TEXT: Introduction
  Portrayed by storytellers as a city of endless opportunity, Jadid is nothing of the sort. A 
  few citizens have prospered on the blood and sweat of others, and it is they who have the 
  only voice. For most, Jadid is like any other city—a place to live, work, and die a pauper. 
  It is not a city without troubles, either. The sphinxes resent Jadid’s growing influence with 
  the distant Jade Empire, and its emir grows more paranoid each day. This supplement 
  expands on material found in Hellfrost: Land of Fire. 
  Social Hierarchy
  Jadid is governed by an hereditary emir. Emirs have proven a varied bunch over the 
  years. Some are nothing more than figureheads, leaving the running of the city to their 
  councilors and the efficient bureaucracy. Others are very much hands-on rulers, making all 
  the important decisions themselves and effectively sidelining the council.
  By law, the incumbent may nominate any person he chooses as his legal successor, 
  though in most cases that honor falls to his eldest child. However, for the succession to 
  be recognized, the heir must be publicly named. In the event the emir dies without an ap-
  pointed heir, his successor is decided by the emir’s councilors. In theory, the title is awarded 
  to whomever the council believes will make the most effective emir. In practice, having deep 
  pockets and a willingness to lavish gifts on the council members is worth far more than 
  experience at running a city. Should the heir be below the legal age of adulthood (16 years), 
  the council collectively takes over affairs of state until he reaches his majority.
  The emir’s wife holds the title emira, but has little overt power. She is accorded great 
  respect, as befits her station, but has little public input on political or administrative deci-
  sions. In the past, more than one has been the true power behind the throne, which 
  has led to clashes between the council and the emira. In Jadid, the emir and his wife are 
  considered to be of the muk-hattim social stratum.
  Beneath the emir are the true nobles. By law, these titles are only awarded to the emir’s 
  blood relatives. His children are always awarded the title of sirdar, grandchildren the title 
  of pasha, and great-grandchildren the title of effendi. The emir’s siblings are typically 
  granted the title pasha, while their children are effendis. Cousins hold the lowest rank. 
  Lesser children have no official titles (though they still have the Noble Edge). Assuming 
  the title of emir passes to one of his siblings, members of that particular familial branch are 
  35013
  • R E A L M  G U I D E  # 1 3 •
                    
  Author & Layout: Paul Wade-Williams
  Editing: Danny James Walsh
  Graphic Design: Robin Elliott
  JadId
  CIty of trade
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  elevated one rung up the social ladder. True nobles are 
  of the hattim social class.
  Next in line are the honorary nobles. They hold the 
  title of effendi or pasha not by dint of their bloodline, 
  occupation, or income, but because of their perceived 
  wealth. Such titles are not formally awarded. Sometimes 
  the decision to use a title is made by a true noble, but 
  most times it is a spontaneous, collective decision made 
  by the people. Such titles are extremely transient. If the 
  citizens do not see continued displays of wealth, they 
  simply stop using the title. So long as they retain their ti-
  tle, they are considered part of the mak-shahrum class.
  To help differentiate the two layers of nobility, true 
  nobles prefix their given name with their title as normal. 
  Those awarded special status by their elaborate displays 
  of wealth suffix their given name. Thus, Pasha Abdul is 
  a true noble, related to the emir, whereas Abdul Pasha 
  merely has enough money to impress people.
  Whether a noble is of the emir’s blood or not is ir-
  relevant to the populace. Both true nobles and osten-
  tatiously rich citizens are awarded great respect by the 
  citizens, making dealings with them easier.
  The shahrum consists of citizens rich enough to 
  stand out from the crowd, but not yet wealthy or gener-
  ous enough to earn a title. master craftsmen, influential 
  merchants, senior bureaucrats, and most military officers 
  fall into this category. In Jadid, clerics are treated as shah-
  rum, for few are wealthy enough to spend vast sums on 
  extravagances.
  The jaleepa stratum is filled by common merchants 
  and business owners, many ship captains, craftsmen, bu-
  reaucrats, and mages. many lack the influence, finances, 
  or ambition to reach higher status. They are comfortably 
  well off rather than rich, and not without friends, at least 
  within their own social class.
  The great majority of Jadid’s citizens are of the hara-
  jam class. They are the laborers, unskilled workers, and 
  soldiers that keep trade flowing, yet receive little reward. 
  Ironically, many beggars and infirm are actually better 
  off financially than the harajam workers thanks to the 
  charitable displays of the rich, though this does nothing 
  to elevate either their social class or status.
  tHe PerCePtIon of WealtH
  Jadid is a city of illusions and allusions. How much 
  money one has is not as important as how much money 
  one appears to have. As a result, rich citizens spend lav-
  ish sums on public displays on wealth. Expensive marble 
  is imported to construct palatial homes, guests at feasts 
  are presented with enough food to feed a peasant family 
  for a year, excessive amounts of gold jewelry is worn, 
  servants are employed to perform the most menial tasks 
  (like combing one’s cats), and huge sums are donated to 
  charitable causes. In many cases, the audacious displays 
  of wealth actually consume much of the nobles’ income, 
  meaning most are far poorer in terms of available hard 
  cash than those below them on the social ladder.
  Examples of more extravagant displays of wealth that 
  can be found in Jadid include:
  * Outside of a merchant’s palace is a fountain from 
  which flows wine instead of water, Citizens may drink of 
  it freely, but public drunkenness is a crime.
  * To show his dedication to the brave cavalrymen of 
  the city’s army, a rich citizen paid for a stable block to be 
  constructed from solid marble and decorated with gold 
  inlay. As reward, the emir named the company after the 
  sponsor. The merchant is long dead, but the company 
  still carries his name, and citizens still drink his good 
  health when the company parades through town.
  * One merchant has a household staff comprising 
  ruleS of tHe realm
  These setting rules apply in Jadid.
  * Languages: Native characters must take Sand-
  speech as their first language.
  * Markets: The markets of Jadid are bursting with 
  all manner of goods. Special Availability items can 
  be found in the great souk, though at double the 
  regular price. village Availability items cost 50% that 
  of normal, and Town items just 75%.
  * Noble Titles: Outside the emir’s family, there are 
  no other true nobles in Jadid. unless the gm allows 
  a character to be a distant cousin, a native hero 
  cannot take the Noble Edge to represent an actual 
  noble title. As noted in the Hellfrost Player’s Guide, 
  though, the Noble Edge applies to more than just 
  those of noble blood.
  Whatever his actual title, occupation, and sphere of 
  influence, the hero also has the honor title effendi. 
  Should he also have the Filthy Rich Edge, he gains 
  the title of pasha and an additional +1 Charisma. 
  Titles and Charisma bonuses above and beyond 
  those of the Noble Edge apply only in Jadid.
  However, these titles are transitory, and easily lost.  
  The character must spend at least 50% of his annual 
  income on public displays of wealth each year or 
  lose his title and any additional Charisma bonus. 
  This does not rob him of his Noble, Rich, or Filthy 
  Rich Edges and the responsibilities that come with 
  them, just the respect of the people.
  A wealthy character, native or otherwise, receives 
  certain bonuses even without the Noble Edge. He-
  roes with just the Rich Edge have +1 Charisma and 
  the honor title effendi. A character with just the 
  Filthy Rich Edge has +2 Charisma and the title pa-
  sha. These special perks apply only in Jadid.
  However, in order to earn the title and Charisma 
  bonus beyond that of the Noble Edge, a non-native 
  visitor must first lavish money equal to half his an-
  nual income on frivolous things (native heroes are 
  assumed to have done this). Buying a large house, 
  giving money away to the poor, or throwing huge 
  feasts earn recognition, but purchasing armor and 
  weapons does not.
  land of fire realm Guide #13
  
  
  only golems. many are coated in a thin veneer of gold 
  and silver. The golems are programmed to greet guests.
  * A flophouse financed by a rich citizen. Here, down-
  and-outs are treated to extravagant feasts and cleaned up 
  by some of the finest barbers and masseurs in the city.
  education
  All citizens of Jadid receive free schooling until the 
  age of 12, after which time they expected to start work-
  ing for a living or advance to further education (which 
  costs more than most families can afford). Students learn 
  either at one of the smaller temples of qedeshet or one 
  of the many maktabs, depending on their faith.
  Being a cosmopolitan city, children are taught Sand-
  speech first, and their racial tongue second. Basic educa-
  tion also cover numeracy, the history, laws, and culture of 
  Jadid, and religious studies, the latter again dependent 
  on one’s beliefs.
  The city boasts three universities, two of which lie 
  in Old Jadid. While they charge students, much of their 
  income comes from wealthy benefactors keen to be seen 
  supporting worthy causes. Scholarships exist to help 
  support poor but bright students. The largest university 
  is the university of Jadid. keen to ensure no religious ri-
  valry interrupted trade, the emir who funded its creation 
  demanded it cater for Devoted and Faithful alike. Except 
  for students learning magic, classes comprise students 
  of both creeds. The two other universities are detailed 
  under major Locales.
  In general, university education begins at the age of 
  12. Courses last one year for each die in an applicable 
  skill or each additional language beyond Sandspeech and 
  his native tongue. For instance, a native character with 
  two knowledge skills at d6 and two extra languages must 
  have spent a minimum of six years at university, meaning 
  he must be at least 18 years old when play begins.
  religion
  Like its universities, Jadid is a mixed religious city. 
  There is a certain amount of simmering tension, and a 
  few troubles have been instigated by fanatics down the 
  centuries, but for the most part the city is peaceful. Still, 
  old habits die hard, and there are entire neighbors popu-
  lated only by Devoted or Faithful families. most residents 
  of these areas treat visitors of the other creed politely, 
  but there are a few no-go areas where an outsider risks 
  being beaten senseless simply because of the way he has 
  chosen to follow Suleiman’s teachings.
  Among the Faithful, qedeshet’s trade aspect is the 
  most important deity. The city was founded because of 
  trade, and its continued existence is assured only so long 
  as trade with the Jade Empire continues. Regardless of 
  their patron, every Faithful citizen gives praise to this 
  aspect. This is not to say the deity’s many other aspects 
  are neglected. While the grand Souk is the largest and 
  most important temple of qedeshet, the city boasts over 
  a dozen smaller ones. most of these are concerned with 
  his knowledge aspect, serving as schools in the residen-
  tial districts, but his literacy, diplomacy, and divination 
  aspects also each have a single temple.
  Next most popular is upuaut. As god of travel over 
  land and water, he is almost as important to trade as 
  qedeshet, for it is by his grace that merchants arrive 
  safely and the trade roads remain open. Though he lacks 
  a temple, shrines can be found on every wharf and be-
  side each city gate. As with all gods in Jadid, business 
  is part of faith. In New Jadid there is a shop catering to 
  honoring upuaut. It sells sandals with prayers inscribed 
  on the soles for 10 dinars a pair. With each step a wan-
  derer takes, he is honoring the god of travel.
  In order to cope with the complexities of being a 
  major trading hub, Jadid has developed a large, efficient 
  bureaucracy. As such, Shamash is the next most popular 
  deity, at least in terms of regular worshippers. His sole 
  temple lies in Old Jadid, the bureaucratic and politic 
  center of the city.
  None of the other deities are neglected. Except for 
  Duamutef, who needs no temples, and Iblis, whose cult 
  is banned but present, every deity has a temple devoted 
  solely to them. Few are purely religious structures, for in 
  Jadid everything can be turned to business.
  military
  Jadid’s geographic position has brought it great 
  wealth, but also makes it extremely vulnerable. The val-
  ley in which it lies may protect it from armies wishing 
  to attack from the east or west, but the mountains are 
  crawling with orcs, trolls, and giants. The valley entrance 
  is narrow, and could be closed by an invading army. 
  The only route then to the other realms would be via 
  Salt Pass, an arduous trip that requires one to cross the 
  inhospitable Salt Basin. While food and water supplies 
  would remain untouched so long as the valley itself were 
  not invaded, the city’s economy would implode. With no 
  allies capable of reaching it by sea, it is also at the mercy 
  of the sphinxes, arrogant creatures who seek to break 
  Jadid’s links to the Jade Empire. 
  To combat this threat, Jadid maintains a permanent 
  military force of 5,600 troops, accounting for just over 
  3% of its population. Through its levy system, it can raise 
  another 10,000 militia in times of crisis.
  army
  Jadid’s army comprises 34 regular and four irregular 
  companies. The regular companies are broken down 
  into eight light infantry, six heavy infantry, ten light cav-
  alry, five heavy cavalry, and five archer companies.
  In order to display their wealth, citizens can sponsor 
               
             
             
  Jadid, City of trade
  3
  
  a company. For as long as regular donations are made, 
  the company bears the sponsor’s name. Sponsoring a 
  company entitles one to no command privileges, and the 
  troops remain loyal to the emir.
  Every regular company comprises 100 fighting men 
  and is led by a Captain of Infantry, Horse, or Archers, as 
  applicable. Each captain has five Sergeants, each respon-
  sible for 20 men. The senior sergeant, known as the First 
  Sergeant, is the company’s second in command. There 
  is no one general in charge of the entire army. Instead, 
  there are three generals—one of Infantry, one of Horse, 
  and one of Archers. Each sits on the emir’s council.
  In addition to its fighting men, every company main-
  tains a team of 20 support staff. The exact disposition 
  varies, but commonly these include armorers, weapon-
  smiths, healers, scouts, messengers, and quartermasters. 
  Typically most companies can count at least one cleric or 
  mage among their support personnel. These personnel 
  are classified as civilian employees, and are not officially 
  part of the army.
  Half the companies are garrisoned in Jadid proper. 
  While they can be summoned to aid the town watch, 
  an entirely separate organization, their primary duty 
  is to man the walls and watchtowers. The remaining 
  companies guard Salt Pass and man the many small forts 
  constructed to safeguard the qanat system and outlying 
  farming communities so vital to the city’ welfare.
  The irregular companies, although part of the military, 
  are employed for special duties. The Laughing Dogs is a 
  company of 200 hyaenidae employed as trackers and orc 
  hunters. much of their time is spent in the mountains. 
  The Sons of the Sand is a force of 400 Bedu light camel 
  riders. They escort caravans willing to pay the emir to 
  and from Last Water Oasis. When not filling this role, 
  they scour the lower valley, keeping bandits and orcs 
  in check. The third company is the Four Elements. It is 
  made up solely of jinn blooded warriors (100 strong), 
  and serves as a ceremonial guard. Each is commanded by 
  a captain. Finally, there is the Sky Riders, a company of 
  100 soldiers mounted on 50 flying carpets. Each carpet 
  has one rider and one archer.
  Jadid also has an artillery company of 200 men. These 
  troops are permanently garrisoned in Old and New 
  Jadid, where they are responsible for manning the siege 
  weapons that line the city walls. It is commanded by a 
  single Captain of Artillery, a senior officer who has a seat 
  on the emir’s council.
  Supporting the army as needed are the clerics of the 
  various gods. Some, like those of karmelos, can be found 
  in training or frontline positions on a permanent basis. 
  Others offer their services as required.
  until they have served for ten years, soldiers are for-
  bidden to marry. Single men and women (Jadid operates 
  an equal sex policy) live in communal barracks, though 
  these are segregated by gender. married soldiers are per-
  mitted to live in a private house.
  Separate from the military is the emir’s personal body-
  guard, which musters 200 strong. Only elite soldiers of 
  proven loyalty are invited to join. known as the Emir’s 
  Hands, they are richly paid to help ensure they cannot 
  be bribed.
  navy
  In order to ensure the sea lanes remain open, the city 
  has a fleet of 15 warships. Of these, ten are at sea at any 
  one time. Each ship has a crew of 30, commanded by 
  a Captain of Sea (the senior officer on the vessel), and 
  44 lightly armored marines and six artillerists, all com-
  manded by a Captain of marines. The entire fleet is led 
  by an Admiral, one of the emir’s councilors.
  StatS
  Treat light infantry count as common mercenary in-
  fantrymen, heavy infantry as veteran mercenary infantry, 
  light cavalry as common mercenary cavalry, heavy cavalry 
  as veteran mercenary cavalry, and archers as veteran mer-
  cenary archers. Sergeants are non-Wild Card mercenary 
  captains, and captains are mercenary captains. Artiller-
  ists use the stats for siege engineers (Hellfrost Rassilon 
  Expansion).
  The Laughing Dogs are common mercenary skirmish-
  ers, but have the hyaenidae racial Edges and Hindrances. 
  The Sons of the Sand are common mercenary cavalry 
  mounted on war camels. The Four Elements are common 
  mercenary infantry with the jinn blooded racial abilities 
  (assume 25 of each type). The Sky Riders are veteran 
  mercenary archers. The Emir’s hands are veteran merce-
  nary infantry, but increase their Spirit one die type.
  Ships crew use the sailor stat block, while marines 
  should be treated as experienced watch.
  law & order
  Jadid’s great wealth brings with it a lot of crime. Both 
  parts of the city have a thieves guild. The two entities, the 
  Three-Fingered Hand (Old Jadid) and Red Scarves (New 
  Jadid) have a long and bitter rivalry. Every few years, a 
  violent turf war breaks out as the gangs try to muscle in 
  on their rivals’ territory. An unwritten law states that a 
  gang member caught in the other’s part of the city, un-
  less he is carrying a message between the guilds, maybe 
  subject to persecution without reprisal.
  Smuggling, both over land and sea, is a constant 
  problem. The thieves guilds are not active players in this 
  elicit trade, though their contacts in the local underworld 
  mean they usually receive a percentage.
  Combating the criminal elements is the city watch. 
  They fall under the auspices of the ministry of Justice, 
  though they can call on the military to quell large scale 
  unrest. Each half of the city boasts 480 watchmen. These 
  are divided into six watch companies of 80 men led by 
  a Watch Captain, with each company subdivided into 10 
  patrols of eight men led by a Watch Sergeant.
  Each 24 hours period is divided into three watches 
                    
  land of fire realm Guide #13
  
  
  (midnight to 8 a.m., 8 a.m. to 4 p.m., and 4 p.m. to mid-
  night) and three half-watches (4 a.m. to midday, midday 
  to 8 p.m., and 8 p.m. to 4 a.m.). Each company patrols 
  for eight hours a day, meaning there are always two com-
  panies on duty at any one time.
  By day, the watch tends to stick to the docks, ware-
  house districts, markets, temples, diplomatic, and upper 
  class residential areas—parts of the city whose owners 
  and residents can afford to pay to ensure they are safe 
  and secure, and coincidentally the very same districts 
  well lit by oil lanterns after dark. Token forays into other 
  areas are conducted at random, though the lower class 
  areas are only rarely patrolled at night.
  In addition to the watches, the emir directly controls 
  the Emir’s Eyes, a secret police. In practice they are 
  agents of his senior wizir, who is responsible for intel-
  ligence gathering in the city.
  Justice is handled by a variety of courts. The court 
  martial handles all matters of military discipline, and 
  falls under the auspices of the respective general rather 
  than the ministry of Justice. The civil court oversees 
  misdemeanors, while the criminal court governs more 
  serious crimes. A single religious court handles crimes of 
  blasphemy, heresy, and so on. All citizens have the right 
  to be tried by a court made up of clerics of Shamash, 
  and soldiers by clerics of karmelos. However, local laws 
  dictate that an official of the ministry of Justice always be 
  included on the bench.
  Jadid has a jail, but it does not hold convicted crimi-
  nals. Anyone accused of a crime is held here until their 
  case comes before the court. Conditions are vile, though 
  those with money can pay to receive better treatment.
  Punishments for minor crimes are typically fines or 
  public flogging. more serious crimes may warrant the 
  loss of a limb, heavier fines, a spell working as a slave 
  for the city (someone has to clean out the qanats), or 
  being enslaved to one’s victim. The death penalty exists 
  for capital crimes, such as murder, arson, and rape. The 
  sole method of execution is beheading.
  trade & tribute
  Though it appears remote on maps, thanks to the sole 
  route to the Jade Empire now being via the ocean, Jadid 
  is a bustling center of trade. Caravans come from every 
  realm except the kingdom of the Sphinxes, who have 
  their own maritime routes to the east. Not only does this 
  mean the markets are awash with goods of every type, 
  the city is extremely cosmopolitan. But the city is not just 
  a middle man in a global market. The city imports many 
  raw materials for its craftsmen, and exports a variety of 
  finished goods.
  Aside from the maritime route to the Jade Empire, 
  Jadid’s merchants rarely leave the city. They make their 
  money trading with the east, not undertaking long land 
  voyages across the desert. While the Caliphate, Free 
  Emirates, and Sultanate have trade missions here, most 
  of the actual transportation of goods is carried out by 
  Bedu tribes.
  Jadid is also called the City of Taxes, which largely ac-
  counts for Emir Hassan being the wealthiest living being 
  in Al-Shirkuh. The city boasts a remarkable number of 
  taxes, all of which are designed to keep the city operating 
  smoothly and prevent citizens from gaining too much per-
  sonal wealth. unless otherwise stated, all taxes are paid 
  on Counting Day (see Realm Guide #10: Plains of Ash).
  Income Tax: Every citizens is required by law to pay 
  30% of his annual income in tax. 
  Import/Export Tax: A 5% surcharge is levied on 
  cargoes entering or leaving the city by land. goods ex-
  ported to or imported from the Empire pay only 1%, but 
  only if the trader can prove three generations of ancestry 
  residing in the city.
  Trade License: Every trader who wishes to do busi-
  ness in Jadid requires a special permit. By law, a trader is 
  counted as any person selling goods. This even applies 
  to player characters looking to unload plunder. A license 
  costs 500 dinars a year. unfortunately, this act has led to 
  a boom in the black market.
  given that the kingdoms of the Sphinxes are many 
  leagues away and the Silk Road is firmly shut, merchants 
  have little choice but to pay. A quarter of the money 
  raised in this manner is used to maintain the city’s trade 
  infrastructure, a quarter goes into the emir’s personal 
  treasury, and half is used by the emir to invest in new 
  trade ventures (the profits of which are largely his).
  Water Tax: All residents pay a 10 dinar annual water 
  tax. Half of the money is used to maintain the aqueduct 
  and the forts along its route and pay the clerics, labor-
  ers, and guards who ensure water flows. The other half 
  disappears into the emir’s coffers.
  These are the most well known taxes, but there is also 
  a religious tax to help maintain the temples, education 
  tax to pay for basic schooling, road tax for those who own 
  a cart, property tax based on the size of one’s house in 
  terms of how much square yardage it covers (multistory 
  houses are very common these days), weapon permit 
  charges, city gate maintenance taxes, and so on. In total, 
  citizens can expect to lose around 60% of their income 
  to various taxes.
  architecture
  until comparatively recently, most citizens lived in 
  simple single-story houses. Those with conspicuous 
  wealth still build their living quarters on three sides 
  around an open courtyard, typically with a small garden 
  to provide shade for those who wish to sit outside. Some 
  houses have a covered porch outside the front gates, 
  allowing them to sit on the street under shade and ex-
  change pleasantries with passers-by.
  With left being seen as unclean (the left hand is used 
  to clean oneself), the rooms to the left of the courtyard 
  as one enters are the reserved for kitchens, workshops, 
                        
                   
  Jadid, City of trade
  
  
  and other such uses. The family’s private rooms are in 
  the rear, and guest rooms are to the right. The roof is flat, 
  as is traditional in Al-Shirkuh. At the height of summer 
  the inhabitants cook, eat, and sleep in the open air.
  Those who wish to avoid paying excessive property 
  tax, and who have both the means and need to expand 
  their homes, now build upward. gone is the open 
  courtyard, and the overall building footprint is roughly 
  halved in size. Traditionally, the most important rooms 
  are near the top, with the kitchens and storerooms at 
  the bottom.
  Those who wish to publicly display their wealth not 
  only shun tower houses, as multi-storey homes are 
  known, but actively build houses with a huge footprint. 
  Often much of this is garden or paved areas where guests 
  can sit, an expensive use of valuable space.
  most of the grand homes are found in the suburbs of 
  the twin cities, the only available space for such struc-
  tures. Here the roads are wide and lined with trees. 
  Street cleaners, paid for by the homeowners, ensure the 
  streets outside their walled estates are kept free of sand 
  and filth. Life runs at a slower, and quieter pace, here.
  In the main residential districts, houses are built up 
  butted up against each other, and in poorer districts they 
  are nestled against the sides of workshops, shops, ware-
  houses, and other industrial and commercial buildings. 
  These areas are rarely quiet, for business in Jadid contin-
  ues around the clock. While the bazaars and souks may 
  be closed, the trundle of wagons, bellowing of camels, 
  and cries of merchants seeking buyers and sellers rings 
  out day and night.
  Where no tower houses rise, it is possible to walk 
  across the rooftops, and there are even arched stone 
  bridges linking buildings across the narrower streets. 
  Few citizens complain if a visitors walks across their roof, 
  so long as he is polite with his greetings, does not disturb 
  the family, and bears no ill will. 
  major locales
  Technically, Jadid encompasses just the twin cities. 
  However, the authority of the emir extends along the 
  valley as far south as the fork in the trade road, and west 
  to the far end of Salt Pass (see Realm Guide #7: The Salt 
  Basin). As a major city focusing exclusively on trade, 
  every type of business has an outlet in Jadid.
  farmInG vIllaGeS
  Population: 750 (average)
  Ruler: Headman appointed by emir
  until one reaches the junction to Salt Pass, the great 
  valley is semi-arid scrubland, ideal for grazing camels, 
  sheep, and goats, and far cooler than the nearby desert. 
  Nearing Jadid, the landscape dramatically changes to 
  one of fertile fields and towering fruit trees. This green 
  belt extends across the entire valley. The agricultural 
  land, an artificial landscape made possible by the qa-
  nats, is home to some 50,000 people, around 30% of 
  Jadid’s total population.
  Every village has a single well into the qanat system. 
  The farmland the villagers work is state owned, and the 
  agricultural run like a business. Farmers are paid a wage 
  based on crop yield by the state. The wage is not particu-
  larly high, but 5% of the land they work is set aside for 
  their personal use. This crop is usually harvested to fill 
  the villages’ granaries, but excess crops may be sold in 
  Jadid (and only Jadid).
  Bandits and orc raiders, not to mention various mon-
  sters, are common problems. Although the army has 
  forts scattered across the region, the soldiers cannot be 
  everywhere. To that end, each village has a militia of 50 
  men, though typically only around ten are on duty at any 
  one time.
  JadId, neW
  The Brotherhood Safe House: Located in one of 
  the many poor residential districts is a safe house oper-
  ated by the Brotherhood of unfortunate Souls. While its 
  members rarely resort to robbing the rich in Jadid thanks 
  to their unbridled generosity, other problems are no less 
  common here. Several emirs have attempted to break 
  the organization, but none succeeded. The current emir 
  allows them to function relatively untroubled, so long as 
  they do not threaten trade or foment civil unrest. visiting 
  Brothers receive free lodgings at the safe house, which is 
  disguised as a bakery.
  The Dancing Jinni: It may not serve the best coffee 
  in Jadid, but the Dancing Jinni is extremely popular with 
  visitors. The establishment takes its name from the sole 
  waitress—a lesser khamsin jinn. Its upper body is that 
  of a beautiful woman with alabaster skin, while its lower 
  half is an ephemeral mist that trails away to nothing. It 
  answers to the name mahrohk (“moon-Face”). Despite 
  its unusual appearance, it has the full powers of an air el-
  emental. The coffee house owner is a portly, jolly man by 
  the name of Abdul-Razzak ibn-Zaki. He arrived in Jadid 
  some 20 years ago with his servant in tow. Though happy 
  to discuss his strange waitress with all who ask, he never 
  tells the same story about how he came by its services 
  twice. Locals often visit just to hear what tell story he 
  concocts next.
  Great Souk: Also known as the great Temple of 
  qedeshet, this is the largest souk in New Jadid. Cover-
  ing six acres, three-quarters of the temple is a sprawling 
  maze of little shops and kiosks. Entire streets are devoted 
  to a single craft. The remaining quarter comprises the 
  hall of worship, trading offices where visiting merchants 
  can find buyers for their goods or find cargoes for sale, a 
  mediation hall for settling disputes, and such like.
  It is the only souk in Jadid that remains open after 
  dark (hours are dawn until midnight except on holy 
  days of qedeshet), and it is constantly busy. The narrow 
  streets throng with citizens haggling, arguing, browsing, 
  buying, and selling. While the city watch occasionally pa-
                     
  land of fire realm Guide #13
  
  
  trols here to deter pickpockets, clerics of Shamash, hired 
  by the cult of qedeshet, provide security.
  Goblin Quarter: The center of black market activity, 
  this slum of crudely fashioned mud brick houses is pop-
  ulated almost entirely by sand goblins. The city watch 
  never patrols here, and petty crime is rampant. It is also 
  known as the Hive, not because the inhabitants are in-
  dustrious, but because the Emir’s Eyes believe there is a 
  criminal mastermind living here.
  Harbor Defenses: With maritime trade vital to Jadid’s 
  survival, the emirs spared no expense on providing im-
  pressive fortifications. The harbor is ringed by a thick 
  wall rising 30 feet from the shallows. Piercing the wall 
  are six gates, each of which is protected by a gatehouse 
  tall enough to allow ships to pass beneath. In times of 
  trouble, the gates can be closed by means of winches, 
  though this takes around an hour, such is their thickness. 
  Each gatehouse is flanked by a pair of towers. Atop their 
  flat roofs is a single ballista. As well a conventional bolts, 
  each tower has a stockpile of alchemical blast bolts.
  At night, large braziers are lit to guide ships through 
  the gates into the safety of the harbor. During the day, 
  large colored flags are hoisted.
  While these defenses are designed to be a visible de-
  terrent, the city boasts hidden protection, the existence 
  of which is known only to the emir, his chief wizir, and 
  the admiral. Concealed in niches cut into the sea wall are 
  iron golems enchanted to function under water. When 
  the alarm is raised, these sentinels are animated by a 
  command word, swim beneath enemy ships and attack 
  from below the water line.
  Jade Empire Trading Post: Although New Jadid is 
  the political and bureaucratic capital, the Jade Empire 
  has no interests in opening diplomatic dialogue. Its em-
  issaries are here to trade.
  The current trade delegate is mandarin Han Shou 
  Teng. Like his counterpart in distant Ostmark, he rarely 
  mingles with the local populace, save on the rare occa-
  sions he deigns to visit the emir’s palace. Even then, he 
  travels in a wooden box carried by four bearers.
  Security at the walled compound is tight. All invited 
  guests (no other visitors are allowed entry) are thor-
  oughly and expertly searched, with detect arcana and 
  detect weapon spells employed on a regular basis. The 
  Jade Empire has secured an agreement that means the 
  compound is part of the Jade Empire, meaning their 
  laws apply. For intruders, this means a death sentence 
  without chance of appeal to Jadid’s courts. Security is 
  provided by elite Imperial troops whose faces are con-
  cealed behind elaborate jade masks.
  Temple of Marqod: A house of worship and a hospi-
  tal, the temple caters for spiritual and physical ailments. 
  Even Devoted come here for relief from physical pain, 
  for the staff are exceptionally skilled healers. All natural 
  Healing rolls for patients who spend four days recuper-
  ating here receive an additional +1 bonus. The temple 
  also boasts several herbalists, for while large parts of the 
  desert are barren, healing herbs are grown on many of 
  the outlying farms.
  University of the Sea: Founded only after the new 
  route to the Jade Empire was opened and Jadid became 
  a maritime power, this center of education provides 
  schooling for mariners. All students must undertake a 
  three month course in the basics of seamanship. For 
  some, this is enough to ensure a job on a trade ship. 
  Others go on to learn ship handling and navigation, or 
  the art of the shipwright.
  The university is located in New Jadid, close to the 
  waterfront. Several tutors are clerics of Apsu, despite the 
  university having no formal ties to the cult. Clerics of 
  upuaut visiting the city can sometimes be persuaded to 
  give guest lectures, but their wandering feet mean none 
  are willing to stay to teach an entire semester.
  JadId, old
  Ambassadorial District: Jadid hosts permanent 
  ambassadors from the Caliphate, Sultanate, and every 
  city in the Free Emirates. Ostensibly they are here to 
  protect the interests of caravans carrying goods from 
  their homeland, but much of the ambassadors’ time is 
  spent in court, trying to get one over on their rivals and 
  ensure they secure the best trade deals. Although the 
  watch patrols the street, every ambassador is permitted a 
  private retinue of 20 guards, plus unlimited bureaucrats. 
  At least one bureaucrat in every embassy is a spy, sent by 
  his ruler to pry into what the other nations are doing.
  City Walls: Jadid’s city walls are without equal. Thirty 
  feet high and 20 feet thick, they curve around the entire 
  city, making their total length an impressive 12 miles in 
  total. Their monumental scale is testament to the city’s 
  vast wealth, the vision of its emirs, the industrious nature 
  of its citizens, and the power of its spellcasters (elemen-
  tals and lesser jinn did a lot of the heavy lifting).
  There are three city gates. The central gate, known 
  as the Old gate, is wide enough for only a single cart. 
  It is reserved for traffic making a stop only in Old Jadid. 
  visitors heading for the markets and port of New Jadid 
  enter through a pair of massive gates set on either side 
  of the city. Incoming traffic uses the Western gate, and 
  outgoing traffic the Eastern gate. Each of these is wide 
  enough to accommodate two carts side by side. The 
  roads flow around the city center, joining up beyond the 
  northern suburbs to form the golden Road. The gates 
  are open from dusk until dawn. Caravans arriving must 
  make camp no closer than 200 yards from the walls.
  A watchtower is positioned every 150 yards. The 
  lower half serves as a barracks for those on duty. Part-
  way up, level with the battlements, the tower is open 
  fronted. Placed within is a ballista with a commanding 
  field of fire. Atop the tower’s flat roof is a catapult. Even 
  with its impressive army, Jadid cannot man every artillery 
  piece constantly. Typically, only those near the gates are 
  manned on a permanent basis.
  Positioned at regular distances along the inside of the 
  wall are barracks. Each is home to a single company of 
  soldiers. The forts are linked by military roads. Travel 
  along them is forbidden to all non-essential civilian traf-
  Jadid, City of trade
  
  
  fic. misuse of the roads or causing an obstruction that 
  impedes the military is punishable by a 5,000 dinar fine 
  and 100 lashes.
  Emir’s Palace: Constructed from marble and lavishly 
  decorated and furnished by the finest artisans money can 
  buy, the emir’s palace is a sprawling edifice to Jadid’s 
  love of ostentatious displays of wealth. Within its walls 
  are numerous open courtyards boasting beautiful gar-
  dens and water features, as well as secluded courtyards 
  where private meetings can take place.
  Although the various ministries have their own of-
  fices elsewhere in the city, the palace is the heart of the 
  city’s politics and bureaucracy. Located here is the grand 
  council chamber, where the city’s elite gather each week 
  in council with their ruler (who governs from behind his 
  ivory screen to foil assassins).
  Aside from the emir’s private suites and rooms essen-
  tial to running the palace (like the kitchens and store-
  rooms), the palace has a private hospital, apartments for 
  all the council members, a mosque, a temple to Shamash, 
  barracks for the emir’s personal bodyguards (who are 
  separate from the military), a library, and a harem.
  Library of All-Knowledge: This arrogantly named 
  temple of qedeshet holds a vast array of scrolls and 
  books, many dating back before the jinn invasion. The 
  cult does not charge admission, but the emir demands 
  all visitors pay a 2 dinar tax. many of the librarians, in-
  cluding the senior priest, are cakali.
  The library is excellently catalogued, making it easy 
  to find specific topics. Investigation rolls take two hours, 
  and receive a +1 bonus. Readers researching matters 
  concerning trade and the history and laws of Jadid re-
  ceive a +2 bonus, instead.
  Necropolis: Jadid’s Faithful are interred in the ne-
  cropolis, which lies along the golden Road. On the sur-
  face is the city’s only temple to Tammuz. All around it are 
  memorial stones raised by wealthy citizens to mark their 
  passing. Some are relatively simple obelisks, others are 
  exquisite works of art and displays of wealth. Common 
  citizens can pay to have their names inscribed on huge 
  communal pillars. The city’s true nobles are not buried 
  here—they rest in private vaults located deep beneath 
  the emir’s palace.
  Beneath the hallowed ground sprawl many miles of 
  catacombs. As new space is required to house the dead, 
  so the catacombs are extended. The rich rest in lavishly 
  decorated private crypts, while the poor are placed in 
  deep niches cut into the walls.
  Clerics frequently patrol the corridors, both to say 
  prayers for the dead and to combat the tomb robbers, 
  scavengers, and ghûls. Numerous subterranean pas-
  sages, some carved by thieves, others by vile cultists of 
  Iblis, breech the sanctity of the tombs.
  Public Baths: Admission to the many public baths is 
  1 dinar. Some are private businesses, others are operated 
  by the cults of Apsu and marqod. As well as places to relax 
  and cleanse, they are also centers of gossip, politics, and 
  trade. many deals, both overt and covert, are conducted 
  amid the steam rooms and warm pools. An hour long 
  neW ProfeSSIonal edGe
    detaIled area lore
  Requirements: Novice, Smarts d8+, must know 
  the dominant language of the region
  Everyone knows something about their home city 
  or homeland, and anyone can learn common facts 
  about the other realms. This hero knows one city or 
  geographical area better than most natives.
  When the Edge is taken, you must pick one of the 
  great cities of the Caliphate, Free Emirates, king-
  doms, or Sultanate, or one of the other geographi-
  cal regions, such as Hekata or the great Northern 
  Desert.
  The character has +1 to all Common knowledge or 
  knowledge (Area, Folklore, Heraldry, History, Law, 
  and Nomads) rolls concerning his chosen city or 
  region. He also gains +1 to Streetwise rolls when 
  dealing with civilized natives, so long as his reputa-
  tion has not been sullied.
  This Edge may be taken multiple times, but must 
  apply to a different city or geographical region each 
  time it is chosen.
  neW SoCIal edGeS
    ContaCtS
  Requirements: Novice
  While some people have connections to a power-
  ful patron or organization, there are others blessed 
  with many friends prepared to lend them a hand in 
  times of need.
  Contacts, unlike Connections, represents a unique 
  individual. Once per adventure, the hero may in-
  vent a single contact. The contact’s race, gender, oc-
  cupation, and how he knows the hero are left to the 
  player to devise, but the gm has final approval and 
  may tweak a few facts to better fit the adventure and 
  to prevent the Edge being abused (unless he has 
  befriended him in play, no hero should be allowed 
  to have the Caliph as an old friend, for example). 
  In certain circumstances, a contact might not be 
  available (such as if you’re exploring a dungeon or 
  in the middle of the ocean). Contacts are typically 
  confined to a single settlement or region. Once a 
  contact is created, he will only be found in the area 
  he was first encountered.
  As individuals, contacts lack the resources of or-
  ganizations. The usual rules for Connections apply 
  with regard making contact and eliciting help, but 
  contacts are useful only for supplying local gossip, a 
  place to hide or sleep, and common pieces of 
  Continued on the next page.
  land of fire realm Guide #13
  
  
  visit to the baths halves the time to recover Fatigue from 
  Bumps and Bruises.
  The most extravagant bathhouse, aptly named The 
  grand Baths, costs 10 dinars, making it beyond the reach 
  of most citizens. Here, the waters are heated by lesser 
  ifrits or cooled by ice hauled down from the mountains. 
  For an additional fee of 5 dinars, patrons can be mas-
  saged by lesser khamsin jinn.
  The owners of The grand Baths are currently busy 
  hushing up a serious of accidents caused by the jinn staff 
  going berserk and attacking customers. They are keen to 
  solve the mystery without attracting negatively publicity.
  Shamal’s Shop of Wonders: A jinn mage with 
  knowledge of all four types, Shamal earns a living selling 
  alchemical devices. Officially, he obeys the law proscribing 
  charms of destruction to the letter. For the right price, and 
  after very carefully checking out any potential patrons (a 
  process taking 1d4 days), he is willing to supply alchemi-
  cal devices of any sort, no questions asked. He charges 400 
  dinars per Rank for damage-causing alchemical devices.
  University of Mercantile Studies: Jadid’s second 
  specialized university is a business school. Students are 
  taught how to evaluate goods, how to haggle properly, 
  how to organize caravans, and how to correctly complete 
  their accounts. Courses last for three years, one year of 
  which involves being apprenticed to a merchant.
  The Vault: While everyone knows the city treasury is 
  located in the emir’s palace, the location of his private 
  treasury is a closely guarded secret. many suspect it lies 
  deep beneath the palace, spread over a series of levels 
  that together form the vault. Regardless of the loca-
  tion and layout, one can rest assured the emirs spent 
  generously on ensuring their private treasury was as 
  thief-proof as money could buy. That no one has ever 
  boasted of seeing its interior, let alone stealing anything, 
  is testament to this.
  The Wishing Well: quite how this innocuous well, 
  one of many in Jadid, developed a reputation as a wish-
  ing well is unknown. Desperate or greedy citizens throw 
  coins into the waters in the hope fate or the gods will 
  answer their wishes. Sometimes they do.
  The well has no magical powers, despite what citizens 
  claim. Rather, a powerful and eccentric jinn mage hangs 
  around the well disguised as a beggar. He listens to every 
  wish made (no one notices beggars), and, if he can, he 
  endeavors to make it come true. He has little interest in 
  helping those who want revenge or money, unless they 
  are downtrodden and wrongfully oppressed. As pay-
  ment, he steals the money from the well.
  Qanat SyStem
  Jadid stands at the end of a wide valley bordered by 
  impressive mountains. Though rain rarely falls directly 
  on the valley floor, thunderstorms regularly batter the 
  mountains of death during summer. Coupled with run 
  off from melting ice, dozens of small rivers run down the 
  slopes. unfortunately, none of these penetrate far into 
  the valley, for the bedrock is extremely porous.
  In order to ensure plentiful water reaches the city and 
  irrigates the many farms that dot the upper portion of the 
  valley, the emirs excavated a labyrinth of underground 
  tunnels. These extend into the sides of the mountains, 
  straight into the aquifers.
  At massive expense, the walls and floors of the tunnels 
  were coated in granite slabs. This keeps the water from 
  descending further through the bedrock, and allows 
  water to trickle in through the roof. At random lengths, 
  a shaft descends from the surface to the qanats below. 
  Some of these are wells, others are purely for access.
  No one is sure of the true extent of the system, but it 
  extends from the mountains of Death as far south as the 
  branch in the trade road, and flows across the valley to 
  the eastern flank of the parched godhome mountains.
  The qanats require constant maintenance to keep 
  them free of sand blown down the access tunnels, rock 
  slips, and, most dangerous of all, the variety of monsters 
  that enjoy living in the cool, dark, dank conditions. 
  undead are not uncommon. Every crime was given the 
  punishment of hard labor during the construction phase, 
  and thousands of convicts (many of whom committed 
  only minor transgressions of the law) are said to have 
  lost their lives. Trapped in the maze, their spirits could 
  not be found by Djemuti, Charioteer of the gods, and so 
  returned to their corpses.
  Soldiers stationed in the outlying forts routinely 
  sweep the tunnels, but it is a never ending task. Some 
  soldiers never return. many are surely eaten by some ter-
  rible beast, but every soldier knows stories of comrades 
  who got lost. Sometimes, they claim, you can hear their 
  echoing cries for help, despite them obviously being 
  long dead from hunger.
    ContaCtS ContInued
  equipment with a low price. The player can ask his 
  contact for whatever he wants, but whether or not 
  it is available is up to the gm. Contacts never ac-
  company their friend on adventures, regardless of 
  their profession—they supply information and ba-
  sic help, not another adventurer.
    exPert HaGGler
  Requirements: Novice, Smarts d8+, Persuasion 
  d8+, Streetwise d6+
  Everyone haggles in Al-Shirkuh, but the character is 
  an expert at securing the best deals.
  After making a purchase, the character may make a 
  Persuasion roll. Success nets him a 10% discount, 
  and a raise a 20% discount. Rather than rolling for 
  every transaction, one roll should be made for the 
  entire shopping spree.
  When selling goods, a successful Streetwise roll al-
  lows the hero to sell his wares for 50% of the nor-
  mal value. A raise nets him 75% of the list price.
  Jadid, City of trade
  
  
  Persons of note
  Jadid’s population boasts a huge number of colorful 
  characters. Some will be allies to visiting adventurers, 
  others enemies or puppet masters seeking to use them 
  in their nefarious plots. A few are detailed below.
  ata’ Ibn-bakrI
  A barber by trade, Ata’ runs a small business in Old 
  Jadid. Though of average skill, he is always busy, and of-
  ten citizens must book an appointment weeks in advance. 
  For all his innocuous nature and low social standing, Ata’ 
  knows everything going on in the city, even what occurs 
  behind the walls of the emir’s palace, and he’s willing to 
  repeat rumors while he cuts hair and trims beards. 
  unfortunately, it is very hard to steer him toward a 
  particular topic (–2 to Streetwise rolls). Those hoping 
  to learn a specific piece of gossip may find be forced to 
  return many times.
  beHranG
  A common sight in the markets and around the 
  wharves, Behrang is a sand goblin beggar. Though annoy-
  ing, he seems harmless enough, if a little light-fingered. 
  He is actually a spy for the kingdom of the Sphinxes. Pos-
  sessed of excellent hearing and eyesight, a nose for gossip, 
  and eloquent enough to start rumors with a single word 
  and stir up civil unrest with a well chosen phrase, his role 
  is to gather information on Jadid’s trade network with the 
  Jade Empire and, when necessary, cause the emir as much 
  trouble as possible. Despite his shabby appearance and 
  vile odor, Behrang lives like a king in the goblin quarter.
  burPInG baHIl
  A former soldier, Bahil quit after returning from pa-
  trol in the mountains of Death. The sole survivor out of 
  an entire company, he claims the patrol became lost in 
  a snowstorm. Fortune guided the soldiers to what they 
  though was a cave entrance, and their captain ordered 
  them to take shelter from the biting cold.
  Bahil refuses to speak of what occurred next in detail, 
  saying only that something inhuman began killing the 
  men one by one. Panicked, the survivors fled back into 
  the storm. Bahil, the last to leave, looked back to check if 
  the patrol was being pursued. In a brief break in the bliz-
  zard, he swears the cave entrance was a carved entrance, 
  its border a mass of intertwined tentacles.
  His nickname comes from the loud, involuntary burps 
  that escape his lips whenever he feels frightened.
  GHazWan PaSHa
  Despite his wealth and status, ghazwan hates wasting 
  money and he detests the need for public acclaim to earn 
  a noble title. A member of the Sandtraders guild, he and 
  his fellow conspirators are engaged in a long-term plot to 
  overthrow the emir and place power in the hands of the 
  rich merchants. Of course, not every merchant is worthy 
  of such power. In his eyes, it is not largesse that is good, 
  but old-fashioned greed. Through a network of agents 
  he sabotages the businesses of rivals, both through sly 
  words and acts of violence, supplies bandits and corsairs 
  with information on his competitors’ trade caravans and 
  mercantile shipping, and buys up smaller enterprises, 
  usually after taking them to the edge of bankruptcy. Cur-
  rently he controls around 6% of all trade in Jadid, an 
  impressive level of power for a single man.
  maHmed PaSHa Ibn-nooH
  A wealthy shipping magnate, mahmed has made a for-
  tune transporting cargoes to an from the Jade Empire. He 
  has heard rumors of the northern continent, and greatly 
  desires a sea route be forged so that he might increase 
  his fortune. Such a route would be fraught with peril, 
  for it would mean sailing far beyond the coastline of the 
  kingdoms of the Sphinxes, a task few mariners relish. 
  Of course, money is no option is mahmed, at least as 
  far as public perception goes, and he is sponsoring yet 
  another expedition to the land of ice. All he needs now is 
  a crew who have not heard of the failure of the previous 
  six expeditions, none of which ever returned.
  tamadur bInt-lunaH
  By day, Tamadur is an exotic dancer and snake 
  charmer. Her act, which is sensual but not sexual, always 
  involves snakes. Her fame is such that she is often invited 
  to dance for Jadid’s wealthy citizens, and they reward her 
  well. By night, she is an assassin-for-hire, operating un-
  der the name The glittering Death. Tamadur never deals 
  with clients directly, nor does she ever dirty her hands in 
  delivering death. That she leaves to her many obedient 
  constrictors and vipers.
  umaraH PaSHa Ibn-ruHI
  Citizens often joke that umarah Pasha, a merchant, 
  displays his fabulous wealth by his corpulent frame. 
  His frame is beyond obese. Too fat to walk, he is car-
  ried around town on a palanquin by a dozen muscular, 
  sweating bearers. A generous man, he throws expensive 
  sweetmeats and candied fruit to the crowds. umarah 
  Pasha collects recipes for his army of chefs, and he pays 
  very well for novel ones. Though he has never achieved 
  much beyond growing fat and rich, he once had dreams 
  of being an adventurer. Heroes looking to cleanse the 
  mountains and outlying farms of rampaging monsters 
  and vicious orcs may be sponsored by umarah Pasha. The 
  rich rewards he publicly offers go toward his reputation 
  as a man willing to lavish money on benefitting Jadid’s 
  citizens. As always, this is partly an illusion—he demands 
  a full 50% of any treasures found by his hirelings.
                        
  land of fire realm Guide #13
  10
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost - Land of Fire/TAG35013 - Realm Guide 13 Jadid City of Trade.pdf