TEXT: Introduction
  For thousands of years the medusae have slumbered beneath the Statue Hills, waking 
  only once every century or so to check on their minions and put their long-term plans into 
  action. The return of the ophidae has given them new hope, for now it is possible to sire 
  a new generation. Soon their eggs will hatch. Soon the hatchlings will grow to adulthood. 
  Soon the medusae will emerge from the subterranean homes to conquer the surrounding 
  desert. This supplement expands on material found in Hellfrost: Land of Fire.
  Early HIstory of tHE rEalm
  Today the land may be commonly known as the Realm of the Medusae, but they are but 
  the most recent of many cultures and races to call the hills (and surrounding desert) their 
  home. Although always arid, in the days before Hekata rose to power there was enough 
  rain to support settlements, albeit only small towns and villages. Indeed, before the down-
  fall of the jinn rainfall was still enough to provide for subsistence level existence.
  Though the landscape was hard to traverse and farm, the region rapidly grew to be-
  come a trading crossroads. Merchants from the Grazelands, the land now known as the 
  Free Emirates, Hekata, and the distant cities of the Empty Zone all came here to conduct 
  business. Though the native cultures produced little of worth, the people grew prosper-
  ous from the caravans that flowed through their settlements.
  The names of the human cultures that once dwelt here are long-forgotten, erased first 
  by the scorpionmen and ophidae during their long and bitter war which saw many humans 
  enslaved, and later by the armies of Hekata, who came here as liberators but imposed 
  their own culture on the inhabitants. Scraps of writing clearly show a hieroglyphic script, 
  not uncommon at this time, for the cakali had yet to extend their teachings this far. Un-
  fortunately for scholars, their words cast no light on the names of the people, their settle-
  ments, or their gods. Even the Bedu speak of these ancient cultures only in terms of the 
  hill people, the desert people, and the valley people. It seems these names originated in 
  Hekata, for similar titles have been unearthed there.
  Weathered remains of buildings, mere stumps after five millennia, show little sophisti-
  cation. Mud bricks were favored over stone, and if they built grand temples or palaces they 
  have not withstood the passage of time. Likewise, no tombs have been found. Perhaps they 
  cremated their dead, maybe some of the tombs associated with Hekata or the tunnels now 
  used by orcs and hyaenidae once housed their dead, or possibly their tombs have simply 
  yet to be discovered. For now, they are a mystery, more lost cultures among many.
  35016
  • R E A L M  G U I D E  # 1 6 •
                    
  Author & Layout: Paul Wade-Williams
  Editing: Danny James Walsh
  Graphic Design: Robin Elliott
  rEalm of tHE 
  mEdusaE
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  How many mEdusaE?
  This simple question has kept scholars and explorers 
  engaged in debate since the days of Hekata. The low-
  est estimates place their strength at a few hundred, the 
  highest in the thousands. For all the tales and legends, 
  the total number of medusae alive today number just 30. 
  That will soon rise dramatically, for after millennia they 
  have once again bred with captive ophidae. Hundreds of 
  eggs lie undisturbed, and they are close to hatching.
  Even if the lords of the great cities knew just how 
  few they were, it is unlikely they would even consider 
  launching expeditions to eradicate them. The medusae 
  and their servants do not trouble the outside world (save 
  for raiding foolish caravans that stray too close to the 
  border), the region is remote from the cities, and the 
  various myths regarding their powers would lead to mu-
  tiny if an army were ordered to go there and wage war.
  HIbErnatIon
  As noted in the core setting book, medusae are not 
  immortal, and extend their lives through entering a state 
  of hibernation. In this state their body ages at a rate of 
  just a few months for each century that drifts by. Entering 
  torpor is not like falling asleep.
  First, it takes months of mental and physical prepa-
  ration to condition the medusa for her extended rest. 
  Unlike preparing for torpor, a medusa can awaken from 
  hibernation and be fully alert in a heartbeat. 
  Second, unlike a sleeper, the medusa is not oblivious 
  to the waking world. While her senses are greatly dulled, 
  she can still employ them. It is rather like sensing the 
  world through a thick fog. Treat a slumbering medusa’s 
  Notice as d4. Still, it does mean they can listen to reports 
  from their underlings, and then decide whether or not 
  they need to rouse themselves to deal with the situation. 
  Some medusa have even learned how to give brief orders 
  while in torpor, though this is physically and mentally 
  demanding, and leaves the medusa weakened. For the 
  purposes of oversleeping (see below), each order given 
  counts as an additional decade of sleep.
  Torpor is not an indefinite means of prolonging life, 
  and there are risks. For each century of unbroken sleep 
  after the fourth, the medusa’s Strength and vigor drop 
  one die as her body begins to wither. once either attri-
  bute drops below a d4, she can no longer rouse herself. 
  Unless awakened by her minions (or physical injury that 
  causes at least a Shaken result), she will eventually die. 
  Lost attribute dice recover at the rate of one die (not per 
  attribute) per year of being fully awake.
  Medusae are experts at long-term planning. Sleeping 
  for centuries means that much will change in the world. 
  Their servants are given instructions to help them cope 
  with this mistress’ prolonged absence, and they have 
  proven very adept at following them to both the spirit 
  and the letter. Since Suleiman walked the earth, no me-
  dusa has died from excessive hibernation.
  once they awaken, they spend the first few months 
  learning what has transpired since they entered hiberna-
  tion. They may then spend a decade or more planning 
  their next moves before returning to sleep. Without ever 
  hibernating, a medusa can expect to live for around five 
  hundred years.
  Exploration
  Although the medusae are rightly feared, the greatest 
  dangers to explorers are the heat and the lack of water. 
  There is little one can do about the former. once the sun 
  rises, the exposed rock rapidly heats.
  Travelling through the winding valleys protects one 
  from the searing rays of the sun, but it is like walking 
  through an oven. With only slight air flow to provide 
  any respite, the air rapidly grows hot enough to scorch 
  the lungs. Movement across the hill tops is cooler, but 
  this leaves one exposed to the many spies employed by 
  rulEs of tHE rEalm
  Apply these rules in the Realm of the Medusae.
  * Arid: The Realm of the Medusae is extremely 
  arid. The chances of rainfall are 1% in summer, 5% 
  in spring and fall, and 10% in winter. Even when 
  it does rain, there is only a 10% chance the water 
  soaks the barren rock and sand.
  * Eyes Everywhere: The medusae are a paranoid 
  lot, ever suspicious of their sisters. The hills and 
  forest are seeded with spies—serpent, hyaenidae, 
  and orc. Each day, intruders must make a coopera-
  tive Stealth roll, with the character with the lowest 
  Stealth as the lead, opposed by a Notice d6 (a ge-
  neric value used to represent the many sentries) in 
  the hills, and d8 in the Forest of Stone. characters 
  maneuvering through the valleys have a +2 bonus. 
  Failure means the characters’ intrusion has been 
  discovered. An orc or hyaenidae attack is likely to 
  occur within the next 2d4 hours.
  * No Trading: The Realm of the Medusae has no 
  shops. once the characters enter this realm they 
  must rely on whatever resources they have at their 
  disposal or can scavenge from the dead.
  * Noisy Forest: Throughout the day and night 
  the Forest of Pillars is extremely noisy. creaks and 
  groans echo constantly as the cracked pillars ex-
  pand and contract with temperature changes. No-
  tice rolls involving sound are made at –2 because of 
  the constant noise.
  * Temperature: The heat in the Forest of Pillars 
  is intense during the day. It is only slightly lower 
  at night, being kept higher than the surrounding 
  lands by the pillars, which slowly release the heat 
  they have stored. The nighttime temperature drops 
  just 1d2 levels.
  During daylight hours, the temperature in the val-
  leys of the Statue Hills is Scorching. on the exposed 
  hill tops and in the Forest of Pillars is it very Hot.
  land of fire realm Guide #16
  
  
  the medusae. In the Forest of Pillars, not even nightfall 
  brings respite from the heat, for the stony remains of the 
  trees radiate heat absorbed during the day.
  The valleys provide cover from sentries up above, but 
  often they narrow to a width that permits only single file. 
  In some instances explorers must turn sideways to navi-
  gate along them. In the latter case, it is only possible to 
  use one hand in combat, this robbing intruders of their 
  weapon or shield.
  Despite being regarded as arid and barren, those wise 
  in the lore of the desert and blessed with a little luck 
  can find nourishment. Pools of water lie just under the 
  surface where rocks overhang the valleys, and there is 
  even edible plant life in such places. Edible small ani-
  mals, such as jerboa, scorpions, and snakes hop, crawl, 
  and slither through the valley bottoms, sheltered from 
  the burning sun except for a few hours each day. on the 
  hills, they hide in cracks, coming out to hunt only in the 
  hours before dawn or after dusk.
  Bedu joke that a man may not have a thick skin before 
  he enters the Realm of the Medusae, but he will quickly 
  gain one on his travels. Fortunately, and contrary to 
  many stories, the medusae are largely inactive—perhaps 
  one or two are awake at any one time. What explorers 
  must beware are their orc and hyaenidae slaves.
  Those who claim feelings of being watched are rarely 
  suffering from heat exhaustion. concealed in rock cut 
  caves and the remains of watchtowers of old, these loyal 
  servants keep a close eye on who enters the realm, as 
  well as the troop movements of rival medusae. Warlike, 
  greedy, and hungry, they use their knowledge of the 
  landscape to prepare deadly ambushes.
  military
  Medusa appreciate order, and their slaves are ar-
  ranged on the principles of units of ten. Ten warriors 
  form a squad (led by an elite warrior), ten squads form 
  a company (led by a non-Wild card chieftain), and ten 
  companies form a regiment (led by a Wild card chief-
  tain). Typically, every company has two priests and a war 
  drummer as part of the command squad. 
  To prevent unnecessary disruption, orcs and hyaeni-
  dae are never employed in the same units. In practise, 
  such rigid organization is virtually impossible to achieve. 
  Squads of ten are easy enough to form, but not every 
  medusa has enough warriors at her disposal to create 
  whole regiments.
  For orcs, this rigid command structure means the 
  usual means of promotion through murdering your 
  superior have been abolished in favor of earning rank 
  through loyalty and hard work. Not only does this make 
  the orcs unusual, it makes them a superior enemy.
  In addition, each medusa maintain a personal body-
  guard of one to five companies. These fanatics rarely 
  leave her nest, and membership is reserved for elite 
  troops. Unofficially, they are known as Eyes, for it is also 
  part of their duties to report any dissension in the ranks 
  to their slumbering mistress. Few medusae trust hyaeni-
  dae to watch over their slumbering bodies and fabulous 
  wealth. In game terms, all bodyguard units are made up 
  of elite orc warriors, and every squad is led by a non-Wild 
  card chieftain.
  Even though they can receive reports while asleep, 
  medusae prefer to remain undisturbed. Standing orders 
  are passed down through the generations, hammered 
  home into every warrior the moment he is old enough 
  to talk. Punishment for those who disobey these orders 
  is swift and harsh—officers never know when their mis-
  tress may awaken to request a status update, and their 
  fate is worse then death, for it is said to be turned to 
  stone traps the soul.
  major locales
  In many cases the existence of these locales is only 
  rumored, and of the more monstrous locales, they are 
  mentioned only in fanciful tales designed to warn people 
  from entering the realm of the medusae. Whether or not 
  they truly exist will only be settled when a brave enough 
  party of adventurers investigates the region in detail.
  ampHItHEatEr of tHE 
  damnEd
  on the central southern slopes of the Statue Hills 
  is a natural, circular depression. The inner slopes have 
  been artificially terraced, though the workmanship is 
  crude. Ingress into the depression can be gained from 
  clambering down the hills and through the terraces, or 
  by walking through a gateway flanked by lifelike statues 
  of warriors, their weapons held aloft in salute, that marks 
  the entrance from the forest floor.
  The centre of the depression is flat, an immense circle 
  measuring 100 yards across. Gazing up, one feels one 
  is standing inside an amphitheater. Dotted throughout 
  the arena floor are dozens of statues. Almost every race 
  is represented, as are many fearsome beasts. Most are 
  badly damaged, cracked by time, and missing limbs. Even 
  so, it is still possible to discern that they are remarkably 
  lifelike, and were once masterpieces of sculpture. Given 
  their origin, this is not surprising.
  The depression is indeed an amphitheater. Here, me-
  dusae settle disputes by having champions fight to the 
  death. Those defeated are rarely put to the sword—the 
  medusae have a more pleasing manner of executing the 
  losers. Though rarer now, gladiatorial events pitting orcs 
  against captives from other races once kept the slaves 
  amused and their appetite for blood quenched.
  Fortunately for interlopers, the arena is used only 
  rarely, so the odds of encountering a medusa are very 
  low. Unfortunately, not all of the statues are inanimate. 
  A few are stone golems, imported long ago to fight in 
             
                     
  realm of the medusae
  
  
  the arena as gladiators, while others are living statues, 
  victims of the medusae’s fell gaze given an artificial sem-
  blance of life through complex rituals. While they fight 
  any creatures stupid enough to step into the arena (un-
  less given orders to the contrary by a medusa), they do 
  not venture past the gates. They will, however, climb into 
  the terraces in pursuit of intruders.
  anarI CastlE (ruInEd)
  The Anari conquerors only built cities in what is now 
  the Free Emirates, but their emperors were keen to ex-
  pand beyond the protected strip of land into the interior 
  of Al-Shirkuh, lured by nomads’ talk of fabulous cities 
  filled with gold, silver, and gems.
  In order to provide trade caravans and armies with a 
  safe haven in the hostile wastes, the Anari constructed 
  a huge castle in the western hills of the Realm of the 
  Medusae. The fortification was large enough to house 
  400 fighting men and the staff needed to support them, a 
  monstrous edifice to the growing insanity of the emper-
  ors and their grand dreams.
  Although frequently troubled by orcs and hyaenidae 
  subservient to the medusae, the snake-headed devils 
  did nothing to remove the interlopers—the castle lay far 
  from their nests, and the invaders soon learned the limits 
  of where they were welcome. Attempts to expand south 
  were thwarted by the jinn, and northward the ghastly 
  legions of Hekata swelled their ranks with new recruits 
  from the doomed expedition forces. In the end, the castle 
  marked the furthest permanent expansion of the Anari 
  into the true desert, and it was an isolated outpost.
  The Anari learned to their cost just how hostile the 
  desert could be. With no natural water supply, no oases 
  within hundreds of miles, and little rainfall, the garrison 
  was forced to rely on caravans from their distant cities to 
  supply all their provisions. These proved prime targets 
  for hostile Bedu tribesmen and the medusae’s minions.
  Today, the ruin is abandoned. Bandit gangs occasion-
  ally seek refuge here, or use it as a temporary headquar-
  ters, but they rarely stay long. Nomads claim the ruins 
  are haunted by the spirits of the Anari soldiers, who 
  perished of thirst or went mad and leapt from the walls. 
  Even the orcs and hyaenidae give it a wide berth.
  CursEd VallEy of pyramIds
  In the northeast of the Forest of Pillars lies the mouth 
  of a wide valley. The medusae’s servants fear to venture 
  here, making it appear a sanctuary for trespassers.
  Dotted across the valley for many miles are small, mud 
  brick pyramids. Each rises no more than 20 feet into the 
  air, and has similar dimensions at the base. If inscriptions 
  once marked the stones, they are long crumbled to dust, 
  for the structures are in a poor state.
  What the pyramids might contain has never been dis-
  cerned. It is entirely possible one or more were opened 
  in the olden times, but no inscriptions relating to the 
  strange edifices have been unearthed. The logical con-
  makInG GolEms & statuEs
  While golems and animated statues are usually hu-
  manoid, it is possible to create them in the shape of 
  any creature. Below are some guidelines.
    lIVInG statuEs
  Living statues are mortal creatures who fell victim 
  to the petrifying gaze of a medusae and who have 
  been given false life. Whether or not a medusa’s 
  gaze really traps the soul is irrelevant—a living stat-
  ue is not a sentient being, and has absolutely no 
  personality. To create one, take the base stats of the 
  living creature and apply the following changes.
  * Smarts drops to d4 (A).
  * vigor increases one die. Above a d12, vigor in-
  creases by a single point (so d12+1, etc).
  * Ignore any armor (worn or natural). Drop the 
  damage die of edged and piercing weapons one 
  step. Damage falling below a d4 becomes zero.
  * Add Arcane Resistance, Armor (+3), construct, 
  Fearless, and Slam (Str damage) to the special abili-
  ties. Drop any Undead ability.
  * Retain the creature’s original Size.
  * Decide which other abilities to retain. Because of 
  the medusae’s ritual, most abilities still apply. For 
  instance, a stone manticore can still fire tail darts, 
  venomous creatures can still inject poison. and 
  so on. Spellcasting is impossible due the creature 
  having no intelligence. common sense should al-
  ways apply—a stone royal guard mummy may have 
  mummy rot, but it’s no longer susceptible to fire.
    stonE GolEms
  Unlike the ghastly living statues so beloved by me-
  dusae, stone golems only take the form of living 
  creatures—they were never alive. To create unusu-
  al stone golems, take the base Traits for the living 
  creature the golem represents, and apply the fol-
  lowing changes.
  * Smarts drops to a d4. Any (A) rating is lost—
  golems may not be geniuses, but they are capable 
  of logical thought.
  * Increase vigor by two die types. Above a d12, vig-
  or increases by a single point (so d12+1, etc).
  * Apply the Armor, construct, Fearless, Hardy, and 
  Slam special abilities. Size is variable. creatures 
  with a Size rating retain that value if the golem is in-
  tended to be life-sized, though it is always possible 
  to create larger or smaller golems.
  * other special abilities based on the base creature 
  stats should be determined by the GM. Golems 
  can have natural weapons, such as bite and claws, 
  but most others except combat Edges should be 
  dropped—golems are not living statues.
  land of fire realm Guide #16
  
  
  clusion is they are tombs, perhaps of the earliest kings 
  who ruled here. Near the entrance are great piles of 
  shattered pottery, indications of a long tradition of offer-
  ings. It requires some digging to reach the layer of pots 
  deposited by the Hekatics, for the orcs and hyaenidae 
  have also honored whatever rests within the tombs.
  At the far end, cut into the sheer cliffs that mark the 
  valley’s terminus, are a pair of huge stone doors. These 
  are engraved only with a single image, a gargantuan head 
  with an enlarged cranium and tentacles sprouting from 
  its maw, its colossal form straddling the join where the 
  doors meet. What lies beyond it anyone’s guess.
  Some strange magic protects the site, for unless one 
  travels along the valley floor it is impossible to locate the 
  end of the valley from other routes. Records laid down 
  long ago tell of hardened explorers become lost in the 
  hills even while walking the slopes above the valley, and 
  of feelings they were being guided away from the cliffs by 
  some monstrous, alien personality.
  Grand tEmplE of ss’EsslIs
  While the medusae remain hostile toward the ophi-
  dae, they actually follow the same god—the medusae 
  believe they are the appointed followers of Ss’esslis (his 
  inhuman cult will be detailed in Realm Guide #17: The 
  Snakelands of Old), destined to rule the mortal realm 
  in the name of the coiled Serpent. To honor their deity, 
  they erected a huge temple.
  Under ancient tradition laid down long ago, only the 
  queen and her appointed successor (the next oldest 
  medusa) may study to become priests. When one dies, 
  another is chosen to take her place.
  The Grand Temple supposedly lies at the heart of the 
  Forest of Statues. Legends and stories indicate much of 
  the temple is below ground, the upper structure being 
  little more than a fortified entrance watched over by fa-
  natical orc guards. The stories go on to tell that within 
  the main hall, located at least three levels below the sun-
  baked surface, is a huge statue of the snake god, a statue 
  made of solid gold with emerald eyes the size of fists and 
  a red tongue carved from a single, perfect ruby. Not only 
  is the temple guarded by fierce orcs, but it is home to 
  many gigantic serpents. Talk of curses placed upon the 
  gems is popular with storytellers.
  A network of tunnels extends deep into the sur-
  rounding hills, linking the various medusae nests. These 
  tunnels are heavily trapped, and the whereabouts of the 
  defenses known only to the individual medusa to whose 
  lair they lead and her closest supporters.
  HEkatIC ruIns
  The Hekatic pharaohs’ war with the scorpionmen led 
  to their armies conquering the Statue Hills, an outpost 
  of the scorpionmen. Too arid to farm and of little mili-
  tary use, the pharaohs nonetheless built temples here to 
  mark their victories and fortifications to guard against 
  counterattacks by the vengeful scorpionmen.
  Around –1925, the medusae entered the Statue Hills. 
  The Hekatic defenders put up a brave resistance, but 
  their swords and arrows were no match for the gaze of 
  the fell snake-women. Abandoning their holdings, the 
  armies marched first to Hekata, and then to wage a war 
  of vengeance on the ophidae, for it was obvious to the 
  pharaohs the medusae were a tool of the snake-men. 
  Although victorious, they returned to the arid hills only 
  much later, and their second foray was short.
  Still visible today on the hilltops are the weathered 
  remains of stone temples and mud brick forts. Nothing 
  of value remains, for the orcs and ophidae have had over 
  two millennia to pick over the remains.
  Everwatch Fort: Built by Pharaoh Banenre II, it 
  served as a refuge from the conflict tearing apart Hekata. 
  Banenre’s dreams of forging a new kingdom with him 
  as its eternal ruler were short-lived, for no sooner was 
  the fort completed than Apophis rose from his slumber 
  and brought the pharaohs to heel. Fearful of the great 
  lord’s power, Banenre departed for Hekata to swear al-
  legiance to the unliving god, leaving his soldiers, several 
  companies of skeletal warriors, behind in readiness for 
  his return. What became of Banenre is unknown, but he 
  never again walked the Statue Hills.
  For over 1500 years, the pharaoh’s loyal warriors have 
  obeyed their last order to the letter—protect the fort. 
  Their numbers have been greatly reduced by orc attacks 
  down the centuries, but they still patrol the battlements 
  in the heat of day and chill of night.
  What attracts treasure hunters here is the story of the 
  pyramid. That the fort was constructed by a pharaoh 
  is logical, for no others wielded the authority for such 
  a project. What else could be inside the pyramid but a 
  pharaoh’s treasury? The pyramid is mostly solid. A secret 
  door allows access to a stairwell cut into the hill. At the 
  bottom is a series of treasure vaults, protected by traps 
  and guarded by undead creatures.
  The fort is a simple mud brick compound with a 
  small pyramid of similar construction at its core—a far 
  cry from the magnificent monuments for which Hekata 
  was renowned.
  Noble Tombs: Many of the nobles who once ruled 
  here in the name of the pharaohs still lie in their rock 
  cut tombs cut into the steep sides of isolated valleys. 
  The various necropoleis contain anywhere from 5 to 50 
  chambers. With little wealth to pay workers, noble dy-
  nasties were interred in the same funerary complex.
  The medusae’s servants have plundered dozens of 
  tombs down the ages, but they quickly learned the mea-
  ger rewards were not worth the dangers, and so gave up 
  the practice. As nobles of a worthless border realm, their 
  grave goods were those of paupers compared to their 
  kith and kin back in the Hekatic homeland. cunningly 
  worked traps destroyed their bodies, while vengeful 
  mummies, awakened in or shortly after –302, threaten 
  their immortal souls.
  Unfortunately for would-be heroes, the nomads that 
  live in the surrounding region have inflated the wealth of 
  the nobles to levels that would make an emir faint with 
  realm of the medusae
  
  
  jealousy. These tales have lured many a greedy soul to an 
  untimely death.
  JInn GatEs
  At the southeastern edge of the blasted hills, at the 
  mouth of a narrow valley that marks the easiest point 
  of entry into the core of the domain, stand two colossal 
  stone columns. once they were decorated with writing, 
  but time and the elements have these away. Nomad tradi-
  tion, which has filtered along the trade roads to the great 
  cities, takes two forms.
  Faithful claim they were created by Geb-Agni, who 
  came to hate the medusae after the ophidae deity 
  Ss’esslis stole the secret of how to transform things into 
  stone. Written upon them were fell curses that keep the 
  medusae from ever leaving their homeland. Since they 
  are never found elsewhere, they logically conclude the 
  curse is obviously still working.
  Devoted swear the columns are actually two marid 
  jinn. Suleiman, wise in all things, tricked them into en-
  tering the realm. Some say he taunted them, claiming 
  that the medusae were masters of the earth, not they. 
  The pair had barely put a foot inside the accursed realm 
  when they gazed upon the glittering eyes of the unholy 
  creations of the ophidae.
  over the centuries, the gates have become sacred 
  places. Faithful believe that Geb-Agni is present here, for 
  he is lord of all stone, while Devoted claim the spirits 
  of the jinn serve those who give proper supplication in 
  the hope Suleiman will take pity on them and release 
  them from their captivity. The area between the gates 
  shows clear signs of intense heat being applied many 
  times. Those who do not know the legends (knowledge: 
  Folklore roll required) often believe some diabolical 
  trap incinerates those foolish enough to step through 
  the gates.
  Spirit Name: Eye-Shield (Faithful) or The Stone 
  Twins (Devoted).
  Ambience: In the gap between the gates, living 
  creatures feel as if they have grit in their eyes. A Spirit 
  roll is required each time one enters the area to become 
  distracted by the constant irritation. Failure means a –1 
  penalty to all Trait tests. on leaving the area, the irrita-
  tion immediately ends.
  Deity: Geb-Agni (Faithful) or majin jinn (Devoted).
  Senses: Notice d4.
  Communication: None.
  Powers: Those who complete the ritual of sacrifice 
  gain a +2 bonus to Spirit rolls to avoid being petrified 
  by a medusa’s gaze. Notice is reduced one die type, to 
  a minimum of the supplicant becoming unskilled. The 
  ability and its linked penalty last but ten rounds (one 
  minute), but can be activated any time as a free action 
  within a year and a day of the ability being granted.
  The same bonus also applies to entangle, hamper 
  movement, and sluggish reflexes powers with a stone 
  trapping, though for those thinking of entering the 
  Realm of the Medusae this is a secondary benefit.
  Sacrifice: In order to awaken the spirit, supplicants 
  must destroy metal items to a value of 500 dinars. These 
  must be melted down to slag between the gates, a pro-
  cess taking an entire day (one must construct a furnace 
  and bring it to an intense heat).
  tHE labyrIntH
  Stories of labyrinths are popular entertainment 
  among all civilized races. The heroes of these tales must 
  show cunning and resourcefulness to navigate them and 
  avoid the many pitfalls, though of course there is always 
  an element of combat against some deadly guardian to 
  keep audiences interested.
  Legends say the labyrinth of the Statue Hills was con-
  structed by a Hekatic pharaoh to protect his enormous 
  treasure hoard while he lived. A moral tale, it tells how 
  the pharaoh forgot the safe route as old age addled his 
  brain. Since only he could open the magical locks that 
  protected the treasure house at its heart, he was forced 
  to enter the maze. Naturally, he never came out.
  More modern stories tell that Suleiman created the 
  labyrinth either to protect secret wisdom or as a spiritual 
  journey for those who seek oneness. of course, only a 
  hero of pure heart will ever find the center.
  Before one can tackle the maze, one must actually 
  locate the entrance. Rather than being an elaborate gate-
  way proclaiming doom to all who might enter (as sto-
  rytellers often claim), it is nothing more than a narrow 
  crack in the side of a hill. Within, the labyrinth is made 
  up of rough cut tunnels, rather than smooth, paved pas-
  sageways. Despite the traditional links to Hekata, it is 
  entirely possible the stories are naught but legends of a 
  complex natural cave system.
  various attributes have been applied to the labyrinth. 
  Traps are always present, but there are many tales of 
  walls that slide across the passageways, altering the 
  layout at random intervals. The one that most fascinates 
  audiences is the story of a bronze golem cast in the shape 
  of a minotaur (a popular choice, though no storyteller 
  or sage recalls why). Its breath is super-heated steam, its 
  horns are deadly points, and its axe glows red hot.
  The minotaur may in fact by a khalkotauroi, but if this 
  is so, it beggars the questions of how it got there, these 
  bull-shaped bronze golems were created by the jinn, and 
  they arrived centuries after Hekata had fallen to ruin.
  tHE mEdusaE QuEEn’s palaCE
  The largest medusa hive is that of queen Syraxix. Sup-
  posedly located beneath the northern Statue Hills and 
  accessible only via the labyrinth of tunnels that sprawl 
  out from the Grand Temple, the palace is actually a war-
  ren of tunnels and chambers. Hundreds of elite orcs, not 
  to mention other monstrosities subject to her will, guard 
  her palace from unwanted intruders.
  At the center is the queen’s audience chamber and 
  private rooms. The expansive chambers are lavishly 
  decorated with artifacts from down the ages. After nearly 
  land of fire realm Guide #16
  6
  
  three millennia of (non-continual) existence, she has 
  gathered a vast hoard of treasure, including many pow-
  erful relics. Some stories say her followers looted Hekata 
  and the jinn lands after they fell to ruin. If even a tenth 
  of these stories hold any truth, there is wealth enough 
  to buy an entire city, perhaps an entire emirate, hidden 
  beneath the sun-blasted hills.
  Though few who come here in search of coins and 
  gems realize it, these trappings form a large part of the 
  queen’s tremendous wealth. Unfortunately, many items 
  are very difficult to move without magic.
  tHE twElVE statuEs
  Everyone alive today assumes the Statue Hills were 
  named for the medusae. Before the rise of the jinn, ev-
  eryone knew the name related to a specific legend dating 
  back many millennia.
  The story went that a rich and possibly mad noble 
  (or merchant, priest, or magician, depending on the 
  audience and the storyteller) had 12 life-sized statues 
  constructed and placed atop the dozen highest peaks. 
  This alone is hardly a noteworthy feat. What makes his 
  endeavor unusual is that each statue was cast from solid 
  silver, with skin of beaten gold, ivory hair and nails, and 
  blue or green emeralds for eyes. Today, even one statue 
  would cost tens of thousands of dinars.
  The story of the statues is still heard in the market-
  places of Al-Shirkuh, but it has been displaced in time, 
  and now relates to Suleiman. The Faithful believe each 
  statue represented one of the major gods. Devoted claim 
  they were images of his chosen disciples, the ones re-
  sponsible for spreading the true faith across the desert.
  As is often the case, such stories have more fiction 
  than fact. The statues were cast of iron (a rare metal in 
  those distant days), and each was a golem, a sentinel set 
  in place to watch over the approaches. This naturally 
  demands a question be asked—given that the land was 
  hardly prime agricultural, mining, or military territory, 
  what were they guarding?
  Six of the golems have survived the passage of time 
  and impact of weapons. No longer standing still, they 
  stalk the valleys and hills, slaying everything that crosses 
  their path. could vague stories of a secret Hekatic dia-
  mond mine be true, or was something so precious its 
  safety could not be entrusted to mortals buried here?
  VallEy of tHE oraClE
  In a valley in the eastern hills, reachable from the sur-
  roundings sands, stand the remains of a temple. All that 
  is visible on the surface is a raised stone platform (as-
  cended by just three steps), two rows of weathered col-
  umns (some standing, some prone), and a huge statue of 
  a cowled figure inscribed with lettering indecipherable 
  even by magic (the altar). What god the builders wor-
  shipped is unknown. While there is writing, there are no 
  statues or carved images.
  The site is regarded as a divine oracle by the Faithful 
  and home to a jinn oracle by the Devoted. There is a 
  thin slot in the statue’s mouth, just wide enough to ac-
  cept a coin. After offering a dinar, the statue reveals the 
  answer to one question. Being on the periphery of the 
  realm, few orcs ever come here, making it relatively safe 
  for those who need divine solutions to mortal problems. 
  Nomads admit its replies are very cryptic, but even living 
  oracles rarely speak in clear terms.
  Alas for those in need of wisdom, the oracle is a total 
  sham. It is actually an immobile golem preprogrammed 
  to randomly speak a cryptic answer from a set list. It is 
  clever enough not to give the same answer to questions 
  posed in the same day. This has somehow helped main-
  tain a thin veil of believability in its legendary powers 
  that has lasted the age. Similarly, the temple served no 
  deity, and the writings are gibberish, nothing more than 
  random marks (which explains why speak language is 
  no use).
  When the oracle was constructed and by whom is lost 
  to history. The money slides down through the statue 
  into a subterranean vault. originally the vault was reach-
  able by means of a secret passage cut into the nearby 
  cliffs, but this was buried beneath an avalanche centuries 
  ago. Given that the oracle is still used by nomads today, 
  and has existed since at least the days of Hekata, the se-
  cret depository holds a truly colossal amount of money. 
  of course, the builder installed many traps and placed 
  many guardians to deter thieves who discovered the se-
  cret of the oracle.
  nEw orC trIbEs
  Several unique orc tribes serve the medusae.
  * Earth Shakers: This tribe honors Apep (see 
  Realm Guide #5). Warriors (including chieftains, 
  berserks, and elite warriors) treat their Size as +2 
  for the purposes of generating knockback only. 
  clerics only have spells from Apep’s list.
  * Snake Biters: Despite the name, this tribe does 
  not bite snakes (although it does eat them). Every 
  warrior is subjected to multiple bites from venom-
  ous snakes over his life in order to build up an im-
  munity to the poison. They have +2 to vigor rolls 
  to resist poison.
  * Snake Charmers: Warriors of the Snake charm-
  er tribe catch small venomous serpents, which 
  they carry around in large sacks. These sacks can 
  be thrown to a range of 2/4/8, and release a Small 
  Burst Template swarm of snakes the round after im-
  pact. Their preferred tactic to empty the sacks into 
  valleys being traversed by intruders.
  * Stone Eyes: This tribe inhabits the Forest of Pil-
  lars, where they act as guards for the medusae. They 
  suffer no Difficult Ground penalties in this terrain.
  * Valley Rats: Long accustomed to life on the steep 
  valley sides, every member of this tribe has climb-
  ing equal to his Fighting die.
  realm of the medusae
  
  
  persons of note
  only madmen, those who seek a perverse immortality, 
  those who wish to die, and the servants of the medusae 
  walk the barren hills and scorching valleys.
  tHE blInd mEdusa
  A century ago, a medusa became embroiled in a 
  lengthy war to capture territory from a rival. As the 
  conflict dragged on, she dared break the ancient law 
  proscribing assassination. Her plan was unsuccessful, 
  but her treachery was discovered. She was dragged be-
  fore the queen, who was awakened from hibernation to 
  dispense justice.
  The punishment was especially cruel—the medusa’s 
  eyes were torn from their sockets, and she was cast into 
  the wilds, where it was intended she would die a slow 
  death. Against all odds, she survived. Through an im-
  mense force of will, she has learned to see through the 
  eyes of the snakes that adorn her head, though she is 
  incapable of petrifying victims.
  one hundred years have given her much time to 
  ponder the meaning of life. She no longer cares for the 
  machinations of her race, nor their plans for conquest. 
  She desires only to learn about the many races and cul-
  tures that now walk the earth. In return for that wisdom, 
  she is quite prepared to reveal information about her 
  sisters, even to would-be assassins and thieves.
  Since medusae are universally hated by civilized be-
  ings, she cloaks her form in a heavy cowl. Nomads native 
  to the surrounding desert have consulted her at times, 
  and while they do not call her a friend, she is not re-
  garded as an enemy, either.
  why Come Here?
  If the threat of fierce orcs and barbaric hyaenidae is 
  not enough to keep the curious away from a realm largely 
  devoid of food and water, the threat of encountering a 
  medusae is more than enough to weaken even a tested 
  hero’s courage. So, why would the adventurers risk life 
  and limb coming here?
  * orders. There are several cults that detest snakes, 
  but none are foolish enough to send agents to the Realm 
  of the Medusae. Even those that seek knowledge or 
  treasure can think of better places to dispatch minions. 
  This isn’t to say a hero would never be ordered to visit 
  the accursed land—offend the wrong patron and a trip 
  here might be deemed a suitable penance, or method of 
  permanently removing a thorn in the patron’s side.
  * knowledge. While the medusae remember the glory 
  days of the ophidae and Hekata, they are not inclined 
  to discuss such topics with outsiders. However, their 
  lairs are likely to contain many scrolls written in such 
  times. Although largely worthless in monetary terms, the 
  knowledge they might reveal to a sage is incalculable. 
  Better still, they may indicate how the medusa came into 
  being, and whether they have any weaknesses.
  * Treasure. Greed is an ancient and potent motive for 
  heroes as well as rogues. As well as stories of intact Hek-
  atic tombs replete with gold funerary objects, the tales of 
  the vast wealth of the medusae is legendary. Anyone who 
  survives to return with even a fraction of their accumu-
  lated riches would be set for life, but such an endeavor 
  would require brains as well as brawn.
  * Glory. For low Rank parties, the ready supply of 
  orcs and hyaenidae is an opportunity to make a name 
  as a brave fighter. Those who have already slain such 
  creatures, and who perhaps seek immortality in poems, 
  may wish to come here to test their wits against that of a 
  medusa. It is not a challenge for the faint of heart, but it 
  is a quest worthy of endless praise.
  * Short-cut. Technically, traversing the Statue Hills is a 
  shortcut across the desert. However, given the rough ter-
  rain and winding valleys, not to mention the arid state of 
  the land and thousands of hostile orcs, one would have 
  to be insane or desperate to attempt such a journey.
  adventure seeds
  In addition to the seeds buried in the text above, here 
  are a few extra to sow in your fertile imagination.
  * Through divination, a noble (or other rich and in-
  fluential citizen) has learned that his only child has suc-
  cumbed to a medusa’s gaze in the dreaded Statue Hills. 
  While he knows their condition cannot be reversed, 
  he offers great wealth to anyone who can return his 
  offspring’s stone form to him intact. He does not know 
  the exact location of the “statue,” though.
  * A blind paladin of karmelos seeks to test his mettle 
  against a medusa, believing the gods took his sight for 
  this very reason. Although he has learned to somewhat 
  compensate for his infirmity in battle, his lack of sight 
  leaves him unable to travel far. He seeks courageous 
  souls to escort him into a medusa’s lair, where he plans 
  to face one in solo combat.
  * A nobleman has enjoyed the many sins life has to 
  offer, and all without a care for his immortal soul. Now 
  that old age creeps up on him, he desires to laugh in the 
  face of the gods. Rather than have his soul condemned 
  to the Bottomless Pit, he wants to have it trapped on the 
  mortal world for all eternity. In order to achieve that, he 
  wants to stare into the eyes of a medusa. He is hiring 
  guards to protect him from the many orcs, and lead him 
  to one of the snake-headed sisters.
  * An alchemist or cleric of Marqod recently unearthed 
  an ancient scroll. Written on it was an antidote to the 
  medusae’s deadly gaze. Unfortunately, one of the key 
  ingredients is a quart of medusa blood.
  * orcs are raiding the Northern Trade Road, and 
  threatening the safety of Black Palm oasis. Their lair is 
  within the Realm of the Medusae.
                        
                         
  land of fire realm Guide #16
  
  
  Gods & monsters
  This section details one minor deity, variant powers 
  for medusae, and one new monster.
  HandarsaGa 
  Titles: The Immovable one, creator of Absolute or-
  der, Hater of chaos, Father of order, Lord of the Present, 
  Upholder of the Law.
  Aspects: Stasis.
  Affiliations: Geb-Agni, Shamash.
  Symbol: A clenched fist made of stone.
  Priesthood: Guardians of order (priests); Guardians 
  of Law (paladins).
  Herald: None.
  Duties: To impose order, to resist change.
  Sins: (Minor) making a hasty decision or Wild Attack, 
  running except to flee a foe; (Major) going berserk, 
  being the target of a quickness or speed spell; (Mortal) 
  perverting the course of law and order.
  Holy Days: Harmony End Day and Law Day (see 
  Realm Guide #2: The Jinn Lands of Old) are high holy 
  days. The first yaus al-Maat of each month is a holy day.
  Signature Power: Entangle.
  Powers: Barrier, hamper movement, knockdown, 
  sluggish reflexes.
  Trappings: clerics who honor Geb-Agni’s version 
  of the cult must always use earth trappings. Those of 
  Shamash must always use light.
  Special: clerics cannot take the Fleet Footed Edge.
  Shamash cares nothing for balance. In his eyes, the 
  universe can only function smoothly if order is imposed. 
  To ensure chaos could not return, he appointed Handar-
  saga to maintain order in his place while he sought out 
  Iblis, father of chaos. Handarsaga detests change, at least 
  rapid change. order is best preserved when things move 
  slowly, and thus he is regarded as the god of stasis, of 
  the here and now. He does not lack imagination, merely 
  the drive to push through change without long and care-
  ful thought. Naturally, he has no love for Upuaut, whom 
  he considers flighty and irresponsible for giving into his 
  wanderlust, for without planning there is only chaos.
  While Shamash is the dominant affiliation, Handar-
  saga is also associated with Geb-Agni. This branch of 
  the cult believes stone, an unyielding substance, is the 
  foundation upon which order is built. This is clearly vis-
  ible in the buildings of Al-Shirkuh—mud brick structures 
  perish and collapse into chaos, while stone ones endure 
  the ages and maintains their orderly form.
  Shrines are rare, for while he upholds Shamash’s laws, 
  he does not make them. outside of his cult, he has few 
  worshippers, though those who feel events are moving 
  beyond a pace they can manage may offer prayers.
  Priests are advisors and long-term planners. A hasty 
  decision may seem right at the time, but without thor-
  oughly thinking through ever possible outcome, such 
  decisions are often the tools of chaos. Thus, they preach 
  patience and forethought over knee-jerk reactions. A few 
  work as architects, favoring symmetry in their designs.
  Paladins are guardians of law and order. They are not 
  interested in whether a law is just, only that it be obeyed 
  to both the spirit and letter, for without law there would 
  be no society. As such, they serve in cities alongside the 
  watch. Whereas some watch members may turn the other 
  cheek, paladins of Handarsaga cannot be bribed, threat-
  ened, or tricked into ignoring a crime. Paladins are not 
  judges or executioners—the courts decide such things.
  ceremonies are boring to outsiders. clerics impose 
  order on their minds through a variety of means. Some 
  copy out the laws of the land, others build perfectly sym-
  metrical piles of stones, or stand rigid, refusing to move 
  a muscle while they offer praise to their god.
  Character Guidelines: Spirit is essential for not only 
  invoking miracles, but for resisting attempts to way you 
  from your duties. knowledge (Law) is a vital skill for 
  paladins, who need to know what constitutes a crime in 
  the many realms. Strong Willed suits the cult’s mentality 
  of not reacting to outside influences too hastily, and cau-
  tious and Stubborn are the perfect Hindrance for their 
  mindset. Many paladins favor defensive Edges over ones 
  that allow multiple attacks, believing it is better to be 
  patient and watch for an opening than rush in without 
  fully knowing what you are up against.
  Huwawa, spawn of
  According to legend, Huwawa was one of Iblis’ lieu-
  tenants, a minor deity, but a fearsome one. Shamash cut 
  Huwawa in twain with his fiery scimitar (some stories 
  say he decapitated him), but the parts still wriggled and 
  writhed. Shamash cut each of these parts in half, but still 
  they would not die. After slicing them into hundreds of 
  small chunks and seeing they still moved, Shamash cast 
  them from the heavens. The writhing slivers of flesh fell 
  to the mortal world, where each immediately grew into a 
  lesser version of Huwawa.
  Spawn of Huwawa are monstrous beings. Gigantic 
  bipeds, their skin is scaly, their hands are the paws of 
  a lion, their tail is a living serpent from whose fangs 
  drips venom, and their face is a coil of sickly green flesh, 
  similar in appearance to the entrails of men. Fortunately, 
  they are mortal creatures.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength 
  d12+2, vigor d10
  Skills: Fighting d8, Intimidation d10, Notice d12, Stealth 
  d6
  Pace: 6; Parry: 6; Toughness: 12 (2)
  Treasure: None
  Special Abilities:
  * Armor +2: Scaly skin.
  * Claws: Str+d6.
  * Fear (–1): Anyone who sees a Huwawa must make a 
  Spirit roll to avoid Terror.
  * Fiery Breath: As an action, a spawn can exhale a 
  stream of fire. This fills a cone Template. Anyone un-
                         
  realm of the medusae
  
  
  der the template must make an Agility roll at –2 or suf-
  fer 2d10 damage and have a chance of catching fire.
  * Roar: As an action, a spawn of Huwawa can emit a ter-
  rifying roar. Anyone within 12” who hears this must 
  make a Spirit roll to avoid Terror.
  * Size +3: Spawn of Huwawa average 15 feet tall.
  * Tail: Str+d4, Reach 1, venomous poison. A spawn of 
  Huwawa can make a single Fighting attack with its tail 
  each round as a free action. This never incurs a multi 
  action penalty.
   kHalkotaur
  According to storytellers, the great ifrit nobles created 
  golems in the form of bronze bulls and bestowed unto 
  them the ability to breathe fire. These they used to pull 
  their iron chariots or as mounts. What became of the 
  khalkotauroi (plural form) after the downfall of the jinn 
  is unrecorded. Some sages claim they were destroyed, 
  for undoubtedly the jinn rode their chariots into battle 
  against Suleiman. others claim the creatures still exist, 
  locked away in some subterranean vault, awaiting the 
  command from a powerful ifrit to awaken and wreak 
  vengeance on mortals.
  Attributes: Agility d6, Smarts d4(A), Spirit d8, Strength 
  d12+4, vigor d10
  Skills: Fighting d6, Notice d6
  Pace: 7; Parry: 5; Toughness: 14 (4)
  Treasure: None
  Special Abilities:
  * Armor +4: Bronze bodies.
  * Construct: +2 to recover from being Shaken. No ad-
  ditional damage from called Shots. Immune to dis-
  ease and poison.
  * Fiery Breath: khalkotauroi can exhale fire using the 
  cone Template. Every target within this cone may 
  make an Agility roll at –2 to avoid the attack. A kha-
  lkotaur may not attack with its gore in the round it 
  breathes fire. Damage 2d10 and victims have a chance 
  of catching fire.
  * Gore: khalkotauroi use the charge maneuver to gore 
  their opponents with their long horns. If they can 
  move at least 6” before attacking, they add +4 to their 
  damage total.
  * Horns/Kick: Str+d6.
  * Size +3: khalkotauroi are large creatures.
  VarIant mEdusaE
  While the most common medusae are snake-headed, 
  scaly-skinned humanoids, there are others with different 
  physical forms and abilities. In some instances the differ-
  ences are obvious. other times, they come as a shock to 
  those who think they know the race. Each of these variant 
  medusae uses the same basic medusa stats, but has one or 
  more additional special abilities from the list below.
  * Alternate Poison: Not every medusa has snake-hair 
  that injects venomous poison. variants may have 
  deadly, paralysis, or knockout venom, or spit venom 
  using the medusa’s Shooting to Range 1/2/4. Similar-
  ly, the strength can be varied, giving victims a penalty 
  (or maybe even a bonus) to vigor rolls.
  * Arrow Hair: This medusa can pluck a snake from her 
  head and fire it like an arrow using her bow. Damage 
  is 2d6, but Shaken or wounded targets are also sub-
  ject to the snake’s venom.
  * Serpentine Form: Instead of legs, the medusa has a 
  serpentine form from the waist down. They may make 
  a Fighting roll to grapple a foe using their long lower 
  bodies. The round it entangles and each round there-
  after, the medusa causes Str+d6 damage. The prey 
  may attempt to escape by getting a raise on an op-
  posed Strength roll. A serpentine form medusa may 
  not use her tail to grapple and perform other Fighting 
  actions in the same round.
  * Thick Scales: The medusa has Armor +2, giving her 
  Toughness 8 (2), but has difficulty moving fast. Pace is 
  lowered to 4, and her running die to a d4.
  pErmanEnt pEtrIfICatIon?
  That a player character can die on the result of a 
  single Spirit roll might, at first, seem rather harsh. 
  combat is certainly deadly, and any damage roll can 
  Ace, but there are ways to lessen the danger— Parry 
  can be increased with Edges or shields, a character 
  can use terrain to make himself a more difficult tar-
  get, armor can be worn to help lessen the effects of 
  blow, and magical healing can be quickly applied. 
  None of these are any use against a medusa’s gaze.
  GMs thinking of altering the medusae’s petrifying 
  gaze should remember that these creatures are ex-
  tremely rare; unless the heroes go looking for one, 
  they are never going to encounter one—they are 
  not “wandering monsters” found roaming the open 
  desert. Second, they are ancient beings of legend-
  ary might, not common foes to be slaughtered en 
  masse. killing a medusae (after defeating its many 
  minions) should be a noteworthy event, not just an-
  other encounter.
  For GMs that want a cure for petrification, there 
  are options. Dispel, though, is not one of them—
  allowing such a quick cure not only cheapens the 
  medusae, it raises the question of why no one else 
  has done this. A relic of Geb-Agni might reverse the 
  condition, a rogue majin elder might know a cer-
  tain charm, a scroll hidden in an ophidae temple 
  might contain a spell, or perhaps a list of ingredi-
  ents needs to be gathered in order to create an al-
  chemical brew.
  Whatever the chosen cure, it should be usable just 
  once—if the heroes can remove petrification on 
  a whim, not only do the medusae lose their most 
  feared power, but you can bet your last dinar the 
  players will abuse it and go around transforming 
  every statue in the realm back into its living form.
  land of fire realm Guide #16
  10
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost - Land of Fire/TAG35016 - Realm Guide 16 Realm of the Medusae.pdf