TEXT: Introduction
  Of the three great human realms, it is the Free Emirate States that actually comes closest 
  to fulfilling Suleiman’s vision. Only a fool would deny there are problems, but here at least 
  citizens of both creeds live side by side in peace in harmony. For the most part, people 
  of are judged by their skills, not the method in which they choose to worship the higher 
  powers. The Emirates holds much promise, for here anyone can rise to a position of great 
  influence and authority. So welcome, noble traveler, to a realm that boasts of being a 
  gateway to both the deserts of Al-Shirkuh and the frozen land of Rassilon.
  The first part covers the Free Emirates as a whole, and details only general facts or 
  areas of interest not within the boundaries of one of the six great cities. Each great city has 
  its own unique section, providing specific information to that territory. This supplement 
  expands on material found in Hellfrost: Land of Fire. While not essential, Realm Guides 
  #19 and #20 detail the core tenets of the Devoted and Faithful creeds.
  Where do all the PeoPle lIve?
  The population of the six great cities and the territories they control accounts for 66% 
  of the total population. With various nomads numbering a further 6% or so, that leaves 
  just two 346,000 souls unaccounted for. The great majority live in villages and towns along 
  the great rivers and coast, with smaller pockets clustered in the foothills of the mountains, 
  where much of the Emirates’ mineral wealth lies.
  Geography
  Locked behind the time-weathered peaks of the Dusty Mountains and Nazir Range, the Free 
  Emirate States enjoys more rainfall that the rest of Al-Shirkuh. Spring is the time of the heaviest 
  rain, for clouds borne on moist air sweep inland from the ocean and race toward the distant 
  peaks. In summer, hot, humid air up the coast from the south, giving birth to tremendous thun-
  derstorms that swirl around the coast, often for several days. The weight of rain may be greatly 
  reduced from a generation ago, but there is still enough to water the land and feed the rivers.
  Although the Free Emirates is not prone to native sandstorms, strong summer winds 
  whip sand from the Empty Zone high into the atmosphere, from where it is deposited on the 
  southern cities. Much of the time the sand is a light dusting and troubles no one save those 
  35021
  • R E A L M  G U I D E  # 2 1 •
                    
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  the Free emIrate 
  StateS
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  who must sweep the streets. In bad years, the rivers and 
  irrigation channels become clogged, top soil is stripped 
  bare, the temperature rises dramatically, and plague rav-
  ages the land.
  Despite these natural events, the Free Emirates is as 
  close to a verdant paradise as one can find. With a few 
  notable exceptions the land along the major rivers is 
  ideal for growing a wide variety of crops, while the plains 
  in between are covered in scrub grass perfect for grazing 
  livestock. Although the region is not a breadbasket, its 
  cities rarely suffer famine.
  Social hierarchy
  As part of the treaty drawn up in 22 cJ, it was decreed that 
  the rulers of each of the six great cities would hold the title 
  of emir. For over five centuries they have ruled as absolute 
  masters of the six great cities, answerable to none one save 
  their conscience, yet bound together by oaths to aid their 
  neighbors should the need arise. Periodically, one of the 
  emirs raises the subject of the titles, claiming they should 
  be elevated to caliphs or sultans, so as to be equals in name 
  and authority to the lords of the caliphate and Sultanate, 
  but the motion never gains much support—most educated 
  people know the caliph and Sultan are largely figureheads, 
  and that the other great cities are virtually as independent 
  of central authority as those of the Free Emirates.
  Save in qurqas, city of Slaves, the titles wielded by the 
  emirs’ direct kin follow a set pattern. An emir’s siblings 
  and children are awarded the title of sirdar, nephews, 
  nieces, and grandchildren hold the title pasha, and so on 
  down the line until everyone is an effendi. As older fam-
  ily members die, so children are promoted up the ranks. 
  Thus, an emir’s grandchild may actually hold the same 
  title as one of his uncles if his father is deceased (or other-
  wise passed on the title). Should the emirate change to an 
  entirely different family, all kin of the old emir are reduced 
  in status to honor nobles of the same rank as their blood 
  titles. Regardless of their title, the emirs’ direct kin are 
  considered member of the muk-hattim class.
  In order to prevent a land grab that might lead to war, 
  the charter accorded each emir all the land within 25 
  miles of the city. The emirs might enter into alliances with 
  those outside their borders as they saw fit, but they were 
  forbidden from claiming direct or indirect governance 
  and imposing taxes. The garrisoning of soldiers outside 
  the borders was deemed acceptable as part of individual 
  agreements, but is subject to strict limits.
  All others who chose to dwell in the Free Emirate 
  States, or who already lived here, would be free to gov-
  ern themselves as they saw fit. The sole condition was 
  that they could not wield noble titles of emir or higher. 
  given the many benefits of an alliance with one of the 
  emirs, it was considered a small price to pay.
  While a sirdar from one of the great cities and a sirdar 
  from outside a city might share equal title, they do not hold 
  equal status. Over time, there has arisen an unspoken hier-
  archy, given superiority to the city nobility by dint of their 
  (generally) greater political influence and financial wealth. 
  Of course, such snobbery brings with it certain social and 
  political complications. While a city sirdar might keep his 
  rural equivalent waiting longer than decorum dictates for 
  an audience, he would only seat him at a lower table during 
  a feast if he meant deliberate insult.
  Below the true nobles are the honor nobles. As 
  elsewhere in Al-Shirkuh, they place their title after their 
  given name, not before. In accordance with the great 
  charter, only the highest authority within a domain may 
  grant honor titles, and then only at a lesser rank than his 
  own. Thus, an emir can create a honorary sirdar, but an 
  independent pasha is limited to effendis. Naturally, an 
  effendi cannot grant honor titles.
  Honor titles are awarded for service. Military officers, 
  clerics, senior bureaucrats, and perhaps even rich mer-
  chants are most likely to receive such titles. Whether or 
  not a title comes with a land grant depends on the whims 
  of the ruler, but in no case are titles or grants passed on. 
  After death, they revert back to whoever awarded them. 
  Similarly, the children of honor nobles are not automati-
  cally entitled to adopt a noble title.
  Where a honor noble ranks socially depends on whom 
  he is addressing. Lower classes typically defer to them as 
  ruleS oF the realm
  These setting rules apply in the whole of the Free 
  Emirate States unless superseded elsewhere.
  * Honor Nobles: A hero who wants to be an honor 
  noble begins play as a pasha. He has to take the 
  Noble Edge. He does not gain the Rich Edge, nor 
  does he have any land or people to manage.
  * Languages: The native language of the Free Emir-
  ates is Sandspeech. Humans must take it as their 
  first language. Non-humans must pick Sandspeech 
  as their second language.
  * Temperature: The temperature in Alak Paret is 
  Warm along the coast (and for 25-30 miles inland), 
  and Hot in the wilderness. At night, the tempera-
  ture in the coastal cities drops 1d2-1 levels.
  * Transport Hub: All the great cities are major 
  coastal ports. characters who make a successful 
  Streetwise roll can locate a ship departing for one 
  of the other Free Emirates coastal cities in the next 
  1d6 days. On a raise, the ship is leaving in half that 
  time. With a suitable bribe (200 dinars per point of 
  the ship’s Toughness), the ship can be made ready 
  to sail on the next tide (assume the next morning or 
  evening for ease).
  Hiring a ship costs 50 dinars per point of Toughness 
  per week or part thereof if the captain is allowed 
  to trade on the voyage, or 200 dinars per point of 
  Toughness per week or part thereof if not. Allow-
  ing the captain to conduct trade is cheaper, but it 
  trebles the journey time unless the characters are 
  heading to the next port anyway.
  land of Fire realm Guide #21
  2
  
  if they were shahrum or mak-shahrum. True nobles, and 
  the genuine upper classes, rate them depending on their 
  profession, influence, and wealth. For instance, a bureau-
  crat awarded a minor title for 30 years loyal service is still 
  just a small cog, and thus unlikely to be seen as anything 
  better than a jaleepa. These are, of course, sweeping gen-
  eralizations—individuals may be accorded higher or lower 
  status, depending on other factors. A sycophantic military 
  commander who said the right things to get noticed might 
  not be shown the same level of respect as one renowned 
  for his leadership and courage in battle, for example.
  Even in cities where one creed is dominant, clerics 
  and mages do not hold automatic social positions in the 
  Free Emirates just because of their training. Instead, they 
  are placed according to the same factors as everyone 
  else. Thus, a lowly junior scribe in the cult of qedeshet is 
  a jaleepa, whereas a mage master alchemist is probably 
  a shahrum. Due to their ability to wield supernatural 
  powers, they are rarely ever found in the harajam class. 
  Those fallen on hard times or who work in certain pro-
  fessions can be found among the mushaf, though.
  education
  Another section of the great charter concerns edu-
  cation. The emirs agreed that all people, regardless of 
  social class, creed, gender, or race, would be accorded 
  the basic right of education. No universal standard was 
  laid out, leaving the specifics to each city.
  All children are required by law to undergo basic 
  schooling. Although free, the quality of education varies 
  immensely. The same laws that require children to at-
  tend school only dictate they do so for at least one hour. 
  Depending on the needs of the family, children might 
  attend for the bare minimum or the entire day. A full cur-
  riculum covers literacy and numeracy in Sandspeech, the 
  native language of the Emirates, and the history, laws, 
  and customs of their native city.
  At the age of 12, a child either leaves education and 
  begins work, or attends an intermediate school. These 
  establishments bridge the gap between basic school and 
  university, and are not free. While they do not teach any 
  new subjects, they instruct students to a higher level. 
  Most characters with Smarts d8+ are assumed to have 
  been to intermediary school.
  Schools are run by the state and avoid religious teach-
  ings. Instruction in religious practices is considered an 
  extra-curriculum activity, and is not compulsory. For 
  many children, such teachings come from their elders 
  within the family, not temples or kadas.
  universities represent the pinnacle of education. 
  Most are categorized as basic universities. They provide a 
  grounding in specialized topics, such as foreign languages, 
  geography, heraldry, history, law, or religion, but to no great 
  depth. Advanced universities focus on one or two spe-
  cific subjects, and provide a higher level of understanding. 
  counted among the universities are trade schools, places 
  where those seeking a career in a useful trade may be sent 
  by their masters (if already accepted as apprentices) or 
  parents. Most universities are secular, even if they have cler-
  ics, mages, or imams on their staff, though there are noted 
  exceptions. A university catering to the study of magic will 
  accept Faithful students, but only for generic classes, such 
  as topics covered by knowledge (Arcana). Specific magic 
  classes, such as golem creation or spirit binding, are closed 
  to them. Similarly, a school that provides deeper knowl-
  edge of a cult or clerical practices will not permit Devoted 
  students to enrol. There is a middle ground—a university 
  dedicated to the study of alchemy will accept both Devoted 
  and Faithful, though students are naturally segregated as 
  the methods employed are vastly different.
  More on universities and how they can be utilized 
  during by characters during play can be found in Realm 
  Guide #19. Typically, player characters cannot pick up 
  most knowledge skills without some form of advanced 
  education or extensive traveling. Either way, it has taken 
  them time. For each die in an arcane or knowledge skill, 
  a character should be one year older than the typical 
  starting age (around 16, the age of adulthood).
  religion
  When the first wave of refugees fleeing the War of 
  copper Jars crossed over the mountains, they found 
  flourishing temples and cults to the old gods. Here 
  the jinn held no dominance, the Anari did not enforce 
  worship of their foreign deities, and the gods had not 
  forsaken the races. unfortunately, the old faith, while it 
  honored the same gods, did not tally with the new faith, 
  which was built around the teachings of Suleiman as the 
  bringer of a new age of worship and enlightenment.
  Had the new Faithful not been possessed of righteous 
  fervor and evangelical zeal, their might have been two 
  versions of the Faithful creed coexisting. Having en-
  dured the centuries of isolation and cruel lash of the jinn 
  and witnessed firsthand the authority of Suleiman, who 
  spoke for all the gods, the new creed was not about to 
  roll over and play dead. Within a few short years, teach-
  ings that had been passed down the generations for mil-
  lennia had either been swept aside in favor of new ones, 
  or absorbed into the resurrected Faithful creed.
  Although they followed the basic teachings Suleiman 
  laid down regarding the returned gods, the new cults 
  did not bow before the caliph when he rose to power a 
  decade after the foundation of the Free Emirate States. 
  They did not accept Shamash as highest among equals, 
  for Suleiman has been a cleric of all the benevolent gods, 
  and thus they were all of equal status. Bound by the great 
  charter (see below), they did not officially side with him 
  during the wars against the Sultanate, though they spoke 
  out against the Sultans and their religious intolerance.
  For nigh on two centuries the cults of the Emirates and 
  caliphate were engaged in a series of bitter disputes over 
  what was canonical and what was heresy. It was only in 193 
  the Free emirate States
  
  
  cJ that an agreement was finally reached. First, Shamash 
  would be patron of the caliphate, but his cult would enjoy 
  no special favors in the Free Emirates. Second, the cults of 
  the Emirates would remove practices considered heretical 
  (because they were based on older versions of the gods) and 
  adopt a standard canon. Third, the Faithful of the Emirates 
  would answer to the decrees of the high priests in Hajjad, city 
  of the gods, but not the caliph, who they saw as a temporal 
  ruler rather than a divine spokesman. Fourth, the cults of the 
  Emirates would be bound to the dictates of their emirs, and 
  would take no sides in any wars in foreign lands.
  In terms of playing an Emirate cleric, the basic Faith-
  ful teachings as detailed in Realm Guide #20 hold true.
  the devoted
  For the first century of its existence, Devoted were a 
  minority in the Free Emirate States. By 80 cJ it was obvious 
  the growth of the creed was not going to be reversed. To 
  ensure that the “Free” part of the Emirates’ name was not 
  a token nod to equality, the great charter was amended to 
  forbid persecution or restriction of office based on creed 
  (not that this was ever a problem). Not even the position 
  of emir was exempt from the change to the law. Naturally, 
  there were common sense exemptions—the cults were 
  not required to hire Devoted, for instance, though they 
  could not refuse to sell services or goods to them.
  It should be noted that the emergent Faithful creed, 
  for all their zeal, never attempted to erase worship of the 
  gods of Rassilon, nor persecute the Devoted creed. Schol-
  ars have argued that this tolerance came about because, 
  unlike the caliphate, the Free Emirates was not born from 
  bloody origins. There were certainly arguments between 
  the two creeds, but a common understanding was quickly 
  reached. It cannot be said that Suleiman’s vision has truly 
  been achieved, or the two sides are still poles apart, but it 
  is perhaps the closest the creeds will ever achieve.
  The Devoted creed is explored in Realm Guide #19.
  military
  Every city is responsible for its own military 
  forces. No legal limits exist on the size of army an 
  emir may maintain, though few can afford, or have 
  need, to be excessive. As part of the founding agree-
  ment, every city is sworn to defend the others should 
  one come under attack. In 500 years, the cities have 
  worked together only once—during Rawdah’s era as 
  a corsair base. Land invasion is unlikely. Even if there 
  was a neighboring hostile state, the mountains are 
  a natural barrier with only a single, easily defended 
  pass, and qurqas, the sole city exposed to possible 
  land invasion, is very well defended. The threat of six 
  separate naval fleets working to a common cause is a 
  strong deterrent against invasion from the sea.
  Not wishing to have their nobles gang up on them, 
  the emirs have all placed strict limits on how many 
  troops nobles under their authority may permanent-
  ly maintain. That figure is fixed at one company for 
  effendis, two for pashas, and four for sirdars. To pacify 
  the nobles, the emirs’ personal forces are responsible 
  for protecting the greater territory, not just the bits they 
  directly rule. Should the need arise, the emir can com-
  mandeer these forces into his personal army.
  Similar restrictions apply to the cults. No cult may 
  have more than one full company of soldiers within the 
  boundaries of any city. This number includes fadeen and 
  paladins. Only the cult of karmelos comes anywhere 
  close to this number—most others maintain only enough 
  to provide security at the temples.
  Every settlement may maintain a militia for day-to-day 
  protection. No more than 3% of the population may be 
  enlisted as militia except in times of war. Most have far 
  fewer than this. Should the call to arms be issued by an 
  emir, every adult male citizen capable of carrying a spear 
  is expected to answer.
  InFantry and Cavalry
  The cities of the Free Emirates have developed a com-
  mon military organization structure. The basic infantry 
  unit is the 10 man patrol, which is led by a corporal. 
  The names, personnel, and commanding officer ranks 
  of larger units are shown on the table above. cavalry use 
  fewer names and ranks. All units bear a number, rather 
  than names. Within the First Legion, for instance, there 
  is a First and Second Regiment. Each of these regiments 
  has a First and Second company, and so on.
  All soldiers within a company are always of the same 
  specific type. One never finds light and heavy infantry, 
  for example, grouped together in smaller units. Regi-
  ments may be made up of different company types, and 
  legions may contain permanently attached cavalry units 
  of varying sizes. For instance, a legion might comprise 
  one medium infantry regiment, a regiment broken down 
  into one heavy infantry and one archer company, and 
  mIlItary unItS oF the emIrateS
    InFantry & arCherS
  Sandspeech Name 
  Personnel 
  Commanded By
  Patrol 
  10 
  corporal
  Squad 
  20 
  under-Sergeant
  Platoon 
  60 
  Sergeant
  company 
  120 
  captain
  Regiment 
  240 
  Regiment-captain
  Legion 
  480 
  commander
    Cavalry
  Sandspeech Name 
  Personnel 
  Commanded By
  Squad 
  5 
  Sergeant
  company 
  50 
  captain
  Wing 
  250 
  commander
  land of Fire realm Guide #21
  
  
  three cavalry companies. Whenever infantry and cavalry 
  are mixed, the highest ranking infantry officer always has 
  superiority. Troop shortages often mean that legions are 
  not at basic full strength (two infantry regiments).
  corporals, under-sergeants and sergeants are junior 
  officers. Often of low social class, they have worked their 
  way up the ranks through long service, courage in battle, 
  leadership skills, or a combination of all three. captains 
  may be former sergeants, but many are true nobles. It is 
  rare for a commoner to advance to the rank of regiment-
  captain or commander, but it has been known.
  Regardless of its size and composition, a general has 
  overall command of a city’s entire military force. Except 
  in times of war, they remain at court, where they hold 
  the position of wizir.
  navy
  The Free Emirates is a maritime nation, and every 
  city maintains a navy. Regardless of size, every vessel is 
  commanded by a captain. Ships are usually grouped into 
  squadrons of 3-5 ships, and are led by a squadron cap-
  tain. commanding the entire fleet is an admiral. Much 
  like his land-based counterpart, he spends much of his 
  time at court rather than in the field.
  law & order
  As with everything else, law and order is handled at a 
  city level, with no central authority. That said, to prevent 
  chaos, the emirs drew up a list of what would constitute 
  a crime in all the cities. Punishments, however, would be 
  left to the individual emirs. Thus, what may carry a hefty 
  fine in one city might warrant public flogging or even 
  slavery in another. The fact that one does not necessarily 
  know the punishments within a city is not an excuse for 
  law breaking—a crime is still a crime. In order to prevent 
  corruption, punishments are enshrined in local law.
  communication within the caliphate and Sultanate 
  is fairly slow. unless his crime is particularly heinous, a 
  wanted criminal in one city might be able to evade cap-
  ture for months, years, or even escape punishment alto-
  gether simply by moving to a different city. In the Free 
  Emirates, escaping justice is much harder. Not only is 
  communication faster due to the cities being less distant 
  from each other, but there exists an organization known 
  as the Far-Reaching Hand.
  An independent body operating under a charter 
  signed by all six cities, they are funded by charging for 
  their unique services. unlike the city guard, their powers 
  extend only to criminals trying to evade justice or who 
  have escaped before sentence can be carried out, and 
  they can only arrest persons for whom an arrest warrant 
  has been drawn up. They are legally entitled to carry out 
  death sentences on the spot, providing the punishment 
  has been sanctioned by a recognized court. They are not 
  immune from prosecution should they commit murder, 
  though. Their rates are high (as are their success levels), 
  and they are rarely deployed to track down petty law 
  breakers—their quarry are necromancers, murderers, 
  traitors, and the like.
  the Watch
  Policing works differently than in the other great civi-
  lized realms. With the threat of attack almost negligible, 
  and to save money on employing, training, and oversee-
  ing two separate forces, the city guard and the city watch 
  are the same entity. Soldiers are assigned to watch or 
  guard duties on a rotating basis. This is bad news for 
  criminals—unlike most watchmen, those in the Emirates 
  are professional soldiers.
  the Courts
  When the watch makes an arrest, criminals are thrown 
  in jail to wait their day in court. Within the great cities 
  and large towns, justice is dispensed by separate courts.
  civil, criminal, and religious offences that do not carry 
  slavery or death as punishments are handled by the Low 
  court. With regard religious crimes, the presiding judge 
  must also be learned in the tenets of both creeds as well 
  as the law. A single judge hears evidence from both sides, 
  accepts testimony from eyewitnesses, and listens to char-
  acter witnesses before deciding on a verdict.
  The High court deals with all civil, criminal, and re-
  ligious matters where slavery or death may be imposed. 
  This court is presided over by the highest ranking noble 
  in the territory the crime was committed. Since the emirs 
  are busy people, they are permitted to delegate this 
  power to one of their wizirs. Whereas the Low court sits 
  daily, those whose crimes require a sitting of the High 
  court may languish in jail for weeks or even months 
  before their trial. conditions in jail are tough—unless 
  one has sufficient wealth to bribe the guards, rations are 
  meager and sanitation is poor.
  Serving soldiers whose crime falls purely under mili-
  tary law, such as desertion, mutiny, or refusing to obey 
  a lawful order, face the court Martial. Officers holding 
  the rank of captain or higher have the right to trial in the 
  High court should they so wish, regardless of the seri-
  ousness of their crimes. A panel of two captains chosen 
  by lot and a civilian judge overhear the case. Only the 
  judge determines innocence or guilt—the officers are 
  merely advisors. The court Martial has the authority to 
  dispense slavery and death sentences.
  Although punishments are based on Suleiman’s writ-
  ings, the courts are secular bodies, meaning no cleric 
  or imam may sit on the bench. Those directly involved 
  in the case have the legal right to appoint an advocate 
  to speak on their behalf. Professional advocates may be 
  civilians versed in the law, but are more likely to be cler-
  ics or imams. Learned they may be, but their services are 
  not cheap. For most, an advocate is simply a friend who 
  the Free emirate States
  
  
  happens to know something about the law or, more likely, 
  has enough charisma to make a good impression on the 
  judge.
  Despite claims that the courts offer equal justice for 
  all, social standing, influence, charisma, and popularity 
  all play a part in whether the accused is found guilty or 
  innocent. Money helps as well—judges can be swayed 
  toward a verdict by a suitable bribe. Defendants caught 
  red-handed by the city guard rarely receive a lengthy 
  trial. A list of crimes and punishments can be found in 
  Realm Guide #20.
  aPPealS
  under law, every criminal has the right to appeal his 
  sentence directly to the emir. Every month, the emirs set 
  aside one day for this purpose. Only a small number of 
  cases are heard in each sitting. Those who seek to delay 
  punishment by demanding an appeal are usually in for 
  a rude shock. First, the dungeons are filthy places, and 
  one is just as likely to die from disease or an infected 
  rat bite as from the headsman’s sword. Second, if the 
  appeal is unsuccessful, the punishment is increased for 
  wasting the emir’s valuable time. For those facing death, 
  the misery is augmented by torture before sentence is 
  carried out.
  magic, miracles, & law
  Despite both major creeds being treated as equals in 
  the Free Emirates, clerics and mages do not have the right 
  to cast powers in public as they see fit. As the old saying 
  goes, with great power comes greater responsibility.
  With regard the law, a spellcaster who uses arcane 
  powers to perpetrate a crime is charged not only for the 
  mundane crime, but also for misuse of magic (a term 
  that covers magic and miracles equally). For instance, if a 
  cleric or mage kills someone using a bolt spell, he faces 
  charges of murder and misuse of magic. given that the 
  mundane crime is extremely serious, the second charge 
  will be elevated to gross misuse, bringing with it a heavier 
  punishment, even if it is a first offense.
  What actually constitutes misuse of magic is open to 
  interpretation, and the guard and courts employ com-
  mon sense when dealing with spellcasters accused of 
  causing trouble or breaking laws. As a rule of thumb, 
  unless there is an actual victim of wrongdoing or obvious 
  crime, no crime has been committed. Spells like boost 
  Streetwise may appear to give mages an unfair advantage 
  in haggling, but unless the target is using the power 
  for criminal purposes, it is no different to him having 
  a naturally high charisma (such as through the charis-
  matic Edge). This does not mean spellcasters won’t be 
  approached by the guard and ordered to cancel any 
  Maintained spells—in the same way that wearing armor 
  and carrying weapons attracts attention, so does having 
  any form of showy magic.
  clerics are permitted to employ miracles within the 
  confines of a temple, for these are tools they wield in 
  daily life. Again, common sense is applied. No one in 
  their right mind would complain that a priest of Marqod 
  cast healing, for instance, but charges will be levelled 
  against a paladin of geb-Agni who strikes you with a 
  bolt for no good reason. Mages are accorded the same 
  respect within their homes or in schools catering to their 
  art. In both instances, care must be taken not to annoy 
  one’s neighbors—practising blast in your backyard will 
  have the guard banging on your door in short order.
  The summoning of elementals and jinn is a special 
  case. While it is unusual to see one walking around, these 
  creatures are not prohibited by law. However, since these 
  summoned entities have only a temporary presence in 
  the realm of mortals—and few guardsmen would care to 
  try and arrest an ifrit or fire elemental—any crimes they 
  commit are automatically commuted to the summoner, 
  along with a charge of misuse of magic.
  Worship of Iblis is forbidden, as is membership in any 
  cult of a minor deity associated with the god of chaos 
  or the demon princes. khem-hekau mages are tolerated, 
  but their spells are not. Parading around town with a 
  cloak of swirling spirits (deflection) or bone armor will 
  result in a swift visit from the authorities, not to mention 
  clerics of Shamash and Tammuz. Employing zombie in a 
  civilized realm is sure to end up with charges of necro-
  mancy being brought against the mage.
  In social situations, people tend to react with a mix of 
  suspicion and fear if a spellcaster is obviously Maintain-
  ing a spell. The key word here is “obviously.” Trappings 
  vary immensely, and while one cleric might have glowing 
  armor that few could miss, a mage using the same spell 
  might have magically hardened clothing that would pass 
  as conventional garb except to detect arcana.
  neW ProFeSSIonal edGe
    Far-reaChInG hand*
  Requirements: Novice, Fighting d6+, Investigation 
  d6+, Notice d6+, Streetwise d6+, Tracking d6+
  The Far-Reaching Hand is an independent Emirate-
  wide police force charged with tracking down and 
  bringing wanted criminals to justice.
  While they have the power to execute wanted crimi-
  nals sentenced to death by the court, most must be 
  brought back alive and unharmed so that their pun-
  ishment can be meted out. They ignore the –1 pen-
  alty to Fighting rolls for inflicting nonlethal damage 
  with an edged weapon.
  In addition, they are well versed in getting infor-
  mation out of people and in following tracks left 
  by those fleeing justice. They have +2 to Streetwise 
  and Tracking rolls.
  * Characters who take this Edge during character 
  generation gains the Connection Edge and Orders 
  Hindrance regarding the organization for free.
  land of Fire realm Guide #21
  
  
  trade & tribute
  until trade opened with Rassilon, the Free Emirate 
  States was an economic backwater. Ships sailed between 
  the six great cities and caravans carried cargoes to and 
  from the caliphate, Sultanate, and kingdoms. but eco-
  nomically the cities had little to offer these distant na-
  tions save for luxuries few could afford.
  Trade with Rassilon made the Emirates a major eco-
  nomic power overnight. until then, the caliphate and 
  Sultanate had only two choices, and neither was popu-
  lar. goods coming by caravans using the Northern Trade 
  Road had to travel thousands of miles at a laborious 
  pace. The Sphinxes offered a maritime route, but their 
  merchants charged handsomely. The Emirates quickly 
  realized that by charging minimal taxes on imports from 
  Rassilon, it could claim a sizeable chunk of the market. 
  As an added bonus, the goods imported through the 
  Emirates were markedly different to those carried by the 
  Bedu or Sphinx caravans.
  Internally, there are only a few minor trade roads. 
  The great cities are all built on the sea or major rivers, 
  and ships can carry more cargo than caravans and reach 
  market faster. All but one of the major rivers, the Mosak, 
  is navigable, making them effective trading highways. 
  Externally, there is only the Free Trade Road, which runs 
  from qurqas, city of Slaves, to clearwater Oasis, where it 
  joins the great road and well traveled trade network that 
  stretches north, east, and south.
  As befits their independent status, the emirs have full 
  control over all taxation within their domains. various 
  agreements signed over the centuries ensure that trade is 
  not stymied by fixing import and export duties at reason-
  able levels, though the ambassadors from the caliphate 
  and Sultanate are always pushing for lower rates.
  All Faithful are expected to tithe 10% of their income. 
  This is considered a legal, moral, and spiritual obliga-
  tion. Failure to do so can result not only in fines for tax 
  avoidance, but being excommunicated. Of this sum, 
  75% goes to the cult of the Faithful’s patron deity, and 
  25% is divided among the other cults equally. citizens 
  can offset some or all of the annual demand by donating 
  throughout the year. All donations are given a receipt, 
  which the citizen hands in with his tithe to explain any 
  shortfall. Both goods and services are accepted in lieu 
  of hard coin. Devoted are under no legal obligation to 
  tithe, though generosity is considered a core part of the 
  creed. Most voluntarily pay between 5% and 10% to a 
  kada, maktab, or worthy cause.
  major locales
  The following locales are situated outside the direct 
  control of the emirs, and thus are part of the greater 
  Emirates rather than an individual city’s territory.
  CaStle oF madneSS
  Overlooking the caravanserai that protects Wind 
  Pass is a crumbling Anari fortress. Far more defensible 
  than the tiny outpost occupied by qina’s soldiers, it is 
  avoided by all who travel the high road. The Bedu of the 
  western great Northern Desert have a legend that has 
  been passed down the generations since the days when 
  the Anari held power. Around their campfires they speak 
  of how the entire garrison went mad. Some soldiers leapt 
  from the walls to their deaths far below; others clawed 
  out their eyes or thrust daggers into their ears, turned on 
  their comrades like wild beasts, or simply entered a state 
  of shock so deep that they died from dehydration.
  Despite the warnings, a few Bedu each year dare to 
  spend a night in the castle as a sign of their bravery. Of 
  those who emerge, most never speak of their ordeal—
  the look in their eyes is enough to say they suffered for 
  their foolhardiness. Others whisper of unearthly piping 
  drifting up through the lower levels, screams of madness 
  that reverberate from the walls and claw at one’s sanity, 
  and terrifying nightmares involving black tentacles and 
  hungry maws. Few are ever the same again, and none 
  have any wish to return to the lonely, empty castle.
  The cause remains open to conjecture, as does the 
  date of the initial incident. Scholars who have studied 
  the castle estimate it was constructed around –198 cJ, a 
  few decades after the invasion. When it was abandoned is 
  anyone’s guess. A small minority insist the legend is ficti-
  tious, and that any visions or sounds endured by visitors 
  are figments of an imagination fed on repeated tellings 
  of the grisly tale. Some say the Anari angered a greater 
  khamsin, the spirit of the mountain rose up against the 
  invaders, or the undead masters of Hekata laid a curse 
  on the pass after their last invasion was halted.
  CaStle oF rot
  High on the western slopes of the Dusty Mountains 
  stands a crumbling castle of Hekatic design. The site has 
  long been considered tainted, and despite its prominent 
  position it lay abandoned until the Anari invasion. Seeing 
  sense in saving money and time by using an already built 
  structure, they ignored the “superstitious and barbaric 
  locals,” and promptly garrisoned the fort. Almost imme-
  diately things began to go wrong. Soldiers succumbed to 
  disease that rotted their flesh with preternatural speed, 
  biting flies swarmed the site in great clouds, and food 
  spoiled at a rate that made it impossible to keep the castle 
  supplied. Within a year, the castle was abandoned.
  Locals claim the Anari uncovered a secret cache of 
  gold and gems. In trying to steal it, they brought down a 
  terrible curse. Stories of treasure still circulate, and trea-
  sure hunters still make sporadic forays. unfortunately, 
  never have ever returned, so whether the stories are true 
  or not remains unknown.
  unbeknownst to the Anari, the castle was actually a 
  temple. Long ago, Hekatic clerics of Marqod battled a 
  mighty demonic minion of Steriklus (see Region Guide 
  the Free emirate States
  
  
  #45: The Abyss), demon lord of decay. unable to destroy 
  it or banish it back to the Bottomless Pit, they impris-
  oned it in the earth and constructed a temple over its 
  remains. golden ankhs, symbols of life, were embedded 
  in the walls to prevent the demon from escaping. Each 
  contained a powerful spell, fuelled by a relic hidden in a 
  secret chamber.
  unfortunately, most of the ankhs were removed by 
  greedy soldiers, allowing the demon to escape its imme-
  diate prison and move throughout the castle. It cannot 
  escape into the wider world until the relic, which it can 
  neither touch or destroy, is carried across the threshold 
  of the main gates by a willing volunteer of good heart.
  The castle-temple is a cesspit of corruption. Pus drips 
  from the walls, the floor is coated in congealed blood, 
  swarms of flies attack all who enter, diseased corpses 
  (the remains of trespassers) wander the halls and cor-
  ridors, and deep in the cellars lurks a very powerful and 
  frustrated demon of disease and decay.
  the emPeror’S loSt mIne
  Stories of lost mines are two a dirham in Al-Shirkuh, 
  and the Free Emirate States is no exception. Few com-
  mon people believe the Anari launched a major—and 
  costly—invasion purely to acquire new slaves for their 
  distant estates. The lure that brought them to the sands 
  was undoubtedly the rich precious stones and scarcer 
  gold and silver deposits found beneath the western 
  flanks of the Dusty Mountains.
  The basic story of the emperor’s lost mine follows a 
  standard pattern—a powerful lord extracts great wealth 
  from a secret mine, the location to which is subsequently 
  lost due to some terrible event. In this case, it was the 
  collapse of the Anari Empire.
  As for the state of the mine, stories vary. One version 
  has it that the mine was worked by golems. Without or-
  ders to stop, they have toiled undisturbed for 500 years. 
  This story has so many similarities to that of the pharaoh’s 
  lost mine (see Realm Guide #4) that it may simply be a 
  new version of an old story. Then again, the Anari were 
  very fond of employing golems for manual labor. Even if 
  they used human miners, it is quite likely golems served 
  as guards to prevent gems being smuggled out. Others 
  say the mine was completely abandoned, leaving rich 
  veins untapped, or collapsed during an earthquake.
  The Anari actually opened dozens of mines in the 
  mountains. Those seeking to reopen them face a big 
  problem— the region has been extensively worked by 
  various cultures down the ages, and there are literally 
  hundreds of abandoned and worked out mines.
  the Iron CryPt
  Storytellers in every city tell a version of the legend 
  of the Iron crypt. Locations vary, but every version has 
  familiar features—a crypt for some ancient king (or dy-
  nasty of kings); walls, floors, and ceilings covered in iron 
  plates, and fabulous treasure. No story would be com-
  plete without danger, of course, and the various itera-
  tions of the tale of the Iron crypt have plenty of hazards. 
  Electrical shocks that pass along the metal lined walls; 
  scything blades, tipping floors, and crushing walls; and 
  an army of iron golems patiently waiting to pound tomb 
  robbers into bloody pulp.
  Most of the stories are gross exaggerations of a simple 
  truth—the crypts are merely the final resting places of 
  Anari nobles laid to eternal rest with iron weapons and 
  armor. At the time, these were a rarity outside the Jinn 
  Lands, for it was the jinn who first brought the art of iron 
  working to Al-Shirkuh.
  ISle oF GIantS
  Set sail from Maqneh, city of Peace, and head west 
  until the sun touches the horizon ahead of you, and you 
  should spy a large island. Almost lost in the dense jungle 
  is a paved avenue flanked by gigantic statues of mundane 
  domesticated and wild animals. The beasts are arranged 
  in pairs and carved as if walking. Follow the road into the 
  interior, and it ends abruptly in a pile of rubble that has 
  slid down the side of a large hill. Discovering whether the 
  road passes through some portal, and maybe descends 
  into the bowels of the earth, would require months of 
  backbreaking labor.
  The island is named for the scale of the statues. Not 
  for the monuments themselves, but for the supposed 
  carvers—were humans scaled up to be in proportion to 
  the creatures, they would be over 40 feet tall. Whether 
  the builders were truly giants or just built on a huge 
  scale is unknown, for no trace of any civilization has ever 
  been discovered. Weathered and cracked by time, and 
  damaged by vines, there is no trace of inscription or rec-
  ognizable artistic style. The other unanswered questions 
  are what do the procession represent, and to what are 
  they walking?
  mound oF a thouSand KInGS
  Before the Anari founded the great cities, before even 
  the jinn walked the mortal realm, the land now known 
  as the Free Emirates was home to a number of disparate 
  tribes and petty kingdoms. Among these was the king-
  dom of Amjad. All that remains of the culture today is a 
  single enormous hill of artificial origin.
  The mound, which stands over 600 feet high and 
  covers half a mile in diameter, began as a lone mastaba 
  tomb, the eternal resting place of king Amjad, the king-
  dom’s semi-legendary founder. Successive generations 
  of royalty, nobles, and well-to-do citizens deigned to be 
  buried near the hallowed spot. New tombs were built 
  next to, and later above, the original multi-roomed royal 
  mastaba. Within a few generations, the site was a verti-
  cal and horizontal necropolis. Scholars disdain the site’s 
  name, whose origin lies with storytellers, for it is likely 
  less than a dozen kings were ever interred here.
  No records have yet been unearthed describing what 
  fate befell the kingdom or when, but its death knell duly 
  land of Fire realm Guide #21
  
  
  sounded and its name became just another footnote in 
  the history of Al-Shirkuh. Over time, sand covered the 
  outer and lower mud-brick tombs, while the wind and 
  sun caused the upper levels to crumble to dust, so creat-
  ing the towering hill visible today.
  Tomb robbers have plundered many of the outer mas-
  tabas, and several exploratory tunnels were hacked deep 
  into the interior. No-one has yet discovered the final rest-
  ing place of king Amjad. Indeed, only one royal tomb 
  has been unearthed to date, and that was a king near 
  the dynasty’s end, and yielded little treasure. Despite the 
  risk of collapse brought about by robber tunnels weak-
  ening walls and the weight of the upper levels and sand, 
  not to mention the threat of undead, robbers still make 
  occasional forays into the interior in search of treasure.
  SPIreS oF amShad
  The Doom of Amshad is a popular tale in the coffee 
  houses and taverns of the Free Emirates. Almost every 
  citizen has heard of the great city, which stood below sea 
  level a day’s sail off the coast.
  It is said the city was created by the gods, though De-
  voted legends point to a magician of immense power. To 
  stop the city being flooded, it was surrounded by a great 
  dike, which had but one gate. Each day at low tide, the 
  king, who held the only key, opened the gate to allow 
  water from the river to flow into the sea and merchant 
  ships to enter the harbor. He would then lock it tight 
  again as the sea level began to rise.
  The citizens worshipped all the gods save Iblis, whose 
  name they would not even speak, for they were a pure 
  people who knew nought of anger, greed, or pride. Duly 
  angered, the dark god seduced the king’s daughter into 
  stealing the key. While the inhabitants slept, Iblis opened 
  the gate at high tide, allowing the sea to submerge the 
  city, save for its highest spires. Devoted legends speak of 
  a powerful and wicked marid who claimed ownership of 
  the surrounding sea, and was affronted that the city was 
  constructed without asking his permission.
  Those who think to dismiss the tale need only sail 
  west for a day. Protruding from the water are the top 
  floors of great stone towers. Entrance is easy enough 
  through a window or where tiles have slipped into the 
  ocean. While the interior is largely dry, everything of 
  value has long since been plundered.
  The rest of the city is flooded. While any books or 
  tapestries are long destroyed, gold, silver, and precious 
  jewels remain largely untouched by time and tide. Re-
  trieving them is not easy, though. The lowest level of the 
  drowned city is home to a kreana colony, and they dislike 
  trespassers from the world of air-breathers (except as a 
  meal or sacrifice).
  tombS oF the thIeF lordS
  Sirhan’s fabulous wealth has given rise not only to 
  open warfare between its thieves’ guilds—it has spawned 
  a very popular local myth.
  the ClotheS on one’S baCK
  Purely for simplicity, Hellfrost lists clothing as three 
  categories—normal (covering everything from 
  peasant garb to work outfits to soldiers’ uniforms), 
  formal (best outfits for peasants and everyday garb 
  for nobles and the upper-class), and tailored (best 
  dress for nobles and upper-class, usually worn in 
  court, and daily ware for emirs). For those inter-
  ested in more detail, some basic garments are de-
  scribed below.
  Note that apart from donning prayer robes when 
  attending a kada or temple, neither creed places de-
  mands on how someone should dress—that is de-
  termined by social status, profession, wealth, and 
  personal taste. A man in women’s clothing would 
  raise a few eyebrows, however.
  Agal: A cord worn to keep one’s keffiyeh in place.
  Bedlah: A belly dancer’s costume—bra, headband, 
  jewelry (optional), skirt, pants, and veil.
  Bisht: A man’s woolen cloak. usually black, brown, 
  gray, or beige. Typically worn only for special oc-
  casions, though among Bedu it is worn by many 
  nobles on a daily basis as a mark of their office.
  Burqa: An outer garment worn by women to con-
  ceal their entire bodies. A veil covers the eyes, but 
  can be rolled up to reveal one’s upper face.
  Fez: A felt hat, shaped either like a truncated cone 
  or a short cylinder. A tassel is attached to the top.
  Hijab: A veil that covers the head and chest but 
  leaves the face exposed. Worn only by women.
  Izaar: A light, thin, kilt-like garment.
  Jellabiya: Similar to the thawb, but has no collar, 
  a wider cut, and longer sleeves. The sleeves can be 
  sewn into pockets for storing small items.
  Jilbaab: A generic term for any long, loose-fitting 
  coat worn by women. covers the entire body ex-
  cept for the head, face, and hands.
  Kaftan: Ankle-length, long-sleeved, front-buttoned 
  coat or overdress tied at the waist.
  Keffiyeh: A headdress. Among Bedu, each tribe 
  wears the same color and pattern. Sand hoods are 
  heavier, thicker versions. can be worn loose and 
  held in place by an agal, or wrapped into a turban.
  Sirwal: Baggy pants. Available in long or short.
  Tantour: A cone-shaped woman’s headdress. At-
  tached to the peak is a white veil, which can be used 
  to cover one’s face. Height and decoration is a sign of 
  one’s social class—those of the highest nobility are 
  made of gold and encrusted with precious stones.
  Taqiyah: A short, round cap.
  Thawb: Ankle-length, long-sleeved garment worn 
  by men. Out of modesty, an izaar is normally worn 
  underneath.
  Turban: A head covering. Some are long scarves 
  which must be manually wound. Others are knot-
  ted or pinned, allowing one to remove it easily.
  the Free emirate States
  
  
  The stories go that somewhere outside the city (or in-
  side, accounts vary) is a secret necropolis. Buried within 
  are the mortal remains of the city’s thief lords of old. No 
  treasure lies within, but there is wealth to be had. Before 
  he died, each thief lord hid his treasure, recording its 
  location on an amulet to be placed around his corpses’ 
  neck. Anyone who could retrieve an amulet would be the 
  rightful inheritor of the owner’s fortune. Of course, the 
  number and lethality of the traps in the tomb complex 
  has thwarted any such inheritance to this day.
  The stories have several holes. For instance, no story-
  teller can explain why Faithful thief lords did not choose 
  to be buried with their treasure. concealing multiple 
  treasures would not be easy. certainly the workers could 
  have been killed to hide the location of one stash, maybe 
  two, but to do so several times seems most unlikely.
  The origin of the story lies far back in time, to the days 
  of Anari rule. Fragments learned by successive genera-
  tions of storytellers were heavily modified, transforming 
  them into the largely unbelievable story heard by audi-
  ences today. There is but one tomb and just a single thief 
  lord, but he does have a fabulous treasure concealed 
  inside his trap-laden crypt.
  treaSury oF the JInn
  Talk of a jinn treasury first came to light not in the 
  days immediately after Suleiman’s revolt, but two cen-
  turies later. Although variations exist, the basic story is 
  identical. As arrogant as they were, the noble jinn saw fit 
  to hide their most precious treasures on the off chance 
  the slaves plundered them. To that end, the fabulous 
  wealth was taken beyond the edge of the Jinn Lands and 
  concealed. Obviously the jinn meant to reclaim it when 
  the war was won, but that, as history records, never hap-
  pened. The stories diverge on two important facts—the 
  location of the treasure, and the nature of the treasure.
  Almost every land is mentioned, but many modern 
  versions agree the Dusty Mountains are the most likely 
  location. The obvious reason for this choice is because 
  the peaks were not far from the border. These days, they 
  are popular because the higher ground is inhabited by 
  orcs, making exploration dangerous.
  As for the nature of the treasure, that varies between 
  precious metals and gems, knowledge, works of art, 
  magic relics, and objects fashioned in Jinnistan. Just to 
  ensure every aspect of the audience remains interested, 
  storytellers often ask their listeners what they think might 
  be included in the haul. They then confirm or deny these 
  “facts” based on their believability and credibility.
  After this the stories converge again, for after tempt-
  ing audiences with talk of wealth beyond imagination 
  storytellers must warn them off trying to recover the 
  great wealth. Every tale makes mention of deadly traps, 
  both magical and mundane, of cunning design; of tireless 
  guardians tasked with slaying all intruders; and of ter-
  rible curses that can inflict generations of a thief’s family. 
  No one has ever seen the treasury, but if it exists, then all 
  these hazards are likely to exist in great numbers.
  Persons of note
  JazIra the beGGar
  Jazira appears as nothing more than an elderly beg-
  gar. Those who provide her with generous charity are 
  rewarded with a blessing that soon proves beneficial. For 
  example, she may something like, “May the fates roll in 
  your favor.” The next time the person gambles, fate in-
  deed rewards him with a generous win. In game terms, 
  the person receives a benny that can only be spent on 
  something very specific as indicated by her blessing.
  Most people do not even notice she has rewarded 
  them—all beggars say similar things to those who give 
  them a few coins in the hope they will be generous in the 
  future. A few suspect she might be an eccentric cleric of 
  Tamarni rewarding charitable souls with good fortune. 
  Those who deliberately seek her in an attempt to pay for 
  good fortune never find her.
  Each of the six great cities claims a Jazira the Beggar. 
  Whether it is the same woman or a name used by differ-
  ent women with similar powers is unknown.
  roChad aP-GuIdan
  An Anari who came to the Free Emirates in the hopes 
  of earning a fortune, Rochad soon fell into poverty. To 
  survive, he has resorted to what can only be called upper-
  class begging. He never spins his tales of fictitious woe to 
  natives of Rassilon, lest they spot the obvious lies.
  Rochad changes the name of his homeland regularly, 
  but it is always somewhere off the beaten track. He has 
  a battery of hard luck stories prepared—a nobleman 
  usurped by a wicked uncle, a skald whose greatest work 
  was stolen by a jealous rival who promptly accused Ro-
  chad of copying it, or a farmer wrongly outlawed so that 
  a powerful noble could steal this wife.
  Whatever his alias, he has a well rehearsed excuse 
  prepared as to why he cannot demonstrate any particu-
  lar skill. As a skald, for example, he has vowed not to 
  tell any stories until he has restored his reputation. His 
  guise as a mage won’t use any magic until he has found 
  his master’s murderer. He has contingencies ready for 
  specific circumstances as well. If, for instance, he realizes 
  that those he is mooching from are themselves spellcast-
  ers, his mage guise isn’t looking for a murderer. Instead, 
  he was robbed of his arcane powers by a cursed relic 
  fostered on him by an enemy or had them stolen by a 
  demon whose cult he helped defeat. These lies not only 
  give him a sob story; they explain why detect arcana 
  reveals him to be lacking any supernatural power.
  In return for telling his story, all he asks is a hot meal 
  and a few drinks, and maybe a little loose change. Natu-
  rally, he is prepared to accept more charity if offered. 
  Rochad travels between the six cities regularly (and usu-
  ally for free) so as to lessen the chances of running into 
  the same marks twice.
  land of Fire realm Guide #21
  10
  
  Maqneh’s long history of diplomacy has made it the 
  unofficial capital of the Free Emirate States. Within its 
  walls, all manner of deals and negotiations that affect the 
  lives of millions of citizens across Al-Shirkuh take place 
  of a daily basis. On the surface, it is a city of enlightened 
  understanding and peaceful cooperation. Below the sur-
  face, it is a city of double-dealing, political maneuvering, 
  and treachery.
  Social hierarchy
  Emir yusef’s family has ruled over the city in an un-
  broken line stretching back to before the birth of the 
  Free Emirates. under the Anari, they held the position 
  of mayor, and governed the city on behalf of the impe-
  rial governor. When the Anari withdrew their nobles 
  and soldiers, the mayor stepped in to prevent the city 
  descending into chaos as a result of the sudden power 
  vacuum. Declaring himself emir, he steered the city to-
  ward self-rule and its neighbors toward the foundation 
  of a new political state.
  Emir yusef’s ancestors would be ashamed of his recent 
  actions. Though not all were good or wise men, each and 
  every one of them put duty to the city before personal 
  matters. As a result of his being lovestruck, several impor-
  tant foreign dignitaries have been snubbed. It is only the 
  skillful intervention of the grand wizir, Pasha Nasir, that 
  has prevented the situation from worsening. Nasir knows 
  he must act soon, but he is also very aware that his plan 
  comes with great risks. While it may refocus the emir on 
  his appointed task, it might also send him plunging into a 
  depression from which he may never recover.
  Maqneh’s nobles hold power in two ways. First, noble 
  blood is still considered more important than education 
  or talent when it comes to positions of authority. One 
  can train a man to lead, of course, but leadership has 
  flowed through the veins of the nobility for centuries, 
  and titles carry great weight. Thus, it tends to be nobles 
  who run the major bureaucratic ministries and hold other 
  important government offices. Their titles and positions 
  also grant them access to foreign officials, allowing them 
  to broker private deals to increase their influence and 
  wealth. Second, their country estates are rich farmland, 
  and cereals are the city’s main export.
  The emir’s strange behavior has not gone unnoticed 
  by the nobility. Rumors abound he is sick of body or 
  mind, and that his days on the mortal realm may be num-
  bered. As he is unmarried and without issue, the title 
  would pass to one of his relatives. With no named heir, 
  the various houses are courting several likely candidates 
  so as to boost their chances of promotion within the 
  court should their candidate ascend the throne.
  Snobbery courses through the upper- and middle-
  classes. Whereas the citizens of qurqas, city of Slaves, 
  crave physical artifacts like pottery and tapestries from 
  foreign lands as a means of displaying their wealth and 
  cosmopolitan nature, those in Maqneh are cultural snobs. 
  They adopt foreign fashions and words, listen to songs 
  and stories from distant lands, eat foreign food, and make 
  sure everyone knows that they are friends with, or at least 
  entertained, a visitor from some far away land.
  What everyone, regardless of social class, lacks is secu-
  rity. Social promotion brings with it increased influence 
  and wealth, and competition is fierce. While most labor-
  ers and farmers won’t ever rise above harajam status, for 
  those with a skill there is always hope. Those lower down 
  the social ladder look up at their superiors with envy as 
  they quietly plot their removal. A small few do resort to 
  treachery or violence, but most often it is hard work and 
  getting your name and face known in the right circles that 
  give one a much needed boost. Naturally, those higher up 
  the ladder strive to prevent this from happening. There 
  are only so many positions at court, in the bureaucracy, or 
  in the military, and every time someone moves up, some-
  one else must move down, sideways, or out.
  the emIrS’ CounCIl
  The Emirs’ council deals with matters concerning the 
  Free Emirate States as a whole. Despite its name, the six 
  emirs rarely sit in session, leaving that up to their ambas-
  sadors (though they must sign any treaties in person). 
  The council convenes only when summoned, a privilege 
  every emir and ambassador has. This was last invoked 
  several months back, when a nobleman from Rassilon 
  requested military support in a war (see Thegn Siegwulf 
  Arnlaksunu, p.18. Reaching any unilateral decision 
  requires intense politics—although bonded by charter, 
  each city still looks after its own interests first.
  education
  Everyone in Maqneh understands the importance of a 
  good education, and parents are keen to take advantage 
  of free schooling. True, most children are destined to fill 
  the lower echelons of society, but education offers the 
  faint glimmer of a better life for those prepared to study 
  hard. Rural children receive less education. Typically, 
  maqneh
  City of Peace
  the Free emirate States
  11
  
  they are in full-time education between the ages of 5 and 
  8, with older children receiving schooling during the hot 
  summer months, when little can be done in the fields.
  Though Sandspeech is the official language of the 
  Free Emirate States, virtually every major civilized tongue 
  from Al-Shirkuh and Rassilon can be heard on the streets 
  of Maqneh. children are not taught any of these during 
  basic schooling, but most citizens know a few words or 
  simple phrases in several tongues. Many of these are 
  curses, something every child is quick to pick up.
  Maqneh has two universities—the Free Emirate States 
  university and the Diplomatic college. The former is a 
  basic institution offering a wide range of courses. un-
  less a student desires to learn a subject not taught at the 
  more prestigious, and specialized, second university, it is 
  likely he is here because he failed to meet the college’s 
  higher entry standards.
  Despite its name, the Diplomatic college does not 
  exclusively cater to raising new generations of diplo-
  mats. As well as educating those who will one day help 
  shape the fate of nations, it also trains heralds, lawyers, 
  scribes, and translators. Admittance is free—students are 
  accepted based on the results of entrance exams held 
  each summer, not wealth (though the latter does help, as 
  bribery is not uncommon). Two-thirds of student places 
  are reserved for citizens of Maqneh and one-third from 
  elsewhere in Al-Shirkuh.
  religion
  When it comes to the major benevolent gods, the 
  Faithful of Maqneh favor four above all others.
  While renowned as a political center, cereal produc-
  tion is the true lifeblood of the city. As a result, Ashtart is 
  the most popular deity. Despite this, her temple is quite 
  small—most of her ardent worshippers live outside the 
  city walls, and every village and town boasts a shrine and 
  resident cleric. This is not to say she is ignored by the 
  urban denizens—the emirs have always acknowledged 
  the goddess’ importance, and all her high holy days are 
  set aside as public holidays.
  Marqod’s standing in the city is actually due to one 
  of her affiliated cults. under city law, civil crimes may be 
  settled out of court if both parties can agree a solution. As 
  a result, the cult of Tashmetum, minor deity of mediation 
  (see Realm Guide #4), has become very popular with 
  Devoted and Faithful alike, not to mention rich (their 
  services are not free). clerics are sometimes invited to at-
  tend high-level meetings, even those involving Devoted 
  delegates. Strictly neutral in their dealings, they serve to 
  keep the peace and prevent minor disagreements from 
  escalating into something more serious.
  For obvious reasons, qedeshet’s aspects of diplomacy and 
  trade are both popular. As well as two temples—one dedi-
  cated to each aspect mentioned above—there is a temple to 
  an affiliated cult (one also affiliated to Marqod). The foreign 
  diplomats are far from home, yet must still send missives to 
  and fro. Many have their own networks of agents or employ 
  voice on the wind spells, but among Faithful delegates these 
  are often clerics of Isimud, minor deity of communication 
  (see Realm Guide #10). Isimud is also patron of scribes, and 
  Maqneh has those in abundance.
  One minor cult, that of Hemsut, god of secrets (see Realm 
  Guide #9), thrives in Maqneh—espionage is big business, 
  and his clerics are masters of the art. Since revealing oneself 
  as a cleric of Hemsut is a major sin, no one is entirely sure 
  how many are operating in the city. This presents something 
  of a problem for those looking to hire freelance spies—while 
  they are tight-lipped for a time, they are permitted to pass on 
  the secrets they have learned after holy days.
  With so many important treaties signed in Maqneh, 
  it is little surprise the cult of Tammuz has prospered. 
  Agreements between Devoted parties rarely carry their 
  seal, but those where one party is Faithful invariably do.
  In order to help the various dignitaries from Rassilon 
  feel more welcome, the emirs permitted the construction 
  of a single temple. While every good deity is represented, 
  Hoenir and Hothar are especially honored.
  loCal FeStIvalS
  The Parade of Nations: The six cities may be inde-
  pendent of each other, but the emirs still meet to discuss 
  important business. Such visits are rare—they only occur 
  when a new emir is appointed (he must sign the char-
  ruleS oF the realm
  These setting rules apply in Maqneh.
  * Food: Food is plentiful and cheap, though mainly 
  vegetarian. cheap meals cost 0.5 dirhams, average 
  meals 2 dirhams, and expensive meals 2+ dinars.
  * Native Heroes: A native character with Smarts 
  d6+ may choose to be a graduate of the city’s ad-
  vanced university. It grants certain benefits, as listed 
  below, but only during character generation and 
  the hero must meet all other requirements.
  Diplomacy: For one skill point, a character may take 
  one skill from knowledge (Heraldry), knowledge 
  (Law), or Persuasion at d6, two at d4, or choose to 
  be fluent in any two languages from Al-Waziran, An-
  ari, Beduan, Holy Tongue, Sphinx, or Trader. A maxi-
  mum of one skill point may be spent on this perk. 
  * Weapons & Armor: Only the city guard, paladins, 
  nobles, and embassy staff may legally carry weap-
  ons. Illegal weapons cost three times normal, or ten 
  times normal if the wielder requires a forged per-
  mit. There are no weapon shops in the city. Armor is 
  available, but costs 20% more than normal.
  characters openly carrying weapons, even if 
  sheathed or hooded, will be stopped at least once a 
  day and asked to produce their permits. carrying a 
  weapon without a permit is punishable by a 500 di-
  nar fine, confiscation of the weapon, and enforced 
  slavery for up to 3 years.
  land of Fire realm Guide #21
  12
  
  ter to confirm his acceptance of the various trade and 
  military pacts), if a new pact is formed, or if an existing 
  one is to be amended. Routine business is handled by 
  ambassadors. At the start of summer, the various Free 
  Emirate ambassadors return to their home city to make 
  their reports and receive new orders for the next year..
  Exactly when they return to Maqneh is personal 
  choice, but tradition demands they do so by Amt yaus 
  al-Niwt Amt Alak Paret. On this day, the various ambas-
  sadors and embassy staff assigned to Maqneh (including 
  those from other lands) parade from the grain gate to 
  the palace, where the emir formally accepts their letters 
  of introduction and welcomes them as friends.
  It has become the norm for each embassy to try 
  and outdo its rivals. Some embassies wear traditional 
  costumes. Others throw coins from their homeland to 
  the crowd, carry elaborate banners, ride on magnificent 
  beasts (the embassy from the Sultanate with its Pegasus 
  guard escort is always a huge hit), or hire dancers and 
  musicians. The end result is more a carnival than a pro-
  cession of diplomats, scribes, and lawyers.
  military
  Maqneh’s title as city of Peace is not an exaggeration. 
  Its small regular army has a lot of territory to cover, and 
  is woefully under strength. While the emirs have never 
  been pacifists, they have long favored defence over at-
  tack as the best means of protecting the city.
  army
  The professional army charged with defending the 
  city’s holding outside its walls stands at just one legion 
  and one wing, a force of just 730 men (0.5% of the 
  greater population). The first regiment has one light and 
  one medium infantry company, while the second has 
  one archer and one light infantry company. The entire 
  wing is light cavalry.
  Every nobleman with farmland must maintain a mili-
  tia. The size of the force depends on the amount of land, 
  not the population. For some, this means having to hire 
  mercenaries to make up the shortfall.
  The eastern edge of the emir’s personal domain, 
  which extends into the foothills, has become a no-go 
  area for the army. Orcs dwell here in large numbers, and 
  the army lacks the manpower to drive them out of their 
  nests—the last attempt resulted in an entire regiment 
  being wiped out almost to the last man. Several remote 
  settlements have been pillaged, but the emir’s response 
  is always the same—Maqneh will not declare war, lest it 
  provoke the orcs to greater reprisals that threaten the 
  safety of the entire Free Emirates.
  Instead, the emir sends material for the villagers to 
  improve their fortifications and rebuild their homes. 
  This does little to quell the growing anger among farm-
  ers who have lost loved ones or had their homes and 
  crops destroyed. They are starting to talk openly about 
  whether they should secede from Maqneh and form an 
  independent state. Some settlements have started collec-
  tions with the aim of hiring mercenaries or adventurers 
  to deal with the orc problem.
  With so many important dignitaries resident, it is little 
  surprise that protection of the city is taken very seriously. 
  The city guard numbers an impressive three legions (1440 
  men). Two legions are entirely medium infantry, while the 
  third has one regiment of archers, one company of artiller-
  ists and one company of heavy infantry. That the city guard 
  has twice as many soldiers as the main army further adds to 
  fury about the lack of action concerning marauding orcs.
  The emir and the palace are protected by the Phoenix 
  guard, a platoon of medium infantry armed with hal-
  berds and short swords. Their helmets are crested with 
  a plume of red, orange, and yellow feathers. The captain 
  of the guard sports three actual phoenix tail feathers in 
  his plume, one of each color. These are extremely rare, 
  and have been part of the captain’s uniform for over 200 
  years. Misuse of the feathers carries a minimum punish-
  ment of 10 years as a slave.
  navy
  Despite its peaceful nature, Maqneh maintains a fleet 
  of 20 light warships divided into three squadrons.
  The River Squadron comprises five warships. They are 
  responsible for patrolling the River Al-gib and transport-
  ing the army to and from postings. There is little risk 
  from pirates, and each ship has just a single squad of 
  lightly armed marines.
  The Escort Squadron serves to protect ambassadorial 
  ships. While most ambassadors from the Free Emirate 
  States and Rassilon prefer to travel on military vessels of 
  their own nation, Maqneh extends the courtesy of ensur-
  ing they reach their homelands safe and sound by pro-
  viding an escort. The squadron has ten warships, each 
  manned by a half-strength compliment of marines.
  Lastly there is the corsair Squadron. The five war-
  ships patrol the high seas on the look-out for corsairs. 
  Designed to be fast and maneuverable, these warships 
  are not interested in engaging the enemy. Instead, they 
  act as scouts. When corsairs are spotted, they set sail for 
  the nearest safe harbor to raise the alarm.
  law & order
  Patrolling the streets and protecting the inhabitants 
  against crime falls to the city guard’s two medium infan-
  try legions. At any one time, an entire legion is beating 
  the streets and protecting the gates.
  The city guard has no jurisdiction in the Diplomatic 
  quarter. Security there falls to the men and women of 
  the Diplomatic guard, but their powers are limited. Em-
  bassies are foreign soil, and what goes on inside them is 
  beyond Maqneh’s jurisdiction. Even if sounds of murder 
  the Free emirate States
  1
  
  were heard, no one from Maqneh could legally enter the 
  building and stop it. This is a rather extreme example, but 
  it shows the problem faced by the Diplomatic guard.
  Furthermore, each embassy is entitled to maintain a 
  security force of 20 personnel. These must be registered 
  with the city authorities, as they require licenses to carry 
  weapons. As well as safeguarding the actual building and 
  its contents, they have the authority to prevent crimes 
  against staff members by any means, including lethal 
  force. What they cannot legally do, however, is investi-
  gate crimes that have already taken place—that falls to 
  the Diplomatic guard.
  For the most part, the Diplomatic guard exists to stop 
  rivalries between ambassadors turning into bloody conflicts 
  in the streets. As well as being good soldiers, its officers 
  must be skilled at soothing ruffled feathers and mediating 
  (often petty) disputes. This is not to say they aren’t efficient. 
  Solving a crime committed against a member of an embassy 
  has to be dealt with quickly to avoid a diplomatic incident. 
  The Diplomatic guard has a network of informants across 
  the city, is thorough in following up leads, is skilled at spot-
  ting clues, and is not afraid to crack skulls to get results.
  The ban on weapons extends even to daggers, but it 
  has not stopped violent crime. Nor could it ever do so. 
  While the thieves’ guild is busy supplying illegal weapons 
  and forged permits, those who wish to cause harm to 
  others can use anything from a chair leg to a carpenter’s 
  adze to their bare hands.
  Maqneh’s vast agricultural holdings provide more 
  than enough food to feed the city and export vast quanti-
  ties. With so much farmland to spare, some farmers have 
  taken to growing secret crops of hashish. In most cases 
  the local nobility is ignorant of this—they rarely survey 
  their entire lands, and the farmers are always careful to 
  conceal their illicit crops. In a few cases, it is the noble 
  who is the actual ringleader.
  Maqneh has just one thieves’ guild—the unaligned 
  Nation of Thieves. The guildmaster holds the title Ambas-
  sador of crime. Talk of the guild making a fortune selling 
  illegal weapons and forged permits are false. First, the guild 
  doesn’t want to put weapons in the hands of citizens who 
  might subsequently use them to protect themselves against 
  thieves. Second, there just isn’t much call for weapons from 
  the general populace. Their main income sources are the 
  staples of their chosen trade—protection rackets, hashish, 
  and good old-fashioned theft in all its forms.
  Although the embassies never pay protection money, 
  thieves are not permitted to burgle them unless under 
  direct orders from the guildmaster—to do otherwise 
  is to court death. This rule began 95 years ago, after 
  the ambassador from the Sultanate placed a bounty of 
  10,000 dinars on the head of the then guildmaster after 
  his signet ring and certain papers were stolen from the 
  embassy. The unfortunate guildmaster survived just five 
  days before he was handed over to the authorities and 
  beheaded. Each guildmaster since then has written to 
  the various ambassadors on being appointed to reaffirm 
  that the guild will not trouble them, and that anyone 
  flouting the law will be dealt with internally. 
  trade & tribute
  In terms of trade, Maqneh has little to shout about. 
  Largely self-sufficient in basic goods, its only notable 
  export is cereal, and much of that travels only a short 
  distance up the coast the qina, city of Smells. While the 
  northern bank of the River Al-gib remains barren, land to 
  the south is swathed in great fields of barley, buckwheat, 
  millet, oats, and wheat. A few farms now produce rice, 
  but this crop is only consumed locally.
  All farms must donate 10% of their harvest to the city 
  granaries to help protect the city against famine. Further-
  more, the price of grain is strictly controlled. This en-
  sures the citizens have ready access to affordable staple 
  foods—as every ruler knows, a well fed citizen is a happy 
  citizen (for the most part).
  Like all the great cities of the Free Emirates, Maqneh 
  trades various goods with its neighbors, and through 
  qurqas, city of Slaves, with lands beyond the mountains. 
  The quantities are not enough to warrant a separate en-
  try, though. virtually all trade is carried by water, due to 
  the speed and greater quantities that can be transported 
  in a single trip.
  CoInaGe
  Maqneh’s coins carry a phoenix on one side and he 
  name of the incumbent emir on the other. The former is 
  the traditional symbol of the Free Emirate States, which 
  rose phoenix-like from Anari rule to begin a new life. 
  The most common coins in daily use are the one dinar 
  (a “gold Phoenix”), one dirham (“Silver Phoenix”), one-half 
  dirham (“Silver Feather”), and one-quarter dirham (“Silver 
  claw”). Foreign coins are rarer than one might think. While 
  the city attracts diplomats from different realms, it has very 
  little to offer merchants or other visitors.
  loCal taxeS
  Maqneh is not a rich city. Its major export is a low 
  value commodity, albeit one sold in huge quantities, and 
  its tax rates are relatively generous.
  Customs Duty: Exports of grain are levied at 0.5%. 
  Imports and other exports are charged at 2%.
  Docking Fees: Ships are charged 5 dinars per day 
  whether they dock at the river or the main harbor. Am-
  bassadorial ships are exempt from docking fees for a 
  period of one week.
  Gate Tax: visitors approaching by land are charged 
  one dinar per leg or two dinars per wheel. Access through 
  the Harbor and River gates is charged in dirhams. Em-
  bassy staff are exempt from gate tax.
  Property Tax: Maqneh does not bother with annual 
  income tax. Every three years, citizens pay 5% of the 
  value of their property and possessions. In order to en-
  sure crop production remains high, nobles pay a paltry 1 
  dinar per ten acres of farmland.
  land of Fire realm Guide #21
  1
  
  Sales Tax: general goods are charged at 2%. Armor 
  carries a 20% surcharge. Sales of food, whether raw or in 
  the form of meals, carry no levy.
  Weapon Permit: Any visiting paladin, noble, or em-
  bassy staff member who wants to carry a weapon must 
  purchase a permit. The cost is equal to the standard price 
  of the licensed weapon, and one is required for each and 
  every weapon. The permit is good for one year from the 
  date of issue. If the holder commits a crime involving 
  a licensed weapon, the permit is revoked as part of his 
  punishment and he is forbidden from purchasing a new 
  permit from between three years and life, depending on 
  the seriousness of the crime.
  architecture
  Aside from the imperial governor’s residence, little re-
  mains of Anari-ruled Maqneh, even in the Foreign quarter. 
  Partly this is because the Anari favored wooden buildings, 
  but mostly because as the city grew, old districts were torn 
  down and rebuilt in the style common across Al-Shirkuh—
  large courtyard homes for the rich, smaller houses in ter-
  races for the poor. Occasionally one finds foundations or 
  a lone building that survived the redevelopment. Many of 
  the street names are a holdover from the days of Anari rule. 
  Silver Street, for instance, was once home to silversmiths, 
  though today it is part of a nondescript residential district.
  major locales
  Below are a number of locations that heroes may wish 
  to visit while enjoying a stay in Maqneh.
  CIty dIStrICtS
  The population of Maqneh proper is around 74,000, 
  which is just under half the total number of citizens an-
  swerable to the emir. Most upper- and middle-class hous-
  ing is in the center of the city, with lower-class districts 
  nearer the city walls.
  Clerical: In order to accommodate the Diplomatic 
  quarter and keep the general public away from the em-
  bassies, the bureaucracy was moved to a district northeast 
  of the palace. As well as government offices, the district 
  is home to many scribes, translators, accountants, and 
  other government officials.
  Diplomatic Quarter: The Diplomatic quarter stands 
  within the grounds of the emir’s palace. The various 
  outbuildings have been converted, extended, and mod-
  ernized, and now serve as embassies. visitors must state 
  their name and business at the gate to the main palace. 
  A guard then goes to fetch a junior functionary from the 
  relevant embassy, who decides if the matter needs the 
  attention of someone more important.
  Docks: The main docks lie in the southeast, outside 
  the city walls. An artificial horseshoe shaped structure, 
  the docks contains wharves, warehouses, taverns, cus-
  toms offices, merchant offices, lower-class housing, and 
  the temple of qedeshet’s trade aspect.
  Foreign: Not all the Anari returned to Alantaris Isle. 
  Those who stayed were permitted to stay in Maqneh, but 
  were forced to move to the northwest corner of the city. 
  Today it is largely a mixed neighborhood, though there is 
  still a high proportion of citizens of Anari extract.
  Military: The Military District lies against the south-
  ern wall. Within are barracks for the city guard, the main 
  armory, parade grounds, the city jail, the homes of junior 
  officers, and various workshops.
  Noble: The houses of the nobility, important bureau-
  crats, high priests, senior military officers, and rich mer-
  chants stand south and east of the palace. Each is built 
  around a central courtyard, with gates to ensure privacy.
  Palace: The emir’s palace occupies the main keep of 
  the old castle and several adjoining structures. Though 
  the outside is rather drab, the interior is as opulent as 
  any emir’s residence.
  River: Between the city wall and the River Al-gib is a 
  narrow strip of land known as the River District. Wharves 
  cater to grain barges from the communities upriver, small 
  merchant vessels intending on servicing the distant farms, 
  and the city’s fishing fleet. Warehouses and lower-class 
  housing for laborers and fishermen dominate the district.
  Same SKIll,  
  dIFFerent realm
  If you have both Land of Fire and the Hellfrost Gaz-
  etteer, it is quite likely that at some point heroes 
  from Al-Shirkuh will want to explore Rassilon, and 
  vice versa.
  Whereas knowledge (Area) is very specific and han-
  dled as written, Folklore, Heraldry, History, Law, Re-
  ligion, and arguably Alchemy and Riddles cover an 
  entire realm. For instance, once a character from 
  Al-Shirkuh takes knowledge (Law) at d4+, he is 
  considered conversant with numerous laws of the 
  entire continent. He may not be competent with 
  just d4, but he still knows the law. So what happens 
  when he moves to a different continent?
  The number of advances a character gains between 
  Novice and Legendary is finite. Few players are go-
  ing to want to invest in new versions of skills they 
  already have just because the gM has decided they 
  need a holiday on foreign shores. Its also unfair 
  to punish characters who have invested valuable 
  points or advances in these skills just because they 
  have left their native realm.
  To keep things simple, the hero is treated as un-
  trained in the knowledge skills listed above until 
  he gains a new Rank (or 20 XPs after Legendary). At 
  this point he has picked up enough knowledge to 
  use his full die rating.
  the Free emirate States
  1
  
  CIty loCaleS
  Aelfric the Sage: The aging Aelfric is a Lorekeeper. 
  A recent arrival, he came to Maqneh seeking informa-
  tion on the era of Anari rule. Too infirm to travel far, he 
  spends his days in whatever libraries he can gain access, 
  while hiring young adventurers to explore more distant 
  ruins. To make ends meet, he sells books and scrolls 
  from his homeland to local collectors.
  Aelfric cannot abide the heat of Al-Shirkuh, which 
  saps the energy from his tired bones and weak muscles. 
  Whenever he is at home, he strips down to his loincloth. 
  He has been known to entertain possible hirelings while 
  seated naked in a bath of cold water.
  All Nations Theater: A recent innovation, the theater 
  plays host to dancers, musicians, and storytellers from 
  Al-Shirkuh and Rassilon. Ticket prices range from one-
  half dirham (standing room) to 10 dinars for a private 
  box. Refreshments come in the form of cheap or average 
  meals, and cost extra. Shows are held every night and 
  typically last for several hours.
  The proprietor is always after new talent. charac-
  ters can earn 5 dinars per die in Agility or knowledge 
  (Folklore). Those with Acrobat, Storyteller, or Arcane 
  Background (Song Magic) earn an extra 20 dinars, while 
  the Master Storyteller Edge is worth an extra 10 dinars. 
  Whether or not the character receives an invitation for a 
  repeat performance depends on the crowd’s response.
  City Walls: Maqneh is surrounded by strong, high 
  walls. In place of towers, the wall is dotted with semi-
  circular firing platforms that jut out from the walls. Atop 
  each one is a pair of ballistas. Sentries are posted at regu-
  lar intervals, and their number is doubled at night.
  Convocation Outpost: The convocation of Elemen-
  talists has had a small presence in Maqneh for three 
  decades. In that time, they have studied the principles 
  of jinn magic and conversed with many jinn mages in a 
  bid to better understand, and ultimately unify, the two 
  similar yet disparate forms of magic. Thirty years, and 
  still the two sides face seemingly immovable obstacles 
  that have stymied in-depth exchange of wisdom. 
  The staff comprises one arkhwisard, four maegisters, 
  six magi, and 10 non-mage servants (three of whom 
  are Justiciary). While the senior wizards are engaged in 
  highbrow arcane debate and study, their six juniors are 
  involved in more practical ventures. The convocation is 
  quietly gathering up as much written material, anecdotal 
  evidence, alchemical devices, and jinn relics as it can lay 
  its hands on. This is shipped back to their headquarters, 
  where it is being studied. Adventurers from both con-
  tinents can find employment as guards and escorts for 
  their missions into the desert. The convocation’s activi-
  ties have not gone unnoticed by the Reliquary. They are 
  desperately trying to put a stop to the dangerous trade, 
  but are for now concentrating their efforts in Rassilon.
  Diplomatic College: Located in the clerical District, 
  the college is regarded as the city’s premier educational 
  facility. Most of the city’s top bureaucrats trained here, as 
  did many of the embassy staff from the other cities of the 
  Free Emirate States.
  Skills: knowledge (Heraldry), knowledge (Law), Per-
  suasion; Edges: charismatic; Languages: Al-Waziran, An-
  ari, Beduan, Holy Tongue, Sandspeech, Sphinx, Trader.
  Embassy of the Caliphate: Pashar Samar bint Sahl 
  is a rarity—she volunteered for the position of ambas-
  sador. She sees the post as a means of social climbing, 
  and takes her duties extremely seriously. This has made 
  her unpopular with her staff, many of whom have been 
  stationed here for several years and know the political 
  situation far better than Samar.
  Twice in the last month Samar has discovered a ven-
  omous snake in her bedroom. Her aides have waived the 
  matter aside, claiming the snake merely wanted some-
  where warm to spend the night. Samar is convinced the 
  serpents were assassination attempts. unsure who she 
  can trust, she has decided to hire outside help to dis-
  cover the identity of the person who wants her dead and 
  deal with them accordingly.
  Embassy of the Crystalflow Confederacy: A power-
  ful and political stable trading nation, the confederacy 
  was the first northern power to open an embassy in 
  the Free Emirates. After enjoying decades of economic 
  growth and political influence, the confederacy has 
  found itself sidelined—since the creation of Orcmark 
  two decades ago, trade has dropped by 80%.
  The role of ambassador has always been awarded to 
  a merchant from Drakeport. The baron knows the am-
  bassador and his mercantile enterprise will profit greatly 
  from the appointment, so rival families bid vast sums for 
  elementalISm & JInn maGIC
  Elementalism and jinn magic use the same game 
  mechanics, and yet are different forms of magic. 
  Discussions between the convocation and jinn 
  mages have been hampered by several key points.
  * Elementalists consider the elemental realms left-
  over energy from the creation of the world. Jinn 
  mages don’t believe in the elemental realms. The 
  nearest equivalent they have is Jinnistan.
  * Elementalists see elemental loci as places where 
  the four realms overlap and touch upon the mor-
  tal realm. Jinn mages see loci as areas that resonate 
  with energy left behind by the jinn.
  * Elementalists cast spells by directly manipulating 
  threads of energy emanating from the elemental 
  realms. Jinn mages summon a lesser jinn and bind 
  it into short-term service. Both sides do agree on 
  one general point—magic comes through force of 
  will.
  * Elementalists are not direct servants of the gods, 
  but they still pray to the gods (and have a separate 
  and powerful goddess of magic). Jinn mages accept 
  the existence of gods as isolated aspects of Asha and 
  Druj, but they do not pray to them as individual 
  entities. 
  land of Fire realm Guide #21
  1
  
  the right to hold the title for a period of five years. With 
  trade continuing to decline, the major families have lost 
  interest in the posting.
  The current ambassador, Rodbert ap-gwyn, arrived 
  only last year. Rodbert hopes to reverse the trend. Sadly 
  for him, the local merchants seek safe profits, not dan-
  gerous routes, and they can find them in the Magocracy. 
  If he can find a way to break the orcs’ naval power, the 
  confederacy will once again return to glory, bringing im-
  measurable wealth to his family.
  Embassy of the Magocracy: Despite its name, the 
  embassy has until recently been dominated by mages 
  from the Principality of Sethnor. Since Mage-Prince Sep-
  timian went into protective custody, Mage-count Octavix 
  Dragomilov of the Third Sphere, has served as ambassa-
  dor. Octavix is a shrewd diplomat, but he has no interest 
  in soiling his hands with the daily concerns of trade. That 
  side of his role he leaves to a merchant, Bronwyn ap-
  govier. Her official title is High commissioner of Trade. 
  Her interest in Hekata is public knowledge, as is her buy-
  ing of Hekatic maps, texts, and mundane royal objects. 
  For those who own the Hellfrost Gazetteer, Emir Aziz, 
  the Free Emirates’ ambassador to the Magocracy, is not 
  actually an emir. In recognition of his post, and because 
  he speaks for all six cities equally, he was granted the very 
  rare honor title of emir, dropping his actual sirdar title to 
  avoid any confusion. That didn’t work as planned—the 
  northerners confused Aziz with a noble title, forcing the 
  diplomat to switch to the true noble use of emir.
  Embassy of the Sultanate: Sirdar Jaun ibn Munjid, 
  ambassador to the Free Emirate States, has absolutely no 
  talent for the diplomacy. A boorish man with a penchant 
  for hashish, he only got the post because the Sultan 
  couldn’t stand his presence in court any longer. Outside 
  of attending banquets, he leaves his duties to his senior 
  counselor, Hessa Pashar bint Raja. Hessa plays the part 
  of a shy and retiring aide uncomfortable at being thrust 
  into the limelight, but is actually a very talented and wise 
  wizir counselor.
  Gates: To the north is the River gate. The western 
  wall is broken by the grain gate, the only landward gate 
  accessible by civilians. In the south is the gate of Arms, 
  which opens directly into the Military District and is re-
  served for military use only. Lastly, there is the Harbor 
  gate, which opens onto the docks.
  The gate of Arms and grain gate see little traffic, and 
  are normally kept shut. The other two are open between 
  dawn and dusk. During the hours of darkness, they are 
  opened only to allow the passage of embassy staff and 
  the city guard. All four gates are heavily fortified, with 
  portcullises on either side and murder holes in the gate-
  house floor.
  The Gilded Letter: clothes may make the man, but 
  a well crafted and written letter can open many doors. 
  The owner, Husnu, a male cakali, is a calligrapher of rare 
  skill. Each work is a masterpiece, worthy of being framed 
  and displayed. Such skill takes time (1d4 days) and costs 
  (20-100 dinars depending on the length), but comes 
  with benefits. Depending on the nature of the letter, the 
  wielder either gains +1 to applicable Persuasion rolls or 
  improves the reader’s reaction one level. unbeknownst 
  to the thieves’ guild, Husnu also  forges weapon permits. 
  These cost a flat 100 dinars, regardless of the weapon.
  Ozman’s: Located just outside the Noble District, 
  Ozman’s has developed a reputation as the place to be 
  seen eating. Prices are exceptionally high (only expen-
  sive meals are available, and they start at 20 dinars a head 
  for a simple salad) but the quality is only average.
  Rikh’s Place: An upper class tavern just outside the 
  Diplomatic quarter, Rikh’s Place is a popular haunt for 
  diplomats, who come here to enjoy the good food and 
  drink, smoke some tabac (and maybe some hashish), 
  engage in high-stakes gambling games, and do some 
  behind-the-scenes deals. Naturally, it is also a haunt for 
  spies and informants, as well as black marketeers happy 
  to provide any goods or services for the rich patrons. 
  Rikh’s has a strict dress code—if you’re not wearing for-
  mal or tailored clothing, you don’t get in.
  Suits and Smiles: This business is run by ghanim 
  and Ara, a father and daughter team. ghanim is a master 
  tailor, and Ara is a beautician of outstanding skill. It is 
  widely agreed she could make a camel look attractive. 
  ghanim only sells tailored clothing at the standard rate, 
  but he can produce them in the style of any civilized 
  realm in Al-Shirkuh or Rassilon. Ara offers beauty treat-
  ment and hair styling that raise a woman’s charisma by 
  one point for eight hours. This costs 20 dinars.
  As well as catering to high class patrons, the pair 
  sideline in helping the thieves’ guild in lieu of paying 
  protection. Whether one wants to look like a beggar with 
  weeping sores or pass as a well-manicured courtier, such 
  is their skill that they can disguise someone so well he is 
  unrecognizable to his own mother. A disguise lasts until 
  it is removed. Outsiders recommended to the couple by 
  the thieves’ guild are charged 100 dinars.
  Persons of note
  Described below are a few of the city’s many denizens 
  the heroes may encounter while exploring the city.
  aF’aa
  The man known only as Af’aa (“Snake”) is a freelance 
  assassin. No doubt his life is a horror story, for Af’aa is 
  not entirely human. His eyes and skin are those of a 
  snake, his right arm is a venomous serpent, and his left 
  arm is a powerful constrictor. He also has the ability to 
  charm and summon snakes (as beast friend and sum-
  mon beast) by hissing.
  Those who have seen his face speculate he is a cleric 
  of Ss’eelis, his visage altered by spells to look more im-
  pressive. Perhaps if it were commonly known the ophi-
  dae have reemerged they would change their musing to 
  consider him some vile experiment either escaped from 
  captivity or deliberately unleashed on the world.
  the Free emirate States
  1
  
  Whatever cruel fate befell him, Af’aa is a man without 
  morals. He will consider any killing in any part of Al-
  Shirkuh without concern as to the intended victim’s age, 
  gender, race, or creed, so long as the price is right.
  SIrdar ahmed the Fat
  Sirdar Ahmed is the cousin of Emir Aziz, ambassador 
  to the Magocracy. Aziz often gives natives of Rassilon who 
  teach him something of their culture Ahmed’s address, 
  and asks them to perform some minor favor for a friend, 
  such as delivery a small package or sealed scroll case to 
  his cousin should they decide to visit Al-Shirkuh. When 
  they arrive, Ahmed treats his guests like kings, sating 
  their hunger with elaborate feasts and showering them 
  with extravagant gifts as thanks. Then he too asks a favor 
  from his new friends.
  The aptly-named Ahmed is a jolly fellow, full of warm 
  smiles and humor, but also scheming and manipulative. 
  A merchant-prince, he is also a close friend of the thieves’ 
  guild, and is heavily engaged in smuggling hashish and 
  khem-hekau artifacts.
  theGn SIeGWulF arnlaKSunu
  A nobleman from beleaguered vestmark whose inju-
  ries prevent him fighting with the army, Siegwulf came to 
  Maqneh in the hope of securing military aid in his country’s 
  struggle against Orcmark. Despite eloquently putting his 
  case to Emirs’ council, he failed to garner support. Mer-
  chants from the Free Emirate States are not suffering any se-
  rious orc privations since switching their route to Sethnor, 
  nor do the emirs have any wish to enter a foreign war that 
  has dragged on for two decades. He was also snubbed by 
  the ambassadors from the caliphate or Sultanate. So long 
  as trade continues to flow, they had no interest in becoming 
  involved with what they saw as Rassilon’s domestic affairs.
  Instead, the ambassadors suggested he hire mercenaries 
  from Rawdah. vestmark is already paying a vast mercenary 
  force that so far has done nothing beyond maintaining 
  the decades long stalemate, and its coffers are virtually ex-
  hausted—hiring more with no guarantee of success would 
  likely be the death of the war-fatigued nation.
  While drinking with local soldiers and swapping war 
  stories, Siegwulf learned that there are numerous orc 
  tribes in the Dusty Mountains and that they are grow-
  ing ever bolder. A few days later, he received word from 
  spies operating inside Orcmark that an orc emissary set 
  sail for Al-Shirkuh several weeks ago (information takes 
  time to get out of Orcmark). The nobleman suspects the 
  emissary is trying to expand king Nagrat’s authority into 
  the desert, and perhaps recruit new allies to his cause. 
  He knows full well that an influx of new warriors could 
  tip the balance of war in the orcs’ favor.
  If he could uncover proof, perhaps in the form of a 
  letter or talisman, he could approach the Emirs’ council 
  again and persuade them to rethink their decision. All he 
  needs is someone willing to go searching for that proof 
  (if it even exists, of course).
  embaSSIeS
  While citizens normally use the word embassy to 
  refer to specific buildings occupied by a foreign 
  power’s diplomats, it is properly the name for the 
  permanent diplomatic delegation.
  characters should note that embassies do not cater 
  to the needs of ordinary citizens from the same na-
  tion. If you get into trouble in a different country, 
  that’s your problem and you have to deal with the 
  consequences. Nobles may be accorded some sup-
  port, but only if they are very well connected and 
  doing so won’t sour relations with the host nation 
  or city—commit murder, and you’d better be the off-
  spring of an emir if you want the embassy to help.
  Embassies exist as a means for the caliph, Sultan, 
  and emirs (the sphinxes don’t have any embassies) 
  to ensure their voices are heard, smooth over inci-
  dents that might lead to war if unchecked, and facili-
  tate trade agreements.
  The chief foreign representative to a court holds the 
  title of ambassador. These are normally high-ranking 
  blood nobles, though a cleric of qedeshet holding 
  an honor title might suffice. Few ambassadors have 
  the necessary talents do everything required of them. 
  To be honest, most don’t actually want the posting. 
  Aiding them is a staff of translators, lawyers, scribes, 
  merchants, and heralds. The senior delegates run 
  ministries, and hold the title of minister.
  Whereas the post of ambassador might be changed 
  every few years, most staff are permanently as-
  signed to one embassy. Thus, they have a greater 
  knowledge of local customs, laws, linguistic nuanc-
  es, temperaments, touchy subjects, and important 
  people than the ambassador they serve.
  Ambassadors, like heralds, are accorded great respect 
  and privileges, for they are the personal representa-
  tives of the highest authority in their realm or city. 
  An act of violence against you is considered an at-
  tack against their lord, and thus a very serious matter. 
  They are immune to prosecution, but can be expelled 
  from their host nation or city for serious or repeated 
  breeches. Similarly, diplomatic correspondence is 
  considered sacrosanct. Ambassadors and their key 
  staff may not be searched when crossing borders or 
  entering a settlement, and no package marked with 
  their seal can legally be opened by another power.
  In order to deal from a position of strength, one re-
  quires intelligence on rivals’ strengths and weakness. 
  The gathering of intelligence falls to spies. Every na-
  tion has its spy networks, and every nation knows 
  its rivals operate spies in their territory. As well as 
  gathering information through larceny, seduction, 
  bribery, and blackmail, spies work to uncover and 
  disrupt enemy plans, relay false information to their 
  foreign counterparts, and assassinate enemy agents 
  or convert them to work as double agents.
  land of Fire realm Guide #21
  1
  
  It is said that one need only sniff the desert air to know 
  the direction of qina. This is an exaggeration, of course, 
  but it shows how the twin smells of bodily waste and 
  perfume has entered folklore. Things smell bad on the 
  surface, but beneath ground and behind locked doors, 
  there is the added stench of corruption.
  Social hierarchy
  Primogeniture is the norm in qina. No account is tak-
  en of gender, creed, or even competency to rule. When 
  an emir dies childless, scholars work out who is next in 
  line from his family tree, but go back no further than two 
  generations—any further would produce too many pos-
  sible candidates. Should an entire family wither and die, 
  the nobles elect a new emir from their number.
  Emira ghadah’s worries concerning her brother’s 
  possible return could, of course, easily be solved by 
  her retiring. After all, she is an old woman now, and her 
  children have produced issues of their own. unfortu-
  nately, she refuses to contemplate the notion. This is not 
  entirely by choice, though. Shortly after ascending the 
  throne, she had an astrologer read her future in secret. 
  He informed her that if she ever abdicated, regardless of 
  the reason, qina would be consumed in fire.
  qina’s nobles have never been particularly wealthy. 
  The land surrounding the city is extremely poor, and 
  suitable only for raising livestock. A few have managed to 
  purchase productive land upriver, but most of the prime 
  agricultural land lies in the hands of independent settle-
  ments or nobles only loosely allied to the emira. What 
  fortunes they have comes from importing grain and 
  vegetables, and even then their hands are tied—produce 
  must be sold at a set rate to ensure no one profits to any 
  excess from qina’s need, leaving wealth to be made in 
  securing the best purchase price.
  During summer, the court is largely deserted. Faced 
  with the overpowering stench of the muck-filled stagnant 
  river, slime-covered streets, and competing perfumes 
  (not all of them the highest quality), they prefer to spend 
  their days on their rural estates. Those prepared to face 
  the triple assault to their olfactory sense are almost 
  guaranteed to catch the emira’s eye at some point, and 
  more than a few poorer nobles have achieved high office 
  simply by being available at the right time.
  Perfumers hold a special place in society. In most 
  other cities, the highest a craftsman can hope to rise is 
  to the shahrum class. In qina, recognized master per-
  fumers are always mak-shahrum, and most hold honor 
  titles. A small few have been rewarded for their skill with 
  hereditary noble titles, though rarely do these come with 
  a grant of land. Journeymen in a master’s employ are 
  shahrum by dint of their association and the fact they 
  may one day become masters in their own right—this 
  potential attracts wealthy patrons. Most perfumers sit 
  in the jaleepa class, though not all are equal. Those ap-
  prenticed to a master are shown more respect than other 
  practitioners. given the dire concoctions some so-called 
  perfumers produce, their claim to be a craftsman is often 
  begrudgingly acknowledged by the general populace.
  Perfume varies in quality and price. Merchants who 
  have managed to secure a contract with a master per-
  fumer are far richer than those who sell more common 
  fare. Likewise, grain merchants are generally poor in 
  comparison to other merchants thanks to the emira.
  Among spellcasters, clerics of Marqod, upuaut, and a 
  select few minor deities enjoy great favor, as do khamsin 
  jinn mages. So long as they have at least one useful spell 
  for helping get rid of rats or bad smells, they number 
  among the shahrum.
  qina has a large percentage of mushaf. citizens who 
  contract incurable diseases make up most of their num-
  ber, but laundry workers (nothing stays clean for long 
  in qina), sewer workers, and street cleaners fill out the 
  ranks of the tainted.
  education
  When asked what they want to be when they grow up, 
  most children say a perfumer. Fortunately, qina boasts a 
  Perfumer School. Admittance is free, paid for in part by 
  taxes and in part by the master perfumers, the latter be-
  ing keen to ensure there are potential apprentices who 
  don’t need to be taught the basics.
  Many a starry-eyed pupil with dreams of becoming a 
  household name is destined to end up producing vats 
  of cheap perfume in his mother’s kitchen. Most qualify 
  knowing the basic skills, but only those with intelligence 
  and ambition have any hope of graduating to the next 
  level—an apprenticeship under a master.
  In other trades, masters can be approached and asked 
  to take a child on as an apprentice. In qina, the master 
  perfumers only select from graduates of the Perfumer 
  School. In the same way that the master perfumers pro-
  duce a fragrance for the emira to judge, so students close 
  to graduating must produce a fragrance to be judged by 
  the acknowledged masters of their trade. Each master 
  takes only one apprentice a year, so there is no room for 
  qIna
  City of Smells
  the Free emirate States
  1
  
  error—a bad day means the student must either go into 
  business for himself or retake his final year.
  By tradition, the first choice of apprentice goes to the 
  master who has the emira’s patronage for the year. The 
  order in which the other masters pick depends on their 
  generosity—it is based on how much money they pledge to 
  the school for the next academic year. The pledging is done 
  at a public auction to ensure that a master cannot easily 
  renege on his bid once he has the apprentice seconded in 
  his workshop. By law, an apprentice must remain with his 
  master until he qualifies as a journeyman (typically three to 
  five years, depending on intelligence) or his master expels 
  him. Should he wish to leave early, he must buy out his 
  contract. The amount is calculated as a percentage of what 
  his master bid—in the first year he must pay 100%, in the 
  second 80%, and so on. Apprentices’ wages make this im-
  possible without a rich family or patron.
  Masters have little need to worry about apprentices 
  running off with their secret formulae—many masters 
  refuse to pass the secret on until they are at death’s 
  door, and many take their secret to their grave. Thus, to 
  become a master, one must also be prepared to spend 
  years experimenting in one’s own time.
  The city’s only other university, the university of qina, 
  has suffered a steady decline in student numbers over 
  the decades since the Perfumer School opened.
  religion
  Religion in qina is a strange affair. Though every 
  major benevolent deity is recognized and honored, it 
  is specific affiliated cults of minor deities who actually 
  receive the most regular worship. As a result, these few 
  cults have grown very influential and wealthy.
  While Marqod has few devout worshippers, the sort 
  who attend temple weekly, the ever-present risk of dis-
  ease means almost every citizens says a prayer in her 
  honor on a daily basis. Her temple is a hospital special-
  izing in the treatment of diseases and infected wounds.
  Sharing the temple is the cult of Ashtart. While the 
  goddess of plants and herbs has many worshippers, 
  these are mostly inhabitants of settlement supplying per-
  fumers with plants, and they are independent of qina’s 
  authority. Within the city, worship is unusual.
  The temple is shared by a third cult, that of Zerbanitu, 
  minor deity of medicine (see Realm Guide #4). Less con-
  cerned with general remedies, the local cult specializes in 
  antihistamine, antibacterial, antibiotic, and insect repellent 
  concoctions—and it does a roaring trade. The temple, with 
  its stocks of herbal remedies and alchemical healing po-
  tions, is a prime target for the thieves’ guild. Since paladins 
  of Marqod must refrain from causing harm, security falls to 
  the violent Hands and paladins of Zerbanitu.
  One of Tamarni’s aspects, and thus affiliated minor 
  deities, is especially honored. The most popular of these 
  is Sekhmet, goddess of rodent extermination (see Realm 
  Guide #9). Her cult has very close ties to the Ratcatch-
  ers’ guild—it trains the vicious cats they use in the 
  course of their duties and sells them alchemical devices 
  at very favorable rates. The few clerics resident in qina 
  are all paid-up members of the guild. Since it is a crime 
  for non-guild members to kill a rat, most citizens pray to 
  Sekhmet to protect their homes and purchase non-lethal 
  alchemical devices. Most everyone wears a (mundane) 
  protective amulet when they venture out into the street.
  ruleS oF the realm
  These setting rules apply in qina.
  * Biting Flies: During each day of Alak Shemu, ev-
  ery hero must draw a card from the action deck. A 
  numbered Spade indicates biting flies plague him. 
  He must make a vigor roll or be Fatigued from itchy 
  bites. On a Spade face card, his vigor roll is made at 
  –2. Fatigue from the bites is removed after 24 hours 
  or with the application of a single dose of antihista-
  mine rubbed into the skin.
  If the hero is wearing insect repellent (see Realm 
  Guide #15), he suffers an attack only if the card 
  value is 2–4 or an Ace of Spades. Otherwise, the in-
  sects are just a buzzing annoyance.
  * Disease: Heroes must make a weekly vigor roll or 
  contract Apsu’s curse (see Realm Guide #15).
  * Fire Spells: Any use of a power with a fire trap-
  ping, including summoning fire-based creatures, 
  earns the offender a 1000 dinar fine and one month 
  sweeping the streets as a slave of the state.
  * Herbal Remedies: Antibacterial, antibiotic, antihis-
  tamine, and insect repellent cost 20 dinars a dose.
  * Infected Wounds: A character who receives a le-
  thal wound that is not treated within 10 minutes 
  must make a vigor roll. With failure, the wound be-
  comes infected. The character is Fatigued until all 
  his current wounds are healed. Alternately, he may 
  take a five-day course of antibiotics. This cures the 
  infection and removes the Fatigue.
  * Native Heroes: A native character with Smarts 
  d6+ may take knowledge (Alchemy) d6 for one skill 
  point during character generation.
  * Natural Healing: Due to the unsanitary condi-
  tions, Natural Healing rolls in qina have a +0 modi-
  fier if the character is treated by a doctor with Heal-
  ing d6+, and –1 for if the skill die lower.
  * Perfume: cheap perfume sells for around 5 di-
  nars a quart and smells not unlike vinegar. Higher 
  quality perfumes begin at 100 dinars a bottle (three 
  ounces), and the truly masterful ones selling for as 
  much as 500 dinars an ounce.
  * Respected Trade: Perfumers are highly respected 
  in qina. characters with Hedge Magic and knowl-
  edge (Alchemy) d8+ gain +1 charisma while in the 
  city and dealing with its inhabitants, irrespective of 
  gender, creed, race, culture, or homeland. Those 
  with the skill at d12+ gain +2 charisma. These mod-
  ifiers do not stack with those from the Noble Edge.
  land of Fire realm Guide #21
  20
  
  Although the recipes of master perfumers are highly 
  sought after, any popular fragrance attracts attention 
  from rivals. Freelance spies are avoided in favor of 
  trusted agents. The main reason for this is to thwart the 
  activities of the cult of Hemsut, god of secrets see Realm 
  Guide #9). Were his cult to uncover a secret formula, 
  it would likely be public knowledge within a matter of 
  weeks. Since every perfumer could then produce it, the 
  fragrance would rapidly depreciate in value.
  The last major deity who receives an abundance of 
  prayers from the general populace is upuaut. Worship is 
  specifically focused toward his wind aspect, though—ev-
  ery one preys the wind will rise and disperse the foul 
  stench that hangs over the city.
  The city’s problems are not helped by the presence 
  of evil. Baalzebul, minor god of pestilence (see Realm 
  Guide #8) has a large number of followers among all 
  social strata, as do several demon lords concerned with 
  disease, slime, and rats. With the cult of Shamash being 
  exceptionally small, it falls to the paladins of Marqod and 
  Zerbanitu to root them out. Often this means venturing 
  into the overflowing sewers.
  loCal FeStIvalS
  Contest of Bouquets: The awarding of the emira’s 
  patronage to the best master perfumer is held on Anshi 
  yaus al-Maat Tamith Alak Shemu. This gives rich citizens 
  chance to purchase supplies of the winning fragrance be-
  fore the start of holy month, when many feasts, festivals, 
  and social functions take place.
  military
  With little farmland under its direct authority and 
  no mines of any real value, qina maintains only a small 
  army (less than 1% of the population). Its general, like 
  his men, is very keen on undertaking maneuvers in the 
  countryside—even a 30 mile route march beats being 
  stationed anywhere near the city.
  army
  qina’s less than impressive army comprises one legion 
  and one wing. One of the regiments is entirely medium 
  infantry. The second regiment has one company of light 
  infantry and one company of archers. The cavalry wing 
  has three light companies and two heavy companies.
  qina’s nobles are under no compulsion to maintain 
  a militia. given that the army is barely adequate for the 
  task of defending the city’s outer territory, nobles who 
  can afford to train and equip soldiers do so. Most must 
  settle for arming farmers with simple armaments, but the 
  richest issue long-term contracts to mercenaries from 
  Rawdah, city of Heroes, in return for favorable rates.
  The city guard comprises just a single regiment. Since 
  it is not intended to fight in the field, it breaks the “no 
  mixed troops in company rule.” One company is entirely 
  made up of medium infantry, The other is divided into a 
  platoon of archers, one squad of which are cross-trained 
  as artillerists, and a platoon of light infantry.
  Protecting the emira and the palace is the responsibil-
  ity of the Shields of qina. They number just a platoon of 
  heavy infantry—the palace has plenty of other guardians 
  on hand should the need arise. Though membership is 
  open to any soldier who has served loyally in the army 
  for five years, the emira is biased toward khamsin jinn 
  blooded. Partly this is because of their ability to summon 
  cool breezes on demand, and partly because they get on 
  well with the large number of lesser khamsins resident 
  in the palace.
  navy
  qina’s navy of a dozen light warships is hampered by 
  the fact the city lies inland. In the summer, the river, nev-
  er easy to maneuver along at the best of times, becomes 
  impossible to navigate. To ensure they can resupply and 
  make repairs, qina has a standing agreement with Sirhan, 
  city of Stars, its closest neighbor. No money changes 
  hand. Instead, the emira ensures it enjoys favorable tax 
  rates for perfume imports. The sailors rarely grumble 
  that they are away from home for months of end.
  law & order
  While few citizens doubt that even orcs would try to 
  invade their stinking city, the city guard companies com-
  pete for the job of manning the walls. Its mind-numb-
  ingly boring and it doesn’t help one escape the stench, 
  but it doesn’t keep one’s feet from becoming encrusted 
  in filth or being nibbled by hungry rats. Many guardsmen 
  are members of the Ratcatchers’ guild. Though they do 
  not work as traditional members, having a license to kill 
  rats exempts them from prosecution and gives them 
  something to do to help pass the time.
  Those who draw the short straw are loathe to leave 
  the relative cleanliness of their watch stations, especially 
  after dark, when it is rumored all manner of fell creatures 
  rise up from the sewers and stalk the streets. As a result, 
  the night belongs to the thieves’ guild, the aforemen-
  tioned beasts (the rumors are true but unproven), and 
  depraved cultists bent on mischief and mayhem.
  Slavery is legal in qina, but only when sanctioned by 
  the courts. In place of suffering flogging or dismember-
  ment, the court may instead sentence a criminal to a pe-
  riod of slavery. Anyone sentenced to slavery is destined 
  for one of two fates. Those who committed crimes that 
  would normally warrant flogging or dismemberment are 
  assigned to help sweep the streets of the filth that bub-
  bles and oozes up from the sewer. For crimes that carry 
  a slavery sentence, the criminal is given the job of help-
  ing unblock and maintain the sewers. At least one sewer 
  worker a week vanishes, never to be seen again. Even 
  the Free emirate States
  21
  
  if one escapes that fate, infected rat bites and disease 
  ensure he endures a thoroughly miserable sentence.
  The thieves’ guild, known as the unclean Hand, has 
  two non-traditional income streams. First, it helps mer-
  chants avoid the high export tariff on perfume by smug-
  gling the goods out of the city. Second, it openly engages 
  in espionage against perfumers. Recipes are sold to the 
  highest bidder, and the cult is very strict about only sell-
  ing a given recipe once—to sell it to multiple perfumers 
  would be bad for everyone’s business. A perfumer can 
  avoid having his secrets stolen by paying protection. 
  The cost is based on the perfumer’s reputation. As well 
  as not robbing their property, the guild doubles as an 
  extra level of security, protecting workshops and houses 
  against freelance spies and thieves and agents employed 
  by rival perfumers.
  Despite having broadly similar goals, a battle for su-
  premacy has broken out between the various factions of 
  evil cultists. The cult of Baalzebul, the largest faction, has 
  survived largely unscathed, but only because the various 
  sects of demonists hate each other just as much as they 
  the clerics. As if things weren’t bad enough, a new player 
  has recently entered the struggle.
  clerics of vali, the northern deity of disease and ver-
  min, among other things, had long known of the city 
  and its reputation, but had concentrated their activities 
  in their traditional homeland. Through dreams, vali in-
  structed a handful of clerics to go to qina, beneath which 
  lay a powerful relic—the chalice of Putrescence. Their 
  numbers are small, but they are backed by a major deity 
  and supported by eager followers of Haratt (minor god 
  of rats). given time, they may yet become the dominant 
  faction.
  trade & tribute
  The narrow fertile belt along the River Tamaz has 
  never supported much agriculture. certainly the city 
  always imported food, but never in the quantities it does 
  today. When the sewers began to overflow and demand 
  for perfume increased, the farmers soon realized they 
  could make more money selling fragrant plants. Over the 
  centuries, the perfumers have learned to use all manner 
  of barks, flowers, fruits, leaves, resins, roots, seeds, and 
  woods. As a result of this change in focus from food to 
  fragrance, the city is forced to rely on imports of cereals 
  and vegetables to feed the population. The former comes 
  mostly from Maqneh, city of Peace, while the latter is 
  bought from any city with produce to spare.
  The only export of note is perfume. The trade initially 
  began purely to sate local demand, but as the skill of 
  the perfumers increased, so did the reputation of their 
  wares. While much of it is designed to be applied directly 
  to skin, qina produces a variety of other products, all of 
  which are labelled as perfume locally.
  Some oils are designed to be mixed with water and 
  either sprinkled on carpets or clothes (evaporation re-
  leases the fragrance) or gently heated in a censer. Others 
  take the form of scented wax cones that are worn on top 
  of the head. As the wax melts, the aroma wafts out (it 
  is recommended hats or wigs are worn). There are also 
  scented cloth balls for hanging in wardrobes, scented 
  gloves or scarves, and even scented nose plugs.
  Each master perfumer’s particular recipes are a close-
  ly-guarded secret, and security borders on paranoia. As 
  well as bodyguards, his home and workshop is protected 
  by glyphs and mundane security measures.
  Exports of perfume barely cover the cost of food im-
  ports, and only a few citizens benefit from the trade. Tax 
  levels, while high, are imposed on citizens who earn a 
  pittance and nobles whose wealth is paltry in compari-
  son to their counterparts elsewhere. As a result, qina is 
  extremely poor.
  CoInaGe
  qina’s native coins have the name of the emir and 
  year of minting on one side, and a generic flower on 
  the other. The standard coins in circulation are the gold 
  one dinar (a “Flower”), a silver one dirham (a “Petal”), 
  a silver one-half dirham (“Half-Petal”), and a silver one-
  quarter dirham (“quarter Flower”) piece. unofficially, 
  the one dinar coin is known as a “Rat,” after the penalty 
  for unlicensed killing of one of the ubiquitous vermin.
  loCal taxeS
  qina’s stinky citizens pay 40% of their income in as-
  sorted taxes. Most wouldn’t grumble if the money was 
  used to modernize the sewers. Even with grain prices 
  kept artificially low, the people have a lot to grumble 
  about. Many believe that much of their taxes goes toward 
  keeping the emira’s palace clean and smelling pleasant. 
  Were this ever proven, there would likely be riots.
  Cat Tax: The powerful Ratcatchers’ guild has used its 
  influence to maintain its monopoly on rodent extermina-
  tion. As well as the rat killing fine, it has managed to get a 
  tax on felines passed. No citizen may own a cat unless he 
  pays 200 dinars per cat per year for a license. Of this, half 
  goes to the emira and half the guild. The guild, naturally, 
  has a ready supply of cats on hand, since it is exempt from 
  the tax, as are the cults of Tamarni and Sekhmet.
  Customs Duty: general imports and exports carry a 
  3% levy. Imports of grain and vegetables are charged at 
  just 0.5%.
  Docking Fees: Except during Alak Shemu, docking 
  fees are 5 dinars per day. Even with this low level, few 
  visitors stay any longer than is absolutely necessary. Dur-
  ing summer, docking fees are waived.
  Excise Duty: In order to ensure perfume remains 
  expensive, the master perfumers successfully lobbied for 
  an excise duty of 50% on all exports. In order that their 
  business was not threatened by imports, a tariff of 100% 
  was imposed (not that anyone tries to compete).
  Gate Tax: Except during summer, gate tax is set at one 
  dirham for pedestrians, two dirhams for mounts, and five 
  land of Fire realm Guide #21
  22
  
  dirhams for wagons. During Alak Shemu, when river traffic 
  dries up along with the water, the tax is waived. citizens of 
  qina are exempt from this tax.
  Perfumer License: All perfumers must have a license 
  to operate. This is charged at 3% of their previous year’s in-
  come (before any other taxes) and 300 d for the first year.
  architecture
  Although it was founded by the Anari, qina was de-
  signed in the fashion of local cities. Aside from a few 
  large courtyard houses for the nobles, most of its build-
  ings were small, crammed together along narrow alleys 
  within the towering walls.
  During the expansion, the emirs lacked the funds to 
  extend the city walls far. As a result, the architects opted 
  to fit as many citizens into as small a space as possible. 
  In order to achieve this, they opted to build homes with 
  small footprints that rose higher into the sky. The spa-
  cious, disordered suburbs outside the walls were aban-
  doned as citizens rushed to live within the city proper.
  Outside the old part of the city, houses rise three, four, 
  even five stories. In more affluent areas, one family occu-
  pies an entire floor. In poorer districts, a family squeezes 
  into a single room. These tight living conditions only aid 
  the spread of disease.
  major locales
  Below are a number of places the characters may wish 
  to patronize or visit during their (likely short) stay in and 
  around the city of Smells.
  CIty dIStrICtS
  Of the 89,000 citizens answerable to the emira, 42,000 
  (47%) actually live inside the city walls. qina has always 
  straddled both sides of the River Tabaz. The southern 
  bank is more rugged, and it was the northern city that 
  was expanded to house incomers.
  The city is divided into three separate areas. The 
  larger New city occupies the northern bank and the 
  smaller Old city the southern bank. In between them, on 
  an island in the middle of the river, is the Palace District. 
  The palace itself fills only the eastern half of the island.
  citizens wanting to cross the river can catch a ferry 
  (except in summer) or use the bridges. There are two 
  bridges, but neither spans the entire river. Instead, they 
  terminate on the island.
  Docks: Too low to permit anything other than river 
  barges from traveling beneath, the construction of the 
  bridges facilitated the necessity for two separate docks.. 
  The North Dock lies west of the island and caters for 
  ocean-going vessels. The South Dock is located to the 
  east, and caters for small river crafts and barges.
  CleanlIneSS
  Both creeds, with the exception of certain, often 
  evil cults, place a great emphasis on cleanliness.
    bath houSeS
  While one can wash one’s body and hair at home, 
  the place to get truly clean is at a bath house.
  After disrobing, bathers begin in the warm room, 
  where hot, moist air causes one to perspire. Suit-
  ably sweaty, one may optionally move on to the hot 
  room. Warm or hot, the next step is to wash in cold 
  water. Once thoroughly scrubbed, one enjoys an 
  invigorating massage before ending up in the cool-
  ing room to relax before dressing. Note that bath 
  houses rarely have pools in which to fully immerse 
  oneself—running water splashed on the body is the 
  norm, being considered more hygienic.
  Actual hot baths are available. These are private 
  tubs filled with clean water before each use. Some 
  baths are heated, allowing cold water to be poured 
  into the vessel, while others require hot water to 
  be added. various scented herbs and salts are often 
  available on request, though rarely are these free.
  Except in bath houses run by the cult of Tamarni, 
  the genders are separated. Large bath houses have 
  two sets of rooms (usually in different wings to pre-
  vent mixing), while smaller ones have fixed hours 
  when men and women may bathe.
    barberS
  Barbers don’t just cut hair and trim beards—they 
  also provide full shaves, dentistry, and basic heal-
  ing, such as dressing sores, stitching wounds, set-
  ting bones, minor surgery, cleaning ears, and lanc-
  ing boils. Some are even trained as beauticians. All, 
  as everyone knows, are excellent sources of infor-
  mation.
    CoStS
  Typical prices for bodily cleaning services are shown 
  below. Some establishments charge more just to en-
  sure a certain type of clientele, but rarely are the 
  services they offer any better—a bath is a bath.
  Bath: 2 dinars (whether in the main bath house or 
  a private hot soak).
  Hair Cut: A simple cut or shave costs one-half dir-
  ham, while a more elaborate hairstyle might cost as 
  much as 10 dinars.
  Healing: The cost for medical attention from any 
  source is detailed in Realm Guide #20.
  Massage: Included for free in a bath house, but has 
  no game benefit. A basic massage (again, no bene-
  fit) from a barber costs 1 dinar. A full massage (with 
  benefits as per the Barber Edge) costs 3 dinars.
  the Free emirate States
  2
  
  All the raw sewage in the streets is swept into the 
  river, making the docks the smelliest parts of the city. In 
  summer, when the river dries up and the filth becomes 
  concentrated, the stench is enough to make even hard-
  ened residents gag. Anyone who falls into the river can 
  expect no rescue attempt—if he doesn’t drown in the 
  thick sludge, one of many diseases will do the job.
  Palace: The emirs have never been wealthy, but they 
  have spared no expense in making the palace as com-
  fortable as possible. Aside from the usual marble, gold, 
  silk, and rare woods one expects of any city ruler, they 
  invested heavily in spirit relics that spray perfume on 
  whoever touches them, in hiring khamsin jinn mages to 
  create gentle breezes that blow through the corridors 
  and chambers, and even persuading lesser khamsin to 
  inhabit the palace for the same purpose. As an added 
  bonus, the mages and jinn double as guards.
  Perfume: Perfumers can be found working in all 
  parts of the city, but many have congregated to an area 
  just north of the North Dock.
  Uptown: Located on the southern bank, this residen-
  tial district is named because it sits on higher ground. 
  Here, the physical side of the sewage problem is barely 
  noticed. Over the centuries, property prices have soared, 
  and today only the wealthiest residents can afford to live 
  here. As well as richer nobles, many master perfumers 
  choose to live here.
  CIty loCaleS
  Clean Feet Travel: The cleanest and safest way to 
  move around qina is in a litter. Many wealthy citizens 
  have private litters, so this business caters mainly to tour-
  ists and poorer citizens who need to stay clean for some 
  reason. Prices start at 1 dinar an hour for an open litter, 
  rising to 50 dinars for all day use of an enclosed litter. 
  Prices increase threefold after dark.
  The Garden of Qina: This perfume workshop is 
  owned by Pashar Muruj bint Subhi. She is regarded as 
  one of the best perfumers in the city, having won the 
  emira’s favor seven times in her career, a feat that earned 
  her a hereditary title. She works only rarely now, and has 
  not entered the contest in the past three years. Her rivals 
  believe she will announce her retirement soon.
  Pashar Muruj is dying from an incurable illness and 
  she knows it. Although elderly, she has no wish to die just 
  yet. Since the diagnosis, she has spent a great deal of time 
  researching arcane texts. Though she found nothing that 
  would return her health, she did come across mention of 
  a fragrant resin drawn from a long extinct flower. By luck, 
  one document listed the grave goods of a Hekatic pha-
  raoh. Among the many objects was a jar of the precious 
  resin. With it in her possession, she believes she can cre-
  ate a fragrance that will exceed anything produced before. 
  Her dying wish is to breathe in that fragrance.
  Too ill to make the dangerous journey and with time 
  against her, she is seeking brave adventurers. In return 
  for bringing the jar of resin to her, she offers the secret 
  of that yet to be created formula. Anyone capable of re-
  producing it would be sure to earn a tidy income for the 
  rest of his life.
  The Golden Bathhouse: Named because it is expen-
  sive, not because of the decor or furnishings, this estab-
  lishment is at the most exclusive bathhouse in qina. A 
  bath and massage costs 10 dinars, high enough to keep 
  out the lower classes. The price includes free rose water, 
  clean water imported from upriver of qina by the barrel, 
  and hot coffee. For 25 dinars, one can receive a soothing 
  massage from a lesser khamsin barber who works here.
  The High Market: In a bid to keep their produce as 
  clean as possible for as long as possible, and prevent 
  rats from gnawing at both it and their customers, the 
  stallholders decided to move the market above the prob-
  lem. With the blessing of the emira, they have created a 
  network of platforms atop wooden scaffolding that now 
  houses the main market. Ratcatchers are employed to 
  guard the staircases, and their ferocious cats stalk be-
  tween the stalls at leisure.
  In order to keep the platforms clean, all footwear 
  must be left at the bottom of the stairs. This has led to a 
  new line in petty crime. Street urchins watch for wealthy 
  looking shoppers, steal their footwear, and then demand 
  money for its return. given that the alternative is to wade 
  home barefoot through filth, slime, and rats, most choose 
  to pay the ransom (rarely more than a dirham or two).
  Whereas most guild members are mushaf, the guild-
  master, Dabir Pasha ibn Nabil, is rich and influential. 
  While most of his employees live in tiny hovels, he resides 
  in an upper class part of town. Money and popularity 
  cannot make up for breeding, though, and Dabir Pasha is 
  tolerated in high society purely because of his job.
  Lady Luq: Most people know Luq as a researcher who 
  trawls libraries on behalf of rich clients. Among perfumers, 
  she is known as the best industrial spy in the city. Her ser-
  vices range in pricing depending on the intended victim. 
  When it comes to robbing homes and workshops protected 
  by the thieves’ guild, she enjoys a cat-and-mouse relation-
  ship, pitting her talents against their security measures. The 
  two parties have a loose understanding—she doesn’t com-
  mit general theft, and they won’t kill her if they catch her.
  The Marid’s Fountain: A popular cafe, the Fountain 
  offers a range of beverages. Its most popular is its rose 
  water, which bubbles up from a golden fountain that sits 
  on the counter. Not only does the drink taste divine, but 
  a single glass acts as an antibacterial herbal remedy with 
  a 4 hour duration. A single glass costs 30 dinars. custom-
  ers are restricted to one glass per day.
  All attempts to steal the fountain have failed—it is im-
  possible to lift it by any mundane or magical means. The 
  proprietress, Maha bint Budayl, claims it was a gift from 
  a greater marid, but does not elaborate further.
  Mostak’s Medicines: Mostak sells herbal remedies 
  and alchemical healing potions, all of which he creates 
  himself. Oddly, he isn’t a cleric or a mage. A former ad-
  venturer, he unearthed a collection of alchemical texts 
  from a Hekatic tomb, along with highly specialized ar-
  cane laboratory equipment. The texts revealed a dark and 
  terrible formulae—the secrets of how to create healing 
   
  land of Fire realm Guide #21
  2
  
  remedies from human organs. utterly immoral, Mostak 
  went into business when advancing old age ended his 
  adventuring career. His raw materials come from unfor-
  tunates he kidnaps and murders.
  Noktak’s Sanitation Wear: Noktak, a sand goblin, is 
  trying to make an easy living from the city’s twin prob-
  lems. All his homemade devices have some inherent 
  flaw. The truncated wooden cones designed to stop rats 
  crawling up one’s legs either allow them an easy climb 
  (if worn wide end facing down) or make it impossible 
  to walk properly (if worn wide end up). The cat urine 
  that supposedly drives away rats is actually from a source 
  closer to home (though it is pungent). Stilts were actu-
  ally a sensible idea, but few citizens have the balance 
  required to remain upright for more than a few steps.
  None of these problems stop Noktak promoting his 
  wares as the latest in counter-rat and anti-filth solutions. 
  Noktak has no set prices—he charges based on how 
  wealthy, not to mention gullible, a potential customer 
  looks, and how desperate his need.
  Perfumer School: Students have reported hearing 
  strange sounds and seeing a ghostly figure walk the 
  halls. Some whisper that it is the specter of a long-dead 
  master perfumer. Whether he has returned to pass on 
  his knowledge or punish a transgressor is hotly debated. 
  Others insist the figure is something far more sinister, 
  perhaps a demon. More level headed students argue the 
  figure is probably nothing more than a thief trying to 
  steal secrets or a fellow pupil up to no good or sneaking 
  out for a romantic liaison. The faculty wants the matter 
  resolved with all haste, and is prepared to offer cash or 
  free tuition as a reward.
  Skills: knowledge (Alchemy); Edges: Hedge Magic.
  Ratcatchers’ Guild: On paper, the guild is the largest 
  guild in the city. In order that citizens can kill rats with-
  out the threat of prosecution, the guild offers associate 
  membership for 10 dinars a year. This entitles the mem-
  ber to kill rats inside his home or business premises. city 
  guardsmen are offered a similar scheme, but it applies 
  only to the streets and then only when they are on duty.
  The guild’s main line of work is trying to keep the 
  streets rodent free, a battle they are currently losing. 
  Since removing rats from a house is a very short-term en-
  deavor, the guild makes most of its real money through 
  renting cats. For 5 dinars per month per room, a citizen 
  can take possession of a particularly feral feline, subject 
  to availability. The animals don’t need feeding, and only 
  a fool would try to pet or groom one.
  Scent of Paradise: This small workshop is run by Ab-
  dul-Badi, one of many middling perfumers with aspira-
  tions of becoming a master. He has the talent to reach the 
  highest tier of the profession, but he lacks the patience 
  and, more importantly, the money—the creation of a 
  top-class fragrance requires either lengthy experimenta-
  tion using expensive herbs or paying a thief to steal a 
  formula. undeterred, he has hit upon an idea that will 
  save him both years and coin. Since no living master will 
  share his secret formula, he intends to learn one from a 
  former master, one whose secret has been lost for cen-
  turies. He has already purchased a gravespeak scrolls in 
  preparation. All he needs now is someone willing to steal 
  a personal object from the tomb of a long dead master 
  perfumer.
  Sewers: To be fair to the emirs of old, the city’s sewer 
  problem isn’t just down to lack of investment. qina grew 
  so rapidly that residential districts had to be hastily con-
  structed to accommodate the influx. By the time anyone 
  thought about adding new sewers, it was too late.
  Poor town planning is not the sole reason for the 
  flood. Even before the population expanded, the thieves’ 
  guild had walled off sections of the sewers for their pri-
  vate use. Shrunk by as much as 25% in place, the sewers 
  were barely coping with the original population, yet 
  alone thousands more residents.
  Over the years, citizens have dumped everything from 
  broken furniture to unwanted clothes to dead bodies in 
  the sewer. Many tunnels are now totally blocked, forcing 
  the effluent into confined spaces and preventing it from 
  flowing into the river.
  Su’da’s Soap Emporium: A graduate of the Perfumer 
  School, Su’da bint Nusrah repeated her final year six 
  times, but never managed to impress a master perfumer. 
  With a small loan from a merchant, she started her own 
  workshop making and selling soap. The merchant has 
  been repaid with interest, Su’da has a good reputation, 
  and she lives in an affluent part of town.
  maKInG PerFume
  In terms of character abilities, the manufacture 
  of perfume requires two things. First, it requires 
  knowledge (Alchemy), not knowledge (craft: Per-
  fume). No matter how high his die type, the best 
  a character using just the Alchemy skill can hope 
  to achieve is cheap and relatively unpleasant per-
  fumes. To create true fragrances, one also needs the 
  Hedge Magic Edge. Hedge magic is not all balms 
  and poultices—practitioners understand the prop-
  erties of a wide variety of plants, including their 
  aromas, how to extract essential oils, and how to 
  mix and blend them, all essential arts of perfume 
  manufacture.
  characters who want to go and create perfumes that 
  sell for 500 dinars an ounce are out of luck if they 
  still want to be adventurers. First, these ingredients 
  are rare plants (and very expensive if purchased off 
  farmers). Second, it takes years of trial and error to 
  perfect a single master formula.
  If they really want to be perfumers, we offer two 
  suggestions. First, read the sidebar entitled Work-
  ing for a Living in Realm Guide #10. Second, sug-
  gest they take the Rich Edge. This represents them 
  creating and selling batches of perfumes between 
  adventures. Taking Filthy Rich either means the 
  character is a master perfumer or sells a lot of fra-
  grances, depending on his Alchemy die type.
  the Free emirate States
  2
  
  cheap products (2 dinars) are simple soap made with 
  tallow, palm kernel oil, or olive oil, and perfumed, but not 
  otherwise unusual. Her most expensive soaps act as anti-
  bacterial herbal remedies. They cost 100 dinars, but have 
  the added advantage of being reusable—a single bar is good 
  for 10 uses, though application requires a full body wash, 
  which takes several minutes and requires one to undress.
  Watch Station 13: While most officers of the watch 
  are content to let the thieves have free run of the city 
  after dark, the under-sergeant in charge of this recently 
  fortified watch station in a middle-class residential dis-
  trict has other ideas. young, idealistic, and eager for pro-
  motion, he has declared war on the thieves’ guild in his 
  district. All the bad eggs in his squad have been removed, 
  leaving him with a dedicated group of soldiers who share 
  his ideals. The thieves’ guild has its own plans, and they 
  don’t much appreciate interference. Several soldiers 
  have been murdered and the watch station has come 
  under attack. If he is to clean up the streets, the officer 
  needs some external assistance, strangers who can get 
  close to the guild leaders and make the arrest.
  Workhouse: When a citizen is no longer able to support 
  himself financially, he turns to the workhouse. Beggars are 
  also dragged off the streets and dumped here by the city 
  guard. Inmates are fed, clothed, and given a bed, but must 
  earn their keep through hard work and strict discipline. The 
  workhouse has a contract with the city to provide laborers 
  as required. Most end up down the sewers or cleaning the 
  streets. The lucky ones work in the workhouse tannery, 
  break rocks for gravel in building projects, or grind bone 
  to make into fertilizer. Those with a skill are put to use pro-
  ducing goods the workhouse then sells.
  Several inmates have disappeared over the last few 
  months. The owners suspect they have absconded. Had 
  they any care for those who watch over, they would have 
  realized that all the missing inmates disappeared in the 
  days before the new moon. A few inmates have spoken 
  of seeing strange shadows flitting through the building 
  in the dark of night, but no one in authority takes them 
  seriously. Too poor to hire investigators, the inmates have 
  decided to find charitable adventurers to find the cause 
  of the disappearances. So far they have had no luck.
  al-Shab
  Population: 540
  Ruler: Effendi khoury ibn Fawzan
  Religion: Mixed (Ashtart)
  Al-Shab is one of many villages that cultivates fragrant 
  plants for sale in qina. For the last three years, any dogs 
  entering the settlement have been destroyed on sight by 
  the militia, with no recompense offered to their owners.
  The reason for this odd, and some might say barbaric, 
  behavior stems from a traveler who called at the village 
  in search of a bed for the night. He was bitten by a dog, 
  but shown no sympathy by the locals—accidents hap-
  pen, after all, and the injury was very minor. In a fit of 
  rage, the stranger uttered a curse and left. The next day, 
  every dog in the settlement went berserk, chasing and 
  biting the frightened villagers. New dogs were purchased 
  after the old ones were finally slaughtered, but the same 
  thing happened.
  Effendi khoury is offering a modest reward to anyone 
  who can track down the stranger and get him to reverse 
  the curse. The only information the villagers can provide 
  is a rough description, a name—Ayser ibn Hilmi—and 
  the fact he was intending to go to qina to meet with a 
  master perfumer (they don’t know which one, though).
  the battle FIeld
  Many centuries ago, a small rural community was put 
  to the torch and its peaceful inhabitants brutally mas-
  sacred to the last. With no survivors, written evidence is 
  sketchy and largely based on second hand accounts of 
  visits to the site. Scholars are divided as to the identity of 
  the aggressors—some blame orcs, others point the pro-
  verbial finger at the Anari, Hekatics, or jinn. Since that 
  fateful day, fragrant plants have grown among the crum-
  bling remains of the village. It has not gone unnoticed 
  that they are found in patches that vaguely resemble a 
  prostrate human form and their petals and sap are vari-
  ous shades of red.
  The plants are highly prized by the perfumers of 
  qina, for they grow nowhere else in Al-Shirkuh. No one 
  is sure if they are foreign, or are truly unique. Those who 
  seek to profit from picking them take a great risk. Some 
  have returned insane. Most have not returned at all, nor 
  have their corpses ever been found. The few survivors 
  inevitably tell the same tale—the dead do not sleep on 
  the Battle Field, they are far from quiet, and they resent 
  anyone who disturbs the plants. The dangers of harvest-
  ing make the plants very expensive in qina.
  KIShtra
  Population: 750
  Ruler: None
  Religion: Mixed (Ashtart)
  The farming community of kishtra, which lies just 
  outside qina’s control, is currently without a ruler. The 
  last effendi was the scion of two rival houses. His parents 
  married to settle an ages old feud, and for a while all was 
  well. The birth of their son was seen as a great omen for 
  the future. Then things took a turn for the worse.
  While boating on the river, the effendi and his par-
  ents were drowned (and partially eaten) when a large 
  crocodile upturned their small vessel. The effendi was 
  unmarried, and had no children or siblings. Barely were 
  the victim’s ashes cold when the old rivalry reared its 
  ugly head, albeit with a new focus—both families claim 
  they alone have the right to decide the next ruler, who 
  naturally will be a member of their family.
  Since the two families are the largest landowners in 
  the area, the peasants are equally divided. violent as-
  saults and the burning of crops are commonplace as the 
  nobles seek to weaken their rivals. Both sides are seeking 
  mercenaries to deal the others a final blow.
  land of Fire realm Guide #21
  2
  
  Maqneh, city of Peace, may be the political brain of 
  the Free Emirate States, but qurqas is its financial heart. 
  qurqas is also a gateway, not only to the trackless sands, 
  but to the strange northern land known as Rassilon. 
  Among all the great cities, qurqas, a city ruled by the de-
  scendants of warrior slaves, is the most cosmopolitan.
  Social hierarchy
  Naming the head of one’s bodyguard as one’s succes-
  sor is often considered an unwise move—this is a man 
  or woman who is often alone in your presence while 
  armed, knows how to fight, and has the loyalty of his 
  men. The mameluk’s oaths of loyalty to their brethren has 
  ensured no emir-in-waiting has ever ascended the throne 
  of qurqas through foul play. In rare instances when the 
  incumbent emir was assassinated, no suspicion has ever 
  been laid at the feet of his successor. unfortunately, the 
  murder of an emir while in office does taint the new 
  emir’s reputation—he was, after all, responsible for the 
  protection of his mameluk brother.
  Since the title of emir is not hereditary, his spouse 
  and children do not receive full noble titles. Instead, 
  they hold honor titles of emir/a or meliq/a as appropri-
  ate. Their children receive no titles at all, neither do the 
  emir’s other relatives. That is assuming he has any, of 
  course—most emirs orphans with no ties outside the 
  bond shared within their company. When the emir dies, 
  all honor titles are lost. The emir’s spouse is given a gen-
  erous stipend to live on, but children receive nothing.
  Only three times during the city’s history has the child 
  of an incumbent emir risen through the ranks to become 
  captain of the Swords of Suleiman. The practice is not 
  forbidden by law—it is simply that the emir’s children 
  are not raised as true nobles or courtiers, nor are they 
  destined to become rulers.
  Of Emir ubaid’s children, all of whom are adults with 
  families of their own, two are in the regular army, one 
  is a cheese merchant, and one has joined the cult of 
  Marqod. All four have already dropped their honor titles. 
  Aside from the privilege of being able to enter the palace 
  at will, they are ordinary citizens.
  Emir ubaid has the blood of a warrior coursing 
  through his veins. Having delegated much of the city’s 
  routine business to the cult of qedeshet, he spends his 
  time out in the field with the army or locked in secret 
  meetings discussing the various strange events taking 
  place in Al-Shirkuh with his mameluk captains. Part of 
  him craves war, but so far he has managed to hush the 
  voice in his mind—a career soldier, he knows war is not 
  a glorious endeavor, and he has no wish to see trade 
  wither and his people suffer just to satisfy an old man’s 
  desires.
  When the slaves conquered the city, all land held by 
  Anari nobles and local sympathizers was confiscated and 
  divided between the new emir’s military commanders 
  and slaves who has suffered under the Anari. The former 
  became the city’s new hereditary nobles. While they still 
  hold land, most have become the heads of merchant 
  companies. Even so, it is still traditional for the second 
  child of a noble to join the army or city guard.
  The slaves awarded grants of land cannot by law ever 
  declare themselves nobles. Their children, while answer-
  able to the emir, would be under no other yoke. Even 
  today, their farms and villages are governed by elected 
  officials. Some rule as mayor, others as part of a council. 
  They form the majority of the honor nobles. Military 
  commanders, powerful merchants, senior clerics, and 
  notable mages make up the rest of the mak-shahrum.
  The mameluks have always held a special place in 
  quaqas’ society. The captains of the various native com-
  panies are always honor nobles, and number among the 
  mak-shahrum. Sergeants are accorded respect normally 
  reserved for shahrum, while under-sergeants and com-
  mon soldiers are treated as jaleepa.
  education
  qurqas’s earliest inhabitants were mostly denied an 
  education. The Anari overlords saw little need to educate 
  their subjects, and most of those who came later were 
  slaves of the jinn, fit only for manual labor or military 
  service. This has never been forgotten, and the inhabit-
  ants of qurqas take great pride in attending school. All 
  education is free, paid for by taxes. Parents and guard-
  ians who deny a child education are fined for denying 
  the child a future.
  Basic schooling lasts until the age of 12. Brighter stu-
  dents go to to senior school for more studies in wider 
  fields of knowledge, while those less gifted begin their 
  working life either with their family or in the form of an 
  apprenticeship.
  It is only possible for an able-bodied citizen to enter 
  advanced education after completing two years compul-
  sory military service. qurqas has four universities—the 
  basic university of Slaves, and three advanced univer-
  sities. As with basic schooling, enrolment at all four is 
  free, but places are limited. Aspiring students must have 
  qurqaS
  City of Slaves
  the Free emirate States
  2
  
  a letter of recommendation from their old school and 
  the captain of the company they served with during their 
  period as a conscript.
  At the School of Economics, students learn the ad-
  ministrative, economic, and people skills essential for 
  running any form of enterprise. While many graduates 
  go on to become merchants or business owners, others 
  prefer to enter into local politics—many of the elected 
  officials who run rural settlements trained here.
  For those who plan to work in a caravan in any capac-
  ity, interaction with Bedu will form part of daily life. The 
  School of Beduan Studies teaches students the customs of 
  the various tribes (so as to avoid accidental insult), as well 
  as how to speak Beduan (most Bedu speak Sandspeech, 
  but knowing their native tongue often makes them more 
  welcoming). Desert travel is fraught with peril, and students 
  can also take classes in the essentials of desert survival.
  For those who desire to become officers, or improve 
  their existing knowledge of warfare and battlefield lead-
  ership, there is the War college. While anyone can enlist, 
  priority is given to mameluks first, then career soldiers, 
  then civilian citizens, and finally outsiders. Students 
  explore military history, study key battles, explore theo-
  retical tactics and strategy through war games, and learn 
  basic and advanced leadership techniques. In their final 
  year, students are awarded the title cadet Sergeant and 
  given command of an actual platoon, under the watchful 
  eye of the regular sergeant.
  Attendance in no ways guarantees one will ever be-
  come an officer, but the army looks more favorably on 
  graduates when promotions become available.
  Like Maqneh, foreign languages are common on 
  qurqas’ streets and in the markets, and in far greater 
  numbers. Not only does it retain a sizeable Anari popula-
  tion that still speak their native language, it is also home 
  to engro and Saxa merchants and visiting Anari scholars. 
  Among native merchants, Trader is slowly emerging as 
  the second language.
  religion
  As the gateway between two very different lands, 
  qurqas is extremely relaxed in its attitude toward reli-
  gion. Temples to the gods of Rassilon (while small) stand 
  side by side with the temples of their desert counterparts 
  and the kadas of the Devoted. So long as the deity is 
  benevolent, it is welcome in qurqas.
  qedeshet is the most honored native deity in the city. 
  Although his trading aspect was always very popular 
  and paladins has long provided security in the Trading 
  Square, Emir ubaid’s decision to hand control of the 
  city’s bureaucracy and finances to the cult has greatly 
  boosted their status. This does not prevent Devoted from 
  achieving positions of authority in government—part of 
  the emir’s decree included a clause ensuring the cult’s 
  civil and religious practices were kept separate.
  Any Faithful starting out on a voyage utters a prayer 
  to upuaut, and qurqas sees plenty of ships and caravans. 
  Two great shrines honor the deity—one on the docks, 
  and one inside Traders’ gate.
  In a city ruled by warriors and that boasts the largest 
  standing army in the Free Emirates, is should be no sur-
  prise that karmelos is popular. His temple is part of the 
  War college. Many of his clerics, though not an official 
  part of the army, serve as instructors.
  While some visitors from Al-Shirkuh are tourists 
  looking to explore new places or adventurers passing 
  through on their way to adventure, those who come here 
  regularly or choose to settle are invariably merchants. Of 
  the alien deities, var, the northern god of trade, has the 
  most adherents.
  loCal FeStIvalS
  Blooding the Emir: During the enthroning ceremo-
  ny for a new emir, a small sample of his blood is taken. 
  ruleS oF the realm
  These setting rules apply in qurqas.
  * Compulsory Military Service: characters born 
  and raised in qurqas must either take both Fight-
  ing and Shooting at a minimum of d4 or one of the 
  skills at d6 during character generation.
  * Native Heroes II: A native character with Smarts 
  d6+ may choose to be a graduate of one of the ad-
  vanced universities. Each grants certain benefits, as 
  listed below, but only during character generation 
  and the hero must meet all other requirements.
  Beduan Studies: The character must be able to speak 
  Beduan. For one skill point, the character begins 
  play with either knowledge (Nomads) d4 and Sur-
  vival d4, or one of them at d6. Only one skill point 
  may be spent in this way.
  Economics: The character can lower the die type of 
  one required Trait by one step when taking Expert 
  Haggler (see Realm Guide #13).
  War: For one skill point, the character begins play 
  with knowledge (Battle) d6.
  * Slaves: No slaves may be purchased here. Any 
  slave discovered in the city is immediately freed. 
  * Trade Center: The docks and markets are full of 
  goods from across southern Al-Shirkuh and the lands 
  beyond. Special availability goods can be purchased 
  outside the usual places, but cost double. village 
  Availability items cost 50% of normal, Town items 
  75%, and city items 90%. Heroes selling goods in 
  qurqas have +2 to Streetwise rolls to find a buyer.
  * Transport Hub: qurqas has an extremely busy 
  port. The characters can find a ship departing in 
  1d4 days with a successful Streetwise roll, or later 
  the same day with a raise.
  caravans are almost as frequent. A successful Street-
  wise roll locates one ready to depart in 1d8 days, or 
  1d4 days on a raise.
  land of Fire realm Guide #21
  2
  
  This is daubed on his forehead and breastplate in the 
  shape of a scimitar, and smeared on his actual blade. This 
  symbolizes his bond with the city and its inhabitants, and 
  his willingness to die to protect their freedom from op-
  pression and tyranny.
  He then inspects the captains of the native mameluk 
  companies and officers ranked captain and above in the 
  regular army. Each slices his own thumb with the emir’s 
  sword before adding to the bloody designs. This is a sign 
  he accepts the authority of the new emir, and will follow 
  his orders without question, so long as they be lawful 
  and just, even if it means his own death.
  The Guards’ Parade: The victorious slave army, led 
  by the mameluk companies, entered qurqas on Baot 
  yaus al-Hamala Amt Alak Paret. On this day, the nine na-
  tive companies parade through the streets. In order that 
  law and order be maintained, only a single squad from 
  each participates, though each is lead by its captain. By 
  tradition, the Swords of Suleiman lead the parade. Any 
  visiting mameluk companies present may join in, but are 
  always placed behind the native companies.
  The procession begins at Traders’ gate and proceeds 
  along all the major thoroughfares before ending in the 
  Trading Square, which is cleared of stalls for the day. Here 
  they take part in drill formations and displays of weapon 
  prowess to the delight of the cheering crowd. When this 
  is done, the emir inspects the troops and receive verbal 
  oaths of allegiance.
  Traditionally, orphans present themselves to the as-
  sembled captains at the end of the display in the hope of 
  being accepted into the mameluk ranks. Not all are here 
  willingly—some guardians try to foster their unwanted 
  wards onto the companies.
  military
  Five centuries of rule have not weakened the mam-
  eluk emirs of qurqas, nor tempered their battle spirit. 
  While the main army has a general, he is primarily in-
  volved in day-to-day affairs. Where the legions ever to 
  match to war, then the emir would assume the role as 
  senior battlefield commander.
  army
  Many outsiders assume the mameluk companies 
  make up the entire army. In fact, they are but a small part 
  of the city’s impressive military machine. The bulk of 
  qurqas’ military might comprises four standard legions 
  and two wings. The First Legion is entirely heavy infan-
  try. The Second and Third are entirely medium infantry. 
  The Fourth Legion has one regiment of archers and one 
  regiment divided into a company of light infantry and a 
  company of skirmishers. Of the two cavalry wings, one is 
  heavy and the other light.
  qurqas rules over territory extending 25 miles north 
  of the River Al-Shum, 25 miles south of the Free Trade 
  Road along the route inside the accepted borders of the 
  Free Emirates, and everything in between. Army activities 
  are concentrated along the river, the trade road, and the 
  southern border.
  Without exception, all able-bodied citizens are con-
  scripted into the army for two years on reaching their 
  16th birthday. Avoiding this duty carries a penalty brand-
  ing followed by two years hard labor in service to the 
  city (paid at basic laborer’s wages). Even those who have 
  already taken holy vows must enlist. Pacifism is not con-
  sidered an excuse for military duty, though fully ordained 
  junior priests of Marqod receive special dispensation on 
  religious grounds from having to undergo weapon train-
  ing. They serve as medical orderlies.
  conscripts are paid the same wage as regular privates, 
  but receive only basic weapon training. conscripts are 
  only ever assigned to the infantry and can never achieve 
  a rank above private. Those who wish to enlist in the cav-
  alry or train as officers must do so after completing basic 
  service. Most conscripts never see battle. Even those who 
  do face only small parties of bandits or orcs. For two years, 
  most only know route marches, building and dismantling 
  temporary camps, guarding caravans, drill, weapon train-
  ing, and long patrols, all of which are designed to bond 
  them together and instill a sense of loyalty to the city.
  Even after finishing his service, a citizen is automati-
  cally enrolled in the city militia until he reaches the age 
  of 40, injury prevents him from serving, or he receives 
  dispensation because of his profession. citizens are under 
  no compulsion to remain in the city while part of the mi-
  litia, but those present when the call-to-arms is sounded 
  are expected to answer. Accurate censuses are kept, and 
  citizens who fail to notify the authorities they are leaving 
  the city are charged with desertion in absentia should the 
  militia be summoned and they are found to be missing.
  The city guard currently comprises eight companies 
  of mameluks. Emir ubaid’s recent decree that the city 
  guard increase its strength has resulted in each company 
  having three platoons (180 men), though not all are yet 
  at full strength. Each company is semi-independent—the 
  captains swear oaths of fealty to the emir and vow to de-
  fend the city, but they are never formed into regiments. 
  Each captain sits on a military council, an advisory body 
  that reports directly to the emir.
  The Swords of Suleiman, the most prestigious mam-
  eluk company, serve as the emir’s bodyguard. As the 
  emir’s heir, the captain is also chief wizir.
  navy
  qurqas’ impressive military might is not matched by 
  its navy. Its fleet numbers 16 light warships and 12 heavy 
  warships. The fleet is divided into four squadrons, each 
  having four light and three heavy warships. Of these, one 
  of each type of squadron is normally in harbor, one pa-
  trolling local waters, and two escorting merchant ships 
  up and down the coast.
  qurqas has never tried to muscle in on Rawdah’s 
  business of hiring armed escorts prepared to sail all the 
  the Free emirate States
  2
  
  way to Rassilon—it lacks the warships, its vessels are 
  inferior, and its crew are less comfortable with strange 
  seas. Instead, it offers merchants the same basic deal it 
  does caravans—pay us and we’ll escort you safely to the 
  edge of the Free Emirate States. For ocean-going vessels, 
  that means 200 miles if they are heading for Sethnor in 
  the Magocracy or as far north as Rawdah.
  law & order
  The eight companies of mameluk city guard are re-
  sponsible for protecting the city and upholding the law. 
  Despite having served the city for 500 years, the companies 
  are still technically mercenaries, are paid at standard rates, 
  and could leave the city’s employment at any time. After 
  five centuries loyal service, and with guaranteed wages for 
  what is rarely difficult work, that is unlikely to happen.
  At any given time, two companies are assigned to 
  patrol the walls and six act as watchmen. Those assigned 
  to the watch work an eight-hour shift, with two compa-
  nies (approximately 360 men) on duty at any one time. 
  Roughly four hours is spent actually working the streets. 
  The rest of their time is taken up with briefings, paper-
  work, escorting prisoners from the jail to the courts, 
  and the like. Despite their reputation, mameluks are not 
  superhuman, nor are they incorruptible paragons of vir-
  tue. They are just as prone to error, apathy, intolerance, 
  laziness, and bribes as any watchmen.
  Security for the Trading Square falls solely to paladins 
  of qedeshet. No more than a dozen are on duty at any 
  one time, but this does not mean security is lapse—each 
  paladin has anywhere from three to five fadeen under 
  his command. The same law that permits the cult to act 
  as the watch also gives them the right to act as judges. 
  Any civil or criminal breeches of the law are handled by 
  the Trade court, which sits within the small temple in 
  Trading Square.
  There is no legal restriction on carrying weapons or 
  wearing armor, though social problems will still arise. 
  This does not mean violent crime is tolerated—sentences 
  for misusing a weapon are much more severe. Not every 
  case reaches court—anyone drawing a weapon in a city 
  policed by experienced mameluks had better be able to 
  use it, because the mameluks aren’t compelled to take 
  prisoners alive in such cases.
  qurqas’ reputation as a safe haven for slaves is not 
  entirely true. Those sentenced to slavery for committing 
  crimes are not considered slaves in the same manner 
  as those shackled against their will—they are criminals 
  doing legally enforced penance. As such, the courts 
  of qurqas can still impose slavery as punishment for 
  wrongdoing, though this is commuted to a fine, public 
  flogging, or branding. It never imposes life sentences, 
  however. Those whose crimes warrant such punishment 
  elsewhere are executed in qurqas.
  qurqas has only one thieves’ guild, the Black Ledger. 
  The city’s transformation into a major trading hub has 
  profited them very well—not do they control smug-
  gling in and out of the city, they hold the monopoly on 
  smuggled goods coming in or out of the Free Emirates. 
  Over the last century they have acted less like common 
  thieves and more like brokers and merchants.
  With smuggling more profitable than picking pockets 
  and burglary, they allow freelance thieves to carry out 
  more traditional guild duties. Freelances must register 
  with the guild, must inform them of any missions they 
  are planning (the guild still runs a protection racket), and 
  pay 10% of their elicit income in “tax.” Those who play 
  by the rules are left alone. Those who break them are not 
  given a second chance to offend the guildmaster.
  trade & tribute
  qurqas geographic location coupled with the open 
  of trading links with western Rassilon has transformed 
  it from a large but minor city into a bustling cosmopoli-
  tan trading superpower. Although fed by only one trade 
  road, that road is part of a network that stretches to the 
  four corners of the continent and beyond. The Silk Road 
  may be closed, but Jadid, city of Trade, gives it access to 
  the markets of the distant and enigmatic Jade Empire.
  qurqas also benefits from being mostly self-sufficient 
  in natural resources. True, its farms and mines don’t allow 
  it to produce any major exports, but neither is it reliant on 
  imports to survive or satisfy the basic needs of its citizens. 
  Much of what enters the city is considered luxury goods, 
  though merchants cater for all tastes and budgets.
  The emirs have always seen themselves as the defend-
  ers of the Free Emirates. With Wind Pass being relatively 
  easy to defend by a small number of troops, the most 
  obvious route for invaders is around the bottom of the 
  Dusty Mountains. In order that the army remain well fed, 
  all farms must give 10% of their harvest to the city. The 
  rest they may do with as they wish.
  CoInaGe
  qurqas’s coinage has always emphasized the city, not 
  the ruler. One side bears the city name in Sandspeech, 
  the other a pair of crossed scimitars.
  Whereas most coins are circular, qurqas has always 
  been different. The one dinar gold coin has nine sides, 
  representing the nine mameluk companies that serve the 
  city. It is known locally as a “Mameluk.” The one dirham 
  silver coin has six sides in honor of the major cities of 
  the Free Emirates, and is known as a “city.” The one-half 
  dirham piece has seven sides. No one knows why, and 
  the coin has become known as a “Town” simply because 
  it is of less value than a city. The one-quarter dirham is 
  round, and carries the nickname “village.”
  Foreign coins (those minted outside the Free Emir-
  ates) are almost as numerous as locally minted ones. As 
  with all coins, their value is based on weight rather than 
  their denomination.
  land of Fire realm Guide #21
  0
  
  loCal taxeS
  qurqas makes a fortune from taxing merchants, al-
  lowing its citizens to benefit from low personal taxes. All 
  told, few citizens pay more than 20% of the earnings in 
  taxes, and half of this is actually tithes. visitors looking 
  to trade in the city must remember to purchase an ap-
  propriate license, as detailed in the core setting book.
  Customs Duty: All goods entering or leaving the city 
  are charged at 5%.
  Docking Fees: In a bid to attract merchant vessels 
  and yet not have them clog up the docks for too long, 
  ships are not charged docking fees for the first two days. 
  After this, a fee of 100 dinars per day is enforced. Ships 
  from Rassilon are charged half this rate—the emir is keen 
  to foster greater mercantile links, as it ensures continu-
  ing business with the caliphate and Sultanate.
  Gate Tax: Passage through Traders’ gate costs 1 
  dirham per leg. Tight-fisted merchants often leave their 
  camels and horses outside the city, instead loading their 
  cargoes on the backs of caravan guards and bearers.
  Sales Tax: There is no sales tax.
  architecture
  For the first century of Anari rule, much of the new city 
  they built was styled in Anari fashion—small houses built 
  separate from each other. Over time, the Anari adopted the 
  architectural style of the natives, replacing wooden houses 
  with brick and stone structures, building homes around 
  open courtyards. In some back streets, one can still find 
  remnants of the city that stood before the Anari occupa-
  tion. Locals claim some of thes structures have stood for a 
  thousand years, but their claims are hard to verify.
  When trade blossomed, the center of the city was 
  extensively remodelled. Entire residential areas were 
  levelled to construct the Trading Square. New houses 
  were built in what space remained. Typically lower class 
  districts now, the houses butt against those of their 
  neighbors and the streets are much narrower.
  major locales
  Below are some of the more important or interesting 
  places in and around qurqas likely to attract the heroes.
  CIty dIStrICtS
  qurqas sits on the southern bank of the River Al-
  Shum—the northern bank is too soft to support heavy 
  walls, and is prone to flooding. Much of the population 
  lives in the west and east of the city, with lower, middle 
  and upper class residential areas largely undifferentiated 
  save for the architecture.
  Anari Quarter: Although qurqas was captured and 
  expanded by the Anari, the invaders never made up more 
  than a few percent of the population. When the Anari 
  nobles were defeated, those who agreed to accept the 
  new emir as their overlord were permitted to remain in 
  the city. Though they had adopted the deities of Al-Shirkuh 
  in place of those of Rassilon generations before, they had 
  never given up their native tongue—classical Anari, as it 
  is now known. Since trade began, the Anari quarter has 
  seen an influx of fresh blood. With the incomers have come 
  changes—temples to the gods of Rassilon once more stand 
  in qurqas, and the modern Anari language has replaced 
  classical Anari as the de facto tongue of the quarter.
  Clerical: While the temple of qedeshet in the Trading 
  Square handles trade matters, the business of running 
  the city lies in the various offices within the clerical Dis-
  trict. Located south of the western end of the docks, a 
  stone’s throw from the palace, it is also home to many 
  of the city’s bureaucrats, as well as a variety of craftsmen 
  and shops catering to their needs.
  Harbor: Following the gentle curve of the river, the 
  Harbor District occupies a long, wide belt that stretches 
  two-thirds of the way along the bank. Beyond the many 
  wharves, the district contains warehouses, customs of-
  fices, guard posts, taverns, shrines to Apsu and upuaut, 
  and mainly lower class housing. The harbor operates day 
  and night, the wharves lit by scores of lanterns after dark. 
  The wharves for the city’s naval fleet are located at each 
  end of the district.
  Mameluk: Located in the southeast corner of the 
  city, this area is home to the eight mameluk companies 
  that make up the city guard. With no familial ties, they 
  live in square fortified barrack blocks, each containing 
  an armory, mess hall, kitchen, and storerooms. An open 
  courtyard provides space for weapon and drill practice. 
  In the northeast corner are small barracks for visiting 
  mameluk companies.
  Merchant: The city’s growing number of merchants 
  neW hIndranCe
    dual herItaGe (mInor)
  The hero belongs to two lands and/or cultures. He 
  may have been born to Hadaree parents but later 
  adopted by cakali, spent his youth between two cit-
  ies, or have one parent from Al-Shirkuh and another 
  from Rassilon. He has either divided his formative 
  years between them or been schooled in the ways 
  of both, though he truly belongs to neither.
  The character can use common knowledge for rolls 
  appropriate to both cultures, lands, or cities. How-
  ever, he lacks an in-depth understanding of either. 
  When making common knowledge rolls covering 
  relevant Area, Folklore, Heraldry, Law, and Nomads 
  (if applicable), he treats his Smarts as one die lower. 
  A d4 Smarts drops to a d4-2, as if unskilled.
  the Free emirate States
  1
  
  congregates in the northeast of the city, between the 
  Trading Square and the harbor. Most merchants oper-
  ate from their homes, having one wing of their house 
  devoted to receiving guests and conducting deals. The 
  area is a mix of middle- and upper-class residences.
  Palace: A palace has stood on a high in the northwest 
  of the city for close to a thousand years. Of the older 
  structures, only the dungeons and the perimeter wall re-
  main. Over time, the main structure has been demolished 
  and rebuilt to suit the latest ruler. The current palace 
  was built in 195 cJ. The emir and senior courtiers have 
  apartments here, but much of the space is devoted to the 
  Swords of Suleiman and storage since the bureaucracy 
  moved into the clerical District.
  Slave: An unofficial district and located outside the 
  city walls, the Slave quarter is a tent city where visiting 
  caravans and merchants keep their slaves. Despite the 
  presence of slaves so close to qurqas, city officials do 
  nothing to liberate them from their servitude. The law is 
  quite specific—only slaves who enter the city are freed, 
  not the greater territory it rules.
  Trade: The Trade District comprises Trading Square, 
  and the caravanserais and warehouse that border it. By 
  day it is crowded and noisy. Once business ends, it is 
  mostly deserted, though the caravanserais are open 24 
  hours so as to accommodate newly arrived caravans.
  CIty loCaleS
  The Cursed Ship: Properly named The Dolphin, 
  everyone who knows the story of this unlucky jalibut 
  simply refers to its as the “cursed ship.” On every voyage 
  in the last year, one crew member has vanished without 
  trace while the ship was at sea. No one suspects foul play 
  by the captain—he has a reputation as an excellent skip-
  per, skilled mariner, and honest soul. When his ship last 
  called into qurqas, the remaining crew quit. The captain 
  has a large amount of money tied up in goods stored in 
  the hold, but can’t reach one of the other cities to sell 
  them. Despite offering very good rates, no local mariners 
  are brave enough to sign up.
  The First and Last: A stone’s throw inside Traders’ 
  gate, the First and Last is the last tavern before entering 
  the parched desert and the first when entering the Free 
  Emirate States along the Free Trade Road. Thanks to the 
  cheap drinks and generous portions of food, the place 
  is always busy.
  Garden of Inner Reflection: known locally as the 
  Whispering garden, these elaborate formal gardens are 
  popular with lovers, spies, and those who merely want to 
  escape the hustle and bustle of daily life. Talking above a 
  whisper, or making any other loud noise, is punishable 
  by a stiff fine. It is said this dates back to the days when 
  one of the emirs would sit here and meditate on troubling 
  issues, though no one is really sure when or why the law 
  was introduced.
  Harbor Towers: The northern bank of the river op-
  posite qurqas is not entirely unoccupied. Three massive 
  towers with deep foundations house stand sentry over 
  Who Created the relICS?
  While legendary relics (see the free Hellfrost down-
  load of that name) are usually born from exception-
  al circumstances rather than manufactured, most 
  relics are the work of intelligent beings.
  Although two types of mage have mastered a means 
  of binding spirits into mundane items to create spirit 
  relics, their enchantment is not permanent, nor can 
  they provide a fixed modifier (such as +1 to Fight-
  ing rolls). The ability to create true relics has long 
  evaded the greatest craftsmen and spellcasters of 
  Al-Shirkuh just as it has in Rassilon. certain greater 
  jinn (the fabled arcane artisans) certainly knew the 
  secret, but their methods are incomprehensible to 
  other races, for jinn are inherently magical creatures 
  and understand the arcane arts in ways other (or as 
  they say, lesser) races cannot hope to fathom.
  In Rassilon, it was the moðsognar, the mysterious el-
  der race of dwarves whose name does not appear in 
  ancient legends and is unknown to many younger 
  frost dwarves, who forged the relics. There are no 
  native dwarves in Al-Shirkuh today, though that was 
  not always the case.
  Several images unearthed in the tombs of early Hek-
  atic nobles (pre-Apophis era) clearly show diminu-
  tive craftsmen at work. Rather than slaves or com-
  mon workers, they are depicted as being highly 
  respected individuals, far above ordinary craftsmen 
  in status. None are given individual names (nor have 
  any tombs been discovered). Instead, they are al-
  ways called Pitahmeses, a title translating as “child, 
  or born, of Pitah.”
  Pitah was the early Hekatic deity of craftsmanship, 
  among whose major aspects were metalworking, car-
  pentry, and sculpture. That these crafts also form the 
  basis of golem creation, whose origin is also lost in 
  the mists of time, may be nothing more than coinci-
  dence. Like the dwarf artisans, Pitah was portrayed 
  as being short, bearded, and dressed in robes or an 
  apron that concealed his feet.
  Worship of Pitah ended when Hekata banished the 
  old gods and turned its efforts to necromancy. That 
  his cult never survived the migration to Magor has 
  long perplexed scholars. Logically, a race looking to 
  build a new home would honor the deity of crafts-
  manship above many others. geb-Agni is a much 
  later addition to the pantheon, being the amalgam of 
  two older elemental deities—geb, god of earth, and 
  Agni, god of fire. Despite having no divine links to Pi-
  tah beyond patronage of metalworking, geb-Agni is 
  depicted in art as bearded and wearing a long apron. 
  His temples are also constructed underground. 
  could folk memory of the moðsognar of Hekata 
  have helped shape the new deity, and did their dis-
  appearance cause Pitah to be shunned or forgotten? 
  Continued on next page
  land of Fire realm Guide #21
  2
  
  the harbor. Sixty feet tall, they are divided into six floors 
  and an open roof. Within each floor are wide slits fac-
  ing north and south, firing platforms for ballistas and 
  archers. Atop the roofs are small trebuchets mounted on 
  rotating wooden platforms.
  A single tower stands in the Harbor District. keen to 
  ensure merchants stop in qurqas, a heavy chain extends 
  between the tower and the one opposite, effectively 
  dividing the docks into two parts—a larger portion for 
  oceangoing traffic and a smaller one for ships and barges 
  from the communities upriver.
  Hireling Square: With the Trading Square is a smaller 
  square dotted with thick, square wooden posts. Original-
  ly a place where the emirs posted public proclamations, 
  today it is mainly used by citizens seeking employees on 
  short-term or long-term contracts. From finding lost pets 
  to uncovering lost lore from trap-filled dungeons, heroes 
  looking for work are spoiled for choice.
  With hundreds of bits of paper competing for atten-
  tion, citizens have taken to hiring street urchins to shout 
  out their needs. Those with more money hire heralds 
  who louder voices and bright clothes are sure to attract 
  attention for those seeking work. visitors to the square 
  who look like they might be adventurers are immediately 
  surrounded by a gaggle of children, all of whom want 
  them to visit their masters.
  The Icehouse: visitors from Rassilon, while grateful 
  to be away from the freezing temperatures of their home-
  land, often find the stifling heat too much to bear. Those 
  seeking to cool down can find relief in the Icehouse.
  The tavern is the brainchild of Isambard cold-Hands, 
  an engro immigrant. The interior temperature is kept at 
  Temperate levels by an icewood hearth. Importing ice-
  wood to the Free Emirates is very expensive, and Isam-
  bard covers his business costs by charging exorbitant 
  prices for drinks and meals—treble the normal prices. 
  To help keep the cold air in and so reduce the amount of 
  fuel required, the tavern is built below street level.
  Aside from northern nobles and merchants seeking to 
  cool down, diplomats, nobles, merchants, senior clerics, 
  mages, and other wealthy individuals native to Al-Shirkuh 
  come here for the novelty, to sip iced drinks, listen to sto-
  ries of the northern lands, admire the tapestries lining the 
  walls, and because the high prices keep out commoners.
  Iron Guild Office: With dominance over the trade 
  routes of Rassilon secure, the Iron guild has decided 
  to expand its business into Al-Shirkuh. Five years ago, it 
  sold a qurqas franchise. The operation is run by gaunt-
  let-captain Sigmund cuthwulfsunu, a former mercenary 
  who had previously lived in Rawdah for many years.
  Despite the number of caravans that leave qurqas, 
  the business is struggling. Most caravans are operated by 
  Bedu, who use their own warriors as guards. If they need 
  more protection then extra caravan guards can be hired 
  at cheaper rates than what the guild charges. Added to 
  that, independent guards don’t have to pay any dues.
  Having invested 30,000 gold scields in the franchise, 
  much of which was secured by a loan, the gauntlet-cap-
  tain is not about to give up. Acting through intermediar-
  ies, he has been selling information on departing caravans 
  and their protection details to bandits and orcs living in 
  the wastes between the Free Emirates and clearwater 
  Oasis. He hopes that if they are successful in their raids, 
  the caravan masters will have little option but to turn to 
  the armored might of the Iron guild for protection.
  Mameluk Catacombs: Standing at the western edge 
  of the Mameluk District is a large marble mausoleum 
  decorated with exquisitely carved friezes depicting war-
  riors engaged in battle. One squad of city guard in full 
  ceremonial uniform stands watch here day and night. 
  Only the emir and mameluks whose companies serve the 
  city are permitted inside.
  It is no secret that inside is a statue of a mameluk knelt 
  in prayer before a stone inscribed with the traditional mam-
  eluk oath of loyalty. Inscribed on the wall in tiny writing are 
  the names of every mameluk who has died in service to the 
  city since the mameluks seized control. As far as most citi-
  zens are concerned, it is simply a place of remembrance.
  Few know that beneath the floor lie the catacombs of 
  fallen mameluks. The final resting places of Devoted are 
  marked only by a weapon, helmet, or shield, and a plaque 
  listing the name of the departed. Faithful mameluks are 
  buried in larger vaults along with their grave goods.
  Recently, a small-time fence was caught trying to sell 
  a funerary statue bearing the name of a mameluk. On 
  inspection of the catacombs, it was revealed the vault, 
  along with several others, had been plundered. The cap-
  tain in charge of the watch detail has no doubts security 
  was thorough—the oaths of allegiance extends equally to 
  dead comrades. What he wants to know is how the thieves 
  got in and out given there was no sign of a break in. Fur-
  thermore, the entire catacomb is protected by security of 
  the home miracles (see the free Resource Management 
  and Miracles Update download). His own men lack the 
  necessary skills to infiltrate the thieves’ guild, and so he is 
  quietly seeking outsiders with a good reputation.
  Continued from previous page
  While their appearance in Hekata remains pure 
  conjecture, there is a distinct possibility that the 
  moðsognar worked their arcane art among the rac-
  es of Al-Shirkuh as recently as 2400 years ago, long 
  after they abandoned the surface of Rassilon. quite 
  why this should be so is an enigma, as is the rea-
  son for their disappearance. Did they object to the 
  rise of necromancy? Did they abandon the surface 
  in response to the necromancers demand that they 
  use their secret arts to give human immortality? Was 
  some other factor at play?
  Research into the subject is hampered by the fact 
  that no scholar in Al-Shirkuh has actually heard of 
  the moðsognar. As far as the wisest sages are con-
  cerned, the diminutive craftsmen of Hekata were 
  merely short humans who took their title because 
  their physical appearance and talent for craftsman-
  ship mirrored Pitah.
  the Free emirate States
  
  
  School of Beduan Studies: The university is built 
  around a central courtyard. On three sides are buildings. 
  These are primarily student and staff accommodation, 
  and storerooms. In the courtyard is a collection of tents 
  set up to resemble a small Bedu camp. Among the many 
  topics covered are those many Hadaree consider unim-
  portant, but which are a core part of nomad ways—how 
  to approach a tent properly, how to behave at a feast, 
  and even how to drink coffee. Although focused on Bedu 
  customs and laws, the school does not neglect study of 
  cakali and hyaenidae nomadic customs. Members of both 
  races serve on the faculty.
  visiting Bedu come here to watch the students learn, 
  laugh at their mistakes, pass on a little wisdom, and share 
  gossip in a familiar setting. Anyone looking to pick up 
  rumors about life in the desert is well advised to make 
  this a port of call.
  Special: The student must be able to speak Beduan; 
  Skills: knowledge (Nomads), Survival; Edges: Desert 
  Son, Woodsman.
  School of Economics: The university stands close to 
  the southern edge of the Trading Square. It is divided into 
  a number of colleges, each specializing on one aspect of 
  economics and stewardship, interspersed with accommo-
  dation blocks. First year students learn the basics of buying 
  and selling in a small market run by local shopkeepers. 
  The market is a legitimate one—the stalls sell typical things 
  students require, such as writing material and clothes. Here 
  they roleplay scenarios as both seller and consumer. In 
  their final year, students are given 100 dinars, which they 
  are expected to turn into a profit if they want to graduate.
  Skills: knowledge (Steward), Streetwise; Edges: Ex-
  pert Haggler; Languages: Beduan, Trader.
  The Smokehouse: A combination of tavern and 
  tabac shop, the Smokehouse sells native varieties from 
  across the continent and pipeleaf from Rassilon. Hash-
  ish is also available, though not legally. It is very popular 
  with visiting engros from the vale, who come in search of 
  new strains that might prosper back home and to sample 
  the many regional varieties on offer. Some are prepared 
  to journey great distances to collect living plants, while 
  others prefer to hire local adventurers.
  War College: Standing north of the Mameluk District, 
  the War college also houses the temple of karmelos. Stu-
  dents learn everything from small unit tactics to leading 
  an army. As well as the warfare side, they must master 
  aspects of military life such as logistics and military law.
  The college is currently home to two visitors from Ras-
  silon—knight-Master Arrowcloud (male hearth elf) and 
  knight-commandant Ila Muircholaich (female Tuomi). 
  Members of the knights Hrafn, they are part of a twin 
  delegation sent to the Free Emirates to exchange ideas 
  and battle strategies, and determine whether the order 
  should open a field office and if so, where (the second 
  delegation is in Rawdah). 
  Both are something of local celebrities—Arrowcloud 
  because hearth elves are rarely seen in Al-Shirkuh, and 
  Skjalf because of her fiery red hair and woad tattoos.
  Skills: knowledge (Battle); Edges: All Leadership Edges.
  zaWdar
  Population: 460
  Ruler: Elected council of elders
  Religion: Mixed (Ashtart, geb-Agni)
  Zawdar is a small farming community located three 
  miles south of the Free Trade Road and 15 miles from the 
  city. caravans sometimes stop here to trade or rest before 
  making the final stage of their long journey. Adventurers 
  also call here for supplies, to recuperate, and to tell of their 
  exploits. Everyone loves a good story, but the arrogance of 
  some so-called heroes began to grate on the locals’ nerves. 
  So it was they hatched a plan. knowing there was a lesser 
  ifrit living in the Dusty Mountains, they offered it a deal—it 
  could live in peace in the village forge if, on occasion, it 
  performed a small service. The terms were favorable and 
  the jinni became a citizen of Zawdar.
  Whenever arrogant visitors call at the village, the jinni 
  produces a great cloud of smoke and fire in which it hides. 
  It then calls out in a booming voice, calling the strangers 
  mighty heroes, peerless champions, and other flattering 
  terms. Bound by Suleiman, it continues, it must reveal the 
  location of fabulous treasures to those it considers worthy 
  of possessing them. Naturally, there is no treasure, and the 
  locations it gives are hundreds of miles away.
  Persons of note
  Described below are two of the city’s many denizens 
  the heroes may encounter while exploring the city.
  PaSha altaF Ibn hudhaFah
  The owner of a small but successful mercantile com-
  pany, Pasha Altaf is well known in qurqas as a patron of 
  the arts and for his charitable donations. Despite being 
  Devoted, he regularly donates to the cult of Marqod and 
  every beggar knows him by sight. Pasha Altaf wants for 
  nothing, and with that has come extreme boredom. In 
  order to spice up his life, he has become a freelance thief. 
  The nobleman is scrupulous about who he robs—only 
  those who can afford to lose wealth are targeted. He has 
  no shortage of targets in qurqas, and he tends to know 
  what items he wants to steal long in advance—extremely 
  affable and with an excellent reputation, he is a frequent 
  guest at social events hosted by wealthy citizens.
  PouK
  A venerable sand goblin, Pouk is frequently seen wher-
  ever storytellers are performing or heroes are recounting 
  their deeds. Pouk never says a word as he puffs on his pipe 
  of pungent tabac or fiddles with his corrective lenses. He 
  is not without power, though. Having heard thousands 
  of stories, locals trust his judgment—a simple nod of his 
  head immediately makes any tale popular, while a shake 
  can destroy the storyteller’s reputation.
  land of Fire realm Guide #21
  
  
  Rawdah’s history is one of violence, dramatic de-
  clines, and warlike resurgence. Though it has been well 
  over a century since Rawdah’s military strength was last 
  exerted, there are those who feel she should once again 
  stamp her authority on the Free Emirate States. Even 
  outside the city, there are those who believe Rawdah is a 
  caged lion, kept in check by regular tribute, but not truly 
  domesticated.
  Social hierarchy
  For much of its modern history, the title of emir 
  changed hands violently. Indeed, the title has been 
  drenched in blood since its inception. When the Anari 
  withdrew, rival warlords rose in place of the feudal au-
  thority. After a brutal struggle, one emerged victorious 
  and crowned himself emir. Ravaged by the Anari, ignored 
  by the new wave of settlers, and coming from a military 
  background where might meant right, rival families 
  fought repeated wars to take, and then hold, the crown. 
  It was only the strength, foresight, political cunning, 
  and willingness to remove rivals before they became a 
  threat of the emira’s great-great-grandfather that brought 
  stability to the city and enabled a dynastic line to extend 
  beyond one or two members.
  The shadow of the old ways still exists in the hearts of 
  men, though. Emira kalila is dying, and she is the last of 
  her family. Five generations of her line have governed the 
  city, and there is no clear line of succession—several can-
  didates all have an equal claim based on their ancestry.
  All that stands between peace and civil war is grand 
  Wizir Jafrah. The wizir deeply loves the emira in a pla-
  tonic way, and would do literally anything to protect her. 
  unfortunately, one willing to do anything often loses 
  sight of the line between right and wrong. Jafrah’s ac-
  tions are noble, but they are becoming increasingly more 
  despotic. Those who must treat the emira are sworn 
  to vows of secrecy. Those who break them, or others 
  who stumble across the truth, vanish. Sometimes their 
  corpses are discovered, sometimes they are not. This has 
  had the unfortunate drawback of drawing attention to 
  the sudden spate of disappearances and murders.
  So far, both the court and the citizens have been kept 
  updated of their emira’s “expedition.” An edurdite schol-
  ar who interest in Hekata’s ancient history with her city 
  is well-documented, that she should take an extended 
  break is nothing unusual—she has done it several times 
  during her short rule, though never for this long. Still, 
  the city is running smoothly, and while her presence is 
  missed, it has yet to attract too much undue attention. 
  Emira kalila is aware of the cover story, writes regular 
  reports in her own hand to be read out to the court and 
  the people. She has no idea about the drastic steps her 
  wizir is taken to keep the truth hidden, however. given 
  her feebleness, she is likely nothing she could so about it 
  even if she found out.
  Rawdah’s old noble families trace their ancestry back 
  to the corsair captains who once terrorized the sea lanes. 
  content to live on the ill-gotten wealth of their forebears, 
  they became the new nobility in a city finally enjoying 
  not just a stable monarchy, but a return to prosperity. 
  Ensconced in their lavishly appointed houses and with 
  gold enough to make even the most avaricious dragon 
  envious, they scoffed as enterprising families invested 
  in forest estates and shipyards. The glory days are now 
  over, and it is the new families who have the money and 
  influence. All the old nobles lines have left are stories 
  of pillage, the dwindling remains of their fortunes, and 
  their open intolerance toward those with “new money.”
  It is these old families who still crave power the old-
  fashioned way. As the city continues to go from strength 
  to strength, many murmur that growth would be quicker 
  if the city crushed its trading rivals. Other have turned 
  away from open aggression to political machinations. 
  Whatever their motives and methods, the old families are 
  a nest of vipers. Their venom may be diluted by the pas-
  sage of time, but they remain coiled to strike. The new 
  nobility, by comparison, has less interest in turning Raw-
  dah back into a military superpower. Though brought up 
  on tales of war and conquest, their focus is on economic 
  expansion, and Rawdah can do that without raising a fist 
  in anger. Social commentators have oft remarked that 
  the old houses want more of what they had, while the 
  new houses want more of what they have,
  A new breed of “corsairs” has risen from the ashes to 
  dominate the upper-class. Rawdah still remains relatively 
  poor, for it has little to offer in terms of regular trade, but 
  its ship captains have grown very wealthy. With fast ships 
  and a fearless attitude, they have prospered from trade 
  with Rassilon. Following in their wake are the master 
  shipwrights, whose talents have ships manufactured in 
  Rawdah the envy of the Free Emirate States.
  The warlike days may be over, but clerics of karmelos 
  and upuaut and ifrit and khamsin jinn mages are still 
  held in high regard. Those with even modest abilities are 
  also regarded as being among the mak-shahrum.
  The lower classes are dominated by those who rely 
  on shipbuilding. The jaleepa class is dominated by ship-
  wrights and carpenters, while the harajam has many 
  laborers and lumberjacks.
  raWdah
  City of heroes
  the Free emirate States
  
  
  education
  Rawdah’s citizens have never put much value on 
  education beyond basic literacy and numeracy. Before 
  the Anari came, most sought fame and fortune in the 
  military. In recent times, this has been replaced with a 
  longing to sail the sea. Few children actually remain in 
  education beyond the age of ten. Some fulfill their dream 
  and become a cabin boy, the bottom rung of the ladder, 
  but most are forced into employment to help their family 
  make ends meet.
  Sailing is not a common pastime for the masses unless 
  their work relies on it, yet the art of seamanship runs in 
  the blood. Most every child can tie basic knots and steer 
  a rough course, even without formal training.
  For those lucky enough not to have to work, there is 
  the luxury of advanced education. Those not interested 
  in learning to sail receive schooling at the New univer-
  sity, Rawdah’s basic higher education establishment.
  For those who feel they must answer the call of the 
  sea, the Mariner’s School offers the best prospects. The 
  school has two colleges. The Deck college is open to 
  those who lack the brains necessary to become a cap-
  tain. Students learn essential skills, such as splicing 
  ropes, repairing masts, advanced knots, and the like. For 
  those with aspirations of becoming a captain, and who 
  have the brains to match, the captains’ college teaches 
  cartography and navigation, as well as leadership skills 
  essential to the smooth running of a ship.
  Rawdah’s reputation as supplying the best mercenar-
  ies is well deserved—it has a long, if not always glorious, 
  history when it comes to war . While there is no one uni-
  versity devoted to training soldiers, there is a plethora of 
  small schools devoted to one specific aspect of combat. 
  These are private enterprises and rarely accept more 
  than a dozen students at a time.
  religion
  Perhaps Rawdah’s citizens cling to the memories of 
  the old days out of nostalgia. Maybe they’re just afraid 
  of what fate the future might hold as the city continues 
  to grow in a new era of cooperation and trade. Whatever 
  the reason, and despite the small army, karmelos has re-
  mained an extremely popular deity among the Faithful.
  In addition to a large temple, a magnificent structure 
  that far outstrips the needs of his truly devout worship-
  pers, his image appears dotted around the city in the form 
  of statues in suitably heroic poses. Times have changed, 
  and the cult is rarely permitted such grand temples and 
  equally impressive military forces inside most cities. In 
  return for being allowed to construct a large temple and 
  garrison it, the cult was required to swear an oath to help 
  defend the incumbent ruler from any threat, internal or 
  external. This vow is one reason the nobles have been 
  held in check against committing open insurrection in 
  recent decades.
  upuaut is popular in most settlements, but in Raw-
  dah his aspects as deity of ships, wind, and travel enjoy 
  enormous popularity, as does the affiliated minor cult of 
  Sirsir, patron of sailors (see Realm Guide #5). The cult, 
  perhaps to curry favor with the emira’s distant relative, 
  declared that Rawdah was where Sirsir lived as a fisher-
  man before his travels with upuaut.
  Tamarni may seem an odd choice for special venera-
  tion at first for a city devoted to maritime affairs, but not 
  when one considers the damage rats can cause aboard 
  ship. As well as being harbingers of disease, they chew 
  through ropes, devour rations, and spoil water supplies. 
  Ships run by Faithful crew typically have a statue of a cat 
  aboard to drive rats off.
  Beyond the city walls, it is Ashtart who holds the 
  Faithful’s hearts. The cult is currently trying to appease 
  both farmers and foresters. unable to take sides since 
  ruleS oF the realm
  These setting rules apply in Rawdah.
  * Mariner’s School: The Mariner’s School entry in 
  the core setting book was written before the rules 
  for universities were invented. gMs using the rules 
  for advanced education (see Realm Guide #19) 
  should use the entry in this volume.
  * Native Heroes: A native character with Smarts 
  d6+ may choose to be a graduate of one of the ad-
  vanced universities. Each grants certain benefits, as 
  listed below, but only during character generation 
  and the hero must meet all other requirements.
  Combat School: Rawdah boasts a number of private 
  military academies. The hero can lower one Nov-
  ice combat Edge Trait requirement by one die type 
  during character generation. For instance, he could 
  take Lurker with Agility d6+ or Stealth d4+. Other 
  requirements are unchanged.
  Mariners: For one skill point, the hero may take 
  knowledge (The Seas) d6.
  * Native Heroes II: For one skill point, any native 
  character can begin play with Boating d6.
  * Ships: conventional ships cost 80% of normal 
  in Rawdah. construction takes one week per two 
  points of Toughness (round up). Buyers must pay 
  50% in advance and the rest on completion.
  * Slaves: The price of slave laborers varies depend-
  ing on the duration of their sentence. Multiply the 
  standard price by 10% for each year of slavery the 
  court hands down, to a maximum of +200% for a 
  sentence of 20+ years. Add 300 dinars to the base 
  price if the slave has the Brawny Edge.
  * Weapons: carrying weapon is not seen as unusu-
  al, and is not a social faux pas. Actually using draw-
  ing and wielding them, however, is still forbidden 
  except in cases of self-defence.
  land of Fire realm Guide #21
  
  
  both have equally valid arguments, it has failed to broker 
  a working arrangement.
  loCal FeStIvalS
  First Ship Blessing: Since the days of the corsairs, 
  the emirs have personally blessed the first new warship 
  constructed each year, regardless of whether it was built 
  for the navy or a private citizen. The crews of such ves-
  sels have long reported having good fortune (the ship 
  gains a benny the captain can use for any roll relating to 
  the vessel or her crew while at sea), and captains these 
  days pay a small fortune to have the shipyard get their 
  vessel seaworthy first. With the emira absent and the 
  grand wizir set to take her place, no one knows if the 
  good fortune will continue next year.
  military
  Although protected by natural geography, Rawdah 
  once maintained a mighty army. In return for tribute, 
  its steadfast legions stood firm against the black hordes 
  of Hekata time after time. Decadence had sapped its 
  strength and morale, and it was no match for the Anari 
  invasion force.
  After centuries of turmoil Rawdah is back on its feet, 
  but things have changed—there are no major threats to 
  the Free Emirate States, and in place of disparate tribes 
  and petty kingdoms stand great cities more than capable 
  of looking to their own defence. The vast army that once 
  served the corsairs was disbanded long ago, the soldiers 
  giving rise to the first generation of mercenaries to call 
  the city their spiritual home.
  army
  With no major threats to contend with and many 
  prospective recruits drawn to life as a marine, Rawdah’s 
  current army stands at just one legion and two wings. 
  Within the legion are one medium, one light, and two 
  archer companies. Both cavalry wings are light cavalry.
  Rawdah could still make a difference, for orcs are 
  massing in the mountains further south, and especially in 
  the neutral ground between it and qina, city of Smells. 
  Two key factors prevent the expansion of the army. First, 
  the city lacks the money to invest in a large army, and 
  qina isn’t in any position to pay for mercenaries to guard 
  its back door even if it saw the need. Second, Rawdah’s 
  geographic position and naturally protected borders 
  have given rise to a peculiar sense of isolationism—the 
  city is safe from attack, so why waste money on unnec-
  essary ventures in what amount to foreign lands. True, 
  some nobles press for expansion, but the emira, and 
  most citizens, no longer crave battle.
  Protecting the walls and policing the city are the city 
  guard. Strong belief in the power of the navy to crush 
  any threat before it reaches land (Rawdah of old focused 
  entirely on land strength) has allowed the emirs to get 
  away with just one legion of guardsmen.
  In the unlikely event the city should ever be attacked 
  in future, the emira can draw upon the strength of the 
  temple of karmelos, the many khamsin and ifrit mages 
  who call the city home, and the hundreds (sometimes 
  thousands) of mercenaries living here at any one time.
  Protecting the emira is a company of medium infantry 
  known as the Emira’s corsairs. As well as being veteran 
  soldiers, each member is a skilled seaman. This is a 
  throwback to the days when the emir was little better 
  than the corsair captains he commanded.
  navy
  The true power of the armed forces is the impressive 
  navy. A small city, Rawdah nonetheless supports a fleet 
  of 40 light warships and 20 heavy warships, plus a full 
  contingent of marines for every vessel.
  No warships sail the turbulent River Mosak, and few 
  are ever assigned specifically to harbor duties. The fleet 
  earns its keep escorting merchants on the long voyage to 
  Rassilon, a route regularly troubled by Seareavers, north-
  ern cousins of the corsairs, and an ever-growing number 
  of orc galleys.
  The captains are not just military commanders. 
  Merchants who require an escort do not approach city 
  officials. Instead, each captain is responsible for drum-
  ming up his own business, and may set whatever rates he 
  thinks he can get away with. Each year, captains are set a 
  minimum figure they must earn for the city. This figure 
  covers the wages of the crew, supplies, and basic repairs, 
  such as careening.
  Failure to meet the quota counts as dereliction of 
  duty. Three failures in a row, and the captain is publicly 
  demoted. The figure is high enough to make the captains 
  and crew have to work hard (and perhaps take a few 
  risks), but low enough that it is achievable. Any monies 
  over the minimum are split equally between the captain 
  (who usually rewards his crew) and the city. captains 
  may alternately defer taking their rightful share in order 
  to receive a lower target the next year.
  Between them, the old noble families maintain about 
  a dozen warships. These too are hired as escorts, though 
  the captains and crew are paid a fixed wage and bonuses 
  are few and far between. Like the nobles the ships are 
  long past their best. All are in need of updating to match 
  the latest shipbuilding techniques.
  law & order
  The city guard mostly has to contend with breaking 
  up fights between rival mercenaries in Rawdah to rest, 
  recuperate, and train. With a ban on carrying weapons 
  seen as a grave insult to the inhabitants’ ancestors, not 
  to mention personal freedom, these brawls frequently 
  result in serious injuries, and sometimes in death. By 
  the Free emirate States
  
  
  law, injuring or killing someone in self-defence is not 
  a crime—it is one’s right to meet force against one’s 
  person, family, or property with equal or greater force. 
  When the guards become involved, who started the fight 
  depends on who is prepared to offer the largest bribe.
  criminals sentenced to slavery by the courts are auc-
  tioned, even those whose punishments are shorter than 
  full life terms. In olden times, most ended up rowing gal-
  leys. Today, it is the nobles who control the timber trade 
  who need strong backs. The amount charged varies by 
  the length of sentence. Even then, the sum isn’t exces-
  sive—slaves may not need wages, but they still need to 
  eat and drink, and an exhausted slave is no use to man 
  nor beast. Not that slaves enjoy an easy ride—felling 
  trees, hauling them to the mill, and sawing planks day 
  after day is back-breaking work.
  The city has just a single thieves’ guild—the Rats of Raw-
  dah. Smuggling is a relatively minor problem, and the guild 
  earns its income in the time-honored fashion. With the old 
  nobles having little wealth left, it is the new nobility and 
  the rising upper- and middle-classes they target. With the 
  guild’s attentions turning away from them, and not wishing 
  for their near-impoverished state to become public knowl-
  edge, the old families have actually started letting everyone 
  know they have been targeted by thieves, even when they 
  haven’t. If the guildmaster is feeling mischievous, he puts 
  out word that the guild did indeed try to rob a noble’s 
  house, but it has a firm rule against taking from beggars.
  trade & tribute
  Located at the northern end of the Free Emirate 
  States, Rawdah is far from the major trade routes. Even 
  ships from Rassilon vary call here, despite it being the 
  closest port—most captains are prepared to stay at sea a 
  few days longer and reach the lucrative and more varied 
  markets of qurqas, city of Slaves.
  Rawdah does have exports, of course. Its shipyards 
  do a lot of business with merchants in the other cities, it 
  has an excess of timber, and it remains the home of many 
  mercenary companies, who come here to take advantage 
  of the training facilities and countless drinking and gam-
  bling dens keen to take their gold.
  A few of the new noble families are slowly turning away 
  from growing trees for the shipyards. In their place they 
  are growing trees whose wood would be ideal for high-
  end furniture, such as mahogany and rosewood. It will 
  be another generation before this plan comes to fruition, 
  and master carpenters will need training to produce the 
  finished products, but if it works, it will give the city yet 
  another revenue stream.
  Even with this plan in mind, the nobles are planting 
  more and more trees every year to cope with the growing 
  demand for new ships. They are continuing the ancient 
  trend of using land meant for edible crops, forgetting (or 
  ignoring) the fact the city’s population has grown in the 
  meantime. year on year, the amount of locally produced 
  crops declines. The city has survived unscathed so far, 
  but one bad harvest is all it would take to spell disaster. 
  Worse, if the trend if not reversed in the next decade or 
  so, so much farmland will have been lost that imports of 
  food will become essential.
  tyPICal SoldIerS
  Troop types in the various Realm guides are often 
  described in generic terms, such as heavy infantry 
  or light cavalry. The Hellfrost Bestiary equivalents 
  of these troops are detailed below. These are stand-
  ard types designed for quick use in play, not strict 
  limitations—nothing prevents the gM adding a unit 
  of heavy infantry armed with great scimitars or light 
  cavalry carrying small shields.
  Troops with multiple weapon choices may carry 
  mixed weapons within the company—the damage 
  values of these weapons are the same. If troops 
  are described as “veteran,” “elite,” or similar in the 
  text, use the veteran mercenary, experienced town 
  watch, or other veteran stats as appropriate, noting 
  any gear changes below.
    InFantry
  Heavy Infantry: As common mercenary, but with 
  Strength d8, full helmet, plate armor, medium 
  shield, long sword or short spear. Parry 6, Tough-
  ness 9(3). Polearm troops have halberds, but no 
  shields. Parry 5.
  Medium Infantry: As common mercenary, but with 
  pot helmet, scale hauberk, medium shield, short 
  sword, axe, mace, or short spear. Parry 6, Tough-
  ness 8 (2). Polearm troops have halberds, but no 
  shields. Parry 5.
  Light Infantry: As common mercenary, but with 
  medium shield and axe, mace, short sword, or short 
  spear. Parry 6.
  Archers: As common mercenary archer, armed with 
  bow or crossbow as appropriate.
  Skirmishers: As common mercenary skirmisher.
    Cavalry
  Ultra-Heavy Cavalry: As common mercenary cav-
  alry, but with full helmet, chain shirt, plate greaves, 
  and large shield. Secondary weapon is an axe, mace, 
  or short sword. Parry 8, Toughness 9(3).
  Heavy Infantry: As common mercenary cavalry, but 
  with pot helm, scale hauberk, and medium shield. 
  Secondary weapon is an axe, mace, or short sword. 
  Parry 6, Toughness 8(2).
  Light Cavalry: As common mercenary cavalry, but 
  equipped with short spears instead of lances.
  Mounted Archers: As common mercenary cavalry, 
  but with Riding d6, and equipped with bows and 
  daggers.
  land of Fire realm Guide #21
  
  
  CoInaGe
  In the early years of corsair activity, vast sums flowed 
  unchecked into the city. Successful captains spent money 
  like it was going out of fashion, and inflation soared in 
  response. As prices rose higher and higher, the corsairs 
  were forced to secure more booty to live their lavish 
  lifestyles, creating a vicious circle. At the height of the 
  raids, the situation was so serious that the emir imposed 
  a treasure tax (that, while the rate has shrunk, still re-
  mains in place today). Throughout the era, there were 
  no native coins. Since the peace treaty that ended the 
  raids, Rawdah has minted standard coinage.
  The gold one dinar coin is known as a “corsair.” Folk-
  tales say it got its name because corsairs were once so 
  common and places on a ship so limited that you could 
  hire one for a dinar. Dirhams follow a nautical theme, 
  with coins known as a “keel” (one silver dirham), “Sail” 
  (one-half dirham), and “Oar” (one-quarter dirham).
  loCal taxeS
  With a small army to support, the navy being a profit-
  making venture, and the other cities of the Emirates pay-
  ing regular tribute, Rawdah’s citizens enjoy very reason-
  able taxation levels. Even with tithes, taxes rarely come 
  to more than 15% of total income. On the downside, 
  only a small percentage of the populace enjoy the spoils 
  of Rawdah’s main exports. Still, citizens here enjoy more 
  luxuries than their peers in other cities, and for that they 
  remain grateful and mostly quiet.
  Customs Duty: In a bid to boost trade, especially 
  with Rassilon, imports and exports are charged at 0.5%.
  Docking Fees: captains are charged 0.25% of the 
  value of their cargo or 100 dinars, which is the higher, to 
  dock in Rawdah. This allows them to berth their ship for 
  as long as they want. given the queue for repairs, most 
  consider this a fair deal.
  Gate Tax: Set at a 1 dirham for all forms of traffic.
  Sales Tax: Set at 3%, except on ship construction, 
  modification, or repairs, which are taxed at 0.5%.
  Treasure Tax: All currency entering the city is taxed 
  at 10%. gems are not considered currency, and enter-
  prising merchants have started a new sideline. They wait 
  in the harbor and hail approaching ships. For a 5% fee, 
  they change money into gems of equal value. Once the 
  visitors clears customs, he can exchange these for no fee 
  back into coin at the merchant’s shop.
  architecture
  Buildings related to governance and the homes of the 
  nobles (new and old) are recent constructions, dating 
  back only to the height of the corsairs, as are the newer 
  residential areas. With coin flowing through the city like 
  water down the River Mosak, no expense was spared 
  on size, architectural style, or furnishings. The older 
  districts, most of which lie near the center of the city and 
  were built in the decades after the Anari withdrawal, are 
  of far inferior workmanship. Most are in need of major 
  repairs, and some threaten to fall over.
  major locales
  Below are some of the more notable places the heroes 
  might wish to explore while in and around Rawdah.
  CIty dIStrICtS
  The Anari conquest of Rawdah was extremely thor-
  ough. As a militocracy, its belligerent people were con-
  sidered a serious threat to Anari occupation of the land 
  now known as the Free Emirates. To break their resolve 
  and prevent them from ever using the city as a base for 
  a rebellion, the invaders reduced much of it to rubble. 
  When the Anari left, the decision was made not to clear 
  the entire city of rubble. Instead the section around the 
  harbor was cleared, the stone used to in fill new city 
  walls, beyond which lay the shattered remains of the old 
  city. As the population grew, the emirs built on vacant 
  ground north along the coast rather than wasting time 
  and money clearing the rubble and moving the existing 
  walls outward. Thanks to the corsair money, the north-
  ernmost districts have long since left the rubble behind, 
  allowing the city to expand inland once more.
  Although there are several named districts, the city is 
  officially divided into four quarters—The Old city, cor-
  sair Town, High Town, and New Town. Of the 154,000 
  citizens the emira rules over, 60% live inside the city.
  Corsair Town: The first major expansion built using 
  the profits of piracy, corsair Town lies north of the Old 
  city. Half the quarter is lower- and middle-class residen-
  tial areas, and the other half is taken up by Sword Town.
  Harbor: Trade may be a small part of the city’s income, 
  but the harbor is rarely empty. Merchants from Rassilon, 
  especially those sailing to Drakeport, come here to hire 
  escorts and gather final supplies before heading into the 
  open and wild ocean.
  High Town: Situated on bluffs north of corsair Town, 
  this mainly residential district is named both for its el-
  evation and because it was built by the new nobility. It 
  remains predominantly upper-class.
  New Town: The last expansion to Rawdah, New Town 
  sits east (inland) of High Town. Built at the end of the 
  corsair era, when the population was still growing, its 
  tightly packed houses and narrow streets are home to 
  lower-class citizens.
  Old City: The land around the harbor was cleared of 
  rubble to form the center of the new Rawdah. Located 
  here are the Harbor, Palace, and Shipyard Districts.
  Old Rubble: Sprawling around the south and east-
  ern flanks of the Old city are the remains of the original 
  city. Long picked clean of any valuables, the unofficial 
  district is deserted, save for a few scavengers following 
  the Free emirate States
  
  
  up stories of buried treasure in secret vaults. Movement 
  through the district counts as difficult ground.
  Palace: The emira’s palace sits at the southern end of 
  the harbor, from where it provides a majestic view over 
  the Old city. Heavily fortified, it protects access to the 
  harbor.
  Shipyard: Situated at the northern end of the Old 
  city, Rawdah’s shipyards are a hive of industry. As well as 
  ship building yards, the district is home to many crafts-
  men and laborers who rely on the industry for their liv-
  ing. Although treated as part of the Old city, the district 
  is separated from both it and the adjoining corsair Town 
  by walls, a measure taken to prevent fire spreading.
  Sword Town: The western half of corsair Town is de-
  voted to training, housing, and entertaining mercenaries. 
  It has a deserved reputation for rowdiness. Intermingled 
  with the inns, taverns, and schools are armorers, weap-
  onsmiths, saddlers, stables, veterinarians, and barbers, 
  all of whom do a roaring trade whenever a company 
  returns to its spiritual home.
  CIty loCaleS
  Ansharu’s Leather Goods: Despite being a hyae-
  nidae with a laugh that grates on the nerves, Ansharu 
  has a good reputation in Rawdah. The leather armor 
  he produces is as strong as regular leather but is more 
  supple, allowing greater freedom of movement. It is 
  very popular with mercenaries and marines with coin to 
  spare. Leather armor and barding costs double normal, 
  but weighs half as much (retain fractions).
  The Ash Pit: Two years ago, fire ravaged part of New 
  Town, destroying several dozen homes. With nowhere 
  else to go, the occupants were forced to move into a 
  neighboring slum. Here they have become easy prey 
  for criminals. Despite their frequent pleas to the emira, 
  rebuilding work has been exceptionally slow.
  The Caged Minotaur: Popular with mercenaries 
  looking to prove their mettle (usually while fuelled with 
  strong drink), this tavern actually has a caged minotaur. 
  Anyone willing to stump up 10 dinars can try to best the 
  beast in unarmed combat (no weapons, no armor, no 
  spells). The 1000 dinars prize has not been claimed in 
  many years. The cage is too small to prevent the mino-
  taur, gral, from goring, and his horns are tipped with 
  thick leather caps when he is fighting. 
  Most people assume gral is a slave. In fact, he owns 
  a stake in the tavern. Ousted from his tribe by a rival, 
  he brawls to keep himself fighting fit while he plots his 
  revenge. gral doesn’t drink or smoke, and he is notori-
  ously laconic.
  The Captains’ Tent: One of Sword Town’s numerous 
  drinking dens, only officers in the city’s army or navy or 
  a recognized mercenary company are permitted inside, 
  as are those looking to hire mercenaries. The proprietor, 
  Baligh the Blade, is a retired mercenary captain. His six 
  staff all served under him at some point, and help en-
  sure fights are quickly broken up. Baligh has countless 
  contacts among the mercenaries—anyone looking to 
  hire a company off-the-record is swiftly pointed in his 
  direction. Baligh charges a flat 100 dinar introduction 
  fee, a rate far below the percentage charged for doing 
  business through official channels.
  The inn is currently home to knight-commander 
  Tarquinix (male, Anari) and knight-Master Aethelsieg 
  Aelfredsunu (male, Saxa). Members of the knights Hrafn, 
  they are in the city trying to drum up business among the 
  mercenaries.
  Tarquinix hails from a Magocratic noble house. He 
  was cast out from his family when it was discovered he 
  lacked the talent for heahwisardry. Aethelsieg is fascinat-
  ed by war elephants. He is seriously considering quitting 
  the knights Hrafn on his return home and founding a 
  company of mammoth cavalry mercenaries. He is look-
  ing for local mercenaries who understand war elephants 
  to form the backbone of his new venture.
  City Walls: The landward sides of Rawdah are protect-
  ed by strong walls guarded by eight watchtowers. While 
  the coastal aspect is exposed, half the city is located on 
  or behind bluffs. Even so, there are three more towers, 
  not to mention the palace and the Sea Wall. Each quarter 
  is separated from its neighbors by thinner walls.
  Combat Schools: Rawdah’s multitudinous combat 
  schools cover a wide range of styles. When creating one, 
  the gM should pick a specific aspect of combat, such as 
  archery, spears, shield work, or wielding two weapons. 
  Each school teaches appropriate combat skills and one 
  or two Edges specifically relating to its favored style. 
  A Spear School, for example, will teach Fighting and 
  Throwing, while its sole Edges is likely to be Spear Twist 
  (though it might also teach Spear catch).
  Skills: Fighting, Riding, Shooting, or Throwing (as ap-
  propriate); Edges: One or two appropriate Edges.
  The Crypts: Rawdah’s rich Faithful citizens are buried 
  in a catacomb beneath the Old city. The cost of a burial 
  here has risen dramatically, and many burials now take 
  place in a purpose-built cemetery a mile out of town. 
  Several months ago, maintenance workers employed 
  to prevent the streets collapsing into the tunnels acci-
  dentally broke through a wall. Beyond was a set of far 
  older passages that lead out beneath the Old Rubble. 
  curiosity could not overcome fear of the unknown, and 
  they erected a makeshift barricade.
  Since then, reports of strange noises and half-glimpsed 
  figures have been commonplace. Braver souls claim the 
  sounds are the work of thieves scouring the tombs for 
  what little treasure remains (the old nobles took back 
  much of their ancestors’ funerary goods) or beggars who 
  live in the tunnels. Others are worried the sounds are 
  generated by restless undead.
  Gates: Rawdah has six gates, but only one that 
  breeches the exterior walls. known simply as the Main 
  gate, it is located in the eastern wall of corsair Town. 
  Heavily fortified, it is open during hours of the daylight. 
  The five internal gates are the New gate (between 
  New Town and High Town), High gate (between High 
  Town and corsair Town), corsair gate (between corsair 
  Town and the Shipyard District), Ship gate (separates the 
  land of Fire realm Guide #21
  0
  
  shipyards from the Old city), and the Palace gate (leads 
  into the palace). No tolls are charged for using any of the 
  internal gates, which are kept open day and night.
  The House of Al-Jal: This large courtyard house 
  belongs to one of the oldest noble families. Sorely in 
  need of repair, it is shunned by citizens, especially after 
  dark. According to local gossip, numerous people have 
  disappeared in its vicinity, never to be seen again. Others 
  claim that while walking past at night the gate silently 
  swung open on its own accord. Fighting down a sudden 
  compulsion to enter the darkened courtyard, the pass-
  erby beat a rapid retreat, cold sweat prickling his skin. 
  No official investigation has ever been launched.
  The nobles of House Al-Jal are given a wide berth 
  when seen on the streets. gaunt, dark eyed, and with a 
  fondness for drab colors, they have an unproven repu-
  tation for being students of khem-hekau and enjoying 
  pleasures that can at best be labelled debauched and at 
  worst depraved.
  Lumbermans’ Guild: Located in the Old city, the 
  “guild” is the local collective name for the nobles who 
  own much of the forests on which Rawdah’s shipbuild-
  ing industry relies. This building is where they meet to 
  discuss business, set quotas, argue over prices, and settle 
  disputes with customers.
  The guild currently has much to debate. Blight has 
  struck the forests, and it is spreading rapidly. Huge areas 
  of forest have been felled and burned in a bid to stop the 
  contamination spreading, but despite the effort, it has 
  barely slowed the advance. The nobles are prepared to 
  offer a rich sum to anyone who can find the cause of the 
  infection and stop the spread.
  Mariner’s College: As well as being an educational 
  establishment, the school houses a small hostel used by 
  Brothers of Sinbad when they are in port. Many work as 
  tutors, though their notoriously restless souls mean few 
  stay for extended periods.
  The college’s library, which houses a collection of 
  charts and travelogues, is also a museum dedicated to 
  the golden age of the corsairs. Displays include model 
  ships, busts of famous corsairs, weapons used by the 
  dread pirates, and even preserved human remains. Most 
  citizens know the corsairs spent their booty freely, and 
  don’t place any value in the endless array of treasure 
  maps stored here. Most are indeed fakes, but some point 
  the way to genuine hoards and lost islands. Separating 
  the wheat from the chaff is the hard part.
  Skills: Boating, knowledge (The Seas); Edges: Master 
  Mariner.
  The Sea Wall: During the clearing of rubble in the 
  Old city, the emir ordered some of it be used to create a 
  defensive wall encompassing the harbor. Running from 
  the northern tip of the shipyards almost to the palace, 
  the curved wall protects ships in harbor from spring and 
  winter storms, and forces ships to enter and leave via a 
  narrow channel.
  Located at the southern end is a small fort (known 
  simply as the Fort) bristling with ballistas and trebuchets 
  loaded with alchemical ammunition. Much of the am-
  munition dates back to the days of the corsairs, when 
  the city could afford to invest in such things. Stretching 
  underwater between the fort and the palace is a massive 
  chain. This can be raised to block access in the event 
  of an attack or to prevent ships leaving port. At night, 
  gigantic twin lanterns—one on the Fort and one on the 
  palace—guide ships into harbor.
  Rumors the Fort’s lower level, which is inside the Sea 
  Wall, houses a number of aquatic golems equipped with 
  drills instead of hands are popular but unproven.
  Temple of Karmelos: The grand temple is far from 
  hIrInG an army
  The armies of the great cities are usually enough 
  to handle common problems. When extra troops 
  are needed, those with money turn to mercenaries. 
  Higher population levels than in neighboring Rassi-
  lon means that mercenary units are more common 
  in Al-Shirkuh. As a result, rates are slightly cheaper. 
  Pay scales are also more granulated.
  As a guideline, the rates below are considered typi-
  cal pay for a week’s work for common soldiers. gar-
  rison rates are half this amount. Prices are given in 
  dinars. All bonuses are cumulative. Mercenaries re-
  ceive a half-week’s pay for the four unnamed days at 
  the start of each month.
  Pay is before any expenses, such as food, lodgings, 
  tax, or replacing equipment. In many companies, 
  soldiers pay a set fee to cover these. A common me-
  dium infantryman in employment for a year would 
  receive 1040 dinars for the 52 whole weeks, plus 
  130 dinars for the 13 half weeks, a total of 1170 
  dinars. If he breaks or loses his short sword, replac-
  ing it costs 200 dinars, or roughly one-sixth of his 
  basic pay. Fortunately, a mercenary can dramatically 
  increase his income, or at least offset equipment 
  losses, by looting fallen comrades or enemies.
  Pay  Troops
  Basic
  10  
  Archer
  10 
  Skirmisher
  20 
  Medium Infantry
  30  
  Heavy Infantry
  20  
  Mounted Archer (with mount)
  20  
  Light cavalry (with mount)
  35 
  Heavy or ultra-Heavy cavalry (with mount)
  20  
  Mage or cleric
  Bonuses
  +2  
  Per combat and Leadership Edge
  +5  
  Expert Healer or Siege Engineer Edge
  +5  
  Mage or cleric who knows healing
  +10  Mage or cleric with damaging spell, such as 
  bolt or blast
  +20  Mameluk Mercenary Edge
  +50 If cavalry mount is a war elephant
  the Free emirate States
  1
  
  just a place of worship. Heavily fortified and protected 
  by paladins and fadeen, it also serves as the city’s central 
  armory. Situated in the temple precinct is the Mercenary 
  guild Hall. It serves as a recruiting center for the vari-
  ous mercenaries who call Rawdah home, taking in both 
  aspiring soldiers and patrons who seek to hire one or 
  more companies. Officially, all hiring must be done here. 
  The guild charges a percentage fee. Many patrons have 
  started doing business through the captains’ Tent.
  Tayyib’s Hireling Hire: This small sells typical ad-
  venturing gear—backpacks, bedrolls, lanterns, rope, and 
  the like. All of it is secondhand, but prices are 25% lower 
  than normal. Tayyib also rents torchbearers and equip-
  ment carriers. These young men and women, some still 
  children in the eyes of the law, cost a mere 1 dinar per 
  week, but patrons are responsible for their provisions 
  and medical bills. They are strictly noncombatants.
  Every item for sale has been scavenged from adven-
  turing parties who met their doom, brought back by the 
  hirelings. In return, they receive a small bonus (10% of 
  the secondhand value) for their efforts. The business is 
  legitimate and the hirelings are neither thieves nor as-
  sassins—adventuring is dangerous, and the hirelings are 
  merely making the best of someone else’s misfortune.
  Zela’s Palace: Zela’s offers good food, passable 
  drinks, and the best entertainment in the city. Among the 
  many acts are firebreathers, knife jugglers and throwers, 
  and exotic dancers. Of the latter, the most celebrated is 
  Blizzard, a female hearth elf.
  A former Bladedancer, she now earns a living dancing 
  in a skimpy costume while twirling a pair of finely-honed 
  scimitars. The blood stains on the floor are testament to 
  her popularity—many men have tried to touch her skin, 
  but few have succeeded without receiving a deep cut. Bliz-
  zard claims she quit her previous job, but the way she keeps 
  glancing at visitors from the northern lands leads some to 
  believe the decision was not entirely her choice.
  the IFrIt’S Grave
  Most shipyards in Al-Shirkuh create pitch by heating 
  wood, a laborious process that must be undertaken on 
  an industrial level. The shipwrights of Rawdah harvest 
  their pitch from the Ifrit’s grave, a bubbling tar pit just 
  below the foothills of the Nazir Range.
  According to legend, the site marks the final resting 
  place of a greater ifrit who saw fit to trouble the city. 
  Slain by the stalwart soldiers, its flesh decayed into a 
  mass of thick, black, hot tar. No one doubts the story’s 
  veracity—laborers have unearthed a collection of large 
  bones from the primordial ooze since exploitation of the 
  resource began in the corsair era. The only point of con-
  tention between scholars is whether the site is a singular 
  or mass grave.
  ruInS
  Rawdah’s ancient militocracy did not rise to promi-
  nence in the region by making peace with its neighbors. 
  At some point in the distant past, it warred against and 
  conquered at least four rival cultures. cities, town, and vil-
  lages were put to the torch. Ruins dot the landscape north 
  of the river extending deep into the foothills. The known 
  settlements have been repeatedly plundered, though sto-
  ries abound of hidden caches and secret tunnels. 
  Even today, shepherds and explorers stumble across 
  previously unknown ruins. Most of these are minor 
  structures, a village or remote temple or fort, but the fact 
  they have yet to be properly investigated draws treasure 
  seekers away from the comfort of Rawdah.
  Persons of note
  Described below are a few of the city’s many denizens 
  the heroes may encounter while exploring the city.
  CaPtaIn WalIF FoeStomPer
  This eccentric mercenary captain is noted for his 
  dazzling array of expensive ivory jewelry and his habit 
  of riding through the city on an elephant bedecked in 
  brightly colored leather barding. Walif is captain of the 
  unstoppable Force, a mercenary company of heavy in-
  fantry supported by five war elephants.
  Loud, gregarious, and generous, Walif frequents 
  several taverns when in Rawdah. While he disdains the 
  vagaries of cards and dice, he enjoys backgammon, 
  chess, and physical contests of strength. Of the latter, his 
  favorite involves two contestants inside a chalk circle. 
  The aim of the contest is to simple enough—push your 
  opponent out of the ring through brute strength alone. 
  Anyone who can beat Walif is guaranteed to be publicly 
  showered with praise and gifts.
  Farhah and heahraed
  Farhah bint Mukkaram and Heahraed Osricsunu are 
  an odd pairing. She is a native of Sirhan, city of Stars. 
  young, attractive, slim, and athletic, she is a thief by trade, 
  driven out of the city by the bitter struggle for supremacy 
  between the rival factions. Tall, blonde, muscular, and 
  well-past his prime, he is a warrior from Midmark.
  The pair, while often having differences of opinion, 
  are close friends, having journeyed and adventured to-
  gether in both Al-Shirkuh and Rassilon for the past two 
  years. Their relationship is closer to father and daughter, 
  Heahraed being extremely protective of his younger 
  companion—many a lovestruck suitor has received a 
  bloody nose for his improper advances toward Farhah. 
  Mischievous by nature, the girl has sometimes gone out 
  of her way to tempt potential suitors into crossing her 
  adventuring partner.
  When not on the road, the pair reside in Rawdah. 
  Patrons of several taverns, they feast and drink like emirs 
  until lack of funds forces them to go on another perilous 
  and exciting adventure.
  land of Fire realm Guide #21
  2
  
  A city of constant din and belching smoke, Salih is 
  an industrial complex of unprecedented size. It is a city 
  choking on its own success, with toxic fumes, respiratory 
  tract infections, and acid rain a constant menace. It is also 
  a city blanketed by a growing dark cloud of ill-feelings, 
  for nobles and metalworkers alike are concerned at the 
  rise of a new industrial center, a complex that appears to 
  have no living workers.
  Social hierarchy
  The emirs of Salih have always had strong ties to the 
  cult of geb-Agni. When the Anari abandoned the city, it 
  was the cult of geb-Agni who took over the bureaucracy, 
  keeping the furnaces and forges running as chaos beat 
  at the very gates of Salih. Despite this, the cult quickly 
  handed power to a secular government once the politi-
  cal situation had stabilized—it has little talent for gover-
  nance, and if Salih was to prosper in changed world, 
  strong governance was required above all else. Still, it 
  has not entirely ceded power.
  under ancient law, the emir must always be high 
  priest of geb-Agni, and thus Faithful. More importantly, 
  he must be an ordained cleric of the deity. This came 
  with certain restrictions—the emir could not openly 
  favor the cult above any other, such as by placing fel-
  low clerics in high office or through tax breaks; he could 
  discriminate against Devoted; and he could not neglect 
  his civic duties. As a result, his position as high priest 
  is mainly honorary—daily cult affairs are handled by his 
  immediate subordinate.
  Business is booming and great wealth is flowing through 
  the gates, but Emir Abbas is coming under mounting pres-
  sure to explain what is happening at the new industrial 
  complex outside the city walls. Both the nobles and the 
  smiths are demanding to know not only who is working 
  the foundries and forges, but what is happening to the 
  finished goods. In the same way that no people are ever 
  seen to enter or leave, no metal goods have yet left its 
  gate, despite clear evidence of continual heavy industry 
  taking place. Despite frequent reassurances that nothing 
  untoward is happening and that everyone will prosper 
  from the work, the mood in Salih is growing uglier by the 
  week. Even the cult of geb-Agni is becoming suspicious 
  and frustrated—their paladins guard the exterior of the 
  site, but none are permitted inside.
  Salih’s nobility are old, influential, and rich. control-
  ling much of the raw mineral resources, their status has 
  grown along with that of the city. Ownership of the mines 
  has brought them power over the city’s finances—if the 
  mines produce too little ore, the price rises accordingly. 
  conversely, too much ore, and the price plummets. They 
  play a delicate balancing act between making healthy 
  profits and appeasing the metalworkers reliant on their 
  goods. Both sides know the other is out to line its pock-
  ets at the other’s expense, but equally that unless the 
  situation becomes serious, the emir will not interfere.
  Much of the mak-shahrum is comprised of senior 
  clerics of geb-Agni, powerful ifrit jinn mages, foundry 
  owners, and master metalworkers. Few do not hold 
  honor titles in recognition of their position in society.
  The middle-class is undergoing huge growth. Many 
  metalworkers have the wealth and status to qualify as 
  members of the lower echelon. This dramatic increase 
  has brought with it new problems—many formerly lower-
  class residential areas are now too expensive for poorer 
  citizens. Forced out of their homes by rising rents, they 
  crowd into lower-class districts that long since ran out of 
  comfortable living space.
  Of the harajam class, laborers are the largest group, 
  with farmers a distant second. Some two-thirds of the 
  population is involved in the production of metal goods, 
  and an army of workers is required to shift timber, coal, 
  and charcoal, stoke furnaces and forges, and shift metal 
  in its various forms around the city. The hours are long, 
  wages are low, accidents are common, but few dare to 
  grumble openly—unskilled laborers are easily replaced 
  in Salih, and a worker blackballed by one employer for 
  daring to ask for a pay rise or better working conditions 
  may find he cannot find work in any part of the metal-
  working industry.
  The most unusual residents in the city are the many 
  lesser ifrits who call the city home. At the last census, 
  there were 124 resident. Some are mere servants, tran-
  sients summoned by magic to toil in the foundries and 
  forges as and when needed. A very small few are per-
  manent residents of the earthly realm, but bound into a 
  mortal’s service. The great majority of those recorded in 
  the census are actually free citizens, sworn to obey the 
  emir and paid for their work. given that the majority of 
  the population is Faithful, it is not surprising that they 
  are generally treated as being mushaf, regardless of their 
  income or profession.
  For their part, the jinn don’t give a damn what anyone 
  else thinks of them. Jinn society in Salih has its own inter-
  nal social hierarchy, though few outsiders understand it. 
  Some casual laborers seem to rank higher than artisans 
  whose skill equals (if not surpasses) that of its mortal 
  peers, while others with similar talents are little different 
  in status to lower-class humans.
  SalIh
  City of Fire
  the Free emirate States
  
  
  education
  Despite the cult of qedeshet being popular, educa-
  tion is very much a secondary concern, especially to the 
  average citizen—wages are too low for anyone capable of 
  work to spend their time doing other activities. In direct 
  violation of the Free Emirates’ charter, children as young 
  as ten are sent out to work.
  For lower-class families who have managed to save a 
  little, there is the hope their child will be accepted into 
  the School of Blacksmiths. Run by the cult of geb-Agni 
  (although it accepts students of any faith), the school 
  teaches aspiring smiths the basics of the art. unlike in 
  other city’s with trade schools, final year students are not 
  selected as apprentices by masters. Instead, graduates 
  must apply to a master, who then selects his apprentices 
  for that year by setting them various tasks. Naturally, 
  most seek out the best metalworkers in the city, for un-
  der their guidance they will learn much and, hopefully, 
  earn enough to one day open their own forge.
  keen to harness the talents of mages, the emir opened 
  the School of Fire eight years ago. This establishment 
  provides instruction in jinn magic, but only with regard 
  ifrits. Practised jinn mages who know additional forms 
  are accepted, for the school also provides schooling in 
  advanced spellcasting techniques.
  For those whose talents and aspirations lie elsewhere, 
  the university of Salih provides a wide-range of courses.
  religion
  Faithful account for 67% of the population. Of these, 
  over 50% honor geb-Agni, the city’s patron deity. The 
  cult enjoys great power and influence, but it is not privy 
  to the emir’s thoughts or favor. Indeed, his refusal to 
  allow clerics inside the new industrial compound has 
  raised the ire of many clerics, who feel they of all people 
  are entitled to know what is happening.
  The cult operates its own foundry and many of its 
  clerics are practising metalworkers. Others are hired by 
  the nobles to help find new ore or protect their mines.
  qedeshet ranks second among the gods, though only 
  his aspects of invention and trade receive much worship. 
  While clerics favoring the latter aspect grow rich, those 
  preferring qedeshet’s inventive nature strive to find 
  more efficient ways to excavate, smelt, and work metal.
  Marqod is not without her supporters. Burns, cuts, 
  broken bones, and respiratory tract infections are seri-
  ous problems, and the cult strives to keep the workforce 
  on its feet. With its temple understaffed, the best it can 
  do is provide herbal remedies at reduced prices.
  In the fields around the city, worship of geb-Agni 
  is virtual unknown—here Ashtart reigns supreme. The 
  cult has been pressing the emir to do something about 
  the polluted river for years, as has the tiny cult of Apsu. 
  upriver of Salih, the water is fresh. Downstream, the oily 
  slick prevents it being used for irrigation. Longer irriga-
  tion channels, the emir’s current solution, simply won’t 
  work—cutting a channel around the city could be done 
  over summer, but there is no way to keep the water mov-
  ing over distances as much as ten miles from the river. 
  The cult of Apsu has searched for underground water 
  sources, but has found no viable ones.
  The small cult of karmelos has enjoyed a recent surge 
  in royal favor. The high priest has been invited to several 
  secret meetings in the palace, and the temple, a minor 
  ruleS oF the realm
  These setting rules apply in Salih.
  * Acid Rain: On rare occasions, the heavy cloud 
  over the city spontaneously produces mild acid rain. 
  The gM should draw a card each day. A black deuce 
  means a rain shower hits the city. Anyone caught 
  outside must make a vigor roll or suffer a level of 
  Fatigue from Bumps and Bruises. Showers rarely last 
  more than two hours, and are easily avoided.
  * Bad Air: Salih is often blanketed in a thick cloud 
  of choking smoke. Each week, characters must make 
  a vigor roll or suffer a minor respiratory tract infec-
  tion.
  Minor Respiratory Infection (Airborne, +0): vic-
  tims are Fatigued while infected due to shortness 
  of breath. Any roll of 1 (regardless of Wild Die) on 
  a physical Trait roll made under strenuous circum-
  stances causes the victim to be Shaken by a hack-
  ing coughing fit. A vigor roll to remove the disease 
  made be made every four days.
  * Herbal Remedies: Antibacterial, antibiotic, and 
  healing (fire) remedies cost 20 dinars.
  * Lighting: Due to the permanent cloud, lighting is 
  Dim (–1) during the day and one level worse than 
  normal conditions would give at night (to a maxi-
  mum of Pitch Dark).
  * Native Heroes: For one skill point, a native char-
  acter with Smarts d6+ can begin play with knowl-
  edge (craft: Metalworking) d6.
  * Slaves: The price of slave laborers varies depend-
  ing on the duration of their sentence. Multiply the 
  standard price by 10% for each year of slavery the 
  court hands down, to a maximum of +200% for a 
  sentence of 20+ years. Add 300 dinars to the base 
  price if the slave has the Brawny Edge.
  * Temperature: The heavy cloud hanging over the 
  city and the many furnaces and forges that belch 
  out heat 24 hours a day mean the city is Hot during 
  the day and Warm at night during Alak Paret.
  * Weapons and Armor: Mundane weapons and ar-
  mor cost 75% of normal. When selling such pieces, 
  characters receive 10% of the normal value on a suc-
  cessful Streetwise roll and 25% on a raise. Heroes 
  with the Expert Haggler Edge (see Realm Guide #13) 
  receive the standard 25% or 50% as appropriate.
  land of Fire realm Guide #21
  
  
  structure with few dedicated worshippers, has received 
  sizeable donations from city coffers. This has not gone 
  unnoticed by the masses. coupled with a recent increase 
  in the size of the army, this has raised suspicions that the 
  emir is plotting to go to war. given that the only viable 
  targets are the other Free Emirate cities, there is growing 
  panic that Salih may soon become an aggressor. The high 
  priest has publicly dismissed such talk, claiming the emir 
  merely wishes to safeguard the valuable mines and citi-
  zens of Salih from any potential external threat. He may 
  sound sincere, but few take his words at face value.
  loCal FeStIvalS
  Lighting the Forge: Whenever construction of a new 
  forge or furnace is completed, the owner may ask the 
  high priest of geb-Agni to light the first fire. A debate has 
  long raged over whether this is a civic function (the forge 
  or furnace is, after all, a business) or a purely religious 
  one. The emir, who until five years performed this per-
  sonally, has since declared it is a religious ceremony.
  This means he no longer undertakes the duty, a move 
  that has offended the Devoted, who accepted the honor 
  out of tradition rather than spiritual belief. Many have 
  since refused to allow the ceremony to take place in their 
  workshops, instead offering the honor to ifrit jinn mages 
  (and sometimes a lesser ifrit).
  military
  With its ready access to ore and forges, Salih’s army 
  has always been well equipped. Since the mines are 
  owned by the nobles, the army focuses its attention on 
  patrolling the river and the area immediately surround-
  ing the city.
  army
  Salih’s standing army is an impressive five legions 
  and two wings, or 2% of its population. until recently, 
  the city had four legions—one heavy, two medium, and 
  one light. Not only has another legion been added, but 
  their types has been upgraded to two heavy and three 
  medium, an alteration that required new armaments 
  and mastering different tactics. The type designations 
  cover three companies per legion—the fourth company 
  is always archers. Similarly, both cavalry wings are now 
  designated heavy cavalry, though each maintains one 
  company of light cavalry as scouts.
  When it comes to mundane equipment, the army 
  wants for nothing. Soldiers have the best armor and 
  weapons their type allows, receive good pay, and eat 
  plentiful rations. As a result, the army is extremely loyal 
  to the emir, not to mention enjoying very high morale.
  The city guard numbers one legion—three companies 
  of medium infantry and one company of archers who 
  double as artillerymen. The infantry are currently in the 
  process of being upgraded to heavy infantry. At the cur-
  rent rate of rearming and retraining, one company every 
  two months will achieve the new designation.
  Palace security falls to the Hammers of Salih, a heavy 
  infantry regiment. One squad is made up entirely of pala-
  dins of geb-Agni and a second of ifrit jinn mages. The 
  latter are technically light infantry—few mages have the 
  strength to wear heavy armor for extended periods.
  Protecting the mines against orcs, and the occasional 
  subterranean beast, is the responsibility of each noble. 
  Should they require help in protecting their mines, they 
  can hire soldiers at cheaper rates than hiring mercenar-
  ies. Doing so, of course, indicates to the emir that the 
  nobleman has skimped on defences, thus threatening 
  the supply of ore. More than one noble has been en-
  slaved for allowing a mine to be overrun, and a handful 
  beheaded for losing a mine to orcs, an act that forced the 
  city to unleash its military strength.
  The majority accept their duty, and the added ex-
  pense, and hire a strong security force. Others scrimp on 
  protection, preferring to quietly hire mercenaries should 
  anything go wrong and prey they can deal with the mat-
  ter before news reaches the emir.
  navy
  Salih’s navy has 15 light warships. unconcerned 
  with what happens to merchant vessels once they leave 
  harbor, the fleet is assigned to patrol the River Mushtaq 
  and enforce the law preventing all river traffic except ore 
  barges from using the waterway during daylight hours.
  The city has no dedicated marines. Rather, each le-
  gion serves with the navy on a rotating basis. This means 
  there is always a fighting force ready to respond should 
  trouble break out upriver.
  law & order
  Traditionally, the city guard are responsible for man-
  ning the walls and protecting citizens on the streets. 
  When it comes to protecting property, citizens must pay 
  for the privilege. The guard charges less than the thieves’ 
  guild, but they are also notoriously lax in solving crimes. 
  Of course, the guild only offers protection against theft, 
  not other crimes. This left a niche that has been filled by 
  private investigators. Metalworkers can pay the cult of 
  geb-Agni to protect both their property and person (the 
  latter while in their home). With many clerics and fadeen 
  employed elsewhere, the cult sub-contracts the work to 
  private investigators and clerics of qedeshet. This is not 
  to say service is poor—the cult of geb-Agni demands 
  results in a timely fashion.
  Most of the mine workers are free citizens, paid for 
  their toil based on the amount of rock they excavate. Over 
  the last few decades a growing trend has emerged—the 
  use of slaves. Pressure from the nobles has resulted in 
  traditional punishments being replaced with slavery. 
  the Free emirate States
  
  
  Dismemberment sentences have been replaced with 
  enforced slavery, as are all but the most heinous capital 
  offences. Those who fall foul of the courts are sold at 
  public auctions. unable to meet demand, some miners 
  have taken to openly purchasing slaves from other sourc-
  es, asking no questions as to how they were acquired.
  Salih has several unusual crimes. using the river by 
  day for unauthorized purposes warrants a stiff fine for a 
  first offence, confiscation of one’s vessel and flogging for 
  a second offence, and enslavement for a third breech. Al-
  lowing a forge or furnace to go out is also punishable by 
  a fine, the value increasing with each repeated offence.
  The thieves’ guild, the Scorched Fingers, is also enjoy-
  ing the economic boom. As well more citizens having 
  wealth worth stealing, the hashish trade has never been 
  so profitable. The nobles ignore the trade, and even the 
  city guard prefers to take bribes rather than spend time 
  in paperwork and processing—arresting a few dealers 
  won’t harm the guild’s operations, so why shouldn’t 
  they make a few dinars from it.
  trade & tribute
  constructed by the Anari, Salih’s location downstream 
  from multiple rich ore veins made it an ideal site for an 
  industrial city. The Anari may have gone, but the city con-
  tinues to excavate, process, refine, and shape metal.
  The mines are the backbone of the economy. When 
  the Free Emirates was founded, most cities opted to grab 
  land around the city walls and along the nearest river. 
  The emir of Salih, however, elected to take only a small 
  region near the city (about 15 miles in all directions), the 
  river itself (with very little land either side), and a goodly 
  portion of the distant foothills and mountains.
  Much of the mineral rich land was sold to citizens 
  who would become the nucleus of the new nobility. 
  Many mines have closed, their ore worked out to the last 
  ounce, but new ones are always opening in their place. 
  Raw ore is shipped to Salih, where it is processed in 
  foundries owned by the emir and a handful of private 
  citizens. Each day, ingots are sold at auction to the hun-
  dreds of independent metalworkers resident in the city. 
  Only very small quantities of ore are exported, and then 
  only if demand in the city has been met.
  Salih makes its money from the labors of its metal-
  workers. Armor, weapons, pots, flasks, grappling hooks, 
  tools, and even some jewelry is exported far and wide. 
  As a result, both the merchants and smiths have grown 
  wealthy alongside the nobles.
  The city is self-sufficient in food. All the farmland is 
  the personal property of the emir, governed by state 
  appointed overseers and worked by free citizens. Har-
  vests are sold cheaply, ensuring the army of laborers and 
  metalworkers has plenty of food. With the air in the city 
  growing ever more toxic and many citizens forced to 
  work in hot and dangerous conditions, citizens look at 
  life on the farms as paradise.
  Some timber is imported from Rawdah, city of He-
  roes. Sacks of charcoal are purchased in great quantities 
  from Rassilon, where there are plenty of forests. coal, a 
  rarity found only in the Jinn Lands of Old, is imported, 
  but not in sufficient quantities to fuel the massive indus-
  trial machine running day and night.
  With the agricultural land devoted to edible crops, 
  flax must be imported. Fortunately, much of this comes 
  from independent villages along the river. Similarly, the 
  river has scant deposits of clay, a substance used in the 
  creation of forges and workshop floors as well as pots.
  CoInaGe
  During the Anari occupation, Salih served as the mint 
  for the entire region. Today, the city looks to its own man-
  ufacture only. All coins carry the name of the city and the 
  name of the emir on one side. On the reverse, is stamped 
  the holy symbol of geb-Agni—two inverted triangles.
  The basic coins are the gold one dinar and silver one 
  dirham piece. Locals refer to these as Hammers and An-
  vils respectively. Rather than waste precious metals on 
  smaller denomination coins, one-half dirham and one-
  quarter coins are minted in iron and are larger than the 
  other coins. These are known as a Spark and Half-Spark 
  respectively.
  With wealth increasing, the emir has allowed the 
  creation of higher denomination currency. To date, five 
  dinar, ten dinar, and 50 dinar coins have been struck. 
  Still relatively new, they have yet to acquire nicknames.
  loCal taxeS
  citizens pay nothing on their wages. Businesses, 
  however, pay 10% of their annual turnover to the city. 
  Since laborers receive a pittance, this has done nothing 
  to equalize the growing gap between rich and poor. 
  calls for the business tax to be increased to 25% have 
  been ignored by the emir, who has no wish to see in-
  dustry stifled by excessive taxes. Furthermore, he argues, 
  citizens enjoy cheap prices for metal goods and food, 
  goods that in some citizens consume much of a worker’s 
  weekly wage.
  Customs Duty: Imports are charged at 2%, except 
  for ore mined outside the city’s sphere of control. These 
  cargoes carry a 10% surcharge. All exports are charged 
  at a flat 3%.
  Docking Fees: Barges carrying ore are not charged 
  docking fees for the first 48 hours. After this, the stan-
  dard rate of 10 dinars per day applies.
  Metalworking License: Anyone wishing to open a 
  metalworking business must pay a one-off of 2500 dinars. 
  This has helped maintain the skill of businesses—those 
  with only mediocre skills either cannot afford this, or 
  know it will take many years to turn a profit and so give 
  up on their venture before it begins.
  Sales Tax: Nothing on metal goods, including weap-
  ons and armor, or food. All other goods and services 
  have a 5% levy.
  land of Fire realm Guide #21
  
  
  Tithes: 50% of all tithes, even those paid by Devoted, 
  goes to the cult of geb-Agni. Among Faithful, 25% is paid 
  to the citizen’s patron deity (which is often geb-Agni) 
  and 25% is shared among all the other cults. Devoted 
  may give their remaining 50% to any licensed kada or 
  maktab they choose.
  architecture
  Rich under the Anari, the city underwent a massive 
  amount of urban renewal over the two centuries. As the 
  Anari adopted more local customs, so they turned to na-
  tive architecture and decoration. Much of the old city has 
  gone. Some of it has been demolished to make way for 
  the growing Industrial quarter. Of the buildings that re-
  main, the murals and engravings that adorned the walls 
  are concealed beneath a thick layer of soot. Architecture 
  that somehow avoided the black cloak has been pitted 
  and eroded by acid rain—it may be mild, but over the 
  decades it can do considerable damage.
  On the whole, Salih is a very drab and depressing 
  place to live. Nothing stays clean for long, and citizens 
  have stopped making any effort to spruce up the exteri-
  ors of their homes.
  major locales
  Detailed below are some of the more interesting or 
  important locales in and around the soot-choked, smog-
  engulfed city that never sleeps.
  CIty dIStrICtS
  Within the grime-encrusted walls live 58,000 citizens 
  (42% of the total population). A further 45,000 live in 
  the land immediately outside the city. The remaining 
  36,000 live in the foothills of the mountains, close to the 
  mines they work. Salih’s industry is located in the east. 
  The further one moves west, the higher social class the 
  residential districts. Not that distance from the belching 
  chimneys in any way reduces the effects of the smoke. 
  Even in the emir’s palace, the faint clang of the forges 
  can still be heard.
  City Docks: These docks, located at the western end 
  of the city, cater solely to merchant vessels entering the 
  city from the sea. Each warehouse contains a veritable 
  arsenal. This has lead to them being heavily fortified and 
  protected by expensive traps and glyphs.
  Industrial Quarter: The industrial heart of Salih occu-
  pies almost one half of the city. In the east is the Foundry 
  District, where raw ore is smelted and transformed into 
  metal ingots. Along the river is the River Docks, wharves 
  and warehouses catering solely to ore-laden barges.
  Only the poorest citizens live in and bordering the 
  area. The cloud of smoke and soot is thickest here, the 
  neW arCane baCKGround
    artIFICer
  Requirements: Novice
  Arcane Skill: Artificer (Smarts)
  Starting Powers: 3
  Powers: Aim, altered senses, beast friend, blast, 
  bolt, burrow, burst, confusion, deflection, detect/
  conceal arcana, dispel, elemental manipulation, 
  entangle, farsight, fear, fly, hamper movement, 
  knockdown, leaping, light, obscure, sentry, slum-
  ber, stun, wandering senses, zephyr.
  Artificers, as practitioners are known, do not cast 
  spells themselves. Their skill comes in building 
  fantastic technological devices that manipulate the 
  threads of magic. Though there are many similari-
  ties, their devices are not the same as true or spirit 
  relics—they are not permanently enchanted and 
  they need not be attuned. Basic machines are more 
  similar to alchemical devices, in that they have a 
  limited number of uses before the delicate mecha-
  nism breaks beyond repair.
  Game Mechanics: Artificers are a form of weird sci-
  entist. They cast spells only through creating tempo-
  rary machines. They gain the Alchemy Edge for free 
  when they take this Arcane Background, ignoring all 
  requirements. unlike normal alchemical devices, an 
  artificer can add more uses of the same spell to an 
  existing device (one with at least one charge remain-
  ing) simply by repeating the creation process. Since 
  the basic machine has already been created, these ex-
  tra uses cost half as much as normal. Activating these 
  devices always requires a Smarts, Artificer, or appro-
  priate skill roll (such as Shooting for a bolt crossbow) 
  and the user must have one hand free to manipulate 
  the mechanism. Failure simply means the magic has 
  not been released. A critical failure destroys the device 
  and all stored charges.
  Trappings: Although an artificer’s devices use mag-
  ic, all trappings must be based on effects capable 
  of being produced by relatively primitive technol-
  ogy. For instance, entangle might take the form of a 
  sticky glue or launched web, but animating vines or 
  causing hands made of stone to rise up and grab ev-
  eryone in the area is impossible. A bolt spell might 
  be a repeating crossbow, a tube that fires pellets of 
  burning metal or harnesses static electricity, or even 
  a sonic cannon using oscillating crystals and mem-
  branes, but it cannot be a laser pistol or fire ten-
  drils of necromantic energy. Sentry might be a little 
  clockwork construct that patrols the camp.
  Edges: Artificers may take the golem creator Edge, 
  but can only build metal, stone, and wood golems. 
  (If you have Creature Guide: Golems, they can also 
  construct artillery, defender, and wall golems.) Arti-
  ficers cannot take Spirit Binding.
  the Free emirate States
  
  
  heat is stifling, and the clang of metal on metal reverber-
  ates day and night, a rhythmic yet discordant cacophony 
  of competing beats not even wax earplugs or the stron-
  gest drink can totally block out.
  Jinn Town: Home to the city’s free jinn population, 
  Ifrit Town is avoided by most citizens. The jinn rarely 
  deign to speak to outsiders, any food and drink on sale 
  is unpalatable to other races (even other jinn), and out-
  siders are rarely made to feel welcome. Jinn mages are 
  tolerated, though only a few have chosen to live here.
  Palace: Situated as far from the Industrial quarter 
  as possible, the palace has not escaped the soot. Many 
  citizens say it resembles the skeletal hand of a gigantic 
  mummy, the blackened towers stretching up toward the 
  black sky like withered fingers. Others have likened it to 
  a sickly plant, its fronds desperately attempting to pierce 
  the permanent veil and reach sunlight above.
  CIty loCaleS
  Auction House: When citizens cannot pay their fines, 
  the state confiscates and sells their property. In Salih, the 
  goods are sold at a public auction held every Tamith yaus 
  al-Nefar. The auctioneers take 15% and the rest goes to 
  the state. Private citizens who need money or simply 
  want to unload items can sell goods through the auction 
  house, again with a 15% commission. Items typically go 
  for 30-60% (1d4+2 x 10%) of their true value, though 
  rare or unusual items can fetch considerably higher 
  prices, especially if two buyers are interested.
  The next auction has already attracted plenty of inter-
  est. An ifrit jinn mages known to be a collector of jinn 
  artifacts recently died. With no family to inherit his col-
  lection and no will bequeathing it to a friend or peer, it 
  has fallen to the state to dispose of his estate (and profit 
  from his untimely death).
  Blacksmiths’ School: The head of the school, Fatih 
  Effendi ibn Izz al Din, has heard rumors of secret met-
  alworking techniques known only to the master weap-
  onsmiths of the Jade Empire. Were he to acquire one 
  of their blades, known as a katana, he might be able to 
  reproduce the technique. He knows that merchants from 
  the distant realm visit both the cities of the sphinxes and 
  Jubbah, city of Trade. Repeated attempts to acquire a 
  blade through trade have failed, so he is resorting to hir-
  ing adventurers who don’t mind stealing.
  Skills: craft (Metalworking).
  The Golem Forge: The owner of this workshop, 
  Ajda, a female cakali ushabti mage, specializes in the 
  creation of metal golems. As well as standard models, 
  she takes on custom work. She doesn’t care what plans 
  her patrons might have for her creations, and she asks no 
  questions. Her prices are 90% those of normal, but she 
  demands full payment in advance.
  Although she does not advertise, Ajda is prepared to 
  teach fellow ushabti mages the secret of golem creation. 
  Since tuition takes her away from her daily chores, she 
  charges twice as much as a standard university.
  Edges: golem creation (ushabti magic only).
  neW SCavenGerS
    maerathrIl
  virtually immune to magic and equipped with deadly 
  ranged weapons, the silvery shells of Maerathril Scaven-
  gers are much feared by mages and clerics alike. With no 
  Maerathril mines in Al-Shirkuh, the source of the metal 
  remains a mystery. That the Scavengers are prepared to 
  work such great quantities of one of the rarest metals in 
  manufacturing a new anti-magic version can only mean 
  they have learned one of their foes’ major strength and 
  are attempting to neutralize the advantage.
  While normal Scavengers are creatures of instinct, 
  Maerathril Scavengers are capable of independent 
  thought and action. unlike their mundane coun-
  terparts, they do not ignore creatures not carrying 
  metal, nor are they automatically drawn to those 
  who are. Instead, they analyze their threat poten-
  tial, instructing their minions to attack if the Maer-
  athril Scavenger considers them a threat.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength 
  d10, vigor d10
  Skills: climbing d8, Fighting d8, knowledge (Ar-
  cana) d8, Shooting d8, Stealth d8, Tracking d6
  Pace: 8; Parry: 6; Toughness: 10 (3)
  Treasure: None.
  Special Abilities:
  * Commander: Scavengers within 5” of a Maerath-
  ril Scavenger are +1 to Spirit rolls to recover from 
  being Shaken.
  * Construct: +2 to recover from being Shaken. No 
  additional damage from called Shots. Immune to 
  disease and poison.
  * Explode: When a Scavenger is Incapacitated, it 
  explodes, causing 3d6 damage to everything in a 
  Medium Burst Template. The Scavenger’s core is 
  fused into a solid ball of molten slag.
  * Immunity: Immune to acid and electrical attacks.
  * Maerathril Armor +3: Metal shell. grants +6 to 
  Trait rolls to resist opposed arcane powers and +6 
  Armor against damage-causing magic.
  * Multiple Arms: Maerathril Scavengers have four 
  arms equipped with strange devices. Except where 
  noted, any creature caught in the template must 
  make an Agility roll opposed by the creature’s 
  Shooting roll or suffer the listed damage.
  * Acid Sprayer: cone Template; Damage: 2d8, AP 
  2 (acid trapping).
  * Arc Welder: Line 1” wide and 12” long: 2d8 dam-
  age (electrical trapping).
  * Flamethrower: cone Template; Damage: 2d8 (fire 
  trapping).
  * Magic Nullifier: Range 8”. Acts as dispel with a d8 
  arcane skill. Not subject to the Siphoning.
  * Sense Metal: Scavengers can detect metal at a 
  range of 48”, regardless of how well it is hidden.
  land of Fire realm Guide #21
  
  
  House of Fire: Situated at the southern edge of Jinn 
  Town, this tavern is frequented by jinn mages and ifrits 
  alike. The business is owned and operated by kalizah, 
  a lesser ifrit. In an attempt to boost business, he serves 
  food and drink suitable for human consumption—so 
  long as customers like their food spicy and overcooked, 
  that is. Washing down a spicy kebab with the house wine 
  in a bid to rinse quench the fire in one’s mouth isn’t rec-
  ommended—it’s flavored with chilli. The tavern has only 
  one strict rule—no using water spells on the premises 
  for any purpose.
  House of Healing: Part of the temple of Marqod, 
  the clerics and laity who tend to the sick have become 
  especially skilled at treating burns. Healing rolls to cure 
  injuries caused by fire or heat have a +1 bonus (in addi-
  tion to any other modifiers), as do rolls to create healing 
  (fire) herbal remedies. With burns so commonplace and 
  most laborers on low wages, the cult has halved its stan-
  dard treatment fees for these injuries.
  Majdy’s Forge: Majdy Effendi ibn Raja produces the 
  sharpest blades in the city. The key to his success is not his 
  skill, but his grindstone, which is the prison of a greater 
  majin. It isn’t a relic as such and so doesn’t register as 
  magical to touch, though it does to detect arcana.
  For 50 dinars, Majdy will sharpen any blade to a fine 
  hone. This gives the weapon a flat +1 damage bonus, 
  but only until the wielder rolls a natural 1 (regardless of 
  Wild Die) on his Fighting die, at which point the edge is 
  blunted. A weapon cannot be sharpened again until the 
  blade is blunted.
  School of Fire: The School of Fire provides instruc-
  tion in ifrit jinn magic. Several lesser ifrits are on the 
  faculty, though they only work as classroom assistants 
  because of their refusal to engage in long conversation 
  on a regular basis.
  The school’s library specializes on all matters concern-
  ing jinn but has an entire section devoted purely to ifrits 
  (–1 general, +1 specialization, +2 specialty). given the 
  risk of fire damage, any tomes presented to or acquired 
  by the librarians are meticulously copied and the volume 
  stored elsewhere for safekeeping.
  One of the librarians, Tarun Singed-Hair (so named 
  because she is a poor mage, and always ends up singing 
  her hair) has grown suspicious about one of the lesser 
  ifrits. The jinni comes into the library late at night and 
  appears to be searching for very specific information. All 
  attempts at help are rebuffed, the ifrit hurriedly closing 
  whatever tome he was reading and making a hasty exit. 
  No one on the faculty believes anything is amiss, so she 
  is hoping to recruit outside help to get to the bottom of 
  the mystery.
  Note: Jinn Mastery can only be learned if the stu-
  dent’s next advance will permit him to take the Edge. 
  Spell Finesse can only be applied to a spell from the ifrit 
  jinn magic list. Because the Jinn Magic skill covers all 
  four forms equally, any student who knows ifrit magic 
  can study the arcane skill—students who do have yet to 
  master it gain no benefit from tuition.
  Special: Students must be able to speak Jinn; Skills: 
  Jinn Magic; Edges: Jinn Mastery (ifrit only), Spell Fi-
  nesse.
  Shiyam’s Forge: Shiyam Pasha bint Miqdad is a mas-
  ter weaponsmith. Several years ago, she acquired a Maer-
  athril dagger from the auction house. No one knew what 
  the metal was, and the smith picked it up cheap. Since 
  then she has studied the properties of the silvery blade 
  and learned of its true potential. She is desperate to get 
  her hands on raw ore—even a few pounds would make 
  her a very rich woman. Since it isn’t found in Al-Shirkuh, 
  she hopes to attract adventurers prepared to make the 
  long voyage to Rassilon.
  Slavers’ Square: Those who find themselves sen-
  tenced to slavery are dragged here and locked in metal 
  cages until the next auction. Exposed to the elements 
        Star metal
  constructed from the scarcest of all metals, star 
  metal Scavengers are extremely rare—to date, just 
  one has been verifiably identified. Iron-red and 
  equipped with a deadly array of weapons rather 
  than tools, this seemingly unique variant appears to 
  be a tactical commander. Like the Maerathril Scav-
  enger, it is possessed of independent intelligence.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength 
  d10, vigor d10
  Skills: climbing d8, Fighting d10, Intimidation 
  d10, Stealth d8
  Pace: 8; Parry: 7; Toughness: 12 (5)
  Treasure: None.
  Special Abilities:
  * Arcane Resistance: +2 to Trait rolls to resist op-
  posed arcane powers and +2 Armor against dam-
  age-causing magic.
  * Construct: +2 to recover from being Shaken. No 
  additional damage from called Shots. Immune to 
  disease and poison.
  * Elite Commander: Scavengers within 5” of a Star 
  Metal Scavenger are +1 to Spirit rolls to recover 
  from being Shaken, +1 Toughness, and +1 to me-
  lee damage rolls.
  * Explode: When a Star Metal Scavenger is Incapac-
  itated, it explodes, causing 4d8 damage to every-
  thing in a Medium Burst Template. The Scavenger’s 
  core is fused into a solid ball of molten slag.
  * Immunity: Immune to acid and electrical at-
  tacks.
  * Improved Frenzy: A Scavenger may make two at-
  tacks each round with no penalty.
  * Sense Metal: Scavengers can detect metal at a 
  range of 48”, regardless of how well it is hidden.
  * Star Metal Armor +5: Star metal shell.
  * Star Metal Weapons: Str+d8, AP 6. Star Metal 
  Scavengers have four arms, fitted with a variety 
  of oversized hammers, maces, and sword blades. 
  These are Heavy Weapons.
  the Free emirate States
  
  
  for days on end (auctions take place only on yaus al-Ha-
  mala), the slaves can do little but wait and ponder what 
  their future holds. children sometimes come to gawp, 
  and those who try to drive the pests off are met with a 
  hail of small stones and rotten fruit. clerics of Marqod 
  give the captives bread, soup, and water to keep up their 
  strength, but can do little else to alleviate their discom-
  fort save through prayer.
  Soldiers’ Souk: The most famous souk in Salih sells 
  only weapons and armor. The shops in each street all sell 
  the same type of equipment and are named accordingly. 
  Prices are low anyway, so the owners compete for custom 
  by offering free polishing and sharpening, fresh coffee 
  and bread, and anything else they thing might tempt a 
  customer into spending money on their wares.
  The Temple of Earth and Fire: In a bid to attract met-
  alworkers from Rassilon, who might know techniques as 
  yet undiscovered in Al-Shirkuh, the emir has sponsored 
  the creation of a small temple to Ertha and kenaz. So 
  far five clerics have made the trip. Ironically, they came 
  to Salih precisely to learn techniques unknown in the 
  north. The clerics are a source of some confusion and 
  amusement among the locals, who cannot understand 
  why the northerners need two separate deities when one 
  is clearly enough.
  Wasimah’s Fine Garments: An elderly marid blooded 
  spinster with a tongue as sharp as her needles, Wasimah 
  is a weaver and tailor. She knows a secret technique that 
  makes cloth resistant to fire. Her garments cost 150% 
  more than normal clothes of the same type, but grant 
  +2 Armor against spells with a heat and fire trapping and 
  do not burn if exposed to brief intense heat, such as hot 
  coals or sparks.
  mInInG CamPS
  The hills and lower mountain slopes east of Salih are 
  homes to thousands of miners. conditions are harsh 
  even for free citizens, with long working hours, meager 
  wages, and the risk of accident. At least these miners can 
  go home to warm beds, hot meals, and loving arms. 
  The growing number of slaves brought to the mines 
  receive no wages, are flogged if they fail to meet their quo-
  tas, are shackled together day and night, and are forced 
  to sleep in the mines. Rebellions are brutally crushed, 
  with any deaths put down to unfortunate accidents. As 
  with the foundries and forges, mining continues around 
  the clock.
  There are hundreds of mines in the region, and more 
  that have been worked out and abandoned. Some are 
  extremely small, worked by barely a dozen people. Oth-
  ers are massive, stretching into the earth for miles with 
  tunnels running up, down, and sideways, and worked by 
  hundreds of diggers.
  Not all the mines run smoothly. On top of mundane 
  events, such as rockfalls and gas pockets, workers disap-
  pear (the owners assume they have either quit in favor 
  of other work or escaped); orc raids, while sporadic, are 
  growing in intensity; various subterranean beasts stalk 
  the cramped tunnels; and miners break into concealed 
  vaults and chambers home to horrors beyond the imagi-
  nation. For a budding adventurer, there is always steady 
  employment undertaking some dangerous endeavor.
  Persons of note
  Described below are a few of the city’s many denizens 
  the heroes may encounter while exploring the city.
  athIr PaSha bInt na’Im
  This elderly sage has devoted much of her spare time 
  to researching the Jinn Forge. According to various leg-
  ends, the forge allows one to produce armor and weap-
  ons with strength and sharpness beyond anything a mor-
  tal could hope to create. While she has yet to discover its 
  exact location, she has learned that the construction of a 
  special amulet will point the way and unlock the doors 
  protecting its location.
  unfortunately, the materials required to construct the 
  amulet are very specific and extremely rare on the mortal 
  realm. As far as she knows, they are found only in Jin-
  nistan, though undoubtedly the jinn made use of them 
  during the centuries they ruled over central Al-Shirkuh. 
  The Sandspeech translations are ifrit iron (another 
  name for star metal), marid steel (a form of solid quick-
  silver), khamsin silver (Maerathril, which is found in 
  Rassilon, but not in Al-Shirkuh), and majin gold (an 
  especially pure form that is as hard as iron).
  Athir is prepared to pay very well for anyone who 
  can deliver her a sample of these rare materials either in 
  the form of ingots or manufactured items she can melt 
  down.
  the mad PreaCher
  until two years ago, Abdul-Salam ibn Firas was a priest 
  of geb-Agni. Regarded as a fanatic by his peers, he would 
  regularly seize hot coals or run heated blades along his 
  arms and legs as proof of his faith and to purge his soul 
  of sins. Following one such incident, Abdul-Salam had a 
  seizure. upon recovering, it was clear his mind had bro-
  ken, for he began ranting that the disciple of an “unliving 
  god” had come to Salih, “eaters of metal” were planning 
  to devour the city from within, and “men shall become 
  as golems.”
  Having quit the cult, Abdul-Salam, his flesh more 
  burned and seared than ever, wanders the streets, shout-
  ing out his warnings to no one in particular and waving 
  a stout wooden club. On occasions he accosts people, 
  violently trying to remove any metal items they are carry-
  ing while warning them to “carry only that which nature 
  provides.” With no money to pay fines and no noble 
  wanting him as a slave, the guard throw him in a cell 
  until he calms down and then release him back onto the 
  streets.
  land of Fire realm Guide #21
  0
  
  The fabled city of Stars, Sirhan is named both for its 
  rich gem mines and its great observatory. Since before 
  the birth of the Free Emirates, the city has enjoyed enor-
  mous wealth, and in that regard little has changed in 
  recent times. Indeed, the city grows richer each passing 
  year. But all is not well. While, the boiling river itself has 
  not caused any drastic problems, locals cannot help but 
  feel trepidation—the ancient prophecy so long ignored 
  has produced an air of foreboding, for at night it is no 
  longer possible to see the stars in Sirhan.
  Social hierarchy
  It is rare that wealth and power do not go hand in 
  hand, for one invariably leads to the other. Sirhan, never 
  short of wealth, has been a plutocracy since the end of 
  Anari rule. Believing that anyone who had wealth must 
  know something of leadership and good management, it 
  was decreed that a census would be taken every 20 years. 
  The 19 richest citizens (measured by counting all land, 
  property, possessions, and coin) are awarded seats in 
  parliament. In addition, the high priest of geb-Agni, the 
  most senior imam, and the general in command of the 
  army hold automatic seats. Regardless of their wealth, 
  these three are never counted in the census.
  Between them, these officials elect one of their num-
  ber to serve as emir for the duration of the parliament. 
  In the event that cannot reach a decision within four 
  days, the emir is drawn by random lot. The next census 
  is due in five years. Some emirs have been the best can-
  didate. Others have been a compromise between rival 
  factions. A small few have just been lucky in the random 
  draw. The current parliament is divided into two main 
  camps—Moderates and Progressives—with a smattering 
  of Liberals.
  In order to prevent assassination being used as a 
  means of forcing a new election, it was decreed that in 
  the event an emir died before his term reached its con-
  clusion, the city would be governed by an independent 
  triumvirate for a period of three years or until the next 
  scheduled census, whichever came first. This body com-
  prises the high priest of geb-Agni, the most senior imam, 
  and the general.
  Further checks were added to prevent corruption in 
  high office. To assuage any temptation to redirect them to 
  his family, the emir has no direct access to city funds. All 
  financial matters relating to the city treasury are handled 
  by a senior wizir (the grand Treasurer) elected by parlia-
  ment from outside their ranks. While expenses incurred 
  by the emir through his office, such as state banquets for 
  visiting officials and redecorating the palace, come from 
  city funds, he is paid a salary of 25,000 dinars a year. 
  Additionally, he can always use his private income.
  The emir is not an autocrat. Indeed, he is largely a 
  figurehead, for he cannot alter, create, or abolish taxes or 
  laws, declare war or sue for peace, appoint or strip honor 
  titles, or alter pacts with other cities without the approval 
  of 12 members of parliament. He can be removed from 
  office prematurely, but this requires 16 votes.
  The current emir, Muttaib, is riding a tide of popular-
  ity and milking it to the full. A Devoted, he has nonethe-
  less taken the unusual (and some might argue heretical) 
  step of thanking geb-Agni and Apsu for the unexpected 
  recent fortunes.
  As with the emir, noble titles are not an hereditary 
  right. Instead, titles are awarded to those elected to 
  parliament. The three richest citizens are awarded the 
  title sirdar, the next seven that of pasha, and the final ten 
  the rank of effendi. Since one of these will become emir, 
  his noble title passes to his eldest child (or appointed 
  representative). That person does not sit in parliament, 
  however. In the event a noble loses his seat in parliament 
  at the next census he forfeits his title. He does not forfeit 
  any businesses or holdings he owns, however. The au-
  tomatic members of parliament are not awarded nobles 
  titles—they are given the title of wizir and an honor title 
  of sirdar instead. 
  The children of nobles hold no official title, but most 
  are unofficially given effendi honor titles by people who 
  know them. Should a parent serving in parliament die, 
  the appointed heir automatically assumes both his title 
  and seat for the duration of the parliament.
  While supporters of the system suggest that anyone 
  who works hard might rise to emir, this is almost impos-
  sible in practice. Barring disaster, families with money 
  are going to remain at roughly the same level or improve 
  their status. As a result, the nobility is virtually hereditary 
  and breaking into the upper echelons of society a pipe 
  dream. Those with the most wealth control between 
  them the majority of farms, mines, and large mercantile 
  houses. The ancestors of those who control land served 
  under the Anari as governors and overseers, clinging to 
  power during the transitional phase to emerge as the 
  first nobles.
  Outside the nobility, unless one is close to being ap-
  pointed to parliament, high social status depends on 
  who you know, not what you are or earn. Lower down, 
  wealth plays a more important roll. gemcutters and jew-
  elers are by far the richest normal citizens, though their 
  income pales compared to that of the nobles.
  SIrhan
  City of Stars
  the Free emirate States
  1
  
  education
  Basic education is free to all citizens. While everyone 
  knows that acquiring true wealth is very unlikely, getting 
  close to the source can be just as rewarding. Parents 
  push their children hard to do well at school, in the hope 
  they might become a civil servant, military officer, cleric, 
  imam, or apprentice to a merchant and rise through the 
  ranks. Oddly, becoming a craftsman is seen as a second-
  ary option—unless a child displays an obvious talent, 
  there is too much competition and craftsmen are not as 
  likely to achieve any high office.
  For those who already have wealth, Sirhan offers four 
  advanced educational establishments. The university of 
  Sirhan is a basic university offering a broad but shallow 
  range of courses. Those seeking rapid advancement into 
  the middle ranks of the bureaucracy or mercantile trade 
  are advised to study here.
  For those whose interests lie in the esoteric, the uni-
  versity of the celestial Sphere teaches astronomy and 
  astrology. Despite being part of the temple of qedeshet, 
  it offers courses in the magical art of Astrology.
  The university of gemcutters is a trade school. Stu-
  dents learn not only the art of appraising, cutting, and 
  polishing gems, but also creating jewelry. graduates 
  have a better chance of dining employment, simply be-
  cause a master does not need to waste time teaching his 
  apprentice the basics. The university is cosponsored by 
  the cult of geb-Agni.
  Finally, there is the university of Hekata. Students 
  learn of Hekata’s rise to power and fall from grace, study 
  physical artifacts, and decipher ancient texts. It is consid-
  ered the least prestigious of the universities, being the 
  haunt of future sages and tomb robbers.
  unfortunately, money matters in Sirhan, and none of 
  the universities are free. A limited number of scholarship 
  places are awarded each year to the brightest students.
  religion
  Faithful number 60% of the population and Devoted 
  40%, but the city remains one where religion is a matter 
  of personal choice and, save in specific areas such as the 
  clergy, not a barrier to membership or promotion.
  Of the gods, geb-Agni is dominant. Even those who 
  do not worship him as a patron praise him on his holy 
  and high holy days, so it is his blessing that has brought 
  prosperity to the city. The high priests have little interest 
  in politics beyond ensuring that mining and trading in 
  gems and jewelry are not affected in any negative way. 
  The cult’s political leanings vary based on specific situa-
  tions, though they favor the Progressives.
  Initially thought of as a curse, the heating of the River 
  Arun is now largely seen as a boon. certainly it required 
  a change in the way people use water, and the heat and 
  ruleS oF the realm
  These setting rules apply in Sirhan.
  * Bad Air: Breathing in the moist, sulfur-laden air 
  for even short periods is bad for the lungs. Each 
  week, characters must make a vigor roll or suffer a 
  minor respiratory tract infection.
  Minor Respiratory Infection (Airborne, +0): vic-
  tims are Fatigued while infected due to shortness 
  of breath. Any roll of 1 (regardless of Wild Die) on 
  a physical Trait roll made under strenuous circum-
  stances causes the victim to be Shaken by a hack-
  ing coughing fit. A vigor roll to remove the disease 
  made be made every four days.
  * Lighting: The gM should draw a card each day. Dur-
  ing winter, a red suit means the mist is light and vis-
  ibility is Dim (–1) during the day. A black suit means 
  the mist is thick and it is Dark (–2). In both cases, it is 
  one level worse than normal conditions would give at 
  night (to a maximum of Pitch Dark). A Joker means no 
  mist. During the rest of the year, a club suit indicates 
  light mist, with no mist on other draws.
  * Native Heroes: A native character with Smarts 
  d6+ may choose to be a graduate of one of the ad-
  vanced universities. Each grants certain benefits, as 
  listed below, but only during character generation 
  and the hero must meet all other requirements.
  Celestial Sphere: For one skill point, a hero with 
  Arcane Background (Astrology) (see Realm Guide 
  #10) may take Astrology at d6.
  Gemcutters: For one skill point, a hero may take 
  knowledge (craft: Jewelry) at d6.
  Hekata: For one skill point, a character may take 
  one of the three options below. Only one skill point 
  may be spent in this manner.
  * The hero learns how to speak Hekatic (in addition 
  to his normal entitlement of languages) and gains 
  knowledge (Area: Hekata) d4.
  * A hero who knows how to speak Hekatic may take 
  knowledge (Area: Hekata) d6.
  * A character who knows how to speak Hekatic may 
  take Detailed Area Lore (Hekata) (see Realm Guide 
  #13) with Smarts d6.
  * Noble Titles: Any character who takes the Noble 
  Edge to represent nobility has two choices. 
  True Noble: He is the child of a true noble, with all 
  the perks and drawbacks that entails. He can never 
  rise above effendi unless he becomes a member of 
  parliament. He may, at the gM’s discretion, lose his 
  title at the next census. He retains his income and 
  responsibilities, but forfeits the +2 charisma bonus.
  Honor Noble: The hero has been awarded an honor 
  title for some service. He gains the +2 charisma, but 
  not the Rich Edge or any servants/men-at-arms. On the 
  flip side, he has no responsibilities to anyone, either.
  * Temperature: During Alak Paret, the daytime 
  temperature is Sweltering. At night, the tempera-
  ture drops one to Hot.
  land of Fire realm Guide #21
  2
  
  stench are unwelcome, but the sulfur harvested from the 
  banks has proved to be a major economic blessing, not 
  to mention increasing local crop yields. With the emir 
  personally thanking Apsu, the cult has enjoyed a sudden 
  increase in the number of worshippers, both dedicated 
  and casual.
  The cult of qedeshet has few concerns that its popu-
  larity with the masses has dropped in the last few years. 
  Trade is booming, education levels are high, and its many 
  financial interests ensure it remains wealthy even with 
  tithes dropping. The damage to the Royal Observatory is 
  a financial setback, but one the cult can weather.
  Tamarni is another deity enjoying an influx of wor-
  ship. With citizens having more money to spend, they 
  are turning to pleasure, and the cult can offer that in 
  abundance. Ashtart, always popular in rural areas, has 
  seen little benefit from the increased harvest.
  loCal FeStIvalS
  Day of Crowns: The census begins at the start of Alak 
  Neteru/Suha. On Baot yaus al-Hamala, those who will 
  form the next parliament gather in the main square. One 
  by one they are given ceremonial crowns befitting their 
  new rank, starting in reverse order. The new emir has al-
  ready been elected in secret, but while the nobility know 
  who will rule the city for the next 20 years, the people do 
  not. Heavy bets are placed before the ceremony begins 
  on who will hold what title.
  Although the main festival is held only every 20 years, 
  the date has become a half-day holiday. Businesses close 
  at noon, and citizens return home to moan about the 
  state of affairs, thanks what powers they hold in high es-
  teem for the good times, and feast deep into the night.
  Night of Upturned Eyes: On the first night of the 
  new moon in Anshi Alak Arkhet, citizens turn their eyes 
  to the night sky to watch the heavens. Although started 
  by the cult of qedeshet some 200 years ago, the festival 
  is a civic one. clerics and imams recite the various tales 
  associated with the constellations as a means of keeping 
  myths alive and instructing a new generation without the 
  need for formal education. Astrologers do a good trade 
  this night, selling forecasts to citizens keen to know what 
  boons and banes the future holds for them.
  Since the rise of the mists, fewer citizens have both-
  ered to attend. Those who retain an interest in the heav-
  ens gather outside the city walls.
  military
  With the richest citizens running Sirhan, and most 
  of them having stakes in farms and mines, it is hardly 
  surprising that the city’s army is used to protect their 
  property. Officially, they refer to this as protecting the 
  city’s economic interests. In reality, it means the cost of 
  security on their private estates is met by the state, not 
  their personal coffers.
  army
  The army stands at three legions and one wing. Each 
  legion has one company of heavy and one of medium 
  infantry making up the first regiment, and one company 
  of light infantry and one of archer forming the second 
  regiments. The cavalry wing is entirely light cavalry.
  The army rewards its officers well. For each five years 
  loyal service with a good conduct record, an officer is 
  awarded a gemstone. The value of these increases each 
  term. It starts at 100 dinars, and doubles each time, to a 
  maximum of 6,400 dinars after 35 years service. These 
  are worn on ceremonial uniforms. When the officer re-
  tires, the gemstone is his to keep. An officer who does a 
  full 35 years retires with gems worth 12,700 dinars.
  By law, the general must divide the infantry equally 
  between the farms and mines (a compromise reached by 
  parliament centuries ago). Typically, three cavalry com-
  panies protect the farms, where they are most effective, 
  and two the mines. The exact disposition and placement 
  of troops, however, is the general’s choice.
  Nobles who want to ensure their property is adequate-
  ly protected must pay for this privilege. A typical bribe is 
  500 dinars per infantry platoon or cavalry company—far 
  cheaper than a noble having to pay troop wages but not 
  so excessive the nobles have ever seen fit to create a new 
  law fixing the numbers. A wise general is always careful 
  to ensure no farm or mine is unprotected—that mistake 
  could cost him not only his position, but his head.
  Safeguarding the city is the city guard. One legion 
  strong, it is divided into a medium infantry regiment and 
  a regiment with one company of light infantry and one 
  of archers.
  The palace guard comprises one medium infantry 
  regiment. Never ones to skimp on spending city funds 
  instead of their own, parliament passed laws granting 
  each member of the council a bodyguard of five soldiers. 
  One company is dedicated to this role, with each mem-
  ber (including the three automatic seats) having a per-
  manent guard of five soldiers. The remaining 15 soldiers 
  protect the emir. The second company is responsible for 
  general palace security.
  navy
  Sirhan’s navy, a fleet of 24 light warships, is prov-
  ing costly to maintain. The ships assigned to patrol the 
  river, two squadrons of four ships each, require frequent 
  repairs due to constant exposure to the boiling water. 
  Even the maritime squadrons, which escort merchant-
  men loaded with gems and jewelry back to their home 
  port for a modest fee, suffer damage when returning to 
  the city to resupply or for routine rotation.
  After consulting shipwrights and sages, the best pro-
  tection was deemed to be sand or sun dragon scales, 
  both of which are resistant to heat. Dragons aren’t overly 
  common in Al-Shirkuh (especially not in the Free Emir-
  ates), nor are they willing to just hand over their scales. 
  In an effort to acquire enough scales for the entire fleet, 
  the Free emirate States
  
  
  the city is offering bounties of 2000 dinars times the 
  beasts’ size. Many professional dragon hunters consider 
  this far too low given the risks involved and the problems 
  of hauling the scales back to Sirhan.
  So far parliament has refused to increase the bounty, 
  despite the city coffers being full—as frequently happens, 
  those with money to spare are often loathe to spend it. As 
  the cost of repairs continues to mount it is likely the state 
  will change its mind, though that may be years away yet.
  law & order
  Sirhan’s city watch has a bad reputation among the 
  general populace. They are vigilant enough by day, but 
  once the sun sets, they count the bribes paid them by the 
  rival thieves’ guilds and remain in their watch stations. 
  On misty nights, they do not even need bribes to avoid 
  patrolling—the presence of the mist creatures is enough 
  to ensure their absence.
  While the archers are assigned to man the city walls, 
  the three infantry companies are paid to thwart crime. 
  Patrols are divided into three eight-hour shifts, mean-
  ing there are only 120 guardsmen on duty at any time. 
  Fortunately, most citizens are fairly law-abiding, having 
  sufficient wealth to avoid the necessity of crime.
  Despite the constant need for laborers in the fields 
  and mines, Sirhan has avoided changing its age-old 
  laws on slavery. Those sentenced to slavery are still put 
  to work, but the courts decide where they are sent. In 
  recent years, most are sentenced to harvest sulfur or 
  scrape residue from buildings.
  The guard is coming under increasing public pressure 
  to solve a number of particularly gruesome murders. Ev-
  ery month for the last three years, one murder has been 
  committed without fail. Death is nothing special in a city 
  wracked by thief wars, but it is the nature of the crime 
  that terrifies people—every victim was missing his brain. 
  The cult of qedeshet has tried divinations, but has found 
  their visions blocked by some unseen force.
  Oddly enough, it was also three years that the thieves’ 
  guild suddenly and violently fractured. until then, crime 
  was the domain of just a single, well organized guild. Fol-
  lowing the death of the guildmaster (he was found with 
  his brain removed), the four thief lords fell out over who 
  should be his replacement. Suspicions, lust for power, and 
  deep-seated rivalries drove a rift between them that words 
  could not heal. Each retreated to one of the main guild 
  houses and declared himself guildmaster, so starting a vio-
  lent struggle for supremacy that continues to this day.
  Rather than divide the city equally, each guild wants to 
  dominate it. Rival thieves are considered deadly enemies 
  rather than mere rivals, and murder is the accepted way 
  of removing the opposition. As a result, each of the guild 
  houses has become a fortress, protected by cunning traps 
  and magical glyphs. The four guilds are the Mistwalkers, 
  Night Lords, Twisted Fingers, and yellow Hand.
  One “advantage” of the feud is that the guilds do not 
  neW arCane baCKGround
    mathemaGIC
  Requirements: Novice
  Arcane Skill: Mathemagic (Smarts)
  Starting Powers: 3
  Powers: Analyze foe, arcane resistance, banish, 
  bladebreaker, boost/lower trait, burrow, confu-
  sion, deflection, detect/conceal, dispel, elemental 
  manipulation, energy immunity, fear, fly, fortune’s 
  favored, hamper movement, knockdown, leaping, 
  lock/unlock, negate arcana, precognition, quake, 
  quickness, smite, speed, stun, teleport, wall walker, 
  wandering senses, water walk, wilderness step
  Mathematics began with the cakali. While humans 
  lost much of their knowledge during the jinn occu-
  pation, the cakali never forgot. Following the War of 
  copper Jars, the study of mathematics again flour-
  ished. While most civilized beings in Al-Shirkuh un-
  derstand basic mathematical principles, concepts 
  such as algebra, binomial theory, cubic and qua-
  dratic equations, irrational numbers, mathematical 
  induction, and spherical trigonometry are the re-
  serve of scholars. Mathemagicians are wizards who 
  manipulate the threads of magic not by summoning 
  jinn, dancing, or through force of will, but through 
  solving complex equations that combine mathemat-
  ical and arcane principles.
  Casting: The base formula that makes up each spell 
  is unique and unchanging, but includes variables 
  based on the target, range, trapping, and optional 
  effect that the wizard must calculate during the cast-
  ing process. 
  In order to cast spells, a mathemagician must either 
  be able to speak or write. He does not require pen 
  or paper for the latter—he can use a finger to draw 
  in sand, or even “write” in the air.
  The equations that make up a spell vary in length 
  and complexity. A Novice spell can be cast (i.e., writ-
  ten and solved) as a single action. To cast a Sea-
  soned spell, the wizard must spend one additional 
  action speaking or writing the equation before mak-
  ing his arcane skill roll. A veteran spell requires two 
  additional actions. These actions must be taken on 
  consecutive rounds or the casting automatically 
  fails. While “preparing” in this manner, the math-
  emagician can be disrupted.
  Trappings: Mathemagicians do not choose trap-
  pings when they learn a spell. By altering a variable 
  in the basic equation of a spell, they can pick their 
  trapping at the time of casting. Having a trapping 
  with no associated game mechanic (even if it has a 
  showy effect) involves no modifiers. For a trapping 
  that involves a game mechanic, the mathemagician 
  must spend an additional action preparing and 
  solving the equation.
  land of Fire realm Guide #21
  
  
  have the inclination to track down freelance thieves. So 
  long as the thief can avoid being detected (whereupon 
  he will be assumed to belong to a rival guild) he can ply 
  his larcenous trade to his heart’s content.
  trade & tribute
  Never short of money, Sirhan is enjoying an economic 
  boom. In addition to its ancient trade in gems and jew-
  elry, sulfur has brought with it new wealth, not to men-
  tion increased harvests. crops are so bountiful that now 
  exports of them will soon become yet another growth 
  area, further adding to the elites’ wealth.
  One industry that has lost out since the river began 
  to boil is fishing. Never caught in quantities considered 
  important to trade revenues, fishing was nevertheless a 
  vital source income for some families. Nothing lives in 
  the river now (at least nothing natural) and many fisher-
  men have been forced into poverty or to migrate to one 
  of the coastal villages.
  The nobles do not have everything their own way in 
  Sirhan. Backed by the cult of geb-Agni, the gemcutters 
  and jewelers have formed a powerful guild. Acting to-
  gether, they have managed to curb steep increases in the 
  price of precious metals and uncut stones, and set rates 
  for exports. Parliament naturally disapproves of the orga-
  nization, but it is powerless to act—any attempt to break 
  up the guild might quickly result in industrial action that 
  would paralyze the city’s economy and would raise the 
  ire of an important cult.
  guildsmen pay a small sum each week for the privi-
  lege of being members. The rate is based on their level 
  of skill, with craftsmen being divided into apprentices, 
  journeymen, or masters. In the event of an injury, a 
  member receives a small lump sum to help tide him over 
  financially until he is able to return to work. The fee also 
  covers the cost of mediation is disputes between indi-
  vidual members or with merchants, and in legal cases 
  brought against the member.
  CoInaGe
  Sirhan has always had gems to spare, but it relies on 
  imports of precious metals. The city mines only two stan-
  dard coins—a gold one dinar (a “Sun”) and a silver one 
  dirham (a “Moon”). Each bears the name of the emir at 
  the time of minting on one side and a diamond pattern 
  on the reverse. In order to get smaller denominations, 
  citizens are permitted to cut dirhams in half (known as a 
  “Star”) or quarter (a “glint”).
  gems frequently exchange hands for larger transac-
  tions. Officially, this can only be done at the city mint, 
  which charges a 1% administration fee. Every gem has 
  been accurately valued, and the transaction comes with 
  an official document declaring the value of the gems. un-
  licensed money changers charge only 0.5%, but there is 
  no guarantee the gems are worth their supposed value.
  loCal taxeS
  Sirhan’s immense wealth comes from trade in gems 
  and jewelry. Though it is forced to import precious met-
  als, its exports more than outweigh this expense. until 
  the advent of the sulfur harvest, citizens paid 10% of 
  their annual income to the state. In just three years, that 
  has been lowered to 5%.
  Customs: All shipments into or out of the city, ex-
  cept for food and uncut gemstones from one of Sirhan’s 
  mines, are charged at 2%. Thanks to parliament, whose 
  members naturally benefit most, locally mined uncut 
  stones and local foodstuffs carry no import levy.
  Docking Fees: With river travel perilous, more and 
  more visitors and shipments from the farms and mines 
  are entering the city via land routes. In a bid to prevent 
  the roads from becoming clogged and encourage river 
  traffic, Sirhan has abolished docking fees.
  Gate Tax: Pedestrians are charged a flat 0.5 dirhams, 
  mounts 1 dirham, and wagons 2 dirhams. citizens of 
  Sirhan, but not its greater territory, are exempt. Parlia-
  ment is considering asking the emir to change these rates 
  to dinars and to apply the charge to all users, both to 
  boost revenue and to make river travel more attractive.
  Weapons Tax: Anyone wishing to carry a weapon in 
  public must purchase a colored wooden disc at the city 
  gates. These cost 20 dinars and are good until the end of 
  the current month. Discs must be worn openly, and each 
  month has a different color, allowing the guard to instantly 
  spot when on is out of date. Most guards are prepared to 
  ignore transgressions for a few dinars, but have also been 
  known to alter other patrols so they too can take a bribe.
  architecture
  In terms of basic architecture, Sirhan is unusual in 
  that even lower-class citizens own, or at least occupy, 
  courtyard houses, albeit small ones. With no rows of 
  tightly packed houses and wide main streets, the city has 
  a spacious feel. As the population has grown, though, 
  new accommodation has had to be built, and the only 
  way the builders could go is up. With houses now two or 
  three stories tall, the benefit of having an open courtyard 
  has been lost. Not that many citizens care to sit outside 
  and inhale damp, hot air these days.
  Where the city shines is in its architectural decora-
  tion—the citizens of Sirhan are keen to display their 
  wealth. Houses are brightly colored, splendid arches 
  have replaced rectangular entrances, glass windows are 
  not unusual, statues stand proud at intersections or in 
  public parks, and the grander houses boast murals and 
  mosaics on the outer walls.
  keeping the city clean and in a good state of repair 
  is becoming a major problem, though. The yellow mist 
  leaves behind a thin residue of sulfur, which if left un-
  checked quickly hardens, and the hot, moist air causes 
  brick to crumble and wood to rot at an accelerated rate.
  the Free emirate States
  
  
  major locales
  Below are some of the more notable, important, or 
  unusual places visiting heroes may have cause to fre-
  quent while in the mist-shrouded oven that is Sirhan.
  CIty dIStrICtS
  Sirhan is a small city, having just 41,200 inhabitants 
  (40% of the total population under the emir’s authority). 
  Much of the lower-class housing runs in a band immedi-
  ately north and south of the river, with isolated districts 
  dotted elsewhere. Split by the steaming River Arun, the 
  two halves are known simply as North and South Sirhan.
  Docks: Sirhan has two sets of docks on the north 
  bank of the river. In the east are wharves catering to ships 
  sailing upriver from the ocean. To the east, the wharves 
  cater for traffic sailing downstream from the farms and 
  mines. These are known as the Sea Docks and River Docks 
  respectively. The docks are no longer a bustling hub of 
  commerce. To avoid damaging their ships’ hulls, many 
  captains are choosing to make port in a sleepy village on 
  the coast and make the short trip to the city overland.
  Health: The residential districts along the southern 
  bank were, until the river began to boil, lower-class hous-
  ing occupied by dockworkers and laborers. Wealthy entre-
  preneurs bought out the occupants (paying over the value 
  of the properties), knocked adjoining buildings together, 
  spruced up the interiors and exteriors, and transformed 
  humble homes into bathhouses, steam baths, and health 
  spas. The remain buildings were turned into barbers, mas-
  sage parlors, beauty salons, laundries, taverns, and inns.
  Observatory: Although considered part of Sirhan, this 
  district lies three miles southeast of the Palace District. 
  The district is named after the Royal Observatory, but that 
  is not the only structure here. Nearby is the university of 
  the celestial Sphere. As well as classrooms, the campus 
  has student and staff accommodation blocks. Although 
  free from the mist and steam that blot out the stars, the 
  district is very dark at night. So as not to interfere with 
  stargazing, lighting is kept to an absolute minimum.
  Palace: The palace is a sprawling structure in the 
  southeast corner of the city. The main palace is a sepa-
  rate structure, around which are small but luxurious 
  townhouses for the nobles, government offices, the par-
  liament building, and barracks.
  Warehouse: Nestled between the docks is the Ware-
  house District. The warehouses are small, windowless 
  structures with thick walls and iron doors boasting 
  complex locks in an attempt to keep out thieves. Armed 
  patrols in the employ of the merchants patrol the area 
  around the warehouses day and night. A small contin-
  gent is stationed inside. The docks may be quiet, but the 
  Warehouse District continues to prosper. covered wag-
  ons carrying iron chests trundle through the streets at all 
  hours, flanked by burly mercenaries paid well enough 
  that stealing the contents of the chests is a poor option.
  CIty loCaleS
  Atif’s Jewelry Hire: As well as creating jewelry for 
  sale, Atif ibn Lahib rents pieces for social occasions. He 
  has a wide range of styles to suit every budget and occa-
  sion. While the rich have no compulsion about buying 
  expensive jewelry, wearing the same piece to multiple 
  functions has become a social taboo—it implies one is 
  short of money. The rich didn’t get where they are by frit-
  tering away money, and those not prepared to invest in 
  new jewelry every time they socialize make use of Atif’s 
  ever-changing designs. knowing he can rent them out 
  many times, Atif offers good money for unusual pieces of 
  jewelry. A seller directed to Atif receives 50% of the value 
  with a Streetwise roll, and 75% with a raise.
  Atif has never worried about customers not return-
  ing hired pieces—somehow he has managed to acquire 
  the services of a collector demon. Atif has never paid the 
  thieves’ guilds a dinar in protection—bitter experience 
  has taught them to leave him in peace.
  Bridges: Three bridges span the River Arun. All are lo-
  cated along the bank between the docks. From west to east 
  they are called The Last Bridge, Fisherman’s Bridge, and 
  Dreamers’ Bridge. constructed from stone and intricately 
  decorated (much of this has been lost below a veneer of 
  sulfur), each is wide enough to accommodate two carts 
  side-by-side as well as two columns of pedestrians.
  Fisherman’s Bridge: When fish lived in the river, the 
  bridges was crowded with citizens hoping to catch a free 
  fish for their supper. The fish may be long gone, but people 
  still gather here in numbers. Instead of fishing, they lower 
  baskets or sacks of rice, vegetables and meat into the boil-
  ing water to save on fuel. The gathering is an ideal time for 
  neighbors and strangers to swap gossip. Streetwise rolls 
  to pick up common rumors have a +1 bonus here during 
  the hours immediately before sunset.
  The Sauna: catering to merchants from Rassilon, the 
  Sauna is a steam bath built in the style of the northern 
  peoples. Pipes from the river draw in hot water, provid-
  ing plentiful steam with no cost to the business. 
  The proprietor, Al Tayyib ibn Aws, is seeking discrete 
  adventurers to help him with a “little” problem. One 
  week ago, a patron was found dead in the steam room. 
  From what Al Tayyib could tell, he had literally been 
  boiled alive. Afraid, and not prepared to risk his reputa-
  tion, he arranged for the body to be quietly removed and 
  disposed of outside the city. No further incidents have 
  occurred, but he wants the matter investigated before it 
  happens again.
  Souk of Stars: This small souk sells just cut and 
  polished gemstones and jewelry. The craftsmen in each 
  street sell one specific class of gemstone or type of jew-
  elry—precious gemstones, semi-precious stones, jewelry 
  made of gold, silver, ivory, coral, and so on. A prime tar-
  get for thieves, and not willing to trust the city guard, the 
  shopkeepers pay protection to the gemcutters’ guild. A 
  mix of obvious guards and undercover agents posing as 
  shoppers keep a very watchful eye on the souk.
  Like many souks it has multiple entrances. Inside 
  land of Fire realm Guide #21
  
  
  the strong doors are portcullises. They are lowered into 
  place at night as extra security. When an alarm is raised, 
  they are quickly lowered, trapping everyone inside. Any-
  one wishing to leave the souk must submit themselves to 
  a very thorough search.
  University of the Celestial Sphere: While the mun-
  dane charts destroyed by Arhan ibn Mahmoud have been 
  replaced, the more valuable ones were copies taken 
  from inscriptions the length and breadth of Al-Shirkuh or 
  ancient texts. The university is sponsoring expeditions to 
  Hekata, the ruins of Magor, and the Snakelands so new 
  copies may be taken and, just perhaps, original texts and 
  charts unearthed. As well as buying archaic astronomical 
  and astrology texts and charts, the university sells star 
  charts. Produced by students as part of their coursework, 
  these are sold for 20 dinars.
  The Edges the university teaches are only available to 
  characters with Arcane Background (Astrology).
  Skills: Astrology; Edges: Delay Spell, Potent Magic, 
  Spell Finesse.
  University of Hekata: The study of Hekata is a touchy 
  subject. Despite having enjoyed 600 years of normal civili-
  zation, the realm is forever associated with necromancy in 
  the eyes of most citizens. Those keen to study it are viewed 
  with suspicion, even if their motives are noble. The cur-
  riculum does not shy away from the darker side of Hekata, 
  but neither does it promote it—the study of the arcane, yet 
  alone khem-hekau, forms no part of the syllabus.
  Always keen to acquire new pieces for students to 
  study, especially papyri and copies of inscriptions, the 
  university sponsors regular expeditions to Hekata and 
  purchases interesting artifacts from visiting adventurers. 
  The Shroud of Eternity infiltrated the faculty decades 
  ago. While members are involved in the illegal trade 
  in khem-hekau artifacts, their main purpose is to sift 
  through the archives for information relating to the 
  tombs of withered pharaohs or liche-wizirs and destroy 
  it before it falls into the hands of the cult of Tammuz.
  Special: Students wishing to take advantage of the 
  skill or Edge must be able to speak Hekatic; Skills: Area 
  Lore (Hekata); Edges: Detailed Area Lore (Hekata); Lan-
  guages: Hekatic.
  The Vault of Celestial Wisdom: Naflah bint Sab, the 
  owner of this small shop, is a mundane astrologer and 
  sage. She also sells astrological charts. Always considered 
  somewhat eccentric, Naflah has lost a lot of her regu-
  lar customers since she started warning everyone who 
  entered her premises that the jinn were soon to return 
  to complete their conquest. The words didn’t scare any-
  one—everyone knows the jinn are long gone—it was the 
  wild look in her eyes and phlegm-speckled lips as she 
  hissed the words conspiratorially that caused them to 
  seek out a new fortune-teller.
  Words and Whispers: This small shop is bare save 
  for two plush couches and a number of large, plump 
  pillows. It belongs to Alzubra, and what she sells cannot 
  be stored on shelves or browsed by curious shoppers. 
  Alzubra is a Wild card lesser khamsin. Rare among her 
  kind, she enjoys conversing with other beings, though 
  JInn In Common SPeeCh
  Since the War of copper Jars, the jinn have entered 
  the parlance of every major tongue. More often than 
  not they are used in a derogatory fashion, even by 
  Devoted. Like other euphemisms and metaphors, 
  they conjure a specific image in the listener’s mind. 
  A few examples are given below, along with their 
  meaning. Throwing the occasional phrase into an 
  NPc’s speech will add an extra layer of depth.
  * All Jinn to me: gibberish; a concept the listener 
  cannot understand due to lack of experience, edu-
  cation, or (more rarely) vocabulary.
  * As happy as an ifrit in a bonfire: A very happy 
  person. Other variants exist—as happy as a marid 
  in a bathhouse is another popular one.
  * As nervous as an ifrit in a bathhouse: used to 
  describe extreme nervousness or unease.
  * As welcome as an ifrit in a candle shop: An un-
  wanted event or person. A majin in a pottery shop 
  and an ifrit among cakali have similar connota-
  tions.
  * As witty as a majin: An insult implying someone 
  is slow-witted.
  * Birthing a majin: The act of passing solid bodily 
  waste. Bleeding the khamsin is a more colorful of 
  way of saying one is passing urine.
  * Built like a majin: Describes a very well-muscled 
  person or someone who is both short and wide 
  without being corpulent. An excessively fat person 
  may be described as having the body of a lazy ma-
  jin.
  * Cooks like an ifrit: The person has a tendency to 
  burn food. The related eats like an ifrit implies a 
  glutton.
  * Fighting like an ifrit and a marid: A bitter dis-
  pute, often where neither side holds an advantage.
  * Flogging a khamsin: An impossible task or fruit-
  less endeavor. variants include skinning a majin, 
  drowning a marid, burning an ifrit, and walking 
  to Jinnistan.
  * Gone to Jinnistan: Someone who has embarked 
  on a fool’s errand. Sent to Jinnistan refers to some-
  one who has been exiled.
  * Graceful as a majin: clumsy or uncoordinated.
  * Ifrit’s heart: When used to describe a person (“He 
  has an ifrit’s heart”) it means he has a fiery and of-
  ten short temper.
  * Khamsin’s piss: A term used to let the proprietor 
  of an inn or tavern know you find his beverages not 
  to your taste.
  * Kissed by a jinni or dancing with a jinni: The 
  person is insane or has otherwise lost his senses.
  * Kissing a khamsin: The act of farting.
  * Seeing the spires of Jinnistan: Drink or drug-in-
  duced hallucination.
  * Skin like a majin: Describes a person who is slow 
  to take insult or react to taunts.
  the Free emirate States
  
  
  not socializing. She deals in information, from common 
  rumors to secret information to which only a handful of 
  souls are privy. She also gathers information to order, 
  though this takes time and costs considerably more than 
  passing on tidbits she has picked up off the streets.
  the Iron Grate
  Several months ago, prospectors searching for new 
  deposits in the higher foothills of the Dusty Mountains 
  came upon a small stream of cold water. Though it was 
  undoubtedly just one of many that fed the River Arun’s 
  main channel, it was uncharted. More curiously, the chan-
  nel it flowed along was clearly shaped by living hands.
  Intrigued, the prospectors traced it to its source high-
  er in the hills. Instead of emerging from a crack in the 
  rock, as they expected, the water trickled out of a metal 
  grille built into the living rock. The light of their torches 
  revealed it flowed through a narrow artificial tunnel, but 
  it stretched back too far into the hill for them to discern 
  any clue as to its origin. A lengthy search revealed no 
  sign of any ruins, nor any entrances.
  That part of the hills is not inside any nobles territory, 
  but they were being paid by a noble family. Suspecting 
  some lost mine or forgotten temple, they decided to keep 
  their discovery secret. After all, they would likely receive 
  no special reward for reporting it to their patron. The 
  prospectors are looking for potential business partners, 
  adventurers capable of finding a way inside and mapping 
  whatever lies beyond.
  Persons of note
  Described below are a few of the city’s many denizens 
  the heroes may encounter while exploring the city.
  GhaSSan & the maSter
  ghassan’s career as a tomb robber was abruptly cut 
  short a little over three years ago. Exploring a subterra-
  nean ruin in the mountains, he came across a most curi-
  ous, not to mention grotesque, artifact—a brain in a glass 
  jar filled with milky fluid. The jar was seated on a pedestal 
  of block stone into which was worked an intricate web 
  of silvery lines that glowed with energy and pulsated like 
  veins. curious as to its value, and blatantly ignoring the 
  pulsating silvery lines that should have been a warning to 
  leave it well alone, ghassan inspected the bizarre object. 
  For centuries, possibly millennia, the brain had been kept 
  alive by the latent psionic energy stored in the pedestal, 
  dormant but still alive. unfortunately for the tomb rob-
  ber, it was also possessed of awesome mental powers. As 
  ghassan touched the glass, the brain awakened. With the 
  merest thought, it ensnared the tomb robber’s mind.
  His will utterly crushed, ghassan is now a puppet of 
  the brain, whom he refers to only as The Master. What-
  ever intelligence he once possessed has been replaced 
  with the high animal cunning and survival instincts 
  found in predators. The brain has put its slave to good 
  use. In order to survive without the pedestal (which 
  cannot be moved without destroying the circuits), the 
  brain requires its fluid, actually the pulverized brain of 
  a sentient being mixed with salt-saturated water, be re-
  placed every month. For each month this is not done, 
  its intelligence and psionic ability diminishes (though its 
  hold over ghassan is absolute).
  The Master is not a Puppet Master. It was, however, 
  given its unholy life by those mysterious beings. Like them, 
  it has dreams and aspirations beyond the ken of any lesser 
  being. Its first pet project was to split the thieves’ guild 
  into rival factions, though to what end only it knows.
  hearthKeePer Salazar
  A free lesser ifrit, Salazar never placed much faith in 
  religion. He was present at the destruction of the cakali 
  homeland, and on that day he saw with his own eyes the 
  impotence of the supposed greater powers. Where were 
  the gods, he thought, as tens of thousands of devout fol-
  lowers were incinerated? captured by Suleiman after the 
  War of copper Jars, Salazar expected to be imprisoned 
  or destroyed. Instead, Suleiman bade him go into the 
  desert, for in time he would find his faith and earn re-
  demption for his cruel acts.
  Five centuries later, the jinni ran across a cleric of 
  kenaz in the deep desert. Intrigued by the fiery being, the 
  cleric attempted to open a dialogue. Equally intrigued 
  by the human’s red robes and mention of a deity of fire 
  (without any earth additions), Salazar chose to respond.
  Now a follower of kenaz, Salazar is intrigued by the 
  disappearance of the god and why fire-based powers are 
  failing in Rassilon but not in Al-Shirkuh. He has a theory 
  that neatly solves both issues in his mind—kenaz en-
  tered Jinnistan, perhaps seeking aid from the ifrits, and 
  was trapped there when Suleiman sealed off the realm. 
  Being further away from the gates, it is only natural that 
  Rassilon is suffering first. The accepted dates of the dis-
  appearance and sealing are decades apart, but given the 
  devastation wrought upon Rassilon during the Blizzard 
  War, he figures someone probably made a mistake.
  SIGWIF bJornSdottIr
  A part-time student at the university of the celestial 
  Sphere and frequent visitor to the archives of the Royal 
  Observatory, Sigwif is a priestess of Maera native to Roy-
  almark. Her main interest lies in gathering together the 
  many stories concerning the constellations and studying 
  how different patterns evolved among different cultures. 
  Having completed a lengthy tour of the northern conti-
  nent, she is now embarking on a second volume of her 
  magnum opus—the skies of Al-Shirkuh.
  Fair-haired, not unattractive, and with freckled pale 
  skin, she is prepared to join any expedition planning on 
  exploring ruins likely to contain ancient astronomical or 
  astrological knowledge.
  land of Fire realm Guide #21
  
  
  Physical dismemberment is a common punishment in 
  Al-Shirkuh. Within the Sultanate, carrying out the grisly 
  but necessary task is the responsibility of masked swords-
  men belonging to the guild of Executioners.
  Among the Faithful, headsmen are part of the cult of 
  Tammuz, its members all paladins of the god of justice. 
  Its headsmen operate openly, backed by the power of 
  their cult and favor of their deity, refusing to hide their 
  features behind masks. This description applies only to 
  the Devoted sect, as does the Headsman Edge.
  history
  The first official state executioners existed long before 
  the arrival of the jinn, in an age when belief in the gods 
  was absolute and unchallenged. In those ancient days, 
  the task of carrying out the courts’ judgments fell solely 
  to paladins of Tammuz, god of justice.
  When the Sultan forbade worship of the gods in favor 
  of following the teachings of the Hamad al-Shuf, the 
  paladins were forced to make a choice. Most refused 
  to give up the recently rediscovered gods and fled the 
  oppression. Others saw wisdom in Suleiman’s teachings 
  and gave up their faith in favor of the new creed. Now 
  without a purpose, many of these banded together, cre-
  ating an organization of independent executioners and 
  offering their services to the state.
  The nobility saw the benefits of such a guild, for while 
  they held ultimate power and were responsible for de-
  termining sentences, albeit through the courts in most 
  cases, the blood of those they condemned to death or 
  mutilation would be on the hands of the swordsman.
  The guild was officially recognized by the Sultan in 
  34 cJ. For five centuries the Headsmen have dutifully 
  carried out their grisly but necessary work. Because the 
  Headsmen serve as convenient scapegoats, the Devoted 
  nobility has never tried to assert any control over the or-
  ganization. For their part, the Headsmen have remained 
  servants of the courts, never seeking to influence trials.
  unlike the paladins of Tammuz, for whom carrying 
  out dismemberment is but one of their many duties, the 
  Headsmen have become specialists in removing limbs.
  Structure
  The guild of Headsmen is unusual in that while it is 
  an independent organization, it is ultimately answerable 
  to the ruling nobility of the Sultanate and the state courts, 
  for it is from these that it draws both its authority to carry 
  out its work and its reason for existence. Because of this, 
  the Orders Hindrance applies not the guild directly, but 
  to any court or nobleman with the legal authority to pun-
  ish criminals with physical dismemberment. Similarly, the 
  connections Edge applies both to fellow Headsmen and 
  court officials. It does not, however, grant allies or friends 
  among the nobility. To those of lofty station, Headsmen 
  are servants and tools, to be wielded as they see fit.
  The word guild is misleading, for no formal hierarchy 
  exists within the guild. Rather, it is a collective, where 
  each member is considered the equal of his peers. Defer-
  ence is shown to long-serving members or those who 
  serve the higher nobles out of respect.
  As a result of its loose nature, the guild polices it-
  self—members are expected to act against comrades 
  who bring the organization’s name into disrepute.
  The guild formally acknowledges two types of Heads-
  man. The first are in permanent employment, tied either 
  to the law courts or to a nobleman with the power to 
  pass sentence on criminals. The second type are itiner-
  ant executioners. They travel Al-Shirkuh in search of 
  employment. Most often they find work among Devoted 
  Bedu—while Bedu nobles are quick to sentence the 
  guilty, they prefer not to stain their hands with blood, 
  leaving the grisly work to professionals.
  While the guild is publicly acknowledged across Al-
  Shirkuh, it is a shadowy organization. The names of its 
  members are closely guarded secrets known only to a small 
  handful of bureaucrats. Even then, city officials know only 
  a handful of Headsmen. Boasting no guildmaster, head-
  quarters, or central register, no one alive knows the exact 
  size of the guild or the names of its entire membership.
  Often code names and alias are used to protect the ex-
  ecutioners’ identities from reprisals by the condemned’s 
  kith and kin. When not actively employed, many Heads-
  men work in other occupations. A simple farmer, a la-
  borer, even a merchant—anyone a citizen passes in the 
  street could be a state sponsored executioner. A small 
  few serve as bodyguards, or hold minor roles in their 
  master’s court. Due to the secrecy surrounding their 
  identities, few Headsmen actually know any of their 
  peers when the masks are removed.
  Although considered agents of the Sultan, Headsmen 
  have no authority to arrest criminals, conduct trials, or 
  carry out sentences without official sanction.
  emblem
  The guild’s main emblem is the mask that conceals its 
  members from those who might seek retribution and from 
  GuIld oF headSmen
  licensed executioners
  the Free emirate States
  
  
  his family and friends, who may shun him for his unclean 
  occupation. Some favor simply eye coverings, while others 
  prefer full face masks to ensure anonymity. Leather is pre-
  ferred over metal, but there are no strict requirements.
  The trademark mask was not officially adopted until 52 
  cJ. During the Days of Many gods, executioners had no 
  need to conceal their features—they were clerics carrying 
  out a sacred duty. This is still true in modern times.
  Although the mask is distinctive, all members are re-
  quired to possess a license. Licenses are issued each year 
  and are available from any clerk of Executions within the 
  Sultanate. By law, only Headsmen with a current license 
  may perform legal dismemberment.
  Playing a headsman
  As a Headsman you are bound to obey the orders of 
  the courts and the nobility. you have no interest in guilt 
  or innocence, for that is the job of the judiciary. When 
  they pass sentence, you are expected to carry out the 
  punishment without question or hesitation.
  Being a Headsman is not easy. your job has made you 
  many enemies, though your mask affords you anonymity 
  and protection from recrimination. Whether you can trust 
  your comrades to keep your secret depends on their nature. 
  If you can’t, then your frequent disappearances as you an-
  swer the call for justice to be dispensed may lead to awkward 
  questions. Be sure you have a good answer to hand.
  unless you have taken up a permanent position with 
  the courts, you are free to travel as you wish. So long as 
  you do not neglect your duties, the guild, such as it is, 
  cares nothing for what you do to earn a living or repu-
  tation. Just remember that in order to be issued a new 
  license you must return to the Sultanate once a year.
  Combat advICe
  The best tactic open to you is to intimidate a foe as 
  quickly as possible. Even if you only have Intimidation 
  d6, the bonus from wearing your mask will allow you to 
  terrorize many opponents. Assuming you succeed, the 
  +2 bonus you gain to your next action against that foe 
  automatically offsets the penalty for called Shots to the 
  limbs, and halves the penalties to the head or vitals. If 
  you need to close to melee, keep intimidating him while 
  you move, using the bonus to try and Shake your foe.
  Once you get into a position to use your Headsman 
  Edge, the modifiers combine to completely negate pen-
  alties for called Shots to the head and vitals.
  The great thing about this tactic is that you can keep 
  reusing it, even against the same opponent. And if your 
  Intimidation die is high enough to weather a multi-ac-
  tion penalty, you might even be able to benefit from one 
  set of bonuses with a zero modifier called Shot while 
  setting up another for the next round.
  Another variation on this theme is to intimidate sev-
  eral foes (over the course of several rounds), storing up 
  those +2 bonuses for later in the combat.
  advanCeS
  Accuracy is obviously very important when making 
  called Shots, so ensure your Fighting die is high. A maxi-
  mized Strength die is not essential since most called 
  Shots afford some damage bonus, though it should not 
  be neglected—there is little point in successfully per-
  forming a tricky maneuver if you don’t have the strength 
  to make the damage count.
  Intimidation is your second most important skill. 
  Although Taunt is not a core requirement, take it at d6. 
  Then take Strong Willed. As a Social Edge, it stacks with 
  your Headsman Professional Edge for a +4 bonus to 
  Intimidation rolls (when you are masked).
  called Shots can be combined with Frenzy and Sweep. 
  The former is especially useful, since it gives you two 
  chances to deliver a maiming or killing blow each round. 
  Sweep combined with a called Shot to the head allows 
  you the chance to decapitate a handful of foes in a single 
  blow. If you’re willing to spend bennies, One Step One 
  kill combined with an Intimidation roll and your Heads-
  man Edge is a truly lethal combination.
  Trademark Weapon helps further alleviate attack pen-
  alties, though be careful not to wield that blade when 
  carrying out state punishments if it carries any identify-
  ing marks—no mask is going to protect your identity if 
  you use a clearly distinguishable weapon.
  First Strike is a good Edge for any fighter, but more so 
  for you—if you haven’t moved or don’t intend to move 
  during the round, it allows you to benefit from your 
  Headsman Edge against a foe moving adjacent to you.
  given your Professional Edge requires you to be 
  stationary when taking the called Shot benefit, you’re 
  going to be stationary for at least one round, which 
  means any nearby allies of your opponent are likely to 
  vent their anger on you. If you want to survive, consider 
  taking Block early on.
  nPC reactions
  concealed behind his mask, a Headsman is a symbol 
  of fear, the swift, and many would say harsh, punishment 
  that awaits those who break the Sultan’s laws. Most citi-
  zens are Neutral toward the masked swordsmen, neither 
  wishing to be seen to be friendly toward the execution-
  ers nor offending them. To the courts and nobles Heads-
  men are simply servants, and thus a Neutral reaction is 
  the norm.
  Without his mask, a Headsman is just another citizen. 
  Reactions to him are thus based on his public profes-
  sion and identity. Should he be publicly unmasked as a 
  Headsman, though, he is likely to suffer unfriendly or 
  Hostile reactions—the citizens may see the need for 
  executioners, but that does not mean they approve of 
  the profession. Worse, it opens the Headsmen to re-
  venge attacks—the courts or nobles may have issued the 
  punishment, but it is the Headsmen who suffer vengeful 
  citizens’ wrath.
  land of Fire realm Guide #21
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SOURCE: textdata/thevault/Triple Ace Games/Hellfrost - Land of Fire/TAG35021 - Realm Guide 21 The Free Emirate States.pdf