TEXT: Introduction
  Once the home of the cakali, once a center of enlightenment and invention, once a 
  green and pleasant land, the Plains of Ash is now a blasted wasteland, a testament to 
  the unearthly might and fury of the jinn. To most it is a featureless waste, a stain on the 
  landscape to be avoided out of fear of what might lurk there. To the cakali, it is their 
  spiritual home, and a reminder that freedom requires sacrifices. This supplement expands 
  on material found in Hellfrost: Land of Fire. 
  OrIgIns Of the CakalI
  Humanoid, intelligent, and honorable, the origins of the cakali race have been much 
  debated by human scholars and sages down the ages. That the race is old is beyond argu-
  ment—inscriptions and texts from ancient Hekata clearly indicate the cakali were known 
  during that age, and even the arrogant sphinxes reluctantly speak of them as an advanced 
  race who existed long before their ascent.
  Unfortunately, human bias has led to some question whether the cakali are a true race, 
  one forged by the gods, or a slave race created by the sorcerers of Hekata. Others argue 
  the race was created by Duamutef, though again such tales can be most ungenerous. Some 
  who profess this belief claim the cakali were nothing more than Duamutef’s hunting dogs, 
  and their appearance on the mortal realm came from some accidental escape or an act so 
  foul that it resulted in banishment from the heavens.
  The early cakali were a nomadic people whose grazing and hunting grounds were cen-
  tered on what is now the Plains of Ash. Barbarous and scattered, the tribes were united 
  by Anup, a philosopher whose wisdom saw them rise from a primitive people to heights 
  of civilization only now being equaled by humans. Indeed, at the time the cakali achieved 
  their enlightened state, men were still scrambling around in caves and hitting each other 
  with stone axes. Although Anup became the race’s first king, he was never worshipped as a 
  deity. Instead, he was honored as a spiritual and temporal teacher. After the War of Copper 
  Jars, this led many cakali to believe Suleiman was Anup’s spirit made flesh, returned to 
  lead them from darkness into a new era. Such claims are impossible to verify, but this has 
  not stopped most cakali from adopting the Devoted creed.
  Anup preached peace over conquest, and while various human empires rose, expand-
  ed, declined, and fell, most notably that of Hekata, the cakali were content to stay within 
  their realms, venturing forth only as teachers and merchants, never as conquerors. That 
  Duamutef is most often portrayed as a cakali may be a folk memory of individual members 
  35010
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  of the race appearing out of the desert to pass on Anup’s 
  wisdom or of the great schools that accepted students of 
  all civilized races without prejudice.
  Why the jinn, whose heartlands lay close to the cakali’s 
  kingdom, never attempted to subjugate or destroy the 
  race has remained a mystery. While it is true some cakali 
  offered the invaders their services as scribes, accountants, 
  and architects, the race neither bowed down before the 
  unearthly beings nor brokered any official pact. Again, 
  certain humans have used this strange event to slight the 
  race, accusing them of serving the jinn as slavers. more 
  enlightened souls have suggested the cakali knew some 
  secret or possessed some object the jinn feared, though 
  exactly what is open to endless speculation and debate. 
  If the cakali know anything, they are refusing to say.
  Those so inclined to spout anti-human rhetoric fuel 
  their arguments by repeating what is already a known 
  fact—the cakali sided with the jinn when the War of 
  Copper Jars erupted. Again, exactly why is unknown, for 
  until then the cakali had been neutral in jinn affairs.
  As history records, the cakali were ultimately betrayed, 
  and which led to them openly taking up arms, and in 
  turn led to the destruction of their homeland with the 
  loss of countless lives. 
  That the cakali were welcomed by Suleiman is not 
  questioned by Devoted, for one, Durukan, numbered 
  among his closest disciples. Indeed, as old age crept 
  up upon him, Suleiman spent more time talking with 
  Durukan than all his other disciples combined (though 
  in some altered texts the cakali is replaced with a hu-
  man). Some scholars have even suggested Suleiman was 
  educated by the cakali, though with all relevant records 
  destroyed this cannot be proven.
  Though they have reverted once again to a nomadic 
  lifestyle, the cakali do not see themselves as a fallen race. 
  They still retain their deep-rooted sense of honor and 
  follow Anup’s wisdom, but they know they will never 
  again rebuild their cities. Scattered they may be, but no 
  enemy can ever again attempt to destroy the entire race 
  by targeting their population centers, and the past can 
  never be reclaimed, no matter how hard one tries.
  BOndsmen
  Due to their unusual practice of taking bondsmen, 
  accusations of being slavers have dogged the cakali for 
  endless generations. While the early cakali tribes did 
  engage in open slavery, it was abolished by Anup. In its 
  place, he created the system known as bonding.
  Unlike slaves, bondsmen are not unwilling partici-
  pants in the relationship, they are not seen as property, 
  and they cannot be bought, sold, or traded. It is true they 
  do not receive a wage, though generous masters often 
  give them gifts as tokens of appreciation, and over time 
  close friendships can form.
  Becoming a bondsman is always a conscious decision. 
  Under no circumstances will a cakali ever force, trick, or 
  cajole another into servitude, even if he has saved the oth-
  er’s life. In many cases, bondsmen who owe a life debt are 
  those who cannot escape death without the cakali’s direct 
  help. for instance, a traveler staked out in the desert by 
  bandits to die a slow, lingering death will likely be saved. 
  Whether he offers to repay the debt is his choice.
  likewise, no cakali is required to demand a bonding 
  for giving aid—he is responsible for feeding, clothing, 
  and equipping his servant, and few cakali can afford even 
  one bondsman. Similarly, accepting an offer of becom-
  ing a bondsman is the cakali’s choice—he is under no 
  obligation to agree.
  Possessing a bondsman is not a simple contract be-
  tween the two parties—it requires sacred oaths to be 
  recited in front of witnesses and is sworn in the name 
  of the gods (faithful) or Suleiman (Devoted). Breaking 
  the bond is a serious offense, and one punished by the 
  unseen powers that drive the universe.
  As for the terms of the pact, which can never be al-
  tered from their original wording, the bondsman is duty 
  rules Of the realm
  These setting rules apply in the Plain of Ash.
  * Black Ash: The choking ash is a threat to health, 
  and makes travel arduous. Each day spent in the 
  Desert of Ash, travelers must make a vigor roll (+2 
  if wearing a sand hood) or suffer a level of fatigue 
  from inhaling ash. This is removed as per Bumps 
  and Bruises.
  The fine ash varies in depth from a few inches to 
  many yards. Even at its thinnest, it is difficult to 
  traverse. Overland Travel Pace is always halved. In 
  combat situations, the terrain is difficult ground.
  * Depressing: The bleak landscape offers little joy. 
  Each morning, travelers must make a Spirit roll or 
  suffer a –1 penalty to all Spirit rolls for the remain-
  der of the day. Penalties are not cumulative—either 
  the bleakness has got to you or it hasn’t.
  * Fire Magic: The land within the Plain of Ash still 
  contains much magical energy. Attempts to cast 
  spells or miracles with a fire or heat trapping are 
  made at +1.
  * Firestorms: As if to ensure the cakali never settle 
  here again, firestorms (see Realm Guide #2: The 
  Jinn Lands) regularly ravage the plain. Each day, the 
  gm should draw a card. On a red Jack through Ace, 
  a firestorm sweeps across the region at some point 
  during the day.
  * Lifeless: The land is a blasted waste, largely de-
  void of water, flora, and fauna. Those who know 
  where to look may find sustenance, but it is not 
  easy. Survival rolls to find food or water suffer a –8 
  penalty.
  * Spoiled Rations: Each day, explorers must make 
  an individual Survival role. failure means they have 
  failed to adequately protect their provisions from 
  the black ash. They lose one quart of water and one 
  pound of food from their remaining supplies.
  land of fire realm guide #10
  
  
  bound to obey his master, serve him loyally, never slight 
  his name, protect his honor, and, if assigned to serve as 
  a bodyguard (a rarity), protect his life. In return, he can 
  expect to be fed and watered, equipped as necessary to 
  fulfill the role his master sets him, be treated fairly, and 
  be protected from harm. most cakali treat a bondsman 
  with the same respect they show his master.
  COde Of hOnOr
  All cakali obey a strict code of honor. In part this is the 
  same code all nomads follow, but it goes much deeper. 
  Cakali do not kill defenseless beings, do not lie (though 
  they may refuse to speak), do not own slaves, never 
  judge a man by his education (not all beings embrace 
  Anup’s wisdom), and try to avoid dishonoring others 
  without good reason. Defaming the name of Suleiman is 
  considered a slight to their honor.
  exploration
  The Plains of Ash is a depressing place. As far as 
  the eye can see there is naught but black ash, broken 
  sporadically by some blasted and melted remnant of an 
  ancient cakali city. Those who know their history are bur-
  dened by the knowledge that every step they take is not 
  only through a ruined landscape, but may cause them to 
  tread on the incinerated remains of the many thousands 
  of souls who once called the realm home. Even when the 
  sun sets there is little comfort, for strange howls carry on 
  the wind. While explorers convince themselves these are 
  naught but cakali dirges, there remains a nagging worry 
  they are the cries of the dead, for many restless ghosts 
  haunt the Plains of Ash.
  The black ash is more than just a weight on one’s 
  spirit. The fine particles are whipped up by any distur-
  bance, and the wind is heavily laden with them. Even 
  with adequate coverings, within an hour travelers find 
  their spittle is black, their nasal passages are clogged 
  with grime, and their eyes are raw from the constant 
  assault by the dust. Even camels, created by Duamutef 
  to withstand the airborne sand particles of the trackless 
  sands, cannot block out the ash.
  The ash clings to everything it touches. Exposed 
  flesh is quickly covered with a grimy layer, which must 
  be constantly scraped off to allow the body to sweat. 
  Clothes and armor become impregnated with dust, re-
  quiring a dozen washes to scrub clean, rations become 
  tainted, and waterskins left open for even a few minutes 
  are found to have a scummy layer of ash floating on the 
  surface of their contents. Within the plain there is no 
  escaping the ash.
  Travel is arduous. Every step causes an explorer to 
  sink, on average, to shin height, and in some cases much 
  deeper. Sand riggers have no hope of traveling through 
  the ash, and camels endure difficulties. great care must 
  be taken with every step, for there are sinkholes and area 
  of black mire, quicksand covered in a layer of black ash.
  No oases exist here. Any water immediately turns the 
  ash into a thick paste, which makes travel dangerous after 
  the sporadic winter rains have fallen, as pools of “quick-
  sand” develop. Skilled explorers may find a pool beneath 
  a rock, but such water must be consumed or potted 
  quickly, lest it to become tainted. food is in equally short 
  supply, for very little flora or fauna flourishes here.
  religion
  The majority of cakali are now Devoted, seeing in 
  Suleiman the reborn spirit of Anup. That he chose to 
  return as a human is not seen as odd, for the cakali were 
  already an enlightened race, while the humans were be-
  ing led from the darkness of oppression into the light of 
  freedom. To depict Suleiman as a cakali is seen as a grave 
  insult both to the great teacher and the cakali race.
  Those who retain the faithful creed are most likely to 
  honor Duamutef. He is seen as the creator of the race, 
  and as the god of the desert and nomads their savior, for 
  it was he who reminded them of the old ways that have 
  enabled them to survive once again in the harsh desert.
  While the great cities and their schools are long gone, 
  qedeshet remains an important deity. less concerned 
  with invention these days, cakali offer his praise in his 
  aspects of diplomacy, trading, and storytelling. Though 
  they invented the alphabet still used today, the race has 
  developed a strong oral tradition—thought cannot be 
  destroyed, as the cakali say. Thus, as well as being teach-
  ers, clerics are viewed as historians and record keepers.
  Upuaut, another cakali deity adopted by humans mil-
  lennia ago, is worshipped frequently, though he rarely 
  has truly devoted worshippers. Not only is it a fool who 
  embarks on a journey without his blessing, but the cakali 
  retain knowledge of many secret paths through the desert.
  Apsu is given praise, for water is necessary for life, 
  though true centers of worship exist only in the few oa-
  sis governed by cakali tribes. Ashtart, once important in 
  the cities of old, may be honored in such places as well, 
  though her cult is extremely small. Other deities are wor-
  shipped based on personal choice and profession.
  funerary CustOms
  many cakali who know their time is nearly at an end 
  endeavor to reach Blacksand Oasis. After the funerary 
  rites are completed, the corpse of a Devoted is cremated 
  in accordance with tradition and the ash thrown into the 
  wind that keeps the black ash at bay. If all is well and the 
  soul has achieved Oneness, the remains are blown into 
  the plain to join with the remains of those who perished 
  in the disaster. Should the ashes fall to the ground or 
  blow in another direction, then the soul has entered the 
  Bottomless Pit. faithful cakali who die at the oasis are 
  carried far into the ash and buried as deeply as possible. 
  Here their mortal remains will lie for eternity, their flesh 
  slowly mummifying in the dry dust.
             
  the Plains of ash
  
  
  trade & tribute
  Trade is not as frequent as it once as along the Ash 
  Road—the sole trade route within the Plains of Ash—
  since the Silk Road closed, but Blacksand Oasis remains 
  an important hub. Here, merchants from the Caliphate 
  and Sultanate gather to trade with their counterparts 
  from Jadid, City of Trade. The oasis also serves as the 
  marketplace for local Bedu tribes.
  In return for offering water and safety, and the chance 
  to catch up on gossip, the yalarfal tribe charges a tax of 
  0.5% of every cargo’s value. With coins being of little use 
  in the middle of a desert, the tax is paid in goods the 
  tribe needs or can trade with other nomads. They also 
  sell their unique dung-smoked cheese, an acquired taste, 
  but one growing in popularity in the cities.
  Treasure hunters hoping to find remnants of the 
  destroyed cakali civilization are out of luck. The sale or 
  trade of such relics is strictly forbidden. Any items discov-
  ered are confiscated (to be returned to the ash), the pos-
  sessor harshly punished, and his name remembered for 
  the future. Unless they seek a major atonement for their 
  crime, they will forever be treated as scorpion guests not 
  only at the oasis, but by all cakali (word travels quickly, 
  even in the vast desert).
  major locales
  The Plains of Ash may appear to be a lifeless blight on 
  the land, but there are places of interest and danger in its 
  harsh interior, and on its fringes.
  BlaCksand OasIs
  The only oasis of note along the Ash Road, Blacksand 
  is a major stopping point for merchants and explorers. 
  most inhabitants speak Bedu and Cakalic, and many are 
  passably fluent in Sandspeech. While there are no rules 
  enforcing these choices for player characters, those born 
  here should keep this is mind when picking languages.
  The main waterhole covers an area roughly half a mile 
  square, while the grasslands that feed the vast herds of 
  goats extend as much as five miles into the desert, bor-
  dering the Plains of Ash to the north and west.
  Cakali Encampment: much of the oasis’ cakali popu-
  lation live on the west side, closest to the Plains of Ash. 
  Although not members of the tribe, they live and work 
  closely with the Bedu, and have a vested interest in pro-
  tecting the oasis. Their de facto head, an elderly khamsin 
  mage, serves as an advisor to Sheikh Jamal, and most 
  Bedu children grew up learning from cakali teachers.
  Merchants’ Encampment: In order to safeguard vis-
  iting merchants and their precious cargoes, the tribe cre-
  ated a merchants’ enclosure on the southern edge of the 
  oasis. Surrounded by a hedge of thorny plants, the large 
                        
                     
  astrOlOgy magIC
  Arcane Skill: Astrology (Smarts)
  Starting Powers: 3
  Powers: Aim, analyze foe, arcane resistance, ar-
  mor, banish, becalm, bless/panic, boost/lower trait, 
  charismatic aura, deflection, fog cloud, fortune’s 
  favored, gift of battle, insight, luck/jinx, precogni-
  tion, quake, storm, summon beast, summon jinn, 
  warrior’s gift, zephyr.
  Astrology has been practiced in Al-Shirkuh since be-
  fore the days of Hekata’s great empire, both as a 
  mundane and magical study. Through knowledge 
  of the ever-changing patterns, alignments, and con-
  junctions, arcane astrologers can manipulate the 
  magical strands to control the weather, influence 
  others for good or ill, invoke blessings and curses, 
  and gain forewarning of impending harm.
  Casting: In order to cast his spells a mage must be 
  able to see the stars or consult star charts. All Astrol-
  ogy rolls are made at a –2 penalty. This represents 
  a quick glance, giving the arcane astrologer only a 
  cursory insight into the complex threads of energy. 
  for each additional concurrent action spent study-
  ing the stars, the mage gains a deeper insight into 
  subtler, more powerful alignments. Each action 
  spent doing this earns him a +1 bonus.
  Extra actions don’t have to be declared in advance 
  of casting, but cannot exceed half the mage’s Smarts 
  die. This study is not a true part of the casting pro-
  cess, and thus the mage cannot be disrupted dur-
  ing this time. However, if he fails to spend a round 
  studying the stars, any accumulated bonus is lost. 
  for clarification, arcane astrologers may take other 
  actions while studying the heavens, but they suffer 
  a multi-action penalty—this includes studying and 
  casting in a single round. Penalties for poor lighting 
  apply to the casting roll if the mage has no charts 
  and the sky is obscured.
  An astrologer begins play with a set of star charts. If 
  lost or destroyed, they can be replaced at any tem-
  ple of qedeshet for 50 dinars or recreated with a 
  week’s work and a successful Astrology roll.
  Example: An astrologer has Smarts d8. If he casts 
  in a single round, he has a –2 penalty. The mage 
  spends four extra actions studying the heavens, the 
  maximum he is permitted. On the fifth round he 
  casts his spell at +2.
  Trappings: Astrological spells take the form of pre-
  dicted events, and rarely have trappings with game 
  mechanics attached. for instance, both armor and de-
  flection represent foresight of impending attacks, as 
  well as fortuitous omens allowing the target to duck 
  and parry incoming blows, rather than mystic energy 
  shields or swirling debris. Summon beast might be 
  rationalized as knowing when a specific benevolent 
  creature will happen to cross the mage’s path.
  land of fire realm guide #10
  
  
  space permanently houses just one structure—a tent 
  used by faithful to worship their gods. When caravans 
  pull in, they erect their tents and stable their mounts 
  within the encampment. There are no defined plots, and 
  priority goes to the caravan that arrived first.
  Water is provided by a stream that runs in a loop from 
  the main oasis, and tall trees provide plentiful shade. 
  Sluice gates allow the sheikh to control the flow of water. 
  When no merchants are present, these are typically shut 
  to prevent unnecessary evaporation.
  Security within the compound is left to the mer-
  chants. Bedu warriors guard the only gate and patrol the 
  perimeter, a free service provided by the sheikh. Access is 
  strictly controlled, with non-merchant visitors requiring 
  a pass. These take the form of brass amulets, and are 
  issued by the sheikh’s wizir to local merchants (respon-
  sible for collecting the import tax), friends of the tribe, 
  and honored guests. visitors with items to trade, or who 
  wish to buy, are interviewed by the sheikh’s wizir. misuse 
  of a pass is a serious offense.
  visiting caravans are also issued a number of passes, 
  allowing the merchants and caravan masters to leave the 
  compound at will. few of the baggage handlers and cam-
  el drivers ever socialize with the permanent residents.
  Sheikh Jamal is considered erecting a stone caravan-
  serai, but traditionalists are opposing this, claiming it 
  goes against their heritage. Even the cakali have doubts, 
  for the memory of what befell their permanent homes 
  still haunts them centuries on. Until the matter is sorted, 
  Jamal’s plan to improve facilities remains a dream.
  School: While city dwellers often imagine nomads 
  as illiterate barbarians, this is rarely the case. True, oral 
  traditions are more important than written ones, but all 
  Bedu receive schooling in what is essential to them—how 
  to survive in the desert and the ways of their ancestors. 
  At Blacksand Oasis, there is a permanent tent set aside 
  for teaching more than just these skills.
  Staffed almost exclusively by cakali, Bedu children 
  learn about other cultures, history, astronomy, geogra-
  phy, and mathematics. Such is the prestige of the school 
  that nobles from nearby tribes send their children here 
  to be educated. Schooling is only a few hours a day, but 
  the Bedu of Blacksand, despite their isolated position, 
  are some of the best educated nomads in Al-Shirkuh.
  Temple Tent: Although the yalarfal tribe are Devoted, 
  Sheikh Jamal knows he must cater to the spiritual needs 
  of faithful merchants if the oasis is to remain prosperous. 
  A tent has been set aside as an area of worship. Inside are 
  small shrines to Apsu, qedeshet (in his aspect as god of 
  trade), and Upuaut. Unfortunately, this move has alien-
  ated a small number of the tribe. They view the tent as an 
  insult to Suleiman’s teachings and the tribe’s beliefs.
  Recently, the shrine of qedeshet, a set of gold weigh-
  ing scales inscribed with prayers and supplications, was 
  stolen. No one has claimed responsibility, and the sheikh 
  has managed to keep the theft a secret. Unfortunately, 
  he knows trade caravans will arrive soon, at which point 
  the theft will quickly become public knowledge and his 
  honor will be seriously slighted. keen to save face, he is 
  desperately hoping for an adventuring party to visit in 
  the near future. He plans to can hire them to return the 
  missing shrine with as much stealth as its theft.
  the ever-BurnIng OasIs
  The Ever-Burning Oasis came into being the day the 
  jinn wrought their wrath upon the cakali, and it has 
  burned for over five centuries. Cakali never come here, 
  for the sight is a terrifying image of the doom that befell 
  their people. The oasis is visible during the day from 10 
  miles away, and thrice that at night, appearing first as an 
  orange glow on the horizon.
  Trees still stand, their trunks and branches swathed 
  in crackling flame that glows an unearthly yellow. The 
  ground is a bed of glowing embers that pop and hiss 
  continually. The air is thick with the stench of smoke and 
  burning wood from the conflagration that neither time 
  nor sporadic rains can extinguish.
  flame and heat are not the only dangers. fire sala-
  manders dance in the flames, fire sprites flit among the 
  branches, cinder mote swarms drift lazily through the 
  choking smoke, and lesser ifrits gather here in number.
  At the center lies the pool that once supported life. 
  Today it is a bubbling cauldron of water that, while it 
  generates clouds of scolding steam, refuses to boil away. 
  Even when taken out of the oasis, the water continues to 
  boil. Ironically, this makes it extremely valuable to those 
  who run steam baths, and a gallon sells for as much as 
  200 dinars in the great cities.
  Some nomads believe phoenixes come here to die, 
  whereupon they are reborn in the flames. While a phoe-
  nix egg is beyond value, all attempts to locate one have 
  failed. yet foolish, brave, or greedy souls try.
  Those who wish to explore the inferno must rely on 
  protective spells. Each round the characters are in the 
  oasis they suffer 1d10 damage from the heat and risk 
  catching fire. Casters suffer a –4 penalty to invoke spells 
  or miracles with a water trapping. fire and heat spells 
  and miracles gain a +2 bonus. This replaces the usual 
  +1 Plains of Ash bonus. No magic can extinguish the 
  flames, even for a brief moment. The temperature within 
  the oasis is Infernal regardless of the time of day or the 
  season.
  the JInnI’s grave
  Close to the heart of the Plains of Ash is a crater 
  measuring some two miles across and half a mile deep. 
  Unusually, its steep sides are yellow glass, for they were 
  formed before the devastation that caused the black ash, 
  when the tremendous heat of impact melted the sand. 
  Despite five centuries of wind, the black ash of the sur-
  rounding landscape has never intruded into the crater. 
  Early explorers, searching in vain for survivors in the 
  blasted wastes, reported seeing a glowing sphere in the 
  center of the crater, but such was its heat that none could 
  get close enough to investigate, for magic was scarce at 
  this time and there were but few clerics. No one has re-
  the Plains of ash
  
  
  turned in centuries, and whether or not the sphere or 
  the heat are still present is unknown.
  legends about the site are many and varied. One 
  popular story claims this was the epicenter of the de-
  struction, though many cakali refute this, claiming that 
  fire rained down across the entire area simultaneously 
  rather than spreading outward. A common cakali myth 
  claims the crater was formed by the body of a mighty 
  ifrit, blown out of the sky by Suleiman during the attack 
  that leveled the land. Sadly, this story has been misused 
  more than once to blame the cakali for their own down-
  fall, with critics of the race claiming the murder of an ifrit 
  lord invoked the deadly jinn response.
  the lOst lIBrary
  famed for their scholastic pursuits, the cakali of old 
  created many written works. later, once the other races 
  had achieved literacy, they copied texts from across Al-
  Shirkuh in a bid to not only produce a collective record 
  of the race’s achievements, but to ensure they survived 
  down the ages. for millennia, these works were housed 
  in the great library of Anup, a central repository that 
  formed an annex to a temple of qedeshet.
  By all accounts the library was vast. Tens of thousands 
  of scrolls, divided by topic and language, were housed in 
  niches within row after row of wooden stacks. Here, the 
  curious and learned from across the desert would gather 
  to peruse the genius of their fellow beings. By the time of 
  its destruction, the library had grown so large it dwarfed 
  the temple, and the hall of worship became just another 
  room in the colossal building. The location of the library 
  is subject to debate. most cakali believe it was located 
  in Caklos, for the city was a major center of learning for 
  many thousands of years. Others argue it lay elsewhere. 
  Regardless of its location, it was destroyed during the 
  rain of fire, its scrolls incinerated in the blink of an eye. 
  However, that is not the end of the story.
  Oral tradition, supported by scraps of text, indicate 
  the library had several subterranean vaults. While schol-
  ars and sages argue over whether these housed valuable 
  texts or were just storage areas for lesser works, the fact 
  remains that the basements may have survived the dev-
  astation that leveled the upper city. Even if the texts are 
  mundane, they are worth a fortune to private collectors 
  and the cult of qedeshet, for they contain knowledge 
  otherwise eradicated by the jinn enslavement of the hu-
  man race and destruction of the cakali homeland.
  Down the centuries there have been many bogus 
  claims from explorers, and con artists seeking to rob 
  gullible scholars of their wealth have produced many 
  forgeries, but the library has yet to be discovered. for 
  now at least, it remains naught but a lure for greedy and 
  curious treasure hunters.
  the many-PlaCe tent
  Suleiman was a great admirer of and friend to the 
  cakali, and the vengeance they suffered pained his soul. 
  After defeating a powerful marid jinni, he dragged her to 
  the newly formed Plains of Ash and asked her what she 
  thought of her people now. She replied cryptically that 
  the death of a few slaves was a trivial thing compared 
  to the survival of the world, and refused to condemn 
  her people or grieve for the incinerated victims. Believ-
  ing that the punishment should fit the crime, Suleiman 
  bound her to the Plains of Ash until the end of days.
  ClerICs Of Qedeshet
  Training: formal education dominates training. 
  Novitiates learn by copying texts, attending lec-
  tures, reciting facts by rote, and reading. languages 
  skills are essential to the cult, and all students are 
  expected to master multiple tongues. frequent oral 
  and written exams ensure students are keeping up 
  with their work. good grades are essential, as those 
  who score low are held back for remedial educa-
  tion. Clerics also serve as diplomats, advisors, and 
  merchants. Once they have achieved a basic level of 
  education, those who wish to follow this path are 
  trained in the arts of courtesy, flattery, and politics.
  Prayers: Clerics rarely give straightforward advice. 
  Instead, they prefer proverbs, forcing the listener to 
  deduce the meaning and intention for himself. This 
  serves diplomats especially well, for it allows them 
  to pass on instructions without directly implicat-
  ing themselves in anything unsavory. References to 
  historical events and written works are frequently 
  employed as a means of problem-solving and in-
  struction.
  Adventures: The promise of lost knowledge and 
  new discoveries draw qedeshet’s clerics like moths 
  to a flame. Al-Shirkuh is littered with ruins, many 
  of which have never been explored. While explor-
  ing old tombs and crumbling temples is certainly 
  fraught with dangers, the world of politics is no less 
  dangerous or exciting. Characters might be called 
  upon to investigate corruption in local government, 
  broker a peace treaty, or help solve a problem be-
  setting the city.
  Character Guidelines: Priest or paladin, your 
  greatest asset is your brains. Smarts is the most im-
  portant attribute. Investigation and knowledge are 
  primary skills, but Streetwise is also useful for gain-
  ing information. Those who favor the god’s aspects 
  of diplomacy or trade also need Streetwise, as well 
  as Persuasion. A high Charisma is useful for aug-
  menting two of your key skills. Thanks to his high 
  Smarts, languages are another area where clerics 
  shine. So long as you can communicate with your 
  comrades, invest in obscure or archaic languages 
  rather than common ones. Since speak language is 
  your signature power, linguist is useful only when 
  you need to be subtle or for those times you have 
  sinned.
  land of fire realm guide #10
  
  
  marid emir mehlika lives in a huge tent whose fabric is 
  woven from the skin of ifrit jinn slain by Suleiman. While 
  Suleiman bound her within the Plain, he did not force 
  her to remain in one location. Each day, usually at dawn, 
  the tent teleports to a new location. Aside from being 
  unable to leave the ash field, distance is no obstacle. 
  However, she cannot move her abode if it is within site of 
  human or cakali eyes, nor if any members of the species 
  are inside her home.
  Her imprisonment forces her to wait on those who 
  seek hospitality. little better than a serving girl, she must 
  ply them with cool water, which she pours from a relic, 
  a very heavy jug that never empties. Stealing the relic is 
  futile—as soon as it moves a few yards beyond the tent it 
  teleports back inside. No force short of direct interven-
  tion by a deity can prevent this. Should the jinni be slain, 
  the jug will shatter.
  mehlika refills waterskins, but only if asked. Due to a 
  loophole in Suleiman’s binding, once her tent teleports, 
  the water she provided turns to ash. This has no effect on 
  water consumed in the tent.
  the tOmB hIlls
  Although the Plains of Ash boasts no mountains, there 
  are ranges of hills. Now covered in black ash, and never 
  particularly high, these are indistinguishable from large 
  dunes. A few months ago, a cakali pilgrim came across a 
  small range of hills which had been scoured of ash by a 
  fierce wind. Built into the sides of the hills were a series 
  of stone doorways. Already short of water, and fearful of 
  disturbing the ghosts of his ancestors, he did not bother 
  to investigate further.
  News of the discovery has spread along the trade 
  roads like wildfire since the explorer reported his find 
  at Blacksand Oasis. Already there are dozens of rumors 
  about the nature of the site. One story favors the doors 
  being the seals on cakali tombs, perhaps those of their 
  philosopher-kings. Another says they might be reposi-
  tories of ancient wisdom. One even suggests the doors 
  might predate the cakali.
  Until a party braves the harsh landscape and inves-
  tigates further, the rumors will continue to spread and 
  evolve, but no hard facts will be forthcoming.
  the tOwer Of ash
  Cakali nomads traveling the Plain have reported see-
  ing a tower rising from the black ash. fearing to venture 
  too close, they viewed it using farsight spells. Standing 
  ten stories tall, it appeared to be made from black ash, 
  for no joins indicating brickwork could be seen. A long 
  entrance was discerned, an open portal at ground level. 
  Despite the nomads watching for several hours, no sign 
  of life was detected. What concerned the cakali most is 
  that they passed the same spot not two days earlier, and 
  the tower did not exist. The only creatures capable of 
  raising such a structure are jinn, though why they would 
  bother doing so now is open to debate.
  Persons of note
  While very few beings inhabit the Plains of Ash, there 
  are those who call the land and its surrounds home. A 
  handful of such persons and creatures are given here.
  hearthkeePer guIlleme aP-
  rOdrIk
  One of a handful of northern clerics currently explor-
  ing Al-Shirkuh, guilleme has been charged with investi-
  gating the Plains of Ash and determining whether there is 
  any link to the disappearance of kenaz, the god of fire.
  Although he has been a resident for over a year, his 
  quest was sidelined almost from the start. Having discov-
  ered the Bedu do not believe in any gods and failing to 
  grasp the Devoted creed at even a basic level, guilleme 
  has become a missionary. Instead of exploring the ash or 
  unraveling local legends and myths for clues, he spends 
  his days berating the nomads and attempting to bring 
  them into the light.
  guilleme has done nothing to learn their language 
  or adopt their customs. His attempts to educate the 
  “barbarians” have resulted only in a few locals being able 
  to speak a few words of Anari, and not all of them are 
  suitable for polite conversation. for their part, the no-
  mads believe their guest is insane, and his presence and 
  shouting is tolerated out of charity, not respect.
  Permanently sunburned (he sees this as a blessing, 
  despite the discomfort), his red face sticks out like a sore 
  thumb, as do his orange robes.
                        
  festIval tO Qedeshet
    COuntIng day
  Amt Yaus al-Sesht Baot Alak Shemu
  According to myth, the early universe was a place 
  of great chaos. Although qedeshet had invented 
  Time, there was no means of recording its passage, 
  and thus the gods did not know when to work. fur-
  thermore, none knew how many things they had 
  created or were supposed to create, for there were 
  no numbers through which to express themselves. 
  qedeshet taught Shamash the secret of counting 
  and recording time, and thus order was imposed.
  Counting Day is an important day for many people. 
  It is when farmers count the animals in their flocks, 
  granary overseers calculate the amount of food 
  gathered this harvest, merchants tally their profits, 
  city officials calculate the annual tax, and so on. 
  Clerics are expected to help out wherever needed, 
  acting as accountants.
  the Plains of ash
  
  
  kOtCha Beard-Cutter
  kotcha, a female sand goblin, wandered into Black-
  sand Oasis several years ago. When the caravan moved 
  on, she elected to stay. Although it took her over a year 
  to earn the nomads trust, her skill as a barber eventu-
  ally won them round. Her little tent has been outfitted 
  as a barber’s shop, where she tends minor injuries, cuts 
  hair, and trims beards in trade for the little she needs to 
  survive. When the caravans call, she visits the merchants’ 
  encampment to ply her trade.
  There is more to kotcha than meets the eye, as is true 
  with most sand goblins who profess to have an honest 
  occupation. She actually runs the local blackmarket in 
  cakali artifacts. The few explorers who know her repu-
  tation, which is obviously a closely-guarded secret, sell 
  kotcha items found in the ash. These are then sold on 
  or traded to visiting merchants. Such finds are extremely 
  rare, and so carry a high price among private collectors.
  nuyan alIm-kOrkmaz
  A near-permanent resident of Blacksand Oasis, Nuy-
  an, a cakali, claims to be on a life-long pilgrimage. He 
  says an ancestor visited him in a dream, and bade him 
  to scour the Plains of Ash until he found his bones, for 
  until prayers are said his spirit cannot find peace. Skilled 
  at surviving in the deep desert, he spends many weeks 
  each year in the bitter ash.
  In truth, Nuyan is a Jinn Slayer. He fanatically believes 
  that any form of communication with jinn, even enslav-
  ing them to perform magic, is a dire insult to the memory 
  of his race’s ancestors, and that those who employ jinn 
  magic within the Plains of Ash are the worst offenders. 
  His frequent sojourns into the blasted waste are actually 
  hunts for renegade ifrits, the masterminds behind the 
  destruction, and jinn mages who have visited the oasis.
  why Come here?
  A barren landscape of choking ash, ravaged by fire-
  storms, and with little worth exploring doesn’t sound 
  like much of a draw for adventurers, so what might lure 
  them to the forbidding Plains of Ash?
  * Orders. While it is possible a cleric of geb-Agni or 
  qedeshet might be sent to the Plains on some quest, very 
  few organizations have an interest in the region. Unless 
  the organization is very small, it is likely to fully fund any 
  expedition, relieving that burden from the heroes.
  * Duty. Rather than being instructed, characters are 
  more likely to come here of their own volition. Such a 
  visit might relate to their occupation, but idle curios-
  ity should not be underestimated. A cakali may desire 
  to make a pilgrimage to Caklos to honor his ancestors, 
  a cleric of Upuaut may simply wish to walk the ash as 
  part of his constant wanderings, while a jinn mage might 
  come here seeking wisdom from an ifrit, to create a spirit 
  relic, or to collect black ash in the hope it can be used in 
  some beneficial way.
  * No Choice. It is possible the heroes have little option 
  but to brave the ash. Perhaps they are on the trail of smug-
  glers, kidnappers, or raiders whose escape route took them 
  into the Plain. Such foes would need to be well-equipped 
  if they intended to venture very deep. maybe a fearsome 
                         
  festIval tO Qedeshet
    fIre day
  Amt Yaus al-Sesht Amt Alak Arkhet
  When Shamash laid order upon the universe he 
  asked each of the gods to grant him a gift, that it 
  might be imparted into the wondrous creation. 
  geb-Agni (back then just Agni, for their joining 
  came later) gifted his father fire, saying that it would 
  bring warmth to the universe and so encourage life 
  to prosper. As recorded elsewhere, Shamash origi-
  nally had two bright eyes, which bathed the uni-
  verse in their radiant glow.
  Upon being partially blinded by Iblis, Shamash’s 
  wounded orb lost its ability to generate heat and his 
  other eye became twice as fierce. Thus did the uni-
  verse go from being bathed in constant temperate 
  heat to extremes of hot and cold, depending which 
  eye Shamash cast out into the void. While mortals 
  sweated during the day, they spent the long nights 
  shivering, more so in winter, for this is when Sha-
  mash wearies after his constant travels. Unused to 
  the cold, many perished. In order that men might 
  live, dispel the shadows of Iblis that haunted the 
  gloom, and remember Shamash while his good eye 
  was scanning the underworld, qedeshet taught 
  men the secret of fire.
  Both wood and dried dung are burned in the camp-
  fires, hearths, and ovens of Al-Shirkuh. Collecting 
  this is the duty of the mushaf (who collect dung) 
  and harajam (who gather firewood). Beneath no-
  tice, these unskilled laborers toil endlessly to keep 
  the citizens warm at night, earning only a pittance 
  for their endeavors.
  Throughout the hours of daylight, clerics of 
  qedeshet aid the laborers in collecting dry wood 
  and dung. At night, they deliver their gatherings to 
  households, turning down all offers of reward, for 
  qedeshet freely granted mankind knowledge of fire. 
  The deliveries complete, the lowly dung and wood 
  gathered are rewarded with a hot, hearty meal, a 
  bed by the fire, and a small pouch of dinars.
  Allowing a source of fire to go out on this day brings 
  exceptionally bad luck for the next year.
  Note: Clerics of geb-Agni also partake in this ritual, 
  for it was their god who allowed his fire to be given 
  to mortals. 
  land of fire realm guide #10
  
  
  beast, such as a dragon, has made its home here and is 
  troubling trade caravans or the outlying Bedu tribes.
  * Treasure. Rumors of the lost library and so-called 
  Tomb Hills are commonplace along the trade roads, and 
  heroes are likely to hear of them. Unexplored, and po-
  tentially boasting great rewards, they are a strong lure.
  adventure seeds
  * An alchemist from one of the great cities (gm’s 
  choice) desires a sample of corrosive ash, believing it 
  would make his acidic potions more potent. finding the 
  ash will be extremely hard, and storing it just as prob-
  lematic. Thieves caught by cakali patrols will face swift 
  and harsh punishment.
  * The heroes catch wind of a rumor that within the 
  Ever-Burning Oasis stands a building. The rumor claims 
  it is home to an ifrit who possesses a great number of 
  fiery relics. Whether or not the story is true, any party 
  curious enough to investigate will need to invest in plen-
  tiful alchemical devices to ward off the heat and flames, a 
  cost that may never be recouped.
  gods & monsters
  These section details three minor deities tied to the 
  cult of qedeshet, two new monsters, and three hazards 
  unique to the Plains of Ash.
  endursaga
  Titles: master merchant, lord of Trade, The Haggler, 
  He Of Open Hands.
  Aspects: Trade.
  Affiliation: qedeshet.
  Symbol: Weighing scales.
  Priesthood: merchant lords (priests); far Traders 
  (paladins).
  Herald: None.
  Holy Days: Counting Day (p. 7) is a high holy day. 
  Amt yaus al-kemi Alak Arkhet and Tamith yaus al-kemi 
  Alak Paret are holy days.
  Duties: To promote trade, to make a profit.
  Sins: (minor) selling goods at a loss, knowingly sell-
  ing stolen goods, failing to pay tax; (major) not making 
  a profit each month, cheating on weights and measures; 
  (mortal) committing theft or plundering a tomb, losing 
  a regular trade deal.
  Signature Power: Speak language.
  Powers: Boost/lower trait (Smarts, Spirit, Notice, Per-
  suasion, and Streetwise only), charismatic aura, refuge, 
  sentry, stun.
  Trappings: Any except necromancy, though trappings 
  rarely have any physical effects.
  In the old days, the gods each had their own goods as 
  appropriate to their aspects. many coveted the wares of 
  their neighbors, but they did not know how to acquire 
  them, for trade (and theft) had not yet been invented. 
  This led to many problems. Ashtart, for instance, grew 
  fat because she was forced to eat all the food she grew, 
  yet she had no cooking pots or cutlery, while karmelos 
  used his bare hands, for he had no weapons or armor 
  and knew not the secret of forging them.
  qedeshet solved the problem by teaching the gods the 
  secrets of trading, allowing them to exchange goods for 
  something of equal value. The gods demanded he over-
  see all their trades to ensure they were fair, but qedeshet 
  had other matters to attend. Instead, he nominated En-
  dursaga, his quartermaster, as minor god of trade.
  The cult of qedeshet endeavors to separate its scho-
  lastic and trade aspects, primarily because it doesn’t 
  want the temples to become rowdy centers of business 
  full of shouting merchants. Thus, Endursaga is one of 
  a few minor gods with dedicated temples. These are 
  usually only found in the souks and bazaars, where they 
  serve not just as spiritual buildings but as places where 
  merchants gather to make deals. most shops have the 
  god’s holy symbol marked over their door.
  Both types of clergy are concerned with trade. Priests 
  tend to operate in the cities, either operating as mer-
  chants or, more commonly, as mediators in trade nego-
  tiations. They are often responsible for setting the price 
  of goods and evaluating the value of imports. Paladins 
  frequently travel the deserts. Some follow set routes and 
  carry cargoes known to fetch a good price, while others 
  are speculators. It is not unknown for them to serve as 
  caravan guards, though their spells are not well suited to 
  combat. Unlike the northern cult of var, paladins are not 
  dedicated to catching thieves.
  Ceremonies demand the sacrifice of goods. Each year, 
  usually on Counting Day, a cleric must sacrifice goods 
  with a value equal to 100 dinars times his faith die type. 
  This is not intended to reduce the cleric’s profits—it is a 
  trade of spiritual power for mundane goods. Clerics who 
  fail to perform this duty have their faith die lowered by 
  one step for each 200 dinars or part thereof the sacrifice 
  falls short. It remains at this reduced level until double 
  the missing value is offered in sacrifice.
  Character Guidelines: As merchants, clerics need 
  good Streetwise for finding buyers. Persuasion is useful 
  for negotiating contracts. Aside from combat skills, pala-
  dins should invest in Survival. The Expert Haggler Edge 
  is an ideal choice. Since the cleric needs both Persuasion 
  and Streetwise, Connections is a logical Edge.
  gunara
  Titles: He Who questions, Bloodhound of the gods, 
  The Curious One, finder of Secrets, Upuaut’s Bane.
  Aspects: Investigation.
  Affiliation: qedeshet.
  Symbol: A magnifying lens.
  Priesthood: Tongues (priests); Eyes (paladins).
  Herald: None.
  Holy Days: Tamith yaus al-Sesht Alak Arkhet is a high 
                         
  the Plains of ash
  
  
  holy day. Holy days are held on the first yaus al-Sesht of 
  each season.
  Duties: To investigate things.
  Sins: (minor) failure to complete an investigative 
  contract within the set time; (major) deliberately ignor-
  ing a clue, falsifying or doctoring your findings; (mortal) 
  refusing to reveal your findings to a patron.
  Signature Power: Boost/lower trait (Investigation, 
  Notice, Streetwise, and Tracking only).
  Powers: Altered senses, detect (no conceal), farsight, 
  gravespeak, insight, speak language, wandering senses.
  Trappings: Any except necromancy, though trappings 
  rarely have any physical effects.
  qedeshet may be all knowing, but he is also very busy. 
  All too often the other gods would come to him seeking 
  answers to problems—where did I drop my necklace, 
  where can I find a certain plant, is my wife having an 
  affair. fed up with the constant pestering regarding 
  matters he considered trivial and beneath his attention, 
  qedeshet promoted one of his faithful servants, gunara, 
  a humble librarian with a curious streak a mile wide and 
  a nose for finding obscure things, to the role of minor 
  god of investigation.
  gunara has no dedicated temples, but shrines can 
  be found in all temples of qedeshet. Often they take 
  the form of a side room, where patrons can hire cler-
  ics. most cities have a shrine in the central marketplace. 
  Here, worshippers leave offerings in the hope the god 
  will help solve their problems of who murdered a love 
  one, the whereabouts of a lost pet, the location of sto-
  len objects, and so on. Usually a shrine is a stone pillar 
  with hundreds of cracks. Prayers are written on scraps 
  of parchment and stuffed into a vacant crack. Clerics 
  frequently visit the local shine to read the prayers. If one 
  captures their interest, they contact the worshipper and 
  offer to help—for a price.
  Clerics work primarily as investigators, helping oth-
  ers uncover things. Typical roles including spying, aiding 
  the authorities in investigating crimes or finding missing 
  persons, tracking down obscure knowledge, and helping 
  uncover lost ruins. Priests tend to be more bookish than 
  paladins, who are more inclined toward field work than 
  research. most clerics work as freelancers, taking work 
  where they can find it.
  Ceremonies are private affairs, the cleric taking the 
  time to thank his god for aiding him in his investiga-
  tions. Traditionally, clerics donate around 10% of earn-
  ings from investigative contracts either to the cult of 
  qedeshet or offering it up as a sacrifice. Such offerings 
  typically involve the cleric purchasing an object and then 
  deliberately hiding it for gunara to find.
  Character Guidelines: As befits a cleric’s role, In-
  vestigation, Notice, and Streetwise are core skills. The 
  Investigator Edge should be taken during character gen-
  eration as a matter of course, as it is a perfect fit. Those 
  wanting to work as spies or private investigators should 
  invest in Stealth as well, while bounty hunters might wish 
  to consider Survival and Tracking. Curious is a common 
  Hindrance, but it is not a requirement.
  IsImud
  Titles: voice of the gods, giver of Words, The Story-
  teller, Herald of the gods, messenger of the Heavens.
  Aspects: Communication.
  Affiliation: qedeshet, marqod.
  Symbol: A scroll with the letters of the alphabet writ-
  ten upon it.
  Priesthood: Anointed Heralds (priests); Anointed 
  messengers (paladins).
  Herald: None.
  Holy Days: Storytelling Day (p. 12) is a high holy day. 
  Clerics are expected to nominate one yaus al-Sesht as a 
  personal holy day.
  Duties: To translate between different languages, to 
  deliver messages.
  Sins: (minor) interrupting a speaker before he has 
  finished, altering any form of written communication, 
  reading a message meant for someone else; (major) 
  deliberately mistranslating something, harming a mes-
  senger or herald; (mortal) refusing to teach an illiterate 
  person to read and write, killing a messenger or herald.
  Signature Power: Speak language.
  Powers: Boost/lower trait (Intimidation, Persuasion, 
  Streetwise, and Taunt only), charismatic aura, grave-
  speak, voice on the wind.
  Trappings: Any except necromancy, though trappings 
  rarely have any physical effects.
  Special: followers of Isimud cannot be Illiterate.
  While most legends place the creation of the universe 
  with Shamash, one obscure text of dubious authenticity 
  uses the name Isimud. In most texts this is translated as 
  the Word, meaning the command of Shamash, but there 
  are those who claim that while Shamash had the will, it 
  was Isimud, a minor deity, who wielded the power.
  most often he is described as being the offspring of 
  qedeshet and marqod, the husband of Tashmetum, and 
  Shamash’s herald. When the gods deign to speak to a 
  mortal, such as in his dream, it is Isimud who delivers 
  the message. Some clerics argue he also grants spells, for 
  he is the voice of the gods. Unusually for a minor deity 
  his aspects are many, for as god of communication he is 
  responsible for everything from writing to storytelling.
  Temples are rare, but Isimud is honored in most halls 
  sacred to qedeshet. Here, clerics and lay scribes spend 
  their days translating texts or writing messages and con-
  tracts, for Isimud is also seen as the patron of scribes. 
  Shrines can be found in marqod’s temples, for his skill 
  at speaking and translating aids her duty as mediator of 
  disputes. Small shrines, usually little more than a sacred 
  scroll, can be found in the halls of mundane scribes and 
  translators, and in libraries.
  Clerics perform a variety of roles, though all are heav-
  ily related to communication. The prime services they of-
  fer are acting as translators (oral or written), storytellers, 
  scribes, messengers, and heralds. Some serve a noble 
  house or organization, such as a guild, while others are 
  freelance operatives. In general, priests prefer to take 
  jobs that involve a distinct lack of violence, while pala-
  land of fire realm guide #10
  10
  
  dins generally serve in troubled areas or in times of war. 
  Regardless of their role, they are treated with the respect 
  accorded heralds.
  Ceremonies always involve some form of communica-
  tion. Whether it is written or verbal is down to the indi-
  vidual cleric. Some clerics chose to tell stories, others 
  spend the time quietly scribing, while others engage in 
  debates on whatever topic happens to take their fancy.
  Character Guidelines: Being able to converse is vital 
  to clerics of Isimud. Persuasion and Streetwise are their 
  core skills, with Intimidation and Taunt secondary ones. 
  linguist and Storyteller are favored Edges.
  ash ghOst
  The Plains of Ash is haunted by many ghosts. While 
  a few are the spiritual remains of explorers, the most 
  fearsome are the remnants of the cakali who perished 
  in the conflagration. Bound to their homeland by their 
  anger and lust for revenge, they have learned to retake 
  their mortal form by forming bodies from the black ash. 
  These are cakali shaped, but are otherwise faceless and 
  featureless. Their weapons, regardless of the form they 
  take, are always blunt.
  Ash ghosts are rarely found walking the wastes. Rath-
  er, the spirits lurk beneath the dust, often close to their 
  place of death, taking shape as they rise. Their physical 
  form is merely a shell, and attacks against it do nothing 
  to harm the spirit that lurks inside. In order to put the 
  spirit to rest permanently, magic must be employed. Ash 
  ghosts are subject to banish. This applies even when 
  they are wearing their ash shell.
  Ash ghosts are liable to attack jinn mages on sight, as 
  well as tomb robbers carrying cakali artifacts. If intruders 
  come in peace and make suit supplication, ash ghosts 
  may leave them alone. They are filled with fury and 
  driven by anger, and so do not enter into conversation.
  Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, 
  vigor d6
  Skills: fighting d6, Intimidation d6, Notice d8, Stealth 
  d12, Tracking d12
  Pace: 6; Parry: 5; Toughness: 5
  Gear: various weapons made of solidified ash. Damage 
  is always (Str+d6)
  Treasure: None
  Special Abilities:
  * Burrow (6”): Ash ghosts can only burrow through 
  the Plains of Ash.
  * Cannot be Disarmed: An ash ghost’s weapons are 
  part of its shell and so cannot be disarmed. If a Dis-
  arm attack is successful, it reforms the weapon as a 
  free action.
  * Elemental: No additional damage from Called Shots; 
  fearless; immune to disease and poison; suffers no 
  wound penalties.
  * Hardy: multiple Shaken results never cause a 
  wound.
  * Reform: If an ash ghost is slain by any means other 
  than magic, it reforms in 1d4 rounds.
  * Weakness (Air): Takes double damage from spells 
  with an air trapping.
  ash mummy
  Necromancy is ineffective against those who died in 
  the cataclysm, for naught remains of them but ash. Bod-
  ies laid to rest in the ash, whether interred deliberately 
  or who die while exploring, slowly mummify as the dry 
  sand leeches the liquid from their corpses. While some 
  festIval tO Qedeshet
     futures day
  Tamith Yaus al-Sesht Alak Neteru
  Before the invention of Time, there was only the 
  present. The gods could not remember things they 
  had already done, for there was no past and thus no 
  memory. Neither could they plan ahead, for there 
  was no future and no foresight. Chaos reigned su-
  preme. According to legend, qedeshet explored 
  beyond the edge of the known universe, wandering 
  the fathomless void where the gods had no power. 
  Here he discovered a tiny serpent called Time.
  Time told qedeshet he had been snatched from the 
  universe at the moment of its creation by Iblis and 
  abandoned here, for Time was a servant of order. 
  qedeshet carried the snake back to his celestial 
  house, feeding it with his blood to help it grow. 
  Thus did Time enter the universe. Time quickly 
  grew to infinite length and infinite intelligence, for 
  it had drunk from the wisest of the gods and thus 
  knew all that had been and all that was to come.
  In order that no god might know the future, and 
  thus change the order of things to come, Time split 
  its body into infinite strands. qedeshet, who sought 
  knowledge of everything, started to run along 
  Time’s back, but each time he chose a particular 
  strand to follow, it too split into infinite pathways.
  Clerics spend the day drawing up horoscopes, cal-
  culating the positions of the celestial objects, both 
  fixed and moving, the phase of the moon, the height 
  of the sun, and so on, based on a person’s date of 
  birth. from this, they answer questions of impor-
  tance, such as whether a wife will bare a child, 
  whether a man will find a good wife, and whether a 
  business transaction should go head.
  Diviners claim to look through the eyes of qedeshet 
  as he runs along Time. But while the god of knowl-
  edge may look down one path of the serpent’s back, 
  he may walk down another, altering his viewpoint 
  and thus what the future holds. for this reason, di-
  viners warn those seeking knowledge of the future 
  that the further ahead they look, the less accurate 
  the outlook becomes.
  the Plains of ash
  11
  
  ash mummies are the product of necromancy, others are 
  inhabited by cakali ghosts. most often they arise to thwart 
  tomb robbers, though jinn mages, especially those who 
  traffic with ifrits, are at risk of assault.
  Not all ash mummies are wrapped in bandages. many 
  are naked. Their flesh, blackened by the ash, is taut, cling-
  ing thinly to their equally black bones. few carry weap-
  ons, for grave goods are not common in Al-Shirkuh.
  Attributes: Agility d4, Smarts d4, Spirit d8, Strength d10, 
  vigor d8
  Skills: fighting d6, Intimidation d8, Notice d6, Stealth 
  d8
  Pace: 4; Parry: 5; Toughness: 9 (1)
  Gear: Usually none for those deliberately interred, but a 
  fallen explorer will retain the gear it had in life
  Treasure: None
  Special Abilities:
  * Armor +1: Hardened skin.
  * Burrowing (4”): These mummies can burrow 
  through ash.
  * Combustion: Anyone touched by an ash mummy, 
  even if not injured by the attack, has a chance of 
  catching fire. Initial damage is 1d10.
  * Fear: Anyone seeing an ash mummy must make a 
  Spirit roll.
  * Immunity (Fire/Heat): Take no damage from spells 
  with a fire or heat trapping.
  * Shuffling Gait: mummies roll a d4 running die.
  * Slam: Str.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. Im-
  mune to disease and poison.
  hazards
  BlaCk mIres
  Before the jinn rained down fire, the Plains of Ash 
  boasted several small oases. The subterranean springs 
  that feed them continue to bubble into the ash, creating 
  an area of liquid known as black mires. Covered with 
  wind-blown particles, mires are indistinguishable from 
  the surrounding landscape. Treat them as quicksand, 
  except the roll to notice them is made at –4.
  COrrOsIve ash
  fire was not the only destruction brought down upon 
  the cakali homeland. Corrosive black rain (some claim 
  this was ifrit blood or spittle), so potent it could melt 
  stone, also tumbled from the skies. While much of this 
  eventually diluted, some areas of ash are still imbued with 
  its corrosive properties. Typically it is found in patches 
  equivalent to medium and large Burst Templates. Any 
  creature that enters or begins its turn in an area of cor-
  rosive ash takes 2d4 damage with an acid trapping.
  Sandstorms: very rarely this sand is whipped up into 
  a sandstorm and carried across the Plains of Ash. The 
  corrosive ash is heavily mixed with normal ash, and only 
  long-term exposure is fatal. Instead, of fatigue, char-
  acters who fail their vigor roll suffer 2d6 damage (acid 
  trapping) per hour of exposure. Unfortunately, it is next 
  to impossible to differentiate a regular ash storm from a 
  corrosive one until one’s flesh starts to blister.
  sOul ash
  Not every cakali soul passed over to the next world 
  after the jinn’s attack. Whether the spirits remained on 
  the mortal world as a result of some fell jinn magic or out 
  of anger or disbelief is unknown. While some haunt the 
  land as ash ghosts, others have merged with the debris 
  to form soul ash.
  moving across soul ash without disturbing the spirit 
  within requires a Stealth roll at a –2 penalty. If the modi-
  fied Stealth roll is 1 or lower, or the character does not 
  bother making a roll, the ash emits a particularly heart-
  clenching wail, while the sand bulges upward to form 
  larger than life faces of tormented cakali. Some explorers 
  tell of fire-blackened skeletons rising up, though these 
  do not appear to be undead, for they have never attacked 
  the living.
  All creatures within a large Burst Template centered 
  on the character who failed the roll must make a Spirit 
  roll or suffer fear until out of the soul ash. A critical fail-
  ure generates Terror.
  festIval tO Qedeshet
    stOrytellIng day
  Baot Yaus al-Sesht Anshi Alak Shemu
  Storytelling is an important part of daily life among 
  all the desert cultures. Stories keep alive the mem-
  ory of events, impart knowledge, preserve one’s 
  culture, teach moral lessons, and entertain in equal 
  measure. The art of storytelling is not simply one of 
  monotonous repetition, for this is no way to cap-
  ture an audience’s ears. The best storytellers in Al-
  Shirkuh employ words, gestures, sounds, and im-
  ages in their work, and perhaps just a little magic.
  Regardless of their regular job, worshippers of 
  qedeshet must take time on this day to entertain 
  others with stories. The subject matter is person-
  al choice—some tell tales their fathers told them, 
  other repeat cultural or religious myths, while the 
  gifted create new stories. 
  Clerics must spend the entire day performing this 
  activity. It is not unusual for clerics to ask for a mon-
  etary show of appreciation afterward, though all 
  funds gathered in this manner must be donated to 
  the next temple of qedeshet the cleric visits. failure 
  to do so is a minor sin, but the penalty remains un-
  til the error is corrected in full.
  land of fire realm guide #10
  1
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost - Land of Fire/TAG35010 - Realm Guide 10 Plains of Ash.pdf