TEXT: A
  Heroes of the Siwathi Desert
  Perry Fehr, Josh McCrowell
  
  1
  Heroes of the Siwathi Desert
  Credits
  Authors: Perry Fehr, Josh McCrowell
  Additional Writing: Mark Gedak
  Editing: Perry Fehr, Mark Gedak
  Cover Design: Mark Gedak
  Cover Image: Gary Dupuis
  Porphyra Logo: Rick Hershey
  Interior Art: Gary Dupuis
  Siwathi Desert Map: Tom Fayen
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Table of Contents
  A Day in the Siwathi Desert 
  2
  Races of the Desert 
   
  2
  Government of the Siwath 
  12
  Class Options 
   
   
  20
  Feats  
   
   
   
  33
  Fighting Style Extension Feats 35
  Spells  
   
   
   
  36
  New Equipment 
   
   
  39
  Magic Items  
   
   
  40
  Common Equipment Available 44
  Arbakampsi  
   
   
  48
  Open Game License 
   
  50
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Role-
  playing Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more infor-
  mation on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compat-
  ibility, and does not endorse this product.
  This product makes reference to several Rogue Genius Games products by name with 
  the permission of Rogue Genius Games to do so.
  
  2
  A Day in the Siwathi Desert
  Shimmering heat, visible waves seeming to come from the 
  ground itself, made seeing difficult for Khamal, not that 
  there was anything to see.  Golden sand, outcrops of yellow 
  stone, dirty gravel- and nothing.  He stumbled on, remem-
  bering what his bapu told him about keeping the sun on 
  his left... or was it his right?  Damned featureless hell-hole.  
  In Wathisia they at least tried to cultivate the dunes, made 
  an effort.  It was as though these Siwathi didn’t want to 
  make their land better, like they kept it barren for a reason!  
  Hadn’t they heard of magic?  They supposedly had magi-
  cians, one heard stories...
     Gods, it was hot.  Khamal was tempted to rip off the 
  burnoose he wore, get the sweaty hood off of his suffering 
  head, but again, his bapu’s lessons kept him from doing so.  
  Perhaps if his bapu had been there at that cursed meeting 
  with the smugglers, things might not have come to pass so.  
  Siwath didn’t have much that the rest of the world wanted, 
  maybe that was why the sand-blasted zendiqi were left it.  
  All Khamal wanted was a few desert relics, they were always 
  digging them up from the dunes- and they were alamut 
  relics, Deist artifacts for Tomas’ sake!  The northerners in 
  Dal’malus were crazy for war-pieces of any kind... a pitted 
  blade with a mark from the Twenty-Seven would fetch top 
  dollar, Khamal could claim he took it from the quivering 
  hand of a zendiqi mahlana and the gold- but that was 
  all in the sandpit, now.  Seven Blixian Money-guarders to 
  keep an eye on a ragged pack of Buktu steel-sniffers, every-
  thing would have gone well if the numistian fools wouldn’t 
  have taken the bowshots at that miser-jackal, that jittering 
  scavenger... But how were they to know it was the lead of a 
  hunting pack for an anpur noble?  
     Khamal shook his hand at the sky, at the sun just past its 
  zenith, on a long, slow slide into afternoon.  He still carried 
  his waterskin, and, stubbornly, the sack of Meynoni gold 
  that was to have been the smugglers’ due.  The laughter of 
  the guards, the horrified looks of the smugglers, who scat-
  tered to their camels... the anpur came over the ridge into 
  the supposedly-hidden dry riverbed in a wave, jackal-head-
  ed warriors with slings and strange blades preceding some 
  sort of sand-sled pulled by an enormous blue-black beetle.  
  Like out of some story even his bapu would not have heard 
  in his tent-bed!  While his guards fell, their sand and coins 
  falling into the dust like they were always there, Khamal 
  had side-mounted his fine Keshite mare and sped into the 
  desert like Rajuk himself had asked him to dance...
     The horse had died two hours after dawn, and that was 
  two hours ago, by Khamal’s reckoning.  Now he knew why 
  his ancestors had fled to the Calinsur Mountains, had 
  chased goat and tumble oxen and lived in huts rather than 
  remain in proud exile in this forsaken place plentiful only 
  in sand and things that want to kill you in interesting ways.  
  But Khamal knew he was almost to the river, the Oliti 
  which flows from the Great Sunbright Glacier, Father to 
  lakes and rivers and oceans and oceans of cool water...
     And water there was.  A lovely little pool, situated in 
  the shade of a few worn rocks.  People must forage here, 
  for a few cacti stood nearby, and what looked like a crude 
  hitching post.  And... Toma be praised, is that a bird?  A 
  noble eagle, like which flies over the Lake of Coins!  Khamal 
  stumbled on blistered feet to the shining, improbable pool- 
  and it may have been that he tried to drink the substance 
  of the shimmering, oozelike organism that squeezed the life, 
  and the water from him.  The coins that sprinkled from his 
  ruptured bag were not lost upon the two zendiqi nomads 
  that rested in their tent, a dun color so similar to the sands 
  they might be made of it. They would take the water of his 
  body, laid out by the mutarga, the mirage menace, with 
  their dip-poles, and lure it out to take the northerner’s gold. 
  It would pass the cool of the evening, before they rode on to 
  the Tent City of the Grand Wazir, due in these parts any day 
  now, if the anpur were quiet.
  Purple Duck Note: The mirage menace can be found in 
  Monsters of Porphrya.
  Races of the Desert
  The following is a description of the major racial popula-
  tions within the Desert of Siwath. Traits are listed along-
  side each race appropriate for the race and region.
  Anpur
  When you do not fear death, you are quick to choose the 
  violent path. This is the rule that all those who deal with 
  the anpur must remember. The anpur are the last vestige 
  of a civilization that was ancient even to the old zendiqi. 
  In days before memory, they built great pyramids as 
  tombs for their kings. These tombs were built to provide 
  every comfort for the interred in the afterlife based on 
  complicated systems of metaphysics. The system of faith 
  was built so that every successive generation would care 
  for the needs of their forefathers in the underworld and 
  be given the same honor by their children when they 
  died in turn. All anpur would one day walk the silent 
  streets of the necropolis.
     However, after the Calling, Porphyra is a much 
  changed place. The zendiqi returned to their ancestral 
  home of the Siwath, and encroached on the anpur’s ever 
  expanding City of Tombs. Now, the anpur must fight 
  
  3
  for territory or risk offending the long silent rulers of the 
  city of the dead.
     Indeed, their situation has made the anpur hasty to 
  anger and quick to draw the sword. They fight for their 
  way of life and death, and believe in postmortem re-
  wards if they fall in their philosophy’s defense. As such, 
  the anpur are at stark odds with their neighbors. They 
  worship the god Shankhil, whom they call Lord Ankh, 
  which sets them against the strictly anti-deist zendiqi. 
  (In truth, the anpur have worshiped an entity or an 
  idea) called Lord Ankh for a time since before the Call-
  ing. Only after Shankhil’s ascension to divinity did the 
  philosophical idea become clothed in heavenly flesh, the 
  Twilight Man coming to physically represent that which 
  the anpur had long believed in.
     The anpur are fierce foes of the gnolls, their cous-
  ins. The gnolls do not keep the anpuri religion and are 
  therefore seen as little more than faithless dogs. What 
  mercy could be given to those who do not even build 
  death-houses for their fathers, and offer no food to the 
  spirits of their grandsires? The anpur would weep for the 
  starving ghosts of the gnolls, if they had tears to shed for 
  those so wicked.
     The City of Tombs is the center of the anpur’s 
  world. It must be maintained by the priests and 
  cult-slaves, so that the long-dead kings and hon-
  ored dead may continue to find joy and solace 
  in death. It must be expanded if the now-living 
  warriors will have a place to go after their ser-
  vice is completed. The anpur will do anything 
  to ensure that this ancient city has a place in the 
  future.
  Anpur Racial Characteristics
  Anpur player characters are defined by class 
  levels—they do not possess racial hit dice. All 
  anpur player characters possess the following 
  racial characteristics.
  •	
  +2 Strength, +2 Wisdom: Anpur are pow-
  erful, observant, and ordered in their think-
  ing.  They are quick to act and have strong 
  predatory instincts.
  •	
  Humanoid: Anpur are humanoids of the 
  gnoll subtype.
  •	
  Medium: Anpur are medium humanoids 
  with no penalty or bonus due to size.
  •	
  Speed: Anpur have a basic speed of 30 ft.
  •	
  Darkvision: Anpur can see in the dark up 
  to 60 ft..
  •	
  Ancestor Worship: Anpur revere their an-
  cestors who refused to descend into savagery.  Anpur 
  are treated as one level higher when casting spells of 
  the divination school or using granted powers of the 
  Ancestors subdomain, the bloodline powers of the 
  Destined bloodline, and revelations of the oracle’s 
  Ancestor mystery.  This ability does not give them 
  early access to level-based powers; it only affects the 
  powers they could use without this ability.
  •	
  Desert Runner: Anpur gain a +4 racial bonus on 
  Constitution checks and Fortitude saves to avoid 
  fatigue and exhaustion, as well as any other ill effects 
  from running, forced marches, starvation, thirst, and 
  hot or cold environments.
  •	
  Fearless: Anpur gain a +2 racial bonus on all saving 
  throws against fear effects.
  •	
  Weapon Familiarity: Anpur are proficient with 
  temple swords and flails.
  •	
  Languages: Anpur characters begin play speaking 
  Common and Gnoll.  Anpur with high intelligence 
  can choose from Aquan, Auran, Ignan, Old Porphy-
  ran, Sphinx and Terran.
  
  4
  Racial Traits
  The following are race traits specifically for anpur player 
  characters, who may take one race trait.
  Fear Not Death: Death is merely a journey into just 
  reward. You fear it not, but serve its cause willingly while 
  you dwell in this world. You gain a +2 trait bonus on 
  saves against death effects, and when you do make a suc-
  cessful save against a death effect, the resulting religious 
  ecstasy grants you a +1 trait bonus on attack rolls for the 
  next minute.
   
  Mummifier: You have spent your life preparing the dead 
  and tending to their needs. You have built an immunity 
  against death and disease. You gain a +1 trait bonus on 
  Fortitude saves against diseases.  Against a disease in-
  flicted by an undead (such as mummy rot), this bonus 
  increases to a +3 trait bonus.
  Gnolls
  The anpur might rule in their silent pyramids and the 
  zendiqi might rule in their tent cities, but the gnolls rule 
  the no-man’s land of the desert wastes.
     As the wind blows the sands of the desert, so too does 
  it blow the myriad tribes of gnolls. The nomadic bands 
  claim no permanent territory. Many tribes wander sea-
  sonal paths, following fresh water and merchant cara-
  vans. The gnolls do sparse trading, but prefer to simply 
  raid for what they need.
     They raid for many things, but slaves are their most 
  coveted possession. Gnolls tend to be extraordinarily 
  lazy, so slave labor is highly prized. Moreover, non-gnoll 
  slaves bring skills and knowledge into the pack that the 
  gnolls themselves do not possess. Slaves educated in the 
  arts of weaving, pottery making, healing, and brewing 
  are most highly prized. Pack leaders are willing to spill 
  much of the blood of their pack in raids to kidnap such 
  slaves.
    Nobody realizes the sheer number of gnolls dwelling in 
  the desert of Siwath, as nobody has had the opportunity 
  or means to count them. The number is truly staggering. 
  If the disparate tribes were assembled under one banner, 
  if the gnolls were stirred to unification, the desert would 
  be stained red with the blood of their foes – the Siwath 
  itself could not contain them, and they would undoubt-
  edly spill past the porphyrite borders into the rest of the 
  world.
     Luckily for Porphyra, this has not yet happened. The 
  gnolls’ tribal feuds, as well as their inherent lack of ambi-
  tion, ensure that their battles remain petty and their 
  goals minor. Month after month, year after year, the 
  gnolls raid each other for the same slaves and the same 
  few coins, trading them each back and forth.
  Gnoll Racial Characteristics
  Gnolls are hyena-like humanoids of the gnoll subtype. 
  Gnoll player characters from the Siwath have a Racial 
  Point array of 8, rather than 6 points, to reflect their spe-
  cialization regarding that location.  Gnoll player charac-
  ters are defined by class levels—they do not possess racial 
  hit dice. All gnoll player characters possess the following 
  racial characteristics.
  •	
  +2 Strength, +2 Constitution: To survive in the 
  desert, gnolls are strong and physically tough.
  •	
  Humanoid: Gnolls are humanoids of the gnoll 
  subtype.
  •	
  Medium: Gnolls are medium creatures and have no 
  penalties or bonuses due to size.
  •	
  Speed: Gnolls have a base speed of 30 feet.
  •	
  Camouflage: With their sandy, dappled fur, Siwathi 
  gnolls gain +4 to Stealth checks while in desert ter-
  rain.
  •	
  Darkvision: Gnolls can see 60 feet in the dark.
  •	
  Natural Armor: Gnoll hides are remarkably tough, 
  granting them a +2 natural armor bonus.
  •	
  Stalker: Siwathi gnolls are consummate hunters of 
  the deep desert, and always have Perception and 
  Stealth as class skills.
  •	
  Languages: Siwathi Gnoll player characters begin 
  play speaking Gnoll.  Characters with high intel-
  ligence can choose to speak other languages from 
  the following: Auran, Common, Old Porphyran and 
  Sphinx.
  Racial Traits
  The following are race traits specifically for gnoll player 
  characters, who may take one race trait.
  Canine Kinship: You were raised alongside hyena pups. 
  You think of them as part of the pack. You gain a +3 trait 
  bonus on Handle Animal checks to handle hyena and 
  canine animals (including wolves, dogs, and coyotes). 
  Handle Animal is always a class skill for you.
  Pack Fighter: Every battle you’ve ever fought, you’ve 
  fought with your pack. Every wound you’ve suffered, 
  your pack has suffered with you. Every victory you’ve 
  won has been the pack’s victory. You gain a +1 trait bo-
  nus to all attack rolls and skill checks the turn after you 
  successfully benefit from a Teamwork Feat.
  
  5
  Pack Hierarchy: Submission and dominance has been 
  bred and beaten into you. You gain a +2 trait bonus on 
  Intimidate checks against creatures whose challenge rat-
  ing is lower than your character level.
  Zendiqi
  The zendiqi people are the last tribal remnant of the 
  native Porphyran humans who cling to the indigenous 
  elemental worship that was common pre-Calling. The 
  term zendiqi means ‘orthodox’ in Old Porphyran, the 
  term first applied to the tribal whole when humans 
  returned to their ancestral home in the Desert of Siwath.  
  At their peak when the Deist incursion took place, ze-
  ndiqi were the eventual, total losers in the NewGod War, 
  and the only pure strains of the faith-based race exist in 
  Siwath and their neighboring desert states.
     Fiercely anti-deist and xenophobic, zendiqi bring swift 
  retribution against any foolish enough to enter their do-
  main. From the sprawling Tent City of the Grand Wazir 
  to the four elemental houses at the far corners of the 
  desert, enmity is brought to bear against unsanctioned 
  outsiders who wander past their border stones. Dwarves 
  and gnomes almost universally suffer their wrath, as 
  the zendiqi see these new-comers to Porphyra as freaks. 
  Elves and other god-worshipers often face an even grim-
  mer fate at their hands.  Only the northern-sponsored 
  Serenity Guard act with impunity in their lands, and the 
  zendiqi chafe fiercely at their leashing.
     The zendiqi at present are in a precarious position. 
  Their current Grand Wazir, Ha’roun al-Rashid, is at the 
  end of his years, and the reformations that he has put in 
  place might die with him. During his reign, the ritual 
  immolation of outsiders dwindled to a scant few per 
  year, and the raids of the thousand camel armies rarely 
  swept out from the desert. Relations with outsiders 
  (heretics though they be) have improved markedly, and 
  many zendiqi have profited from the increase in visiting 
  merchant caravans.
     For the most part, manners and respect protect 
  Ha’roun al-Rashid from being supplanted by right of 
  combat. There is an undercurrent of the zendiqi, though, 
  that would not be unhappy to leave the road the Grand 
  Wazir has led them down. A faction of younger zendiqi 
  is especially eager to bring the cleansing flame to the mu-
  hartik, and they fantasize about a coming holy war.
   
  Zendiqi Racial Characteristics
  Zendiqi are a pure blooded strain of aboriginal humans 
  native to Porphyra, with the following characteristics:
  Zendiqi player characters are defined by class levels—
  they do not possess racial hit dice. All zendiqi player 
  characters possess the following racial characteristics.
  •	
  +2 bonus to any one ability score: Zendiqi are hu-
  man and gain +2 to any single ability score.
  •	
  Desert Runner: The arid ancestral home of the 
  zendiqi has caused them to adapt over the millennia, 
  and they receive a +4 racial bonus on Constitution 
  checks and Fortitude saves to avoid fatigue, exhaus-
  tion, or other ill effects from running, forced march-
  es, starvation, thirst, or hot or cold environments.
  •	
  Death to the Stunted Ones: Dwarves and gnomes 
  are seen by the zendiqi as invaders and freaks, not 
  native to Porphyra; they gain a +1 racial bonus to 
  attack rolls against creatures of these types.
  •	
  Infidel Destroyers: Zendiqi bear special enmity 
  for the clerics of the gods of the Calling, who cast 
  down their elemental overlords in the NewGod war.  
  Against those proven to be clerics, by bearing holy 
  symbols, casting divine spells or being ‘smelled’, 
  zendiqi gain a +2 dodge bonus to AC, and gain a +2 
  racial bonus on combat maneuvers to grapple clerical 
  enemies.  At the GM’s discretion, this can include 
  inquisitors and oracles proven to be divine spellcast-
  ers, though neither class bears an aura.
  •	
  Smell the Muhartik: Once per day, a zendiqi can 
  use a spell-like power similar to detect evil/good/cha-
  os/law but only detects the aura of divine spellcasters 
  such as clerics, paladins, and antipaladins.  Smell the 
  Muhartik behaves in all other ways as detect evil.
  •	
  Strength of the Kafir: The zendiqi philosophy of 
  Kafir requires a refusal to accept the existence of 
  the New Gods.  Zendiqi gain a +2 racial bonus to 
  saving throws vs. divine spells and effects, and apply 
  -2 per character level on both healing, and damage 
  caused by channeling positive or negative energy; 
  this includes cure spells, though a zendiqi would be 
  unlikely to allow one to be cast upon them.
  •	
  The Old Way: Zendiqi still cling to the veneration 
  of the elemental lords, silent though they may be.  
  When they come of age, zendiqi choose a bayit, or 
  home element, and gain resistance 5 to that particu-
  lar energy type: acid (earth-ard), cold (water- targ), 
  electricity (air- gana) or fire (fire- nar).
  •	
  Languages: Zendiqi are xenophobic and begin play 
  speaking only Old Porphyran, a human language un-
  related to the Common tongue.  Zendiqi with high 
  intelligence can choose languages from the following 
  list: Common, Gnoll, Sphinx, Sign Language and 
  one of the elemental tongues; Aquan, Auran, Ignan 
  or Terran.  skill.
  
  6
  Racial Traits
  The following are race traits specifically for zendiqi 
  player characters from the Deserts of Siwath.
  Ancient Logograms: You know the hieroglyphic script 
  practiced by early humans who first lived in the Desert 
  of Siwath; though unintuitive and difficult to use as a 
  writing system, the abstract pictures are able to constrain 
  much information into a small space. By compounding 
  your spells with logograms, you are able to inscribe a 
  spell on a single page of your spellbook, regardless of the 
  spell’s level.
   
  Camel Rider: Your camel is well trained and can sniff 
  out heretics almost as well as you can. Whenever you 
  charge while riding a camel, you suffer only a -1 penalty 
  to AC, and gain +1 to any subsequent Ride checks.
  Sand Sympathizer (Social Trait): You have been con-
  vinced by heritage or propaganda that the Elementalist 
  cause is righteous, and should rise again! You take 1 less 
  point of healing or damage from positive energy and 
  negative energy.
   
  Whirling Fighter: Spinning and whirling, scimitars 
  glinting in the sun’s light, zendiqi can thwart their oppo-
  nents with dance-like maneuvers. Whenever you move 
  at least 10 feet in a round, you gain a +2 trait bonus on 
  disarm combat maneuver attempts. Disarm attempts still 
  provoke attacks of opportunities, without other appro-
  priate abilities.
  Purple Duck Note: More information on the zendiqi 
  can be found in Fehr’s Ethnology: Zendiqi, available from 
  Purple Duck Games, including more class options, feats, 
  alternative traits, and a sample character.
  Elemental-Kin in the Deserts of Siwath
  The prevalence of geniekind in the empires of the Old 
  Porphyran Elementalists essentially, over time, led to 
  the growing caste of the human-bred elemental-kin, in 
  their Common Tongue titles; Ifrits, from fire elemental 
  beings, primarily efreeti, Oreads, from earth elemental 
  beings, primarily shaitan, Sylphs, from air elemen-
  tal beings, primarily djinni, and undines, from water 
  elemental beings such as tritons and marids.  They were 
  honored beings in the sheikdoms and caliphates of the 
  pre-Calling days, though they were forbidden from hold-
  ing titles of hereditary power, unlike their more urbane 
  kin in the Ghadab. This taboo was to avoid favoritism 
  among the local Elemental Lords, who preferred dealing 
  with humans as subordinates, being elementally neutral, 
  at least physically.  Despite this taboo, elemental-kin 
  filled many appointed positions of power, as military and 
  community leaders, tribal elders, trade guilds, and lead-
  ers of magical training madrassas.  
     During the early years of the NewGod Wars, the 
  elemental-kin were at the forefront of boosterism and 
  recruiting, and most were confident quick victory would 
  come to the powerful elemental forces.  What they did 
  not count on was the military readiness of the deist na-
  tions, as they were used to fighting amongst themselves, 
  and were quickly able to combine forces to destroy the 
  elementalists, with massive waves of outsiders- even 
  devils and angels fighting side by side. The elemental-
  kin among the defeated forces took the brunt of de-
  ist persecution, often because of their resemblance to 
  aasimar and tieflings, even moreso their representation of 
  deliberate elemental incursion, the impunity of primitive 
  forces thinking they can live like men- or gods.  Evil de-
  ists killed elemental-kin prisoners outright, or subjected 
  them to foul experiments, good deists outlawed them in 
  their territories, or executed them with no less painful 
  methods than their parallel allies in evil.  
     Thus, today, elemental-kin do not often travel far from 
  
  7
  the ancestral lands of the elementalists, where they still 
  can get a fragment of respect from the natives there.  
  But, always, there are those with a burning desire to see 
  the world and all of its wonders, and the exotic nature 
  and appearance of the elemental-kin often open doors in 
  foreign parts that find their skills useful or wish to know 
  more about their disparaged kind, whom they know of 
  often only in boring sermons from self-righteous preach-
  ers of staid scripture.  Due to millennia of interference 
  with mortals, the step-children of the genies and other 
  elementals will appear in bloodlines for further millennia 
  to come.
     It is important to note that elemental-kin are not of 
  the humanoid type, and thus not susceptible to any spell 
  that targets a ‘humanoid’, typically a spell with the word 
  ‘person’ in the title.  Note the special exceptions under 
  the spell-like ability information for Ifrits.  
  Purple Duck Note: Regarding race creation game me-
  chanics, all four races have been brought up to a total of 10 
  RP [‘race points’] as presented in the Advanced Race Guide.
  Ifrits
  Ifrits in the Deserts of Siwath were once the self-ap-
  pointed ‘chosen ones’ among the elemental-kin, most 
  fit for positions of troop-leader, tribal sorcerer, or high 
  ambassador to other tribes and clans.  A ‘madu’, as they 
  are called in Old Porphyran, that accepted a subordinate 
  position was thought a little odd or mad.  They mostly 
  deserve their positions of high rank, as these sons of the 
  efreeti are nothing if not ambitious, and far less in-
  clined to live by the letter of their infernally law-abiding 
  progenitors.  Though a settlement of elder ifrit main-
  tains a nexus at Mount Nar, at the southern terminus 
  of the Calinsur mountains, Siwathi madu come and go 
  constantly, as restless as the flickering flames of a desert 
  campfire.  Many ifrit have made the passage to Korech in 
  the Ghadab, but madu there find them-selves a second-
  class race, losers in the war the Korechi would rather 
  forget.
     And lose they did, the generals and champions of the 
  elementalist forces, confident in their own abilities, but 
  unsure or ignorant of the will and ability of their forces 
  against the alien awesomeness of those from Beyond.  
  Generally straightforward strategists, the myriad powers 
  of outsiders proved the stratagems of generals such as 
  Sheik J’hak Rhaynara and Caliph Awarath to be utterly 
  outmatched.  The reputations of madu ferocity did make 
  an impression of the deist forces, and “mad as a madu” 
  is still part of military parlance in many northern deist 
  countries.  Siwathi ifrits never did recover as a cohe-
  sive group, and they are found acting alone or in small 
  groups- not necessarily other ifrits- that they have bullied 
  or dominated.  This racial denial of defeat sometimes 
  leads madu to hold on to ancient knowledge from the 
  NewGod Wars and before- a tempting lure to those who 
  would tame the firestorm.
  Ifrit Racial Characteristics
  Ifrit player characters are defined by class levels—they do 
  not possess racial hit dice. All ifrit player characters pos-
  sess the following racial characteristics.
  •	
  +2 Dexterity, +2 Charisma, -2 Wisdom: Ifrits 
  are passionate and quick, but also impetuous and 
  destructive.
  •	
  Elemental-kin: Ifrit are outsiders with the native 
  subtype.
  •	
  Medium: Ifrits are Medium creatures and have no 
  bonuses or penalties due to their size.
  •	
  Normal Speed: Ifrit have a base speed of 30 feet.
  •	
  Darkvision: Ifrits can see in the dark up to 60 feet.
  •	
  Spell-like ability: Burning hands 1/day or enlarge/
  reduce person 1 day, (caster level equals the ifrit’s 
  total Hit Dice). The spell-like ability choice must be 
  made at character creation. If enlarge/reduce person 
  is chosen, the ifrit can affect itself and other ifrits as 
  though they were humanoids.
  •	
  Elemental Resistance: Ifrits have fire resistance 5.
  •	
  Desert Mirage: Siwathi ifrits are comfortable in high 
  degrees of heat, and gain +2 on Stealth checks in 
  desert environments, and on saves to resist starvation 
  and thirst.
  •	
  Fire in the Blood: Siwathi ifrits gain fast healing 2 
  for 1 round anytime they take fire damage (whether 
  or not this damage overcome their fire resistance, if 
  any).  A madu can heal up to 2 points per level per 
  day with this ability, after which it ceases to func-
  tion.
  •	
  Memories of War: Siwathi madu can choose one of 
  elf, human or orc subtypes.  They gain a +4 dodge 
  bonus against the chosen humanoid subtype.
  •	
  Languages: Madu begin play speaking Old Por-
  phyran and Ignan.  Ifrits with high intelligence can 
  choose from the following: Aquan, Auran, Com-
  mon, Dwarven, Elven, Giant, Gnoll, Ignan and 
  Terran. 
  
  8
  Traits
  The following traits are available for ifrits from the Des-
  erts of Siwath.
  Firecaster: If the zendiqi expect a fire show, be happy 
  to give them one!  You gain a +1 trait bonus on damage 
  rolls for any spell you cast with the fire descriptor.  Spells 
  that do not deal damage do not benefit from this trait.
  Smoky Jack’s Child: The blood of Mal’Eket runs 
  through you, you nasty thing.  If you can use enlarge/ 
  reduce person as a spell or spell-like ability, you may also 
  use it on yourself, as though you were a humanoid.
  Oreads
  Associated mostly with an affinity for the vast desert 
  sands, oreads are likely the most common elemental-kin 
  in the Deserts, unobtrusive but omnipresent, and prone 
  to isolationism and retreating to their own insular com-
  munities when not conscripted by elementalist leaders.  
  Their name in Old Porphyran is ‘Rimal’, and they were 
  and are prized as front line soldiers and shock troops in 
  any large-scale conflicts.  Though oreads can be found 
  nearly anywhere in the Siwath, they have a homeland of 
  sorts, at Mount Ard, the immense flat-topped mesa in 
  the lonely Pyynian Arm of the desert.  Colonies of rimal 
  have been there for a milennia or more, and do a small 
  amount of mining for extremely rare and precious metals 
  and gems, which are worked and sold- and valued the 
  world over.
     During the NewGod War, rimal typically were slow to 
  fight, and had to be wheedled by recruiters or otherwise 
  convinced to join. On the front, however, they faced the 
  enemy stoically and craftily, and when given free reign, 
  could prepare excellent traps even in the most barren 
  parts of the desert.  Quicksand, collapsing dunes, pit 
  traps, rockslides- all were signature works of oread engi-
  neers at work.  “Fight iron with sand” was the motto of 
  Siwathi rimal, and it was hoped it would allow more of 
  the earth-kin to return to their small desert colonies.  For 
  the most part, it was not to be, as Landed dwarves soon 
  caught on to rimal constructions, and every deist troop 
  has a squad of ‘Sandbeards’ to probe for rimal traps and, 
  eventually, their hidden camps.  No quarter was given or 
  asked in grim, dark battles beneath the graveled wadis 
  of the Siwath.  Surviving Siwathi oreads have returned 
  to Mount Ard, and caravan busily from there to markets 
  and to Creeper’s Rift, where there is a thriving expatri-
  ate community of miners in Argentum.  As such, some 
  rimal have become fairly proficient glass-sailors, an odd 
  sight, to be sure, in the eastern Siwath.
  Oread Racial Characteristics
  Oread player characters are defined by class levels—they 
  do not possess racial hit dice. All oread player characters 
  possess the following racial characteristics.
  •	
  +2 Strength, +2 Wisdom, -2 Charisma: Oreads are 
  strong, solid, stable and stoic.
  •	
  Elemental-kin: Oreads are outsiders with the native 
  subtype.
  •	
  Medium: Oreads are Medium creatures and have no 
  bonuses or penalties due to their size.
  •	
  Slow Speed: Oreads have a base speed of 20 feet.
  •	
  Darkvision: Oreads can see in the dark up to 60 
  feet.
  •	
  Treacherous Earth: Once per day, a Siwathi oread 
  can will the earth to rumble and shift, transforming 
  a 10-foot-radius patch of earth, unworked stone,or 
  sand into an area of difficult terrain, centered on an 
  area the oread touches.  This lasts for a number of 
  minutes equal to the rimal’s level, after which the 
  ground returns to normal.
  •	
  Energy Resistance: Oreads have acid resistance 5.  
  •	
  Earth Affinity: Oread sorcerers with the elemental 
  (earth) bloodline treat their Charisma score as 2 
  points higher for all sorcerer spells and class abili-
  ties.  Oread clerics with the Earth domain use their 
  domain powers and spells at +1 caster level.
  •	
  Memories of War: Siwathi rimal can choose one of 
  elf, human or orc subtypes.  They gain a +4 dodge 
  bonus against the chosen humanoid subtype.
  •	
  Stone in the Blood: Oreads from the Siwath gain 
  fast healing 2 for 1 round anytime they take acid 
  damage (whether or not this damage overcomes their 
  acid resistance, if any).  A Rimal can heal up to 2 
  points per level per day with this ability, after which 
  it ceases to function.
  •	
  Languages: Rimal begin play speaking Old Por-
  phyran and Terran.  Oreads with high intelligence 
  scores can choose from the following: Aquan, Auran, 
  Common, Dwarven, Elven, Giant, Gnoll, Ignan and 
  Undercommon.
  Traits
  The following traits are available for oreads from the 
  Deserts of Siwath.
  Folk of the Dust: Rimal can go for days without drink, 
  squatting in the dust like it was a soft cushion.  You gain 
  +2 to any save vs. petrification or the effects of thirst.
  
  9
  Sandspray: Rimal are so much a part of the sands, they 
  can fling part of themselves at their enemy, hampering 
  his aim.  Once per day, you can fling sand at a living 
  melee opponent that has visual senses, making him -1 on 
  all attacks in the next round.
  Sylphs
  The race of djinn among the geniekind has always been 
  difficult for their masters- the elemental lords- to tame, 
  as much for their inherent benevolence as their chaotic 
  nature.  Those of the sylph race in the Siwathi, called 
  ‘habu’ in the Old Porphyran tongue, were and are 
  somewhat less difficult, as they are of this Material Plane, 
  without the freedom of the ‘eternal falling’ of the Plane 
  of Air.  There is always wind in the Siwath, though, 
  and electrical storms to thrill the blood of the mercu-
  rial sylphs.  They possess a racial cynicism and sadness, 
  some say, because of their ‘abandonment’ by their djinn 
  progenitors.  The Vale of Gana, a wide depression sur-
  rounding a large oasis south of the gnoll lands is their 
  ancestral territory, though these days it is most often 
  in the hands of one or another of the gnoll tribes, and, 
  rarely, an anpur incursion.  Siwathi habu have, in the 
  past several centuries, established an enclave on the very 
  cliffs of Typhoon Cove, due east of Gana- right under 
  the gnolls’ noses.
     In the NewGod Wars, Siwathi sylphs continued their 
  tradition of sacrificing the freedom of the few for the 
  comfort of the many- sending those of rare martial 
  intent or inherited debt to serve as scouts, spies and 
  saboteurs for the Elementalist forces.  The desert hawks 
  served them then, as now, and they love the birds as 
  members of their own families- to brag of slaying one is 
  to invite the wrath of the storm, quick and final.  Few 
  habu survived their dangerous missions, and the lore of 
  the Wars among the Siwathi sylphs is paltry and felt best 
  forgotten.  They did learn traditions of arcane wizarding 
  power, both from theft of magic documents and items, 
  and taking prisoners- and for that, the northern nations 
  have long memories.  Today in the Siwath, habu often 
  set up shop as wizards-for-hire to the zendiqi, selling 
  information, or guiding through the gnoll-infested lands 
  south of the Oliti.  They are fairly common in Buktu, 
  and unafraid of venturing north into ‘infidel’ lands- 
  uncannily more so than other elemental-kin, for some 
  reason.
  Sylph Racial Characteristics
  Sylph player characters are defined by class levels—they 
  do not possess racial hit dice. All sylph player characters 
  possess the following racial characteristics.
  •	
  +2 Dexterity, +2 Intelligence, -2 Constitution: 
  Sylphs are quick and insightful, but slight and deli-
  cate.
  •	
  Elemental-kin: Sylphs are outsiders with the native 
  subtype.
  •	
  Medium: Sylphs are Medium creatures and have no 
  bonuses or penalties due to their size.
  •	
  Darkvision: Sylphs can see in the dark up to 60 feet.
  •	
  Energy Resistance: Sylphs have electricity resistance 
  5.
  •	
  Breeze-kissed: A habu surrounds herself with swirl-
  ing winds, gaining a +2 racial bonus to AC against 
  nonmagical ranged attacks.  The sylph can calm or 
  renew these winds as a swift action.
  •	
  Memories of War: Siwathi habu can choose one of 
  elf, human or orc subtypes.  They gain a +4 dodge 
  bonus against the chosen humanoid subtype.
  •	
  Sky Speaker: Siwathi habu can use speak with ani-
  mals once per day to speak to birds or other flying 
  animals. Caster level is equal to the sylph’s Hit Dice.
  •	
  Storm in the Blood: Sylphs from the Siwath gain 
  fast healing 2 for 1 round anytime they take electric-
  ity damage (whether or not this damage overcomes 
  their electricity resistance, if any). A Habu can heal 
  up to 2 points per level per day with this ability, after 
  which it ceases to function.
  •	
  Languages: Habu begin play speaking Old Por-
  phyran and Auran.  Sylphs with high intelligence 
  scores can choose from the following: Aquan, Auran, 
  Common, Dwarven, Elven, Giant, Gnoll, Ignan and 
  Undercommon.
  Traits
  The following traits are available for sylphs from the 
  Deserts of Siwath.
  Cliff Climber: The largest habu colonies are on the 
  Cliffs of Gana, east of the Oasis- right under the noses of 
  the scabrous gnolls!  You gain +1 to Climb, and Climb is 
  always a class skill for you.
  Winds Go Everywhere: The whispers of the wind tell 
  you things of many places, even if you have not been 
  there.  You gain +1 to Knowledge (geography) and 
  Knowledge (geography) is always a class skill for you.
  
  10
  Undines
  As strange as it may seem that an aquatic race should 
  hail from a area dominated by deep, harsh desert, un-
  dines are now, more than ever, movers and shakers in 
  the Deserts of Siwath.  The Siwath is bordered on two 
  sides by the ocean; Hyena Bay to the northwest, and 
  the vast Coast of Bones to the south.  Each large oasis 
  in the desert is also attended, traditionally, by a muhit 
  pilgrim (muhit being the traditional name of undines in 
  Old Porphyran) from an old, old pact from pre-Calling 
  days.  A visit from the muhit was a great honor in the 
  old days of the elementalists, and they were an essential 
  part of the War effort, coordinating with kinfolk in the 
  Rainbow Isles, infiltrating pale-skin camps with their 
  abilities, and providing sustenance for troops in the hot 
  wadis of the desert battlefields.  Only the attacks on their 
  offshore cities brought undines from the the battlefields, 
  to defend them, and so the elementalists fell to the two-
  pronged attack by the invading deists.
     Muhit -Siwathi undines-still make their pilgrimages 
  to Lake Targ on the borders of the Glass Sea, and to 
  the designated oases in the deep desert.  Some of mar-
  tial mind and vengeful memory join zendiqi bands of 
  raiders, usually in a support role- but some hailing from 
  Hyena Bay are reviving the cult of The Poison Wave, or 
  hiring themselves out to the anpur in navigating and 
  plumbing the depths of the Oliti in the north.  Undines 
  also have been found proficient in navigating border 
  raids into The Pyynian Coast, through the pestilent 
  jungle and its many pools, streams and swamps.  The 
  children of the ancient and powerful marids always 
  know that the seas will welcome them, even if the land is 
  especially hostile to their kind.  
  Undine Racial Characteristics
  Undine player characters are defined by class levels—
  they do not possess racial hit dice. All undine player 
  characters possess the following racial characteristics.
  •	
  +2 Dexterity, +2 Wisdom, -2 Strength: Undines are 
  both perceptive and agile, but tend to adapt rather 
  than meet force with force.
  •	
  Elemental-kin: Undines are outsiders with the na-
  tive subtype.
  •	
  Medium: Undines are Medium creatures and receive 
  no bonuses or penalties due to their size.
  •	
  Normal Speed:  Undines have a base speed of 30 
  feet on land. They also have a swim speed of 30 feet, 
  can move in water without making Swim checks, 
  and always treat Swim as a class skill.
  •	
  Darkvision: Undines can see in the dark up to 60 
  feet.
  •	
  Flesh Chameleon: A muhit can change her color-
  ation to match human skin tones.  As a standard 
  action a Siwathi undine can changer her natural blue 
  hue to match any normal human skin tone, and 
  revert as a free action.  This grants a +4 racial bonus 
  on Disguise checks to appear human.
  •	
  Hydrated Vitality: Undines from the Siwath gain 
  fast healing 2 anytime they submerge completely 
  within a body of natural salt water, fresh water, or 
  brackish water.  Stagnant, poisoned, or trapped water 
  (such as water within an artificial pit or a bag of 
  holding) does not activate this ability.  A muhit can 
  heal up to 2 points per level per day with this ability, 
  after which it ceases to function.
  •	
  Memories of War: Siwathi madu can choose one of 
  elf, human or orc subtypes.  They gain a +4 dodge 
  bonus against the chosen humanoid subtype.
  •	
  Spell-like ability: Hydraulic push 1/day (caster level 
  equals the undine’s level)
  •	
  Water Affinity: Undine sorcerers with the elemen-
  tal (water) bloodline treat their Charisma score as 2 
  points higher for all sorcerer spells and class abilities.  
  Undine clerics with the Water domain cast their Wa-
  ter domain powers and spells at +1 caster level.
  •	
  Languages: Muhit begin play speaking Aquan and 
  Old Porphyran.  Undines with high Intelligence 
  scores can choose from the following: Auran, Com-
  mon, Dwarven, Elven, Giant, Gnoll, Ignan and 
  Terran.
  Traits
  The following traits are available for undines from the 
  Deserts of Siwath.
  Cold Sea Dweller: Once, before they were needed for 
  the War, undines lived in peaceful cities beneath the 
  frigid waters of the Easter Cold Sea.  You gain cold resis-
  tance 2.
  Water Carrier: An undine with a desert party guaran-
  teed no one would go thirsty, not even the camels.  You 
  can use your hydraulic push as a create water orison with 
  the same effects.
  
  11
  
  12
  Government of the Siwath
  As one of the primary residences of the defeated peoples 
  of the NewGod Wars, the ‘government’, as such, in the 
  region of the Siwath, are subject to a certain amount of 
  foreign interference and imposition, especially by the 
  theocratic machinery of the Codion, highest priest of the 
  Church of Gerana.  The military arm of the Church, the 
  Codionic Knights, even has a special branch of their or-
  der, the Serenity Guard, that is charged with “keeping an 
  eye” on the zendiqi and the southern defeated regions.  
  In Siwath, that is the Serenity Guard of the Sands, 
  and many members of the Impervious Knights of the 
  Code are among their number, extremely hard men and 
  women who would like nothing better than to purge 
  the sands and turn the entire region into a version of 
  the Northlanders’ gulags.  Every village of consequence, 
  and even some of no consequence, has a member of the 
  Serenity Guard there as a ‘guide’ to proper participa-
  tion in the Peace.  That many of the Serenity Guard do 
  much good in the often-impoverished communities is a 
  bright light in a sometimes dark situation, as dark as the 
  moonless desert at night.  Healing is hard to come by 
  in Siwath, and if it can be delivered with a minimum of 
  proselytization, the better.  The negative report of a Se-
  renity Guard, or, worse yet, the assassination of one, can 
  have a wide variety of results, from a heavy trade penalty 
  or payment, to the decimation of a random nomad band 
  in the desert by way of summoned demon or angel.  
  Needless to say, the rebel organization of the ‘Sandmen‘, 
  a brotherhood of anti-northern activists and saboteurs, 
  does not do open business in the Siwath, preferring 
  to take the struggle to “the enemy”.  So persists a qui-
  etly seething triangle of influence: northern (primarily 
  Landed territories such as Blix, Meynon and The Middle 
  Kingdoms) interests, often clerical, embodied in inspec-
  tors, factors and Serenity Guard- and their sympathizers 
  among southern Porphyrans- versus the tribal elders, 
  warriors, and underground Elementalists seeking more 
  autonomy for their people to try to expand agricultur-
  ally and economically, versus the Daamati of the Sand-
  men, fanatics that want to drive out the northerners, and 
  replace the “cooperative” acting governments.  
     All three groups have their merits and flaws: the Guard 
  and their sympathizers truly do keep military invasion 
  from sweeping down upon the Deserts, and it is often a 
  difficult job to convince warhawks from doing so.  The 
  Guard can be harsh and dogmatic, however, and is ac-
  cused of limiting economic and agricultural expansion 
  with the agenda of keeping the south poor and under-
  populated.  The tribal and village governments, under 
  the loose auspices of the Wazir, do their best to unify the 
  peoples of the Siwath, and limit the very real possibility 
  of intertribal skirmishes, and the occurrence of splinter 
  groups and factionism.  The magical resources of the 
  prodigiously arcane people of the desert is concentrated 
  in the ruling class, and they have enough noblesse oblige 
  to improve the lot of people where they can- instead 
  of turning their powers toward war- as they did in the 
  Calling/NewGod Wars era.  They are, however, a proud 
  and somewhat primitive lot, extremely tradition-bound 
  and possess a great deal of class snobbery.  The Sandmen 
  are secretive by their very definition, a loose, cell-based 
  brotherhood noted for their willingness to die by inter-
  nally-generated body dissolution into sand if captured- a 
  religious, as well as necessity based event.  They give a 
  voice to oppressed and disaffected zendiqi, and outlet for 
  dissident youth, and often move to expose northerner 
  abuses unknown to the ‘collaborative’ tribesmen.  But 
  the Daamati too often let their contempt for the non-
  resisters made known, and collateral damage in their 
  pursuits almost always falls on the innocent as well as the 
  infidel.
  Settlements of the Deserts of Siwath
  Many of the settlement qualities are taken from 
  Cityscapes: New Settlement Options by Skortched Urf’ Stu-
  dios for the Pathfinder Roleplaying Game.  Both perma-
  nent villages and temporary camps are common in the 
  Siwath, almost always situated around an oases, or some-
  times a massif of rock jutting from the sands as a source 
  of shelter.  A typical village would have not more than 
  100 people and few amenities, though almost all (90%) 
  have a spellcaster of some sort present, most likely (70%) 
  a sorcerer of levels 1-4, of the elemental bloodline, or 
  one of its wildblood variants.  Equal (5%) chances can 
  be given to bards, oracles, summoners, witches, wizards 
  or a more obscure class, such as rooks, spellcasting rang-
  ers or mediums.  5-10 more martially minded classed 
  characters would be present, as well, primarily fighters 
  (70%), but with good (10% each) chances of cavaliers, 
  rangers, or some other more obscure class such as barbar-
  ian, gunslinger, or monk.  Generally speaking, a village 
  or camp will have at least an unfriendly attitude to vis-
  ible foreigners, but do not automatically attack, depend-
  ing on the makeup of the community.
  
  13
  
  14
  New Governments and Qualities
  These qualities and government types were created by 
  Skortched Urf’ Studios and reprinted here.
  Dynasty (Government)
  Power is concentrated in the hands of a single family or 
  a small group of closely related, inter-married families. 
  These elites have ruled the settlement since its inception, 
  and manipulated the power structure to ensure they 
  remain in power.
  ADJUSTMENTS
  Increase Corruption +1, Law +1. Decrease Society -2.
  City of the Dead (Quality)
  The settlement abuts a massive, historically significant 
  graveyard, massive tomb or mausoleum complex. Its 
  monuments are well maintained, and a powerful ances-
  tor cult exists within the city, either in replacement or 
  addition to traditional religions.
  ADJUSTMENTS
  Decrease Economy -2, Increase Lore +2, Law +1.
  Add the settlement’s Lore modifier to Knowledge (his-
  tory) and Knowledge (nobility) checks.
  Majestic (Quality)
  The settlement is known for its dramatic, sweeping 
  architecture, monumental statuary and is built to a 
  scale alien to most Medium size humanoids. Perhaps 
  the settlement was once a domain of giants, or simply a 
  human metropolis hewn to an epic scale for the sake of 
  grandeur.
  ADJUSTMENTS
  Increase spellcasting by +1 level. Add +1d8 to the num-
  ber of the most expensive category of magic items the 
  settlement offers for sale, as determined by its size
  Mobile: Frontlines (Quality)
  The entire settlement can move, albeit slowly, not much 
  faster than an average man could walk. Perhaps it floats 
  on a cushion of magical air, hundreds of feet above the 
  landscape, is a fortresscastle growing from the back of 
  some impossibly large creature, or is some kind of enor-
  mous steampunk or magi-tech tank. This city is designed 
  to patrol its kingdom or territory, responding to threats 
  and offering the city’s defenses to those in need.
  ADJUSTMENTS
  Reduce Corruption -1, Economy -1, Society -1. Increase 
  the Base Value and Purchase Limit of the settlement by 
  25% when trading weapons and armor.
  Racial Enclave (Quality)
  The settlement is dominated by a single race: a pleasant 
  Halfling farming community, an Elven capitol, a collec-
  tion of Half-Orc yurts on the open plains, ect.
  ADJUSTMENTS
  Decrease Society -1. Members of one or more races, 
  chosen when the settlement is founded, is especially 
  welcome in the tightknit and homogenous settlement. 
  Members of this race can purchase goods and services in 
  the settlement at a 25% discount.
  Royal Accommodations (Quality)
  One or more members of a royal dynasty call the settle-
  ment home. As such, security is extremely tight, and the 
  local economy has taken flight, as merchants catering to 
  the nobility have sprung up.
  ADJUSTMENT
  Increase Economy +1, Law +2. Decrease Society -1. In-
  crease the purchase price of high quality or luxury items, 
  such as jewelry, fine clothes or food, entertainment, 
  weapons and all magical items purchased in the settle-
  ment by +10% due to widespread inflation.
  Sacred Animals (Quality)
  In this settlement there is a great taboo (punishable by 
  death, exile or other severe penance) about killing a par-
  ticular breed of beast. Depending on the settlement, the 
  sacred animal might be innocuous (house cats, ravens), 
  irritating and mischievous (monkeys) or a stubborn haz-
  ard on the roads (horses, cattle). The animals have free
  run of the settlement. 
  ADJUSTMENTS
  Decrease Corruption -1, Economy -1. Increase Lore +1.
  
  15
  AR’ROK
  The smoke of camel-dung fires greeted Rostam as he emerged 
  from his tent in the Visitor’s Grounds.  Back in Ghadab 
  they had charcoal, at least, but beggars could not be choos-
  ers, and for the moment, the glass-merchant was beggared 
  by circumstance.  
     “Rostam, peace be upon you, the hand of the Four be your 
  guide,” said Wali, a seedy-looking, blue-skinned man with 
  finny ears. What did they call them here?  He sold ice and 
  lemon water out of a small dugout, and gouged prices.
     “Ummm, Wali, peace be upon you,” Rostam said.  Faith 
  was a much more personal expression back home.  These 
  westerners were quite mad, in his opinion.  “Do you think 
  the mahlana will be back today, to hear my case?”
     “Most assuredly,” Wali said, for the fourth day in a row.  
  “Justice is Sharif Al-Khai’s bread and meat.  Would you like 
  some ice water?  First sale of the day, three simbi!”
     At home a simbi would get you a gallon, but Rostam was 
  dizzy from thirst.  He paid three shells, a third of what he 
  had left, and would not take the cup until it brimmed at 
  the top.
     “By the Four, I thank you,” he said, and guzzled the 
  cup, handing it back.  A line of mahdi went past, veiled 
  and muffled, a huge mawgriff in tow, loaded down with 
  bundles.  
     The undine regarded the procession.  “The mahdeen are 
  wealthy and pious, it is true...” Wali said sagely.  Rostam 
  listened, arms crossed, still thirsty.  “It is said they can smell 
  metal, did you know that?  Why, a fellow was saying the 
  other day that there were such things as... glass knives?  I 
  imagine you knew that though... more water?”
  Ar‘Rok
  NE village
  Corruption +0; Crime -5; Economy -1; Law +1; Lore 
  +0; Society +1
  Qualities racially intolerant (elves, orcs), superstitious
  Danger +0
  DEMOGRAPHICS
  Government Autocracy
  Population 200 (180 zendiqi, 20 elemental-kin)
  NOTABLE NPCS
  Crotchety Headman Sharif Al’khai (N zendiqi bard 5)
  Erratic Alchemist Ali Khabu (NE zendiqi alchemist 4)
  Fanatic Prophet Zerath Zelkarr (NE ifrit oracle 4)
  MARKETPLACE
  Base Value 500 gp; Purchase Limit 2,500 gp; Spellcast-
  ing 3rd; Minor Items 2d4+1; Medium Items 1d4+1; 
  Major Items (50% of 1)
  The village of Ar’Rok (often called Arrok in the north) 
  is not much different than dozens of others scattered 
  throughout the Siwath, perhaps a little bigger, but is 
  included here because it is one that most every educated 
  northerner remembers.  For less than a league east of 
  here is where the final end to the NewGod Wars took 
  place.  The Grand Wazir of that time, the ifrit madu 
  Shebn Raziel capitulated before a vast Deist host after 
  learning of the simultaneous siege of Mount Nar, ances-
  tral home of the ifrits; a masterful two-pronged attack 
  penetrating deep into the heart of the Siwath from south 
  and north.  How the Deist forces landed on the Brown 
  Coast so easily, and surprised the fierce madu ifrits is 
  a story for another day, but suffice it to say it was the 
  end of the two-centuries-long conflict.  The ifrit Wazir 
  immediately proceeded to the small Temple to the Four 
  in Ar’Rok and ceremonially immolated himself, not 
  an easy task for an ifrit, and the war, for the most part, 
  was over.  The Headman of Ar’Rok was horrified and 
  relieved, in equal parts; his village would be spared an-
  nihilation as the overmatched Elementalist forces beat a 
  retreat, pursued by the Deists, but by the same token, he 
  had visions of the subsequent treaty and remembrance 
  of surrender being the “Battle of Ar’Rok” or “Treaty 
  of Ar’Rok” or, The Four forbid, his village renamed as 
  “Raziel’s Pyre”.  So the courageous Headman, nameless 
  for eternity, went to the encamped Deists, with flags of 
  parley, on his knees to beg: do not name the place of 
  the treaty! Give no details of the signing, and the cir-
  cumstances forthwith.  Let your victory be faceless, and 
  he would tell the Great General some hard facts about 
  how best to rule over the conquered zendiqi people.  Let 
  them seethe. Give your people a ‘bogeyman’ to fear, and 
  heroes to admire.  Leave us in our world of sand and 
  memories, and both our troubles will be few.  The name-
  less General and the nameless Headman played a game 
  of Arbakampsi- and history does not tell us the win-
  ner.  They drank Vinterroise Sacramental, and gifts were 
  exchanged in the age-old manner of host and guest.  
     It would be quaint to say that life in Ar’Rok is the 
  same as it was a thousand years ago, but it is constantly 
  changing, as all things do.  Goats and camels are staples 
  of the economy, as are dates from cultivated groves, but 
  fruit from the north has been a good crop there for sev-
  eral generations.  Agriculture is a small guarantee against 
  depredation, as one does not kill the desert hawk that 
  lays gems on the sand.  An ironic industry of Ar’Rok is 
  called “sand-farming” in those parts; finding relics of the 
  battles that raged in the sands between the village and 
  the Brown Coast.  A brisk black market thrives in the 
  
  16
  area, as the Aroki have developed closely-guarded secrets 
  in the trade, and lead expeditions according to docu-
  mented battle sites to find ancient plunder- even the 
  impromptu burial sites of powerful Deists in the gravel 
  pans and wadis.  
     The current Headman of Ar’Rok is Sharif Al’Kai, a 
  dour muzzein who is careful to rule as his forebears have 
  done. He does have one weakness- firearms!  There has 
  been a local fad for the exotic northern weapons, and 
  Sharif has fallen deeply.  Jealousy of the tinkerers of 
  Buktu probably plays some part in it, as would starting 
  a new industry in the moribund economy.  Religion, 
  such as it is locally, has not raised any alarms, as it is seen 
  to be somehow anti-deist.  In the southern desert there 
  come cold rains from the Eastern Cold Sea, called there 
  “Tears of the Muhiteen”- they are uncomfortable and 
  often exacerbate illnesses of the old and infirm, but they 
  bring life, much like change in Ar’Rok.  Another unique 
  property of the village is that the Tent City of the Grand 
  Wazir keeps a wide berth from the place, and the most 
  zealous of the zendiqi muhartik slayers stay away, from 
  some kind of ancestral fear, one reckons.  Religion and 
  elementalism is virtually ignored here, except for those 
  like Al’Kai, and a token fire-hermit in the Grotto of Im-
  molation.  But if you are to visit that place, you might 
  notice a dusty object in the corner- an ancient bottle of 
  wine...
  BUKTU
  The column of riders came over the rise, the light of the 
  dawn glinting off their steel shields, a dozen or so.  Ali, 
  dozing in anticipation of such a signal, nearly fell off the 
  parapet as he awoke.
     “A bunch of fruit! Ripe fruit!” he called down to the wall.  
  He did so in Fire-talk, his bayit, in the agreed-upon code, 
  for he knew the approaching riders were Serenity Guard.  
  They    had the smug knowledge that their disappearance, 
  now that they had made it to Buktu, would bring the wrath 
  of the North down upon the dusty, walled town.  The time 
  for ‘accidents’ was past, when gnolls, or shebbah  could be 
  blamed for casualties.  Ali slithered down the sally-rope to 
  the ground in front of Buktu’s Wall Eternal.
     “Greetings, honored guests, my tent is your tent!  I am 
  Ali ben Ali!” he called in the tongue of the Landed ones.  A 
  little hospitality went a long way.
     “My camels are thirsty, my tales need telling, I thank you 
  a thousand times, by air, by earth, by fire and by water..” 
  the leader of the outsiders spoke Old Porphyran perfectly, his 
  tone like the Wazir himself.  The northerner had yellow hair 
  like sulfur from Nar’s Pit, and eyes a natural blue, unlike 
  the bayit-blue of the targ-bayit.  
     “You are welcome here,” Ali said lamely, trying to delay 
  the column, which rode past on Northerner horses, huge 
  and sweaty.
     “No, we’re not,” the stranger said, matter-of-factly. “We’re 
  here to see that you sand-eaters keep the Peace, and steer 
  clear of those heretical ‘Lords’ that becalmed you in this 
  wasteland.  If we were welcome here, we wouldn’t be here.”
     He never even met Ali’s gaze, and the gate opened silently 
  and obediently, knowing that to force the Guard to knock 
  upon it would break the Conventions, and cost lives of 
  Buktu innocents.
     “Get out of my way, sand rat,” the Guard said, in a bored 
  tone.
  Buktu
  N small town
  Corruption +2; Crime +1; Economy +3; Law +2; Lore 
  +1: Society -3
  Qualities defensible, strategic location
  Danger +0
  DEMOGRAPHICS
  Government Dynasty
  Population 2,000 (1,500 zendiqi, 500 elemental-kin, a 
  few others)
  NOTABLE NPCS
  Dynastic Leader Sheik Dajaan Serra (N zendiqi aristo-
  crat 8)
  Arrogant Northerner Serenity Guard Shem (N human 
  wizard 5)
  Wise Wanderer Brother Lithicus (LN oread monk 3)
  MARKETPLACE
  Base Value 1,100 gp; Purchase Limit 5,500 gp; Spell-
  casting 4th; Minor Items 3d4; Medium Items 1d6; 
  Major Items —
  “Tougher than a Buktu brothelkeeper” is a saying that 
  has survived the ages since the NewGod Wars, though 
  most who say it have not been within a week’s camel-ride 
  from the rugged town of shrewd survivalists.  The town 
  was once the stronghold of an Elemental Lord, who 
  angered his fellows to the degree that they collectively 
  erased the existence and all references to the Lord – even 
  his name- and gave the walled site to a clan of itinerant 
  tradesmen, the Clan Serra.  Their dynasty has led the 
  community for at least two thousand years.  The spider-
  holes, hidden passageways, clandestine under-halls and 
  secret doors of Buktu only serve to increase the dire 
  muttering in the beards of the desert devout, on a hive of 
  questionable behavior and mentality.
  
  17
  The story-or myth-or legend-of the Hundred Concu-
  bines is one example; one amazing woman, Shekyrah 
  Azroeli, is supposed to have had one hundred (a doubt-
  ful number) husbands, yet was said to lay with each only 
  once a year!  Aided by the labyrinths of Buktu, a com-
  plicit desert oracle/matchmaker, and the grateful women 
  of a hardscrabble town.
     Bearing thick shaitan-built walls upon a desert butte, 
  overtop a deep aquifer, Buktu has withstood the test 
  of aeons, sandstorms, siege by both gnolls and anpur, 
  cultic fads and assault by Deist forces on several occa-
  sions.  The attitude of the Buktuni has always been that 
  of endurance, of hunkering down against the storm, for 
  it will pass. A legendary exception is, of course, during 
  the NewGod Wars, when an enormous army of Pyynian 
  conscripts struck at Buktu, and their cunning general, 
  Klash Chuud, went to the legendary Sheik Al-Genn 
  Serra to submit demands for surrender.  Serra conceded 
  that Klash’s army was vast, but said that his defenders 
  were stronger.  He motioned for one of his sentries, and 
  told him to leap from the wall.  The man did so, and 
  Chuud understood the lesson, leaving, instead, with a 
  hefty bribe.  That the sentry was rumored to be a desert 
  sylph who was known to float from most heights like a 
  butterfly is indicative of Buktu’s practicality.
   It is a reality of the Siwath that orthodox attitudes to-
  ward taboos, northernism, and superstition are far more 
  common with nomadic groups than town- and village-
  based life.  Fanaticism is acknowledged as having its 
  place in Siwathi society- though just “Take your sword 
  to the sand!” is a common saying. In Buktu, survival is 
  most important, but commerce is a close second- leaving 
  the pronouncements of the desert mahdeen as a toler-
  ated third.  The narrow path between piety and pay is as 
  much a game and pastime as arbakampsi, the dice-and-
  gambling obsession of the zendiqi people. The northern 
  Deist presence in Buktu is also a hard reality, a six-centu-
  ry lingering example of memory and implacability that 
  gives even the proud zendiqi pause.  Rather than sending 
  washed-out bureaucrats to Buktu as a punishment detail, 
  the Codion’s Council often sends zealots and powerful 
  spymasters as chef de mission there, in a fortified and 
  magically protected embassy called North House.  A 
  cordial détente has developed, broken only by horrifying 
  fanatical acts on both parts- but that is part of the sim-
  mering feud.
     Buktu today is a haven of low-resource innovation, 
  a bright example of doing much with very little, be it 
  manufacturing black powder from camel dung, refur-
  bishing magic items left in the sand during the NewGod 
  Wars, or even moderately successful attempts at des-
  ert agriculture.  The nomadic people of the area, both 
  elemental-kin and zendiqi, bring their goats and sheep, 
  and occasionally stranger herd-beasts to the meat-yards 
  of Buktu. The taste of roasted scorpion and grilled so-
  lifugid has not quite caught on in the south, but many 
  desertman’s survival rations will include arachnid-flesh as 
  the food of last resort.  Economic sustainability not-
  withstanding, Buktu is a dangerous place, especially for 
  identifiable northerners, clerics of the New Gods, elves, 
  dwarves, orcs, drunks, children, old ladies…
  CITY OF TOMBS
  The view was quite spectacular from Murfee’s cell, in the 
  so-called High Den Tower, in the fabled City of Tombs.  
  The halfling ‘entrepreneur’ shifted on his pile of straw and 
  smiled to himself.  He need not stand on his furry toes to 
  see that view again.  But something stirred at him, today 
  was different, somehow.  First, he had gotten bread to eat. 
  Bread!  Anpur did not bake, as far as he knew, and weren’t 
  big traders.  Fresh straw last night, no interrogation in their 
  yapping, tongue.  Maybe the jackal-headed rat-eaters were 
  finally starting to buy his line of being sent from Lord Ankh 
  himself, which he figured had kept him alive since they 
  found him helping himself to trinkets in an outer tomb on 
  the north end of this graveyard-town.  
     Tiptoeing to the window, Murfee took a peek.  The monu-
  ment/ buildings, sealed tombs of bones or bakeries, spread 
  out in the waning light- and not an anpur in sight!  He 
  slid out a cloth-wrapped wad of grease and rubbed it on his 
  body.  He swiftly pushed himself up and twisted, feet first, 
  at an angle at the slot window that he had eyeballed for the 
  month he had been here. He slid halfway through, scraping 
  his body badly, finally losing a patch of scalp and hair, drop-
  ping to his fingertips on the window-ledge.  Using wads of 
  sticky straw, he slid down the slight slant of the tower, flip-
  ping at the end of the thirty-foot slide to land, puffing, on 
  his feet in an alley… face to face with a full dozen anpur, 
  shorn of their golden accoutrements, the glinting eyes of their 
  drooling jackals reflecting the dying light.  The lead one, tall 
  and tawny furred, spoke in harsh Common;
     “It is bleeding.  Good. Now our sport shall begin…”
  
  18
  City of Tombs
  LN small city
  Corruption -1; Crime +0; Economy -1; Law +5; Lore 
  +5; Society +0
  Qualities city of the dead, holy site, insular, majestic, 
  racial enclave (anpur)
  Danger +5
  DEMOGRAPHICS
  Government Theocracy
  Population 5,500 (5,000 anpur, 500 eventuals, aasimar, 
  tieflings)
  NOTABLE NPCS
  Scheming General Vizier Barrik Yark (LE tiefling ranger 
  6)
  Powerful Cleric-bureaucrat Iry-Pat Qa’a (LN anpur 
  cleric 8/loremaster 3)
  Vain Princess Divine Adoratrice Chuk Cha’ok (LN 
  anpur aristocrat 7)
  MARKETPLACE
  Base Value 4,000 gp; Purchase Limit 25,000 gp;
  Spellcasting 9th; Minor Items 4d4; Medium Items 
  3d4; Major Items 1d6 +1d8
  The ancient race of the anpur have been known to 
  engage in crusades and colonization efforts of their own, 
  and have small colonies across the southern deserts of 
  Porphyra, staying to the north desert regions such as 
  the Silverlands north of Argentum, the Plains of Ruach 
  (both in Simoon) and the Salt Flats and Glass Sands of 
  Ghadab.  All of these colonies attempt to imitate, on a 
  small scale, the majesty that is the City of Tombs, called 
  ‘HreHa-Aroo’ in the Anpur-Gnoll dialect.  The City is 
  unlike any community of any other race on Porphyra, 
  though some of the ruins in Ghadab suggest the same 
  style, and Kama Rue in the Clandoms of the Fourlands 
  is a similarly grand scale.  Five sectors each surround a 
  massive pyramid, approaching 480 feet in height, with 
  sub-pyramids, warehouse-like mastabas, and separate 
  quarters and buildings for the various ritual processes in-
  volved in the anpur philosophy/religion of preparing for 
  the afterlife.  Buildings grow smaller and more utilitar-
  ian near the shore of the Oliti River, as the lower-castes 
  tend to the business of tending to the needs of the living 
  there, raising gardens of herbs and forage, and tending 
  to nests of “meerum”, a type of desert rodent the size 
  of a small dog. [Use the statistics for ‘donkey rat’ from 
  Ultimate Magic, replacing the Swim skill with Acrobat-
  ics +15] These sandy-colored, semi-domesticated beasts 
  are both pet and livestock to the anpur, and each family 
  group keeps a dozen or so, tithing one to the priesthood 
  and aristocracy every month.  Lacy towers serve the pur-
  pose of observing stars and the moon, the forte of their 
  adopted god, and for keeping flocks of desert hawks, 
  serving as another source of food, sport and watch-beast.
  The anpur race is still feeling the aftershocks of The 
  Calling, which has revitalized the race in strange ways- 
  making the transition from a culture that believed in 
  a sustained post-death existence as a preserved and 
  catered-to mummy, to a religion striving for an orderly 
  afterlife as a spirit being the Outer Planes of The Great 
  Beyond.  Sectarian conflict is all-too common in the 
  City, and factions are subtle and quarrelsome. The anpur 
  worship Lord Ankh, an avatar or interpretation (depend-
  ing on the sect one follows) of the New God Shankhil.  
  Lord Ankh’s Temple is the most recent grand construc-
  tion in the City of Tombs, in a controversial location 
  between the Great Pyramid Tombs of honored death and 
  the burrows and sheds of undignified mortal existence.  
  Observances and services for Lord Ankh often take place 
  in the streets, outside the temple, as it seems to placate 
  the lower-class masses more than secretive services in 
  the Temple.  It is probably more likely that factionism 
  and political by-play demands each side see what the 
  other is up to… Forays into the desert are committed by 
  warriors (who quarter in towers connected the low city 
  walls) and by aristocrats who wish to hunt.  Aristocrats 
  are the only anpur who will travel under some other be-
  ing’s power, drawn in polished sand-boats by large scarab 
  beetles, sacred gold-painted guard-beasts of the Homes 
  of the Ancients, the 5 central pyramids.
  As for the aristocrats themselves, Iry’Pat Qa’a is the cur-
  rently ascendant religious leader, of the Avatarist fac-
  tion, one of the more conservative of the various sects 
  of Lord Ankh.  A tall, lean anpur with snow-white fur, 
  he has advocated cautious isolationism, responding only 
  to outlanders proven to be adherents of Lord Ankh’s 
  “lesser incarnations”.  Even this is a softer line than some 
  warhawks who would see the desert and the borderlands 
  stained red with the “snoutless ones”.  If the Iry’Pat were 
  to bend a closer ear to the sinister vizier Barrik Yark, who 
  embraces his hell-born ancestry, it would definitely be 
  so.  The vizier’s commandos often raid the border with 
  New Wathis and have given the anpur a bad reputation.  
  Foreigners who wish to penetrate the City of Tombs 
  had best do so only if they can prove their devotion to 
  Shankhil, their prowess against the desert gnolls, or have 
  some extravagant present for the Adoratrice Cha’ok, a 
  spoiled princess in the vein of any non-jackalheaded hu-
  manoid found anywhere else in the Multiverse.  Packs of 
  prowling desert gnolls come and go from the site of the 
  
  19
  City, spoiling for a fight- and sometimes the anpur give 
  it to them, if only to catch a glimpse of the promised 
  Door Of Lord Ankh, the door to the promised Beyond, 
  and a promise to lay in the Home of the Ancients for-
  ever.
  TENT CITY OF THE GRAND WAZIR
  “Make way!  Make way!  The Har’shursi comes, the Cap-
  tain of the Har’shursi comes, bow down, make way…”
     The muzayn brayed the phrase he was requested, and the 
  busy people moved to and fro through the carpeted ‘streets’ 
  of the mobile city, the city of the aging Grand Wazir- so old 
  that the talk of succession dominated all others.  Through 
  the half-dozen bodyguards in their blue, red, yellow and 
  brown plowed the form of Hazim al-Hizar, Captain of the 
  Har’shursi. Stocky and frenetic, and spoiling for recognition.
     “Muzayn! I thought you were the loudest in this splendid 
  part of the desert, why do the cattle not flee before your 
  clanging?”  His men chuckled dutifully and hefted their 
  long spears.  Those lending half and eye and ear swiftly be-
  came busy elsewhere.  The muzayn gulped and tried again; 
  he altered his voice magically to impose his will, and all 
  retreated from the square, except a dusty beggar.
     “Hmph.  How does a beggar come to be in the City-That-
  Walks?” crowed Al-Hizar.  “When mahlana-bey Duruk 
  comes to the Carried Throne such stupidity will end, I 
  guarantee!  Sweep this garbage away, Ali.”
  So Ali tried, using his weapon to push the figure on- but a 
  hand shot out of the rags and snapped it like a twig.  With 
  the training of teamwork the other five moved forward, 
  thrusting butt-ends and blocking the path to Al-Hizar.  
  Only one found its mark, the other four were swiftly bro-
  ken- and then a bronzed, weathered face had the guard that 
  had struck it in a headlock.
     “Al-Hizar. So confident, so stupid. When these are my 
  men they will learn to respect the people,” he dropped the 
  stunned guard.  “And as for you…”
     “Duruk!  I did not know…” Al-Hizar fell and groveled.
  Tent City of the Grand Wazir
  N large town
  Corruption -2; Crime +0; Economy -1; Law +3; Lore 
  +3; Society -3
  Qualities mobile: frontlines, racial enclave (zendiqi), 
  royal accommodations, sacred animals (camels)
  Danger +5
  DEMOGRAPHICS
  Government Autocracy
  Population 4,000 (3,500 zendiqi, 500 elemental-kin)
  NOTABLE NPCS
  Aging Despot Grand Wazir Ha’roun Al-Rashid (NG 
  zendiqi sorcerer 9)
  Ambitious Warchief Bey Hazim Al-Hizar (LE zendiqi 
  cavalier 7)
  Mysterious Power Broker Fisset Del Arma (N sylph 
  rogue 5/ bard 3)
  MARKETPLACE
  Base Value 2,000 gp; Purchase Limit 10,000 gp; (for-
  eigners pay +25%); Spellcasting 6th; Minor Items 3d4; 
  Medium Items 2d4; Major Items 1d4
  There are those in the north that say that the Tent City 
  of the Grand Wazir is a myth; that at best, it was eradi-
  cated by the Deist crusaders during the NewGod Wars, 
  and more likely was never more than a bigger-than-aver-
  age raggedy awning in the desert.  The crusaders knew, 
  they saw, and if it did not impress them as much as the 
  alabaster domes of Sanctus Templum did, they bore no 
  imagination at all. Depending on the historian, the City 
  was destroyed – scattered would be a better term- several 
  times by commando incursions, or was never attacked 
  once, as many Deists could not tell one desert camp 
  from another.  Like flowers in the desert, the City would 
  bloom again, watered by the blood of its people.   
     A fluid, varying collection of tents, wagons, camel 
  caravans – even a Fourlander airship and a pair of por-
  table minarets- the variety of the Tent City is difficult to 
  describe.  From a probable low of near 2,500, to close 
  to 8,000 for Grand Wazir Haroun Al-Rashid’s bayit-la, 
  representatives of all the clans of the Siwath, plus a great 
  many elemental-kin and emissaries of some few other 
  lands, the City often seems to give off a sense of tense 
  tranquility, a bubble of soap ready to drift or pop.  This 
  is perhaps due to the high number of warriors present, 
  a shifting brotherhood known as the Har’shursi- the 
  “Kings-guard” in dismissive northern parlance.  They are 
  pledged to protect the life of the aged Wazir, and serve 
  him in any other way.  Indeed, the city is a battle waiting 
  to happen, which helps to keep the peace of the desert, 
  merely knowing that the mobile City is on its way.
     Some of the more-or-less permanent features of the 
  Tent City include the Houses of Dark and Light; the 
  collected wagons of resident wizards (Dark House) and 
  sorcerers (Light House) who serve at the behest of the 
  Wazir.  The Houses are a recent phenomenon, since the 
  end of the NewGod War, and serves mostly for Al-
  Rashid to keep an eye on those that would succeed him, 
  for only an arcane magic-user may hold the Sandstone 
  Chair of the Siwath.  A strangely typical intrigue circles 
  the Houses that would be familiar to most royal courts 
  
  20
  of the north.  As well, the Tower of Weeping which calls 
  the faithful to their elemental observances four times a 
  day, standing forty feet high from the sands, a compli-
  cated levitation process keeping it stable and moving it 
  when need be.  Desert bards (muzayn) control this place, 
  under the Machiavellian direction of the beautiful habu 
  bard Fisset Del Arma, and through her network of spies 
  and minstrels, also coordinate the entertainments and 
  communication networks for the Wazir, to the ire of the 
  Two Houses.  The Rootless Garden is a moving collec-
  tion of palm-treants tended by a cadre of desert druids 
  who have the important task of supplying water to the 
  City, a near-interminable task.  Disliked by the other 
  magical orders, once can begin to see the byzantine poli-
  tics that make the Tent City such a thrilling, complex 
  place.
     Food and drink are not cultivated by the City, and its 
  needs are largely supplied by magic; the Wazir exclu-
  sively consumes the provisions of hero’s feast, to avoid 
  poisoning, the common folk of the City (technically all 
  servants of the Wazir) subsist on goodberries, gathered 
  dates, and the masses of goats that follow the City and 
  graze where they may.  The Har’shursi warriors prefer the 
  ascetic pleasures of dream feast; the wild-eyed dervish 
  bey Hazim Al-Hizar insists on this diet of phantoms.  
  AL-Hizar is always on the verge of declaring some holy 
  war against one heretic or another- Del Arma is busily 
  trying to recruit him as a stage actor!  
     The Wazir is very old, now, approaching a century of 
  life, and the Tent City is quivering with anticipation of 
  his announcement regarding his successor; Fisset Del 
  Arma is a logical choice, though a female elemental-kin 
  as Wazira would be unusual, to say the least.  Al-Hizar 
  has been looking very smug lately, and rumor has it he 
  has prepared a hermitic sorcerer from the deep desert as 
  a dark horse candidate, a “pure” zendiqi uncontaminated 
  by comfort or northern ideas.  The swiftly rotated Seren-
  ity Guard there supports a druidic middle candidate, 
  but their say is smiled at, fawned over, and forgotten.  
  Haroun’s time is short, and a change after sixty years of 
  his mostly neutral rule is likely to be memorable.
  Class Options
  The following is a list of optional archetypes, class fea-
  tures and prestige classes available to characters from the 
  Deserts of Siwath.
  Five Spirits Master (Prestige Class)
  The genies remember the reign of the elementals, and 
  also remember still the ancient martial arts that were 
  used in their service. In the current age, they will some-
  times agree to teach worthy students their techniques. 
  A five spirits master has spent years mastering an equal 
  command of each of the genie styles, from the whirling, 
  dance-like fighting of the janni style to the aggressive, 
  explosive forms of the efreeti style. Giving each style due 
  diligence is a holy necessity for the zendiqi: each spin-
  ning kata is a prayer to the fallen elemental lords, each 
  battle a holy rite.
     In zendiqi society, a five spirits master is revered as a 
  living saint. They see the practice of the genie styles as a 
  form of active meditation. Entering a genie stance allows 
  the masters to forego their ego and desires, and employ-
  ing them in combat dedicates that battle to the glory of 
  the lost elemental lords.
      As they hone this spiritual and physical discipline, the 
  five spirit master becomes a champion of the elemental 
  fist technique. Almost every strike explodes in a burst of 
  elemental energy. They channel these blasts into retribu-
  tive attacks, leveraging all the bitterness and resentment 
  of a defeated people.
   
  Hit Die: d10
   
  Requirements
  To qualify to become a Five Spirits Master, a character 
  must fulfill all of the following criteria:
     Skills: Knowledge (planes) 11 ranks
     Feats: Djinni Style, Elemental Fist, Efreeti Style, Janni 
  Style, Marid Style, Shaitan Style
     Languages: Ignan, Terran, Auran, and Aquan
   
  Class Skills
  The five spirits master’s class skills are Acrobatics (Dex), 
  Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate 
  (Cha), Knowledge (history) (Int), Knowledge (religion) 
  (Int), Perception (Wis), Perform (Cha), Profession 
  (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), 
  and Swim (Str).
     Skill Ranks per Level: 4 + Int modifier
  Bonus Feats: Starting at first level, and every level there-
  after, a five spirits master gains a bonus feat. These feats 
  must be style feats with either Djinni Style, Janni Style, 
  Efreeti Style, Marid Style or Shaitan Style as their pre-
  requisite. The five style master must be able to meet all 
  
  21
  the prerequisites of the feat in order to gain it as a bonus 
  feat.
   
  Elemental Fist Mastery (Ex): For every level of five spir-
  its master, a character gains 2 additional uses of elemen-
  tal fist per day. 
   
  Unarmed Strike (Ex): A five spirits master does damage 
  with her unarmed strikes as if she were a monk of the 
  same level. If the five spirits master has levels in monk, 
  this ability stacks with monk levels to determine how 
  much damage she can do with her unarmed strikes.
   
  Genie Stride (Ex): The five spirits master has gained 
  a mastery over the elements so much so that she can 
  stride through hot coals or walk over water easily. As a 
  full-round action, she can move up to twice her speed, 
  ignoring difficult terrain. While moving in this way, 
  any surface will support her, no matter how much she 
  weighs. This allows her to move across water, lava, or 
  even the thinnest tree branches. She must end her move 
  on a surface that can support her normally. She cannot 
  move across air in this way, nor can she walk up walls 
  or other vertical surfaces. When moving in this way, she 
  does not take damage from surfaces or hazards that react 
  to being touched, such as lava or caltrops, nor does she 
  need to make Acrobatics checks to avoid falling on slip-
  pery or rough surfaces. Finally, when using this ability, 
  the five spirits master ignores any mechanical traps that 
  use a location-based trigger.
   
  Five Directions Stance (Ex):  At 2nd level, a five spir-
  its master can fuse two of the five genie (Djinni, Janni, 
  Efretti, Marid and Shaitan) styles. He can have these 
  styles active at the same time.  At each subsequent level, 
  he may fuse another style simultaneously, combining all 
  five genie styles at 5th level. The five spirits master can 
  adopt all stances for these styles simultaneously with a 
  swift action.
     A five spirits master cannot have any other styles active 
  while using this ability.
   
  Elemental’s Revenge (Ex):  At 3rd level, when you an 
  opponent makes an attack of opportunity against you 
  for moving through a threatened square, you can spend 
  a free action to make an Elemental Fist counterattack 
  against that opponent. This attack uses one of your daily 
  allotments of Elemental Fist and is resolved after the 
  triggering attack of opportunity.
  Elemental’s Bitterness (Su):  At 4th level, whenever a 
  five spirits master hits with an attack of opportunity, he 
  may add an additional 1d6 of acid, cold, electricity, or 
  fire damage.
   
  Elemental’s Defiance (Ex):  At 5th level, when an op-
  ponent makes an attack of opportunity against you for 
  moving through a threatened square, you can spend 
  a swift action to activate one of the following feats, as 
  long as you know the feat and can expend the requisite 
  number of Elemental Fist uses, per the feat description: 
  Djinni Spin, Efreeti Touch, Marid Coldsnap, Shaitan 
  Earthblast.
  Norris Stonewalker (CR 13; XP 25,600)
  Oread talented monk 11/five spirits master 3
  LE Medium outsider (native)
  Init +9; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 19, touch 18, flat-footed 19
  (+2 deflection, +2 monk, +1 natural, +4 Wis) 
  hp 111 (11d8+3d10+42)
  Fort +11, Ref +9, Will +13
  Defensive Abilities memories of war (orc); Immune 
  disease, fatigue, poison; Resist acid 5
  OFFENSE
  Table: Five Spirits Master
  Level
  Base 
  Attack 
  Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  1st
  +1
  +1
  +1
  +1
  Bonus Feats, Elemental Fist Mastery, Unarmed Strike, 
  Genie Stride
  2nd
  +2
  +1
  +1
  +1
  Five Directions Stance
  3rd
  +3
  +2
  +2
  +2
  Elemental’s Revenge
  4th
  +4
  +2
  +2
  +2
  Elemental’s Bitterness
  5th
  +5
  +3
  +3
  +3
  Elemental’s Retribution
  
  22
  Speed 50 ft.
  Melee unarmed strike +20/+15/+10 (2d6+5) or flurry of 
  unarmed strikes +18/+18/+13/+13/+8 (2d6+5)
  Special Attacks elemental fist 23/day (+2d6 plus addi-
  tional style-based effects), elemental’s revenge, five direc-
  tions stance, specialty attack bonus, treacherous earth
  STATISTICS
  Str 17, Dex 10, Con 15, Int 13, Wis 18, Cha 6
  Base Ark +11; CMB +15; CMD 36
  Feats Djinn Style, Efreeti Stance, Efreeti Style, Elemen-
  tal Fist, Improved Initiative, Improved Unarmed Strike, 
  Janni Style, Marid Style, Shaitan Earthblast, Shaitan 
  Stance, Shaitan Style, Toughness, Weapon Focus (un-
  armed strikes)
  Skills Acrobatics +6 (+17 jump), Climb +15, Knowledge 
  (history) +15, Knowledge (planes) +12, Linguistics +3, 
  Perception +16, Perform (dance) +4, Sense Motive +15
  Languages Aquan, Auran, Ignan, Old Porphyran, Terran
  SQ elemental fist mastery, genie stride, stone in the 
  blood
  Gear amulet of mighty fist +2, belt of might constitution 
  +2, ring of protection +2, 2,800 gp in gems
  Purple Duck Note: For this character I decided to start 
  with a talented monk from Rogue Genius Games.  When 
  creating a talented character you must select from a host 
  of potential talents and edges that replace traditional class 
  abilities. Below is the list of talents and edges I selected for 
  Norris Stonewalker.
  Monk Talents: bastion stance, deadly strikes, devoted 
  guardian, elemental fist, extreme endurance, improved 
  elemental fist, leaping mastery, maneuver training, no-
  shadow strikes, physical resistance, purity of body; Ad-
  vanced Aspect Master (aspect of the oni), diamond body
  Monk Edges: basics, fast movement, flurry of blows, 
  iron monk, unfettered kata
  As well as the text of the talents and edges.
  Edges
  Basics: The monk’s martial arts training has emphasized
  many of the basics of combat training. The monk may 
  select a combat feat for which he meets the prerequisites, 
  and receive this as a bonus feat. A monk may take this 
  edge more than once. Each time, it grants a new feat as a 
  bonus feat.
  Fast Movement (Ex): The monk’s land speed is faster than 
  the norm for his race by +10 feet. This benefit applies 
  only when he is not carrying a heavy load. Apply this 
  bonus before modifying the monk’s speed because of any 
  load carried or armor worn (though like all monk talents 
  fast movement cannot be used by a monk in armor with-
  out the light armor kata or medium armor kata edges). 
  This bonus stacks with any other bonuses to the monk’s 
  land speed.
  Flurry of Blows (Ex): When attacking with weapons to
  which he can apply his special attack bonus, the monk 
  can make a flurry of blows as a full-attack action. When 
  doing so he may make one additional attack using a 
  weapon for which he has taken the fighting style edge or 
  adaptive fighting talent. All the monk’s attacks for the 
  round, including the additional attack, suffer a -2 pen-
  alty to their attack rolls. All the attacks the monk makes 
  in the round must be with weapons with which he can 
  use his special attack bonus. The monk may make all the 
  attacks with a single weapon, or may make them inter-
  changeably with any qualifying weapons he is wielding.
     At 8th level, the monk can make a second additional 
  attack when he uses flurry of blows, taking an additional 
  -3 penalty to the attack roll of this additional attack. At 
  15th level, the monk can make a third additional attack 
  when he uses flurry of blows, taking an additional -7 
  penalty to the attack roll of this additional attack.
     A monk applies his full Strength bonus to his damage 
  rolls for all successful attacks made with flurry of blows, 
  whether the attacks are made unarmed, with an off-hand 
  weapon, or with a weapon wielded in both hands. A 
  monk may substitute disarm, sunder, and trip combat 
  maneuvers for unarmed attacks as part of a flurry of 
  blows.
     A monk may only use one edge or talent with flurry in 
  its name on any given round.
  Iron Monk (Ex): The monk gains a +1 natural armor 
  bonus.
  Unfettered Kata (Ex): Many monks learn a fighting style 
  the focuses on being free of needing any weapon or 
  armor in combat.   
     When unarmored and unencumbered, the monk adds 
  his Wisdom bonus (if any) to his AC and his CMD. In 
  addition, a monk gains a +1 bonus to AC and CMD at 
  4th level. This bonus increases by 1 for every four monk 
  levels thereafter, up to a maximum of +5 at 20th level.
     These bonuses to AC apply even against touch attacks 
  
  23
  or when the monk is flat- footed. He loses these bonuses 
  when he is immobilized or helpless, when he wears any 
  armor, when he carries a shield, or when he carries a me-
  dium or heavy load. This is true even if he has an edge 
  or talent that allows him to use other monk edges and 
  monk talents when wearing armor.
     A monk that selects this edge also gains the Improved
  Unarmed Strike feat as a bonus feat, and is treated as 
  having the fighting style edge with his unarmed strikes 
  (but not other natural attacks he may have). His un-
  armed strike is treated as both a manufactured weapon 
  and a natural weapon for  thepurpose of spells and 
  effects that enhance or improve either manufactured 
  weapons or natural weapons.
  Talents
  Bastion Stance (Ex): The monk becomes like stone, nearly 
  impossible to move when he stands his ground. If the 
  monk starts and ends his turn in the same space, he can-
  not be knocked prone or forcibly moved until the start 
  of his next turn, except by mind-affecting or teleporta-
  tion effects.
  Deadly Strikes (Ex): The monk is a master of using his
  superior body control to deal surprising amounts of 
  damage with weapons. The monk may be able to replace 
  its base damage dice, depending on the weapon and the 
  monk’s level.
  Deadly strikes depends on the monk to easily adapt his 
  own superior body control through weapon blows, and 
  thus is easier to use with more basic weapons. When 
  using a weapon that only threatens a critical hit on a 
  natural 20 and that has only a x2 crit multiple (includ-
  ing unarmed attacks), the monk compares the die
  listed on Deadly Strikes Table 1 for a monk of his level 
  and size to the weapon’s base damage die. If the table’s 
  die is superior, the monk uses it instead of the weapon’s 
  normal damage die whenever the monk deals damage 
  with that weapon. 
     For example, Kethrie is a 4th level small monk who 
  has taken the fighting style edge with the unarmed 
  weapon group. Normally an unarmed attack for a small 
  character deals 1d2, and has a threat range of 20 and a 
  x2 crit multiplier. However looking at Deadly Strikes 
  Table 1, a small 4th level monk has base damage of 1d6 
  listed. Thus whenever Kethrie deals unarmed damage, 
  she uses 1d6 instead of 1d2.
     When using more complex weapons (which are often 
  more effective as weapons, but more difficult to improve 
  with the monk’s superior control of his own move-
  ments), deadly strikes aren’t quite as effective. Instead 
  of the die values on Deadly Strikes Table 1, the monk 
  checks the dice listed on Deadly Strikes Table 2.
  Deadly Strikes Table 1
  Monk
  Level
  Monk Size
  Small
  Medium
  Large
  1st-3rd
  1d4
  1d6
  1d8
  4th-7th
  1d6
  1d8
  2d6
  8th-11th
  1d8
  1d10
  2d8
  12th-15th
  1d10
  2d6
  3d6
  16th-19th
  2d6
  2d8
  3d8
  20th
  2d8
  2d10
  4d8
  The Deadly Strikes Table 2 is not needed for this character 
  and has not been reprinted.
  Devoted Guardian (Ex): The monk can always act in a 
  surprise round even if he does not notice his enemies, 
  though he remains flat- footed until he acts. The monk 
  gains a bonus on initiative rolls equal to 1/2 his monk 
  level.
     Elemental Fist (Su): The monk receives Elemental Fist 
  as a bonus feat, even if he does not meet the prerequi-
  sites. A monk may attempt an elemental fist a number
  of times per day equal to his monk level, plus one more 
  time per day for every four levels he has in classes other 
  than monk
  Extreme Endurance (Ex): The monk gains immunity to 
  fatigue.
  Improved Elemental Fist (Su): The monk increases the 
  damage of his Elemental Fist by 1d6. This increases 
  again at 10th level and every 5 levels thereafter (2d6 
  when this talent is taken, 3d6 at 10th level, 4d6 at 15th 
  level, and so on). 
     A monk must have the elemental fist feat to take im-
  proved elemental fist.
     
  Leaping Mastery (Ex): The monk adds his level to all
  Acrobatics checks made to jump, both for vertical jumps 
  and horizontal jumps. In addition, he always counts as 
  having a running start when making jump checks using 
  Acrobatics. If the monk has a ki pool, by spending 1 
  point from his ki pool as a swift action he gains a +20 
  bonus on Acrobatics checks made to jump for 1 round.
     Additionally, when within arm’s reach of a wall the 
  monk can use it to slow his descent taking damage as 
  
  24
  if the fall were 20 feet shorter than it actually is. The 
  monk’s ability to slow his fall (that is, to reduce the effec-
  tive distance of the fall when next to a wall) improves to 
  30 feet at 6th level, and by an additional 10 feet at every 
  even level thereafter to a maximum of a 90 foot reduc-
  tion at 18th level. At 20th level he can use a nearby wall
  to slow his descent and fall any distance without harm.
  Maneuver Training (Ex): The monk uses his special 
  attack bonus in place of his base attack bonus when 
  calculating his Combat Maneuver Defense. Base attack 
  bonuses granted from other classes are unaffected and 
  are added normally.
  No-Shadow Strikes (Ex): The monk can make attacks 
  on the same point so quickly, his shadow can’t keep up 
  with him. When the monk takes a full-attack action and 
  makes multiple attacks on the same target, he adds all 
  the damage done to that target in the round together 
  before applying any DR or hardness the target has. The 
  attacks’ total damage is not combined for purposes of 
  massive damage, if those optional rules are in use. 
     For example, Durthor Stonefist is a 4th level dwarven 
  monk who fights unarmed. He wants to smash down a 
  dungeon door with hardness 10, and makes a full-attack 
  with flurry of blows, successfully hitting the door twice. 
  He deals 1d8+3 damage on each strike, and resulting in 
  7 and 11 points of damage. He adds the totals together 
  for 18 points, and then applies the door’s 10 hardness, 
  resulting in dealing 8 points of damage to the door
  Physical Resistance (Ex): If the monk suffers any effect 
  that causes ability damage, ability drain, or temporary
  ability score penalties, the effect is reduced by 1 point. 
  This talent may be taken more than once. Its effects stack 
  -each time it is taken, it reduces the effect of ability dam-
  age, ability drain, or temporary ability score penalties by 
  an additional point. 
  Purity of Body (Ex): The monk gains immunity to all
  diseases, including supernatural and magical diseases. A 
  monk must be at least 4th level to select this talent.
  Advanced Talents
  Aspect Master (Su): The monk chooses an aspect of one 
  of the great spirits of the world. This spirit grants the 
  monk a new appearance and new abilities, as well as 
  changing or augmenting the monk’s personality in some 
  way. Once this choice is made, it cannot be changed. 
  The monk must abide by the alignment restrictions of 
  the aspect. If the monk ever changes his alignment to 
  something outside the aspect’s alignment restrictions, he 
  loses this ability and cannot regain it unless his align-
  ment later changes again to match that of the aspect.
     This advanced talent may be taken more than once. 
  Each time it is taken the monk selects a new aspect and 
  adds its abilities and some of its appearance (subject to 
  GM approval).
     Aspect of the Oni: The monk’s skin becomes pitch 
  black, and his hair turns white, black, red, or violet. He 
  can assume gaseous form (as the spell) as a standard ac-
  tion for 1 minute per day per monk level. This duration 
  does not need to be consecutive, but it must be spent in 
  1-minute increments. The oni is treacherous and de-
  ceitful, and it hungers for the pain and death of living 
  creatures—a monk must be evil to take on the aspect of 
  the oni.
  Diamond Body (Su): The monk gains immunity to poi-
  sons of all kinds.
  Genie Binder (Summoner archetypes)
  At the Game Master’s discretion, a zendiqi may take the 
  shaitan binder summoner archetype despite the fact that 
  they are not oreads, given their enduring faith in the 
  elemental lords. Moreover, the additional archetypes are 
  available to zendiqi summoners.
   
  Djinn Binder (Summoner Archetype)
  The djinn binder is an archetype of the summoner class, 
  available to zendiqi and sylph summoners.
   
  Djinn binders call upon a reflection of the air genies to 
  serve as their eidolons.
   
  Class Features
   A djinn binder has the following class features:
   
  Base Form 
  At 1st level, if a djinn binder’s eidolon has the biped base 
  form, it gains a +2 bonus to one ability score. The djinn 
  binder must make this choice at 1st level. If at any time 
  the djinn binder’s eidolon has another base form, it loses 
  this bonus until it returns to biped form. A djinn bind-
  er’s eidolon does not gain the share spells ability.
   
  Djinn Magic (Su): At 4th level, a djinn binder’s eidolon 
  gains the basic magic evolution as a free evolution. At 
  6th level, it gains the minor magic evolution.
     At 8th level, it gains the major magic evolution as 
  
  25
  a free evolution, and adds the following to the list of 
  available spells for that evolution: wind wall and gust of 
  wind.
      At 12th level, it gains the ultimate magic evolution 
  as a free evolution, and adds the following to the list of 
  available spells for that evolution: ball lightning and hur-
  ricane blast.
     Although the djinn binder gains the standard versions 
  of these evolutions for free, he must pay the normal cost 
  to upgrade them to the improved versions.  This ability 
  replaces shield ally and greater shield ally.
   
  Air Mastery (Ex): At 10th level, if a djinn binder’s eido-
  lon has the flight evolution, all airborne creatures take a 
  -1 penalty on attack and damage rolls against the eido-
  lon. This ability replaces aspect.
   
  Whirlwind (Su): At 18th level, a djinn binder may se-
  lect the whirlwind universal monster ability as a 4-point 
  evolution. This ability replaces greater aspect.
   
  Noble Eidolon (Sp): At 20th level, a djinn binder’s 
  eidolon gains the ability to grant its summoner’s wishes. 
  Once per day, the eidolon can cast limited wish as a spell-
  like ability. The eidolon’s caster level is equal to its level. 
  The wish must be spoken aloud by the djinn binder, 
  beginning with the words “I wish,” and cannot duplicate 
  a wish the eidolon has granted within the past 24 hours. 
  If the eidolon uses this ability to duplicate a spell with a 
  costly material component, the djinn binder must pro-
  vide that component.  This ability replaces twin eidolon.
  Sample Djinn Eidolon (8th)
  CG Medium outsider (extraplanar)
  Init +2; Senses darkvision 60 ft.; Perception +0
  DEFENSES
  AC 21, touch 13, flat-footed 18
  (+2 Dex, +1 dodge, +8 natural)
  hp 39 (6d10+6)
  Fort +6, Ref +4, Will +5; +4 vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft., fly 30 ft. (perfect)
  Melee 2 claws (1d4+4 plus 1d6 electricity)
  Spell-Like Abilities (CL 6th; concentration +8)
     3/day—obscuring mist
     1/day—dancing lights, see invisibility
  STATISTICS
  Str 19, Dex 15, Con 13, Int 7, Wis 10, Cha 14
  Base Atk +6; CMB +10; CMD 22
  Feats Combat Reflexes, Dodge, Wind Stance
  Skills Diplomacy +18, Fly +17, Knowledge (planes) +7, 
  Sense Motive +9
  SQ evolutions (air mastery, basic magic, claws, energy at-
  tacks [electricity], flight, limbs [arms, legs], major magic, 
  minor magic, skilled [Diplomacy]), link
  1-Point Evolutions
  Air Mastery (Ex): Airborne creatures take a –1 penalty 
  to attack rolls and damage rolls against an eidolon. The 
  eidolon must have the flight evolution before selecting 
  this evolution.
  Efreeti Binder (Summoner Archetype)
  The efreeti binder is an archetype of the summoner class, 
  available to zendiqi and ifrit summoners.
   
  Efreeti binders call upon a reflection of the fire genies to 
  serve as their eidolons.
   
  Class Features
  An efreeti binder has the following class features:
   
  Base Form 
  At 1st level, if an efreeti binder’s eidolon has the biped 
  base form, it gains a +2 bonus to one ability score. The 
  efreeti binder must make this choice at 1st level. If at any 
  time the efreeti binder’s eidolon has another base form, it 
  loses this bonus until it returns to biped form. An efreeti 
  binder’s eidolon does not gain the share spells ability.
   
  Efreeti Magic (Su): At 4th level, an efreeti binder’s eido-
  lon gains the basic magic evolution as a free evolution. 
  At 6th level, it gains the minor magic evolution.
     At 8th level, it gains the major magic evolution as 
  a free evolution, and adds the following to the list of 
  available spells for that evolution: continual flame and 
  pyrotechnics.
     At 12th level, it gains the ultimate magic evolution as a 
  free evolution, and adds the following to the list of avail-
  able spells for that evolution: fire trap and wall of fire.
     Although the efreeti binder gains the standard versions 
  of these evolutions for free, he must pay the normal cost 
  to upgrade them to the improved versions.  This ability 
  replaces shield ally and greater shield ally.
   
  Change Size (Sp): At 10th level, twice per day, an efreeti 
  binder’s eidolon can magically change a creature’s size. 
  This works just like an enlarge person or reduce person 
  spell (the eidolon chooses when using the ability), except 
  
  26
  that the ability can work on the eidolon as well. A DC 
  20 Fortitude save negates the effect. This ability replaces 
  aspect.
   
  Radiant Heat (Su): At 18th level, an efreeti binder may 
  gain radiant heat as a 4-point evolution.
  Whenever an eidolon with the radiant heat evolution 
  suffers a melee attack, the attacker suffers 2d6 points of 
  fire damage. This ability replaces greater aspect.
   
  Noble Eidolon (Sp): At 20th level, an efreeti binder’s 
  eidolon gains the ability to grant its summoner’s wishes. 
  Once per day, the eidolon can cast limited wish as a spell-
  like ability. The eidolon’s caster level is equal to its level. 
  The wish must be spoken aloud by the efreeti binder, 
  beginning with the words “I wish,” and cannot duplicate 
  a wish the eidolon has granted within the past 24 hours. 
  If the eidolon uses this ability to duplicate a spell with a 
  costly material component, the efreeti binder must pro-
  vide that component.  This ability replaces twin eidolon.
  Efreeti Eidolon (8th)
  LE Medium outsider (extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 20, touch 12, flat-footed 18
  (+2 Dex, +8 natural)
  hp 39 (6d10+6)
  Fort +6, Ref +4, Will +5; +4 vs. enchantment
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft., fly 30 ft. (perfect)
  Melee 2 claws +11 (1d4+5 plus 1d6 fire)
  Spell-Like Abilities (6th; concentration +6)
    1/day—burning hands (R-DC 11), flare (F-DC 10), 
  scorching ray
  STATISTICS
  Str 21, Dex 15, Con 13, Int 7, Wis 10, Cha 11
  Base Atk +6; CMB +11; CMD 23
  Feats Combat Reflexes, Deceitful, Improved Initiative
  Skills Bluff +11, Disguise +11, Fly +17, Sense Motive +9
  SQ evolutions (basic magic, claws, energy attacks [fire], 
  flight, limbs [arms, legs], minor magic, major magic, 
  self-destruct), link
  3-Point Evolutions
  Self-Destruct (Su): An eidolon can explode, killing 
  itself, and it automatically explodes when other creatures 
  kill it. Select acid, cold, electricity, or fire. When the 
  eidolon explodes, it deals 1d6 points of damage of the 
  selected type per HD it possesses in a 20-foot radius. 
  Those caught in the explosion can attempt a Reflex sav-
  ing throw (DC 10 + one-half the eidolon’s HD + the 
  eidolon’s Constitution modifier) for half damage.
  Marid Binder (Summoner Archetype)
  The marid binder is an archetype of the summoner class, 
  available to zendiqi and undine summoners.
   
  Marid binders call upon a reflection of the water genies 
  to serve as their eidolons.
   
  Class Features
  A marid binder has the following class features:
   
  Base Form 
  At 1st level, if a marid binder’s eidolon has the biped 
  base form, it gains a +2 bonus to one ability score. The 
  marid binder must make this choice at 1st level. If at any 
  time the marid binder’s eidolon has another base form, it 
  loses this bonus until it returns to biped form. A marid 
  binder’s eidolon does not gain the share spells ability.
   
  Marid Magic (Su): At 4th level, a marid binder’s eido-
  lon gains the basic magic evolution as a free evolution. 
  At 6th level, it gains the minor magic evolution.
     At 8th level, it gains the major magic evolution as a 
  free evolution, and adds the following to the list of avail-
  able spells for that evolution: frost fall and buoyancy.
     At 12th level, it gains the ultimate magic evolution 
  as a free evolution, and adds the following to the list of 
  available spells for that evolution: ride the waves and ice 
  storm.
     Although the marid binder gains the standard versions 
  of these evolutions for free, he must pay the normal cost 
  to upgrade them to the improved versions.  This ability 
  replaces shield ally and greater shield ally.
   
  Water Mastery (Ex): At 10th level, the marid binder’s 
  eidolon gains a +1 bonus on attack and damage rolls if 
  both it and its opponent are touching water. This ability 
  replaces aspect.
     
  Whirlwind (Su): At 18th level, a marid binder may se-
  lect the whirlwind universal monster ability as a 4-point 
  evolution. The whirlwind appears as a funnel of swirling 
  water. This ability replaces greater aspect.
   
  Noble Eidolon (Sp): At 20th level, a marid binder’s 
  eidolon gains the ability to grant its summoner’s wishes. 
  
  27
  Once per day, the eidolon can cast limited wish as a 
  spell-like ability. The eidolon’s caster level is equal to 
  its level. The wish must be spoken aloud by the marid 
  binder, beginning with the words “I wish,” and cannot 
  duplicate a wish the eidolon has granted within the past 
  24 hours. If the eidolon uses this ability to duplicate a 
  spell with a costly material component, the marid binder 
  must provide that component.  This ability replaces twin 
  eidolon.
  Marid Eidolon (8th)
  CN Medium outsider (planar)
  Init +4; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 23, touch 14, flat-footed 18
  (+4 Dex, +1 dodge, +8 natural)
  hp 45 (6d10+12)
  Fort +6, Ref +6, Will +5; +4 vs. enchantment
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft., swim 50 ft.
  Melee 2 claws +10 (1d4+4 plus 1d6 cold)
  Spell-Like Abilities (CL 6th; concentration +6)
     1/day—invisibility (self-only), obscuring mist, ray of 
  frost
  STATISTICS
  Str 19, Dex 19, Con 14, Int 7, Wis 10, Cha 11
  Base Atk +6; CMD +9; CMD 21
  Feats Combat Reflexes, Dodge, Swim-By Attack
  Skills Diplomacy +9, Knowledge (planes) +9, Sense Mo-
  tive +9, Stealth +13, Swim +12
  SQ evolutions (ability increase [Dex], basic magic, claws, 
  energy attacks [cold], limbs [arms, legs], luminescence, 
  minor magic, major magic, mucous cloud, swim, water 
  mastery), link
  1-Point Evolutions
  Luminescence (Ex): An eidolon grows a gland similar 
  to a firefly, glowing brightly enough to provide light in a 
  20-foot radius. The eidolon can turn this light on or off 
  as a swift action. An eidolon that is glowing when it falls 
  unconscious continues to glow for 1d6 minutes after 
  falling unconscious.
  Water Mastery (Ex): An eidolon gains a +1 bonus to 
  attack rolls and damage rolls if both it and its opponent 
  are touching water. If neither the opponent nor the 
  eidolon is touching the water, the eidolon takes a –4 
  penalty to attack rolls and damage rolls. These modifiers 
  apply to bull rush and overrun maneuvers, whether the 
  elemental is initiating or resisting these kinds of attacks. 
  The eidolon must have the swim evolution to select this 
  evolution.
  2-Point Evolutions
  Mucus Cloud (Ex): While underwater, an eidolon can 
  exude a cloud of transparent slime as a standard action. 
  All creatures adjacent to the eidolon must succeed on a 
  Fortitude saving throw (DC 10 + one-half the eidolon’s 
  HD + the eidolon’s Constitution modifier) or lose the 
  ability to breathe air (but gain the ability to breathe 
  water) for 1 hour. Renewed contact with the eidolon’s 
  mucus cloud and failing another saving throw extends 
  the effect for another hour. 
  Purple Duck Note: The shaitan binder summoner arche-
  type was originally published in the Advanced Race Guide 
  and was used as a template for the Djinni, Efreeti, and 
  Marid binders. The new evolutions come from a Rogue 
  Genius Games product called Advanced Options: Extra 
  Evolutions. It is a must have book for summoners.
  Guardian Path (Psychic Warrior Path)
  The anpur maintain a special caste of warriors to guard 
  their ancient temples and the tombs of their forgotten kings. 
  Their minds dedicated to this singular task, they unlock cu-
  rious powers of spirit and body, seeming one with the tombs 
  themselves.
     Powers: biofeedback, stomp
     Skills: Autohypnosis, Perception, Knowledge (religion)
     Bonus Class Skill: Knowledge (religion)
     Trance: Beginning at 3rd level, while maintaining 
  psionic focus, you gain a +2 competence bonus to your 
  CMD and become immune to fear. Furthermore, each 
  ally within 10 feet of you gains a +2 morale bonus on 
  saving throws against fear effects. These bonuses increas-
  es by 1 for every four psychic warrior levels thereafter.
      Maneuver: Beginning at 3rd level, you can expend 
  your psionic focus to make an attack of opportunity 
  against a foe that moves into any square threatened by 
  you, regardless of whether or not that movement would 
  normally provoke an attack of opportunity. At 8th level 
  and every five psychic warrior levels thereafter, you gain 
  a +1 competence bonus on the attack and damage rolls 
  made for this attack.
  
  28
  Guardian Path Psychic Warrior
  Grrrr… none shall intrude upon the sleep of the holy ances-
  tors- and that goes for the lands of the anpur, as far as we 
  shall wish!
  Khotep the Keeper (CR 4; XP 1,200)
  Anpur psychic warrior 5
  LE Medium humanoid (gnoll)
  Init +0; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 15, touch 11, flat-footed 14 
  (+4 armor, +1 Dex)
  hp 37 (5d8+11)
  Fort +5, Ref +1, Will +5; +2 vs. fear
  OFFENSE
  Speed 30 ft.
  Melee +1 temple sword +8 (1d8+4/19-20)
  Ranged javelin +4 (1d6+3)
  Powers Known (ML 5th; concentration +9; 18 PP)
     2nd—detect hostile intent, wall walker
     1st—biofeedbackA, burstA, catfallA, expansionA, stompA 
  (R-DC 15)
  A augment possible
  STATISTICS
  Str 16, Dex 13, Con 12, Int 10, Wis 18, Cha 12
  Base Atk +3; CMB +6; CMD 16
  Feats Dodge, Power Attack, Psionic Body, Psionic 
  Dodge, Ready Response, Weapon Focus (temple sword)
  Skills Autohypnosis +10, Knowledge (religion) +10, 
  Perception +10, Spellcraft +8
  Languages Common, Gnoll
  SQ guardian path maneuver, guardian path trance, 
  weapon familiarity
  Combat Gear dorje of offensive prescience (40 charges) 
  Other Gear +1 temple sword, hide armor, 6 javelins, 
  golden torc of office (150 gp)
  Mahdi (Cleric archetype)
  An available archetype mahdi (plural, mahdeen) for 
  zendiqi and other elementalists, which allows for the use 
  of the ‘cleric’ class.  They do not have auras, cannot use 
  spells that utilize evil, good, chaos or law, or that sum-
  mon outsiders other than from the elemental planes.  
  Mahdi are implacable enemies of northern paladins, and 
  the Invincible Order of the Code of Gerana has orders to 
  slay them on sight.  Serenity Guard vary according to the 
  individual’s attitude towards the zendiqi; a zealot might 
  call for a purge of a village harboring a mahdi, whereas 
  one with sympathy for the oppressed southerners might 
  tolerate a mahdi engaged in helping the desert people.
  Mahdi (Cleric)
  The xenophobic, antideist zendiqi have struggled as a 
  people with the disadvantages of lacking a clerical caste, 
  but the fierce will of the people has generated another; 
  the mahdi.  They serve the absent will of the Elemental  
  Lords and provide healing for the people, or death to 
  outsiders, as the “Will of the Four” dictates.  They can be 
  identified by the ornate earmuffs, veils and gags that they 
  wear at all times outside of their personal tents, shutting 
  the tainted world outside, and focusing their powers 
  inward.  
  Aura (Ex): Mahdi do not have a clerical aura, and can-
  not use any spells or abilities that require the presence of 
  one.
  Channeling (Su): Mahdi can select, at will, whether to 
  channel positive or negative energy as a cleric, but re-
  ceive one fewer channel than they are entitled to, accord-
  ing to their Charisma, class, and feats.
  Spells (Sp): Mahdi cannot cast spells with the good, evil, 
  law or chaos descriptors, or summon or negotiate with 
  outsiders other than those with the elemental subtype.  
  When casting spells with the air, earth, fire or water 
  descriptor, mahdi cast them at +1 caster level.
  The Shields of Faith (Ex): The earmuffs, veils and gags 
  of the mahdi enforce a penalty of -1 per two levels of 
  cleric to Appraise and Perception.  Mahdi are consid-
  ered flat-footed for the first round of any combat.  The 
  Shields also confer a +1 bonus per two levels of cleric to 
  saves vs. all mind-affecting effects.
  Collective Will: A mahdi can select, daily, any one 
  domain he wishes, except for Good, Evil, Law or Chaos.  
  They may not select subdomains.  They also may  
  cast one fewer spell per level, thus, 0 1st spells at 1st 
  level (plus a domain spell, and any spells granted by high 
  Wisdom).
  
  29
  Mahdi
  “To not see that which is foul to see, to not hear the unhear-
  able, to not speak the profane-there you find true power...”
  Imamadu Zahn (CR 4; XP 1,200)
  Zendiqi cleric (mahdi) 5
  NG Medium humanoid (human)
  Init -1; Senses Perception +2
  DEFENSE
  AC 13, touch 9, flat-footed 13
  (+4 armor, -1 Dex)
  hp 36 (5d8+10)
  Fort +7, Ref +1, Will +9; +2 vs. divine spells
  Defensive Abilities liberation (5 rounds); Resist acid 5
  OFFENSE
  Speed 30 ft.
  Melee mwk heavy mace +4 (1d8)
  Ranged darts -2 (1d4)
  Special Attacks channel energy 6/day (3d6-2 either; 
  W-DC 13), death to the stunted ones, infidel destroyers
  Spell-Like Abilities (CL 5th; concentation +6)
     1/day—smell the muhartik
  Spells Prepared (CL 5th; concentration +9)
     3rd—remove curseD, wind wall
     2nd—aid, remove paralysisD, weapon of awe
     1st—bless, fairness, read weather, remove fearD
     0th—create water, detect magic, detect poison, read 
  magic
  D domain spell; Domain liberation
  STATISTICS 
  Str 10, Dex 8, Con 14, Int 12, Wis 18, Cha 13
  Base Atk +3; CMB +3; CMD 12
  Feats Break Bondage, Extra Channel, Selective Channel-
  ing
  Skills Diplomacy +9, Heal +12, Knowledge (religion) 
  +9; Class Modifiers -2 Appraise, -2 Perception
  Languages Gnoll, Old Porphyran, Terran
  SQ desert runner, strength of the kafir
  Combat Gear potion of invisibility, wand of command 
  (50 chargess); Gear 5 darts, blinders, cloak of resistance 
  +1, dagger, earmuffs, gag, mwk heavy mace, +1 studded 
  leather armor, wooden holy symbol
  Break Bondage
  You can infuse a burst of positive energy with the spiri-
  tual power of liberty, literally breaking bonds. 
  Prerequisite: Cha 13, channel energy class feature, lib-
  eration domain.
  Benefit: You can channel energy to deal damage to any 
  physical bonds currently restraining a creature, such as 
  ropes, chains or manacles. Roll your channel damage 
  normally against all restraints in range, ignoring half the 
  restraint’s hardness. If a restraint is reduced to half its 
  normal hit points or less, it gains the broken condition. 
  If the damage you deal would reduce the object to fewer 
  than 0 hit points it is destroyed by this power. Any magi-
  cal restraint is granted a Fortitude save (DC 10 + chan-
  neling dice + Cha modifier) for half damage. If restraints 
  have the broken condition, the DC for escape is reduced 
  by 2. Destroyed bonds no longer restrain their captives 
  at all.
  Special: You may use the Selective Channeling feat to 
  exclude targets as usual.
  Purple Duck Note: The above feat is taken from the su-
  perb The Genius Guide to Domain Channeling by Andrew 
  Marlowe and published by Rogue Genius Games. 
  Fairness
  School enchantment (compulsion) (mind-affecting) 
  Level cleric 1, inquisitor 2, paladin 2
  Casting Time 1 full-round action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one humanoid creature per level
  Duration 1 minute/level
  Saving Throw Will negates; Spell Resistance yes
  Humanoid creatures affected by this spell must trade 
  fairly with others to the best of their knowledge. If they 
  know the fair value (or even an estimated fair value) of a 
  good or service, they cannot allow a trade to proceed if 
  it would benefit one side unfairly, preventing them from 
  cheating another while under the influence of this spell. 
  The symbol of balance appears above the heads of those 
  affected by this spell, making those affected and unaf-
  fected by the spell immediately apparent.
  Read Weather
  School divination
  Level bard 1, cleric 1, druid 1, ranger 1
  Casting Time 1 minute
  Components V, S, F (a set of marked sticks or bones 
  worth at least 25 gp)
  Range personal
  Target you
  Duration instantaneous
  This spell allows you to precisely forecast the weather at 
  
  30
  your current location for the next 48 hours, providing 
  you with advance warning of storms, blizzards, torna-
  does, and other such meteorological phenomena. It ap-
  plies only to the weather that would arise normally and 
  naturally, and does not take into account any magical 
  occurrences that might change the weather of an area.
   
  Muhartik Slayer (Rogue Archetype)
  Those who dedicate their lives to purging Porphyra from 
  the taint of clerics, paladins, and all those who worship 
  the gods are called muhartik slayers by the zendiqi. They 
  train themselves to be able to resist the power of heresy 
  and study martial methods proven effective against the 
  muhartik.
   
  Follower of the Narrow Path (Ex): At 1st level, a mu-
  hartik slayer is able to shake off the corrupting influences 
  of magic that would lead him from his true path. The 
  muhartik slayer rolls twice and takes the best result when 
  making a Will saving throw against a mind-affecting 
  spell. This ability replaces trapfinding.
   
  Divine Resistance (Ex): At 3rd level, a muhartik slayer 
  picks a single school of magic. She gains a +1 bonus on 
  saving throws against divine spells of that school. Every 
  four levels beyond 3rd, the muhartik slayer picks a new 
  school and gains this bonus against divine spells of that 
  school (to a maximum of five schools of magic at 19th 
  level). Furthermore, each time the muhartik slayer picks 
  a new school, the bonuses for the schools she has already 
  chosen increase by 1. This ability replaces trap sense.
   
  Disruptive Strike (Ex): At 6th level, the muhartik slayer 
  gains the Disruptive feat. This ability replaces the rogue 
  talent learned at this level.
   
  Spellbreaker (Ex): At 10th level, the muhartik slayer 
  gains the Spellbreaker feat. This ability replaces the rogue 
  talent learned at this level.
   The following new rogue talents may be learned by 
  muhartik slayers. Mage Killer and Mind Clouding strike 
  are advanced talents.
     Distracting Cut* (Ex): Whenever a rogue causes a 
  spell caster to suffer bleeding damage, the DC of the 
  concentration check to cast a spell defensively is raised 
  by the amount of bleeding damage the caster is suffering. 
  For example, if the caster is currently suffering 4 points 
  of bleeding damage per round because of a bleeding 
  attack from the rogue, the DC to cast a spell defensively 
  is increased by 4. A rogue must have the bleeding attack 
  talent before choosing this talent.
     Mage Killer (Ex): A A rogue with this ability can treat 
  a spellcaster who fails to cast a spell defensively as flat-
  footed. A rogue must select the Spellbreaker feat before 
  selecting this advanced talent.
     Mind Clouding Strike* (Ex) A rogue with this ability 
  can sneak attack opponents, severing arteries and in-
  ternal pathways so that their victim is left clouded and 
  confused. An opponent damaged by one of her sneak 
  attacks also takes 2 points of Wisdom damage.
   
  Muhartik Slayer
  No infidel shall escape me, though I smile and bow and 
  scrape, until their blaspheming backs are turned!
  Djerrin al-Shabar (CR 9; XP 6,400)
  Zendiqi rogue (muhartik slayer) 10
  N Medium humanoid (human)
  Init +4; Senses Perception +12
  DEFENSE
  AC 21, touch 16, flat-footed 16 
  (+5 armor, +1 deflection, +4 Dex, +1 dodge)
  hp 60 (10d8+10)
  Fort +4, Ref +11, Will +4; +2 vs. enchantment, +1 vs. 
  evocation +2 vs. divine spells
  Defensive Abilities evasion, follower of the narrow path, 
  improved uncanny dodge; Resist fire 5
  OFFENSE
  Speed 30 ft.
  Melee +1 keen scimitar +10/+5 (1d6+3/15-20)
  Ranged light crossbow +11 (1d8/19-20)
  Special Attacks death to the stunted ones, infidel de-
  stroyers, sneak attack +5d6
  Spell-Like Abilities (CL 10th; concentration +11)
     1/day—smell the muhartik 
  STATISTICS
  Str 14, Dex 19, Con 12, Int 13, Wis 8, Cha 10
  Base Atk +7; CMB +9; CMD 25
  Feats Combat Expertise, Disruptive, Dodge, Iron Will, 
  Mobility, Spellbreaker, Spring Attack, Weapon Focus 
  (scimitar)
  Skills Acrobatics +17, Climb +15, Disable Device +19, 
  Escape artist +17, Intimidate +13, Knowledge (religion) 
  +12, Perception +12, Ride +15, Sleight of Hand +17, 
  Stealth +17
  Languages Common, Old Porphyran
  SQ desert runner, rogue talents (bleeding attack +5, dis-
  tracting cut, weapon training), strength of the kafir
  Combat Gear potion of blur, potion of cat’s grace, alche-
  mist’s fire (2); Other Gear cameleather armor, +1 keen 
  
  31
  scimitar, light crossbow with 20 bolts, ring of protection 
  +1, masterwork thieves’ tools, riding camel with tack 
  and bridle, 350 gp
  Order of the Sundered Spear (Cavalier Order)
  The Order of the Spear was once a noble and respected 
  fellowship of cavaliers. When their land, their lord, and 
  their religion fell to their enemies, the last remaining war 
  band of cavaliers splintered their spears and scarred their 
  coats of arms. Thus arrayed, they rode forth in a wild 
  foray, expecting never to return. They no longer rode in 
  defense of king and country, but in revenge for all they 
  had lost.
   
  Today, the order of the sundered spear operates in hom-
  age to this tradition – it is joined by men who no longer 
  have anything to fight for - save revenge. They ride to 
  war and fight with no expectation of survival.
   
  Edicts: The cavalier must give his enemies no quarter, 
  for they have given him none. Show no mercy in battle 
  against your foes. Never retreat from battle; it is better to 
  die gloriously than live like a coward.
   
  Challenge: Whenever an order of the sundered spear 
  cavalier issues a challenge, he gains the ability to imme-
  diately make a counterattack the target of his challenge 
  whenever his challenge makes an attack of opportunity 
  against him. The cavalier receives a +2 morale bonus 
  to attack and damage during this counterattack. These 
  bonuses increase by +1 for every four levels the cavalier 
  possesses.
   
  Skills: A cavalier of the sundered spear adds Knowledge 
  (local) (Int) and Survival (Wis) to his list of class skills. 
  As long as he has ranks in the skill, the cavalier can add 
  ½ of his cavalier level (minimum 1) to any skill check 
  relating to his sworn foes.
   
  Order Abilities: A cavalier who belongs to the order 
  of the sundered spear gains the following abilities as he 
  increases in level.
     Stand and Fight! (Ex)  At 2nd level, the cavalier can 
  give a rallying cry and stirring speech to keep men on 
  their feet. As a standard action, he encourages his com-
  panions to fight on, allowing any ally whose hit points 
  are lower than 0 (but are not dead) to wake from un-
  consciousness and act as if disabled for one round. The 
  cavalier can use this ability once per day.
      Bloodied Defiance (Ex) At 8th level, if the cavalier has 
  lost more than half of his total hit points, he gains a +2 
  bonus to damage. This bonus increases to a +3 bonus at 
  12th level and a +4 bonus at 17th level. This damage is 
  multiplied on a critical hit.
      Rebuke (Ex) At 15th level, the cavalier can make an 
  attack of opportunity as an immediate action against an 
  opponent who hits the cavalier with a melee attack, as 
  long as the attacking creature is within his reach.
  ORACLE REVELATIONS
  Additional Revelations for Flames, Waves, Wind and Stone 
  Oracles
   
  Flames
     Hotblood (Su): Your skin is forever warm, so that you 
  are warm even in the iciest cold and are not bothered by 
  even the hottest weather. You gain the ability to cast en-
  dure elements on yourself at will as a spell-like ability.
     Furthermore, the oracle gains additional adaptations to 
  aid him in harsh environments. Sand and dust storms do 
  not impose any penalties to the oracle’s vision. Moreover, 
  the oracle can survive twice as long as a normal member 
  of his species without water.
      Flame Gate (Su): You step into one fire and disappear 
  into ash, only to be created out of flame from another. 
  When using the gaze of flames revelation, you may 
  teleport (per the spell) with no chance of mishap to the 
  location at which you are gazing. Your caster level for the 
  teleport spell is equal to your oracle level. You must have 
  selected the gaze of flames revelation and must be at least 
  9th level to select this revelation. You may use this ability 
  once per day for every five oracle levels you possess.
  Stone
     Stonesense (Ex): The earth seems to talk to you, and 
  you can hear its speech. You gain tremorsense 10 feet. 
  At 6th level, your tremorsense increases to 30 feet. At 
  12th level, your tremorsense increases to 60 feet.
     Sojourner (Ex): For the oracle, the dusty road is 
  comforting – the earth itself shifts to aid and ease her 
  journey. You gain the Endurance feat. At 5th level, you 
  receive Nimble Moves as a bonus feat. At 10th level, you 
  receive Acrobatic Steps as a bonus feat. You do not need 
  to meet the prerequisites to receive these feats. Oracles 
  with the lame oracle curse cannot select this revelation.
   
  Waves
     Coldblood (Su): Your skin is forever cold, so that you 
  
  32
  are cool even in the hottest desert and are not bothered 
  by even the ice and snow. You gain the ability to cast en-
  dure elements on yourself as a spell-like ability.
     Furthermore, the oracle gains additional adaptations to 
  aid him in harsh environments. Snow or rainstorms do 
  not impose any penalties to the oracle’s vision. Moreover, 
  the oracle can survive twice as long as a normal member 
  of his species without food.
     Part the Sea (Su): With a command and a gesture, you 
  can part a body of water, allowing passage by walking 
  along the bottom of the water’s bed.  The oracle can part 
  the water to allow him and as many companions as twice 
  his oracle level to journey in this manner.  The size of the 
  body of water is non-consequential: the oracle may part 
  a river in order to ford it easily or he may part an ocean 
  to travel to a nearby island.
     The oracle can keep the waters withdrawn from the 
  path for a number of hours per day equal to his oracle 
  level. These hours need not be consecutive, but they 
  must be spent in one hour increments.
      Water from Stone (Su): An oracle with this revelation 
  can provide water for himself and his companions, no 
  matter the harshness of the locale. By striking the earth, 
  a stone, or another natural feature, the oracle can create 
  a small spring of pure, fresh water. There is enough water 
  created by the spring for as many people and domestic 
  animals as twenty times the oracle’s level. However, the 
  pool will only remain for days equal to the oracle’s level 
  before drying up. Pools created by a 20th level oracle will 
  never dry up, and can be used as water sources for years. 
  An oracle can use this ability once per day.
  Wind
     Friend of Birds (Su): The oracle gains a kinship with 
  birds, as they are creatures of the winds. The oracle gains 
  the ability to speak with birds, as if under the influence 
  of a speak with animals spell. At 7th level, the oracle 
  gains an animal companion, which must be a bird. This 
  ability functions like the druid animal companion abil-
  ity, except the oracle’s effective druid level is equal to his 
  oracle level -3.
     Speed of the Wind (Ex): Your base speed increases by 10 
  feet. At 5th level, you receive Deflect Arrows as a bonus 
  feat. At 11th level, you receive Djinni Whirlwind Fists as 
  a bonus feat. You do not need to meet the prerequisites 
  to receive these feats. Oracles with the lame oracle curse 
  cannot select this revelation.
   
  Pack Lord (Fighter Archetype)
  The pack lord is an archetype of the fighter class, avail-
  able to gnoll and anpur fighters. The pack lord runs 
  with his cohorts, baying and howling. The unquestioned 
  alpha of the pack, he whips even the most cowardly cur 
  into obedience. The pack draws their strength from the 
  pack lord, and he, in turn, is strengthened by them. 
  Together, they hunt down any who dares to enter their 
  territory.
   
  Bonus Feats: A pack lord may choose any teamwork feat 
  in addition to Combat Feats as bonus feats.
   
  First of the Pack (Ex): At 3rd level, the pack lord’s 
  primacy becomes evident, being able to draw the most 
  from the aid offered to him. Whenever somebody takes 
  an Aid Another action to aid the pack lord in combat, 
  he gains either a +3 to his next attack roll or a +3 to his 
  AC, instead of the normal +2. This ability replaces armor 
  training 1.
   
  Tactician (Ex):  At 5th level, a pack lord gains the Tacti-
  cian ability, which functions identically to the cavalier 
  class feature of the same name. He may use this ability 
  once per day at 5th level, plus one additional time for 
  every five levels after 5th (to a maximum of four times 
  at 20th level). If the pack lord also has cavalier levels, 
  these levels stack for determining the number of uses per 
  day, and he can take the better progression. This ability 
  replaces weapon training 1.
   
  Gather the Pack (Ex):  At 7th level, the pack lord gains 
  the Leadership feat as a bonus feat. The cohort and fol-
  lowers gathered must be the same race as the pack lord 
  or of the animal type. This ability replaces armor train-
  ing 2.
   
  Investment of Command (Ex):  At 11th level, the pack 
  lord’s word becomes law. As a standard action, he can is-
  sue a command, such as “Attack the minotaur,” “Protect 
  the maiden,” or “Fall back and hold the line.” Any who 
  obey his command gain a +2 morale bonus on attack 
  rolls, combat maneuver defense, AC, and skill checks for 
  1 round. The pack lord can issue such commands 3 + 
  Cha modifier times per day.  This ability replaces armor 
  training 3.
  
  33
  Pack Lord
  The hunt shall be a good one, I think, try and give Grehya a 
  workout, she needs it…
  General Grar’yeyk (CR 10; XP 9,600)
  Gnoll fighter (pack lord) 11/ ranger 1
  NE Medium humanoid (gnoll)
  Init +1; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 19, touch 13, flat-footed 16 
  (+4 armor, +1 deflection, +1 Dex, +1 dodge, +2 natural)
  hp 98 (11d10+33)
  Fort +12, Ref +6, Will +5; +3 vs. fear
  OFFENSE
  Speed 30 ft.
  Melee +1 heavy flail +18/+13/+8 (1d10+9)
  Ranged spear +12 (1d8+4)
  Special Attacks investment of command 4/day, tactician 
  2/day, weapon training (flails)
  STATISTICS
  Str 18, Dex 12, Con 16, Int 10, Wis 10, Cha 12
  Base Atk +11; CMB +15; CMD 28
  Feats Combat Reflexes, Dodge, Intimidating Prow-
  ess, Leadership, Lunge, Mobility, Power Attack, Run, 
  Tandem Trip, Vital Strike, Weapon Focus (heavy flail), 
  Weapon Specialization (heavy flail)
  Skills Diplomacy +5, Handle Animal +5, Intimidate 
  +15, Perception +13, Stealth +5, Survival +4; Racial 
  Modifiers +4 to Stealth in deserts
  Languages Gnoll
  SQ first of the pack
  Combat Gear potion of cure light wounds, potion of expe-
  ditious retreat; Gear +1 studded leather, +1 heavy flail, 3 
  spears, belt of giant strength +2, cloak of resistance +2, ring 
  of protection +1, horn of the huntmaster
  Grehya
  Advanced dire hyena, pack lord cohort
  N large animal
  Init +4; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 19, touch 16, flat-footed 15 
  (+4 Dex, +6 natural, -1 size)
  hp 34 (4d8+16)
  Fort +8, Ref +8, Will +4
  OFFENSE
  Speed 50 ft.
  Melee bite +8 (2d6+8 plus trip)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 22, Dex 19, Con 19, Int 2, Wis 17 Cha 10
  Base Atk +3; CMB +10; CMD 24 (28 vs. trip)
  Feats Skill Focus (Perception, Stealth)
  Skills Perception +10, Stealth +9
  Followers
  8 gnoll warriors, see Pathfinder Bestiary.
  Feats
  The following feats were created, discovered or mastered 
  within the Desert of Siwath.  They are usable by those 
  outside that region at the GM’s discretion.
  Antideist Healer
  My flesh knits as the sand dunes heal from the footprint of a 
  camel...
  Prerequisites: Godless Healing, cannot have a patron 
  deity, Heal 6 ranks
  Benefit: You may bestow the benefits of your non-divine 
  healing by will alone. By making a Heal check (DC 10), 
  you can give an ally the benefits of your Godless Healing 
  at a touch. Giving another the benefits of Godless Heal-
  ing expends its use for the day. Failing the Heal check 
  does not expend the use of Godless Healing.
  
  34
  Armor Expertise (Combat)
  Taking your armor off to sleep makes it far more likely you 
  will never wake up.
  Prerequisite: Con 13.
  Benefit: When wearing armor that normally confers an 
  armor check penalty, you reduce the armor check penal-
  ty by up to –2, to a minimum of 0. In addition, you can 
  sleep in medium armor without awakening fatigued.
  Desert Scourge [Metamagic]
  With all the power of the sands I will destroy you!
  Prerequisite: Knowledge (arcana) 5 ranks, any other 
  metamagic feat.
  Benefit: This feat is useful in the desert, or in other 
  sandy environments. When casting any offensive spell 
  with an appropriate subtype, you may incorporate sand 
  from the environment into the attack. For instance, a 
  fireball or cone of cold would catch the surrounding sands 
  in the blast or cone, using the particles to scour the tar-
  get. Only half the damage from such a spell is considered 
  energy damage and thus subject to resistances such as fire 
  resistance or cold resistance. The remainder comes from 
  the sand, and is not subject to energy resistance.
     The appropriate subtypes for offensive spells used in 
  conjunction with Desert Scourge are acid, air, cold, 
  electricity, fire, and sonic. Only spells that cause physical 
  damage, measured in hit points, are applicable. Further, 
  these spells must cause damage at range; touch attacks 
  cannot make use of this feat.
     A spell prepared with Desert Scourge uses a spell slot 
  of the spell’s normal level, subject to any other metamag-
  ic feats the caster may attach to it.
  Dreamer
  Last night I had the strangest vision. Neria sang to me last 
  night.
  Benefit: You occasionally receive prophetic visions or 
  omens in your dreams. You must make a Knowledge 
  (local) skill check (DC 15 or higher) to successfully 
  interpret the omens you receive. The benefits of a suc-
  cessful skill check are similar to a divination spell. This 
  gift is not under your conscious control, however; the 
  GM decides when and if you receive a dream omen and 
  what it actually means. Generally, you will not receive 
  more than one omen per adventure or week of game 
  time. You must sleep, or be in a trance, for at least four 
  uninterrupted hours to receive a prophetic dream. GMs 
  can use this ability as a story hook or a means of guiding 
  the adventure when necessary.
  Dune Warrior (Combat)
  But at least its a dry heat.
  Prerequisites: Con 13, Endurance.
  Benefit: You suffer only a –2 penalty to Fortitude saves 
  to avoid suffering damage when wearing armor in very 
  hot, severe or extreme heat conditions. In addition, you 
  are not automatically fatigued by suffering nonlethal 
  damage from heat exposure. Finally, you receive a +1 
  bonus to Survival checks made in desert terrain.
  Normal: Wearing armor in high heat imposes a –4 pen-
  alty to heat exposure saves.
  Godless Meditation
  I defy you, all Twenty-seven, mockeries of the Four!
  Prerequisites: Godless Healing, Diehard, Endurance, 
  cannot have a patron deity
  Benefit: When you rest, you meditate on your defiance 
  against the gods. A full 8 hours of rest now allows you to 
  heal (character level) + (2 x Constitution bonus) + 1d8 
  hp.
  Normal: You normally only heal 1 hp x character level 
  per 8 hours of rest.
  Hieroglyphic Scroll Sage (Item Creation)
  The words of the ancients speak to me, of power to restore 
  the Four!
  Prerequisites: Scribe Scroll, Linguistics 3 ranks, one 
  metamagic feat
  Benefit: You have learned a complicated system of 
  hieroglyphic power markings used in the ancient days 
  of Porphyra. Every hieroglyphic symbol is invested with 
  layers of meaning and magical significance. By employ-
  ing them, you are able to evoke higher magic from writ-
  ten incantations.
     You are able to modify a scroll after its scribing with 
  metamagic by adding hieroglyphs. You must modify 
  the scroll in question with a hieroglyph scribing ritual, 
  which takes one hour and requires expensive magical 
  ingredients. You must know the metamagic feat which 
  you are scribing onto the scroll.
     The cost for the ritual ingredients is equal to the differ-
  ence between the cost to make the scroll prior to modifi-
  cation and the cost to make the scroll after modification.
     For example, a scroll of burning hands scribed at a 
  caster level of 1 would cost 25 gp for a wizard to make. 
  If it had been modified with the metamagic silent spell 
  at scribing, it would be a 3rd level spell, costing 375 gp. 
  A wizard wishing to inscribe a hieroglyph of the silent 
  spell metamagic feat on a burning hands (CL 1) scroll 
  
  35
  would perform a ritual with materials costing 350 gp 
  (375 – 25 = 350).
     Once modified with hieroglyphs, the scroll is used as if 
  the metamagic feats were scribed into the scroll.  
  Holy Light
  The light of Paletius will steal the sight of the wicked!
  Prerequisite: Ability to channel positive energy.
  Benefit: By using one of your channel energy, you create 
  a flare of holy light as a standard action. All evil creatures 
  within 30 feet looking in your direction must make a 
  Fortitude saving throw (DC 10 + one half your character 
  level + your Charisma modifier) or be blinded for one 
  minute. Evil undead that succeed on the Fortitude save 
  are still dazzled for one minute.
  Improved Armor Expertise (Combat)
  With enough practice, you don’t even remember you are 
  wearing armor.
  Prerequisites: Con 13, Armor Expertise.
  Benefit: When wearing armor that normally confers 
  an armor check penalty, you reduce the armor check 
  penalty by up to –3, to a minimum of 0. This reduction 
  supercedes that offered by Armor Expertise. In addition, 
  Medium armor does not reduce your speed.
  Mobile Casting
  A little thing like a galloping camel will not protect you 
  from my spells, thief!
  Benefit: You gain a +4 bonus to concentration checks 
  made to cast spells while in vigorous motion. This can 
  include casting from camel- or horseback, from within 
  a chariot or on a boat in swift waters. This feat does 
  not stack with the Combat Casting feat; if you are in a 
  situation where you are both casting defensively and in 
  motion, and you have both feats, you still gain only +4 
  to your concentration check.
  Overturning Attack (Combat)
  Quick jam the wheel!
  Prerequisite: Mounted Combat, base attack bonus +1.
  Benefit: When making a melee attack against a chariot 
  with a one-handed or two-handed weapon, you can 
  choose to attack the chariot’s wheels rather than its pas-
  sengers. A successful attack roll forces the chariot’s driver 
  to make an immediate Handle Animal check (DC 20) 
  to avoid the chariot overturning. However such a use 
  of this feat automatically deals 2d6 points of damage to 
  your weapon, potentially damaging or destroying the 
  weapon.
  Special: If you have the Improved Sunder feat, the dam-
  age to your weapon reduces to 1d8 points of damage 
  instead.
  Sand Sadiki
  You are a full-fledged Daamati of the Sandmen, pledged to 
  the cause.
  Prerequisites: Sand Sympathizer social trait
  Benefit:Through an elemental, alchemical ritual, your 
  body gains some of the consistencies of the sand itself, 
  giving you DR 2/—.  This procedure also ensures you 
  will not be taken alive, as your body and your non-
  magical goods dissolve into sand when you reach -1 hit 
  points.
  Fighting Style Extension Feats
  The following are extensions of the “Genie Styles,” 
  which are popular in the Desert of Siwath. These Feats 
  are almost unknown outside of the desert, and are kept 
  as trade secrets by the zendiqi warriors.
   
  Janni Leap (Combat)
  Like an ember in the grip of an eddy of wind, Suleiman 
  leapt through the maze of flashing swords.
  Prerequisite: Janni Style, Acrobatics 10 ranks
  Benefit: Once per encounter, you may make an Acrobat-
  ics check to jump as a swift action. You move as far as 
  your check allows. Moving through threatened squares 
  provokes attacks of opportunity as normal.
   
  Djinni Whirlwind Fists (Combat)
  Garut thought the arrow would end his life, but a familiar 
  hand snatched the deadly missile out of the air, saving him.
  Prerequisite: Djinni Style, Deflect Arrows, base attack 
  bonus +11 or monk level 9th
  Benefit: With whirling motions, you may leap to the 
  aid of your allies. You may extend the benefits of Deflect 
  Arrows to any ally within 5 ft. of you. Deflect Arrows 
  still only works once per round, but you may deflect an 
  arrow from either yourself or an adjacent ally so that it 
  does no damage. You must be aware of this attack and 
  cannot be flat-footed, as normal.
   
  Shaitan Stomp (Combat)
  The heretic knight’s armor burst under Ararat’s flurry of 
  attacks, and he was flung to the ground with the released 
  power.
  
  36
  Prerequisite: Shaitan Style, Improved Sunder, Improved 
  Trip
  Benefit: When you successfully sunder an item held or 
  worn by an opponent, you may immediately make a free 
  trip attempt against that opponent. Choosing to leave an 
  item with 1 hit point does not afford you this opportu-
  nity.
   
  Marid Pathway Freezing Strike (Combat)
  The monks glared at each other across the ruins of the 
  battlefield; Szilagia struck like the power of a wave, her op-
  ponent stumbling like a child.
  Prerequisites: Marid Style, Wis 15, base attack bonus 
  +11 or monk level 9th
  Benefit: You can make a special attack which constricts 
  the ki pathways through an opponent’s body. As a 
  standard action, you can make a melee attack against an 
  opponent. If the attack hits, in addition to doing dam-
  age as normal, any style feats your opponent is using 
  immediately end, and your opponent ceases to gain the 
  benefits of those style feats. Your opponent cannot enter 
  the stance of any style feat until the end of its next turn.
   
  Efreeti’s Coal Walk (Combat)
  Like a smoking snake, Qadat struck the enemies before him, 
  and they recoled from the heat of his attacks, dismayed.
  Prerequisites: Efreeti Style
  Benefit: If you move at least 10 ft. during your turn, 
  you deal an extra 1 point of fire damage on each of your 
  attacks and you gain a +2 competence bonus to your 
  CMD.
  Spells
  The following spells were created, discovered or mastered 
  within the Desert of Siwath
  Animate Sand
  School transmutation; Level cleric 6, druid 6, witch 6
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Targets 1 Small patches of sand/other grainy material 
  per caster level; see text
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  The caster bestows cohesion and a semblance on life 
  upon the sand before him. The sand rises up in any  
  shape desired by the caster, and acts as an animated 
  object, either attacking the caster’s foes or performing 
  menial tasks as commanded. The shape assumed by the 
  sand cannot be particularly detailed; it may have usable 
  limbs, but it will never be mistaken for a living being. 
  The caster may animate the equivalent of one Small 
  or smaller object, or a corresponding number of larger 
  objects, per caster level. A Medium object counts as two 
  Small or smaller objects, a Large object as four, a Huge 
  object as eight, a Gargantuan object as 16, and a Colos-
  sal object as 32.
     This spell will function on other grainy or malleable 
  surfaces such as dirt or soil, but it is less effective. In such 
  an environment, the spell functions at –2 caster levels.
  Antidivine Field
  School abjuration; Level sorcerer/wizard 5, witch 4
  Casting Time 1 standard action
  Components V, S M (elemental gem)
  Range 10 ft.
  Area 10-ft.-radius emanation, centered on you
  Duration 10 min/level (D)
  Saving Throw none; Spell Resistance see text
  This spell duplicates the effects of antimagic field, ex-
  cept that it only affects spells, spell-like abilities and 
  supernatural abilities that come from divine sources, per 
  the Game Master’s discretion. Spells and supernatural 
  abilities cast by clerics, paladins and antipaladins always 
  count as divine in origin. Spells cast by oracles, inquisi-
  tors, and druids may count as divine, depending on the 
  devotion of the character in question.
  Banquet of Ashes
  School transmutation [curse]; Level druid 3, sorcerer/
  wizard 3, witch 3
  Components V, S
  Range touch
  Target creature touched
  Duration 1 day/level
  Saving Throw Fortitude negates; Spell Resistance yes
  This curse renders a creature unable to take nourishment 
  from food. All food consumed by the creature turns to 
  ash in its mouth and provides no sustenance. After three 
  days without eating, the creature must begin making 
  a Constitution check each day against starvation (DC 
  10, +1 per previous check). A failed check results in 
  1d6 points of nonlethal damage and fatigue. This dam-
  age and fatigue cannot be recovered until the creature is 
  able to eat again. A creature affected by banquet of ashes 
  
  37
  becomes progressively weaker until able to eat again. If 
  the creature does not starve to death, upon the end of 
  the spell’s duration, it must make a Will save (DC 15) to 
  avoid gorging itself at the first opportunity. This causes 
  the creature to become nauseated for 1d4 hours. If the 
  Will save succeeds, the creature can control its hunger 
  and recover at a reasonable pace.
  Bloodpower Manifest
  School transmutation; Level sorcerer 1 (sorcerer only)
  Casting Time 1 standard action
  Components V, S, M (blood sacrifice of 1 Con)
  Range personal
  Duration 1 round
  Saving Throw Will (harmless); Spell Resistance no
  By means of this spell, a sorcerer may regain a use of his 
  1st level bloodline power, even if he has exhausted all of 
  his daily uses.  A blood sacrifice of 1 Constitution point 
  must be made, and the bloodline power may be used on 
  the following round.
     Special: If the sorcerer has the Spell Focus (transmuta-
  tion) feat, he may sacrifice further points of Constitution 
  to augment the bloodline power, each point sacrificed 
  adding +1 to the DC of the target’s save, to the to-hit 
  of the attack, or to the bonus given by the bloodline 
  power’s effect, as adjudicated by the GM.
  Detect Gems
  School divination; Level cleric 1, inquisitor 1, witch 1 
  or any dwarven spellcaster as a 1st level spell
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area cone-shaped emanation
  Duration 1 minute/ level
  Saving Throw none; Spell Resistance no
  You can detect cut gems, objects containing gems, and 
  magical gems—even creatures composed of or contain-
  ing gemstones. The amount of information revealed 
  depends on how long you study a particular area.
  •	
  1st round: Presence or absence of gem.
  •	
  2nd round: Number and location of gems within 
  the scanned area.  The location is felt in distance in 
  feet, and up and down, if applicable, not ‘behind the 
  secret door in the wall’.  
  •	
  3rd and subsequent round: If in the visual presence of 
  the gems, the caster gains a +10 bonus to Appraise 
  checks, or Spellcraft checks in the case of magical 
  gems (including ioun stones).
  Painful Splinter
  School evocation (fire); Level cleric 2, druid 2, magus 2, 
  witch 2
  Casting Time 1 standard action
  Components V, S, M (pinch of sand)
  Range close (25 ft. +5 ft./ 2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Fortitude partial (see below); Spell Resis-
  tance yes
  This spell fuses sand into a tiny splinter of hot glass, 
  which automatically hits a target within range for 1 
  point of damage.  The next round, upon failing a For-
  titude saving throw, the target takes another point of 
  damage and suffers a  -1 penalty to hit, and to all skill 
  checks. This continues for a number of rounds equal to 
  the spellcaster’s caster level, or until the saving throw is 
  made.  Constructs, elementals and undead are immune 
  to all but the initial damage.
  Sand-Spit
  School conjuration; Level druid 0, inquisitor 0, sor-
  cerer/wizard 0, summoner 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. plus 5 ft./2 levels)
  Effect sand in eyes reduces initiative count
  Target one living creature
  Duration 1 round
  Saving throw none; Spell Resistance no
  This spell conjures a bit of sand or grit that, if a ranged 
  touch attack succeeds, hits the main sensory organs of 
  a target, irritating it so that it loses a point of initiative; 
  if the ranged touch attack is more than 5 over the to-hit 
  number, the target loses 2 points of initiative, and 3 
  points on a critical hit. The spell can be used in other 
  ways, to distract a target, fling sand at a window, or what 
  have you.  The sand disappears 1 round after it is used.
  Savage Sun
  School transmutation; Level cleric 4, druid 4, inquisitor 
  3
  Casting Time 1 standard action
  Components V, S, DF
  
  38
  Range medium (100 ft. + 10 ft. /level)
  Area 30 ft. burst
  Duration 24 hours
  Saving Throw Will negates; Spell Resistance yes
  This spell magnifies the effects of the sun on creatures 
  that fail their saving throw against it.  Under the light 
  of the sun, they are dazzled and sickened.  All effects 
  are doubled against creatures with light sensitivity, and 
  tripled against creatures with light blindness.  This spell 
  has no effect at night, or in places that sunlight cannot 
  reach.
  Tainted Water
  School transmutation; Level cleric 2, druid 2, sorcerer/
  wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (blob of oil)
  Range close (25 ft. + 5 ft./ 2 levels)
  Duration permanent
  Saving Throw Will negates; Spell Resistance no
  This spell stagnates 10 cubic feet of still water, making it 
  foul and unable to support water-breathing life.  Liquid-
  based magic items in a target area must make a saving 
  throw or be utterly spoiled.
  Tomb Ward
  School abjuration; Level sorcerer/wizard 6, cleric/oracle 
  6
  Casting Time 30 minutes
  Components V, S, M (burning incense worth 60 gp, 
  and stones etched with hieroglyphic warnings), F (funer-
  ary tools)
  Range anywhere within the area to be warded
  Area up to 200 sq. ft./level (S)
  Duration 3 hours/level (D)
  Saving Throw see text; Spell Resistance see text
   
  This spell functions much like guards and wards, but 
  only functions inside structures designated as tombs, and 
  creates variant affects to protect tombs from any who 
  would disturb their sanctity.
     The tomb ward protects 200 square feet per caster 
  level. The warded area can be as much as 20 feet high, 
  and shaped as you desire. You can ward several stories 
  of a catacomb by dividing the area among them; you 
  must be somewhere within the area to be warded to cast 
  the spell. The spell creates the following magical effects 
  within the warded area.
  •	
  Arcane Locks: All doors, coffin or sarcophagus lids 
  in the warded area are arcane locked. Saving Throw: 
  none. Spell Resistance: no.
  •	
  Curse of the Tomb Thief: Any living creature who 
  enters the warded area are immediately inflicted 
  with an arcane mark on their forehead (or similarly 
  obvious area) that reads ‘Tomb Thief’ in any one 
  language the caster can write. Saving Throw: none. 
  Spell Resistance: no.
  •	
  Home of the Dead: All living creatures within the 
  warded area take a -2 penalty to saving throws 
  against both death and fear effects. Saving Throw: 
  none. Spell Resistance: no.
  •	
  Fog: Fog fills all corridors, obscuring all sight, in-
  cluding darkvision, beyond 5 feet. A creature within 
  5 feet has concealment (attacks have a 20% miss 
  chance). Creatures farther away have total conceal-
  ment (50% miss chance, and the attacker cannot use 
  sight to locate the target). Saving Throw: none. Spell 
  Resistance: no.
  •	
  Lost Doors: One door per caster level is covered by 
  a silent image to appear as if it were a plain wall. Sav-
  ing Throw: Will disbelief (if interacted with). Spell 
  Resistance: no.
   
  In addition to these effects, you can place your choice of 
  one of the following six magical effects.
  •	
  A number of bodies within the tomb animate into 
  skeletons (if the corpse is not intact) or zombies (if 
  the corpse is mostly intact) if their graves are dis-
  turbed. The HD of the undead created is equal to 
  twice your caster level. If awoken, the undead remain 
  until destroyed. Saving Throw: none. Spell Resistance: 
  no.   
  •	
  Scarab swarms appear in three places. More scarabs 
  will amass after 10 minutes if the swarm is dispersed 
  while tomb ward lasts. Saving Throw: none. Spell 
  Resistance: no.
  •	
  One grave or coffin is trapped so that it casts bestow 
  curse upon any person who attempts to remove 
  anything from the grave. The effect of the curse is 
  chosen by the caster of tomb ward. Saving Throw: 
  Will negates; Spell Resistance: yes.
  •	
  A magic mouth in two places. Saving Throw: none. 
  Spell Resistance: no.
  •	
  A stinking cloud in two places. The vapors appear in 
  the places you designate; they return within 10 min-
  utes if dispersed by wind while the guards and wards 
  spell lasts. Saving Throw: Fortitude negates; see text 
  
  39
  for stinking cloud. Spell Resistance: no.
  Undetectable Divinity
  School abjuration; Level alchemist 1, antipaladin 1, 
  bard 1, inquisitor 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature or object
  Duration 24 hours
  Saving Throw Will negates (object); Spell Resistance 
  yes (object)
  This spell will conceal all attempts to divine his patron 
  deity, or even the existence of a patron deity, including 
  mind reading. This spell will mask the ‘smell’ of divine 
  casters that zendiqi can sense, by way of their smell the 
  muhartik racial ability.
  Wall of Sand
  School conjuration; Level druid 3, magus 3, sorcerer/
  wizard 3, summoner 3
  Casting Time 1 standard action
  Components V, S, M (handful of sand)
  Range close (25 ft. plus 5 ft. /2 levels)
  Effect  a 1 ft. thick wall of sand, 10 ft. x 10 ft. per caster 
  level
  Duration 1 minute/level
  Saving Throw Fortitude (see below); Spell Resistance 
  no
  This spell conjures up a churning, immobile wall of 
  heavy sand or grit is opaque on both sides.  Missiles and 
  spells cannot penetrate the wall, as it blocks line of effect 
  and sight. Any creature that attempts to pass through the 
  wall must make a Fortitude save or be blinded for 1d4+1 
  rounds; making the save blinds the target for 1 round.  
  The sand of the wall is affected as normal sand for the 
  duration of the spell with regards to what can affect it.  
  An area can be ‘boxed in’ by a wall, but all wall sections 
  must be touching.
  Equipment
  The following are pieces of exotic equipment that can be 
  found within the Deserts of Siwath.
  Bullroarer
  A foot-long wooden plank with holes drilled in it, 
  sometimes decorated with horn or chitin; a heavy cord 
  is attached and the plank is spun around in a perpen-
  dicular circle.  The plank makes a low, growling sound 
  that carries for 1d4+2 miles.  Those with the Perform 
  (woodwind) or Knowledge (nature) skills can make and 
  understand simple one-theme messages by varying the 
  speed and angle of the bullroarer.
  Cost 5+ gp; Weight 2 lbs.
  Clockwork Chess Players
  One of the treasures found within the tombs of anpur 
  kings are miraculous clockwork chess tables. Functioning 
  with a complicated of weights, measures and gears, these 
  chess tables can engage another chess player with prodi-
  gious skill, mechanically moving its pieces in response to 
  the living player’s movements.
     The tables are not true automaton constructs, and can 
  do nothing else save respond to the chess moves laid out 
  on the board. Given the internal logic of a chess game, 
  the construct responds purely on mathematical reason-
  ing, and has nothing resembling intelligence. Most 
  clockwork chess players can only play one side (white or 
  black), which is inherent in its construction. A few of 
  the more elaborate versions can play either.
     Clockwork chess players vary in size and shape, though 
  almost all consist of a box or table set with a chess board 
  and game pieces. Some sets move the chess pieces by 
  lodestones under the board (giving the illusion that they 
  move by magic), whereas others have mechanical players 
  in the semblance of metallic anpur or beautifully ren-
  dered animals.
     Anpur see these objects as religious artifacts. The only 
  place they are currently found is inside the tombs of 
  anpur kings; being caught with one of them marks you 
  as a tomb thief, eliciting their fury.
  Cost: 3,000 gp
  Wind-Trap
  This mainstay of deep desert survival consists of a pair 
  or trio of long poles, typically jointed so as to be col-
  lapsible, and a large waxed piece of canvas, roughly 
  triangular in shape.  The arrangement is placed just so, 
  in the night or twilight, to condense moisture in the 
  
  40
  winds upon its surface, taking advantage of the drop in 
  temperature.  A vessel is placed underneath the trap to 
  collect the water.  Some are emblazoned with a clan sigil, 
  to identify a camp.  
  Cost 10 gp; Weight 15 lbs.
  Zilzala
  This device has specific uses in the southern deserts, but 
  has found applications in other environments, such as 
  certain mines and farms.  Invented by the tinkers of 
  Buktu, it looks like a sharp metal stake with a heavy 
  cylinder atop, which is twisted to be turned “on” or 
  “off”.  Clockworks within are geared to make a regu-
  lar, thumping vibration that draws creatures that have 
  tremorsense.  A being that has tremorsense will be able 
  to detect no other source of movement but the zilzala 
  (with tremorsense, anyway) from a distance of three 
  times their tremorsense listing.  Creatures that depend 
  solely on tremorsense will be effectively blinded, apart 
  from the zilzala itself, and they, and other creatures with 
  tremorsense, will seek to destroy the device, which has a 
  hardness of 5 and 5 hit points.  Most zilzala run for an 
  hour before having to be ‘rewound’.  Desert creatures so 
  lured include death worms, scorpions, and dust diggers, 
  while ankhegs are attracted to them in farming country, 
  and purple worms (among others) in mines and under-
  ground.
  Cost 50 gp
  Magic Items
  The following are magical items that can be found with-
  in the Desert of Siwath.  Since many of them are integral 
  parts of the Siwathi zendiqi culture, myth, and struggle, 
  overt possession of some of them by a non-zendiqi will 
  offend inhabitants of that region.  The same holds true 
  for anpur who witness use of the various masks without 
  some previous relationship being established with the 
  user.  The zendiqi or anpur observer will probably have 
  to make some Knowledge check, or at least a Wisdom 
  ability check of 10 equal to the caster level of the item to 
  recognize it when in use.  This generally leads to a 1-step 
  drop in Diplomatic attitude, or, if in combat, direction 
  of attacks at the carrier of Siwathian items by an un-
  proven foreigner. Note that the rod of kadeg is an excep-
  tion, for most Siwathi, zendiqi and anpur alike, fear the 
  legend of that long-ago radical purveyor of the magical 
  arts.
  Book of One-Thousand and One Stories
  Aura moderate enchantment; CL 6th
  Slot none; Price 10,000 gp; Weight 2 lbs.
  DESCRIPTION
  Once upon a time, a queen was chained to her cruel hus-
  band’s bedpost and obliged to tell him a new story every 
  night, lest he lose interest in her and murder her to make 
  room for a new wife. For a thousand and one nights, she 
  wove new stories to tantalize and entrance him, before 
  she managed to wrap her chains around his neck. The 
  stories she told were eventually written down and bound 
  into a book.
     The book of one-thousand and one stories contains many 
  scintillating and entrancing tales. If a bard reads from 
  the book while using her fascinate ability, the DC of the 
  Will save to negate the effect is raised by 3.  
  CONSTRUCTION 
  Requirements Craft Wondrous Item, hypnotism, bard 
  level 6; Cost 5,000 gp
  Cameleather Armor
  Aura faint abjuration; CL 5th
  Slot armor; Price 2,400 gp; Weight 25 lbs.
  DESCRIPTION
  This survival-oriented armor is made from the intact 
  hide of a blessed and ritually sacrificed camel of perfect 
  proportions, even utilizing its head as a helmet, with 
  intact huge eyelashes.  The armor acts as +1 hide armor, 
  and the wearer is protected as an endure elements spell, 
  and need not drink while wearing it.  He is also immune 
  to thirst effects, blinding or penalty due to flying grit or 
  sand, and the spells sand-spit, touch of fatigue, and cup of 
  dust.
  CONSTRUCTION 
  Requirements Craft Magic Arms and Armor, create 
  water, endure elements; Cost 1,200 gp
  Emerald Sword
  Aura moderate transmutation; CL 11th
  Slot weapon; Price 20,000 gp; Weight 6 lbs.
  DESCRIPTION
  These beautiful swords, encrusted with emeralds on the 
  hilt, and with the green stone imbedded in the blade 
  itself, were the badge of office of zendiqi officers and 
  leaders during the NewGod Wars.  An emerald sword 
  bypasses any alignment-based damage reduction of its 
  target, and is a otherwise a +2 longsword.
  CONSTRUCTION 
  Requirements Craft Magic Arms and Armor, align 
  
  41
  weapon; Cost 10,000 gp
  Faceted Prison
  Aura moderate summoning; CL 5th 
  Slot none; Price 2,500 gp; Weight —
  DESCRIPTION
  These sandworn, crystalline gems appear similar to other 
  elemental gems, but are only capable of holding small 
  elementals.   Unlike elemental gems, however, a faceted 
  prison can also ensnare and imprison a small elemental 
  within 30 ft., if it fails a DC 15 Will save; thus it can 
  be reused.  There is an equal chance of a faceted prison, 
  when found, to be empty or containing a prisoner.  
  Releasing or capturing a small elemental is a full-round 
  action.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, summon nature’s 
  ally II or summon monster II; Cost 1,250 gp
  Marhaban Mirror
  Aura faint enchantment; CL 7th
  Slot none; Price 3,000 gp; Weight 1 lb.
  DESCRIPTION
  This small silver mirror is decorated with filigree of 
  desert animals such as bats, birds, snakes or desert rats.  
  Twice per day, the mirror can compel a Tiny normal 
  animal within 40 ft. to land upon, or approach it, and 
  have a spoken message imprinted upon it, similar to the 
  spell animal messenger, but the animal will remember 
  the message and recite it to the target in its own voice, 
  understandable by those that can understand the origi-
  nal message.  It will find the target if it is within 7 days’ 
  travel.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, animal messenger; 
  Cost 1,500 gp
  Masks of Siwath
  These metallic face masks are used by anpur priests and 
  morticians in their duties within the necropolis of the 
  City of Tombs. They are a sign of station, a sacred tool, 
  and a reward for just service. After death, these masks 
  continue to serve their owners in the afterlife, being 
  placed on their mummified bodies.
     Each mask of siwath is modeled after different animals 
  and grants different abilities to their wearer. Each caste 
  of anpur priest favors a different type of mask.
  Mask of the Bull
  Aura minor transmutation, CL 5th
  Slot head; Price 22,190 gp; Weight 3 lbs.
  DESCRIPTION
  The mask of the bull bestows its wearer a +2 enhance-
  ment bonus to Strength. Treat this as a temporary bonus 
  for the first 24 hours the mask is worn.  Additionally, 
  the mask of the bull bestows the ability of haste, as per the 
  spell, three times per day.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, haste, bull’s 
  strength; Cost 11,095 gp
  Mask of the Falcon
  Aura moderate divination, CL 9th
  Slot head; Price 44,870 gp; Weight 3 lbs.
  DESCRIPTION
  The mask of the falcon bestows its wearer a +2 enhance-
  ment bonus to Wisdom. Treat this as a temporary bonus 
  for the first 24 hours the mask is worn. Additionally, the 
  mask of the falcon bestows the ability of true seeing, as per 
  the spell, three times per day.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, true seeing, owl’s 
  wisdom; Cost 22,435 gp
  Mask of the Ibis
  Aura moderate divination; CL 11th
  Slot head; Price 77,130 gp; Weight 3 lbs.
  DESCRIPTION
  The mask of the ibis bestows its wearer a +2 enhancement 
  bonus to Dexterity. Treat this as a temporary bonus for 
  the first 24 hours the mask is worn.  Additionally, the 
  mask of the ibis bestows the ability to understand deep 
  secrets, as per the spell legend lore, three times per day.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, fox’s cunning, leg-
  end lore; Price 38,565 gp
  Mask of the Lioness
  Aura moderate illusion; CL 7th
  Slot head; Price 36,230 gp; Weight 3 lbs.
  DESCRIPTION
  The mask of the lioness bestows its wearer a +2 enhance-
  ment bonus to Dexterity. Treat this as a temporary bonus 
  for the first 24 hours the mask is worn.  Additionally, the 
  mask of the lioness bestows the ability to make its wearer 
  invisible, as per the spell greater invisibility, three times 
  per day.
  
  42
  CONSTRUCTION 
  Requirements Craft Wondrous Item, greater invisibility, 
  cat’s grace; Cost 18,115 gp
  Mask of the Ram
  Aura moderate conjuration; CL 7th
  Slot head; Price 41,230 gp; Weight 3 lbs.
  DESCRIPTION
  The mask of the ram bestows its wearer a +2 enhance-
  ment bonus to Constitution. Treat this as a temporary 
  bonus for the first 24 hours the mask is worn.  Addition-
  ally, the mask of the ram bestows the ability heal with a 
  touch, as per the spell restoration, three times per day. 
  The mask of the ram cannot cure permanent negative 
  levels, only temporary ones.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, bear’s endurance, 
  restoration; Price 18,115 + 5,000 gp (diamond material 
  component)
  Mask of the Serpent
  Aura moderate enchantment; CL 7th
  Slot head; Price 36,170 gp; Weight 3 lbs.
  DESCRIPTION
  The mask of the serpent bestows its wearer a +2 enhance-
  ment bonus to Charisma. Treat this as a temporary 
  bonus for the first 24 hours the mask is worn.  Addition-
  ally, the mask of the serpent bestows the ability to charm 
  the hearts of others, as per the spell charm monster, three 
  times per day.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, charm monster, 
  eagle’s splendor; Price 18,085 gp
  Ring of Sakhr
  Aura strong conjuration; CL 11th
  Slot ring; Price 18,800 gp; Weight —
  DESCRIPTION
  This semi-legendary magic ring is said to have once been 
  owned by the pre-Calling Grand Wazir Du al-Qarnayn, 
  who commanded the great shaitan Sakhr to forge a ring 
  to enslave others of its own kind. The ring is decorated 
  with overlapping alchemical symbols, each representing 
  the four elements. Four precious gems are set into the 
  sigil, each glinting with its own differently colored light.
     The bearer of the ring of sakhr may add his Charisma 
  modifier again (essentially doubling his Charisma modi-
  fier) on all Charisma-based checks made when interact-
  ing with genies. This includes the checks made to seal a 
  bargain with a genie when casting planar binding.
     The bearer of this ring gains a +5 enhancement bonus 
  on any Knowledge (planes) check to discover the true 
  name of an elemental outsider. Lastly, once a week on 
  command, the ring of sakhr can cast planar binding.
  CONSTRUCTION 
  Requirements Forge Ring, eagle’s splendor, planar bind-
  ing; Cost 18,800 gp
  Rod of Kadeg
  Aura strong (no school); CL 17th
  Price 24,000 gp; Weight 5 lbs
  DESCRIPTION
  These rods are modeled on the original device wielded 
  by Kadeg the Merciless himself, ancient renegade wizard 
  whose mysterious pyramid stands on the promontory 
  south of the Bay that bears his name.  A rod of kadeg acts 
  as a lesser elemental metamagic rod that can manipulate 
  all four energy types.  It has the added ability to exert 
  control over the mercurial rod of wonder.  When attached 
  end to end, a rod-staff of kadeg’s wonder can choose any 
  effect from the rod of wonder table within a range equal 
  to the wielder’s prime mental ability.  Thus a roll of 15 
  by a wielder using a Charisma of 15 could select any ef-
  fect from 1 to 30.  The rod of kadeg demands power from 
  the wielder, however, draining 1 random ability point- 2 
  ability points if the rod-staff of kadeg’s wonder is manufac-
  tured, at dawn each day.  These drained points cannot be 
  restored magically, restoring themselves at the following 
  dawn, only to be randomly selected again.  The rod of 
  kadeg functions as a masterwork light club, the rod-staff 
  of kadeg’s wonder as a +1 quarterstaff.
  CONSTRUCTION 
  Requirement Craft Rod, Elemental Spell, elemental 
  touch, protection from chaos; Cost 12,000 gp
  Sakhr’s Throne (Lesser Artifact)
  Aura strong enchantment; CL 18th
  Slot none; Weight 1,000 lbs.
  DESCRIPTION
  The pre-Calling Grand Wazir Du al-Qarnayn is said to 
  have bound a shaitan named Sakhr to his service. This 
  shaitan is said to have made the Grand Wazir many 
  wondrous things. Most wondrous of all was said to be 
  his throne, called both al-Qamayn’s Throne and Sakhr’s 
  Throne, along with other poetic epithets.
     The throne is made of bronze, ivory, horn and gold 
  and was wreathed in depictions of great beasts. Five 
  steps lead up to the throne: two kneeling bulls support 
  the first steps, two rams support the second steps, a pair 
  
  43
  of lions (male and female) support the third steps, two 
  fighting serpents entwined together support the fourth 
  step, while twin ibises support the fifth step. The throne 
  itself is shaded by the wings of a falcon carrying the sun’s 
  disc in its talons. These steps can retract themselves by 
  hidden clockworks, and extend themselves only when 
  you approach.
     Furthermore, the throne can move wherever the owner 
  wills it. It can move no more than your normal speed 
  per round, walking on the bull’s bronze legs. You can 
  command the throne’s movements with a move action. 
  If you desire, the throne can follow you; if not otherwise 
  directed, it will maintain a constant 10 feet between 
  itself and you.
     When seated on the throne, the owner gains a variety 
  of abilities.
  •	
  The enthroned can use discern lies at-will. Whenever 
  he hears a lie, one of the beasts of the throne will cry 
  out in a voice appropriate to its species, thus mark-
  ing his lie.
  •	
  On command, the throne will exhume a sweet smell-
  ing perfume.
  •	
  The enthroned gains a +2 enhancement bonus on In-
  timidate and Diplomacy checks, due to the inherent 
  majesty of the throne.
  •	
  The enthroned can cast the following spells on him-
  self, each once per week: bull’s strength, bear’s endur-
  ance, cat’s grace, owl’s wisdom, eagle’s splendor, and fox’s 
  cunning.
  The throne is 10 ft. long, 10 ft. wide, and is 10 ft. tall. It 
  can carry up to 5,000 lbs. of gear loaded onto it (though 
  this is hardly its primary purpose).  It has a ‘Strength’ of 
  30 if it ever becomes relevant. Ramming Damage: 1d8
     If the throne ever truly existed, it disappeared long 
  ago. Legend has it that the Grand Wazir following Du 
  al-Qarnayn could not master the throne and, misunder-
  standing its machinations, broke his leg while trying to 
  ascend it and became lame. In wrathful vengeance, he 
  left the throne in the sands outside the city to punish it 
  for its insolence.
  DESTRUCTION
  If an angel and a devil of at least 10 HD each should sit 
  in peace upon the throne, it will break in two and there-
  fore be ever sundered.
  Sepid Helmet
  Aura moderate abjuration; CL 15th
  Slot head; Price 24,000 gp; Weight 3 lbs.
  DESCRIPTION
  This bizarre helm is made from the head of a sepid div, 
  from the bridge of the nose up, including horns and 
  eyes.  Most were made after the total defeat of a conclave 
  of these warlords, a major victory of the Elementalist 
  forces that prolonged the war for years, as it caused the 
  neutral evil deities Lyvalia and Fenris Kul to withdraw 
  their support for a time. The helm grants its wearer im-
  munity to effects that cause blindness or deafness, and, 
  once per round, it can deflect a ray or spell that uses a 
  ranged touch attack.
  CONSTRUCTION 
  Requirements Craft Magic Arms and Armor or Craft 
  Wondrous Item, Deflect Arrows, remove blindness/deaf-
  ness; Cost 12,000 gp
   
  Silica Dory
  Aura moderate transmutation; CL 7th
  Slot none; Price 7,200 gp; Weight 4 lbs.
  DESCRIPTION
  In its unactivated form, a silica dory looks like a squar-
  ish, well-made glass bottle.   When the proper com-
  mand word is given, the bottle expands in the space of 
  a single round to form a boat 10 feet long, 4 feet wide, 
  and 2 feet in depth. It now contains a pair basket-spikes 
  (to push across glass or sand) a mast, and a lateen sail.  
  The dory can travel like a boat across sand (or ash) and 
  surfaces of glass or similar substances.  It will sink like 
  a stone in water.  All of the basic principles of boating 
  apply to the dory, but with the substances indicated.  A 
  second command word causes the dory to fold itself into 
  a bottle again, but only when it is unoccupied.
  CONSTRUCTION 
  Requirements Craft Wondrous Item, fabricate, creator 
  must have 2 ranks in Craft (glass) skill; Cost 3,600 gp
  Staff of the Four
  Aura moderate evocation; CL 11th
  Slot none; Price 16,000 gp; Weight 5 lbs
  DESCRITPION
  This four-colored staff of palm-wood sometimes bears 
  gems of ruby, pearl, diamond and moonstone.  This staff 
  allows use of the following spells:
  •	
  Burning hands (1 charge)
  •	
  Hydraulic push (1 charge)
  •	
  Shocking grasp (1 charge)
  •	
  Acid arrow (2 charges)
  CONSTRUCTION 
  
  44
  Requirements Craft Staff, acid arrow, burning hands, 
  hydraulic push, shocking grasp; Cost 8,000 gp
  Zulfiqar of Sheiks
  Aura strong abjuration; CL 11th
  Price 20,000 gp; Weight 6 lbs
  DESCRIPTION
  A zulfiqar is a blade of status, typically wielded only by 
  sheiks or their champions.  The handle is often wrapped 
  with green dragonhide.  Resembling a heavy scimitar 
  with a forked tip, it is treated as a rhoka with +2 magical 
  enhancement for statistical purposes.  A zulfiqar grants 
  spell resistance to the wielder, based on his personal 
  strength; 12 plus the wielder’s character level.
  CONSTRUCTION 
  Requirements Craft Magical Arms and Armor, globe of 
  invulnerability, Cost 10,000 gp
  Common Equipment Available
  Most of the items below can be found in the Pathfinder®
  Roleplaying Game: Ultimate Equipment book. However
  we have also included some items from Luven Light-
  fingers Gear and Weapon Shop (LL) and Monsters of 
  Porphyra (MoP). 
  Adventuring Gear
  Item
  Price
  Weight
  Animal glue
  5 sp
  1/2 lb.
  Area map
  50 gp
  2 lbs.
  BandagesLL
  2 gp
  1/2 lbs.
  Banner
  1-20 gp
  2 lbs.
  Bard’s kit
  41 gp
  33-1/2 
  lbs.
  Basket
  4 sp
  1lb.
  Bedroll
  1 sp
  5 lbs.
  Bell
  1 gp
  —
  Belt Pouch
  1 gp
  1/2 lb.
  Book of Letters
  50 gp
  3 lbs.
  Bottle
  2 gp
  1 lb.
  Breakaway chains
  65 gp
  2 lbs.
  Bullroarer
  5 gp
  2 lbs.
  Camouflage netting
  20 gp
  5 lbs.
  Campsite kit
  12 gp
  80 lbs.
  Candle
  1 cp
  —
  Candle lamp
  5 gp
  1 lb.
  Canteen
  2 gp
  1 lb.
  Canvas (sq. yd.)
  1 sp
  1 lb.
  CenserLL
  15 gp
  2 lbs.
  Chain (10 ft.)
  30 gp
  2 lbs.
  Chalice, Gourd or WoodLL
  5 gp
  1 lb.
  Chalk
  1 cp
  —
  Chalkboard
  1 gp
  2 lbs.
  Chest, small
  2 gp
  25 lbs.
  Chest, medium
  5 gp
  50 lbs.
  Chirurgeon’s kit
  400 gp
  4 lbs.
  Coffin, common
  10 gp
  30 lbs.
  Coffin, ornate
  100 gp
  50 lbs.
  Compass
  10 gp
  1/2 lb.
  Cooking kit
  3 gp
  16 lbs.
  Crowbar
  2 gp
  5 lbs.
  Cypher books
  150 gp
  2 lbs.
  Drill
  5 sp
  1 lb.
  Ear trumpet
  5 gp
  2 lbs.
  Earplugs
  3 cp
  —
  Entertainer’s kit
  5 sp
  3 lbs.
  False manacles
  65 gp
  2 lbs.
  False-bottomed chest
  52 gp
  25 lbs.
  False-bottomed scabbard
  45 gp
  1 lb.
  Familiar satchel
  25 gp
  6 lbs.
  Fighter’s kit
  9 gp
  29 lbs.
  Filter hood
  10 gp
  4 lbs.
  Firewood (per day)
  1 cp
  20 lbs.
  Flask
  3 cp
  1-1/2 
  lbs.
  Flint and steel
  1 gp
  —
  Folding chair
  2 gp
  10 lbs.
  Folding table
  10 gp
  20 lbs.
  Gear maintenance kit
  5 gp
  2 lbs.
  Glass cutter
  5 gp
  —
  Grooming kit
  1 gp
  2 lbs.
  Hammock
  1 sp
  3 lbs.
  Henna, SilverLL
  120 gp
  ½ lbs.
  Heritage book
  50 gp
  2 lbs.
  Hip flask
  1 gp
  1/2 lb.
  Holy symbol, tattoo
  100 gp
  —
  Hourglass (1 hour)
  25 gp
  1 lb.
  IncenseLL
  5 gp+
  —
  Ink
  8 gp
  —
  Inkpen
  1 sp
  —
  
  45
  Inquisitor’s kit
  30 gp
  34 lbs.
  Iron spike
  5 cp
  1 lb.
  Journal
  10 gp
  1 lb.
  Jug
  3 cp
  9 lbs.
  Magnifying glass
  100 gp
  —
  Manacles, common
  15 gp
  2 lbs.
  Manacles, masterwork
  50 gp
  2 lbs.
  Marbles
  1 sp
  2 lbs.
  Monk’s kit
  8 gp
  22 lbs.
  Oil
  1 sp
  1 lb.
  Oracle’s kit
  9 gp
  29 lbs.
  Parchment (sheet)
  2 sp
  —
  Poison pill ring
  +20 gp
  —
  Pot, common
  8 sp
  4 lbs.
  Ranger’s kit
  9 gp
  28 lbs.
  Riding kit, common
  16 gp
  54 lbs.
  Riding kit, exotic mount
  36 gp
  59 lbs.
  Rogue’s kit
  50 gp
  37 lbs.
  Sack
  1 sp
  1/2 lb.1
  Scroll box
  5 gp
  1 lb.
  Scroll case
  1 gp
  1/2 lb.
  Sealing wax
  1 gp
  1 lb.
  Sewing needle
  5 sp
  —
  Shovel, common
  2 gp
  8 lbs.
  Signal horn
  1 gp
  2 lbs.1
  Signet ring
  5 gp
  —
  Silk rope
  10 gp
  5 lbs.
  Smoked goggles
  10 gp
  —
  Sorcerer’s kit
  8 gp
  19 lbs.2
  Spyglass
  1,000 gp
  1 lb.
  String or twine (50 ft.)
  1 cp
  1/2 lb.
  Summoner’s kit
  8 gp
  19 lbs.2
  Survival kit, common
  5 gp
  4 lbs. 
  Survival kit, masterwork
  50 gp
  5 lbs.
  Swarmsuit
  20 gp
  10 lbs.1
  Tattoo
  1 cp–20 
  gp
  —
  Tent, small
  10 gp
  20 lbs.1
  Tent, medium
  15 gp
  30 lbs.1
  Tent, large
  30 gp
  40 lbs.1
  Tent, pavilion
  100 gp
  50 lbs.1
  Thurible
  50 gp
  3 lbs.
  Torch
  1 cp
  1 lb.
  Traveler’s dictionary
  50 gp
  2 lbs.
  Undead slayer’s kit
  402 gp
  7 lbs.
  Vial
  1 gp
  —
  Waterskin
  1 gp
  4 lbs.
  Weapon cord
  1 sp
  —
  Whetstone
  2 cp
  1 lb.
  Wind-Trap
  10 gp
  15 lbs.
  Wire
  5 gp
  1/2 lb.
  Witch’s kit
  21 gp
  21 lbs.
  Wizard’s kit
  21 gp
  21 lbs.
  Wrist sheath
  1 gp
  1 lb.
  Zilzala
  50 gp
  10 lbs.
  Tools and Skill Kits
  Item
  Price
  Weight
  Abacus
  2 gp
  2 lbs.
  Alchemist’s lab
  200 gp
  40 lbs.
  Alchemy crafting kit
  25 gp
  50 lbs.
  Antidote kit
  100 gp
  3 lbs.
  Artisan’s tools, common
  5 gp
  5 lbs.
  Artisan’s tools, masterwork
  55 gp
  5 lbs.
  Disguise kit
  50 gp
  8 lbs.
  Forger’s Kit
  200 gp
  6 lbs.
  Formula book
  15 gp
  3 lbs.
  Fortune-teller’s deck, 
  common
  1 gp
  1/2 lb.
  Healer’s kit
  50 gp
  1 lb.
  Mapmaker’s kit
  10 gp
  2 lbs.
  Masterwork tool
  50 gp
  1 lb.
  Merchant’s scale
  2 gp
  1 lb.
  Midwife’s kit
  10 gp
  2 lbs.
  Musical instrument, common
  5 gp
  3 lbs.
  Portable alchemist’s lab
  75 gp
  20 lbs.
  Portrait book
  10 gp
  3 lbs.
  Spell component pouch
  5 gp
  2 lbs.
  Spellbook
  15 gp
  3 lbs.
  Surgeon’s tools
  20 gp
  5 lbs.
  Symptom kit
  25 gp
  5 lbs.
  Thieves’ tools, common
  30 gp
  1 lb.
  Thieves’ tools, masterwork
  100 gp
  2 lbs.
  Traveling formula book
  10 gp
  1 lb.
  Traveling spellbook
  10 gp
  1 lb.
  Veterinarian’s kit
  10 gp
  20 lbs.
  
  46
  Pets and Familiars
  Animal
  Price
  Weight
  Cat
  3 cp
  8 lbs.
  Centipede, house
  1 cp
  3 oz.
  Goat
  6 gp
  50 lbs.
  Lizard
  5 cp
  2 oz.
  Rat
  1 cp
  1 lb.
  Rat, dire
  5 gp
  50 lbs.
  Raven
  2 gp
  3 lbs.
  Scorpion, greensting
  15 gp
  9 oz.
  Snake, constrictor
  5 gp
  60 lbs.
  Snake, viper
  5 gp
  10 oz.
  Spider
  25 gp
  8 oz.
  Guard and Hunting Animals
  Animal
  Price
  Weight
  Cat, Small
  100 gp
  100 lbs.
  Dog, guard
  25 gp
  25 lbs.
  Falcon
  40 gp
  2 lbs.
  Farm and Work Animals
  Animal
  Price
  Weight
  Camel
  150 gp
  1,000 lbs.
  Cattle
  50 gp
  1,500 lbs.
  Donkey or mule
  8 gp
  600–800 lbs.
  Goat
  6 gp
  50 lbs.
  Sheep
  20 gp
  150 lbs.
  Mounts
  Animal
  Price
  Weight
  Camel
  150 gp
  1,500 lbs
  Dog, riding
  150 gp
  50 lbs.
  Gecko, riding
  300 gp
  1,200 lbs.
  Gecko, riding (combat trained)
  400 gp
  1,500 lbs.
  Griffon (combat trained)
  8,000 gp 500 lbs.
  Griffon egg
  3,500 gp 10 lbs.
  Hippogriff (combat trained)
  5,000 gp 500 lbs.
  Hippogriff egg
  200 gp
  10 lbs.
  MawgriffMoP (combat trained)
  1,100 gp 500 gp
  Animal Related Gear
  Animal
  Price
  Weight
  Animal harness
  2 gp
  2 lbs.
  Bit and bridle
  2 gp
  1 lb.
  Cage
  Diminutive or Fine
  10 gp
  2 lbs.
  Tiny
  2 gp
  5 lbs.
  Small or Medium
  15 gp
  60 lbs.
  Large
  30 gp
  240 lbs.
  Huge
  60 gp
  960 lbs.
  Falconry gauntlet
  10 gp
  1 lb.
  Feed (per day)
  5 cp
  10 lbs.
  Saddle
  Military
  20 gp
  30 lbs.
  Pack
  5 gp
  15 lbs.
  Riding
  10 gp
  25 lbs.
  Saddle (exotic)
  Military
  60 gp
  40 lbs.
  Pack
  15 gp
  20 lbs.
  Riding
  30 gp
  30 lbs.
  Saddlebags
  4 gp
  8 lbs.
  Clothing
  Item
  Price
  Weight
  Artisan’s outfit
  1 gp
  4 lbs.
  Brooch
  Varies
  —
  Caul
  10–100 gp
  —
  Courtier’s outfit
  30 gp
  6 lbs.
  Entertainer’s outfit
  3 gp
  4 lbs.
  Explorer’s outfit
  10 gp
  8 lbs.
  Hot weather outfit
  8 gp
  4 lbs.
  Jewelry
  Varies
  Varies
  Mask
  1 sp–50 gp
  1 lb.
  Monk’s outfit
  5 gp
  2 lbs.
  Noble’s outfit
  75 gp
  10 lbs.
  Patchwork cloak
  5 gp
  1/2 lb.
  Peasant’s outfit
  1 sp
  2 lbs.
  Pickpocket’s outfit
  5 gp
  3 lbs.
  Pocketed scarf
  8 gp
  1/2 lb.
  Reinforced scarf
  10 gp
  1 lb.
  Scarf
  1 sp–5 gp
  1/2 lb.
  Scholar’s outfit
  5 gp
  6 lbs.
  Tear-away clothing
  +5 gp
  —
  Traveler’s outfit
  1 gp
  5 lbs.
  TurbanLL
  2 sp
  ½ lb.
  
  47
  Entertainment
  Item
  Price
  Weight
  Arbakampsi set
  20 gp
  3 lbs.
  Arbakampsi set, master-
  work
  250 gp
  4 lbs.
  Cards
  1 sp–100 gp
  1 lb.
  Clockwork chess players
  3,000 gp
  1 lb.
  Dice
  1 sp
  —
  Horseshoes game
  5 sp
  3 lbs.
  Loaded dice, average
  10 gp
  —
  Loaded dice, superior
  50 gp
  —
  Marked cards
  1 gp
  1 lb.
  Puzzle box
  1 gp–1,000 gp
  1 lb.–5 lbs.
  Trade Goods
  Price
  Item
  1 cp
  Cactus (1 lb.)
  3 cp
  Dates (1 lb.)
  50 gp
  Camel
  1,125 gp
  Elemental gems
  Lodging and Services
  Item
  Price
  Bath (public)
  2 sp–1 gp
  Companion
  5cp–10 gp
  Doctor
  1 gp
  Hireling (untrained)
  1 sp per day
  Inn stay (poor)
  2 gp
  Inn stay (common)
  5 sp
  Inn stay (good)
  2 gp
  Laundry
  1 sp
  Lawyer (novice)
  5 sp
  Scribe (text)
  1 gp
  Scribe (map)
  10 gp
  Spellcasting
  caster level × spell 
  level × 10 gp*
  Alchemical Remedies
  Item
  Price
  Weight Craft DC
  Alchemical grease
  5 gp
  1 lb.
  15
  Antiplague
  50 gp
  —
  25
  Antitoxin
  50 gp
  —
  25
  Meditation tea
  30 gp
  —
  20
  Padzahr
  80 gp
  —
  25
  Smelling salts
  25 gp
  —
  25
  Soothe syrup
  25 gp
  1/2 lb.
  15
  Soul stimulant
  300 gp
  —
  30
  Vermin repellent
  5 gp
  —
  20
  Wismuth salix
  30 gp
  —
  20
  Alchemical Tools
  Item
  Price
  Weight
  Craft DC
  Bloodblock
  25 gp
  —
  25
  Chill cream
  15 gp
  1 lb.
  15
  Embalming fluid
  50 gp
  10 lbs.
  25
  Hunwen’s Insect 
  RepellentLL
  2 gp
  1 lb.
  15
  Incense, CalmingLL
  50 gp
  —
  15
  Incense, 
  ConcentrationLL
  50 gp
  —
  20
  Incense, HealingLL
  50 gp
  —
  20
  Incense, RestfulLL
  50 gp
  —
  15
  Marker dye
  15 gp
  1 lb.
  15
  Mending paste
  25 gp
  1/2 lb.
  25
  Nushadir
  10 gp
  1 lb.
  20
  Scent cloak
  20 gp
  2 lbs.
  20
  Water purification 
  sponge
  25 gp
  1 lb.
  15
  Weapon blanch (cold 
  iron)
  20 gp
  1/2 lb.
  20
  Weapon blanch (silver)
  5 gp
  1/2 lb.
  20
  
  48
  Arbakampsi, Game of the Siwath
  “Even through the teeth of the wind and grit that blows 
  down the alleys of The Tent City one can hear muted talk; 
  oaths, ritualized words, and the click of tiny objects on 
  wood. Inside the domed tent with many carpets and pillows, 
  are small groups of low tables, occupied by men wearing 
  burnooses of an infinite combination of four colors...  They 
  have ignored the sandstorm outside to play at a game of 
  some sort; a carved wooden board of brightly colored hexa-
  gons, pieces of some kind of colored crystal, a glitteringly 
  inset camel’s knucklebone.  Money changes hands, knees are 
  struck in frustration, and words from a language that pre-
  dates the Gods is spoken lightly and freely... but The Game 
  is the focus of all.”
  The game of arbakampsi was invented by the zendiqi 
  people of the dry southern reaches of Porphyra, in the 
  lean decades after their total defeat in the NewGods 
  Wars.  It simulates the tribulations of that seesaw con-
  flict, of seizing territory, gambling on a hunch- and 
  taking chances that may or may not pan out.  That there 
  is a small advantage to one of the players is an accepted 
  part of Porphyran life- nothing ever proceeds on an 
  equal basis; to assume so is ignorant naivety. Perhaps 
  The Game has made it to other worlds, probably at the 
  hands of the immortal Genies, and played with innocent 
  ignorance of its greater symbolism. The Game, however, 
  draws even the jaded in, as the suggestion of life and 
  death decisions, even in the fall of a tiny purple or green 
  crystal, sparks a memory in the fractious instincts of 
  quarreling humanoids.
  Rules for the Game of Arbakampsi
  Arbakampsi means “Four and Five” in the Old Porphy-
  ran tongue, and pits two allegorical sides against one 
  another- the followers of the Four, the Elementalists, and 
  those Deists who came with the Five-fingered Hand of 
  the Gods, which split open the heavens.  The game is 
  part gambling, part strategy, and for the zendiqi people, 
  often the grounds for philosophical discussion over the 
  painted wooden boards, dried beans, and camel’s knuck-
  lebone that serves as the components for a arbakampsi 
  set.
  Components
  1 Arbakampsi board, with 64 spaces in four colors
  2 sets of thirty tokens, of two different colors
  1 “camel’s knucklebone”, a six-sided die
  Object
  The object of the game is to gather tokens to place on 
  the board, forming lines of four and claiming “borders”.  
  The Place of Arrival
  No one shall place a token on the center space.  This 
  is the space whereupon all wagers shall be placed.  The 
  starting wager shall be one coin, according to one’s 
  standing.  Arba shall have the privilege of increasing the 
  wager, whereupon Kampsi shall match it or forfeit.  He 
  may do this Four times.
  Procedure of Play
  One player is Arba, or Four, representing the Elemental-
  ists. Arba shall go first. The die is taken, and Arba names 
  One, Two, Three or Four. If the roll of the die is equal 
  to or less than the naming, Arba places tokens equal to 
  his naming, subtracted from six.  Thus if Arba names 
  Four, and Three is rolled, Arba places Two tokens on any 
  space on the board, save the center. If One is named and 
  One is rolled, Five tokens shall be placed.  Then Arba 
  shall name again.  If the die shall roll a number higher 
  than one’s naming, Kampsi shall take a token from the 
  board and return it to Arba, and it shall then become the 
  turn of Kampsi, or Five, representing the Deists. Kampsi 
  shall proceed in the same manner, though Kampsi may 
  name Five, as well.  Should anything but a Six be rolled, 
  Kampsi shall gain One token.  
  Retreat
  Both Arba and Kampsi may elect to cease their turn, 
  passing the die to the other, to avoid having to lose a 
  token on the board.  They shall signify by uttering, “Re-
  treat” and passing the die.
  Ending the Game
  The game shall end when all 64 spaces are covered with 
  tokens.  It is only then that all points shall be tallied.
  Scoring
  A direct line of four tokens in a row is called a “Battle” 
  and shall be worth one point.  Having a majority of 
  one’s tokens in a colored ring is called a “Border” and 
  shall be worth two points.  Ties grant no points.  Com-
  pletely covering a colored ring with one’s tokens is called 
  a “Victory” and shall be worth two points.
  
  49
  
  50
  OPEN GAME LICENSE
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  Open Game License v 1.0a. Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document, © 2002, Wizards of the Coast, Inc.; 
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  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD 
  Wiker
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
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  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Player’s Guide. copyright 2010, 
  Paizo Publishing, LLC; Author:
  Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Pub-
  lishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason 
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  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
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  lishing, LLC; Author: Amber
  E. Scott.
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; 
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  man, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, 
  Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, 
  Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Ultimate Combat. ©2011, Paizo Publishing, 
  LLC; Authors: Jason
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland,
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publish-
  ing, LLC; Authors: Dennis
  
  51
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan 
  Costello, Mike Ferguson, Matt
  Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael 
  Kenway, Hal MacLean, Jason
  Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. ©2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn,
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K
  Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Advanced Options: Extra Evolutions. Copyright 2011, Super Genius 
  Games. Author: Owen K.C. Stephens
  Archer Bush from the Tome of Horrors, Copyright 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Demodad, Slime from the Tome of Horrors Complete © 2011, Necroman-
  cer Games, Inc., published
  and distributed by Frog God Games; Author: Scott Greene, based on origi-
  nal material by Gary Gygax.
  Egyptian Adventures: Hamunaptra Copyright 2004, Green Ronin Publish-
  ing; Author. C.A. Suleiman.
  Forlarren from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and
  distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Ian Liveingstone.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Hangman Tree from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published
  and distributed by Frog God Games; Author: Scott Greene, based on origi-
  nal material by Gary Gygax.
  Hyperconscious: Explorations in Psionics, © 2004, Bruce R Cordell. All 
  rights reserved.
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  Nereid from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
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  Psionic Bestiary, © 2013, Dreamscarred Press.
  Psionics Unleashed, © 2010, Dreamscarred Press.
  Rot Grub from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and
  distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Swords of Our Fathers, Copyright 2003, The Game Mechanics.
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  rights reserved.
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  Author: Andrew Marlowe
  The Genius Guide To: Feats of Psionic Might. Copyright 2011, Super 
  Genius Games. Author: Owen K.C. Stephens
  The Genius Guide To: The Talented Monk. ©2013, Rogue Genius Games. 
  Author: Owen K.C. Stephens
  The Iconic Bestiary: Classics of Fantasy, © 2005, Lions Den Press; Author 
  Ari Marmell
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christ-
  offerson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill 
  Webb; Based on original content from TSR.
  Tome of Horrors III, copyright 2005 Necromancer Games, Inc.; Author: 
  Scott Greene, with Casey
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  Hawvermale, Ian S. Johnston,
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  Schwalb and Bill Webb
  Troll, Ice from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and
  distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Russell Cole.
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  Games, Inc., published and
  distributed by Frog God Games; Author: Scott Greene.
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  mancer Games, Inc.,
  published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by
  Albie Fiore.
  Ultimate Psionics, © 2013, Dreamscarred Press
  Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Authors Andy Col-
  lins, Jesse Decker, David Noonan, Rich Redman
  Fehr’s Ethnology: Zendiqi, Copyright 2012, Purple Duck Games. Author 
  Perry Fehr.
  Heroes of the Fenian Triarchy, Copyright 2013, Purple Duck Games. 
  Author Josh McCrowell
  Legendary VI: Legendary Armor © 2012, Purple Duck Games; Author: 
  Marc Radle.
  Monsters of Porphyra, Copyright 2014, Purple Duck Games. Author Mark 
  Gedak.
  Heroes of the Siwathi Desert, Copyright 2014, Purple Duck Games. Au-
  thors Perry Fehr & Josh McCrowell.
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  The next region to be explored
   in depth will be the 
  Middle Kingdoms in 
  Heroes of the Middle Kingdoms.
  
  52
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Heroes of the Siwathi Desert.pdf