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[Let's Read] Al-Qadim: Land of Fate Boxed Set
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<blockquote data-quote="Libertad" data-source="post: 7946199" data-attributes="member: 6750502"><p style="text-align: center"><strong>Chapter 7: Cities of the North</strong></p> <p style="text-align: center"><img src="https://i.imgur.com/Ua3rtCi.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Northwest Zakhara is the region which sees the most contact with the lands beyond the Caliphate. There are three major political blocs here: the militaristic city of Qudra ruled over by mamluks; the Corsair Domains which are a loose conglomeration of abolitionist pirates and enemies of Qudra; and finally the Free Cities, six city-states who pledge loyalty to the Grand Caliph but are more likely to be self-governing the farther they are from Qudra. A minor yet no less persistent group are the Hill Tribes to the south, Unenlightened holdovers who refuse to acknowledge the Caliphate’s authority and pantheon. They are both a common target for mamluk raids looking for children to ‘civilize’ as the next generation of slave-soldiers, and also attack settlements and outposts under the authority of Qudra and the Free Cities. Unsurprisingly it’s more common for commoners to own weapons due to the martial attitude of the region. Just about every city has an unofficial color associated with it as well.</p><p></p><p><strong>Hafayah, City of Secrets:</strong> Recent political uprisings have left a sense of unease among the populace: its legitimate heir Princes Saba is only 8 years old, whose older siblings and parents met tragic ends at the hand of mysterious assassins. He was only put on the throne when it seemed like Qudra would invade to “restore order,” and a gnome advisor by the name of Uqban min Najm rules temporarily. Uqban has close ties to local religious institutions to aid his spy network, which spends most time turning local factions against each other in order to prevent any one group from seizing power.</p><p></p><p>The city color is black, reflecting somber attitudes and mourning.</p><p></p><p><em>Secrets:</em> The young prince has a fixation with abandoning politics in favor of being a classic “traveling hero righting wrongs.” Various tutors tried dispelling him of such fantasies to no success. The gnoll scribe and tutor Jamalia is responsible for his flights of fancy due to tales from her childhood. An adventure hook includes the Prince running away to live with desert nomads, and the PCs must rescue him given he has no idea how tough and dangerous this life truly is.</p><p></p><p><strong>Hawa, City of Chaos:</strong> This is the only true city among the Corsair Domains. Half of its buildings rest upon stilts directly over the water, and the closest thing it has to a ruler is a “pirate king” who inevitably gets deposed every few years. The city council more or less rubber-stamps the pirate-king’s decisions. Much of Hawa’s local industry revolves around servicing the seabound trade, although various council members extract taxes from the population which are little more than protection rockets. Razor-sharp coral reefs capable of being terraformed by sea elf mages give Hawa a natural defense, and while wealthy members have their own private guards roughly half the populace will take up arms in the event of an invasion.</p><p></p><p>Three notable political figures in Hawa include the legendary pirate Jayan ai-Jasir who once used a zaratan as a mobile island-ship; Grima al-Auni min Kor, a hill giant priest of Kor who is an evangelist hoping to bring proper values to the Corsair Domains and protects street children from the city’s many dangers; and Akura al-Hiyali, a sha’ir pirate captain fond of using genie servants in naval battles and seeks to depose Jayani as Pirate King.</p><p></p><p>Hawa has no official color.</p><p></p><p><em>Secrets:</em> A cult dedicated to Istishia (elemental god of water) is believed to be behind the disappearances of young people in the city. Grima hires the PCs to track down the missing youths and drive the cult off the island.</p><p></p><p><strong>Liham, City of Soldiers:</strong> Liham is in close proximity to Qudra, and its standing army is supplemented by mamluks from said city. This has earned some unsavory insults among other courts of Liham being ruled by a spineless lapdog. Various rumors claim that it won’t be long before Qudra will outright move in and take over Liham, while others believe that the ruling caliph will petition the aid of other cities to make a show of force against Qudra and become truly independent. Some even believe that an illegitimate son of Liham’s caliph is in hiding, waiting for the day to come in and lead a popular revolt.</p><p></p><p>The official color is red, garments often accented with black and white.</p><p></p><p><em>Secrets:</em> Both Liham and Qudra prefer the current status quo, and there are no current plans for invasion or revolt. As to the caliph’s heir, their identity is left up to the DM and may even be a PC!</p><p></p><p><strong>Muluk, City of Kings:</strong> This city’s ruling noble families trace an unbroken lineage to pre-Enlightenment times, earning Muluk its nickname. Prior sumptuary laws have been overturned by a Grand Caliph, and all can wear purple clothes freely. This has only added to the city’s reputation, and arrogance of its population. Even commoner citizens of Muluk view their city as being uniquely civilized in Zakhara due to their long and stable history. Its current rulers often play the other cities against each other, and this tradition dates back even to the First Caliph. Its ruler back then, Aswa al-Mutiq, chose an audience with the Caliphates’ messengers after hearing how other cities were overthrown for resisting the rising empire. He accepted the Law after five days and five nights. Stepping down, Aswa became an evangelist to spread the teachings to even more lands and was succeeded by his son.</p><p></p><p>The official color is purple, the rare dye a favorite of nobility across Zakhara and beyond due to its rarity.</p><p></p><p><em>Secrets:</em> Aswar al-Mutiq was said to be given great treasures and relics of Muluk’s pre-Enlightenment past to take with him on his journeys as a missionary. It is believed that said wonders reside in a legendary final resting place in the Furrowed Mountains.</p><p></p><p><strong>Qadib, City of Wands:</strong> Qadib is home to the most numerous arcane spellcasters in northern Zakhara, beaten only by Huzuz and Rog’osto in the Ruined Kingdoms. Its sultan is an ancient elf whose majority of offspring are powerful elementalists like himself, and his court is home to many jann ambassadors and servants. Qadib’s many universities are dedicated to mundane as well as magical pursuits, making it a favorite destination for scribes and scholars, and its magical and military academies can field junior cadets and apprentices in times of war.</p><p></p><p>Further adding to Qadib’s wondrous reputation is a literal undecity of catacombs dating to pre-Enlightenment times, holding caches of ancient magic and portals to realms far beyond the Land of Fate.</p><p></p><p>The city’s official color is Uther, a yellow-orange pigment.</p><p></p><p><em>Secrets:</em> Adventurers with rare items and tales can find themselves a warm audience in Qadib’s universities should they need to make use of their facilities. Qadib’s under-city has no canon ‘origin story,’ left instead to be filled in by the DM. Most of the better-explored areas have been previously looted by adventurers, where the lower levels are more lucrative and dangerous. There are rumors of a “mother lode” of treasure waiting to be found.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/40b9DWd.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"></p> <p style="text-align: center"><em>To a foreign observer he may seem like just a dwarf with a sword, but this lone mamluk is but one of many building blocks in the wall of the Caliphate’s army.</em></p><p></p><p><strong>Qudra, City of Power:</strong> This is the most militarized city in the Land of Fate. Many generations ago a corrupt emir oppressed his populace to the point that the locals rebelled. As he was already on poor terms with the eighth Grand Caliph, it did not take long for the stationed mamluks to join the populace in overthrowing him. In recognition for their deeds, the mamluks were allowed to choose among themselves who shall be emir. This spawned a tradition of Qudra’s mamluk rulers, who traditionally rule for 20 year terms. The book notes that the position used to be for life, but there’s no mention of what caused the change. The emir’s court has representatives of the Caliphate’s different mamluk organizations, and include such icons as General Okin, an elf who worships Zann instead of Vataqatal which sets him apart from his peers. There;s also General Kalin, a human woman with a notable streak of white in her hair much like a legendary mamluk of old. Kalin has trouble cultivating this into a proper reputation on account of her brashness. Admiral Dus is a goblin whose mamluks are in charge of providing safe passage to ships, but the officer is rather slothful in his duties.* The mamluk naval units have a rather poor morale on account of a failed attempt at conquering the Corsair Domains five years ago.</p><p></p><p>*Dus is also one of the few low-level authority NPCs, being a mere 5th level Mamluk Fighter.</p><p></p><p>Much of Qudran architecture tends towards practical blocky stone buildings, with a giant chain in the harbor which can be raised to protect from naval invasion and outer walls carved out of granite to protect from landbound threats. Interestingly, much of the populace are civilians who support the elite mamluk units that act as both standing army and city watch. An authorized slave market holds Hill Tribe and northern barbarians along with criminals, and a group of spellcasters oversee the market to ensure that the innocent are not enslaved and that existing slaves are not mistreated (aka no law-abiding Enlightened, no physical torture). Over the past years the mamluks have had more difficulties gaining newer generations of slave-soldiers, so there are plans to rectify this: recruit from voluntary townspeople, or hunt for slaves farther afield.</p><p></p><p>The local god Vataqatal has a mosque of his own: the Mosque of Blood is painted red with henna, while an Open Mosque which honors the various other Enlightened gods is blue.</p><p></p><p>Strangely, I couldn’t find an official color for Qudra.</p><p></p><p><em>Secrets:</em> General Adun was very boastful of his many military victories, which caused him to be overlooked in favor of a more humble leader while also placing him under the curse of the evil eye. He still bears a grudge for this, and is looking for ways to delegitimize the other generals in an attempt to elevate his own position.</p><p></p><p>A sha’ir by the title of Mad Asham, once thought lost during a scouting mission in the Haunted Lands, appeared back in the city with a bout of amnesia that cannot be cured even by a genie’s wish. He speaks of a Whispering Doom, although there’s little specific details that can be coaxed out of him as to the specifics of this threat.</p><p></p><p><strong>Umara, City of Knights:</strong> In recent times the unthinkable happened: the Astok clan, one of the Unenlightened Hill Tribes, laid a successful siege against the Free City of Umara. Its Khan, Ubar khel Muhif, took advantage of Umara’s previous failed war with Muluk to depose the ruling caliph and marry his daughter. But instead of burning down the city or leaving, he took over as the new caliph. The local mamluks recognized his legitimacy, and Ubar khel Muhif used his power to help rebuild the city. There is an uneasy peace in Umara, where the former nobles and merchant families are kept in place, while the Astok people are permitted to worship their own ancestor god Botu’Astok as a Common God while the Enlightened mosques are still allowed to attend to their flocks.</p><p></p><p>The city’s official color is blue, although cobalt and turquoise are just as popular for textiles.</p><p></p><p><em>Secrets:</em> There are rumors that the former caliph was exiled instead of executed after Khan Muhif listened to his wife’s pleas for mercy. But the truth is that the old caliph is indeed dead, slain in private by the Khan as a means of ‘keeping the peace’ with his new wife. He may very well send the PCs on a wild goose chase to find a man who no longer lives if it will keep troubling adventurers away from the truth.</p><p></p><p><strong>Utaqa, City of Free Men:</strong> The northernmost city in the Caliphate is 200 miles away from the nearest city of Hafayah, which causes both visitors and inhabitants to feel that Utaqa is in a world of its own. Caliph al-Gandar was installed as a puppet-prince by Qudran mamluks, although he realized that he’d need to delegate much of his power to the citizenry and merchant houses to keep the wheels of government turning. As long as Utaqa maintains an effective border shield of the empire’s north, neither Qudra nor Huzuz have much reason to interfere.</p><p></p><p>One council member, Chawus al-Rark, helps Corsair Domain pirates smuggle goods in exchange for immunity from their raids; Allena al-Ajami, a foreigner mage, serves as vizier and updates the court on all matters pertaining to barbarian outsiders; and On-Basi al-Garn is a scribe who helps “pretty up” reports on state affairs. He landed in hot water for claiming that Utaqan soldiers secured victory against a raiding party of yak-men. The foul monsters in the World Pillar Mountains heard of this insolence, and sent a warning by summoning a dao genie right into al-Garn’s bedchambers.</p><p></p><p>Utaqa has a diverse mixture of Enlightened Zakharans and various foreigners, which results in a more pragmatic view on things: most of their priests are Pragmatists, and the city outlawed slavery to make it a safer travel destination for Unenlightened people. Foreign merchants who own slaves have their prisoners temporarily liberated while in town, and must pay their slaves as though they were employees while in town. Given that said merchants still hold all the money, this system can be easily abused. There’s also worry that inspectors from Qudra plan to arrive and judge the city’s ability to serve as the Caliphate’s shield.</p><p></p><p>The city’s official color is white, representing purity.</p><p></p><p><em>Secrets:</em> The yak-men’s agents are upping their ante in Utaqa, both via magic jar-bound bodies of their servants and even showing up themselves in heavy clothes. In the latter case, they disguise their horns as being part of a “horned helmet” and only travel the streets at night.</p><p></p><p style="text-align: center"><strong>Chapter 8: Cities of the Pearl</strong></p> <p style="text-align: center"><img src="https://i.imgur.com/2EkfQ6x.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>If the previous chapters’ cities were the rough, martial frontier theme, the Cities of the Pearl’s theme would be wealth and trade. Six cities line the western shores of the Golden Gulf, where wares from all over the Land of Fate and beyond are for sale. Some of the richest people live here, but so do the poorest due to a lack of social safety nets and usurious debtor’s prisons. In fact, the Cities of the Pearl rely on slavery less for labor and protection due to this practice, and the rich often hold bread and circus style feasts and celebrations to keep the lower classes from growing too despondent and resentful. The Cities of the Pearl have a regional rivalry with the Pantheist League sitting on the eastern shores, who regard the laissez-faire merchants as decadent ‘peacocks’* who strayed from the Law of the Loregiver.</p><p></p><p>*An insult in regards to the Pearl Cities’ more colorful array of clothes; only black fabrics are permitted in the Pantheist League.</p><p></p><p><strong>Ajayib, City of Wonders:</strong> This city is famous for its rich coffee, as well as being on the Caliphate’s western border. The al-Suqut Mountains stretch out to the sea, populated by monsters, outcasts, and Unenlightened tribes. The city in fact came to Enlightenment only recently, the current warrior-queen caliph being the second ruler to follow the Law.</p><p></p><p><em>Secrets:</em> The nearby mountains and cliffs descend deep into the Underdark, and communities of duergar and drow are hostile to foreigners. The rumors of both races gave rise to tales of an old ruined city whose inhabitants seek revenge on the civilized men who destroyed them long ago. This kind of contradicts the claim that Lotha/Lolth is a dead god if the drow are indeed still alive.</p><p></p><p><strong>Gana, City of Riches:</strong> One of the two cities which gave the region its name, Gana’s economy revolves around the pearl-diving industry. Some of the more well-to-do captains of diving ships utilize magic to allow divers to breath underwater for long periods. During the months where their primary luxuries are not in season, the people harvest frankincense from trees. The reigning Sultan, Yusef the Just, is not fond of concentrating power in any one set of hands for too long, and as such regularly rotates his court with many advisors with a high turnover rate. What’s notable is that the city’s chief judge can be ‘rented’ for a short term and readily dismissed if they prove too unpopular; perhaps not unexpectedly the current judge doesn’t always seek the heart of the matter in cases even if she is aware of it.</p><p></p><p>The city holds a 3 day Festival of the Pearl, a time of riotous feasts and celebrations. Fireworks, known as skyrockets, are particularly loved for their stunning explosions at night. The sultan presents a Great Task of the Pearl, where between now and the next pearl season people bring the most wondrous things they can find and present to a group of judges. The contestants give their items to the Sultan for ownership regardless of the results (such is the risk of partaking), but the winner gains land, monetary reward, magic items, or some other great favor from the city.</p><p></p><p><em>Secrets:</em> There are rumors that the sea mage, Al’ia bint Hazir, secretly bore the Sultan’s children. They are true, and four of them are being raised in seclusion in a monastery. They all have mixed feelings on their current predicament, and there are three scrolls with proof of their lineage. One is in Al’ia’s possession, a second in the library of the Grand Caliph, and a third was sent to Qudra but whose messenger never made it for unknown reasons. The Sultan has borne several children from concubines, although he does not recognize them as heirs, which is actually a large faux pas in Zakharan culture.</p><p></p><p>I’m a bit unsure as to why the Sultan is going to great lengths to hide his children. There’s no indication of an uneasy political situation or assassination attempts on previous heirs; if it’s for ideological reasons it seems a bit far-fetched as he could theoretically pass a law to impose term limits or something similar to the temporary judges. And Al’ia does not sound like she’s a noblewoman, so I don’t know why he’s hiding only their children and not that of his concubine’s as well.</p><p></p><p>Many divers have started disappearing as of late. People figure that the mysterious monster plaguing the city of Jumlat is responsible, although some believe this tale to be a ruse by a rival city who is in fact killing the pearl-divers. The Sultan promised 50,000 gold dinars* as a reward to whoever can unearth the truth.</p><p></p><p>*Gold and silver pieces in the Land of Fate are based on real-world currency used in the ancient Arab world. Dinars are gold, dirhams are silver, and copper pieces are known as bits.</p><p></p><p style="text-align: center">[<img src="https://i.imgur.com/dLrvWUz.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Jumlat, City of Multitudes:</strong> The other “true pearl city,” Jumlat has a rivalry with Gana. One it is winning, for it has a more lucrative pearl harvest. Its ruler Kara al-Zalim is known as the Fierce Sword of the Sea, and led many fleets against Gana’s own forces in raids before he was granted the throne (a departure from the normal ancestral heir). His court has two rather unsavory individuals. The first is Agat amir-Doth, an elven sorcerer who has a fetish for human women. He sets plans into motion to cut off particular women from their friends and family until they have little choice but to become his concubine out of economic necessity. The other figure is Ragi al-Makruh, a spoiled heir to a merchant empire whose assets are the only thing that make up for his lack of brains and charm. This is in spite of the fact that he’s a 19th-level Thief with the Merchant-Rogue class-kit.</p><p></p><p>The past three years have been tough on pearl-divers, with many ships ending up destroyed or lost at sea. Jumlat blamed Gana for this, but before things escalated to war a diver missing his legs washed up on a beach, speaking of a tentacled shark-like creature who intelligently hunted and destroyed the rest of his crew. The city’s sultan offered a reward of 100,000 gold dinars to whoever can find and kill the creature. Additionally, a mysterious avenger of the city’s poor known as Zulmat (“the Darkness”) has been attacking the cruel and corrupt figures in power.</p><p></p><p><em>Secrets:</em> Zulmat is a 14 year old girl inflicted with weretiger lycanthropy, whose older sister became the latest target of Agat amir-Doth’s twisted affections. Zulmat is recruiting a small but growing gathering of supporters among the populace, and has no knowledge of her altered form which acts on her desires for vengeful justice.</p><p></p><p>The tentacle-shark killing divers is in fact an aboleth who abducts sailors to enslave and mind-control them into expanding underwater caverns. There are either four such aboleths, who will avenge their kin if one is slain, or there is but one who will return as a ghost if killed.</p><p></p><p><strong>Sikak, City of Coins:</strong> Sikak is more known for fishing, but I suppose City of Fish is not as catchy a title. Sultan Magar al-Azim’s gnomish family is known for working directly alongside fishermen, which makes him seem more of a “man of the people” and earns the commoner’s trust and respect. His concubines and female relatives are noted as being the most beautiful in all Zakhara, and he has a large family of children, cousins, and siblings who fill important roles in the city’s bureaucracy. Its artesian wells have begun to fail, and Sikak employed dao and marid genies to help repair them.</p><p></p><p><em>Secrets:</em> Two things are on the minds of Sikak’s inhabitants. A holy slayer of the Grey Fire attempted to assassinate the Sultan in public but was killed by an ogre bodyguard. Two possible options are provided: one is that the Sultan is withholding tax tribute from the Grand Caliph, and one of his siblings arranged for the assassination to prevent a new ruler being appointed by Huzuz who will have no ties to the gnomish family. Another possibility is that the Grey Fire feels that the Sultan is not holding as good an example to their patron deity Najm, and feel that his heir would be a better fit.</p><p></p><p>The other major event is the discovery of a recent shipwreck off the coast of unknown age and origin. The shipwreck may be the result of a tragic calamity of fleets crashing into each other during a monsoon, or a downed experimental gnomish skyship holding treasure and monsters.</p><p></p><p><strong>Tajar, City of Trade:</strong> Whereas the other Cities of the Pearl have some kind of specialized local resource, Tajar is a jack-of-all-trades in its wares. In spite of such abundance competition is strict, and the merchants here look down upon haggling. Musicians can be found on all corners, often going for volume over talent in hopes of being noticed. Almost every business is in need of hired hands, so unemployment is low. The numerous artesian wells mean that only the poorest have to rely upon the nearby al-Adib River for their drinking water.</p><p></p><p>The current ruler is Sheikh Ali al-Hadd, whose father was a tyrant that sought to enslave the nearby desert tribes. During a local rebellion the Grand Caliph sent investigators, not reinforcements, who discovered the ruler’s guilt. The son has proven to be a fairer leader, although his only son Afzal is spoiled and egotistical to the consternation of Ali and the court. His daughter Sheera is more rational and serves as a sha’ir in charge of all things genie-related in the city. Adding to this political assortment is a mysterious traveling bard by the name of Dulcet Riqqiyah. She quickly befriended Sheera, but is still rather guarded about her background. Dulcet even went so far to wear magical items that counter divination spells at all times.</p><p></p><p><em>Secrets:</em> Dulcet is actually the granddaughter of the original tyrant sultan, and seeks to destroy the city from within. The dao that guards Prince Azfal is actually an assassin in waiting, and the only thing delaying this order is finding the perfect target to pin the blame. An alternative idea is that Dulcet is an adventuring bard unknowing of her true heritage, but a new sorcerer in the court hoping to kill the Prince hopes to pin the blame on her as the assassin.</p><p></p><p> I do feel that a secretive bard with anti-divination measures would be far too suspicious for a noble to befriend. Unless of course she had some means of leverage or favors that are too good to refuse. It’s a bit of a weak hook In my opinion.</p><p></p><p>A notable zookeeper known as Suelasta the Magnificent has come into town with a variety of fantastical creatures. The restraints in place are poor, so when they escape he’ll need to find suitable adventurers to track down the beasts and return them to him alive.</p><p></p><p><strong>Thoughts So Far:</strong> Both chapters paint evocative, distinct cities overflowing with adventure. I like how the Cities of the North have very different themes, with different official colors providing obvious visual cues. It’s a great place for PCs to adventure, be it dungeon delves in Qadib or sailing the high seas in the Corsair Domains. Umara and Utaqa’s position as having a heavy foreigner/barbarian presence provides for good means of integrating PCs from lands beyond Zakhara.</p><p></p><p>The Cities of the Pearl are not as varied in my opinion, but they still have a good mixture of adventure hooks. I am quite fond of the unknowing weretiger vigilante and the “multiple choice” hooks for plots. I notice that Zakhara’s high-magic nature persists beyond just the heart of Zakhara’s empire; magic is used in commerce and summoned genies are treated as valued assets for personal guards and public works projects. I feel that it really brings out the wondrousness of Abeir-Toril’s ‘high magic’ while not being as arbitrary and extreme as the default Forgotten Realms.</p><p></p><p><strong>Join us next time as we cover the final two regions in Zakhara: the conservative League of the Pantheon and the lands of the Ruined Kingdoms!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 7946199, member: 6750502"] [center][b]Chapter 7: Cities of the North[/b] [img]https://i.imgur.com/Ua3rtCi.png[/img][/center] Northwest Zakhara is the region which sees the most contact with the lands beyond the Caliphate. There are three major political blocs here: the militaristic city of Qudra ruled over by mamluks; the Corsair Domains which are a loose conglomeration of abolitionist pirates and enemies of Qudra; and finally the Free Cities, six city-states who pledge loyalty to the Grand Caliph but are more likely to be self-governing the farther they are from Qudra. A minor yet no less persistent group are the Hill Tribes to the south, Unenlightened holdovers who refuse to acknowledge the Caliphate’s authority and pantheon. They are both a common target for mamluk raids looking for children to ‘civilize’ as the next generation of slave-soldiers, and also attack settlements and outposts under the authority of Qudra and the Free Cities. Unsurprisingly it’s more common for commoners to own weapons due to the martial attitude of the region. Just about every city has an unofficial color associated with it as well. [b]Hafayah, City of Secrets:[/b] Recent political uprisings have left a sense of unease among the populace: its legitimate heir Princes Saba is only 8 years old, whose older siblings and parents met tragic ends at the hand of mysterious assassins. He was only put on the throne when it seemed like Qudra would invade to “restore order,” and a gnome advisor by the name of Uqban min Najm rules temporarily. Uqban has close ties to local religious institutions to aid his spy network, which spends most time turning local factions against each other in order to prevent any one group from seizing power. The city color is black, reflecting somber attitudes and mourning. [i]Secrets:[/i] The young prince has a fixation with abandoning politics in favor of being a classic “traveling hero righting wrongs.” Various tutors tried dispelling him of such fantasies to no success. The gnoll scribe and tutor Jamalia is responsible for his flights of fancy due to tales from her childhood. An adventure hook includes the Prince running away to live with desert nomads, and the PCs must rescue him given he has no idea how tough and dangerous this life truly is. [b]Hawa, City of Chaos:[/b] This is the only true city among the Corsair Domains. Half of its buildings rest upon stilts directly over the water, and the closest thing it has to a ruler is a “pirate king” who inevitably gets deposed every few years. The city council more or less rubber-stamps the pirate-king’s decisions. Much of Hawa’s local industry revolves around servicing the seabound trade, although various council members extract taxes from the population which are little more than protection rockets. Razor-sharp coral reefs capable of being terraformed by sea elf mages give Hawa a natural defense, and while wealthy members have their own private guards roughly half the populace will take up arms in the event of an invasion. Three notable political figures in Hawa include the legendary pirate Jayan ai-Jasir who once used a zaratan as a mobile island-ship; Grima al-Auni min Kor, a hill giant priest of Kor who is an evangelist hoping to bring proper values to the Corsair Domains and protects street children from the city’s many dangers; and Akura al-Hiyali, a sha’ir pirate captain fond of using genie servants in naval battles and seeks to depose Jayani as Pirate King. Hawa has no official color. [i]Secrets:[/i] A cult dedicated to Istishia (elemental god of water) is believed to be behind the disappearances of young people in the city. Grima hires the PCs to track down the missing youths and drive the cult off the island. [b]Liham, City of Soldiers:[/b] Liham is in close proximity to Qudra, and its standing army is supplemented by mamluks from said city. This has earned some unsavory insults among other courts of Liham being ruled by a spineless lapdog. Various rumors claim that it won’t be long before Qudra will outright move in and take over Liham, while others believe that the ruling caliph will petition the aid of other cities to make a show of force against Qudra and become truly independent. Some even believe that an illegitimate son of Liham’s caliph is in hiding, waiting for the day to come in and lead a popular revolt. The official color is red, garments often accented with black and white. [i]Secrets:[/i] Both Liham and Qudra prefer the current status quo, and there are no current plans for invasion or revolt. As to the caliph’s heir, their identity is left up to the DM and may even be a PC! [b]Muluk, City of Kings:[/b] This city’s ruling noble families trace an unbroken lineage to pre-Enlightenment times, earning Muluk its nickname. Prior sumptuary laws have been overturned by a Grand Caliph, and all can wear purple clothes freely. This has only added to the city’s reputation, and arrogance of its population. Even commoner citizens of Muluk view their city as being uniquely civilized in Zakhara due to their long and stable history. Its current rulers often play the other cities against each other, and this tradition dates back even to the First Caliph. Its ruler back then, Aswa al-Mutiq, chose an audience with the Caliphates’ messengers after hearing how other cities were overthrown for resisting the rising empire. He accepted the Law after five days and five nights. Stepping down, Aswa became an evangelist to spread the teachings to even more lands and was succeeded by his son. The official color is purple, the rare dye a favorite of nobility across Zakhara and beyond due to its rarity. [i]Secrets:[/i] Aswar al-Mutiq was said to be given great treasures and relics of Muluk’s pre-Enlightenment past to take with him on his journeys as a missionary. It is believed that said wonders reside in a legendary final resting place in the Furrowed Mountains. [b]Qadib, City of Wands:[/b] Qadib is home to the most numerous arcane spellcasters in northern Zakhara, beaten only by Huzuz and Rog’osto in the Ruined Kingdoms. Its sultan is an ancient elf whose majority of offspring are powerful elementalists like himself, and his court is home to many jann ambassadors and servants. Qadib’s many universities are dedicated to mundane as well as magical pursuits, making it a favorite destination for scribes and scholars, and its magical and military academies can field junior cadets and apprentices in times of war. Further adding to Qadib’s wondrous reputation is a literal undecity of catacombs dating to pre-Enlightenment times, holding caches of ancient magic and portals to realms far beyond the Land of Fate. The city’s official color is Uther, a yellow-orange pigment. [i]Secrets:[/i] Adventurers with rare items and tales can find themselves a warm audience in Qadib’s universities should they need to make use of their facilities. Qadib’s under-city has no canon ‘origin story,’ left instead to be filled in by the DM. Most of the better-explored areas have been previously looted by adventurers, where the lower levels are more lucrative and dangerous. There are rumors of a “mother lode” of treasure waiting to be found. [center][img]https://i.imgur.com/40b9DWd.png[/img] [i]To a foreign observer he may seem like just a dwarf with a sword, but this lone mamluk is but one of many building blocks in the wall of the Caliphate’s army.[/i][/center] [b]Qudra, City of Power:[/b] This is the most militarized city in the Land of Fate. Many generations ago a corrupt emir oppressed his populace to the point that the locals rebelled. As he was already on poor terms with the eighth Grand Caliph, it did not take long for the stationed mamluks to join the populace in overthrowing him. In recognition for their deeds, the mamluks were allowed to choose among themselves who shall be emir. This spawned a tradition of Qudra’s mamluk rulers, who traditionally rule for 20 year terms. The book notes that the position used to be for life, but there’s no mention of what caused the change. The emir’s court has representatives of the Caliphate’s different mamluk organizations, and include such icons as General Okin, an elf who worships Zann instead of Vataqatal which sets him apart from his peers. There;s also General Kalin, a human woman with a notable streak of white in her hair much like a legendary mamluk of old. Kalin has trouble cultivating this into a proper reputation on account of her brashness. Admiral Dus is a goblin whose mamluks are in charge of providing safe passage to ships, but the officer is rather slothful in his duties.* The mamluk naval units have a rather poor morale on account of a failed attempt at conquering the Corsair Domains five years ago. *Dus is also one of the few low-level authority NPCs, being a mere 5th level Mamluk Fighter. Much of Qudran architecture tends towards practical blocky stone buildings, with a giant chain in the harbor which can be raised to protect from naval invasion and outer walls carved out of granite to protect from landbound threats. Interestingly, much of the populace are civilians who support the elite mamluk units that act as both standing army and city watch. An authorized slave market holds Hill Tribe and northern barbarians along with criminals, and a group of spellcasters oversee the market to ensure that the innocent are not enslaved and that existing slaves are not mistreated (aka no law-abiding Enlightened, no physical torture). Over the past years the mamluks have had more difficulties gaining newer generations of slave-soldiers, so there are plans to rectify this: recruit from voluntary townspeople, or hunt for slaves farther afield. The local god Vataqatal has a mosque of his own: the Mosque of Blood is painted red with henna, while an Open Mosque which honors the various other Enlightened gods is blue. Strangely, I couldn’t find an official color for Qudra. [i]Secrets:[/i] General Adun was very boastful of his many military victories, which caused him to be overlooked in favor of a more humble leader while also placing him under the curse of the evil eye. He still bears a grudge for this, and is looking for ways to delegitimize the other generals in an attempt to elevate his own position. A sha’ir by the title of Mad Asham, once thought lost during a scouting mission in the Haunted Lands, appeared back in the city with a bout of amnesia that cannot be cured even by a genie’s wish. He speaks of a Whispering Doom, although there’s little specific details that can be coaxed out of him as to the specifics of this threat. [b]Umara, City of Knights:[/b] In recent times the unthinkable happened: the Astok clan, one of the Unenlightened Hill Tribes, laid a successful siege against the Free City of Umara. Its Khan, Ubar khel Muhif, took advantage of Umara’s previous failed war with Muluk to depose the ruling caliph and marry his daughter. But instead of burning down the city or leaving, he took over as the new caliph. The local mamluks recognized his legitimacy, and Ubar khel Muhif used his power to help rebuild the city. There is an uneasy peace in Umara, where the former nobles and merchant families are kept in place, while the Astok people are permitted to worship their own ancestor god Botu’Astok as a Common God while the Enlightened mosques are still allowed to attend to their flocks. The city’s official color is blue, although cobalt and turquoise are just as popular for textiles. [i]Secrets:[/i] There are rumors that the former caliph was exiled instead of executed after Khan Muhif listened to his wife’s pleas for mercy. But the truth is that the old caliph is indeed dead, slain in private by the Khan as a means of ‘keeping the peace’ with his new wife. He may very well send the PCs on a wild goose chase to find a man who no longer lives if it will keep troubling adventurers away from the truth. [b]Utaqa, City of Free Men:[/b] The northernmost city in the Caliphate is 200 miles away from the nearest city of Hafayah, which causes both visitors and inhabitants to feel that Utaqa is in a world of its own. Caliph al-Gandar was installed as a puppet-prince by Qudran mamluks, although he realized that he’d need to delegate much of his power to the citizenry and merchant houses to keep the wheels of government turning. As long as Utaqa maintains an effective border shield of the empire’s north, neither Qudra nor Huzuz have much reason to interfere. One council member, Chawus al-Rark, helps Corsair Domain pirates smuggle goods in exchange for immunity from their raids; Allena al-Ajami, a foreigner mage, serves as vizier and updates the court on all matters pertaining to barbarian outsiders; and On-Basi al-Garn is a scribe who helps “pretty up” reports on state affairs. He landed in hot water for claiming that Utaqan soldiers secured victory against a raiding party of yak-men. The foul monsters in the World Pillar Mountains heard of this insolence, and sent a warning by summoning a dao genie right into al-Garn’s bedchambers. Utaqa has a diverse mixture of Enlightened Zakharans and various foreigners, which results in a more pragmatic view on things: most of their priests are Pragmatists, and the city outlawed slavery to make it a safer travel destination for Unenlightened people. Foreign merchants who own slaves have their prisoners temporarily liberated while in town, and must pay their slaves as though they were employees while in town. Given that said merchants still hold all the money, this system can be easily abused. There’s also worry that inspectors from Qudra plan to arrive and judge the city’s ability to serve as the Caliphate’s shield. The city’s official color is white, representing purity. [i]Secrets:[/i] The yak-men’s agents are upping their ante in Utaqa, both via magic jar-bound bodies of their servants and even showing up themselves in heavy clothes. In the latter case, they disguise their horns as being part of a “horned helmet” and only travel the streets at night. [center][b]Chapter 8: Cities of the Pearl[/b] [img]https://i.imgur.com/2EkfQ6x.png[/img][/center] If the previous chapters’ cities were the rough, martial frontier theme, the Cities of the Pearl’s theme would be wealth and trade. Six cities line the western shores of the Golden Gulf, where wares from all over the Land of Fate and beyond are for sale. Some of the richest people live here, but so do the poorest due to a lack of social safety nets and usurious debtor’s prisons. In fact, the Cities of the Pearl rely on slavery less for labor and protection due to this practice, and the rich often hold bread and circus style feasts and celebrations to keep the lower classes from growing too despondent and resentful. The Cities of the Pearl have a regional rivalry with the Pantheist League sitting on the eastern shores, who regard the laissez-faire merchants as decadent ‘peacocks’* who strayed from the Law of the Loregiver. *An insult in regards to the Pearl Cities’ more colorful array of clothes; only black fabrics are permitted in the Pantheist League. [b]Ajayib, City of Wonders:[/b] This city is famous for its rich coffee, as well as being on the Caliphate’s western border. The al-Suqut Mountains stretch out to the sea, populated by monsters, outcasts, and Unenlightened tribes. The city in fact came to Enlightenment only recently, the current warrior-queen caliph being the second ruler to follow the Law. [i]Secrets:[/i] The nearby mountains and cliffs descend deep into the Underdark, and communities of duergar and drow are hostile to foreigners. The rumors of both races gave rise to tales of an old ruined city whose inhabitants seek revenge on the civilized men who destroyed them long ago. This kind of contradicts the claim that Lotha/Lolth is a dead god if the drow are indeed still alive. [b]Gana, City of Riches:[/b] One of the two cities which gave the region its name, Gana’s economy revolves around the pearl-diving industry. Some of the more well-to-do captains of diving ships utilize magic to allow divers to breath underwater for long periods. During the months where their primary luxuries are not in season, the people harvest frankincense from trees. The reigning Sultan, Yusef the Just, is not fond of concentrating power in any one set of hands for too long, and as such regularly rotates his court with many advisors with a high turnover rate. What’s notable is that the city’s chief judge can be ‘rented’ for a short term and readily dismissed if they prove too unpopular; perhaps not unexpectedly the current judge doesn’t always seek the heart of the matter in cases even if she is aware of it. The city holds a 3 day Festival of the Pearl, a time of riotous feasts and celebrations. Fireworks, known as skyrockets, are particularly loved for their stunning explosions at night. The sultan presents a Great Task of the Pearl, where between now and the next pearl season people bring the most wondrous things they can find and present to a group of judges. The contestants give their items to the Sultan for ownership regardless of the results (such is the risk of partaking), but the winner gains land, monetary reward, magic items, or some other great favor from the city. [i]Secrets:[/i] There are rumors that the sea mage, Al’ia bint Hazir, secretly bore the Sultan’s children. They are true, and four of them are being raised in seclusion in a monastery. They all have mixed feelings on their current predicament, and there are three scrolls with proof of their lineage. One is in Al’ia’s possession, a second in the library of the Grand Caliph, and a third was sent to Qudra but whose messenger never made it for unknown reasons. The Sultan has borne several children from concubines, although he does not recognize them as heirs, which is actually a large faux pas in Zakharan culture. I’m a bit unsure as to why the Sultan is going to great lengths to hide his children. There’s no indication of an uneasy political situation or assassination attempts on previous heirs; if it’s for ideological reasons it seems a bit far-fetched as he could theoretically pass a law to impose term limits or something similar to the temporary judges. And Al’ia does not sound like she’s a noblewoman, so I don’t know why he’s hiding only their children and not that of his concubine’s as well. Many divers have started disappearing as of late. People figure that the mysterious monster plaguing the city of Jumlat is responsible, although some believe this tale to be a ruse by a rival city who is in fact killing the pearl-divers. The Sultan promised 50,000 gold dinars* as a reward to whoever can unearth the truth. *Gold and silver pieces in the Land of Fate are based on real-world currency used in the ancient Arab world. Dinars are gold, dirhams are silver, and copper pieces are known as bits. [center][[img]https://i.imgur.com/dLrvWUz.png[/img][/center] [b]Jumlat, City of Multitudes:[/b] The other “true pearl city,” Jumlat has a rivalry with Gana. One it is winning, for it has a more lucrative pearl harvest. Its ruler Kara al-Zalim is known as the Fierce Sword of the Sea, and led many fleets against Gana’s own forces in raids before he was granted the throne (a departure from the normal ancestral heir). His court has two rather unsavory individuals. The first is Agat amir-Doth, an elven sorcerer who has a fetish for human women. He sets plans into motion to cut off particular women from their friends and family until they have little choice but to become his concubine out of economic necessity. The other figure is Ragi al-Makruh, a spoiled heir to a merchant empire whose assets are the only thing that make up for his lack of brains and charm. This is in spite of the fact that he’s a 19th-level Thief with the Merchant-Rogue class-kit. The past three years have been tough on pearl-divers, with many ships ending up destroyed or lost at sea. Jumlat blamed Gana for this, but before things escalated to war a diver missing his legs washed up on a beach, speaking of a tentacled shark-like creature who intelligently hunted and destroyed the rest of his crew. The city’s sultan offered a reward of 100,000 gold dinars to whoever can find and kill the creature. Additionally, a mysterious avenger of the city’s poor known as Zulmat (“the Darkness”) has been attacking the cruel and corrupt figures in power. [i]Secrets:[/i] Zulmat is a 14 year old girl inflicted with weretiger lycanthropy, whose older sister became the latest target of Agat amir-Doth’s twisted affections. Zulmat is recruiting a small but growing gathering of supporters among the populace, and has no knowledge of her altered form which acts on her desires for vengeful justice. The tentacle-shark killing divers is in fact an aboleth who abducts sailors to enslave and mind-control them into expanding underwater caverns. There are either four such aboleths, who will avenge their kin if one is slain, or there is but one who will return as a ghost if killed. [b]Sikak, City of Coins:[/b] Sikak is more known for fishing, but I suppose City of Fish is not as catchy a title. Sultan Magar al-Azim’s gnomish family is known for working directly alongside fishermen, which makes him seem more of a “man of the people” and earns the commoner’s trust and respect. His concubines and female relatives are noted as being the most beautiful in all Zakhara, and he has a large family of children, cousins, and siblings who fill important roles in the city’s bureaucracy. Its artesian wells have begun to fail, and Sikak employed dao and marid genies to help repair them. [i]Secrets:[/i] Two things are on the minds of Sikak’s inhabitants. A holy slayer of the Grey Fire attempted to assassinate the Sultan in public but was killed by an ogre bodyguard. Two possible options are provided: one is that the Sultan is withholding tax tribute from the Grand Caliph, and one of his siblings arranged for the assassination to prevent a new ruler being appointed by Huzuz who will have no ties to the gnomish family. Another possibility is that the Grey Fire feels that the Sultan is not holding as good an example to their patron deity Najm, and feel that his heir would be a better fit. The other major event is the discovery of a recent shipwreck off the coast of unknown age and origin. The shipwreck may be the result of a tragic calamity of fleets crashing into each other during a monsoon, or a downed experimental gnomish skyship holding treasure and monsters. [b]Tajar, City of Trade:[/b] Whereas the other Cities of the Pearl have some kind of specialized local resource, Tajar is a jack-of-all-trades in its wares. In spite of such abundance competition is strict, and the merchants here look down upon haggling. Musicians can be found on all corners, often going for volume over talent in hopes of being noticed. Almost every business is in need of hired hands, so unemployment is low. The numerous artesian wells mean that only the poorest have to rely upon the nearby al-Adib River for their drinking water. The current ruler is Sheikh Ali al-Hadd, whose father was a tyrant that sought to enslave the nearby desert tribes. During a local rebellion the Grand Caliph sent investigators, not reinforcements, who discovered the ruler’s guilt. The son has proven to be a fairer leader, although his only son Afzal is spoiled and egotistical to the consternation of Ali and the court. His daughter Sheera is more rational and serves as a sha’ir in charge of all things genie-related in the city. Adding to this political assortment is a mysterious traveling bard by the name of Dulcet Riqqiyah. She quickly befriended Sheera, but is still rather guarded about her background. Dulcet even went so far to wear magical items that counter divination spells at all times. [i]Secrets:[/i] Dulcet is actually the granddaughter of the original tyrant sultan, and seeks to destroy the city from within. The dao that guards Prince Azfal is actually an assassin in waiting, and the only thing delaying this order is finding the perfect target to pin the blame. An alternative idea is that Dulcet is an adventuring bard unknowing of her true heritage, but a new sorcerer in the court hoping to kill the Prince hopes to pin the blame on her as the assassin. I do feel that a secretive bard with anti-divination measures would be far too suspicious for a noble to befriend. Unless of course she had some means of leverage or favors that are too good to refuse. It’s a bit of a weak hook In my opinion. A notable zookeeper known as Suelasta the Magnificent has come into town with a variety of fantastical creatures. The restraints in place are poor, so when they escape he’ll need to find suitable adventurers to track down the beasts and return them to him alive. [b]Thoughts So Far:[/b] Both chapters paint evocative, distinct cities overflowing with adventure. I like how the Cities of the North have very different themes, with different official colors providing obvious visual cues. It’s a great place for PCs to adventure, be it dungeon delves in Qadib or sailing the high seas in the Corsair Domains. Umara and Utaqa’s position as having a heavy foreigner/barbarian presence provides for good means of integrating PCs from lands beyond Zakhara. The Cities of the Pearl are not as varied in my opinion, but they still have a good mixture of adventure hooks. I am quite fond of the unknowing weretiger vigilante and the “multiple choice” hooks for plots. I notice that Zakhara’s high-magic nature persists beyond just the heart of Zakhara’s empire; magic is used in commerce and summoned genies are treated as valued assets for personal guards and public works projects. I feel that it really brings out the wondrousness of Abeir-Toril’s ‘high magic’ while not being as arbitrary and extreme as the default Forgotten Realms. [b]Join us next time as we cover the final two regions in Zakhara: the conservative League of the Pantheon and the lands of the Ruined Kingdoms![/b] [/QUOTE]
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