offer general advice on using the library, suggest works that might
  hold the information a visitor wants, and sell paper, papyrus, ink and
  quills.  They do not sell bound books, blank or otherwise.
  What the Sanctuary Holds
  The varying sizes and materials of the books underscore the lack of
  detailed organization.  While the average tome is one or two inches
  thick, eight inches wide, and twelve inches high, larger and smaller
  versions abound.  Most covers are wood covered in leather, with metal
  bands and sometimes locks, but some are loosely tied stacks of
  papyrus.  Scrolls lie next to books in special triangular racks built into
  38
  DIJISHY: THE CITY OF HISTORY
  GM's Option: Spell Availability
  While magic does not function within the library, wizards can copy spells
  for later search. As GM, you must keep a special reign on this. If your party
  needs a certain spell for a future adventure, the library allows you to make
  sure that they have access to it. Never allow them to gain a spell that you
  do not want them to have,however. The accompanying guards will not allow
  a visitor to transcribe a spell if the Fate Scribe will not allow it. Generally,
  the Prophets will ensure that a given spell cannot be found by a given visi-
  tor.
  Additionally, not only do Prophets and allied guards (followers of the Fate
  Scribe of unquestioned loyalty) control access to the room and to any of its
  contents, they examine everything taken out of these rooms.
  The library charges 200 gp per spell level for those who seek to use the
  Great Sanctuary in this way.
  
  the shelves in a scheme vaguely reminiscent of certain wealthy collec-
  tor’s wine cellars.
  Even the Main Hall is crowded with numerous shelves, each extend-
  ing to the ceiling and overflowing with tomes.  Librarians will fetch
  ladders to access works in the higher areas.  The first floor of the Great
  Sanctuary holds religious and theological works, including the canon
  of every religion on Tellene.
  The Prophets restrict access to religious canons almost as much as
  for spellbooks; they rarely allow access to certain canons without a
  good reason.  Restricted tomes include: The Balance (The Keyholder),
  Book of Endless Night (The Dark One), Final Word (The Harvester
  of Souls), Invisible Lives (The Confuser of Ways), Longings (The
  Corrupter), The Stone Tablets (full version; The Emperor of Scorn),
  and Swarms (The Locust Lord).  On occasion, religious canons of gods
  without a neutral element in their alignment are simply declared off
  limits for days or weeks at a time.
  The second floor holds historical reference works, the third level
  holds works of science and mathematics (very popular with cleric of
  the Mule), and the fourth contains books concerning philosophy and
  magic.
  While the wings of the Great Sanctuary extend far beyond the Main
  Hall of the library, the organizational scheme of the rest of the library’s
  works are beyond most visitor’s understanding.  The Great Sanctuary
  serves knowledge, not power, and seeks to gain a copy of every work
  ever written.  Unconfirmed rumors suggest that the basement of the
  library actually has many levels, in which more than three times the
  number of works stored above (many not duplicates of accessible
  books) rest in densely packed shelves, or simply piled from the floor to
  ceiling, called the “stacks.”
  The books and scrolls held by the Sanctuary have no numerical sys-
  tem of indexing, and even the guidelines for the Main Hall are approx-
  imations.  Curious visitors can indeed spend lifetimes exploring the
  rich variety of semi-organized information contained in the library.
  Wandering clerics of Lady Time within the Sanctuary will attempt to
  help a patron find a specific tome or piece of information, but gener-
  ally they can only guide one to the correct area.  Sometimes he visitor
  must still search hundreds of tomes to find what he seeks.  Often, a
  particular piece of information can logically be placed under two or
  more topics.  Thus, searching for one particular bit of knowledge can
  take days.  Typically, an individual Librarian assists an individual
  patron for ten minutes before leaving him to his own devices.  Those
  frustrated by this are ill suited to library use.
  Certain Profiteers express admiration for this system, noting that
  even the most casual visitor must spend several days seeking something
  specific.  The intellectually curious are bound to come across some-
  thing else of interest, perhaps to explore later, even if they somehow
  manage to focus on their particular topic at first.  Thus, very few visi-
  tors pay the entry fee for only one day.
  The library does hold actual spellbooks.  These are kept on the
  fourth floor of a special wing, in a large secure area.  Entrance costs an
  additional 25 gp per visit (visitors cannot freely leave and return later
  in the same day).  This fee is collected at the entrance passage, a short,
  narrow passage that leads to another guarded, locked door.  At east one
  Librarian and guard accompany anyone in this area.  Only the
  Prophets themselves know if the rumors of tomes containing secrets of
  magical item creation are true.
  Acquisition of Books
  Only the Chief Librarian, in his role as Overseer of Tomes, can pur-
  chase new works for the library.  A large staff seeks likely candidates
  and weeds out the chaff so that he need not waste his time.  Many of
  these scribes are engaged in a very ambitious project: standardizing
  texts.  Errors and miscommunications abound in many versions of a
  work re-copied over several centuries.  These scholars seek to analyze
  different writings of the same book to determine its original content.
  The Chief Librarian works somewhere deep in the recesses of the
  Sanctuary, and visitors do not meet with him directly.  His immediate
  assistants rarely deal with visitors, though if someone has an interest-
  ing work one may interview the visitor, who is taken through many
  winding tunnels, into a semi-private area of the Sanctuary.
  One of the most precious books (actually several thick tomes) is the
  Index Book.  This work lists every tome contained in the library, its
  weight, and the language in which it was written, along with the date
  it was acquired (for most books), and a handful of other notes for
  some.  The Index is written in something like chronological order, but
  is meant solely as a list of contents, not a guide to finding them.  It is
  perhaps telling that the Prophets rarely record the author of a work,
  but always record its title (often including a parenthetical remark as to
  its topic if the title seems unrelated or duplicates another work).
  The Sanctuary has no official language, though every librarian flu-
  ently speaks Dejy, Dwarven, and the Common Tongue.  Most speak
  several other languages as well.  Books are not grouped by language.
  Other Items
  The bulk of the library’s collection comes in the form of books and
  scrolls, but it also holds numerous works of art.  Many of these are
  kept privately, unavailable for patrons to view.  However, there are at
  least two public rooms devoted to art (one to painting and one to
  sculpture) and a thick-walled room near one of the many sections
  devoted to music.
  Access to Books
  Given the situation in the Great Sanctuary, one might wonder why
  patrons use the library.  For one thing, information can be found there,
  it just takes time.  For another, there is simply no greater collection of
  knowledge and wisdom on the face of Tellene.  As they say in Dijishy,
  “it may take you a thousand years, but the knowledge is there.”
  Scholars and sages may not find anything in life more exciting than
  visiting the Great Sanctuary of Knowledge, but adventurers want
  action.  Paying for research in a poorly organized library will not excite
  adventurers in search of greatness through heroic deeds.  Nonetheless,
  it is important that adventurers understand the effort it takes to collect
  knowledge about an intended quest.
  SEARCHING THE LIBRARY
  To find a specific piece of information, a searcher must succeed at a
  skill check in the appropriate field (typically ancient history, local his-
  tory or world history but nothing is stopping someone from research-
  ing a most excellent recipe for grilled halibut using their culinary arts
  skill).  The difficulties vary, of course, depending on the particulars,
  though the check is the same at each stage.  Each successful combina-
  tion means the searcher has taken a step closer to finding his answer.
  However, failing the skill check three times in a row or a critical fail-
  39
  CHAPTER 2: DIJISHY, CITY OF HISTORY
  
  ure at the same stage indicates the search will be futile.  The character,
  of course, need not know this for several days.
  Each stage of a check takes 2d6 hours.  Thus it normally takes sev-
  eral days to find an answer to just about anything.
  Note that the library contains a vast amount of knowledge, not an
  infinite amount, and information rarely appears in the format desired.
  More generalized questions (“What were the burial customs of Dijishy
  nomads a thousand years ago?”) must be compiled over time.  In such
  cases, consider each step to take 2-12 days instead of 2-12 hours.
  Patrons
  Most of those who frequent the library are scholars or nobles with
  little else to do.  Adventurers and those who make their living by fight-
  ing are much rarer, but they can be found at times.  However, the
  Sanctuary is so large that crowds are rare and it is even possible to find
  oneself completely alone amidst the seemingly endless shelves.
  At any give time, a umber of wandering loafers and sages make up
  the majority of those inhabiting the library.  Those who seek sages
  sometimes wander about the halls of the Sanctuary rather than visiting
  many different buildings in the city.  While finding a scholar in this
  manner presents little difficulty, finding one whose area of expertise
  matches the interests of the searcher presents more difficulty.
  Sages take jobs from patrons, but most insist on working alone.
  Typical fees run at 100 gp per day, more for highly specialized fields.
  The library takes a 10% cut of such fees, or else all parties involved are
  banned for at least a year and a day.
  40
  DIJISHY: THE CITY OF HISTORY
  GM's Option: Controlling Information
  Characters that enjoy learning are easily distracted when chancing across an "interesting" title or passage; they may spend hours or even days on tangential
  (or even totally unrelated) topics. Time spent in the Great Sanctuary of Knowledge is an excellent opportunity for the GM to plant rumors beyond the cur-
  rent adventure, impart rumors, or have the party bump into an old nemesis or ally. A few scattered comments about other topics go a long way to giving the
  impression of the extent of information held in the library.
  At the same time, there may be secrets or information that might logically be available in the library that you specifically do not want the party to acquire at
  this point. This is easily handled: even if they make all the checks, the books with the information they seek simply are not there. This may be because other
  patrons are using them, the books are misplaced, or (more likely) the Inevitable Order of Time has decided to keep those books off the shelves when the PCs
  seek them. The Prophets never discus their reasons for doing so (at least not with outsiders), nor do they ever admit that they remove books so certain indi-
  viduals will not find them. However, it is openly known that from one day to the next or even one hour to the next, a tome may not be available (even if it has
  previously been seen and used recently). Arguing with the Prophets about this is futile; at best they suggest such things are "beyond under understanding" and
  at worst they banish such folk from the library.
  At any rate, never allow the players to uncover secrets or information that you do not want them to have.
  Table 2-1: Searching the Library
  Sample Question:What Lives in the Great Valley?
  Information Sought
  Skill Check
  Answer on Success
  Right Section
  easy
  Monsters"; Geography, level 2, rooms 23-26
  General
  average
  Many monsters, including hobgoblins and a dragon" (in several texts)
  Specific
  difficult
  "A fiery red dragon" (in many believable texts)
  Exacting
  very difficult
  "A red dragon name Khyrastryx" (in rare, special tomes)
  Situational Modifiers
  Bonus
  Librarian Assistance
  one difficulty level easier
  Ten or more visits to the library
  one difficulty level easier
  Worshipper of Queen Destiny
  one difficulty level easier
  Cleric of Queen Destiny
  two difficulty levels easier
  
  This section is designed for both player characters and Game
  Masters.  Inside you will find new packages, monsters and equip-
  ment common to the city of Dijishy and the surrounding desert.  As
  with any new rules, you should consider them subject to approval by
  your GM, so check with him or her before using these rules with
  your character.  
  PACKAGES
  Presented below are two unique packages especially suitable for the
  Elos Desert region though certainly useful in other arid environs. The
  desrt guide is open to all classes save magic-users while the ruin raider
  is designed specifically for thieves.
  DESERT GUIDE (Building Point Cost: 10)
  Description: There are many dangers in the desert ready to ensnare
  unwary travelers.  Sinkholes, shifting sands, blinding sandstorms,
  mirages, and dangerous fauna are hazards for caravans and adventur-
  ing parties alike.  While there are those in Dijishy who sell their ser-
  vices as experienced guides and survival experts, the most competent
  desert guides are those of the native tribesmen.
  Races: None specifically excluded. However, the player choosing
  this package must hail from a desert climate.
  Preferred Types: Barbarian, Fighter, Ranger
  Barred Types: Magic-Users (to include all specialist subtypes)
  Role: A desert guide is more than someone who knows the trade
  routes through the desert.  A true desert guide was born in the desert
  and understands its volatile mood as well as he does those of his clos-
  est friends and family.  Knowledge of where to find potable water,
  when a sandstorm is brewing, where the lairs of dangerous creatures
  can be found, and the temperament of local Dejy tribes, are his trade.
  A desert guide functions in any campaign where these parched lands
  exist.  A true desert guide charges high for his services, but no party
  should venture into the desert without expert advice.
  Skills: The Desert Guide gains the following skills at no cost:
  Customs and Etiquette (desert tribes), Forage for Food (desert),
  History, local, Mapless Travel, Riding, land based (Camelid), Survival,
  desert, Tracking, Weather Sense. Additional skill purchases are made at
  one-half normal BP cost. (For 1 BP skills, two rolls of the mastery die
  are gained per BP allocated). 
  Additionally, Desert Guides [in desert terrain only] do not suffer the
  -30 penalty to tracking checks usually applied to all non-Rangers. 
  Weapon Proficiencies: Per character class
  Equipment and Money: Standard per class
  Special Boons: Desert Guides gain +20% to all Diplomacy skill
  checks when negotiating with desert tribesmen.
  RUIN RAIDER (Building Point Cost: 14)
  Description: The surface of Tellene is dotted with the remnants of
  ancient cultures.  Every land has some sort of ruined fortress or for-
  gotten temple, just waiting for some brave soul to explore.  The ruin
  raider is a professional thief with an eye for antiquities or an academ-
  ic seeking historically items.
  Whilst any thief can presumably disarm a trap or filch some obvious
  valuables in a dusty temple sanctuary, not many are skilled at deter-
  mining the value (aesthetically and culturally in addition to monetary)
  of seemingly worthless pieces of pottery or fragments of cracked parch-
  ment.  Part archaeologist, part academic, and part thief, the ruin raider
  has actively studied the culture of these ancient civilizations.  From his
  intimate knowledge of long-forgotten cultures he can deduce their
  building layouts, the likely location of a trap, or the telltale signs of a
  secret door.
  Ruin Raiders must have an Intelligence of 16 or more.
  41
  Rules, Equipment and Monsters
  
  Preferred Thief Types: Bard and Thief
  Barred Thief Types: Assassin, Minstrel, Ninja and Yakuza 
  Role: Most ruin raiders are adventuring “sages in training” seeking
  to add to their skill masteries through practical field work. This sets
  them apart from most thieves who are motivated solely by profit.
  Recovering a significant historical item should award them a roll of the
  mastery die in a relevant skill while retrieving an astonishing cultural
  object (such as an artifact) may be worth several rolls.
  A significant percentage of these types are actual academics
  employed by Universities. Their adventuring is sanctioned by the insti-
  tution but they are honor bound to donate their finds to that institu-
  tion (culturally or historically significant items only – not currency).
  Of course, their room, board and training/course fees will be compen-
  sated to the extent they retrieve valuable objects for the school.
  Freelance ruin raiders are not unheard of. If not recovering archeo-
  logical treasures to auction off to the highest bidder (most Universities
  being flush with cash), they hire themselves out to sages interested in
  the contents of a buried temple but too frail to venture forth them-
  selves, or if times are tough, as guides to adventuring parties with no
  knowledge of what dangers await them.  
  Skills: Bonus: Ancient History (3 rolls of the mastery die), Art
  Appreciation: Subset: Painting 51%, Art Appraisal: Subset: Painting,
  Art Appraisal: Subset: Sculpture, Art Appreciation: Subset: Sculpture
  51%, Cartography: Hasty Mapping, Complex Geometric Estimation,
  History: Local 51%, History: World, Languages, Ancient/Dead (1 lan-
  guage), Map Sense 51%, Trap Sweep: Full Sweep
  Skill Progression: A good Read Language skill is essential for the
  Ruin Raider as it complements his other language skills and may be
  essential when encountering unknown dialects. Skills such as climb-
  ing, picking locks and trap detection and removal are important when
  performing field work. Moving silently and hiding in shadows may
  prove useful when ruins are occupied.  
  Equipment & Money: Ruin Raiders are more academic than thief
  and this is reflected in their attitude towards wealth. Most lawful types
  are actual professors (or training to become such) affiliated with a
  University. Monetarily valuable but historically important items must
  be donated to their host institution rather than sold on the open mar-
  ket or kept for personal use. Even freelance raiders would vastly prefer
  to see items sold to an academic institution rather than some illiterate
  barbarian (though they have no qualms in regards to retaining such
  items for their own use).
  When in the field, ruin raiders will employ standard equipment as
  befits their purpose. 
  Special Boons: May purchase the Detect Secret Doors
  and Illusion Resistant Talents regardless of racial restric-
  tions
  Races: Any though Humans are the most common
  ZEALOTS
  The Inevitable Order of Time (priesthood of
  Pagari) wields great influence within Dijishy. Zealots
  this diety are likely to be encountered and the PCs may
  have an interest in learning more about the order.
  ZEALOTS OF PAGARI 
  Order: The Inevitable Order of Time
  Title: Prophets
  Alignment: Neutral
  Ability Requirements: Intelligence 12+, Wisdom 13+
  Prime Requisite(s): Wisdom
  Hit Die Type: d6
  To-hit Progression: Magic User
  Saving Throw Tables: Cleric
  Building Point Bonus: 3
  Spelljacking: No
  Spell Spheres: Animal 2, Charm 3, Divination 7, Healing 1,
  Summoning 5, Traveler 4, Weather 4 
  Turn/Command Undead: No
  Weapon of Choice: Quarterstaff
  Weapons Permitted: Any crushing
  Armor Permitted: Any non-bulky or fairly bulky armor is permit-
  ted. However, a helmet or leather cap must be worn at all times. 
  Allowed Races: Any
  Church Hierarchy: Advancement within this religion is based on
  both finding gifted recruits and skill in foreseeing, telling and ful-
  filling prophesies. Titles differentiating rank within the order are as
  follows: 
  Seer
  Expounder
  Guardian of Destiny
  Prophet
  High Prophet
  Timelord
  STPs: Zealots of Pagari receive their initial purchase of the follow-
  ing skills at no cost: astrology, ancient history, history: local, languages:
  ancient/dead, reading/writing, and religion: specific (Pagari).
  Subsequent purchases are made at half normal BP cost. In addition,
  they gain the religion: general skill at 51%.  
  Prophets are also accomplished linguists. They gain an additional
  human, demi-human or humanoid language (Languages: Modern)
  upon advancing to 2nd through 6th level (subject to Intelligence lim-
  itations). Subsequent skill purchases are made at half cost. 
  Symbol: Silver crescent moon and three stars on a
  light green background
  Holy Symbol: Silver crescent moon
  Vestments: Clerics wear light green robes or
  tunics with the symbol of Queen Destiny on
  them.  A cleric’s level is indicated by the num-
  ber of small divine foci (crescent moon and
  stars) on his garment.  Guardians of Destiny
  add silver stripes on their collars, while the
  High Prophets add a silver cap.
  Colors: Light green and silver
  Animal: Crow
  Restrictions: Prophets must purchase one or more of
  the following Talents: divination, prophecy or sixth sense.
  They may do so even if it violates racial restrictions.
  42
  DIJISHY: THE CITY OF HISTORY
  
  Prophets are further restricted in the type of training they may
  receive when advancing. They may only utilize monastic training at a
  temple of Pagari or, failing this, self-train.
  Background: Clerics of Lady Time are the prophets of the lands.
  They act as intermediaries between Queen Destiny, her followers and
  any who would listen to their prophecies. They recognize themselves
  as the chess pieces in a match played by the gods.  
  The Prophets believe that mortals should willingly accept the fate
  that the gods have ordained. Clerics of the Inevitable Order of Time
  are charged with setting right those mortals who stray from the path
  of destiny; and eliminating those who wish to disrupt the preordained
  pattern of events.  The gift of prophecy allows them to see the future
  and, if possible, manipulate the events into occurring. 
  Unlike many clergies who rely on current followers advancing to
  become new clerics, the Prophets actively seek out and recruit those
  who have the gift of prophecy (e.g. those with the Divination or
  Prophesy Talents).  The Fate Scribe lets it be known to her clerics
  where those who possess the gift can be found.  If a newborn has the
  gift, a cleric will try to locate the child.  They inform the parents of the
  child’s gift and urge them to allow the Inevitable Order of Time to
  tutor the child.  When the clergy feels the child is ready, they will ask
  to take the child to a temple so she may receive a more thorough train-
  ing.  If the parents are apprehensive, the Prophets will attempt to
  manipulate the parents through the use of magic.  If this fails and the
  child shows great promise, they will usually kidnap the child.
  The gift has been known to lay dormant in some people for years
  before it manifests itself.  In these cases, a cleric will approach the per-
  son and urge him or her to allow the clergy to develop the gift.  Only
  through formal training at a temple of the Keeper of Fortunes will a
  person be assured to fully develop their gift.  Not all who possess the
  gift become clerics of the Fate Scribe and not all who have fully devel-
  oped the gift have been taught by the Prophets (although the latter is
  very rare).
  Adventurers who desire some insight into a mission that they are
  about to undertake will often approach clerics of She Who Sees All for
  advice. A cleric will sometimes accompany the group if asked.
  However, he often reveals only what is necessary in order to avoid tam-
  pering with the course of destiny.
  Zealots’ Relationship to Standard Clerics: Because of their ardent
  devotion, Zealots are apt to receive first priority on receiving informa-
  tion from the Keeper of Fortunes. They are charged with a greater
  responsibility for maintaining the course of destiny and thus are more
  frequently called up to restore the fate lines when they are disturbed.
  Zealots consider standard clerics as "a little less perceptive" and stan-
  dard clerics consider zealots as "guys who we wish would be less cryp-
  tic all the time." 
  Special Powers: Prophets may receive from Queen Destiny any spell
  from the Magic-User list of Divination spells. These are clerical spells
  that replicate the effects of the MU spell (with the addition of a verbal
  component if necessary). They may also cast Conjure [Time]
  Elemental (MU 5) as a sixth level cleric spell. In addition, their month-
  ly sacrificial ritual has the effect of a Commune (CL 5) spell.
  Holy Days: Crescent moon (Pelselond) 
  Rituals (Clerics & Zealots alike): Services led by the Prophets are
  best described as “eerie.”  Individuals stand and describe events that
  happened to them.  The events might be common and mundane,
  exciting and beneficial, or horribly tragic, but the listeners merely nod
  and claim the influence of Fate.  Clouded by the thick smoke of
  incense and listening to the tales, the clergy often gain great insight.
  SECRET ORGANIZATIONS
  EYES OF DESTINY
  Location: Dijishy
  Purpose: One of the most effective tools of the Inevitable Order of
  Time is a particularly skilled and diverse group of adventurers called
  the Hand of Destiny.  The eight members of this group have varied
  over the years, but they are always the greatest warriors, spellcasters,
  and champions from among the faithful.  They accept missions of the
  greatest import, striving to help ensure that fate is not cheated. The
  Hands may appear as foes as often as they are allies, and their appear-
  ance is usually a sign that powerful forces are at work.  
  However, the members of the Hand are only the final act of what-
  ever drama is playing out.  In fact, the Hand's missions are often cho-
  sen based on information received from yet another group - the Eyes
  of Destiny.  The Eyes act as the information gatherers for the church,
  keeping them up to date on events occurring throughout Tellene.
  Some Eyes serve as the "internal affairs" department for the Order,
  keeping watch on both their superiors and their underlings.
  The coming of an Eye often precedes the arrival of the Hand,
  though the Eyes keep their presence secret, where the Hands are forth-
  right.  Eyes are not thieves or assassins; they simply do not announce
  their presence to others.  An Eye carries a silver and green badge with
  the symbol of Queen Destiny (a crescent moon and three stars) on one
  side and an open eye on the reverse, to identify himself to other mem-
  bers of the church.  
  Alignment: Neutral
  Prefered: Worshippers of Pagari
  Barred: All others
  Symbol: A silver and green badge with the symbol of Queen
  Destiny (a crescent moon and three stars) on one side and an open eye
  on the reverse, to identify himself to other members of the church.
  43
  CHAPTER 3: RULES, EQUIPMENT AND MONSTERS
  A Zealot of Pagari uses divination magic to locate the object of his quest.
  
  Members: The Eyes of Destiny is a lay organization thus its mem-
  bers are particularily devout non-clerical members of the church.
  While they can never hope to achieve high rank, they hope their ser-
  vice will be rewarded by the Fate Scribe or her clergy.
  STPs: Attack Bonus (quarterstaff), Disguise 51%, Glean
  Information, Intelligence Gathering, Stealthy Movement 51%, 
  Favored Weapons: The quarterstaff is the signature weapon of the
  Eyes, and they train for many long hours mastering its use.
  CLOTHING AND MUSICAL INSTRUMENTS
  A few items are native to Dijishy and the western Elos, though sim-
  ilar variants may be found in other lands, such as the distant
  Khydoban.  
  Castanets: A pair of castanets is a small percussion instrument con-
  sisting of two concave seashell-shaped pieces of wood, metal or ivory
  attached with a leather band.  The band is looped around the thumb
  and the pieces are rhythmically clicked together with the fingers.  
  Skill requirement for use: Percussion Instruments
  Bard Rule: A character using castanets imposes a –2 morale penalty on
  opponents when using his Performance ability.
  Chador: Modest white body covering for engaged Hasheri women,
  it is shapeless and allows only the face and hands to be seen.
  Chashya: This is a loose cloth headcovering secured in place by a
  pair of cords worn as headbands. Chashya come in a variety of colors
  with white or black being popular; also popular are stitched crosshatch
  patterns of red, black, or other colors.
  Chol: A turban that consists of a long scarf-like piece of cloth
  wound around the head or an inner hat.  Chol wearers usually wind it
  anew for each wearing, using long strips of cloth.  However, some mer-
  chants now sell turbans that are permanently formed and sewn to a
  foundation.
  Drum, Elos Kettle: The kettle drum is a large, heavy metal pot with
  a hollow brass or copper hemisphere for a base and a parchment drum-
  head.  It is played with special, cloth-swathed mallets and comes in sets
  of two to five.  It must rest on the ground to be played.
  Kettle drums originate in the lands of the Elos Desert, though they
  may now be found in many areas of Tellene.  The hobgoblins of
  Norga-Krangrel, as well as some gnoll tribes, are the primary users of
  kettle drums.
  Skill requirement for use: Percussion Instruments
  Bard Rule: A character using the bardic Performance ability can impose
  a –4 penalty on opponents’ morale.  A character using the bardic Influence
  ability imposes an additional –1 on opponents’ saving throws.
  44
  DIJISHY: THE CITY OF HISTORY
  Chador
  (Hasheri Dejy)
  Narja
  (Hasheri Dejy)
  Kathon
  Fez
  Chashya
  Veil
  Vest
  Table 3-1: Equipment
  Item
  Cost
  Weight (lbs.)
  Castanets
  1 sp
  -
  Chador
  8 sp
  2 lb.
  Chashya
  2 sp
  1⁄2 lb.
  Chol
  2 sp
  1⁄2 lb.
  Chol, formed
  4 sp
  1 lb.
  Drum, Elos Kettle
  15 gp
  20 lb.
  Fez
  3 sp
  1⁄2 lb.
  Kathon
  9 sp
  3 lb.
  Narja
  1 gp
  2 lb.
  Rebab
  21 gp
  4 lb.
  Sandals
  4 sp 
  1⁄4 lb.
  Slippers
  2 sp
  1⁄2 lb.
  Slippers, silk
  4 sp
  1⁄2 lb.
  Veils
  3 cp
  -
  Vest
  4 cp
  1 lb.
  
  45
  CHAPTER 3: RULES, EQUIPMENT AND MONSTERS
  Kathon: Common desert robes, they are made of wool or linen (or
  fus'tan, a combination of the two) and come in a variety of colors,
  either plain or with vertical stripes of any color.
  Fez: Simple hat like a truncated cone, with a tassel from the top cen-
  ter. It is most popular among the Yatak Dejy (maroon) and the clerics
  of the Holy Mother (gray).
  Narja: An all-body covering for Hasheri women that takes modesty
  to the extreme, shielding even the face and eyes from exposure with a
  thin mesh screen.  Narjas are available in a variety of colors, though
  brown and black are most common.  Although visitors may think that
  the dark gowns are hot to wear in the sun, the reverse is actually true.
  Being dark, the material absorbs heat from the body, which is dissi-
  pated by the near constant breeze that blows through the city.
  Rebab: The rebab is a small two-stringed instrument with a hollow
  and rounded body, a long, narrow neck on both ends, and three or
  four strings (usually with one doubled).  It is played with a bow while
  resting it on the shoulder or chest, or cushioning it in the armpit.  It
  most closely resembles a tiny banjo about 2 feet long and 3 to 4 inch-
  es wide (in the bowl area only), though its tone is more like a high-
  pitched viola.
  Skill requirement for use: Stringed Instruments
  Bard Rule: A character using a rebab can maintain an effect already in
  progress (so long as he began it with the rebab), while initiating another.
  Veils: Opaque veils may be worn for female modesty with a chador,
  but many veils are made of silky thin see-through material that actual-
  ly serve to heighten a sensual appearance, especially among dancers.
  Vest: While many Dejy wear robes, the poor may be seen laboring
  with a vest covering their otherwise exposed bodies. Vests were origi-
  nally made for men but non-Hasheri women have adopted them too,
  usually with more delicate materials and with expensive embroidery
  and patterns.
  WEAPONS
  Chinbane: The chinbane consists of a wooden shaft with a two-part
  iron head attached to one end.  Just below the arrowhead-shaped tip,
  on each side, is a barb pointing forwards towards the head.  With these
  barbs, the spear cannot be pulled or pushed out of the victim without
  causing even more damage.  
  Elemental Wheel: This flat steel ring possesses three curved, three-
  pronged, spikes.  These “flames” are set at the north, east and west
  points of the compass, with the wheel gripped at the south point.
  Each wheel is forged as a single piece.  Some are decorated with tassels
  or ribbons on either side of the grip.  
  Rijar: The rijar is a two-handed wooden staff covered in leather or
  cloth.  The rijar is used only as a bludgeoning weapon.
  Rishko: This 13-foot long pike is topped with a small, leaf-shaped
  blade.  
  Sharak: This two-handed axe consists of a bronze, semi-circular
  head fitted onto the wooden shaft by means of a tang.  
  Shortbow, Burning Red: This self shortbow is just under 4 feet
  long, requiring two hands to use it.  This shortbow is always painted
  with an unusual red color from which it gets its name. Any character
  that is Medium-sized or larger can use this bow while mounted.
  Slanji: The slanji is a deeply curved, double-edged bronze blade
  with a diamond-shaped cross-section and an unguarded hilt.  The
  shape of the blade makes it much easier for the wielder to maneuver a
  slashing attack around a shield, but makes it useless for most piercing
  attacks.  
  Axes and Picks
  Sharak
  8 gp
  6 lb.
  L
  H
  4
  1d4
  1d5
  1d6
  1d8
  1d10
  1d12
  65
  45
  25
  Miscellaneous Weapons
  Elemental Wheel
  2 gp
  1 lb.
  S
  H
  -3
  1
  1
  1
  1d6-4
  1d6-3
  1d6-2
  45
  35
  25
  Polearms and Poleaxes
  Rijar
  4 gp
  3 lb.
  L
  C
  3
  2d8
  2d6
  1d12
  1d8
  1d6
  1d6-1
  70
  60
  40
  Rishko
  12 gp
  9 lb.
  L
  P
  6
  1d6
  1d8
  1d10
  2d8
  3d6
  2d10
  70
  60
  50
  Spears and Lances
  Chinbane
  4 gp
  4 lb.
  M
  P
  2
  1d4
  1d6
  2d5
  2d6
  2d6+1
  2d8
  70
  60
  45
  Swords
  Slanji
  14 gp
  3 lb.
  M
  H
  0
  1d4
  1d6
  1d8
  2d5
  2d6
  2d6+1
  50
  30
  5
  TABLE 3.3: WEAPONS
  Weight
  Dmg
  Speed
  Damage vs.
  Base Availability
  Weapon
  Cost
  (lbs.)
  Size
  Type Factor
  T
  S
  M
  L
  H
  G
  Hi
  Med
  Low
  TABLE 3.2: MISSILE WEAPONS
  Range (yards)
  Base Availability
  Weapon
  Cost
  Weight
  Type
  Size
  ROF
  S
  M
  L
  Hi
  Med
  Low
  Short bow, Burning Red
  40 gp
  1 lb.
  P
  M
  2
  50
  100
  150
  60
  30
  10
  
  DESCRIPTION: Like
  its basilisk relatives, the
  salt basilisk is a danger-
  ous reptile that can pet-
  rify an opponent with a
  mere gaze.
  Salt basilisks are found only in arid deserts, where they lair in hidden
  caves and burrows, or simply bury themselves under sand dunes.  A
  salt basilisk has a thinner, more lizardlike body than a normal basilisk.
  Also, its back has fewer spines, and its tail is about 10-14 feet long
  (approximately twice as long as the standard basilisk’s).  A salt basilisk’s
  body is a light brown color, with a dark yellow underbelly, to better
  enable it to blend in with the desert sand.  An adult salt basilisk can
  grow to approximately 10 feet long, not counting its tail (which can
  stretch an additional 5 to 7 feet).  A salt basilisk weighs about 450
  pounds.
  COMBAT/TACTICS: Due to their coloration, Salt Basilisks have the
  Hide Talent which allows them a 40% chance of successfully conceal-
  ing their presence from intruders into their territory. They will attempt
  to remain camouflaged until their prey is close and bunched up so as
  to maximize the effect of their gaze attack.
  Salt basilisks rely on their petrifying gaze attack to transform prey into
  meals of rock salt. This gaze attack can even see into the Astral and
  Ethereal Planes.  Unlike their more sedentary relatives, though, they
  possess the Running skill (at mastery level 50) and will use it to aggres-
  sively pursue fleeing creatures.
  While it has strong, toothy jaws, the Salt Basilisk’s primary weapon
  is its gaze.  However, if its gaze is reflected so that the Salt Basilisk
  sees its own eyes, it will itself be petrified into a rock salt statue.  This
  requires light, about the brightness of a torch at night (the bright
  desert salt flats it inhabits provide ample illumination during the
  day), and a good, smooth reflector like a plate metal shield.  In the
  Astral plane the gaze kills, while in the Ethereal plane it turns its vic-
  tims into ethereal rock salt.
  HABITAT/SOCIETY: The salt basilisk burrows extensively as protec-
  tion from temperature extremes and even larger predators.  These bur-
  rows typically consist of a shallow ditch or tunnel with a central cham-
  ber and several exits.  The central chamber often measures up to 150
  feet in diameter and lies 5 to 15 feet deep in the soil, with the entrance
  covered by sand when the basilisk is at home.
  ECOLOGY ON TELLENE: The salt basilisk is a vicious predator of
  the Elos Desert.  It relies on its incredible speed and lethal gaze attack
  to turn its prey to salt, which comprises the bulk of its diet.  Those liv-
  ing on and near the salt flats of the Elos have grown large and some-
  what lazy, although they still retain their amazing bursts of speed for
  chasing away intruders.
  YIELD:
  Medicinal: Nil
  Spell Components: Powdered eyes mixed with ink can be used 
  for spells or potions of Protection from Petrifaction
  Hide/Trophy Items The hide can be crafted into +1 hide armor 
  Treasure: C
  Other: Basilisk blood is ideal for scroll ink.
  46
  DIJISHY: THE CITY OF HISTORY
  AKA: --
  HACKFACTOR:
  16
  EP VALUE:
  2800
  CLIMATE/TERRAIN:
  Warm Desert
  FREQUENCY:
  Rare
  ORGANIZATION:
  Solitary
  ACTIVITY CYCLE:
  Day
  DIET:
  Carnivore
  INTELLIGENCE:
  Semi (2)
  ALIGNMENT:
  Neutral
  NO.APPEARING:
  1
  SIZE:
  L (10’ long body)
  MOVEMENT:
  9”, Br 9”
  PSIONIC ABILITY:
  Nil
  Attack/Defense Modes:
  Nil/Nil
  MORALE:
  Daring (15)
  ARMOR CLASS:
  2
  NO. OF ATTACKS:
  1
  DAMAGE/ATTACK:
  2d6+4
  SPECIAL ATTACKS:
  Salt Gaze
  SPECIAL DEFENSES: See description
  MAGIC RESISTANCE:
  Standard
  HIT DICE:
  9
  Basilisk, Salt
  The range of the Salt Basilisk
  NEW MONSTER
  
  This section contains statistics and backgrounds for some of the
  major NPCs found within Dijishy.  The thousands of other citizens
  that inhabit the city can either be created by the GameMaster as need-
  ed, or assumed to be average members of their type as found in the fol-
  lowing section.
  DURVAK ANGKLIN
  Durvak began life in a dwarven mining town in the Elenon
  Mountains, where he apprenticed as a siege engineer.  He possessed a
  natural flair for unusual designs, although few lived up to his expecta-
  tions in the field.  It was while he was involved in a trading expedition
  to Dijishy that he found what he calls his 'true calling in life'.
  Bored with the mercantile activities of his colleagues, he wandered
  into the Great Sanctuary.  Having paid his entry fee, he began to
  peruse the books in the science section, intent of finding something to
  help him build a better next generation war machine.  What he uncov-
  ered was an obscure dwarven text on the potential of steam power.
  Durvak understood the basics of steam mechanics, but had never seen
  much use for them.  He had an epiphany.
  Unable to purchase the book, Durvak swore to return to Dijishy in
  order to study it further.  He purchased a small house with a cellar and
  subscribed to lifetime membership of the Great Sanctuary.
  Ever since then he has tried to make a living designing steam
  engines.  At first the city council was interested, listening to his talk of
  water raising machines, boring machines that could reach deep water
  tables, and machines that could provide an endless source of labor for
  grinding corn and riving looms.  They even granted him funds to start
  his work.  That was twenty-seven years ago and he has yet to perfect a
  single design.  Most explode, showering the surrounding area with
  dangerous pieces of shrapnel.  A few simply seize up.  The council
  withdrew its support after the first fatality, but Durvak continues his
  personal quest to perfect steam power.
  He has twice been arrested for breach of the peace and endangering
  lives, but he simply pays the fines and struggles on.  However, his
  funds are almost exhausted and he needs to find regular income (a
  siege engineer is of limited use in Dijishy but he loves the city and will
  not leave).
  Appearance: Durvak's face and beard are normally covered in soot,
  a byproduct of his work.  He wears a thick leather apron and gloves,
  which he swears are made of dragon hide.  At work he is never seen
  without his tool belt and he often forgets to take it off when visiting
  socially, which merely adds to his reputation of being a harmless crank.
  Personality: An approachable sort, Durvak is more than happy to go
  into lengthy technical discussions on his theories of steam power, but
  his voice is very unemotional, even when he is excited (which is nor-
  mally when he is discussing steam engines).  He is restless when not
  working and absent-mindedly draws new designs on whatever medi-
  um he has to hand.
  Durvak Angklin
  Male Engineer
  LG Mountain Dwarf (1+1 HD)
  Attack and Movement
  Melee 1 attack/rnd; Warhammer (1-6) 
  Atk Bonuses Melee +1 to-hit, +3 damage (additional +1 to-hit 
  vs. Orcs, Goblins, Hobgoblins and their variants)
  BSL: Defenders AC
  MV 6”
  Defense
  hp 29
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  Def Bonuses: Ogres, Trolls, Giants & variants get -4 to-hit
  AC 9 (leather apron equivalent to robes)
  Leather Apron  AC: 9 ❑
  Traits
  Abilities Str 15/61, Int 16/83, Wis 15/07, Dex 12/15,
  Con 16/51, Cha 9/05, Com 8/22
  Honor low
  Skills Blacksmith Tools (51), Blacksmithing (53), Engineering 
  (70), Maintenance/Upkeep (general),
  Languages brandobian, common, deji, dwarven,
  Equipment
  leather apron, engineering drawings & sketches, assortment 
  of badly chewed quills, belt, blacksmith tools, and 
  warhammer
  ELAMAR CRANDIN
  Elamar Crandin was born an Eldoran and came to Dijishy as a
  young child.  His parents were both members of the Inevitable Order
  of Time, and came with other pilgrims to visit the Great Sanctuary.
  They never left.  The local prophets detected in Crandin the mark of
  one chosen by the Fate Scribe and he was sworn in as a priest at the
  age of fourteen, to the delight of his aging parents.
  47
  Residents of Dijishy
  Adventure Seed
  As fortune has it, Durvak won an old map in a game of chance with a vis-
  iting merchant barely a year ago. The map purports to show an ancient
  tomb buried in the desert a day's match from Dijishy. All he needs now is
  someone willing to retrieve the treasure that undoubtedly lies within.
  
  He was, and still is, a devoted member of the church, working tire-
  lessly and rising through the ranks through diligence and his natural
  ability to receive and interpret visions.  Many who knew him as a
  youth swore that he was destined for greatness.  Whilst others adven-
  tured to learn their place in the world, Crandin accepted that a high-
  er force guided his actions.  He truly understood what the Fate Scribe
  had in store for him, and so studied the art of diplomacy.
  Although eligible, Crandin turned away from the path of becoming
  a zealot.  Many in the church were mortified that one of their most
  adept pupils in a generation would refuse such an honor, but Crandin
  admonished them, asking them who they were to go against the Fate
  Scribe's plans for him.  
  By the age of thirty, he had risen to the rank of Prophet and Chief
  Librarian of the Great Sanctuary, a position seen by many as a step-
  ping-stone to High Prophet.  Under his leadership the library expand-
  ed, and was reorganized into the system that exists today.  New books
  were sought through a system of church agents, and a system of mak-
  ing more money by allowing visitors to copy tomes was introduced.
  His predecessor, High Prophet Sharvin, treated Crandin as a son, rely-
  ing on him more and more as he grew older to govern the city.
  His supporters preach that Sharvin had a vision on his deathbed that
  Crandin was to be his successor; his enemies prefer to spread the tale
  that Crandin simply assumed the title the moment the old man died.
  Either way, Crandin was elevated to High Prophet and ruler of Dijishy.
  Crandin has run Dijishy for two decades.  Through his benevolent
  guidance the city has prospered and the populace has little to grumble
  about (except taxes, of course).  He understands the forces of fate that
  control every citizen under his protection and only interferes when
  there may be a threat to Dijishy.  If Lady  Time objects, she has yet to
  inform him.
  Appearance: Crandin wears his gray hair close cropped.  He has
  brown eyes, a well-trimmed gray beard, and a sun weathered face.  He
  is never seen wearing anything than his clerical raiment (a light green
  robe with nine small holy symbols, three silver stripes on the collar,
  and a silver-trimmed leather cap), and carries a quarterstaff tipped
  with silver.  He keeps a small box tied to his belt and wears a golden
  necklace.
  Personality: Crandin's reputation rarely lives up to expectations.
  He is a humble man, who accepts his lot in life with unquestioning
  ease.  When he speaks, his deep yet calm voice is hard to ignore.  He
  is devoted to his deity and his city and, although he has the council to
  run affairs, always has his finger on the pulse of the city.
  Elmar Crandin
  Male 9th level Cleric of Pagari
  N Human
  Attack and Movement
  Melee 1 attack/rnd; Quarterstaff +3 (1-6+3) 
  Atk Bonuses Melee +3 to-hit
  MV 12”
  Defense
  hp 83
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  AC 10 
  Spell Immunities: Befriend, Cause Fear, Charm Person,
  Command, Hypnotism
  Spells
  1st level: Befriend,Command,Cure Light Wounds (x2),Endure
  Heat/Cold, Indulgence, Sanctuary, Summon Divine Lackey,
  Wind Column
  2nd level: Aid, Augury, Draw Upon Holy Might, Enthrall, Know 
  Alignment, Withdraw
  3rd level: Hold Persons, Magical Vestment, Meld Into Stone,
  Speak to the Dead, White Hot Metal
  4th level: Cure Serious Wounds, Free Action, Tongues
  5th level: Detect Ulterior Motive, True Seeing
  Traits
  Abilities Str 11/22, Int 14/61, Wis 19/26, Dex 12/14,
  Con 14/48, Cha 16/83, Com 14/31
  Honor 95 (high)
  Skills Administration (78), Ancient History (77), Astrology (87),
  Current Affairs (91), Diplomacy (83), Divine Lore (66), History: 
  Local (78), Knowledge of Courtly Affairs (76), Leadership: 
  Basic (65), Leadership: Committee (66), Oration (76), Religion: 
  General (70), Religion: Pagari (90), Reading/Writing, Resist 
  Persuasion (67), Rousing Speech (80), Social Etiquette (68)
  Talents Divination
  Languages brandobian, common, deji, dwarven
  Equipment
  Quarterstaff +3, clerical vestments, holy symbol
  ROSHNYR THE SCHOLAR
  Roshnyr was born to a junior librarian and his wife some sixty years
  ago.  As a youth, he accompanied his father to work, and sat reading
  books in the Great Library while his parents worked.  By the time he
  was ready to start training in a profession he was conversant in six lan-
  guages, was well read on a number of subjects, and had already devel-
  oped some of his own theories.
  Not wishing to waste his talent for learning, his parents apprenticed
  him to the Great Library to be a librarian, though he was not a par-
  ticularly devout follower of the Fate Scribe's faith.  Roshnyr's mind
  was not on becoming one of the faithful, and at seventeen he quit his
  job and took up with a wizened scholar that lived in the back streets
  of Dijishy.  There, he learned about the "secret" history of Dijishy,
  studied the lands of the western Elos Desert, and became an expert on
  48
  DIJISHY: THE CITY OF HISTORY
  48
  
  the flora and fauna of the desert.  In truth, everything he learned was
  from books - he never stepped foot outside of Dijishy.
  Since finishing his apprenticeship, Roshnyr took up the study of
  magic, predominantly to prove that he could and partly to gain access
  to secret wisdom known only to mages.  He has gone on to become
  one of Dijishy's most recognized scholars and he is considered an
  expert in over half a dozen subjects.
  He now splits his time between his business as a scholar for hire,
  writing books on a variety of topics, and reading in the Great
  Sanctuary.  His books, though widely read in Dijishy, often border on
  the lunatic fringe of scholarly study and include topics such as, "The
  Maritime Empire of the Elos Desert", "The Hidden Secrets of
  Dijishy", and "The Return of the God-Kings".  These "masterpieces"
  are little more than compilations of and commentary on other tomes
  in the Great Sanctuary.
  In seventy years, he has yet to walk beyond the gates of his home
  city.
  Appearance: Roshnyr walks with a pronounced stoop ("because of
  my large brain"), wears his grey hair in a ponytail ("it makes me look
  younger"), and wears garishly colored robes ("I am at the cutting edge
  of fashion").  His basenji (named 'Familiar') is a normal dog in all
  respects despite its name, and always accompanies him.  Roshnyr is
  still recovering from the loss of his previous familiar, a lizard named
  'Tongue'.
  Personality: Roshnyr is ego personified.  If he does not know it,
  then it is not worth knowing (or so he claims).  He is also very argu-
  mentative, especially if his theories are being debunked, though he is
  never violent and will run at the first sign of physical trouble.
  Roshnyr
  Male 6th level Diviner
  N Human
  Attack and Movement
  Melee 1 attack/rnd; Quarterstaff +2 (1-6+2) 
  Atk Bonuses Melee +2 to-hit
  MV 12”
  Defense
  hp 34
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  AC 10 
  Spell Immunities: 1st level Illusions
  Spells
  1st level: Horvath’s Guess, Identify, Mend, Shift Blame, Unseen 
  Servant, Write
  2nd level: Invisibility, Locate Object, Premonition
  3rd level: Clairaudience, Clairvoyance, Wraithform
  Traits
  Abilities Str 11/07, Int 19/24, Wis 15/27, Dex 12/54,
  Con 10/16, Cha 8/15, Com 10/16
  Honor 30 (average)
  Skills Botany (93), Culture (dwarven) (90), Geology (92),
  Herbalism (87), History: Local (108), History: World (96),
  Poetry, Writing and Comprehension/Interpretation (82),
  Reading/Writing
  Quirks: Self Absorbed, Wuss-of-Heart
  Languages brandobian, common, dejy, dwarven, elven,
  hobgoblin, kalamaran, reanaarese, svimohzish
  Equipment
  Quarterstaff +2, quills, scrollcase, several magical scrolls 
  (GM's choice), Ring of Mind Shielding, Lifelong Membership 
  of the Great Sanctuary seal, and his pet basenji dog (named 
  'Familiar')
  SENDER ELKIN
  Sender hails from the Duchy of O'Par and claims to be a member
  of a small elven community living in the Pipitul Woodlands.  Few res-
  idents of Dijishy have traveled extensively enough to know that the
  woods are home to little more than an elven military garrison.
  Sender arrived in Dijishy eight years ago with a caravan that had
  passed through O'Par on its long trek.  She claimed that her master,
  who she refused to name out of diplomatic tact, had sent her to copy
  all of the books in the Great Sanctuary and return them to her home-
  land.  At first the librarians were unsure, but she paid her lifetime
  entrance fee in gold, produced her credentials as a royal scribe, smiled
  sweetly, and was allowed to begin work almost immediately.
  Since then, she has worked hard at her task, spending many hours a
  day in the Great Sanctuary, surrounded by blank books and a moun-
  tain of scrolls.  The scratching of her quill on parchment is now accept-
  ed as a natural sound in the echoing halls.  She has never paid to
  become a citizen of Dijishy, but her face is so well known that she is
  treated as a native and has a wide circle of friends.
  Amongst these friends are most male members of the city council,
  who have hired her to produce documents on occasion (her calligra-
  phy skills are excellent).  Her unswerving loyalty to her lord's order has
  made her the talk of the town and she has attended many important
  social functions, dining with some of the city's finest citizens.
  If this sounds too good to be true, there is good reason.  Sender is
  actually a spy for Duke Gadadik of O'Par.  Unable to place an agent
  directly on the city's council because of Elamar Crandin's unnatural
  ability to spot impostors, he has managed to sneak one in through the
  side door.
  Sender is copying books and sending them back, but if anyone
  checked (and the librarians are generally too polite to bother her at
  work) they would soon learn that she has copied books on geography,
  history, military strategy, and politics, ignoring more aesthetic works.
  A fellow agent visits Dijishy every year on a visiting trade caravan, col-
  lects the books she has copied, and gives her a list of new books to
  duplicate.  The spy also smuggles any tidbits of information she has
  gleaned back to the duke.  The information may be old news when it
  arrives in O'Par, but it is from the mouths of high-ranking officials.
  Appearance: Sender is extremely attractive, with shoulder length
  brown hair, skin of a reddish brown, bright green eyes, and a smile that
  could melt stone.  Her figure is normally concealed beneath long,
  flowing robes, but she walks with an air of elegance.
  Personality: Sender has been seen socially in the company of most
  male members of the council at one time or another.  She is a charm-
  ing companion, graceful in movement and eloquent in speech.  She
  speaks Dejy or Dwarven when dealing with locals.  She never forgets
  a face.
  49
  CHAPTER 4: RESIDENTS OF DIJISHY
  Adventure Seed
  Roshnyr believes that he has uncovered incontrovertible proof that
  secret chambers lie hidden beneath the dusty streets of Dijishy. These
  chambers are reachable through the cisterns and water channels, and are
  likely to contain immensely valuable knowledge. In return for acting as his
  hands and eyes, Roshnyr is willing to offer a group of adventurers a very
  lucrative deal - Roshnyr gets anything of scholarly value; they keep the rest.
  He will forget to warn them of the deadly traps and guardians that his
  researches have uncovered.
  
  Sender Elkin
  Female Spy
  CG Half-Elf (Men: Middle Class Citizen, 1⁄2 HD)
  Attack and Movement
  Melee 1 attack/rnd; Dagger +1 (d6-1) 
  BSL: Defenders AC -3
  MV 12”
  Defense
  hp 12
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  Def Bonuses: 30% resistance to Sleep & Charm
  AC 9 (Dex)
  Traits
  Abilities Str 10/31, Int 16/06, Wis 13/74, Dex 13/64,
  Con 11/41, Cha 16/18, Com 18/48
  Honor high
  Skills Calligraphy (54), Graceful Entrance/Exit (43), Mingling 
  (Balls, Parties) (52), Penmanship (42), Reading/Writing,
  Seduction, Art of (60), Ulterior Motive (63) 
  Talents: Grace Under Pressure, Photographic Memory
  Languages brandobian, common, deji, dwarven, elven
  Equipment
  Large bundle of parchment, scrollcase, inkpots, quills, knife,
  dagger +1, scholar's outfit, and Lifetime Membership of Great
  Sanctuary seal
  SHISHETH GNOLLHAMMER
  Shiseth Gnollhammer is currently commander of the mongoose
  choth and Great Captain of Infantry.  The latter position he holds only
  because the bullied the other captains into nominating him, the for-
  mer because he is a skilled warrior.
  Like most military officers in Dijishy, Shiseth began his army days
  at the bottom, enlisting as a private at the age of twenty-two.  Though
  born in the city, he had spent the previous six years working as a cara-
  van guard on the route between Dijishy and O'Par.  It was during this
  period that he acquired his nickname, leading a squad of fellow guards
  against a gnoll band that was harassing the caravan he was guarding.
  Though he enjoyed the work, he wanted more responsibility and
  "retired" to Dijishy to enlist in the regular army.
  His captain was a weak willed man and was soon pressed into pro-
  moting Shiseth to sergeant, over the heads of men who had been wait-
  ing longer.  Shiseth effectively ran the choth from that point onwards,
  happily punching down anyone who tried to stand up to him.
  Although against the city's code, Shiseth's men became his private
  constables, wading into break up crimes with spear butts and fists.
  The mongooses developed a bad reputation around this time.
  Shiseth served as a sergeant for five years before being promoted to
  captain.  His disciplinary record was actually very good, as no one had
  the courage to lodge a complaint about him.  He has served as captain
  of the mongoose choth for the last seven years, and sees himself as a
  possible candidate for the post of Overseer of Defense in the future.
  Appearance: Shiseth is a professional soldier and dresses as such.  All
  of his equipment is spotless (thanks to his men spending their free
  time maintaining it), his hair is short, and his muscles are like iron,
  presenting a formidable image.
  Personality: Shiseth is a thug through and through.  Although
  respectful to the Overseer of Defense, he bullies his men mercilessly
  and is universally despised by the infantry.  Infantrymen in his choth
  are forced to maintain his equipment, wait on him hand and foot, and
  follow every order without question or hesitation.  If they displease
  him, he beats them senseless.
  Shisheth Gnollhammer
  Male 5th level Fighter
  N Human
  Attack and Movement
  Melee 3⁄2 attack/rnd; longsword (1-8) 
  Atk Bonuses Melee +4 to-hit, +8 damage
  Missile 1 attack/rnd, javelin (1-6)
  Atk Bonuses Missile +5 to-hit, +6 damage
  MV 12”
  Defense
  hp 59
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  AC 3 (leather armor, med. metal shield, dex)
  Leather Armor  AC: 8  ❑❑  9 ❑
  Med.Metal Shield  AC: +3  ❑❑❑❑❑  +2 ❑❑❑❑  +1 ❑❑❑  +0 ❑
  Traits
  Abilities Str 18/66, Int 11/15, Wis 14/08, Dex 15/44,
  Con 15/41, Cha 10/07, Com 10/32
  Honor 37 (average)
  Skills art of beating (54),attitude adjustment (37),berate (40),
  leadersip: basic (27), longsword specialization,
  riding: land-based (camelid) (52), shaving/grooming
  Quirk: Sadist
  Languages common, dejy, dwarven,
  Equipment
  Leather armor, javelin, dagger, longsword, 13 g.p.
  STOCK NPCs
  These NPCs are 'stock' characters, ready to be used when a GM
  needs a typical member of a given class or profession.
  The individual GameMaster should feel free to expand them into
  full NPCs if the characters encounter them on a regular basis, but do
  keep their profession and relative level in mind.  
  Nar-kosh “Captain of Infantry” (HF 5, EP 510, Soldier 5, Str 16/12, Int
  12/16, Wis 13/02, Dex 14/73, Con 15/02, Cha 14/83, Com 13/58, AL LN,
  AC 5 (leather armor, small shield, dex), MV 12”, HP 60, SZ M, #AT 1, D
  1d8+5 (Scimitar +1), SA +3 to-hit in meele from Str & weapon, Lang:
  common, dejy, Hon: (Average), TOP 18, Crit BSL: Def AC +4, FF 7,
  Notable Skills: armor maintenance, dig hasty grave, knowledge of
  courtly affairs (23), leadership: basic (52), mapless travel (34), military:
  battle sense (62), military: operations (28), military: small unit tactics
  (51),reading/writing,rousing speech (29),shaving/grooming,weapon
  maintenance
  50
  DIJISHY: THE CITY OF HISTORY
  Adventure Seed
  A minor disagreement between the characters and a local shop owner is
  broken up the mongoose choth wading in and giving the characters a rough
  time. They may even be dragged through the courts if they resist with phys-
  ical force. Later, in a tavern, the mongoose's sergeant approaches them out
  of uniform. He explains the situation with Shiseth and offers them money,
  collected from the men, if they will "give the thug a kicking he'll never for-
  get."  Is this a setup or men looking for payback?
  
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  leather armor  AC:  8 ❑❑ 9 ❑
  wooden small shield  AC:  +2 ❑❑ +1 ❑❑  +0 ❑
  Nyr-kosh “Lesser Captain of Infantry” (HF 2, EP 143, Soldier 2, Str 15/03,
  Int 11/12, Wis 12/74, Dex 14/22, Con 14/23, Cha 12/41, Com 13/38, AL
  LN, AC 5 (leather armor, small shield, dex), MV 12”, HP 36, SZ M, #AT 1,
  D 1d6+3 (spear), SA +1 to-hit in meele from Str, Lang: common, dejy,
  Hon: (Average), TOP 18, Crit BSL: Def AC -1, FF 6, Notable Skills: armor
  maintenance, dig hasty grave, leadership: basic (26), military: battle
  sense (26), reading/writing, shaving/grooming, weapon maintenance
  HPs:❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  leather armor  AC:  8 ❑❑ 9 ❑
  wooden small shield  AC:  +2 ❑❑ +1 ❑❑  +0 ❑
  Dijishy Infantry (Men: Soldier): HF 1, EP 15, Int Average,AL LN,AC 7, MV
  12”, HD 1, HP 26 ea, SZ M, #AT 1, D 1-6 (spear) or 1-6 (javelin), TOP 13,
  Crit BSL: Def AC -2,FF: 6,STPs: riding: shaving/grooming,weapon main-
  tenance, Language: dejy, References HoB 5 p. 13
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  leather armor  AC:  8 ❑❑ 9 ❑
  wooden small shield  AC:  +2 ❑❑ +1 ❑❑  +0 ❑
  Dijishy Cavalry (Men: Soldier): HF 1,EP 15,Int Average,AL LN,AC 7,MV
  12”, HD 1, HP 26 ea, SZ M, #AT 1, D 1-6 (lt. horse lance) or 1-8 (scimitar),
  TOP 13, Crit BSL: Def AC -2, FF: 6, STPs: riding: land-based (equine) (53),
  shaving/grooming, survival, desert (26), weapon maintenance,
  Language: dejy, References HoB 5 p. 13
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  Medium Metal Shield  AC:  +3  ❑❑❑❑❑ +2 ❑❑❑❑ +1 ❑❑❑ 0 ❑
  Dijishy City Guard (Men: Police/Constabulary): HF 1, EP 15, Int
  Average, AL LN, AC 5, MV 12”, HD 1, HP 25, SZ M, #AT 1, D 1d6 (club),
  TOP 12, Crit BSL: Def AC -2, FF: 6, STPs: armor maintenance,
  shaving/grooming,
  weapon 
  maintenance,
  Language: 
  dejy,
  References HoB 5 p. 13
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  leather armor  AC:  8 ❑❑ 9 ❑
  wooden small shield  AC:  +2 ❑❑ +1 ❑❑  +0 ❑
  Desert Scout (Men: Tribesman): HF 1,EP 15,Int Average,AL N,AC 9,MV
  12”, HD 1⁄2, HP 14, SZ M, #AT 1, D 1d8 (scimitar), TOP 7, Crit BSL: Def AC -
  4,FF: 7,STPs: customs and etiquette (desert tribes) (47),forage for food
  (desert) (55), history: local (30), mapless travel (62), riding: land-based
  (camelid) (43), survival, desert (58), tracking (29), weather sense (40),
  Languages: common, dejy, References HoB 5 p. 14
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  wooden buckler  AC:  +1 ❑❑  +0 ❑
  Librarian, human zealot of Pagari (HF 2, EP 512, Zealot 5, Str 10/54, Int
  14/11, Wis 15/84, Dex 10/48, Con 12/22, Cha 11/10, Com 10/15, AL N,
  AC 10, MV 12”, HP 42, SZ M, #AT 1, D 1d2 (punching), SA spells, Lang:
  common, dejy, dwarven, svimozish, Hon: 28 (Average),TOP 24, Crit BSL:
  Def AC, FF 6, Talents: Prophesy, Notable Skills: astrology (47), history:
  local (36), reading/writing, religion (Pagari) (54),
  Spells: (1st) Detect Illusion, Detect Phase, Endure Heat/Cold, Identify,
  Know Direction, Read Magic (2nd) Augury, Detect Charm, Detect
  Invisibility, Locate Object (3rd) Clairaudience
  Library Guard - Member of Eyes of Destiny (Men: Police/Constabulary):
  HF 1, EP 15, Int very, AL LN, AC 8, MV 12”, HD 1, HP 25, SZ M, #AT 1, D 1d6
  (quarterstaff), SA: +1 to-hit with quarterstaff, TOP 12, Crit BSL: Def AC -
  1, FF: 6, STPs: attack bonus (quarterstaff), disguise (51), glean informa-
  tion (27), intelligence gathering (28), stealthy movement (51), shav-
  ing/grooming, weapon maintenance, Language: common, dejy,
  References HoB 5 p. 13
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  leather armor  AC:  8 ❑❑ 9 ❑
  Scholar (Men: Middle Class Citizen): HF 1, EP 15, Str 7, Int 15/51, AL LN,
  AC 10, MV 12”, HD 1⁄2, HP 11, SZ M, #AT 1, D 1 (punching),TOP 5, Crit BSL:
  Def AC -5, FF: 3, STPs: ancient history (40+d20), culture (choose a race
  or nationality as necessary) (20+2d20), history: local (40+d20),
  Languages: common, dejy +2 more as appropriate, References HoB
  5 p. 12
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑
  Dijishy Merchant (Men: Merchant/Trader): HF 1,EP 15,Int very,AL N,AC
  10, MV 12”, HD 1⁄2, HP 12, SZ M, #AT 1, D 1-2 (punching), TOP 6, Crit BSL:
  Def AC -4,FF: 3,STPs: bartering (43),coin pile numerical approximation
  (26), haggle (56), parley (18), Languages: common, dejy, dwarven,
  References HoB 5 p. 11
  HPs:
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  51
  CHAPTER 4: RESIDENTS OF DIJISHY
  
  The world of Tellene, like all other places, did not always exist.  It is
  believed that the Creator, a being of enormous power and intellect, devel-
  oped the universe for her own amusement.  Finding the newly created cos-
  mos wondrous yet unsatisfying, she brought forth from her fingertips life
  forms to inhabit the various planes of existence.
  A total of fifty-four gods, each portraying a specific characteristic or
  related characteristics of the Creator, from life and truth to death and
  deceit, were brought into existence to govern the cosmos under the watch-
  ful eye of the Creator.  In order to serve the needs of her children, she also
  fabricated various species of creatures: dragons, dwarves, elves, primitive
  races, insects and all creatures in-between.  The gods gathered periodical-
  ly to discuss the state of events on their different planes and the Creator
  assigned further responsibilities.  This system worked effectively for many
  eons.
  However, intelligent individuals, especially gods, are prone to feel indig-
  nant toward authority and the limitations that come with being inferior;
  and the chaotic gods began to resent the control the Creator had over
  them.  It was with this in mind that several deities, led by the Confuser of
  Ways, formed a plan for the demise of the Supreme One.
  The Creator, of course, learned of their scheme, but she was intrigued.
  She allowed their plan to continue, and created the illusion of her demise
  by allowing her essence to be trapped in a crystal shard.  Fearing that the
  destruction of the shard would mean an end to all existence, the culprits
  secreted the shard in a well-guarded fortress on a distant plane.  Shortly
  thereafter, the Corruptor and the Confuser of Ways conjured false evi-
  dence linking the Overlord to the apparent death of the Creator.  This sit-
  uation infuriated all the good deities and they immediately formed a coali-
  tion to bring the flabbergasted Overlord to justice.  
  With the Creator apparently absent, opposing gods immediately tried
  to destroy one another; law fought chaos, good fought evil and the neu-
  tral gods tried to hold the cosmos together.  The ensuing mayhem shook
  the planes and resulted in the death of eleven deities.  However, just as the
  Overlord was about to be the next god slain, the Lord of Silver Linings
  called upon the Riftmaster to magically whisk the Overlord away into cap-
  tivity on Tellene.  All other deities believed him to be dead.
  The conflict continued until a wondrous evolution took place.  To the
  delight of the gods, various races, including humans, began to evolve on
  Tellene.  The attention of the deities was quickly diverted to Tellene.  They
  watched in wonder and amusement as the rapidly advancing races spread
  their influence across the planet.  
  Since the gods found that their power grew in proportion to the num-
  ber of worshippers they attracted, each god competed for the right to
  make worshippers of the new races.  Old disputes quickly rekindled and
  the gods were once again at odds with each other.  This time, however, the
  gods decided to fight one another through their worshippers because they
  feared personal destruction as witnessed in prior battles.  The Creator now
  sits silently amused, watching the events on Tellene unfold under the
  manipulation of the deities she created. 
  Although The Creator takes a hands-off approach with regard to events
  on Tellene, She still retains a sect of worshippers. These monotheists
  regard all other gawds as false in that only The Creator is omnipotent.
  They are truly “old school” and eschew Zealotry as a bastardization of true
  clerical faith.
  CHURCH OF THE CREATION
  “We seek to uncover the past, but also prepare for the future.  Until the
  Creator's return, we shall gather the lost secrets of Tellene to better under-
  stand her plans, and work to thwart those gods who brought about her dis-
  appearance."
  THE DEITY
  NAME(S): THE HOLY MOTHER, HOMEMAKER, THE COUN-
  SELOR
  REGIONAL NAMES (HUMAN): Evlendu (Brandobian), Yulan
  (Dejy), Engill (Fhokki), Ulani (Kalamaran), Oolean (Reanaarese),
  Shonoriz (Svimohzish)
  RACIAL NAMES (HUMANOID): Urdean (Dwarven), Wyldin
  (Elven), Berexia (Gnomish), Tolindu (Halfling), Suwikki (Hobgoblin),
  Ogorum (Orc)
  SPHERES OF INFLUENCE: The Creator is the god of all things.
  ALIGNMENT: Not applicable.  The Creator has no alignment that can
  be understood by lesser creatures.  Clerics are usually of good or neutral
  alignment; clerics of evil alignment are possible, but rare.
  APPEARANCE: The Creator has not appeared on Tellene for eons.
  THE CLERGY
  NAME: Disciples of the Creator
  WORSHIP: Worship takes place in secluded temples hidden away
  from prying eyes.  
  HOLY SYMBOL: An entangled vine (called the "vine of life" from
  which all things come).  The vine shows one leaf for each of the gods of
  Tellene (including those who have perished) for a total of fifty-four.
  HOLY DAYS: Every day is considered holy, though special considera-
  tion is given to the first day of the new year.  This day represents the cre-
  ation of Tellene and its inhabitants. 
  HOLY COLORS: The Creator does not favor any particular color.
  HOLY ANIMAL: The Creator does not favor any particular animal.
  RAIMENT: Disciples of the Creator tend to dress in plain white robes.
  52
  Church of the Creation
  
  ADVANCEMENT: Advancement within the church comes through
  seniority and the memorization of sacred texts and commentary on those
  texts.  The organization is particularly enamored with their own history,
  meaning that clerics receive extensive training in history, ancient languages
  and archaeology.  Special consideration for advancement is given to clerics
  who discover a new and interesting fact about the history of the church
  while studying the ancient texts and artifacts.
  SACRIFICES: Followers pray for at least ten minutes, usually giving
  thanks or requesting aid, three times a day.
  MAJOR TEMPLES: The largest temple on Tellene rests in the city of
  Dijishy, on the western edge of the Elos desert.  It is supposed that sever-
  al others exist throughout the Sovereign Lands, but their exact location is
  unknown.
  The Disciples build simple hidden chapels accessible only via secret
  doors.  Because of the danger to the faith if evil clerics discover the tem-
  ple, the Church is slow to build these temples and draconian in their
  maintenance of secrecy.  They usually represent the work of generations
  and a long history of faithful following rather than the efforts of a single
  ambitious cleric.
  FRIENDS AND ALLIES: Since the clerics and followers of the Creator
  are generally unknown, they do not have any allies – at none that are aware
  of who they truly worship.
  FOES AND ENEMIES: The Corruptor and the Confuser of Ways,
  who sent their followers to destroy the temples of the Creator and slay her
  followers.
  SAYINGS: "When the Creator returns, all will be revealed."
  THE HOLY BOOK
  The canon of the Disciples, known simply as “The Writings,” usually
  has a soft brown leather cover with corners and spine of metal (usually sil-
  ver or gold).  Interestingly, it has no apparent order.  Instead of organized
  chapters, it contains lost texts known only to the Disciples.  The pieces
  have been carefully selected by a cleric of great skill so that when read in
  order, they paint a beautiful and clear image of the faith’s beliefs.  
  Forbidden acts mentioned in The Writings include murder, unlawful
  imprisonment, and the destruction of knowledge.  Clerics are encouraged
  to search for lost texts, to start families, and convert only those who can
  be trusted to keep the faith and its works secret.  
  The Writings is available only to proven worshippers of the Creator, and
  is forbidden to outsiders.  Misplaced or stolen copies are tracked down and
  recovered with the greatest alacrity.  The Writings costs 35 gp and is avail-
  able to followers at any secret temple of the faith.
  CLERICS
  Disciples of the Creator are a secretive bunch concealed from the rest of
  the world.  They hide in their homes, spending countless hours memoriz-
  ing their sacred texts.  When the clerics are prepared, they are allowed to
  leave their homes and wander the world, where they thwart the extremist
  plans of other faiths.  While wandering the world, the clerics search for
  lost texts, start families, and occasionally attempt to
  gain a few converts from trusted friends.
  Adventures: The Disciples' adventures serve
  everyone and everything.  Depending on the situa-
  tion, they may give no preferential treatment to
  humans or humanoids over animals or monsters.
  They work towards their own agenda.
  Characteristics: Disciples of the Creator prefer to
  study ancient texts and solve mental problems, but
  they freely apply their abilities to more practical pur-
  poses when necessary.  They view combat in general as a danger, since it
  might draw unwanted attention to their church, although they are often
  willing to take part in combat against clerics of the Corruptor and the
  Confuser of Ways.  
  Background: Disciples of the Creator, because of the faith’s secrecy, are
  often born into the faith.  Following in the footsteps of one or both par-
  ents, the Disciple is expected to serve as well.  Others join this faith ini-
  tially through invitation from a Disciple, or because of some divine inspi-
  ration after encountering writings about the Creator.
  Races: Elves are most likely to follow at least some of the major tenets
  of this faith, and many of its’ leaders are elves.  Humans follow in promi-
  nence.  Dwarves, gnomes and halflings might pay homage to the god in
  certain circumstances, but they rarely devote themselves to clerical posi-
  tions.  Other races are rarely followers of the Creator.
  Relations With Other Classes: Disciples of the Creator work well with
  magic-users and most other clerics, as these classes tend towards knowl-
  edge and learning.  They see characters who swing first and ask questions
  later (if ever) as dangerous.  Thieves are seen as untrustworthy, though
  Disciples acknowledge that some of their ilk do have the ability to keep a
  secret.  The typical Disciple does not hold any person in high regard if he
  refuses to consider the 'big picture' or expand his mind with knowledge.
  Relations With Undead: Disciples must destroy undead at great cost,
  but need not sacrifice themselves or others.  Disciples may animate or
  associate with undead only in rare, vital situations important to the faith.
  This may still bring excommunication, if the church leaders do not agree
  with the cleric's assessment of the situation.  There is no penalty of excom-
  munication for animating the bodies of unintelligent creatures.
  Role: Disciples of the Creator exist to retrieve lost knowledge, and trav-
  el with an adventuring party is often a mutually beneficial arrangement.
  They translate ancient texts routinely and with flair.  In an adventuring
  party, they serve as the party's moral conscience, and the traditional role
  of combat healer is well within their ability.
  53
  CHAPTER 5: CHURCH OF THE CREATION
  Table 5-1: Disciples of the Creator
  Temple Rank
  Rank
  Title 
  Raiment
  1
  Initiate
  Plain white robes
  2
  Antiquarian
  Plain white hood and robes
  3
  Archivist
  Plain white hood and robes with 
  yellow stripe at the bottom
  4
  Archivist
  Plain white hood and robes with 
  orange stripe at the bottom
  5
  Archivist
  Plain white hood and robes with 
  red stripe at the bottom
  6
  Archivist
  Plain white hood and robes with 
  green stripe at the bottom
  7
  Archivist
  Plain white hood and robes with 
  blue stripe at the bottom
  8
  Archivist
  Plain white hood and robes with 
  purple stripe at the bottom
  9
  Master of Scrolls
  Plain white hood and robes with 
  gold stripe at the bottom
  10
  Master of Artifacts
  Plain white hood and robes with 
  vine of life pattern growing out of 
  a gold stripe at the bottom
  The holy symbol for a
  Disciple of the Creator is a
  small silver sphere engraved
  with the vine of life.
  
  This chapter includes a small sample of books that can be found in the
  Great Sanctuary of Knowledge.
  Language Abbreviations
  ABd = Ancient Brandobian,  AKm = Ancient Kalamaran, 
  Dw = Dwarven,  Fk = Fhokki,  Gm = Gnomish,  Hf = Halfling,  
  Hob = Hobgoblin, Km=Kalamaran, LE = Low Elven, 
  MT = Merchant's Tongue,  Rn = Reanaarese,  Sv = Svimohzish
  Weight
  Title
  (lbs.)
  Language
  Acquiring Material Power
  5
  AKm
  Advice for Incantations
  4
  Bd
  Advice for Merchants
  6
  MT
  Age of Great Anguish,The
  6
  AKm
  Amulets of Power
  8
  Sv
  Analysis of Extremist Moral Fallacies,An
  9
  Sv
  Anatomy and Physiology of the Manticore
  4
  Akm
  Ancient Desert Sorcerers of Legend
  4
  AKm
  Ancient Elven Myths
  6
  LE
  Ancient Sorcery
  5
  MT
  Animal Shapes
  5
  ABd
  Animism
  6
  LE
  Art of Sculpture, the
  5
  Rn
  Assuming Shapes
  4
  ABd
  Astrological Nomencalutre
  7
  Sv
  Automatic Writing and Speaking
  5
  Sv
  Averting Spirit Attacks
  4
  Sv
  Beheadings & Other Special Moments
  6
  Sv
  Beneath the Waves
  5
  Sv
  Bibliomancy
  6
  Sv
  Black Rock as a Spell Component
  3
  Sv
  Blessing the Golden Rose
  5
  ABd
  Blood Elves of the Desert Lands
  4
  LE
  Bloodletting Apparatitions and Ghosts
  5
  Sv
  Book of Fire,The
  4
  LE
  Book of Mount Shakota,The
  8
  AKm
  Book of the Invisible World
  3
  ABd
  Brandobian Rites and Mysteries
  5
  ABd
  Burial Customs of the Ancient Dejy
  8
  Km
  Cannibal Cults of Svimohzia
  4
  Sv
  Castle Spectres
  6
  AKm
  Causes of Lycanthropy
  4
  ABd
  Centre of Necromancy,The
  8
  AKm
  Characteristics of Exterior Religions
  6
  AKm
  Classic Love Poems
  5
  Rn
  Coming of Age in the Ka'Asas
  6
  AKm
  Communication with Spirits
  7
  ABd
  Composition of Talismans
  8
  AKm
  Cooking With Rats
  1
  MT
  Creating Useful Cantrips
  6
  AKm
  Creation of the Alliance of Might
  4
  AKm
  Creator of the Great World
  8
  ABd
  Crystalline Entities
  4
  AKm
  Dabbling in Magic
  6
  ABd
  Deadly Fogs of Nanakary
  3
  AKm
  Defenses Against Witchcraft
  5
  Fk
  Desert Survival for Caravan Owners
  3
  MT
  (manuscript in progress)
  Destroying Benevolence
  4
  AKm
  Details of the Lodestone
  8
  AKm
  Diadolai -- the Elven Moon
  6
  LE
  Dijishy,The Early Years
  5
  Akm
  Dimming of the Eternal Lantern
  4
  AKm
  Discovery of the Sixteen Tombs
  6
  AKm
  Dissection Upon Apparitions
  5
  AKm
  Dissertation on Vampires
  4
  LE
  Divination by Lots
  7
  Gm
  Divine Right of Kings,The
  5
  Km
  Divining by Fire and Candle
  4
  AKm
  Divining Rods and Tools
  4
  AKm
  Doctrine of Chronomancy
  6
  AKm
  Doctrine of Witchcraft
  4
  MT
  Dragon Bone Weapons
  5
  LE
  Dragon Culture and Language
  6
  LE
  Dragons: Uses in Arcane Spells
  13
  Km
  Dream Interpretations
  3
  LE
  Druids: Nature's Friend or Man's Foe
  3
  Km
  Dwarven Rebels - Truth and Lies
  4
  Km
  Dwarven Undead Relics
  5
  AKm
  Easy Reincarnation
  4
  AKm
  Eating Establishments of Dijishy,A Review
  2
  Km
  Ecology of Kalamaran Otter Species
  9
  Km
  Elos Desert for Treasure Seekers,The
  3
  Bd
  Elves of the East
  7
  Sv
  Evil Tree Spirits
  4
  MT
  Exploring the Wild Lands
  7
  MT
  Fairy Rings – A Guide
  6
  LE
  Fluidic Spirit Emanations
  5
  Dw
  Folklore of the Northern Wastes
  4
  AKm
  Fortune-telling Skills
  3
  AKm
  Future of Prohecy,The
  4
  MT
  Gakite Figures and Carvings
  4
  AKm
  Games of Halfling Children
  3
  MT
  Geanavue,A Visitor's Guide
  3
  MT
  Ghast Kings and Their Queens
  3
  AKm
  Giant Rats of Svimohzia,The
  4
  MT
  Gnomish Clockwork and Magic
  5
  Gm
  Gnomish Harbingers of Light
  6
  Gm
  Gnomish Mysticism
  4
  Gm
  Golden Book of Draska,The
  8
  AKm
  Guardians of Divine Sorcery
  4
  AKm
  Guide to the Infernal Realms
  7
  MT
  Halfling Mysteries of Death
  4
  Hf
  Haunted Mines of the Elenon
  5
  Dw
  Helpful Plagues and Diseases
  9
  AKm
  Hereditary Demons
  4
  AKm
  Hidden Interpretations
  5
  AKm
  Higher Aspects of Gems,The
  6
  AKm
  History of Elven Magic,A
  8
  ABd
  History of Occult Thought: Elos Bay
  8
  AKm
  Hobgoblin Spell Components
  4
  Hob
  How to Corrupt a Paladin Absolutely
  6
  AKm
  How to Properly Farm Otters
  4
  MT
  Hurting by Touch
  4
  MT
  Hypnotism and Spiritism
  6
  AKm
  Illusion of Force
  5
  AKm
  54
  Sample Books
  
  Imperial History
  9
  Km
  Instruments of Enchantment
  4
  MT
  Interrogating the Living
  5
  ABd
  Jewels of Corruption
  7
  AKm
  Journal of Niemallion Laebrinoia (Volume XVII)
  8
  LE
  Kalamaran Masterpieces of Art and Craft
  4
  MT
  Kalenal Secrets and Mysteries
  8
  AKm
  Kobold Hunting Techniques
  3
  Km
  Kobold Mating Rituals During the Diaspora
  2
  Abd
  Kobold Spirit Doctrines
  4
  Hf
  Kolokar's Barrier Magics
  6
  AKm
  Kruk-Ma-Kali – A Journal (of Research)
  4
  S
  Languages of the Planes
  5
  MT
  Last of the Lich Barons
  6
  Rn
  Legal Precedents of Kalamar (Volume 3)
  9
  Km
  Levitations Low and High
  5
  Rn
  Light of the Dead
  5
  MT
  Lighter than a Feather, Heavier than a Mountain
  6
  Hob
  Lightning in Golem Constructs
  6
  AKm
  Litanies of the Witch
  4
  Dw
  Lithomancy and Other Divinations
  5
  AKm
  Little Curiosities
  4
  Hf
  Little-Known Demons
  4
  MT
  Locating Serpent Eggs
  6
  AKm
  Love Curses – Volume Nine
  9
  MT
  Mage Armor and Weaponry
  5
  MT
  Magic and the Jungle Wars
  5
  Sv
  Magic Circles and Figures
  4
  Hf
  Magic Dwarven Belts
  6
  Dw
  Magic Elven Rose Garden,The
  4
  AKm
  Magic, Light and Dark
  7
  Sv
  Magical Diagrams
  6
  MT
  Magical Sailing Vessels
  4
  MT
  Magical Treatise on Outsiders,A
  3
  ABd
  Magicians of the Eastern Lands
  8
  Rn
  Making an Incorruptible Body
  4
  AKm
  Making Precious Stones
  5
  AKm
  Man is a Threat
  6
  Hob
  Manipulating Court Wizards
  2
  MT
  Marks of Vampirism
  3
  MT
  Master of Worms
  4
  MT
  Material Components,A Study of
  12
  Km
  Metals in Animal Magnetism
  5
  Dw
  Metempsychosis
  6
  ABd
  Mithril and the Stars Above
  4
  Dw
  More Wonders of the Outer Planes
  6
  ABd
  Motifs of Death in Svimohzish Literature
  6
  Sv
  Mysteries of Occult Law
  5
  AKm
  Mystical Hierarchies
  4
  Hf
  Mystics and Mages of Kalamar
  8
  AKm
  Narcotic Salves and Ointments
  4
  Dw
  Narratives by Lycanthropes
  6
  Rn
  Nature of Magic,The
  7
  Dw
  Noorjun's Planar Voyages 
  4
  Rn
  Obscure Potions and Oils
  5
  AKm
  Ocean Dangers and Wonders
  5
  MT
  Oceanic Trade
  10
  Sv
  Orc Bodies as Shamanistic Décor
  6
  Hob
  Order of the Ancients,The
  7
  Dw
  Palingenesy of the Druids
  6
  AKm
  Pelselond - Little Big Star
  6
  Sv
  Perception and Illusion
  5
  MT
  Phantoms of the Living
  5
  MT
  Phenomenon of Great Gravity
  7
  ABd
  Planting Seed of Racism
  8
  ABd
  Possession by Divinities
  6
  ABd
  Posthumous Letters from Gillia
  5
  MT
  Powders of Persuasion
  7
  ABd
  Powerful Weapons of the Dead
  5
  AKm
  Precipitation of Matter
  6
  Dw
  Predicting Magnostorms
  6
  Rn
  Premonitions of Danger
  9
  ABd
  Preparing Flesh Golems
  6
  Sv
  Preventing Exorcisms
  7
  Rn
  Prophecy of Regnard,The
  7
  AKm
  Psychic Brotherhoods
  4
  ABd
  Rapid Body Dissection
  8
  Hob
  Restoring Order
  4
  Km
  Reversing Protective Circles
  7
  AKm
  Riddles of the Sphinx
  4
  MT
  River Nymph Anatomy
  5
  MT
  Rod and Staff Creation
  4
  Rn
  Sacred Tetragram,The
  7
  Rn
  Sacrificial Fires of Shyff
  6
  Rn
  Sages and Herbs: Hobgoblins
  5
  Hob
  Sands of the Khydoban,The
  7
  Rn
  Savage Magical Rites
  5
  Sv
  Secret Caverns of the Drow
  8
  ABd
  Secret Escape of Avrynner,The
  7
  MT
  Secret Tenets of the Mold Men
  6
  Hob
  Secrets of Human Destiny
  8
  Dw
  Sil-karg Vivisection:A Guide
  5
  Sv
  Silver Mining in the North
  7
  Km
  Simple Grave Openings
  4
  MT
  Songs of the Damned
  5
  MT
  Songs of the Season - A Songbook for Bards
  4
  Rn/MT
  Songs of the Trail
  5
  Rn
  Sovereign Lands,A Primer on the
  4
  MT
  Spider-Elves of the Rokk Woods
  7
  Fk
  Spirit of Kalamaran Kings
  10
  AKm
  Spirit Rooms
  5
  Dw
  Spirit Teachings of King Inakas
  6
  AKm
  Spirits of Darkness and Light
  5
  AKm
  Stories from the Time of Misfortune
  7
  MT
  Strategy and Tactics
  6
  Bd
  Strongholds of Alchemy
  7
  ABd
  Studies of a Lich King
  8
  MT
  Study of Alectromancy
  6
  Rn
  Suggestive Inquiry into Efreeti,A
  6
  Sv
  Summoning a Plague Beast
  4
  Rn
  Superstitions of the Common Man
  4
  Hob
  Svimohz Magic
  7
  ABd
  Sword of the Raging Wyrm
  6
  Hob
  Swordplay and Poetry
  4
  Km
  Tale of the Brightstar,A
  5
  Dw
  Tale of the Giant's Fall
  5
  Dw
  Tales of Terror
  5
  ABd
  Tales of the Dreamer
  8
  MT
  Tame Demons, a Comprehensive List
  1
  Akm
  Tests of Faith
  6
  MT
  Theories of Magnostorms
  7
  Sv
  Theory of the Sorcerous Arts
  5
  ABd
  Theory of Thought Vibrations
  4
  ABd
  Thousands of Years Past
  9
  ABd
  Thygashan Dreams
  7
  MT
  Tomb and Maze Building
  6
  Rn
  Toxins of the Vohven Jungle
  8
  Sv
  Tourist's Guide to Dijishy,A
  2
  MT
  Trade Society of the East
  4
  MT
  Transmigrations of Death
  5
  Rn
  Transmutation of Gold
  7
  Rn
  Travel and Survival Spells
  8
  MT
  Twin Eggs of the Wyvern
  6
  Rn
  Undead Fact and Fiction
  5
  Akm
  Underlands of Tellene
  9
  MT
  Unknown Forces of Nature
  5
  Hob
  Unknown People,An
  4
  ABd
  Unlife, in a Nutshell
  4
  AKm
  Until the Day of Death
  5
  Hob
  Uses of Otter in Magic Formulae
  4
  MT
  Vengeance Spells
  6
  Hob
  Virtue of Consecrated Oils,The
  5
  LE
  War of the Gods,The
  9
  MT
  Wonders of the Outer Planes
  7
  ABd
  Wondrous Items of the Celestials
  7
  Hf
  Wondrous Tales
  6
  MT
  Wood Demons of the Rytarr
  4
  Fk
  Writings of the Vicelord
  9
  ABd
  Young Kingdoms,The
  7
  Km
  Your True Name
  3
  MT
  55
  CHAPTER 6: SAMPLE BOOKS
  
  The following glossary lists the Dejy words and other terms con-
  tained within the main body of the text.
  Alnarma: Free town on the Elos Desert.
  Arid: Merchant’s Tongue name for the eighth month of the
  Svimohzish Calendar
  Asha: Dejy name for the god of oppression and slavery.
  Ashoth Elos: Flail of Elos; the Dejy term for the Whip constella-
  tion.
  Baneta: City in Pekal just off of the Elos Bay.
  Barsh: Dejy word for 'star'; used for triangular sand dunes.
  Blojyk: Dejy name for the god of law, order, and cities.
  Brandobia: The western side of Tellene, named after the people
  who live there.
  Brandobian: Language of the Brandobians, a human race.
  Bronelese: Things originating in Pel Brolenon.
  Bylenyr: Dejy name for the god of nature.
  Chadash: translates as "pretty skin" in Dejy; a woman's robe.
  Chol: the Dejy word for headscarf.
  Chothen: the standard infantry unit of the Dijishy infantry.
  da-Chorji: Dejy word for "sanctuary"
  da-Sasasho: Dejy word for "holy one"
  Dejfo: Dejy name for the god of chivalry and valor.
  Dejy: Language of the Dejy, a human race.
  Deshkorbavy: “provider of water”; the cavalry quartermaster.
  Diaday: The first day of the week (Merchant’s Tongue).
  Diadolai: The smallest of Tellene’s three moons.
  Dijishy: Small city-state lying on the Sliv Elenon Rise, at the west-
  ern edge of the Elos Desert.
  Disciples of the Creator: A group that believes the Creator is not
  dead and will one day make her presence known again.
  Djahn: Dejy name for the god of magic.
  Dofededejy: Dejy name for the god of storms, thunder, and light-
  ning.
  Dofejy: Dejy name for the goddess of hunting, archery, and
  patience.
  Dokarek: Dejy name for the god of battle, berserking, courage,
  and storms.
  Dokshy: Dejy name for the god of wisdom.
  Dongab: Dejy word for dips or physical depressions, 'troughs';
  longitudinal sand dunes.
  Dotogyr: Dejy name for the god of murder and revenge.
  Dwarven: Language of the Dwarves.
  Egosh myr-Shardar: translates as Shardar's Cup; the Dejy name
  for the Goblet constellation.
  Elenon Mountains: Large mountain range that runs through
  Brandobia.
  Elos Desert: Lies between the Elenon Mountains and Elos Bay.
  Empress: A common name for the goddess of prophesy, fate, and
  time.
  Etarnil myr-ithach: translates as "the perpetual struggle of gods";
  a thunderstorm, held by the Dejy to be a bad portent.
  Evadim: Dejy word for "desecrators"
  Fate Scribe: A common name for the goddess of prophesy, fate,
  and time.
  Feth: Dejy term for a crescent sand dune.
  Fethen: Dejy word for legs; the standard Dijishy cavalry unit.
  Feyd: Dejy name for the god of moons and beauty.
  Fireday: The 4th day of the week.
  Founder, The: A common name for the god of law, order, and
  cities.
  Frosting: The 11th month of the year.
  Fyjner: Dejy name for the god of honor, oaths, and ethics.
  Godday: The 6th day of the week.
  Goya: Dejy word for "die"
  Great Fissure: An enormous crack in Tellene’s crust, near the
  western limits of the Elos Desert.
  Hobgoblin: Language of the Hobgoblins.
  Homeday: The 5th day of the week.
  Hydary: Dejy name for the goddess of money, business, and
  greed.
  Inevitable Order of Time: The church of the goddess of proph-
  esy, fate, and time.
  Jy: Dejy name for the god of vice and sloth.
  Jynondish: Dejy name for the god of mercy, hope, and healing.
  Kalamar: The largest and most populous nation on Tellene;
  Kalamar is the central kingdom of the Vast Kalamaran Empire.
  Kalamaran: Language of the Kalamarans, a human race.
  Kalokopeli Forest: Woodland northeast of the Elos Desert.
  Katarday: The 3rd day of the week.
  Kathon: Dejy word for covering; a man's robe.
  Keeper of Fortunes: A common name for the goddess of proph-
  esy, fate, and time.
  56
  Glossary
  
  Khydoban Desert: Also known as the Dead Lands, this desert
  expanse marks the eastern edge of the continent.
  Kokyt: Dejy name for the god of discord, foul weather, and mis-
  fortune.
  Krangi: Residents and things originating in Norga-Krangrel.
  Kygyryr: Dejy name for the god of death and the underworld.
  Lady Time: A common name for the goddess of prophesy, fate,
  and time.
  Legasa Peaks: The zenith of the Elenon Mountains.
  Lydthesh: Dejy name for the goddess of justice and truth.
  Merchant’s Tongue: A common human language used by mer-
  chants, but becoming popular among all travelers.
  Miclenon: City on the perimeter of the Elos Desert, on the east-
  ern cape of Whimdol Bay.
  Mustering: Name of a month of the year.
  Nar-darbjyk: Dejy term for a cavalry captain; an infantry officer
  in charge of a cavalry Leg.
  Nar-kosh: Dejy term for infantry captain; an infantry officer in
  charge of a chothen.
  Narja: An all-body covering for Hasheri women that takes mod-
  esty to the extreme, shielding even the face and eyes from expo-
  sure with a thin mesh screen.  Narjas are available in a variety
  of colors, though brown and black are most common. 
  Nickel Basin: An ore-rich basin in the southeastern part of the
  Elos Desert.
  Niejdathaly: Dejy place name translating as "The Great Valley"; a
  geographic feature in the Elenon Mountains; see the Lost Tomb
  of Kruk-Ma-Kali adventure.
  Noach shad: translates as "sands that move"; shifting sands.
  Norga-Krangrel: Hobgoblin kingdom bordered by Korak to the
  north and Ek’Kasel to the east.
  Nyko: Dejy name for the god of dusk, darkness, and moonless
  nights.
  Nyr-darbjyk: Dejy term meaning lesser cavalry captain; a sergeant
  in the cavalry.
  Nyr-kosh: Dejy term meaning lesser infantry captain; a sergeant
  in the infantry.
  Ork ahjik: 'Wave-like', 'wavy'; transverse sand dunes.
  O’Par: Neutral duchy surrounded by the warring nations of
  Paru’Bor, Shynabyth, Pekal, Tokis, Tharggy, and Dodera.
  Ojob: Dejy name for the goddess of injustice, envy, and jealousy.
  Pelsday: The 2nd day of the week.
  Pelselond: One of Tellene’s three moons.
  Prompeldia: City-state at the mouth of the Ek’Ridar River, com-
  monly called the City of Thieves.
  Prophets, The: Priesthood of the goddess of prophesy, fate, and
  time.
  Queen Destiny: A common name for the goddess of prophesy,
  fate, and time.
  Reanaarese: Language of the Reanaarese, a human race.
  Reanaaria Bay: Large, deep bay in eastern Tellene.
  Renewal: The 1st month of the year.
  Ren nar-kosh: translates as great captain; an honorary title, cho-
  sen each year from amongst the infantry captains to be their
  spokesman to the Overseer of Defense.
  Ro myr-Shardar: Eye of Shardar; the Dejy name for the Jealous
  Eye.
  Ros noach: Hungry sands; sink holes.
  Ryjnar: Dejy name for the god of wanderers and loneliness.
  Sevyer: Dejy name for the god of thievery, gambling, and luck.
  Shanydefyn: Dejy name for the goddess of harvest, life, fertility,
  and agriculture.
  Shardar: Dejy name for the goddess of prophesy, fate, and time.
  Sharynath: Dejy name for the goddess of day, light, and dawn.
  Shathy: Dejy name for the god of disease, plague, and vermin.
  Shayin: Dejy word for "infidels"
  She Who Sees All: A common name for the goddess of prophesy,
  fate, and time.
  Sheshesh Thah: Dejy name meaning "black hills"; an outcrop of
  basalt cliffs to the west of Dijishy.
  Shodaf: Dejy name for the god of travel and stars.
  Shynadyr: Dejy name for the god of famine and hunger.
  Sliv Elenon Mountains: Southernmost arm of the mighty Elenon
  Mountain Range.  
  Sliv Elenon Rise: These hills mark the southeastern terminus of
  the Sliv Elenon Mountains.
  Sovereign Lands: A commonly used term referring to the civilized
  lands on Tellene.
  Stryjor: Dejy name for the god of strength and medicine.
  Svimohzia: Name for the massive island dominating the south-
  western portion of the continent of Tellene.
  Svimohzish: Language of the Svimohz, a human race.
  Tellene: The continent to which this tome relates.
  Thananany: Dejy name for the god of hate and bigotry.
  Thay yechen-ro: translates as "one with sharp eyes"; a cavalry
  scout, most often a ranger.
  Thyjyk: Dejy name for the goddess of the elements.
  Trondar: Dejy name for the goddess of home, industriousness,
  and marriage.
  Vech Rothia: "great sand wind"; a powerful sandstorm
  Veshday: The 7th day of the week.
  Veshemo: The largest of the three moons of Tellene.
  Whimdol Bay: Bay on the southern shores of the Elos Desert.
  Yejda: Dejy name for the god of art, poetry, music, and humor.
  Yeknor Dei: translates as "giver of meat"; the Dejy name for the
  constellation of the Hunter.
  Yelajod: Dejy name for the god of freedom, liberty, and happi-
  ness.
  Yendaj: Dejy name for the goddess of restful sleep, dreams, and
  aspirations.
  Yewaji: Dejy name for the goddess of love and harmony.
  Zymur: Dejy name for the god of passion and wine.
  57
  CHAPTER 7: GLOSSARY
  
  This item is only one of the many popular playing aids for HackMaster® produced by Kenzer and Company.
  Other HackMaster® items currently available include:
  Player’s Handbook (K&C2100, 400 pg. core rulebook)
  GameMaster’s Guide (K&C2101, 368 pg. core rulebook)
  GameMaster’s Campaign Record (K&C 2106)
  Spellslinger's Guide to Wurld Domination (K&C 2104 144 pg. guidebook)
  Combatant’s Guide to Slaughtering Foes (K&C 2105, 144 pg. guidebook)
  Zealot’s Guide to Wurld Conversion (K&C 2108, 144 pg. guidebook)
  Griftmaster’s Guide to Life’s Wildest Dreams (K&C 2113, 144 pg. guidebook) 
  Player Character Mat (K&C 2110, easy access to referenced charts, key game statistics, etc.) 
  Player Character Record Book Revised (K&C 2117, 16 pg. Comprehensive record book) 
  Aldrazar Fantasy Campaign Setting (K&C 2120b)
  Combat Wheel combat resolution aid (K&C 2126a)
  Adventurer’s Guide to Pixie Fairies (K&C2130, 96 pg. guidebook to this unique race)
  Hacklopedia of Beasts  
  Rustlers of the Night (K&C2011)
  Adventure Modules
  Slaughterhouse Indigo (4th-6th lvl) (K&C 2205)
  Sir Robilar’s City of Brass (7th-11th lvl) (K&C 2212)
  Road to Aster (5th-7th lvl) (K&C 2216)
  The Tower of Jhedophar (9th-12th lvl) (K&C 8008a)
  The Hungry Undead (3rd-5th lvl) (K&C 2223)
  Dead Gawd’s Hand (4rd-7th lvl) (K&C 2224)
  Temple of the Bronze Flane (3rd-6th lvl) (K&C 2225)
  Sometimes They Come Back (1st-2nd lvl) (K&C 2226)
  Isle of Death (5th-8th lvl) (K&C 2227)
  Other HackMaster compatible products
  Trove of Treasure Maps (K&C 1201)
  Goods and Gear: The Ultimate Adventurer's Guide (K&C 1203a)
  By the Sword: Dueling in Realms of Fantasy (K&C 1204)
  
SOURCE: textdata/thevault/Hackmaster/4th Edition/Supplements/Dijishy - The City of History.pdf