TEXT: Introduction
  This supplement is a Land of Fire update for the Resource Management and Resource 
  Miracles rules. Only sections which have notably changed are included in this work. Thus, 
  most of the “flavor text” is not repeated—GMs should alter this as necessary to reflect the 
  different tone found in Al-Shirkuh. In order to make use of this product, you will need the 
  Resource Management supplement or the Hellfrost Rassilon Expansion (which includes 
  the former), and the Resource Miracles supplement.
  Money: Entries concerning monetary sums are not repeated. Any references to gold 
  scields (gs) should be changed to dinars (d) on a one-for-one basis.
  Resource Management
  Logic and common sense must be applied to the nature of the Resource and its loca-
  tion. For instance, no agriculture or rearing of livestock is possible without plentiful water, 
  meaning it is impossible to conduct such activities in lands such as the Desert of Ash, 
  Heart of Fire, Plains of Ash, and Salt Basin. Similarly, one cannot mine open desert for 
  anything but sand, though excavating minerals from hills or mountains in those desolate 
  regions is certainly possible. Schools require population centers to provide students, and 
  most nomads aren’t much for formal education, so the major settled lands are the logical 
  choice. A caravanserai cannot hope to exist off a trade road.
  Exceptions can certainly be made, but something really odd requires a very special 
  explanation and GM approval. For instance, perhaps a bound greater marid provides water 
  enough to produce crops in the otherwise arid desert.
  New Resource Type
  One new Resource type is detailed below. Although not unique to Al-Shirkuh, Rassilon 
  has no true equivalents. Trade towers do offer shelter and protection to weary merchants, 
  but they are small compared to a true caravanserai, and are rarely centers of trade.
  Oasis: Characters who wish to run an oasis as a Resource should use the entry for Noble. 
  Income is generated from the sale of water, hunting, and surrounding agricultural land for 
  crops of raising livestock. Since one cannot purchase an oases, and finding an unclaimed 
  35090
  • F R E E  U P DAT E •
                    
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  ResouRce MaNageMeNT & 
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  one that isn’t infested with monsters or beset by other 
  dangers is beyond rare, this should only be open to Bedu, 
  Cakali, or Hyaenidae characters with the Noble Edge.
  caRavaNseRaI
  Type: The Resource is a fortified building. Its per-
  manent Population is usually very small (no more than 
  50). The Population at any given time is thus made up 
  of these workers and those seeking shelter within—the 
  laws of hospitality require them to provide assistance if 
  called upon. While the people who make up much of the 
  Population change regularly as caravans come and ago, 
  its Population is also a mark of its customer base—the 
  higher it is, the more trade passes through.
  Location: Caravanserais are most commonly found 
  in and around the great realms, and are always located 
  on trade roads or within settlements. Even the cities have 
  caravanserais to provide comfort for visiting merchants.
  Abode: The owner, known as the master, lives in 
  apartments within the caravanserai. As well as living 
  quarters, they include an office for business and private 
  rooms for entertaining honored guests.
  Income Source: Although business is conducted in 
  caravanserais, trading is not the focus of the Resource. 
  Rather, it makes its money from taking a share of any 
  trade deals, and offering protection, shelter, food and 
  drink, accommodation, entertainment, and a place 
  where merchants can buy and sell from other caravans.
  Responsibilities: A caravanserai relies heavily on its 
  reputation. The owner’s time is spent ensuring guests 
  are well catered for, settling petty disputes, arranging 
  supplies, soothing troublesome customers, and so on.
  Soldiers: Security is paramount to a successful cara-
  vanserai. The Resource has 20 guards, equivalent to mer-
  cenary infantry or archers. The division of troop types is 
  up to the Resource owner.
  Improvements
  No new types of improvement exist. However, some 
  existing ones are slightly altered due to the different 
  landscape and cultures found in Al-Shirkuh.
  Defenses: Each improvement grants a +1 Siege bo-
  nus, to a maximum total Siege Bonus of +3. A basic +1 
  bonus might be a ditch or wooden fence, perhaps with 
  a single watchtower. A +2 bonus equates to a mud brick 
  wall and ditch, or a stone wall, whereas +3 might be a 
  double ditch and wall or a single ditch with a sturdy stone 
  wall, a fortified gate house and numerous watchtowers. 
  Defenses are expensive because unlike a fortification 
  they surround the entire Resource.
  New Industry: In addition to the standard list, in-
  dustries in Al-Shirkuh might include the construction of 
  a bathhouse, school, or small caravanserai, vineyards, 
  salt mines, trade in exotic animals, slave trading (legally 
  this can be done by selling convicted criminals to the 
  highest bidder), breeding camels or horses, the creation 
  of golems or spirit relics, hiring out caravan guards or 
  porters, and selling drinking water.
  Prestige Item: Examples include beautiful gardens, 
  water features (rare and expensive), ornate tiles, statues 
  (of the hero, gods, or others), displays of weapons and 
  armor (taken from foes, rather than purchased new), 
  kennels of hunting hounds, a collection of fine hawks, 
  herd of purebred horses, or menagerie of exotic animals, 
  smart uniforms for guards with silver and gold inlay, or 
  silk robes for servants and officials, a grand house, silk 
  curtains and pillows, and pretty much whatever else the 
  player can dream up.
  Shrine/Temple: While it is possible a Resource owner 
  might have one of the gods of Rassilon as his patron, it is un-
  likely the Resource can draw enough support to construct 
  a temple to the deity. Religious sites are rare in Devoted 
  dominated Resources. Costs are trebled in both cases.
  Religious sites
  The following religious sites are available to Resources 
  in Al-Shirkuh. The entry in parenthesis is the major aspect.
  apsu (WaTeR)
  Temple: Holy sites to are Apsu found everywhere from 
  oases to the great coastal cities—anywhere there is fresh 
  water or fishing, Apsu is worshipped. If the Resource 
  involves fishing, waterborne trade, the sale of water, or 
  a bathhouse as its primary industry, the Annual Income 
  roll has a +2 bonus. Otherwise, there is no effect.
  Removal: The Annual Income roll has a –2 penalty.
  ResouRce offIcIals
  While titles may change, there are certain occupa-
  tions common to both Rassilon and Al-Shirkuh. 
  However, not all Resource Officials exist. Note that 
  religious roles are never found in purely Devoted 
  Resources, and mages will not be found in purely 
  Faithful Resources.
  Altered Roles: Cellarman (looks after wine only), 
  Seer (may be a cleric of qedeshet or a mage), Skald 
  is replaced by Storyteller.
  Nonexistent Roles: Druid, Forester, Jester.
    NeW Roles
  Master of the Harem: Responsible for the safety 
  and comfort of the harem. If male, he is likely a eu-
  nuch. Typically the role is filled by a woman.
  Wizir: Whether a mage of that name or not, the 
  wizir is a senior official. Often he doubles as the 
  seneschal. He may equally be a seer. He answers 
  to the Resource owner, unless he is away, in which 
  case he answers to the seneschal.
  Hellfrost: land of fire
  
  
  asHTaRT (plaNTs)
  Temple: If the Resource is primarily a farming com-
  munity growing any type of fruit or vegetables (Ashtart 
  has no authority over livestock), the Annual Income roll 
  has a +2 bonus. Due to her aspects of fertility and birth, 
  increasing the Population costs 5,000 dinars, instead of 
  the usual 7,500.
  Removal: The Annual Income roll suffers a –2 penalty 
  and the cost to increase the Population rises to 10,000.
  duaMuTef (deseRT)
  Shrine: Shrines are unusual outside of nomad tribes, 
  as most city-dwellers heading into the desert favor 
  prayers to upuaut.
  Although primarily the god of the desert, Duamutef is 
  also the god of hunting. A shrine ensures a good hunt, 
  allowing the tribes to sell its excess to visitors. In his role 
  of the god of hospitality, he blesses the tribe and visitors, 
  increasing their willingness to conduct deals profitable 
  to both parties. These together grant a +2 bonus to the 
  Annual Income roll.
  Removal: The Annual Income roll suffers a –2 pen-
  alty.
  Temple: Duamutef has no temples.
  geb-agNI (eaRTH)
  Temple: If the Resource’s main income is generated 
  by any type of mining or metalworking, the Annual In-
  come roll has a +2 bonus. Otherwise, there is no effect.
  Removal: The Annual Income roll suffers a –2 pen-
  alty.
  IblIs (evIl)
  Temple: Iblis is the supreme god of evil. Civilized folk 
  do not worship Iblis openly, and they rarely honor him 
  with shrines in a bid to keep evil at bay (more benevolent 
  deities provide protection).
  Constructing a temple to Iblis costs the ruler 40 Glory 
  if the temple is ever discovered by the populace and low-
  ers Loyalty by two dice (drops to d4-2 after a d4). Remov-
  ing the temple does not grant a 40 point increase.
  When the temple is constructed, the Resource owner 
  must dedicate it to one of Iblis’ primary aspects. Once 
  determined, this can be changed at the start of a new 
  year by spending 2,5000 dinars. All benefits from the 
  previous aspect are immediately lost. The Removal pen-
  alty applies to the last aspect being honored when the 
  temple is tore down.
  * Destruction: When defending their homes against 
  a raid, calculate the tokens as normal and then add one 
  token to the defenders’ total to represent their ferocity. 
  Removal: The Loyalty rating increases two dice types. 
  However, Iblis vents his fury on the Resource. All raiders 
  increase their tokens in Mass Battles by one.
  * Corruption & Disease: The presence of disease, 
  vermin, blight, and corruption is actually reduced, grant-
  ing +2 to the Annual Income roll.
  Removal: The Annual Income roll suffers a –2 penalty 
  due to sickness among workers, corruption among of-
  ficials, plagues of vermin, and so on.
  * Undead: Erecting a temple to this aspect grants the 
  ruler 20 zombie men-at-arms, if he so desires.
  Removal: The 20 zombies immediately leave, sham-
  bling off into the night. Iblis regularly sends undead to 
  plague the Resource until the loss of the temple is ne-
  gated. Each year there is a raid Event, one raid comprises 
  skeletons and zombies. If no raid Event is drawn, then a 
  moderate raid occurs as an extra Event. Alternatively, the 
  GM may design an adventure utilizing fewer but more 
  insidious undead or servants of Iblis.
  KaRMelos (baTTle)
  Temple: Temples to the god of battle attract men-at-
  arms, and the clerics instruct the citizens in how to fight 
  more effectively. The castellan (or other army command-
  er) gains +2 to knowledge (Battle) rolls when defending 
  the settlement. 
  In addition, the temple’s private military force works 
  for the betterment of the Resource. Treat the Population 
  as being one point higher for the purposes of summon-
  ing the citizens to war. For instance, a Resource with 
  Population 2 could normally call upon a maximum of 
  50 citizens. With a temple to karmelos, the maximum 
  increases to 75.
  Removal: knowledge (Battle) rolls are made at –2 
  while defending the settlement. In addition, the temple’s 
  private army departs, leaving the populace disheartened. 
  The maximum number of militia who answer a summons 
  is 15 per point of Population.
  MaRqod (HealINg)
  Temple: Temples to the goddess of mercy attract 
  healers and herbalists, who in turn aid the general popu-
  lation through their skills. A temple grants +1 to Annual 
  Income rolls by selling its services and herbal remedies. 
  In addition, the penalties to the Annual Income Roll in-
  curred by suffering a raid are reduced by one point, to a 
  minimum of zero.
  Removal: The Annual Income roll suffers a –1 penalty. 
  Raids are particularly violent and incur an additional –1 
  penalty.
  qedesHeT (KNoWledge & 
  TRade)
  Temple: qedeshet’s temples are a mixture of places of 
  learning and invention, divination, trade, and diplomacy. 
  By providing these services, and charging for them, the 
  temple grants a +2 bonus to Annual Income rolls.
  Removal: The Annual Income roll suffers a –2 pen-
  alty.
  free update
  
  
  sHaMasH (suN)
  Temple: Shamash’s primary goal is imposing order 
  and harmony on the universe. To mortals, he is best 
  known as the tireless opponent of Iblis (and thus all evil 
  beings), god of vigilance, and the enforcer of laws.
  knowledge (Battle) and Spirit rolls in Mass Battles 
  when defending the community facing truly evil foes are 
  made at +1.
  In addition, the presence of a temple to Shamash 
  attracts citizens looking for the chance to lead an hon-
  est, productive life in a just environment. As a result, 
  the citizens are very keen to help their master, even in 
  bad times. The citizens roll a d6 Wild Die when making 
  Loyalty rolls.
  Removal: knowledge (Battle) and Spirit rolls against 
  attacking evil creatures suffer a –1 penalty due to the 
  citizen’s heightened fear. Furthermore, citizens roll an 
  additional d6 when making Loyalty rolls and take the 
  lowest result of the two dice.
  TaMaRNI (pleasuRe & lucK)
  Temple: Temples to Tamarni are where otherwise 
  respectable citizens can legally engage in pleasurable 
  pursuits of dubious moral nature in the name of hon-
  oring the goddess. Such services are, of course, charge-
  able. She is also responsible for protecting granaries and 
  storehouses from vermin.
  unfortunately, she is also the mistress of luck (both 
  good and bad) and thieves. Combining these factors, the 
  Annual Income roll is modified by 1d4–2 (giving a result 
  of –1 to +2). Roll each year.
  Removal: The Annual Income roll has a –2 penalty. At 
  least half of any Events must be negative events. Discard 
  and redraw beneficial Event cards (9 through Ace) as 
  required until the quota is met. This occurs after any 
  Resource Miracles affecting Events are cast.
  TaMMuz (deaTH)
  Temple: A temple to Tammuz spurs men’s hearts 
  when facing undead. knowledge (Battle) and Spirit rolls 
  in Mass Battles when defending the community against 
  undead are made at +1.
  In addition, a temple also benefits the community by 
  providing burial services for all and sundry. The income 
  this generates adds +1 to Annual Income roll.
  Removal: The Annual Income roll suffers a –1 penalty. 
  In addition, knowledge (Battle) and Spirit rolls against 
  undead suffer a –1 penalty due to the citizen’s height-
  ened fear.
  upuauT (TRavel)
  Shrine: Many citizens believe a lengthy journey 
  should always begin at a shrine to upuaut or bad luck 
  will follow them. A shrine to upuaut attracts donations 
  from those wishing good fortune on their journeys. Add 
  +1 to the Annual Income roll if the Resource is part of a 
  trade route or in a well-traveled region. Otherwise, there 
  is no special effect.
  Removal: The Annual Income roll suffers a –1 penalty, 
  regardless of whether the shrine granted a bonus while it 
  was standing—those wishing to reach the Resource find 
  their journey more arduous.
  Temple: upuaut has no temples.
  annual events
  Aside from a change to the seasons in which Events 
  occur and one Event, this section is largely unchanged.
  eveNTs & seasoNs
  Suit 
  Season
  Club 
  Alak Arkhet
  Diamond 
  Alak Paret
  Heart 
  Alak Shemu
  Spade 
  Alak Neteru/Suha
  Joker 
  Special
  fIve: dIsasTeR
  Due to their being different natural problems and dei-
  ties, this Event has changed slightly.
  2d10 General Nature of Event Deities
  2-3 
  Drought 
  Apsu
  4-5 
  Heat wave 
  Shamash
  6 
  Restless dead 
  Tammuz or Iblis
  7 
  Roads blocked 
  upuaut, or qedesh-
  et if the Resource’s 
  primary focus is 
  trade
  8 
  vermin 
  Tamarni or Iblis
  9 
  Ferocious beast 
  Duamutef or 
  karmelos
  10–11 Blight or sick animals 
  Ashtart (crops) or 
  Marqod (animals)
  12-13 Sandstorm 
  Duamutef or 
  upuaut
  14 
  Plague 
  Marqod or Iblis
  15 
  Fire 
  Geb-Agni
  16 
  Flooding 
  Apsu
  17 
  Game becomes scarce 
  Duamutef
  18 
  Corruption in high places Shamash
  19 
  Crime wave 
  Shamash, Tamarni, 
  or Tammuz
  20 
  Something unusual* 
  varies
  * Examples include warriors losing their fighting edge 
  (Karmelos), a spate of murders (Marqod or Shamash), 
  fish dying (Apsu), earthquake or a mine collapse (Geb-
  Agni), an extended eclipse shrouds the land in darkness 
  (Shamash), a troublesome greater jinni (deity depends 
  on the type of jinni), and so on.
  Hellfrost: land of fire
  
  
  annual Income Roll
  Note that in Al-Shirkuh the calendar year begins on 
  the first day of Alak Arkhet and ends on the last day of 
  Alak Neteru/Alak Suha. 
  Replace the Geographic Region of the Annual Income 
  table with the one below. The modifiers have less to do 
  with the base temperature (which often can be avoided 
  by avoiding working in the midday sun), and more to 
  do with things such as the added expense of purchas-
  ing water and other vital supplies, days of productivity 
  lost to harsh natural conditions or vile denizens, lack of 
  resources or poor soil, the unwillingness of people to 
  live and work in certain regions, and so on.
  aNNual INcoMe Roll 
  ModIfIeRs
  Mod 
  Event
  Geographic Region
  0 
  Al-Wazir Sultanate, Caliphate of Al-Shirkuh, 
  Free Emirate States, kingdom of the Sphinxes, 
  or Jadid, City of Trade
  –1 
  The Grazelands, or near an oasis or major trade 
  route in the open desert (except in areas listed 
  below)
  –2 
  Salt Marsh
  –4 
  Empty Zone, Salt Basin, Scorpion Lands of Old, 
  Snakelands of Old
  –6 
  Desert of Ash, Great Dune Sea, Heart of Fire, 
  Hekata, Mirrorsands, Plain of Ash, Realm of the 
  Medusae
  Kinship
  kinship and fealty is as important to the inhabitants of 
  Al-Shirkuh as it is to their northern counterparts. There 
  are, however a few changes to the various tables.
  KINsHIp ModIfIeRs
  Replace the Distance modifiers with the ones below.
  Mod 
  Reason
  –2 
  Neighboring civilized realm
  –4 
  Journey into a neighboring wilderness realm, 
  except as noted below
  –6 
  Journey to a more distant realm, except as 
  noted below
  –8 
  Journey to an obviously dangerous or hazard-
  ous place, such as the Heart of Fire or Hekata
  KINsHIp ResulTs Table
  d20 
  Men 
  Ship
  0 or less 
  None 
  No ship
  1–5 
  1d6 (3) 
  No ship
  6–10 
  2d6 (7) 
  No ship
  11–14 
  3d6 (10) 
  Jalibut (4 crew)
  15–17 
  3d6 x 2 (20) 
  Boom (12 crew)
  18–20 
  3d6 x 5 (50) 
  Boom (12 crew)
  21–22 
  2d6 x 10 (70) 
  Baghlah (30 crew)
  23–24 
  2d10 x 10 (110) 
  Galley (30 crew + slaves)
  25+ 
  2d4 x 50 (250) 
  Warship (30 crew)
  Aid comes in the form of freemen or a ship and crew. 
  Men covers farmers, craftsmen, and such like trained in 
  basic combat arts as part of the local militia. The GM can 
  either roll the dice, or select the average (which is given 
  in parentheses).
  Ships are only offered for overseas voyages or where 
  ships are required for a raid, and then only if the fam-
  ily lives on a navigable river or the coast. Rather than 
  using the Men column, a ship comes with a full crew 
  compliment. Family members are treated as town/village 
  militia. If a ship is available, they have Boating d6 as an 
  additional skill.
  Only noble families or similar can afford to keep pro-
  fessional soldiers. A noble character may opt to exchange 
  any or all of the listed freemen for soldiers (treated as 
  mercenaries for the purpose of stats) at the rate of two 
  militiamen for one typical mercenary or four militiamen 
  for one veteran mercenary. For every 20 mercenaries, 
  there is a single sergeant (treat as a mercenary captain). 
  For every 100, there is a Wild Card mercenary captain. In 
  both cases, the officer replaces one standard mercenary. 
  At the GM’s discretion, five militiamen can be swapped 
  for a typical mage or priest (as appropriate to the domi-
  nant religious view), and ten traded for an experienced 
  or Wild Card mage or priest.
  In all cases, command of the resources is given to the 
  petitioner, who is responsible for their welfare. Charac-
  ters may only approach their own family, but the party 
  may pool resources from multiple families, even if they 
  are in the same clan. Note that if the allies are used on 
  the tabletop, actual control for tactical purposes should 
  be divided among the players.
  Resource Miracles
  unless otherwise noted below, and keeping in mind 
  the already mentioned change of currency, all other as-
  pects of these rules are identical to the Resource Miracles 
  for Rassilon. Mages in Al-Shirkuh, as with their counter-
  parts in the northern lands, have no ability to call upon 
  such powerful enchantments.
  Apsu & Upuaut: The pantheon of Al-Shirkuh has no 
  true god of the sea, and the relationship between Apsu 
  and upuaut has some crossover. Though Apsu is the 
  god of freshwater, he has authority over all fishermen, 
  even those who ply their trade at sea. Conversely, while 
  upuaut is the god of travel and ships, Apsu has some 
  control over freshwater mariners. Apsu has no dominion 
  over the wind, however.
  Deities and Multiple Miracles: Each miracle is con-
  sidered a separate power, even if it falls under the same 
                           
  free update
  
  
  general name, and thus must be learned separately. For 
  instance, both Bless Roads and Bless Water are available 
  to clerics of upuaut. Clerics wishing too use both must 
  learn them as unique miracles.
  Jinn: At the GM’s sole discretion, a greater jinni 
  knows magic that reproduces a similar effect. In such 
  cases, the jinni knows only spells specifically relating to 
  its element. For instance, a khamsin might be able to cast 
  something resembling Curse of the Raging Wind, but it 
  could never cast Demagogue. If in doubt, assume the 
  power is not available to the jinni.
  Should a Resource be fortunate enough to have a tame 
  greater jinni at its disposal, the jinni is limited to casting 
  one effect per year—even for a jinni, these effects are tiring. 
  Money must be spent and the casting roll made, with the 
  jinni using its Jinn Magic in place of Faith. Seasonal modi-
  fiers still apply, but modifiers for specific holy days do not.
  Renaming: The names of the northern deities appear 
  in several powers. Rather than reprint whole entries sim-
  ply to alter a single name, the GM should change these to 
  their nearest equivalent deity of Al-Shirkuh (see sidebar).
  aRMy of THe daMNed
  Deity: Iblis
  Special Modifiers: None
  Skeletons and zombies may be traded for third gen-
  eration mummies at the rate of two per mummy, second 
  generation at five per mummy, and first generation at ten 
  per mummy. Withered Pharaohs are not permitted, as 
  Iblis has no authority over those powerful fiends.
  bless (specIfIc)
  Deity: Apsu, Ashtart, Duamutef, Geb-Agni, Marqod, 
  qedeshet, Shamash, Tamarni, upuaut
  Special Modifiers: Alak Arkhet +0, Alak Paret –1, 
  Alak Shemu –2, Alak Neteru/Suha –4
  sWITcHINg beTWeeN paNTHeoNs
  While the citizens of Rassilon and Faithful of Al-Shirkuh both honor deities, their pantheons are different. The north-
  ern peoples worship more deities, and as a result the aspects of the desert gods are often wider. This means that 
  in some cases a single deity of Al-Shirkuh may fulfil the same role as multiple northern gods, either fully or in part. 
  Conversely, not every northern deity has a direct equivalent. A rough conversion guide follows.
  Note that clerics are not in any way affected by this conversion. A cleric of Eira who travels to Al-Shirkuh continues 
  to use Eira’s deity entry, not that of Marqod. This conversion guide is purely a GM tool.
  Rassilon 
  Al-Shirkuh
  Dargar 
  No direct equivalent. Iblis is closest
  Eira 
  Marqod
  Eostre Animalmother 
  No direct equivalent, though various deities are concerned with specific species (Apsu 
  covers hippos and fish, Ashtart bees, Duamutef camels, Iblis flies and snakes, Tamarni 
  cats, and upuaut birds and most riding animals except for camels)
  Eostre Plantmother 
  Ashtart
  Ertha 
  Geb-Agni
  Freo 
  upuaut for travel aspect, and Duamutef for wilderness aspect
  Hela 
  Iblis
  Hoenir 
  qedeshet for most aspects, but Tamarni for revealing secrets
  Hothar 
  Shamash for law, order, and conformance aspects, and Tammuz for justice
  kenaz 
  Geb-Agni
  Maera 
  No direct equivalent. qedeshet covers divination and Shamash covers the moon
  Nauthiz 
  Tamarni
  Neorthe 
  Apsu and upuaut, depending on whether it is fresh or saltwater
  Niht 
  Iblis
  The Norns 
  No direct equivalent. qedeshet is closest through his divination aspect
  Rigr 
  Shamash
  Scaetha 
  Tammuz
  Sigel 
  Shamash
  Thrym 
  No direct equivalent. Iblis is closest through his chaos aspect
  Thunor 
  upuaut
  Tiw 
  karmelos
  ullr 
  Duamutef
  The unknowable One 
  No direct equivalent. qedeshet covers storytellers
  vali 
  Iblis
  var 
  qedeshet
  Hellfrost: land of fire
  
  
  Bless Citizens: (Marqod) Citizens suffer fewer diseases 
  and injuries, show generosity when it comes to helping 
  neighbors, and avoid arguments.
  Bless Community: (Shamash) Citizens cooperate 
  together for the greater good and follow orders, argu-
  ments are reduced, and thieves are quickly caught.
  Bless Crops: (Ashtart) Crops, whether cereals, veg-
  etables, fruits, or berries, are more resistant to frost, 
  drought, and blight, withstand high winds and heavy 
  rains, and produce abundant yields.
  Bless Earth: (Geb-Agni) Miners strike rich mineral 
  seams, suffer fewer breakages or accidents, and find the 
  minerals easier to excavate.
  Bless Forge: (Geb-Agni) Metalworkers find metal more 
  pliable, smelted ore is purer, finished products more du-
  rable or of finer quality, tools break less often.
  Bless Game: (Duamutef) Hunters find plentiful game 
  and expend fewer arrows bringing it down, poachers 
  avoid the Resource, and predators are fewer.
  Bless Market: (qedeshet) Traders are attracted to 
  the local market, sales are strong, profits are high, and 
  thieves are quickly caught.
  Bless Roads: (upuaut) Bandits avoid the local roads, 
  bridges and fords survive floods, and citizens make good 
  time on their journeys around the Resource, all of which 
  helps to increase general productivity.
  Bless Storehouses: (Tamarni) Thieves avoid the area, 
  and vermin do not plague the granaries.
  Bless Waters: (Apsu & upuaut) Ships manage to find 
  safe harbor even in storms, fog is rare, fish are plenti-
  ful, and nets tear less often, the rains fall on time in the 
  mountains and rivers flood, bringing rich silt to the fields, 
  and sources of drinking water run clear and fresh.
  cuRse
  Deity: Apsu, Geb-Agni, Iblis, Tamarni, upuaut
  Special Modifiers: Alak Arkhet +0, Alak Paret –1, 
  Alak Shemu –2, Alak Neteru/Suha –4
  Curse of Barren Soil: (Apsu) Rains fail to fall, leaving 
  the earth parched, or falls too heavily, leading to floods, 
  the inundation fails to bring nutrient-rich silt to the 
  fields, wells and small oases, run dry, and drinking water 
  becomes tainted.
  Curse of Buckling Earth: (Geb-Agni) An earthquake 
  strikes the Resource, tumbling walls, collapsing mines, 
  causing avalanches that block roads, shattering bridges, 
  and so on. Money is lost not only in income sources be-
  ing hampered, but by having to perform essential repairs 
  on structures.
  Curse of Misfortune: (Tamarni) Nothing seems to go 
  right. Bad luck strikes at every opportunity, and thieves 
  target the Resource.
  Curse of Pestilence: (Iblis) This miracle unleashes a 
  pestilence against the Resource. It might take the form of 
  plague, crop blight, or corruption, a moral pestilence.
  Curse of Raging Wind: (upuaut) Raging winds flatten 
  crops, prevent ships sailing, raise terrible sandstorms, 
  and generally make travel extremely difficult.
  defeNd THe RealM
  Deity: karmelos, Shamash, Tammuz
  Special Modifiers: +1 if cast on Orders Day (karme-
  los), –1 if cast on Harmony End Day (Shamash)
  Special: Shamash’s miracle only works against crea-
  tures in the service of Iblis (such as demons, most orcs, and 
  undead). Tammuz’s miracle only works against undead.
  delay RuIN
  Deity: Geb-Agni, upuaut
  Special Modifiers: Alak Arkhet +0, Alak Paret –1, 
  Alak Shemu –2, Alak Neteru/Suha –4; Poor Prosperity 
  +0, Impoverished Prosperity –1, Ruined Prosperity –2
  deMagogue
  Deity: Iblis, Marqod, qedeshet, Shamash
  Special Modifiers: Alak Arkhet +0, Alak Paret –1, 
  Alak Shemu –2, Alak Neteru/Suha –4
  deNIal of faITH
  Rank: Heroic
  Deity: Any
  Duration: End of the year
  Special Modifiers: –4 penalty to casting roll
  The power to deny clerics of another faith access to 
  the deity is not one easily wielded. Nor do such actions 
  go unnoticed in the heavens. A cleric who invokes this 
  miracle may court divine vengeance, as may a Resource 
  owner who calls for it to be cast.
  If cast with a success, all clerics of one faith nomi-
  nated at the time of casting have –2 to all Faith rolls while 
  within the domain. On a raise, the penalty is –4. Further-
  more, any temple or shrine of the proscribed faith within 
  the Resource has its power nullified while the miracle is 
  in effect. It is treated as if it did not exist.
  eyes of faTe
  Deity: qedeshet
  Special: Must be cast on the first day of Alak Arkhet.
  fIMbulvINTeR
  Al-Shirkuh Name: Bane of Shamash
  Deity: Iblis
  Special Modifiers: Alak Arkhet +0, Alak Paret –2, 
  Alak Shemu –4, Alak Neteru/Suha –1
  For the duration of the miracle, the temperature in the 
  Resource’s geographic area (regardless of its location) is 
  treated as being Freezing by day and Frigid at night.
  This rare, and often disastrous, phenomenon gives a 
  –4 penalty to the Annual Income roll as water supplies 
  freeze, the ground is too hard to dig, crops wither and 
  animals drop dead of hypothermia, and citizens are 
  forced to huddle around fires to avoid frostbite. Snow-
  free update
  
  
  fall might occur as well, but this is only likely at higher 
  altitudes or close to mountains.
  foResIgHT
  Deity: qedeshet, Shamash, upuaut
  Special: Must be cast on the first day of Alak Arkhet.
  fuRy
  Deity: Ashtart, Duamutef, Geb-Agni, Iblis, karmelos, 
  Shamash, Tammuz, upuaut
  Special: Tammuz’s divine fury can only be used 
  against undead.
  Fury of the Arrow: (Duamutef) Defenders’ arrows un-
  erringly find their mark, enemy arrows fly off course or 
  bow strings snap, or a hail of celestial arrows descends 
  on the invaders.
  Fury of the Damned: (Iblis) The recently slain rise as 
  zombies and attack their former comrades.
  Fury of the Earth: (Geb-Agni) Causes the ground to 
  open up, swallowing men whole, makes the terrain dif-
  ficult ground, thwarting enemy movement, or summons 
  earth elementals.
  Fury of the Forest: (Ashtart) Awakens the local flora—
  animates war trees, grass entangles the enemy, and so 
  on—or summons wood elementals.
  Fury of the Forge: (Geb-Agni) Sends a rain of fire to 
  scorch flesh, or summons fire elementals.
  Fury of the Hive: (Ashtart) Swarms of angry bees or a 
  plague of giant bees descend on the attackers.
  Fury of the Living: (Tammuz) Necromancers cannot 
  command their undead minions effectively, lesser un-
  dead decay and collapse at a rapid rate, and weapons 
  strike with greater force.
  Fury of Pestilence: (Iblis) Invaders succumb to illness, 
  or are beset by swarms of rats or flies.
  Fury of the Sun: (Shamash) The sun god casts his gaze 
  upon the battlefield, blinding enemies with his radiance 
  or unleashing piercing beams of light.
  Fury of the Storm: (upuaut) Manifests as bolts of light-
  ning and howling winds, or summons air elementals.
  Fury of the Spear: (karmelos) Allows the militia’s 
  spears to punch through armor like a hot knife through 
  butter, boosts morale.
  Fury of the Water: (Apsu & upuaut) Enemy ships 
  flounder in large waves, whales slap or ram the invader’s 
  vessels, or summons water elementals.
  gaMbleR’s foRTuNe
  Deity: Tamarni
  Special Modifiers: +1 if cast on Luck Day
  gRaNdeuR of THe HoMe
  Rank: Seasoned
  Deity: Geb-Agni, Shamash, Tamarni
  Duration: End of the year
  Special Modifiers: +1 if cast on Levy Day (Shamash)
  Special: Casting this miracle requires the Resource 
  owner to spend an additional 250 dinars for each Pros-
  perity level the Resource is below Rich
  Favored by those with high levels of vanity or preten-
  sions of importance but little wealth, this miracle gives 
  the Resource ruler’s home the illusion of being a grand 
  marvel (regardless of its nature or size), as applicable to 
  his race and culture. It does nothing to alter the build-
  ing’s structural integrity, size, or internal layout. Instead, 
  it presents the home as an architectural masterpiece 
  stocked with the finest furnishings money can buy. Fur-
  nishings created by the miracle carried from the home 
  revert to their natural form.
  When dealing with people inside his home, the owner 
  or his seneschal (if left to run the Resource) receives +1 
  Charisma, so beguiled are they by its finery and put at 
  ease by its luxury. If the miracle is cast on the first day 
  of the year and maintained until the end of the year, the 
  owner receives +2 Glory. This stacks with the bonus 
  from having a Rich Resource.
  Note: This effects of this miracle cannot be sensed 
  with detect arcana. The miracle can be dispelled as per 
  any other Resource miracle, though.
  HaNd of faTe
  Deity: Tamarni
  Instead of rewriting fate, an aspect unknown among 
  the gods of Al-Shirkuh, the miracle changes the Re-
  source’s fortunes for the coming year for better or for 
  worse. Thus, it relates to blind chance.
  HealINg auRa
  Deity: Marqod
  Special Modifiers: +1 if cast on Medicine Day, –1 if 
  cast on Death Day
  lINe of cRedIT
  Deity: qedeshet, Tamarni
  Special Modifiers: +1 if cast on Counting Day 
  (qedeshet) or Luck Day (Tamarni)
  Tamarni’s miracle is due to good fortune. unfortu-
  nately for the Resource owner, in order that Shamash’s 
  vision of universal harmony be maintained, that good 
  fortune must be repaid at a later date.
  RecoNsecRaTe
  This miracle is unchanged. It is included here purely 
  to confirm it exists in Al-Shirkuh.
  secuRITy of THe HoMe
  Rank: Seasoned
  Deity: Duamutef, Shamash, Tamarni
  Duration: End of the year
  Hellfrost: land of fire
  
  
  Special Modifiers: +1 if cast on Day of Greetings 
  (Tamarni)
  It is a well-known fact that wealth attracts thieves 
  as quickly as dung attracts flies. This miracle provides 
  the Resource owner’s home (regardless of its nature or 
  size) with a high level of security. It is not an automatic 
  defense system, however, and guards are still required 
  to ensure the effects are put to best use. In order that 
  his trusted messengers and agents might deliver news 
  unimpeded, the Resource owner may name any number 
  of specific individuals to be excluded from the warding 
  during the miracle’s casting.
  If cast with a success, any Lockpicking or Stealth rolls 
  made to enter, or within, the home are at –2. On a raise, 
  the penalty is increased to –4.
  Furthermore, the home is warded against elemental 
  form, ethereal, invisibility, sanctuary, teleport, and 
  similar powers that would otherwise allow a spellcaster 
  to breech the walls uninvited. The miracle automatically 
  casts dispel with a d8 arcane skill and d6 Wild Die against 
  such powers, or d10 arcane skill and d10 Wild Die if cast 
  with a raise. This applies if the powers are cast inside the 
  home as well. It has no effect against creatures’ innate 
  abilities (ones that do not require an arcane skill roll), 
  even if they mimic these powers. 
  Note: The palaces of the Caliph, Sultan, Pharaohs, 
  and various emirs are assumed to have this miracle, or a 
  jinn equivalent, cast with a raise at all times.
  sTReNgTHeN/WeaKeN 
  foRTIfIcaTIoN
  Deity: Geb-Agni, Iblis (weaken fortification only), 
  karmelos, Shamash
  Special Modifiers: +1 if cast on Construction Day 
  (Geb-Agni), +1 if cast on Levy Day (Shamash), –1 if cast 
  on Sore Back Day (Geb-Agni)
  suMMoN THe fyRd
  Al-Shirkuh Name: Summon the Militia
  Deity: karmelos, Shamash
  Special Modifiers: +1 if cast on No Fear Day or Or-
  ders Day (karmelos), +1 if cast on Levy Day (Shamash), 
  –1 if cast on Harmony End Day (Shamash)
  TRIcKsTeR’s HaNd
  Deity: Tamarni
  Special: Must be cast on the first day of Alak Arkhet.
  veIl
  Deity: Ashtart, Geb-Agni, Iblis, Marqod, upuaut
  Special Modifiers: Alak Arkhet +0, Alak Paret –1, 
  Alak Shemu –2, Alak Neteru/Suha –4
  In addition to being used to foil Raid Events, this mir-
  acle may also be used to nullify Call for Help, Important 
  visitor, and very Important visitor if the Resource owner 
  so desires. Basically, it can shield the Resource from the 
  attentions of any unwanted visitor.
  Veil of Earth: (Geb-Agni) Alters the landscape and 
  landmarks to confuse invaders and hide the Resource. 
  Single buildings might have their appearance changed.
   Veil of Fog: (upuaut) A wall of fog envelops invaders, 
  causing them to become lost and emerge back outside 
  the Resource.
  Veil of Leaves: (Ashtart) The Resource is hidden inside 
  a natural or illusory forest.
  Veil of Ruin: (Marqod) The Resource is veiled beneath 
  an illusion that causes it to appear utterly ravaged from 
  natural disaster or attack. Any unwanted visitors ignore 
  it in favor of more lucrative offerings.
  Veil of Shadows: (Iblis) A wall of darkness surrounds 
  invaders, causing them to become demoralized and turn 
  back, or their scouts and commanders forget the loca-
  tion of the Resource.
  WaRd agaINsT uNdead
  Deity: Tammuz
  Special Modifiers: +1 if cast on Remembrance Day.
  WaRMTH of THe HeaTH
  Deity: Geb-Agni, Iblis
  Special Modifiers: Alak Arkhet +0, Alak Paret –1, 
  Alak Shemu –2, Alak Neteru/Suha –4
  Al-Shirkuh is already a hot land. Although this miracles 
  exists, it is very unlikely to be used in a positive manner, 
  save on the highest peaks of the (unpopulated) Moun-
  tains of Death, where cold temperatures are prevalent.
  The temperature increases by one level with a suc-
  cess, or two with a raise, to a maximum of Infernal.
  WeaKeN MagIc
  Deity: Iblis, Shamash
  NeW MIRacles & RassIloN
  This update presents three new Resource mira-
  cles—Denial of Faith, Grandeur of the Home, and 
  Security of the Home. This sidebar covers changes 
  necessary to use them in Rassilon.
    gRaNdeuR of THe HoMe
  Deity: Ertha, kenaz, var
  Special Modifiers: +1 if cast on House Building 
  Day (Ertha)
    secuRITy of THe HoMe
  Deity: Hothar, Nauthiz, Rigr
  Special Modifiers: +1 if cast on Law Day (Hothar) 
  free update
  
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost - Land of Fire/TAG35090 - Resource Management & Miracles Update.pdf