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Setting Background

History

Religion

Character Creation and Alternate Rules

Races

Backgrounds

Classes

Equipment

Oh, imagine a land, it's a faraway place Where the caravan camels roam Where you wander among every culture and tongue It's chaotic, but hey, it's home.

When the winds from the east And the suns from the west

And the sand in the glass is right Come on down, stop on by Hop a carpet and fly History To another Arabian night… This chapter will give a broad overview of the Factions, Nations, and major NPCs, as well as a brief idea of where they all fit together.

Religion What is Al Arda? Faith is all-important in Al Arda. This chapter Al Arda is a world much like our own, though will explain which ones you can be a part of, where magic runs rampant, even wild in the and which ones you may wish to avoid. very streets of her great cities. It is a world where Princesses dream of another life, Station, Honor, Fate, and The where beggars can become kings, and where Evil Eye a wrong turn on the dunes can end your This chapter will explain rules involving the very life. social and mystical customs of the land. This world is based on the myths, fantasies, and Rule Zero: Look out for Djinnis. pop-culture view of the Middle East and the Arabian Peninsula in particular. Angels, Race Devas, Asuras, Daemons, and Devils all The Races which inhabit the land are described make their appearances, as do Djinni. Fate here. rewards noble heroes, cunny thieves, and wily sorcerers all, but can turn against any Background who invoke her aid too often. It is a land of Your background determines where you begin, blood oaths, mystical portals, and strange but not where you end up… realities. Class When you play in this setting, you are bound by This chapter will give a few roleplay ideas to forces beyond your control. Fate, Station, those who wish to have a full Arabian Purity, Piety, and Honor are the pillars of Nights experience with their class choices. life in this realm, and to ignore them is to invite disaster. Equipment This chapter will explain what additional This document is split into small chapters, each equipment, and starting rules, we will be with important information, options, and playing with. rules for your perusal.

Abbayad is ruled by a Sultan Jubya, the Iron Lord of Heavenly Guidance. He believes he deserves the title of Caliph, despite control Four-hundred years ago, the Jihad cast down of his city being partially contested by the the Idols and unmade the Serene Empire. Guilds. The Maiden Alia, the Prophet, created the new world order. Then, her heirs fought for The Holy City of Taras is where the Maiden their piece, and it was undone. ascended into heaven, and it is where the Tortles believe their creator, the Mentor, the The Caliphate may never be restored. Instead, Terrasque is buried in a deathless sleep. every city and kingdom claims to be its Here was also the place where the Martyr successor. None truly hold the mantle. None descended into Hell to reclaim the soul of yet. The successors of the Maiden are split Malik. Suffice to say… it’s a contested city. into the Nazir and Fatma factions. Fatma believe blood makes the heir, and so track Taras is ruled by no one ruler. The mountain her bloodline to find their rulers. Nazir city is ruled by the Grandmaster Luis San believe Royalty is inherently sinful, and Gabriel, the Imam Khalid Al Ghul, and the disdain such, preferring magic and merit to local Hetman, Bey Murad. guide them. Nazir are the minority. Other great cities include Sharrawahn, the The city of Al Qutma is an ancient city. It is said ancient Moth City of the Fire, Vitalianople, that God entered the world through its the walled Imperial City of Nine Kings, famous Red Gate, and its architecture shows Junipero, the Golden City, Nagjalad, the it truly profound heritage. Al Qutma, or Emerald Citadel, and The Brass Cities of the Kamar, is said to be as old as Time itself, Mechanica. built by the hands of giants and angels. The Nagaji claim it was their founding city, and One final note. Beware the Brotherhood. They the Mothfolk the same. Their strange, mixed slake a thirst for blood and paradise by buildings cover the oldest sections of the slaying the living. city, all built around the mighty Ziggurat,

and ancient temple now serving as a Nazir Mosque.

But beneath Qutma is a different story. The city of Djinnad, the legendary city of the Djinnis, can be entered from here. The underside of Qutma is this magical place, and any doorway might lead one to its hidden depths.

Qutma is ruled by a Council of Imams jointly with an Emir Yusuf. But the realm of Djinnad is ruled by the Prince Marid, whose father (The King of Djinnis Avem Deva) rules now in Hell as Asmodeus.

Abbayad is the city of Steel, and was constructed over the last century. It is a city of industry and capital, as well as learning. It is here that the astounding White and Black Steels are crafted, and only here. Abbayad is the site of the House of Wisdom, a library whose interior spaces are larger than its exterior.

God made the world in his image. None dispute this. At least, none who wish to keep their head. It is, naturally, what comes after which causes all contestation of Truth.

It is the belief of the Aslam faith that God left

behind Five Noble Truths, and that it is the failure of mortalkind in following these that Serran has led to the world’s present state. The Serranists follow the old, Imperial faith, which Aslam religion exploded out of the deserts preached mankind’s subservience to a only 400 years ago, its Great Jihad spreading council of Angels. The Serene Empire has the Truth of the Maiden Alia, God’s Chosen fallen, but its remnant states still practice and Anointed. Yet, despite her greatness as this and… other faiths. the Prophet, Alia’s heirs squandered her conquests, and now the people of Al Arda The Council of Angels was originally six angels are scattered, dis-unified. who presided over God’s creation. The Devil was an arrogant angel who disliked The Faith, as it is often called, believes in the God’s decision to give Mortals intelligence, Five Noble Truths: possibly stemming from an argument in the 1. There is No God, but God. And Alia is Garden. He destroyed mankind’s first his Prophet. Empire, and was banished to hell, where he 2. One’s Honor is sacred, and bound in reigned as Shaitan. He was redeemed by a blood. being known as The Martyr, who gave up 3. One’s Piety is professed and acted upon. his life to restore Shaitan to Malik, who 4. Fate is the path all walk. serves as the Lord of Heaven. 5. Evil acts against Good. The other ruling angels are: The Faith is monotheistic, but allows for lesser Angels spirits of God to act on mortal’s behalf. Even Name Aasimar Role a Djinni can be a good Asla, one who El- Fallen The Redeemed follows the Word of God. Malik The Faith is decentralized. Once there was a Cibrael Protector The Patron of Kings Supreme Caliph, but no more. Any priest or and Rulers Imam can make religious declarations, and Petrael Protector The Patron of the Arts, their power is often based on their actions, and Music more so than their seat of power. Whether a Metiel Protector The Lawgiver, Keeper leader is a religious or political one is often a of Knowledge hard to define concept. Dariel Scourge Slayer of Murderers Ezariel Scourge Slayer of Traitors and The Faith accepts that the Serran, the idolatrous Thieves faith which preceded Aslam, and the faith of Sevael Scourge Guardian of the Roads the Tortles (Terrasianism), each worship

God in truth, and so while they are infidels… their worship is still allowed as being Brothers of the Book. The Book in question being that of the Alkanun, the Lawbook written by the Prophet.

Terrasianism being. Horns of the Wild Hunt adorn The Tortles believe that God made the world, these beings’ . but then handed control over to his four 5. Levistus – God of Nature and the Primordials, which constituted Earth, Fire, Weather, trapped in ice. Reindeer horns, Wind, and Water. almost unknown to the deserts, top the heads of his Tieflings. Earth was Terrasque, the behemoth 6. Glasya – Goddess of Conspiracy, the father/mother of the Tortles and Humans. ruler of Hell’s prison. A crown of horns The Leviathan was the Primordial of Water, and lies atop the head of her Tieflings. father/mother of the Asura and Nagaji. 7. Baalzebul – God of Contracts and lawyers, yet unable to lie. Horns like the Fire was Dagon, father/mother of the Djinnis and Dragons. tusks of a great boar curve under the jowls of his Tieflings. Roc was the Primordial of Air, father/mother to 8. Mephistopheles – God of Magic. His the Mothfolk. Tieflings are ‘blessed’ with horns that Where other mortals came from, the Tortles form the sign Omega, signifying their prefer not to think about. magical power. 9. Asmodeus - Avem Deva, the former King of Djinni’s, who sold his crown for The Ouroboros another. He bears no horns, but his Tieflings yet bear those of El-Malik, the The faith of the Nagaji. Infidels, all. They believe Ram. the world is a serpent eating its own tail, and that all life repeats a cycle of life and death. All other “Gods” are fallen, infidel idols.

The Imperial Faith Also known as Hadeanism, this is the worship of the Nine Archfiends of Hell, the Devil Kings who followed El-Malik in his rebellion, and did not repent when later redemption was offered.

The Devil Kings are:

1. Zariel – An angel who only recently Fell and became a Devil. She is the Goddess of Vengeance. Her Tieflings are born with Draconic horns. 2. Dispater – The God of Strategy and War, he is paranoid and secretive. His Tieflings are born with the classic goat horns. 3. Mammon – God of Wealth, compelled to spend on lavish parties he cannot enjoy. His plentiful nature gives bull horns to his Tieflings. 4. Belial/Fierna – God(dess) of Nature, Love, and War. They might be one

Nazir care less about one’s Station, and will often prefer to treat with those of merit. Fatma will never forget Station, and will Here lie the rules by which you shall craft your often preserve their etiquette against characters. speaking with one of too low a Station, no matter their fame.

You may trade your Station Ability Score with We will be using the Pathfinder 2E variant of another ability score at Character Creation. stat generation. So, look up Class, Background, and Race bonuses in their chapter. You only get what the book gives you, no substitutions nor additions of funds. Fate In the lands of Al Arda, Fate is a deity unto Roll 1d100 twice and record these numbers. herself. She is not worshipped. She is not Generate Station and finalize stats. Remember, venerated in shrines, nor does she have a for Racial bonuses, the +2 always stays, priesthood. She is not of God, nor against while the +1 becomes a +2 FREE. Him. She is something beyond all comprehension mortal. To believe in Gods The desert is always considered Extreme Heat other than God is problematic. To believe in by day, and Cold or Extreme Cold at night. nothing is to be anathema to society. But to Traveling in the wrong clothing causes DC deny the existence of Fate is to damn 11 Con saves to avoid Exhaustion every oneself. hour, +1 per hour without 2 gallons of water (heat) or appropriate clothing (cold). Some Fate is a fickle thing, but one whom you may methods of water reclamation exist, and can appeal to when all hope is lost. She is double water supplies. invoked in only the direst of circumstances, for she enjoys the chase. To pursue her is to Medium and Heavy armor give Disadvantage to lose her. To ignore her is to court both Heat Exhaustion checks. danger and glory in equal measure.

Sometimes, doom appears inevitable. You have been cornered on the dunes without a Station weapon, a pack of dire wolves hungrily All living things have a role, a place in the grand bearing down on you. Or a sorcerer has tapestry of the cosmos. This role is called pursued you, and you are trapped halfway your Station. Station serves as an alternate down a well when he draws up his power to Ability Score, and can be used in place of launch a fireball upon you. Or perhaps you Charisma checks, and Wisdom saves when have accidentally stumbled upon a Djinni’s fending off the Evil Eye. harem, and the master arrives to assume Your Station cannot fall below your level, unless you have attempted to take what is under specific circumstances. You lose all rightfully his. Station if you become bankrupt, suffer the When an impossible situation arises, you may Evil Eye, or take a particularly shameful choose to roll a d100. You must roll a action that others learn of. number equal or lower than your Charisma Everyone begins with a Station of 9, modified by score. If successful, the DM is encouraged to their Background. Station cannot fall below give you a sudden swell of good luck. The 0. moonlight glints off a sword buried in the sand. A part of the well-wall collapses,

revealing a tunnel. One of the harem girls On a failed save, the character is cursed by a knows a spell to disguise you from her jealous Djinni with the Evil Eye. Characters master’s wrath. so afflicted suffer a level of Exhaustion. This effect is indefinite unless removed by a Rolling a Natural 1, of course, grants you a Dispel Evil and Good spell. Multiple acts of single token of Inspiration, to use at your extreme hubris can lead to multiple Djinni leisure. cursing one with the Evil Eye. If you roll higher than your Charisma score, you The Evil Eye is not a magical effect, though it can have gambled and lost Fate’s favor. Not be affected by magic. Protection from Evil and only do you not gain a boon, but you are Good delays the effects of the curse for the cursed with Disadvantage on all Ability duration, and Remove Curse prevents the Checks, Attack Rolls, and Saves for the next curse from taking effect for 8 hours. hour… if you survive.

If you roll a Natural 100, the DM is encouraged to get creative with a bit of Bad Luck… Honor Every time you invoke Fate, subtract 5 from As a special note, Honor is bound in blood. The your Charisma score for the purpose of honor system is simple, and simply asks you calculating the number you must roll under. to be Good. Offer mercy and kindness where you may, but repay betrayal with the Reduce this penalty by 1 per week spent not invoking Fate. same. Steal nothing, and take advantage of no woman.

If it becomes a matter of family or tribe, blood You may use your Station in place of Charisma. wins out, every time.

A guest is sacred. If you share salt with another, you are honor-bound to them for three days. The Evil Eye It is unwise in Al Arda to be too fortuitous, lest one allows their good fortune to go to their head. Acts of hubris and pride are punished most severely, as are those simpler and more arbitrary.

When one boasts, acts in a prideful manner, or invites compliment without humility, one invites the Evil Eye. Whenever the DM feels you are acting in such a manner, they may ask for a Wisdom Save. The DC for this save is always 11 plus an additional +1 for every time the character has made the save (reduce by 1 per week) and no Inspiration or other Advantage may be spent to alter the result of the die.

On a successful save, the character becomes immune to the Evil Eye for 24 hours.

concrete goal in mind before they set off to see the world.

Names Among the races of Men, there are those who Aasimar will take on names of Spanish, Basque, adhere to the faith of the Martyr and the Angels. and Andalusian (Arabic-Spanish) nature. They These Seraphists have bathed in celestial light will often take on the names of Saints as well, for so long that many of them are born with an often invoking a specific angel or holy person as innate and inherent connection with the divine. a personal protector.

Physical Stats Aasimar generally appear human, though with Aasimar will use the stats as laid out in Volo’s an otherworldy aspect derived from one of the Guide to Monsters. Seven Archangels. Aasimar born under the auspices of Dariel, Ezariel, or Sevael (Scourges) appear the most human, with brilliant red shades in their hair and similarly crimson eyes. Those born under Cibrael, Petrael, and Metiel (Protectors) often have skin with the hue of rare gemstones, and eyes of gold or silver. Those born, however, under Malik, the Lord of the Angels (Fallen), are born with deeply purple skin, hair as black as midnight, and horns of a ram. These are the most honored of all.

Personality Aasimar are bound to the Angelic nature. They are strictly Lawful and Good, preferring systems of law which promote fairness, justice, and occasionally, mercy.

Society Aasimar society is often militaristic and focused on the ideals of honor. They naturally lean towards communal sensibilities, looking out for the betterment of all over a single individual. Those with authority are expected to act in the public interest before their own. Their primary kingdom is Seravia, though they still refer to it as the Serene Empire.

Adventurers Aasimar will more often adventure for a cause, either a Crusade or Jihad. Few Aasimar are affected by wanderlust, and so will often have a

One of the most popular forms of surnames combines the name of a place or location with the suffix -i. For example, Al-Kharji means “the person from Kharj.” Al means “the,” and may Humans are the dominant race on Al-Arda. also be followed by a descriptive name, as in They are the most common, and yet the most AL-Nisr (“the eagle”). In addition, al may mean uncommon. They are everything and anything “the house of” or “the tribe of.” to everyone. Other names are formed with a prefix, such as Physical ibn, bin, bint, beni, abd, min, abu, umm, or sitt. Humans define the humanoid shape, and come Each has a different meaning. in many, many shapes, colors, and varieties. The three ‘tribes’ of Man are the Atlans, the Afir, and As prefixes, ibn and bin mean “son of.” Bint the Niberians. Atlans are fairer-skinned and are means “daughter of.” Beni (BEN-ee) means “the the unquestioned horse-riding masters of war. family.” So, Hatim Ibn Abbas is literally Hatim, The Afir run the range of brown and tan with the son of Abbas. When someone refers to dark hair, and are the most common and Hatim’s family, the proper title is Beni Abbas (as widespread of human folk. And the Niberians, in “the Abbas”). black of skin and hair, are unquestioned in the domains of money and art. Abd* means “slave.” As a prefix, it means “slave of.” A mamluk, or slave-warrior, commonly takes a name beginning with abd, followed by Personality the name of his or her organization. Humans run the gamut between good and evil, lawful and chaotic. There is no baseline to Min means “from.” Priests favor this prefix, compare them. often linking it to the name of a hallowed site, or simply to the name of a place. Society Human society is as varied as they are. Atlans Abu, umm, and sitt are relatively uncommon follow war chieftains in a similar manner as the prefixes. Abu means “father of” and is often Locusts, while Afir prefer the religious rule of followed by the name of the person’s first child Imams, Sultans, Emirs, and Caliphs. Niberians, or, more commonly, the first male child. Umm strangely, prefer the safety of blood, retaining means “mother of” and often precedes the name the rule of Kings and noble houses. of the first child or, more commonly, the first female child. Roughly translated, sitt means Adventurers “lady,” and is appropriate only for powerful or highly respected women. As with anything human, there are one- thousand-and-one reasons to adventure for *Abdul is a variant of ubd al (or abd ul), meaning humans. slave of the. It is nonsensical alone and is never a

proper name. Names Humans are quite varied, and will have names Stats that reflect this. All three ‘tribes’ will use Arabic Humans will use the Variant Human stats found names, with some Greek, Roman, or Egyptian if in the PHB. they are a part of the Serene Empire or if they simply have a very old name.

Names Jann follow the normal naming conventions of Humans.

The impetuous, prideful, and fiery mortal descendants of Djinni and Human parentage, Stats the Jann ever strive to make a place for Jann use the Half- stats from the PHB with themselves in a world that can only marvel at the following changes: the energy they possess, and fear the repercussions of their actions. Jann are Djinni Magic. You learn the Prestidigitation sometimes thought to be the fourth-oldest race, cantrip. rd once possessing kingdoms and empires like the At 3 level, you learn the spell Hex, and may Tortle, Mothfolk, and Nagaji. If so, they have cast it once as a second level spell. th been lost to time, and the sands. At 5 level, you learn the Invisibility spell and may cast it once. You regain the use of this ability after a long Physical rest. This replaces Skill Versatility. Jann are nearly identical to regular humans, save for their djinni features. Their skin can come in any hue of the rainbow, always in the most lurid of shades. They possess pointed ears and teeth, and their hair almost seems alive with an inner flame. This is reflected in their eyes, which are always red like fire.

Personality Jann are impetuous and full of passion. They wear their emotions on their sleeves and tend to follow their whims without forethought. Their personalities are never small, always big and dramatic and full of life. Those who learn to listen to reason and reign in their more destructive habits, however, go very far indeed.

Society Jann are often outsiders to society in general, but they largely see themselves as human, and form societies similar to them. In fact, most would say Jann are just human with a little less self-control.

Adventurers Many Jann become adventurers. It is a tradition amongst their kind to seek out new things, travel the world, and generally never stop moving. Adventuring provides the best outlet for this wanderlust.

to learn their methods of survival and bring that knowledge back to the tribe.

Names These creatures of the sands are raiders and Locusts will use Human (Arabic) names as a wanderers. Sometimes friend, and sometimes Face-name, but will often use poetic titles for plague. Where they go, death follows. Survival themselves. One Locust known for her beauty is all. Yet there is a curious honor in their ways. may be called Jade River, while a warrior may Discover this, and respect their ways, and you take on Carapace of Scars, or a travelling bard may find yourself friends for life. may refer to themselves as Sandwalker.

Physical Stats Locusts are relatively tall, and very skinny. They Locust will use the Aarakocra stats from The resemble humanoid grasshoppers, possessing Elemental Evil Player’s Companion, with the large wings, bulbous eyes, horns, four arms, and following changes. long, multi-segmented legs. Their powerful legs allow them to jump great distances, and their Flight. You have a flying speed equal to your arms allow them to wield many tools or normal movement, unless over encumbered. weapons at once. They are largely herbivorous, Replaces regular Flight. but can consume a little meat, which if often for Four-armed. You possess an additional set of ritual cannibalization of their foes. arms, allowing you to hold additional items

at the same time. Personality Locusts are obsessed with survival. Waste is seen as the greatest sin, which has led to them disdaining petty theft and vandalism… but they uphold that raiding and the acquisition of materials for the tribe is not theft at all. Likewise, they are amongst the few peoples who detest blood feuds, preferring to settle their disputes through deadly honor duels instead of mass-destruction of families.

Society Locusts are communal-minded, seeing strength in numbers as a great virtue. One Locust is held up as Chief so long as he remains Strong. What defines strength is nebulous by design. Essentially, it is he who commands respect through action. That action? Survival.

Adventurers Locusts only Swarm on occasion. When they are not rampaging across the world, they merely raid. Some Raiders go it alone or in smaller parties, often signing on with outsiders in order

the idea along lines of production runs and close friendship.

Adventurers Before the sinking of Lu, the Lanaeans built Mechanica who adventure are rare, but many many wondrous devices with their strange are driven by a task or cause that is important to mechanical magic. The greatest of their their Foundry or a Forgefather. Others, referred inventions were the automata. While time has to as Divergents, are seen as having an internal done away with many of their foundries, a few error driving them to madness. These are simply yet produce this unique race. Mechanica pay made to leave and take up adventuring. heed to the Faith, but in their ‘hearts’ they worship not the Maiden, but the hands and creativity of Mankind. Names Mechanica retain a database of names to draw Physical from, all using Greek or Roman roots.

Mechanica are clockwork-based lifeforms, taking the general appearance of humanoids. Stats Their metal shells are worked in brass, and Mechanica will use the stats found in covered in intricate design and art. While their Wayfinder’s Guide to . faces are simple, each one is still unique and identifiable. Technically, Mechanica are created by trapping the spirit of an elemental into an automata, giving them souls. For this reason did the Jihad spare the Mechanica.

Personality Mechanica are that strange blend of practical and philosophical. When action is called for, they operate in a purely Yes-No, Fight-Flight manner, seemingly only capable of acting in the extremes. Yet, when time permits, they can sit for hours, days, weeks, or even longer and simply contemplate the cosmos, philosophy, or a potential plan of action.

Society There are only a few Foundries still operating, each run by a secret council of Forgefathers, who are selected by an unknown method to serve as the rulers and guides of the Mechanica. Rivalries between Foundries are highly competitive, sometimes as crazy as that between sports clubs. Mechanica will defer to others based on experience and age, and expect society to function along those lines. Family is an odd concept for Mechanica, but they have adapted

in the annals of lore and history for their spirit and their willingness to defy Fate itself.

Names These Mothfolk, called the Hashkari in their Mothfolk will use Persian and Pashto names, native tongue, are an ancient folk. They claim to often selecting them based on how they sound have been born from God’s Breath as he more than what they mean, which often leads to breathed life into the world. They and the trouble when a Hashkari is named for Tortles claim ancient enmity as the two eldest something obscene, their parents merely reading races. Mothfolk claim some divine mandate, for scripture and liking the sound of it. were they not the first converted to the Maiden’s

Rule? And were they not before the mightiest of Empires? Stats Mothfolk use the following stats: Physical Mothfolk (Hashkari) Mothfolk appear as large, human-sized moths, ASI Increase your Constitution by +2. covered in fur and possessing wings and Age Mothfolk mature by age 40 and can additional arms, much like the Locusts. live up to 400 years. Mothfolk are split between two ancient lineages. Alignment Lawful Good Size Medium Sun Moths are larger, and more physically fit, Speed 25ft while the Moon Moths are more guileful, and Flight You have a flying speed equal to filled with the knowledge of magic. your regular movement. Four-armed You possess an additional set of arms, allowing you to hold more Personality items at once. Mothfolk are a clever people. Their ancient Tool You gain proficiency with two tools wisdom and knowledge of lost arts and magics Proficiency of your choice. allows them an air of superiority they will often Craft- You have Double Proficiency on all Cunning Intelligence (History) checks that hold over the heads of others. Despite this concern a tool with which you are seeming arrogance, Mothfolk are adamant about proficient. being able to ‘walk the walk’ as they say. It can’t Languages Common, Moth be arrogance if it is true, after all. Subraces Sun Moth or Moon Moth

Society Sun Moth (El’Hashkari) ASI Hashkari organize themselves into Courts. Increase your Strength by +2. Battle When you take the Attack Action on These Courts are hybrids of Kingdoms and Trance your turn, you may make a single Guilds, forming sort of trade or art-based additional attack. You must finish a elective monarchies. This extends to all aspects short or long rest to use this again. of their society, where one’s skills and merits are praised far, far more highly than one’s station or circumstances of birth. Moon Moth (Sha’Hashkari) ASI Increase your Intelligence by +2. Lost You learn one cantrip from the Druid or Adventurers Magic Cleric spell list. You use Intelligence Mothfolk possess a natural wanderlust, and for this cantrip. while those who do not heed that instinct are no worse off than most, those who do often end up

Stats Nagaji will use the stats of the Elves from the PHB. Naga-Raja use High Elf stats, while Naga- Yoddha use Wood Elf stats. The Nagaji, like the Tieflings, are often the enemies of the Faith, being consumed by heresy. Naga-Vishti use the following unique stats: They believe in the World Serpent, Naga, who is God’s Leviathan. They follow their own Naga-Vishti prophet, Ouroboros, who teaches Reincarnation ASI Increase your Charisma by +1. in place of Paradise. And they believe that they Skill Gain proficiency in two skills or ruled the world alongside the Tortles and the Versatility tools of your choice. Hashkari before the coming of Man. Common You gain proficiency with all Weapons simple weapons. Physical Proficiency

Nagaji are humanoids with heavy snake- features. Their skin is smooth and scaly, their eyes slitted, and they possess the fangs and tails expected of snakes. They are incredible swift and dexterous, leading many to underestimate them in contests of speed and skill.

Personality Nagaji are subtle and mischievous. They see life, and lives, as games to be won or lost, and they don’t seem to hold grudges. Fate is fated, as they say. All they can do is generate Good Karma by doing their best and trying to go with the flow.

Society Nagaji live by a strict caste system, and expect others to do so as well. This goes so far as to believe that treating different people as equals is racist to them. Nag-Raja are their priests and mages, Nag-Yoddha are their warriors, and Nag-Vishti are their crafters and commoners.

Adventurers Nagaji who seek to break their fate are exiled and sent to live elsewhere. Many of these, as well as those who simply seek to expand their caste-skills become adventurers.

Names Nagaji will use Hindi and Urdu names.

more cunning foe. Others still, become adventurers, forsaking their homeland for a life of danger, excitement, and riches... hopefully.

The Tabaxi are hunters. They hunted the great Names plains and sandy dunes for millennia before the Tabaxi will use Human (Arabic) names while coming of Man, and they will hunt the plains, traveling, but will also possess a descriptive true and the jungles, and the ruins once Man has name, such as Swiftrunner, One-eye, or fallen. But in the meantime, the Maiden gives Longtooth. Surnames will be based off their them leave to hunt the Infidel. The Hunt is mother’s (Arabic) name. everything.

Stats Physical Tabaxi will use the Tabaxi stats as found in Tabaxi appear to be humanoid cheetahs, built Volo’s Guide to Monsters. for speed with long, lanky forms. They are covered with hundreds of spots, and possess both tails and ears of a jungle cat. Their prowess for climbing with their deadly claws is also well- founded.

Personality Tabaxi are highly curious, yet focused. They will often pursue work and hunts only because of the sport, or because of a mystery which taunts them. Once they ‘get their claws into something’, they never let go.

Society Tabaxi are naturally a matriarchal society, with their rulers deferring to the females of the species on important matters. In fact, while it is Kings who lead the hunt and run their realms, the women of their society are the only ones able to join their priesthood or manage the affairs of magic. Beyond this, Tabaxi separate all creatures into clans, whether real or imagined, and will take sides accordingly.

Adventurers It is a major component of Tabaxi culture to adventure and travel when one is young. Most are expected to partake in a rite of passage when coming of age whereby they must visit faraway lands and places, and bring back something of value. Almost all succeed in this venture. Some who do not return fall prey to the desert, or to a

in this new world, even if they must forsake their ancestors and gives praise to the Maiden to do it.

Forsaken and damned, the Tieflings remain the Names proud remnant of the ancient, Serene Empire of Tieflings will use a combination of Greek and the Lanaeans, the ancestors to modern Man. Turkish names. Through their deification of Devils, the Fallen

Angels of God, they have become devils themselves. Stats Tieflings will use the stats as given in Physical Mordekainen’s Tome of Foes.

Tieflings, while originally human, possess a wide-variety of appearances. These are largely based on which of the Nine Realms of Hell their ancestry or patron-Archfiend comes from. And while this still leads to a multitude of Tiefling- appearances, they cannot escape from one detail: their horns. Each Archfiend has a particular horn-shape that those Tieflings descended from them possess. While not a caste system, per say, horn-shape has been used as a powerful factor in many a political, religious, or even personable feud for centuries.

Personality While Tieflings, like Aasimar, are still human on some level, they do tend towards more free- thinking and cunning thoughts. Such behavior is second-nature to any who wish to survive in the bureaucracy of the Empire and its backstabbing political landscape. Unpredictability is a virtue.

Society Tieflings adopt the dominant culture’s method of organizing themselves, seeing such appropriation as a key to succeed. The Empire itself is a theocratic autocracy, but while Tieflings may prefer such black and white living conditions, they truly thrive in an environment of little rules and maximum opportunity.

Adventurers Tiefling adventurers are a common sight. With the Empire disintegrating day by day, many find the mercenary life a fitting way to survive

and recovering what lost knowledge and secrets are out there.

Names The Eldest of races. It is said that the Tortles Tortles will sometimes adopt names from the arose from the Elemental Dust that God wove cultures around them, especially the Human the world from. They are the children of (Arabic) names. However, their true names, Gaelros, one of God’s Four Children who make often hidden from outsiders or those they do not up the physical universe, and they venerate the trust implicitly will be from either the Hebrew, Mentor, the first Prophet of God. Their ancient Sumerian, or Ethiopian languages. empire lies in ruin, but they still take pride in their glorious past and in the Laws by which they govern themselves. Stats Tortles will use the stats as laid out in The Tortle Physical Package, with the following change.

Tortles appear to be humanoid-shaped and Age. Tortles hatch, reach maturity by age 30, and sized tortoises. Their skin is hard and scaly, and can live up to 400 years. Replaces regular they possess a large shell which provides them Age. great protection against enemies and the elements.

Personality Tortles are strongly traditional, and will take great pains to keep to their habits and modes of thinking, even when confronted with a better way. While some are able to embrace new things, most Tortles consider the tried and true method to be the only method worth considering.

Society Tortles are insular folk, preferring their own kind and their own ways. When living in larger communities, Tortles will prefer to congregate in their own neighborhoods. Tortle society is governed by councils of Judges, who interpret the law and pass down judgement at will. Tortles who are born to a profession treat it as their caste and station.

Adventurers Tortles do not hate the wider world. In fact, they are incredibly curious and intellectual, leading to many taking up the cause of expanding their wisdom and knowledge by seeing the world

Askar A guard or soldier. Station 1d4 Who were you, before you were you? Your ASI +2 STR/WIS background is everything in this world, and Skills (2) Athletics, Insight, Intimidation so much care should be taken when Tools As SWAG City Guard deciding on what came before. Languages As SWAG City Guard Equipment As SWAG City Guard

Feature Watering Hole Watcher You know where the local law… and the local outlaws tend to Acolyte live. A priest who has dedicated his or her life to God. Station 1d6 + 2 ASI +2 WIS/CHA

Skills (2) Religion, Insight, Persuasion

Tools As PHB Acolyte Languages As PHB Acolyte Barber Equipment As PHB Acolyte One who trades in gossip and haircare. Feature Shelter of the Faithful Station 1d6 +2 Adherents to your faith with ASI +2 WIS/CHA offer cheaper services and Skills (2) Insight, Persuasion, History lodgings in return for religious Tools Barber Tools service. Languages One Additional Language Equipment A razor blade and leather strip,

a set of traveler’s clothes, and

15gp. Feature Gossip and Glory While performing as a barber, Al Ghul you are able to pick up the One who has died… and come back. juiciest gossip in town. You Station 1d6 - 3 learn all commonly known ASI +2 CON/INT rumors and news in a settlement Skills (2) History, Intimidation, Survival when you spend 8 hours of Tools As XLNEE Dead downtime there. Languages As XLNEE Dead Equipment As XLNEE Dead Feature Speak With Dead

You may ask one question of the dead during a Long Rest. Quality of information gained is up to the DM. Drawback Horrifying Visage There is something wrong about you. People are initially one step less friendly when meeting you.

Beggar-Thief Corsair A nimble thief of the streets. A warrior-pirate of the sea. Station 1d4 - 4 Station 1d4 - 2 ASI +2 CON/DEX ASI +2 STR/DEX Skills (2) Sleight of Hand, Stealth, Skills (2) Acrobatics, Athletics, Survival Intimidation Tools As PHB Urchin Tools As PHB Sailor Languages As PHB Urchin Languages As PHB Sailor Equipment As PHB Urchin Equipment As PHB Sailor Feature City Secrets Feature Bad Reputation You know the secret paths Whether earned or not, through any settlement. While commoners will tolerate light not in combat, you and your amounts of crime committed by party (if traveling together) can you in order to not suffer your travel between any two places in wrath. a settlement in half the time as usual.

Crafter A skilled tradesman. Charlatan Station 1d6 + 3 A liar and a cheat. ASI +2 DEX/INT Station 1d4 +1 Skills (2) History, Perception, Sleight of ASI +2 DEX/CHA Hand Skills (2) Sleight of Hand, Deception, Tools As SWAG Clan Crafter Insight Languages As SWAG Clan Crafter Tools As PHB Charlatan Equipment As SWAG Clan Crafter Languages As PHB Charlatan Feature Master of Works Equipment As PHB Charlatan People will grant you free food Feature False Identity and lodgings in return for your With 50gp and one week of services, and an additional level downtime, you can create false of esteem is granted to you by identities, including local authorities. documentation, acquaintances, and disguises.

Criminal Holy Slayer A common villain. An assassin of the Brotherhood. Station 1d4 - 4 Station 1d6 ASI +2 DEX/CON ASI +2 DEX/WIS Skills (2) Deception, Sleight of Hand, Skills (2) Deception, Sleight of Hand, Stealth Stealth Tools As PHB Criminal Tools As PHB Criminal/Spy Languages As PHB Criminal Languages As PHB Criminal/Spy Equipment As PHB Criminal Equipment As PHB Criminal/Spy Feature Criminal Contact Feature Nothing is True You have a contact of ill-repute Publicly, you are a regular whom you can get into contact person. In truth, you serve the with easily. They will provide Brotherhood. You have a information on the local Criminal Contact, but for the underworld, including major Brotherhood. They will provide players, heists, and potential information on major players, work. the state of the people, and minor services. Drawback Everything is Permitted You have a Master. If the Master gives you an order, you must follow it, even unto death. This Faris will usually involve an A dedicated, holy warrior. assassination or other related Station 1d6 +3 task. ASI +2 STR/CHA

Skills (2) Athletics, Persuasion, Religion Tools As SWAG Knight of the Order Languages As SWAG Knight of the Order Equipment As SWAG Knight of the Order Infidel Feature Highest Regards Death to the unbeliever. You are known as a holy Station 1d4 - 5 warrior. Religious orders and ASI +2 CHA/WIS nobility will offer hospitality Skills (2) Deception, Perception, Religion more readily with you than Tools As XLNEE Heretic others, or provide information Languages As XLNEE Heretic and services at greatly lessened Equipment As XLNEE Heretic cost. Feature Heretical Contacts You may seek aid from fellow infidels in any settlement, or convert the weak-willed to your faith during 8 hours of downtime. Infidels will aid you in sneaking into and out of the settlement, or gathering information, or seeking lodgings. Drawback Enemy of the Faith The Faith will seek to kill you, if they find you.

Matrud A wanderer and warrior of the wastes. Mamluk Station 1d4 - 2 Peerless Warrior Slave. ASI +2 STR/WIS Station 1d4 Skills (2) Animal Handling, Athletics, ASI +2 STR/CHA Nature, Survival Skills (2) Athletics, Intimidation, Tools As PHB Outlander Persuasion Languages As PHB Outlander Tools As PHB Soldier Equipment As PHB Outlander Languages As PHB Soldier Feature Wanderer Equipment As PHB Soldier You recall the general layout of Feature Rank and Privilege the lands around you, including You have rank within the general directions to Mamluk army, and may settlements, sources of water, requisition aid and supplies and local features. You can from them whenever you are in collect enough water for contact. yourself and five medium Drawback Chains of Command creatures daily. Any Mamluk who outranks you Drawbck Outcast may requisition you for services. You have a price on your head, and an enemy connected with it. Discuss with your DM the reason you became a Matrud outlaw.

Manhunter A curious profession, bounty hunting.

Station 1d4 ASI +2 WIS/INT Skills (2) History, Insight, Survival Mercenary Tools As SWAG Bounty Hunter A soldier of fortune. Languages As SWAG Bounty Hunter Station 1d4 Equipment As SWAG Bounty Hunter ASI +2 CHA/CON Feature Ear to the Ground Skills (2) Athletics, Acrobatics, Persuasion You have a contact in any Tools As SWAG Mercenary Veteran settlement you visit, low or Languages As SWAG Mercenary Veteran highly placed. They will provide Equipment As SWAG Mercenary Veteran information about the people Feature Mercenary Life and places of the locale. You know a little bit about any mercenaries and mercenary companies you come across, and can recognize them by their symbols. You know basic information about commanders, leaders, and officers, as well as recent contracts taken or completed by mercenaries. You can maintain a comfortable lifestyle with mercenary work.

Merchant One who plies his wares. Noble Station 1d4 + 2 Men and women of noble lineage. ASI +2 CHA/INT Station 1d6 + 1 Skills (2) Persuasion, Deception, Insight ASI +2 INT/CHA Tools As PHB Guild Merchant Skills (2) Animal Handling, History, Languages As PHB Guild Merchant Persuasion Equipment As PHB Guild Merchant Tools As PHB Noble Feature Guild Membership Languages As PHB Noble You are a member of a merchant Equipment As PHB Noble guild, and must pay 5gp per Feature Privilege month to remain so. While paid Commoners will treat you up, you gain free food and respectfully, and you may gain lodgings for yourself and up to audiences with local lords five other creatures at any guild easily. hall. The guild will also protect you from minor legal troubles.

Outlander Outsiders from far away. Mystic Station 1d3 + 1 The sages of the desert. ASI +2 CON/WIS Station 1d6 + 3 Skills (2) Insight, Perception ASI +2 INT/WIS Tools As SWAG Far Traveler Skills (2) Arcana, Medicine, Investigate Languages As SWAG Far Traveler Tools As PHB Hermit Equipment As SWAG Far Traveler Languages As PHB Hermit Feature All Eyes on You Equipment As PHB Hermit Everyone is interested in you Feature Wisdom of the Sages and your foreign ways. Many If you do not know something, will try to accommodate your you always know where to find strange customs, allow for the information. minor transgressions of protocol, and some important or high-ranking people will seek you out for your uniqueness. Foreign Distaste You will invariably be accused of crimes first from a crowd, and local law enforcement will always take someone else’s word against yours unless backed by proof.

Rawun A sacred poet and songwriter. Sailor Station 1d6 + 1 One who sails the seas. ASI +2 CHA/DEX Station 1d4 Skills (2) Acrobatics, Investigate, ASI +2 STR/DEX Performance Skills (2) Acrobatics, Athletics, Perception Tools As PHB Entertainer Tools As PHB Sailor Languages As PHB Entertainer Languages As PHB Sailor Equipment As PHB Entertainer Equipment As PHB Sailor Feature Popular Demand Feature Free Passage You can always find places to You can secure free passage perform, and such taverns and aboard ships for you and your inns will grant you free lodgings companions. This isn’t always and food if you do so. After reliable, but that’s up to you and performing in a settlement, your DM. You are expected to those who saw you will take a assist the crew. liking.

Sa’Luk A wandering adventurer. Station 1d6 ASI +2 DEX/WIS Skills (2) Animal Handling, Performance, Survival Tools As PHB Folk Hero Languages As PHB Folk Hero Equipment As PHB Folk Hero Feature The Legendary Journeys Commoners will provide shelter and lodgings after hearing of your deeds, and nobles will grant you an audience or a place at their feasts if you tell the tales of your adventures.

Scholar Tribe Member A learned man or women. A member of a larger clan. Station 1d6 Station Master’s Station - 1d4 ASI +2 INT/CON ASI +2 FREE Skills (2) Arcana, History, Nature, Skills (2) History, Survival, Intimidation Religion Tools One of your choice Tools As SWAG Cloistered Scholar Languages Two of your choice Languages As SWAG Cloistered Scholar Equipment As PHB Outlander Equipment As SWAG Cloistered Scholar Feature Ties of Blood Feature Scholarly institutions such as You know the basic history of schools or libraries will waive your tribe and fellow family fees and other minor members. Anyone from your requirements for you, or even Tribe is honorbound to assist shelter you if you require you in any way they can, so lodgings or protection. long as you are not performing dishonorable acts. Drawback Honorbound You must assist fellow tribesmen and family in any way you can if asked, except if Slave you are asked to act One who is owned. dishonorably. If you or another Station Master’s Station - 1d4 family member become ASI +2 FREE dishonored, every effort must be Skills (2) Athletics, Deception, History, taken to slay the offender. Religion

Tools Two of your choice Languages One additional language Equipment As PHB Urchin Feature Safe Haven You may seek shelter and Warrior protection from other slaves, A skilled fighter, of many pasts. who by secret sign and code will Station 1d4 aid you. ASI +2 STR/CON Drawback Owned Skills (2) Athletics, Intimidation, Survival You have a Master. Determine Tools As PHB Soldier the specifics with your DM, Languages As PHB Soldier including your reasons for Equipment As PHB Soldier traveling and the conditions Feature Military Contact under which you must return or You have contacts within the perform service for your Master. military force you served, and may call upon them for assistance and supply. Drawback Drafted for Duty The military force or army you served may call upon you for assistance at any time.

Wazir A knowledgeable administrator. Station 1d6 + 1 ASI +2 CHA/INT Skills (2) Persuasion, Deception, Insight Tools As SWAG Courtier Languages As SWAG Courtier Equipment As SWAG Courtier Feature Court Functionary You know how the local government works, including who to go to for favors, who are the movers and shakers, how to access government records, and what the local intrigues are.

Wealthy Heir You’re rich. Station 1d6 ASI +2 CHA/CON Skills (2) History, Insight, Persuasion Tools As SWAG Waterdhavian Noble Languages As SWAG Waterdhavian Noble Equipment As SWAG Waterdhavian Noble Feature Kept in Style You have a line of credit you can reliably call upon for purchases. You can live a comfortable lifestyle for free, or reduce the price of higher lifestyles by 2gp.

Alt-Feature Inheritance You are the (eventual) inheritor of something amazing. Be it lands, title, money, or an artifact. Work with your DM for the specifics.

Ranger As Bard and Paladins, though with a survivalist The following are common methods of fluffing bend. Rangers represent those who rely on your class options. the mercy and cruelty of the desert to survive. Barbarian Zealot Barbarians find the most use in Al Arda, Rogue being a land of faith before all else. Totem The classic Adventurer, the wily Thief, and the Barbarians are seen as akin to Wisemen, the unseen hands of the Faith. Rogues often Druids of Al Arda. have a reputation that Bards don’t have to deal with.

Bard Bards represent all those who dabble a little in Sorcerer everything, and are the archetypal A Sorcerer’s magic might come from exposure too mystic energies as a child, or as a gift Adventurer. from God. Dragon-heritage Sorcerers are

actually Djinni-descended, and Shadow Cleric Sorcerers are usually descended from an Al All Clerics gain their Domains through God Ghul. alone, or they face damnation. Domains are Schools, with philosophies and rivalries Warlock aplenty. Warlocks deal with the Small Gods. Small Gods

or Idols are those “deities” who fell from Druid power during the Great Jihad, and now exist The Wisemen of the Desert. Druids are holy men only as shadows and vestiges of their former who live as one with God, acting through power. A few such Small Gods work for or his Natural Works, in harmony with His serve God himself, but most are considered Nature. heretical.

Fighter Wizard Warriors. Very skilled warriors, with incredible Mages and Magicians. Wizards dominate the talents. intellectual circles of Al Arda, but are rarely seen outside their Schools and Libraries. Monk Monks represent a strange catch-all. Many schools and monasteries and other places offer specialized training, often in secret. The Brotherhood makes extensive use of Monks, as does the Court of Thieves, and the Treasure-Hunters Guild.

Paladin Like Bards, Paladins are multi-talented warriors who have dabbled in magic. Their oaths reflect the fact that Paladin training is highly specialized, and often held in secret by warrior cults and Mamluks.

Armor Name Cost Armor Class Strength Stealth Weight Light Armor Padded 20 gp 11 + Dex Mod ------8 lbs Leather 10 gp 11 + Dex Mod --- Disadvantage 10 lbs Studded Leather 45 gp 12 + Dex Mod ------20 lbs Medium Hide 10 gp 12 + Dex Mod (Max 2) ------12 lbs Chain Shirt 50 gp 13 + Dex Mod (Max 2) ------20 lbs Brigandine 50 gp 14 + Dex Mod (Max 2) --- Disadvantage 45 lbs Scale Mail 400 gp 14 + Dex Mod (Max 2) ------40 lbs Coat of Plates 750 gp 15 + Dex Mod (Max 2) --- Disadvantage 40 lbs Heavy Armor Ringmail 30 gp 15 --- Disadvantage 40 lbs Lamellar 75 gp 16 13 Disadvantage 55 lbs Chain Mail 200 gp 17 15 Disadvantage 60 lbs Splintmail 1500 18 15 Disadvantage 65 lbs gp Shields Buckler (Daraq) 5 gp +1 AC, Special ------3 lbs Shield, Wood 10 gp +2 AC, Special ------6 lbs Shield, Steel 30 gp +2 AC ------9 lbs Tower Shield 200 gp +3 AC, Special 15 Disadvantage 15 lbs

Buckler. Allows use of hand attached to. Only one buckler counts.

Shield, Wood. Can be sacrificed to change a Crit into a normal hit.

Shield, Steel. Regular shield.

Tower Shield. Lose 5ft move, can use Reaction to trade Shield AC for 3/4ths cover from ranged attacks until beginning of your next turn.

New Weapons Name Cost Damage Weight Properties Simple Ankus 1 gp 1d4 Piercing 4 lb Special Sap 5 sp 1d4 2 lb Finesse, Special Bludgeoning Martial Bagh Nakh 25 gp 1d6 Slashing 2 lb Finesse, light Garrote 3 sp --- 0 lb Finesse, Special

Renamed Weapons Old Name New name Battleax Kopesh Rapier Sabre

Altered Proficiency Bagh Nakh Add to Monk Weapons, Rogue Weapons Garrote Add to Monk Weapons, Rogue Weapons Whip Add to Simple Weapons

Ankus. An elephant-guide that appears to be a long-handled tool with a hook and blade. You have Advantage to Grapple and Animal Handling checks made while riding.

Sap. A slab of heavy leather and lead. Unaware enemies must succeed on a Concentration check or fall unconscious. Immunity to sleep is immunity to this.

Garrote. A long wire. Unaware or restrained enemies become suffocating.

Kopesh. A kopesh is an ancient weapon that resembles a sword with a hard curve in the middle, giving it more of an axe-shape.

Sabre. Many swords are lighter, and straighter than others, designed for finesse fighting.