TEXT: Introduction
  The Mirrorsands is one of the holiest sites in Al-Shirkuh. Here, Suleiman single-hand-
  edly defeated the jinn, bringing an end to the War of Copper Jars. Pilgrims flock here in 
  great numbers, but the journey is not without its hardship. Glare is so bright it can sear 
  one’s eyes, a total lack of food and water, and blistering heat test the spirit as well as the 
  physical strength of those who wish to worship here. This supplement expands on mate-
  rial found in Hellfrost: Land of Fire. 
  OrIgIns Of the MIrrOrsands
  While there is much vociferous debate about the birthplace and final resting place of 
  Suleiman, none among either the Devoted or Faithful creeds dispute that the Mirrorsands 
  mark the site of his greatest victory. Here, alone against a horde of screaming jinn, Sulei-
  man brought the War of Copper Jars to its conclusion.
  However, the origin of the Mirrorsands itself, a by-product of that titanic battle, is far 
  from agreed. Most citizens accept that both sides wielded formidable powers, the result 
  from which incinerated the desert sands. This particular story gained credence long after 
  Suleiman’s death, not because it was based on empirical evidence, but because it showed 
  that both sides were immensely powerful. Had Suleiman earned an easy victory over jinn 
  perceived as weak, it would not only have lessened the majesty of his struggle, but it would 
  have made the former slaves appear helpless against a foe their massed number should 
  have overcome.
  Multiple stories exist, though. The second most common one places the jinn army at 
  unimaginable numbers (“greater than all the grains of sand in the desert” is a popular po-
  etic phrase. Proponents of this version hold that Suleiman’s victory was not assured. The 
  devastation wrought on the land came not from Suleiman, but solely from the jinn. The 
  great prophet merely withstood their assault from the hill he had chosen to make his last 
  stand, eventually striking back with a single charm that banished or destroyed the jinn.
  Of course, the story has its vocal critics. If Suleiman was so powerful (and none doubt 
  he was), why did he not simply dismiss the jinn earlier, rather than allowing them to 
  unleash their unearthly powers? Why did the slaves have to endure the War of Copper Jars? 
  The answer, for most believers, is simple—as a great teacher, Suleiman was showing the 
  jinn that their rule was over. Before they could be forced to bow and accept their rightful 
  position, they had to understand that resistance to his demands was futile.
  Another version claims it was not the elemental energy unleashed in the conflict that 
  35012
  • R E A L M  G U I D E  # 1 2 •
                    
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  melted the sand, but the sheer number of slain ifrits. So 
  great were their number that the funeral pyre stretched 
  to the edge of the heavens, and burned for a century.
  The story of the Mirrorsands has taken five centuries 
  to travel to the cold land of Rassilon, but it has finally 
  found an audience. lorekeepers looking for the cause of 
  the creation of the Glass Sea have come here to explore 
  the land and record the many myths. Similarly, clerics 
  of kenaz, the absent god of fire, and Sigel, the equally 
  absent god of the sun, come here to search for clues to 
  the disappearance of their deities. That the Mirrorsands 
  were generated by intense heat and reflect light cannot, 
  in their eyes, be a coincidence.
  fIrst appearances
  Standing atop a high dune, the Mirrorsands is visible 
  from ten miles as a shimmering haze in the distance. At 
  dawn and dusk, the whole surface is bathed orange and 
  red, giving it the appearance of a lake of fire. As the sun 
  rises higher, the illusion changes to that of a vast body of 
  glittering water.
  By night, the change is far more dramatic. Gazing 
  down, travelers see the heavens reflected in the desert. 
  Some find this too much to comprehend, seeing in the 
  Mirrorsands the stark enormity of infinity. Others find 
  it an irresistible lure. Those who think to gaze into the 
  majesty of the reflected heavens are advised to be cau-
  tious, for the Bedu have a saying—if you stare into the 
  Mirrorsands, the jinn will stare back into you.
  exploration
  While good preparation is key to surviving the Mir-
  rorsands, the land is so harsh that good fortune must 
  also lend a hand if one is to emerge unscathed.
  As the sun rises over the horizon, the air begins to 
  heat rapidly. Within an hour it is hot enough to blister 
  the nose and throat unless they are covered. The mirror-
  like surface becomes hot enough to sear flesh, and there 
  are many tales of travelers cooking bread and eggs on its 
  flat, slick surface.
  Not that one has any hope of finding food in the deso-
  late waste. Nothing grows through or on the glass, and 
  no animals hunt here. Rain fall is sporadic. On the rare 
  occasions it does not evaporate before actually hitting 
  the ground, it boils away within seconds, hissing and 
  spitting like a scolded cat. Travelers must bring all their 
  food and water with them, an added burden for those 
  already struggling in the baking heat.
  The amount of water one needs for a lengthy journey 
  is staggering. An explorer needs 12 quarts of water a day 
  just to survive, though not all of this is drunk. Exposed 
  skin must be regularly soaked to avoid burns, and clothes 
  must be soaked to aid cooling—the air is so hot the body 
  cannot cool naturally. Even so, the burden of lugging 
  round 12 pounds of water for every day weighs heavily 
  on the mind and body.
  rules Of the realM
  These setting rules apply in the Mirrorsands
  * Fearful Jinn: All jinn remember their defeat at 
  the hands of Suleiman. Five centuries on, they still 
  refuse to walk the blasted sands. All jinn magic 
  spells and rolls to activate jinn spirit relics incur a 
  –6 penalty. Miracles are unaffected—even summon 
  elemental, as that miracle summons elemental ce-
  lestial beings, not jinn.
  * Glare: vigor rolls to avoid glare are made every 
  hour in the Mirrorsands.
  * Heat and Light Magic: Powers with a heat (but 
  not fire) or light trapping are cast at +1. Powers 
  with a cold (but not coldfire), ice, darkness trap-
  ping are cast at –1.
  * Heat Shimmer: In addition to Notice and Shoot-
  ing rolls over 12” suffering a –2 penalty, the maxi-
  mum distance one can see during the day is 24”.
  * Rarely Dark: The surface of the Mirrorsands re-
  flects even the faintest glint of light. Penalties for 
  bad lighting are reduced one step. under a moon-
  lit sky, lighting conditions are close to those during 
  daylight hours.
  * Slick Surface: The Mirrorsands are not only flat, 
  they are as slick as ice. This counts as difficult ter-
  rain, and characters cannot run on it. Agility rolls 
  involving other movement suffer a –4 penalty. If the 
  roll fails, the character falls and is Shaken.
  For each day of travel, any character on foot must 
  make an Agility roll to avoid a level of Fatigue from 
  Bumps and Bruises. Horses suffer similarly, but 
  camels do not.
  * Sound Magic: Damage-causing powers with a 
  sound trapping cause a thin layer of glass to shatter, 
  showering targets with razor sharp foes. Such spells 
  inflict an additional d6 damage.
  * Survival Rolls: No animals roam, no plants grow, 
  and there is no standing water in the Mirrorsands. 
  Survival rolls to find food and water are impossible, 
  except at night. Characters who set up a water trap 
  may make a Survival roll at –4 to gather potable wa-
  ter. Remember, water is increased by 4 quarts per 
  day above that needed to cope with the base tem-
  perature.
  * Temperature: Blisteringly hot by day, the tem-
  perature in the Mirrorsands drops dramatically at 
  night. The temperature drops d4+6 levels once the 
  sun sets. The temperature on Suleiman’s Isle is only 
  very Hot during the day.
  * Trading: While the denizens of Suleiman’s Isle 
  desperately need goods, they have little income 
  with which to buy them. Streetwise rolls to sell 
  goods net the seller 10%, or 25% on a raise. like-
  wise, there is very little to purchase. Only village 
  items are available for sale, and even then the price 
  is three times normal.
  land of fire realm guide #12
  2
  
  During daylight hours, the glare of the reflected sun 
  is as bright as staring into the fiery orb. Whereas one can 
  turn one’s head from Shamash’s eye, the entire surface 
  of the Mirrorsands reflects blinding light. Even with 
  goggles, explorers risk being struck blind, for one can-
  not rest one’s eyes in the Mirrorsands.
  Aside from Suleiman’s Isle, the Mirrorsands proper 
  are utterly featureless. Not that one would see any small 
  features until one was right on them. Constant heat 
  shimmer combined with the intense glare makes it im-
  possible to make out anything beyond two dozen yards. 
  The Bedu tell tales of entire camel trains passing within 
  50 yards of each other without either party noticing.
  As night descends, the air and glass rapidly shed their 
  heat, bringing the problem of how to resist the often bit-
  ing cold that descends on the land. Fortunately, the cold 
  nights are something of a boon, for water traps can be 
  set up to gather dew. The heat shimmer soon dies away, 
  allowing greatly increased visibility. The faint light from 
  the stars is reflected by the glass. While the day is a sear-
  ing white, at night the air shines a cooler silver.
  religion
  Both Devoted and Faithful see the Mirrorsands as 
  holy ground, though for different reasons. Though 
  neither creed demands it, adherents are expected to at-
  tempt to reach Suleiman’s Isle once in their life. Starting 
  but failing to complete the pilgrimage is not considered 
  shameful—as Suleiman famously said, the journey can 
  often be more enlightening than what awaits one at the 
  destination—though one is expected to have made a 
  serious effort to complete the ordeal.
  The Devoted claim that it was in the Mirrorsands, 
  faced with unimaginable odds, that Suleiman achieved 
  Oneness, the only mortal to have do so while still alive. 
  Imbued with the power of the universe, for he alone 
  understood the true nature of all reality, he smote the 
  vile jinn army and brought the rest of their race to heel. 
  As well as holding that the footprints on Suleiman’s Isle 
  mark the site of the revelation that led to the writing 
  of the Hamad al-Shuf, they also believe that Suleiman 
  stood here as he died. While the location of his corpse is 
  disputed, the Mirrorsands also mark the place where his 
  spirit ascended to become one with the Creator.
  Faithful believe that while Suleiman has rekindled 
  belief in the gods long before the catacylsmic battle, it 
  was here the gods proclaimed him high priest of all their 
  faiths simultaneously. Imbued with the combined power 
  of the gods, Suleiman at last had the strength to defeat 
  the entire jinn army. In those imperishable footprints, 
  Suleiman reforged the ancient compact between mortals 
  and gods, thus allowing the light of faith to shine forth 
  once again and dispel the last of the jinn’s darkness.
  Having both Devoted and Faithful in such close 
  proximity in a place central to the tents of both creeds 
  is a recipe for bitter and heated debate. Accusations of 
  heresy and short-sightedness fly day and night as wor-
  shippers try to prove their beliefs correct. violence is 
  not unknown, though it is heavily frowned upon by the 
  authorities of Suleiman’s Isle.
  trade & tribute
  The Mirrorsands are not part of any established trade 
  road, though things may soon change. As demand for 
  raw, pure glass in Balyana, City of Reflection, continues 
  to increase, so more and more camel trains are sent to 
  collect slabs harvested from the periphery of the Mirror-
  sands. With the emir more withdrawn each day, his advi-
  sors, “prompted” by the highly influential glassblower’s 
  council, have drawn up plans to establish a permanent 
  mining outpost, thus alleviating the need to purchase 
  raw materials from the nomads.
  The chosen spot is New Town, a settlement already 
  on the map and visited by merchants. The addition of 
  a caravanserai and the creation of an official trade road 
  from the Oasis of the Jinn would give Balyana a steady 
  supply route, and thus increase its wealth. unfortunately, 
  the ruler of New Town already has plans to construct a 
  caravanserai, and he has no wish to see the Sultanate 
  stamp its authority over the region. 
  While heading north around the Jinn Wall Mountains 
  and skirting the eastern edge of the Plain of Ash is the 
  shortest route, there is scant water. As such, the current 
  plan is to use the existing network. A branch would ex-
  tend north-northeast of the Oasis of the Jinn to the new 
  mining outpost. They named it the Road of Reflection, 
  an allusion both to their emir and his control of the com-
  modities transported along it, and the unique nature of 
  the Mirrorsands.
  While this remains a work in progress, trade does 
  filter through to settlements around the border and on 
  Suleiman’s Isle, but it does not make the merchants rich. 
  Goods destined for the Isle are either given freely as of-
  ferings, or charged at half price. While the other settle-
  ments pay full price, their populations are extremely 
  small. Were it not for the caravans supplying Suleiman’s 
  Isle, they would likely not exist at all.
  Water and food are the most commonly carried goods, 
  with salt a close second. Pots, pans, and cloth all have 
  buyers waiting for them, but citizens need far fewer of 
  these on a regular basis.
  Major locales
  The Mirrorsands maybe a wasteland, but there is much 
  to see close to the border of the holy land for those who 
  know where to look. Settlements on the border are tech-
  nically in the Jinn lands, as least as far as cartographers 
  are concerned. They are detailed here because they owe 
  their existence, at least in part, to the Mirrorsands.
                        
             
                     
  the Mirrorsands
  
  
  new tOwn
  Population: 80
  Ruler: Ahmed the Ferryman
  Religion: Devoted and Faithful
  New Town owes its existence to Ahmed the Ferryman. 
  Following the completion of his pilgrimage, he sold his 
  family business, invested in a boom, and moved his fam-
  ily from their comfortable city home into the harsh, open 
  desert. Setting up his new home, a tent, on edge of the 
  Mirrorsands at a spot most frequently visited by pilgrims, 
  he opened a ferry service across to Suleiman’s Isle (walk-
  ing across the burning glass is not a requirement of a 
  successful pilgrimage). In time, merchants began paying 
  Ahmed to make deliveries of essential supplies to Sulei-
  man’s Isle, greatly adding to his fortunes and relieving 
  them of the burden of time and money.
  A decade on, and the settlement has grown into a 
  village of a dozen mud brick buildings. Aside from one 
  small house, which belongs to a cleric of Marqod who 
  treats the injuries of pilgrims in return for donations, 
  these are either business premises related to the ferry or 
  the houses of employees.
  Despite his income, Ahmed is not a wealthy man. The 
  cost of wood, water, wages, and repairs drains most of 
  his income, and what remains he uses to fund the expan-
  sion of New Town. Ahmed hopes to open a souk in the 
  next year to cater for the pilgrims many needs, and the 
  year after that a caravanserai. Still, he is a happy man. 
  Money cannot buy one a place in the afterlife, and his 
  service, though one paid for, is surely worth something 
  in the eyes of the gods.
  Bahdin’s Bearers: A few hundred yards outside New 
  Town are the remains of a partially buried village. The 
  ruins are home to Bahdin, a sand goblin with a phenom-
  enal carrying capacity, and his team of bearers (all sand 
  goblins with the Brawny Edge).
  Highly adept at desert survival, they hire themselves 
  as bearers for pilgrims willing to make the long walk. 
  Their rates are cheap, 50 dinars per day for an entire 
  team, but there is a hidden cost. Over the course of the 
  trip, their customers can expect to lose many small items 
  to the larcenous goblins. Typically, they never steal any 
  item weighing more than 3 pounds, and no more than 
  10 pounds worth of gear from a single pack. These items 
  are sold to other pilgrims in New Town.
  The Ferry: Ahmed charges 100 dinars for a return 
  trip. Many consider the money well spent, given the 
  many possible cruel fates and agonizing deaths that await 
  those who elect to walk. Brass amulets are given to every 
  passenger. When they are ready to return, this is handed 
  in to the captain—no amulet, no trip. Space is assigned 
  strictly on a first-come, first-served basis, irrespective of 
  social status.
  Each ferry runs once a week. The journey takes two 
  to three days on average due to the light winds and the 
  crew’s desire not to over exert themselves. Conditions 
  aboard are far from comfortable—pilgrims pack them-
  selves in like sardines in a jar, quadrupling the amount 
  clerIcs Of KarMelOs
  Training: Although militaristic, the cult centers on 
  promoting honorable combat and leadership quali-
  ties. During boot camp, in which recruits are pushed 
  to their physical and mental limits, instructors weed 
  out thugs and bullies, for there is no place for them 
  in karmelos’ army. A good leader understands how 
  his men think. Before a novitiate is trained how to 
  lead, he is trained how to follow. Thus, while they 
  will eventually lead armies, clerics must also know 
  how to perform drill, how to maintain their weap-
  ons and armor, how to march long-distances under 
  the blazing sun, and the nuances of camp life. In-
  struction is given in a variety of basic fighting styles. 
  Students who show aptitude toward a particular 
  style are given advanced training.
  Tactics and strategy are taught through dissecting 
  historical battles, war games, and theoretical exer-
  cises first. Only then is the recruit given command 
  of a unit. New recruits are formed into squads. Each 
  novitiate is given command of the squad for one 
  month, during which time he learns the true art of 
  leadership (something no book can teach). Combat 
  exercises are held regularly in order to give recruits 
  practical experience. Depending on his abilities, 
  the novitiate will be trained as a priest or paladin.
  Death is inevitable on the battlefield. Those who 
  cannot issue an order that condemns a unit to death 
  have no place leading an army. However, reckless-
  ness and the wasteful expenditure of life are not 
  prized traits among the clergy. Students are taken 
  to site of recent battles, shown bloody corpses, 
  and listen to soldiers’ tales so as to hammer home 
  the stark fact that their commands are answered in 
  blood.
  Prayers: Boasting and self-aggrandizement are not 
  common traits among the desert races. They do 
  not claim victory before the battle is fought, nor 
  tell of how many heads they will take. Clerics be-
  seech karmelos for victory, but they never demand 
  it. Weapons feature heavily in their sayings. For ex-
  ample, “Two swords do not fit in one sheath” is a 
  way of saying “make a choice,” while “Time is like a 
  sword; if you do not cut it, it will cut you,” means 
  “make a decision and be quick.”
  Adventures: Battle is the diet of karmelos’ clergy. 
  They may be called upon to destroy raiding orcs or 
  bandits, lead a small team to rescue an important 
  prisoner, raid an enemy’s stronghold and disrupt 
  his supply lines, or lead an army to war. Although 
  they work best when commanding others, clerics 
  are warriors in their own right.
  Character Guidelines: The battlefield is a cler-
  ic’s true home. Priests are strategic commanders, 
  leading armies into war on behalf of their patrons. 
  Smarts and Spirit are favored attributes. knowl-
  land of fire realm guide #12
  
  
  of passengers a boom can normally transport. Each ferry 
  spends an entire day at the Isle before making the return 
  trip. Still winds are a frequent problem in the Mirror-
  sands, and when the weather in unfavorable it may be 
  many weeks before a voyage can be undertaken.
  The company operates three ships. One caters solely 
  for Devoted pilgrims and another solely for Faithful. 
  These are regularly rotated with the third vessel, al-
  lowing Ahmed to rest his crews and perform essential 
  repairs. The underside of the ships are heavily scorched, 
  the direct result of the glare from the Mirrorsands.
  OasIs Of BItter tears
  East of the shining glass sea is a small pool. Hardy 
  salt grass grows in abundance, as do wild watermelons. 
  According to both Devoted and Faithful, after destroying 
  the jinn, Suleiman walked into the desert, where he wept 
  for the countless lives lost on both sides in the war. It is 
  widely accepted the jinn were responsible for their own 
  fate when they refused to bow before Suleiman and ac-
  cept his teachings, hence why Suleiman mourned them. 
  Those who follow the heretical teachings that Sulei-
  man later regretted rebelling claim the great prophet 
  came here toward the end of his life to lament the de-
  struction caused at the Battle of the Fallen Sun.
  The water in the pool is slightly salty. It is potable, but 
  each 3 quarts drunk counts as 2 quarts for the purposes 
  of avoiding dehydration and sunstroke.
  No tribe claims control of the oasis. Not only is it a sa-
  cred site to both creeds, every written and oral tradition 
  is quite clear Suleiman came here alone. To make camp 
  in his place of solitude would be a dire insult. Whichever 
  tribe happens to be in the region assumes responsibility 
  for protecting the oasis. Anyone defiling the water can 
  expect swift and harsh punishment. Travelers who stay 
  for more than 24 hours are given a warning to move on 
  or face reprisals.
  pIllar Of lIght
  Bedu speak of a beam of light that is sometimes seen 
  in the Mirrorsands. Invisible by day, it is discernible only 
  when Shamash’s good eye has departed the sky. To the 
  Faithful, the beam is the gaze of Shamash. To Devoted, it 
  is a place where the Creator allows mortals to speak with 
  him and seek his guidance. Though considered holy, the 
  nomads avoid the place whenever possible—it is not 
  wise to invite the great powers into one’s heart if one is 
  not pure of soul.
  Spirit Name: Anwar (“Full of light”).
  Ambience: Those passing through the site or accom-
  panying supplicants notice nothing unusual. Those puri-
  fying their body and spirit in the hope of being rewarded 
  feel utterly naked, as if Shamash is peering into the deep-
  est recesses of their souls. The feeling is most uncomfort-
  able, for every dark secret and minor transgressions is 
  relived over and over in the supplicant’s mind.
  Deity: Shamash (Faithful), the Creator (Devoted).
  Senses: Notice d12.
  Communication: The spirit communicates only 
  through the scouring of a supplicant’s soul.
  Powers: Those who complete the arduous sacrifice 
  (see below) are filled with Shamash’s radiance. In addi-
  tion to all sins being cleansed, they are rewarded with the 
  Holy Warrior Edge and the ability to cast light using Spirit 
  as their arcane skill. Those with either or both abilities 
  receive a +2 bonus to activate them. The abilities remain 
  usable for one year, or until the character commits a sin 
  from Shamash’s list, whichever comes first.
  Sacrifice: Earning Anwar’s blessing is an ordeal. The 
  supplicant must spend 24 hours seated in the beam of 
  light, eating no food and drinking no water, and without 
  the benefit of any magic or miracles to keep him sustained 
  or cool. Only when his body is purified by Shamash’s 
  light is he considered pure enough to be rewarded.
  suleIMan’s BIrthplace
  While there are several sites supposed to mark Sulei-
  man’s final resting place, his birthplace has remained a 
  complete mystery, for the jinn did not keep such records, 
  and Suleiman spoke nothing of his past, saying that the 
  years of oppression under the jinn had ceased to be, and 
  time began only from the moment of liberation. While he 
  meant the latter philosophically, in that the races would 
  be judged on their future achievements rather than their 
  glories of old, many fanatics have taken it literally. How-
  ever, one enterprising individual firmly believes he has 
  found the city where the great prophet was born.
  Twenty five years ago, a pilgrim by the name of Walid 
  ibn-Shadin stumbled across the ruins of a city on the 
  southeast edge of the Mirrorsands recently uncovered 
  by a sandstorm. Curious, and believing its appearance 
  was an omen, he began to investigate. Though a lack 
  of preparation forced him to cut short his exploration, 
  he did discover several stones inscribed with the name 
  Suleiman (not an uncommon historical name).
  Returning home to Hajjad, City of the Gods, he im-
  mediately delved into the oral and written history of the 
  region. Three years later, Walid had discovered absolutely 
  nothing about the city. Rather then become despondent, 
  this only reinforced his belief he had discovered Sulei-
  man’s birthplace. Obviously, he concluded, Suleiman 
  destroyed all records of its name, for he did not want 
  his followers to dwell on the past. Its location so close to 
  edge (Battle) and leadership Edges are more use-
  ful than martial skills and Combat Edges, though 
  these should not be neglected. Paladins serve as 
  both elite warriors and tactical commanders. As 
  such, every attribute is important. leadership Edges 
  are important, but not those concerned with mass 
  battles. Combat Edges are more essential, though 
  which ones a paladin take will depend on his fight-
  ing style.
  the Mirrorsands
  
  
  the Mirrorsands was beyond coincidence, and no doubt 
  its destruction at the hands of the jinn was what spurred 
  Suleiman to make his stand where he did.
  Two years later, Walid traded his house and small 
  barber’s business in for a camel, digging equipment, and 
  supplies. He returned to the lost city, this time intend-
  ing to stay. For five years he labored alone, clearing sand 
  from ruin after ruin, day after day. He traded with curi-
  ous nomads, offering small artifacts he had unearthed in 
  return for supplies. Once they learned the nature of his 
  quest, they offered their services free of charge.
  Now, 15 years after the work began, Walid and his dig-
  ging team have unearthed around a quarter of the city. 
  Desperate to find the actual house where Suleiman was 
  born, Walid has started offering pilgrims guided tours, 
  in return for suitable donations (25 dinars, minimum). 
  Most are happy to pay, for the chance to see the city 
  where Suleiman grew up is beyond material price, and 
  the chance to purchase shards of pot he may have eaten 
  or drunk from more so (100 dinars a shard).
  unfortunately, Walid is no historian. While he fervent-
  ly believes he has uncovered Seleiman’s birthplace, he 
  has actually unearthed the ruins of a city that stood long 
  before the jinn invaded. The lack of information is purely 
  down to the passage of time—the city was swallowed in 
  a terrible sandstorm and forgotten.
  Wadid’s zeal has caused him to overlook facts in favor 
  of his version of history. For instance, he has named one 
  building the temple of Apsu after the many sunken rooms 
  that, he claims, once held water where sacred hippos 
  bathed. That the gods were unknown in the early days of 
  Suleiman has been cast aside in favor of supporting his 
  pet theory. For sure someone bathed here, for what he 
  unearthed was nothing more than a public bathhouse. 
  Another is touted as Buraqa’s stable, when it is no more 
  than a common slave dwelling.
  suleIMan’s Isle
  Population: 200 permanent (500+ pilgrims at any 
  time, and double that in the holy season)
  Ruler: Elected representatives
  Religion: Devoted and Faithful (all gods)
  known to most visitors as The Town, the permanent 
  inhabitants of the Mirrorsands sole settlement prefer to 
  call it Holy Town. The small permanent population is 
  divided roughly equally between Devoted and Faithful. 
  The Devoted live on the north side of the island, while 
  the Faithful inhabit the south. The east and west are re-
  served for pilgrims to pitch their tents.
  Surrounding the entire island is a ring of white car-
  pets suspended from poles driven into holes drilled into 
  the rock. They serve to reflect some of the heat and glare 
  back into the Mirrorsands. Even with this protection, the 
  inhabitants remain in their tents during the hottest parts 
  of the day.
  Governance is via elected representatives. Each year, 
  both factions elect one permanent resident from among 
  their number. Together, this pair decides what is best 
  for the isle and its residents. Given their contrasting re-
  ligious views, there are many difficulties in reaching any 
  consensus. Fortunately, the one thing they do agree on is 
  that all meetings between them should take place at the 
  site of Suleiman’s footprints.
  life here is very hard. Nothing is grown and little pro-
  duced in The Town, meaning the inhabitants are complete-
  ly reliant on outside supplies for survival. Most merchants 
  are happy to make a brief detour to the ferry terminal. Al-
  though the natives only pay half price for their goods (their 
  sole income being the charity of pilgrims and the selling of 
  small trinkets to show one has made the pilgrimage), most 
  merchants see donating supplies for nothing as an act of 
  charity, one which alleviates them of the necessity of ever 
  having to make the arduous pilgrimage.
  By law laid down long ago, anyone who reaches Sulei-
  man’s Isle may claim sanctuary. So long as they commit 
  no crimes, they cannot be arrested by outside authorities. 
  living here is as close to hard penance as one can get, 
  and many judges accept that a few years on Suleiman’s 
  isle is punishment enough.
  Lorekeeper’s Tent: Being worshippers of Hoenir, 
  god of knowledge, the lorekeepers have set up home 
  on the Faithful side of the island. Most pilgrims consider 
  them a nuisance, for they pester everyone to recite myths 
  and legends regarding the creation of the Mirrorsands. 
  (The residents have recounted all their stories, and so 
  are largely left in peace.)
  Red Tent: Standing on the edge of the Faithful district 
  is a red-colored tent. It is home to two northern clerics, 
  Evind knutsunu, a priest of kenaz, and Alaine ap-Alain, a 
  paladin of Sigel. Though still learning the language, they 
  festIval tO KarMelOs
    nO fear day
  Baot Yaus al-Hamala Amt Alak Shemu
  Iblis, wise men say, is the father of fear. It is one 
  of his greatest tools, for a man who fears is prone 
  to negative emotions, such as anger and jealousy. 
  Through fear, Iblis corrupts men and leads them 
  onto the path of wickedness, a road that takes them 
  away from the light of Shamash and into eternal 
  shadow.
  In order to toughen the hearts of men, clerics of 
  karmelos go around their community snarling, 
  shouting, berating, and threatening everyone who 
  crosses their path. On this day, commoners and 
  nobles alike are treated as equals, for all men are 
  equally prone to fear. Anyone who stands up to 
  the verbal abuse is given a blessing, warding them 
  against Iblis’ insidious charms. Those who quail are 
  lectured, warning them that unless they learn cour-
  age they will fall prey to Iblis’ machinations before 
  the year is out.
  land of fire realm guide #12
  
  
  have embraced desert life, feeling their faith renewed by 
  the oppressive heat and brilliant sunlight.
  While they would dearly love to link the creation of 
  the Mirrorsands to the disappearance of their gods, the 
  two dates are a generation apart. Despite this, both are 
  convinced the desert holds a great secret concerning 
  kenaz and Sigel. For now, they are content to finish their 
  study of the glass wastes, but they are planning on mov-
  ing to other lands as soon as they are finished here.
  Suleiman’s Footprints: On the highest point of the 
  hill are the footprints supposedly left behind by Suleiman. 
  For much of the year, they are concealed with a black tent 
  guarded by fanatical soldiers of both creeds. Access during 
  this time requires the permission of both elected leaders, 
  and often a hefty donation to the town’s coffers.
  The tent is removed during Alak Neteru/Alak Suha, 
  a season sacred to both creeds, allowing worshippers 
  to see the footprints. Scuffles are common as pilgrims 
  struggle to stand in the only spot in Al-Shirkuh where 
  Suleiman can be proven to have definitely stood.
  The Tabernacle: Suleiman returned knowledge of all 
  the old gods, even Iblis, to the races. As a result, the island 
  is considered sacred to the entire pantheon. With no room 
  to erect a temple for every deity, the decision was made to 
  instead raise a huge tent. Inside are shrines to every deity.
  teMple Of the great race
  Population: 30 permanent
  Ruler: Eye of Shamash Bisah bint- qadir
  Religion: Faithful (upuaut, Duamutef)
  According to legend, Dumutef and upuaut once quar-
  reled over who was fastest at crossing the desert. Dua-
  mutef claimed he would win a race, for he knew all the 
  pathways of the desert. upuaut retorted that he knew 
  secret paths, and was thus the faster of the pair. Fed up 
  with their bickering, Shamash ordered them to settle 
  the matter once and far all by putting their boasts to the 
  test. Who won is open to just as much argument, at least 
  among mortals. Each sect claims its god won, usually 
  with the strong implication the other cheated.
  In the end, a small temple was erected on the sup-
  posed spot where the race began. Dedicated to both 
  deities, it has remained a small but important holy site 
  for those who live in the desert. Traditionally, a cleric of 
  Shamash runs the temple, for he alone can keep order 
  between the bickering factions of clerics who perma-
  nently reside here.
  In memory of that great race, nomadic tribes would 
  race each other around the edge of the Mirrorsands, 
  starting and ending at the temple. Over time, what began 
  as an intertribal event designed to honor the gods and 
  settle disputes has blossomed into a competition that at-
  tracts contestants from all the great cities of Al-Shirkuh.
  While the temple receives a steady stream of pilgrims 
  offering prayers in return for a safe journey across the 
  Mirrorsands, once every five years (chosen because it 
  marks the length of the War of Copper Jars) it becomes 
  the hub of a short-lived settlement boasting several thou-
  sand souls. Great caravans detour from the Jinn Road 
  and the Road of the Gods to hawk their wares at the 
  makeshift market, and there are plenty of eager buyers.
  Although known as the “Great Race,” the competition 
  is divided into four main categories—foot, mount, fly-
  ing, and sand rigger—and each is a separate race. Magic 
  and miracles are permitted, though there are separate 
  classes for spellcasters and non-spellcasters. This gives a 
  potential eight races. Note that using alchemical devices 
  does not qualify one as a spellcaster, where as possessing 
  a spirit relic does. All entrants are charged are charged 
  500 dinars. Half of this goes to keeping the temple sup-
  plied, and half is used as prize money. The winner of 
  each category can expect to receive five times his entry 
  fee as a prize, the runner up three times, and the third 
  place contestant his entrance fee back plus 50% extra.
  The racetrack may be remote and the race conditions 
  extreme, but the competition attracts entrants from 
  across Al-Shirkuh. Not only is there great prestige at-
  tached to winning (+20 Glory for a win, +10 for second, 
  and +5 for third), but the race is considered an act of 
  religious devotion as equal as crossing the Mirrorsands 
  to Suleiman’s Isle.
  The course begins at the temple, and extends around 
  the entire perimeter of the Mirrorsands. Judges are sta-
  tioned around the course, and any competitor caught 
  entering the Mirrorsands during the race is automatically 
  disqualified. At each judging station, racers must stop to 
  sign a scroll proving they have visited the waypoint. Mag-
  ic and miracles are permitted, for it was these tools that 
  allowed Suleiman to defeat the jinn, though the use of 
  teleport spells is banned outside the respective classes.
  Competition is fierce, but not every contestant is out 
  for the money. For many, the journey is a spiritual one. 
  Over time, various legends regarding Suleiman have 
  been worked into the course. Rather then simply try to 
  circumnavigate the Mirrorsands as quickly as possible, 
  entrants on the spiritual journey use the time to reflect 
  on their lives—there is little else to distract the mind.
  festIval tO KarMelOs
    Orders day
  Amt Yaus al-Niwt Alak Neteru
  During summer, when the desert is at its hottest, 
  many soldiers are conscripted into the levy, either 
  guarding the work parties against beasts and raiders 
  or working as laborers on military projects. During 
  this time, their officers meet to discuss military ob-
  jectives and strategy for the coming year. When the 
  summer ends, the companies are assembled and 
  given their postings and order for the next year. Tra-
  ditionally, these orders are passed on to the soldiers 
  by clerics of karmelos, in honor of their deity’s role 
  in organizing the gods during the God War.
  the Mirrorsands
  
  
  whIppIng pOst Of the JInn
  On a low mound overlooking the Mirrorsands stand 
  two enormous stones. long, heavy lengths of rusted 
  chain are firmly attached to the menhirs. legend has it 
  that the stones were majin jinn, transformed into stone 
  by Suleiman. Rogue jinn who refused to submit to Sulei-
  man were brought here and chained to the stones. From 
  here they could do naught but gaze down onto the Mir-
  rorsands, the site of their kin’s final defeat, and accept the 
  lash of the whip. Some scholars and theologians believe 
  the whip was metaphysical, and referred to Suleiman’s 
  teachings, which were recited to the captive jinn.
  persons of note
  Aside from persons already mentioned in the texts, 
  there are other souls with whom adventurers might in-
  teract during their time in and around the Mirrorsands.
  MawIya BInt-MaMduh
  A citizen of Sirhan, City of Stars, Mawiya, an astrolo-
  ger mage and astronomer, works at the Royal Observa-
  tory. Originally part of a caravan sent here to bring back 
  a shard of glass for grinding into a new lens, Mawiya 
  chose to remain in the Mirrorsands a while longer. She 
  has become fascinated with the way the glass reflects the 
  stars. Rather than have to crane her neck upward, she 
  can literally walk among the heavens.
  Aside from her many star charts, she owns a telescope 
  set into a tripod. By gazing through this at the Mirror-
  sands, she can see the faintest of stars. At least she could. 
  Recent observations have indicated that a number of 
  very faint stars have seemingly disappeared. Mawiya has 
  received no reply to the carrier pigeon message she sent 
  her superiors several weeks ago, but since that day she 
  has the uncomfortable feeling she is being watched.
  One-eyed nurI
  Nuri lost the sight in his right eye during a pilgrim-
  age. At great expense, he had it replaced with a glass orb 
  make of Mirrorsands glass. His eye is also a jinn relic, 
  containing in it both altered senses and farsight. Old 
  Nuri is widely regarded as a madman. He claims that one 
  night, as he was performing sentry duty for a group of 
  pilgrims, he gazed into the Mirrorsands. To his horror 
  he saw an entire city concealed beneath the glass, a city 
  in which slithered and crawled all manner of fell things. 
  Since that day he has refused to step foot onto the Mir-
  rorsands. Nuri spends his days loudly warning others to 
  stay off the sand, for a great evil lurks beneath.
  the regIstrar
  All pilgrims visiting Suleiman’s Isle are required to 
  have their name and faith recorded before stepping foot 
  on the holy site. This information is recorded by the 
  Registrar, an elderly Devoted cakali who has maintained 
  the records for as long as anyone can remember. Bent of 
  back, he staggers around with the help of a stick. In his 
  backpack he carries two immense scrolls, each weighing 
  over 20 pounds. Written on these are the names of every 
  pilgrim who has visited the isle in the last 200 years.
  According to some, the Registrar is cursed, unable to 
  die or leave the Mirrorsands until the End of Days, when 
  Suleiman will return and relieve him of the burden he 
  carries. The story often continues, saying that when the 
  end of time comes, the souls of those whose names are 
  not written on the scrolls (or early versions said to exist) 
  will be cast down into the Bottomless Pit.
  No one has ever asked him what grave sin he may 
  have committed to warrant such a fate, for there are 
  many sinner’s on Suleiman’s Isle, and here, at least, all 
  men are equal in the eyes of the great powers.
  why come here?
  A solid sea of terrible heat, utterly devoid of water, 
  the Mirrorsands is no place for foolish explorers or those 
  seeking glory. It is a lonely place, where all men have for 
  company is their reflection. For some, that is too much 
  to bear. While pilgrims are commonplace, what can draw 
  adventures in this most inhospitable of lands?
  * Orders. When the master barks, the dog howls, as 
  the Bedu say. Clerics may well receive commands to visit 
  Suleiman’s Isle. For some, the trip may be part of their 
  penance for sinning. Others may be asked to escort an 
  important person on his pilgrimage, oversee the pil-
  grimage of a fellow cleric who has fallen from grace, or 
  even be sent here on temporary secondment to preach 
  to the faithful. Balyana’s glass trade is very important, 
  and the emir’s wealth gives him influence at court. Thus, 
  Pegasus Guard might find themselves ordered to search 
  for a missing caravan, or, as above, provide escort for a 
  dignitary on pilgrimage.
  * Pilgrimage. No one can be forced to undertake the 
  pilgrimage. Characters who wish to do so must make 
  that choice themselves. Aside from a means of alleviat-
  ing mortal sins, there are no game mechanics associated 
  with pilgrimage—it is a roleplaying element.
  adventure seeds
  * Two murders have recently been committed on 
  Suleiman’s Isle. Both victims were Faithful sentries. What 
  worries the citizens is not that lives have been taken, but 
  the state of the corpses. Each was a withered husk, so 
  drained of fluid that when attempts were made to move 
  them they crumbled to dust. Tensions are running high 
  on the island, for the Faithful are pointing the finger of 
  blame at the Devoted.
                        
                         
  land of fire realm guide #12
  
  
  * The son or daughter of an important person has 
  gone missing while on pilgrimage to the Mirrorsands. 
  Desperate for their safe return, he has hired the party. A 
  lot of pilgrims pass through the oasis on the way, and no 
  one recognizes the missing scion’s name or description. 
  The heroes’ only hope of finding him is to visit Sulei-
  man’s Isle and check the register of names. That at least 
  will reveal whether he completed his pilgrimage before 
  his mysterious disappearance.
  * Walib’s workers have begun disappearing. He thinks 
  they have run away, but they have actually fallen prey 
  to a mummy disturbed by excavations near its tomb. So 
  far only one has awakened, but as Walid continues to 
  explore the city, so others may return to life.
  gods & Monsters
  These section details three new minor deities, two 
  new hazards, and three new monsters.
  henaq & heneq
  Titles: The Twin Gods, Commanders of the Gods, 
  Fathers of Tactics and Strategy.
  Aspects: Military command.
  Affiliations: karmelos, Shamash.
  Symbol: A fluttering standard emblazoned with 
  karmelos’ symbol.
  Priesthood: Strategists (priests); Tacticians (pala-
  dins).
  Herald: None.
  Holy Days: Any day before a battle is a holy day. The 
  day after a victorious battle is also celebrated.
  Duties: To command companies and armies.
  Sins: (Minor) losing a fight when you were outnum-
  bered less than 2-to-1, losing more than one quarter of 
  the troops under your command in a single engagement; 
  (Major) losing more than one half quarter of the troops 
  under your command in a single engagement; (Mortal) 
  losing a fight when you had superior numbers.
  Signature Power: Gift of Battle (priests may only 
  grant leadership Edges relating to Mass Battles. Paladins 
  may only grant leadership Edges relating to tactical com-
  bat).
  Powers: Bless/panic, boost/lower trait (Spirit, vigor, 
  and knowledge (Battle) only), charismatic aura, far-
  sight, precognition, speak language, voice on the wind.
  Trappings: Any, though sound is very popular.
  Special: All clerics must have the Command Edge.
  In the early stages of the God War the allied deities 
  fought as individuals, each choosing his battles and 
  tactics without thought for his comrades’ actions. This 
  only furthered the goals of Iblis, for the gods lack of 
  cooperation spoiled each other’s plans. Worse, many 
  were slain in individual combat against Iblis. karmelos 
  instructed his twin sons, Henaq and Heneq to resolve 
  the problem.
  This they achieved by taking personal command of 
  the gods, forming them into companies and battalions 
  and leading them into battle. At first their comrades ral-
  lied against being ordered around, but as the twin gods 
  led the allies to victory after victory, they saw the wisdom 
  of their system. Thus were the first armies created, and 
  the ordered template of officers and soldiers laid down.
  Henaq and Heneq have no temples. Permanent 
  shrines exist in every temple to karmelos, as well as in 
  military compounds. When on campaign, it is a brazen 
  commander who does not erect a temporary shrine to 
  honor the gods. The company or army standard is the 
  focus of shrines, for the spirit of the twins is believed to 
  inhabit these banners. The twins are usually depicted in 
  art as karmelos’ twin-bannered battle standard. On the 
  rare time they are depicted in person, they are shown as 
  a single god with two faces.
  Although two deities, Henaq and Heneq are always 
  worshipped as a single god, for they are inseparable. 
  Henaq is honored by priests of the faith, while his twin is 
  worshipped by paladins. This same division filters down 
  into specific roles, for priests are charged with com-
                         
  festIval tO KarMelOs
    veterans day
  Amt Yaus al-Nefar Amt Alak Shemu
  After the defeat of Iblis, the gods held a great gath-
  ering to mark their victory. Originally this was no 
  celebration, but a time of sadness, for many gods 
  had been slain or grievously injured. later, Sha-
  mash gave each survivor a single gold coin to honor 
  his service, for without their service, order would 
  have been replaced with chaos, and freedom with 
  slavery.
  In towns and cities, retired soldiers gather outside 
  the palace of the local potentate. Those who retain 
  their war gear wear it with pride, but many have 
  been forced to sell their arms and armor to survive. 
  The ruler, or his appointed spokesman, hands out 
  a single dinar to each veteran, a token reward for 
  their service.
  The veterans then march to the temple of karmelos 
  (or the local military barracks, or its nearest equiva-
  lent, if the settlement boasts no temple) through 
  streets lined with well-wishers.
  At the temple, the veterans are blessed by the high 
  priest (or highest ranking military officer), before 
  being given a feast in their honor.
  Once the sun sets, dirges are sung for those who 
  have fallen in battle, while worshippers of all faiths 
  offer prayers to karmelos to bless the veterans until 
  they are welcomed into his palace.
  Traditionally, clerics of Marqod provide free healing 
  service to veterans on this day.
  the Mirrorsands
  
  
  manding the armies of the Caliphate, or at least advising 
  military officers, and paladins serve in the frontline as 
  company commanders (or, again, as tactical advisors). 
  Some crossover is permitted, for circumstances on the 
  battlefield are always in flux—a general may find himself 
  separated from his army, with only his command com-
  pany at his side, while a company captain might end up 
  as the highest ranked officer on the battlefield due to 
  attrition.
  Ceremonies involve military drill, the clerics barking 
  out prayers in the form of orders. Musical instruments 
  are frequently employed, as are fluttering banners, for 
  these are used to relay orders on the battlefield. Other 
  forms of worship center on tactical boardgames, either 
  following preset moves that symbolize important battles 
  or as a test of skill against comrades.
  Character Guidelines: leadership Edges are es-
  sential to clerics. Priests should take Edges designed for 
  mass battles, while paladins those intended for tactical 
  (i.e. tabletop) skirmishes. Although they must also be 
  adequate combatants, their focus is command. While 
  paladins need good Strength and vigor to survive in 
  combat, Smarts and Spirit are just as important. Spirit 
  is absolutely essential for priests, for if the commander 
  cannot rally his men they will rout, spelling disaster. 
  knowledge (Battle) is the most important skill.
  MuatI
  Titles: The Fearless One, He Whose Courage Never 
  Fails, The Resolute One, He Who Armors the Will, The 
  valiant.
  Aspects: Courage.
  Affiliation: karmelos, Marqod.
  Symbol: A heart wrapped in chains.
  Priesthood: Inspirers (priests); Emboldeners (pala-
  dins).
  Herald: None.
  Holy Days: No Fear Day (p. 6) is a high holy day.
  Duties: To inspire others to be brave, to resist fear.
  Sins: (Minor) being part of an army that fails a Morale 
  roll, being Intimidated, failing a Fear (–4) roll; (Major) 
  failing a Fear (–1 or –2) roll, casting fear except against 
  obviously evil creatures (such as demons, orcs, an un-
  dead); (Mortal) failing an unmodified Fear roll.
  Signature Power: Boost/lower trait (Spirit & vigor 
  only).
  Powers: Armor, bless/panic, fear, gift of battle, light.
  Trappings: Any except necromancy. Sound trappings 
  are most common.
  Special: Clerics cannot have the Phobia or yellow 
  Hindrances.
  During the early days of the God War, Iblis unleashed 
  a terrifying entity into the universe—Fear. Such was its 
  might that the very foundations of the universe trembled 
  in fright. No weapon could harm it, no spell could 
  dampen it, and no armor could protect against it.
  qedeshet revealed that somewhere in the universe 
  there was an equal and opposite force, and so it was 
  karmelos, general of the divine host, dispatched minions 
  of all the gods to scour the furthest corners.
  After an epic quest, Muati, a servant of Marqod, re-
  turned. Without hesitation he challenged Fear to a wres-
  tling match. The fight appeared most unequal, for Fear 
  was potent and Muati a slight being of little prowess. And 
  yet the god prevailed, bringing Fear to its knees before 
  driving it from the field of battle.
  As the gods rejoiced, Muati told them of a strange 
  entity he had discovered in the darkest depths of the uni-
  verse. It had taught him a secret protective charm called 
  Courage. Though the words were easy to say, mastering 
  the magic was difficult, for Courage was a trickster’s 
  spell, and prone to fleeing. karmelos appointed Muati 
  as the minor god of courage, and accepted him into his 
  household, for his warriors were in sore need of Cour-
  age. It is on the field of battle that men need most cour-
  age, and shrines often take the form of battle standards. 
  There are few other shrines, for Muati lives in the heart 
  and mind, not in stone buildings.
  When shown in art, Muati is represented as a young 
  but determined god wrestling Iblis, the personification 
  of fear, to the ground. Few statues exist, for courage 
  takes many forms
  Clerics devote their lives to raising morale, instilling 
  courage, and teaching that a stout heart is protection 
  against any evil. Priests are commonly found working 
  alongside the levy, chanting prayers designed to keep 
  morale high. At other times, they teach people to face up 
  to their fears. The first step is admitting one is afraid of 
  something, for fear of being ridiculed or being fearful is 
  as potent to Iblis as the object of fear itself. Those who 
  boast to be fearless may find themselves subjected to an 
  intimidation barrage of threats
  Paladins often serve with armies, acting as a morale 
  officer. In battle, they are usually assigned to carry a 
  standard, their rallying cries preventing the troops from 
  panicking and breaking. A few devote themselves to 
  overcoming personal fear, for no mortal is untouched 
  by its cold hand. Often they undertake quests to slay 
  fearsome beasts, both to prove their faith and to weaken 
  Iblis, who feeds on the emotion of fear. Some aid those 
  being bullied, but they do not fight their battles for 
  them—every man must learn to master courage himself, 
  though sometimes it takes someone else to show the op-
  pressed the right path.
  Clerics are not suicidal. If a battle is lost, then retreat 
  is the sensible option. However, acknowledging defeat 
  against a superior foe and running away in terror are not 
  the same things. If a cleric must leave the field of battle, 
  he will make a fighting withdrawal. Similarly, those who 
  show fear are not to be ridiculed as being weak. Courage 
  is hard to master, and nurturing words are far more ef-
  fective than taunts.
  Ceremonies always involve talking. Some honor their 
  god by telling listeners of times they were afraid, for only 
  by facing and mastering their fears can they truly become 
  close to their god. Others recount tales of heroes of old 
  to similar effect.
  land of fire realm guide #12
  10
  
  Character Guidelines: Stout of heart and resolute 
  in the face of danger, clerics need a high Spirit. Strong-
  Willed is very useful, as is a good Intimidation die. While 
  they are not military leaders, most leadership Edges 
  mimic their abilities to strengthen quailing hearts or get 
  the most out of their men by instilling them with cour-
  age. Fanaticism is the perfect leadership Edge, while 
  Courageous the perfect personal Edge.
  shara
  Titles: The Flashing Blade, He Who Cuts First, Master 
  of the Scimitar.
  Aspects: Scimitars.
  Affiliation: karmelos.
  Symbol: A scimitar.
  Priesthood: Guiding Hands (priests); Fighting Hands 
  (paladins).
  Herald: None.
  Holy Days: Any day the cleric purchases or is gifted a 
  new scimitar is a high holy day.
  Duties: To master the scimitar, to use it honorably.
  Sins: (Minor) using a weapon other than a scimitar for 
  more than one round, training someone in the use of any 
  weapon except the scimitar, not possessing a scimitar for 
  more than one week; (Major) committing cold-blooded 
  murder with a scimitar, being defeated by an opponent 
  using a weapon other than a scimitar; (Mortal) using a 
  weapon other than a scimitar for the majority of a battle.
  Signature Power: Smite*.
  Powers: Boost/lower trait (Spirit, Strength, vigor, 
  and Fighting only)*, deflection*, quickness*, warrior’s 
  gift*, weapon immunity*.
  Trappings: None with any game mechanics.
  Special: Spells marked “*” only work on targets using 
  a scimitar. If the target switches weapon, the spell ceases 
  working, though it is still Maintained. Once a scimitar is 
  used again, the spell starts to function immediately.
  While the scimitar is karmelos’ preferred weapon, he 
  is master of all tools of battle. To ensure his soldiers were 
  well trained, he appointed veterans to serve as instruc-
  tors. Each was the undisputed master of a specific type of 
  weapon. karmelos had hoped his soldiers would master 
  many weapons, but in order to be truly expert, they were 
  required to focus their attention on just one. This is why 
  one finds companies armed with just scimitars, spears, 
  or bows, rather than carrying an assortment of different 
  weapons. Thus, while Shara is the minor deity of scimi-
  tars, there are similar deities for every weapon. Together, 
  they are known as the Sebitti.
  Shara is karmelos’ most favored instructor, and the 
  greatest of his warriors. He is present in every temple 
  of the war god, for he is the scimitar either clutched in 
  karmelos’ hand or tucked into his belt. When depicted 
  alone, he is represented solely by a scimitar.
  Not every temple of karmelos honors every minor 
  weapon deity. Each has its favorites, based on local tra-
  ditions, though Shara ranks among the most popular. 
  Shrines, usually found in the barracks of scimitar wield-
  ing companies, are no more than a scimitar. Often this 
  blade is notched, having been wielded in battle by a hero 
  of old. Before battle, it is presented to the soldiers, who 
  touch their scimitars against it as an act of reverence and 
  to imbue their blade with some of its power.
  Priests are commonly instructors. Some are employed 
  by militaries to train their warriors, while others run pri-
  vate training schools. Paladins are dedicated to becom-
  ing one with the scimitar. While some serve as soldiers, 
  many are itinerants, walking the hot sands in search 
  of honorable battle in which to test their prowess and 
  prove their chosen fighting style superior. Clerics do not 
  see the scimitar as a weapon, but as an extension of their 
  body and soul. Scimitars are treated with great respect, 
  and a cleric may spend hours ensuring his blade is keen 
  and free of rust.
  Ceremonies take the form of ritualized exercise rou-
  tines. The moves are heavily choreographed, for they are 
  not fighting moves. Rather, they are intended to loosen 
  muscles, regulate breathing, and focus the mind. Cler-
  ics typically spend an hour on waking and before sleep 
  honoring their god.
  Character Guidelines: Mastery of the scimitar and 
  combat are the sole drive for clergy. Agility, Strength, and 
  vigor are the prime attributes, though Smarts and Spirit 
  should not be overlooked—cunning is as much a part 
  of combat as violence. A high Fighting is essential, and 
  Combat Edges should be favored over other types.
  BlInded
  The glare of the sun reflected from the surface of 
  the Mirrorsands can be fatal. Those foolish enough to 
  become blinded are easily disoriented, and traveling in 
  the Mirrorsands even fully-sighted is hazardous enough. 
  Some who succumb to dehydration do so cursing 
  Shamash. According to Bedu legend, such unfortunates 
  may return as blinded, undead whose eye sockets are 
  empty hollows. Despite this infirmity, they appear to be 
  able to see as well as any sighted creature.
  Most wear a protective covering over their eyes. 
  Bandages are the most common, though goggles taken 
  from their victims are sometimes worn. When these are 
  removed, a beam of light, as bright and hot as the sun, 
  shoots forth, searing and blinding anything struck.
  Although far from intelligent, blinded are capable of 
  speech and base cunning. On detecting potential victims, 
  they pretend to be blind pilgrims, so hoping to earn the 
  strangers’ trust. Once they are close enough, they reveal 
  their true form.
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, 
  vigor d6
  Skills: Fighting d6, Notice d8, Shooting d6, Stealth d6
  Pace: 6; Parry: 5; Toughness: 7
  Treasure: None
  Special Abilities:
  * Burning Gaze: When a blinded removes it eye cover-
  ings, it unleashes an intense of beam of searing light. 
  This is aimed using Shooting, and has Range 12/24/48. 
  the Mirrorsands
  11
  
  Damage is 2d6 with both a heat and light trapping.
  * Immunity (Heat and Light): Immune to background 
  heat. No damage from heat or light attacks. Fire at-
  tacks affect them normally.
  * Undead: +2 Toughness. +2 to recover from Shaken. 
  Called Shots to no extra damage. Immune to poison 
  and disease.
  hazards
  chIll sand
  When the temperature suddenly drops, nomads spur 
  their camels and horses to greater speeds. While escape 
  from the heat is always welcomed, few wish to be caught 
  in the region at night. Faithful believe chill sand is cursed 
  land, scorned by Duamutef. Devoted claim it marks the 
  sight where khamsin jinn died.
  By day, areas of chill sand are two temperature bands 
  cooler than the surround land. At night, the temperature 
  always drops to frigid.
  Such areas are typically discernible by heavy plant 
  growth in areas where these is no other life. The cold 
  night air condenses as it warms after dawn, producing a 
  heavy dew capable of supporting hardy plant life. Where 
  there are plants, there are animals. large beasts, herbivo-
  rous or carnivorous, are ill-suited for surviving the arctic 
  nights, but burrowing rodents and snakes find shelter 
  below the freezing sands.
  hOt spOts
  unique to the Mirrorsands, hot spots are areas of 
  glass heated to phenomenal temperatures by the rays of 
  the sun. They are transient, appearing and disappearing 
  depending on the position of the sun and the amount 
  of cloud cover. They appear no different to any other 
  part of the Mirrorsands, and cannot be detected until a 
  wanderer blunders into one.
  Hot spots fill areas ranging from a single 1” square 
  to a large Burst Template. Any creature entering one or 
  which begins its turn in one suffers 1d10 damage and 
  has a chance of catching fire.
  shadOw sOul
  Among Faithful nomads it is not uncommon for them 
  to face east as the sun sets. various myths record that as 
  Shamash sinks, so Iblis strikes, trying to draw the evil out 
  of a man’s soul so that he might unleash it back into the 
  world as one of his servants.
  Iblis strikes in the moments during sunset because it 
  Shamash will witness the deed, but it will be many long 
  hours before the sun god returns to the sky, giving him 
  plentiful time to escape the sun god’s wrath. By watch-
  ing one’s shadow from the time the sun hits the horizon 
  until it disappears completely, one can prevent it being 
  stolen and misused.
  Shadow souls know only base evil emotions, and act 
  purely on instinct. They most often try to hide by assum-
  ing the form of a person’s shadow, but they frequently 
  make mistakes. As the Bedu say, beware a man with two 
  shadows, for one belongs to Iblis.
  Though they are capable of evil acts of their own voli-
  tion, shadow souls can also possess mortals. This works 
  as the puppet power, though it is not actually a spell. 
  When the shadow soul takes a host body, it becomes part 
  of their physical form, and cannot be attacked. Banish 
  forces the shadow out, but dispel and negated arcana 
  have no effect.
  Attributes: Agility d6, Smarts d4(A), Spirit d10, Strength 
  d6, vigor d6
  Skills: Fighting d6, Notice d8, Stealth d8
  Pace: 6; Parry: 5; Toughness: 5
  Treasure: None
  Special Abilities:
  * Powers: Shadow souls can cast obscure and puppet, 
  using their Spirit as their arcane skill.
  * Two-Dimensional: Attackers are –2 to attack rolls. 
  Shadow souls cannot pass through solid objects, but 
  can maneuver through the thinnest of gaps.
  * Weakness (Shamash): Double damage from powers 
  cast by a cleric of Shamash.
  sun Burned
  Death by dehydration is not quick. For some unfortu-
  nates, death comes not from thirst, but from sun burn. 
  Too weak to move, those who collapse suffer terrible in-
  juries to their exposed flesh before the oblivion of death 
  comes. Some monstrous races, especially orcs, stake 
  their victims in the hostile desert. They give their captive 
  just enough water to survive, preferring to let him die an 
  agonizing death as his flesh sears. In rare instances, the 
  soul may be bound to the body by the victim’s desire for 
  water. Other times, a fell spirit finds the blistered corpse 
  and infests it with unlife.
  Sun burned appear much as they did in life, save any 
  exposed skin is covered in deep burns and unsightly blis-
  ters and their eyes are milky white, blasted by the intense 
  rays from the sun. The latter has not diminished their 
  ability to see. Sun burned radiate constant heat. The in-
  tensity is not enough to combust nearby materials unless 
  the creature touches them.
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, 
  vigor d6
  Skills: Fighting d6, Notice d6, Stealth d6
  Pace: 6; Parry: 5; Toughness: 7
  Treasure: None
  Special Abilities:
  * Immunity (Fire): Immune to background heat. No 
  damage from heat or fire attacks.
  * Scorching Touch: Str. Anyone touched by a sun 
  burned has a chance of catching fire.
  * Undead: +2 Toughness. +2 to recover from Shaken. 
  Called Shots to no extra damage. Immune to poison 
  and disease.
  land of fire realm guide #12
  12
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost - Land of Fire/TAG35012 - Realm Guide 12 The Mirrorsands.pdf