TEXT:          The City of Dipur
                  Gateway to the East
                                                         (By Paul Kirk)
  The World of Xoth is copyright (C) 2008-2015, Morten Braten and Xoth.Net Publishing. It is 
  used in this work with permission.
  City Overview
  Dipur is a city of the Empire of Khazistan, lying 50 miles southwest of the Kharjah Pass. It 
  is a garrison city, as well as a stopping off point for the many caravans travelling to, or 
  from, Susrah and lands beyond. It is often referred to as 'The Gateway to the East' by the 
  folk of Khazistan.
  It is a city built from clay bricks. These and the mortar that holds them in place are made 
  from the mud of the banks of the Oxartus River mixed with straw collected from ﬁelds of 
  the myriad nameless villages that dot the southern foothills of the Zorab Mountains.
  The city walls are not particularly high but they are broad and crenelated, patrolled by 
  watchmen of the city's infamous Black Guard. Many of the buildings that cluster inside the 
  walls are several storeys high and ﬂat roofed, packed to the rafters with the urban poor of 
  the city.
  The river valley of the Oxartus is abundantly fertile and crops enough are grown to allow 
  the feeding of the populace and for sizeable exports across the desert to Zul Bazzir.
  The city has an urban population of some 8000 persons and provides a marketplace for a 
  rural population of perhaps ten times that number who dwell nearby, in the valley of the 
  Oxartus river and in the foothills of the city's hinterland.  
  Adartani mongrels account for roughly six in every ten of the urban population. There are 
  roughly equal numbers of Khazistanis and Susrahnites, while a smaller Zorabi minority 
  dwells almost exclusively in a district that lies in the shadow of the Back Gate, known 
  locally as 'The Den'. The numbers of other ethnicities is much smaller among the rural 
  population of the hinterland, which is now almost exclusively Khazistani.
  The Satrapy of Dipur currently supports a military force of more than two thousand men, 
  comprising many hundreds of Khazistani Horsemen, the elite soldiers of the Satrap's 
  Guard, the City Watchmen of the Black Guard and the mercenary horsemen of Eskaros' 
  Desert Patrol. Should the city itself be threatened, the Satrap could quickly press a further 
  400 'volunteers' into the ranks of the Black Guard.
  
  The Authority Figure is 
  Tarkhan Bey, the Satrap of Dipur (Khazistani)
  Other Notables include
  Aram Anshal, the proprietor of the Gilded Palm (Susrahnite)
  Balchak, Captain of the Black Guard and ex Crime Lord of the Dives(Khazistani)
  Borak Cham, Hill Chief in exile, Crime Lord of the Den (Zorabi)
  Brennar, the Captain of the Satrap's Guard (Tharag Thulan)
  Ekrimala, Chief Devotee of Nakhramat and mother of Tarkhan Bey (Khazistani)
  Elgamesh, Captain of the Sacred Band (Adartani Mongrel)
  Haram Baal, a wealthy merchant of some renown (Susrahnite)
  Ku Kao Chou, bodyguard and body servant to Wo Peng (Taikangian)
  Malik Arshak, the Commander of the Tamari Horsemen of the Oxartus District(Khazistani)
  Oktig Khan, the General of the Imperial Horsemen (Khazistani)
  Roshamma, the High Priestess of the Moon Goddess (Adartani Mongrel)
  Sutrahmunah, the Chief Concubine and mistress of Tarkhan Bey (Yar Ammonite)
  Talham Ghor, 'the Bull', pit ﬁghter (Zorabi)
  Wo Peng, Inscrutable Sorceror, Master of the Jade Serpent Temple and Vizier to the 
  Satrap (Taikangian)
  History
  Dipur was originally a western city of the Susrahnites. It was founded nine hundred years 
  before the present day by the hero, Martok Adartu and named Adartu in his honour. The 
  sons and daughters of Martok Adartu ruled in the city for three hundred years until the the 
  last King of that lineage, Jalmesh, was murdered by his own wife. Queen Lakarsha, known 
  variously as the 'Tyrant of Adartu' and the 'Blood Queen' then ruled for three hundred 
  years before she was ﬁnally deposed and destroyed by the Priests of Baal Khardah. The 
  legends tell that she was no longer fully human and that her longevity was the result of 
  some vile sorcerous pact. 
  The Priests of Baal Khardaah placed a young man named Tamnesh on the throne, 
  claiming that he was of the line of Martok Adartu, whom they had hidden and kept safe all 
  these years. Whether this Tamnesh was actually of the royal lineage or not, the people of 
  Adartu rejoiced in the destruction of the Blood Queen and celebrated the coronation of 
  King Tamnesh Adartu.
  For a further two centuries, the descendants of Tamnesh sat upon the throne of Adartu 
  unchallenged, until the coming of the Khazistani horde. The city was forced to capitulate to 
  the Khazistanis after King Nahaburam Adartu and nine tenths of his soldiers were slain in 
  battle on the banks of the Oxartus river. 
  In the intervening century, the make up of the population has changed dramatically. Many 
  of the original Susrahnite inhabitants ﬂed eastwards over the Kharjah Pass(including the 
  family of the King), leaving behind only those with nothing to lose and those who feared to 
  lose too much. The new rulers made deals with the wealthy merchants of the city and 
  these were, for the most part, left unmolested. The poorer folk were not so lucky and were 
  subjected to the whims of the conquerors for several days following the surrender of the 
  city. The mongrel descendants of these forced unions, known as 'Adartanis' comprise 
  more than half of the current city population and dwell in the sprawling slum district along 
  the southern wall of the city, known as 'The Dives'. 
  
  New Player Race: Adartani
  These people are the descendants of less wealthy Susrahnites who remained in Adartu 
  following it's surrender to the Khazistani Horde. Subjected to the whims of the conquerors, 
  the racial make up of the city was altered forever as well as it's name.
  The Adartani are looked down upon as 'mongrels' by both the conquering Khazistanis and 
  the remaining Susrahnites of Dipur. Finding gainful employment is difﬁcult for them and 
  many turn to crime or become Free Companions in the mercenary companies of Xoth.
  Physical Description - Adartani are generally tall and lithe. They retain Susrahnite 
  features but have a lighter skin tone, inherited from the Khazistanis.
  Religion - Adartani favour the Gods of the Susrahnites. Belet Lil is a particular favourite, 
  though many swear 'by Aklathu's Beard!'.
  Racial Traits - +1 Dex
  The Wealthy District
  The part of the city where rich merchants and noblemen live is separated from the rest by 
  a high wall, it's gate guarded day and night by watchmen of the infamous Black Guard. 
  Broad, palm tree lined, avenues are ﬂanked by the walled enclosures of dozens of villas. 
  These range in size and majesty from those that are merely comfortable to those of vast 
  and opulent splendour.
  The population of this district is split almost evenly between old Susrahnite Noble families 
  and those of wealthy foreign merchants. A mere handful of Khazistani nobles dwell in the 
  city, altough several powerful families have large estates in the nearby valley of the 
  Oxartus river.
  Several of the wealthiest families maintain small groups of their own armed retainers, but 
  Khazistani Law limits their numbers to a half dozen per household.
  This is the most heavily patrolled district of the city. Travellers are not permitted to enter 
  unless they have letters of introduction to, or from, one of the residents. Black Guardsmen 
  routinely approach any strangers or vagrants who have managed to gain entrance. A swift 
  beating followed by a forcible ejection is the fate of most of these undesirables.
  
  The House of Haram Baal
  Located in the wealthy district of Dipur, Haram Baal's home lies near the wall of the city, 
  separated from it only by a narrow cobbled alleyway that runs between the two. 
  Within the whitewashed walls lies a garden with an ornamental pool and the villa itself(a 
  ﬂat roofed, two storey building). A second building contains living quarters for a half dozen 
  servants and a quartet of armed watchmen(Use the Susrahnite Mercenaries from 'The 
  Shadow of the Ragged King').
  The Villa, itself, contains Haram's private rooms and ofﬁces, as well as a feasting hall, 
  kitchens and eight guest bedrooms. Four of these are permanently occupied. 
  The ﬁrst is shared by Dalram Baal and his wife Sintu. Dalram is Haram's brother who has 
  fallen on hard times and lives here by virtue of their shared blood and Haram's good 
  nature. Unknown to Haram Baal and the other members of the household, his brother has 
  become a member of a clandestine group known as 'the Scions of Adartu'(See Dalram's 
  Stats in that adventure)
  The second is the chamber of their son, Baalam, who covets his uncle's wealth and good 
  fortune. He prays that Haram will not return from his trip to Zul Bazzir and asks the Gods 
  that some misfortune to befall his Uncle upon the road.
   A third room belongs to Hadrubel, the Steward. Tall and almost impossibly handsome, 
  Hardrubel is in charge of the running of the household in his master's absence. In this, he 
  meets with much resistance to his efforts from young Baalam, who resents such power 
  and position being in the hands of a mere servant. Baalam is starting to come to the 
  conclusion that Hadrubel is more than a simple steward and may, in fact, be the reason 
  why his uncle has never taken a wife. 
  The fourth and ﬁnal, occupied, room is that of N'Gomba, the master's Azimba bodyguard.
  The Palace of the Satrap
  Perched upon a rocky crag at the city's northern edge, the Palace dominates the city 
  skyline. Although there are tales of hidden passages that burrow through the sandstone to 
  various locations throughout the city, the only apparent way to enter the palace is to climb 
  the steep and narrow path that leads from the Square of the Grand Souk, through the 
  King's Kasbah and up to the front gate.
  The Palace itself contains the private chambers of the Satrap as well as the Seraglio, 
  wherein live the ladies of the court who were previously his mistresses. There is also a 
  large feasting hall where Tarkhan Bey holds court and sumptuously appointed guest rooms 
  for a score or more of visitors.
  The Vizier, Wo Peng has his private chambers here, as does Brennar the Northron who is 
  Captain of the Guard.There are kitchens, sculleries and domiciles for almost two hundred 
  servants and slaves who live and work within the palace conﬁnes. A barracks block 
  contains the sleeping quarters and armoury for a company of the elite soldiers of the 
  Palace Guard.
  The palace also contains a temple to the Goddess Nakhramat, known as 'the Temple on 
  the Rock'. This is a new addition to the palace, added since the Khazistani conquest. It is a 
  single storey building, built in the Khazistani style, surmounted by a copper dome and with 
  copper minarets at each corner.
  
  Tarkhan Bey - Khazistani Satrap, the Hawk of Kharjah
  A handsome and charismatic fellow with a neatly trimmed beard and moustache under a 
  long aquiline nose, Tarkhan Bey is considered charming and witty, a man of culture. He is, 
  however, also a man of war and has commanded a number of successful expeditions 
  against recalcitrant Zorabis and forays into Susrah. 
  He is unmarried and was very popular with the ladies of the court, but recently a Yar 
  Ammonite dancing girl named Sutramunah stole his heart and until her disappearance, 
  she wielded considerable inﬂuence over him.
  Whoever is behind the girl's disappearance, he seems surprisingly nonplussed by her 
  absence. An observer, familiar with the Satrap, might even suggest that he is not quite 
  himself at the moment.
  Strength.        13.    Combat Actions.      3.                   1-3.    Right Leg.  2/5
  Constitution). 12.    Damage Mod.        +D2.                4-6.    Left Leg.    2/5
  Size).             13.    Improvement Mod +1.                   7-9.    Abdomen.  4/6
  Intelligence).  14.    Magic Points.          11.                10-12.  Chest.        4/7
  Power).          11.    Movement.              8m.               13-15.  Right Arm. 2/4
  Dexterity).      15.    Strike Rank.            15(10).          16-18.  Left Arm.    2/4
  Charisma).     15.                                                         19-20.  Head         5/5
  Common Skills.                
  Athletics 58%, Brawn 45%, Culture(Khazistani) 73%, Dance 45, Evade 51%, Inﬂuence 
  90%, Insight 35%, Language(Khazistani) 84%, Lore(Khazistan) 61%, Perception 48%, 
  Persistence 45%, Resilience 56%, Ride 72%, Sing 47%, Unarmed 82% 
                                            
  Advanced Skills 
  Art 42%, Courtesy 66%, Culture(Susrahnite) 41%, Culture (Yar Ammonite) 30%,
  Culture(Zorabi) 50%, Gambling 43%, Language(Susrahnite) 51%, 
  Language(Yar Ammonite) 30%, Language(Zorabi) 52%, Lore(History) 59%,
  Lore(Dipur) 42%, Lore(Military Tactics) 37%, Oratory 61%, Play Instrument 35%,
  Seduction 57%, Streetwise 44%, Survival 41%,Track 29%
                                                                                                                                                         
  Equipment - Bronzed Scale Hauberk, Spired Helmet, Hard Leather Greaves and Bracers, 
  Shamshir, Yataghan and Roundshield in battle. Blue silk robes and a turban with peacock 
  feathers when holding court. Dozens of servants, scores of slaves, 200 household guards, 
  a palace and personal wealth worth tens of thousands of silver coins. The Padishah's ring 
  (A ring of gold worth 300 silver coins, but priceless to those who recognise it as the 
  Satrap's badge of authority). A locket of gold containing a miniature portrait of 
  Sutrahmunah. A braid of her hair worn as a bracelet. The locket is worth 20 gold coins to a 
  fence but immeasureably more to the Satrap.
  His armour and weapons are of excellent quality. Each possesses the highly desirable 
  quality and they are inlaid with semi precious stones, silver wire and gold ﬁligree.
  Tactics - A brave and resourceful leader of men, he is an accomplished duellist who ﬁghts 
  honourably. Brennar, his guard captain, considers his notions of honour to be foolish and it 
  is probably fortunate that he has not had to partake in a duel for almost a dozen years. In 
  battle he is surrounded by kettle drummers and the warriors of his mounted bodyguard 
  and is difﬁcult to approach. In battle, he realises his duty is to achieve victory with as few 
  losses as possible. He has never known defeat and is known as 'the Hawk of Kharjah'.
  
  Weapon.                  S.       R.    Damage.       Ap/Hp.         Range.    Special
  Yataghan.                 M.      M.     D6+2+D2.      6/10.              Na.       Bleed
  Shamshir                  L.       V      D10+D2.         6/10.              Na.       Bleed,Sunder,2H
  Round Shield.           L.       S.     D4+D2.           6/12.              Na.       Na
  Weapon Styles 
  Khazistani Ofﬁcer.(Sword and Shield, 2H Sword) 91%
  Heroic Abilities
  Duellist, Heroic Aura, Linguist
  
  Brennar - Captain of the Satrap's Guard
  Brennar the Northron wandered down out of the frigid northlands some ﬁve years 
  previously and took service as a mercenary in the employ of the King of Belthaar. He 
  fought at the battle of the Ophrat River, where the Tamari Horsemen of Khazistan routed a 
  hastily assembled Susrahnite army that had gathered to oppose them.
  He was the last man of the Susrahnite host to remain upon the ﬁeld of battle, swinging his 
  great battle-axe  and surrounded by the heaped bodies of fallen riders.
  Tarkhan Bey offered the Tarag Thulan life in return for his service. Ever pragmatic, Brennar 
  accepted the offer and rose quickly through the ranks of the Satrap's Guard to become 
  their Captain. There is a fair amount of hostility to this foreigner among the native 
  Khazistanis of the guard but they follow his orders unquestioningly, if grudgingly.
  Brennar is presently involved in a romantic liaison with the High Priestess of Belet Lil, but 
  she does not love him and neither does he love her. He is well aware that she seeks to 
  use him to regain her inﬂuence at court and to limit the power of the Vizier, Wo Peng. 
  Roshamma has actually asked him on several occasions to murder the 'Taikangian Devil' 
  but so far he has simply laughed and denied her requests. The truth is that Brennar fears 
  the power of the black sorcery that the Vizier is rumoured to wield.
  He stands well over six feet tall with long fair hair and bright blue eyes. Strongly built yet 
  graceful, he has an imposing presence. His hair is tied in a single braid at the back of his 
  head and he is clean shaven. His armour consists of a sleeved Hauberk of ringmail and 
  hard leather greaves. He wears no helmet unless going into battle, when he wears a 
  savage looking cap of iron with bulls horns attached to it's sides (4Ap)
  While loyal to Tarkhan Bey, he is a wanderer at heart. It would not take much convincing to 
  have him take off on a life of wild adventure once more. He is somewhat perturbed by the 
  Satrap's lack of concern over the recent disappearance of Sutramunah. Khazistani 
  potentates are renowned for secretly disposing of those who offend them although, he had 
  not imagined Tarkhan Bey to be the type, nor how Sutramunah might have given him 
  offence.
  Strength).     17.         Combat actions.       3.                1-3.     Right Leg.  2/7
  Constitution).16.         Damage Mod.         +D4.             4-6.     Left Leg.    2/7
  Size).            17.         Improvement Mod.   +1.              7-9.     Abdomen.  3/8
  Intelligence). 14.         Magic Points.            15.            10-12.  Chest.        3/9
  Power).         15.         Movement.                8m.           13-15.  Right Arm. 3/6
  Dexterity)      15.         Strike Rank.            15(10).        16-18. Left Arm.    3/6
  Charisma).    13                                                             19-20. Head.         4/7
  Common Skills.                             
  Athletics 90%, Brawn 81%, Culture(Thulan) 60%, Evade 75%, Insight 41%,                  
  Language(Thulan) 83%, Lore(Tarag Thule) 60%, Perception 54%, 
  Persistence 72%, Resilience 72%, Sleight 47%, Stealth 55%, Unarmed 75%
  Advanced Skills
  Courtesy 31%, Culture(Khazistani) 42%, Culture(Susrahnite) 41%, Gambling 53%, 
  Language(Khazi) 47%, Language(Susrahnite) 38%, Lore(Dipur) 34%,
  Seduction 56%, Streetwise 49%, Survival 68%, Tracking 57%
  
  Equipment - Horned helmet, sleeved ring mail Hauberk, hard leather greaves, battle-axe, 
  knife, target shield, hatchet. 25 silver coins and 3 gold coins in a money belt. 1000 silver 
  coins and 20 Gold invested with the Jairani Spice Merchant, Mulapha of Yemar, on the 
  Street of a Hundred Bazaars.
  Tactics - Kill or incapacitate his enemies as quickly as possible. Hit them as hard as 
  possible, as often as possible, until they stop moving and making noises.
  Weapon.                S.          R.      Damage.       Ap/Hp.     Range.   Special
  Battle-axe              M.          M.      D6+1+D4          4/8            na.       Bleed
  2H Battle-axe.  .     M.          M.     D8+1+D4.         4/8             na.      Bleed, Sunder
  Target Shield.         L.           S.       D6+D4            4/12.           na.      Impale
  Weapon Styles - Thulan Warrior (Dagger,1H Sword, 2H Sword, Shield).  90%
                               Thulan Forester (1H Axe, 2H Axe).                                  90%
  Heroic Abilities - Battle Fury, Mighty Blow, Tireless
  
  The Temple on the Rock
  The Temple of Nakhramat, is a part of the west wing of the Satrap's  palace. It is the chief 
  place of veneration of the Goddess to the Khazistani women of Dipur. Every day, dozens 
  of Khazistani women enter the King's Kasbah and climb the steps to offer their devotions 
  at the shrine.
  The chief devotee of the temple is Ekrimala, the mother of Tarkhan Bey and the white 
  marble steps that lead into the shrine's interior are guarded by a patrol of the Satrap's 
  Guard at all times. 
  Ekrimala has her own personal quarters within, where she meets with her 'Kardeslik' 
  agents and quarters for her six Handmaidens. The shrine itself is a circular chamber with 
  several doors that lead to small cells for meditation and contemplation. It boasts a four foot 
  tall statue of Nakhramat, carved from ebony wood, that sits upon an altar cast from gold.
  There is no love lost between those who pray here and those who worship at the Temple 
  of the Moon Maidens.
  
  Ekrimala - Devotee of Nakhramat and mother of the Satrap
  Ekrimala is chief among the followers of Nakhramat in Dipur. Coldly beautiful and 
  extremely seductive, her hair hangs to her waist and is a lustrous jet black in colour. Her 
  clothing is also black and close ﬁtting but unlike the priestesses of the Moon Goddess, 
  there is no ﬂesh on display. Ekrimala despises the wanton sexuality of the followers of the 
  Moon Goddess and considers their rites to be depraved. Her machinations saw their cult 
  proscribed for a time under the rule of the previous Satrap(her husband). However, the 
  devious harlots simply melted away into the Dives, to resurface following his untimely 
  death. 
  Her son, Tarkhan Bey, has proved less easy to manipulate than his father and the Cult of 
  the Moon Goddess proselytises openly once again under his rule. Afraid that he had 
  become a target for conquest by the wily Roshamma, High Priestess of Belet Lil, she took 
  steps to ensure that her son would not be debauched.
  Tarkhan Bey's penchant for women of exotic beauty was well known to her and it was she 
  who hired the kidnappers that would eventually abduct Sutrahmunah and bring her to 
  Dipur. Ekrimala fairly cackled with glee when Turhan Bey fell instantly and irrevocably in 
  love with the Yar Ammonite. That the girl was a slave did not concern her, better that than 
  a vile Moon Whore.
  Sutrahmunah's disappearance and her son's apparent lack of concern has led Ekrimala to 
  consider whether he has been ensorcelled. If so, is it the work of the Arch Harlot, 
  Roshamma, or of the inscrutable Wo Peng? She is currently hiring men through her 
  agents, the Kardeslik, to discover the whereabouts of the missing girl.
  Strength).       11.         Combat Actions.         3.           1-3.       Right Leg.        0/6
  Constitution). 16.         Damage Mod.           Na.           4-6.       Left Leg.          0/6
  Size).             10.         Improvement Mod.    +1.           7-9.       Abdomen.        0/7
  Intelligence).  16.         Magic Points.             18.        10-12.     Chest.              0/8
  Power).          18.         Movement.                8m.        13-15.     Right Arm.        0/5
  Dexterity).      12.         Strike Rank.             14( ).       16-18.     Left Arm.          0/5
  Charisma).     15.                                                         19-20.     Head.              0/6
  Common Skills.                                       
  Athletics 43%, Culture(Khazistani) 82%, Evade 44%, First Aid 54%, Inﬂuence 71%,
  Insight 55%, Language(Khazi) 90%, Lore(Dipur) 65%, Perception 54%,Persistence 68%, 
  Resilience 54%, Sing 65%
  Advanced Skills.                    
  Courtesy 88%, Healing 45%, Language(Susrahnite) 56%, Lore(Khazistan) 58%,
  Lore(Theology) 82%, Lore(Nakhramat) 80%, Lore(Apotropaics) 63%, Oratory 55%, 
  Seduction 80%
  Magical Skills
  Grimoire 70%, Manipulation 64%, Meditation 54%
  Equipment - Cowled ceremonial robe, Ivory mask(worth 100 gold coins), concealed knife, 
  golden medallion on a chain(Symbol of Nakhramat), six acolytes, six agents of the 
  Kardeslik, ﬁve soldiers of the Palace Guard.
  
  Tactics - Ekrimala does not ﬁght unless it is absolutely necessary. She relies upon her 
  position as the Satrap's mother to keep her from harm and even in her role as Chief 
  Devotee of Nakhramat she is accompanied by soldiers of the Palace guard.
   
  Weapon.           S.     R.        Damage.         Hp/Ap.     Range.         Special
  Knife.                S.      S.            D3.                 5/4.           Na.         Bleed, Impale
  Combat Style 
  Silent Kiss (Iris, Knife, Kris, Kunai, Dart Blade) 44%
  Magic - Grimoire (Succour's Kiss) - see SGB
  Special Ability - Imperious Gaze 
  Ekrimala gains a +20% to all Inﬂuence rolls for non violent intimidation of her social 
  inferiors an those she considers as lesser mortals.
  
  Palace Guards (160)
  The soldiers of the Palace Guard are hand picked for their bravery and loyalty. They are 
  organised into four companies of forty men and are trained in the use of bow, peyk and 
  shamshir. (The Shamshir is a two handed scimitar and a Peyk is a form of Halberd.) They 
  follow the commands of their Lord unquestioningly and their current Captain grudgingly. 
  They are expected to lay down their lives to defend Tarkhan Bey and his family. In return, 
  they live in the fairly luxurious surroundings of the King's Kasbah with their every need 
  attended to.
  Their spired helmets and scale armour are bronzed and their turbans and trews are a sky 
  blue shade.
  Strength).      13     Combat actions.      2.         1-3.        Right leg.      0/6
  Constitution). 13.    Damage Mod.       +D2.       4-6.        Left Leg.       0/6
  Size).             13.    Improvement Mod    na.      7-9.        Abdomen.     4/7
  Intelligence).  11.    Magic Points.           10.     10-12.     Chest.           4/8
  Power).          10.    Movement.                8m.   13-15.    Right Arm.     2/5      
  Dexterity).      12.   Strike Rank.            12(8)    16-18.    Left Arm.       2/5
  Charisma).     10.                                               19-20.    Head.           4/6
  Common Skills
  Athletics 45%, Brawn 46%, Culture(Khazistani) 52%, Evade 44%,               
  Language(Khazi) 71%, Lore(Khazistani) 52%, Perception 41%, Persistence 40%,
  Resilience 46%
  Advanced Skills
  Courtesy 45%, Language(Susrahnite) 31%, Language(Zorabi) 30%, Lore(Dipur)31%,
  Lore(Kushraf Pass) 32%, Lore(Susrah) 30%, Survival 34%
  Equipment - Scale Hauberk, Hard Leather Bracers, Spired Helmet(4Ap).The Satrap's 
  guards carry Peyks or wield Shamshirs while on duty. Each carries 2d6 silver coins and D2 
  gold coins in a belt pouch.
  Tactics - Interpose themselves between the Satrap or his mother and any, would be, 
  assailants. At any given time, forty of these warriors are on duty. Ten are located at the 
  main gate to the palace. Twenty men are stationed, either singly or in pairs, at guard posts 
  in the palace grounds and buildings. Five men are always stationed in close proximity to 
  the Satrap as his bodyguards and ﬁve more with his mother, Ekrimala.
  Every ﬁfth man is a sergeant at arms and is equipped with a Peyk that denotes his station.
  The remainding companies are to be found in the barracks or in the taverns and ﬂeshpots 
  of the city.
  Weapon.               S.       R.       Damage.       Ap/Hp.     Range.     Special
  Peyk                       L.     VL.      D8+2+D2.      4/10.           Na.  Entangle,Impale,Sunder,2H
  Shamshir                L.       L          D10+D2       6/10            Na.          Bleed,Sunder,2H
  Khazistani Bow.      M      na.      D6+1+D2.      4/4            90m.          Impale
  Weapon Style
  Guardsman (Halberd, Tulwar, Khazi Bow) 65%
  For Sergeants, add +5% to all skills and include an Inﬂuence skill of 30%
  
  Khazistani Imperial Lancers (600)
  It has been many years since the armies of the Pahdishah marched to a real war, yet 
  these grim faced warriors are still veterans of a dozen minor conﬂicts. They are clad in 
  scale hauberks with leather bracers and wear spired helmets wrapped with a faded red 
  turban. Loose ﬁtting trews that end just below the knee are the same colour as their 
  turbans and each wears knee high boots of black felt, with upturned toes.
  They have recently arrived in Dipur under the command of General Oktig and are there to 
  support the locally raised Tamari forces, although rumours persist of impending war with 
  Susrah.
  Strength).     13      Combat actions.      2.        1-3.        Right leg.      0/6
  Constitution) 13.     Damage Mod.       +D2.      4-6.        Left Leg.       0/6
  Size).            13.    Improvement Mod    na.      7-9.        Abdomen.     4/7
  Intelligence). 11.    Magic Points.           10.     10-12.     Chest.           4/8
  Power).         10.    Movement.                8m.   13-15.    Right Arm.     2/5      
  Dexterity).     12.   Strike Rank.            12(8)    16-18.    Left Arm.       2/5
  Charisma).    10.                                               19-20.    Head.           4/6
  Common Skills.                            
  Athletics 45%, Brawn 47%, Culture(Khazistani) 52%, Evade 44%,               
  Language(Khazi) 71%, Lore(Khazistan) 52%, Perception 41%, Persistence 40%,
  Resilience 46%, Ride 52%
  Advanced Skills
  Language(Susrahnite) 31%, Language(Zorabi) 30%, Lore(Kharjah Pass) 32%,
  Lore(Susrah) 30%, Lore(Dipur) 31%, Survival 34%
  Equipment - Scale Hauberk, Hard Leather Bracers, Spired Helmet(4Ap). Yataghan and 
  Round Shield, Lance, Khazi Bow and 2 x Quivers of 20 arrows. Mounted on a warhorse. 
  Each carries 2d6 silver coins in a belt pouch.
  Tactics - The men of General Oktig's command are trained in the normal methods of 
  warfare for the Khazi horde. To the pounding of great kettle drums they attack in staggered 
  waves of horsemen, loosing ﬂights of arrows at their enemies. Only when the foe is close 
  to breaking will they take up their lances and swords to engage in melee.
  Weapon.               S.       R.       Damage.       Ap/Hp.     Range.     Special
  Yataghan               M.      M.         D6+2.          6/10.           Na.           Bleed
  Round Shield.        L.      S.          D4+D2.        6/12.           Na.           Na
  Lance.                    H.     VL.        D10+D2.      4/10.           Na.           Impale
  Khazistani Bow.     M      na.      D6+1+D2.      4/4            90m.          Impale
  Weapon Styles 
  Lancer (1H Sword and Shield, Lance and Shield) 60%, Horse Archer (Khazi Bow) 60%        
                            
  For Sergeants, add +5% to all skills and include an Inﬂuence skill of 30%
  For Captains, add + 10% to all Weapon Skills and add an Inﬂuence of 50% as well as a 
  Shamshir skill of 70%.
  
  Khazistani Tamari Horsemen (800)
  Raised from among the landowners(Tamari) of the Oxartus valley, these fellows are 
  generally regarded as excellent horsemen, and hardy warriors. Khazistani law requires 
  each landowner(Tamar) to present himself and a minimum of four armoured and mounted 
  retainers should the Padishah, or one of his Satraps, require it.
  Many of them are kin to one another, fathers and sons, uncles and brothers. It is these 
  family ties that make them ﬁght harder and show less inclination to abandon their fellows 
  should the day go badly.
  The richest of the landowners and their retinues are armed and equipped in similar fashion 
  to the Imperial Lancers, while those from less wealthy backgrounds favour long jerkins of 
  leather, studded with brass buttons. Less wealthy Tamari usually forego helmets in favour 
  of simple turbans which they wrap tightly around their faces, leaving only the eyes visible. 
  They are armed with bows, yataghans and round shields.
  Strength).    13      Combat actions.      2.        1-3.        Right leg.      0/6
  Constitution)13.     Damage Mod.       +D2.      4-6.        Left Leg.       0/6
  Size).           13.    Improvement Mod    na.      7-9.        Abdomen.     3/7
  Intelligence) 11.    Magic Points.           10.     10-12.     Chest.           3/8
  Power).        10.    Movement.                8m.   13-15.    Right Arm.     2/5      
  Dexterity).    12.   Strike Rank.           12(10)   16-18.    Left Arm.       2/5
  Charisma).   10.                                               19-20.    Head.            0/6
  Common Skills.                           
  Athletics 45%, Brawn 46%, Culture(Khazistani) 52%, Evade 44%,              
  Language(Khazi) 71%, Lore(Khazistan) 52%, Perception 41%, Persistence 40%,
  Resilience 46%, Ride 52%
  Advanced Skills
  Language(Susrahnite) 31%, Language(Zorabi) 30%, Lore(Dipur) 31%,
  Lore(Kushraf Pass) 32%, Lore(Susrah) 30%, Survival 36%
  Equipment - Studded Leather Hauberk, Hard Leather Bracers, Yataghan and Round 
  Shield, Khazi Shortbow and 2x Quivers of 20 arrows. D6 silver coins in a belt pouch. 
  Mounted on a warhorse.(Use Imperial Lancer Stats for Wealthy Tamar Lords and 
  retainers)
  Tactics - These men are trained in the normal methods of warfare for the Khazistani  
  horde.
  Weapon.               S.       R.       Damage.       Ap/Hp.     Range.     Special
  Yataghan               M.      M.         D6+2.          6/10.           Na.           Bleed
  Round Shield.        L.      S.          D4+D2.        6/12.           Na.           Na
  Khazistani Bow.     M      na.      D6+1+D2.      4/4            90m.          Impale
  Weapon Style
  Tamar Horseman(1H Sword and Shield, Khazi Bow) 55%
  For Sergeants, add +5% to all skills and include an Inﬂuence skill of 30%
  For Captains, add + 10% to all Weapon Skills and add an Inﬂuence of 50% as well as a 
  Shamshir skill of 70%.
  
  Palace Guard Lancers (40)
  The men of the guard lancers are an elite company of mounted soldiers who garrison the 
  fortress known as the King's Kasbah. When Tarkhen Bey travels abroad, these armoured 
  riders form his mounted bodyguard. Like the men of the foot companies of the Palace 
  Guard, these men are treated to every luxury that money can buy and they too will lay 
  down their lives to protect their lord.
  Their armour and helmets are bronzed and their uniforms are a pale blue shade.
  Strength).     13      Combat actions.      2.         1-3.        Right leg.      0/6
  Constitution) 13.     Damage Mod.       +D2.       4-6.        Left Leg.       0/6
  Size).            13.    Improvement Mod    na.       7-9.        Abdomen.     4/7
  Intelligence). 11.    Magic Points.           10.      10-12.     Chest.           4/8
  Power).         10.    Movement.                8m.    13-15.     Right Arm.     4/5      
  Dexterity).     12.    Strike Rank.            12(8)    16-18.     Left Arm.       4/5
  Charisma).    10.                                                19-20.     Head.            4/6
  Common Skills.                             
  Athletics 45%, Brawn 46%, Culture(Khazistani).  52%, Evade 44%,               
  Language(Khazi) 71%, Lore(Khazistani) 52%, Perception 41%, Persistence 40%,
  Resilience 46%, Ride 65%
  Advanced Skills
  Language(Susrahnite) 31%, Language(Zorabi) 30%, Lore(Dipur) 31%,
  Lore(Kushraf Pass) 32%, Lore(Susrah) 30%, Survival 34%
  Equipment - Sleeved Scale Hauberk, Spired Helmet(4Ap). Yataghan and Round Shield, 
  Lance, Khazi Shortbow and 2 x Quivers of 20 arrows. Mounted on a warhorse. Each 
  carries 2d6 silver coins and D2 Gold coins in a belt pouch. 
  Tactics - the Lancers of the Guard form up around the Satrap when he takes the ﬁeld of 
  battle or escort him when he travels outside the city walls. They are trained in standard 
  Khazistani  battle tactics but never leave their Lord's side. Every ﬁfth man is a sergeant.
  Weapon.               S.       R.       Damage.       Ap/Hp.     Range.     Special
  Yataghan               M.      M.         D6+2.          6/10.           Na.           Bleed
  Round Shield.        L.      S.          D4+D2.        6/12.           Na.           Na
  Lance.                    H.     VL.        D10+D2.      4/10.           Na.           Impale
  Khazistani Bow.     M      na.      D6+1+D2.      4/4            90m.          Impale
  Weapon Style
  Guard Lancer (1H Sword and Shield, Lance and Shield, Khazi Bow). 65%
  For Sergeants, add +5% to all skills and include an Inﬂuence skill of 30%
  For Captains, add + 10% to all Weapon Skills and add an Inﬂuence of 50% as well as a 
  Shamshir skill of 70%.
  
  The King's Kasbah
  At the northern edge of the Square of the Grand Souk stands the fortiﬁed citadel known as 
  the 'Kings Kasbah'. It protects the approach to the Palace and consists of a fortiﬁed 
  gatehouse and barracks for the companies of the Satrap's Elite Guard, who man it's 
  bronze clad portals. A pair of ballistae are mounted on the battlements, overlooking the 
  Square and there are always forty soldiers on duty at any given time. The remainder are to 
  be found, off duty, in the barracks or carousing in the ﬂeshpots and alehouses of the city. 
  The Kings Kasbah also contains stabling for the horses of the Satrap's household and 
  enough horses for the mounted company of his guards. 
  Beyond the King's Kasbah, a narrow path snakes up the face of the crag to the main 
  entrance of the palace where men of the Palace Guard are stationed at the gates.
                               
                            
  The Great Kasbah and The Conquerors Kasbah
  The Great Kasbah is the name for the citadel that buttresses the Desert Gate of the city. 
  The Conquerors Kasbah lies along the south wall, beside the gate that shares it's name. 
  These two citadels are mighty bastions for the defence of the city and contain armouries, 
  barracks and stable blocks for the warriors of the Padishah.
  The stable blocks of each Kasbah contain enough spaces for up to a hundred riders to be 
  mounted immediately. The horses for the remainder of the garrison are usually being 
  herded in the nearby hill country or corralled in great barns, built in the shadow of the 
  walls. In times of serious threat, all mounts are to be brought into the city and picketed in 
  the Square of the Grand Souk. 
  Oktig Khan and the other ofﬁcers under his command have their private quarters and 
  stables within these citadels. Each has it's own well and is well stocked with supplies. Both 
  are capable of offering continued resistance to an enemy, even in the eventuality of the 
  other, or the rest of the city having fallen.
  The Black Kasbah (The Watch Barracks)
  The watch barracks, known as 'the Black Kasbah' sits in the shadow of the Palace, beside 
  the Black Gate, on the road to the Kharjah Pass.
  This fortress contains the cramped barracks and armouries for the watchmen of the Black 
  Guard as well as the ofﬁces and private quarters of their commanders. It too has it's own 
  well and storage rooms.
  Underneath the main buildings are catacombs which serve as the city's prison. Long term 
  prisoners are a rarity in Dipur. Felons are either quickly executed or sold into slavery on 
  the auction block in the Old Caravanserai. Local quarry and mine owners are often invited 
  into the Black Kasbah to choose from the strongest of the prisoners for their needs. A fair 
  percentage of the coin paid over by these grandees does not make into into the 
  Padishah's coffers and is never accounted for.
  
  Oktig Khan - Khazistani Imperial General
  A greying and heavily bearded veteran of a hundred battles, Oktig commands an army in 
  service to the Padishah. A half dozen captains and two score of sergeants deliver his 
  orders and fully six hundred lancers stand under arms, ready to do his bidding.
  The General has a secret. Once he was known as Malthaz and was the Captain of the 
  Guard for the previous Satrap of Dipur. He was deemed to be negiligent and responsible 
  for his Lord's death at the hands of unknown assassins. Facing execution, he ﬂed Dipur 
  and joined the regular army as an enlisted man. Cream rises to the top, as the old saying 
  goes, and it did not take him long to make a name for himself. He rose to the rank of 
  General over a period of twenty years. Tarkhan Bey has failed to recognise him since his 
  return, but then he was a much younger and healthier looking man when he departed and 
  the Satrap was but a boy. 
  He routinely ignores requests from Tarkhan Bey to present himself at court and insists that 
  he and his troops remain uninvolved in the day to day politics of the city.
  However, were Tarkhan Bey in danger, Oktig would happily sacriﬁce himself and his whole 
  command to repay the debt he believes that he owes him and ﬁnd redemption.
  As beﬁts a General of the Padishah's host, his armour is of exceptional quality. His 
  Hauberk and Helm possess the Highly Desirable quality and his yataghan and great 
  scimitar possess the Highly Effective quality.
  Strength).     14.      Combat Actions.       3.              1-3.     Right Leg.    0/6
  Constitution) 14.      Damage Mod.        +D2.            4-6.     Left Leg.      0/6
  Size).            12.      Improvement Mod. +1.              7-9.     Abdomen.     5/7
  Intelligence). 13.      Magic Points.           10.          10-12.   Chest.           5/8
  Power).         10.      Movement.               8m.         13-15.   Right Arm     5/5
  Dexterity).     13.     Strike Rank.             13(8).       16-18    Left Arm.       5/5
  Charisma).    13.                                                       19-20.   Head.           5/6
  Common Skills.                  
  Athletics 49%, Brawn 46%, Culture(Khazistani) 60%, Evade 56%, Inﬂuence 57%,
  Insight 43%, Language(Khazi) 81%, Lore(Khazistani) 59%, Persuade 39%,
  Persistence 50%, Resilience 59%, Ride 53%, Unarmed 57%
  Advanced Skills
  Courtesy 53%, Lore(Dipur) 51%, Lore(Military Tactics) 78%, Survival 36%
  Equipment - Spired helm with mail aventail and a red turban, sleeved chain mail Hauberk, 
  yataghan and round shield, Shamshir. A bottle of wine and a gold medallion(worth 100 
  silver coins). The medallion was a gift from the previous Satrap, Orkhan Bey, in recognition 
  of his loyalty and friendship. Oktig never wears it but often gazes at it for hours on end 
  when alcohol brings a maudlin mood upon him.
  600+ soldiers, a citadel fortress and several thousand silver coins. He always carries at 
  least 20 silvers on his person.
  Tactics - These days, it would be very rare for the General to have to partake in personal 
  combat. He is not the ﬁghter that he once was but is quite the battleﬁeld tactician. If the 
  Satrap was imperilled, it would be the catalyst for him to draw his sword once again. He 
  would not rush headlong into the fray like he once might have but, would summon a squad 
  of his most trusted veterans to accompany him.
  
  Weapon.             S.      R.         Damage.     Ap/Hp.      Range.      Special
  Yataghan.            M.      M.        D6+2+D2.     6/10.          Na.           Bleed
  Round Shield.      L.       S.        D4+D2.         6/12.          Na.           Na
  Shamshir.             L.       L         D10+1+D2.    4/10          Na.           Bleed, Sunder
  Weapon Styles - Khazistani Ofﬁcer(1H Sword and Shield, 2H Sword) 74%
  
  Malik Arshak - Tamarkhan of the Oxartus District
  Black of beard and blacker of heart, Malik Arshak is the Tamarkhan(commander) of the 
  Tamari riders of the Oxartus valley. Although this is a position of great power, Oglu Khan 
  resents the fact that he must defer all his military decisions to Tarkhan Bey. How can he 
  ever hope to better his reputation as a battleﬁeld commander in this intolerable situation? 
  This resentment has turned to thoughts of treachery. Along with some of the ofﬁcers and 
  men under his command, he is beginning to hatch a plot to remove the Satrap and his 
  interfering mother from power and take it for himself.
  These traitors number a mere handful, several score of men at most, as the vast majority 
  of the local soldiery are loyal to the Satrap and would follow the 'Hawk of Kharjah' through 
  the gates of the Nine Hells if he commanded it. Many of the conspirators are criminals 
  whose freedom has been bought from the catacombs under the Black Kasbah though, 
  some few are Khazistanis of noble birth who feel that they have been slighted by the 
  Satrap and that their talents would be better appreciated under a new ruler.
  Unlike Oktig, Malik does indeed use his position to exert some inﬂuence in the politics of 
  the city and has, upon occasion, turned his soldiers loose upon rioters and looters. This 
  has led him into alliance with Balchak, the commander of the Black Guard. Malik believes 
  that should he make his play for power, he could rely on Balchak and his men to support 
  him. Malik is a native of the city and has his family own estates in the hinterland as well as 
  an impressive walled villa in the wealthy district. He is the uncle of Captain Kilij Arshak at 
  Fort Yirlat (see The Shadow of the Ragged King) although his nephew is completely 
  unaware of his uncle's plotting. He maintains a small band of Azimban mercenaries as 
  household guards at his villa in the wealthy district of the city. His personal Tamari 
  retainers, based at his holdings to the north of the city, number more than a hundred 
  riders.
  Strength).     13.          Combat Actions.           3.         1-3.      Right Leg.    0/6
  Constitution) 14.          Damage Mod             +D2.       4-6.      Left Leg.      0/6
  Size).            14.          Improvement Mod.      +1.        7-9.      Abdomen.    4/7
  Intelligence)  13           Magic Points.               11.     10-12.     Chest.          4/8
  Power).         11.          Movement.                   8m.    13-15.     Right Arm.   4/5
  Dexterity).     12.          Strike Rank.              13(8).    16-18.     Left Arm.     4/5
  Charisma).    13.                                                         19-20.     Head.          5/6
  Common Skills
  Athletics 45%, Brawn 47%, Culture(Khazistani) 63%, Evade 54%, Inﬂuence 55%,
  Insight 49%, Language(Khazi) 77%, Lore(Khazistan) 57%, Persuade 47%,
  Persistence 51%, Resilience 56%, Ride 51%, Stealth 53%, Unarmed 45%
  Advanced Skills 
  Courtesy 57%, Lore(Dipur) 63%, Lore(Military Tactics) 70%, Streetwise 44%, Survival 37%
  Equipment - Spired helmet with nasal guard, mail aventail. White turban and cloak. 
  Sleeved scale Hauberk, Yataghan and round shield. Shamshir. 800+ soldiers, a country 
  estate, a walled villa and several thousand silver coins. He always wears expensive and 
  highly desirable clothes when not armoured and carries a pouch of assorted gold and 
  silver coins. His arms and armour also possess the highly desirable quality.
  
  Weapon.             S.      R.         Damage.     Ap/Hp.      Range.      Special
  Yataghan.            M.      M.        D6+2+D2.     6/10.          Na.           Bleed
  Round Shield.      L.       S.        D4+D2.         6/12.          Na.           Na
  Shamshir.             L.       L         D10+1+D2.    4/10          Na.           Bleed, Sunder
  Tactics - Malik is a capable ﬁghter and follows the Khazistani traditions of aggressive 
  attacking, aimed at downing the foe as quickly as possible. Like most Khazistani ofﬁcers 
  and noblemen, his honour will prevent him from surrendering to any foe he considers to be 
  socially inferior.
  Weapon Styles - Khazistani Ofﬁcer(1H Sword and Shield, 2H Sword) 80%
  
  Watchman - the Black Guard of Dipur (400)
  The city watch are referred to locally as 'the Black Guard' on account of the colour of their 
  cloaks and uniforms. They are divided into four watches and each watch commander 
  reports to their Captain, who is supposed to report directly to Tarkhan Bey. In reality their 
  day to day command has been given over to the Vizier as the Satrap is usually much too 
  busy with other, more important, matters.
  The three watches are differentiated by a coloured strip of material, worn around the upper 
  right arm.The Captain of the Black Guard is a villainous thug named Balchak and under 
  his leadership they have become just as corrupt as the criminals they were recruited to 
  oppose. The majority of the Black Guard are Adartani mongrels, this being one of the few 
  military positions that the Khazistani overlords consider them to be ﬁt for. A handful are 
  Khazistanis by birth, representing the ofﬁcers and a large percentage of the sergeants.
  Strength).     12.         Combat Actions.        2.         1-3.     Right Leg.  0/5
  Constitution) 11.         Damage Mod.           Na.        4-6.     Left Leg.     0/5
  Size).            12.        Improvement Mod.    Na         7-9.     Abdomen.   2/6
  Intelligence). 10.        Magic Points.            10.        10-12.  Chest.         2/7
  Power).         10.        Movement.                8m.        13-15.  Right Arm.  2/4
  Dexterity).     11.        Strike Rank.              11(8).     16-18.  Left Arm.     2/4
  Charisma).    10.                                                        19-20.  Head.         4/5
  Common Skills.                
  Athletics 33%, Brawn 34%, Culture(Susrahnite) 51%, Evade 32%, Inﬂuence 25%,
  Insight 28%, Lang(Susrahnite) 50%, Lore(Dipur) 50%, Perception 31%,
  Persistence 30%, Resilience 38%, Stealth 31%
  Advanced Skills
  Gambling 31%, Lang(Khazi) 45%, Streetwise 47%
  Equipment - Leather Scale Hauberk(2AP), Spired Helmet, Hard Leather Bracers, Target 
  Shield, Club, Dagger, Shortbow and a dozen arrows. D4 silver coins in belt pouch, Whistle
  Tactics -  The Men of the Black Guard saunter around Dipur ready to quell unrest or arrest 
  criminals. A watch patrol comprises ﬁve men including a sergeant. The sergeant carries a 
  man catcher stave and will attempt to entangle an opponent. The spearmen act in unison 
  to fend off other attackers while the bowman will loose arrows at any who are too difﬁcult 
  for his companions to detain. If they ﬁnd the selves facing similar, or greater, numbers of 
  foes they will withdraw and call for assistance. A further patrol is normally no more than 
  minutes away.
  Weapon.                     S.        R.        Damage.      Ap/Hp.   Range.          Special
  Club.                            M.        S.           D6.             4/4.          Na.           Stun Location
  Target Shield.               L.         S.          D6.             4/12.         Na.               Impale
  Short Bow                    M.       Na.         D6.              4/4.        90m               Impale
  Spear.                          M.        L.         D8+1.            4/5.        25m               Impale
  Mancatcher.                 L.        VL.          D4.             4/10.        Na.              Entangle
  Combat Styles - City Militia (Bow, Club, Mancatcher, Spear and Shield) 50%                       
  Add +10% to all skills to represent Sergeants and add an Inﬂuence skill of 30%. Every ﬁfth 
  man carries a bow instead of a spear.
  
  Balchak - Captain of the Black Guard
  The tough and thuggish commander of the Black Guard, Balchak is short but stocky with 
  broad shoulders and a barrel chest. He is bald headed with drooping moustaches and a 
  vivid scar that bisects his right eyebrow onto his cheek. A permanent scowl is etched  upon 
  his face and he has an extremely violent disposition. Few who cross him live to regret it. A 
  Khazistani of ignoble birth, he carries a wickedly curved scimitar with a ﬂaring blade 
  instead of the Yataghan normally favoured by other Khazistani ofﬁcers.
  His quarters are in the eastern watch tower of the Black Kasbah. These rooms are shared 
  with Malthom, Burza and Yulzuk, his subordinates(chief sidekicks) although, each has their 
  own private sleeping area.
  Balchak has only been recently commissioned, appointed by the Vizier to replace the 
  unfortunate Captain Yildirim, who was murdered in the Old Caravanserai by unknown 
  assailants. Before this, he was the leader of a criminal gang in 'the Dives' district using the 
  threat of violence to extort coin from their victims. More than two score of his watchmen 
  are old members of this gang and he continues his extortion, now uninhibited by any 
  authority. More and more of the Black Guard are turning to criminality as they see that their 
  Captain is not inclined to stop them. Balchak is in the pocket of Wo Peng and the Vizier 
  uses the men of the Black Guard to enforce his edicts.
  Strength).     16.        Combat Actions.       2.        1-3.      Right Leg.     0/6
  Constitution) 18.        Damage Mod.        +D2.      4-6.      Left Leg.        0/6
  Size).            10.        Improvement Mod.  Na.       7-9.     Abdomen.      4/7
  Intelligence). 11.        Magic Points.           10.     10-12.   Chest.            4/8
  Power).         10.        Movement.               8m.    13-15.   Right Arm.     2/5
  Dexterity).     11.        Strike Rank.           11(7)    16-18.   Left Arm.       2/5
  Charisma).    10.                                                   19-20.  Head.            4/6
  Common Skills                                 
  Athletics 52%, Brawn 76%, Culture(Khazistani) 62%, Evade 52%, Evaluate 41%,             
  Inﬂuence 44%, Insight 37%, Language(Khazi) 71%, Lore(Dipur) 62%, Perception 55%,
  Persistence 49%, Resilience 80%, Unarmed 80%
  Advanced Skills
  Courtesy 22%, Culture(Susrahnite) 36%, Gambling 47%, Language(Susrahnite) 42%,
  Streetwise 68%
  Equipment - Scale Hauberk, Spired Helmet, Hard Leather Bracers, Scimitar, Target 
  Shield. 24 silver and 3 gold coins in a belt pouch. Dozens of followers, 400 watchmen of 
  the Black Guard and several thousand silver coins worth of ill gotten gains and loot.
  Tactics - Brute force and ignorance are the watchwords for his style of combat. A barrage 
  of ham ﬁsted attacks with his scimitar, as he attempts to down his foe before they can 
  strike back at him. Finesse is an alien concept to him.
  Weapon.             S.         R.       Damage.        Ap/Hp.     Range.      Special
  Scimitar.              M         M.        D8+D2.           6/10.         Na.            Bleed
  Target Shield.       L         S.        D6+D2.           4/12.          Na.           Impale
  Combat Styles - Watch Captain (Scimitar, Shield)     78%
  
  The Caravanserai District
  Until recently, the Caravanserai district lay enclosed within the walls of Dipur itself. 
  Traditionally, the surrounding area had been subject to raids from recalcitrant Zorabi 
  Hillmen and occasional Khazrajite nomads. This is less of an issue now that the chieftains 
  of the southern clans bend the knee to the Padishah and six hundred of his Imperial 
  lancers garrison the city's Kasbahs
  Over the last few years, a sizable community has sprung up outside the west wall of the 
  city, in the shadow of the Great Kasbah, providing all the services that would be expected 
  for travellers and merchants. Most of the buildings are ramshackle but, there are several 
  large sturdy warehouses and a number of inns, taverns and workshops.
  The barracks and stable blocks of General Eskaros'(see The Shadow of a Ragged King) 
  mercenary horsemen are also located in this district. Although this unit of horsemen is 
  more than six hundred strong, only eighty or so are present in the barracks any one time. 
  General Eskaros is based at Fort Yirlat, which lies twelve days west of Dipur on the 
  caravan trail to Zul Bazzir and the remainder are on desert patrol duties.
  The Gilded Palm
  The Street of the Desert Gate is the main thoroughfare from the Desert Gate to the Square 
  of the Grand Souk. In the daylight hours it is thronged with travellers, traders and farmers, 
  making their way to the Square from villages of the Oxartus valley.
  The Gilded Palm, located on the Street of the Desert Gate, was once renowned as the 
  ﬁnest establishment in all of Dipur. The owner and head cook is Aram Anshal, a Susrahnite 
  and a close personal friend of Haram Baal(see The Shadow of a Ragged King). Such is it's 
  reputation that wealthy travellers are happy to pay over the odds to sample the culinary 
  delights on offer here.
  The truth is that the inn's fortunes are very much in decline. The frescoes upon the interior 
  walls are old and faded and it has been several years since the outer walls have seen a 
  coat of whitewash. The whole place has an air of fading splendour about it, even the metal 
  ﬁxtures have corroded and the gold leaf has been picked off. The staff has been reduced 
  to four employees and these have not seen pay in months.
  The inn can cater for up to a dozen guests at any time, though these days Aram is lucky to 
  have a half that number at any given time. The quality of the food has declined as Aram 
  uses cheaper sources, lesser cuts of meat and skimps on portions. To make matters 
  worse, there are always several Zorabi rogues sitting in the Taproom, looking suspicious 
  and making the clientele ill at ease.
  Aram has an agreement with Jamukha the Ostler, whose stables lie directly behind the inn. 
  A nights stay at the Gilded Palm thus includes stabling and fodder for a single steed or 
  camel.
  A number of young Susrahnites have taken to holding meetings in the cellar of the Gilded 
  Palm. They are the sons of local merchants, accompanied by Haram Baal's brother and 
  Aram has been led to believe that they are forming a Mercantile Cartel. He does not know 
  that they are, in fact, seditious rebels. He is unaware that Arbeletu, his maid, is their 
  leader(see The Scions of Adartu) and that the handful of staff who have remained are 
  actually loyal to her and not him. Still, they pay well and Aram does not question their 
  secrecy.
  A secret tunnel has been excavated, without Aram Anshal's knowledge. It leads from the 
  cellar and surfaces in one of the horse stalls of Jamukha's Ostlery. Jamukha,a native of 
  Sarnad, has been paid well, in gold, for his silence about the passageway.
  
  Aram Anshal - Susrahnite Proprietor of the Gilded Palm
  Fawning and obsequious are the best terms to describe this Innkeeper although, cowardly 
  and foolish would also be appropriate. Aram is a close friend of the merchant Haram Baal. 
  He inherited the Gilded Palm from his his father who, in turn, had inherited it from his 
  father before him. Unlike his forebears, who had made it the ﬁnest establishment in the 
  city, Aram seems to be doing his utmost to strip it of that accolade.
  He has a hedonistic personality and makes quite substantial donations to the Temple of 
  Belet Lil, spending a considerable amount of time in the company of the Moon Maidens by 
  way of return.
  His greatest folly is gambling, or more speciﬁcally, wagering large sums of coin at the pit 
  ﬁghts. He owes Borak Cham a huge amount of silver and has taken to stripping the ﬁnery 
  from his inn, in order to fund his next wager. He has made a number of very foolish bets, at 
  long odds and suddenly his ownership of the Gilded Palm is looking very precarious. 
  Indeed, there are several Zorabi thugs constantly in the taproom of the Gilded Palm. It is 
  as if Borak Cham considers the inn his property already.
  He is considering the possibility of approaching Captain Balchak but, that would be a last 
  resort. Balchak may be a much worse proposition than the Zorabi leader. Borak Cham, at 
  least, appreciates culinary expertise. If only he could ﬁnd someone to murder Borak Cham 
  or better yet, to ﬁght Talham Gor with a realistic chance of winning.
  Strength).     10.         Combat Actions.       2.            1-3.      Right Leg.    0/6
  Constitution) 12.         Damage Mod.         Na.           4-6.      Left Leg.      0/6
  Size).            16.         Improvement Mod.  Na.           7-9.     Abdomen.    0/7
  Intelligence). 12.         Magic Points.          11          10-12.    Chest.          0/8
  Power).         11.         Movement.               8.          13-15.    Right Arm.    0/5
  Dexterity).     10.         Strike Rank.             11.         16-18.    Left Arm.      0/5
  Charisma).    11.                                                       19-20.    Head.           0/6           
  Common Skills.                                 
  Athletics 26%, Brawn 33%, Culture(Susrahnite) 56%, Evade 40%, Evaluate 65%,          
  Inﬂuence 69%, Language(Susrahnite) 85%, Lore(Dipur) 65%, Perception 57%,          
  Persistence 33%, Resilience 48%, Sleight 42%, Stealth 36%
  Advanced Skills
  Commerce 62%, Courtesy 63%, Craft(Cooking) 88%, Culture(Khazistani) 43%,
  Culture(Zorabi) 41%, Gambling 29%, Language(Khazi) 51%, Language(Zorabi) 50%,
  Lore(Herbs and Spices) 61%, Streetwise 47%
  Equipment - The Gilded Palm Inn, four servants who have not been paid for several 
  months. Expensive clothing that has become a little threadbare. Knife and 16 Silver Coins.
  Tactics - Flee or Beg for mercy. Aram Anshal must succeed at a Difﬁcult Persistence test 
  to even attempt to raise his dagger to defend himself.
  Weapon.              S.      R.      Damage.     Ap/Hp.      Range.       Special
  Knife.                    S.      S.           D3.           5/4.             Na.       Bleed, Impale
  Combat Styles - Dagger 21%
  
  The Den
  The Den is a lower class residential district that lies in the north east of the city. 
  Sandwiched between the Palace and the Black Kasbah it's population is almost entirely 
  Zorabi in it's ethnic makeup. The inhabitants of this district are notorious for their lack of 
  respect for and adherence to the laws of their Khazistani overlords. 
  The Zorabis have their own taverns and businesses clustered on the south eastern edge 
  of the Den, where it borders the Street of the Black Gate. They tend to stick to their own 
  kind and do not encourage integration with the other peoples, unless it is unavoidable. 
  Their businesses cater to their own folk. The Den has it's own inns, taverns and brothels, 
  run by Zorabis and with an entirely Zorabi clientele.
  The Pit 
  The Pit is a large building, located on the eastern edge of the Square of the Grand Souk. It 
  is the location of the most prestigious Pit Fighting arena in all of Dipur. Pit masters bring 
  their ﬁghters from as far away as Taikang and Shoma to face Borak Cham's champion, 
  Talham 'The Bull'. During the daylight hours, those who can afford to, can watch the men 
  and women of his pit ﬁghter stable go through their training routines.
  By night, the Pit is a hive of activity, it's interior thronged with bloodthirsty ﬁght spectators. 
  Yet not all of Borak Cham's eggs are in a single basket. The Pit also functions as a 
  drinking and gambling den and he has women who sell their favours in side rooms.
  As well as the dozen or so pit ﬁghters of his stable, there are always at least half a dozen 
  of his Zorabi rogues in attendance. The Pit is a roughhouse and those who frequent it are 
  not in search of an evening of ﬁne wines and culture. What they demand is raw and 
  visceral entertainment and 'The Pit' delivers exactly such a spectacle.
  
  Zorabi Footpads - members of Borak Cham's gang (60+)
  Leathery skinned, dark eyed and heavily bearded, they are clad in loose trews and kaftans 
  over their armour and wear white turbans like those favoured by their mountain dwelling 
  kin. The men of Borak Cham are virtually all ethic Zorabis and they dominate the 
  alleyways and small streets of the poor residential district, known as 'The Den'. 
  Unless encountered on caravan escort duty, they are normally only armed with curved 
  Zorabi knives and knotted cudgels. They are the implacable enemies of the gangs from 
  'the Dives' and Borak Cham is currently importing extra warriors from the mountain villages 
  to counter his rival, Balchak's sudden rise to power.
  Strength).     12.        Combat Actions.        2.               1-3.   Right Leg.    0/5
  Constitution) 13.        Damage Mod.           Na.             4-6.   Left Leg.       0/5
  Size).            12.        Improvement Mod.   Na.             7-9.    Abdomen.     2/6
  Intelligence). 10.        Magic Points.            10.           10-12.  Chest.           2/7
  Power).         10.        Movement.               8m.           13-15.  Right Arm.    0/4
  Dexterity).     11.        Strike Rank.            11(10)        16-18.  Left Arm.       0/4
  Charisma).    10.                                                         19-20.  Head.            0/5
  Common Skills.                       
  Athletics 43%, Brawn 34%, Culture(Zorabi) 51%, Evade 52%, Langage(Zorabi) 71%,           
  Lore(Dipur) 51%, Perception 40%, Persistence 41%, Resilience 47%, Sleight 31%,
  Stealth 53%                
  Advanced Skills
  Gambling 30%, Language(Khazi) 42%, Lore(Zorab Mountains) 29%, Streetwise 47%
  Equipment - Loose ﬁtting clothes, Grey Turban, Studded Leather Hauberk(2Ap), Zorabi 
  Knife, D4 silver coins in a belt pouch.
  Tactics - Footpads and backstabbers. You should be less concerned about the Zorabi who 
  is facing you in an alley than the one who is behind you, poised to slit your throat. Within 
  the city, the Zorabis are rarely armed with anything more than their cultural weapon- the 
  Zorabi Knife. If the authorities, in particular Balchak, move against them they will retreat to 
  various locations throughout 'the Den' where Borak Cham has stashed enough weaponry 
  to equip a small army.
  Weapon.              S.         R.       Damage.        Ap/Hp.          Range.     Special. 
  Club.                    M.         S.          D6.                4/4.               Na.       Stun Location
  Zorabi Knife.        M.         S          D6+1.             6/8.               Na.           Bleed 
  Scimitar.               M.        M.          D8.                6/10.             Na.           Bleed
  Target Shield.       L.         S.          D6.                4/12.             Na.           Impale
  Shortbow.             L.         Na.        D6.                4/4.              80m.         Impale
  Combat Styles - Street Thug (Club, Dagger, Unarmed).               50%
                              Hillman Brigand (1H Sword, Shield, Shortbow) .  55%
  
  Borak Cham - exiled Zorabi Chieftain
  Borak Cham arrived in Dipur ten years ago, the deposed chieftain of the Zorghuli clan. He 
  had not been a good ruler and had ﬂaunted many of the traditions of his ancestors. It had 
  not been difﬁcult for his brother, Darak, to turn his people against him.
  Borak Cham is his own man, paying homage to no other and scant regard to laws or 
  traditions that do not suit his needs. He is ambitious and when he arrived in Dipur with a 
  half dozen trusted followers, he set about uniting the quarrelling Zorabi gangs of the city 
  into a cohesive group. Now, a decade later, even the bitterest ofopponents have become 
  his trusted allies. He is deemed a man of honour and all know that his word, once given, is 
  as strong as Zadjite steel. The gangs of Guram Khal and Kharum Bhak, once vicious 
  rivals, have now joined with him and accept his leadership.
  His Lieutenant, Guram Khal 'the Toecutter', has recently disappeared. There are rumours 
  that he has gone to Zul Bazzir on unexplained business and Borak Cham knows this to be 
  the truth. He does not know that Guram did not depart as a part of a caravan, or that he 
  had kidnapped the Satrap's lover and would never have agreed to it.
  He is not a man to be triﬂed with, as the Susrahnite and Adartani gangs of the Dives have 
  discovered to their regret. When the situation demands it, he leads his warriors from the 
  front and is a more than capable swordsman.
  His gang are now more than threescore strong and are recruiting heavily. The sudden rise 
  in the fortunes of Balchak and the equally sudden demise of his own ally, Captain Yildirim, 
  has forced him to greatly increase his strength in numbers.
  He is handsome and charismatic with a neatly trimmed beard and moustache and wears a 
  white turban and robes of samite and silk with an ivory handled Zorabi  Knife(Highly 
  desirable Quality) tucked into the waist sash. A bronze scale Hauberk and a spired 
  Khazistani helmet are hidden in his private quarters.
  He longs for the day when he can return to Zorghul and take it back from the usurper, but it 
  would take ten times the men he currently leads and he is still far too proud to submit his 
  people to the rule of the Pahdishah.
  Borak Cham deﬁes normal custom and the voices of hidebound Zorabi Elders. He actively 
  encourages his people to mix with foreigners and has obtained a property on the edge of 
  the Square of the Grand Souk, which he uses to run a drinking, gambling and pit ﬁghting 
  den.
  He has also developed a recent interest in acquiring possession of the Inn of the Gilded 
  Palm. It's owner is a foolish fellow who owes Borak Cham almost as much as the property 
  is worth.
  Strength).     12.         Combat actions.        3.          1-3.    Right Leg.   0/5
  Constitution) 14.         Damage Mod.          Na.         4-6.    Left Leg.     0/5
  Size).            11.         Improvement Mod.  +1.          7-9.    Abdomen.   3/6
  Intelligence). 14.         Magic Points.           12.       10-12.  Chest.         3/7
  Power).         12.         Movement.               8m.      13-15.  Right Arm.   0/4
  Dexterity).     15.         Strike Rank.            15(13).  16-18.  Left Arm.     0/4
  Charisma).    15.                                                      19-20.  Head.          4/5
  Common Skills.                         
  Athletics 46%, Brawn 35%, Culture(Zorabi) 61%, Evade 60%, Evaluate 56%, 
  Inﬂuence 71%, Insight 53%, Language(Zorabi) 82%, Lore(Dipur) 65%, Perception 49%              
  Persistence 58%, Resilience 67%, Ride 39%, Stealth 44%
  
  Advanced Skills
  Courtesy 45%, Commerce 61%, Culture(Khazistani) 54%, Culture(Susrahnite) 53%,
  Gambling 49%, Language(Khazi) 53%, Language(Susrahnite) 44%, 
  Lore(Kharjah Pass) 70%, Oratory 43%, Streetwise 59%, Survival 37%
  Equipment - Expensive clothing, Zorabi Knife, Scale Hauberk, Spired Helmet, Scimitar, 
  Target Shield, Shortbow and 20 Arrows. 10 Gold and 10 Silver coins in a purse. 70+ 
  followers including servants, footpads, thugs and pit ﬁghters. Thousands of silver coins 
  worth of trade goods.
  Tactics - Borak Cham is a businessman. He rarely ﬁghts, except when he has to and then, 
  he is a very dangerous opponent indeed. He never ﬁghts anyone alone and always tries to 
  ensure that at least one of his minions is engaged with the same foe.
  Weapon.             S.       R.        Damage.         Ap/Hp.        Range.           Special
  Scimitar.              M.        M.           D8.               6/10.            Na.                 Bleed
  Target Shield.      L.         S.           D6.               4/12.            Na.                 Impale
  Zorabi  Knife.      M.         S.          D6+1.             6/8.             Na.                 Bleed
  Weapon Styles - Hillman Chieftain (1H Sword,2H Sword, 1H Sword + Shield).   79%
                               
                             
  
  Talham Ghor - 'The Bull' - Zorabi Pit Fighter
  Talham is the current champion ﬁghter at 'The Pit'. Tall and broad, he is known as 'the Bull' 
  for his prodigious strength. He wears a grey turban and has a bushy beard that he wears 
  in a single plait when he ﬁghts in the arena. 
  Outside of the arena, he is a surprisingly gentle soul with a placid demeanour and a warm 
  smile. He enjoys painting and has a protective nature towards women and children. He 
  does not use his strength to bully others but it has been said that he can fell a camel with a 
  single blow from one of his anvil-like ﬁsts.
  He has been the champion of the Pit for almost a year now. Aram Anshal, the innkeeper of 
  the Gilded Palm bets heavily against him every time he ﬁghts and now owes Borak Cham 
  a considerable amount of coin.
  Talham is a free man, unlike many of the ﬁghters of many other pit masters who are slave 
  gladiators. He is ethnically Zorabi but, he has never travelled to his ancestral homelands in 
  the mountains. It is his dream to travel there and help Borak Cham to recover his birthright.
  Strength)      20.            Combat Actions.                3.           1-3.     Right Leg.     0/8
  Constitution) 18.            Damage Mod.                  +D6.        4-6.     Left Leg.       0/8
  Size).            18.            Improvement Mod.            Na.         7-9.     Abdomen.     0/9
  Intelligence). 12.            Magic Points.                    11.        10-12.  Chest.           0/10
  Power).         11.            Movement.                        8m.       13-15.  Right Arm.     0/7
  Dexterity).     14.           Strike Rank.                      13(13).  16-18.  Left Arm.       0/7
  Charisma).    12.                                                                  19-20.  Head.            0/8
  Common Skills.                         
  Athletics 75%, Brawn 86%, Culture(Zorabi) 63%, Evade 78%, Language(Zorabi) 79%,         
  Lore(Dipur) 56%, Perception 55%, Persistence 49%, Resilience 81%, Unarmed 90%
  Advanced Skills
  Art 54%, Courtesy 49%, Language(Khazi) 51%, Language(Susrahnite) 49%,
  Streetwise  57%
  Weapon.              S.       R.        Damage.          Ap/Hp.         Range.      Special
  Punch Dagger.     S.       S.         D4+D6.              6/8.                Na.          Impale
  Buckler.                M.       S.         D3+D6.             6/8.                 Na.             Na                      
  Combat Styles - Pit Fighter (Buckler, Cestus, Dagger)                                92%
                              Zorabi Knife                                                                        53%
  Heroic Abilities - Awesome Smash, Mighty Blow
                               
  Tactics - Talham wears nothing during his pit ﬁghting bouts save for a loincloth and his 
  turban. His favoured combination is a punch dagger in his right hand and a buckler on his 
  left arm. He favours ﬂashy and crowd pleasing manoeuvres like Trip Opponent.
  
  The Dwellings 
  The district known as 'The Dwellings' stretches from the Square of the Grand Souk along 
  the Street of Conquerors to the Conquerors Kasbah in the south of the city. To the north, 
  it's boundaries are the Street of the Black Gate and the Black Kasbah. The people of this 
  district are predominantly Khazistani Merchants and Craftsmen with a small number of 
  Susrahnites, most of whom are in the business of moneylending and usury.
  The Street of a Hundred Bazaars is located in this district, although it is a misnomer. There 
  are actually around a dozen little covered side streets, containing the permanent shops 
  and workshops of the local residents. There is little trust in this area for the men of the 
  Black Guard, who most believe to be extortionists and no better than the criminals they 
  purport to catch. The appointment of the gang leader, Balchak, as their Captain has done 
  nothing to dispel these opinions.
  Despite this, there is little actual criminality in this district. The people are, for the most 
  part, decent and industrious. They are as honest as any shopkeeper can be expected to 
  be but, are reactionary in the extreme. Petty criminals are occasionally lynched in the 
  street, often in full view of Black Guard patrols. The people of this district despise their 
  neighbours in 'the Dives' and have even less regard for the Zorabis of 'the Den'.
  The Dives
  Located west of the Old Caravanserai, along the south and west walls of the city, is the 
  district known as 'the Dives'. This is where the great mass of the city's urban poor dwell, 
  mainly Adartanis and Susrahnites living together in cramped and ﬁlthy squalor. The rows of 
  tenement buildings are up to three storeys high with people crammed into every available 
  nook and cranny. When plague or pestilence strikes the city it ﬁnds it's greatest foothold in 
  'The Dives'.
  Violent crime and the survival of the ﬁttest are everyday facts of life in the Dives. The 
  strong take what they want from the weak and the Black Guard do not waste their time, 
  attempting to patrol the labyrinthine alleys and courtyards. Few men have honest 
  employment and fewer actively seek it. Most either join criminal gangs or take up begging 
  on the Square of the Grand Souk.
  Rioting is commonplace, especially if the traders of 'The Dwellings' have made an example 
  of a petty criminal on the Street of a Hundred Bazaars. Should the Black Guard need to be 
  called out to quell this trouble, the results are usually bloody and accompanied by a frenzy 
  of looting on a grand scale.
  It is here that the majority of Lotus Dens and Brothels of the city are to be found. It is not 
  that the Khazistani overlords frown upon them and many Khazistanis can be found 
  enjoying the delights they provide. It is the Cult of Nakhramat that insists that such 
  premises be conﬁned to the less salubrious districts of the city.
  However, even the Cult of Nakhramat recognises that such distractions are necessary and 
  that, along with the weekly dole of bread to the poor, they are instrumental in keeping the 
  rabble of the Dives happy and generally subservient. 
  
  The House of Lucid Dreaming
  A typical Lotus Den, it is run by 'One Eyed Gort', reputedly once a Ship's Captain among 
  the Khorani Brotherhood. The story has it that he betrayed his crew, stole their loot and 
  ﬂed to Dipur to escape their vengeance. Whether there is any truth in this or not, Gort is 
  not saying. The quality of the Lotus on sale here is reliably excellent and Gort has links to 
  Merchant Venturers in Ghazor.  
  The Silk Purse
  'The Silk Purse' is an expensive establishment, run by Viru of Jhaddar, catering to a mostly 
  Khazistani and strictly male clientele. Violence against the girls in this brothel is strictly 
  forbidden and only the Temple Prostitutes of Belit Lil are better protected. Viru has a half 
  dozen bruisers on her payroll who will happily beat, maim or kill those who ignore her rules 
  and harm her girls.
  The House of Satin Caresses
  A brothel that provides 'companionship' to both male and female customers. It is run by 
  Boazh Tirlu, a native Adartani who prefers the company of his own sex to that of women. 
  Scurrilous rumours have placed the merchant, Haram Baal, at this place upon certain 
  occasions. Prices for companionship and refreshment are high.
  The Palace of the Pale Princesses
  Scarto of Lamra's Palace of the Pale Princesses is a specialist brothel. The girls are all 
  Lamurans or other northerners, chosen for their fair skin. This place is hugely popular with 
  wealthy clients who are looking for something different from the local girls. 
  Scarto has a captured girl from the Crow Clan of Tharag Thule in the basement of his 
  brothel. Taking her from the Slavetakers of Yg was a risky venture and it appears that his 
  coin was wasted. She is tall and statuesque, raven haired and alabaster skinned and 
  would earn him much gold, if only he could break her spirit. However, at this time, there 
  would be more chance of getting a client to lie with a she wolf. The girl has had to be 
  beaten on several occasions and each time, she has seriously injured at least one of his 
  men. They are terriﬁed of her, as she gouged out Harek's left eye and there was a look of 
  absolute relish on her face when she popped it in her mouth and ate it. They will not go 
  into the basement alone and she has to be chained to the wall to prevent her from 
  attacking them.
  Kolchak's Bawdy House
  This is a seedy tavern, by the Desert Gate,with several private rooms in the upper ﬂoors. 
  Kolchak keeps several girls and caters only to a male clientele. The price of 
  companionship is cheap and violence against the girls is discouraged, though a few extra 
  coins to the proprietor will lessen the chances of repercussions. Kolchak is a small,stoutly 
  built, Khazistani with a forked beard and heavily kohled eyes. He is the cousin of Captain 
  Balchak of the Black Guard.The girls who work upstairs are also his tavern wenches and 
  the place is often frequented by off duty guardsmen and criminal associates of Captain 
  Balchak.
  
  The Temple of the Moon Maidens
  Situated where the Street of the Conquerors enters the Square of the Grand Souk, the 
  temple of the Moon Goddess is a three storey Ziggurat of mud bricks, whitewashed 
  against the heat of the sun. It is one of the most popular temples in the city due, in no 
  small part, to the 'services' provided by it's 'Moon Maidens'. These are the junior 
  priestesses of the cult but are also temple prostitutes.
  A pair of ten feet wide staircases climbs twenty feet to the ﬁrst ﬂoor of the Ziggurat. These 
  are guarded by a pair of Warriors of the Sacred Band, imposing ﬁgures clad in black 
  armour and carrying huge round shield emblazoned with the symbol of the crescent moon.
  During the day, a handful of priestesses lounge provocatively on these steps, hoping to
  lure new converts.
  The entrance to the temple proper is a 10ft wide passageway leading to the Shrine of 
  Belet Lil. A further pair of warriors of the Sacred Band stand guard over the entrance at all 
  times.
  The barracks of the Sacred Band lie immediately beyond the main entrance, on opposite 
  sides of the entrance hall. Each of the the barrack rooms contain cots and chests for eight 
  warriors.
  A bronze sconce on the wall, outside the barrack room door, opens a spiked pit. A similar 
  sconce on the opposite wall closes it again, trapping victims within the twenty feet deep pit. 
  It has been triggered several times in the past to deter attackers and provide time for the 
  priestesses to escape through the secret passageway into the Dives. There are always at 
  least two, off duty, Sacred Band warriors in each barracks. Any who are not on duty, or 
  here, will be found training in the great hall on the lower level.
   The pillars that hold up the ceiling of the temple are of blue veined marble, imported from 
  Susrah. Six of these hold up the ceiling of the Shrine of Belet Lil. An altar of the same 
  marble is surmounted by a golden statue of the goddess, naked save for her Moon Crown. 
  This is where the faithful make their offerings and the shrine is always attended, day and 
  night, by a pair of Moon Maidens and overseen by an armour clad Senior Priestess of the 
  Moon Dancers.
  Doorways on opposite sides of this shrine lead to staircases that descend into the depths 
  of the temple and small private chambers where the faithful can consummate their 
  relationship with the Goddess through sexual congress with one, or more, of the Moon 
  Maidens. The shrine itself and these small chambers are decorated with friezes and 
  murals depicting the Goddess in assorted erotic poses.
  Beneath the shrine is the Great Hall with it's bronze clad doors, leading to the Garden of 
  Delights. Herein are the trestle tables and benches where the priestesses and their 
  guardians feast upon the daily offerings of food, left in the shrine by the faithful of Belet Lil. 
  The hall is also used for the military training of the Moon Dancers and the Sacred Band. It 
  is lit by torches, held in bronze sconces and the ﬂoor is strewn with rugs and carpets from 
  Laksha, Ghoma and distant Taikang.
  Hidden beneath these rugs is a trapdoor, which drops into a tunnel that leads deep into the  
  district of the city, known as 'The Dives'. Hidden along this passageway is a secret room 
  that contains an ancient tome. This tome contains the spell for summoning a demonic 
  entity, particular to the cult of Belet Lil.
  Off to either side of the hall are located the dormitories of the priestesses. These rooms 
  are well appointed with rugs and cushions, divans and carpets, benches and cots as well 
  as chests for any personal belongings.
  
  At the base of the staircases are two private rooms. One of is these is an armoury and 
  contains spares for all of the military equipment required by the temple guardians. The 
  other is the quarters of the Captain of the Sacred Band.
  The upper level of the temple is the private chamber of the High Priestess herself. This 
  room is sumptuously appointed and a pair of Moon Maiden priestesses are always in 
  attendance, even if the High Priestess herself is not. A pair of Sacred Band warriors 
  guards the door into this lavish chamber.
  A large walled enclosure, behind the Temple is known as the Garden of Delights. The 
  Walls are roughly twenty feet high and it is within this 'Garden of Delights' that the orgiastic 
  fertility rites of the cult are performed. A pair of Sacred Band warriors patrols this area to 
  discourage intruders during daylight hours and a black panther prowls the gardens at 
  night. The same panther can be found, ﬁled up asleep, or lazing upon the High Priestess' 
  bed during the daylight hours.
  The Tower of Xantalos
  A tall round tower of imported green stone sits within a walled garden on the southern 
  edge of the Square of the Grand Souk. This was the home of the dreaded Necromancer, 
  Xantalos Zul. About twenty years earlier the reclusive old man departed Dipur for parts 
  unknown, never to return.
  What became of him is anyone's guess, but in his absence, the plants of his garden have 
  become overgrown and wild, the pathways choked with vines. None know whether 
  Xantalos Zul left guardians to protect his tower, but any who have attempted to plunder it 
  of it's secrets have never been seen again.
  
  The Sacred Band - Guardians of the Moon Maiden Temple (16)
  In the Susrahnite City States lying east of the Kharjah pass, the cult of Belet Lil rarely ﬁnds 
  itself imperilled and has never had the need of armed guardians. The temple of the Moon 
  Maidens at Dipur ﬁnds itself in a more threatened situation. There are those among the 
  Khazistani population within the city who do not agree with the open sensuality of the cult. 
  They venerate Nakhramat and are openly hostile to the cult. Numerous times, over the 
  years, the followers of the Moon Goddess have found themselves proscribed or under 
  serious threat. It has become necessary for a militant order to be maintained for the 
  protection of the temple environs and the High Priestess. The warriors of the Sacred Band 
  are Apprentice level initiates of the cult and are exclusively male.
  The sacred band wear hauberks of linen, dyed black to match their cloaks and the 
  horsehair crests that adorn their bronze helmets(5Ap). They wear greaves and Bracers of 
  boiled and shaped black leather and wield moon axes and short stabbing swords in 
  combat.
  Strength).     14.                 Combat Actions.        3.                  1-3.    Right Leg.     2/5
  Constitution) 12.                 Damage Mod.         +D2.                4-6.    Left Leg.       2/5
  Size).            12.                 Improvement Mod.   +1.                 7-9.    Abdomen.     2/6
  Intelligence). 12                  Magic Points.            13.               10-12. Chest.           2/7
  Power).         13.                 Movement.                8m.              13-15. Right Arm.    2/4
  Dexterity).     13.                 Strike Rank.            13(9).            16-18.  Left Arm.      2/4
  Charisma).    13.                                                                      19-20.  Head.           6/5
  Common Skills                             
  Athletics 47%, Brawn 46%, Culture(Susrahnite) 57%, Evade 56%, Insight 40%,            
  Inﬂuence 38%, Language(Susrahnite) 76%, Lore(Dipur) 56%, Perception 45%,
  Persistence 46%, Resilience 46%, Unarmed 47%
  Advanced Skills
  Courtesy 38%, Language(Khazi) 44%, Lore(Belet Lil) 51%, Lore(Theology) 34%,
  Teaching 42%, Seduction 37%
  Equipment - Linen Hauberk(2Ap), Closed Helmet with Black Horsehair Crest(5Ap), Hard 
  Leather Bracers and Greaves, Black cloak, Moon axe, Shortsword, Spear and Hoplite 
  Shield.
  Weapon.               S.      R.        Damage.       Ap/Hp.     Range.      Special
  Shortsword.           M.     S          D6+D2.           6/8.           Na.      Bleed, Impale
  Shortspear.            M.     L.        D8+1+D2.        4/5.                            Impale                
  Hoplite Shield.       H.     S.         D4+D2.           6/18.         Na.               Na
  Moon Axe*              L.     L.         2D6+D2.         3/12.         Na.             Bleed
  *see Arms of Legend for special rules for this weapon.
  Tactics - The bulk will form a shield wall to defend the main entrance to the temple. 
  Elgamesh and two others will move to the ﬂanks and attack any who dare approach with 
  aggressive sorties using their moon axes. If their Imposing Presence special ability works, 
  the others will launch a volley of thrown spears and draw their Shortswords to meet their 
  enemies charge.
  
  Combat Style - Sacred Band (Moon Axe, Shortsword, Short Spear and Hoplite Shield). 
  70%
  Special Ability - Imposing Presence
  The Bronze helmets of the Sacred Band cover their faces except for eye slits. This, 
  combined with the tall horsehair crests that surmount them, serves to make the warriors of 
  the Sacred Band an imposing sight. Before entering combat with one of these warriors, an 
  opponent must succeed at a Persistence test against this intimidating visage. Failure will 
  result in the inability to initiate melee until the following combat round.
  
  Elgamesh - Captain of the Sacred Band
  Elgamesh was born in the slum district of Dipur, known as 'the Dives'. A mongrel, of 
  'Adartani' blood, there were few avenues of opportunity open to him and he found himself 
  running with a gang of Footpads led by a vicious thug named Balchak.
  A failed raid against the Zorabi gangs of 'the Den' led to his near death and abandonment 
  by his fellows. Sorely wounded, he crawled into the Temple of the Moon Maidens to seek 
  shelter. The Zorabis were thwarted in their attempts to ﬁnish him off by intervention of the 
  High Priestess and the black-clad warriors of the temple guard.
  The High Priestess Roshamma had a voracious appetite for young men and Elgamesh 
  was a handsome specimen indeed. She nursed him  back to health and had him inducted 
  into the ranks of the Sacred Band, protectors of the temple and her own personal 
  companion guard. Taking advantage of his favour with the High Priestess, it did not take 
  long for him to rise to the rank of Captain. 
  His hatred for Balchak, who he believes betrayed and abandoned him to the Zorabis, 
  knows no bounds and he bided his time, waiting for the opportunity to extract his 
  vengeance from the Captain of the Black Guard.
  Yet, Roshamma's interest in Elgamesh waned over time and he found himself pushed to 
  one side as she took other lovers to her bed. His desire for her knows no bounds and he 
  rages in private, that Roshamma has now taken a Northron savage to her bed.
  The recent failures of Roshamma to take part in fertility rites with the Sacred Band has 
  weakened his belief in his own vows. The Goddess has not evoked divine retribution upon 
  her for these failings and he wonders if his own vows, which prevent him from placing his 
  duty to the the temple above his own personal feelings, could be as easily set aside. 
  Brennar ﬂaunts his relationship with the High Priestess openly, ﬂinging insult in the teeth of 
  the Sacred Band. Would the Goddess decide to take umbrage with him should he decide 
  to gut the Tharag Thulan savage? Perhaps then his mistress would remember her sacred 
  vows to them and renew the promissory rites she has reneged upon.
  Strength).     15.              Combat Actions.           3.                  1-3.       Right Leg.      2/6
  Constitution) 13.              Damage Mod.            +D2.                4-6.       Left Leg.        2/6
  Size).            14.             Improvement Mod.      +1.                  7-9.       Abdomen.      4/7
  Intelligence). 13.             Magic Points.               14.               10-12.     Chest.            4/8
  Power).         14.             Movement.                   8m.              13-15.     Right Arm.     2/5
  Dexterity).     15.             Strike Rank.                14(9).           16-18.      Left Leg.       2/5        
  Charisma).    16                                                                      19-20.      Head.           6/6
  Common Skills.                               
  Athletics 55%, Brawn 54%, Culture(Susrahnite) 70%, Evade 60%, Insight 47%,        
  Inﬂuence 44%, Language(Susrahnite) 83%, Lore(Dipur) 70%, Perception 51%,
  Persistence 63%, Resilience 61%, Unarmed 63%
  Advanced Skills.    
  Courtesy 62%, Language(Khazistani) 51%, Lore(Belet Lil) 57%, 
  Lore(Military Tactics) 44%, Lore(Theology) 53%, Seduction 66%, Teaching 59%
  Equipment - Scale Hauberk, Closed Helmet with a black (transverse) Horsehair crest, 
  black cloak, Hard Leather Greaves and Bracers, Moon Axe, Shortsword.
  
  Weapon.              S.       R.        Damage.      Ap/Hp.     Range.       Special
  Shortsword.         M.        S.        D6+D2.           6/8.           Na.        Bleed, Impale
  Shortspear.          M.         L.      D8+1+D2.        4/5.          25m             Impale
  Hoplite Shield.      H.        S.        D4+D2.          6/18.          Na.                Na
  Moon Axe.*            L.         L.       2D6+D2.         3/12.         Na.             Bleed
  *see Arms of Legend for special rules for this weapon.
  Tactics - Elgamesh normally ﬁghts as part of a unit with his brothers and sisters in the 
  Sacred Band and ﬁghts as described there. When ﬁghting as an individual, he will show a 
  preference for his Shortsword and Hoplite shield, after throwing his spear(if the opportunity 
  presents itself).
  Combat Style - Sacred Band (Moon Axe, Shortsword, Spear and Hoplite Shield).    92%
                            Street Bravo. (Club, Dagger, Unarmed).                                            75% 
      
  Heroic Abilities - Duellist, Severing Slash
  Special Ability - Imposing Presence
  The Bronze helmets of the Sacred Band cover their faces except for eye slits. This, 
  combined with the tall horsehair crests that surmount them, serves to make the warriors of 
  the Sacred Band an imposing sight. Before entering combat with one of these warriors, an 
  opponent must succeed at a Persistence test against this intimidating visage. Failure will 
  result in the inability to initiate melee until the following combat round.
  
  Roshamma 'Thrice Blessed' - High Priestess of Belet Lil
  The voluptuous and sensuous High Priestess of the Moon Goddesss is an Adartani mixed 
  blood, her ancestry a by product of those terrible days following the surrender of the city to 
  the Khazistani horde.
  Her mother was a Moon Maiden, an acolyte and temple prostitute, in service to the 
  Goddess. She has known no life other than servitude to the Goddess. She is revered by 
  the goddess' followers as 'thrice blessed', blessed to be a woman, blessed to have been 
  born into the temple and blessed to be held high in the favour of her celestial mistress.
  She possesses an exotic beauty which has, in the past, enabled her to twist weak minded 
  men around her little ﬁnger but she is vain and somewhat petulant. She does not react well 
  to rejection and the arrival of Sutrahmunah at the court of the Satrap sent her into a near 
  apoplectic rage. Her schemes concerning the Satrap in tatters, she has taken his guard 
  captain-Brennar the Northron- to her bed in what could only described as a vain attempt to 
  arouse jealousy in him. Even though the Yar Ammonite slut has disappeared, he has still 
  not sought the solace of her bedchamber and this causes her immense displeasure. If he 
  does not submit to her soon, she might be forced to take drastic action.
  Strength).      11.               Combat Actions.         3.                 1-3.      Right Leg.     0/6
  Constitution) 15.               Damage Mod.           Na.                4-6.      Left Leg.       0/6
  Size).            11.               Improvement Mod.    +1.                7-9.      Abdomen.     0/7
  Intelligence). 18.               Magic Points.            18.              10-12.    Chest.           0/8
  Power).         18.               Movement.                8m.             13-15.    Right Arm.     0/5
  Dexterity).     12.               Strike Rank.             15( ).            16-18.   Left Arm.        0/5
  Charisma).    17.                                                                    19-20.   Head.             0/6
  Common Skills.                                          
  Athletics 43%, Brawn 32%, Culture(Adartani) 67%, Dance 79%,  Evade 54%, 
  Inﬂuence 67%, Insight 63%, Language(Susrahnite) 89%, Lore(Dipur) 71%, 
  Perception 66%, Persistence 66%, Resilience 69%, Sing 44%, Stealth 60%
  Advanced Skills.                 
  Courtesy 75%, Language(Khazi) 63%, Language(Zorabi) 47%, Lore(Apotropaics) 58%,
  Lore(Belet Lil) 86%, Lore(Theology) 84%, Seduction 89%, Streetwise 41%, Teaching 76%
  Magic Skills
  Grimoire 90%, Manipulation 86%, Meditation 61%
  Equipment - Ceremonial vestments and headdress, alluring gowns, concealed dagger.
  Weapon.             S.     R.       Damage.     Ap/Hp.      Range.    Special
  Scimitar.              M.     M.          D8.            6/10.           Na.         Bleed
  Dagger.               S.      S.        D4+1.           6/8.            Na.     Bleed, Impale
  Tactics - Roshamma has no real ﬁghting prowess and relies on her wits and considerable 
  physical charms to protect her. She is also accompanied wherever she goes by a pair of 
  warriors of the Sacred Band, who would willingly lay down their lives to protect her. In the 
  event that she must fend for herself, she can ﬁght with a scimitar in her right hand and a 
  dagger in her off hand.
  Combat Style - Moon Priestess (Scimitar,Dagger, Bow). 43%
  
  Grimoire - Passion of the Moon - see SGB
  Special - See the Section on the Gods and Religion. Roshamma has all advantages 
  enjoyed by  Adepts and High Priests of Belet Lil.
  
  Salomeh 'The Wrath of Women Scorned' - Succubus
  The entity named Salomeh is a supernatural servant of the Moon Goddess. Her task is to 
  punish those of the male gender for transgressions against women and especially against 
  those who are servants of Belet Lil. She can take the form of any person, apearing as the 
  most alluring of women or even as the true love of the intended victim. Those 
  knowledgeable  of such things would name her 'Succubus' and know that her kiss steals 
  the minds of her victims and her embrace, their very souls.
  Hidden in the catacombs beneath the temple of the Moon Maidens is an ancient tome 
  containing the ritual for summoning this immortal ﬁend. The High Priestess, Roshamma, is 
  aware of the books existence but as not yet found cause to learn the ritual. 
  Salomeh's true appearance is that of a raven haired, alabaster skinned woman with cloven 
  hooves, a tail and bat wings. Small horns bud from her forehead and she has a mouth full 
  of tiny, razor sharp, fangs. Trickles of blood drip down her cheeks from her black, soulless, 
  eyes.
  Strength).     16.          Combat Actions.      3.                    1-2.       Right Leg.    4/7
  Constitution) 16.          Damage Mod.      +D2.                   3-4.       Left Leg.      4/7
  Size).             12.         Improvement Mod. +2.                    5-7.       Abdomen.    4/8
  Intelligence).  16.         Magic Points.           18.                  8-10.     Chest.          4/9
  Power).          18.         Movement.          8m/12m              11-12.    Right Wing.  4/6
  Dexterity).      16.         Strike Rank.              16.                13-14.    Left Wing.    4/6
  Charisma).     23                                                                 15-16.   Right Arm.    4/6
                                                                                              17-18.   Left Leg       4/6
                                                                                               19-20.   Head.           4/7
  Common Skills.                           
  Athletics 69%, Brawn 67%, Evade 66%, Inﬂuence 73%, Language(demonic) 90%,
  Perception 65%, Persistence 78%, Resilience 69%, Unarmed 54%
  Advanced Skills
  Courtesy 74%, Languages(All) 69%, Seduction 90%
  Demonic Aura - 4Ap, no effect on encumbrance or Strike Rank, negated by Fire or Silver.
  Formidable Natural Weapons - as per Monsters of Legend, only applies in true shape.
  Kiss of Acquiescence - Any man who kisses Salomeh upon her lips must make a         
  Hard(-40%) Persistence roll. A success means that the victim suffers no effect. A failure 
  means that the victim is treated as being under the effect of a Dominate spell until the cock 
  crows to signal the dawn. A Fumble means that the victim is treated as being permanently 
  under the effects of a Dominate spell.
  Life Leech - Any man who is subjected to the loving caresses of Salomeh loses a single 
  point of POW every time that he fails a Difﬁcult(-20%) Persistence roll. This roll must be 
  made every hour. Salomeh must withdraw from any such encounter before the cock 
  crows, signalling the dawn.
  Dark sight - per Monsters of Legend
  Fly - 12m per combat action
  Assume Shape - Salomeh can assume the form of any woman she chooses for a length 
  of time equal to one hour er magic point spent. If a single point of damage bypasses her 
  Demonic Aura, she must succeed at a Difﬁcult Persistence test or be forced to immediately  
  revert to her true shape.
                   
  
  Equipment - ceremonial robes, alluring gowns.
  Weapon         S.        R.           Damage.            Ap/Hp.         Range.        Special
  Bite.                S.        S.            D4+D2.             As Head.          Na.                Na
  Claw.              S.        S.            D6+D2.              As Arm.            Na.            Bleed
  Combat Style - Tooth and Claw (Natural weapons) 60%
  Tactics - Salomeh is a lover, not a ﬁghter. It is almost inconceivable to her that any of her 
  victims would want to attack her. In the unlikely event that she is forced to enter combat, 
  she will assume her true form and fall upon her opponent in a frenzy of teeth and claws.
  
  The Moon Maidens - Temple Prostitutes (18)
  Chosen from among the most attractive of the female novices of the cult, the Moon 
  Maidens are the initiates of the temple of the Moon Goddess.
  The fertility rites of the Moon Goddess are great orgies of debauchery and wanton 
  carnality. The Moon Maidens are also the Temple Prostitutes who perform in these rites. 
  They provide similar services, on a daily basis, for those initiates who make a ﬁnancial 
  offering to the temple. This service makes the cult exceedingly popular among the 
  Susrahnite and Adartani men of the city.
  Strength).     11                Combat Actions.          3.           1-3.        Right Leg.     0/5
  Constitution) 13.               Damage Mod.            Na.          4-6.        Left Leg.       0/5          
  Size).            11.               Improvement Mod.     +1.          7-9.        Abdomen.     0/6
  Intelligence). 14.               Magic Points              12.         10-12.     Chest.           0/7
  Power).         12.               Movement.                 8m.        13-15.     Right Arm.    0/4
  Dexterity).     12.              Strike Rank.               13( ).       16-18.     Left Arm.      0/4
  Charisms).    16.                                                                19-20.     Head            0/5
  Common Skills.                                
  Athletics 33%, Culture(Adartani) 59%, Dance 48%, Evade 34%, Inﬂuence 41%, 
  Insight 31%, Language(Susrahnite) 81%, Lore(Dipur) 61%, Perception 37%, 
  Persistence 35%, Resilience 41%, Sing 40%, Sleight 34%, Stealth 34%, Unarmed 34%
  Advanced Skills
  Courtesy 51%, Language(Khazi) 54%, Lore(Atropopaics) 39%, Lore(Belet Lil) 48%,
  Lore(Theology) 43%, Seduction 66%, Streetwise 37%
  Equipment - ceremonial vestments, alluring gowns, concealed knife
  Weapon.      S.      R.        Damage.    Ap/Hp.      Range.      Special
  Knife.            S.      S.             D3.           5/4.           Na.      Bleed, Impale
  Tactics - The Moon Maidens do not normally make war and are ill prepared for it, should it 
  become a necessity. They rely on the warriors of the Sacred Band to protect them and if all 
  else fails, they remove their vestments and hide among the Susrahnite and Adartani 
  populations of the city. At best they may scream and slash wildly with their knives before 
  ﬂeeing.
  Combat Style - Ineffective Flailing (Dagger) 25%
  
  The Moon Dancers - Priestesses of Belet Lil (6)
  The Moon Dancers are the adepts of the Temple, trained to defend themselves and the 
  Moon Maidens from those who would seek to abuse them and the services they provide. 
  While they still take part in the fertility rites on Holy days, they are not obligated to provide 
  similar services on a daily basis and instead, spend their time in contemplation of the 
  sorcerous mysteries of the cult.
  Their armour consists of close ﬁtting plates of baked leather, dyed black prior to being 
  worked into shape and embossed with the symbol of a crescent moon.
  Strength).     12.         Combat Actions           3.          1-3.      Right Leg.   2/6
  Constitution) 15.         Damage Mod.             Na.        4-6.      Left Leg.      2/6
  Size).            12.         Improvement Mod.     +1.         7-9.      Abdomen.    2/7
  Intelligence). 15.         Magic Points.             15.       10-12.    Chest.          2/8
  Power).         15.         Movement.                  8m.     13-15.    Right Arm.    2/5
  Dexterity).     13.         Strike Rank                 14( ).   16-18.    Left Arm.       2/5
  Charisma).    15.                                                       19-20.    Head.            2/6
  Common Skills                            
  Athletics 48%, Brawn 44%, Culture(Susrahnite) 76%, Dance 65%, Evade 56%, 
  Inﬂuence 51%, Insight 52%, Language(Susrahnite) 86%, Lore(Dipur) 65%,         
  Perception 60%, Persistence 55%, Resilience 56%, Unarmed 54%
  Advanced Skills                  
  Courtesy 63%, Language(Khazi) 51%, Language(Zorabi) 36%, Lore(Apotropaics) 43%,
  Lore(Belet Lil) 79%,  Lore(Theology) 67%, Seduction 73%, Streetwise 41%,
  Teaching 68%
  Magic Skills
  Grimoire 55%, Manipulation 51%, Meditation 42%              
  Equipment - alluring ceremonial vestments, hard leather bracers and greaves, Hauberk 
  and cap, 2x scimitars, curved dagger and Moonbow with a quiver of 20 arrows.
  Weapon.                       S.         R.        Damage.      Ap/Hp.       Range.     Special
  Scimitar.                        M.         M.           D8.             6/10.            Na.          Bleed
  Curved Dagger.             S.         S.          D4+1.           6/8.              Na.          Bleed
  Moon Bow.                    H.         Na.          D10.            2/6.           100m.        Impale
  Tactics - the Moon Dancer adepts will take position on raised levels of the Temple of the 
  Moon maidens. They will use their bows until the temple environs are breached. In that 
  eventuality they will move to block the entrance to the secret tunnels and ﬁght with their 
  scimitars and daggers to give Roshamma and the Moon Maidens time to escape.
  Combat Style -  Whirling Dervish (RH Scimitar, LH Scimitar, LH Dagger, Bow) 60%
  Grimoire - Passion of the Moon - see SGB 
  Special - See the section on Gods and Religion. Adepts of the Moon Goddess.
  
  The Shrine of the Keepers
  This is the temple of the God of the Dead. The skull masked and silent priests perform the 
  same function here as they do in every other city throughout Khazistan and Susrah. Every 
  night they can be seen dragging their carts through the back alleys and avenues of Dipur, 
  ringing their funerary bells to alert the recently bereaved to their approach.
  The catacombs under the temple contain the tombs wherein the wealthy dead are interred. 
  The poor are usually taken outside the city and burned on pyres in the surrounding 
  hills.Their ashes are often sold to farmers who use it as fertiliser for their ﬁelds. The 
  Khazistanis will not tolerate the infestation of the city catacombs by Ghouls and 
  Necromancers, as is quite commonplace in Susrah and so the Keepers are required to 
  dispose of all bodies within two days of their death.
  Statistics for Keeper Priests and a map of a near identical shrine can be found in the 
  adventure, 'The Necromancer's Knife'.
  The Temple of Baal Khardah
  On the northern edge of a grand plaza, where the Street of the Desert Gate meets the 
  Square of the Grand Souk, stands the abandoned Ziggurat of Baal Khardah. Following the 
  slaughter of King Nahaburam and his army on the banks of the Oxartus, the cult fell into 
  disfavour with such few nobles as remained in the city. The Sun God's few remaining 
  followers ﬂed through secret ways and retreated across the Kharjah Pass in the company 
  of Queen Naramu and the rest of the Royal Family. The few remaining Susrahnite nobles 
  and merchants were of a less warlike nature and more inclined towards the worship of 
  Belet Lil, the Moon Goddess. Thus, for almost two hundred years the temple has lain 
  vacant, ocupied only by pigeons and other vermin. 
  The Vizier, Wo Peng, has recently discovered a secret passage leading from the palace, 
  through tunnels under the city to the catacombs under the temple. Herein lie the tombs of 
  the Susrahnite Kings of Adartu, both of the lines of Martok and of Tamnesh, broken open 
  and deﬁled by the warriors of the Padishah.
  The upper levels of the temple are deserted and gathering dust, the frescoes defaced by 
  occasional intruders. A dozen watchmen of the Black Guard maintain a vigil over the 
  barricaded Temple entrance. Men of Captain Balchak's command, their orders are that no 
  one is to permitted to enter, on pain of death.
  Boys from 'the Dives' regard spending a night in the 'haunted temple' as a rite of passage 
  and there is still the occasional thief who dreams of ﬁnding a cache of hidden treasure but, 
  it is generally accepted that such treasures as were not carried off by the priesthood were 
  looted by the Khazistanis many years ago.
  Beneath the temple, in the catacombs, Wo Peng has consecrated a place of power for 
  his own Jade Dragon Temple. The catacombs are accessed by a ﬂight of steps, 20feet 
  wide, leading down to a small hallway and a pair of great bronze portals. 
  These mighty doors are greened with the patina of age and are chained shut with a great 
  length of Zadjite Steel and a huge padlock. The scattered links of an old bronze chain lie 
  scattered about he ﬂoor. 
  A long forgotten secret passage leads from the catacombs, out of the city, to a small cave 
  near the banks of the Oxartus river. This was the escape route used by the Priests of Baal 
  Khardah and the Royal family when they abandoned Adartu to go into exile in Belthaar.
  
  Wo Peng - Vizier and Master of the Jade Dragon Temple 
  Dressed entirely in voluminous robes of black silk, the Vizier of Dipur looks every inch the 
  dastardly villain. His head is shaven and dark rings surround his eyes from sleep that is 
  haunted by nightmares. He wears long moustaches and has a forked beard which 
  combine with his arched eyebrows to give him a sardonic look. 
  He is softly spoken and rarely forceful, his voice the sibilant hissings of a snake. The 
  Satrap's courtiers fear him and suspect that he exerts undue inﬂuence over their lord yet, 
  none have the courage to voice these concerns. Even mighty Brennar, Captain of the 
  Palace Guard, averts his gaze when under the scrutiny of the Vizier.
  Wo Peng has been busy consolidating his hold on power in Dipur. He has disposed of the 
  Slave Girl and weakened the hold that Tarken Bey's mother had over him. He also has 
  Balchak, the new Captain of the Black Guard in his pocket. With his position fairly secure, 
  he can ﬁnally turn to tracking down the treacherous Azam. Such a dreadful end he has 
  planned for that traitorous dog, who dared steal the ring that holds his very soul.
  Wo Peng is a powerful Sorceror and the taint of the black magics he has employed have 
  affected him deeply. He is a deviant who derives no pleasure from mortal relationships and 
  ﬁnds gratiﬁcation only in perverse liaisons with Demons and their spawn.
  Strength).     10.          Combat Actions.        2.              1-3.   Right Leg.    0/6
  Constitution) 16.          Damage Mod.           na.             4-6.   Left Leg.      0/6
  Size).            14.          Improvement Mod.   +1.             7-9.   Abdomen.    0/7
  Intelligence). 19.          Magic Points.            20.          10-12. Chest.          0/8
  Power).         20           Movement.               8m.          13-15. Right Arm.   0/5
  Dexterity).     15.         Strike Rank.              17.           16-18. Left Arm.     0/5
  Charsma).     16.                                                           19-20. Head.         0/6
  Common Skills.                       
  Athletics 31%, Brawn 25%, Culture(Taikang) 90%, Evade 81%. Evaluate 79%,
  First Aid 63%, Inﬂuence 94%, Insight 75%, Language(Taikangese) 100%, Perception 68%,
  Persistence 85%, Resilience 70%, Sleight 90%, Stealth 74%, Unarmed 45%
  Advanced Skills.                  
  Art(Painting) 49%, Craft(Potions and Powders) 42%, Courtesy 81%, Healing 69%, 
  Language(Demonic) 57%, Language(Khazi) 73%, Language(Susrahnite) 59%, 
  Language(Zorabi) 64%, Lore(Alchemy) 54%, Lore(Art) 39%, Lore(Astronomy) 47%                       
  Lore(Atropopaics) 70%, Lore(Dipur) 51%, Lore(Herbalism) 53%, 
  Lore(The Infernal Court) 71%, Lore(Philosophy) 88%, Lore(Theology) 77%,
  Oratory 71%, Play Instrument 49%, Streetwise 37%, Teaching 85%
  Magical Skills
  Grimoire(Jade Serpent) 90%, Grimoire(Jade Dragon) 80%, Manipulation 88%,
  Meditation 75%, Summoning 73%
  Equipment - Black robes, assorted powders and potions secreted about himself, 
  concealed kris in his voluminous sleeves. A small enchanted jade statuette of a Taikangian 
  Dragon worth 1000's of silver coins(it acts as a power crystal to retain Magic Points). A 
  loyal bodyservant called Ku Kao Chou and the purchased loyalty of Captain Balchak and 
  his Black Guardsmen.
  
  Tactics - Wo Peng does not engage in combat unless it is, absolutely, the last option. If 
  forced into melee, he is quite adept at ﬁghting with the Kris that he conceals about his 
  person. He prefers to leave such things to his servant, Ku Kao Chu and low life scum like 
  Balchak and his thugs.
  Weapon.       S.        R.        Damage.       Ap/Hp.      Range.         Special
  Kris                S.        S.         D4+1               3/6.           na.               Impale
  Combat Style:   Dagger. 65%
  Heroic Abilities - Linguist, Loremaster, Poison Immunity
  Sorcery - Jade Serpent Grimoire (Dominate Human, Phantom Sound, Phantom Vision)
                  Jade Dragon Grimoire (Abjure Sleep,Castback,Damage Resistance, Holdfast,
                                                        Mystic Vision,Palsy,Spell Resistance)
  Taint Level - 11 points(Moderate) suffers from nightmares and deviant sexual preferences.
  Special Ability - Ill at Ease
  Wo Peng exudes a disconcerting aura that affects all persons in his presence. All those 
  persons within 10 feet of the Vizier ﬁnd themselves unable to met his gaze, unless they 
  make a successful opposed Persistence roll against this ability's Potency of 75. Failure 
  means that action taken in his presence becomes Difﬁcult(-20%).
  In addition, any Npc who fails this test becomes more susceptible to the power of 
  suggestion. All their opposed Persistence rolls to oppose Wo Peng's Persuade are 
  Hard(-40%).
  Special Item - The Jade Dragon Statuette
  The Jade Dragon Statuette acts as a Power Crystal reservoir for Magic Points. It can hold 
  up to the same number of Magic Points as the current owner normally possesses. In the 
  case of Wo Peng, this amounts to 20 Magic Points stored.
  The guardian of the Statuette is a supernatural entity which is summoned to destroy any 
  who attempt it's theft. It remains in combat for a number of rounds equal to the Magic 
  Points remaining within.
  The creature is draconic, but long and sinuous with slender arms and legs. A pair of horns 
  sweep back from it's head, lying almost ﬂat along it's body. It's fanged maw is surrounded 
  by a mass of waving black tendrils, giving the appearance of a beard and moustaches 
  while longer tendrils crown it's head and stretch down between it's shoulder blades. It's 
  eyes are opalescent and more tendrils grow above them to give the impression of 
  eyebrows. It's scales shimmer with irridescence in the light of the braziers that illuminate 
  the great hall and the scent of Jasmine and Ginger hangs heavy in the, previously musty, 
  air.
  
  The Jade Dragon Guardian
  Strength).     39.      Combat Actions.      3.          Tail.                       1-2.      8/11
  Constitution) 14.      Damage Modiﬁer.+2D8.        Right Hind Leg.    3-4.      8/11
  Size).            39.      Magic Points.         17.          Left Hind Leg.      5-6.      8/11
  Intelligence). 11.      Movement              6m.         Torso.                  7-14.     8/12                    
  Power).         17.      Strike Rank.          +12.         Right Front Leg. 15-16.    8/11
  Dexterity).     13.                                                    Left Font Leg.     17-18.    8/11
  Charisma).    11.                                                    Head.                  19-20     8/11
  Traits - Darksight, Demonic(2AP), Crystalline(6Ap), No Armour Penalty, Formidable 
  Natural Weapons
  Skills - Athletics 80%, Brawn 75%, Evade 65%, Inﬂuence 60%, Persistence 61%, 
  Resilience 52%
  Combat Styles - Bite 85%
  Weapon.        Size.       Reach.          Damage.       Ap/Ap
  Bite.                  H.             VL.            D10+2D8.        8/11
  
  Ku Kao Chou - Half Demon Bodyservant to the Vizier
  Ku Kao Chou is the quiet and unassuming body servant to Wo Peng. He stands almost six 
  feet tall but is lightly built with the sallow complexion common to his race. Like his master, 
  his eyebrows are highly arched (which he emphasises with makeup) and he is clean 
  shaven save for long drooping moustaches. His hair is long, reaching to his waist and 
  worn in a single braid down his back. He moves with poise and grace and has a strangely 
  effeminate and high pitched voice.
  Ku Kao Chu is, in fact, the offspring of a liaison between his master and a cat demon 
  summoned from the Infernal Court of Wa Ying, Emperor of Hell.
  He has a pair of throwing knives secreted in the sleeves of his robes and is trained to ﬁght 
  in a number of styles. He is an accomplished knife ﬁghter using a Taikangese combat style 
  known as 'Cat's Claws' and in another called the 'Whirling Death', which utilises swords 
  and unarmed strikes. Finally, he has recieved some sorcerous training as an apprentice in 
  the Jade Serpent Temple from his master and father.
  Strength).     12.         Combat Actions.        3.             1-3.      Right Leg.     2/6
  Constitution) 14.         Damage Mod.          +D2.          4-6.      Left Leg.       2/6
  Size).            14.        Improvement Mod.     Na.           7-9      Abdomen.     2/7
  Intelligence). 15.        Magic Points.              18.         10-12.   Chest.           2/8
  Power).         18.        Movement.                  8m         13-15.   Right Arm.    2/5
  Dexterity).     19        Strike Rank.                15          16-18.   Left Arm.       2/5
  Charisma).    10.                                                         19-20.   Head.           2/6
  Common Skills                          
  Athletics 91%, Brawn 42%, Culture(Taikang) 67%, Dance 51%, Evade 88%,       
  Inﬂuence 39%, Insight 44%, Language(Taikangese) 82%, Lore(Taikang) 70%,      
  Perception 56%, Persistence 79%, Resilience 68%, Sing 44%, Sleight 61%,       
  Stealth 94%.       
                                                         
  Advanced Skills.                       
  Art(Painting) 38%, Courtesy 79%, Craft(Juggling) 85%, Culture(Khazistani) 43%,
  Culture(Taraamite) 61%, Language(Demonic) 78%, Language(Khazi) 44%,
  Language(Taraam) 51%, Lore(The Infernal Court) 64%, Lore(Khazistan) 42%, 
  Mechanisms 54%, Oratory 48%, Streetwise 47%, Survival 45%
  Magic Skills
  Grimoire 33%, Manipulation 37%, Meditation 50%
  Equipment - Grey Robes. Kris, 2x Falchions, 2x Throwing Daggers, 2x Punch daggers.
  Tactics - Ku Kao Chu plays on the fact that he appears to be a harmless manservant and 
  most opponents underestimate his capability until it is too late. He starts combat by 
  launching the throwing knives that are concealed in the sleeves of his robes. Then he 
  attacks in a whirling rush of blows from Falchions, daggers or ﬁsts and feet.
  Weapon.                 S.           R.          Damage.        Ap /Hp.      Range.       Special
  Falchion.                 M.           M.          D6+2+D2.         6/10.          Na.            Bleed
  Punch Dagger.        S.            S.            D4+D2.            6/8.           Na.            Bleed
  Thrown Dagger.      S.           Na.           D4+D2.            4/6.           Na.            Impale
  Kris.                        S.            S.          D4+1+D2.           3/6.           Na.           Impale
  
  Combat Styles - Whirling Death (1H Sword, Twin 1H Sword, Unarmed).              90%
                              Cat's Claws (Dagger, Twin Daggers, Thrown Daggers).              90%
  Heroic Abilities - Arrow Cutting, Dead Eye, Wall Leaping
  Sorcery - Jade Serpent Grimoire (Dominate Human, Phantom Sound, Phantom Vision)
  Special Abilty - Night Sight
  Because of his Demonic heritage, Ku Kao Chu can see in the dark, just like a cat. The 
  rules for  Nightsight are found in Monsters of Legend.
  Special Ability - Demon Blood
  2AP, no effect on Strike Rank on Encumbrance, negated by Fire or Silver
  
  The Old Caravanserai
  The Old Caravanserai district lies to the noth of the Conquerors Kasbah. It is bordered, on 
  it's western edge, by the Street of Conquerors and by the mercantile district known as the 
  Dwellings to the north.
  It has fallen out of favour with travellers and Merchants over the last few years. The Satrap 
  charged exorbitant taxes to admit caravans within the safety of the city walls. The arrival of 
  an extra six hundred men under General Oktig has discouraged Zorabi raiders and now 
  the Old Caravanserai is rarely used. A whole new Caravanserai has grown outside the 
  Desert Gate.
  The once bustling streets and alleys of the Old Caravanserai district are eerily quiet at 
  night. Only the wealthiest of Merchants avail of it's remaining active warehouses, stables 
  and taverns which are found right on the edge of the Square of the Grand Souk.
  It is here that the most infamous of Dipur's Brothels, 'The Dark Prince of Yaatana', can be 
  found. It is said to be a dreadful place where any preference, no matter how vile and 
  depraved, can be catered for as long as the price can be met. 
  Furtive ﬁgures are often seen to skulk around the abandoned lots of the area in the dead 
  of night. Some of these warehouses and stockyards are rumoured to be the lairs of 
  necromancers and demonologists. Others whisper of cannibal cults, ghouls, werebeasts  
  and worse........Susrahnite insurgents, plotting against the Padishah's Satrap.
   
  The Square of the Grand Souk
  This is the city's huge, open air, marketplace. Tinkers, Traders and merchants from places 
  the length and breadth of the continent set up their stalls here on market days. Almost 
  anything can be bought, from armour and weapons to clothing and trinkets. Livestock is 
  penned for sale at the southern edge of the square and slaves are sold on the auction 
  block at the northern edge. Foodstalls are set up around the square at various places, 
  some selling fresh bread and soups, but most selling unrecognisable meats on wooden 
  skewers. Inns and taverns surround the square, serving better fare but at vastly inﬂated 
  prices on market days. The smells of livestock, cooking meat and throngs of unwashed 
  humanity makes for a heady atmosphere.
  Trade is not strictly limited to coin and like for like barter is common among the Khazistani 
  farmers who bring their produce in from the surrounding hills and the valley of the Oxartus 
  river.
  Masses of people throng the square on Market days. Traders, Merchants and Farmers. 
  Noblemen and Tinkers. Pickpockets, cutpurses and beggars abound and the soldiers of 
  the Black Guard are hard pressed to keep criminal activities to a level that is acceptable to 
  the Satrap. These villains are often disease ridden and verminous. There is a 20% chance 
  that any one of these ﬂea bitten individuals is carrying some sort of pestilence.
  Each week, a convoy of wagons sets up on the grand plaza that surrounds the Ziggurat of 
  Baal Khardah. These wagons contain grain from nearby farms, which is doled out to the 
  urban poor to ﬁll their bellies. While it is a costly exercise, The Satrap understands that 
  citizens with full bellies are less prone to insurrection. These wagons are heavily guarded 
  by watchmen of the Black Guard and a full troop of Tamari horsemen to deter, would be, 
  trouble makers.
  
  Using Dipur in 'Shadow of the Ragged King'.
  Scattered through the descriptions of the Non Player Characters and locations are a 
  number of possible plot hooks. These can potentially be used at both the beginning and 
  the end if the proposed adventure in the Al Khazi and the ruins of Akharon.
  On suggestion might be that the PCs become involved with Aram Anshal of the Inn of the 
  Gilded Palm. Perhaps he considers that one of them might be a match in the ﬁghting pits 
  for 'Talham the Bull' or, perhaps he might attempt to hire them to rid himself of the 
  henchmen of Borak Cham or even as assassins to murder the Zorabi leader himself.
  Through Aram Anshal, they may become acquainted with Haram Baal and may sign on as 
  guards for his caravan to Zul Bazzir.
  Upon rescuing Sutrahmunah and Jamila, they have options to journey on to Zul Bazzir or, 
  to return to Dipur. The Shaykh of the Al Jafari is as good as his word and let's them go 
  free. They might be made honorary members of the Al Jafari as a token of respect for their 
  bravery. Shaykh Muleh might also, perhaps, send word of the required ransom for Haram 
  Baal back to Dipur with them.
  Aram Anshal has the clout to get them past the Black Guard and into the wealthy district of 
  the city but will he remain loyal to his friend or might the devious Balam convince him to 
  throw in his lot with him, in return for the coin to pay off his debts to Borak Cham?
  Returning to Dipur with Sutrahmunah also presents some interesting options. Wo Peng 
  does not wish his inﬂuence with Tarkhan Bey to diminish and may use his alliance with 
  Balchak to have the characters and the girl arrested and imprisoned in the Black Kasbah. 
  If the characters have rescued the 'Toecutter', his links to Borak Cham may prove crucial if 
  the Black Guard become involved.
  Ekrimala has been hiring men to ﬁnd the girl and the PCs may ﬁnd themselves in her 
  employ as she attempts to ascertain who ordered Sutrahmunah's abduction. Perhaps 
  those she has already employed are overzealous in carrying out their duties and assume 
  the PCs to be the kidnappers?
  Neither will the High Priestess of the Moon Goddess react well to the return of 
  Sutrahmunah and may either consider using Sorcerous means to force Brennar to murder 
  his Lord or, she may descend into the catacombs and summon the demon, Salomeh.
  Any attempt on the Satrap's life, whether successful or not, is likely to lead to strife and 
  bloodshed as armed factions clash in the narrow streets and alleys of the city
  
  Making Dipur come to life.
  Enounters with the Satrap's Guard
  These warriors are usually only encountered in the Palace or at the Gates of the King's 
  Kasbah. If encountered outside these areas they are either off duty and carousing, acting 
  as bodyguards to Tarkhan Bey, Sutrahmunah or Ekrimala, or undercover and on a secret 
  mission for the Satrap.
  They are two hundred strong and divided into ﬁve companies. Four of these companies 
  provide security for the palace itself, while the ﬁfth is a mounted company who provide 
  escort for the Satrap and his family upon their journeys.
  Encounters with the Soldiers of the Garrison
  A troop of proud lancers rides out of the Great Kasbah, skirts the Square of the Grand 
  Souk and departs the city, through the Black Gate and along the road towards the Kharjah 
  pass.
  Armoured bowmen can be seen manning the watchtowers on the Great Kasbah or the 
  Conquerors Kasbah. They are alert for threats from without or within and are armed with 
  powerful Khazi Short Bows.
  There is a notable rivalry between the locally raised Tamari Horsemen and the Imperial 
  Lancers who arrived under General Oktig's command. Violent disagreements regularly 
  occur between the two groups. A brawl breaks out outside one of the taverns that surround 
  the Square of the Grand Souk. The opponents are drunken and swaggering, off duty, 
  soldiers. Several patrols of the Black Guard turn up to quell the unrest, led by the thuggish 
  and vicious Captain Balchak himself.
  Encounters with the Black Guards
  A patrol of Black Guards stand idly by, while a mob from 'the Dwellings' lynch a petty thief 
  from the Dives.
  A patrol of Black Guards move through the Bazaar district extorting protection money from 
  the shopkeepers and artisans. One victim is unable or unwilling to pay up and is subjected 
  to a vicious beating.
  Black Guards chase a young thief through the Square of the Grand Bazaar. As the 
  miscreant disappears into the alleys of the Den, a dozen or so Zorabi gang members 
  posture menacingly, their hands hovering near the hilts of their wickedly curved blades. 
  The Zorabis and the Watchmen exchange catcalls before the latter decide that discretion 
  is the better part of valour and withdraw before injury is added to insult.
  An Encounter with Street Prostitutes
  The characters are approached by a pair of scantily clad street girls. The two are wanton 
  hussies who strike suggestive poses and make lewd suggestions to entice their victims 
  into a nearby alley with promises of cheap, but cheerful, delights to be experienced. 
  Several rufﬁans are lying in wait to rob the unfortunates. These footpads are quite 
  prepared to resort to violence and even murder to achieve their goal.
  
  An Encounter with a Damsel in Distress
  While departing a tavern near 'the Den', a young Yar Ammonite woman runs toward the 
  characters and collapses at their feet. She is near naked and is covered with welts and 
  bruising. She begs them to aid her and promises them a reward. A pair of Zorabi thugs 
  appear out of the gloom and try to retrieve the girl. They claim she is a slave who has run 
  away from a brothel in the Den district of the city and they thank the characters for 
  apprehending the fugitive. If the charcters decide to help the girl, there is likely to be a 
  ﬁght. Several more Zorabis will appear out of the darkness. If facing defeat, the Zorabis 
  retreat and threaten the vengeance of someone called the 'Toecutter'.
  The girl, an Adartani named Narthu, claims to have been the maidservant of Sutrahmunah, 
  the Governor's missing lover. Her mistress has been abducted and taken out of the city 
  but, to where, she does not know. She was forced into prostitution in a den of iniquity 
  known as 'The Pit'. There would be some reward for her rescue from Lady Ekrimala at the 
  Palace and a much greater one for the rescue of her mistress. The girl does not reveal that 
  she is an agent of 'The Kardeslik'.
  An Encounter with Temple Prostitutes
  While walking along the southern edge of the Square of the Grand Souk, the characters 
  observe the Moon Maidens lounging on the steps of their ziggurat temple. Their 
  movements are slow, languorous and quite deliberately seductive. Several male initiates of 
  the cult watch passers by intently. Any signs of obvious interest in the priestesses lead to 
  an approach and an invitation to join the cult.
  An Encounter with a Beggar
  The characters are approached by a single beggar. This will be a particularly loathesome 
  fellow who will pester the characters until he is paid to leave them alone or is driven off by 
  violence or threats thereof. If the characters are foolish enough to hand over coin to him 
  they will ﬁnd themselves swarmed by a dozen or more similar fellows who fawn over the 
  great, merciful and generous characters until they too are paid off or driven off. If driven off 
  they retreat and proceed to hurl curses, offal and stones at the characters. There is a 50% 
  chance that any group of swarming beggars will include a cut purse with a Sleight  skill of 
  60% among their number. There are also likely to be a number of the beggars who carry 
  extremely virulent diseases. The beggars are likely to follow the characters, their numbers 
  swelling, until a patrol of Black Guardsmen arrive to break up the disturbance. 
  Encountering some Street Urchins
  The characters are swarmed by a group of orphaned beggar children. There will be at 
  least one pick pocket amongst their number with a Sleight Skill of 55%. The leader of the 
  group is a teenage boy, born and raised in the slums of Dipur and quite capable (45%) 
  with a dagger. They will scatter if violence is threatened or if the Black Guard appear on 
  the scene. They have heard rumours that the Black Guard are selling orphans to Yaatani 
  slavers and each one of them dreads the fate that will await them at the hands of Yaatani 
  catamites.
  
  Falling victim to Footpads
  While wander through a less salubrious district of the city, the characters ﬁnd themselves 
  confronted by a group of armed robbers. The robbers demand the characters coin 
  pouches. If the characters attempt to ﬁght them or ﬂee, they will disover that a similar 
  number of these footpads have blocked the street or alley behind them. This a favourite 
  tactic among the Zorabi gangs of the Den.
  A Cutpurse Strikes
  Wandering through the Square of the Grand  Souk or along the Street of a Hundred 
  Bazaars, the characters become the victims of a cutpurse. The cutpurse has Sleight at 
  75% and Stealth at 70%. If spotted, he/she ﬂees the characters and may lead them a 
  merry dance across the city. He/She has Athletics at 70%, Brawn at 60%, Acrobatics at 
  60% and Evade at 70%. If caught the thief ﬁghts like a cornered animal with a Dagger skill 
  of 55%.
  The Processional
  It is one of the high holy days of the cult of Belet Lil.With a beating of drums and the 
  clashing of cymbals the priesthood and members of the cult proceed upon their way 
  around the city walls. First, the Moon Maidens, leaping and twirling as they come. Clad in 
  diaphanous silks with jingling bells at their wrists and ankles. They are followed a group of 
  young men, a score or more with drums, bells and cymbals. Chosen from among the most 
  physically attractive specimens of the cult membership, these precede a further group of a 
  dozen who carry a platform upon their shoulders. Mounted on the platform is the golden 
  statue of the goddess from the temple itself. The platform is ﬂanked by whirling dervishes 
  who are the Moon Dancer Adepts of the cult. Clad in close ﬁtting leather armour and 
  armed with glinting scimitars, they are almost as alarming as they are alluring.
  These are followed by the High Priestess herself, naked as a newborn babe, riding upon a 
  chariot drawn by four pure white steeds. Her charioteer is a black armoured warrior and 
  she is followed by seven similarly clad warriors and an impressive looking Captain with a 
  transverse crest of black horsehair atop his helmet.
  Finally bringing up the rear are the initiates of the cult, several hundreds strong, drunken 
  and cavorting. They know that one of their number will be chosen to enter the Garden of 
  Delights that night as the consort of the High Priestess to undertake the fertility ritual. They 
  know that once the rites are complete, this consort will become a blood sacriﬁce to ensure 
  the continued fertility and wealth of the Oxartus valley.
  
  Encountering Mercenaries
  There are many mercenaries to be found in the taverns, ﬂeshpots and Lotus Dens of 
  Dipur. They are men(and women)of all nations and of none, although Jairanians and 
  Zorabis are far and away the most numerous. Tarkhan Bey hires many sellswords for his 
  expeditions against the Susrahnite city states to the east. He favours tribesmen from the 
  barbaric Zorabi hill clans for such endeavours and hires Jairanians to guard and patrol the 
  caravan routes to the west.
  Local Khazistani merchants also favour Zorabi guards for their journeys across the 
  Kharjah Pass into Susrah and the lands beyond.
  Jairanians are favoured by merchants making the journey west, across the Al Khaz, to Zul 
  Bazzir and on to Yar Ammon. They provide horsemen of similar quality to those of 
  Khazistan who are equally capable of ﬁghting on foot as medium infantrymen.
  Captain Karanthes' Free Company - 'Karanthes' Red Swords'
  In the Caravanserai by the Desert Gate, the characters encounter a company of 
  mercenaries drumming up recruits. Three score of armed men are lounging around by the 
  roadside.  A red banner with a pair of crossed swords ﬂaps lazily in the wind above ther 
  makeshift camp. A young boy bangs a drum incessantly until cuffed around the ear by a 
  Sergeant who then proceeds to address all who have gathered. He is offering daily pay 
  and regular food to entice volunteers to sign on to Captain Karanthes' Free Company. 
  These notorious fellows are more commonly referred to as Karanthes' Red Swords and 
  have a poor reputation in battle. Investigations will discover that this particular band, for all 
  their bluster and hardened appearance, are little more than rapacious raiders and looters. 
  The company are bound for Yar Ammon to take service with King Ekhartoum of Akhet. 
  Ekhartoum intends to mount a punitive expedition against the slavers of Zadj and has 
  need of experienced soldiers.
  One story has it that Karanthes is an exiled Prince of Nabastis, but most other tales 
  suggest a much less romantic background. Whatever it be, Karanthes is a cold hearted 
  villain with little concern for his men. He will spend their lives recklessly and quite happily 
  in pursuit of an even larger share of the coin and the favour of his masters.
  Karanthes has outstayed his welcome in Dipur. It is rumoured that General Eskaros has 
  taken great exception to an attempt by Karanthes to replace him as commander of the 
  Satrap's Yemarite mercenaries. Thus it is that his company are actually facing the real  
  possibility of an actual battle on the Borders of Zadj.
  The majority of Karanthes' men are Adartanis. Use the Caravan Guard Stat blocks from 
  'The Shadow of a Ragged King' to represent 'Karanthes' Red Swords'.
  Foolish Noblewomen
  Several Khazistani women are in the Square of the Grand Souk, accompanied by their 
  bodyguards. They are the wives and daughters of Khazistani Noblemen from rich estates 
  in the valley of the Oxartus. They lack any kind of wisdom about the ways of the city and 
  are a liability, victims for every merchant or trader whose wares take their fancy. They wear 
  their wealth openly, ﬂaunting it before every thief in Dipur and relying upon the skill and 
  vigilance of their armed retainers to ensure their safety.
  
  Meeting Farozh the Madman
  Wild eyed and wild bearded, clad only in a ﬁlthy loincloth, Farozh whips himself into a 
  frenzy on the steps of the Temple of Baal Khardah. He yells profanities at passers by and 
  spits curses at any who attempt to silence him or move him along.
  He rants about horrible fates awaiting the folk of Dipur and many of the locals laugh and 
  jeer at him. Of late, his premonitions have been of death and destruction at the hands of 
  an ancient evil and of a dark King dressed in rags of ochre yellow, wearing a crown of 
  blackened iron. Other dreams have been of a, stick thin, woman with wild hair, glowing red 
  eyes and a mouthful of jagged teeth. Around her a city drowns in blood.
  He lives in a 'lean to' shack in the Dives district of the city and relies on the charity of it's 
  few decent souls for his livelihood.
  Tarkesh the Lame - Susrahnite Moneylender
  Both the Khazistani and the Zorabis consider usury to be a career without honour and treat 
  it's practitioners with disdain. The Susrahnites suffer no such compunctions and thus it is 
  that the moneylenders of the Bazaar of the Coins are mostly of that breed.
  It is also commonly known that most of the moneylenders of the Bazaar also act as fences 
  to dispose of goods for the various criminal elements of the city.
  Tarkesh is known as 'the Lame' and he hobbles around on a walking stick. It is rumoured 
  that the cause of his limp is due to having made the mistake of trying to underpay Ghuram 
  Khal for certain goods. 'The Toecutter' is not a man to be crossed.
  Whatever the truth of this, it is certainly clear that the bulk of Tarkeshes business 
  emanates from the Zorabis of the Den.
  Jarku - Conﬁdence Trickster and Agent of The Scions of Adartu
  A shady looking Adartani fellow, named Jarku, sidles up to the characters and offers to sell 
  them Lotus powder at a fraction of the price it would cost in a Lotus Den such as the 
  House of Lucid Dreaming.
  The fellow gives the characters a sample to test but switches the merchandise at the last 
  moment using his Sleight of 80%. What the characters have paid for is poor quality at best 
  and extremely dangerous at worst. If the characters manage to track down and confront 
  the dealer, he will attempt to convince them that he works for Captain Balchak of the Black 
  Guard to dissuade them from exacting any sort of revenge. That failing he will threaten 
  them with 'The Bloody Red Hand'. Arbeletu despises Jarku, believing that he talks too 
  much.
  Skoll Bloodeye
  Skoll is a tall and rangy fellow with long red hair from the semi mythical land of Yg that lies 
  beyond the North Wind. He tries not draw attention to himself if at all possible but, that 
  would be a difﬁcult enough task among these southern folk, even if it were not for the livid 
  scar that bisects his, permanently bloodshot, left eye. He is sullen and withdrawn and tells 
  no one of his reasons for being in Dipur. He wears a lamellar hauberk and carries a 
  broadsword and target shield. A silver pendant on a leather thong, fashioned in the shape 
  of a wolf's head, is his only adornment. Is it purely ornamental or is it a badge of some 
  sort? Skoll is presently accompanied by a trio of Susrahnite mercenaries. Use the Stats for 
  Caravan Guards from 'The Shadow of the Ragged King'.
  
  Batik the Tinker
  An elderly Khazistani, he pushes a cart through the city streets, sharpening knives and 
  mending pots and pans for the price of a few coppers. For the price of a silver coin he can 
  put an incomparable edge on a dagger sized blade(D4+ or smaller). This blade adds +1 to 
  damage rolls for the ﬁrst twig 'successful' blows struck with the weapon. (Misses which the 
  defender opts not to parry or attacks which are evaded are the only attacks which are 
  classed as not being successful.)
  Harmar 'the Muted One'
  This young Khazrajite outcast from his clan wanders around the city in wide eyed and 
  innocent wonder, an obvious victim for every villain in the city if ever there was one. Except 
  for the fact that he is an exceptional swordsman, as anyone foolish enough to cross 
  swords with him will ﬁnd out. He has taken 'the Long Walk', having been driven out from 
  his clan and has sworn a vow of silence until he has redeemed himself. He has become 
  quite adept at getting his needs met through gestures and facial expressions.
  Kumbagash the Swordsmith
  Kumbagash is an expatriate Zadjite, dwelling on the Street of a Hundred Bazaars. He 
  maintains a small shrine to 'the Living Flame' in his workshop and is an adept of that cult. 
  Kumbagash's  weapons are the best to be found in the entire city and are forged from 
  Zadjite steel. The steel rules from Arms of Legend apply to swords forged by Kumbagash. 
  He can mend weapons of iron but does not make them. Likewise he only makes swords 
  and daggers, though he can mend spear blades at a pinch.
  Nasir the Herbalist and Malu the Midwife
  Nasir is a Adartani who dwells at the edge of the Dives, where it meets the Street of a 
  Hundred Bazaars. He is renowned for his skill as a healer  and for his ability to craft love 
  philtres, herbal tonics, poultices and poison remedies. His wife, Malu, is a midwife. The 
  prostitutes of the Dives frequent their shop to obtain potions to prevent unwanted 
  pregnancies. Nasir is a middle aged man in brown robes, with a turban and a long, 
  ringleted and heavily oiled, beard. His wife is a pure blooded Susrahnite with a sharp 
  tongue and a severe temperament. She rules the roost and her word is the law in their 
  household.
  The Kardeslik
  The Kardeslik are a small group, comprising a dozen or so spies in the service of Ekrimala 
  and by default, the Empire of Khazistan. Kardeslik is a Khazi word that means 
  'brotherhood' and is somewhat of a misnomer as the members of the group are both male 
  and female. Only one or two of them are Khazistani by birth and the majority are Adartanis, 
  native to Dipur, the better to blend in with and uncover conspirators against the Satrap.
  This group features heavily in the adventure, 'The Scions of Adartu'.
  
  The Scions of Adartu
  This clandestine group exists with the purpose of expelling the Khazistani invaders from 
  Adartu and reinstating the ancient line of Susrahnite Kings. It's symbol is 'The Bloody Red 
  Hand'.
  The group is comprised, in the main, of young and impressionable Susrahnite men along 
  with a few career criminals and a handful of down at heel merchants, those whose poor 
  business acumen has led to their ﬁnancial ruin and who hope to better their lot if the Exile 
  King can somehow be returned to power. It is a foolish notion, but desperate men need 
  something to cling to.
  The group gathered, until recently, in an abandoned caravanserai warehouse. The 
  Kardeslik discovered it's location and Black Guard thugs dragged off four of their members 
  to meet a grisly fate.
  The remnant have now relocated to the Inn of the Gilded Palm, where their leader has 
  taken employment as a maidservant. They are awaiting an emissary from the Exile King in 
  Belthaar.
  Animals in Dipur
  There are many animals to be found in the alleys, markets, palaces, paddocks and streets 
  of Dipur. The slums are home to packs of rats that slink out of the catacombs and sewers 
  after dark to feast upon the detritus of the day. These are preyed upon, in turn, by feral 
  cats and packs of near wild dogs. Although these dogs occasionally present some small 
  threat to children and the elderly, they are not generally driven away as they help with the 
  vermin problem in the slums.
  The nobles and wealthy merchants of the city own their own guard dogs and hunting dogs 
  of various breeds. Cats too are popular, especially among the Susrahnite merchant class. 
  Horses are afforded a special status within the city. It is forbidden for non Khazistanis to 
  own or ride a horse within the city walls unless they pay a hefty ownership tax. Wealthy 
  Susrahnites stable their horses outside the wals to avoid paying this tax.
  Camels are the most common beasts of burden to be found although donkeys, asses and 
  mules can also be found. Elephants are occasionally found accompanying caravans that 
  have journeyed from Ghoma and other lands to the far east. These great beasts are 
  smaller and much more placid than their kin who dwell in the lands of the Azimba, far to 
  the south.Chickens, Goats and Sheep are the main sources of meat and dairy products in 
  Dipur. Pigs and Cattle are much rarer but not unknown. 
  The Falcon
  The characters are in the Square of the Grand Souk when a pair of Khazistani nobles, on 
  horseback, exit the Wealthy district. They are accompanied by several armed servants and 
  a pack of hounds. It is clear that they are going hunting in the surrounding hills. Perched 
  on the arm of one of the noblemen is a, rare and striking, blue tailed falcon.
  The following day, the characters spot the falcon perched on the roof of a nearby building. 
  What can this mean? Has something happened to the Noblemen while they were hunting 
  or has the Hawk simply escaped it's captivity? If they return it to it's owner, will he reward 
  them or attempt to have them accused of theft and beaten by his retainers or the soldiers 
  of the Black Guard.
  
  Ape Escape!
  In the Caravanserai district, a group of hunters from Zadj who specialise in capturing live 
  animals have set up their camp and are drawing a lot of interest from the locals. Men, 
  women and children ﬂock around the cage wagons while hired labourers struggle to 
  manhandle the cage of a huge, carnivorous, grey ape(use Gorilla from Monsters of 
  Legend or Savage Ape from Eidolon of the Ape) to the ground. The beast roars it's 
  deﬁance and they drop the cage off the wagon in fright. The door to the cage breaks open 
  and the ape leaps out into the scattering crowd. In their panicked ﬂight they get in the way 
  of the hunters. Only the characters are positioned to deal with the beast as it prepares to 
  pounce on a hapless young woman and/or child.
  If the ape is killed, the characters ﬁnd that they are not well regarded by the Zadjites, who 
  had hoped to recapture it alive. They insist that the characters owe them substantial 
  damages for destroying their property and a further ﬁght may well ensue.
  The young woman might be the well heeled wife of a Susrahnite Merchant or the spoilt 
  daughter of a powerful Khazistani Noble.
  Rats, Rats, the Size of Bloomin Cats
  Packs of huge rats have begun to infest the Dives district of the city. The residents live in 
  fear of the creatures, several children and animals have disappeared and the feral cats 
  and packs of dogs have ﬂed the district. What is the origin of these vile rodents and what 
  of the persistent rumours of a gigantic, aberrant, specimen with three heads who seems to 
  lead them?
  Murder by Moonlight
  A vicious animalistic predator stalks the benighted streets of Dipur and has murdered and 
  partially devoured a dozen citizens over the last four months. No one is safe, the creature 
  has killed rich men as well as poor ones. One man, who claims to have witnessed an 
  attack, says it was the work of a huge black panther. He also says that the beast then 
  stood up and walked upon it's hind legs. Of course, he was drunk and he may have 
  imagined that last part. Is it mere coincidence that all the murders have happened on 
  nights of the Full Moon? Could there actually be a were creature loose in the city or, does 
  someone just want the authorities to believe that one stalks the night shadows and if so, 
  then why?
  A Cheeky Monkey
  The characters are walking through the Bazaar district when they hear a commotion. A 
  group of locals are chasing what appears to be a monkey, wearing a brocade waistcoat 
  through the streets. The monkey appears to have a golden charm bracelet grasped in it's 
  paw.
  The monkey jumps on to the shoulder of one of the characters and screeches at it's 
  pursuers before dropping it's prize at the character's feet. Locals surround the characters 
  and a patrol of Black Guards look on with interest. The locals accuse the characters of 
  being the owner of the monkey who has plagued them for weeks now. 
  They call for the guards to arrest the characters. If the characters manage to avoid, or 
  escape, imprisonment in the Black Kasbah they will encounter the monkey several times 
  more and have the distinct impression that it is following them. Why would that be the case 
  and who is it's master?
  
  The Parrot
  In a seedy drinking den, an old moth eaten parrot is perched on the bar. A character is at 
  the bar when the parrot insults a huge outlander barbarian. The fellow cannot be 
  convinced that the insult came from the bird and believes that not only did the character 
  insult him but also now takes him for a fool. No matter what, the bird will not repeat the 
  insult until after the encounter.
  
SOURCE: textdata/thevault/Conan RPGs/Other Sword & Sorcery/Xoth/the City of Dipur Gateway To the East.pdf