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Mythras Al Qadim

Started by Sable Wyvern, April 20, 2020, 10:58:36 PM

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Sable Wyvern

I'm assuming that someone here will find some value in this.

This is not intended to be a direct conversion of D&D/Al Qadim powers and abilities to Mythras. Instead, I've taken the general themes, combined them with my own interests and ideas, and created backgrounds, powers and the like, that are suitable for Mythras, and identifiably flavoured in an Al Qadim fashion.

The Sha'ir is probably the best example. One of the most recognisably unique features of official Al Qadim, they're a magic user that uses a jinn familiar to "fetch" spells for them on an ad hoc basis and, at higher levels, can summon and command more powerful jinn. My Sha'ir purely focuses on summoning, binding and command jinn.

And, on that note, lets kick things off with:

GENIES
Of relevance to the topic is Pete Nash's treatment of genies in Mythras, linked here for ease of reference: http://thedesignmechanism.com/resources/Fenix_213_RuneQuest.pdf

So, in AD&D, genies are elemental creatures. There are four types of greater genie, each linked to a specific element, and lesser genies. There's nothing inherently wrong with this, and it actually dovetails nicely into the focus on magic by elemental school within the setting, but it's not quite what I'm after.

Ask a random 10th Century Iranian to tell you about Jinn and, as best as my brief research has been able to determine, you'll probably get something pretty close to what the default Mythras Animism rules provide, with little need for modification at all.

I'm going to end up pulling bits and pieces from various sources and, hopefully, end up with something internally consistent, coherent, thematic and playable.

What are Jinn?
Humans were made from earth. The angels that serve the gods were made from light. Jinn were made from smokeless flame. Like angels, jinn are usually spirit creatures, invisible to humans. However, like humans, they are mortal and have free will. Jinn are capable of good or evil. Some are Enlightened, following the teachings of the Lawgiver, while others are Unenlightened and evil.

Normally, Jinn are invisible and insubstantial, able to pass through physical material. While in this form, they can only affect things in the physical world that they touch -- using telekinesis to move objects (as per Pete's write-up) or touching a target in order to affect them with a spell or other power, or to initiate spirit combat.

Jinn can manifest at will, becoming visible, but remaining insubstantial. While manifested, they can use their magic and most of their powers to affect the physical world, without have to touch a target (telekinesis still requires touch). While manifested, they are still mostly immune to non-magical affects, but iron/steel weapons can damage them, albeit with a maximum of 1hp of damage per hit.

Finally, they can take on physical forms. Although they are shapechangers, and can take on almost any form, most have a few preferred forms, and any form they take will include some tell-tale sign as to their true nature (human forms will almost invariably include some bestial features). While in physical form, they are affected normally by and can affect the physical world, although they retain most of their powers and abilities as well.

For the most part, jinn live their lives pursing whatever interests them, serving their leaders, helping their families, conducting crafts, raising livestock and doing the same sorts of things that humans would do. They are found mainly in more remote areas -- deep within the bleakest parts of the desert or beneath the earth. The vast majority of jinn are found in the jann tribes that roam the deserts and behave almost exactly like the human tribes, with the main difference being that the jinn inhabit the inhospitable, deadly centres of those deserts. While they are mortal, their lives are measured in centuries.

Jinn tend to be fickle and passionate, but can be of any disposition and attitude.

Types of Jinn

Free Jinn
The most commonly encountered jinn are the free jinn. These are jinn in their natural state, with free will and desires and interests that can more-or-less be understood by humans. They are divided into five classes, and their abilities basically match those described in Pete's document.

1. Imps
2. Jann (Foliots in Pete's doc)
3. Djinn
4. Ifrit
5. Marids

Ifrit and marids are almost always malevolent. Only a very few are Enlightened. At best, they tend consider themselves vastly superior to humans, even if they don't actively despise them. Imps are rarely Enlightened; they generally considered to lack the intelligence necessary to understand and embrace the Lore of the Lawgiver. Many Jann are Enlightened, and these are generally considered the easiest and safest jinn for humans to deal with.

A powerful jinn of it's type may be of one higher intensity than the default (so, a typical janni is Intensity 2, but an extremely powerful janni will be Intensity 3). A jinni two intensity higher than normal would be one of the most powerful of its type to have ever existed.

Tasked Jinn
A jinni that works at the same task for a century or two may find that they lose all sense of themselves, to the point where they lose interest in all things other than achieving perfection at their task. Jinn can also become obsessed with a particular facet of the world, or lose sense of themselves in other ways, becoming narrowly focused on a single thing. These sorts of jinn are much harder for humans to deal with, unless they can be presented with a task suited to their skills and interests, and paid/rewarded appropriately for their skill. Tasked jinn that are unable to perform their task tend to become insane.

A standard tasked jinn will have the same stats a free jinn, but with skills relevant to their task in the 100% - 150% range. Attempting to command a tasked jinn to some task unrelated to their area of interest will result in substandard effort and unwanted outcomes -- they will be far more aggressive at misinterpreting commands than even a free ifriti or marid.

Most tasked jinn are imps and jann, with a few djinn. Tasked ifrit and marids are extremely rare.

Jinn that have lost themselves in something other than a trade, profession or task are possible. Some common varieties are:

Sila
The sila are jealous seductresses. Most often jann, they spend most of their time in corporeal form. On a successful spirit combat attack, they can inflict Passion (love for themselves). Female sila generally expect limitless love and devotion from their chosen partner. When they grow bored and choose to move on, they leave a heartbroken suitor who may go mad, or at least take mad action to reuinite with the object of their live. Male sila tend to keep number of suitors.

Ghuls
It is unclear how a jinni reaches this debased state; the prevailing theory is that they are descendants of an entire jinn clan that was cursed. Ghuls spend most of their time in grotesque, physical forms. They lurk in and near graveyards and can be found in the wake of battle and plague, seeking out and feeding on corpses. They are also fond of fresh flesh, with a preference children. While they certainly have a base cunning that is not to be underestimated, most lack true intelligence. Those few ghuls who retain all the usual skills and abilities of a jinn can be deadly threats, and are often found leading packs of lesser ghuls. Any attempt to bind or negotiate with a ghul is all but certain to end in failure (if not the death of the magician who makes the attempt).

Desert Spirits
Probably need an appropriately themed name for these guys. Desert spirits are jinn that have lost all sense of themselves, to become the embodiment of the primal forces of the desert -- sand, wind and heat. Ifrit and marids are more common in this group than in other tasked jinn. These are treated essentially as Elemental Spirits, and are found mainly in sandstorms.

Boudas
Boudas are evil jackal spirits. The sneak into nomad or merchant encampments, where they (in physical form) bite a sleeping victim before fleeing. A bouda can engage any bitten target in spirit combat at any time, and they use this with their Cannibalistic ability to regenerate their MP as necessary.

Other Spirits
There are a number of other spirits that are often referred to as jinn, but are actually of different species. These creatures cannot be bound, summoned or commanded in the same way as actual jinn, but qareen and jenn are clearly related to jinn, while shayatans can be banished, exorcised, seen, manifested or engaged in spirit combat in the same way as jinn.

Qareens
There is some dispute about the exact nature of qareens. They are not affected by the magic of the sha'ir (other than the ritual whereby the sha'ir's personal qareen becomes a jenn), cannot be summoned or commanded and do not fit in any fashion into the normal hierarchy of jinn, yet in all other respects do seem to be jinn (as evidenced by the jenn). Wherever their true classification, the qareen is a spirit self or mirror self. Each person has their own qareen, which urges them to good or evil, as per it's nature.

Jenn
The first task of a Sha'ir apprentice is to undertake the ritual that moulds their qareen into a jenni. The resulting entity is no longer bound to the character, becoming truly independent entity similar to a small jann in both power and disposition. [For game purposes, this is likely to be an Intensity 2 Fetch that can roam freely, cast some Folk Magic and has one random fetch ability. More details to follow later].

Shayatan
Shayatan are demonic spirits of smoke, created by Iblis, the greatest and most evil of all jinn, who rose up against the gods themselves. Shayatan are spirits of madness and disease, curse spirits and the like. Like jinn, they can manifest and take on corporeal forms. It stands to reason that arts similar to those of the sha'ir could summon and bind shayatan, should someone be foolish enough to try but, if such an art ever existed, it seems to be long lost, or closely guarded by whatever small, foul cults to Iblis remain in this Enlightened age.

Sable Wyvern

SHA'IR

The sha'ir are magicians that specialise in the summoning, binding and commanding of genies. For the most part, the default rules for Animism will apply, but with some notable exceptions. Trance is renamed Conjury.

Ranks
Apprentice (Gift: Jenn)
Adept
Sha'ir
High Sha'ir (Gift: Permanent Focus)

Spirit Combat
It costs 1 AP to initiate spirit combat. A character initiating spirit combat does not attack at the same time. The AP is spent purely to establish the magical link necessary. The link remains until one combatant is defeated, or selects the Withdraw special effect.

Damage is to MP. Any excess damage with the final attack goes to Fatigue (as I have chosen to apply to all uses of magic). Obscure is not available as an option. Withdraw breaks the spirit combat link.

Spirit combat can only be initiated within POW meters. Once engaged, the combatants may not move further apart then the POW of the highest combatant until the combat ends. While engaged in spirit combat characters can continue to engage in any other activity as normal -- there is no penalty to any other activity, other than any AP lost to spirit attacks and defences.

While jinn can be potent, they are relatively easy to drive off through spirit combat by a powerful sha'ir who is not taken by surprise.

Finding and Summoning Jinn
Assuming the sha'ir is not attempting to negotiate with a jinn met in the wild, they will need to establish initial contact. Knowing the name of a jinni is an essential step in any summoning. A sha'ir need not know the name of jinni in order to bind or call it forth from a binding, or to command it, but the name must be known in order to bring it into their presence if it is not already there.

The initial summoning follows the same basic rules as for Animism. However, instead of have a commitment of experience rolls to establish an alliance after a successful negotiation, the cost is paid in advance as part of the research to discover a name. The sha'ir can specify the class of jinn being sought (imp, janni, ifriti, etc ...) and pays the cost for the default Intensity. This will also require weeks or months of research with suitable materials at hand. Names provided or found through general gameplay will generally not require any cost in experience rolls.

The initial summoning requires a prepared area, with magical circles and inscriptions, candles, incense, ritual phrases etc ... The cost is 1MP per Intensity of the summoned jinni. If the jinni is a higher Intensity than expected, this will become apparent at this time.

Once the jinn has appeared, the sha'ir has three options: negotiate, compel a service, or bind.

Negotiation is the only option that does not require spirit combat. Often, the intent of negotiation is to convince the jinn to respond to calls for aid in future. If the sha'ir wishes the jinn to perform a task immediately, the cost is likely into include never calling upon that jinni in future. Should such a bargain be broken by the sha'ir, they can expect retribution, and distrust from other jinn. It is possible that a jinn will simply refuse to agree to terms, or set a price the sha'ir is unwilling to meet. If so, the sha'ir can still endeavour to compel a service.

Binding follows the standard rules. However, the jinn foci (fetishes) used by sha'irs are almost exclusively items of quality workmanship, usually jewelry. Cloth, twigs, leather, random pretty stones and the like are not serviceable items for the binding of jinn.

Compelling a service follows the exact same process but the Compel Bargain special effect is used. However, there is no bargain here -- the sha'ir is not obligated to do something for the jinn. Again, this process can be used to ensure that the jinn responds to future calls.

Calling on a Binding or Promise of Service
Calling on a bound jinn follows the exact same rules as for spirits, as does summoning a jinn that that has agreed to respond to further calls for aid.

Bound jinn will almost always be hostile. Some few may be neutral, but it is extremely unlikely for a bound jinn to be treated as allied. It is not necessary to spend a magic point or make a binding check to return a neutral jinn to it's focus. In any event, bound jinn will always progress towards hostile over time. A bound jinn cannot damage it's own focus, although it can encourage others to do so. A jinn who cannot be returned to it's focus (due to a failed binding check) is likely to be a minor nuisance in various ways.

Jinn that agreed to respond to further calls will generally be treated as Allied or Neutral when later summoned, depending on their nature and the nature of the negotiation. Jinn that were compelled to respond to further calls will generally be neutral or hostile.

A note on interpretation of commands
PC sha'irs are liable to be dealing with a lot of hostile jinn, and the nature of language is such that any command (no matter how carefully worded) can be willfully misinterpreted with little effort. Jinn (and sha'ir characters) are potentially extremely powerful, with access to a wide array of easy-to-use sorcery. It is my intent to use misinterpretation to limit effectiveness and reign in excesses, not to outright screw players. An ifrit commanded to "attack my enemies" may use wrack on two different enemies on subsequent turns, for example, and consider the task satisfactorily completed. This unarguably meets the letter of the command, and is reasonably close to the spirit. The jinn disappearing for six months to kill childhood foes, the guy that stole your girlfriend, someone planning legal action and anyone that pissed you off in the last year would be hilarious, especially since the jinn would be busy letting witnesses know exactly who sent it on it's mission of death, but I would limit that kind of behaviour to bound ifrit and marids, the command would probably need to specify "attack all my enemies" and it's still the sort of thing that needs to be used sparingly, unless the PC is being extremely reckless or arrogant.

Use of Conjury and Binding
Novice: Can see invisible jinn with a successful conjury check. May take offensive actions in spirit combat, but cannot initiate spirit combat or use Compel. Can command bound jinn (albeit, most likely weak ones, and not reliably).
Apprentice: Can freely see and communicate with invisible jinn. Can summon and bind jinn. Can initiate spirit combat with a manifested or corporeal jinn.
Adept: May be able to detect stealthy or possessing jinn, or identify a corporeal jinni as such, with a conjury check. Can initiate spirit combat with any jinn.
Sha'ir: Can cause an invisible or corporeal jinn to manifest with a Conjury check, opposed by Willpower. Can allow others to see invisible jinn, for 1MP.

Permanent Focus
A High Sha'ir can make a permanent focus. This is an item (such as a lamp or ring) that acts as a normal focus, with the following exceptions:
  • No binding skill is necessary to call forth or command the bound jinn. The jinn will always obey the commands of whoever possesses the focus.
  • The permanent focus does not count against the sha'irs maximum number of bindings.
  • The bound jinn can move as far from the focus as necessary to complete it's task, and will return to report back on completion of a task.
  • The Sha'ir permanently sacrifices a number of MP equal to the Intensity of the bound jinn. These can be regained, if the jinn is released.
  • Any attempt to free the jinn from it's binding is opposed by the sha'ir's binding skill (as it was at the time the focus was created). Any otherwise successful attempt to break the binding will send the jinn back to the focus instead. However, destruction of the focus will release the jinn. The jinn cannot take any action to destroy its focus, or encourage anyone else to do so, but need not actively defend it.

Sable Wyvern

JENN
In the original version of the Sha'ir, a gen is the key component of the class. At higher levels, sha'ir get limited abilities to summon and control genies, but mostly they just rely on their gen. Sha'ir have no spells, but, any time they want to cast something, they send their gen off to hunt down the spell. if the spell they are after is something a magic user of the sha'ir's level could normally cast, the search is resonably quick (minutes) and reasonably likely to be successful. If it's higher level, or a cleric spell, the search takes longer, and is more likely to fail. The sha'ir has something like 30 minutes to use the spell, once the gen returns, or the power is lost.

None of that is remotely relevant to my sha'ir. However, the gen's are cool enough that I wanted to include them anyway.

As already mentioned, a gen is going to be treated more-or-less like a fetch. In addition to one random fetch ability, they will get a few random folk magic spells, some Lore (Genie) that can be used independently or to enhance the sha'ir's own skill. They will have their focus, but will not usually require MP or binding checks to be brought forth. They are also free to roam as far as is required. They will have POW equal to their sha'ir.

Each night (or during the normal rest period for the sha'ir), a jenn needs to retreat to it's focus to rest. It recovers 3MP per night (equivalent to a magician in this campaign who meditates in ideal surroundings for six hours, with incense, candles etc ...). If the sha'ir needs to summon their jenn during this time, a binding check is required.

On success, the jenn appears, but is tired and grumpy, and is likely to spend at least 5 - 10 minutes griping and complaining before getting on with whatever task is required. If the situation is dire, it will act immediately, but gripe all the louder, and for longer. In addition to not regaining MP, the next day, the jenn will be lethargic and remain grumpy.

If the jenn does not respond to the summons, it will still be sullen and resentful the next day, for having it's rest disturbed.

Jenn also require payment -- they do not like to feel like slaves serving their master's whim without reward. Braziers, hangings, paintings, rugs and the like are all appreciated to help furnish their homes and make them feel comfortable. A given jenn may have particular interests and preferences in this regard.

Jenn also love to be praised, and want to be front and centre in all activities. They expect to be introduced to associates and involved in discussions. If not, they are likely to butt in regardless, or make a passive-aggressive nuisance of themselves somewhere nearby, although they understand when a situation is immensely serious, and would not put their sha'ir in grave danger or ruin a critical enterprise unless thoroughly mistreated.

As with all jinn, jenn do have a tendency to sometimes interpret instructions in a less than ideal fashion. This is rarely malicious -- it is likely to be done because the jenni thinks their interpretation will be amusing, because they're grumpy and want some mild revenge, or simply because they forget that their sha'ir is not an all powerful magician all others are in awe of, and don't stop to think that demanding things in their name might have repercussions.

A shai'r can communicate with their jenni, as well as share their senses, out to a range of POW x 2m.

Sable Wyvern

THE EVIL EYE
The Evil Eye is fairly integral to the setting.

The Evil Eye can be inflicted in the following ways:
  • By low-level magic
  • By a nearby genie who hears you being prideful/boastful/arrogant and wants to teach you a lesson.
  • By offending spirits and genies in other ways, such as tomb robbing or oath-breaking.

In D&D version the following mechanics apply:
-2 to all saving throws, -2 to all proficiency and ability checks. NPC reactions are indifferent at best, never friendly.

The Avert Evil Eye spell offers complete protection if not already under the influence, but once afflicted a Remove Curse or Quest is the only way to remove it.


My thoughts for representing it in Mythras:
Afflict Evil Eye and Avert Evil Eye are Folk Magic spells. Both require a small glass bead to be enchanted and sewn into an item worn by the recipient, or a crushed version to be drunk. Both will only last 24 hours, as per usual Folk Magic, although the Afflict version can be combined with Curse. Removing the bead from your person will also eliminate the effect.

Dismiss or Neutralise magic will remove an extant effect, but other defensive magics will not prevent the effect in the first place. Magnitude can range from 1 for the Folk Magic version, up to 10+ for other forms (I'll probably go with twice Intensity for Genie-inflicted versions, and roll 2d6 for random passing genies). Placating the source will also do the trick (which may involve crying out in the hope that the jealous genie is listening and interested in anything further you have to say).

Effects of the Evil Eye: All skill checks one degree of difficulty harder. Critical success not possible on any social interaction checks, due to a suspicious/malevolent aura. May not use Luck Points.

Sable Wyvern

There are five sorcerous paths in my version of Mythras Al Qadim -- four elemental paths, and the "meta-magic" path of wizardry. Most sorcerers will specialise in a single path, although learning a second is viable for the dedicated.

FIRE MAGIC

Gifts
Adept: Ignite (Ignite/burn by touch, at will. Intensity 2 for Adepts, 3 for Mages, 4 for arch mages)
Archmage: Immunity to Flames (Complete immunity to natural and magical fire)

Common Folk Magic Options
Cool, Extinguish, Firearrow, Fireblade, Heat, Ignite

Spells
Apprentice
  • Project Sight [Via flames, at least campfire-sized]
  • Fire Resistance [Damage resistance, vs heat and flame only]
  • Fire Truth [Intuition, in the presence of a flame enchanted via this spell]
  • Mirage [Phantom Sight. The image created shimmers, as with heat haze]
Adept
  • Animate Fire
  • Flaming Weapon [Damage Enhancement]
  • Sculpt Flame
  • Char Flesh [Palsy]
Mage
  • Banish Djinn [Because Djinni were created from smokeless fire, if you're wondering]
  • Incinerate [Wrack]

SAND MAGIC

Gifts
Apprentice: Traceless Passing (leave no tracks in sand, gravel, loose earth)
Mage: Sandform. (Can change physical form to sand. Limited locomotion while in such a form. Precise details still be be determined.)

Common Folk Magic Options
None in particular.

Spells
Apprentice
  • Damage Resistance
  • Shifting Sands [Hinder, as long as the target is on sand, gravel or loose earth]
  • Sand Summons [Summons, but the caster requires an amount of sand equivalent to the size of the object to be summoned]

Adept
  • Sculpt Sand and Earth
  • Animate Sand
  • Sand Step [Teleport, from and to sand/earth/stone only]
  • Passage [Loxomodric Phasing from Monster Island, through sand/earth/stone only]

Mage
  • Transmogrify to Sand [By default, can only be used on inanimate materials. In order to unlock the ability to use the spell on living targets, the mage must conduct a ritual in the midst of a sandstorm. Some part of the body (usually, the left hand) must be left uncovered, and will have the flesh stripped away. A sand mage with a mangled, useless left hand is to be feared.
  • Sandsmother [Smother, but with sand filling the lungs. Would prefer a better name for this one.]

SEA MAGIC

Gifts
Adept: Affinity of Waves (Swimming increased to 100%)
Archmage:  Wellspring (Not the default version from Mythras. This brings water to the surface, in significant quantities, for a decent period of time. Details to be confirmed)

Common Folk Magic Options
Dry, Extinguish, Find Water

Spells
Apprentice
  • Abjure Drinking
  • Breathe Water [A modified Abjure Breath, essentially equivalent to the Theist Breathe Water]
  • Water Vision [Perceive Sonar]
  • Float [Fly, but for moving on/in water]

Adept
  • Animate Water
  • Dominate Sea Creatures
  • Sculpt Water
  • Project Sight (Through or across water only)

Mage
  • Shapechange to Sea Creature
  • Drowning (Smother, with water)


WIND MAGIC

Gifts
Adept: Ignore penalties to ranged combat for wind conditions.
Arch Mage: Call Wind (as the Theist spell). Precise details of usage to be confirmed.

Common Folk Magic Options
Breath, Deflect, Mobility, Ventriloquism

Spells
Apprentice
  • Haste
  • Phantom Sound
  • Guidance [Bypass Armour, applicable to ranged weapons only]
  • Safe Breath [Abjure Breath, for the purposes of ignoring airborne pollutants and toxins only]

Adept
  • Attract Missiles
  • Animate Air
  • Dominate Birds
  • Smother

Mage
  • Fly [Can be cast on self while unencumbered, or a single inanimate object which cannot carry a load, or on a carpet which can then carry a load up to the normal weight limit for the spell]
  • Shapechange to Bird


WIZARDRY

Gifts
Adept: Power (+1d6 POW, to max 18)
Mage: Potency (Automatically recover 1MP per day, in addition to any others acquired via meditation/sacrifice/other)

Common Folk Magic Options
To be confirmed

Spells
Apprentice
  • Mystic Sight
  • Mark
  • Spell Resistance
  • Neutralise Magic

Adept
  • Castback
  • Protective Ward
  • Store Manna
  • Power Sink [Diminish POW]

Mage
  • Enchant
  • Power Leech [Tap POW]

Sable Wyvern

Some basic character gen stuff:

CULTURES

Nomad
These are Bedouin-style nomads, known in the setting as Al-Badia. They are drawn into two major groups -- the Al-Badia of the High Desert and the Al-Badia of the Haunted Lands, being the two deserts of the setting.

Standard Skills: Athletics, Endurance, First Aid, Locale, Perception, Stealth, Ride
Professional Skills: Craft (any), Culture (any), Language (any), Lore (any), Musicianship, Navigate, Survival, Track

Mamluk
Mamluks are slaves, but slaves who are capable of rising to significant positions of power. They are trained (and indoctrinated) in the city of Qudra, which they rule. Most mamluks are raised to be soldiers, with the best of them being trained as cataphracts, but they also make able administrators and bureaucrats. They are renowned for their loyalty to the Grand Caliph (first) and their owner (second). Each mamluk belongs to a particular "society", which is assigned on their arrival into Qudra. Loyalty to their society is close third to their loyalty to their owner, and it is a condition of sale that mamluks be assigned to units of their own society. Mamluks units are rewarded well for success in battle, and individual mamluks can expect financial rewards and other benefits -- prestige, luxury, slave girls, etc ... for acts of bravery and distinction. This, combined with indoctrination from a very young age, makes them extremely reliable. While there are exceptions, few mamluks are willing to shame their society with cowardice or disobedience. They are also not cheap, and those caliphs, emirs and the like who can afford mamluk troops typically know better than to treat them like common slaves.

In my game, a mamluk PC is only likely to be allowed as the property of a PC with a high-ranking background, which will obviously require two players that are comfortable with agreeing to these roles.

Standard Skills: Athletics, Brawn, Endurance, Locale, Ride, Willpower, Extra Combat Style
Professional Skills: Bureaucracy, Courtesy, Craft (any), Culture (any), Language (any), Literacy, Lore (any), Musicianship

Urban
Civilised Zhakarans (Al-Hadar) are found primarily in or in close proximity to one of the 26 great cities of the realm. These use the normal civilised culture, but the eighth professional skill varies by city. I did this because I realised I needed to add Folk Magic as a cultural option for Huzuz (and subsequently noticed a number of other cities where this could also be justified), and then decided the best way to deal with this would be to give each city a relevant eighth skill. In many cases, there was no obvious choice, or the local specialty was already covered by an existing skill, so some have been chosen entirely arbitrarily.

Interestingly, while the Land of Fate setting book makes it clear that many people in Huzuz learn a spell or two, there is absolutely no mechanical support for this (although it would be expected that the DM just gives NPCs a spell or two as required, there's no process for dealing with PCs in this way). Fortunately, Myrthras comes with a solution ready to go off-the-shelf, in Folk Magic.

Standard Skills: Conceal, Deceit, Drive or Boating, Influence, Insight, Locale, Willpower
Professional Skills: Art (any), Commerce, Craft (any), Courtesy, Language (any), Lore (any), Streetwise, Regional Skill

Regional Skills:

Ajayib: Musicianship       Huzuz: Folk Magic                 Qudra: Engineering
Dihliz: Sleight            I'tiraf: Bureaucracy              Rog'osto: Folk Magic
Fahhas: Bureaucracy        Jumlat: Culture                   Sikak: Seamanship
Gana: Musicianship         Kadarasto: Survival               Tajar: Culture
Hafaya: Bureaucracy        Liham: Bureaucracy                Talab: Culture
Halwa: Culture             Mahabba: Musicianship             Umara: Bureaucracy
Hilm: Healing              Medina al-Alyal: Musicianship     Utaqa: Oratory
Hiyal: Acting              Muluk: Oratory                    Wasat: Culture
Hudid: Folk Magic          Qadib: Folk Magic


Barbarian
The barbarian culture primarily refers to the hill tribes of the Furrowed Mountains in the north, but can also be used to represented the less civilised inhabitants of the Ruined Kingdoms and the scattered savages and raiders found in the Al Suqut Mountains in the west.

Standard Skills: Athletics, Brawn, Endurance, First Aid, Locale, Perception, Stealth
Professional Skills: Craft (any), Culture (any), Healing, Lore (any), Language (any), Navigate, Survival, Track

Islanders
This culture includes both the corsairs living in and around the city of Hawa, and the civilised folk of the Nada al-Hazan Islands, as well as any other civilised communities found in the Crowded Sea ( with the exception of Medina al-Alyal, which is Urban).

Standard Skills: Conceal, Deceit, Boating, Influence, Insight, Locale, Willpower
Professional Skills: Commerce, Craft (any), Culture (any), Lore (any), Language (any), Navigate, Seamanship, Streetwise

Primitive
The various primitive tribes found beyond the civilised regions of the Crowded Sea, such as the tribesfolk of Al Sartan.

Standard Skills: Athletics, Boating, Endurance, Locale, Perception, Stealth, Swim
Professional Skills: Acrobatics, Craft (any), Language (any), Lore (any), Musicianship, Navigate, Survival, Track


LANGUAGES
Midani is spoken throughout most parts of Zakhara. The precise dialect various from city to city and tribe to tribe, but communication between dialects is generally straightforward.

Other languages include:
  • Noga -- the traditional language of the Ruined Kingdoms, still used by the native populations.
  • Kadari -- a mostly lost language, formerly used in the Ruined Kingdoms
  • Languages of the Island Tribes -- a variety of related tongues used by primitive island tribes.
  • Affa -- a lost tongue, formerly spoken on Afyal
  • Arimas -- a number of closely related dialects spoken by the hill tribes of the Furrowed Mountains.
  • Gedrus -- language of the Al-Suqut barbarians.
  • Distant tongues -- a variety of distant societies have their own languages, which few other than merchants have any reason to learn.

CAREERS
For the most part, the default careers are adequate, but I have added a few new ones, and made a few minor changes to existing careers.

Careers which have been adjusted are:
  • Scholar: May take Folk Magic in place of one Lore skill.
  • Mystic (Sufi): Dance replaces Athletics
  • Warrior: Ride replaces Unarmed
  • Priest (Imam): Sing replaces Dance
  • Scout: Ride replace Swim
  • Agent: Acting replaces Language
The new careers:

Barber
Barbers are a curious mix of groomers, surgeons, storytellers and rumourmongers. They have a reputation for mixing genuine esoteric knowledge with absurd lies, and also for mental instability. Offend your barber by deciding to leave before their tales are done, and you risk them flying into a rage and slicing your throat then and there. Of course, the stories of mad barbers are mostly exaggerated, and insane murderous barbers are the exception, not the norm. Still, while the blade is at your throat, will you risk it? Many barbers like to move from place to place, gathering an eclectic range of knowledge and making sure they don't stay in any one place longer than their welcome lasts.

Standard Skills: Customs, Deceit, First Aid, Insight, Locale, Perception, Combat Style (Barber)
Professional Skills: Craft (Grooming), Folk Magic, Healing, Lore (any), Lore (any), Sleight, Streetwise

Hedge Mage
The hedge mage includes magicians who have failed to learn any higher magics (whether through lack of access or lack of ability), as well as charlatans with no magic at all.

Standard Skills: Customs, Deceit, First Aid, Influence, Insight, Locale, Willpower
Professional Skills: Acting, Commerce, Craft (any), Fold Magic, Lore (any), Oratory, Sleight

Kahin
The full discussion of Kahins (Idol Priests) will be found in a later post.

Standard Skills: Customs, Endurance, Influence, Insight, Locale, Willpower, Combat Style (Cultural Combat Style)
Professional Skills: Culture, Devotion (Idols), Exhort (Idols), Folk Magic, Lore (any), Oratory, Survival

Mullah
A mullah studies the Law of the Loregiver and Zakharan Custom in an attempt to fully understand the intent of the Law. They are the doctrinal experts of the Path of Enlightenment, and are generally highly respected members of the community, sought out regularly for advice on a range of topics. Further discussion of Mullahs will be found in a later post.

Standard Skills: Customs, Influence, Insight, Locale, Native Tongue, Perception, Willpower
Professional Skills: Bureaucracy, Courtesy, Folk Magic, Literacy, Lore (Law), Oratory, Teach

Rawun
Rawunin are lore-keepers, historians and storytellers of the Al-Badia. Traditionally, their histories are passed on via oral tradition, but as some tribesfolk have become settled, a separate tradition of rawunin that keep written records has established itself in the cities. Amongst the desert tribes, many sheiks and tribal elders have a rawun as a chief adviser, similar to a vizier. Less powerful rawunin, and those in the cities, are more typically fulfilling roles as entertainers and teachers. At some point, I will be developing an urban and a tribal Brotherhood for rawunin.

Standard Skills: Customs, Influence, Insight, Locale, Perception, Sing, Willpower
Professional Skills: Acting, Courtesy, Folk Magic, Literacy, Lore (any), Oratory, Teach

Sha'ir
The full discussion of Sha'irs can be found upthread

Standard Skills: Customs, Deceit, Influence, Insight, Locale, Perception, Willpower
Professional Skills: Binding, Conjury, Folk Magic, Language (any), Literacy, Lore (Jinn), Sleight


Note on Folk Magic: All careers with Folk Magic as professional skill allow starting characters to begin with one cantrip per 10%. Gaining Folk Magic as a cultural skill does not provide this benefit.

Sable Wyvern

COMBAT STYLES
This list is not designed to be completely comprehensive, but should cover the majority of circumstances, and provide a baseline for developing any additional styles as required.

It is necessary to define a few terms first:
  • Gerron: This is a leather-covered, wicker shield. Most will be figure-eight in design, although round versions are not unknown. I'm not distinguishing between the two shapes for mechanical purposes, and both types are covered by the same proficiency. Stats are the same as for the pelte.
  • Jambiya: This is a curved dagger. Every male 14 years or old generally carries one, and they are acceptable to carry almost everywhere.
  • Great Scimitar: This is primarily used for executions, and is not normally used in combat. It is not designed for the rigours of combat, and is significantly more vulnerable to damage than a broadsword or scimitar. (AP3, HP8)
  • Longsword: Forging techniques allow longswords to be made, but they are a little weaker (AP4, HP10) than scimitars and broadswords, and not particularly common.
  • Sagaris: A hafted cavalry weapon. One version has a small axe head and opposing spike, and uses battle axe stats (1-h only), the other is a hammer with opposing spike, and uses military pick stats. Any combat style including sagaris allows use of both versions.
  • Akinaka: A long dagger or short sword. Uses short sword stats.
  • Kontos: Xyston
  • Razor: Treated as a knife for all purposes except the Barber's exsanguinate style trait.
Many of my combat styles include options.
  • Sword: One of broadsword or scimitar. In some areas, falchion may also be an option.
  • Sidearm: One of akinaka, hatchet, jambiya or club (yes, the sword is the prototypical sidearm, but sword is the easiest catch-all term for swords, and that leaves sidearm as the best term for other backup weapons).
Common/Basic/Cultural Styles
Citizen Militia*
Short spear, sidearm, gerron

Qudra Citizen Militia*
(The Qudra milita is trained by mamluks, and are far more disciplined than the militia of any other city.)
Short spear, sidearm, gerron, formation fighting

Hiyal Citizen Militia*
(Hiyal is a manufacturing centre, and fits out it's milita with broadswords.)
Short spear, broadsword, gerron

Thug/Tough/Street Fighter§
Any three of jambiya, club, knife, hatchet, unarmed

Shepherd
Any three of staff, sling, club, jambiya

Hunter†
Short bow or sling, hachet, jambiya

Nomad Tribesman
(Al-Badia fight dismounted, and generally employ hit-and-run raids)
Sword or short spear, recurve bow or javelin, buckler, jambiya, cautious fighter

Jibal al-Hutut Barbarian
Short spear, side arm, javelin, gerron, unarmed

Al-Suqut Barbarian
Sling or short bow, sidearm, buckler

*May upgrade to Professional Infantry.
§May upgrade to Intimidating Thug or, if jambiya, knife and unarmed are selected, may upgrade to Knife Fighter.
†May upgrade to Expert Hunter

Professional/Advanced Styles
Assasin
Sidearm, jambiya, knife, unarmed, assassination, cautious fighter

Barber
Knife, jambiya, razor, do or die, exsanguinate (Endurance check to resist bleed from razor is hard)

Naft Nalastra Expert
Fire siphon, fire tube, sword or sidearm, gerron

Professional Infantry
Short spear, sword, side arm, gerron, unarmed, formation fighting

Sufi Dervish
Scimitar, staff, jambiya, unarmed, intimidating, sword dance (as daredevil, but acrobatics capped at dance and prone only on fumble)

Axeman
Great axe, unarmed, shield splitter

Swordsman
Any three of longsword, scimitar, broadsword and falchion, any one shield, unarmed, one of batter aside, blind fighting or defensive minded

Headsman
Great scimitar, intimidating

Infantry Archer
Recurve bow, sword or sidearm, buckler, ranged marksman

Skirmisher
Sling or javelin, hatchet, gerron, skirmishing, cautious fighter

Heavy Infantry/Jibal al-Hutut Barbarian Warrior
Sword, hoplon, javelin, unarmed, batter aside, formation fighting

Hoplite Infantry
Short spear, side arm, hoplon, unarmed, shield wall, formation fighting

Urban Light Cavalry/Caravan Guard/Mercenary
Recurve bow, sword or sidearm, buckler, cavalry archer (mounted skirmishing, mounted combat with bow only)

Urban Medium Cavalry/Caravan Guard/Mercenary
Recurve bow, sword, sagaris or mace, short spear or javelin, buckler, mounted combat (melee only)

Cataphract^
Kontos, sagaris or mace, short spear or javelin, buckler, mounted combat, horseback lancer

Marine/Corsair/Sailor
Falchion or scimitar, hatchet or akinaka, buckler or gerron, jambiya, unarmed, excellent footwork, swashbuckling

Marine Archer
Recurve bow, akinaka or hatchet, jambiya, excellent footwork, ranged marksman

Intimidating Thug/Veteran Street Fighter
Jambiya, club, knife, unarmed, unarmed prowess or knockout blow

Knife Fighter
Jambiya, knife, akinaka, unarmed, do or die, one of daredevil or defensive minded

Expert Hunter
Short bow or sling, hatchet, jambiya, ranged marksman

^Generally only taught to mamluks with 40% or more in Medium Cavalry. Never taught as a cultural skill.

Upgrading Combat Styles
Some basic combat styles can be upgraded. To upgrade during character generation, the character simply needs to select the new style as a valid professional style available to their career, or as their bonus/hobby skill. All points from the basic style are automatically transferred to the professional style. Upgrading at a later date costs three experience rolls, just like learning a new professional skills.

Sable Wyvern

I'm not overly impressed with the default details of religion in Al Qadim.

Essentially, you have Greater Enlightened Gods, Lesser Enlightened Gods, Savage Gods and Foreign Gods. Most people worship one or more of the Enlightened gods. In addition, you have Kahins, who believe that you worship whatever god you want, it doesn't really matter (and they're also quasi-druids); and the Temple of 10,000 Gods, which believes there is actually only one god with many aspects.

Within the hierarchies of the Enlightened gods, you have a mix of priests who are easygoing and want everyone to get along, you have priests who are only interested in their own god and prefer to keep to themselves, and you have (a significant number of) militant monotheist priests who believe that their god is the one and only and everyone should be converted.

And, somehow, all these religions (most of which have significant militant monotheist orders within them) have coalesced into a reasonably stable empire that recognises (to varying extents) the Grand Caliph as a quasi-divine emperor-authority, because he's descended from some woman known as the Loregiver who gave everyone a bunch of rules to live by (as provided to her by Fate), one of which states that everyone should believe in a higher, divine power of some kind. And that is literally about the extent of what the books have to say about her. She's clearly a Prophet-analogue, but exactly what she said and why everyone agree's it's so important is pretty much avoided.

I'm not buying it. Not without some changes and lot of blank spots filled in, anyway.

I considered the following options:
  • Going with a much closer analogue of real-world Islam, without miracle-wielding priests. But making that work, while sorcerers are throwing spells around, and competing dark cults have access to magic, was more effort than I wanted to deal with.
  • Going with a moderate, thoroughly benevolent implementation of Islam, with miracles. But, making a powerful, genuinely benevolent church with miracle-working priests didn't fit the mood and style I was after.
  • Having the Islam-analogue god have a light and dark facet, and tying the Loregiver to the benevolent side. That would work, but it wasn't inspiring me.
  • In the end, I've decided to stick fairly close to what's in the books, but I'm ditching the militant, proselytising monotheism that comes standard, and settling for a much more cohesive pantheon. Sure, if the local caliph has the goddess of art bless his army before it marches to war, and bless the harvest festival, and act as his sole adviser in economic matters, the priests of the god of courage and the the goddess of reward for hard work and the god of wisdom are going to express their displeasure, and there will be conflict between the sects. But most rivalries will be reasonably good-natured, with serious conflicts between cults the exception, rather than the rule.

There is a pantheon of greater and lesser Enlightened gods, and while there is some debate about which god fits where, the most significant disputes are regional, rather than local. Individuals may favour one or more gods over others, and there are numerous local gods venerated only within a single city or region but, with a few notable exceptions, people tend to be in agreement about what is and is not an Enlightened god.

The Loregiver, then, is the Emissary of Fate, who explained to the people of Zakhara that the Enlightened gods as a whole are embodiments of important spiritual ideals. The Laws set down by the Loregiver will be used by Fate to determine who enters paradise, and who does not. The Law encompasses traditional values, but refines them, and it also adds new ethical guidelines, and forbids some unenlightened behaviours that were once considered acceptable.

Further to that, veneration of the Enlightened gods is simply one part of the Path of Enlightenment. An important part, no doubt, but not the entirety.

The Path of Enlightenment is a cult to which all Enlightened citizens belong, and is separate to any Theist cult affiliation. All starting characters (unless they wish to be unenlightened) begin with a base value in Devotion (Enlightenment) and can develop it as a cultural skill. It also doubles as a passion. During play, improvement to Devotion (Enlightenment) must be accompanied by appropriate behaviour and adherence to the requirements of the faith.

The Four Pillars of Enlightenment are:
  • Acknowledgment of the power of the Enlightened gods and the value of the virtues they represent. Offering tribute and veneration to no other gods.
  • Praying, three times daily
  • Charity (One fortieth of all wealth, or equivalent)
  • A pilgrimage to the Huzuz
  • In addition, there are any number of other behaviours that are required, encouraged, discouraged or forbidden. The details of these behaviours are subject to human interpretation of the Law. Some interpretations are quite consistent, others vary from region to region.

So, to summarise the overarching structure:
  • The Law of the Loregiver provides the direction Enlightened people need in order to live virtuous lives and enter Paradise.
  • Within any given region, there is a reasonably clear understanding as to which gods are considered Enlightened. Conflicts between sub-cults are equivalent to disagreements between sects/orders within a religion, not opposed religions.
  • A given city or region will tend to have organised support for most or all of Greater Gods (although some will have a much stronger following than others) and numerous local/lesser gods.

There are three key roles in Enlightened society:
  • Enlightened -- this term applies to anyone who is a member of the Path of Enlightenment and who upholds the four pillars. All mullahs and imams are Enlightened, as is the majority of the population.
  • Mullah -- this term applies to those who are knowledgeable in Law and Custom. Mullahs study and interpret the Law of the Loregiver. Outside of urban centres, any knowledgeable individual with the support of the community may act as a mullah. Even within the somewhat more rigid urban hierarchies, anyone who can show a satisfactory understanding of Law and Custom can rightfully consider themselves a mullah.
  • Imam -- Imams are the priests of the gods, with the greatest knowledge of the gods to whom they are dedicated, and a detailed understanding of the proper forms for prayer. Anyone who leads prayer can rightfully refer to themselves as imams, although this role is usually held by those who have developed skills of devotion and exhortation to their god.

It is entirely possible to be a mullah but not an imam, or vice versa.


THE PATH OF ENLIGHTENMENT

Cult Skills: Devotion (Enlightenment), Lore (Law), Customs, Sing

There are two paths of advancement through the cult. Those who study Lore (Law) and Customs can advance as mullahs. Those who advance Devotion (Enlightenment) and Customs can advance as devotees. It is possible to advance in both paths. There is no Devotional Pool for those on the Path of Enlightenment.

Mullahs
Student (50% in key skills)
  • No special benefit, other than respect.
Mawla (70% in key skills)
  • Can act as a jurist, working with other mullahs to interpret Law.
  • Able to call upon Law to protect from jinn. If able to cast Jinnshield (folk magic), may do so as reactive action.
Mullah (90% in key skills)
  • Can chair a commitee of jurists, issuing respected statements regarding interpretation of Law.
  • Can drive out possessing jinn and shayatan, using Devotion (Enlightenment) for Spirit Combat.
Allamah (110% in key skills)
  • All Willpower checks are one degree easier
  • Immune to the magic and powers of jinn and shayatan
  • Can issue fatwahs (personal interpretations of law, without discussion in commitee)
Devotees of Enlightenment
Mumin (70% in key skills)
  • After fasting and praying at a mosque for one day, and making a hard Devotion check, can spend 1 magic point to gain one spell available to Aspirants of a god represented at that mosque. The spell can be cast once. The MP does not recover until the spell has been cast and expired, or is discarded.
Exemplar (90% in Devotion (Enlightenment), must have completed a pilgrimage to Huzuz)
  • After fasting and praying at a mosque for one week, and making a hard Devotion check, can spend 2 magic points to gain one spell available to Muezzins, as per above.
Wali (110% in Devotion (Enlightenment))
  • After fasting and praying at a mosque for one month, and making a hard Devotion check, can spend 3 magic points to gain one spell available to Imams, as per above.

Sable Wyvern

CULTS OF THE ENLIGHTENED GODS

Most imams dedicate themselves to a single god, although they can continue to venerate and pray to other Enlightened gods as members of the Path of Enlightenment. Imams follow the normal rules for Theists, with only the titles differing.

  • Initiate
  • Muezzin
  • Imam
  • Grand Imam
It is worth noting at this point that the Enlightened gods all espouse ideals that lie outside a normal good/evil dichotomy. They are exemplars of ideals that can be used for good or ill. It is the framework of the Law, as provided by the Loregiver, that is meant to ensure these virtues are employed for the betterment of mankind.

There are a multitude of lesser gods. The Cults of the Greater Enlightened Gods, as well as the Pantheon, are detailed below:

Hajama the Courageous
Hajama espouses courage and bold action.

Gifts
Muezzin: Immune to any effect causing fear or indecision
Imam: +1 Luck Point

Common Folk Magic Options
Disruption, Fanaticism, Might, Mobility, Heal, Vigour

Miracles
Initiate
  • Berserk
  • Heal Wound
  • Perseverance
  • Sacred Band
  • Steadfast

Muezzin
  • Consecrate
  • Thunderclap

Imam
  • Rejuvenate

Hakiyah of the Sea Breezes
Goddess of truth, reason and understanding.

Gifts
Muezzin: See through illusion
Imam: +1d6 to Int (to 18 max)

Common Folk Magic Options
Appraise, Calculate, Calm, Light, Magnify, Mindspeech

Miracles
Initiate
  • Behold
  • Dismiss Magic
  • Mind Link
  • Soul Sight

Muezzin
  • Consecrate
  • Cure Sense
  • Heal Mind
  • Pacify

Imam
  • Extension

Haku, Master of the Desert Wind
God of self-sufficiency

Gifts
Muezzin: Two additional levels of Fatigue before penalties begin applying
Imam: For 1MP (from Devotional Pool) may reroll any skill check. Must accept the new result.

Common Folk Magic Options
Cool, Coordination, Deflect, Might, Mobility, Pathway, Protection, Jinnshield, Vigour

Miracles
Initiate
  • Aegis
  • Reflection
  • Jinn Block
  • Steadfast

Muezzin
  • Chameleon
  • Consecrate
  • Heal Mind
  • Perseverance

Imam
  • Extension

Jisan of the Floods
This goddess, formerly a goddess of storms and fertility, embodies reward for effort.

Gifts
Muezzin: ?
Imam: Once per session, may improve level of success (Fumble to Failure, Failure to Success or Success to Crit) for 1MP.

Common Folk Magic Options
Appraise, Heal, Repair, Vigour

Miracles
Initiate
  • Perseverance
  • Ripen
  • Shield

Muezzin
  • Bless Crops
  • Cloud Call
  • Consecrate
  • Fecundity

Imam
  • Thunderclap

Kor the Venerable
Kor embodies the wisdom of experience.

Gifts
Muezzin: Fumbles provide +3% to skill values, instead of +1%
Imam: When the imam gives advice and spends 1MP, the person being directed may reroll the next relevant skill check they make.

Common Folk Magic Options
Alarm, Avert, Calm, Bladesharp, Might, Voice

Miracles
Initiate
  • Behold
  • Dismiss Magic
  • Perseverance
  • Soul Sight
  • True Axe

Muezzin
  • Consecrate
  • Exorcism

Imam
  • Extension

Najm the Adventurous
Najm encourages seeking out new experiences

Gifts
Initiate: The first time a standard skill is improved, no roll is necessary, and the skill improves by 2d4+2. When a professional skills is first learned, it gains an immediate improvement of 1d4+1.
Imam: +1 Luck Point

Common Folk Magic Options
Coordination, Heal, Pathway, Protection, Jinnshield, Vigour

Miracles
Initiate
  • Aegis
  • Behold
  • Heal Wound
  • Jinn Block
  • Steadfast

Muezzin
  • Consecrate

Imam
  • Extension

Selan the Beautiful Moon
Goddess of Art and Beauty

Gifts
Initiate: +1d6 to Charisma (to 18 max)
Muezzin: Increase one of sing, musicianship or art to 100%.

Common Folk Magic Options
Appraise, Cleanse, Glamour, Perfume, Polish, Tidy, Tune, Voice

Miracles
Aspirant
  • Backlash
  • Enthrall
  • Soul Sight

Muezzin
  • Consecrate
  • Fecundity
  • Moonspear

Imam
  • Extension

Zann the Learned
God of science and learning

Gifts
Initiate: +1d3 Folk Magic spells
Imam: +1d6 to Intelligence (to 18 max)

Common Folk Magic
Any and all

Miracles
Aspirant
  • Behold
  • Dismiss Magic
  • Mindblast
  • Soul Sight
  • Jinn Block

Muezzin
  • Consecrate
  • Exorcism
  • Heal Mind

Imam
  • Extension

The Pantheon
The Pantheist cities have adopted one of the strictest interpretations of Law. They also recognise only a limited number of gods, and claim that those gods outside of their Pantheon are unenlightened. Pantheist imams do not dedicate themselves to a single god, but to the Pantheon as a whole. Worship of unenlightened gods is barely tolerated at best, and frequently persecuted. Imams from other areas who are dedicated to a god of the Pantheon are generally accepted, although the feeling tends not to be reciprocal.

The Pantheon consists of: Hajama, Jauhar, Kor, Najm and Selan. (Jauhar is considered a lesser god outside the Pantheist League.

Gifts
Muezzin: Any one gift available to an initiate or muezzin of Pantheist god.
Imam: Any one gift available to a priest of Pantheist god.

Common Folk Magic Options
Varies

Miracles
Aspirant
  • Behold
  • Dismiss Magic
  • Jinn Block
  • Steadfast

Muezzin
  • Consecrate
  • Exorcism
  • Bless Crops

Imam
  • Extension
  • Excommunicate

Sable Wyvern

Something I realised while working on my mystic orders and reading up on Sufism was that I was starting to drift too far towards trying to reflect the real world. I'm making a fantasy world here, it's ok to be fast and loose with some concepts, and make character types that aren't historically accurate.

After I backed away from attempts to too closely model real world, the Sufi careers I ended up with were those below.

MYSTICISM

Sufism is a sect (or, more precisely, a group of sects) within the Path of Enlightenment that believe that strict adherence to their interpretation of the Path won't merely ensure entry into Paradise, it can allow one to feel the presence of Paradise and the peace promised by the Loregiver, in this life. The Peace of Enlightenment flows from the pure heart of the teacher to the student. Sufism is illegal in the League of the Pantheon, and considered heretical there.

Sufis believe that their practices are an integral part of Enlightenment; in fact, it is their position that that Sufism is not merely of equal importance to Law and Custom, but an interdependent facet of both. All Sufi orders believe strongly in ascetism, charity and prayer. Their prayers are followed by dhekev, which are prayer-like practices designed to reinforce their connection to the Peace of Enlightenment. Dehkev can be as simple as reciting a series of specific passages from the Law, with the assistance of prayer beads, through to meditation, dance and song. All of these things serve to cleanse the mind and allow it focus on the Peace of Enlightenment in the heart. Sufism, while it has many distinctive features visible to the outside viewer, and is often practiced in fellowship, is ultimately about self-reflection.

Sufis gather in khanqahs, which are usually built in the vicinity of mosques and schools, or near shrines to Sufi saints. Most khanaqahs double as hospices where travelling Sufis can rest. Other Enlightened visitors are generally welcome as well. Most orders have gatherings twice a week. In some areas, where Sufism is particularly well accepted, one weekly gathering will be held in public, where all are welcome and the various orders run a combined ceremony or rotate responsibilities, and the second will be a private gathering in their khanaqah.

Most Sufis do not progress past the level of aspirant, as the dedication necessary to become a true student is significant. An aspirant who wishes to progress within the order must dedicate themselves to (and be accepted as students by) a murshid or sheikh. After an initial initiation, assuming they are found worthy, they are granted their Sufi robe (khirqa), and become mureeds, members of the lineage of the great sheiks of the order, tracing a path back to the Wali who founded it. The founding Walis of each order were all Companions of the Loregiver.

All Sufis eschew luxury and and gaudy displays. As they say, an empty jar floats, but one full of gold sinks and is lost. This is not to suggest that vows of poverty are the norm (although some Sufis do take this road), but their possessions should be functional rather than ostentatious.

A Sufi's Devotion (Enlightenment) will always be equal to or greater than 50% of their Mysticism skill, and is increased to meet this level where necessary. In the event Devotion is reduced due to some sin or failing, wholehearted repentance and dedication will see it gradually improve to the minimum again. If the failing is great, some greater task may be necessary, and the Sufi will find all Mysticism checks Hard until they have atoned.

Sufi Ranks
Aspirant
Mureed (Student)
Disciple
Murshid (Master)
Sheikh (Sage)

The five main Sufi orders are:

Sufi Tadaakiyya
This order is most common amongst the Al-Badia, and most of their khanqahs are found along trade routes or outside city walls. Their most significant khanqah is located at the Oasis of the Desert Mosque. They are even more prone to introspection than other orders, with a especially strong focus on the self. All spend some time away from the comforts of home, living away from their tents or houses for days, sometimes weeks or months at a time.

Gifts
Mureed: Invisible while stationary in the desert (Formidable Perception to spot).
Murshid: Immunity to Sand Magic

Common Folk Magic Options
Avert, Avert Evil Eye, Cool, Deflect, Ironhand, Find Water, Jinnshield Warmth

Talents
Mureed
  • Invoke Denial of Sunlight
  • Augment Endurance
  • Augment Survival
Disciple
  • Invoke Denial of Food
  • Enhance Fatigue
  • Invoke Jinn Sight

Murshid
  • Invoke Denial of Water

Sufi Amanyya
The Amanyya value charity extremely highly, and all their members are expected to spend some time begging. However, anything they earn while begging must be provided to the poor. They are frequently found working in hospitals, and their kanqahs usually have a dormitories available for the destitute and those in need of aid.

Gifts
Mureed: Can cast Cure Sense, Cure Malady or Heal Wound, once per month, for 1MP
Murshid: Can cast Cure Sense, Cure Malady or Heal Wound, once per week, for 1MP

Common Folk Magic Options
Avert, Avert Evil Eye, Calm, Cleanse, Cool, Find Sickness, Heal, Preserve, Protection, Sleep, Tidy, Vigour

Talents
Mureed
  • Augment First Aid
  • Enhance Fatigue
  • Enhance Healing Rate

Disciple
  • Augment Healing
  • Invoke Immunity to Disease
  • Augment Endurance

Murshid
  • Invoke Immunity to Poison

Sufi Havvayya
The Havvayya have a special interest in Law, and a great many are mullahs. They are also philosophers, poets and students of science, who believe that reflecting on the magnificence of Creation is a key component in experiencing the Peace of Enlightenment

Gifts
Mureed: +25 to Literacy
Murshid: +1d6 to Int (to max 18)

Common Folk Magic Options
Calculate, Find Knowledge, Jinnshield, Translate, Witchsight

Talents
Mureed
  • Augment Lore
  • Augment Language
  • Augment Insight

Disciple
  • Invoke Awareness
  • Invoke Denial of Ignorance (allows Mysticism to substitute for a Lore skill, but with difficulty no easier than Hard.
  • Invoke Magic Sense

Murshid
  • Invoke Aura of Wisdom

Sufi Paimanyya
The Paimanyya teach that the study of oneself allows an understanding of others, and the ability to see into their hearts. To know oneself is to see all. Lying successfully to a Paimanyya murshid is next to impossible.

Gifts
Mureed: Polyglot
Murshid: Insight increased to 100%

Common Folk Magic Options
Befuddle, Calm, Demoralise, Fanatacism, Incognito, Mimic, Mindspeech, Voice

Talents
Mureed
  • Augment Customs
  • Augment Insight
  • Augment Willpower

Disciple
  • Augment Influence
  • Enhance Initiative
  • Invoke Indomitable

Murshid
  • Invoke Aura of Authority

Sufi Shadyya
The Shadyya are the most aescetic of the Sufi orders, moreso even than the Amanyya. Most own no more than they can carry on their person, giving all else away to the poor. They are also unusually militant, with a desire to bring the unenlightened to Enlightenment where possible, and to oppose those that threaten Enlightenment. Most learn the Sufi Dervish combat style, which is taught by their order, but they do not wear armour.

They also have a prohibition against attacking anyone who is Enlightened, unless they are struck first. This prohibition is even stricter than it may seem, as even a brigand, thief or cutthroat can be Enlightened (and many are), they are simply straying from the proper path.

In order to fight such a foe, without letting themselves be cut down first, a Shadyya can attempt to expose themselves just enough to allow a shallow cut or light blow. To do so, they make an Evasion check vs the attack. If they win, instead of being missed, they take 1hp damage (even if the attack would otherwise have missed). However, if they fail their check, they are struck a normal blow, even if the enemy failed their attack. If the enemy fumbles, there is no chance the Sufi will be struck, whether the Sufi passes or fails their check. Special effects apply just as for a normal attack and defence. This is not a normal evade, and the Sufi will not end up prone, regardless the outcome.

Grappling and other "soft" techniques are not forbidden, and do not require the Sufi to be struck first.

It should be noted that, while a Shadyya will not hesitate to fight and kill when necessary, bringing the unenlightened to Enlightenment is always preferred, as is leaving the unenlightened alive, that they might find Enlightenment in future. Only if the foe is considered an irredeemable enemy of Enlightenment is death the preferred outcome.

Gifts
Mureed: May use any weapon as part of any combat style, for 1MP per round.
Murshid: Mighty (add POW when calculating damage bonus)

Common Folk Magic Options
Bladesharp, Demoralise, Fanatacism, Heal, Might, Mobility, Pierce, Protection, Vigour

Talents
Mureed
  • Augment Endurance
  • Augment Acrobatics
  • Enhance Fatigue

Disciple
  • Invoke Denial of Bleeding
  • Invoke Pain Control
  • Enhance Initiative

Murshid
  • Enhance Action Points

Sable Wyvern

#10
KAHINS

Kahins, or Idol Priests, seem to be the Al Qadim druid-equivalent. I'm honestly not sure how they were originally meant to fit into the default religious structure -- my best guess is that no one put too much thought into building a coherent whole. I do like the basics of the Kahins and their beliefs as presented though, and I've taken some of the original concepts and gone in my own direction.

I considered treating them as normal Theists, but the default miracles available didn't really fit with the feel I was after. Of course, Mythras expects that you'll typically build a druid type character as an Animist. I toyed with that as an idea, but I'm already using the Animism rules for jinn, and I didn't want a completely separate, unrelated order of beings using the same rules. In the end, I've combined a bit of this and a bit of that, into something reasonably unique.

Kahins believe that divinity resides in all things. However, there are certain locations that act as a focus for divine energy and, in the distant past, many shrines and edifices were built that assist in channeling this energy in a way that people can use. Idols, then, are the statues, standing stones, shrines or other physical artefacts that exist in such places and which Kahins can use to tap into divine energy. It was in centuries past, when the religion of the Idol Priests dominated, that these Idols were created. Many have been lost or destroyed, and those few that remain are tended to by the remnants of the cult. The Idol Priests were already well in their decline when the Lawgiver rose to prominence, but they were still relatively common and well respected, and the Law chose not to speak directly as to their status. Thus, the general understanding of most Mullahs is that the practice of Idol worship is neither encouraged nor discouraged. Despite this, the faith has continued to steadily decline.

For most Kahins, their miraculous powers are limited to the use of Folk Magic, albeit with a higher degree of competence than other practitioners. Unknown to most (forgotten even to most Kahins), Folk Magic is actually the original magic of the Idol Priests. At the peak of their powers, Folk Magic was at least the equal of such high arts as Sorcery, Binding and Theism. All that is left these days are the simplest cantrips, wielded by practitioners have no sense of the true source and history of the petty magics they know.

Idols
Idols are divided into four categories, depending on their potency.
  • Petty: A petty idol has only a token connection to the greater divinity. Most such Idols no longer even exist, having been small, and thus easily lost, stolen or destroyed over centuries. All kahins carry one or more petty idols, which allow them to connect to any source of divine power, and help them recognise when they are in the presence of such a source. A petty idol will improve the potency of a kahin's Folk Magic, but other rituals will require something more powerful.
  • Minor Idol: Minor idols are typically small shrines, and are the most common. A newly discovered minor idol will often be in disrepair, but they are typically easy enough to bring back to a functional state. Kahin rituals carried out at a minor idol are Difficult
  • Standard Idol: Standard idols are generally crafted from natural features -- standing stones, ancient trees or a cliff face, for example. It will generally require significant effort to repair such an Idol if it is found in a non-functional state.
  • Great Idol: Great idols are imposing edifices: circles of giant standing stones, vast statues hidden in remote mountains, a series of buried rocks arrayed around an oasis or the like. Very few still exist, and those that do are tended carefully by local Kahins. Repairing a non-functional great idol is beyond the ability of modern kahins. At best, it could be brought back to the status of a standard idol, at great effort and expense. Kahin rituals carried out at a minor idol are Easy.

The Path of Idols

Cult Skills: Folk Magic, Devotion (Idols), Exhort (Idols), Endurance, Oratory, Survival

Cult Ranks and Gifts
Initiate
  • When in possession of a petty idol (or in the presence of any other functional idol), the magnitude of a Kahin's folk magic is equal to 20% of their Devotion (Idols). This essentially makes their magic harder to dispel than other folk magic.
  • Folk Magic can be learned from idols.

Acolyte
  • May bind one Idol Spirit, with Intensity no greater than 2.

Kahin
  • May bind two Idol Spirits, each with Intensity no greater than 3.

High Kahin
  • May bind three Idol Spirits, each with Intensity no greater than 4.

Rituals of Empowerment
Rituals of Empowerment can be carried out on nights of the full moon, and culminate at midnight. They can also be carried out on nights of the new moon, but are one difficulty level harder. The possible uses of such rituals are outlined below:

Learning Folk Magic
A successful Devotion (Idols) check provides the idol priest with a new folk magic spell (determined randomly from amongst those not already know). The ability to use this spell will last until midnight on the next full moon. Should the character spend two experience rolls before the deadline, the spell can be remembered permanently. Each idol will only provide any given character with one spell, ever. Once this ritual has been conducted successfully at a given idol, further attempts will have no result.

Refreshing the Devotional Pool
The Devotional Pool can only be refreshed at an idol through an empowering ritual. On a successful Exhort (Idol) check, the character can freely move MP to their Devotional Pool, up to their usual limit. The devotional pool is used to bind and call forth Idol Spirits.

Mastering an Idol Spirit
Mastering an idol spirit requires regular ritual and prayer at a standard or great idol, from midnight on the night of the full moon, until midnight of the following full moon, and the expenditure of five experience rolls. No skill check is required. Available spirits are guardian, medicine, elemental and nature (for the latter two, specific forms need to be specified).

Binding an Idol Spirit
Binding an idol spirit costs MP equal to the Intensity of the spirit, and requires a successful Exhort (Idols) check. Any type of spirit that has been mastered may be bound. Once an idol spirit is bound, the MP cost is tied up until the spirit is called forth or released, and that portion of the Devotional Pool cannot be refreshed. Calling forth a bound idol spirit costs 1MP, and a further Exhort check.

Idol Spirits
Idol spirits use the normal stats for spirits, but do not engage in Spirit Combat. They are not affected by spells or powers that affect jinn. Once called forth, they can be dispelled as normal magic (they are treated as having a Magnitude equal to twice their Intensity). For non-elemental spirits, they remain for a scene, or as long as required to perform the task for which they have been called. Once dismissed, they cannot be called forth again -- the kahin must rebind a new spirit.

Elemental spirits that have possessed the Kahin may only be dismissed with successful Exhort (Idols) check, at the cost of 1MP from the Devotional Pool per try. If not dismissed, at midnight, the Kahin will lose 1MP (from their regular pool, not the Devotional Pool) per Intensity of the spirit, and the spirit's Intensity is reduced by one. This happens each night at midnight, until the spirit is reduced to 0 Intensity, and vanishes. This could cripple or kill the Kahin from Fatigue loss (in addition to any other problems that might arise from being a raging elemental conflagration for days on end).

Sable Wyvern

GHUL LORDS

Ghul Lords are another magic user sub-class that is unique to the setting, and quite flavourful. They are versatile and have access to very potent magic, but pay for it with ability score deterioration. My ghul lords don't have the versatility of the original, but they still gain potency at the cost of physical capability, gradually withering away as they master higher arts.

Ghul Lords do not typically form cults, usually learning independently from grimmoires or as apprentices to a specific master.

The necromancy practiced by ghul lords is a form of sorcery, and uses the magical skills Invocation (Necromancy) and Shaping.

Magic Points
Ghul Lords have a Necromantic Pool which is used to power their spells. The maximum value of the Necromantic Pool is:

Apprentice: 1/4 POW
Adept: 1/2 POW
Ghul Lord: 3/4 POW
High Ghul Lord: POW

The ghul lord permanently loses a combined amount of STR, CON and SIZ equal to the maximum value of the Necromantic Pool. The losses can be distributed amongst the three characteristics as the player sees fit. Any temporary increase in POW that increases the maximum value of the pool must be accompanied by a temporary loss in STR/CON/SIZ to match the value of the increase. Should the value of the Necromantic Pool be reduced below it's normal value for some reason (eg, loss of POW), no STR/CON/SIZ is regained.

Losses to SIZ indicate the body becoming withered and cadaverous, as with the Tap Size spell.

Whereas any activity that would take MP below zero usually results in one level of Fatigue per excess MP, ghul lords suffer two levels of Fatigue for each excess loss from their Necromantic Pool.

The Necromantic Pool can only be replenished through blood sacrifice. MP gained are as follows:
  • Tiny Animal (eg, small bird, rat): 1MP
  • Small Animal (eg, cat, rabbit, small dog): 2MP
  • Medium Animal (eg, goat, sheep, large dog): 4MP
  • Large Animal (eg, deer, elk, cow, lion): 6 MP
  • Very Large Animal (eg, hippo, elephant): 8MP
  • Intelligent Creature: Sacrifice's POW

A standard ritual of replenishment requires 5 minutes per MP to be gained for animals, and 1 hour for intelligent sacrifices. A lengthier ritual, in which six animals (or people) are sacrificed takes twelve times as long, and replenishes double the usual number of MP. Only the value of the largest sacrifice made in a day is applied. Days begin at midnight, so a sacrifice can potentially be made immediately before and another immediately after midnight.

Additionally to sacrifice, a ghul lord can shed their own blood to refill their Necromantic Pool. Each point of the ghul lord's own Con sacrificed by personal blood-letting provides 1MP. Con lost in this way can be regained at any time, but it costs 2MP from the Necromantic Pool to recover one point of sacrificed Con. The maximum amount of Con that can lost to sacrifice in this way is equal to the maximum value of the pool.

Gifts
Adept: Speak with Dead. For 1MP, the adept can question a corpse, asking a question that can be answered with "yes" or "no", and will receive an honest answer. A ghul lord can ask two questions and a high ghul lord may ask three. The corpse can only reply with the knowledge that it had in life, but is not restricted to answering yes/no, and may choose to provide a more detailed response.

Ghul Lord: Necromantic Lore. For 1MP, a ghul lord can seek knowledge from the realm of the dead. Invocation (Necromancy) can be used as a substitute for any Lore skill, but the difficulty will be no easier than Hard. This is best performed with access to a corpse or graveyard. In the absence of such, a ritual taking up to an hour will allow an adequate connection to be made with the spirits of the dead.

Spells
Apprentice
  • Attract Undead
  • Castback
  • Damage Resistance
  • Repulse Undead
  • Sense Undead

Adept
  • Diminish CON
  • Diminish STR
  • Jinn Resistance
  • Revivify
  • Spell Resistance
  • Wrack

Ghul Lord
  • Hide Life
  • Tap CON
  • Tap STR
  • Tap SIZ
  • Transfer Wound

High Ghul Lord
  • Trap Soul
  • Undeath

Sable Wyvern

UNENLIGHTENED FAITHS AND DARK MAGICS

The Land of Fate setting books don't really deal with unenlightened faiths within civilised society, so I've drawn on the historical status of dhimmis. It's probably reasonably obvious, but I've drawn on Judaism and Gnosticism for my two dhimmic faiths.

DHIMMIS
Dhimmis are People of Fate -- those following a religion that recognises the pre-eminent role of Fate in all things, but which fails to correctly interpret the role of Fate and the gods in their lives.

Where as Enlightened subjects must pay zakat (a 2.5% tax that provides for the poor), dhimmis instead pay jizya, which is a tax paid in return for the protection of the state and the right to practice ones own religion. The amount of jizya varies from place to place. In the Pantheist League, it is often as high as 10%, while in most places it varies from 2%  to 4%.

Dhimmis are allowed to practice their religion, but are forbidden from proselytising or making obvious religious displays (displaying miraculous powers would fall under this restriction). They require permission to build or repair religious structures, and they are forbidden from owning Enlightened slaves (making slave ownership extremely difficult, as a slave simply needs to adopt Enlightenment to gain their freedom). They are typically forbidden from carrying weapons other than a jambiya, although exceptions are sometimes made (eg, for properly employed guards). An Enlightened man may marry a dhimmi woman, but a dimmi male may not marry an Enlightened woman.

Dhimmis are entitled to make use of their own legal systems for all civil matters and minor crimes involving only their own people, although they are also welcome to take any matter the Enlightened qadis -- in which case, they will obviously be judged according to the Law.

Estricism
The Estrians trace their lineage back to the same very early desert tribe that the Loregiver and the Grand Caliphs are said to have descended from. However, the Estrians left the High Desert and, after a period of travails spoken of at length in their holy writings, formed a small kingdom on the western shores of Suq Bay, with Aib as the capital. The Estrians continued to be harassed, conquered and taken as slaves by greater powers, until, some thousand years ago, the occupying power of the time responded to an attempted uprising by destroying their temples, taking many slaves, and relocating many other citizens by force.

With the rise of Enlightenment, many Estrians have returned to Aib, which they consider the land of their birthright, but was by then firmly part of the Grand Caliphate, and the Estrians have been forbidden from rebuilding their High Temple there.

Estrians have no interest in seeking converts or proselytising. They consider themselves the chosen people of Fate, destined to rule, and despite all that has beset them through the ages, many continue to believe that one day their time will come. They recognise the gods Hajama, Haku, Kor and Zann, but consider them to be servants of Jeshenu, the God of Gods who speaks for Fate. It was Jeshenu who revealed to the Estrians while they were still a nomadic people that they were Fated to form a great kingdom that would rule the world, as long as they worshipped him the prescribed fashion. The religion is seem by many as extremely legalistic, with Estrians forming individual bargains with Jeshenu, while the priests bargain and make covenants on behalf of their communities as a whole.

Estrian communities can be found in all the great cities of Zakhara, although their numbers are few in the Pantheist League.

Estrian Priestly Gifts
Imam: Given time and suitable materials, an Estrian Imam can make a golem and animate it with the power of Jeshenu.

Miracles
Initiate
  • Behold
  • Dismiss Magic
  • Reflection
  • Soul Sight

Acolyte
  • Consecrate
  • Heal Body
  • Exorcism

Imam
  • Excommunicate
  • Extension

Iilhilmicism
The Iilhilmics are an off-shoot of Estricism, considered heretical by the Estrians. Iilhilmicism broke from the belief that Fate had a special covenant with the Estrians, and instead claims that any individual that resists the temptations of the flesh and learns to embrace the spiritual can see the true face of Jeshenu and, through that, understand the strands of Fate. The Iilhilmics follow the teachings of Akamu, who was executed for his heresy, but whose spirit they say lives on, for he was the first to transcend the prison of flesh.

Iilhilmics are typically fairly aescetic, as they consider life to be constant struggle between the desires of the flesh and purity of spirit. They rarely partake of alcohol, and their sexual mores are extremely conservative.

The idea of finding a personal connection with the power of Fate resonated with many, and the Iilhilmics have communities in all major cities. Those in the Pantheist League tend be more austere than elsewhere, and their willingness to adopt the local norms has helped them avoid unwanted attention. While the religion was growing quite fast prior to Enlightenment, numbers fell fairly significantly as Enlightenment spread, and have been reasonably stable since.

Iilhilmic priests are treated as mystics, with the following ranks:

Initiate
Acolyte
Elder
Seer

Iilhilmic Mystic Gifts
Initiate: Polyglot
Elder: Oracle

Talents
Initiate
  • Awareness
  • Magic Sense
  • Enhance Willpower

Acolyte[/I]
  • Indomitable
  • Enhance Insight
  • Jinn Sense

Elder
  • Astral Projection


THE BROTHERHOOD OF THE TRUE FLAME (AZORABESHTISM)
Seeing that the preeminent evil organisation in Zakhara is a bunch of angry Fire Sorcerers, I immediately assumed there must be some connection with Zoroastrianism (of which I knew nothing other than it had to do with a  Persian fire god). Then I actually read up on Zoroastrianism, and it seems like they're a pretty decent bunch (and, still around, it turns out), so the connection seemed unlikely. I also discovered what a hard time the Zoroastrians had after the Muslim conquests. Technically, they were given dhimmi status (mostly because there were so many of them and it was impractical to do otherwise, it seems), but they were then taunted, abused and provoked until they had little option but to convert. Which led me to deciding that my Zoroastrian-analogues turned mean in response to that treatment.

Interestingly, I've been reading 1001 Nights, and it turns out that the Zoroastrians in there are universally considered wicked, evil horrible sorcerers. That being the case, maybe they were the inspiration for the Brotherhood of True Flame after all.

So, history lesson complete. On to setting details.

Azorabeshtism was the leading religion found in the Free Cities prior to the spread of Enlightenment. In it's original form, it was a positive and uplifting religion, where water and fire were holy elements of cleansing, where people sought spiritual purity and cared for the land and each other. As the cities fell one after another to the armies of Enlightenment, though, and Enlightened rulers assumed control, the Azorabeshtians were persecuted and most had no choice but to eventually accept Enlightenment. One of the most insidious methods by which this came about was a law applied in most of the free cities stating that, should any child be Enlightened, any inheritance cannot go to their unenlightened siblings.

In the face of this steady elimination of their faith, a few stood up to fight against darkness of Enlightenment. Over time, however, this group found it's purpose twisted and perverted and, eventually, they were calling not upon their benevolent god Ahim Asir, but his evil brother Nashim Siddar. Now, the Brotherhood of the True Flame seeks mastery over all those who practice fire sorcery, wishes to eliminate other forms of sorcery, and plots to overthrow the Grand Caliphate itself.

Sorcerers of the Brotherhood of True Flame follow the same path as other Fire Sorcerers. However, their Arch Mages have access to Immolate (Transmogrify to Ash). Members of the Brotherhood are forbidden from learning Sea, Wind or Sand Sorcery (and would typically have no desire to).

Azorabeshtian Priests
Cult Priests use the following ranks:

Initiate
Semad
Rovad
Vestur

Most priests have at least some skill with Fire Sorcery as well as access to miracles.

Gifts
Initiate: Can use Exhort as Binding in order to see and communicate with jinn, and engage them in Spirit Combat. However, they cannot summon or bind jinn. Abilities in this field progress in the same fashion as for sha'irs.
Rovad: Immune to Fire Sorcery.

Miracles
Initiate
  • Backlash
  • Elemental Summoning (Fire)
  • Jinn Block

Semad
  • Consecrate
  • Corruption
  • Sunspear

Rovad
  • Awaken
  • Rain of Fire
  • Rejuvenate

Sable Wyvern

FOUL MAGICS OF THE YAK MEN

All Yak Men have two powerful and innate abilities. Each of these abilities costs 1MP to use, and has a default magnitude and intensity of 4. Invocation (Yak-Man Sorcery) is the skill used to cast, and is a cultural skill.

Switch Body
This is as the Sorcery spell, with the following modifications: It has range of touch and one target. Duration is Intensity x POW hours. If either body is slain, both beings die. The victim remains unconscious for the duration, while occupying some dark recess of the yak-man's mind.

Dominate Jinn
This is as the Sorcery spell, with the following modifications:  The range is Intensity x POW. Duration is Intensity x POW minutes. It affects jinn with INT up to 3 x Intensity. It is especially effective against djinn of the line of the Caliph Jawen al Masoud. With such djinn, the spell effects up to 4 x Intensity INT, and the djinni's Willpower check to resist is Hard. 1 in 4 djinn is of this lineage. Only a single jinn can be dominated at any one time.

Additionally to the above powers, no djinn of the lineage of the Caliph Jawen Al Masoud can harm or take action against a yak-man. (In the original setting, it is the dao who the yak-men have power over. However, since I'm not classifying my genies by elemental affinity I've just decided it's an arbitrary one quarter of all genies, based on this lineage).

Priests of the Faceless God
The yak-men worship an unpleasant fellow known as the Faceless God, and his priests rule their society.

Gifts
Initiate: Switch Body and Dominate Jinn abilities have a magnitude of Devotion/10 (minimum value is still 4).
Imam: Increase one Lore skill to 100%

Miracles
Initiate
  • Aegis
  • Backlash
  • Behold
  • Fear

Acolyte
  • Consecrate
  • Leeching
  • Propitiate

Imam
  • Extension
  • Sever Spirit


Yak-Man Sorcery
A yak-man acolyte may begin study as a sorcerer. While they can develop human magics, the vast majority rely on their own, unique particular sorcerous path.

Gifts
Apprentice: Switch Body and Dominate Jinn abilities have an Intensity of Invocation (Yak-Man Sorcery)/10 (minimum value is still 4).
Mage: Increase one Lore skill to 100%

Spells
Apprentice
  • Evoke Jinn [Name need not be known. Exact jinn summoned is random, but the sorcerer can specify an imp, jann or djinn.]
  • Enhance Strength
  • Neutralise Magic
  • Bypass Armour

Adept
  • Portal
  • Banish
  • Spell Resistance
  • Store Manna

Mage
  • Enslave Jinn [Djinn of the lineage of Caliph Jawen al Masoud resist at Hard difficulty.]
  • Dominate Human
  • Enchant

THE BEAST
The Barbarian Hill tribes of the Jibal al-Hutu worship a number of different gods, but the most prevalent is The Beast, a half-human creature that is said to wander the Furrowed Peaks, looking for lost children and granting them the peace of death.

Gifts
Initiate: Savage Bite. Unarmed attacks using bite deal an additional 1d3 damage.
Imam: Cat Eyes. The Imam can see in dim light as if it were day.

Miracles
Initiate
  • Berserk
  • Dismiss Magic
  • Fear
  • Steadfast

Acolyte
  • Corruption
  • Propitiate

Imam
  • Extension

Sable Wyvern

And, I think that's about as much as I got done, before I suddenly decided I was going to do a complete rewrite of Rolemaster, a project I'd been contemplating for over a decade.

I really want to run this, and I will come back and finish it some day, but I have years worth of games queued up already, so it will probably be a while.