TEXT: The Spahis of Zeif 
   
  Page 1 
  The Spahis of 
  Zeif 
  By: Jake Robins 
  Edited By: Cory Fliegel 
  Version: 1.2 
  The Honoured Knights of 
  Zeif 
  The most impressive and vast of Zeif's land-
  based military, the Spahis of Zeif form a union of 
  dozens of divisions of cavalry each operated by 
  an Elder Spahi from their own private fief, called 
  an altimar.  Together they are a tightly knit band 
  of mercenaries who serve their Lords, who 
  serve, in turn, the Sultan. They are the 
  Sultanate's cavalry, masters of fighting from their 
  mounts.  In the past, the Spahis have defeated 
  many enemies, and it is a fearsome sight to see 
  the hordes of horsemen stampeding across the 
  plains of Zeif. 
  The Spahis are known for their quick tactics and 
  swift assaults.  Unlike some of the heavier 
  eastern cavalry, the Spahis are typically very 
  lightly armoured and fast on their hooves.  Their 
  steeds are lean mounts, some of the fastest in 
  the Baklunish west.  They prefer hit and run 
  tactics over all-out assault, and work best when 
  disorganizing enemy ranks instead of slaying 
  them outright.  In melee, the Spahis are skilled in 
  the use of lances and spears, as well as swords 
  of all types, most notably scimitars and falchions 
  of different stock. 
  Worth mentioning is also the skill of the Spahis 
  with regards to mounted archery.  Many units in 
  the ranks are "stinger" units, who skirt the battles 
  delivering fast volleys of arrows before darting off 
  around the enemy.  Constantly in motion, these 
  archers are difficult to confront, and cause 
  devastation among the enemy lines.  Because of 
  this need, all Spahis are trained in the use of 
  bows, and are required to use those that are 
  usable on horseback. 
  The hierarchy of the Spahis is well defined and 
  each rank has very specific duties.  These duties 
  are further detailed in an appendix. Typically, an 
  Elder Spahi appoints one Kahya (a chief 
  steward) to administer his fief and his troops. 
  The Kahya rank is not available for PCs, as its 
  duties keep the Kahya from adventuring. Below 
  the Kahya are the Komutan Spahis, who 
  commands the troops.  There are a number of 
  the Komutans who are assigned to various 
  provinces (the Elder Spahi's assigned pashaliks, 
  beyliks and deyliks) to command the regiments 
  in each, respectively.  There is also a Komutan 
  Spahi assigned to the Elder Spahi's own fief.  
  Below the Komutans are the lowest of the Spahi 
  (officer) class, the Spahis themselves.  These 
  knights are in command of up to a half-dozen 
  Kaptans. 
  The Ghulam ranks are composed of Kaptans, 
  who answer directly to the Spahi ranked knights.  
  They can command up to 160 cavalry each.  
  They divide this number into four groups of 40, 
  and assign each a Teoman.  These Teoman 
  then subdivide again their 40 into four groups of 
  10, each commanded by a Komiser Muavini. 
  Below this, are the lowest rank and file troops, 
  the Silahdars. 
  History of the Spahis 
  The organization was founded in 2755BH (96 
  CY) under the rule of Yazerak the Thunderous.  
  As Zeif's increasing demands for a cavalry grew 
  too heavy on the coffers of the Sultanate, 
  Yazerak decided to introduce a system of 
  vassalage, and chose a handful of faithful 
  warriors to serve as Elder Spahi.  He granted 
  these warriors their own fief called an altimar in 
  exchange for their unwavering loyalty and 
  service. 
   
  He 
  also 
  placed 
  the 
  economic 
  responsibility upon the Spahi's shoulder for their 
  own division of cavalry. 
  The end result was a vast army of mercenary 
  cavalry who served a knight that was loyal to the 
  Sultan.  The effectiveness of this only grew over 
  the five hundred years that the Spahis have 
  existed, and today, the Sultan Murad is privy to 
  the service of dozens of Elder Spahis each with 
  their own fief, all at very little cost to him. 
  The Spahis of course have a long military 
  history, and have been major players in many 
  wars and military conflicts in Zeif since their 
  inception.  Most notable were the War of 
  Possession (2769BH, -86CY), the Banishment of 
  the Sorcerers (2788BH, -63CY), the Western 
  Colonization (2813BH, -38CY), the Paynim 
  Unrest (2972BH, 121CY), and the Sand Battle 
  (3186BH, 335CY).  Throughout these years, the 
  Zeifan Cavalry have proved their worth countless 
  
  The Spahis of Zeif 
   
  Page 2 
  times, and are a magnificent display of service 
  and loyalty to the Sultan. 
  The ranks of the cavalry have changed since 
  their 
  inception. 
   
  Traditionally, 
  they 
  were 
  comprised mostly of Zeifan citizens; sons of 
  commoners and nobility.  Today, however, they 
  have assumed a much more mercenary attitude.  
  With Zeif's economic success growing every 
  century, the Elder Spahis have been able to 
  afford to pay their troops more, and attracted 
  outside interests in the ranks.  Presently, over 
  70% of the rank and file horsemen of the Spahis 
  are tribal Paynim raiders, come to Zeif for fame 
  and fortune.  The Sultanate has accepted this 
  well; it forms a powerful tie with the nomadic 
  people to the south.  
  Admission to the Spahis of 
  Zeif 
  Any PC wishing to join the Spahis of Zeif must 
  first satisfy the general requirements for the 
  meta-organization, listed below. Second, they 
  must choose which altimar they wish to be a part 
  of and subsequently which Elder Spahi they wish 
  to serve. The end of this document details a 
  number of altimars currently accepting new 
  soldiers. In the future there will be more 
  available, possibly some run by PCs. Finally, a 
  PC must choose whether to join the Ghulam 
  class or the Spahi class. 
  All members of this meta-organization are 
  required to have this document on hand during 
  play.  A judge has the right to deny a PC any skill 
  bonuses, access to non-PHB items, or item 
  discounts if he does not produce the document 
  to support the claim. 
  General Requirements 
  • 
  Home Region: Sultanate of Zeif 
  • 
  Non-Chaotic Alignment 
  • 
  Proficiency with all simple and martial 
  weapons, as well as light armour 
  • 
  Swear by the Three Oaths of the Spahis 
  (See Below) 
  • 
  TUs are spent upon joining the meta-
  organization or upon joining a new rank, as 
  well as on the first AR of every new 
  campaign year during which the PC remains 
  a member.  Any TUs spent during a year 
  count against any TU costs for joining a 
  higher rank in the same year.  These TUs 
  are considered spent doing patrols, police 
  work, tax collection, and other various tasks 
  assigned by the Elder Spahi.  There are no 
  lifestyle costs associated with these TUs. 
  • 
  Qualifying feats include the following: Animal 
  Affinity, Leadership (only for the Spahi ranks; 
  this feat does not count for qualifying in any 
  Ghulam ranks), Mounted Combat, Mounted 
  Archery, Ride-by Attack, Skill Focus (Handle 
  Animal or Ride), Spirited Charge, Weapon 
  Focus (Any Lance, Sword, Spear or Bow), 
  Weapon Specialization (Any Lance, Sword, 
  Spear or Bow), Improved Mounted Archery 
  (CW), Horselore (Dragon #315), Point Blank 
  Shot, Precise Shot 
  The Three Oaths of the 
  Spahis 
  All members of the Spahis, whether they be 
  Ghulam or Spahi, are required to swear by each 
  of the three oaths of the Spahis.  These oaths 
  represent dedication, loyalty, and service to the 
  people of Zeif, the Elder Spahi of their altimar, 
  and most importantly to the Sultan of Zeif.  PCs 
  joining this organization must print off all three of 
  the Oath-certs and sign them (they are 
  encouraged to sign as their character's name, 
  but this is not required).  The oaths are detailed 
  below. 
  Oath of Service to the People 
  A Spahi swears to uphold justice for the citizens 
  of Zeif.  They must show respect to all who serve 
  the Sultan.  They exist to promote stability and 
  peace among the people, and to protect them 
  from all threats, whether foreign, magical, 
  monstrous, or civil.  All citizens of Zeif are 
  entitled to this service, regardless of race, 
  religion, or vocation. 
  Oath of Service to the Elder Spahi 
  The Elder Spahi serves the Sultan directly, and 
  his wishes must be respected at all times.  A 
  Spahi swears to serve his Lord unwaveringly, 
  because to further his goals is to further the 
  goals of Zeif.  A Spahi is expected to obey all 
  orders given to him by his Lord, and chooses it 
  above all other commands, save those directly 
  from the Sultan himself.  The Elder Spahis 
  provide basic amenities and wage to the Spahi in 
  exchange for this loyalty.   
  
  The Spahis of Zeif 
   
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  Oath of Service to the Sultan of Zeif 
  A Spahi, above all other oaths, swears to serve 
  the Sultan of Zeif, and in turn, the country and 
  the people of Zeif.  A Spahi recognizes that the 
  Sultan is the chosen leader of the people of Zeif, 
  and only by displays of supreme loyalty, service, 
  and sacrifice can a Spahi rightfully respect this.  
  A Spahi swears to protect the Sultan with life and 
  limb; to do so is an honour reserved for the most 
  fortunate people. 
  Selection of an Altimar 
  Every member of the Spahis serves a particular 
  altimar, which is essentially a private fiefdom run 
  by a knight of the Elder Spahi rank.  The fief is a 
  gift from the Sultan to the knight as a reward for 
  his long service and loyalty.  In exchange for the 
  altimar, the Elder Spahi must administer and 
  fund his own private division of the cavalry of 
  Zeif. 
  Each altimar is under the jurisdiction of the Elder 
  Spahi, and thus each altimar has its own special 
  rules and benefits.  This document details a 
  number of altimars to choose from initially.  In 
  the future, more will be available, including some 
  run by PCs who have attained the rank of Elder 
  Spahi. 
  Once a PC has chosen an altimar, mark it down 
  on the cert for the rank which they apply for (see 
  next step).  After selecting an altimar, it is 
  impossible to switch to a different one at 
  equivalent rank.  If a PC wishes to switch 
  altimars, he must start again at the lowest rank 
  (essentially "re-joining" the meta-organization).  
  He must spend all the associated TU, gold, and 
  favour costs again, appropriate to his target 
  rank. 
  Selection of Class 
  The two different levels both have four and three 
  attainable ranks, respectively, outlined by the 
  following table: 
  Ghulam 
  Spahi 
  Silahdar 
  Spahi 
  Komiser Muavini 
  Komutan Spahi 
  Teoman 
  Elder Spahi 
  Kaptan 
   
   
  If a PC wishes to join the Ghulam level, they 
  must start at the Silahdar rank.  Once a PC 
  meets both the general requirements of the 
  meta-organization and the requirements for the 
  Silahdar rank, they may print off the cert and 
  have it signed off by the DM on their next 
  adventure record, making sure to mark down the 
  expenditure of TUs.  Repeat the process for 
  advancement into the other ranks in the Ghulam 
  level. 
  If a PC wishes to join the Spahi level, they must 
  first purchase a military commission.  The Spahi 
  class accepts new recruits as well as former 
  Ghulam ranked members, though all of them 
  must purchase a military commission.  No PC 
  may be a member of both the Ghulam and Spahi 
  ranks. Usually, noble families purchase this 
  commission from the Elder Spahi in order to hire 
  out their sons.  This is the only way to enter the 
  Spahi ranks without advancing through the 
  Ghulam classes first. Commissions can be 
  purchased to enter the Spahi rank only. 
  The 
  cost 
  of 
  the 
  military 
  commission 
  is 
  determined by taking the base cost and adding 
  all the applicable modifiers listed below. The 
  modifiers stack. Commissions can cost both gold 
  pieces as well as favours or influence points.  
  Eligible favours and influence points include any 
  favour or influence point from a registered noble 
  house of Zeif or any favour or influence point 
  from the Spahis of Zeif (including favours from 
  individuals 
  belonging to these houses or 
  organizations). 
  Note: Favours or influence points from the Elder 
  Spahi who administers the altimar which the PC 
  is applying for, or from his family's house, count 
  as 
  double 
  for 
  purposes 
  of 
  the 
  military 
  commission and for reducing the requirements 
  for Spahi advancement.  Registered nobles 
  belonging 
  to 
  the 
  same 
  house 
  as 
  the 
  aforementioned Elder Spahi gain one "free" 
  influence point (which still counts as double) for 
  purposes of the commission or for reducing the 
  requirements for Spahi advancement.  This extra 
  point may only be used for said purposes and 
  may only be used once. 
  • 
  Base Cost: 2,000 gp and 4 favours 
  • 
  +500 gp and 1 favour if not a registered 
  noble of the Sultanate of Zeif 
  • 
  +1,000 gp and 2 favours if not 100% 
  Baklunish Human 
  • 
  +1,000 gp and 2 favours if Elf, Gnome, 
  Halfling, or Dwarf 
  • 
  +1,500 gp and 3 favours if Half-Orc 
  
  The Spahis of Zeif 
   
  Page 4 
  • 
  +2,500 gp and 5 favours if Suel Human 
  Also, for every 500 gp the PC spends on the 
  commission, he may reduce one requirement for 
  the rank of Spahi as if he had one more favour to 
  expend. 
  General Benefits 
  All members of the meta-organization receive the 
  following benefits unless otherwise noted. 
  • 
  Free Adventurer's Standard Upkeep in any 
  Zeif Regional Module.  Spahis are granted 
  food and lodging in the altimar of their 
  service. 
  • 
  10% discount on the following items in the 
  PHB (redeemable after any Zeif regional 
  module): 
  scimitar, 
  lance, 
  falchion, 
  shortspear, 
  spear, 
  longspear 
  shortbow, 
  composite shortbow, composite longbow 
  (and all their masterwork versions); any light 
  armour (and their masterwork versions); 
  Rations (Trail), any light barding (and their 
  masterwork versions), Horse (Heavy, Light), 
  Warhorse (Heavy, Light), Warpony, Saddle 
  (Military, Pack, Riding), Saddlebags 
  • 
  Access (Regional) to the following items: 
  Animal 
  Training 
  Kit 
  (CV); 
  Saddle, 
  Masterwork (CV); Scimitar, Great (SS); Silk 
  Swathes (SS); Filter Mask (SS); Sun Lenses 
  (SS); Desert Outfit (SS); Arrow, Blunt (RW); 
  Riding Straps (RS); Shield, Rider's (RS) 
  • 
  All skill bonuses and penalties granted by 
  individual ranks are competence bonuses or 
  penalities and do not stack with bonuses or 
  penalties from previous ranks.  They only 
  apply while the PC is adventuring in a Zeif 
  regional module or a VTF meta-regional 
  module.  A PC can never have more than a 
  +4 bonus in any given skill from this meta-
  organization. 
  • 
  Influence points granted can be used once a 
  year (they are renewed on January 1st of 
  each new campaign year).  These influences 
  points are not excluded from use to attain 
  higher ranks or reduce requirements for 
  higher ranks as detailed later. 
  • 
  The wage is given to the PC only on the first 
  AR of every near year (the PC does not get 
  paid when he joins). 
  • 
  All members of the Komutan Spahi rank or 
  higher receive a "Recommendation for a Zeif 
  War Title".  This cannot be gained more than 
  once from this meta-organization (i.e. the 
  benefit does not stack once higher ranks are 
  gained). For more information on Zeif War 
  Titles, see the separate document. 
  Standard Issue Gear 
  All members of the Spahis are issued a "Spahi's 
  Gear" package upon joining the ranks, and any 
  of this gear is replaced if lost, stolen, used or 
  destroyed. This replacement occurs immediately 
  following any adventure where the PC lost the 
  item (he must still spend the remainder of the 
  module without the equipment). None of this 
  equipment can be sold or traded under normal 
  circumstances. 
  • 
  Spahi 
  uniform 
  (treat 
  as 
  traveller's 
  or 
  explorer's outfit; the uniform is described 
  later in this document.) 
  • 
  Bit and Bridle 
  • 
  Saddle (Military) 
  • 
  7 Days Feed 
  Required Inventory 
  Once a PC has been admitted to the ranks, he is 
  required to maintain a special inventory at all 
  times.  It is considered an infraction if ever a 
  Spahi is asked by a higher ranking officer to 
  produce something from this inventory and fails 
  to do so.  
  • 
  All Standard Issue Gear (though a Spahi 
  may 
  substitute 
  a 
  Saddle, 
  Military, 
  Masterwork (CV) for the Saddle, Military) 
  • 
  1 Dagger or Kukri of any quality or material 
  • 
  1 Sword of any quality or material (either 
  Longsword, Scimitar, Falchion, Greatsword, 
  Two-Bladed Sword, Bastard Sword or Great 
  Scimitar (SS)) 
  • 
  1 Spear or Lance of any quality or material 
  (either Shortspear, Spear, Longspear or 
  Lance) 
  • 
  1 Bow of any quality or material (either 
  Composite 
  Longbow, 
  Shortbow, 
  or 
  Composite Shortbow) 
  • 
  40 Arrows of any quality or material 
  • 
  One warhorse (Light or Heavy) or warpony 
  who is well-maintained (see "A Spahi's 
  
  The Spahis of Zeif 
   
  Page 5 
  Mount", below).  Mounts other than these 
  may be approved on an individual basis by 
  the triad.  A paladin's special mount (which 
  must be a heavy or light warhorse, or a 
  warpony) or a ranger or druid's animal 
  companion (which must be either a light or 
  heavy 
  horse) 
  count 
  towards 
  this 
  requirement. 
  A Spahi's Mount 
  Each Spahi is required to purchase his own 
  mount and is responsible for maintaining its 
  health, ability, and longevity.  Mistreatment of a 
  mount is considered a major infraction, and can 
  result in expulsion from the ranks.  A Spahi's 
  mount is his closest ally on the battlefield, and is 
  treated, in all respects, as a dear friend.  Most 
  Spahis choose a light warhorse as their mount, 
  but any mount listed under the required inventory 
  is a legal choice. 
  • 
  A Spahi must always seek to cure his mount 
  of major hit point damage whenever he 
  takes it.  A mount must never be left for long 
  periods of time with more than 5 hit points of 
  damage. "It will heal overnight" is not a valid 
  excuse for major wounds. A Spahi's mount 
  should be treated like a player character. 
  • 
  A Spahi must always spend available 
  resources to remove any ailments from his 
  mount, including negative levels, curses, 
  disease, ability damage, poison, magical 
  ailments, etc. 
  • 
  A Spahi must always keep the mount well 
  fed, sheltered and groomed, and must seek 
  other responsible individuals to do so in the 
  case of his temporary absence.   
  • 
  A Spahi may force march a mount (including 
  the "spur mount" ability under the Ride skill) 
  if  necessary in the line of duty.  Any damage 
  done to the mount must be remedied as 
  soon as possible, as per the previous note 
  about damage. 
  • 
  The death of a mount is a terrible thing for 
  any Spahi.  If a mount dies during a module, 
  the Spahi receives a -1 penalty to all 
  Charisma checks and Charisma based skill 
  checks, as well as Ride checks for the 
  remainder of the adventure as the Spahi 
  mourns his loss.  These penalties are tripled 
  if a judge rules that the Spahi was 
  responsible for the death.  Causing the 
  death of a mount is also a major infraction, 
  and usually results in expulsion from the 
  ranks. If a judge rules that the PC abused 
  his mount and caused his death, he may 
  report it to the Triad and the PC may be 
  removed from the organization. The Spahi 
  cannot purchase a new mount until the next 
  module. 
  The Ghulam Ranks (Soldier 
  Level) 
  The Spahis are in a two-part hierarchy.  The 
  lower caste are the soldier class, also known as 
  the Ghulam class.  These soldiers form the bulk 
  of the cavalry of Zeif, and are under command of 
  the higher caste, the officer class, also known as 
  the Spahi class.  The officers are in charge of 
  leading the soldiers in battle as well as 
  administrating the cavalry and the fiefs from 
  which they are run. 
  The soldier class of the Spahis of Zeif (known as 
  the Ghulam class), forms the bulk of the military 
  might of Zeif's cavalry.  They are composed 
  primarily of paynims mercenaries, though many 
  proper Zeifan citizens make up the ranks.  The 
  Spahis have very rigorous requirements of their 
  Ghulams. 
  Advancement in the Ghulam class is fitting to 
  their purpose.  The higher level Ghulams have 
  achieved their rank through sheer martial 
  prowess, discipline and dedication to the 
  organization.  Advancement in the Ghulam class 
  is slow and demanding, but the members are 
  trained well and are well regarded as some of 
  the most disciplined and hardened cavalry in 
  Zeif. These Ghulams exist to do battle and any 
  service derivative of this, including patrols, 
  policing, and security at events within the altimar 
  of their service.  In times of peace, the Ghulam 
  class can be asked by their Elder Spahi to do 
  other duties in his fief, including tax collection, 
  town administration, and other government jobs. 
  Ghulams are required to swear by the three 
  oaths of the Spahis and to reside in the altimar of 
  their service.  Their basic amenities are provided 
  for in exchange for their wage and loyalty.  
  Ghulams are not required to serve for any 
  predetermined amount of time, and can remain 
  in any one soldier rank for as long as they wish. 
  
  The Spahis of Zeif 
   
  Page 6 
  Silahdar (Weapon bearer) 
  T.U. Cost: 6 spent upon joining and on the first 
  AR of every new campaign year 
  Qualifications:  
  • 
  BAB: +1 
  • 
  Feats: 1 qualifying feat 
  • 
  Skills: Ride 4 ranks, Handle Animal 2 ranks 
  Benefits: 
  • 
  One influence point with the Spahis of Zeif 
  • 
  +1 Diplomacy with other Spahis of Zeif as 
  well as with any Zeif nobility, +1 Knowledge 
  (Local-VTF), 
  +1 
  Knowledge 
  (Nobility/Royalty), +1 Handle Animal when 
  working with horses and their ilk (Any horse, 
  donkey, mule or pony). 
  • 
  100 gp wage 
  Burden:  
  • 
  -1 Diplomacy with non-locals of Zeif, -1 
  Diplomacy with any member of the Zeif 
  Infantry, -2 Diplomacy with any member of 
  the Uruzaries 
  Advancement:  
  To advance to the Komiser Muavini rank, a 
  Silahdar must meet the following requirements: 
  • 
  BAB: +3 
  • 
  Feats: 2 qualifying feats 
  • 
  Skills: Ride 6 ranks, Handle Animal 3 ranks 
  • 
  Must have been a Silahdar in good standing 
  for at least 26 TUs, or 6 calender months, 
  whichever comes first.  Annual TUs spent in 
  service of this meta-organization count 
  against these. 
  Komiser Muavini (Sergeant) 
  T.U. Cost: 8 spent upon attaining this rank and 
  on the first AR of every new campaign year.  Any 
  TUs spent in lower ranks of the same campaign 
  year count against these. 
  Benefits: 
  • 
  As Silahdar plus... 
  • 
  +1 Diplomacy with other Spahis of Zeif as 
  well as with any Zeif nobility, +1 Knowledge 
  (Local-VTF), 
  +1 
  Knowledge 
  (Nobility/Royalty), +1 Handle Animal when 
  working with horses and their ilk (Any horse, 
  donkey, mule or pony). (Stacks with previous 
  ranks) 
  • 
  Wage rise to 200 gp 
  Burden:  
  • 
  -2 Diplomacy with non-locals of Zeif, -1 
  Diplomacy with any member of the Zeif 
  Infantry, -2 Diplomacy with any member of 
  the Uruzaries 
  Advancement:  
  To advance to the Teoman rank, a Komiser 
  Muavini must meet the following requirements: 
  • 
  BAB: +5 
  • 
  Feats: 3 qualifying feats 
  • 
  Skills: Ride 8 ranks, Handle Animal 4 ranks 
  • 
  Must have been a Komiser Muavini in good 
  standing for at least 26 TUs, or 6 calender 
  months, whichever comes first.  Annual TUs 
  spent in service of this meta-organization 
  count against these. 
  Teoman (Lieutenant) 
  T.U. Cost: 10 spent upon attaining this rank 
  and on the first AR of every new campaign year.  
  Any TUs spent in lower ranks of the same 
  campaign year count against these. 
  Benefits: 
  • 
  As Komiser Muavini plus... 
  • 
  +1 Diplomacy with other Spahis of Zeif as 
  well as with any Zeif nobility, +1 Knowledge 
  (Local-VTF), 
  +1 
  Knowledge 
  (Nobility/Royalty), +1 Handle Animal when 
  working with horses and their ilk (Any horse, 
  donkey, mule or pony). (Stacks with previous 
  ranks) 
  • 
  Wage rise to 300 gp 
  • 
  Skill bonuses rise to +2 Diplomacy with other 
  Spahis of Zeif as well as with any Zeif 
  nobility, +2 Knowledge (Local-VTF), +2 
  Knowledge (Nobility/Royalty), and +2 Handle 
  Animal when working with horses and their 
  ilk (Any horse, donkey, mule or pony). 
  Burden:  
  
  The Spahis of Zeif 
   
  Page 7 
  • 
  -3 Diplomacy with non-locals of Zeif, -1 
  Diplomacy with any member of the Zeif 
  Infantry, -2 Diplomacy with any member of 
  the Uruzaries 
  Advancement:  
  To advance to the Kaptan rank, a Teoman must 
  meet the following requirements: 
  • 
  BAB: +7 
  • 
  Feats: 4 qualifying feats 
  • 
  Skills: Ride 10 ranks, Handle Animal 5 ranks 
  • 
  Must have been a Teoman in good standing 
  for at least 26 TUs, or 6 calender months, 
  whichever comes first.  Annual TUs spent in 
  service of this meta-organization count 
  against these. 
  Kaptan (Captain) 
  T.U. Cost: 12 spent upon attaining this rank 
  and on the first AR of every new campaign year.  
  Any TUs spent in lower ranks of the same 
  campaign year count against these. 
  Benefits: 
  • 
  As Teoman plus... 
  • 
  +1 Diplomacy with other Spahis of Zeif as 
  well as with any Zeif nobility, +1 Knowledge 
  (Local-VTF), 
  +1 
  Knowledge 
  (Nobility/Royalty), +1 Handle Animal when 
  working with horses and their ilk (Any horse, 
  donkey, mule or pony). (Stacks with all lower 
  ranks) 
  • 
  Wage rise to 400 gp 
  Burden:  
  • 
  -4 Diplomacy with non-locals of Zeif, -1 
  Diplomacy with any member of the Zeif 
  Infantry, -2 Diplomacy with any member of 
  the Uruzaries 
  Advancement:  
  There is no further advancement through the 
  Ghulam ranks for Kaptans. They are considered 
  the highest rank in the Ghulam class.  If a 
  Kaptan wishes, he may join the Spahi class of 
  the Spahis, though he receives no special 
  treatment, and must join just like everyone else: 
  through the purchase of a military commission.   
  The Spahi Ranks (Officer 
  Level) 
  The Officer class of the Spahis (known as the 
  Spahi class) are the ruling and administrative 
  ranks within the organization.  It is only when a 
  member becomes a Spahi that they are officially 
  known as a Spahi.  The bulk of the officer class 
  is composed of Zeifan nobility and other 
  important figures within  Zeif's social hierarchy.  
  Surprisingly low amounts actually rise up from 
  the ranks of the Ghulams.   
  Favours and connections are a Spahi's quickest 
  and easiest way to advance through the ranks of 
  the Spahi.  A certain degree of martial prowess 
  is required, as all Spahis must be able to defend 
  its nation, but after leaving the rank of Kaptan, 
  the manoeuvring becomes more political.  There 
  are strict rules in the advancement, but these 
  can be bent and eased through the proper 
  administration of favours. 
  At the pinnacle of the Spahi ranks is the Elder 
  Spahi.  The Elder Spahi is granted a fiefdom 
  called an altimar by the Sultan and becomes the 
  commander of his own division of Spahis and 
  cavalry.  The entirety of the cavalry is composed 
  of dozens of these altimars.  This rank, as well 
  as the one below it, are finite in number, and can 
  only be achieved if there is a vacant position.  
  Once a PC rises to the highest rank, he can split 
  from his current altimar to start his own.  Further 
  details on this can be found below. 
  Note: The requirements of the Spahi ranks can 
  be reduced by the expenditure of favours or 
  influence points, and guidelines for these 
  reductions are given under the individual rank 
  entries.  Eligible favours include any favours 
  from registered Zeif noble houses or the Spahis 
  of Zeif, as well as any individuals belonging to 
  said organizations.  These favours must be re-
  spent at every new rank where the PC is lacking 
  in requirements (for example, if you are missing 
  a feat for the Spahi rank and you spend a favour 
  to make up for it, you must spend another favour 
  to make up for it again when you join the 
  Komutan Spahi rank). 
  Spahi (Honoured Knight) 
  T.U. Cost: 14 spent upon attaining this rank 
  and on the first AR of every new campaign year. 
  Any TUs spent in lower ranks of the same 
  campaign year count against these. 
  
  The Spahis of Zeif 
   
  Page 8 
  Qualifications:  
  • 
  BAB: +9 (can be reduced by one for each 
  noble or military favour expended, to a 
  minimum of a +5 BAB) 
  • 
  Must speak Baklunish 
  • 
  Feats: 5 Qualifying feats (can be reduced by 
  one for each noble or military favour 
  expended, to a minimum of 3 qualifying 
  feats) 
  • 
  Skills: Ride 8 ranks, Handle Animal 4 ranks, 
  Diplomacy 
  4 
  ranks, 
  Knowledge 
  (Nobility/Royalty) 1 rank, Knowledge (Local-
  VTF) 1 rank.  These ranks cannot be 
  reduced through favours or influence points. 
  Benefits: 
  • 
  Two influence points with the Spahis of Zeif 
  • 
  +2 Competance bonus to Diplomacy with 
  other Spahis of Zeif as well as with any Zeif 
  nobility, +2 Knowledge (Local-VTF), +2 
  Knowledge (Nobility/Royalty), +2 Handle 
  Animal when working with horses and their 
  ilk (Any horse, donkey, mule or pony). 
  • 
  500 gp wage 
  Burden:  
  • 
  -2 Diplomacy with non-locals of Zeif, -2 
  Diplomacy with any member of the Zeif 
  Infantry, -4 Diplomacy with any member of 
  the Uruzaries 
  Advancement:  
  To advance to the Komutan Spahi rank, a Spahi 
  must meet the following requirements: 
  • 
  Must spend 2 influence points and have 
  been a Spahi in good standing for 26 TUs or 
  6 calender months, whichever comes first 
  (Annual TUs spent in service to this meta-
  organization count against these). 
  • 
  BAB: +11 (can be reduced by one for each 
  noble or military favour expended, to a 
  minimum of a +7 BAB) 
  • 
  Feats: 6 Qualifying feats (can be reduced by 
  one for each noble or military favour 
  expended, to a minimum of 4 qualifying 
  feats) 
  • 
  Skills: Ride 10 ranks, Handle Animal 5 
  ranks, 
  Diplomacy 6 ranks, Knowledge 
  (Nobility/Royalty) 2 ranks, Knowledge (Local-
  VTF) 2 ranks.  These ranks cannot be 
  reduced through favours or influence points. 
  Komutan Spahi (Honoured 
  Knight-Commander) 
  T.U. Cost: 16 spent upon attaining this rank  
  and on the first AR of every new campaign year. 
  Any TUs spent in lower ranks of the same 
  campaign year count against these. 
  Benefits: 
  • 
  As Spahi plus... 
  • 
  +1 Competance bonus to Diplomacy with 
  other Spahis of Zeif as well as with any Zeif 
  nobility, +1 Knowledge (Local-VTF), +1 
  Knowledge (Nobility/Royalty), +1 Handle 
  Animal when working with horses and their 
  ilk (Any horse, donkey, mule or pony). 
  (Stacks with previous ranks) 
  • 
  Wage rises to 750 gp 
  • 
  Recommendation for a Zeif War Title (see 
  separate document for more info on the Zeif 
  War Titles) 
  Burden:  
  • 
  -3 Diplomacy with non-locals of Zeif, -2 
  Diplomacy with any member of the Zeif 
  Infantry, -4 Diplomacy with any member of 
  the Uruzaries 
  Advancement:  
  To advance to the Elder Spahi rank, a Komutan 
  Spahi must meet the following requirements: 
  • 
  Must spend 2 influence points and have 
  been a Komutan Spahi in good standing for 
  26 TUs or 6 calender months, whichever 
  comes first (Annual TUs spent in service to 
  this meta-organization count against these).. 
  • 
  BAB: +13 (can be reduced by one for each 
  noble or military favour expended, to a 
  minimum of a +9 BAB) 
  • 
  Feats: 7 Qualifying feats (can be reduced by 
  one for each noble or military favour 
  expended, to a minimum of 5 qualifying 
  feats) 
  • 
  Skills: Ride 12 ranks, Handle Animal 6 
  ranks, 
  Diplomacy 8 ranks, Knowledge 
  (Nobility/Royalty) 4 ranks, Knowledge (Local-
  
  The Spahis of Zeif 
   
  Page 9 
  VTF) 4 ranks.  These ranks cannot be 
  reduced through favours or influence points. 
  • 
  Must petition the Sultan for a new altimar. 
  See "advancing to Elder Spahi" below for 
  more info. 
  Elder Spahi (Elder 
  Honoured Knight) 
  T.U. Cost: 18 spent upon attaining this rank  
  and on the first AR of every new campaign year. 
  Any TUs spent in lower ranks of the same 
  campaign year count against these. 
  Benefits: 
  • 
  As Komutan Spahi plus... 
  • 
  +1 Competance bonus to Diplomacy with 
  other Spahis of Zeif as well as with any Zeif 
  nobility, +1 Knowledge (Local-VTF), +1 
  Knowledge (Nobility/Royalty), +1 Handle 
  Animal when working with horses and their 
  ilk (Any horse, donkey, mule or pony). 
  (Stacks with previous ranks) 
  • 
  Skill bonuses rise to +4 Diplomacy with other 
  Spahis of Zeif as well as with any Zeif 
  nobility, +4 Knowledge (Local-VTF), +4 
  Knowledge (Nobility/Royalty), +4 Handle 
  Animal when working with horses and their 
  ilk (Any horse, donkey, mule or pony). 
  • 
  The 
  Elder 
  Spahi 
  receives 
  no 
  wage.  
  However, he receives a profitable income 
  from his altimar (see below) 
  • 
  The Elder Spahi receives his own altimar, a 
  private fiefdom, for which he must use to 
  administer his own private sector of the 
  Spahis of Zeif in service to the Sultan.  This 
  altimar is detailed below. This affects his 
  leadership score for attracting followers, 
  counting as the “Has a stronghold, base of 
  operations, guildhouse or the like” modifier 
  detailed on page 107 of the DMG. 
  Burden:  
  • 
  -4 Diplomacy with non-locals of Zeif, -2 
  Diplomacy with any member of the Zeif 
  Infantry, -4 Diplomacy with any member of 
  the Uruzaries 
  Advancement to Elder Spahi 
  When a Komutan Spahi wishes to advance to 
  the rank of Elder Spahi, special consideration is 
  required.  The PC must request his own altimar 
  by sending an email to the Triad. This email 
  should include the PC's name, race, and level. 
  Also to be included is the AR# of the PC's latest 
  adventure. Finally, this email should include a 
  letter of request, written in character, addressed 
  to the Sultan himself. This letter should include 
  at least three notable deeds which the character 
  has performed to impress the Sultan. 
  The triad will respond with either an acceptance 
  of your promotion or a declination, usually with 
  some indication of why the promotion was 
  denied.  If promoted, instructions will be given on 
  filling out the cert.  If denied, any PC may reapply 
  for the position after 26 TUs or 6 months, 
  whichever comes first. 
  
  The Spahis of Zeif 
   
  Page 10 
  NPC Spahis: 
  Koyun Kinja Elder Spahi: Male Human 
  (Baklunish) Rng 14; CR 14; Medium Humanoid 
  (Human); HD 14d8+14; hp 87; Init +5; Spd 30 ft.; 
  AC 22 (+6 armour, +5 Dexterity, +1 deflection), 
  touch 16, flat-footed 16; Base Atk +14/+9/+4; 
  Grp +16;  Atk +17 melee [2d4+4 slashing, +1 
  falchion] or +21 ranged [1d6+3 piercing +1d6 
  fire. +1 flaming mighty composite shortbow (+2) 
  of seeking]; Full Atk +17/+12/+7 melee [2d4+4 
  slashing, +1 falchion] or +19/+19/+14/+9 ranged 
  [1d6+3 piercing +1d6 fire. +1 flaming mighty 
  composite shortbow (+2) of seeking]; SQ 
  Combat Style Mastery (Archery), Favoured 
  Enemy Orc (+4), Humanoid, Human (+4), 
  Elemental (+2), Wild Empathy +20, Endurance, 
  Animal Companion (Light Horse), Woodland 
  Stride, Swift Tracker, Evasion, Camouflage; AL 
  N; SV Fort +12, Ref +16, Will +8; Str 15, Dex 20, 
  Con 12, Int 11, Wis 14, Cha 12.  
   
  Skills and Feats: Diplomacy +14 (+18 with 
  Spahis or Zeif Nobility), Handle Animal +16 (+20 
  with horses), Heal +7, Hide +13, Knowledge 
  (Geography) +5, Knowledge (Local - VTF) +8, 
  Knowledge 
  (Nature) 
  +7 
  ,Knowledge 
  (Nobility/Royalty) +9, Listen +10, Move Silently 
  +9, Ride +22 (+23 with Ruzgar), Spot +10, 
  Survival +14(+16 when in aboveground natural 
  environments or when keeping from getting lost 
  and avoiding natural hazards); Endurance, 
  Improved Mounted Archery, Improved Precise 
  Shot, Manyshot, Mounted Archery, Mounted 
  Combat, Point Blank Shot, Precise Shot, Rapid 
  Shot, Track, Weapon Focus (Shortbow) 
  Favoured Enemy (Ex): Due to his extensive 
  study of his chosen type of foe and training in the 
  proper techniques for combating such creatures, 
  Koyun Kinja receives the listed bonus on Bluff, 
  Listen, Sense Motive, Spot, and Survival checks 
  when using these skills against creatures of his 
  chosen type.  Likewise, he gets the listed bonus 
  on weapon damage rolls against such creatures. 
  Combat Style Mastery  (Ex): Koyun Kinja 
  receives Rapid Shot, Manyshot, and Improved 
  Precise Shot as bonus feats. 
  Wild Empathy (Ex): Koyun Kinja can use body 
  language, 
  vocalizations, 
  and 
  demeanor 
  to 
  improved the attitude of an animal.  This ability 
  functions just like a Diplomacy check to improve 
  the attitude of a person.  Koyun Kinja rolls 1d20 
  and adds +20 to determine the wild empathy 
  check result. The typical domestic animal has an 
  attitude of indifferent, while wild animals are 
  usually unfriendly.  To use wild empathy, Koyun 
  Kinja and the animal must be able to study each 
  other, which means they they must be within 30 
  feet of one another under normal visibility 
  conditions.  Generally, influencing an animal in 
  this way takes 1 minute, but, as with influencing 
  people, it might take more or less time.  Koyun 
  Kinja can also use this ability to influence a 
  magical beast with an intelligence score of 1 or 2 
  but he takes a -4 penalty on the check. 
  Endurance: Koyun Kinja gains Endurance as a 
  bonus feat. 
  Animal Companion (Ex): Koyun Kinja has a 
  Light Horse animal companion called Ruzgar. 
  Her stats follow this stat block. 
  Woodland Stride (Ex): Koyun Kinja may move 
  through any sort of undergrowth (such as natural 
  thorns, briars, overgrown areas, and similar 
  terrain) at his normal speed.  However, thorns, 
  briars, and overgrown areas that are enchanted 
  or magically manipulated to impede motion still 
  affect him. 
  Swift Tracker (Ex): Koyun Kinja can move at his 
  normal speed while following tracks without 
  taking  the normal -5 penalty.  He takes only a -
  10 penalty (instead of the normal -20) while 
  moving at up to twice his normal speed while 
  tracking. 
  Evasion (Ex): Koyun Kinja can avoid even 
  magical and unusual attacks with greater agility.  
  If he makes a successful reflex saving throw 
  against an attack that normalls deals half 
  damage on a successful save (such as a red 
  dragon's fiery breath or a fireball), he instead 
  takes no damage.  Evasion can be used only if 
  Koyun Kinja is wearing light armour or no 
  armour.  A helpless ranger (such as one who is 
  unconscious or paralyzed) does not gain the 
  benefit of evasion. 
  Camouflage (Ex): Koyun Kinja can use the Hide 
  skill in any sort of natural terrain, even if the 
  terrain doesn't grant cover or concealment. 
   
  Possessions: +1 mithril breastplate, +1 
  flaming mighty composite shortbow (+2) of 
  seeking, +1 ring of protection, +2 vest of 
  resistance, circlet of persuasion, +1 falchion, +2 
  gloves of dexterity, wand of cure light wounds 
  (36 charges), wand of longstrider (47 charges), 
  Masterwork Military Saddle. 
   
  Physical Description: Koyun Kinja Elder 
  Spahi is a man of small height, though his 
  diminutive appearance does not speak truly of 
  
  The Spahis of Zeif 
   
  Page 11 
  his combat prowess.  He is patient and calm, but 
  is known to command great speed on foot and 
  on horseback.  His skill with the bow is 
  unmatched on the saddle, and he wears a suit of 
  armour made of mithril, a gift from his daughter 
  during her adventuring days.  He rides a mount 
  called Ruzgar, a mare of the swiftest hooves.  
  His daughter holds his altimar in trust as Kahya 
  while Koyun governs the city of Barakhat. 
  Spells Prepared (3/2/1; base DC = 12 + spell 
  level): 1st—[arrowmind (CV), exacting shot (CV), 
  traveller's mount (CD), speak with animals]; 
  2nd—[briar web, cure light wounds]; 3rd—
  [neutralize poison]. 
  Ruzgar, Light Horse Animal Companion; 
  Large animal; HD 7d8+14; hp 45; Init +2; Speed 
  60 ft; AC 18, touch 11, flat-footed 16; Base Atk 
  +5; Grp +11; Atk +2 melee (1d4+1, hoof); Full 
  Atk 
  +2/+2 
  melee 
  (1d4+1, 
  2 
  hooves); 
  Space/Reach 10 ft./5 ft.; SQ Link, Share Spells, 
  Evasion, Devotion, low-light vision, scent; SV 
  Fort +7, Ref +9, Will +3; Str 16, Dex 15, Con 15, 
  Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +6, Spot +6, Jump 
  +15; Endurance, Run, Lightning Reflexes 
  Kahya Deshani Komutan Spahi: Female 
  Human (Baklunish) Ftr 11; CR 11; Medium 
  Humanoid (Human); HD 11d10+22; hp 92; Init 
  +6; Spd 30 ft.; AC 20 (+5 armour, +2 Dexterity, 
  +2 shield, +1 deflection), touch 13, flat-footed 18; 
  Base Atk +11/+6/+1; Grp +14;  Atk +17 melee 
  [1d8+7 piercing, lance of the last rider] or +17 
  melee [1d8+5 slashing, +1 great scimitar] or +14 
  ranged [1d6+4 piercing, masterwork mighty 
  composite shortbow (+4)]; Full Atk +17/+12/+7 
  melee [1d8+7 piercing, lance of the last rider] or 
  +17/+12/+7 melee [1d8+5 slashing, +1 great 
  scimitar] or +14/+9/+4 ranged [1d6+4 piercing, 
  masterwork mighty composite shortbow (+4)]; AL 
  N; SV Fort +9, Ref +5, Will +4; Str 18, Dex 14, 
  Con 14, Int 12, Wis 13, Cha 11.  
   
  Skills and Feats: Climb +7, Diplomacy 
  +7(+11 with Spahis or Zeif Nobility), Handle 
  Animal 
  +7(+11 
  with 
  horses), 
  Jump 
  +7, 
  Knowledge 
  (Local-VTF) 
  +9, 
  Knowledge 
  (Nobility/Royalty) +9, Ride +18(+19 with Ani), 
  Swim +7; Cavalry Charger, Exotic Weapon 
  Proficiency (Great Scimitar), Improved Critical 
  (Great Scimitar), Improved Initiative, Mounted 
  Combat, Power Attack, Power Critical (Great 
  Scimitar), 
  Ride-By 
  Attack, 
  Weapon 
  Focus 
  (Lance), 
  Weapon 
  Focus 
  (Great 
  Scimitar), 
  Weapon Specialization (Lance) 
  Possessions: Lance of the Last Rider, +1 great 
  scimitar, +1 chain shirt, +1 ring of protection, +2 
  gauntlets of ogre power, masterwork military 
  saddle, +1 light steel shield, light warhorse 
  Physical Description: Kahya Deshani is daughter 
  to Koyun Kinja, and adminsters his altimar while 
  he governs Barakhat.  She is young and 
  sometimes tempestuous, and she longs to return 
  to her former career as adventurer, further east 
  in the flanaess.  Her skill atop her steed Ani is 
  said to be matched only by her father, who first 
  taught her to ride.  Her lance delivers blows so 
  powerful that they send enemy riders to the 
  ground consistently. 
  
  The Spahis of Zeif 
   
  Page 12 
  Appendix One – Ranks 
  Silahdar (Weapon bearer) - Ghulam Class 
  Costs: 
  • 
  6 TUs, BAB +1, Ride 4 Ranks, Handle Animal 2 Ranks, 1 Qualifying feat 
  Benefits (In Addition to General Benefits): 
  • 
  1 influence point with the Spahis of Zeif 
  • 
  +1 Diplomacy with other Spahis of Zeif as well as with any Zeif nobility, +1 Knowledge (Local-VTF), +1 
  Knowledge (Nobility/Royalty), +1 Handle Animal when working with horses and their ilk (Any horse, 
  donkey, mule or pony). 
  • 
  100 gp wage 
  Burdens: 
  • 
  -1 Diplomacy with non-locals of Zeif, -1 Diplomacy with any member of the Zeif Infantry, -2 Diplomacy 
  with any member of the Uruzaries 
   
  Komiser Muavini (Sergeant) - Ghulam Class 
  Costs: 
  • 
  8 TUs, BAB +3, Ride 6 Ranks, Handle Animal 3 Ranks, 2 Qualifying feats, 26 TUs/6 Calender Months 
  of service in previous rank 
  Benefits: 
  • 
  1 influence point with the Spahis of Zeif 
  • 
  +1 Diplomacy with other Spahis of Zeif as well as with any Zeif nobility, +1 Knowledge (Local-VTF), +1 
  Knowledge (Nobility/Royalty), +1 Handle Animal when working with horses and their ilk (Any horse, 
  donkey, mule or pony). 
  • 
  200 gp wage 
  Burdens: 
  • 
  -1 Diplomacy with non-locals of Zeif, -1 Diplomacy with any member of the Zeif Infantry, -2 Diplomacy 
  with any member of the Uruzaries 
  Teoman (Lieutenant) - Ghulam Class 
  Costs: 
  • 
  10 TUs, BAB +5, Ride 8 Ranks, Handle Animal 4 Ranks, 3 Qualifying feats, 26 TUs/6 Calender 
  Months of service in previous rank 
  Benefits: 
  • 
  1 influence point with the Spahis of Zeif 
  • 
  +2 Diplomacy with other Spahis of Zeif as well as with any Zeif nobility, +2 Knowledge (Local-VTF), +2 
  Knowledge (Nobility/Royalty), +2 Handle Animal when working with horses and their ilk (Any horse, 
  donkey, mule or pony). 
  • 
  300 gp wage 
  
  The Spahis of Zeif 
   
  Page 13 
  Burdens: 
  • 
  -1 Diplomacy with non-locals of Zeif, -1 Diplomacy with any member of the Zeif Infantry, -2 Diplomacy 
  with any member of the Uruzaries 
  Kaptan (Captain) - Ghulam Class 
  Costs: 
  • 
  12 TUs, BAB +7, Ride 10 Ranks, Handle Animal 5 Ranks, 4 Qualifying feats, 26 TUs/6 Calender 
  Months of service in previous rank 
  Benefits: 
  • 
  1 influence point with the Spahis of Zeif 
  • 
  +2 Diplomacy with other Spahis of Zeif as well as with any Zeif nobility, +2 Knowledge (Local-VTF), +2 
  Knowledge (Nobility/Royalty), +2 Handle Animal when working with horses and their ilk (Any horse, 
  donkey, mule or pony). 
  • 
  400 gp wage 
  Burdens: 
  • 
  -1 Diplomacy with non-locals of Zeif, -1 Diplomacy with any member of the Zeif Infantry, -2 Diplomacy 
  with any member of the Uruzaries 
  Spahi (Honoured Knight) - Spahi Class 
  Costs: 
  • 
  14 TUs, BAB +9*, Must Speak Baklunish, Ride 8 Ranks, Handle Animal 4 Ranks, Diplomacy 4 ranks, 
  Knowledge (Nobility/Royalty) 1 ranks, Knowledge (Local-VTF) 1 ranks, 5* Qualifying feats 
  • 
  Purchased a suitable military commission. 
  Benefits: 
  • 
  2 influence point with the Spahis of Zeif 
  • 
  +3 Diplomacy with other Spahis of Zeif as well as with any Zeif nobility, +3 Knowledge (Local-VTF), +3 
  Knowledge (Nobility/Royalty), +3 Handle Animal when working with horses and their ilk (Any horse, 
  donkey, mule or pony). 
  • 
  500 gp wage 
  Burdens: 
  • 
  -2 Diplomacy with non-locals of Zeif, -2 Diplomacy with any member of the Zeif Infantry, -4 Diplomacy 
  with any member of the Uruzaries 
  Komutan Spahi (Honoured Knight-Commander) - Spahi Class 
  Costs: 
  • 
  16 TUs, BAB +11*, Must Speak Baklunish, Ride 10 Ranks, Handle Animal 5 Ranks, Diplomacy 6 
  ranks, Knowledge (Nobility/Royalty) 2 ranks, Knowledge (Local-VTF) 2 ranks, 6* Qualifying feats 
  • 
  Must spend 2 influence points and have been a Spahi for 26 TUs/6 Calender Months 
  Benefits: 
  • 
  2 influence point with the Spahis of Zeif 
  
  The Spahis of Zeif 
   
  Page 14 
  • 
  +3 Diplomacy with other Spahis of Zeif as well as with any Zeif nobility, +3 Knowledge (Local-VTF), +3 
  Knowledge (Nobility/Royalty) +3 Handle Animal when working with horses and their ilk (Any horse, 
  donkey, mule or pony). 
  • 
  750 gp wage 
  Burdens: 
  • 
  -2 Diplomacy with non-locals of Zeif, -2 Diplomacy with any member of the Zeif Infantry, -4 Diplomacy 
  with any member of the Uruzaries 
  Elder Spahi (Elder Honoured Knight) - Spahi Class 
  Costs: 
  • 
  18 TUs, BAB +13*, Must Speak Baklunish, Ride 12 Ranks, Handle Animal 6 Ranks, Diplomacy 8 
  ranks, Knowledge (Nobility/Royalty) 4 ranks, Knowledge (Local-VTF) 4 ranks, 7* Qualifying feats 
  • 
  Must spend 4 influence points and have been a Komutan Spahi for 26 TUs/6 Calender Months and 
  must petition the Sultan for own altimar (through triad approval). 
  Benefits: 
  • 
  2 influence point with the Spahis of Zeif 
  • 
  +4 Diplomacy with other Spahis of Zeif as well as with any Zeif nobility, +4 Knowledge (Local-VTF), +4 
  Knowledge (Nobility/Royalty), +4 Handle Animal when working with horses and their ilk (Any horse, 
  donkey, mule or pony). 
  • 
  Elder Spahis receive their own altimar, which they can run a division of cavalry from and generate 
  income. 
  Burdens: 
  • 
  -2 Diplomacy with non-locals of Zeif, -2 Diplomacy with any member of the Zeif Infantry, -4 Diplomacy 
  with any member of the Uruzaries 
  Note: Requirements marked with a star on this list may be reduced through favours or influence points. 
  See the detailed document for further information. 
  
  The Spahis of Zeif 
   
  Page 15 
  Appendix Two: The Elder Spahi's Altimar 
  Upon reaching the highest rank of the Spahis of Zeif, a character is granted his own fiefdom by the Sultan 
  in exchange for his loyalty and administration of his own division of the cavalry.  This fief is detailed fully 
  below.   
  The Contract of the Elder Spahi 
  The gift from the Sultan of a fiefdom is one regulated by strict guidelines and terms of agreement.  Every 
  Elder Spahi is required to sign a contract detailing these terms. These are outlined below: 
  • 
  The fiefdom belongs to the Sultan and the Sultanate of Zeif, and the Sultan reserves the right to 
  withdraw the privilege from his Elder Spahi at any time, arbitrarily.  The gift of the fiefdom is in fact a 
  privilege and not a right, and every Elder Spahi must acknowledge and respect this.   
  • 
  The first and third Oaths of the Spahis still apply to any Elder Spahi. 
  • 
  The Elder Spahi is given complete jurisdiction over his fief, including the people who live within it.  He 
  has the same authority as a Shah and deals with all the administrative duties required by his land and 
  his people.  He has right to all income generated by his fief. 
  • 
  The Elder Spahi is also granted military jurisdiction in the surrounding appointed provinces.  This 
  grants him the right to man military outposts in the provinces as well as garrisons and training 
  grounds.  The Elder Spahi must respect the authority of the Shah of the province in question and must 
  work with him for mutual benefit. 
  • 
  In exchange for this gift, the Elder Spahi is required to fund a private division of cavalry and is in 
  charge of their training, organization, and care.  If any Elder Spahi fails to keep a proper quota of 
  trained and equipped cavalry on hand, the Sultan may remove his fief.   
  • 
  The Elder Spahi is responsible for leading his division in times of war, and is expected to be present 
  on the battlefield. 
  • 
  The Elder Spahi is required to be present at the Council of Spahis in Zeir-i-Zeif, a bi-annual meeting of 
  all the Elder Spahis to discuss military concerns with the ministry of war.   
  • 
  The Sultan will fund the initial construction of a keep for each Elder Spahi, but it is thereafter his duty 
  to maintain the keep, as well as to employ the necessary workers to staff it. 
  • 
  The Elder Spahi is responsible for the actions of his ranks and mercenaries, and must pay reparations 
  for any damages caused by his troops. 
  The Fiefdom  
  The fief which is granted by the Sultan is comprised of about 1500 acres of agricultural territory, usually 
  entailing one small village or town centre. Some of the altimars can be found in the Retsaba, where they 
  thrive off the prevailing agriculture there. However, most of the altimars  are found in more southern and 
  western regions, notably throughout the timarral to the paynim lands as well as the western timarral, 
  where the Spahis' main stronghold lies, in Barakhat.  This marks the western edge of the Spahis' 
  influence, and is home to some of the largest of the altimars. The Elder Spahi is entitled to have a keep, 
  and generally has a barracks on hand to support enough troops to protect and administer the breadth of 
  his fief.  The remainder of his troops are stationed in the various provinces he has control over, under the 
  command of the Komutan Spahis.  There are generally about 2,000-3,000 peasants who live on his land 
  and pay fealty to him.   
  Income 
  The Elder Spahi's income is generated off his land, but from that income, he is required to pay the wages 
  of his cavalry and outfit them.  He is also responsible for maintaining his fief, his keep, and his barracks 
  and stations abroad.  What remains of this profit is sometimes very little and sometimes very big, and it is 
  all that the Elder Spahi has to live off of.   
  
  The Spahis of Zeif 
   
  Page 16 
  This amounts to the PC receiving a gold piece total of 5d100 + 500 gp to be received on the first AR of 
  every new campaign year.  This replaces the Spahis normal wage which he received at lower ranks.  This 
  roll must be supervised and signed off by the judge of your first module every year. 
  The Use of the Altimar in Regional Adventures 
  The Elder Spahi cannot use his altimar in regional adventures.  All he can receive from it is his free 
  upkeep.  The keep and the fief may come into use during special interactive events, but generally, it is 
  assumed that while adventuring, the Elder Spahi leaves his keep under the care of his Kahya and lives on 
  the road for the time being. 
  
  The Spahis of Zeif 
   
  17 
  Appendix 3: Roleplaying a Spahi 
  This appendix details many qualitative informations which will help develop and further interesting 
  roleplaying between members of the Spahis and others.  The following include guidelines and are by no 
  means mandatory to all members of the organization.  They are representative of the common member of 
  the Spahis, that is to say the attitudes and views of the majority of those who are Spahis. 
  The Uniform of the Spahis 
  The Spahis of Zeif have a specific uniform that bears resemblance to that used by the infantry but with 
  some differences.  The Spahis are commonly found in light armouring of any type, from leathers to chain 
  shirts.  Some of the higher ranking officers are known to don heavier ceremonial battle armour during 
  parades and other public events, but usually nothing larger than a breastplate.  The Spahis value speed 
  on the battlefield, and anything that slows their mount down is best avoided. 
  Commonly, a golden yellow tunic is worn beneath the armour, with the higher ranking officers bearing 
  great embroideries about the sleeves.  These embroideries are commonly in reds, blacks, and oranges, 
  and display simple but elegant designs.  They wear dark pants, browns and blacks, as well as sturdy hard 
  leather boots.   
  Over the armour, a red tabard is worn which drapes to a Spahi's ankles.  This is trimmed in gold and often 
  bears the coat of arms of the Spahis and bears the symbol of rank.  Each knight is required to have this 
  symbol displayed so there is no confusion about who ranks where.  The rank symbol is a simple design.  
  For the Ghulams, it is a number of golden balls, arranged in a symmetrical pattern (Silahdars have one 
  ball, Komiser Muavinis have two, etc.).  For the Spahi classes, this is the same, but the balls are encased 
  in a red trim (Spahis have one ball, Komutan Spahis have two, etc.).  The Elder Spahi is allowed to wear 
  his family crest upon his tabard, as well. 
  A Spahi's helm is often a skull cap, sometimes with eye and nose guards, with a mail coif to protect the 
  neck and shoulders.  Many are known to wear feathers on them.  While there is no specific system to the 
  feathers, those of higher ranks often possess greater displays than those of lower ranks. 
  This uniform changes little from its battle version to its ceremonial version.  Typically, a knight has two 
  uniforms.  One is cleaner than the other.  Some knights choose to abandon the armour during ceremonial 
  events, but this is optional and usually avoided. 
  The Units and Weapons of the Spahis 
  The Spahis are generally classified into three distinct types of units on the battlefield.  There are the 
  lancers, the swordsmen, and the archers.  All of the units favour a skirmish type combat style.  Typically, a 
  brigade of Spahis opens up a battle with a charge from the lancers followed by the swordsmen.  The 
  archers often flank the enemy, riding around them and laying arrows into them.  The key to Spahi combat 
  is to remain in motion at all times. A moving combatant is a living one.   
  Alternately, some units favour use of the spear over the sword and lance, and can charge with them 
  before throwing them as ranged weapons, as well.  These spear brigades are less common, but equally 
  effective, utilizing the longer weapons' great reach. 
  The swordsmen commonly use the scimitar, the great scimitar, and the falchion as their main weapon.  
  Some Spahis have mastered the use of foreign weapons, typically longswords and greatswords, but their 
  use is atypical.   
  The archers favour composite shortbows, because of their small size, ease of use on horseback, and 
  short range.  The archers don't often find themselves too far from combat, and do not need the range of a 
  longbow, especially not when it comes with extra bulk. 
  Relations 
  The Spahis are known regionally as some of the more haughty of the military organizations.  This stems 
  from two sources.  Classically, cavalry have always viewed themselves betters to infantry, and the Spahis 
  are no exception.  They view the infantry as filler troops, while they make up the backbone of the ground 
  
  The Spahis of Zeif 
   
  18 
  forces.  This may be true in some respects, but this is not to say the infantry are useless; It is only that the 
  Spahis commonly believe it to be so. 
  Secondly, the Spahis are possessed of an aloofness from society due to their individualistic and 
  competitive organization.  Because each altimar is its own private organization, different leadership 
  spawns different troop effectiveness.  Each altimar quietly competes with each other altimar, warring for 
  greater prestige and honour in battle.  This leads to friendly contests, though it usually does not escalate 
  to anything violent or disrespectful. 
  To the Uruzary Corps, the Spahis are not friends. The Spahis hold little respect for the orc brigade, and if 
  it weren't for the Sultan's favour of the orcs, the Spahis would likely be more vocal about it.  The orcs 
  return little hospitality.  A lot of this grudge stems to the two cities of each respective organization.  The 
  stronghold of the Spahis is typically regarded as the city of Barakhat, where the greatest of the altimars lie.  
  The orcs of Zeif are most concentrated in the city of Antalotol, east of Barakhat.  The two cities compete 
  for trade coming up from the southern Paynims lands.  The alliance that the Spahis hold with the Paynims 
  however is so great that the Paynims guide can typically lead caravans towards Barakhat.  This does not 
  please the orcs. 
  The citizens of Zeif view the Spahis as the military police of the country.  Outside of the major cities, there 
  are no real guardsmen per se.  The Spahis, garrisoned in nearly every province in Zeif, act as police and 
  solve many local squabbles.  It is strictly forbidden for any cavalry to abuse the peasantry or to billet them 
  in any way, and the cavalry respect this law greatly.  Because of this, they are viewed in a good light by 
  many of the common folk. 
  This is not to say, however, that the Spahis are incapable of abuse to lower classes.  While discretion is 
  the most important thing to remember while executing such a task, it is not uncommon for an Elder Spahi 
  to condone small scale raids upon travellers, though generally it is only against foreign travellers, and it is 
  preferred that they do so when not on duty.  This is not a common tactic, though an Elder Spahi will 
  typically condone such acts when his funds are low. Because of this, foreigners do not typically hold a 
  good relationship with the Spahis. The knights view them as outsiders, infidels unlearned in the ways of 
  high society. 
  Religion 
  The Spahis are not renowned for dedication to any particular deity of the Baklunish pantheon, or any faith 
  common in Zeif.  Many of the Spahis' values tend to conflict with the core aspects of the Baklunish 
  Pantheon, despite being a lawful government body.  The followers of Al'Akbar and Azor'Alq can have 
  difficulty when the Spahis commit small scale raiding, though they very much appreciate the responsibility 
  and commitment to the protection of the citizens of Zeif.  Some followers of these faiths can reconcile 
  these differences in the interests of greater good, and those men and women are found in the Spahis' 
  ranks.  Istus is also commonly revered, as many Spahis hope that their fate is a fortunate one, and that 
  the Lady of Fate will deliver them unto it.  Besides these, little numbers of other faiths breach the units of 
  the Spahis. 
  More on the Three Oaths 
  The three oaths that each member of the cavalry swears by are geared towards patriotism and loyalty to 
  the Sultan and the Sultanate of Zeif.  The residents of the Sultanate who find themselves among the ranks 
  of the Spahis hold these oaths in high regard.  They represent the chief purposes and core values of the 
  organization.  They would not willingly disrespect such an oath lightly. This is all despite the fact that the 
  organization is chiefly mercenary in nature.  It stems from a deep-rooted fervour in the Sultanate's 
  vassalage.  Each such member views their employment and rewards as gifts from the Sultan, and the 
  monarch has become very popular because of it. 
  However, among the paynims who join the ranks, these oaths are taken a bit lighter.  They are required to 
  swear on them to join, but their patriotism runs thinner than that of the population of Zeif.  This is not to 
  say that they do not fight well, for they believe in working for their money.  However, a paynim is usually 
  much more inclined to break such an oath were he in a tight spot.  It is said that the paynims spirit is 
  unbreakable, and history has reinforced this.   
  
  The Spahis of Zeif 
   
  19 
  Duties of the Spahis 
  The Spahis serve primarily as a military unit. In times of war and aggression, the Spahis are sent in 
  alongside the Uruzaries and the infantry as one of three primary ground forces.  They are one of the 
  largest and most powerful of the three.  However, their duties span much more than this outside of battle. 
  The Spahis serve their Elder Spahi as a mercenary, and their job description crosses many different 
  fields.  Silahdars and Komiser Muavinis act as local police, settling disputes among the populace, patrol 
  the countryside and the streets of smaller villages, and ensure the protection of the people they serve.  
  Outside of the major cities, they serve as guards in the absence of a proper city-guard organization.  The 
  people of Zeif know that if there is trouble about, a Spahi is a good choice to summon.  
  Spahis also serve some administrative and menial duties within their altimars of service.  Teoman are 
  known to collect taxes and issue certain licenses, and they even participate in construction of roads or 
  other public works buildings, directing the Silahdars and Komiser Muavinis who do the bulk of the manual 
  labour.  It is perfectly within the right of an Elder Spahi to utilize his men in anyway he sees fit.  He's the 
  one who's paying them in the end. 
  The Sultan has also been known to call Spahis to his service in times of celebration, war, or other 
  important activities. Generally, if the Sultan needs muscle, he calls in the Uruzaries, but sometimes 
  mounted soldiers are required, such as the case of parade escorts, etc.  These ceremonial duties are 
  generally reserved for the Spahi class of Spahi, though some Kaptans are sometimes invited. Because 
  the Spahis are mercenaries under the employ of the Elder Spahi who hired them, the Elder Spahi actually 
  maintains the right to refuse this service.  However, this is generally regarded as a very bad decision, it 
  has never been done before in the history of the organization.  
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Zeif/Spahis of Zeif v1.2.pdf