TEXT: Introduction
  The southern coast of Al-Shirkuh is plagued by corsairs. Some of these pirates and 
  smugglers are independent. Most are denizens of Al-Korsar, an infamous warren of villainy 
  and scum that lies at the edge of the known world. Here, so the stories go, murder is 
  commonplace, citizens are ruled by tyrannical corsair captains, and possessions kept safe 
  only by guile and threats. Al-Korsar is indeed a city of pirates, but it is far from the decadent 
  haunt of cruel rogues storytellers make it out to be. This supplement expands on material 
  found in Hellfrost: Land of Fire. 
  Social Hierarchy
  While the early inhabitants of Jirja, the first corsair city, turned to piracy out of necessity, 
  those who founded Al-Korsar did so out of choice. Founded as a nation where all men 
  were equal, the dream has turned slightly sour, for as in the other great cities true wealth 
  rests in the hands of a few. Unlike the other cities, though, social status has nothing to 
  do with birthright, for in Al-Korsar the lowliest born urchin can rise to rule the city. Race, 
  gender, and religion mean nothing in Al-Korsar—here a man’s worth is judged solely by 
  his willing to work and his individual achievements.
  The de facto ruler is the Grand Admiral. An elected official holding office for life, he has 
  similar status to that of an emir, though his power is curbed by a council. While he is judge 
  and jury is legal matters, and laws he wishes to bring into being must first be approved by 
  the council. Only a foolish grand admiral goes against his advisors, for as noted above his 
  position is only for life.
  The council is made up of ten corsair captains. As with the grand admiral, they too 
  are elected. Whereas as councilors elect the city’s ruler, the common people elect the 
  councilors. Elections are held every five years. Any corsair captain (defined as anyone who 
  owns a vessel used for the purposes of smuggling and piracy) may stand for office. The 
  vote is a popularity contest, and only corsairs known to the inhabitants, who have proven 
  themselves daring and possessed of leadership qualities, and, more importantly, who have 
  brought the city wealth, have a hope of being elected. Most are clerics or mages, but this 
  is not a requirement for office. Once elected, they hold the title Councilor-Captain for the 
  duration of their term.
  The traditional place on the social ladder held by nobles is taken up by corsair captains. 
  35023
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  As with true nobility not all captains are equal, despite all 
  holding the same title. low ranking captains command 
  a single vessel and have earned little reputation. As a 
  captain grows in popularity and notoriety through his 
  deeds, so he might attract other captains who wish to 
  fly under his flag. Being beholden to another captain is 
  a choice, not a necessity—it is a rare senior captain who 
  threatens others into joining his corsair fleet.
  While the subordinate is expected to obey his 
  commander’s orders and give 10% of his earnings to his 
  superior, he remains sole commander of his personal 
  ship and its crew and benefits from being part of a larger 
  organization, being able to make of his superiors con-
  tacts and intelligence network.
  Through this system of alliances, a senior captain 
  grows in power, wealth, and status. Alliances can be bro-
  ken, though an unwritten code governs when one may 
  do so. For instance, ending an alliance after capturing a 
  rich cargo but before paying the rightful share to your 
  superior is tantamount to treason—few senior captains 
  will trust such a lowly cur, assuming the traitor lives long 
  enough to seek a new alliance.
  The position of mak-shahrum is occupied by impor-
  tant clerics, mages, merchants, and corsair officers who, 
  while not captains, have sufficient wealth and connec-
  tions to warrant the position. First mates and navigators 
  are most likely to occupy this stratum.
  Though largely uneducated, serving corsairs form the 
  bulk of the shahrum class. it is their efforts that bring 
  the city its wealth and allow its continued survival. Being 
  a corsair does not mean one will be invited to high-end 
  social functions, of course—despite the respect they are 
  shown they are still murderers and thieves, little better 
  than snarling dogs, and likely just as riddled with fleas.
  Education
  Education is not a right in Al-Korsar, nor is it especially 
  prized. Few citizens have the inclination to find a teacher 
  or the wealth to pay for classes. illiteracy is the norm 
  among the common people and not something to be 
  ashamed of. despite a lack of formal schooling, children 
  pick up bits of Al-Korsar’s folklore, history, and laws, as 
  well as religion, from older family members.
  Children enjoy around eight years of childhood. After 
  this they are expected to help their family by working. 
  The work is rarely physically demanding, but it is menial 
  and often dirty, with very little reward. Those looking to 
  learn a craft or become a corsair must find a master will-
  ing to accept them as an apprentice.
  Although small and poorly attended, the city boasts 
  a basic university, the University of Al-Korsar, for those 
  with sufficient wealth who do not wish to take up the 
  life of a corsair.
  religion
  Al-Korsar has no religious bias. devoted and Faithful 
  live and work side by side with no animosity, and many 
  corsair crews are of mixed faith.
  Upuaut, Karmelos, and Tamarni, in that order, are the 
  most popular deities. Upuaut is honored as god of ships, 
  wind, and receives praise from every Faithful citizen, 
  even if he is not their patron—the city’s survival depends 
  on a steady influx of goods. despite Upuaut being the 
  city’s patron, slavery is considered an acceptable prac-
  tice. Each time a new grand admiral is elected the cult 
  makes a token appeal for it to be abolished, knowing full 
  well the request will be denied out of hand.
  Although Sirsir (see Realm Guide #5: The Southern 
  Oceans) has little love for pirates, many corsairs take 
                
             
  rulES of tHE rEAlm
  These setting rules apply in Al-Korsar.
  * Bartering: Few citizens have ready access to a 
  hoard of coins. Heroes looking to sell war booty 
  will often need to accept trade goods if they hope to 
  strike any kind of deal. The GM should not demand 
  the heroes keep a detailed list of their exact trade 
  goods. A hero who receives 100 dinars of trade 
  goods need only record “trade goods: 100 d” on 
  his character sheet, leaving the exact nature of the 
  goods flexible. He may then spend the trade goods 
  as if it were coin in most realms. For convenience, 
  every 5 dinars of trade goods weighs 2 pounds.
  * Languages: Native characters must take Sand-
  speech as their first language.
  * Markets: despite its population, local craftsmen, 
  and a steady stream of plunder brought back by 
  the corsairs, many goods are hard to find in the 
  markets. For the purposes of purchasing all goods 
  except slaves, Al-Korsar is treated as a village. With 
  regard slaves, treat it as a City. Prices for all goods 
  and services are 20% higher than normal.
  * Native Characters: Heroes born and raised in Al-
  Korsar must take Boating d4+.
  * Noble Titles: Traditional noble titles mean noth-
  ing in Al-Korsar. visiting aristocrats may be treated 
  cordially if friendly to the corsairs, but they do not 
  benefit from the Noble Edge’s +2 Charisma.
  Native heroes who take the Noble Edge may elect 
  to be a corsair captain. They have +2 Charisma, but 
  only in Al-Korsar or among other corsairs. They do 
  not have the Rich Edge for free (though it can be 
  taken separately). instead, they begin play with a 
  dhow and five common sailors.
  Noble titles equivalent to Knight through to duke 
  all equate to Captain. A member of the council 
  holds the title Councilor-Captain, and is equivalent 
  to a prince. The title High Admiral is equivalent to 
  that of a king.
  land of fire realm Guide #23
  2
  
  him as their patron. While these corsairs will not sink an 
  enemy ship if it can be avoided, they are no less blood-
  thirsty toward those who offer any resistance.
  Karmelos is traditionally the god of soldiers. Among 
  corsairs, he is offered prayers when a ship is spotted, 
  on the off-chance the crew will make the foolish deci-
  sion to fight rather than surrender. As such, he has few 
  dedicated worshippers.
  Tamarni is worshipped by common citizens in her 
  aspect as goddess of the home, whereas corsairs favor 
  her aspects of luck and stealth. Many corsair vessels have 
  a ship’s cat as a symbol of luck and a practical way of 
  ridding the ship of rats and mice.
  The other deities are not ignored, but their worship is 
  restricted to a small part of society or reserved for specific 
  events. For instance, worship of Apsu is largely restricted 
  to fishermen, though prayers are made to ensure the 
  springs on which the city relies do not dry up.
  Corsairs especially tend to be superstitious. Even 
  devoted think twice about killing a bird while at sea or 
  whistling while facing away from the direction of the 
  prevailing winds is an ill omen. Killing the ship’s cat, 
  even accidentally, is guaranteed to see the perpetrator 
  keel-hauled before being fed to the sharks.
  military
  despite being a scourge on honest merchants, Al-
  Korsar has never had to weather an assault. its remote 
  location, coupled with the many stories of its murderous 
  inhabitants’ nautical prowess, has helped keep it safe 
  from the Caliph and Sultan. Should the two great nations 
  ever decide to cooperate Al-Korsar may be threatened, 
  but that day is a long way off yet.
  Army
  Al-Korsar has no standing army, for it does not seek 
  to conquer, nor is it interested in occupying any other 
  part of the island on which it stands. This is not to say 
  it is defenseless in the face of enemy attack. defending 
  the walls are one medium infantry, three archer, and one 
  artillerist companies. Any corsairs in the city should it 
  come under attack by forces that have breached its naval 
  defenses are required by law to help defend the walls.
  The grand admiral, whose corsair days are curbed by 
  his duties to the city (but who may still have subordinate 
  captains serving him), is protected by the Black Scarves. 
  Five squads strong, they comprise a mix of former cor-
  sairs and city guardsmen. Regardless of his personal 
  faith, the law requires the grand admiral to have both a 
  cleric and mage on his bodyguard.
  NAvy
  Al-Korsar has two navies. The first is the fleets and 
  ships of the corsair captains. All told, the corsairs can mus-
  ter 160 ships, with a combined manpower of some 8,000 
  men, equating to around 17% of the total population.
  Though the numbers sound impressive, lack of coop-
  eration between rival captains and the sheer size of the 
  ocean limits their effectiveness. Storytellers are prone to 
  speak of great fleets of warships and galleys mounting 
  black sails to impress their audiences, but few corsairs 
  can afford to maintain large ships. Though it makes for a 
  poor tale, many corsairs actually use dhows, booms, and 
  jalibuts to ply their larcenous trade.
  Corsair ships are often at sea for months on end. in 
  order to combat enemy naval forces and bring rogue 
  corsairs to heel, the city maintains a fleet of six light war-
  ships and ten baghlahs. Although under the command 
  of the grand admiral, these vessels are never used for 
  piracy.
  Regardless of their social status, all children deemed 
  capable are required by law to enlist with the city’s small 
  navy on their 12th birthday. For two years they learn the 
  basics of handling a boat and the rigors of life at sea. 
  Should an enemy fleet appear on the horizon, all adults 
  are automatically conscripted into the navy, and onto 
  whatever corsair ships are in harbor, for the duration of 
  the emergency. Those not chosen to serve carry on their 
  normal business.
  law & order
  Ask a storyteller about Al-Korsar and he will tell you 
  that the inhabitants murder each other in their sleep, 
  steal from each other as a matter of habit, and are gen-
  erally a depraved and wicked bunch. Al-Korsar has its 
  fair share of crime, but the situation is no worse than in 
  other cities, at least not within the walls.
  Much of the trouble is caused by corsairs back from a 
  long sea voyage and worse the ware for drink. Brawls and 
  knife fights are commonplace, and many citizens have 
  learned to run for cover when they see a band of pirates 
  staggering toward them, just to be on the safe side.
  law and order is maintained by the city watch and the 
  corsair captains. The former comprises a meager three 
  companies, each patrolling the city for eight hours. in 
  the event of major unrest, their commander can summon 
  the city guard to assist his men. Corruption is relatively 
  rare—watchmen are well paid through taxes, ensuring 
  wealthy corsairs captains who flout the law cannot es-
  cape justice through a bribe.
  Captains keep their crews in line through threats and 
  harsh punishments, so as not to have their reputation 
  tarnished by a wayward crewmember and endanger any 
  chance of social promotion. This is common knowledge 
  among the citizens. When a corsair commits a crime 
  against a civilian, the victim has the option of avoid-
  ing the courts (which can prove costly) and letting the 
  pirate’s captain handle the matter. Although the corsair 
  may be the captain’s trusted comrade, such trials are 
  scrupulously fair. Where both parties are corsairs the 
             
                    
  Al-Korsar, City of Corsairs
  3
  
  captains meet in private to discuss the matter before 
  repercussions begin. in either case, should justice not 
  be forthcoming the crime is reported to the watch and 
  handled accordingly.
  Outside the walls law and order is a different matter. 
  While the city owns the wharves and expects businesses 
  to pay their taxes, it provides no law enforcement. Justice 
  is left to the citizens to enforce by whatever means they 
  deem appropriate. Many turn to the corsair captains.
  Al-Korsar has one thieves’ guild—the Black Sharks (so 
  named for the tattoos each member sports). They are not 
  the first thieves’ guild to ply its trade in Al-Korsar. in ages 
  past, the captains reacted aggressively against thieves 
  who preyed on their property or the property of close 
  friends. Brutal reprisals shattered the guilds, but another 
  always rose to fill the void. These days, captains treat the 
  presence of the guild as a business opportunity by of-
  fering protection to home and business owners against 
  the privations of thieves. The Black Sharks play no part 
  in smuggling—that aspect of criminality is controlled by 
  the corsairs.
  Hashish is illegal in Al-Korsar, unless sold through the 
  small temple of Tamarni or one of the cult’s legitimate 
  businesses. it is readily available if one has the right con-
  tacts, though. What few citizens realize is that the cult of 
  Tamarni is behind the smuggling—illegal hashish fetches 
  higher prices and no tax is paid on the profits.
  trade & tribute
  Al-Korsar lacks natural resources. Basic resources, 
  such as clay for pottery and wood for furniture can be 
  found inland, but there are no sources of mineral ore, 
  and what little farmland exists is devoted to growing 
  staple cereal crops rather than resources such as flax. 
  With few merchants prepared to trade with the city, the 
  citizens are dependent on the plunder brought back by 
  the corsairs.
  By law, any plunder taken on the high seas must be 
  returned to the city. When a ship docks, merchants rush 
  to the wharves to bid on the cargo. Any goods not sold 
  locally may be sold where the captain desires. Thus, 
  whereas many independent corsairs take only valuable 
  cargoes, the pirates of Al-Korsar know there is a ready 
  market at home for almost any goods.
  Not every corsair captain is involved in piracy. With 
  contacts among many thieves’ guilds, not to mention 
  merchant houses, some earn a decent living by smuggling 
  goods. A small few are even semi-legitimate merchants, 
  bending local law by selling plundered cargo likely to 
  be little use in Al-Korsar in one of the great coastal cities 
  and using the money to purchase legitimate goods they 
  know will fetch a good price back home.
  Food is especially welcome. The basic diet of seafood 
  and cereals is nutritious, and can be very tasty if prepared 
  by expert hands, but dried meat, root vegetables, and 
  preserved fruits make a very welcome addition. Sugar 
  and honey fetch high prices, as do alcohol (only beer is 
  brewed locally), tabac, and hashish.
  despite a steady stream of traffic, the average citizen is 
  not wealthy and there are often shortages of goods that 
  would be considered common in other cities. Al-Korsar 
  is far from the major sea lanes and piracy, while it can be 
  lucrative, requires a lot of luck—the ocean is vast, ships 
  are tiny, and potential prizes sailing close to shore have 
  no shortage of safe harbors in which to seek refuge.
  Though no one openly admits to the practice, the cor-
  sairs are available for hire. Nobles or merchants who wish 
  to strike at a rival but avoid being linked to any criminal 
  activity can hire corsairs to attack shipping and coastal 
  targets. Hiring is always through an intermediary. 
  Where the aim is merely to deprive a rival of his in-
  come through the plundering of his ships, the corsairs 
  receive no set fee. instead, they are entitled to 75% of 
  any goods or slaves taken while working for their patron. 
  in cases where the goal is destruction of vessels or prop-
  erty, or the theft and safe delivery of a particular cargo, 
  the corsairs negotiate a fee.
  On occasion, the grand admiral has accepted bribes 
  from nobles and merchants wishing to have their vessels 
  spared the corsairs’ attentions. The price of this bargain 
  is extortionate (the grand admiral must in turn bribe the 
  captains to seek other vessels to plunder).
  CoINAGE
  Al-Korsar has never possessed a mint. All the coins 
  in circulation were plundered from merchant ships at 
  some point. As a result, there are coins from many dif-
  ferent cities and nations, not to mention eras—some of 
  the coins date back centuries and have changed hands 
  many thousands of time. Once a coin becomes too thin 
  from handling to count as legal tender it is normally sold 
  to a jeweler, its value based on its weight in relation to 
  a newer, less worn coin. its fate is to be melted down 
  along with other waste coins and formed into a small in-
  got from which a piece of jewelry will be manufactured.
  Because of this, coins have never been given specific 
  nicknames. instead, they are referred to simply as “gold” 
  (dinars) or “silver” (dirhams). While most citizens have 
  enough hard currency to make small purchases, they 
  must rely on bartering for larger transactions.
  loCAl tAxES
  Al-Korsar may be a city of pirates, but every citizen 
  is still expected to pay his taxes. As a rule of thumb, a 
  typical citizen loses 20% of his income to the city treasury 
  and 10% in tithes.
  Corsair Tax: Every captain is expected to pay 10% 
  of his yearly earnings to the city to help maintain the 
  wharves and city defenses. in return, the city offers them 
  sanctuary and blatantly ignores any crimes committed on 
  the high seas or in foreign lands. Corsairs who refuse to 
  pay or commit fraud are declared to be outlaws, making 
  them fair game for more “honest” corsairs.
                        
  land of fire realm Guide #23
  
  
  Docking Fees: Regardless of their size or reason 
  for visiting, all ships are charged a flat 5 dinars per day. 
  Wealthy captains can pay a one-off sum of 2,000 dinars to 
  the city. This entitles to them to a permanent mooring at 
  one of the wharves and life-long exemption from further 
  docking fees.
  Merchant Pass: Honest merchants seeking to pros-
  per from the needs of Al-Korsar’s citizens risk losing life 
  and cargo unless granted safe passage. For 1,000 dinars 
  a year, a merchant can purchase papers that permit one 
  vessel he owns safe conduct to and from Al-Korsar.
  The system is open to abuse. A merchant could pur-
  chase a set of papers and yet never intend to set sail for 
  Al-Korsar, relying on the permit and a well-rehearsed lie 
  to protect him from pirates should he be boarded. in a 
  bid to prevent this underhanded tactic, safe passage only 
  applies once outside the accepted territorial waters of 
  the Caliphate and Sultanate (as marked on every decent 
  chart). Corsairs found to have plundered a merchant ves-
  sel carrying such papers forfeit their rights to safe harbor 
  in the city and will be arrested should they ever return 
  to Al-Korsar.
  DIvIDING tHE SpoIlS
  A corsair captain is the owner and absolute com-
  mander of his ship, not an elected official, and his crew 
  are employees, not shareholders or partners. Still, no 
  corsair captain keeps the entirety of any plunder for 
  himself—such an act is guaranteed to lead to mutiny. As 
  a rule of thumb, once a captain has paid his taxes to the 
  city he retains 20-50% of the profits for himself, places 
  5-20% in the ship’s treasury to pay for repairs and provi-
  sions, and divides the remainder among the crew.
  The value of the shares for the captain and ship de-
  pend partly on the commander’s greed, but more often 
  on the size of the vessel and its crew compliment. A 
  baghlah, for example, requires just four crew, though 
  more typically it would have 10 if used for piracy. The 
  captain would retain a higher percentage for himself, 
  there being fewer crew to divide the remaining spoils 
  among, but keep a smaller amount back for repairs and 
  provisions since these will be cheaper than if he owned 
  a light warship.
  Architecture
  Al-Korsar sits on a narrow spit of land and is hemmed 
  in by walls on all sides. Built with defense in mind, the 
  narrow streets twist and turn, rarely running straight for 
  more than 10 yards. With ground space being a luxury, 
  buildings are constructed with small footprints and mul-
  tiple stories. Except when the sun is at its highest, they 
  cloak the streets in deep shadows. Once the sun sets the 
  only illumination is pale light filtering from unshuttered 
  ground floor windows and the flickering torches carried 
  by citizens hurrying about their nocturnal business.
  While they have little to worry about when it comes to 
  thieves, the citizens have long held that it does not pay to 
  advertise one’s wealth. While interiors are, when money 
  permits, well appointed, exteriors are drab, giving no 
  indication as to the social class of the occupants.
  The city smells, especially in summer. Raw sewage 
  flows through open drains, out through narrow grilles 
  in the walls (which frequently need scraping clean) and 
  into the harbor. Fortunately, frequent storms batter the 
  coast, ensuring the streets are at least regularly washed 
  and the effluence encouraged on its way.
  major locales
  This section describes locations within the City of 
  Corsairs visiting heroes may have reason to visit.
  CIty DIStrICtS
  Al-Korsar has a population of 48,000. Of these, some 
  8,000 are corsairs. At any one time roughly three-quarters 
  of the pirates will be at sea. Aside from a few hundred 
  hunters, trappers, and hermits who roam the island’s 
  interior, the population lives inside the city walls.
  Captains’ Quarter: The central part of the city is 
  what passes for an upper-class residential district in Al-
  Korsar. As the name implies, it is home to many corsair 
  captains. living alongside them are other members of the 
  social elite. Prices for food and drink are 50% higher than 
  normal, which helps keep away less savory elements of 
  society. in the center is the Admiral’s Palace.
  Merchants’ Quarter: Al-Korsar may not be a trad-
  ing center, but it still has merchants. Their warehouses 
  dominate a region near the North docks. Unlike in many 
  other cities, the merchants do not live in a separate dis-
  trict. instead, their homes and offices are located above 
  their warehouses.
  Wharves: located outside the city walls, the Wharf 
  district is a den of cutthroats, smugglers, and thieves, 
  and business catering to their baser needs. low prices 
  for alcohol, tabac, and illegal hashish (half normal price) 
  make it a popular hangout for corsairs. Aside from tav-
  erns, inns, and eateries, there are no businesses—ship 
  chandlers, commonly found near most wharves, are 
  located in the city proper.
  Although it is possible to circumnavigate the entire 
  city without ever having to pass through a single gate, lo-
  cals refer to the wharves as three distinct districts, simply 
  known as the East, North, and West docks. Where one 
  ends and its neighbor begins depends on who you ask 
  for directions.
  CIty loCAlES
  The Admiral’s Palace: By the standards of the emirs, 
  the palace of Al-Korsar’s ruler is a peasant’s shack. A ram-
  shackle affair, it is actually an entire row of three-story 
                   
                      
  Al-Korsar, City of Corsairs
  
  
  apartments knocked into a single structure. The inside 
  is far grander, though arguably any pasha would boast of 
  similar furnishings and displays of wealth.
  The ground floor holds the city’s sole legal court, the 
  council meeting chamber, servants’ quarters, kitchens, 
  and storerooms. The second floor is devoted to bureau-
  cratic offices, along with staterooms for senior ministers 
  and the barracks of the admirals’ bodyguards. The entire 
  top floor is the admiral’s personal apartments.
  Asadelik’s Artillery: While dedicated warships mount 
  a single trebuchet for use against enemy ships, smaller 
  vessels must make do with a ballista. ideal against flesh 
  and bone targets, they are little use in piercing the heavy 
  armor of a ship. For those who have the money, help 
  is at hand. Asadelik, a male cakali, is a talented ballista 
  designer and manufacturer. As well as conventional artil-
  lery pieces, he can produce specialized weapons. These 
  options can be combined.
  Armor Piercing: Heavy Weapon (+1,500 dinars); High 
  Powered: damage increased to 3d6+2 (+800 dinars); 
  Long Range: range increased to 30/60/120 (+600 dinars).
  The Broken Compass: While the corsairs owe the 
  Brotherhood of Sinbad no special favors, they rarely 
  trouble their ships. Similarly, while few Brothers engage 
  in piracy for a living, it behoves them to maintain friendly 
  relations with the corsairs—Al-Korsar makes an ideal stag-
  ing post for expeditions into the deep Southern Ocean.
  When in the city, most gravitate toward the Broken 
  Compass. A lively inn serving good quality meals, the 
  audience is frequently entertained by tales of mystery, 
  close escapes, and fearsome beasts by visiting Brothers. 
  if they are really fortunate, two Brothers will engage in 
  a friendly contest, with each storyteller attempting to 
  outdo his peer by recounting a more exciting, yet still 
  believable, tale of personal adventure. The showing of 
  scars or mementos forms part of the storytelling. By tra-
  dition, the loser, as determined by the audience, must 
  buy everyone in the inn a drink.
  The Den: Shunned by even hardened corsairs, the 
  den is a tavern with an almost exclusively hyaenidae cli-
  entele. The drink is cheap and strong, and meat served 
  raw. Shows of superiority (achieved through the barring 
  of teeth, throaty snarls, and taunting laughs) are com-
  mon, and there is at least one major brawl a night. So 
  long as the violence doesn’t spill into the streets, the 
  watch wisely turns a blind eye.
  The Empty Shell: A favorite restaurant for those with 
  a taste for fine food and deep pockets (only expensive 
  meals are available), the Empty Shell specializes in shell-
  fish. All the produce is caught that morning and cooked 
  at the customer’s table.
  The Houris’ Haven: Operated by the cult of Tamarni 
  and located in the Captains’ quarter, the Houris’ Haven 
  is a popular tavern. Services include alcohol, prostitutes, 
  gambling games, and legal hashish.
  The House of Fortune: While many taverns and inns 
  offer gambling opportunities, the House of Fortune spe-
  cializes in high-stakes games (minimum wager 100 di-
  nars, maximum 5,000 dinars). For those with money, it is 
  pluNDErING tHE SEAS
  An occasional bout of piracy and finding a buyer for 
  plundered cargo can make for a fun evening’s play, 
  but is likely to soon grow stale if that is all the heroes 
  do week after week. if the characters want to be occa-
  sional corsairs, their activities can be handled in sev-
  eral ways without taking them away from other ad-
  venturing opportunities. The individual GM should 
  choose which method best suits his style of game. in 
  all cases the party requires a ship and crew, piracy oc-
  curs only during downtime or the occasional nauti-
  cal encounter, and the captain’s profits are explained 
  entirely through the Rich or Filthy Edges.
  * Captain Only: Only the character who takes the 
  Edge (most likely the captain) benefits directly. 
  While he might choose to divide his income among 
  his peers, he is under no obligation to do so.
  * Money for Everyone: Assuming the Rich char-
  acter earns his money solely from piracy, the other 
  player characters in his crew automatically earn an 
  annual sum equal to 10% of the captain’s income as 
  their share. This isn’t deducted from the captain’s 
  income—it’s additional money. in game terms, the 
  other characters get money for nothing.
  * Group Income: The GM can allow the party to 
  buy a group Edge. When advancing, heroes can 
  normally increase two skills that are below their 
  current attribute die. instead, each hero takes one 
  skill and uses the second one to buy a share in the 
  Rich or Filthy Rich Edge. Each year, every character 
  who has bought in receives a portion of the profits. 
  The heroes decide the exact division of shares.
  * Resource Management: The Resource Manage-
  ment rules can be used to represent a piratical en-
  terprise. Unless the Resource owner (the corsair 
  captain) has purchased the Rich or Filthy Rich Edge 
  during play, the Resource begins with Population 1 
  and an annual income of 2,500 dinars.
  in this case, the income is for the captain’s ship, 
  along with any 10% duty paid by subordinate cap-
  tains under his authority. The Resource owner must 
  pay his fellow player characters from the profits, 
  though he can ignore any NPC crew (the Edge in-
  come is after routine expenses, which paying NPCs 
  would fall under). Repairs and provisions must be 
  paid for from the Resource treasury.
  * Quick & Dirty: For each whole month the heroes 
  spend as corsairs, the GM should draw a card from 
  the action deck. A deuce means they have been cap-
  tured and imprisoned to await trial (or the GM can 
  run the encounter on the tabletop). A black card in-
  dicates no income worth mentioning for that month. 
  A red numbered card earns the party 500 dinars, a 
  royal card (Jack through Ace) of any color nets them 
  1,000 dinars, and a Joker indicates 2,500 dinars. The 
  captain determines how the money is split.
  land of fire realm Guide #23
  
  
  an ideal place to make contact with corsair captains and 
  Councilor-Captains. The tavern is operated by the cult of 
  Tamarni. Three paladins serve to keep rowdy patrons in 
  line and protect it from thieves. Anyone caught cheating 
  can expect a thorough beating from the paladins before 
  being thrown out onto the streets, where other gamblers 
  may wish to enact further punishment. The city watch 
  never interferes in this “cult business.”
  Kazam’s Armory: Studying khem-hekau isn’t illegal 
  in Al-Korsar. So long as practitioners refrain from openly 
  committing an act of necromancy in public, the authori-
  ties quietly ignore their presence. Kazam makes a living 
  manufacturing and selling alchemical ballista bolts. His 
  most popular devices contain nonlethal spells such as 
  confusion, entangle, fatigue, or fear.
  Merchants’ Podiums: By law, corsairs and merchants 
  buying or selling cargo must do so in the Wharf district, 
  and then only from dedicated podiums. Taking to a stand 
  immediately draws a crowd of locals keep to see what 
  wares have been delivered. Within a handful of minutes 
  the representatives of the merchant houses arrive to 
  begin frantic bidding. As soon as they are in place pick-
  pockets and cutpurses begin plying their trade. Once 
  a deal is struck tax officials, backed by a squad of city 
  guardsmen, swoop to collect the city’s share.
  Rat Alley: Race means little if a citizen is prepared to 
  work for a living, but sand goblins are loathe to perform 
  hard labor or honest work. Many dwell in a narrow, filthy 
  alley that runs through the West docks. They survive by 
  sifting through waste flowing through the sewer chan-
  nels for dropped valuables, picking pockets, and selling 
  information.
  The Rusty Gibbet: Corsairs sentenced to death by 
  the courts are beheaded. While their heads are mounted 
  on stakes, their corpses are placed in gibbets around 
  the docks as a warning that Al-Korsar might be a pirate 
  haven, but there are still laws and consequences for 
  breaking them. denied a funeral, the grisly remains hang 
  here until there is naught left but bones. These are un-
  ceremoniously thrown into the harbor.
  The Rusty Gibbet is a cramped, smoky tavern in the 
  East docks. Many of the corpses that hang outside are 
  not convicts, but patrons who caused trouble. Only the 
  lowliest corsairs and citizens frequent it, for the quality 
  of the food and drink matches the extremely low prices.
  Temple of Carcharas: Few sane humans worship the 
  ravenous shark god of the fearsome kreana. The temple 
  is located inside a warehouse in the Merchants’ quarter. 
  Except when the altar (a large shark’s jaw) is set up, there 
  is no indication of any sinister practices.
   The cultists are bloodthirsty corsairs, the “high 
  priest” the merchant who owns the warehouse. They 
  meet regularly to consume blood (easily obtained from 
  slaughterhouses as fishermen use it to lure sharks into 
  their nets). On special nights they kidnap a citizen from 
  the street and dine on his raw flesh. Though fervent in 
  their worship, the cultists know very little about Carcha-
  ras’ true rituals or doctrine.
  Temple of Sirsir: Moored in the North docks, the 
  temple is actually a fully seaworthy jalibut. it remains 
  tethered except at the start of the raiding season, when 
  the winter storms have ended. At this time it sails a few 
  miles into the ocean to bless corsair ships preparing to 
  terrorize the high seas. The high priest, Sea Captain Ab-
  dul-qawi, is a retired corsair captain. He has friends on 
  the Grand Admiral’s council and, for a small donation, 
  will write a letter of introduction.
  Mariners down on their luck are offered a free ham-
  mock in the hold and a simple but filling meal of bread 
  and barley porridge. in theory this charity, paid for from 
  tithes, is for a maximum of three nights, after which a 
  donation of one dirham per night is required. Unless 
  there is high demand, the clerics never charge a sea dog 
  in need of hospitality.
  The clerics sell alchemical devices from the deity’s 
  spell list at standard rates. For 500 dinars, the high priest 
  will perform a special blessing on a ship. The vessel gains 
  one single-use benny, which the captain can use on any 
  Boating roll made while aboard the vessel. A ship may 
  only have one such blessing at any given time.
  Wijdan’s Ship Chandler: One of many ships’ chan-
  dlers, Wijdan has the added advantage that she has 
  access to mend alchemical devices. She sells these for 
  200 dinars rather than the usual 300 dinars. Wijdan is 
  neither a mage nor a cleric, and no one knows where 
  she acquires these devices. One popular rumor is that 
  she knows a friendly majin, though where it might live is 
  yet another mystery.
  tHE ISlAND
  Al-Korsar is the name of both the city and the island 
  on which it stands. A high plateau surrounded by rug-
  ged, almost sheer-faced mountains whose peaks rise 
  over 6,000 feet above the costal plains dominates the 
  interior. A montane cloud forest covers the mountain 
  slopes, with evergreen trees at lower altitudes and large 
  shrubs at higher elevations. The plateau’s summit is con-
  stantly swathed in dense clouds. Hidden from sight by 
  the cloud layer, the plateau is dominated by small trees, 
  giant ferns, and long grass. 
  An outpost of the lizardmen in ages past, the plateau 
  is dotted with ancient, vine-choked ruins. Evidence of 
  the builders’ inhuman origins is found in faded picto-
  grams carved into crumbling stone walls and the toppled 
  and shattered remains of colossal statues. The latter are 
  particularly unusual, for among the well-known lizard-
  man forms are statues with frilled heads, multiple horns, 
  and diamond-shaped plates running down their backs. 
  likely they are depictions of deities. No serious scholar 
  has ever visited the site, and few adventurers have plun-
  dered the ruins since the age of Suleiman.
  While the lizardmen have long abandoned the pla-
  teau (animated mummies and skeletons may exist in 
  as-yet-undiscovered crypts), there are still dangers. Aside 
  from the high humidity (+2 quarts per day), there are 
  poisonous snakes and spiders to contend with, as well 
  as a small velociraptor pack.
  Al-Korsar, City of Corsairs
  
  
  persons of Note
  Al-Korsar’s population boasts a huge number of col-
  orful characters. Some may prove to be allies to visiting 
  adventurers, while others may become dire enemies. A 
  few are detailed below.
  CAptAIN HAjAr tHE HAwK
  Captain of the boom Sea Eagle, Hajar would be at-
  tractive were in not for her milky white eyes. Although 
  blind since birth, Hajar is not as sightless as she makes 
  out. Several years ago she sailed south and west into un-
  charted waters. After long weeks, her vessel made land-
  fall in a jungle realm inhabited by black-skinned natives 
  who spoke no known language and practiced unusual 
  magic. There, a wise man tattooed an eye on each of her 
  eyelids. When her eyes are closed, she can see as well 
  as any man. Her constant companion is Zakwan, a Wild 
  Card hawk. As well as being her only true friend, the bird 
  acts as her eyes at sea, scouting high overhead for sails 
  on the distant horizon.
  CAptAIN SHAlAmArIz SEAborN
  Undoubtedly one of the strangest corsair captains 
  ever to sail the seas, Shalamariz is a Wild Card free lesser 
  marid. Although willing to converse with mortals, he has 
  repeatedly refused to explain why he chose to become 
  a corsair. His form is that of a human male, though his 
  skin is the color of the deep ocean and ripples like the 
  surface of the sea being blown by a gentle wind. His hair 
  is white sea foam that flows halfway down his back. He 
  commands the baghlah Stormrider.
  fIzDI
  For reasons he can’t fathom, Fizdi, a sand goblin, has al-
  ways been drawn to the ocean. He has served on six corsair 
  vessels and every single one suffered terrible misfortune, 
  though only one sank. Though keen to set sail once more, 
  Fizdi has been branded a jinx, despite his protestations of 
  innocence and willingness to work for free, ensuring no 
  captain who knows his reputation will hire him.
  omAr tHE bEGGAr
  A former corsair, Omar lives as a beggar. Missing his 
  left arm and his lower left leg, and with a face that bears 
  the scars of a vicious shark attack, Omar served aboard 
  the Relentless Tide. Popular legend has it the ship sank 
  in a storm with its cargo of gems and all hands. No one 
  believes Omar’s story that the cause of the sinking was 
  not bad weather, but a pack of kreana accompanied by a 
  monstrous shark. Omar is willing to guide a ship to loca-
  tion of the wreck, but he wants a share of the treasure 
  and assurances he will be kept safe from kreana attacks.
                        
  boDy lANGuAGE
  The civilized inhabitants of Al-Shirkuh are prone to 
  make use of physical gestures in everyday life. Be-
  low is a brief guide to some of the more common 
  practices.
  * Gesticulation is commonplace, especially when 
  haggling. Such gestures are exaggerated, with the 
  clutching of heads, extending or raising of arms, 
  and showing of open palms especially prevalent.
  * When leaving the presence of a social superior it 
  is not uncommon to touch one’s heart, mouth, and/
  or forehead. The gestures symbolize humility, hon-
  esty, and loyalty toward one’s superior respectively.
  * When greeting someone, it is traditional to per-
  form a bow while placing the right palm against 
  one’s forehead or chest. The bow is a gesture of re-
  spect and should be deeper if the other person is of 
  higher social class, while the use of the open hand 
  indicates one is not holding a weapon.
  * during conversations the listener may stare in-
  tently at the speaker. While foreigners may find this 
  unnerving, it shows the listener is fully attentive. if 
  he is looking elsewhere it indicates he is disinter-
  ested in what you have to say.
  * Men hug each other, but only with true friends—
  one you trust not to literally or metaphorically stab 
  you in the back. Kissing a member of the same gen-
  der on the cheeks is also a sign of friendship.
  * A host showing a guest around his house, prop-
  erty, or even city streets will often hold his guest’s 
  elbow with his right hand. This is a sign of friend-
  ship, and again indicates the host is not holding a 
  concealed weapon.
  * People show they are thinking by scratching their 
  chins. it is considered rude to continue talking until 
  the scratching motion stops. Cakali stroke their tail 
  to similar effect.
  * in Rassilon, beckoning someone is done with 
  the palm up and the hand loosely closed, save for 
  the index finger, which is curled in and out. in Al-
  Shirkuh, the hand is palm down and all the fingers 
  curled in a scratching motion.
  * Blowing or picking one’s nose, picking one’s 
  teeth, or yawning in public is considered a sign of 
  poor manners and inattentiveness or total disinter-
  est during conversation. yawning while simultane-
  ously extending one’s arms diagonally upward indi-
  cates genuine tiredness, however.
  * Belching after food indicates the host has sup-
  plied a good meal, though excessive belching leads 
  to embarrassment on the host’s behalf (as would 
  continued verbal flattery). Flatulence, while a per-
  fectly normal bodily function, is typically reserved 
  for when one is alone. if one cannot contain one’s 
  wind, it is traditional to make light of the noise so 
  as to reduce any offense to one’s host.
  land of fire realm Guide #23
  
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost - Land of Fire/TAG35023 - Realm Guide 23 Al-Korsar City of Corsairs.pdf