Heirs to the Burning Thrones - Active - Roll-call!

Isida Kep'Tukari

Adventurer
Supporter
Rogue's Gallery, In Character Thread.

Long ago the genies of old ruled over the desert kingdom of Keldev. A few oases made the few cities bloom like flowers in the sands, and each became a jewel in the crowns of the genie sultans. They lived lives of unparalleled luxury, with their powers to make their lands secure, they could afford the finest things in life. They lived in huge palaces kept cool by their magic, had huge fountains that sprayed water in the likenesses of peacocks, gardens that rivaled the rainbows in their splendor, and harems numbering in the hundreds.

Three hundred years ago the genies vanished, leaving behind their palaces, fountains, gardens, and harems, as well as kingdoms bereft of their protection and power. The ensuing years were terrible ones as the barbarians from the north and the south swept in on the soft and luxurious land. Keldev was a center of art and refinement, not of warriors, and they would have been easy prey.

In a desperate ploy, they struck a bargain with the desert tribesmen, the Nessarine, to guard them in their time of need. Promises of water and women, and gifts of horses were enough to win their trust. The barbarians of the north, the Vanair, were from a land so cold that they must go muffled from head to toe every day of the year. But where a land is so cold all the water turns hard, they were used to going without water.

By contrast, the barbarians to the south, the Jaguar Lords, lived in a vast hot jungle that was constantly deluged by rain. So while they were used to the heat, the lack of water was very tough on them. The Nessarine played on their weaknesses, calling the spirits of sand and fire to prey upon the Vanair, and staging water raids on the Jaguar Lords. For fifty years the War of the Sands raged on.

The people of Keldev did not use that time poorly. Learning from the Nessarine and captured warriors of the barbarians, Keldevians learned the sword and the spear, the knife and the axe. Their magic, once used solely for entertainment and pleasure, was turned to more lethal use. And the bastard children of the genies' harems became their greatest weapons. Using the diluted power of their departed sultans, the children became the key in driving the barbarians back to their lands for good.

However, once the War of the Sands was won, the people of Keldev turned their backs on the genie children. Their lords had abandoned them when they were needed the most. Their children had partially paid the price for their fathers' betrayal, but the scars would be a long time in healing.

As the years went by, Keldev developed its own martial tradition and maintained close relationships with the Nessarine. The magic from genie blood flowed strongly through the population, without recognition or thanks. Those that openly acknowledged their genie blood were shunned, while those that simply used it could go far. Genies became creatures of legend again, powerful and tricky spirits to be dealt with carefully.

Humans held the thrones again and ruled as humans do, some wisely, some not, some kind, some cruel, as is human nature. Three hundred years after the genies' departure, their heirs were called. All were called to test themselves and their strength, wits, and courage. The genies had returned, and they wanted their heirs to reclaim the thrones of Keldev. They have summoned the Heirs to the Burning Thrones.

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This will be a desert campaign set in the world of Keldev, a homebrew of mine. (Think Arabian Nights) The characters will either be some of the Heirs, going to test themselves, or some of the Heirs' friends, family, or other close relations that are going with them.

Because the Heirs (and company) are very exceptional people, all the characters will be gestalt characters, having two classes at once. Any Heir must be one of the genie-touched races below (it says in the descriptions whether or not a race has genie blood). These will be 10th level characters, 3.5 rules, 46 point buy, standard 10th level wealth (and I’ll be adding some stuff too, so give me a wish list), HP max at first and 75% (plus Con) afterward. For each ECL you have, you get 1d8+Con hit points. These are not Hit Dice. They do not affect you in any other way aside from bonus hit points. Everyone starts with 47,000 XP.

Books available - A whole lot. I have a bunch of books barring the Player's Guide to Faerun, Complete Warrior/Divine/Arcane, and Unearthed Arcana. Any other WotC book is game, including the Expanded Psionics Handbook (I'm making minor modifications to psionic classes, e-mail me for details). Other d20 books include many of the Malhavoc Press books, Bastion Press' Arms and Armor, and Oriental Adventures. Ask me for stuff from any other third-party source.

I'd like six people, no more, no less. The stuff below? Yeah, read that before you start character creation, because it's important.

The Heirs to the Burning Thrones

Brother Shatterstone - Samira, Radiant Jewel of Ala’Kamal - NG Female Flamekissed Half-Nymph Unfettered 7/Rogue 5/Seductress 5

Lady Shatterstone - Nafeesa, Tribe of One - NG Female Gemchild Druid 3/Desert Ranger 6/Sorcerer 6/Mystic Wander 4

khavren - Abdul-Hadid, Retired Imperial Scout - LN Male Human Desert Ranger 8/Rogue 4/Bondblade 5

Keia - Jibril the Windwalker (Jibril a’Mussan) - N Male Human Rogue 4/Fighter 4/Elocater 5/Kineticist 7

Rystil Arden - Shalah, Flower of the Hidden Oasis and Ala’Kamal’s Fallen Star - CG Female Human Genie-Kin Rogue 4/BoEM Bard 9/Seductress 4

Dark Nemesis - Tariq Salim - LN Male Gemchild Shasa Sorcerer 9/Monk 7

Evil Ujio - Tarek al Saoud, Wrath of the Spirits , Exalted priest of the Five Pillars - NG Male Gemchild Soulknife 10/Kineticist 8/Elocater 1

Alternates
Ferrix


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Keldev, the Thrones of Six Cities

The land of Keldev has six cities, each centered around an oasis. All of the cities are separated by three hundred to four hundred miles of desert. Packed highways connect the cities, but sandstorms often reduce them to trails. These highways always take advantage of several oases along its route. However, some merchants will chance their luck trying to cut across the highways directly to the cities. More than one of these caravans have been lost in the trackless desert, or fallen to the many dangers of the wilderness.

The six cities are:

Samak - Located on a great salt plain next to the Western Sea, a great spring of pure, untainted water wells up from the city's center, a small miracle. Samak is a place of trade with the other lands across the sea, trading the luxury goods of Keldev for the foodstuffs and raw materials lacking in the desert kingdom. Many foreigners can be found here, often plying a variety of services and trades not available anywhere else in the kingdom. Overall this city is more tolerant of lapses in protocol, rank, manners, and religious persuasion than elsewhere.

Its sultan is Ala'Ma'sud, The Fortunate. In this city of foreigners, luck is sometimes all that stands in the way of total social breakdown. Ma'sud has to work tirelessly to keep the citizens of Samak happy and well. Of all the cities, Samak has had the worst reputation for riots due to restless foreigners or fed-up citizens. Ma'sud's luck has held, however, as he has averted disaster several times, sometimes by sheerest coincidence (a storm from the sea, a noble coming forward with a confession, and eclipse of the sun, etc.)

Akhdar - Located in the center of the great wheel of cities, Akhdar is Keldev's chief city. The most prolific spring is here, allowing the city to be the greenest of all of Keldev. A limited amount of farming happens within this city's walls, mostly in carefully tended plots of dirt carried over from lusher lands. The warriors in this city are particularly wary and renown for their ability to catch thieves and vandals. Known as a place of safety and comfort, with the finest bathhouses and best hospitals, many of Keldev's nobles reside here.

Its sultan, Ala'Fatin, The Clever, is the Sultan of Sultans, and ruler of all Keldev. The sheer distance between each of the six cities necessitates the other five sultans, but Fatin is the ultimate authority of them all, and the most major decisions of the country come before him. His court is the largest with nobles from all the other cities, magicians, spirit-speakers, and a myriad of other individuals, including foreigners seeking something from Keldev.

Harr - The southernmost city of Keldev is in the center of a blisteringly hot dune sea. Also the city with the smallest spring, life here is harder than any other place, and thus it is the smallest city. Despite this, however, this is also a center of learning for those interested in sorcery. Trials of sorcery have taken place on the distinctive Six Star towers since the days of the genie sultans. Harr is also an active training ground for many warriors. Many of the creatures of the deep desert live near Harr, and warriors are trained by dealing with those that come too close to the city.

Its sultan is Ala'Sofian, The Devoted. A hard-working sultan very devoted to the spirits and pillars of faith, it is often suggested that only his intercessions with the higher powers keep Harr from being overrun by monsters. Sofian rarely entertains guests and keeps an austere court and small harem.

Sagheer - This city abuts the Seganga Mountains, the Mountains with a Thousand Peeks. Home to the Atiik, those skilled workers in metal and stone, this is where most of the weapons in Keldev are made. A place of many forges and warriors, as well as craftsmen in metal and stone, this is a particularly rich city.

Its sultan is Ala'Akram, The Most Generous. One of the personally richest sultans with a lavish court, Akram is a fairly young sultan at only twenty-three years of age. He treats his guests very well and is known to be very favorable to those that please him.

Binum - The city between Sagheer and Harr is known for one thing, its beauty. It is here that women are trained for the harem, and where slaves are brought for training and auction. Also this is the place where the most beautiful things in the city are created, from clothing to hangings, murals to paintings, sculpture to jewelry. The city is a harmonious blaze of color that in sunlight or darkness with lamps lit takes the breath away.

Its sultan is Ala'Kamal, The Perfect. A very handsome older man with an extensive history of military conquests, spiritual pilgrimages, and a reputation for wisdom, he is what would be called a man's man. Men hold themselves up to his impossible standard and speak of their sultan with pride. Kamal is also known to have a very large harem that he visits nightly.

Khadok - Between Samak and Sagheer, and on Kaldev's northern border, Khadok is actually a city with a fair amount of greenery about it. Cacti, tumbleweeds, and other plant life have taken root around the city, and it does a brisk business with the healing properties of many of the plants here. Known as a city full of the clever and the resourceful, it is often plagued by bandits who manage to eek out a living with the smaller springs around the city. Many adventurers reside here.

Its sultan is Ala'Mahir, The Skilled. Known to be clever-handed and an excellent diplomat, Mahir is often called up by the other sultans for advice on handing touchy nobles. Mahir has not had a single plot uncovered against him in his reign, which is nigh-unheard of.

Monsters of Keldev

Keldev's deserts, roads, and mountains are fraught with peril. Anyone traveling on the highways has many dangers to look for. The most common danger is bandits. Of all shapes and sizes and all levels of skill, there are several dozen bandit brotherhoods, some more successful than others. Most bandits raid purely for water and goods (including slaves), but more experienced bandits will also take camels, horses, and people for ransom. Many bandits are also hired to kill those they raid, usually a rival merchant.

There are some plants along the highways, the most notorious being the bloodthorn; a thorny plant with the ability to spit fire at those around it. Also there are the omnipresent jackals, along with the stronger ronuses. A ronus resemble a jackal with the head of a giant bird of prey, and they are in fierce competition with the jackals. Some Nessarine tribes have some tame ronuses, but they rarely sell them to civilized folk.

Along with jackals come their distant kin of jackal lords and jackalweres. Though they are more rare, bands of jackalweres lead by one or more jackal lords represent some of the most violent bandit brotherhoods on the sands. Some of them are known to ride nightmares into battle, and control the creatures of the sand to help them on their raids.

Scorpions, both small and as large as a camel, also haunt the roadways looking for a meal, as do the dust digger, sandling, and the hungry dun pudding.

In the deep desert, most of these same dangers can be found, along with even more dangerous ones. The terrible sand kraken makes its home in the deep desert, as does the enormous sandworm. In some parts of the deep desert it's unwise to walk on the sand, as the steady rhythm of feet is like a dinner bell to a sandworm. The Nessarine that live in this area have developed a way to walk without rhythm to avoid attracting the sandworms unnecessarily. However, when then want them to come near, they will beat great drums to call the sandworms to them. Using long hooks, they can climb to the top of the beast. Using the hooks to pull open one of the sensitive inner segments of the sandworm, they can ride on top of them, skimming the sand instead of diving below as the sandworm is ought to do.

The benevolent sun giants, what the Nessarine call their "larger brothers" live in the deepest desert, usually at war with the more barbaric sand giants. Woe betide the person that gets in the middle of a giant's war.

Sphinxes, the half-human half-scorpion stingers, as well as dragons, and elementals of earth and air can be found here. Also buried in the sands are remains of old oases and other ancient cultures. Tombs and temples lie here, and they are a magnet for treasure-seekers. The mighty cloud rays sometimes pass overhead, and during the hottest nights, one might even see the phoenix, the Spirit of the Desert.

Near Samak, the desert becomes a glittering salt flat, bereft of life and the occasional oases that can even be found in the deep desert. However even here there are dangers aside from the terrible heat. The strange crystalline creature known as the grave salt can suck the moisture from someone's body in an instant, leaving only sand. The odd scarlet spider, found nowhere else in Keldev, also lives here, and its bite can be lethal.

Even around oases the danger does not end. Bandit troops make their homes here, and will fight fiercely to defend their source of water. Other creatures live here, just waiting for an unsuspecting creature to come to water. The snake-backed jaguar-like kamadan lives around the oases, often forming a partnership of sorts with the juniper bloodsucker plant or a palm or cactus treant. One of the most feared things to find at an oasis though is purple moss. It sucks the moisture out of the ground, and if allowed to grow, will dry up an oasis. To make it even worse, its pleasant smell can cause people to fall into sleep, so that the purple moss can grow over it and consume them. Though some unscrupulous people make a kind of sleeping powder out of purple moss, purposeful cultivation of it in Keldev is punishable by death.

In some places in the desert lie the opposite of a watery oasis, a fire oasis. Gouts of flame spring from them at random intervals, and the ground around them is always warm. Some people who lack any sort of fuel for a fire at night will risk sleeping close to a fire oases in order to keep from freezing. You can find fire nymphs here, as well as flame snakes and fire lizards, all living quite peacefully. However, some poor souls stumble upon a fire oases unaware and are caught in it flame and burn to death. These creatures can become cinder ghouls or fire phantoms, and often plague fire oases.

In the mountains on has to worry about fire and storm giants, as well as obsidian, earth, and lightning elementals. Heat lightning is very common, and many people in the mountains have been "kissed with skyfire." Dragons and other reptiles roam the peaks, and the magnificent rocs make their homes on the highest spires of stone.

The cities have entirely different sorts of dangers. Thievery and mugging is very possible in some quarters, while assassination is more fashionable is other quarters. Many people of means have guards for their protection, and those with exceptional wealth have even commissioned golems to protect their homes. Those seeking to rob the houses of the rich and influential must take extreme care to avoid these mage-born guardians.

Also, many of the poorer quarters have problems both with mundane rats as well as ash rats; rats that live in fireplaces and are capable of setting things alight.

Within the cities are graveyards, most of which are haunted by more than one restless spirit. The undead never come out during the day, but at night the people of the cities feel much safer with guardians that can protect them from the ghosts patrolling the graveyards. Priests of the Five Pillars have bound several good spirits known as grims to protect the graveyards and keep the ghosts from harming others. They appear as large black hounds with glowing red eyes. Also one might catch a glimpse of a spectral panther, a large cat-like creature capable of hunting and harming ghosts. Capricious and independent as any cat, they cannot be bound, but show up only when they are needed.

The Races of Keldev

Humans - Natives to Keldev have both certain rights and certain codes of conduct they must follow. Foreigners are exempt both from the codes and the rights. These are explained below.

Nessarine - Halflings. Desert nomads, Nessarine get Endurance as a bonus feat.

Atiik - Dwarves. Atiik are skilled hagglers, gaining a +2 on Diplomacy checks. They do not have any weapon familiarity.

Flamekissed (Fire genasi) - Distant kin of genies, fire genasi often explain their heritage as being "fire touched" or "kissed by the fire spirits" to get around the genie stigma. Many are found in Harr. They have bright minds, and people tend to be drawn to them like a moth to the flame. However their focus is like the leaping flames; inconsistent. +2 Int, +2 Cha, -2 Wis. +1 racial bonus vs. fire spells and effects, which increases every five levels. Can control the intensity of fire 1/day (Any nonmagical flame source within 60 feet can have its radius of illumination up to doubled or down to half. This does not affect fuel consumption. This lasts 10 minutes). Fire resistance 5. Medium size. Speed 30 ft. Darkvision 60 ft. Native outsider. Traits - Red skin or hair, burning odor, hair that dances like flames, red or golden eyes, always hot to the touch. Ignan as a free bonus language. +1 LA. Ignan as a free bonus language. Height and weight of human, aging catagories of half-elves.


Dead Sea Walker (Salt genasi) - Children of the water spirits of the Western Sea, some of their kin mingled with that of the genies. They are very open-minded, but not particularly dexterous. +2 Wis, -2 Dex. +1 racial bonus vs. water spells and effects, which increases every five levels. They are immune to any spell or effect that would drain their body of moisture. They may destroy water 1/day (as per create water, but reversed, as a sorcerer of their character level). They cannot sink in water. They do not need to drink. They may attempt to drain someone's body of moisture 1/day (equal to shocking grasp in terms of mechanics and damage dealt, but person must have water in their body for this to work, as a sorcerer of their character level). Medium size. Speed 30 ft. Darkvision 60 ft. Native outsider. Traits - Salt-encrusted hair or flesh, odor of salt around them, white, crystalline skin, salt always rubbing off their hands. Aquan as a free bonus language. +1 LA. Height and weight of human, age categories of half-elves.

Mountain-born (Earth genasi) - Touched by the spirits of the mountains, their blood mingled with that of the genies to give it longevity, earth genasi closely resemble Atiik and live amongst them. They are strong and tough, but somewhat oblivious and stubborn. +2 Str, +2 Con, -2 Wis, -2 Cha. They can pass without trace 1/day, as per the spell. The also have the stonecunning trait (able to recognize unstable natural formations, tell distance underground, etc. as per dwarf ability). Stability (very stable on their feet, gaining a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground)). +1 racial bonus vs. earth spells and effects, which increases every five levels. Acid resistance 5. Medium size. Speed 20 ft. Darkvision 60 ft. Native outsider. Traits - Rock-like skin, large feet or hands, earthy smell, eyes like pebbles, gravelly voice. Terran as a free bonus language. +1 LA. Height, weight, and age categories of dwarves.

Gemchild (Mineral genasi) - A rare form of the mountain-born, a gemchild is only born once or twice a generation. Invaluable in the mines, they are also skilled negotiators. They are strong and beautiful, but not particularly agile. +2 Cha, +2 Str, -2 Dex. +1 racial bonus vs. earth spells and effects, which increases every five levels. They cannot be petrified. They have a +2 racial bonus to Appraise and Craft checks dealing with gems, and a +2 racial bonus to Diplomacy and Bluff checks. They can shed like a torch from their skin 2/day for ten minutes each, reflecting the inner glow of gems. They can unerringly sense the direction of semi-precious and precious gems within ten feet. They may cast stone shape 1/day, as per the spell, as a sorcerer of their character level. Medium size. Speed 20 ft. Darkvision 60 ft. Native outsider. Traits - Gem-like skin of various beautiful hues, gem-like eyes or teeth, sparkling hair, colored finger-and-toenails. Terran as a free bonus language. +1 LA. Height, weight, and age categories of dwarves.

Sandkissed (Dust genasi) - Considered by the Nessarine to be both blessed and unlucky, decended from sand spirits and crossed with genie blood, they have a curious role in Nessarine society. Often they are powerful shamans and spirit-talkers, but their uncanny perception and certain knowledge of death of all things mean they often walk a lonely road. While they can be skilled archers as well, most dust genasi perversely prefer the love/hate relationship they have with their tribes. +4 Dex, +2 Int, +2 Wis, -2 Con, -2 Cha, -2 Str. +1 racial bonus vs. dust spells and effects, which increases every five levels. Can create a dust cloud 1/day (as obscuring mist with a Fort save (DC 10 + 1/2 levels + Cha mod) to avoid coughing uncontrollably, inflicting a -2 penalty on attack rolls and skill checks until they leave the cloud, cast as a sorcerer of their character level). They do not breathe. Small size. Speed 20 ft. Darkvision 60 ft. Native outsider. Traits - Dusty skin, dry eyes, uniform tan color (eyes, hair, skin), dust always billowing around them, thin build, whispy hair or bald. Terran as a free bonus language. +1 LA. Height, weight, and age categories of halflings.

Genie-kin (Half-janni) - One of the purest descendents of the genies still alive today, little distinguishes a genie-kin physically from a normal human. Until, that is, they start casting spells. Traits as per Dragon #313, pg. 93. Ignan as a free bonus language. Height, weight, and age categories as elves.

Tainted Trickster - A human with a different form of genie blood, a tainted trickster is a human with the ability to shift into different forms. Often thought to be a kind of experiment to take all of the trickery of a genie and infuse it into one creature, tainted tricksters are universally loathed by those in authority, since it is so hard to track them down. Many of them become very successful thieves or bandit chiefs. Traits as per half-doppelganger in Dragon #313, pg. 93 with the addition of +2 racial bonus in Bluff, Sleight of Hand, and Intimidate. Any one language as a free bonus language. Height, weight, and age categories as half-elves.

Shasa (half-rakshasa) - No relation to any known genie, but still put in the same catagory of tainted blood, shasas are half-breeds of the hated rakshasa, a creature that has been at the root of more than one devious, terrible plot to ruin some part of Keldev. Many of the worst disasters in Keldev's history can be traced back to the plotting of a rakshasa (some blame them for the genies abandoning Keldev). Their children are often used to help further their parent's plots, as their half-blood allows them to bypass some wards a full-blooded rakshasa could not. However, some shasas break off from their rakshasa parent and try to lead a more virtuous life. Traits as per half-rakshasa in Dragon #313 pg. 96 with the addition of +2 racial bonus in Bluff and Disguise. Infernal as a free bonus language. Height and weight of humans, age categories as half-elves.

Elves, half-elves, half-orcs, and gnomes do not exist in Keldev. However, they could be foreign visitors, as could normal dwarves and halflings.

Note, genie bloodlines - Those who are half creatures, whether this be half-elemental or something else, are always sterile and cannot have children. The only exception to this rule is if one of the parents has a trace of genie blood. Genie blood acts as a stabilizer, allowing otherwise incompatible bloodlines to be passed down through the ages. Any being with greater than normal abilities that is capable of having children has genie blood in them somewhere.

Codes and Rights

The Code
A citizen must:
Pay taxes (approximately 30% of all income earned)
Obey authority of the sultan and his representatives (city watch, army, officials)
Respect their station
~~Women must respect their men, never talk to them in public without permission, never enter the army, always remain faithful, always keep modestly covered. (A woman without father, husband, brother, or uncle becomes as a man in dealings of business in public)
~~Men must never hit their women, must guide and teach his children, must remain faithful to their wives, must follow the Five Pillars
~~Commoners always must bow to those of higher rank
~~All bow before the sultan
A citizen never steals
A citizen must be honest in his dealings

Note - The appearance of gender roles is enforced in Keldev. While a woman may not speak to her husband in public unless he gives her permission, nor may legally hold certain kinds of property or engage in certain professions (such as being in the army), behind closed doors many women hold a great deal of power. Many run their husband's businesses and control much of their wealth. However, these gender roles are less stringently enforced in the lower ranks of society. The higher one goes, the more the forms must be maintained for appearance's sake. Some may discard with gender restrictions entirely once they are out of the public eye.

The Rights of a Citizen
To petition a judge for a hearing of his crime
To appeal to a noble to reverse an unjust punishment
To speak to their family, even when incarcerated
To be protected by the city watch and army from bandits and wild beasts

Names - You may want to use the following links for name inspiration. Masucline Names, Feminine Names.

Religion in Keldev - Those in Keldev worship the Five Pillars of Faith, in which all beings must believe, as well as a host of greater and lesser spirits of the air, ground, elements, emotions, as well as their ancestors. Many people have elaborate rituals they do to appease the spirits, such as certain gestures, particular prayers, carrying certain beads or icons, or other such things. The Five Pillars of Faith are Honesty, Generosity, Courage, Wisdom, and Obedience.

Classes in Keldev

There are no favored classes in this game.

Barbarian - Barbarians can be true barbarians, as in outsiders from the lands of the Vanair or the Jungle Lords, or they can be the particularly fierce fighters of the Nessarine. Humans generally aren't barbarians.

Bard - Bards are welcome and favored all over Keldev, and can be found amongst all races there. Here is a link to the common instruments of Keldev. The variant bard from Malhavoc Press' Book of Eldritch Might II is also available.

Cleric - The cleric is generally only found amongst foreigners.

Druid - The druid is considered one of types of spirit-talker of the Nessarine tribes.

Fighter - The fighter (and warrior NPC class) is found amongst the human guards and armies of Keldev, as well as some Nessarine that have close contact with the civilized peoples.

Greenbond (from Arcana Unearthed) - Another of the types of Nessarine spirit-talkers.

Monk - The monk is found primarily amongst the Nessarine and the Atiik, though some harems have unarmed fighting traditions as well. Occasionally a human will pick up the Nessarine or Atiik combat style too.

Paladin - The paladin is generally only found amongst foreigners.

Psions - The enlightened psions are found in the churches of the Five Pillars of Faith. They are the priests of the Six Cities.

Psychic Warriors - These are the paladins of Keldev, working directly for the Five Pillars of Faith.

Ranger - The ranger is found primarily amongst the Nessarine, but also amongst some city guards and special army scouting units. Variant desert ranger from AEG's Wilds is also available.

Rogue - Entirely a creature of the decadent cities, the rogue can be of any race that is commonly found in the cities.

Shaman - The most common kind of spirit-talker amongst the Nessarine.

Sorcerer - Powerful magicians that often work with the army, found amongst all races. The variant sorcerer in Malhavoc Press' Book of Eldritch Might II is also available.

Soul Knife - These tend to be amongst the Nessarine, specialized army groups, or the odd adventurer.

Unfettered (from Arcana Unearthed) - As frequent amongst the city guard as fighters.

Wizard - The more scholarly wizard is always found in the sultan's court, and tends to be human. They tend to be the advisors to the sultans and nobles and are known as viziers.

Wilder - Usually amongst the Nessarine, occasionally shows up in some of the genie-blooded humans, particularly amongst women.

Prestige Classes Available

Arcane Trickster (must belong to Shadowflame Thieves based in Sakar)

Assassin (must be a member of The Lost based in Khadok)

Eldritch Knight (must be a member of the Devoted Arcane division of the army)

Loremaster (must be a member of the Cabal of Six Stars)

Elocater (member of the Five Pillars of Faith, called the Wind Walker and used as scouts for the church) (Expanded Psionics Handbook)

Psion Uncarnate (always the highest member of the Five Pillars, they are considered to become spirits themselves) (Expanded Psionics Handbook)

Spymaster (members of Three Faces guild of spies, based in Akhdar) (Song and Silence)

Temple Raider of Olidamarra (Godscorned, as they're called, are those that rejected the greater spirits for the petty evil genies. They are based in an oasis south of Akhdar) (Song and Silence)

Thief-Acrobat (A member of Dar'Harad traveling acrobat troupe, who are also a close-knit band of thieves) (Song and Silence)

Animal Lord (only amongst the Nessarine, and only Horse, Snake, and Jackal (Wolf) lords) (Masters of the Wild)

Bane of Infidels (The spirit-talkers of the most isolated Nessarine tribes sometimes take this prestige class) (Masters of the Wild)

King/Queen of the Wild (Nessarine, hermits, and rangers primarily; desert, mountains (Sagheer only) and skies avilable) (Masters of the Wild)

Shifter (Nessarine spirit-talkers only) (Masters of the Wild)

Verdant Lord (only amongst druids of Khadok, taking cactus form instead of tree form) (Masters of the Wild)

Contemplative (any religious person, Five Pillars, spirit-talker, or other) (Defender of the Faith)

Divine Oracle (any religious person, Five Pillars, spirit-talker, or other) (Defenders of the Faith)

Templar (temple guard of the Five Pillars churches) (Defenders of the Faith)

Acolyte of the Skin (instead of taking the skin of a fiend, he takes the spirit of a genie into him (no change in mechanics). They belong to the Cabal of the Pure Spirit, which is actively hunted down by the sultans) (Tome and Blood)

Elemental Savant (usually tend to be amongst sorcerers, who replace Knowledge (the planes) with Endurance. Water Savants are only found in Sakar. One must belong to the Guild of the Savants) (Tome and Blood)

Embermage (The Deepfire guild in Harr is the only place where these sorcerers are trained) (Malhavoc Press' Book of Eldritch Might)

Graven One (The Atiik practice this art of engraving the skin in their mountain strongholds) (Malhavoc Press' Book of Eldritch Might)

Fatespinner (usually amongst rogue wizards or sorcerers working with raider bands. They have their own stronghold called Fate's Death near Harr.) (Tome and Blood)

Devoted Defender (A member of Four Hand Guild of bodyguards, those employed by the rich for their protection.) (Sword and Fist)

Gladiator (Some barbarians or criminals that are forced to fight for the amusement of the nobility and the rabble take this class) (Sword and Fist)

Halfling Outrider (These are Nessarine skirmishers, the ones that helped win the War of the Sands) (Sword and Fist)

Mystic Wanderer (A wandering desert hermit, usually a druid of some sort. Seen as holy men and women of the desert.) (Magic of Faerun)

Chakra Savant (These are the mystics of the Five Pillars of Faith) (Malhavoc Press' Mindscapes)

Chronorebel (These tend to be rogue priests of the Five Pillars that escape their former brethren’s wrath by skipping through time) (Malhavoc Press' Mindscapes)

Ghostbreaker (These are the ghost hunters and undead-slayers of Keldev that work for the Five Pillars) (Malhavoc Press' Mindscapes)

Psychic Chirugeon (These are the healers of the Five Pillars church) (Malhavoc Press' Mindscapes)

Lord of Silence (Members of the Thrice Midnight guild of thieves and spies, they have no known base) (Malhavoc Press' When the Sky Falls)

Elemental Supplicant (Generally the most devoted spirit-talkers of the Nessarine) (AEG's Wilds)

Horizon Warrior (The horizon warriors are one of the army's groups of scouts, those that move equally well in night as they do in the day. Occasionally Nessarine or other independent rangers will pick up these techniques as well) (AEG's Wilds)

King of Thieves (Less than a handful of these individuals exist, and they are always in a leadership position of one or more gangs of thieves) (AEG's Wilds)

Master of the Desert Nomads (These are the chiefs of the Nessarine tribes) (AEG's Wilds)

Sand Shaper (This is a special class only seen amongst the sorcerers of Harr) (AEG's Wilds)

Bondblade (This class can appear amongst any fighting class that has close contact with magical phenomena)

Living Spell (Only occurring amongst some of the genie-blooded, most who take this class learn and develop their abilities in secret)

Seductress (A common prestige class amongst the more skilled harem women). Revised requirements for the Seductress are:
REQUIREMENTS
To qualify as a seductress, the character must fulfill all the following criteria.
Bluff 8 ranks
Perform 8 ranks
Sense Motive 5 ranks
Craft (alchemy) 3 ranks
Feats: Persuasive and Trustworthy (Song and Silence)

Spelldancer (Seen only amongst harem women with sorcerous powers, spelldancers use their powers to control their owners, control others on their owner's requests, or use them to their own benefit if they are free) (Magic of Faerun)

Bound Woman (For a female spellcaster that is willing to give up her femininity for freedom and power. This is a one-way transition, as a Bound Woman can never go back to being a normal woman)

Equipment and Transport Considerations
If you're a native of Keldev, the clothing you buy will be appropriate for the heat. If you're not, you're going to have to pony up for some desert wear (from the Arms and Equipment Guide).

The main beast used for riding and transport is the camel. A typical camel is 30 gold pieces. Use the prices for normal saddles, as opposed to exotic saddles, as the camel is very common.

Horses are, at bare minimum, twice their normal listed price in the PHB. Horses are always purebred beauties with very long bloodlines and they command kingly prices. Owning a horse is a symbol of wealth and influence. Nessarine raise horses, and also ponies (and warponies). Ponies and warponies go for their normal listed price. Guard dogs can be found both in the cities and with the Nessarine, though the Nessarine also raise them to ride upon.

Wagons, carts, and other conveyances are generally not used in Keldev because of the sand. The majority of trade is done on camel-back. The very rich can afford to magically teleport, or even own a magical carpet on which to ride, but this is only for a slender segment of the population. It is not practical for large-scale trade, and wizards and sorcerers are notoriously independent. They consider themselves above such common things as "trade."

Weapons and Armor of Keldev

Wearing heavy armor in Keldev is close to a death sentence. Few bother, for the enchantments to make such armor cool enough for desert wear is prohibitively expensive when it comes to outfitting large numbers of men. Generally only light armor is worn, and metal is rarely, if ever, worn unless it is enchanted to keep the wearer cool.

Armor available: Padded, leather, studded leather, leather scale (OA), cord (OA), hide, bone (OA), armored robe (A&A), quilted aketon (A&A), and soft leather half armor (A&A).

Shields available: buckler

Weapons available
Simple
unarmed strike
dagger
punching dagger
light mace
club
heavy mace
shortspear
longspear
quarterstaff
spear
dart
javelin

Martial
light hammer (Sagheer)
handaxe (Sagheer)
kukri
light pick (Sagheer)
sap
heavy pick (Sagheer)
rapier (Samak)
scimitar
falchion
shortbow
composite shortbow

Exotic
kama
siangham
whip
net (Samak)
bolas (Nessarine)
shuriken
chakram (Harr) [OA] Used by sorcerers
khopesh [FR]
blade boot (Binum) [FR] Used by harem members
ribbon dagger (Binum) [A&A] Used by harem members

Weapon Materials in Keldev

Most weapons in Keldev are made from bronze. Iron and steel are fairly rare, so because bronze is so prevalent there are no penalties to having weapons made of bronze.

Also, mithril, cold iron, darkwood, and adamantine do not exist in Keldev. Most supernatural creatures must have weapons that are enchanted. A rare few creatures can only be hurt by weapons made of fever iron, gold, silver, platinum, or copper.

Fever iron will deal an extra point of fire damage per hit with the weapon. It costs an extra 1,500gp to have a metal weapon made from fever iron. It's known that genies are particularly vulnerable to this kind of metal.

Copper weapons are often used to storm-born creatures, from lightning elementals to tempests. A metal weapon made of copper costs twice as much as one made of normal bronze.

Silver weapons work as alchemical silver in the DMG. They tend to work best against ghosts and spirits.

Gold and platinum weapons are heavier than normal and deal more damage than a typical weapon of that type. However you treat it as one category larger than normal unless you take a feat (Exotic Weapon Proficiency: gold khopesh). For example, instead of being a light melee weapon, it would become a one-handed melee weapon, a one-handed would become a two-handed, and a two-handed would remain two handed.

Original weapon damage up to 1d3 damage costs an additional +1,500gp
Original weapon damage 1d4 to 1d6 costs an additional +2,500gp
Original weapon damage 1d8 or higher costs an additional +7,000gp

Weapon damage change
Old damage-------New damage

----1-----------------1d2
---1d2----------------1d3
---1d3----------------1d4
---1d4----------------1d6
---1d6----------------1d8
1d8 or 1d10-----------2d6
---1d12---------------2d8

Gold weapons are used against fire creatures like salamanders, while platinum weapons tend to be used against undead creatures like mummies.
 
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Isida Kep'Tukari

Adventurer
Supporter
More stuff about Keldev, currently under construction:

Religious Customs

Old Relgion - These are some of the typical spirits (or gods, they are used interchangeably) that praises are offered to by those that follow the ancient ways. Most people of Keldev, as well as all the Nessarine and Atiik follow the old ways. The Nessarine and Atiik follow these ways exclusively, while the civilized peoples praise the Five Pillars alongside the old spirits.

Bestet - Goddess of cats, the moon, nighttime, the devious and clever. Worshipped by those plagued by rats, those who work at night, women, thieves. Known as a capricious and independent goddess, she is nevertheless very popular amongst the poor, who are often plagued by rats. Cats are considered sacred in Keldev, and most run freely in the streets. Women who show a strong, unexpected independent streak are said to be "possessed by Bestet" and they are not held accountable for their actions while so possessed.

Feloram - God of fire, pain, destruction, warmth, cleansing, healing, civilization, creation, and creativity. Worshiped by all peoples as the force that allows people to survive desert nights. Also worshiped by the army, mothers, healers, doctors, and artists. Feloram is seen as both the creator and the destroyer, and is often represented by the phoenix in art. Since fire is seen as the driving force behind behind a great deal of fundemental aspects of life, he is one of the most popular gods.

Oram - God of death, the afterlife, dreams, those in comas, spirits, the dying, ancestors, and visions. Worshiped by morticians, dream-interpreters, seers, exorcists, and ghost-hunters. The guardian of the gate of death, and the one who protects the spirits of the dead, Oram is commonly invoked by those seeking advice from the other side.

Denati - The androgynous god/goddess of judgement, punishment, reward, truth, lies, illusions, and true sight, Denati is known as the Two-Faced. He/she can create and and destroy illusions, and always sees the truth of the matter. However, many of the words he/she says could either be lies, or the truth. It is up to the interpretation of the listener to decide. Worshipped by judges and liars.

Kaliv - Goddess of cold, water, rain, storms, hate, sacrifice, growth, and plants. It is said that hate is a cold emotion, and thus it falls under the sway of Kaliv, the goddess that drains all the heat from the sands when the sun sets each day. Curiously enough, she is also the goddess of storms and rain, as well as the greenery that grows in their wake. Occasionally sacrifices of animals, or very rarely, a willing sentient sacrifice is performed in order to persuade her to bring rain.

Death and Funerals in Keldev

In Keldev, all peoples believe in life after death, as well as reincarnation. It is believed that the spirits of the dead go into the afterlife for a while to be rewarded or punished for their acts on earth. After they have been sufficiently punished or rewarded, they are reincarnated. Their advice can be sought at any time by their descendents, whether or not they have been reincarnated.

However, it is very important that the dead person's body be preserved, as the body must be intact for the judges of the dead to recognize the person in the afterlife. If the body is destroyed, the dead person will become a ghost and wander lost forever, until they are purposefully sent to judgement by a priest.

Mummification is done by creatures known as Anointers. They superficially resemble the hated jackal lords, but these are gentle creatures, earthly representatives of Oram, that prepare mortals for the journey to the afterlife. Even the Nessarine will make long journeys to the Temples of the Dead where Anointers live. There is at least one Temple of the Dead in every city, and several in the deep desert and along the highways. Anointers don't charge very much for their services, so even the poorest can afford a rudimentary mummification. The prices for a funeral only escalate when families buy elaborate tombs or sarcophagai for their departed loved ones.

Grave goods are considered very important, as it represents how important or wealthy the person was in life. Grave robbing is a lucrative but very dangerous trade. More than one sarcophagus has curses on it to prevent this very thing. Though graveyards are guarded by daylight, in nighttime ghosts roam. In addition, grims and spectral panthers roam graveyards to discourage graverobbers. Despite this, there are some who have become very rich from robbing tombs.

Undead in Keldev simply do not come out in the daylight. Undead are purely creatures of night, with one notable exception. Mirage spirits are malevolent spirits of those that died of thirst while chasing a mirage, and they try to lure others to the same kind of death. Unlike other restless dead, these are only encountered duriing the day.

Castes of Keldev

High - Vizier (wizard), sorcerer, nobles. Women can be found in these roles and treated the same as men.

High skills: Diplomacy, Bluff, Intimidate, Knowledge (nobility and royalty, others), Gather Information, Profession (courtier), Speak Language.

Imam and Ghazis - Priests (Imam, usually psions) and temple guards (Ghazis, usually psychic warriors). They can be found traveling from city to city as well as in their temples of the Five Pillars.

Priests Skills: Knowledge (religion, local, nobility and royalty, psionics, arcana), Diplomacy, Psicraft, Spellcraft, Concentration.

Merchants - Rich merchants have almost as much power as a noble, and even a poor merchant has an enviable position over most others in a city. They can traffic almost any kind of goods, from gems to wine, animals to slaves

Merchant skills (middle class): Profession (merchant, jeweler, slaver, etc.), Appraise, Bluff, Diplomacy, Sense Motive, Sleight of Hand, Spot, Gather Information, Decipher Script.

High Artisans - These are those that make luxury goods such as silk clothing and royal robes, fine foods, carvings, painting, and frescos, or those who provide valuable services such as doctors, make-up and hair artists, vinters, glass-blowers, sages, bath attendants, massage experts, courtesans, and astronomers.

High Artisan skills: Profession (sewing, cooking, beautician, vinter, astronomer, etc.), Craft (carving, painting, glass-blowing, etc.), Knowledge (cosmology), Heal, Appraise.

Eunuchs and Ghulams (mercenaries) - Eunuchs are mostly harem guards, and valued for their uncompromising values and uncorruptiblity. Some societies of mercenary fighters will become eunuchs to command higher prices, due to the reputation of eunuchs. Ghulams are mercenaries, trained and very dedicated. They trade temporary loyalty for money, and those that betray their oaths to their employers are often killed by other ghulams. Those in the city watch or in the army are considered in this caste.

Eunuch and Ghulam skills: Listen, Spot, Search, Sense Motive, Diplomacy, Knowledge (local, nobility and royalty), Ride, Climb, Jump.

Entertainers - These are often families that travel in troupes between the cities, offering things like juggling, storytelling, music, dancing, poetry, or fire eating. Rarer ones include snake charmers, lion-tamers, or minor magicians. They are considered on par with the low artisans.

Entertainer skills: Bluff, Disguise, Perform (juggling, storytelling, music, dancing, poetry, fire-eating, snake-charming, etc.), Handle Animal, Knowledge (arcana), Spellcraft, Sleight of Hand.

Low artisans - These are the folk that make things for lower classes of society, such as pottery, coarse clothing, beer, cheese, mud bricks, and those that provide services such as being an innkeeper, cobbler, beast trainer or handler, blacksmith/weaponsmith, leatherworker, executioner, jailer, whore, servant, or similar.

Low artisan skills: Craft (pottery, bricks, blacksmith, weaponsmith, leatherworker), Profession (innkeeper, brewer, charcoal burner, tailor, servant, execution, jailer, whore, cobbler, etc.), Handle Animal.

Nessarine and religious hermits (dervishes, fakirs, and sufi) - The Nessarine, not being civilized, are considered below the low artisans in the cities, though above the beggars. However, in the deep desert, their rank can be reversed, as they are the kings of the sands.

Devishes are mystics dedicated to religious fervor, whether that be one of the spirits or of the five pillars. Most are outcasts from their families, and all of them own nothing more than their robes and their begging bowl. They act as teachers and guides, though they have a flexible idea of morality, and some have turned to thievery to keep themselves alive in the cities.

Sufi are those who are seeking religious perfection, a unity with diving being. Many can do astonishing feats of mental and physical prowess through their dedication to their cause. However, some can be dangerous fanatics. Many Sufi have levels in the Contemplative class.

Fakirs are travelers, adventurers, and guides who know the roads of the desert well from their many journeys. They travel from city to city with no purpose other than to expand their minds and to learn. Devoted scholars, the fakirs are resources of lost knowledge, ancient myth, and other ancient information as well as more modern knowledge. Some are wandering magicians, trading their in exchange for food or shelter, and othersare scribes, lending their ability to read and write to the masses that have no such education.

Nessarine skills: Survival, Knowledge (nature, cosmology, religion), Handle Animal, Balance, Climb, Heal, Hide, Jump, Ride, Spot, Listen.

Religious hermit skills: Knowledge (religion, local, history, geography, arcana, nearly everything else), Profession (scribe), Speak Language, Decipher Script, Sense Motive, Diplomacy, Bluff.

Beggars, assassins, thieves, and the unskilled - Those who learn no trade are known as the unskilled and are relegated to the worst jobs in the city, street sweeping, shoveling dung, laborer, porter, grave-digger, and other such undesirable jobs. Those even worse off than the unskilled are the beggars; those too young, too old, too sick or hurt, too addled with drink or drug to hold any kind of job. They are seen on every street corner begging for crusts of bread and copper coins.

Assassins and thieves, along with smugglers and other criminals make up the lowest rung of society, even though they often live as if they were much higher. One of these creatures can often be killed with little retribution from anyone, and perhaps even accolades. The unlucky could get maimed as a result of being caught (having hands, noses, or ears cut off is common) and end up as a beggar.

Unskilled and beggar skills: Profession (porter, beggar, cleaner, shoveler, grave-digger, etc).

Thief skills: Sleight of Hand, Hide, Move Silently, Listen, Spot, Search, Profession (fence, jeweler, goldsmith, etc.), Appraise, Climb, Open Lock, Disable Device, Forgery, Decipher Script, Intimidate, Disguise, etc.
 
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I would like in, if you will have me (I know that I am already in one of your games). I've been having this character concept for a half-janni (genie-kin) bard floating around for a while, and I wouldn't mind combining it with the wilder. :) And, well, this looks like the perfect type of game to play that character in. Let me know, eh? :)
 




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