TEXT:  
   
   
   
  T
  Thhee  C
  Ciittyy--S
  Sttaattee  ooff  D
  Drraajj  
  By Gabriel Cormier and Jon Sederqvist 
   
   
  Credits 
   Design: 
  Gabriel Cormier, Jon Sederqvist 
   3E Design: 
  Jon Sederqvist 
   Editor:  
   
  Gabriel Cormier 
   Editorial Assistance:  Austin Butcher, Jon Sederqvist 
   Art Directory:    
  Gabriel Cormier 
   DS 3 Logo: 
   
  Robert Adducci 
   Layout:  
   
  Gabriel Cormier 
   Interior Art:  
   
  Bruno Lopez, Neeva, Yoni Banai, Frédéric Gamache 
   Maps:  
   
  Gabriel Cormier, Derek Cabotaje, Austin Butcher 
   
   Review: 
  Andrej Damjanovic, Austin Butcher, Mike Ring 
   
   
   Sources:  
  Dragon Crown, Dune Trader, Slave Tribes, Terrors Beyond 
  Tyr, The Complete Gladiator’s Handbook, The Wanderer’s 
  Chronicle, The Wanderer’s Journal, Valley of Dust and Fire, 
  Veiled Alliance 
   
   
   
   
   
   
  Visit the Dark Sun website at www.athas.org or 
  the Wizards of the Coast website at www.wizards.com/dnd 
   
   
   
   
   
   
  Requires the use of the Dungeons & Dragons(R), Third Edition Core Books, and the 
  Psionics Handbook, published by Wizards of the Coast, Inc. a subsidiary of Hasbro, Inc. 
  
   
   
  The City-State of Draj 
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  The City-State of Draj 
  T
  Taabbllee  ooff  C
  Coonntteennttss  
  The City-State of Draj...............................................................................................................................................1 
  Ket.............................................................................................................................................................................2 
  Fort Ral.....................................................................................................................................................................3 
  Bitter Well ................................................................................................................................................................4 
  Mastyrial Mountains ..............................................................................................................................................4 
  Break Shore..............................................................................................................................................................5 
  Draji Society ...............................................................................................................................................................6 
  Warrior Culture ......................................................................................................................................................6 
  Appeasing the Supernatural .................................................................................................................................7 
  The God-King..........................................................................................................................................................8 
  The Two Moons ......................................................................................................................................................9 
  The Elemental Cults ...............................................................................................................................................9 
  Dress.......................................................................................................................................................................10 
  Cultural Identity ...................................................................................................................................................10 
  Astronomy.............................................................................................................................................................11 
  The People of Draj...................................................................................................................................................12 
  Childhood for the Draji........................................................................................................................................12 
  The Free Citizens ..................................................................................................................................................12 
  The Nobility...........................................................................................................................................................14 
  The Slaves ..............................................................................................................................................................16 
  Outcasts and Criminals........................................................................................................................................17 
  City Life in Draj.......................................................................................................................................................18 
  Two Moon City .....................................................................................................................................................18 
  Commerce and the Marketplace.........................................................................................................................21 
  House Tsalaxa .......................................................................................................................................................23 
  The Templars.........................................................................................................................................................26 
  The Psions..............................................................................................................................................................28 
  Government Structure .........................................................................................................................................28 
  Draj's Army............................................................................................................................................................29 
  The Veiled Alliance ..............................................................................................................................................30 
  Races and Characters in Draj.................................................................................................................................31 
  Races in Draj..........................................................................................................................................................31 
  Character Classes in Draj.....................................................................................................................................31 
  A Traveler’s Guide to Draj.....................................................................................................................................33 
  DM's Summary for the City-State of Draj ..........................................................................................................36 
  What Your Father Told You – A Draji to his son ...............................................................................................39 
  APPENDIX................................................................................................................................................................43 
  New magical items ...............................................................................................................................................44 
  New psionic items ................................................................................................................................................44 
  Prestige classes......................................................................................................................................................44 
  Regional feats ........................................................................................................................................................49 
  NPC stats................................................................................................................................................................50 
  Monsters.................................................................................................................................................................59 
  Map of Two Moon City........................................................................................................................................61 
  Map of Draj............................................................................................................................................................62 
  Open Game License ................................................................................................................................................63 
   
  
   
   
  The City-State of Draj 
   
  1 
  T
  Thhee  C
  Ciittyy--S
  Sttaattee  ooff  D
  Drraajj  
   
  Welcome to Draj, where the warriors rule! Draj is 
  where the warrior will feel at home, where he will 
  flourish under the guidance and tutelage of great Draji 
  citizens. Draj is the home of the warrior; here a true 
  warrior will be amongst equals. Come, the Flowery 
  Wars await. See the masters of archery, the arrow 
  knights, as they demonstrate their prowess with the 
  bow. The fierce eagle knights will awe any warrior with 
  their weapon prowess, while the jaguar knights will 
  make even the most seasoned veteran cower in fear. For 
  those who would try something else, a game of raxoc 
  will soothe the spirit. 
   Draj is the great city-state of our wonderful God-
  King, Atzetuk. Here divinity is manifest by the spirit 
  of our great King, who cares and protects all Draji. It is 
  the home of great clans, who farm and fight for the 
  God-King. Come, and witness culture such as you have 
  never seen before! Come and see the sacrifices to the 
  elementals. Come see thousands of people chanting in 
  unison! Enter the wonderful Two Moon City, the 
  glorious city of our mighty ruler.  Stand in the might 
  of our obelisks; the great sculptors of Draj will make 
  the black obsidian come alive by their masterful art. See 
  the depictions of warriors, of the great jaguar, and the 
  jaguar knights crushing the skulls of their opponents.  
  March along Serpent's Way and set foot in Jaguar 
  Plaza, basking in the shadow of the Great Pyramid, and 
  see the Great Skull Rack. Stand in awe at the base of 
  the Great Pyramid, as rivers of blood pool at your feet, 
  and watch the great sacrifices of our people. Visit miles 
  upon miles of fertile land, land of such fertility that it 
  does not exist anywhere else in the Tablelands.  
   
  "Ponder this, eagle and jaguar knights, 
  Though you are carved in jade, you will break; 
  Though you are made of gold, you will crack; 
  Even though you are a quetzal feather, you will 
  wither. 
  We are not forever on this earth, 
  Only for a time are we here." 
   
   - poet-King Nezahualcoyotl of Texcoco, circa 1450 AD 
   
  Draj stands on an island, surrounded by a mud 
  lake. The fertile mud produces grains and high-
  quality hemp. Within Draj, the fortified "Two 
  Moon City" compound contains the King's 
  pyramid and temples. Draji people live in flat 
  mud or brick structures called pueblos. Their clans 
  gather to discuss and act on matters beneath the 
  King's attention.  
   
  After ruling for over two thousand years in Draj, 
  Tectuktitlay recently died, slain by the First 
  Sorcerer, Rajaat. Tectuktitlay's “son”, Atzetuk, has 
  smoothly replaced him as the God-King. When 
  Tectuktitlay died, his templars lost their spells. 
  These templars made a pact with the House of the 
  Mind, who chose and brainwashed Atzetuk to 
  serve as their puppet king. The new king honestly 
  believes that Tectutitlay fathered him, and the 
  Draji people accept his claim. While Draji citizens 
  loathed Tectuktitlay, obeying him only out of fear 
  of his magic and templars, young Atzetuk has 
  won the people's sympathies, their admiration, 
  and their worship. 
   
  Draji culture and history demands a dominant 
  God-King. Tectuktitlay had surrounded himself 
  with religious trappings, and wove the Draji 
  religion around his person. Even though they 
  despised Tectuktitlay, the population participated 
  wholeheartedly in the basic sacrifice ritual. 
  Location near the Silt Sea and total lack of 
  mountain cover leave Draj particularly vulnerable 
  to destructive Tyr-storms. Draji citizens believe 
  they need to appease the elements with human 
  sacrifices. Since the king publicly performs the 
  weekly or sometimes even daily sacrifices 
  believed to keep disaster at bay, it comes naturally 
  for the people to worship their king. They also 
  worship the two moons of Ral and Guthay. 
  Artists carve the two moons into obelisks, statues, 
  and shrines throughout the city.  
   
  Draj has long been known for its hemp 
  production. Its mud flats are very fertile and 
  produce good quality crops. These products are in 
  demand in the Tablelands, and have helped 
  House Tsalaxa, Draj's main merchant house, to 
  gain a hefty profit. This steady income has helped 
  the House to venture into more risky operations, 
  such as artwork, ornate weapons and slaves. 
  House Tsalaxa reflects Draj's warrior culture. It is 
  
   
   
  The City-State of Draj 
   
  2 
  ruthless, greedy and dangerous, and will resort to 
  assassination, kidnapping and blackmail to get 
  what it wants. They will undercut their prices to 
  drive other merchant houses to ruin.  
   
  Tectuktitlay 
  built 
  Draj 
  after 
  he 
  finished 
  exterminating the wemics during the Cleansing 
  Wars. He accomplished his task with great glee, 
  and the wemics were quickly annihilated. 
  When Tectuktitlay decided to build his 
  city, he discovered ruins of ancient 
  pyramids on a vast mud flat east of Raam. 
  Whether these pyramids were ancient 
  temples of the wemics or remnants of an 
  even earlier civilization, no living being 
  knows. Tectuktitlay built his own 
  Pyramid on top of an old one. He 
  then constructed his own small city, 
  Two 
  Moon 
  City, 
  around 
  his 
  pyramid. The citizens of Draj, who 
  were the remnants of his Cleansing Army, then 
  built their homes outside of the inner city. This 
  became known as Draj.  
   
  Warrior culture is prevalent in Draj. The only 
  respected citizens are the warriors and the artists 
  who glorify violence. Merchants provide a 
  necessary service, but they do not hold the same 
  respect as Draji warriors. Thieves are the lowest 
  sort of scum to a Draji, viewed even worse than 
  mages. All around the city, various statues and 
  obelisks can be found that represent violence and 
  war in all its bloody forms. Warriors even fight in 
  the Flowery Wars, great games held twice per 
  year just outside the Golden Moon Gate. Warriors 
  fight with lethal weapons, and losers risk being 
  demoted, exiled or even killed.  
   
  The closest city-state is Raam, which lies west of 
  Draj. Until recently, Raam was Draj's main 
  trading partner, but since chaos overtook Raam, 
  access to the Tablelands via Raam is dangerous 
  and uncertain. The two city-states of Kurn and 
  Eldaarich are now Draj’s main trading partners. 
  These city-states enjoyed limited trade with Draj 
  until a few years ago. But now, with the 
  difficulties of reaching the markets in the 
  Tablelands through Raam, trade with these 
  northern city-states is much more important. A 
  new route across the silt has also been established, 
  to circumvent Raam, enabling merchants to reach 
  the markets of Nibenay and the rest of the 
  Tablelands.  
   
  Draj’s influence extends beyond its mud flat. A 
  few villages near the city-state submit to Draj’s 
  control. The following are points of interest under 
  Draji domination. 
  K
  Keett  
  The village of Ket is a little over 100 
  miles northeast of Draj. It was long 
  used as a lone border patrol, having 
  been assigned a small garrison, by 
  Tectuktitlay, to watch for trouble from 
  the north. Since the northern city-states kept to 
  themselves, the assignment was a long, boring 
  one, and with little opportunity for anyone. Ket 
  stagnated, with little more than 500 residents. 
  House Tsalaxa maintained a small outpost, with 
  only a few dozen employees, since there was little 
  in the way of business opportunities. The Dedys 
  Consortium maintained a small trading post, 
  hoping 
  to 
  establish 
  a 
  secondary 
  base 
  of 
  operations, in case things got too dangerous in 
  Draj. 
   
  Ket lies on a small mud flat, completely 
  surrounded by silt, connected to the roadway by 
  one small causeway. The mile-long causeway is 
  the only access point to the village and its 
  lucrative grain fields. The excess grain produced 
  in the village is sold for a good profit in the 
  Tablelands and in the North, even with the long 
  distances separating Ket from the major trade 
  centers.  Raiders and giants sometimes attack the 
  village, but the village is easily defended against 
  raiders, since the causeway is a very defensible 
  position. Giants have a little more success, 
  sometimes being able to wade through the silt 
  encircling the village, but the slow pace of silt 
  wading gives villagers time to organize a defense. 
   
  In the last few years, however, as trade with the 
  north has increased, the small village attracts new 
  residents almost every day. New opportunities for 
  trade bring those disillusioned from failures in 
  Draj, and the curious as well.  Rumors of the 
  northern city-states bring adventurers seeking 
  their fortune northward, or those who thrive on 
  the market of slaves and illegal items, always 
  eager for new opportunities. Slavers will often 
  
   
   
  The City-State of Draj 
   
  3 
  venture to new frontiers, as it allows them to buy 
  off those that tried their luck at these new 
  markets, but failed. Far from home, with little 
  possessions and no money, these people are easy 
  targets for slavers. 
   
  With Ket’s new-found importance, House Tsalaxa 
  has started increasing its presence, adding more 
  guards, building new warehouses and barracks. 
  The Dedys Consortium, trying to seize the 
  market, has also invested heavily in Ket. The 
  village is now undergoing a small trade war, as 
  the two opponents try to seize the market. 
   
  FFoorrtt  R
  Raall  
   
  Fort Ral is strategically located on the road 
  leading north past Ket. Its close proximity to the 
  client village serves a dual purpose. It allows for a 
  quick supply route, and if faced by an 
  overwhelming enemy from the North, the fort can 
  be evacuated and its troops relocated to Ket, 
  which is easily defended - and a long term siege 
  of the agricultural village of Ket is virtually 
  impossible unless the enemy has very efficient 
  supply lines. The Draji simply starve their 
  enemies to death.  
   
  Fort Ral is a unique fortress. Built on the ruins of 
  an ancient pyramid, it has reinforced walls and 
  plateaus that grant cover to archers. The only way 
  to scale the fortified pyramid efficiently is by 
  ascending a huge set of stairs, with walls on each 
  side forming a trench. The walls of the trench 
  have murder holes for archers and spearmen. 
  Near the top of the pyramid, caches of boulders 
  and logs can be rolled down the stairs to crush 
  ascending attackers. The fortress usually hosts 200 
  soldiers, of which at least half are archers from the 
  ranks of the arrow knights, but the fortress has 
  accommodations for twice that number.  
   
  Fort Ral was erected seven centuries ago, when 
  contact with the northern cities of Kurn and 
  Eldaarich was forbidden by decree of Tectuktitlay. 
  When Daskinor of Eldaarich first started showing 
  signs of extreme paranoia, Tectuktitlay decided it 
  was in Draj’s best interests to end its relations 
  with that city. Tectuktitlay had enough to contend 
  with a series of skirmishes with the growing 
  militant power Urik. If Draj was to become 
  Daskinor‘s phantom enemy at this uncertain time 
  of saber rattling in the Tablelands area, the 
  outcome could be a catastrophic two-front war 
  with both Urik and Eldaarich. While on neutral 
  terms with Keltis (Oronis) of Kurn, this relation 
  would also have to be terminated to avoid adding 
  fuel to Daskinor’s fire of paranoia and imaginary 
  conspiracies. 
  Conveniently 
  for 
  Tectuktitlay, 
  
   
   
  The City-State of Draj 
   
  4 
  Daskinor elected to seal his city and break all 
  contact with the outside world a decade after Fort 
  Ral was erected to prevent traders and travelers 
  from crossing the border territory between Draj 
  and the northern city-states. Initially the fortress 
  had soldiers patrolling within a 30 miles radius of 
  the fortress and along the road north. As the 
  situation with Urik stabilized and Eldaarich 
  remained isolationistic, the decades passed and 
  travelers stopped coming. The city-states to the 
  north were mostly forgotten in the minds of the 
  average citizen. The border patrols were relocated 
  to other areas, and the importance of the fortress 
  dwindled.  
   
  Today Fort Ral is once again an important 
  defensive installation. As contact with Kurn was 
  reestablished a few decades ago, traders from the 
  north reappeared, bringing their wares to Ket and 
  Draj. The fortress has once again become an 
  important barrier against bandits and raiders 
  from the North seeking to prey on the caravans 
  going back and forth.  
   
  Unknown by many, an elaborate system of 
  tunnels exists beneath Fort Ral. These tunnels are 
  in fact catacombs, sealed off when the fort was 
  initially built on the remnants of the pyramid that 
  would become the foundation of the fortress. The 
  catacombs house the dead of an ancient Green 
  Age culture, the one that erected the pyramids 
  Draj itself is built on. Lately, mysterious sightings 
  and strange voices that speak in an alien tongue to 
  the soldiers in their dreams have led the 
  superstitious Draji to call upon their moon priests 
  for assistance. A recent investigation lead to the 
  discovery of the catacombs beneath the fort, and 
  another expedition that ventured into the dark 
  tunnels never returned. Recently there have been 
  reports of strange sightings within the fortress – 
  of creatures that are unlike any seen in the 
  Tablelands today and soldiers have mysteriously 
  vanished from their posts at night without a trace.  
  B
  Biitttteerr  W
  Weellll  
   
  Bitter Well lies approximately 35 miles east-
  southeast of Draj, on the road that eventually 
  takes a turn northward to Ket and Fort Ral. It was 
  founded a few centuries ago by a group of 
  dwarves hoping to create a profitable venture 
  with the waters in Bitter Well. However, the 
  dwarves found to their dismay that the well was 
  simply a small stream, and not the lake they had 
  hoped. The dwarves left the well, disillusioned by 
  their failure, but others that came after built a 
  small community. 
   
  The small village of Bitter Well lies on the edge of 
  the Silt Sea, providing shelter and opportunity for 
  approximately 100 people. A huge cloud of silt 
  often clogs the air, because of the village’s 
  proximity to the edge of the Silt Sea, but the 
  people have become used to it. 
   
  The buildings in Bitter Well are all made of 
  sandstone, packed close together to provide 
  shelter. Between the buildings hang canvas 
  drapes that provide shelter from the harsh 
  Athasian sun.  However, the drapes also create a 
  closed environment, and the smell of unwashed 
  bodies hangs thickly in the air. 
   
  In the center of the village lies the well itself, a 
  grand affair considering the nature of the minor 
  stream that supplies the well. The dwarves that 
  built the well thought they had found a small 
  lake, and built a big stone bowl to hold all the 
  water.  Along the inner wall of the 50-foot bowl a 
  stone staircase descends, giving access to the well. 
  People can expect a two-hour wait to get water, 
  which is closely guarded to make sure nobody 
  drains the well dry. A few droughts over the last 
  King’s Age have taught the residents to protect 
  their water fiercely. 
   
  There are two main establishments in Bitter Well, 
  the Orb and The Dragon. The Orb caters mostly to 
  the richer crowd, with better food and drink, and 
  a few clean rooms for those seeking shelter for the 
  night. The Dragon has a more notorious 
  reputation, being the center of illicit trading in the 
  small village. Anyone looking for black market 
  goods should head to The Dragon.  
  M
  Maassttyyrriiaall  M
  Moouunnttaaiinnss  
   
  The solitary mountain range bordering the Silt Sea 
  south east of Raam and stretching north east 
  towards 
  Draj 
  is 
  known 
  as 
  the 
  Mastyrial 
  Mountains. It was given this name because of its 
  unusually large population of black mastyrials. 
  
   
   
  The City-State of Draj 
   
  5 
  These unpredictable creatures make traveling in 
  these mountains a deadly game, unless one can 
  find a means to travel floating above the ground. 
  The topography of the Mastyrial Mountains 
  ranges from windswept plateaus to jagged 
  mountain spires. On the east side of the mountain 
  range, facing the Sea of Silt, a layer of dust has 
  gathered from the silt carried with the wind, 
  ranging from barely noticeable to several inches 
  thick. A thin haze of dust obscures the air and 
  irritates the eye. On days when the winds are 
  strong, sight becomes increasingly poor the 
  further east one ventures, as the dust layer is 
  whirled up and mixed with fresh silt carried on 
  the air from the Silt Sea. No humanoids live in 
  these mountains, or at least none live on the 
  surface.  
   
  T
  Thhee  FFoorrbbiiddddeenn  C
  Caavveerrnnss 
   
  Those willing to brave the mountains and its 
  mastyrial masters will find several cave entrances 
  marked 
  with 
  small 
  naked 
  stone 
  obelisks, 
  somewhere in the northern foothills of the 
  Mastyrial Mountains. These caves lead down to a 
  series of tunnels and caverns that run deep within 
  the limestone below the mountain. The Forbidden 
  Caverns, as they are called, are said to be the 
  home of a long-dead culture. Legends speak of 
  buildings and great treasure far below in the 
  caverns. Other legends speak of a large number of 
  underground springs and underground lakes 
  beneath the mountains. Those who actually find 
  the entrance to the Forbidden Caverns should 
  take heed. A powerful undead raaig guardian 
  attacks anyone who enters the caves without 
  warning. This nameless sentinel is not to be 
  bargained with, but one bard’s tale would have it 
  that the guardian serves another entity - one that 
  speaks in ancient tongues and commands the very 
  mountain itself. 
   
   B
  Brreeaakk  S
  Shhoorree  
   
  The trading village of Break Shore rests along the 
  shores of the Silt Sea, on the south side of the 
  Mastyrial Mountains. Break Shore is a dwindling 
  community with less than 100 inhabitants, most of 
  them dwarves, humans and muls.  
   
  The village was once a Raamin client village. 
  Several King’s Ages ago, Draji forces conquered 
  the small village during a conflict between the 
  two city-states over the mining rights to the 
  Mastyrial Mountains. It has been one of Draj’s 
  client villages since then. The conflict started 
  when a band of dwarven miners from Raam 
  found gold in the mountains and founded a 
  mining outpost. Tectuktitlay, eager to expand his 
  empire and strengthen its resources, claimed the 
  Mastyrial Mountains and its mines to be Draji 
  territory. This led to a brief confrontation and 
  skirmishes with troops from Raam, but Abalach-
  Re soon surrendered, realizing her army to be 
  inferior to the jaguar legions of her rival. The gold 
  mine and its nearby village flourished, but 
  subsequent attempts of mining in the Mastyrial 
  Mountains failed; to this day the only vein of 
  valuable minerals to be found in the mountain 
  range is the one Break Shore’s gold mine is 
  founded upon. 
   
  Today the gold mine is nearly depleted, and 
  Break 
  Shore’s 
  population 
  slowly 
  dwindles. 
  Hocaxolatl (Tem 5/Mpr 3), a human templar, 
  supervises the mining activity and oversees the 
  village’s operation and its enterprises. Two loyal 
  associates assist him with his duties. His right 
  hand man is the dwarven trader Rygor (Rog 3) 
  who maintains relations with the Nibenese 
  traders of Cromlin. Silt skimmers transport the 
  weekly shipments of supplies across the silt 
  shoals between the two villages. Hocaxolatl’s left 
  hand man is the mul eagle knight Txaloc (Fig 
  5/Eag 1) who commands thirty Draji warriors 
  responsible for defending Break Shore and its 
  mine from harm. Occasionally giants attempt to 
  raid the village, or starving mastyrials attack the 
  miners.   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  The City-State of Draj 
   
  6 
  D
  Drraajjii  S
  Soocciieettyy  
  The lives of the Draji revolve around three things: 
  the warrior culture, family, and the God-King. 
  The warrior culture permeates every aspect of life 
  in Draj. It is a basic part of their society. Without 
  it, the Draji society would most likely disintegrate. 
  At all levels of society the Draji value cruelty, 
  strength and ferocity while they sneer at 
  weakness or respect for the enemy.  
   
  The family unit is also important. Families are 
  organized in clans with long, distinguished 
  histories. The elders are revered and have 
  absolute authority. Failure to heed an 
  elder's words often leads to exile or 
  some sort of corporal punishment. 
  Clans live on family compounds with 
  large hemp or grain farms.  
   
  The population readily worships the 
  new God-King. The loss of 
  the old king, Tectuktitlay, has 
  rejoiced many in Draj, and the 
  new God-King is seen as a 
  force of change and uplift in 
  their spiritual lives. The 
  people will often say a 
  small prayer to their God-
  King when wishing for 
  luck. Many citizens often 
  assemble in front of the 
  King's pyramid to watch 
  the sacrifice and hope 
  to catch a glimpse of 
  their ruler.  
   
  W
  Waarrrriioorr  C
  Cuullttuurree  
   
  Central to Draji society is the warrior. The 
  glorification of violence in all its forms can be seen 
  everywhere in Draj. Obelisks and statues depict 
  the Draji cultural icons. Ferocious jaguars 
  represent the city's vicious attitudes, as does the 
  feathered 
  serpent. 
  The 
  smoking 
  mirror, 
  a 
  traditional Draji emblem, indicates a polished 
  obsidian slab. Superstition says that a coward 
  who peers into the smoking mirror will see a dark 
  reflection that will animate, emerge from the 
  mirror, strangle the coward and take his place in 
  society.  
   
  Warriors and artisans who paint or sculpt of 
  violence receive the public’s respect. Headdresses 
  indicate a person’s station within Draji society. 
  Warriors wear feathers as a 
  symbol of status amongst their 
  peers and a demonstration of 
  exploits. Young warriors wear 
  one feather to indicate their 
  dedication to becoming a warrior. 
  The other feathers must be earned 
  in combat, such as the Flowery 
  Wars. The Flowery Wars are week-
  long games of combat held twice 
  per year. 
   
  Warriors have the chance to gain 
  feathers in the Wars, or worse, 
  a feather could be lost. This is 
  a horrible dishonor to the 
  Draji, for with the loss of a 
  feather comes a loss of status. 
  Combat is real, with real 
  weapons. 
  There 
  are 
  no 
  simulated fights in the Flowery 
  Wars. Losers of major events 
  face exile, shamed by their 
  counterparts.  
   
  Stunning lirr tails, worn on 
  the 
  head, 
  advertise 
  an 
  artist’s station. Lirrs are 
  large, warm-blooded reptiles 
  that live in the Tablelands. Around its neck and at 
  the end of its tail, the lirr possesses a brightly-
  colored membrane. This membrane is colored in 
  bright reds, oranges and yellows, and sometimes 
  blues. Artists receive the distinction of the lirr tail 
  as recognition of their work.  
   
  Templars may wear headdresses, though they are 
  not required to do so, since their robes clearly 
  identify their position. Higher-ranking templars 
  usually wear headdresses; exquisite pieces of silk 
  with interweaved gold and precious jewels. The 
  
   
   
  The City-State of Draj 
   
  7 
  higher the rank, the more elaborate the setup. 
  Templars will not wear feathers or lirr tails, since 
  they do not want to be mistaken for common 
  citizens. 
   
  Slaves wear the most plain of headdresses, such 
  as a simple roll of cloth or giant hair braid. Some 
  will wear simple skullcaps to obtain limited 
  protection from the harsh Athasian sun. 
   
  A
  Appppeeaassiinngg  tthhee  S
  Suuppeerrnnaattuurraall  
   
  The people worship their King and believe in his 
  divine power. However, sacrifices are mandated 
  by the King to appease the elementals. Sacrifices 
  are big events, where a large portion of the 
  population gathers in the city square to view and 
  cheer as the victim is sacrificed. This practice is a 
  part of their society and the people often look 
  forward to a sacrifice, especially after a bad Tyr-
  storm.  
   
  S
  Saaccrriiffiiccee    
  Sacrifices are held on the top of the King's 
  Pyramid. The crowds gather in Jaguar Plaza, the 
  great square located in Two Moon City. As many 
  as ten thousand people can gather to watch the 
  ceremonies. Sacrifices are usually held during 
  mid-day, not long after the sun has reached its 
  zenith. People start entering in Two Moon City an 
  hour before the sacrifice to get a good view.  
   
  The sacrificial victim is named the uauantin. The 
  victim is usually a captured victim of slave raids 
  or a rare exile from Raam. When no captured 
  slaves are available, Draji slaves are sacrificed. On 
  rare occasions, the victims are Draji citizens who 
  believe that their sacrifice serves the greater good 
  of the city. These are usually individuals who 
  have lost their family in some skirmish or war, or 
  feel their daily struggle for survival is at an end. 
   
  The victim is painted in blue and yellow stripes, 
  the colors of Draji templars. The uauantin's face is 
  painted white, with large black circles around the 
  eyes and red lips.  The victim's hair is neatly 
  trimmed to just above shoulder length. If the 
  victim does not have black hair, the hair is dyed 
  black. If a victim has no hair, such as muls or 
  dwarves, their whole head is painted white. The 
  victim is usually unwilling, so they are made to 
  drink a special potion that renders them almost 
  unaware of the world around them. The uauantin, 
  now docile, follows simple commands. The 
  templars guard the secret of this potion.  
   
  Once all the people have gathered in Jaguar Plaza, 
  a long procession begins. A cadre of moon priests 
  leads the way, walking side by side. A 
  detachment of guards and soldiers follows the 
  templars. The soldiers are usually human or half-
  giant, dressed in Draji colors. The victim and his 
  four special guards, called tecpatlin, walk behind 
  the guards. The tecpatlin, mindbenders and 
  templars, maintain control of the victim should he 
  fail to follow commands. The lead tecpatlin wears 
  his yellow-and-blue templar outfit and wears a 
  mask. The well-made mask represents a feathered 
  serpent. Two tecpatlin walk on each side of the 
  uauantin. The one on his right wears a mask of a 
  snarling jaguar. The tecpatlin on the left wears a 
  mask of a smoking mirror. The last tecpatlin 
  walks behind the uauantin and wears a mask 
  representing the dark sun of Athas.  
   
  Following the tecpatlin and the uauantin are the 
  drummers. The drummers have special human-
  skin drums that they beat loudly. They wear 
  bright sleeveless shirts, green and red in color, 
  and wear special ceremonial skirts. The skirts are 
  made of hemp, specially dyed so the color is 
  different depending on where one looks at it. All 
  shades of color are present, from light green, to 
  blue, to orange, and red. The drummers sing a 
  loud war-chant to honor their king. The crowd 
  also sings this war-chant.  
   
  Once the procession reaches the base of the 
  Pyramids, the lead priest walks to the top. The 
  lead priest wears an elaborate headdress, a 
  stunning combination of feathers and pelts that 
  reflects the sun in many different colors. Rising 
  nearly 2 feet high, his headdress also descends to 
  his knees. The high priest also has a staff in his 
  hand, a polished agafari staff topped with the 
  symbol of the two moons. The drummers stop 
  their beating at a sign from the head priest. He 
  then makes his way to the top of the pyramid in 
  silence, the crowd staying silent. Once the priest 
  reaches the top of the 200-foot high pyramid, he 
  
   
   
  The City-State of Draj 
   
  8 
  stops. He then circles the sacrificial stone, a 
  polished obsidian slab 10 feet high and six feet 
  wide. The slab stands upright, resting against the 
  top of the pyramid. It reflects the sun and casts an 
  eerie light on the techcatl.  At this point, the high 
  priest asks that Atzetuk appear and perform the 
  sacrifice for the good of all Draji. The king then 
  appears, to loud cheers from the crowd.  
   
  The drummers then start their beating as the 
  tecpatlin and the uauantin make their way to the 
  top. The crowd's chant matches the drummers 
  beat as they beat faster and faster as the uauantin 
  reaches the top. As soon as the uauantin reaches 
  the summit, the tecpatlin grab him and attach him 
  to the obsidian slab. The uauantin’s arms and legs 
  are secured with giant hair hardened by the blood 
  of countless victims. The king then smashes his 
  fist through the uauantin’s chest. The king's robe 
  usually turns red with the uauantin's blood. High-
  pitched primal screams are heard from the top of 
  the pyramid. The king then rips out the still-
  beating heart. This he holds high as an offering to 
  the sun, the blood from the victim dripping down 
  his arm.  
   
  Atzetuk then inserts the heart of the victim inside 
  a hollow statue built for that purpose. At the base 
  of the statue is a small opening leading to two 
  small gutters that descend on each side of the 
  stairway. When many victims are sacrificed in one 
  day, the blood from their hearts flows down these 
  gutters to form a pool of blood at the base of the 
  pyramid.  The statue is a simple one, showing a 
  kneeling warrior screaming in pain and anger.  
   
  The victim's body is then thrown off the pyramid, 
  where the king's slaves collect it and use it to 
  make drums or other gory trophies, and the skull 
  impaled upon the Great Skull Rack. The king then 
  gives his usual discourse to his subjects. He tells 
  them that the sacrifices have appeased the 
  elementals.  
   
  When Tectuktitlay ruled, the ceremonial sacrifices 
  were fairly simple; although there was much 
  chanting and ritual, the actual sacrifice was brief 
  and 
  brutal. 
  Tectuktitlay 
  simply 
  used 
  his 
  Champion’s strength to punch a hole in the 
  victim’s chest and extract the heart. 
   
  With Atzetuk now performing the ritual, the 
  psions needed to improvise, since the new king 
  wasn’t strong enough to do the ceremony as his 
  “father” did. To punch a hole through the chest of 
  the sacrificial victim, the psions decided to use the 
  venom from the raakle bird. The raakle’s venom 
  liquefies the organs of its prey, allowing the bird 
  to suck its meal with its tubular beak.  
   
   
  T
  Thhee  G
  Goodd--K
  Kiinngg    
   
  The people believe in their King's power and 
  divinity. They worship him like they never 
  worshipped Tectuktitlay. When Tectuktitlay was 
  king, the sacrifices were attended by the citizens, 
  but without much fanfare. The daily lives of the 
  citizens were static, and hadn’t changed in 
  hundreds of years. But with the recent turmoil 
  enveloping the Tablelands, with Tyr-storms 
  destroying crops and anarchy in Raam, the 
  sacrifices have found new meaning. The sacrifices 
  demanded by their ruler are deemed necessary 
  and a part of their culture. Many Draji would 
  
   
   
  The City-State of Draj 
   
  9 
  willingly give their lives if called upon by their 
  king.  
   
  The King is present at important events, much 
  more so than Tectuktitlay used to. The psions of 
  the House of the Mind are eager to show their 
  young new king to the population, making 
  Atzetuk much more visible. This makes him a 
  greater target, but the king is well protected with 
  psionic items and bodyguards. The psions and 
  templars protect their king at all costs, not 
  wanting their secret to become known. 
   
  T
  Thhee  T
  Twwoo  M
  Moooonnss    
   
  Tectuktitlay built up a culture around the worship 
  of his divinity and the two moons of Athas, Ral 
  and Guthay. Two temples are dedicated to their 
  worship inside Two Moon City. These temples are 
  dwarfed only by the Pyramid. Templars use these 
  temples 
  to 
  train 
  and 
  as 
  administrative 
  compounds. The people also come to worship 
  here in small ceremonies the templar hold most 
  every day. The citizens regularly make donations 
  to the temple.  
   
  T
  Thhee  E
  Elleemmeennttaall  C
  Cuullttss    
   
  The elementals are worshipped in Draj, but not as 
  much as the two moons or the king. A temple to 
  the element of fire is located on the outskirts of 
  the mud flat. The smoke from the huge fire that is 
  kept burning in the temple was too thick for the 
  temple to be located close to the city, so the 
  temple was built on the outskirts. The people 
  respect the offensive nature of fire and will 
  sometimes ask the local fire priest for a blessing or 
  token before heading off into battle. High Priest 
  Imotec (NE human male, Clr(fire)16) leads a small 
  group of priests working at the temple. A big and 
  well-muscled man, Imotec will rarely receive 
  visitors, and his arrogant and dour nature keeps 
  most people away. Huge piles of oil and hemp are 
  burned continuously in the Temple of Fire, 
  creating a large cloud of smoke over the western 
  edge of the Draj mud flat. When winds turn 
  eastward, the cloud of smoke can gather over the 
  city, but it usually dissipates before becoming a 
  nuisance. Approximately 25 priests can be found 
  at any given time at the temple. 
   
  The Element of Earth has a small temple located 
  just outside Two Moon City. The people recognize 
  the fertility of their land, and the earth clerics 
  often help in the agriculture. Donations are made 
  for favors, and the earth priests readily grant the 
  agricultural demands of the Draji. Still, the 
  elementals take a second place to the two moons. 
  High Priestess Nahualixi (LN dwarf female, 
  Clr(earth) 10) is the highest-ranking priest at the 
  temple. Well respected, the aged dwarven 
  priestess supervises the clan fields and helps the 
  nobility with their crops. She has been tending to 
  Draj for over 100 years. Fifteen other priests study 
  under Nahualixi at the temple. 
   
  A priest by the name of Tanuixtli (CG half-elf 
  male, Clr(water) 10) operates the Temple of Water 
  just outside the artisan district.  The building is 
  small and unusual, since its round shape does not 
  match typical Draji architecture. Tanuixtli usually 
  works alone, helping those in need when he can. 
  He rarely receives any visiting priests, and makes 
  barely enough money to maintain his small 
  temple. 
   
  A new worship has developed in Draj, the 
  worship of the forces of the storm. The element of 
  Rain has recently established a small temple in 
  Draj. The recent turbulent events and subsequent 
  Tyr-storms have shaken the population, and 
  many have turned to new forces to find solace or 
  meaning in their lives. The Temple of the Storm 
  has only been operating for the last two years, 
  with only one priest and an assistant. However, 
  the population has been increasingly flocking to 
  the temple, which causes the traditional temples 
  of Draj to become very anxious of this new force.  
  The destructive nature of the Tyr-storms has 
  awed many Draji, and the new rain priest has 
  made sure to use this to his advantage.  
   
  Rugar Stormbringer (Clr(rain) 8) has spent most 
  of his life in solitary worship of Rain in the 
  foothills of the Ringing Mountains, exiled from 
  his halfling tribe because of his worship of this 
  elemental force. Recent events have made him 
  curious, and Rugar left his small shrine to explore 
  the rumors of new, fierce storms pelting the 
  Tablelands. He made his way to Draj, often the 
  
   
   
  The City-State of Draj 
   
  10 
  first city to feel the wrath of the storms, and 
  established the Temple of the Storm. In Draj, he 
  found a people willing to listen to his message. 
   
  D
  Drreessss  
   
  The people of Draj dress in loose, bright-colored 
  shirts and skirts. Skirts are often made of hemp, 
  which is readily available in Draj. Even nobles 
  dress 
  in 
  this 
  fashion, 
  although they 
  will 
  sometimes wear robes.  
   
  The people of Draj wear headdresses on their 
  heads. These headdresses are made of hemp or 
  giant hair for most of the population, but great 
  warriors, nobles or wealthy artisans wear more 
  elaborate headdresses. These superb headdresses 
  can be made of silk or even hemp, inlaid with 
  precious jewels or gold. 
   
  C
  Cuullttuurraall  IIddeennttiittyy  
   
  The cultural identity of the Draji revolves around 
  the warrior culture. As such, the culture of the 
  Draji reflects this. Everywhere in Draj one can see 
  the symbols of this warrior culture. They are 
  present in the city’s architecture, the houses of its 
  citizens, the statues and obelisks, and in its 
  people’s expression. 
   
  D
  Daannccee    
  The Draji frown on dance, drama, and music as 
  deviations from the purity of the warrior. This 
  means there is virtually no dancing or musical 
  heritage in Draj. The only dances are ritualistic 
  dances in the form of battle dances, performed 
  during the Flowery Wars or before entering battle. 
  Music in Draj takes the form of ceremonial war 
  chants, with drummers performing on human-
  skin drums. 
   
  A
  Arrcchhiitteeccttuurree    
   
  Draji architecture is simple and efficient. The 
  people build low, flat-roofed pueblos with small 
  square windows and open doorways. Buildings 
  are made of adobe or mud bricks. Dyed mats or 
  feather mandalas sometimes decorate their walls. 
  Some warriors make murals with the scales or 
  feathers of beasts they have slain. Very few 
  buildings are more than one story tall.  
   
  A
  Arrtt    
  Art has the same status as sculptures. It is only 
  respected if it depicts war or violence. Murals on 
  houses can be great works of art where vicious 
  jaguars are killing Draj enemies, or depictions of 
  legions of warriors marching into combat. 
  Abstract art has no place in Draji society.  
   
  The Draji are excellent weavers. They build 
  advanced looms and weave designs of death and 
  violence in all their tapestries. The feather-
  workers of Draj are also renowned throughout the 
  Tablelands, second only to Gulg.  
   
  Draj sculptures glorify war and violence. No other 
  sculptures are tolerated in this war-glorifying city. 
  On every corner, one can usually find a sculpture 
  or obelisk depicting death or violence. Sculptures 
  of winged serpents or snarling jaguars are 
  common. On obelisks, engravings of warriors 
  slaying their enemies or eating the hearts of the 
  vanquished are often found. 
   
  C
  Cuuiissiinnee    
  Draji cuisine surpasses all expectations, despite 
  what one might think of a warrior culture. Native 
  Draji slaves are fairly well treated, receiving bread 
  and raw vegetables. The commoner dines well, 
  with well-balanced meals. Meals are heavily 
  spiced dishes of corn, red and green peppers, 
  several kinds of grain, and dried, pemmican-like 
  erdlu meat. Everyone drinks a fermented cactus 
  juice called pulque.  
  
   
   
  The City-State of Draj 
   
  11 
   
  LLiitteerraattuurree    
  Only the nobles and templars have the right to 
  read and write in Draj. The rest of the population, 
  though, has a very good oral history. The Draji are 
  well known throughout the Tablelands for their 
  story telling. Of course, those stories only include 
  tales of combat and conquest. It is common for the 
  people of a household to gather at night to listen 
  to an elder recount tales of combat.  
   
  A
  Assttrroonnoommyy    
   
  The Draji are well known for their 
  accurate calendar. The Draj calendar 
  numbers the years in groups of 90, 
  which was a sacred number for 
  Tectuktitlay. Scholars presume this 
  comes from the appearance of the 
  Messenger every 45 years. The 
  appearance of the Messenger is a 
  time of great celebration in Draj. It 
  is seen as an omen of good fortune. 
  Therefore, 
  the 
  failure 
  of 
  the 
  Messenger to appear has many 
  Draji astronomers worried. They are 
  unable to explain this phenomenon. 
   
  D
  Drraajj  C
  Caalleennddaarr  
   
  The Draji calendar labels each group of 90 years in 
  a regular cycle of nine symbols drawn from the 
  city's folklore: White Jaguar, Moon, Prince, Red 
  Jaguar, Blood, War, Black Jaguar, Serpent and 
  Mirror. "Prince" refers to ancient legends about 
  Tectuktitlay before he founded Draj. Historians 
  give each cycle of 810 years an ordinal number, 
  but the general population doesn't require the use 
  of this ordinal. The Messenger failed to appear in 
  Free Year 6, which was when the calendar was 
  reset to Moon 1. It is now Moon 7 (Free Year 12).  
   
  The Draji name their days according to a 3-cycle 
  calendar. The first name in the day is a numeral 
  from one to twenty-five (the number of weeks in 
  the standard year). The other two names that 
  make up the day are chosen from the following 
  two cycle. 
   
  Tellani 
  Tonala 
  Black 
  Sand 
  Red 
  Blade 
  Yellow 
  Bone 
   
  Fang 
   
  Blood 
   
  The first day of the year is One Black Sand, the 
  second day would be One Red Blade, all the way 
  to Twenty-Five Yellow Blood, the 375th and last 
  day of the year. 
   
  H
  Hoolliiddaayyss    
  The Flowery Wars are great games of combat 
  held twice per year. Warriors participate in 
  these games with real, stone-edged clubs. 
  Each Flowery War is dedicated to one of 
  the two moons of Athas. Most of the 
  people of Draj attend the weeklong 
  events. Warriors have the chance to 
  increase their status at the Wars. Winners 
  get the chance to add a feather to their 
  headdresses, while losers risk being 
  exiled or demoted, by losing a feather or 
  two on their headdress. No warrior wants 
  to lose a feather; it represents a loss of 
  status in a society that views warrior 
  prowess in such high regard. 
   
  The Flowery Wars start on One Yellow 
  Sand and Twelve Red Blood. The festival lasts a 
  week each time. 
   
   
  Pulque 
   
  Pulque is made by scraping the base of the 
  huge maguey cactus to stimulate the flow of 
  the juice. Three or four quarts can be extracted 
  from each plant, which then goes through a 
  fermentation process. The final product is a 
  milky, slightly sour tasting liquid that takes a 
  little getting used to. The Draji often laugh at 
  visitors when their first drink of pulque goes 
  down a little harder than first thought. 
  
   
   
  The City-State of Draj 
   
  12 
  T
  Thhee  PPeeooppllee  ooff  D
  Drraajj  
  A day in the life of a Draji is one of fear. Draji 
  religion is based on fear, and this keeps the ruling 
  class in charge. The Draji, whether they are noble 
  or free citizens, are a superstitious people and 
  their religion governs their lives. Gender is not an 
  issue in Draj: males and females hold the exact 
  same positions and are equal in the eyes of the 
  state. The people of Draj are copper-skinned, with 
  black hair and black eyes. They have little or no 
  facial hair. Most Draji have a wide face, thin lips 
  and a prominent chin. Citizens wear loose, bright-
  colored skirts and shirts. 
   
  C
  Chhiillddhhoooodd  ffoorr  tthhee  D
  Drraajjii  
   
  Childhood is virtually the same for all Draji 
  children. When they are born, children are named 
  according to the day upon which they were born, 
  be it Seven Black Bone, Third Red Fang, or One 
  Yellow Sand. When they reach the age of 7, the 
  age at which it is believed the child has survived 
  the rigors of childhood and will live to be an 
  adult, the child is properly named. It is at this 
  time that the children of nobles are sent to Two 
  Moon City to receive their education and training 
  in the warrior culture.  
   
  Children are also taught the warrior culture at 
  home. Their parents are responsible for teaching 
  their children the importance of sacrifices, 
  religion, the God-King, warrior culture, etc. 
  Children are not sheltered from the violent rituals 
  performed for their religion. They are brought 
  along when the parents go to view the sacrifices. 
  The children are taught to respect their elders, 
  and to never lie to anybody. Children caught 
  lying have their lower lip pierced with a thorn, 
  and the thorn kept in place for a day. Obviously, 
  the children learn quickly to tell the truth (or get 
  quite adept at lying).  
   
   
   
  T
  Thhee  FFrreeee  C
  Ciittiizzeennss  
   
  The free citizens of Draj are all either warriors or 
  skilled artisans. There are very few unskilled 
  laborers in Draj. The middle class of Draj is the 
  most powerful in the Tablelands, upwardly 
  mobile, strong, and loyal to the King.  They have a 
  broad range of rights, more so than in any other 
  city-state of the Tablelands, being able to buy land 
  and increase their status almost as easily as lesser 
  nobles. 
   
  M
  Maarrrriiaaggee    
   
  Marriage ceremonies for the Draji free citizens are 
  relatively simple. A templar supervises the 
  ceremony and records the names of the married 
  people in a book kept in the Temple of Guthay. 
  The husband and wife exchange vows, and after 
  the ceremony the man's mantle is tied in a knot 
  with his wife's skirt, signifying their attachment to 
  each other. Draji are monogamous. They are 
  fiercely loyal to their spouse, but will remarry. 
   
  Marriage is a protected institution in Draj. The 
  penalty for adultery is death, regardless of the 
  social stature of either transgressor. Nobles have 
  been put to death for sleeping with married 
  slaves, templars for imposing themselves upon 
  nobles, etc, though the charges must be proven 
  before the sentence is applied.  
   
  O
  Owwnneerrsshhiipp  ooff  PPrrooppeerrttyy    
  Few 
  Draji 
  actually 
  own 
  property. 
  Clan 
  compounds symbolically belong to the elder of 
  the family, and are passed down from generation 
  to generation. Anyone living on clan grounds 
  does so at the desire of the eldest. Artisans and 
  merchants own their shops, though, and take 
  good care of these buildings.  
   
  
   
   
  The City-State of Draj 
   
  13 
  Clan compounds cannot be sold. The state does 
  not allow family land to be sold for any reason. 
  Should a clan be totally exterminated (which has 
  happened in Draj's long, bloody history), the state 
  reclaims the land. The templars then administer 
  the land, using slaves to harvest the grain or 
  hemp being grown.  
   
  Technically the king owns everything in Draj. He 
  leases small plots of land to the artisans and local 
  storekeepers, for which they pay him yearly taxes.  
   
  Trade is basically unrestricted in Draj. Of course, 
  like in any other city-state, the sale of magical 
  components in illegal.  
   
  O
  Occccuuppaattiioonnss    
  There are very few unskilled citizens in Draj. 
  Major occupations are warriors and artists. 
  Warriors are trained guards for families or 
  merchant houses, or soldiers in Atzetuk's army. 
  Artists are either sculptors or painters of death 
  and violence. Of course, there are the usual 
  occupations associated with city life, such as 
  bakers, potters, weavers, and weaponsmiths.  
   
   
  Day laborers, as in citizens who work for nobles 
  in exchange for room and board and some pocket 
  change, are rare in Draj. The only work free 
  citizens do for nobles is security, as guards or 
  bodyguards. Slaves do virtually all other labor for 
  nobles.  
   
  T
  Tyyppiiccaall  R
  Reessiiddeennccee    
  Residences for freemen are virtually all the same 
  and follow typical Draji style. 
   
  Some residents will keep pet lizards or snakes in 
  their house. Rarely do houses have any garden or 
  courtyard. The Draji prefer to spend their leisure 
  time either training or watching the gladiatorial 
  combat. 
   
  R
  Roouuttiinnee    
  The daily routine of a Draji is fairly simple and 
  repetitive. The Draj spend most of their time 
  working, either as guards and bodyguards on clan 
  compounds, or artists or merchants in their 
  workshops. They usually spend at least a half-
  hour per day practicing combat, so virtually every 
  Draji is proficient in combat and weapons usage. 
  In game terms, the majority of Draji has a weapon 
  proficiency feat or one level in the Warrior NPC 
  class detailed in the Dungeon Master Guide. 
   
  E
  Edduuccaattiioonn    
  Because only templars and nobles can read or 
  write, free citizens get their education from elders, 
  through word of mouth. Children learn their 
  family's history at a young age. They also learn 
  the significance of the various festivals and 
  ceremonies during their childhood. The warrior 
  mentality is bred into children before they can 
  even speak.  
   
  The Draji religion is also a part of every citizen’s 
  education. They are taught the importance of the 
  sacrifices, the need to appease the elementals, and 
  the magnificence of their God-King. Religion is an 
  integral part of Draji life. 
   
  E
  Enntteerrttaaiinnmmeenntt  aanndd  D
  Diinniinngg    
  Although there is a good variety of food to choose 
  from, the diet of freemen varies little from day to 
  day.  Spiced erdlu meat with some vegetables is 
  the typical meal, of course washed down with a 
  glass of pulque. 
   
  Free citizens rarely have time for entertainment. 
  When they do entertain themselves, this usually 
  takes the form of watching gladiatorial combat or 
  playing some games themselves. One popular 
  game is raxoc. Raxoc is played with a solid rubber 
  ball about a half-foot in diameter. The ball is lined 
  with small thorns or spikes. The sunken court, 
  shaped like a capital letter I, is surrounded by 
  spectators who look down on the court. Two 
  stone rings hang down (like earrings) from the 
  walls at either end of the team's zone. The rings 
  are 8 feet to 10 feet off the ground, and the hole is 
  
   
   
  The City-State of Draj 
   
  14 
  less than a foot wide. The ball is supposed to pass 
  through this ring.  
   
  The goal of the game is to pass the ball through 
  one of the stone rings on either end of the court.  
  Two players or teams of opposing sides play the 
  game. The first team, or first player in a solo bout, 
  to put the ball in the ring three times wins. The 
  ball may only be touched by the hips, knees and 
  elbows. The ball has to be kept in the air at all 
  times, though it may be bounced off the walls. 
  Raxoc is as much a game of skill as it is one of 
  endurance. It is usually played at high sun, when 
  the rays beat down hardest upon the competitors. 
  It usually ends when one player passes out from 
  exhaustion and dehydration, or blood loss from 
  the thorns on the ball. 
   
  Raxoc is often used to settle disputes between 
  families or clans. A champion from each side will 
  play the game, with the victorious side being 
  declared the winner of the dispute. The losers 
  may face dire consequences, being rewarded for 
  their failure with ridicule, and sometimes even 
  exile.  
   
  FFuunneerraallss    
  Funerals for the Draji are a reflection of how one 
  lived and died. Free citizens who die in combat 
  will receive a greater funeral than those who die 
  of old age, but those elders who die of age receive 
  a better funeral than those who die of disease or 
  die in an accident. The Draj are awed by death, 
  but not frightened by it. To die by sacrifice, in 
  battle or during childbirth is the 'best' way to go. 
  To simply die of old age is much less dignified.  
   
  Corpses are usually cremated, the ashes placed in 
  small urns the family keeps as an heirloom. 
  Sometimes, when people die of old age or not-so-
  glorious deaths, they are buried under the floor of 
  their house. This is done to give the dead spirit 
  another chance at honor, in the hope that by 
  protecting their loved ones, they will find peace.  
   
   
   
  T
  Thhee  N
  Noobbiilliittyy  
   
  Nobles in Draj lead a life that is very similar to the 
  life of the free citizens. The major differences are 
  that nobles receive a formal education and do not 
  work.  They too lead the lives of warriors.  
   
  Nobles live on clan compounds located on the 
  Draji mud flat. They lease great tracts of land 
  from the king, for which they pay taxes. The 
  expanses are very fertile, and the nobles oversee 
  their farming as per the instruction given by the 
  templars. The templars provide the nobles with 
  slaves, everyday, to be used on the fields. At the 
  end of the day, the slaves return to their pens. 
  These great farms supply most of the food for 
  Draj. The nobles also export this grain, through 
  House Tsalaxa, to the rest of the Tablelands for a 
  healthy profit.  
   
  The nobles gather in buildings called tecpans to 
  discuss matters considered unworthy of the king’s 
  attention. The tecpans were built within Two 
  Moon City, in the shadow of the Great Pyramid, 
  where Tectuktitlay could keep close watch over 
  the nobles and their schemes. The close proximity 
  of the Great Pyramid would also serve to remind 
  them of who wielded the true power in Draj. 
   
  M
  Maarrrriiaaggee    
  Noble marriages are similar to free citizens' 
  marriage, except on a much grander scale. The 
  templar supervising the ceremony will be of a 
  higher rank, and many people will attend. 
  Attendees bring forth their presents to the 
  married couple before they exchange their vows. 
  Husband and wife then exchange vows, and their 
  mantles are tied together in a knot. A great 
  banquet is then held, where the married couple 
  has the chance to talk and mingle with their 
  guests.  
   
  O
  Owwnneerrsshhiipp  ooff  PPrrooppeerrttyy    
  Nobles do not "technically" own the land upon 
  which they reside. That land is owned by the 
  king, who leases it to the nobles for care taking 
  and the growing of food. Nobles grow food on 
  
   
   
  The City-State of Draj 
   
  15 
  their land for the people of Draj. Anything found 
  on the land, though, is the noble's property. 
  Things such as furniture, statues, and tapestries 
  are all owned by the nobles; the templars can not 
  take these away.  
   
  The templars of Draj can only "evict" a noble if 
  proof of a serious transgression against the state is 
  available. Failure to pay taxes is also a valid 
  reason, although the unpaid amount must be 
  fairly large.  
   
  O
  Occccuuppaattiioonnss    
  Nobles are wealthy, and so do not work as much 
  as the free citizens. They spend their days 
  administering the slaves loaned to them by the 
  templars. They do practice their religion, like all 
  Draji, and spend time training their warrior skills.  
   
  T
  Tyyppiiccaall  R
  Reessiiddeennccee    
  Noble residences are typical of Draj; low, flat-
  roofed pueblos are the common style of housing. 
  Nobles have bigger estates, though, with beautiful 
  tapestries and statues that decorate their homes. 
  Their homes are usually surrounded with low, 
  brick fences. Guards patrol these fences day and 
  night.  
   
  Noble dwellings usually have a large spacious 
  courtyard where combat demonstrations are 
  held (during parties) and where one can 
  find a statue or fountain.  
   
  R
  Roouuttiinnee    
  Nobles spend most of their day 
  overseeing the slaves that tend to 
  the fields. Most nobles also 
  have 
  another 
  activity, 
  like 
  sculpting 
  or 
  weaving.  Some 
  have their own 
  private gardens or 
  small farms. 
   
  E
  Edduuccaattiioonn    
  The children of Draji nobles receive a formal 
  education in the school located in Two Moon City, 
  at the age of seven. The young nobles are 
  instructed in astrology and war history. It is also 
  at this age that they begin training as warriors. 
  Children gifted with psionic potential are sent to 
  the House of the Mind for training in the Way.  
   
  These noble children are also educated on their 
  role in the Draji religion. The importance of the 
  various religious ceremonies and sacrifices is also 
  taught to the young nobles. This is where the 
  young Draji nobles get molded into fiercely loyal 
  and dedicated citizens of the God-King. 
   
  E
  Enntteerrttaaiinnmmeenntt  aanndd  D
  Diinniinngg    
  Dining is virtually the same for nobles as for free 
  citizens. Plates of vegetables, corn, and spiced 
  meat are the norm, although feasts will usually 
  have exotic foods from far-off city-states.  
   
  Nobles often entertain themselves by watching 
  warriors do combat, sometimes to the death. The 
  victor receives a reward. Although they enjoy 
  going to the arena to watch the gladiators fight, 
  private fights are often held in the noble's 
  spacious courtyard. Since the Draji frown on 
  dance and music, there is very little of this going 
  on in noble dwellings.  
   
  
   
   
  The City-State of Draj 
   
  16 
  One special activity the nobles like to do is called 
  uey. A wild beast is tied to a stake in the ground. 
  Three or four nobles arm themselves with 
  obsidian short swords and will fight the beast 
  until it dies. After the beast finally dies, the one 
  who delivered the killing blow gets first choice of 
  the beast’s remains.  
   
  FFuunneerraallss    
  Funerals of nobles, like those of free citizens, are 
  more a reflection of how someone died than how 
  he lived. Although nobles can afford more 
  extravagant ceremonies, nobles who die of old 
  age 
  or 
  disease 
  receive 
  the 
  basic 
  funeral 
  arrangements and no more. Nobles who die in 
  combat are allowed great ceremonies of war 
  chants, fire, and drummers. Again, bodies are 
  cremated and the ashes kept in urns or vases.  
   
  IInnhheerriittaannccee    
  Although the land upon which the nobles reside 
  is leased, clans choose their own leaders. The 
  templars do not involve themselves in matters of 
  inheritance. The current head of a family chooses 
  his successor, either male or female, according to 
  the deeds and exploits of his descendants. The 
  heir need not necessarily be a son or daughter; it 
  could be a nephew, or a granddaughter. Males 
  and females are equally considered, based on 
  their 
  wisdom, 
  battle 
  prowess, 
  skill 
  at 
  administration, or skill at artisanship.  
   
  T
  Thhee  S
  Sllaavveess  
   
  There are two kinds of slaves in Draj: foreign and 
  domestic. Foreign slaves are slaves used by the 
  templars to tend the massive fields outside the 
  mud flat, while domestic slaves are slaves the 
  nobles and templars use inside the city. Foreign 
  slaves are either foreigners captured inside the 
  city for various reasons, or slaves brought in from 
  other city-states. Domestic slaves are usually Draji 
  citizens down on their luck who have sold 
  themselves or been sold into slavery. This is 
  usually not a permanent arrangement for the 
  domestic 
  slaves; 
  they 
  can 
  usually 
  work 
  themselves out of their predicament.  
   
  FFoorreeiiggnn  ssllaavveess    
  Foreign slaves live on a specially built mud flat, 
  never entering the actual city. A few King’s Ages 
  ago, the templars created a small mud flat, 
  separate from the main Draji mud flat, to house 
  foreign slaves. A stone bridge spans the gap to the 
  slave’s mud flat. No walls border the mud flat, 
  because the slaves cannot escape. Razor sharp 
  obsidian fills the mud surrounding the flat, 
  making escape slow and deadly. The slaves live in 
  squalid conditions, grouped together like herd 
  animals. They receive their food from the 
  plantations on the main mud flat. This keeps the 
  slaves from revolting: they get food across the 
  causeway twice a day, and if they revolt, the 
  templars can sit pretty while the revolted slaves 
  starve.  
   
  Foreign slaves are not allowed to marry and 
  receive no education from the templars of Draj. 
  Most of the work they do is on the fields, either 
  harvesting, working on irrigation, planting, or 
  tending the land. The foreign slaves are also used 
  as gladiators to fight in the arena for the Draji 
  population's entertainment. Many of the slaves 
  also work for Draj's brick building enterprises. 
  Slaves are sent out into the mud flat to recover the 
  mud, mix it with straw, shape it into bricks, and 
  set the bricks out to dry under the harsh sun. 
  These bricks are used to repair existing homes or 
  build new ones, and they are also sold to other 
  cities.  
   
  Foreign slaves live in fear all their lives. They are 
  used as sacrificial victims should the population 
  of prisoners ever be insufficient for the day's 
  sacrifice. These slaves have virtually no rights, 
  and are usually worked to death by the templars. 
  Dead foreign slaves are usually thrown to the 
  vultures, receiving no burial and their bones left 
  to dry in the hot Athasian sun.  
   
  Foreign slaves arrive to the city either by raiding 
  parties or slave caravans from other city-states. 
  Templars get first choice of foreign slaves, and as 
  such virtually no foreign slave can be found 
  inside the city. This helps to keep the Draji 
  
   
   
  The City-State of Draj 
   
  17 
  population from interbreeding and protects them 
  from cultural contamination. 
   
  D
  Doommeessttiicc  S
  Sllaavveess    
  Domestic slaves, as stated above, are native Draji 
  who sell themselves or were sold by their parents 
  into slavery, either to pay a debt or simply 
  because they are down on their luck. They work 
  inside the city, usually on the noble's plantations 
  or in the palace, either tending the King's gardens 
  or palace. They also work in the city's grain mills, 
  helping to maintain Draj's lucrative trade with 
  other city-states. Some domestic slaves will be 
  gladiators. Warriors who have lost favor in the 
  eyes of their employer often sell themselves to the 
  arena to recover lost glory.  
   
  Domestic slaves can marry, but they remain 
  slaves until they have paid their debt. Marriage, 
  even to a noble clan, will not absolve the slave of 
  his debt. The domestic slaves are well treated, and 
  lead relatively good lives. They eat well, even 
  though the meals are simple. They live on their 
  master's domain, in a small yet clean living space. 
  These slaves do not own property, since any 
  "income" the slave would receive goes towards 
  paying off his debt. Warrior slaves are allowed to 
  keep a favorite weapon though, usually a small 
  macahuitl favored by the Draji.  
  S
  Sllaavveerryy  aanndd  D
  Deeaatthh  
  As always, funerals in Draj are a reflection of how 
  one lived. To die as a slave while working, even 
  as a domestic slave, is to die without recognition. 
  No funerals are held for those who die while 
  working as domestic slaves. Sometimes their 
  bodies are burned in the Temple of Fire, but often 
  the corpse is simply hauled away and dumped 
  outside the mud flat. Visitors on their way to Draj 
  can sometimes see piles of bones lining the road, 
  half buried under the sand. Draji who sell 
  themselves into slavery to work as farm help must 
  be in a desperate situation, since they will receive 
  no recognition if they die of over-working. They 
  must be sure of being able to repay their debt and 
  die well.  
   
  Slaves who die gloriously in combat or in the 
  arena are shown respect. Their bodies are usually 
  burned, and the ashes scattered on the fields upon 
  which they worked, in the case of farm hands, or 
  sprinkled upon the sands in the arena floor for 
  those who die in combat.  
  O
  Ouuttccaassttss  aanndd  C
  Crriimmiinnaallss  
   
  The Draji are intolerant of strangers and criminals. 
  Strangers 
  who 
  attend 
  the 
  Draji 
  religious 
  ceremonies and openly display their disgust at the 
  brutality and severity of the ceremonies should 
  beware. The Draji are not fond of cowards and 
  will either imprison them or simply escort them to 
  the Gate. 
   
  Warriors of renown from the Tablelands will be 
  shown respect, although Draji arrogance will tend 
  to show that the Draji are superior. They will be 
  asked to demonstrate their skills, and quite often 
  die if their skills are not up to the challenge. 
   
  Criminals in Draj receive only one sentence: 
  death. The sentence is carried out in one of two 
  ways: execution, or caging, which means a slow 
  death unless rescued. Captives sentenced to 
  caging are brought to prisoner cages that are 
  strewn all around the city.  The cages are guarded 
  by minimal staff, so a rescue is possible. The Draji 
  Veiled Alliance often orchestrates diversions to 
  permit groups to rescue captives for a fee. A 
  rescue must be organized fairly quickly though, 
  because captives rarely last for more than a week 
  inside the cage before either starving to death or 
  being sacrificed. 
   
  The templars enforce the law in Draj, but order is 
  rarely a problem. Strangers sometimes sow 
  discord within Draj, unaware of the city-state’s 
  culture. The Veiled Alliance also stirs up trouble, 
  though this doesn’t happen often. Chimali is too 
  indecisive to risk causing much trouble. The Draji 
  are so enraptured by their religion that crime is a 
  rarity. Thievery is considered the lowest form of 
  debauchery to the Draji, so citizens down on their 
  luck will sell themselves as slaves rather than 
  stoop so low as to steal. 
   
   
   
  
   
   
  The City-State of Draj 
   
  18 
  C
  Ciittyy  LLiiffee  iinn  D
  Drraajj  
  The only entrance onto the Draji mud flat is by 
  way of the stone bridge that gaps the mud 
  surrounding the Draj mud flat. Visitors entering 
  Draj will be overwhelmed by the seemingly 
  endless fields of grain and hemp they will see as 
  they cross the bridge. These fields are the bulk of 
  Draj's export. Templars oversee the distribution of 
  slaves, the collection of harvests, the processing of 
  fiber, and the distribution of grain to the 
  population. The enormous fields are carefully 
  segregated into plots and farmed by slaves.  
   
  At the entrance in Draj, on the mud flat, two small 
  towers greet travelers to the Warrior City. The 
  twin towers are small square pyramids guarded 
  by moon priests and half-giant guards. No wall 
  borders the vast mud flat, the mud being enough 
  of a defense to stop anyone attempting to invade 
  the city. After one has passed the twin towers, the 
  blood-red bricks of the roadway summon the 
  visitor to the city. Flowery War Field is the first 
  thing a visitor will see. Beyond Flowery War Field 
  lies the Golden Moon Gate, the only entrance into 
  the city. Golden Moon Gate is a 1-meter thick 
  wooden gate inlaid with obsidian and a 
  decorative tracery of copper. Slaves polish the 
  copper, keeping it a natural color and preventing 
  it from oxidizing and turning green. A corps of 
  guards discourages theft of the copper.  
   
  The city is surrounded by a mud moat, and the 
  penalty for entering this moat is death. After 
  going through Golden Moon Gate, visitors walk 
  on a blood-red stone paved road that leads to the 
  Palace of Gladiatorial Combat. Along the road to 
  Two Moon City are the artisan and merchant 
  districts as well as numerous wooden pens that 
  showcase Draj’s gladiators and captives. The 
  central road leads through both districts. The 
  merchant district borders the central road to the 
  right, while artisans have their shops to the left of 
  the main roadway. Along the roadway, just before 
  Two-Moon City, lie hundreds of brightly colored 
  merchant tents. The merchants sell all types of 
  goods, from clay pots to meats to hemp ropes. To 
  the right of the main roadway, behind the 
  merchant district, one can see the top of the Great 
  Pyramid. The Great Pyramid is located inside 
  Two Moon City, the inner city of Draj.  
   
  Clan compounds are located all across the vast 
  mud flat, where nobles live with their families 
  and their slaves. On these compounds the nobles 
  grow grain to feed the city and to export. This 
  supply of grain can also help the city in case of 
  attack, should an invading army ever lay siege to 
  Draj. The supply of grain on the mud flat is 
  enough to support the population during a time 
  of siege.  
   
  T
  Twwoo  M
  Moooonn  C
  Ciittyy  
   
  Two Moon City is the king's domain, where the 
  important buildings of Draj are located. Inside 
  Two Moon City a visitor can find the Palace of 
  Gladiatorial Combat, the temples to Ral and 
  Guthay, the House of the Mind, the tecpans, grain 
  silos, the king's jaguar pens, the Great Pyramid 
  and the tlacochcalco, the king's arsenal. The king’s 
  arsenal (located in the Great Pyramid) contains 
  many weapons and war machines, all used in the 
  numerous wars Draj has had with in neighbors in 
  its bloody history. A 9-meter high wall of stone 
  surrounds the square Two Moon City. No beasts 
  of burden are allowed inside Two Moon City, by 
  decree of the King. The only exception to this rule 
  is the wild animals used for gladiatorial combat. 
  Not even the moon priests can bring beasts of 
  burden inside Two Moon City. 
   
  The only entrance to Two Moon City is through a 
  stone bridge that passes over the mud moat. At 
  the entrance stands the Jaguar Gate. The gate 
  stands 10 meters high and is 3 meters wide. Once 
  the gate is closed, the gate forms a snarling jaguar 
  face, with teeth and eyes of polished jade. Rumors 
  say that those who touch the jaguar face at night 
  when the doors are closed invoke its guardian 
  and are devoured by the jaguar. One well-known 
  tale is the story of one warrior who had said he 
  was not afraid of the gate and went one night to 
  touch it. He was found dead the next morning, his 
  arms ripped off and piled on top of his chest. His 
  
   
   
  The City-State of Draj 
   
  19 
  decapitated head, with half the scalp missing, was 
  resting on his crossed arms. His tongue was 
  sticking out of his mouth and his face was a 
  smiling death grin. An ear of corn was also 
  sticking out of his mouth. Obviously, the people 
  of Draj stay clear of the Gate during the night.  
   
  On entering Two Moon City, one stands on the 
  roadway called Serpent's Way. Serpent's Way is a 
  wide road of bricks that leads up to the arena. The 
  road is lined with numerous obelisks and statues 
  of warriors and beasts of Athas. One cannot look 
  in any direction without seeing the glorification of 
  war and violence.  
   
  At the end of Serpent's Way is Jaguar Plaza. 
  Jaguar Plaza is a large square in front of the Great 
  Pyramid where the people gather to watch the 
  sacrifices. The plaza is cornered by big obelisks. In 
  the center of the plaza is a beautiful marble 
  fountain. The statue on top of the fountain depicts 
  a grotesque dragon breathing fire. The dragon is 
  made of stone and meticulously sculpted.  
   
  B
  Bllaacckk  G
  Guuaarrddss    
  The Black Guards are three famous residents of 
  Draj. The people call these guards heroes of the 
  city. The Black Guards are enormous obsidian 
  golems created by Tectuktitlay. They resemble 
  their creator: broad, squat, jowly, thick-lipped, 
  and flat-nosed, with narrow eyes and sharp 
  cheekbones. One Black Guard guards the lower 
  levels of the Great Pyramid, while the other two 
  each protect the temples to Ral and Guthay.  
   
  It is rumored Tectuktitlay originally created 
  several dozen of these golems, but no one knows 
  what happened to these golems or if they even 
  existed. The Black Guards are now a symbol of 
  power among the population of Draj. They were 
  paraded semi-annually by the king to show off his 
  power. The parade culminated in a secret rite 
  inside the temple, where only the king and his 
  high templars attended.  
   
  Now that Tectuktitlay is dead, the golems have 
  stopped responding to commands and have 
  become inanimate. The psions of the House of the 
  Mind have been able to keep the population 
  ignorant of this fact. During the parades, several 
  psions combine forces and animate the obsidian 
  giants. The population believes they are still 
  under the control of the king, and even though the 
  Black Guards are less animate, they are still 
  worshiped as heroes.  
   
  JJaagguuaarr  G
  Gaattee  
  Speculations regarding the nature of the gate's defenses tend to focus on the gate itself. Some believe the 
  gate is a magical item of great power that is activated by touching it at night. Reports of witnesses who 
  claim the gate's victims looked terrified and lashed out at the open air around them have lead to rumors 
  of invisible (and invincible) enemies guarding the gate. Others, psions in particular, would tie the victims' 
  behavior to the manifestation of a powerful harbinger, leading to a theory that the gate is sentient and 
  possesses powerful psionics. Attempts to contact the gate through psionic means have failed, though, 
  leaving psions baffled and the theory without sufficient evidence. The truth is that the gate is not 
  sentient, nor is it magical or psionic in any way. While wizards and psions both believe the gate to be 
  protected by some kind of supernatural power that thwarts attempts at divination, they are both 
  mistaken. The truth is far more sinister. 
    
  King's ages ago a powerful defiler in Tectuktitlay's court angered the Sorcerer-King for reasons unknown 
  today. The dragon king was so furious that he struck the defiler down with dreadful magic that trapped 
  her soul. He then bound the defiler's spirit to the gate, allowing it to manifest itself only at night. Isolation 
  has driven the spirit mad after so many years of imprisonment, its existence fueled by its hatred for the 
  free living. The spirit was once capable of speech and conversation, but today it seeks nothing but to 
  destroy anyone venturing too near at night. The spirit is ethereal and thus invisible, but those wielding 
  magic such as see invisibility or true seeing will discern it as a tall, faceless hooded being with taloned 
  fingers.  See the Appendix for stats for The Guardian. 
   
  
   
   
  The City-State of Draj 
   
  20 
  T
  Thhee  G
  Grreeaatt  PPyyrraammiidd    
  Inside Two Moon City one can find the most 
  impressive building in Draj, the Great Pyramid, or 
  Father and Master Temple as it was called by 
  Tectuktitlay. The Great Pyramid is a wonderful 
  construction of stone and marble. It is the tallest 
  building in Draj and the most stunning. Even the 
  two temples dedicated to Ral and Guthay aren't as 
  striking as the Great Pyramid. The building 
  stands 200 feet tall, with 9 different levels and was 
  built on the remains of an earlier small pyramid 
  that Tectuktitlay found when he founded Draj. 
   
  Statues of various Draji cultural icons decorate the 
  corners of each level of the pyramid. There are 
  statues of warriors eating the hearts of fallen foes, 
  statues of winged serpents, statues of jaguars, 
  obelisks with numerous icons, some with skulls 
  painted in death grins, some with dark suns 
  painted on all sides, some obelisks depicting the 
  moons in various phases in the night sky.  
   
  At the base of the Great Pyramid lies the Great 
  Skull Rack. Impaled upon numerous stakes are 
  the skulls of sacrificial victims who have died by 
  the obsidian knife of the king. When a victim is 
  sacrificed and the body dumped off the pyramid, 
  slaves cut off the head and impale it on an agafari 
  stake at the base of the pyramid. Some recent 
  skulls will still have pieces of flesh upon them, 
  filling the air with the stench of decomposition. 
  Skulls that have been there a long time are 
  bleached white by sun's fury.  
   
  The Great Pyramid also houses the King's private 
  chambers and some administrative rooms. The 
  upper levels contain many administrative cells, a 
  large holding cell, a kitchen and domestic rooms. 
  One level holds rooms where the king confers 
  with his templars and generals. The lower levels 
  of the outer pyramid contain treasure rooms and 
  living quarters for the king. These levels have no 
  living guards. Only a Black Guard, aided by lesser 
  magical sentinels, protects them.  
   
  The Black Guard does not patrol the lowest level. 
  Only the king enters this level, and it contains 
  only one room: Tectuktitlay's Crystal Garden.  
  The Crystal Garden contains perfect quartz 
  replicas of plants that the finest jewelers of the 
  Seven Cities have made for many King’s Ages. 
  There are ferns, each tiny leaf a faceted stone; 
  spike-leafed maguey cactus, their serrated edges 
  fracturing the light into rainbows; translucent 
  marigolds and camellias, and towering palms; 
  even tall corn plants and cotton bushes, every 
  frond and twig translated into glass.  
   
  The Veiled Alliance speculates as to the purpose 
  of the Crystal Garden, but no one really knows 
  what the room is for. The plants were constructed 
  by conventional jewelers and hold no magic 
  except curses inflicted on anyone who breaks the 
  fragile leaves.  
   
  T
  Thhee  T
  Teemmpplleess  ooff  R
  Raall  aanndd  G
  Guutthhaayy    
  The temples of Ral and Guthay are twin temples 
  dedicated to the two moons of Athas. The temples 
  are run by moon priests. A Black Guard watches 
  over each temple. The citizens of Draj often come 
  to the temple to pay tribute to the moons by 
  making donations and asking for good luck. The 
  temples are located on each side of the Great 
  Pyramid.  
   
  T
  Thhee  PPaallaaccee  ooff  G
  Gllaaddiiaattoorriiaall  C
  Coommbbaatt  
  Gladiators fight in games in the Palace of 
  Gladiatorial 
  Combat. 
  The 
  arena 
  is 
  an 
  amphitheater, unlike the arenas in other city-
  states. The combat level is many feet below 
  ground level, surrounded by rows of seats. The 
  seats surround about two-thirds of the arena, with 
  the rest taken up by the palace.  On days of 
  combat, the gladiatorial slaves are displayed 
  along the red brick way that leads from the 
  Golden Moon Gate to the arena. 
   
  T
  Thhee  H
  Hoouussee  ooff  tthhee  M
  Miinndd    
  The House of the Mind is the psionic school of 
  Draj. This is where all aspiring psions come to 
  master the Way. Tectuktitlay had a special interest 
  in the House of the Mind, and so the psions there 
  are well trained. The House of the Mind is run by 
  old Ixtabai the Blind (human male, 12th level 
  psion, LN). It is currently in charge of Draj. Even 
  though they have allied with the Moon Priests, 
  
   
   
  The City-State of Draj 
   
  21 
  the psions hold the real power. They control 
  young Atzetuk's mind.  
   
  The psions of Draj also value its warrior culture. 
  As such, training in the psychokinetic and 
  psychometabolic arts is second to none in Draj. 
  Excellent training can be found (for a price) on 
  how to integrate psionics into combat. Because of 
  the warrior culture, Draji psions are sorely lacking 
  in the clairsentient and telepathic domains. They 
  view these arts as sneaky and lacking in glory, 
  arts that only cowards would use.  
   
  C
  Coommmmeerrccee  aanndd  tthhee  M
  Maarrkkeettppllaaccee  
   
  Commerce is not a big part of Draji life, but it is 
  necessary. Trade has suffered lately though, due 
  to the crisis in Raam. The fertile lands around Draj 
  provide the main resources the city-state exports, 
  such as hemp and grain to feed the hungry of the 
  Tablelands (for a price, of course). Draj also 
  exports rice and is known for farming small game, 
  such as erdlu. Its textiles are also valued 
  commodities in the Tablelands, woven mats able 
  to fetch a high price in other markets. Gold and 
  marble can be bought in Draj for a relatively low 
  T
  Teeccaaxxaarr’’ss  T
  Taattttoooo  T
  Teenntt 
   
  In a much-traveled pueblo in the Merchant’s District, the one-eyed mul tattooist Tecaxar has set up his 
  bright red tent. Outside clay bricks depicting various tattoo motives are lined up for passers-by to see. Inside 
  customers are greeted by the seated aging mul Tecaxar. Tecaxar wears a skin-colored eyepatch with an 
  almost life-like eye motif. His muscular body is scarred and tattooed from top to toe, depicting mighty beasts 
  of the desert and symbols representing opponents overcome in the gladiatorial arena in Tecaxar’s youth. 
  Two wooden chairs are placed next to a pit of red-hot coals. The tattooist’s tools lie on a small clay platter on 
  a stool between the pit and the two chairs.  
   
  Tecaxar’s services include the branding of foreign slaves and crodlu to identify them as the property of their 
  owners. Most, however, seek out Tecaxar to have him tattoo them. Tattoos in Draj are symbols of strength, 
  and are typically awarded after proving one’s worth in battle – in the arena, on the battlefield, or in the 
  Flowery Wars. Status is ascribed from tattoos, but this ascription only extends to native Draji (strangers may 
  carry meaningless tattoos, not related to warrior prowess).  
   
  Superstitious Draji believe that the strength of the tattooist is infused in the tattoos he creates. Tecaxar, being 
  a former gladiator until he lost his eye in battle with a braxat, is thus a popular tattooist. His prices range 
  from 3 bits for the branding of an animal or slave, to 15 ceramics for his most elaborate tattoos.  
   
  For those who truly seek Tecaxar’s strength imbued in their tattoos, he offers a special service – psionic 
  tattoos with motives depicting the Dragon. However, these do not come cheaply. Tecaxar’s prowess as a 
  psychic warrior is one he has kept secret, and was one of the reasons he was able to excel in the most brutal 
  gladiatorial arena in the Tyr Region, namely that of Draj. He charges prices as per the market price for 
  psionic tattoos listed in the Psionics Handbook.      
   
  The tattooing process itself is very simple: two sticks, a nail, and a consistent tapping of the nail coated in a 
  mixture of sugar cane sucked out of the stalk and spit into pot ash. As for most Athasian tattoos, there is no 
  sterilization. Tecaxar simply begins tapping the "ink" into the skin and wipes away the blood with a rag. 
  After the tattoo is complete, a hard rubbing of the fresh tattoo is done with a wet rag. Finally a mixture of 
  water and a fern-like plant rubbed together make an ointment that is applied to the skin. 
   
  On rare occasions, an aspiring moon priest will request Tecaxar’s services for the tattoos required for the 
  ceremonial rituals to be conducted in joining the elite priesthood. Only moon priests may wear tattoos 
  depicting Ral and Guthay, the twin moons of Athas. Anyone else with tattoos depicting the moons observed 
  within the city’s borders are reported to the templars, who will have the wrongdoers apprehended and 
  charged with blasphemy – and promptly sentenced to be sacrificed at the Great Pyramid.   
  
   
   
  The City-State of Draj 
   
  22 
  price; supply is high. Inexpensive, yet well-
  crafted, weapons can also be found in several 
  shops throughout the city. 
   
  Draj imports mostly copper, larger livestock, and 
  slaves. Jewelry and livestock will fetch a high 
  price in Draj, as will statues and slaves.  
   
  Draj enjoys brisk trade with Kurn and Eldaarich 
  to the North.  These two cities provide the bulk of 
  Draj’s commerce since chaos overtook Raam and 
  made the regular road into the Tablelands unsafe. 
  Kurn has enjoyed some trade with Draj for 
  decades, but trade has picked up in the last years. 
  Recently, merchant house Azeth has managed to 
  break Eldaarich’s centuries of isolation, opening 
  an exclusive and lucrative trade relationship with 
  a city-state that many had thought a mere legend.  
   
  New trade routes have been opened through the 
  silt to reach the rest of the Tablelands. A fleet of 
  silt skimmers has been built to reach the village of 
  Cromlin from Fort Firstwatch. From Cromlin, 
  caravans gain access to the rest of the Tablelands. 
  House Tsalaxa's presence in Cromlin has doubled 
  in size to accommodate the increased trade and 
  also protect the valuable goods.  
   
  The warrior people of Draj view trade as 
  something beneath the warrior ideal. The traders’ 
  important role in society is recognized, but their 
  popularity is low, unless of course, the traders 
  have marked themselves as decent warriors on 
  occasions such as the Flowery Wars. Few want to 
  socialize with average traders, and especially 
  foreign ones. 
   
  Draji traders put as much emphasis on the 
  warrior ideal as any other citizen of Draj, even if 
  they do not necessarily live up to it themselves. A 
  Draji trader will size up potential partners and 
  customers based on their appearance. Strong-
  looking traders will impress the Draji, and will be 
  at an advantage when negotiating a deal. 
  Similarly, a frail-looking trader will be at a 
  disadvantage. Draji negotiate in loud voices, and 
  they try to intimidate those whom they bargain 
  with to bend them to their will. If a Draji trader 
  detects weakness in an “opponent”, he will 
  exploit that weakness to deal a “fatal blow” in the 
  negotiations.  
   
  Written contracts are seldom used. Draji are used 
  to oral contracts, and the spoken word is the 
  agreement in Draj. Those who depend upon 
  written contracts are those who are too weak to 
  deal retribution on those who fail to fulfill their 
  end of a bargain. Too bad for them. To demand a 
  written contract from a Draji trader is to say that 
  you do not expect him to follow through on the 
  deal – a provocation of the extreme, and one that 
  has got many foreign traders into trouble.   
   
  Draji are aggressive negotiators, who stare their 
  opponents straight in the eye and strike their fists 
  together to emphasize their points. The Draji 
  culture is a low-context culture. Facial expressions 
  and to some extent aggressive body language 
  complement verbal communication in the Draji 
  tongue. It is not necessary to study Draji culture in 
  detail to understand what a Draji is saying and 
  what his feelings are on a particular subject. It 
  shows all too well. Draji traders have trouble 
  especially negotiating with Nibenese and Urikite 
  traders. The Draji’s aggressive approach to 
  negotiations appall the Nibenese, and the violent 
  body language and the loud speech of the Draji – 
  in addition to their tendency to lose their temper – 
  make Urikites feel they lose face at the hands of 
  the “immature” Draji.      
   
   
  T
  Thhee  M
  Meerrcchhaanntt  H
  Hoouusseess    
  Most of the major merchant houses have managed 
  to maintain an emporium in Draj, even though the 
  situation in Raam complicates matters. House 
  Wavir of far-off Balic maintains its emporium in 
  Draj, even though its bitter rival, House Tsalaxa, 
  has tried to keep it out of Draj for some time.  
   
  The Dedys Consortium, an alliance of three minor 
  merchant houses (Terg, Voyan and Shakktur), has 
  managed to survive in Draj because of its 
  extremely 
  cunning 
  nature 
  and 
  generous 
  assistance 
  from 
  House 
  Wavir. 
  The 
  Dedys 
  Consortium has survived many attacks and 
  assassination attempts from Tsalaxa. Its main 
  trade is silk. 
   
  House Shom of Nibenay maintains vast holdings 
  in Draj, a sign of its former power. House Shom’s 
  fortunes have changed in the last few years, and 
  
   
   
  The City-State of Draj 
   
  23 
  House Tsalaxa is looking for a way to take over 
  many of House Shom’s client villages around 
  Draj. Ever since the disturbances in Raam, the 
  Fort Firstwatch – Cromlin trade route is extremely 
  important to Draj, since it is the only stable route 
  to the rest of the Tablelands. House Shom controls 
  both Fort Firstwatch and Cromlin, and taxes 
  Tsalaxa’s exports accordingly, though it will not 
  overly tax them, fearing retribution from the city-
  state. Also, House Shom’s fortunes in the last few 
  years have been on the decline, and they do not 
  want to jeopardize one of their most successful 
  operations. House Tsalaxa now seeks to control 
  both Fort Firstwatch and Cromlin, and a 
  showdown between the two Houses is not too far 
  away. 
   
  House M’ke of Raam has an emporium in Draj, 
  and its significance in the last few years has 
  increased 
  dramatically. 
  With 
  Urik 
  severely 
  restricting trade, House M’ke has turned to Draj 
  for stability. With markets in Raam being so 
  chaotic and unsafe, Draj has turned into a safe 
  haven for M’ke to store their loot and get fresh 
  supplies to fuel their war in Raam. 
   
  Now that trade with Kurn has picked up and 
  Eldaarich has opened itself to trade, House Azeth 
  has become of some importance to the northern 
  trade since Eldaarich will only trade with House 
  Azeth. Since trade to the north must go through 
  Azeth, its importance has permitted it to increase 
  its presence in Draj.  
  H
  Hoouussee  T
  Tssaallaaxxaa    
   
  The leading merchant house of Draj is infamous 
  throughout the Tablelands. Tsalaxa engages in 
  endless games of espionage and intrigue in order 
  to secure the most valuable trading contacts. It is 
  well known for its ruthless business practices. The 
  House is over 500 years old, and it has earned a 
  reputation for backstabbing and backdealing. It is 
  a den of intrigue and schemers whose spies and 
  assassins are second to none. House Tsalaxa's 
  attitude toward competition is that the fit survive. 
  The rest die.  
   
  Its business practices are ruthless: blackmail, 
  kidnapping and assassination are all part of 
  Tsalaxa's arsenal. They will even openly harass 
  smaller merchant houses or elven tribes. Tsalaxa 
  does maintain cordial relations with the rulers of 
  the other city-states, though, realizing their 
  importance in trading with their cities. But only 
  T
  Thhee  S
  Snnaarrlliinngg  JJaagguuaarr  
   
  Located in the Merchant District, in a small alley 
  behind the main vendor stalls, is the Snarling 
  Jaguar. Typical of Draji architecture, this low, 
  square building houses one of the better known 
  pubs in Draj. At the entrance, a small sign with a 
  carving of a snarling jaguar face announces the 
  establishment, with the carving made of pieces of 
  mekillot bone held together by giant hair. The 
  jaguar face has been enhanced by small obsidian 
  pieces fixed into the sun-bleached bone, giving it a 
  twinkle when the moonlight strikes the obsidian. 
     The single door is made of bone and agafari, 
  again held together by giant hair. To the side of the 
  door, a small obelisk depicting a warrior standing 
  over his victim reminds any visitor that in Draj, the 
  warriors rule. The obelisk's warrior has his victim's 
  head speared at the tip of his sword, and many 
  feathers on his head. 
     A first step inside will be enough to mark this 
  establishment as different from the many watering 
  holes of the city-states. The proprietress, a half-elf 
  named Necahual, has made it a point to remind her 
  customers that in Draj, the way of the warrior is 
  supreme. The walls are covered in paintings of 
  warriors, depicting many glorious battles, either 
  with two warriors facing each other, or some 
  warrior slaying a wild beast. The main bar's 
  awning is trimmed with a row of sun-bleached 
  white skulls, Necahual's victims during her many 
  years as a warrior in the Draji army. The tables are 
  consistent with Draji style, with low tables 
  surrounded 
  by 
  small 
  four-legged 
  stools. 
  Unfortunately, Necahual does not cater to half-
  giants, so nothing in the bar is of their size. 
     Anyone entering will immediately be assaulted 
  by the smell of pulque, which is the main drink 
  served in Draj, and by any number of different 
  smells. The customers are allowed to smoke, filling 
  the air with the acrid smell of the petun herb. 
     On most days, the bar is filled with merchants 
  and artisans that come here to relax after a hard 
  day's work. Occasionally, nobles can also be seen 
  inside, though they do not belong to the regular 
  clientele. 
   
  
   
   
  The City-State of Draj 
   
  24 
  House Stel has the respect of Tsalaxa. Tsalaxa also 
  specializes in discovering rival's guilty secrets 
  such as political views, illegal dealings or illicit 
  trading. Such information can be devastating in 
  the hands of templars or can be kept secret, for a 
  high fee. Because of this, Tsalaxa jealously guards 
  its own secrets. Someone wishing to dig up buried 
  bones of Tsalaxa's past might have a hard time, 
  and can be certain of deadly reprisals.  
   
  House Tsalaxa has recently changed leadership. 
  Yarsha Tsalaxa is Ydris Tsalaxa's (the former 
  leader) granddaughter. She is in the process of 
  cementing her leadership in the house after her 
  grandfather's death. She has some private doubts 
  about Atzetuk's legitimacy as ruler of Draj, but 
  she will not act on this information unless she has 
  solid proof. Until that time, she will aggressively 
  control House Tsalaxa and maintain its business 
  practices.  
   
  PPssiioonniicc  T
  Trraaddee    
  There is little trade in psionics in Draj, since the 
  majority of psions are either savants or egoists. 
  Unlike Nibenay, where there is a trade in 
  messengers and nomads, Draj has few of these 
  psions. The House of the Mind will train young 
  psions in their arts, though, for a relatively high 
  price. Bodyguards can also be loaned to nobles or 
  merchants willing to have disciples of the Way in 
  their entourage. The House keeps a percentage of 
  the fee.  
  C
  Ciittiizzeenn  B
  Buussiinneesssseess    
  Many Draji have small businesses, as there are 
  few unskilled laborers in Draj. Weavers, sculptors, 
  and artists all either have small shops in the 
  merchant district or cart their wares to the market. 
  Food vendors can also be easily found, since the 
  abundance of grains and spices in Draj makes for 
  an excellent cuisine. Bakers are also easy to find: 
  the aroma of fresh bread fills the marketplace in 
  the early hours of the morning.  
   
  T
  Thhee  E
  Ellvveenn  M
  Maarrkkeettss    
  Elven tribes often visited Draj in the days prior to 
  Raam's problems, but now few tribes visit the city. 
  Elves used to deal in weapons of all sorts, and 
  anything else someone was willing to pay for. The 
  Clearwater elves are still a part of Draji trade, 
  having maintained their presence in Draj.  
   
  The elven bazaars are located at the outer edge of 
  the trade district. A score of abandoned buildings 
  and open courtyards serve the elves as a market 
  place. They will set up their tents and show their 
  wares for anyone to see. 
   
  Almost anything can be bought in the elven 
  bazaars, for a price. Spell components and poisons 
  are expensive and risky to procure. The elven 
  bazaar is not a place for the faint of heart. The 
  elves will often cheat and lie to get a better price, 
  and the buyer should beware. Thieves are a 
  problem, although most thieves are elves. No Draj 
  citizen would ever be caught stealing, as this is 
  the lowliest form of scum to the Draji.  
   
  
   
   
  The City-State of Draj 
   
  25 
  C
  Chhaaoo’’ss  D
  Duunngg  R
  Reeppoossiittoorryy  
   
  In the north-western outskirts of Draj lie a series of dome shaped clay-brick structures, where those with 
  keen sense of smell wrinkle their noses. Carts and wagons of different size and shape come and go, 
  transporting shovel upon shovel of dung. The finer citizens would never dream of setting foot within a 
  mile-radius of Chao’s Dung Repository, run by the Nibenese entrepreneur Chao Chin, and when one of 
  the infamous slave child dung collectors close, pulling their wooden carts along, most Draji wrinkle their 
  noses and walk away, leaving the dung collectors to go about their business undisturbed.  
   
  The dung collectors carry large, flat and square-headed shovels, which they use to scrape up fresh heaps 
  of dung left behind by animals moving about within the city. While viewed as the lowliest of slaves by 
  the populace at whole, the templars responsible for waste removal recognize the value of the dung 
  collectors’ work. Chao Chin is paid 1 bit per cartload of dung his slaves bring back to the dome-shaped 
  repositories. While the government’s meager funding is enough to keep the slaves fed, the profits from 
  Chao Chin’s enterprise come from his customers who pay him to take the dung off his hands - the price 
  depends on the amount and type of dung. The most experienced dung collectors are valued for their 
  ability to distinguish dung from different creatures and how much time has passed since the dung was 
  dropped by the animal in question, and thus they are treated slightly better than their less experienced 
  peers.  
   
  Dung is excellent manure, and when mixed with water is used by Draji corn farmers to improve the 
  nutrient levels of the soil of the verdant belts of the mud flat surrounding the city. Bakeries, restaurants 
  and most Draji homes use dried kank dung as fuel for the ovens in their kitchens (other types of dung 
  from other creatures are sometimes used to add a certain flavor and scent to a meal, but the more refined 
  noble kitchens use charcoal to fuel their ovens). Construction workers value the thick fibrous dung left 
  behind by the inix for its properties as a sealant and plaster in Draj’s pueblos; and the huge dung cakes 
  left behind by mekillots are used for paper production. In areas of extreme poverty they even use 
  “chewing dung” as a treat, made from heavily spiced near-white erdlu dung, which has a definitely 
  lighter taste compared to for example the pitch black dung of the inix.   
   
  Working for Chao Chin is hard work and he demands efficiency and results. A dung collector who does 
  not fill at least one cart of dung in a day will go without food that day. This strict practice is enforced 
  with an iron hand. Chao Chin does not see the value in whipping a slave until he is unable to carry out 
  his duties efficiently, but instead has disobedient slaves assigned to isolated work posts, such as 
  collecting the slaves’ own dung from the repository slave pens. This policy yields sufficient results, and 
  Chao Chin has no intention of changing well-working established routines. Chao Chin has an analytical, 
  logic-oriented mind and strives to be as efficient as possible. He is not viewed as inhumane and cynical, 
  but his face always has the same stern expression, regardless of the situation. None of his slaves can 
  remember seeing him smile. When their supervisor is not around, they refer to Chao Chin as “rock face”, 
  not an unfitting name.  
   
  A less known fact is that Chao Chin is probably one of the people that knows most about what goes on in 
  Draj. His dung collectors pay close attention while on their dung collector routes, and they report their 
  observations and tidbits of rumors they overhear and pick up to their master. Chao Chin, with his 
  superior intellect, pieces all the threads of loose information together.  To those who know which 
  questions to ask and what price to pay, Chao Chin can be an invaluable source of information. 
  Adventurers who deal with Chao Chin will find the man to be a shrewd negotiator who frequently 
  finishes their sentences before them, and somehow always gets the better end of a deal, preferably 
  leaving his customers with the satisfaction that they believe they made the better deal.     
  
   
   
  The City-State of Draj 
   
  26 
  LLiiffee  iinn  A
  Attzzeettuukk''ss  C
  Coouurrtt 
  Life for the templars of Draj got a lot more 
  complicated when Tectuktitlay died. The templars 
  lost their spells, but they also lost control of the 
  city. When news of the king’s death reached the 
  city, and when the templars realized they could 
  no longer cast spells, they went to the House of 
  the Mind for help. The moon priests and psions, 
  after many secret meetings, agreed on a plan to 
  pass rulership to a young psion, Atzetuk, who 
  would be Tectuktitlay's "son".  
   
  The psions of the House of the Mind altered 
  young Atzetuk's mind, making him believe he 
  was the king’s son. They instructed him on what 
  to say to calm the population of Draj, trying to 
  instill confidence and prevent panic of the 
  citizens. The plan has worked, Atzetuk believing 
  he is Tectuktitlay's son and the population 
  believing this also. The psions now control the 
  city, instructing Atzetuk on what to say and 
  keeping the rituals and ceremonies of the former 
  king’s rule. The relationship between the psions 
  and the templars is one of mutual need. The 
  psions control the young king, but they need the 
  templar’s knowledge of reading and writing to 
  maintain the records and run the bureaucracy. 
  The templars realize that without their spell-
  casting powers they cannot control the young 
  king, and so go along with the psions’ plans. 
   
  The change of rulership worked perfectly, the 
  people believing that Atzetuk is their new god-
  king. Order had never been a problem in Draj, 
  because the population was enraptured with all 
  the theological and religious trappings that 
  Tectuktitlay had surrounded himself with. So it 
  was an easy task for the templars to use 
  Tectuktitlay's rituals to save the city from chaos 
  and keep the government running smoothly.  
   
  T
  Thhee  T
  Teemmppllaarrss  
   
  The templars have lost much of their power since 
  Tectuktitlay's demise. The general population 
  doesn't know this, though, and the templars are 
  happy to maintain the facade. Political power 
  now rests in the hands of the psions of the House 
  of the Mind, who control young Atzetuk's mind.  
   
  Although the templars resent being under the 
  control of the psions, their position has slightly 
  improved. They are no longer under the control of 
  a harsh ruler, even though they must now share 
  power with the House of the Mind. They realize 
  they are still important and necessary. They use 
  their knowledge of reading and writing and the 
  fact that only they can run the vast bureaucracy as 
  bargaining chips with the psions. In the eyes of 
  the population, the templars have lost none of 
  their power. Although the population has not 
  caught up to the fact that the templars no longer 
  cast spells, the templars are afraid that if this 
  knowledge were to become public, the whole 
  society would crumble. 
   
  D
  Duuttiieess    
  Templars have the right to read and write in Draj, 
  though, and that's why the majority of them have 
  retained their positions. The moon priests, as they 
  are called, are still the administrators of the 
  government. There is no joy in being a Draji 
  templar, though. It is a hard life physically, 
  mentally, and emotionally. The only reward for 
  entering the priesthood is to gain respect, the 
  foundation of Draji society. The moon priests 
  participate in endless drills of combat, attend 
  numerous religious ceremonies, and maintain the 
  bureaucracy all at the same time. They also learn 
  the tzalopin, the secret language of the templars. 
  This secret language also helps to maintain an air 
  of secrecy and mystique to the templars. 
   
  However, the population of Draj respects the 
  templars for their devotion to the God-King 
  Atzetuk.  
   
  The moon priests maintain a vast bureaucracy to 
  administer the hemp and grain fields outside the 
  mud flat. They supervise the farming of these 
  fields, the collection of harvests, the processing of 
  fiber and the distribution of grain to the 
  population. The templars are also responsible for 
  distributing the slaves that farm the fields.  
  
   
   
  The City-State of Draj 
   
  27 
  The templars are also responsible for keeping 
  Two Moon City clean. They supervise the slaves 
  that scrub the plaza and streets. However, the 
  Great Pyramid is left alone. Blood is never cleaned 
  from the pyramid or the Great Skull Rack. Visitors 
  to Two Moon City might find the stench of rotting 
  heads from the Skull Rack unbearable, but the 
  Draji are used to the smell.  
   
  The templars are a very visible presence inside 
  Two Moon City. They are responsible for the 
  temples, the grain silos, keeping the plazas clean, 
  etc. Outside Two Moon City, in the artisan and 
  merchant districts, the templars have a slightly 
  visible 
  presence, 
  walking 
  around, 
  settling 
  disputes if needed, collecting taxes. They are also 
  the ones who haul wrongdoers into the prisoner 
  pens or the arena. 
   
  People caught stealing or causing trouble, and 
  who are not killed on the spot, are hauled off to 
  prison cages located in the city. These cages are 
  scattered here and there in Draj and are usually 
  unguarded. As such, people have a good chance 
  of being rescued at night, or with the Veiled 
  Alliance's help. Prisoners are left to die in the 
  cages or they are used as sacrificial victims on the 
  Great Pyramid. 
   
  B
  Beeccoommiinngg  aa  tteemmppllaarr    
  Parents dedicate a child at birth to become a 
  templar and often invite the recruiting templar to 
  a banquet in order to offer their child to the 
  service of the king. If accepted the child is taken to 
  the Great Pyramid where he is painted black and 
  a string of beads called tlacopotli are hung from 
  his neck. The parents believe the soul of the child 
  is joined to the beads, therefore, the child is 
  returned to the parents and the beads are left in 
  the monastery as a pledge.  
   
  At the age of fifteen the child is returned to the 
  Great Pyramid and becomes known as a 
  tlamocazton. The young initiate is then educated 
  in the strict and harsh routine of work, discipline, 
  and abstinence. After a year, Tectuktitlay would 
  choose which ones were acceptable to him to 
  pursue their studies as templars. If successful, the 
  youth is trained in priestly rites, taught how to 
  play the teponaztli, "wooden drum", and watch 
  the stars.  
   
  Tectuktitlay personally oversaw the selection of 
  new templars, and he governed his templars with 
  relentless zeal. It was impossible for any spy to 
  infiltrate the templarate. Tectuktitlay would spot 
  and destroy spies within a week. Consequently, 
  the people of Draj have faith in their templar's 
  abilities, and the recent change to Atzetuk hasn't 
  reduced that faith.  
   
  Since the change of rulership, though, it has 
  become easier for spies to infiltrate the templarate. 
  Anyone trying to infiltrate the templarate would 
  have to start at the bottom of the ladder and work 
  their way up, only becoming an influent templar 
  after years of service. The pressure on the 
  templars to perform their duties has relaxed 
  somewhat under Atzetuk, but the young king 
  believes in his legitimacy as Tectuktitlay's son and 
  continues on with the traditions of his "father".  
   
  Templars cannot marry. Their devotion to the 
  king takes up all their time. Tectuktitlay did not 
  want his templars to be distracted by family 
  matters, so they have been barred from marriage. 
  They may have concubines, though.  
   
  Most templars live in quarters reserved for them 
  in Two Moon City. This is where they eat and 
  sleep. They usually receive their training in one of 
  the two temple dedicated to Ral and Guthay. 
  Higher-ranking templars have estates outside 
  Two Moon City, where they sometimes own 
  farms.  
   
  O
  Owwnneerrsshhiipp  ooff  pprrooppeerrttyy    
  Templars may own some property, but all their 
  needs are provided by the state. Cooks will make 
  meals in the templar quarters, beds are provided, 
  and templars may appropriate funds from the 
  treasury. Abuse of this privilege will put the 
  templar in loads of trouble, though, so excesses 
  are rare. Most templars have favorite weapons 
  they carry around with them.  
   
  
   
   
  The City-State of Draj 
   
  28 
  E
  Edduuccaattiioonn    
  Moon priests receive formal education in the 
  Temples of Ral and Guthay. Particular emphasis 
  is placed on agriculture and warfare, although 
  templars are taught a variety of subjects. 
  Astronomy is also an important subject for the 
  Draji. Initiates who show psionic potential are 
  sent to the House of the Mind to receive basic 
  training in the psionic arts. All templars are 
  trained in combat by Tectuktitlay's army of 
  warriors.  
   
  D
  Drreessss    
  Moon Priests dress in blue robes, with a yellow 
  moon in front and back of their robe. Most 
  templars carry weapons of some sort, from 
  macahuitls or bone daggers, to more expensive 
  weapons like steel swords. Templars also wear 
  headdresses, like all Draji. However, they do not 
  wear any feathers or lirr tails, for fear of being 
  mistaken as common citizens.  Moon priests will 
  inlay gold or precious jewels in their headdresses. 
   
  FFuunneerraall    
  Dead templars are usually burned in funeral 
  pyres. Again, following Draji belief, it is how a 
  templar died that matters. The more violent the 
  death, the better the funeral. Rather than die of 
  old age, templars at the end of their careers will 
  often offer themselves as a sacrifice to the 
  elementals. 
   
  Ceremonies of higher-ranking templars involve 
  bands of drummers and combat demonstrations. 
  Long marches are held along Serpent’s Way 
  culminating in rituals in Jaguar Plaza. Sometimes 
  a prisoner or citizen is sacrificed to appease the 
  elementals or God-King. 
   
  T
  Thhee  PPssiioonnss  
   
  The psions of the House of the Mind now control 
  the young king Atzetuk. They have forged an 
  alliance with the templars, wanting to preserve 
  order in Draj after King Tectuktitlay’s demise. The 
  psions control the young King while the templars 
  run the day-to-day operations of the city and 
  maintain the vast agriculture infrastructure. 
   
  The psions are not content with running the city 
  from behind the scenes. Their popular position 
  has not changed, but they are now in a position to 
  subversively turn popular opinion towards a 
  more favorable opinion of the House of the Mind. 
  Although their plans are not set in stone, they are 
  working towards replacing the bureaucracy with 
  psions. 
   
  The psions have agreed upon a plan to slowly 
  discredit the templars and eventually replace 
  them as the administrators of the city.  They are 
  attempting to split the templars into two groups, 
  the warrior-types and the scholarly-types, and 
  eventually abolish the templarate. They plan to 
  give the warrior-types glory in the army, and 
  send in a few psionic commissar types to watch 
  them. They will encourage some to retrain in the 
  House of the Mind with vague promises of 
  advancement. They will keep some patrolling the 
  city but have them report directly to psions 
  instead of templars. The scholars will be used as 
  librarians, scribes and bureaucrats. Above all, the 
  psions will attempt to isolate the templars from 
  each other and from the new young king. 
   
  G
  Goovveerrnnmmeenntt  S
  Sttrruuccttuurree  
   
  Draj’s government structure resembles that of 
  other city-states. Upper levels of the hierarchy are 
  composed of only one or two templars, while the 
  lower levels have many recruits.  
   
  The two high templar of Draj, Maxtlixoco(M, 
  Tem5/Mpr10) and Nuahatlax(F, Tem5/Mpr8), are 
  under the direct orders of the king. They have 
  complete authority over anything in Draj, though 
  the House of the Mind (and its members) is off-
  limits. 
  Under 
  Tectuktitlay's 
  rule, 
  the 
  high 
  templars were unopposed in power in Draj. Now, 
  due to the partnership with the House of the 
  Mind to control the young king Atzetuk, most of 
  the power rests in the hands of the psions, not the 
  templars.  
  
   
   
  The City-State of Draj 
   
  29 
   
  Under the authority of the high templars is the 
  techuatzin, the priest in charge of religious affairs. 
  The 
  current 
  techuatzin 
  is 
  Ahuitzotl 
  (M, 
  Tem8/Mpr3). 
  He 
  supervises 
  all 
  religious 
  ceremonies and is the priest in charge of the 
  sacrifices. He also oversees the two temples of Ral 
  and Guthay, delegating daily operations to two 
  subordinates. The two temples each have a priest 
  in charge of the daily affairs. These two priests 
  report directly to the techuatzin, but have no 
  authority 
  over 
  the 
  rest 
  of 
  the 
  hierarchy. 
  Consequently, only the techuatzin or the high 
  templars can interfere in the affairs of the two 
  temples.  
   
  Next in line, under the command of the 
  techuatzin, 
  are 
  the 
  huitznahuoc 
  and 
  the 
  tepanteotuatzin. These two priests are responsible 
  for the education of the initiates and the nobles.  
   
  The ometoctzin is the priest responsible for 
  warfare in Draj. He (or she) oversees the training 
  of Draj's army and the management of the 
  tlacochcalco, the king's arsenal.  
   
  D
  Drraajj''ss  A
  Arrmmyy  
   
  Draj maintains an army of 2,000 warriors. These 
  warriors, mostly human, are trained to defend 
  Draj against enemies and attack all that would 
  oppose the God-King. Warriors of Draj are 
  proficient in 4 basic weapons: the macahuitl, 
  which the Draji introduced to the Tablelands; the 
  bow and arrow; the javelin and the spear. 
  Macahuitls are made of agafari wood upon which 
  razor sharp shards of obsidian have been 
  attached. Likewise, the arrow, javelin and spear 
  are all obsidian-tipped weapons.  
   
  Totec 
  Nuahatlax 
  Techuatzin 
  Ahuitzotl 
  King 
  Atzetuk 
  Tlaloc 
  Maxtlixoco 
  Huitznahuoc 
  Acampitli 
  Tepantectuatzin 
  Mahoyatloc 
  Ometochtzin 
  Cuitlahuac 
  Tlanamacac 
  Tlamacazqui 
  Initiates 
  Draj’s Army 
  Temples of Ral 
  and Guthay 
  
   
   
  The City-State of Draj 
   
  30 
  Tectuktitlay maintained an arsenal of weapons, 
  the tlacochcalco, inside the pedal. Atzetuk has 
  continued to fill the arsenal with numerous 
  weapons.  
   
  Warriors in Draj's army are divided in three 
  groups: eagle knights, jaguar knights, and the 
  arrow knights. Jaguar knights are the highest 
  ranking knights in Draj's army, with the eagle 
  knights of lower rank, and the arrow knights the 
  lowest of knights. Jaguar knights are dressed in 
  fierce combat regalia, with feathers of many colors 
  and animal skulls on their heads. Eagle knights 
  wear the heads of birds on the heads, and also 
  wear a mantle of many colors. Arrow knights are 
  elite archers, yet they are the lowest rank of the 
  three orders of Draji knighthood. They wear 
  bright colors, some wear scale armor, and always 
  carry their bow and a quiver of obsidian-tipped 
  arrows. The arrow knights are also proficient in 
  the atlatl and dart, a precursor of the bow and 
  arrow. 
   
   
   
  T
  Thhee  V
  Veeiilleedd  A
  Alllliiaannccee  
   
  Draj’s Veiled Alliance is one of the least capable of 
  the Tablelands. Tectuktitlay oversaw the selection 
  of his templars personally, and as such the 
  Alliance 
  was 
  never 
  able 
  to 
  infiltrate 
  the 
  templarate. Since Tectuktitlay’s demise, Chimali’s 
  indecision has hampered any efforts to infiltrate 
  the templarate. The local chapter of the Veiled 
  Alliance in Draj is very young, having only 
  existed since the previous King’s Age. Their 
  headquarters 
  are 
  located 
  under 
  the 
  Great 
  Pyramid, unknown to the templars.  
   
  When Tectuktitlay built his Great Pyramid over 
  five centuries ago, he built it on top of a smaller 
  pyramid that he had built a long time before that. 
  The smaller pyramid was forgotten, and no 
  templar now knows about it. By chance, the 
  Veiled Alliance was able to discover the entrance 
  to this smaller pyramid and used it for their base 
  of operation.   
   
   
  The current leader, Chimali Zaachila, is a minor 
  preserver pretending to be more powerful than 
  she really is. She bluffed her way to leadership of 
  the Veiled Alliance when her mentor and former 
  leader, Diatlaxi, died. Now only her friend 
  Cocoton knows her secret. Cocoton is a big and 
  muscular mul slave who also has abilities as a 
  psion. 
   
  The Veiled Alliance in Draj is largely ineffective. 
  Chimali is reluctant to condone plans that would 
  expose her secret. They have never managed any 
  real victories. They have managed to produce 
  some rivalries within the templarate, but mostly 
  these things would have happened anyway. They 
  have no spies in high places, no active programs 
  designed to thwart the King and his templars, and 
  no long term goals. They do not even suspect the 
  truth about Atzetuk’s identity. The Veiled 
  Alliance of Draj will extend services to other 
  preservers in need, but rarely will they attempt 
  anything that might expose them. 
   
  
   
   
  The City-State of Draj 
   
  31 
  R
  Raacceess  aanndd  C
  Chhaarraacctteerrss  iinn  D
  Drraajj  
  R
  Raacceess  iinn  D
  Drraajj  
   
  Draj has representatives of all major races, 
  although the proportions vary. Humans are the 
  most common, comprising 60% of the population.  
  Dwarves and elves each represent another 15% of 
  the population. Muls make up 5%, half-elves 3% 
  and half-giants 2% of the population. A few 
  halflings and thri-kreen can be found, though 
  they are rare.  
   
  Racial tolerance in Draj is based on warrior 
  ability. Thus dwarves, muls, and thri-kreen are 
  the most respected of the non-human races, while 
  elves are regarded somewhat suspiciously for 
  their duplicitous nature. Regardless of race, 
  anyone who has proven himself or herself in 
  combat is respected. Half-giants receive some 
  respect, but with their dull wits, are much less 
  respected than the average human. Half-giants 
  who prove themselves as capable warriors, 
  however, are accorded the full respect they 
  deserve. 
   
  C
  Chhaarraacctteerr  C
  Cllaasssseess  iinn  D
  Drraajj  
   
  B
  Baarrddss    
  Bards can sometimes be found in the elven 
  market, but they are as rare as the rain on Athas. 
  Noble families do not hire the services of bards, 
  preferring to confront rivals directly. Nor do 
  nobles 
  entertain 
  themselves 
  with 
  dancing, 
  juggling or story telling, unless the bard is skilled 
  at reciting war stories.  However, a bard’s service 
  are always required, somewhere, by someone, so 
  some bards can be found in Draj. 
   
  House Tsalaxa is well-known to hire bards for 
  assassination. Though assassination is not a high-
  valued act in Draji society, the precision required 
  by such an act is regarded with some respect. 
  B
  Brruutteess  
  Brutes are quite common in Draj. In fact they can 
  be found almost anywhere, in the company of 
  anyone. The fighting ferocity of the brute is an 
  admirable trait in a culture where the warrior 
  ideal is pervasive, thus brutes are a natural 
  occurrence in Draj. Brutes make excellent thugs 
  and bodyguards, but they are mostly too 
  undisciplined to serve as soldiers in the city’s 
  army. 
   
  C
  Clleerriiccss    
  Being superstitious people, the Draji have a 
  healthy respect for those who deal with the 
  elements. Since the Draji often sacrifice people to 
  appease the elements, clerics in Draj are slightly 
  different than their usual city counterparts. Earth 
  clerics are well received for their knowledge of 
  agriculture and are often asked to perform small 
  services to boost crop growth. Fire clerics are 
  highly regarded, for their aggressive nature is 
  rather typical amongst the Draji. Fire clerics 
  visiting the city will find free shelter and food in 
  Draj's fire temple, located at the eastern end of the 
  Draj mud flat.  
   
  D
  Drruuiiddss    
  A few druids can be found in the fields 
  surrounding Draj. Many tend the fields as their 
  guarded land, helping the farmers to grow good 
  crops. Inside the city, there is very little for the 
  druid. Some druids tend the king's garden, but 
  these druids are usually slaves.  
   
  FFiigghhtteerrss    
  Fighters aren't hard to find in Draj. Virtually 
  everyone has combat experience or at the very 
  least weapons training. House Tsalaxa often hires 
  mercenaries for their caravans, as do the other 
  houses. Work can be found guarding noble estates 
  or the king's fields. Soldiers in Atzetuk's army 
  
   
   
  The City-State of Draj 
   
  32 
  must be native Draji, though. Strangers will not be 
  hired by the templars.  
   
  G
  Gllaaddiiaattoorrss    
  Gladiators are renowned in the Tablelands for 
  their fierce combat style. Raised since birth in a 
  society that promotes the warrior culture, Draji 
  gladiators display a ferocity in battle that rivals 
  the wild beasts of the wastes. They're found in the 
  arena or on clan estates, either fighting against 
  opponents in games or training. Freed gladiators 
  sometimes compete in arena games, while some 
  prefer instead to show off their skills in the 
  Flowery Wars or in the service of merchant 
  houses.  
   
  PPssiioonnss    
  The House of the Mind is the center of psionic 
  activity in Draj. Psions and psychic warriors 
  entering the city may find shelter and lodging in 
  the House of the Mind for a small fee, or can even 
  receive 
  training 
  in 
  psychometabolic 
  or 
  psychokinetic disciplines. 
   
  R
  Raannggeerrss    
  Rangers can sometimes find work in hunting 
  expeditions the Draji undertake to kill wild lirr or 
  other beasts. The warriors use the rangers as 
  trackers to find their prey. Other than the 
  occasional hunting expedition, there is very little 
  use for rangers in Draj.  
   
  R
  Roogguueess  
  Thieves should be very careful in Draj. They are 
  considered the lowliest of scum, and anyone 
  caught stealing is usually killed on the spot. The 
  Draj have no respect for thieves. However, traders 
  are recognized as necessary to sustain Draj’s 
  economy. They export Draji products and import 
  certain goods from other city states that would be 
  too costly or difficult to produce domestically. 
   
  T
  Teemmppllaarrss    
  Templars 
  from 
  other 
  cities 
  must 
  declare 
  themselves when entering Draj. They are usually 
  shown some courtesy, but this courtesy is limited. 
  Templars from other city-states cannot enter Two 
  Moon City and are barred from participating in 
  any religious event.  
  W
  Wiizzaarrddss    
  Wizards in Draj receive much the same treatment 
  as wizards in other cities, although the Draji are a 
  bit more tolerant. Still, public displays of spell-
  casting will usually result in a mob attacking the 
  wizard, unless the wizard can disguise his spell-
  casting as a priest's magic or psionics. Powerful 
  wizards are respected for the power they wield. 
  Merchants know the value of a spell-caster, and 
  they will often hire a wizard on caravans or for 
  some special service.  
   
  
   
   
  The City-State of Draj 
   
  33 
  A
  A  T
  Trraavveelleerr’’ss  G
  Guuiiddee  ttoo  D
  Drraajj  
  A
  Apppprrooaacchhiinngg  tthhee  C
  Ciittyy  
  As travelers approach Draj, they may notice sun-
  bleached bones lying half-buried in the sand on 
  the side of the road. The bones are the remnants 
  of slaves who tried to escape the city-state, but 
  were too weak to travel far under the merciless 
  sun. Weak and starved, these slaves did not go 
  long before collapsing on the side of the road.  
   Travelers will notice the distinct shape of the 
  Great Pyramid rising into the air, and the long 
  stone bridge that connects the Draji mud flat to 
  the main trade routes, spanning the large, thick 
  mud that encircles Draj. Fields of crops also 
  attract the eye, with toiling slaves working 
  relentlessly under the sharp tip of a templar’s 
  whip. 
   
  T
  Thhee  C
  Ciittyy  G
  Gaatteess  
  Upon reaching stone bridge that spans the mud, 
  there are no gates. At the end of the bridge, there 
  are two small towers manned by templars and 
  half-giant guards. The towers are small replicas of 
  the Great Pyramid. It is here that visitors will be 
  interrogated and questioned about their purpose 
  in coming to Draj. The templars will ask about the 
  business travelers are coming to do, what they 
  plan to sell, or buy in Draj. Visitors may be 
  searched for any reason at any time; possession of 
  spell components is illegal and punished severely. 
  Also, use of magic is strictly prohibited, so any 
  magic-users must refrain from using their art or 
  hide it well. 
   Templars typically charge 5 bits per leg for 
  visitors. Thus, a dwarf will be charged 1 Cp, while 
  a kank will cost 3 Cp. 
   Crossing the bridge will give access only to the 
  mud flat; to enter the city, one has to go through 
  Golden Moon Gate. A mud moat surrounds the 
  city, and the only entrance is the Golden Moon 
  Gate. 
   
  W
  Whheerree  ttoo  S
  Sttaayy  
  If you have no connections inside Draj, the best 
  way to find a place to stay is to head into the 
  Merchant District. Of course, one is better off 
  staying on a clan compound, but if travelers do 
  not know anyone inside the city, the public inns 
  are the place to stay. Travelers will find numerous 
  inns in the Merchant District, run by local 
  merchants or House Tsalaxa agents. Typical fare 
  is 1 Cp per night at the inns, though the price may 
  vary depending on the reputation of the 
  establishment or the desires of the customer. Half-
  giant size sleeping accommodations are rare, 
  though one inn, the Great Cleaver Inn, does have 
  the capacity for a few larger-sized customers, who 
  are charged extra. Most inns are located along the 
  main entry road, making them easy to find, 
  though a few of the shoddier places are off the 
  main road in small alleys and dark places. The 
  Snarling Jaguar is a well-known establishment in 
  Draj, though travelers who don’t want to attract 
  the attention of templars should stay away from 
  it. However, it is a good place to find many of the 
  important and wealthy people of Draj. For visitors 
  requiring less obvious accommodations, but still 
  wanting good quality of service, the Dark Mirror 
  Lodge can be found slightly off the main road, not 
  far from Golden Moon Gate. 
   
  W
  Whheerree  ttoo  B
  Booaarrdd  Y
  Yoouurr  M
  Moouunntt  
  There is a small mud flat in between the Draji 
  mud flat and the mainland where travelers may 
  leave their mounts. This small mud flat is 
  connected to the stone bridge, and enables poorer 
  travelers to leave their mounts outside the city 
  and avoid paying the entrance fee. If the mounts 
  are required inside the city, however, there is an 
  animal pen not far from the entrance gate that 
  charges by the day. Travelers must remember that 
  no mounts are allowed inside Two Moon City. 
   
  
   
   
  The City-State of Draj 
   
  34 
  W
  Whheerree  ttoo  FFiinndd  S
  Soommeetthhiinngg  ttoo  E
  Eaatt  
  Many places serve food in Draj. Their cuisine is 
  renowned across the Tablelands, and anyone 
  leaving the city without sampling its culinary 
  delights is missing one of Draj’s finest assets. 
  Again, the Snarling Jaguar serves excellent meals, 
  since the high-paying customers demand good 
  quality food. For less expensive meals, but no less 
  delicious, the Lirr’s Tail can cook up a fine repast. 
  They are known in Draj for making the best erdlu 
  stew and steamed corn.  
   If visitors wish to eat less exotic meals (and less 
  expensive), many bakeries can be found in the 
  Merchant District. On every morning, when the 
  sun rises, the smell of freshly baked bread triggers 
  great rumblings in the bellies of hungry patrons. 
   
  W
  Whheerree  ttoo  S
  Shhoopp  
  The Merchant District has most everything a 
  buyer wants. Weapons are easily bought, though 
  templars tend to hang around weapon shops. 
  People looking for art should go into the Artisan 
  District, where exquisitely crafted sculptures and 
  tapestries can be bought, though they are 
  expensive. Some custom artwork can be ordered, 
  though the Draji tend to shy away from making 
  any art that doesn’t glorify war or violence in all 
  its forms. 
   
  W
  Whheerree  ttoo  B
  Buuyy  M
  Maaggiicc  C
  Coommppoonneennttss  
  Bards and elves are the usual sellers of magic 
  components in Draj. Some wizards and Veiled 
  Alliance sympathizers also take the risk of selling 
  illegal components. The rare elven tribes that 
  settle in for a few weeks at a time brings exotic 
  materials from all over the Tablelands, while the 
  bards have made it a profession of dealing in 
  illegal things. The Bard’s Quarter stands at the 
  edge of the Merchant’s District, where the 
  templars rarely venture unless they are in great 
  numbers. 
   
  W
  Whheerree  ttoo  B
  Buuyy  PPooiissoonnss  
  Poisons are the domain of the bards, who have 
  mastered the mysteries of extracting venoms and 
  poisons from the most dangerous animals and 
  plants. Almost any kind of poison can be bought, 
  from the simple love potion to complex poisons 
  requiring multiple exposures. Bards are rare in 
  Draj, but when elven tribes visit the city, buying 
  poison is a lot easier. 
   
  W
  Whheerree  ttoo  FFiinndd  W
  Woorrkk  
  Anyone wishing to find employment should look 
  to either House Tsalaxa, or the artisans. House 
  Tsalaxa often employs mercenaries to protect its 
  caravans or guard one of its many outposts. 
  Artisans often need help hauling stone blocks or 
  carrying obsidian to be carved. Apprenticeships 
  are also available for the various merchants and 
  artisans, though the Draji are wary of outsiders. 
  Should anyone be really down on their luck, they 
  may sell themselves as slaves to work on the 
  farms, though this may include many weeks or 
  even years of service; this should be a last resort. 
   
   
   
  
   
   
  The City-State of Draj 
   
  35 
  W
  Whheerree  ttoo  G
  Geett  H
  Heeaalleedd  
  The best place to get healed is the elemental 
  temples. For a small “donation”, healing services 
  are performed. The temple of Fire is the best place 
  to get all sorts of healing services, since it has a 
  much bigger retinue of priests than any of the 
  other temples. The temple of Water is usually the 
  cheapest place to get healed, though the services 
  are limited. However, this temple is the closest to 
  the main gate, being located in the Merchant 
  District. The Temple of Earth also provides 
  healing services, located just outside Two Moon 
  City. 
   The new Temple of the Storms, devoted to the 
  element of rain, provides some healing services, 
  though the price is steep. Rugar Stormbringer, the 
  head cleric, is less scrupulous about who he heals, 
  and doesn’t ask questions. People looking for 
  some anonymity are better off paying the extra 
  price and going to see the cleric of rain. 
   
  W
  Whheerree  ttoo  T
  Trraaiinn  
  People looking for some combat experience are in 
  luck in Draj. The Draji regularly hold training 
  exercises, and nobles are quite willing to test their 
  abilities against outsiders. The price is usually 
  higher than what someone would pay in the rest 
  of the Tablelands, but the Draji are natural 
  warriors. 
   Clerics can find training at either the temple of 
  fire, earth or water, though the water temple is 
  not well funded and usually doesn’t accept 
  trainees. The temple of fire is the best place to get 
  training. Imotec, the high priest, is a very 
  competent cleric and has a large support staff. 
  Should any rain cleric come to Draj looking for 
  training, he will be out of luck. Rugar isn’t looking 
  for any apprentices, though he will preach to 
  anyone who listens. 
   Anyone wishing to participate in the Games is 
  welcome to come to the arena. The templars 
  regularly accept gladiators from other city-states, 
  and pay relatively well for them to fight. 
   
  D
  Deeaalliinngg  wwiitthh  O
  Offffiicciiaallss  
  The templars in Draj have great authority among 
  the general population, though their powers in 
  relation to nobles are less than in other city-states. 
  But like other city-states, templars are not 
  immune to bribes, and generally the same tactics 
  that work elsewhere are just as effective in Draj. 
  No templar will jeopardize the security of his city-
  state, nor will he bring any outsider inside Two 
  Moon City at night, for any price. 
   The government employs telepaths at the city 
  gates, 
  and 
  also 
  during 
  interrogations, 
  so 
  transgressors should be weary of mindbenders. 
   
  LLooccaall  C
  Cuussttoommss  
  The warrior society of Draj does not have many 
  rules or complex customs, though some visitors 
  may find the war-worshipping aspect of its 
  culture troublesome. Everywhere one looks, there 
  are statues or tapestries or paintings glorifying 
  death and war in all its horrible forms. The Draji 
  value warrior prowess, and insulting a Draji’s 
  combat abilities bring swift retribution. 
   
   
   
   
   
   
    
  
   
   
  The City-State of Draj 
   
  36 
  D
  DM
  M''ss  S
  Suummmmaarryy  ffoorr  tthhee  C
  Ciittyy--S
  Sttaattee  ooff  D
  Drraajj  
  D
  Drraajj  
  Capital of Atzetuk's (formerly Tectuktitlay's) 
  empire. Natives are called "Draji" or "the Draj".  
   
  W
  Whhoo  R
  Ruulleess  
  Atzetuk (NG male human Psi6) is the current 
  ruler. He is worshiped and respected by his 
  subjects.  
   
  W
  Whhoo  R
  Reeaallllyy  R
  Ruulleess  
  Ixtabai the Blind (LN male human Psi12) is the 
  leader of an alliance between the psions of the 
  House of the Mind and the templars. The 
  templars have lost all spell powers since the 
  demise of the former king, Tectuktitlay. To 
  preserve order in Draj, the templars and the 
  psions 
  agreed 
  to 
  pass 
  on 
  rulership 
  to 
  Tectuktitlay's "son", a young psion named 
  Atzetuk. His mind was altered to make him 
  believe he was Tectuktitlay's son. The affairs of 
  the city are still run by the templars, who bow to 
  the orders of Maxtlixcoco (LE male human 
  Tmp5/Mpr10).  
   
  PPooppuullaattiioonn  
  15,000. Race: 60% human, 15% dwarf, 15% elf, 5% 
  mul, 3% half-elf, 2% half-giant, a few thri-kreen 
  and halflings. Class: 40% freemen, 60% slaves, 
  very few foreigners.  
   
  E
  Emmbblleemmss  
  The ferocious jaguar is Draj's main symbol. Other 
  symbols are a representation of the city's violent 
  warrior culture: the feathered serpent, the 
  smoking mirror, and various statues and obelisks 
  representing death and war in all its forms.  
   
  E
  Eccoonnoommyy  
  Draj's main imports are livestock, slaves (who 
  fetch a high price) and copper. Exports include 
  wheat, rice (both of whom are sold for a healthy 
  profit to other starving cities), hemp and hemp 
  products, bricks, and expensive linens. Major 
  trade routes exist to Kurn and Eldaarich (Draj is 
  the only Tablelands' city to trade with these city-
  states), where the majority of Draj's trade is 
  conducted since chaos overtook Raam. South, 
  through the silt to Cromlin, is the only safe way to 
  reach Nibenay and Gulg, and the rest of the 
  Tablelands.  
   
  A
  Arrmmeedd  FFoorrcceess  
  Draj maintains an army of approximately 2,000 
  well-armed and well-trained troops. These troops 
  are divided into three groups: the Jaguar knights, 
  highest ranking; the Eagle knights; and the Arrow 
  knights, elite archers but lowest-ranked troops. 
  All troops are proficient in Draj's 4 main weapons: 
  the macahuitl, the javelin, the spear and the bow 
  and 
  arrow. 
  Troops 
  are 
  well 
  versed 
  in 
  psychological warfare tactics, to scare the enemy 
  or cause confusion. Draj rarely makes use of 
  mounts in combat. All Draji citizens are proficient 
  in at least one of the 4 main Draj weapons, and 
  will willingly give their life for their king.  
   
  A
  Avvaaiillaabbiilliittyy  ooff  E
  Eqquuiippmmeenntt  
  Most everything can be found in Draj, but if it 
  isn't produced locally, the price may be a bit high. 
  Animals (livestock or mounts) will be expensive 
  (at 2 to 3 times the base cost). Weapons will be 
  regularly priced, and are easily bought. Good 
  food is easy to find, Draji cuisine being excellent.  
   
    N
  Noottaabbllee  M
  Maaggeess  
  • 
  Chimali Zaachila (LG female human Pr5) is 
  the current leader of the Veiled Alliance in 
  Draj. She pretends to be much more powerful 
  
   
   
  The City-State of Draj 
   
  37 
  than she really is, and her secret makes her 
  reluctant to engage in any pursuits that might 
  reveal her secret. As such, the VA in Draj is 
  really nothing more than a secret club for 
  wizards. (VA)  
  • 
  Xaltotec (NE male human Wiz5/ArD7) is the 
  government's most used defiler. Xaltotec has 
  amassed himself a small fortune while doing 
  the king's dirty work, and owns a small 
  compound on the Draj mud flat. A tall, strong 
  man, he knows his security is based on his 
  anonymity, so he keeps his defiling practices 
  well hidden.  
   
  N
  Noottaabbllee  T
  Teemmpplleess  
  • 
  Temples 
  of 
  Ral 
  & 
  Guthay; 
  under 
  administration of the templars. These two 
  temples are situated inside Two Moon City, 
  and 
  house 
  the 
  young 
  recruits 
  to 
  the 
  templarate. Here is where the templars-in-
  training are taught to read, where they learn 
  the secret language of the templarate and 
  where they learn how to become templars.  
  • 
  Temple of Earth, High Priestess Nahualixi 
  (LN dwarf female, Ce10); the temple is 
  located just outside Two Moon City, near the 
  entrance gate. Nahualixi is a well-respect and 
  aged dwarven priestess who supervises the 
  clan fields and helps the nobility with their 
  crops. She has been tending to Draj for over 
  100 years. Fifteen other priests study under 
  Nahualixi at the temple.  
  • 
  Temple of Fire, High Priest Imotec (NE 
  human male, Cf16); the Temple of Fire is 
  located on the eastern edge of the Draj mud 
  flat. Imotec is a powerful priest who operates 
  a successful temple in Draj's warrior culture. 
  The temple is responsible for the cremation of 
  the dead, when families wish so. Huge piles 
  of oil and hemp are burned continuously in 
  the Temple of Fire, creating a large cloud of 
  smoke over the eastern edge of the Draj mud 
  flat. When winds turn westward, the cloud of 
  smoke can gather over the city, but it usually 
  dissipates 
  before 
  becoming 
  a 
  nuisance. 
  Approximately 25 priests can be found at any 
  given time at the temple.  
  • 
  Temple of Water, High Priest Tanuixtli (CG 
  half-elf male, Cw10); Tanuixtli's temple is a 
  small building located just outside the artisan 
  district of Draj. Tanuixtli usually works alone, 
  helping those in need when he can. He rarely 
  receives any visiting priests, and makes barely 
  enough money to maintain his small temple.  
  • 
  Temple of Rain, Rugar Stormbringer (NE 
  male halfling, Clr8). This is a new temple in 
  Draj, however it is rapidly gaining popularity 
   
    N
  Noottaabbllee  R
  Roogguueess  aanndd  T
  Thhiieevveess''  G
  Guuiillddss  
  Thievery is anathema to Draji culture. No native 
  Draji would stoop so low as to steal, as thieves are 
  considered the worst kind of scum on the 
  Tablelands. The penalty for stealing in Draj is 
  death. Thieves caught stealing outside Two Moon 
  City are either killed on the spot or brought to the 
  cages in the city, where they will remain without 
  food or water until they die. Thieves caught 
  stealing inside Two Moon City are sacrificed as 
  soon as possible on the Great Pyramid.  
   
  N
  Noottaabbllee  M
  Meerrcchhaanntt  H
  Hoouusseess  
  House Tsalaxa is Draj's main trading house. 
  Tsalaxa is aggressive and ruthless in its business 
  practices, resorting to blackmail, kidnapping and 
  even assassination to achieve its goals. They often 
  sell their goods at reduced prices to undercut 
  rivals, then drastically raising the price once the 
  competition 
  has 
  been 
  eliminated. 
  Tsalaxa 
  maintains cordial relations with the rulers of other 
  city-states. Its symbol is a black banner bearing a 
  pair of glaring, bestial yellow eyes. (DT) 
   
  • 
  Yarsha 
  Tsalaxa 
  (LN 
  human 
  female 
  Ari2/Rog15) is the new head of the House 
  since her grandfather Ydris' death. A very 
  intelligent woman, she has doubts about 
  Atzetuk's legitimacy, but she keeps her 
  doubts to herself. She runs Tsalaxa smoothly 
  and efficiently, even though trade has 
  suffered because of the chaos in Raam.  
  • 
  Bartis (NE male human G17) is a former 
  gladiator who has worked as a guard and 
  military expert for House Tsalaxa for 20 years. 
  His loyalty to House Tsalaxa is unbreakable.  
  • 
  Kargash (CE human male D15) is Tsalaxa's 
  chief schemer, master of spies and expert 
  meddler. He is loyal to House Tsalaxa with an 
  enthusiasm and relish that borders on the 
  
   
   
  The City-State of Draj 
   
  38 
  diabolical. He may appear charming and 
  friendly, but that is just an act. He uses people 
  merely to gain more power or glory for 
  himself or House Tsalaxa.  
   
  The Dedys Consortium. This alliance of three 
  small houses (Terg, Voyan and Shakktur) has 
  managed to survive in Draj despite Tsalaxa's 
  unrelenting scheming. The consortium survives 
  because of its extremely cunning nature and the 
  generous assistance it receives from Tsalaxa's 
  enemies, mainly House Wavir of Balic. 
  Other merchant houses. Only Wavir and M’ke 
  maintain a small outpost in Draj, though M’Ke’s 
  fortunes in Draj have been improving in the last 
  few years. The other major houses have never 
  been able to successfully maintain a physical 
  presence in Draj. 
   
  O
  Otthheerr  IImmppoorrttaanntt  C
  Chhaarraacctteerrss  
  • 
  Maxtlixoco 
  (LE 
  human 
  male 
  Tem5/Mpr10), is currently the highest-
  ranked templar. Although he was once 
  second in power only to Tectuktitlay, he 
  must now obey old Ixtabai, since the 
  templars lost their spell-casting powers 
  when their sorcerer-king died. Having to 
  bow down to another does not sit well 
  with Maxtlixoco, and he schemes and plots 
  to regain his former position of power.  
  •        Chilocotec (LN human male Fig 8/Jag 5), 
  Commander of the Army, takes his orders 
  directly from the king. His loyalty to 
  Atzetuk and the city is unquestionable, 
  and the battle-hardened veteran prides 
  himself as the most respected warrior in all 
  of Draj.  
   
  IImmppoorrttaanntt  FFeeaattuurreess  iinn  tthhee  C
  Ciittyy  
  Two Moon City: this is Draj's walled inner city. In 
  it are located the Great Pyramid, the Palace of 
  Gladiatorial Combat, the Temples of Ral and 
  Guthay, Tectuktitlay's grain silos and the Jaguar 
  Plaza. No beasts of burden are allowed inside the 
  inner city. 
       Great Pyramid. This is where Tectuktitlay 
  conducted all his business, and where sacrifices 
  are held regularly. Standing over 200 feet tall, this 
  is easily the most impressive building in Draj. 
  Only templars and important and distinguished 
  guests are allowed inside. 
       The Mud Flat. This is where the city-state is 
  built. Draj has no city wall, the mud ensuring that 
  the only way into Draj is the stone road spanning 
  the mud. The Draji use the mud to create bricks 
  that they use to repair their homes and sell to 
  other city-states. 
   
   
   
  
   
   
  The City-State of Draj 
   
  39 
  W
  Whhaatt  Y
  Yoouurr  FFaatthheerr  T
  Toolldd  Y
  Yoouu  ––  A
  A  D
  Drraajjii  ttoo  hhiiss  ssoonn
  This is a conversation between a Draji and his son, 
  about Draj and its culture. This should be viewed 
  as a biased view of Draj. The father is explaining 
  to his son what Draji culture is and why it is better 
  than those of other city-states. 
   
  Father, who are we?  
        We are the Draji, my son. We are the warriors 
  of the Tablelands, subjects of the God-King, and 
  we live here.  
   
  Tell me about Draj.  
        You have already seen much of the city, young 
  one. We live on a vast mud flat, on the eastern 
  side of the Tablelands. To the east of us is the 
  endless Silt Sea, a large body of dust and death. 
  To the west lie the Tablelands. Our closest 
  neighbor is the decadent city of Raam. Stay clear 
  from there, for they are a people that have 
  descended into chaos. Anarchy and lawlessness 
  are the norm; order is rare in that pestilential hole. 
  Their leader dies and they fall in chaos; our leader 
  dies and still we thrive!  
   
        North of us are the city-states of Kurn and 
  Eldaarich, 
  forgotten 
  cities 
  that 
  we 
  have 
  rediscovered in the last decades. The stories from 
  merchants say they are strange people, these 
  northerners…  
   
        West and south of us are the city-states of Tyr, 
  Nibenay, Gulg, and (ptah!) … Urik. Beyond them 
  are the Ringing Mountains. And beautiful Draj, 
  my son, you have seen much of it. The Great 
  Pyramid stands tall in Two Moon City, a 
  testament to the greatness of our people and the 
  God-King. We have brought you there many 
  times to witness the sacrifices. You remember the 
  crowds of cheering people? The screams of the 
  dying? The sounds of the drummers? Remember 
  these things my son. They are a part of who we 
  are.  
   
        And you have seen the rest of the city too: the 
  grandiose Palace of Gladiatorial Combat where 
  many of us hone our warrior skills; the temples of 
  Ral and Guthay; the Jaguar Gate, the entrance into 
  Two Moon City; and of course the merchant and 
  artisan districts. The great fields of hemp, wheat, 
  and corn that we grow provide our city with 
  wealth. We trade these with our starving 
  neighbors. They have neither the fields nor the 
  will to grow such crops. As you see, Draj is the 
  center of the Tablelands. The mud flat prevents 
  invasion. Upon the vast fertile mud we grow our 
  own food. This location is an example of the 
  wisdom and cunning of Tectuktitlay.  
   
        And the Black Guards are one of our finest 
  achievements. These monoliths of obsidian are 
  proof of Tectuktitlay's power. That he could 
  breathe life into huge statues of lifeless obsidian 
  demonstrates the omnipotence of our late king.  
   
   Warriors?  
        We are warriors of the God-King, my son. We 
  march in battle to face death and our enemies. 
  Very soon you will learn how to properly behave 
  yourself as a warrior. You will learn how to wield 
  the bow and arrow, so that you may rain death on 
  our enemies from afar. You will learn how to use 
  the spear and javelin, to pierce your enemies' 
  armor. And you will learn how to wield the 
  macahuitl, our obsidian-tipped sword. Do not be 
  deceived by its fragile appearance, my son. The 
  macahuitl can cleave a two-foot cactus in two 
  with a single blow, or just as easily cleave a mul in 
  two halves. As a warrior, you will learn about 
  death.  
   
   Death? What is there to learn?  
        Never fear death my son, for life and death are 
  but two halves of the same reality. We live to 
  serve the God-King. And we die for him when 
  called upon. Death is not to be feared. It is better 
  for you to die in battle, your enemy's sword 
  piercing your entrails, than to rot away with some 
  sickly disease. It is better to die with a spear 
  through your heart than it is to wither away as an 
  ignored, ignoble, toothless old man. So do not fear 
  
   
   
  The City-State of Draj 
   
  40 
  death, my son. It is all around us. It is 
  everywhere: the beasts of the Tablelands, the dark 
  sun that beats upon our heads and the savageness 
  of the barbarians in the other city-states. Death 
  claims us all. Even mighty Tectuktitlay gave his 
  life to save us. 
   
        Your own mother died while giving birth to 
  you: a most honorable death. A new life is born 
  and one is taken: a worthy sacrifice from your 
  mother that she should die so you could be born. 
  So when you march in battle, do not be afraid. 
  March forth, your lungs screaming in defiance at 
  the enemies of our God-King. Your sword, in 
  hand, pounding on your shield will strike fear 
  into the hearts of your enemies. The screams of 
  your fallen foes will ignite your thirst for death. 
  Be strong and brave. Cowardice is for the weak. 
  And the weak are the bones upon which we climb 
  to greatness.  
   
        Still not convinced my son? I will tell you a 
  story that my grandfather told me when I was 
  young. He once traveled to the city of Tyr, where 
  he met a man and lived with him for a while. This 
  man was afraid of death. He would always take a 
  maximum of precautions, he ate as best as he 
  could and he took the least amount of risks. He 
  went to the temples regularly and drank all the 
  life-giving potions he could afford. He lived only 
  to go on living.  
   
  So what happened to him?  
        He died.  
   
  That is all?  
        What else is there besides death? We all die 
  some time. When your grandfather told me this 
  story, he no longer remembered the name of that 
  man. All he remembered was that he had died. 
  No one remembers the name of that man 
  anymore. So when you march in battle, should 
  you strike even one telling blow, at least you will 
  have accomplished something. It is better to die 
  this way than live old and never be remembered.  
   
   What is important in my life?  
        What is important? Much is important. The 
  life of a warrior is important. Be bold and strong, 
  my beloved son, for we despise the weak. Do not 
  lie, or steal. You remember the lessons I taught 
  you when you lied to me? The thorns of the 
  Hunting Cactus are sharp. And should you lie to 
  me again I will pierce more than your lower lip. 
  Never stoop so low as to steal from your fellow 
  Draji. Death is better than that. 
   
        The thief is the worst scum. He is too much of 
  a coward to work for his ceramics, so he steals 
  them. Sell yourself as a slave before you grovel 
  and beg for food. Be ready for battle whenever the 
  God-King demands it. You must be ready to give 
  your life for him whenever he demands, whether 
  it is in combat or in sacrifice to appease the 
  elementals.  
   
  The Elementals?  
        Yes, the elementals. We must give sacrifice to 
  appease 
  the 
  elementals. 
  They 
  demand 
  appeasement in blood: the blood of people. 
  Usually we sacrifice slaves or prisoners, but 
  sometimes we must sacrifice from our own to 
  appease them. Do not believe that we revolt when 
  one of our own is chosen. I would gladly give my 
  life to the God-King. We worship the God-King, 
  but we also worship the elementals. The forces of 
  nature are to be respected, as are those who 
  devote their lives to them. The forces of Earth, 
  Air, Fire and Water demand that we pay tribute in 
  blood. You have seen the devastation caused by 
  the Tyr-storms. The day our mighty king died the 
  sky turned blue in respect to his sacrifice. And yet 
  the great calamities that wrecked havoc upon our 
  decadent neighbors did not affect us. We appease 
  the elementals and they have spared us in return. 
  The rivers of blood that pour down the Great 
  Pyramid keep the storms at bay, my son. 
  However, a new power has risen in the last year, 
  the small Temple of Storms. What this new power 
  means, I do not know, but it bears watching. 
        Believe in the strength of the God-King.  
   
        The twin moons of Athas are our guardians. 
  Ral and Guthay watch over us when we sleep, 
  assuring our well being. That is why we have two 
  temples devoted to them.  
  
   
   
  The City-State of Draj 
   
  41 
   
  What is the world like?  
        The world is a vast desert. Some places 
  support life, but the best place is right here in 
  Draj. People assemble in cities, like ours, but they 
  cannot match the order and structure of our 
  society. Cities like Raam and Tyr are descending 
  into chaos and anarchy. In other cities you will 
  find filth and decadence. Beggars will grovel and 
  beg at your feet for a few ceramics or scraps of 
  food. The allies smell of refuse and sweat and 
  excrement. Look upon our city with pride, my 
  son. There is nay a beggar to be seen in the streets, 
  streets that are clean. We all follow the will of the 
  God-King. Our society has even survived the 
  death of Tectuktitlay. And have we descended 
  into anarchy? No. Our society is strong. The will 
  of the warrior permeates everything, ensuring 
  that we are strong.  
   
        You will find vast plains of sand and scrubs 
  outside of the cities. There is some life out there, 
  but it is deadly. Wild beasts roam the Tablelands, 
  and death comes from all sides, whether it is the 
  sand cactus that drains your blood from under the 
  ground, or the dune reaper that rips your flesh to 
  shreds, or the sun drake that descends upon your 
  head and swallows you whole.  
   
        You can see the vast Sea of Silt to the east. It is 
  an endless expanse of dust and death. Storms of 
  silt and dust form on the sea. Sometimes the 
  storms reach inland and some silt falls on our 
  beautiful city. Old men tell of volcanoes to the 
  east. You have seen the rare ash clouds that fall 
  upon the city, leaving their black marks on our 
  beautiful buildings. Some rumors say that there is 
  a vast land of gold and steel and water far east. 
  These are just that, my son: rumors. Those are 
  tales told by drunken old men who wish to get a 
  bit or two for their story. There are no cities more 
  glorious than our own Draj.  
   
  What kinds of people are there?  
        There are many different kinds of people, my 
  son. But concern yourself most with those who 
  live in Draj. Humans make up most of the cities. 
  Elves sometimes live in cities, but many of them 
  travel the Tablelands with their tribes raiding and 
  stealing and running all day long. They are 
  duplicitous creatures, those elves. Be wary around 
  those you don't know. They'll steal your hard-
  earned ceramics. There are crossbreeds, half-elves, 
  muls and half-giants and also dwarves. And you 
  have seen the insectoid thri-kreen. They make 
  fierce warriors. But mostly there are two kinds of 
  people: the Draji and foreigners. We take care of 
  our own, even our slaves, and the foreigners can 
  take care of themselves. Their slaves we do not 
  care for. You might have seen them working in 
  the mud outside of the city: they make bricks and 
  tend the hemp fields. These slaves are foreigners 
  from other cities that we have bought or caught. 
  Slaves from Draj are citizens down on their luck 
  who sell their services. They tend the hemp, corn, 
  and wheat fields, or guard noble houses, or work 
  as servants for the nobles. In time, they will have 
  purchased their freedom and can re-enter society 
  as citizens.  
   
   Nobles? Who else is there?  
        Nobles tend the lands on the Draji mud flat. 
  They are responsible for growing corn and wheat 
  for the king, and they also trade their surplus. 
  They live on large clan estates, housing their own 
  slaves and guards. They are mostly great warriors 
  that have distinguished themselves in battle. You 
  have seen them: they wear headdresses made of 
  feathers. More feathers mean they have more 
  distinction.  
   
        The artisans of Draj are among the best in the 
  Tyr region. You have seen the beautiful statues of 
  warriors that line Serpent's Way. The obelisks on 
  Jaguar's Plaza are also the work of our artisans. 
  But they also weave splendid hemp rugs, or make 
  vases with the mud from the mud flat; not all are 
  sculptors. 
  The 
  artisans 
  wear 
  headdresses 
  decorated with lirr tails. They flash with all sorts 
  of colors in the sun, from blue to red to shades of 
  green. You have seen my headdress: although not 
  overly big, I have still earned the distinction of 
  artisan. My work is sold here in Draj and in far-off 
  places like Nibenay.  
   
        Some of our people are merchants. Although 
  they are not warriors and many bear little 
  resemblance to warriors, they are a necessary part 
  of our society. They are the ones who deal with 
  
   
   
  The City-State of Draj 
   
  42 
  the foreigners, trading our goods and importing 
  things like iron from Tyr or spices from Gulg, and 
  even slaves from other cities.  
   
   What shall I become?  
        You have many options here, my son. It 
  depends on where your tonáli (fate) will take you. 
  You may choose to become a warrior and serve in 
  the army, or you may choose to become an 
  artisan, like me. There is also the templarate, 
  devoting your life to serving the God-King. You 
  may also choose to serve one of the elementals, 
  although that will lead you to a life of depravation 
  if you travel among the wastes. If your mind is 
  powerful, and you have the Will, you may even 
  join the ranks of the mind-benders. Although I 
  have no psionic powers and you have not shown 
  yourself to have any, they might appear as you 
  reach manhood. The House of the Mind trains the 
  best psions in the Tablelands.  
   
  What is there in the templarate?  
        The templars are those who serve the God-
  King. They devote their lives to governing the 
  city. They enforce the laws, they keep the city 
  clean (even though they sometimes aren't clean 
  themselves) and they take care of the sacrifices. 
  You have seen the templars, my son. They dress 
  in blue robes, yet they are usually unclean, do not 
  wash often, and have scars all over their bodies 
  from all the piercing and bloodletting they impose 
  upon themselves. Yet you must show them 
  respect, for they have given their lives to the 
  service of the God-King. You may sometimes find 
  them harsh in their judgments, but remember that 
  the strictness of our laws keeps our society 
  together. In the face of adversity, we have 
  survived the death of our king and the ascension 
  of a new one, all while maintaining order, unlike 
  our decadent neighbors. Those who do break the 
  law are usually sentenced to death, either by 
  sacrifice or by starvation in the prisoner cages. 
  The prisoner cages are located inside the city. 
  There the prisoners are put into cages and left 
  there without food or water until they are either 
  brought to the Great Pyramid for sacrifice or until 
  they die.  
   
  Who are our enemies?  
        We have many enemies. We live in a savage 
  and brutal world where only the strong survive. 
  And the Draji are strong. We have survived the 
  death of our king. The calamities of the 
  Tablelands have not reached us and we are as 
  strong as ever. Trust your own people and be 
  wary of foreigners. There is one great evil in this 
  world, and that is sorcery. Magic. Wizards drain 
  the life out of plants to power their spells, an 
  aberration of nature. Choosing the path of sorcery 
  will lead you to a death worse than any you can 
  imagine. There are many stories of wizards who 
  die from the inside out because of a lifetime of 
  sucking energy out of plants. After a while their 
  bodies can no longer contain this energy and they 
  are corrupted from the inside out. Be careful you 
  do not choose this path. Although wizards hold 
  promises of quick power, it is power with a price 
  too high to pay.  
   
  
   
   
  The City-State of Draj 
   
  43 
   
   
  A
  APPPPE
  EN
  ND
  DIIX
  X  
   
  New Magical Items 
   
  Belt of Glory 
   
  King’s Circlet 
  New Psionic Items 
   
  Jaguar’s Tooth 
   
  Ring of Psionic Mindshielding 
  New Prestige Classes 
   
  Arrow Knight 
   
  Eagle Knight 
   
  Jaguar knight 
   
  King’s Defiler 
   
  Moon Priest 
   
  New Regional Feats 
   
  Astrologer 
   
  Greater Psionic Fist 
   
  Greater Psionic Weapon 
   
  Jaguar Roar 
   
  Mekillothead 
  NPC Stats 
  Atzetuk (NG human male Psi6), King of Draj 
  Bartis (NE human male Gla17), House Tsalaxa 
  Chilocotec (LN human male Fig 8/Jag 5), Commander of the Army  
  Chimali Zaachila (LG human female Wiz5), Veiled Alliance  
  Imotec (NE human male Clr16), High Priest of Fire 
  Ixtabai the Blind (LN human male Psi 12), House of the Mind 
  Kael Stormseeker, (LE elf male Rog 3/Wiz 6/King’s Defiler 5/Asn 1), King’s bounty hunter 
  Kargash (CE human male Wiz15), House Tsalaxa 
  Maxtlixoco (LE human male Tem5/Mpr10) 
  Nahualixi (LN dwarf female Clr10), High Priestess of Earth  
  Rugar Stormbringer (NE halfling male Clr8), Priest of Rain 
  Tanuixtli (CG half-elf male Clr10), High Priest of Water 
  Tionaca (LN human female Drd8/Psi2), Queen of Draj 
  The Guardian (CE meorty female Wiz17) 
  The Nameless Sentinel (LE raaig male Ftr9) 
  Varoxil Rante (LE raaig male Clr10), Cleric of Rain 
  Xaltotec (NE human male Wiz5/ArD7), Government defiler 
  Yarsha Tsalaxa (LN human female Ari2/Rog15), House Tsalaxa leader 
    
  
   
   
  The City-State of Draj 
   
  44 
  N
  Neeww  mmaaggiiccaall  iitteemmss    
   
   Amulet of Arcane Insight: This elaborately 
  carved elven bone amulet grants its wearer a +10 
  bonus to Knowledge (arcana) checks. Caster level: 
  5th; Prerequisites: Craft Wondrous Item; Market 
  Price: 2,000 Cp 
   
   Belt of Glory: This belt is made from 
  interlocking hexagonal gold plates. It grants its 
  wearer a +6 enhancement bonus to Strength, 
  Dexterity and Constitution. Caster level: 18th; 
  Prerequisites: Craft Wondrous Item, bull’s strength, 
  cat’s grace, endurance; Market Price: 180,000 Cp 
   
   King’s Circlet: This golden diadem depicting 
  mighty warriors and jaguars grants its wearer a 
  +6 enhancement bonus to Intelligence, Wisdom 
  and Charisma. Caster level: 18th; Prerequisites: Craft 
  Wondrous Item, charm monster, legend lore, 
  foresight; Market Price: 180,000 Cp 
  N
  Neeww  ppssiioonniicc  iitteemmss  
   
   Jaguar’s Tooth: These +1 macahuitls are created 
  at the House of the Mind for use by Draj’s most 
  important military officers. The bearer of a 
  jaguar’s tooth is immune to fear and compulsion 
  effects, and benefits from a +3 resistance bonus to 
  saves against telepathic psionic powers. 
  Manifester level: 6th; Prerequisite : Craft Psionic 
  Arms and Armor, negate psionics; Market Price: 
  12,315 Cp 
   
   Ring of Psionic Mindshielding: This ring 
  functions as its magical equivalent ring of 
  mindshielding, except it protects its wearer from 
  psionic attempts at reading one’s thoughts, not 
  magical ones. (This assumes the “Psionics is 
  Different” rule is in effect. If not, this ring 
  functions exactly as its magical equivalent – 
  offering protection from both psionic and magical 
  effects).  
  Manifester level: 3rd; Prerequisites: Craft Universal 
  Item, nondetection; Market Price: 8,000 Cp    
   
   
  PPrreessttiiggee  ccllaasssseess    
  A
  Arrrrooww  K
  Knniigghhtt  
   
  The arrow knights (Ark) form Draj's corps of elite 
  archers. Ranked third among the special warrior 
  forces of Draj, these archers' might with the bow 
  is perhaps unrivaled in the Tablelands.  
   
  Although they form an elite group, the arrow 
  knights are the least respected of Draj's three elite 
  warrior forces. As ranged attackers, they do not 
  gain the honor that Draji culture places on hand to 
  hand combat. However, their place in the Draji 
  military earns them some measure of respect, and 
  their military role’s importance is unquestioned.  
   
  Arrow knights come exclusively from the ranks of 
  single or multi-classed fighters and psychic 
  warriors. 
   
  Hit Die: d10 
   
  Requirements 
  To become an arrow knight, a character must 
  fulfill all the following criteria. 
  Base Attack Bonus: +5 
  Feats: Point Blank Shot, Weapon Focus: bow, 
  Weapon Specialization: bow  
  Special: Must be trained in the army of Draj.  
   
   
  Class skills 
  The arrow knight’s class skills (and the key ability 
  Table A-1: The Arrow Knight 
  Class 
  Level 
  Base  
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
   
  Special 
  1st 
  +1 
  +0 
  +2 
  +0 
  Marksman 
  2nd 
  +2 
  +0 
  +3 
  +0 
  Longshot 
  3rd 
  +3 
  +1 
  +3 
  +1 
  Deadly aim 
  4th 
  +4 
  +1 
  +4 
  +1 
  Spot weakness 
  5th 
  +5 
  +1 
  +4 
  +1 
  Lethal shot  
   
  
   
   
  The City-State of Draj 
   
  45 
  for each skill) are Climb (Str), Craft (Int), Handle 
  Animal (Cha), Intimidate (Cha), Jump (Str), 
  Knowledge (Warcraft) (Int). 
   
   Skill points at each level: 2 + Int modifier. 
   
   
  Class features 
   
  Weapon and Armor Proficiencies: The Arrow 
  Knight is proficient with all simple and martial 
  weapons, light armor, and shields. 
   
  Marksman: Arrow knights go through rigorous 
  training. Before moving on to long range archery, 
  they must first master short range shooting. At 1st 
  level they receive a +1 bonus to attack and 
  damage rolls within 30 feet when using a bow, in 
  addition to the benefits granted by the Pointblank 
  Shot feat.  
   
  Longshot: Mastering long range archery makes an 
  army archer even more deadly. While a company 
  of archers is almost bound to hit something when 
  they all fire at once, a company of experienced 
  arrow knights will hit much more. From 2nd level 
  archer knights ignore the first two points of 
  penalty for range increment when using a bow.  
   
  Deadly Aim: An arrow knight's precision 
  increases at all ranges. The critical threat range for 
  bows doubles (i.e. from 20x3 to 19-20x3) when the 
  arrow knight reaches 3rd level. 
   
  Spot Weakness: The arrow knight can use a 
  move-equivalent action to study a target and 
  identify a weak spot. The arrow knight’s single 
  next attack with a bow against that target ignores 
  half of her armor and natural armor bonuses (both 
  rounded down).    
   
  Lethal Shot: Executing a Lethal Shot is a standard 
  action. A successful attack roll inflicts a nasty 
  wound that in addition to normal damage will 
  continue to bleed for ten rounds if left 
  unattended, inflicting one point of damage per 
  round of bleeding. A Heal check DC 15 or 
  application of a cure spell will stop the bleeding 
  immediately. Lethal Shot can be used in 
  conjunction with Spot Weakness. Creatures 
  immune to bleeding effects, critical hits or sneak 
  attacks are also immune to Lethal Shot. 
   
  E
  Eaaggllee  K
  Knniigghhtt  
   
  The eagle knights are among the most brutal and 
  fanatical Draji warriors. They are more than 
  willing to charge headfirst into battle for the glory 
  of Draj and their god-king. The eagle knights are 
  ranked second among the elite warrior forces of 
  Draj, surpassed only by the most supreme 
  battlefield warriors – the jaguar knights. 
   
  Most eagle knights are fighters or brutes with a 
  fanatical devotion to the God-king and their city, 
  though eagle knights can come from any class. 
  The majority come from the ranks of warriors, but 
  an occasional fanatical bard or member of some 
  other class is not unheard of.   
   
  Hit Die: d10 
   
  Requirements  
  To become an eagle knight (Eag), a character must 
  fulfill all the following criteria. 
  Base Attack: +5 
  Feats: Power Attack, Cleave  
   
  Class skills: 
  The eagle knight’s class skills (and the key ability 
  for each skill) are Climb (Str), Craft (Int), Handle 
  Animal (Cha), Intimidate (Cha), Jump (Str), 
  Knowledge (Warcraft) (Int). 
   
   Skill points at each level: 2 + Int modifier 
   
  Table A-2: The Eagle Knight 
  Class 
  Level 
  Base  
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
   
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Strength of Ral +1 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Power of Guthay +2 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Strength of Ral +2 
  4th 
  +4 
  +4 
  +1 
  +1 
  Power of Guthay +4 
  5th 
  +5 
  +4 
  +1 
  +1 
  Reckless  
  
   
   
  The City-State of Draj 
   
  46 
  Class features: 
   
  Weapon and Armor Proficiencies: The eagle 
  knight is proficient with all simple and martial 
  weapons, all types of armor (light, medium, 
  heavy), and shields. 
   
  Strength of Ral: The eagle knight adds the listed 
  bonus to either attack or damage rolls, or 
  distributes the bonus as he sees fit. How the 
  bonus is distributed is declared at the beginning 
  of the eagle knight’s turn and cannot be changed 
  until it becomes his turn again.  
   
  Power of Guthay: Affecting the fanatic eagle 
  knight with mind-affecting powers becomes 
  increasingly difficult. The eagle knight receives a 
  +2 bonus against mind-affecting supernatural 
  abilities, spells and psionic powers. This bonus 
  increases to +4 at 4th level. 
   
  Reckless: At 5th level, eagle knights can fly into a 
  reckless battle frenzy. When using the attack or 
  full attack option, the eagle knight can subtract a 
  number from his Armor Class and add this 
  number to damage inflicted on successful attacks. 
  This number may not exceed the eagle knight's 
  base attack bonus. The penalty to Armor Class 
  and bonus to damage last until the eagle knight's 
  next standard action. 
   
  JJaagguuaarr  K
  Knniigghhtt  
   
  The jaguar knights are Draj's finest elite warriors. 
  They undergo intense training, learning to put 
  fear into their opponents before they strike. Their 
  skills as battlefield warriors are unrivaled in Draj, 
  as they are immune to fear and can wade through 
  vast amounts of foes, cleaving their way. Jaguar 
  knights are flawless in their own and every other 
  Draji’s eyes - resistant against cowardly mental 
  attacks and powerful enough to strike down any 
  foe foolish enough to stand in their way.   
   
  Jaguar knights come almost exclusively from the 
  ranks of warrior classes or the psychic warrior 
  class. Occasionally a particularly determined 
  member of another class becomes a jaguar knight, 
  but these characters are rare.  
   
  Hit Die: d10 
   
  Requirements 
  To become a jaguar knight (Jag), a character must 
  fulfill all the following criteria. 
  Base Attack: +7 
  Feats: Iron Will, Power Attack, Cleave, Great 
  Cleave 
   
  Class skills 
  The jaguar knight’s class skills (and the key ability 
  for each skill) are Climb (Str), Craft (Int), Handle 
  Animal (Cha), Intimidate (Cha), Jump (Str), 
  Knowledge (Warcraft) (Int). 
   
   Skill points at each level: 2 + Int modifier 
   
  Class features 
   
  Weapon and Armor Proficiencies: The jaguar 
  knight is proficient with all simple and martial 
  weapons, all types of armor (light, medium, 
  heavy), and shields. 
   
  Know no fear: Jaguar knights are immune to fear-
  effects.  
   
  Supreme Cleave: The jaguar knight may take his 
  5 foot step before executing his Cleave or Great 
  Cleave attack.  
   
  Smoking Mirror: The jaguar knight gains the 
  benefits of the Slippery Mind ability (see PHB). 
  Part of their intense training involves sharpening 
  their mental defense capabilities against the 
  Table A-3: The Jaguar knight 
  Class 
  Level 
  Base  
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
   
  Special 
  1st 
  +1 
  +2 
  +0 
  +2 
  Know no fear 
  2nd 
  +2 
  +3 
  +0 
  +3 
  Supreme cleave 
  3rd 
  +3 
  +3 
  +1 
  +3 
  Smoking mirror 
  4th 
  +4 
  +4 
  +1 
  +4 
  Jaguar roar 
  5th 
  +5 
  +4 
  +1 
  +4 
  Jaguar strike  
  
   
   
  The City-State of Draj 
   
  47 
  attacks of telepaths, and the result of this 
  repeatedly painful exercise is an ability to shrug 
  off mental attacks.  
   
  Jaguar Roar: A jaguar knight can demoralize 
  enemies with a fierce roar, as per the Jaguar Roar 
  feat. The jaguar knight may use the jaguar roar 
  even if he does not meet the prerequisites 
  normally required for taking the feat.  If the jaguar 
  knight already possesses the Jaguar Roar feat, the 
  save DC increases by 2. 
   
  Jaguar Strike: The testament of the master 
  warrior in Draj, the jaguar strike is legendary. 
  When using the Power Attack feat, the jaguar 
  knight multiplies the number subtracted from his 
  Base Attack by 1.5, and adds this number 
  (rounded down) to his damage roll. For instance, 
  if he subtracts 4 points from his base attack, he 
  adds 6 points to damage.  
   
  K
  Kiinngg’’ss  D
  Deeffiilleerr  
   
  The king’s defilers are feared and powerful 
  wizards traditionally in the service of the sorcerer-
  monarchs. They are often trained in the arcane 
  arts by more powerful defilers in service of the 
  king or queen, and sometimes even personally by 
  the sorcerer-monarch. King’s defilers can exert the 
  same authority as templars within the boundaries 
  of their monarch’s city state. In cities that have 
  lost their dragon kings, some defilers still serve 
  the new rulers of the cities, either openly or in 
  secrecy. Contrary to the templars, the defilers 
  have not lost their spellcasting abilities. These 
  defilers can attain powerful positions in the 
  templar hierarchy and can achieve great personal 
  power.  
   
  Hit Die: d4 
   
  Requirements  
  To become a king’s defiler (Kde), a character must 
  fulfill all the following criteria. 
  Feats: Any metamagic feat   
  Skills: 2 ranks in Intimidate, 2 ranks in 
  Diplomacy 
  Special: Acceptance by King/Queen. Ability to 
  cast 3rd-level arcane spells.  
   
  Class Skills:  
  The king’s defiler’s class skills (and key ability for 
  each skill) are Bluff (Cha), Concentration (Con), 
  Craft (Int), Diplomacy (Cha), Disguise (Cha), 
  Gather Information (Cha),  Intimidate (Cha), 
  Knowledge (all skills, taken individually) (Int), 
  Literacy (none), Profession (Wis), Sense Motive 
  (Wis), and Spellcraft (Int). 
   
   Skill points at each level: 2 + Int modifier 
   
   
  Class features  
   
  Weapon and Armor Proficiencies: King’s defilers 
  gain no proficiency in any additional weapons, 
  armors or shields.  
   
  King’s Library: King’s defilers have access to the 
  King’s Library, a vast resource of spells and 
  magical knowledge. The king’s defiler gains four 
  new spells for every level gained in king’s defiler 
  (including 1st), rather than two at every level.  
   
  Secular Authority (Ex): Once per day per class 
  level, a king’s defiler can use secular authority 
  within his city state. Depending on the ranks he 
  has in the Diplomacy skill, a king’s defiler can 
  order slaves to do his bidding, enter the homes of 
  freemen and nobles and have these arrested. 
  Failure to comply with king’s defiler’s demands is 
  usually sanctioned with fines, imprisonment, 
  outlaw status, and possibly execution. This ability 
  Table A-4: King’s Defiler 
  Class 
  Level 
  Base  
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
   
  Special 
   
  Spells per Day 
  1st 
  +0 
  +0 
  +0 
  +2 
  King’s library, secular authority 
  +1 spellcaster level 
  2nd 
  +1 
  +0 
  +0 
  +3 
   
  +1 spellcaster level 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Bonus feat 
  +1 spellcaster level 
  4th 
  +2 
  +1 
  +1 
  +4 
   
  +1 spellcaster level 
  5th 
  +2 
  +1 
  +1 
  +4 
  Fear 
  +1 spellcaster level 
  
   
   
  The City-State of Draj 
   
  48 
  works exactly as described in the templar class 
  entry in the DS3 Core Rules, including rules for 
  contests of Secular Authority.  
   
  Bonus Feat: At 3rd level the king’s defiler gains a 
  bonus feat that can be any metamagic or item 
  creation feat for which the king’s defiler meets the 
  prerequisites. Alternatively, the king’s defiler may 
  select a feat that has Secular Authority as a 
  prerequisite.  
   
  Fear (Sp): The king’s defiler may use fear once per 
  day as per the spell cast at her highest caster level. 
     
  M
  Moooonn  PPrriieesstt  
   
  The moon priests are the high templars and 
  administrators of Draj. They represent the upper 
  hierarchy of the templarate, those who have 
  attained great influence and political power in 
  Draj. Dressed in blue robes, with a yellow moon 
  in front and in the back of their robes, the Moon 
  Priests are responsible for the administration of 
  the Temples of Ral and Guthay, as well as being 
  the lead organizers of the sacrifices on the Great 
  Pyramid. The moon priests wield considerable 
  power in Draj. Their ability to judge and sentence 
  slaves and sometimes even nobles makes them a 
  force to be reckoned with. Outside of Draj, the 
  moon priests' influence is much less, and it is very 
  rare indeed to find a moon priest outside of Draj, 
  unless it is in one of Draj's client villages. For 
  more than a thousand years, the moon priests 
  have served Tectuktitlay, the king of Draj. With a 
  new king in Draj, the moon priests have lost their 
  spellcasting capabilities, but their mastery of 
  rituals tied to their worship of the moons still 
  grant them substantial powers. Also, their 
  knowledge of the inner workings of Draj make the 
  moon priests invaluable in administering the city.  
   
  Hit Die: d8 
   
  Requirements  
  To become a moon priest, a character must fulfill 
  all the following criteria. 
  Feats: Astrologer, Mekillothead  
  Skills: 8 ranks in Diplomacy, 5 ranks in 
  Intimidate, 5 ranks in Knowledge (Astronomy). 
  Special: Acceptance into the templarate of Draj. 
   
  Class Skills:  
  The moon priest’s class skills (and key ability for 
  each skill) are Appraise (Int), Bluff (Cha), 
  Concentration (Con), Craft (Int), Diplomacy 
  (Cha), Forgery (Int), Gather Information (Cha), 
  Heal (Wis), Intimidate (Cha), Knowledge (all 
  skills, taken individually) (Int), Literacy (none), 
  Profession (Wis), Sense Motive (Wis), Speak 
  Language (none) and Spellcraft (Int). 
   
   Skill points at each level: 2 + Int modifier 
   
   
  Class features  
   
  Weapon and Armor Proficiencies: Moon priests 
  gain no proficiency in any additional weapons. 
  They are proficient in light and medium armors 
  and shields. 
   
  Moon Priest’s Authority (Ex): The moon priests 
  are feared and respected and they are 
  Table A-5: The Moon Priest 
  Class 
  Level 
  Base  
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
   
  Special 
   
  Spells per Day 
  1st 
  +0 
  +2 
  +0 
  +2 
  Moon priest’s authority 
  +1 spellcaster level 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Guthay’s revelation 
  +1 spellcaster level 
  3rd 
  +2 
  +3 
  +1 
  +3 
   
  +1 spellcaster level 
  4th 
  +3 
  +4 
  +1 
  +4 
  Ral’s convergence 
  +1 spellcaster level 
  5th 
  +3 
  +4 
  +1 
  +4 
   
  +1 spellcaster level 
  6th 
  +4 
  +5 
  +2 
  +5 
  Jaguar presence 
  +1 spellcaster level 
  7th 
  +5 
  +5 
  +2 
  +5 
   
  +1 spellcaster level 
  8th 
  +6 
  +6 
  +2 
  +6 
  Feathered serpent 
  +1 spellcaster level 
  9th 
  +6 
  +6 
  +3 
  +6 
   
  +1 spellcaster level 
  10th 
  +7 
  +7 
  +3 
  +7 
  Eclipse 
  +1 spellcaster level 
   
  
   
   
  The City-State of Draj 
   
  49 
  accompanied by an air of authority wherever they 
  walk. Moon priests receive a +2 bonus to 
  Intimidate checks. Moon priests also receive a +2 
  bonus to opposed Diplomacy checks with regards 
  to contests of Secular Authority.    
   
  Guthay’s Revelation (Sp): Through mysterious 
  rituals conducted by the moon priests, the elite 
  templars of Draj gain the supernatural ability to 
  see what the eyes of ordinary men may not. The 
  moon priest can use see invisibility once per day as 
  per the spell.  
   
  Ral’s Convergence (Su): The moon priests know 
  better than anyone else how the moons influence 
  life on Athas. Their study of the moons and the 
  rituals they conduct eventually grant them the 
  power to alter their own fate for better or for 
  worse. Once per day, the moon priest may reroll 
  one roll that he has just made. He must keep the 
  result of the second roll, even if it’s worse than the 
  original roll.  
   
  Jaguar Presence (Sp): A 6th level moon priest has 
  mastered horrifying rituals, and he may inspire 
  fear in others merely by looking in their direction. 
  Jaguar Presence functions exactly like the fear 
  spell. The DC is 14 + the moon priest’s Charisma 
  modifier. A moon priest may use this spell-like 
  ability 3/day.   
   
  Feathered Serpent (Su): The quatl, or feathered 
  serpent, holds a key role in Draji mythology. 
  Some scholars claim there exists a link between 
  the silk worm and the quatl of legend, and elven 
  tales would have it that the silk wyrms are born 
  on the face of the moon of Guthay. Regardless of 
  fact or fiction, at 8th level, the moon priest has 
  mastered rituals that allow him to sprout massive 
  feathered wings from his back once per day. With 
  these wings, the moon priest may fly at his 
  normal land speed with average maneuverability. 
  If the moon priest would suffer from reduced 
  land speed from wearing medium and heavy 
  armor, or due to carrying capacity, his flying 
  speed is also reduced. The wings disappear after 1 
  hour.  
   
  Eclipse (Su): Only a select few of the most 
  powerful moon priests of all times have mastered 
  the ritual of the Eclipse. Wrapped in secrets and 
  elusive nature, the ritual is in itself is practically 
  impossible to extract from the minds of those who 
  have mastered it. Their minds and very existence 
  are cloaked by the shroud of the moons. 10th level 
  moon priests are treated as if they had mindblank 
  permanently cast on them. If Eclipse is dispelled, 
  the moon priest can reactivate it as a free action. 
  R
  Reeggiioonnaall  ffeeaattss  
   
  Astrologer [General] 
  Astrologers play an important role in the societies 
  of their cities. Noble families often employ their 
  expertise to plan harvests and other projects, 
  while caravan masters hire their services as 
  navigators. 
   Regions: Draj, Nibenay 
   Benefit: You gain a +2 bonus to Knowledge 
  (astronomy) checks and +4 bonus to Survival 
  checks made to avoid getting lost when able to see 
  the sun, moon or stars. 
   
  Greater Psionic Fist [General] 
  The Draji psions have used centuries to master the 
  union of body and mind and perfected the Psionic 
  Fist technique.   
   Region: Draj 
   Prerequisites: Psionic Fist 
   Benefit: As Psionic Fist (see Psionics 
  Handbook), but pay 2 power points to inflict 2d4 
  extra points of damage.  
   
  Greater Psionic Weapon [General] 
  The psychometabolism and psychokinesis 
  oriented Draji psions have perfected the Psionic 
  Weapon technique.  
   Region: Draj 
   Prerequisites: Power Attack, Psionic Weapon 
   Benefit: As Psionic Weapon (see Psionics 
  Handbook), but pay 2 power points to inflict 2d4 
  extra points of damage. 
   
  Jaguar Roar [General] 
  You can channel your strength and emit a 
  terrifying roar that demoralizes enemies.  
   Region: Draj 
   Prerequisites: Intimidate 9 ranks, Charisma 13+ 
  
   
   
  The City-State of Draj 
   
  50 
   Benefit: You can, as a free action once per 
  round, use the Jaguar Roar. All intelligent 
  creatures within 30 feet who can hear the roar 
  must roll a Will save (DC 10 + level + Charisma 
  modifier) or become shaken (-2 morale penalty to 
  attack rolls, saves and skill checks) for 2d4 
  rounds. A successful save means an opponent 
  cannot be affected by the Jaguar Roar that day. 
   
  Mekillothead [General] 
  Your people are an obstinate folk known for 
  stubbornness and ill temperedness. 
   Regions: Draj, Mul 
   Benefit: You gain a +1 bonus to Will saves and 
  a +2 bonus to Intimidate checks. 
   
   
   
  N
  NPPC
  C  ssttaattss  
   
  Atzetuk, King of Draj, Human Male, 
  Psi(telepath)6; CR8; Medium-size Humanoid; HD 
  6d4+30; hp 52 (76); Init +5; Spd 30ft.(40ft.); AC 26 
  (touch 26, flat-footed 20); Atk +11 melee (bronze 
  dagger, 1d4+5; 19-20x2) or +11 ranged; SA 
  Psionics ; SQ Psionics ; SV Fort +10, Ref +10, Will 
  +14; AL NG; Str 19, Dex 20, Con 21, Int 20, Wis 22, 
  Cha 23. 
   Skills and Feats: Concentration 9 (+14), 
  Diplomacy 9 (+17), Gather Information 9 (+15), 
  Knowledge (psionics) 9 (+15), Psicraft 9 (+15), 
  Remote View 9 (+14), Sense Motive 9 (+15); 
  Psionic Focus (telepathy), Psychoanalyst, Psychic 
  Inquisitor, Speed of Thought. 
   Psionic Powers (4+d/2+d/1+d/d; PP 30); 0th – 
  catfall, detect psionics, know direction, missive, 
  telempathic projection; 1 – charm person, conceal 
  thoughts, disable; 2 – detect thoughts, suggestion; 3 - 
  schism 
   Equipment : amulet of catapsi, boots of speed, +8 
  bracers of armor, +1 great dislocator bronze dagger, 
  ring of spell turning, skin of the hero*, skin of iron, belt 
  of glory**, king’s circlet** 
   
  * Default active skin 
  ** See New Magical Items section in the appendix  
   
  Background/Description:  The young king of Draj 
  began his life as an orphan under the care of the 
  House of the Mind. His parents were found dead 
  in a back alley, with the young child being left for 
  dead. An initiate of the House of the Mind found 
  the boy, and brought him back to the compound.  
   
     Atzetuk was raised by the psions of the House 
  of the Mind, being tutored in the Way at a young 
  age. Although not possessing great innate 
  abilities, the young trainee became a good psion 
  through the years. 
   
     When the House of the Mind needed a 
  replacement for Tectuktitlay, their young orphan 
  was a perfect choice. With no family (other than 
  the psions), there was no need to eliminate any 
  source of contention, and the young psion was 
  easily molded and dominated to his role. The 
  psions entered his mind and made him believe he 
  was Tectuktitlay's son. Atzetuk has complete faith 
  in the House of the Mind, and readily accepts 
  their counsel. However, the new king is starting 
  to believe in his own divinity, which could pose a 
  problem in the future. 
   
   
  Bartis, Human Male, Gla17; CR17; Medium-size 
  Humanoid; HD 17d12+34; hp 150; Init +3; Spd 
  30ft.; AC 22 (touch 13, flat-footed 19); Atk 
  +26/+21/+16/+11 melee (iron morning star, 
  1d8+9; 19-20x3) or  +20/+15/+10/+5 ranged; SA 
  Always Armed ; SQ Arena Guile, Improved Feint, 
  See Weakness +3, Winning the Crowd, Bringing 
  the House Down; SV Fort +12, Ref +13, Will +4; 
  AL NE; Str 24, Dex 16, Con 15, Int 11, Wis 9, Cha 
  8. 
   Skills and Feats: Climb 5 (+12), Intimidate 13 
  (+12), Jump 10 (+17), Knowledge (warcraft)  10, 
  Tumble 10 (+13); Cleave, Improved Critical 
  (morning star), Improved Unarmed Strike, 
  Medium Armor Proficiency, Power Attack, Power 
  Lunge*, Quickdraw, Run, Sunder, Teamwork, 
  Wall of Shields, Wall of Spears;  
  Equipment : +2 defending iron morningstar, +4 
  belt of strength, +1 breastplate, +1 large wood shield   
   
  * For those who do not own the accessory Sword 
  and Fist, substitute Power Lunge with Combat 
  Reflexes. 
   
  Background/Description: DSR2 Dune Trader p. 28: 
  Since Ydris Tsalaxa was replaced as head of 
  House Tsalaxa, Bartis has seen his importance in 
  
   
   
  The City-State of Draj 
   
  51 
  the House diminish greatly. As a longtime loyal 
  servant of Ydris, Bartis is seen as a small threat by 
  Yarsha Tslaxa, the new head of the House. Bartis 
  is well known by many in the House, and a quick 
  demise would bring suspicion upon Yarsha. 
  Regardless, his military expertise is still needed, 
  and so Yarsha has decided to keep him at her 
  side, albeit in a lesser role, until he is no longer 
  needed. 
   
   
  Chilocotec, Human Male, Fig8/Jag5; CR 13; 
  Medium-size Humanoid; HD 13d10+52; hp 128; 
  Init; Spd 30 ft, AC 21 (touch 12, flat-footed 20); 
  Atk +17/+12/+7 melee (macahuitl, 1d8+7, 17-
  20x2) and +16/+11 (large shield, 1d8+3; 20x2) or 
  +14/+9/+4 ranged; SA Supreme Cleave, Jaguar 
  Roar, Jaguar Strike; SQ Know no fear, Smoking 
  mirror; SV Fort +14, Ref +4, Will +9; AL LN; Str 
  18, Dex 12, Con 18, Int 11, Wis 12, Cha 13.   
   Skills and Feats: Climb +10, Jump +14, 
  Knowledge(warcraft) +16, Profession (siege 
  engineer) +6, Ride +12; Cleave, Great Cleave, 
  Improved Critical (macahuitl), Improved Two-
  Weapon Fighting, Iron Will, Power Attack, Shield 
  Expert*, Two-Weapon Fighting, Weapon Focus 
  (macahuitl), Weapon Specialization (macahuitl). 
   Equipment:+1 blinding fullplate, +1 bashing large 
  shield, +1 parrying macahuitl, psionic tattoo of animal 
  affinity 
   
  * For those who do not own the accessory Sword 
  and Fist, substitute Shield Expert with Dodge. 
   
  Background/Description: Chilocotec is the long-
  standing commander of the Draji forces. After 
  three decades as a soldier, and two of those as 
  commander of the Draji forces, Chilocotec is well 
  known in Draj. He commands the forces with 
  strong discipline, and does not tolerate failure. He 
  is quick to demote those that make mistakes, and 
  yet slow to promote unless great acts of bravery 
  and tactical precision are done.  
       Chilocotec was a firm believer in the divinity of 
  Tectuktitlay. With the death of his Supreme 
  Commander, Chilocotec’s faith in the divinity of 
  the ruler has been somewhat shattered, and he is 
  beginning to suspect that Atzetuk is not who he 
  claims to be. However, he would never dream of 
  rising up against the ruler of his great city.  
   
   
  Chimali Zaachila, Human Female, Wiz5; CR5; 
  Medium-size Humanoid; HD 5d4+10; hp 24; Init 
  +1; Spd 30ft.; AC 13 (touch 13, flat-footed 12); Atk 
  +3 melee (quabone, 1d6+1) or +3 ranged; SA 
  Spells ; SQ Spells; SV Fort +3, Ref +2, Will +5; AL 
  LG; Str 12, Dex 12, Con 14, Int 20, Wis 13, Cha 21. 
   Skills and Feats: Bluff 8 (+13), Diplomacy 4 (+11), 
  Innuendo 8 (+9), Knowledge (arcana) 8 (+25), Scry 
  8 (+13), Sense Motive 4 (+5), Spellcraft 8 (+13); 
  Craft Wondrous Item, Scribe Scroll, Skill Focus 
  (Knowledge (arcana)), Spell Thematics (bright 
  yellow globes surround targets and drumming 
  sounds)*, Talented (control light). 
   Spells (4/4/3/2; DC 15 + spell level); 0th – cantrip, 
  daze, detect magic, light; 1 – mage armor, color spray, 
  erase, sleep; 2 – cat’s grace, misdirection, shatter; 3 – 
  flame arrow, hold person 
   Equipment : quabone, +2 headband of intellect, +2 
  cloak of charisma, +2 ring of protection, amulet of 
  arcane insight**, spellbook 
   
  * For those who do not own the accessory Magic of 
  Faerun, substitute Spell Thematics with Spell 
  Mastery. 
  ** See New Magical Items section in the appendix  
   
   
  Background/Description: DSR3 Veiled Alliance  p. 
  43. Chimali is still the leader of the Draji Veiled 
  Alliance, even though her magical prowess isn’t 
  as great as some of her subordinates’. Her magical 
  power hasn’t grown much over the years, as she 
  has been too busy leading the small Veiled 
  Alliance chapter, and in order to keep her lack of 
  ability secret, she cannot experiment too much in 
  public. She takes great pains to hide her secret, 
  though the grumblings about her lack of magical 
  display have gotten worse. However, no one has 
  yet dared to challenge Chimali’s leadership. 
   
   
  Imotec, Human Male, Clr16 (fire); CR16; 
  Medium-size Humanoid; HD 16d8+16; hp 91; Init 
  +0; Spd 30ft.; AC 23 (touch 11, flat-footed 23); Atk 
  +13/+8/+3 melee (club, 1d4+1; 19-20x2) or 
  +12/+7/+2 ranged; SA Rebuke undead, Spells; 
  SQ; SV Fort +11, Ref +5, Will +15; AL NE; Str 13, 
  Dex 10, Con 13, Int 12, Wis 18, Cha 15. 
   Skills and Feats: Concentration 19 (+20), 
  Intimidate 9 (+13), Intuit Direction 1 (+5), 
  Knowledge (religion) 19 (+20), Spellcraft 19 (+20); 
  
   
   
  The City-State of Draj 
   
  52 
  Craft Staff, Dodge, Jaguar Roar, Leadership, 
  Mekillothead, Maximize Spell, Quicken Spell. 
   Spells (6/7/7/7/6/5/4/4/3; DC 14 + spell 
  level); 0th – curse element, detect magic, detect poison, 
  light x2, read magic; 1 – bless, burning hands*, cure 
  light wounds x2,  invisibility to undead, remove fear, 
  sanctuary; 2 – augury, bull’s strength, cure moderate 
  wounds, endurance, pyrotechnics*, shatter, silence; 3 – 
  bestow curse, continual flame, dispel magic, flaming 
  sphere*, glyph of warding, magic vestment, speak with 
  dead; 4 – blindscorch*, cure critical wounds, death 
  ward, freedom of movement, sending, spell immunity; 
  5 – fire shield*, quickened divine favor, bear’s heart*, 
  quickened shield of faith, spell resistance; 6 – antilife 
  shell, firestorm*, harm, word of recall; 7 – blasphemy, 
  destruction, delayed blast fireball*, quickened 
  protection from elements, resurrection; 8 – mass heal, 
  maximized flame strike*, quickened divine power. 
   Domains: * Domain spell; Smoldering Spirit 
  (gain finger of fire power. can rebuke/command 
  fire elemental creatures as a paraelemental cleric 
  rebukes undead.), Wrath of the Fire Lord (when 
  holding a burning torch in one hand, you gain the 
  benefit of a large shield). 
   Equipment: staff of fire, half-plate +3, spined shield, 
  club  
   
  * For those who do not own the accessory 
  Defenders of the Faith, substitute bear’s heart with 
  insect swarm.  
   
  Background/Description:  Imotec is an imposing 
  figure. He stands six and a half feet high, with a 
  strong muscular built. He is arrogant and self-
  confident, having risen to his position by careful 
  maneuvering and hard work. Although in his 
  forties, Imotec is well-respected by the population 
  of Draj, and many heed his commands with a 
  fear-born devotion. His young priests, although 
  respectful of his power, resent his arrogant 
  nature. They are rarely treated well, and Imotec 
  does not bother to hide his contempt for his 
  lesser-trained pupils. However arrogant and dour 
  his nature, his devotion to the element of Fire is 
  complete. Imotec runs the biggest temple in Draj, 
  with many citizens coming to his temple for 
  favors, and Imotec believes this is proof of Fire’s 
  superiority to the other elements. 
       Imotec’s origins remain unclear. Although a 
  Draji citizen, he does not have any family in Draj, 
  nor has anyone ever been able to learn anything 
  of his past. He does not discuss his life before the 
  temple, telling all that what he is now is more 
  important than what he was or where he came 
  from. Some speculate he comes from Ket, growing 
  up in that small village, but no rumor has ever 
  been substantiated. 
   
   
  Ixtabai the Blind, Human Male, Psi(egoist)12; 
  CR12; Medium-size Humanoid; HD 12d4+36; hp 
  67; Init +1; Spd 30ft.; AC 25 (touch 11, flat-footed 
  24); Atk +9/+4 melee (claws 1d8+3 or bite 2d8+3) 
  or +7/+2 ranged; SA Psionics ; SQ Psionics, 
  Psicrystal; SV Fort +10, Ref +8, Will +14; AL LN; 
  Str 16, Dex 12, Con 16, Int 15, Wis 13, Cha 12. 
   Skills and Feats: Autohypnosis 15 (+18), 
  Concentration 15 (+18), Gather Information 7 (+8), 
  Intuit Direction 1 (+2), Listen 7 (+8), Knowledge 
  (psionics) 15 (+17), Psicraft 15 (+17), Stabilize Self 
  15 (+18); Extend Power, Greater Psionic Fist, 
  Persistent Power, Power Touch, Psionic Fist, 
  Quicken Power. 
   Psionic Powers  
  (7+d/3+d/3+d/2+d/2+d/2+d/1+d/d; 80 PP); 
  0th – burst, catfall, control shadows, detect psionics, 
  elfsight, far hand, missive, telempathic projection; 1 – 
  biocurrent, control light, hear light, object reading; 2 – 
  animal affinity, body adjustment, brainlock, detect 
  thoughts; 3 – bite of the tiger, claws of the vampire, 
  displacement; 4 – dissolving touch, inertial barrier, 
  natural armor; 5 – ectoplasmic armor, energy barrier; 6 
  – breath of the dragon    
  Power-up chain : extended bite of the tiger (24 hours, 
  PP 7), extended claws of the vampire (24 hours, PP 7), 
  extended ectoplasmic armor (24 hours, PP 11), 
  extended natural armor (24 hours, PP 9), persistent 
  hear light (24 hours, PP 9) 
   Equipment: psicrystal (resolve), cloak of resistance 
  +3, eyes of powerleech, psionatrix of psychometabolism, 
  ring of psionic mindshielding* 
   
  * See New Psionic Items section in the appendix  
   
   
  Background/Description: Ixtabai, though 
  advanced in age and blind, is a confident and very 
  competent leader. He has been in charge of the 
  House of the Mind for many years, and was the 
  first to contact the templars about a new plan 
  when he learned about Tectuktitlay’s death. He is 
  now the true leader of Draj, directing the new 
  king, in coordination with the templars, on the 
  affairs of Draj. He is confident that their plan can 
  
   
   
  The City-State of Draj 
   
  53 
  work, but knows that chaos would ensue in the 
  city if the truth were learned about Atzetuk’s 
  origins. Though he disliked misleading the 
  population about Atzetuk, Ixtabai believed that it 
  was the only way to protect his city from the 
  death and destruction that happened in Raam 
  when Abalach-Re died. 
   Ixtabai is a small man, standing a little over five 
  feet tall, stooped, yet possessing a vitality that 
  some young psions cannot match. Anyone 
  thinking he is a helpless old man will be quickly 
  proven wrong should that person try to challenge 
  Ixtabai. 
   Notes: Ixtabai, though blind of age, sees 
  perfectly through the use of the psionic power 
  hear light. 
   
   
  Kael Stormseeker, Elf Male, Rog 3/Wiz 6/King’s 
  Defiler 5/Asn 1; CR15; Medium-size Humanoid; 
  HD 11d4+22 and 4d6+8; hp 84; Init +9; Spd 40ft.; 
  AC 21 (touch 15, flat-footed 16); Atk +13/+8 
  melee (elven longblade, 1d8+2; 15-20x2) or 
  +12/+7 ranged (composite longbow, 1d8+1; x3); 
  SA Death attack, fear, sneak attack +3d6, spells; 
  SQ Evasion,  poison use, secular authority; SV 
  Fort +6, Ref +13, Will +11; AL LE; Str 13, Dex 20, 
  Con 14, Int 18, Wis 12, Cha 13. 
   Skills and Feats: Appraise 4 (+8), Bluff 7 (+8), 
  Concentration 14 (+16), Diplomacy 14 (+15), 
  Disguise 4 (+5), Forgery 7 (+11), Gather 
  Information 3 (+4), Hide 7 (+12), Innuendo 7 (+8), 
  Intimidate 7 (+8), Knowledge (arcana) 14 (+18), 
  Listen 7 (+8), Move Silently 7 (+12), Read Lips 7 
  (+11), Scry 9 (+13), Sense Motive 7 (+8), Spellcraft 
  14 (+18); Spot 7 (+8), Empower Spell, Expertise, 
  Gravamen, Improved Disarm, Improved 
  Initiative, Jaguar Roar, Power Attack, Scribe 
  Scroll, Weapon Finesse (elven longblade). 
   Spells (4/5/5/5/4/2/1; DC 14 + spell level); 0th – 
  detect magic, ghost sound, mage hand, slave scent; 1 – 
  charm person, magic missile, ray of enfeeblement, 
  shield, true strike; 2 – cat’s grace, flaming sphere, 
  mirror image, shatter, see invisibility; 3 – 
  displacement, fireball, haste, hold person, slow; 4 – fire 
  shield, polymorph other, scrying, stoneskin; 5 – 
  empowered fireball, teleport; 6 - tenser’s 
  transformation      
   Equipment : +6 bracers of armor, +1 keen elven 
  longblade, ironbands of Bilarro, hat of disguise, 
  potionfruit of bull’s strength, scroll: finger of death 
  (level 13), scroll: empowered magic missile (level 9), 
  scroll: globe of invulnerability (level 7), scroll: arcane 
  eye (level 7), trapped scroll (explosive runes),  
  assorted poisons, spell book (black arcane tattoos), 
  spell component satchel, composite longbow 
  (mighty +1) 
   
  Background/Description: An imposing tall figure 
  clad in black, Tectuktitlay's chief inquisitor and 
  bounty hunter, Kael Stormseeker's mere name 
  and presence demand respect and fear wherever 
  he travels within Draj's boundaries. Kael is both 
  respected and loathed by the citizens of Draj. 
  Respected because he is cunning, ruthless and 
  efficient; loathed for his spellcasting methods and 
  arrogance. However, Kael has never backed down 
  from a challenge or confrontation, which puts him 
  in high esteem, and those who speak ill of him 
  seldom live long. The elf's past is unknown, but 
  rumors speculate that he was once part of the 
  Shadow elf network, which he has contact with.  
   
  Upon receiving the word of his master's apparent 
  death, the ambitious Kael approached the now 
  powerless templars (at least as far as spellcasting 
  is concerned) with an offer to become Draj's next 
  king. The templars were unimpressed by the idea, 
  and instead approached the House of the Mind, to 
  Kael's annoyance. When it became evident that 
  Tec's apparent son Atzetuk would be made King 
  of Draj, Kael vanished from the surface, but chose 
  to remain in Draj's shadows, passing himself off 
  as an elven merchant. To his bitterness, the people 
  have accepted Atzetuk as their new king. 
   
  Kael has observed that the House of the Mind, 
  and particularly Ixtabai the Blind, has much 
  influence over the King, leading him to suspect 
  that there is more to the new king than meets the 
  eye. Thus he has recently resurfaced, and offered 
  his services to the new king, with hopes of finding 
  out what is going on behind the throne. The 
  templars and Ixtabai have advised Atzetuk 
  against accepting the services of his "father's" 
  former cohort, but the youth is intrigued by the elf 
  who knew his father better than anyone else he 
  has met. Thus it has come to be that Kael now 
  serves Atzetuk, but in truth the elf seeks to find 
  proof of manipulation by the templars and the 
  House of the Mind to expose the alleged God-Son 
  and usurp the throne. 
   
   
  
   
   
  The City-State of Draj 
   
  54 
  Kargash, Human Male, Wiz15; CR15; Medium-
  size Humanoid; HD 15d4+0; hp 39; Init +1; Spd 
  30ft.; AC 15 (touch 11, flat-footed 14); Atk +7/+2 
  melee (dagger, 1d4;19-20x2) or +8/+3 ranged 
  (dagger, 1d4;19-20x2); SA Spells; SV Fort +8, Ref 
  +9, Will +14; AL CE; Str 10, Dex 13, Con 10, Int 19, 
  Wis 12, Cha 17.  
   Skills and Feats: Bluff 18 (+21), Concentration 18 
  (+18), Intimidate 9 (+14), Knowledge (arcana) 18 
  (+22), Knowledge (religion) 18 (+22), Scry 18 
  (+22), Spellcraft 18 (+22); Craft Wondrous Item, 
  Destructive Raze, Extend Spell, Jaguar Roar, 
  Maximize Spell, Mekillothead, Quicken Spell, 
  Scribe Scroll, Silent Spell, Still Spell, Talented 
  (catfall).  
   Spells (4/5/5/5/5/4/3/2/1; DC 14 + spell 
  level); 0th – detect magic, detect poison, light, read 
  magic; 1 – feather fall, charm person, hold portal, jump, 
  spider climb; 2 – extended mage armor, flaming sphere, 
  fog cloud, invisibility, scare; 3 – fly, fireball, protection 
  from elements, slow, vampiric touch; 4 – fear,  ice 
  storm, minor globe of invulnerability, stoneskin, wall 
  of fire; 5 – animate dead, quickened shield, summon 
  monster V, transmute rock to mud; 6 – circle of death, 
  maximized vampiric touch, true seeing; 7 – limited 
  wish, quickened haste; 8 – horrid wilting 
  Power up chain: extended mage armor (always active), 
  stoneskin, true seeing 
   Equipment: obsidian dagger, +3 cloak of resistance, 
  brooch of shielding, spellbook (strings with colored bead 
  patterns) 
   
  Background/Description: DSR2 Dune Trader p. 29: 
  Kargash has been House Tsalaxa’s chief defiler for 
  many years, and continues to serve the House 
  even through the change of leadership. Kargash 
  will support any leader of House Tsalaxa, as long 
  as his role isn’t diminished. He is the main 
  schemer of the House, responsible for planning 
  and executing many devious plans. Although not 
  trusted by anyone outside the leadership of the 
  House, his devotion to House Tsalaxa borders on 
  the fanatical, and his usefulness has never been in 
  doubt. Though he sometimes uses his position for 
  personal gain (as do most in such a high position), 
  he remains an important member of House 
  Tsalaxa. 
   
   
   
   
  Maxtlixoco, Human Male, Tem5/Mpr10; CR14; 
  Medium-size Humanoid; HD 5d8+10 and 
  10d8+20; hp 101; Init +5; Spd 30ft.; AC 21 (touch 
  11, flat-footed 20); Atk +13/+8 melee (macahuitl 
  1d8+3/19-20x2) or +11/+6 ranged; SA ; SQ 
  Secular authority, Moon priest's authority, 
  Guthay's revelation, Ral's convergence, Jaguar 
  presence, Feathered serpent, Eclipse; SV Fort +17, 
  Ref +9, Will +19; AL LN; Str 14, Dex 13, Con 15, 
  Int 14, Wis 16, Cha 18. 
   Skills and Feats: Diplomacy 18 (+24), Forgery 10 
  (+12), Gather information 15 (+18), Intimidate 26 
  (+25), Knowledge (astronomy) 15 (+19), Sense 
  Motive 18 (+21), Scry 12 (+14); Astrologer, Cleave, 
  Improved Initiative, Jaguar Roar, Leadership, 
  Mekillothead, Power Attack. 
   Equipment: +3 scale mail (ceremonial), +2 blinding 
  small steel shield, +1 macahuitl, +4 cloak of resistance, 
  templar sigil. 
   
  Background /Description:  The high templar of 
  Draj, Maxtlixoco, is a very intelligent and cunning 
  man. A middle-aged man, he maintains a well 
  toned body that shows no sign of the pampered 
  life he has built for himself. 
   
   Maxtlixoco was presented to the templarate by 
  his parents at a young age, and he took to the 
  training like he had been bred specifically for this 
  task. He rose quickly through the ranks of the 
  templarate, establishing himself as a worthy 
  opponent to all who would stand in his way. 
   
   The recent upheaval in his native Draj has 
  shocked the high templar, bringing a lifetime’s 
  worth of scheming and planning to an abrupt 
  end. Fearful of losing the city to chaos, and 
  perhaps losing his life as well, Maxtlixoco went to 
  the House of the Mind with a plan to maintain 
  order in Draj and install a new king. However, he 
  now feels his power base crumbling beneath him, 
  and Maxtlixoco is planning to return the glory to 
  the templars.  
   
   
  Nahualixi, Dwarf Male, Clr(earth)10; CR10; 
  Medium-size Humanoid; HD 10d8+20; hp 68; Init 
  -1; Spd 20ft.; AC 16 (touch 9, flat-footed 16); Atk 
  +8/+3 melee (iron battleaxe, 1d12+1) or +7/+2 
  ranged; SA Rebuke Undead,  Spells; SQ; SV Fort 
  +9, Ref +2, Will +10; AL LN; Str 13, Dex 8, Con 14, 
  Int 10, Wis 17, Cha 12. 
  
   
   
  The City-State of Draj 
   
  55 
   Skills and Feats: Concentration 13 (+15), 
  Knowledge (Religion) 13 (+13); Cleave, Extra 
  Turning, Leadership, Power Attack. 
   Spells (6/6/6/4/4/3; DC 13 + spell level); 0th – 
  curse element, detect magic, detect poison, guidance, 
  mending, resistance; 1 -  cause fear, detect undead, 
  doom, magic stone, sandstone*, shield of faith; 2 – 
  bull’s strength, cure moderate wounds, hold person, 
  make whole, remove paralysis, soften earth and stone*; 
  3 – bestow curse, dispel magic, meld into stone, stone 
  shape*; 4 – acid rain*, cure critical wounds, giant 
  vermin, greater magic weapon; 5 – circle of doom, 
  transmute mud to rock*, wall of stone 
   Domains: *Domain spell; Dance of Decay (no 
  age penalties or apparent aging, acid resistance 
  10), Forged Stone (Search check when within 10 
  feet of unusual stonework, such as traps or secret 
  doors). 
   Equipment: iron battleaxe, large shield, shell 
  armor, incense of meditation, stone of alarm, stone 
  salve. 
   
  Background /Description:  The long-standing 
  head of the Temple of the Earth, Nahualixi is a 
  well-liked presence in Draj. She runs the temple in 
  typical dwarven fashion, with dedication 
  bordering on obsession, but she serves her 
  element well. Standing 4 and a half feet tall, she 
  has the strong build of dwarves, and her body is 
  rock solid, like her patron element. Hairless, like 
  all dwarves, Nahualixi has a strong jaw, slightly 
  drooping eyelids, and a tattoo of a fierce earth 
  elemental on her skull. She also has piercings in 
  her ears, with wooden rings, and a small spike of 
  blue agafari through her nose. 
   
   Nahualixi oversees the fields and gardens of the 
  nobility. She has been tending to Draj for over a 
  King's Age, and has risen to her position through 
  hard work and careful maneuvering. Nahualixi 
  has tried to stay out of Draj's political scheming as 
  much as possible, and she has built a reputation 
  of being a fair and honest dwarf. 
   
   
  Rugar Stormbringer: Halfling Clr(rain) 8; CR8; 
  Small Humanoid; HD 8d8+8; hp 47; Init +3; Spd 
  20ft.; AC 14 (touch 14, flat-footed 11); Atk +7/+2 
  melee (1d4/20x2, +1 shock small quabone) or 
  +11/+6 ranged (1d3-1/20x2, small sling); SA 
  rebuke undead; SQ -; SV Fort +7, Ref +7, Will +9; 
  AL NE; Str 8, Dex 16, Con 12, Int 13, Wis 16, Cha 
  9. 
     Skills and Feats: Concentration +12, Diplomacy 
  +9, Knowledge (planes) +5, Spellcraft +9, Listen 
  +8; Leadership, Lightning Reflexes, Skill Focus 
  (Diplomacy). 
    Cleric Spells Prepared (6/6/5/5/3; DC 13 + spell 
  level): 0- cure minor wounds, detect magic, inflict 
  minor wounds, light, read magic, resistance; 1st- bless 
  element, chill touch*, cure light wounds, eye of the 
  storm*, magic weapon, obscuring mist; 2nd- bulls 
  strength, enthrall, hold person, gust of wind*, zone of 
  truth; 3rd- bestow curse, cure serious wounds (2), 
  dispel magic, enervation*; 4th- air walk, ice storm*, 
  poison. 
      *Domain spell. Domains: Cold Malice (cold 
  resistance equal to cleric level), Fury of Storms 
  (turn/destroy conjured storms as an elemental 
  cleric turns/destroys undead). 
     Possessions: +1 shocking small quabone, small sling, 
  wicker backpack, blanket, one-gallon waterskin, 
  spell component wicker bag, yellow piece of 
  quartz worth 15 Cp  
   
  Rugar was exiled from his tribe when they 
  learned he was worshipping the element of Rain. 
  His tribe had long been associated with the 
  worship of earth, and for Rugar to switch to an 
  element such as Rain was unpardonable. When he 
  left his tribe, Rugar wandered for many months 
  until he found a perfect location to continue the 
  proper worship of his element. He built himself a 
  small shrine, in the foothills of the Ringing 
  Mountains, and lived a solitary life until he heard 
  of the Tyr-storms that were devastating the 
  Tablelands. He then made his way to Draj, the 
  first city to bear the brunt of the storms, and set 
  up a small temple. He has been gaining many 
  new followers in the two years he has been in 
  Draj. 
   Rugar is of standard height for a halfling, 
  standing just over three feet tall. He is covered 
  with many colorful tattoos depicting storms, 
  lightning and water all over his body. This crafty 
  halfling doesn’t have a long term plan regarding 
  his stay in Draj, but if more people flock to his 
  temple, he may decide to develop a more open, 
  less secretive presence in Draj. For now, he is 
  content to let the people come, as he awaits a 
  spark of inspiration. 
   
   
  
   
   
  The City-State of Draj 
   
  56 
  Tanuixtli, Half-Elf Male, Clr(water)10; CR10; 
  Medium-size Humanoid; HD 10d8-10; hp 38; Init 
  +2; Spd 30ft.; AC 16 (touch 12, flat-footed 14); Atk 
  +8/+3 melee (longspear, 1d8+1; 20x3) or +9/+4 
  ranged; SA Spells, Turn Undead ; SQ; SV Fort +6, 
  Ref +5, Will +11; AL CG; Str 12, Dex 14, Con 8, Int 
  11, Wis 16, Cha 14. 
   Skills and Feats: Heal 5 (+8), Knowledge 
  (Religion) 13 (+13), Spellcraft 8 (+8); Craft Wand, 
  Extra Turning, Mekillothead, Scribe Scroll. 
   Spells (6/6/6/4/4/3; DC 13 + spell level); 0th – 
  create water x2, detect poison, light, mending, purify 
  food and drink, virtue; 1 – bless element, command, 
  cooling canopy, deathwatch, entropic shield*, 
  obscuring mist; 2 – calm emotions, darkness, 
  endurance, enthrall, glitterdust*, shatter; 3 – create 
  food and water, curse of the choking sands*, remove 
  blindness/deafness, remove disease; 4 – coat of mists*, 
  divine power, inflict critical wounds, neutralize poison, 
  restoration; 5 – atonement, raise dead, water trap* 
   Domains: * Domain spell; Desert Mirage (can 
  use turn attempts for the day to dispel illusion, 
  favored terrain: sandy wastes), Despair of the 
  Drowned (armor and equipment penalties do not 
  apply to swimming, as long as both hands are 
  free; can rebuke/command water elementals). 
   Equipment: boots of striding and springing, wand of 
  create water (caster level 1; 32 charges left), 
  masterwork scalemail, longspear.  
    
  Background /Description:  As the only member of 
  the water temple in Draj, Tanuixtli works long 
  hours, with little reward to keep his temple afloat. 
  Like many half-elves, he prefers his solitude, and 
  so has not taken in any pupils in the few years he 
  has been in Draj. To be fair though, not many 
  pupils have come knocking on Tanuixtli’s door. 
  His melancholy attitude does little to attract 
  others.  
       Tanuixtli carries out his duties to Water with 
  fierce devotion, taking the fertility of the region as 
  a sign that Water is an important part of the world 
  as the other elements. The people of Draj carry 
  little respect for Tanuixtli, however, and 
  convincing the population that Water is as 
  powerful as Fire, for example, is a hard sell. 
   
   
   
   
   
  Tionaca, Queen of Draj, Human Female, 
  Drd8/Psi(seer)2; CR10; Medium-size Humanoid; 
  HD 8d8+0 and 2d4+0; hp 48; Init +1; Spd 30ft.; AC 
  15 (touch 15, flat-footed 14); Atk +8/+3 melee 
  (quarterstaff 1d6+1/x2) or +8/+3 ranged (By 
  weapon) ; SA Human racial traits; SQ ; SV Fort +6, 
  Ref +6, Will +12; AL LE; Str 12, Dex 13, Con 11, Int 
  14, Wis 17, Cha 16. 
    Skills & Feats: Concentration 11(+11), Handle 
  Animal 7(+10), Heal 11(+14), Knowledge(nature) 
  6(+8), Psicraft 5(+7), Spellcraft 11(+13), Wilderness 
  Lore 11(+14), Gather Information 3(+6), Remote 
  View 3(+5), Sense Motive 6(+9), Spot 11(+14), 
  Listen 6(+9); Combat Casting, Extend Spell, 
  Inertial Armor, Still Spell, Track. 
   Spells (6/5/4/4/2; DC 13 + spell level): 0 – create 
  water, detect magic, detect poison, light, purify food 
  and drink, read magic; 1st – entangle, goodberry, 
  magic fang, obscuring mist, shillelagh; 2nd – flaming 
  sphere, lesser restoration, resist elements, soften earth 
  and stone; 3rd – call lightning, contagion, dominate 
  animal, spike growth ; 4th – cure serious wounds, 
  flame strike. 
   Psionic Powers (2+d/1+d; 4 PP): 0 – catfall, 
  detect psionics, far punch; 1 – destiny dissonance, 
  lesser concussion. 
   Equipment: none. 
   
  Tionaca is not a native Draji. In fact, her birth 
  name is Niobe. Her parents were refugees from 
  Balic, and she was raised in Raam. She was 
  captured by Draji warriors, during one of the 
  many wars between Raam and Draj, and brought 
  back to Draj to be sacrificed on the Great Pyramid. 
  Tectuktitlay saw the red-haired beauty among the 
  prisoners of war and took her as his concubine. 
  The sorcerer-king eventually married Niobe and 
  gave her the name Tionaca meaning “Firelight”. 
  To the Draji she became known as the Flame 
  Woman, but was not worshipped as a divine 
  being such as Tectuktitlay. She was never a public 
  figure and was rarely seen outside the Great 
  Pyramid. After Tectuktitlay’s demise, she was 
  never seen in public again.  
   
  The official story is that Queen Tionaca took her 
  own life out of grief for her husband’s death, and 
  that Atzetuk is her and Tectuktitlay’s legitimate 
  heir. The truth is that she rejected the templars’ 
  and House of the Mind’s plan to program the 
  unknown youth into a puppet king. The templars 
  and the psions dared not kill her, though, fearing 
  
   
   
  The City-State of Draj 
   
  57 
  a curse weaved by Tectuktitlay upon their 
  wedding day, which dictates that “those who 
  would seek to harm but a strand of hair on her 
  head, pierce the skin of her body, or mentally do 
  her injustice, be subjugated to never-ending 
  burning pains, loss of sight and hearing, and 
  frailty of the bones”. 
   
  Instead of killing her, the templars and the psions 
  decided to imprison her and placed her in a secret 
  chamber beneath the locales of the House of the 
  Mind. There she is watched by a mul guardian 
  whose name is unknown and whose tongue has 
  been cut off. Tionaca holds the secret to Atzetuk’s 
  ascendance to rulership, and the templars and the 
  House of the Mind will go to extreme measures to 
  keep her presence a secret.  
   
   
  The Guardian, Meorty Elf Female, Wiz17; CR21; 
  Medium-size Undead; HD 17d12+0; hp 116; 
  Init +3; Spd 40ft.; AC 23 (touch 13, flat-footed 20); 
  Atk +10/+5 melee (Claws 1d6+2) or +11/+6 
  ranged; SA The Way; SQ Turn undead, DR 15/+1, 
  Immune to mind-influencing effects, cold, 
  electricity, enfeeblement, SR/PR 25, Create 
  Spawn; SV Fort +7, Ref +8, Will +11; AL CE; Str 
  14, Dex 17, Con -, Int 23, Wis 12, Cha 20. 
     Skills and Feats: Bluff 20 (+25), Concentration 20 
  (+25), Diplomacy 4 (+11), Intimidate 10 (+15), 
  Knowledge (arcana) 20 (+26), Listen 8 (+19), Scry 
  4 (+10), Search 8 (+24), Spellcraft 20 (+26), Spot 8 
  (+19); Combat Casting, Empower Spell, Enlarge 
  Spell, Great Fortitude, Quicken Spell, Maximize 
  Spell, Spell Focus (Evocation), Spell Focus 
  (Necromancy), Still Spell. 
     Spells: (4/6/6/5/5/5/5/3/2/1; DC is 16 + spell 
  level, necromancy and evocation 18 + spell level): 
  0 – ghost sound, mage hand, ray of frost (x2); 1st - 
  cause fear, chill touch, mage armor, magic missile, ray 
  of enfeeblement, ventriloquism; 2nd – blindness, 
  darkness, fog cloud, ghoul touch, scare, see invisibility; 
  3rd – dispel magic, hold person, lightning bolt, slow, 
  vampiric touch; 4th – black tentacles, enervation, fire 
  shield, ice storm, phantasmal killer; 5th – empowered 
  fireball, dream, greater shadow conjuration, mind fog, 
  stilled contagion; 6th – antimagic field, chain 
  lightning, circle of death,  maximized fireball, shades, 
  7th – empowered cone of cold, finger of death, 
  forcecage; 8th – horrid wilting, screen; 9th – wail of the 
  banshee. 
    The Way (Sp): The meorty gains the following 
  powers at will: call cohort, 
  clairvoyance/clairaudience, crisis of breath, 
  dimensional anchor, dissolving touch, forced mindlink 
  and teleport without error. Powers in continuous 
  usage: anchored navigation (fixed to the gate), aura 
  sight, body adjustment, body equilibrium, catfall, 
  detect remote viewing, elfsight and psionic sense. 
   Choking Death (Su:): The Guardian has a unique 
  attack form usable 3/day. A single target within 
  line of sight must succeed at a Fortitude Save DC 
  23, or fall unconscious as per the suffocation rules 
  in the DMG, the result of an ear of corn stuck in 
  its throat. The victim is treated as dying, unless 
  someone can assist him (Heal check DC 15).  The 
  target remains unconscious, but is no longer 
  dying. Executing the choking death attack is a 
  standard action. 
   
  The Guardian, whose real name Tectuktitlay has 
  erased from memory, is a meorty bound to the 
  Jaguar Gate guarding Two Moon City. The spirit, 
  incorporeal, can only manifest at night and 
  guards the Gate with a relish. Its long centuries of 
  isolation have driven it mad, and it can no longer 
  distinguish between right and wrong. Its only 
  hunger is to protect the Gate, feeding off the 
  terror it enjoys striking into its victims. The 
  Guardian has no form, being incorporeal, but if 
  anyone tries to use divinations or scryings, the 
  spirit appears as a dark, hooded figure with long, 
  blood-stained talons. The meorty has the ability to 
  infect the dreams of those who try to unmask the 
  Guardian, turning their dreams into terrible 
  nightmares filled with decaying corpses, 
  sharpened blood-soaked talons, and laughing 
  skulls. 
   
   
  The Nameless Sentinel, Raaig Human Male, 
  Ftr9; CR11; Medium-size undead; HD 9d12+0; hp 
  64; Init +1; Spd 30ft.; AC 28 (touch 11, flat-footed 
  27); Atk +16/+11 melee (steel greatsword 
  2d6+8/17-20x2) or +10/+5 ranged; SQ Undead 
  traits, DR 10/+1, fly 50ft.(good), immune to mind-
  affecting effects, invisibility, tongues, bound to 
  area, code of honor; SV Fort +6, Ref +6, Will +5; 
  AL LE; Str 21, Dex 12, Con —, Int 13, Wis 14, Cha 
  12.  
   Skills & Feats: Climb +17, Craft +10, Jump +17, 
  Listen +7, Ride +9; Alertness, Cleave, Combat 
  Reflexes, Great Cleave, Improved Bull Rush, 
  
   
   
  The City-State of Draj 
   
  58 
  Improved Critical(greatsword), Lightning 
  Reflexes, Power Attack, Weapon Focus 
  (greatsword), Weapon Specialization 
  (greatsword).  
   Equipment: Full plate, small shield, +1 frost steel 
  greatsword. 
   
  The Nameless Sentinel was once a proud warrior 
  of the people living in the Forbidden Caverns, 
  sworn to protect its waters from any outsider. The 
  Nameless Sentinel will attack anyone coming 
  close to his caverns, trying to ambush any 
  adventurer before they know what is happening. 
  The Nameless Sentinel cannot speak, and obeys 
  only Varoxil Rante. 
   
   
  Varoxil Rante, Raaig Human Male, Clr10; CR12; 
  Medium-size Undead; HD 10d12+0; hp 70; Init +3; 
  Spd 30ft.; AC 28 (touch 11, flat-footed 27); Atk 
  +9/+4 melee (steel heavy mace 1d8+1/x2) or 
  +11/+6 ranged (By weapon); SQ Undead traits, 
  DR 10/+1, fly 50ft.(good), immune to mind-
  affecting effects, invisibility, tongues, bound to 
  area; SV Fort +7, Ref +6, Will +11; AL LE; Str 11, 
  Dex 16, Con—, Int 16, Wis 18, Cha 19. 
   Skills & Feats: Concentration +13, Diplomacy 
  +17, Heal +15, Knowledge (planes) +11, Scry +11, 
  Spellcraft +16, Listen +6, Sense Motive +6, Spot 
  +6; Combat Reflexes, Enlarge Spell, Maximize 
  Spell, Quicken Spell, Silent Spell, Weapon Focus 
  (heavy mace). 
   Spells (6/6/6/5/5/3; DC 14 + spell level):  
  0 – create element, detect magic, guidance, inflict 
  minor wounds, light, read magic; 1st – bane, cause 
  fear, doom, entropic shield*, obscuring mist, sanctuary; 
  2nd – desecrate, glitterdust*, gust of wind, resist 
  elements, silence, zone of truth;  3rd – bestow curse, 
  curse of the choking sands*,  dispel magic, inflict 
  serious wounds, magic vestment; 4th – coat of mists*, 
  discern lies, empowered bull’s strength, ice storm*, 
  inflict critical wounds; 5th – control winds*, greater 
  command, slay living. 
   Domains: *Domain spell; Desert Mirage (use 
  turn attempts to dispel illusions), Fury of Storms 
  (turn storms as a cleric turns undead). 
   Equipment: Full plate, small shield, +1 unholy 
  heavy mace. 
   
  Varoxil is the protector of the springs of the 
  Forbidden Caverns. He allows no one to venture 
  near the springs, considering it his holy duty to 
  protect the sacred waters. Once a priest of a long-
  forgotten people, Varoxil believes that some of his 
  people are still alive deep inside the caves, and 
  will protect them at all costs. He cannot be 
  reasoned with; defending the waters from thieves 
  is his sole purpose. 
   
   
  Xaltotec, Human Male, Wiz5/ArD 7; CR12; 
  Medium-size Humanoid; HD 12d4+24; hp 55; Init 
  +2; Spd 30ft.; AC 12 (touch 12, flat-footed 10); Atk 
  +5 melee (puchik; 1d4) or +7 ranged; SA Spells; 
  SQ Spells, Tainted Aura, Casting Time Metamagic 
  2/day, Painful Radius; SV Fort +7, Ref +5, Will 
  +11; AL LE; Str 10, Dex 15, Con 14, Int 17, Wis 14, 
  Cha 11. 
   Skills and Feats: Concentration 15 (+17), Disguise 
  15 (+25), Knowledge (arcane) 15 (+17), Knowledge 
  (religion) 15 (+17), Scry 15 (+17), Spellcraft 15 
  (+17); Agonizing Radius, Craft Wand, Empower 
  Spell, Great Fortitude, Path Sinister, Scribe Scroll, 
  Silent Spell, Spell Mastery (dispel magic, 
  improved invisibility, teleport), Still Spell.  
   Spells: (4/5/5/5/3/3/2; DC 13 + spell level; 0th 
  – detect magic, detect poison, light, ray of frost; 1 – 
  illusory talent, mage armor, spider climb, unseen 
  servant, ventriloquism; 2 – cat’s grace, endurance, 
  invisibility, see invisibility, spectral hand; 3 – 
  empowered chill touch, haste, slow, tongues, vampiric 
  touch; 4 – charm monster, fear. improved invisibility; 5 
  – magic jar, silent still vampiric touch; 6 – circle of 
  death, silent teleport 
   Power up chain : cat’s grace, endurance, mage armor  
   Equipment: chime of opening (17 charges), hat of 
  disguise, scroll : illusory script, scroll : obscure object, 
  spellbook,  wand : enervation (14 charges), wand : ray 
  of enfeeblement (27 charges), puchik  
   
  Background /Description: As Tectuktitlay’s main 
  defiler, Xaltotec was responsible for many evil 
  deeds and mysterious deaths. With the recent 
  change in rulership, Xaltotec position has become 
  even more important, since the templars have lost 
  their magical abilities. He now performs many of 
  the templars’ former magical duties, as much as 
  he is able to, in order to maintain the secret of the 
  new King’s rise to power. It is beneficial to 
  Xaltotec to maintain this secret, however should 
  he see an opportunity to advance himself, Xaltotec 
  would easily divulge the secret if he thought it 
  were to his advantage. He knows that the House 
  of the Mind is watching him carefully, and so far 
  
   
   
  The City-State of Draj 
   
  59 
  has not made any plans to betray the House of the 
  Mind. 
   
   
  Yarsha Tsalaxa, Human Female, Ari2/Rog15; 
  CR16; Medium-size Humanoid; HD 2d8+4 and 
  15d6+30; hp 113; Init +3; Spd 30ft.; AC 17 (touch 
  14, flat-footed 14); Atk +13/+8/+3 melee (iron 
  handaxe, 1d6+1;20x3) or +15/+10/+5 ranged; SA 
  Sneak Attack +8d6; SQ Evasion, Uncanny dodge 
  (+2 against traps), Fast talking; SV Fort +10, Ref 
  +15, Will +15; AL LN; Str 11, Dex 17, Con 14, Int 
  16, Wis 18, Cha 19. 
     Skills and Feats: Appraise 10 (+13), Bluff 20 (+24), 
  Diplomacy 20 (+28), Forgery 15 (+18), Gather 
  Information 20 (+24), Innuendo 15 (+21), Listen 18 
  (+22), Profession (trader) 15 (+19), Read Lips 14 
  (+17), Search 20 (+23), Spot 18 (+22), Sense Motive 
  20 (+24), Tumble 15 (+18); Dodge, Expert 
  Tactician*, Expertise, Improved Initiative, 
  Leadership, Quickdraw, Talented (detect poison). 
   Equipment: +1 vanishing studded leather armor, +1 
  brilliant energy iron handaxe, cloak of resistance +3  
   
  * For those who do not own the accessory Sword 
  and Fist, substitute Expert Tactician with Mobility. 
   
  Background /Description: DSR2 Dune Trader p. 28 
  Yarsha Tsalaxa is the new head of House Tsalaxa, 
  succeeding to the head after her grandfather died. 
  Although some view the death as suspicious, no 
  one would dare question the new leader, because 
  retribution would be quick and deadly. Though 
  not responsible for her grandfather’s death, 
  Yarsha had been planning for some years to take 
  over the House, assembling a group of loyal 
  advisors, maneuvering trusted servants in 
  positions of authority and developing a network 
  of spies, both within the House and without.  
   A tall woman, Yarsha is a highly intelligent and 
  capable leader, as well as being an extremely 
  good trader. Her success in business has also 
  increased her value as leader of the House, and no 
  one questions her competence as leader, though 
  some may grumble a bit about how she got there. 
   
   
   
   
   
   
  M
  Moonnsstteerrss  
  JJaagguuaarr  
  Large Animal  
  Hit Dice: 4d8+8 (26hp) 
  Initiative: +4 
  Speed: 60ft. 
  AC: 15 (-1 size, +4 Dex, +2 natural), touch 13, flat-
  footed 11 
  Attacks: Bite +6 melee, 2 claws +1 melee 
  Damage: Bite 1d6+4, claws 1d3+2  
  Face/Reach: 5 ft. by 10 ft./5 ft. 
  Special Attacks: Pounce, improved grab, rake 
  1d4+1  
  Special Qualities: Scent 
  Saves: Fort +6, Ref +8, Will +2 
  Abilities: Str 19, Dex 18, Con 15, Int 2, Wis 12, 
  Cha 6  
  Skills:  Balance +7, Climb +5, Hide +5, Move 
  Silently +5, Spot +4 
  Feats: —  
   
  Climate/Terrain: Warm forests 
  Organization: Solitary or pair 
  Challenge Rating: 2 
  Treasure: None  
  Alignment: Always neutral 
  Advancement: 5-8HD (Large)  
   
  The jaguar is normally six feet long and weighs 
  around two hundred and fifty pounds. This 
  weight is evenly distributed throughout a 
  muscular neck and shoulders, a barrel-like body 
  and short, stout legs. Its powerful paws also pack 
  a powerful punch. Its tawny coat shines like 
  freshly coated paint. The golden hue of the jaguar 
  becomes a brilliant red with the setting of the sun. 
  Its chest, cheek and belly become a soft tan hue. 
  This splash of color is offset by an irregular 
  pattern of black markings across the animal’s 
  body.   
   
  Combat 
   
     Pounce (Ex): If a jaguar charges, it can make a 
  full attack (including a rake attempt, see below) 
  even though it has moved. 
  
   
   
  The City-State of Draj 
   
  60 
     Improved Grab (Ex): If a jaguar hits an 
  opponent that is its own size or smaller with its 
  rake attack, it deals normal damage and attempts 
  to start a grapple as a free action without 
  provoking an attack of opportunity (grapple 
  bonus +11). If it gets a hold, it can use its rake 
  attack in the same round. Thereafter, the jaguar 
  has the option to conduct the grapple normally, or 
  simply use its claws to hold the opponent (-20 
  penalty on grapple check, but the jaguar is not 
  considered grappled). 
  In 
  either 
  case, 
  each 
  successful 
  grapple 
  check 
  it 
  makes 
  during 
  successive 
  rounds 
  automatically 
  deals 
  bite 
  damage and rake damage. 
     Rake (Ex): A jaguar that gets a hold can make 
  two rake attacks (+6 melee) with its hind legs for 
  1d4+2 damage each. If the jaguar pounces on an 
  opponent, it can also rake.  
     Skills: Jaguars receive a +4 racial bonus to 
  Balance, Climb, Hide and Move Silently checks. 
   
  K
  Koorriinntthh  
  Colossal Animal 
  Hit Dice: 32d8+288 (432hp) 
  Initiative: -1 
  Speed: 20ft. 
  AC: 13 (-8 size,-1 Dex, +12 natural), touch 1, flat-
  footed 13 
  Attacks: Tail slap +31, bite +26 
  Damage: Tail slap 4d10+15, bite 2d10+7 
  Face/Reach: 80 ft./25 ft. 
  Special Attacks: Trample 10d10+22 
  Special Qualities: Darkvision 60ft., low-light 
  vision, scent 
  Saves: Fort +27, Ref +17, Will +10 
  Abilities: Str 40, Dex 9, Con 29, Int 1, Wis 10, Cha 
  13 
  Skills: Listen +6, Spot +6 
  Feats: -  
   
  Climate/Terrain: Foothills 
  Organization: Solitary 
  Challenge Rating: 12 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 33-64 HD (Colossal) 
   
  Korinths are large, gray-colored lizards, with 
  huge 25-foot high spikes jutting out from their 
  backs. These hulking quadrupeds have a long 
  neck and relatively small head. They serve as 
  patrol mounts by the Draji, who use them to 
  patrol the sandy wastes around Draj. 
   These huge beasts are very hard to find, and it 
  is unknown where the Draji capture them. They 
  have a feeble mind and are easily controlled by 
  psion handlers. 
   
  Combat 
  These beasts are too big to have many natural 
  predators. They prefer to attack using their tail, 
  and rarely use their bite unless pressed to. 
   
   Trample (Ex): As a standard action during its 
  turn each round, korinths can trample opponents 
  at least one size category smaller than itself. This 
  attack does 10d10+22 points of bludgeoning 
  damage. A trampled opponent can attempt either 
  an attack of opportunity at a -4 penalty or a Reflex 
  save (DC 41) for half damage. 
  
   
   
  The City-State of Draj 
   
  61 
  M
  Maapp  ooff  T
  Twwoo  M
  Moooonn  C
  Ciittyy  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  The City-State of Draj 
   
  62 
   
   
  M
  Maapp  ooff  D
  Drraajj  
   
   
   
  
   
   
  The City-State of Draj 
   
  63 
  Open Game License 
   
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