TEXT: Introduction
  Once a verdant landscape of grass and flowering plants, the Grazelands are slowly being 
  swallowed by the relentless sands. Trade, which brought great wealth to the inhabitants, 
  has declined sharply, though there is still some money to be made from making the long 
  trip to the northern lands. The shrinking grass is placing the tribes under greater strain, 
  and tensions are high. The times are changing, but not for the best. This supplement 
  expands on material found in Hellfrost: Land of Fire. 
  OrIgIns Of the grazelands
  Many stories hold that in the distant past, the entire desert was fertile. One tale says 
  that Ashtart’s planting of crops brought harmony to the universe by creating a natural 
  cycle. Seeking to upset the balance, Iblis cursed the soil, rendering it sterile. Another says 
  the land was once a fertile expanse of green grass and tall trees. The roots of the growing 
  things descended deep into the earth, tickling Geb-Agni. Frustrated, the earth god asked 
  who could rid him of his torment. Iblis gladly obliged. Yet another myth claims that during 
  the creation of the world the gods vowed in turn to gift the land. During his oath, Iblis 
  distracted Apsu, who forgot to promise to bring rain to Al-Shirkuh, leaving it a desert. 
  The Bedu’s most popular tale says Duamutef once ruled the grassy plains. His followers, 
  the nomadic tribes, grazed vast flocks of sheep, goats, and cattle, and life was good. But 
  Duamutef was angered by Ashtart, who began to use his land to plant crops. Iblis tricked 
  Duamutef into stealing fire from Geb-Agni and setting fire to the crops. The fires burned 
  out of control, rapidly incinerating all the grass. Depending on the cult telling the tale, 
  this was punishment enough. Regardless of the tale, only the Grazelands survived. Such 
  was the bounty of its soil that it became known as Ashtart’s Garden, a title now used only 
  ironically (in phrases such as, “As green as Ashtart’s Garden,” a euphemism for something 
  that is not all it seems or has lost its splendor).
  Most Faithful Bedu, and many sages, are adamant the root of the problem lies with 
  the jinn. As their empire began to collapse, they invoked a powerful spell to blight the 
  land, a petty act of vengeance against a region they never colonized. Perhaps, as some 
  savants muse, they thought Suleiman might march north and try to settle the fertile land. 
  Its destruction, though gradual, would ultimately spell doom for the upstart slave and 
  his followers. Devoted point to the inhabitants having lost their spiritual way by turning 
  away from Suleiman’s true teachings. As they move further away from Oneness, so the 
  landscape mirrors their tainted souls.
  35011
  • R E A L M  G U I D E  # 1 1 •
                    
  Author & Layout: Paul Wade-Williams
  Editing: Danny James Walsh
  Graphic Design: Robin Elliott
  the grazelands
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  A modern problem threatening the remaining grass-
  lands is the Bedu’s goats. Their herds are highly prized 
  and a symbol of wealth. To cull them is utterly unthink-
  able. Thus, the herds continue to grow, despite an ever 
  increasing lack of resources to feed them.
  OrIgIns Of the hyaenIdae
  Where as the jackal-like cakali are widely regarded as 
  an honorable and civilized race, the hyena-like hyaeni-
  dae are seen as despicable and almost barbaric. Among 
  city dwellers, who seem to enjoy branding the Bedu as 
  sexual deviants, there are many stories of how frustrated 
  men on long hunts or caravan trains had their wicked 
  way with animals of all ilk. Such acts resulted not only 
  in the creation of the hyaenidae, but also the sand gob-
  lins and desert centaurs. Other legends point toward 
  the hyaenidae being the creation of the jinn (common 
  candidates for anything humans can’t explain), Iblis’ first 
  attempt to create a sentient race, and even the offspring 
  of a celestial hyena who ate the decaying flesh of fallen 
  gods during the God War, and so became transformed. 
  Their crime resulted in their exile to the mortal realm.
  Among the Bedu, there are two main stories. The first 
  claims Iblis seduced the women of a tribe, leading them 
  to wickedness and adultery. He appeared in their tents in 
  the form of a hyena, so giving rise to an entire generation 
  of deformed children. By far the most popular myth tells 
  how a tribe of Bedu fell from grace, growing covetous of 
  other tribes’ possessions and lands. It is said that as they 
  murdered and stole, they would laugh maniacally, mock-
  ing their victims as they pleaded for clemency. Duamutef, 
  in his wisdom, cursed them to become the hyaenidae, 
  for they had become like hyenas in his eyes.
  hyaenIdae sOcIety
  Whereas the Bedu have families, clans, and tribes, hy-
  aenidae society is focused solely on the family. Such units 
  are not always one’s blood kin, for hyaenidae are drawn 
  toward like-minded individuals. In the case of adventur-
  ing hyaenidae, their family is the party.
  Hyaenidae families are ruled not by hereditary 
  nobles, the wealthiest, or the wisest. A pecking order 
  exists within every family, but it is extremely fluid, with 
  members rising and falling in status on a regular basis. 
  Arguments are common occurrences, as are struggles 
  for position. Often the latter are contents of taunts and 
  intimidation, shows of force rather than brute force. 
  When violence occurs, it rarely results in death—weaker 
  members quickly accept their place rather than risk life-
  threatening injuries. Despite their many flaws (as seen 
  by others), hyaenidae do not define social position by 
  gender, and the females are just as aggressive, cunning, 
  and crude as the males.
  Hyaenidae society produces very little in the way of 
  goods—almost everything they own once belonged to 
  someone else. As a result, personal possessions are jeal-
  ously guarded. It is commonly said a hyaenidae would let 
  you starve to death if he had food to spare, and in many 
  cases such tales are true. They are notoriously greedy, 
  always demanding more than their fair share of any 
  loot. While murder is rare, hyaenidae frequently try to 
  intimidate those they consider weaker than themselves 
  in order to acquire a better percentage of the spoils.
  religion
  Religion in the Grazelands is currently divided into 
  two opposing camps. As the days grow hotter and the 
  land more barren, so opinions have grown more en-
  trenched. The schism has yet to reach violent levels, but 
  heated debates are commonplace, even among families.
  The first camp (known as Grazers) believes they must 
  offer praise and supplication to Apsu and Ashtart, for it is 
  their gifts of rain and grass that the jinn have destroyed. 
  Only by strengthening the gods will salvation come.
  The second camp (known as Wanderers) holds that 
  honor must go to Duamutef above all others. The jinn 
  curse cannot be reversed, and the people must return 
  to the ways of their ancient ancestors and embrace the 
  desert before it is too late.
  Regardless of one’s chosen camp, religious ceremo-
  nies are carried out frequently and fervently, and are 
  always accompanied with bountiful sacrifices. Even if the 
             
  rules Of the realm
  These setting rules apply in the Grazelands.
  * Food and Water: Although the land has become 
  arid, there is still more food and water available 
  than in the true desert. Survival rolls to find edible 
  food and potable water are made with no modifier. 
  In the foothills of the northern mountains, the roll 
  is made at +1.
  * Keen Traders: Sandwall Oasis counts as a town 
  for the purposes of purchasing equipment. Items 
  from Rassilon are commonly available here, but 
  when purchasing such goods the oasis counts as a 
  village. The base price of any item found only in 
  the Hellfrost Player’s Guide is doubled before any 
  modifiers are applied. Streetwise rolls to sell goods 
  are made at +1 among all the tribes. All the tribes 
  use money, though barter is still commonplace.
  * Religious Bias: Whenever the heroes encoun-
  ter a Faithful nomad tribe, the GM should draw a 
  card from the action deck. Red indicates the tribe 
  are Grazers. clerics of Apsu and Ashtart receive a 
  +1 charisma bonus and are always treated as hon-
  ored guests. conversely, clerics of Duamutef have 
  –1 charisma and are treated as tolerated guests. 
  A black suit indicates Wanderers, and reverses the 
  situation. A Joker means the tribe belongs to nei-
  ther camp.
  land of fire realm guide #11
  
  
  mortals must go short on daily provisions, the gods are 
  always well-sated.
  qedeshet is worshipped only in his aspect as the god 
  of trade. unfortunately, his attentions have been diverted 
  elsewhere, an indisputable fact to the nomads, for what 
  else can explain why trade with the north is dwindling, 
  and competitors are stealing away many of the tribes’ old 
  customers. The Bedu believe that unless they become 
  more devout in their worship of qedeshet, he may des-
  ert them altogether.
  upuaut has been, and remains, popular. Every tribe is 
  now forced to migrate to new areas during summer, and 
  most tribes have at least one merchant in their number. 
  All the other gods receive some form or worship, 
  though outside of his small and secretive cult prayers to 
  Iblis are for appeasement rather than devotion.
  Hyaenidae, well accustomed to the hardship of a 
  nomadic existence, remain strong in their dual worship 
  of Duamutef and upuaut. While those in the Grazelands 
  do possess goat herds (keeping a goat is relatively easy 
  work), they are scavengers, always on the edge of soci-
  ety, and incapable of forming complex societies. Tamarni 
  receives plenty of lip-service, but few hyaenidae are pro-
  fessional thieves—the goddess is honored because she 
  offers the twin gifts of stealth and wealth.
  hyaenIdae funerals
  Despite numerous claims to the contrary, hyaenidae 
  don’t eat their dead (although they will eat carcasses of 
  animals if hungry). Faithful take great care to bury their 
  dead less troubled spirits return to plague their kin, 
  though they never inter them with grave goods—such 
  items are better used by the living, not the dead, and a 
  grave is an easy target for grave robbers (a practise most 
  hyaenidae follow as second nature).
  Once a Devoted’s souls is deemed to have left his 
  body, hyaenidae lose all interest in the corpse. Their 
  version of the creed places no emphasis on burning the 
  remains and scattering the ashes, and corpses (by now 
  thoroughly looted of every possession) are left to rot or 
  be consumed by scavengers.
  trade & tribute
  The reestablishment of trade with the northern 
  continent brought great wealth to the nomads of the 
  Grazelands. long caravans carried all manner of goods 
  through the mountains to the bustling markets of Sut-
  mark, and brought back exotic wares that fetched a high 
  price. Plentiful grass meant horses and camels were well-
  fed, and oases kept the merchants waterskins full.
  Although the encroachment of the desert has made 
  the journey harder, it was the recent opening of sea 
  routes by the sphinxes and relaxation of taxes in the Free 
  Emirates that truly began the recent and rapid decline in 
  overland trade. The situation has been compounded in 
  the last three years by Sutmark’s problems. Profits may 
  be down, but trade has not ceased altogether, though.
  Every year, Bedu caravans still make the long trek 
  to Sandwall Oasis. In the great market, goods from Al-
  Shirkuh are exchanged for those from Rassilon. From 
  here, desert goods are carried north over the treacher-
  ous mountains by merchants of the Suhayb tribe, for 
  they have the best relations with Jarl Bosi, and can thus 
  ensure better deals.
   The last few years have seen trade shift from general 
  goods toward food and weapons, both of which carry 
  a high value in Sutmark. unfortunately, these are also 
  exactly the sort of goods that bandits prize.
  locals refer to the trade road running north of Sand-
  wall Oasis as the cold Road, and the southern branch 
  as the Warm Road. In their eyes, the latter becomes the 
  Northern Trade Road only after it passes beyond the 
  Oasis of Dreams.
  major locales
  Previously settled by at least two major cultures, the 
  Grazelands is dotted with many ruins. While those along 
  the trade road have been looted by successive genera-
  tions, many of those further afield are avoided by the su-
  perstitious Bedu.
  assOun
  Population: 212
  Ruler: Mirah Nadine of the Martok tribe
  Religion: Faithful (Ashtart, Apsu, Duamutef)
  Standing near the edge of the Salt Marsh, the small vil-
  lage of Assoun survives thanks to its well (the water from 
  which is slowly becoming more saline) and the birds and 
  animals caught in the marsh. The tribe has dozens of bee-
  hives, for while the Salt Marsh is largely inhospitable to 
  humans, the flowers are attractive to bees. Honey forms 
  a large part of the local diet, and most food is dipped or 
  glazed in the sweet, sticky foodstuff.
  What makes the village unusual is its inhabitants. For 
  reasons no longer remembered, women are treated like 
  gods. Never having to lift a finger, they are pampered 
  and spoiled rotten. Many are obese, for they spend 
  their days doing naught but gossiping and feasting. Men 
  are not considered slaves, merely inferior beings. Few 
  women are tyrants in their demands, though there are 
  exceptions to every rule.
  As one might expect, every important post is held by a 
  woman. Men can serve as farmers, hunters, beekeepers, 
  and warriors, but they are forbidden from being clerics 
  or holding government posts. Even the head of the war-
  riors is female, though she leaves day-to-day affairs to an 
  experienced male.
  The inhabitants rarely receive guests from outside the 
  region (who always send female dignitaries), and have 
  little concept that the entire world does not conform to 
                        
                     
  the grazelands
  
  
  their beliefs. On the odd occasion they receive visitors, 
  local males will always reply to the most senior looking 
  woman (based on charisma, which is as much about an 
  authoritative bearing as it is looks), even if a male asks 
  them a question. Women visitors are always honored 
  guests, irrespective of tribal affiliations. unless a female 
  vouches for her male worshippers (the term used here 
  for male attendants), their treatment is based on the 
  standard tribal relationships.
  Disrespecting a woman is punishable by public flog-
  ging, striking one results in the loss of the offending 
  limb, and daring to kill or rape one results in being stung 
  to death by bees commanded by the high priestess of the 
  cult of Melissah (p. 10).
  Buraqa’s grave
  In the same range of hills as the circle of Gods (see 
  below) is a holy sight. A long, strangely shaped hill barely 
  protruding from the sand, it is said to be the grave of 
  Buraqa, Suleiman’s fabulous steed (see p. 11 for more 
  details). The site is holy to both Devoted and Faithful, 
  and is a sacred place. The site is marked by painted white 
  stones that form the crude outline of a horse. Every year, 
  a passing tribe detours to ensure the stones are freshly 
  painted and that any carnivores are driven away.
  It is said buraq horses come here to mate and to die. 
  It is true the hill is littered with horse bones, but the 
  species cannot be discerned.
  Spirit Name: Buraqa.
  Ambience: Horses feel calm here. So long as they are 
  on the hill, any Spirit rolls they make are at +2. Rassilon 
  centaurs (should they ever visit), receive a +1 bonus. 
  Other races, sentient or animal, are unaffected.
  Deity: upuaut (Faithful only).
  Senses: Notice d8.
  Communication: Baraqa does not speak to any crea-
  tures except horses. When he is awakened by sacrifice, 
  faint neighing can be heard on the wind, and horses 
  prick up their ears, as if listening.
  Powers: If at least a pint of griffin blood is poured 
  on the ground, the supplicant can make one request 
  of Buraqa. The available blessings are detailed below. A 
  maximum of one request per season will be granted to 
  any individual, no matter how many sacrifices he makes.
  Benefits are automatically lost if the supplicant harms 
  a horse, accidentally or deliberately.
  * Better Rider: The supplicant gains a one die increase 
  to his Riding skill until the end of the current season; two 
  dice if he offers a live sacrifice. Above a d12, die types 
  became a single point bonus (d12+1, d12+2, etc.).
  * Faster Horse: One horse the supplicant owns, which 
  must be present when the sacrifice is made, has +4 Pace 
  until the end of the current season. If a live sacrifice is 
  offered, the horse also increases its running die one step 
  (max d12+1).
  * Healthier Horse: One horse the supplicant owns, 
  which must be present when the sacrifice is made, re-
  ceives a one die vigor increase (and thus +1 Toughness) 
  clerIcs Of ashtart
  Training: Novitiates receive practical training in the 
  fields, working alongside the farmers during the 
  plowing, sowing, pulling weed, and reaping, all the 
  while learning the various growing conditions and 
  planting times of various crops. Students must also 
  tend the bee hives, learning the songs and chants to 
  appease the protective swarm. The healing proper-
  ties of plants are studied before the novitiate begins 
  learning how to make herbal remedies. In the eve-
  nings, he is taught the art of diplomacy and how 
  to heal rifts between spouses by seeking amicable 
  arrangements, as well as schooling in how to deal 
  with children. As the old saying goes, “From the 
  seed grows the tree.” During summer, when farm-
  ers are drafted into the levy, students help in hospi-
  tals and orphanages.
  Prayers: clerics make frequent allusion to plants, 
  fruit, and bees. “May the leaves of Ashtart fan you” 
  is a way of wishing a traveler a pleasant journey. 
  “Don’t walk on the grass” is a common warning to 
  be wary where you tread. “The juiciest looking fruit 
  may be poison,” warns people not to judge things 
  at face value. A standard way of ending a dubious-
  sounding statement or story is “and may Ashtart 
  sting me if I lie!” 
  Such phrases crop up in conversations involving 
  marriage. children are often referred to as “shoots 
  of one’s loins,” while sex is politely spoken of as 
  “pollination.” One needn’t ask what a bee’s stinger 
  represents in their parlance.
  Adventures: Martial adventures appealing to clerics 
  involve protecting the fields from marauders, pro-
  tecting oases that support agriculture, and guarding 
  caravans carrying food. clerics are also well-suited 
  to investigative and political stories, such as trac-
  ing missing children, looking into a future spouse’s 
  background, and following wayward husbands 
  (who may be up to worse than having an affair).
  Character Guidelines: As well as tending crops, 
  priests are responsible for sorting out marriage 
  problems. Intimidation and Persuasion are both 
  useful for helping resolve difficult issues. Investiga-
  tion and Streetwise are both beneficial, as the cleric 
  may be called upon to arrange a marriage, and that 
  means finding a suitable partner without skeletons 
  in their family cupboard. Although not healers, 
  their knowledge of plants and medicinal properties 
  is second to none. Hence, Hedge Magic is a com-
  mon Edge.
  Paladins are protectors rather than aggressors. 
  Shieldwall allows the paladin to shield others from 
  harm, while personal defensive Edges like Block 
  and Dodge keep the paladin safe—a wounded pala-
  din cannot protect his charges effectively.
  land of fire realm guide #11
  
  
  until the end of the current season; two dice is a live 
  sacrifice is offered.
  Sacrifice: Anyone wishing to gain Buraqa’s blessing 
  must offer the blood of a griffin. It doesn’t matter how 
  fresh, though bringing a live animal here and sacrificing 
  it produces more potent results.
  the cIrcle Of gOds
  Sandwall Oasis may be the mercantile center of the 
  Grazelands, but it is not the political center. located 
  atop the highest peak in the most northerly range of hills 
  is a collection of stone statues. Arranged equidistantly 
  around the edge of a 100 yard wide circle, each of the 12 
  gigantic stones depicts one of the gods. The site is con-
  sidered sacred to Faithful nomads of every creed, though 
  it especially important to the cult of Shamash.
  Bedu myth claims that in the old days the gods met 
  atop the hill to discuss the creation of the mortal world. 
  Thus, it marks first land created by the gods, and, de-
  spite its location, is the center of the world. Each deity 
  sat upon a stone throne which, once the gods vacated it 
  to return to the heavens, took their form.
  Every three years, the tribes gather at the base of 
  the hill. By tradition, only the elders or their appointed 
  spokesmen, and the tribe’s wizirs and clerics, are permit-
  ted to enter the circle at such times. After honoring all the 
  gods in turn, even Iblis, with simple prayers, the elders 
  begin the arduous process of settling disputes and defin-
  ing grazing rights for the next year. Secret deals, bribes, 
  bitter arguments, and threats (no violence is permitted 
  within the circle on penalty of death) are the norm.
  Meanwhile, those who have accompanied the elders 
  and their advisors remain in their camps, trading goods 
  and stories, and arranging marriages. By law, no food may 
  be consumed during daylight hours during this time, nor 
  may one engage in sexual intercourse. various curses are 
  said to befall those who break these rules.
  Outsiders are welcome to attend the tribal camps at 
  the base of the hill, but only those invited by the majority 
  of elders may enter the stone circles (again, death awaits 
  transgressors). Those who wish to speak stand outside 
  the stones, waiting to be recognized and invited inside to 
  speak. All must reveal their faith, for Devoted are banned 
  from entering while the elders gather. To allow a non-be-
  liever into the circle, it is said, would be a grave offense 
  to the gods.
  the cIty Of lOng shadOws
  Somewhere in the western wastes stands the crum-
  bling ruins of a once mighty city. like most such places 
  it is shunned by the Bedu, but in this case their super-
  stitions are actually true. Storytellers whisper of the city, 
  which grew fabulously wealthy before the jinn came. Such 
  was their avarice, the inhabitants traded with the jinn, 
  profiting greatly by selling slaves and buying goods pro-
  duced under the lash. The gods were not pleased with the 
  citizens, and they struck them with a curse. As they grew 
  richer in material goods, so they grew thinner in physical 
  form. Eventually, they became shadows, forever cut off 
  from Shamash’s guiding light, for it pained them sorely, 
  and condemned to walk the mortal realm for eternity.
  Though the city is falling to wrack and ruin thanks to 
  the unceasing passage of time, the immense wealth the 
  citizens acquired still rests in their vaults. unfortunately, 
  not only do the fell shades have no wish to lose their for-
  tunes to thieves, they are still driven by greed to acquire 
  yet more. No one who has entered the feared city has 
  ever returned.
  Treat the inhabitants as typical human archetypes, but 
  add Stealth d12 and all the special abilities of shadow 
  elementals (see Hellfrost Bestiary). Devoted mages can 
  cast spells as if they were still living beings, but must 
  always use darkness trappings. clerics now honor Iblis, 
  and must also use darkness trappings.
  the eternal farm
  long before the War of copper Jars, humans not only 
  settled the Grazelands, but farmed its fertile soil. Most 
  festIval tO ashtart
    hIve day
  Four weeks after Flowering Day
  After the first harvest, Ashtart kept back some of 
  her crop to plant again. No matter what magic she 
  worked, the seeds and bulbs would not grow into 
  new plants. Frustrated, she called on qedeshet, as 
  many gods did in those early days. After consulting 
  his books, qedeshet revealed that an animal need-
  ed to fertilize the seeds, imbuing them with new 
  life. knowing the meat-eaters would not help her, 
  she approached the birds. But they were greedy 
  and sought only to eat all her seeds.
  While sitting in her field pondering her next move, 
  she noticed a bee buzzing around in front of the 
  flowers. Ashtart asked the bee what it was doing, 
  to which it replied that it found the scent of the 
  flowers pleasing and its nectar was especially tasty. 
  Ashtart struck a deal with bee and her kin, offer-
  ing them as much nectar as they could drink if they 
  fertilized her plants. Formerly servants of upuaut, 
  who controls all flying creatures, the bees were so 
  pleased with the deal they became converted to 
  worship of Ashtart.
  Once the fields are full of flowering plants, clerics of 
  Ashtart carry the sacred bee hives from the temple 
  into the fields. Still drowsy after winter, the bees 
  are encouraged out of their slumber with gentle 
  songs and the tinkling of small bells and cymbals. 
  If the bees have not left the hive by dusk, then the 
  omens are bad (there are a lot of bad omens in Al-
  Shirkuh).
  the grazelands
  
  
  of these are now covered in sand, or were abandoned 
  as the soil dried and cracked, their inhabitants driven 
  away, scattered to the four winds. One farm still oper-
  ates, though it produces naught but armfuls of spindly 
  grain and barley; not that the workers seem to notice.
  located between the two ranges of hills that domi-
  nate the west, the Eternal Farm is operated not by des-
  perate humans trying to scratch a living for the barren 
  soil, but by a large number of golems. Every year without 
  fail they dredge the sand-choked irrigation channels, till 
  the sandy soil, sow seeds, and reap the meager harvest, 
  storing it in vast granaries now full of withered stalks and 
  barren husks. That their masters have gone means noth-
  ing to the golems, who are simply continuing to follow 
  their orders. 
  Most of the constructs are made of stone. Time and 
  weather have not been good to them, and they are in 
  a sorry state. Those in the best condition are heavily 
  cracked and pitted after many centuries of ceaseless toil, 
  while the worst cases are missing entire limbs.
  Who built the farm is unknown, for the remaining 
  buildings the passage of time has not crumbled are 
  engraved only with the holy symbol of Ashtart, a deity 
  whose faith has existed since men first walked the world. 
  Excavations of the area might produce pottery that could 
  be used to date the farm, but few scholars even know it 
  exists, yet alone have a desire to make the long trek.
  What happened to the inhabitants is similarly un-
  known. logic would seem to indicate they died, perhaps 
  of disease, for no sane creature would leave behind ex-
  pensive golems if it chose to abandon the farm willingly. 
  likewise, bandits or invaders would surely have taken 
  the golems with them to sell.
  Oblivious to all attempts to communicate, the golems 
  ignore curious visitors. The only time they react is if the 
  crops are threatened, and their response is deadly force. 
  Fortunately for transgressors, they have no desire to 
  leave the boundaries of the farm.
  the land Of a thOusand 
  tOmBs
  The nomads have long known of the cairns that litter 
  the Grazelands, but nowhere are they more common 
  than in the so-called land of a Thousand Tombs. Situ-
  ated in the far west, the landscape is dotted with many 
  hundreds of what appear to be low, conical dunes. After 
  a strong wind, or many hours digging for those who lack 
  patience, the dunes are revealed to be small pyramids 
  fronted by a pylon gate.
  The pyramids range in height from six to thirty yards, 
  and typically have a footprint no larger than 64 square 
  yards, resulting in very steep sides and a small interior—
  just enough space for a single sarcophagus.
  created from mud bricks faced with smooth lime-
  stone, most have stood the test of time with only minor 
  structural damage. Few retain much of their outer cas-
  ing, and many have lost their top half to wind and sand 
  erosion, but only a few have crumbled to total ruin.
  Who lies within the tombs has yet to be discovered. 
  Any external inscriptions have faded or been destroyed, 
  and there are no markings on the few interiors that have 
  been destroyed. That the structures are pyramids has led 
  many scholars to believe the site was a distant outpost of 
  Hekata, but this seems unlikely—the living need homes, 
  and there are no other ruins within many miles. Perhaps, 
  as some argue, the tombs were built for the soldiers of 
  a campaigning army. A possibility for sure, but this is an 
  extravagant resting place for common warriors.
  As well as supposedly being home to ghosts, the 
  Bedu claim no mortal has ever counted the total number 
  of tombs. To do so guarantees a swift death. Thus, the 
  location’s name is poetic, rather than an exact count.
  sandwall OasIs
  Sandwall takes its name from the ancient belief that 
  the distant Dustwall Mountains were just massive sand 
  dunes. Although the truth has long been known, the 
  name is traditional, and no one sees need to alter it.
  Caravanserai: The vast wealth earned through trade 
  festIval tO ashtart
    mOthers’ day
  Anshi Yaus al-Hamala Tamith Alak Shemu
  During the God War, Marqod, mother of Apsu, Ash-
  tart, Geb-Agni, and upuaut, grew tired, for she was 
  constantly tending the gods’ many battle wounds, 
  trying to broker peace and brew herbal remedies, 
  maintain her household, and watch over her many 
  grandchildren. While her three sons carried on their 
  duties as normal, Ashtart saw that no one could do 
  everything without help. She bade her mother to 
  rest while she tended to her duties. Thus, for one 
  day Ashtart became mother of the gods. Marqod 
  was so impressed she elevated Ashtart, formerly a 
  relatively lowly deity, to patron of motherhood and 
  all things connected to children.
  At dawn on this holy day, mothers across the Faith-
  ful settlements of Al-Shirkuh down tools, refusing 
  to perform any chores until the sun next rises. In-
  stead, their duties fall upon their children, both 
  male and female. They are expected to care for the 
  children, cook, wash, clean, and so on.
  The temporarily jobless mothers visit the temple of 
  Ashtart in the morning, where they are blessed for 
  their hard work throughout the year and given a 
  token sum of money. During they afternoon they 
  gather to gossip, drink coffee, moan how their 
  children do not care enough, mock their lazy hus-
  bands, and generally vent their many frustrations to 
  each other.
  land of fire realm guide #11
  
  
  by the sheikhs of Sandwall down the centuries was not 
  squandered away on frivolous things. Huge sums of mon-
  ey were poured into building an immense caravanserai 
  at the edge of the lake. Thanks to the receding waters, 
  it now lies half a mile from the lake. As well as offering 
  merchants a safe place to rest and haggle, it doubles as a 
  temple to qedeshet.
  Horse Market: The highlight of the social year for 
  the northern tribes is the annual horse market. As well 
  as horse races and fights, on which large sums are fre-
  quently wagered, they buy and sell horses and foals, and 
  barter fiercely for stud rights. During this major market, 
  the oasis is treated as a city for the purposes of purchas-
  ing goods. The cost of barding, horses, and saddles is 
  reduced by one-quarter—someone is always willing to 
  cut a deal to get a sale. Herbalists make a healthy living 
  selling tonics and ointments designed solely for horses.
  The amount of horses at the oasis attracts flights of 
  ravenous griffins. Archers and spellcasters willing to 
  brave the threat of being torn apart by a griffin desperate 
  to get its next meal can find ready employment.
  Sutmark Embassies: The northern nation of Sut-
  mark, which lies just beyond the Dustwall Mountains, 
  has two permanent representatives in Sandwall Oasis. 
  Although kinsmen, they are also competitors.
  the shOre Of rIBs
  During the invasion of the Hearthlands, one mad em-
  peror doomed an entire fleet to destruction. His plan, 
  drawn up in a drug-induced stupor, involved landing a 
  mighty army in the Grazelands, marching north through 
  the mountains, and from there into Sutmark, veermark, 
  and Ostmark. The coastline of the eastern Grazelands is 
  notoriously treacherous, full of sharp, semi-submerged 
  rocks and powerful, swirling currents that can rip a steer-
  ing board from a helmsman’s calloused hands. caught in 
  a storm, the fleet shattered and sank. Heavily armed and 
  armored, the soldiers had no chance of survival. Elders 
  still claim there were survivors, short, fair-skinned men 
  who were adopted into the local tribes. Even today, a 
  rare Bedu is born with blond hair or pale complexion.
  It is said the Bedu tribes living in the region named 
  the stretch of shore after the wooden timbers that jutted 
  up from the foaming waters. Never having seen a ship, 
  they believed them to be the ribs of strange sea beasts. 
  After terrible storms, the shore is still littered with tim-
  bers, dragged up from the thick silt as if the mariners are 
  still determined to reach the safety of land.
  Stories of ghost ships sailing the waters are common, 
  but unproven—the lights could just as easily be the  lan-
  terns of passing merchantmen, corsairs, or smugglers. 
  However, there is no smoke without fire. On still nights, 
  the cries of drowning mariners, shouting in their strange 
  tongue, can be heard drifting in from the surf.
  weIBa
  Population: 214
  Ruler: Sheikh Assan of the Filasti tribe
  Religion: Faithful (Ashtart, Apsu, qedeshet)
   A small village at the southern end of the Warm Road, 
  close to the start of the Great North Desert, Weiba has 
  survived the encroaching sands. Its oasis, a vital stopping 
  point for merchants, is greatly diminished, but so long as 
  there is water, life will continue.
  A hardy strain of barley is grown in what remains of 
  the fields, the trees provide enough dates and pomegran-
  ates to keep the inhabitants from starving, and butter 
  and yogurt are made from goat’s milk, but mostly the 
  oasis relies on the coin and goods brought by traders. 
  unfortunately, that is now under serious threat, and not 
  from the desert—Weiba is beset by a plague of particu-
  larly vicious scorpions.
  The situation is so bad the villages have resorted to 
  living on the flat roofs of their houses, linking them to-
  gether with crudely made, unsupported wooden bridges 
  so as to avoid having to walk at ground level as much as 
  festIval tO ashtart
    flOwerIng day
  Varies, but usually in late Alak Arkhet
  Flowering Day marks the official start of spring, the 
  time when the first shoots of the crops begin to rise. 
  Throughout the caliphate, clerics scour the crop 
  fields from late Alak Arkhet for the first signs of life. 
  Because each section of the river floods at a differ-
  ent time and level, planting times vary immensely. 
  The same is equally true of when the seeds begin 
  to sprout.
  Once the first shoots are spotted, the high priest in-
  forms the local ruler. By tradition, he then parades 
  through the streets, slaves throwing dried flower 
  petals in front of him as he proceeds toward the 
  nearest temple or shrine of Ashtart. Along the way 
  he gives small gifts of money to expectant mothers, 
  mothers of newborn babies, and newly married 
  couples, for these are all symbolic of spring, a time 
  of new life.
  At the temple he is presented with a large bouquet 
  of flowers by the high priest, a blessing from Ashtart 
  on his household, and a sign of renewed health and 
  prosperity. He is then taken to the fields, where he 
  prays to Ashtart in front of the tiny shoot for her 
  generosity. Traditionally, the yield of that plant, no 
  matter how poor it might be, is always harvested 
  first, whereupon it is given to the noble.
  The Flowering Day ceremony is carried out even if 
  the coming harvest is going to be a total failure, for 
  not performing the ritual dooms the harvest for the 
  next year and bodes ill for the ruler. Some may call 
  it coincidence, but many rulers who fail to carry out 
  this duty do fall ill within the year, and more than a 
  few have died.
  the grazelands
  
  
  possible. Movement is normally a slow crawl, for falling 
  means plummeting into a host of crawling death. Most 
  families own meerkats and mongooses, but they used to 
  protect houses, not cleanse the streets and fields.
  Famine is now a real threat, for the fields are literally 
  crawling with the stinging arachnids, and few farmers 
  will risk their lives. Few doubt the claims of shrieking 
  laborers who claim to have seen giant scorpions moving 
  among the crops. Goats not killed by the scorpions or 
  hungry citizens have fled into the Grazelands. Rightfully 
  afraid, merchants have begun avoiding Weiba. Better to 
  stock up on water at the Oasis of Dreams or even go 
  without than risk the sting of a scorpion, they say.
  The cause of the problem is a golden idol. A young 
  goatherd discovered it while rescuing a kind from a deep 
  crack in the ground, and thinking he could sell it to pass-
  ing merchants, carried it home. He buried the idol in the 
  sand near the village to prevent it being stolen. 
  unbeknownst to the youth, the crack was actually the 
  entrance to a secret temple of chactinax, and the idol a 
  sacred artifact used to guard the entrance from enemies 
  of the cult. The scorpionmen who inhabit the temple 
  are responsible for the plague. Not wishing to reveal 
  their presence directly, they unleashed the scorpions to 
  kill the villagers. Once everyone is dead, they intend to 
  recover the idol. unfortunately for the villages, the boy 
  buried his find so prevent it being stolen, and told no 
  one of its existence. He was among the first to die, stung 
  by a scorpion while he slept.
  Persons of note
  The following persons may help or hinder the heroes 
  in their adventures, or perhaps become the start of an 
  adventure for those exploring the Grazelands.
  aelfrIc Oswaldsunu
  A recent arrival in Al-Shirkuh, he is the official repre-
  sentative of lendmann Throrisunu of Whitehall, a small 
  Sutmark trading port. As relations between Jarl Bosi of 
  Sutmark and the Suhayb tribe grow stronger, so fewer 
  merchants bother to make the extended trip to White-
  hall. Trade still flows, but after Bosi’s markup there are 
  lower profits to be made.
  Aelfric has been sent to Al-Shirkuh to convince the 
  Bedu to found a port on the eastern coast of the Graz-
  elands. His attempts are being hampered by his inability 
  to speak Beduan (though he is slowly learning), his im-
  patience (Bedu rarely act rashly), and their love of Jarl 
  Bosi, whom they consider to be a distant cousin.
  While such a port could in theory boost Whitehall’s 
  ailing economy, there is a strong chance the nomads 
  might learn of the existence of Sandvik, a major trading 
  port in the land of Ostmark, and the primary port used 
  by the sphinxes’ merchant fleets. The journey would be 
  longer and more dangerous (the sphinxes detest com-
  petition), but profits for the nomads would be much 
  higher. To that end, Aelfric is suggesting that the nomads 
  stay on land, where they feel more comfortable, allowing 
  Sutmark ships to undertake the sea voyage.
  mIrah melIkah BInt-ashOud
  By appearance, Melikah is nothing more than a 
  goatherd. She is attractive, carries herself with a strange 
                        
  festIvals tO ashtart
    rumBlIng Belly day
  Tamith Yaus al-Kemi Tamith Alak Shemu
  As Burning Throat Day (Realm Guide #7: The Salt 
  Basin) symbolizes the shortage of water under the 
  jinn’s oppressive rule and the subsequent search 
  for a new homeland, so this day recalls the shortage 
  of food the people endured during that time.
  citizens are expected to fast between sun up and 
  sun down, though they may drink water (and only 
  water) during this time. In areas where the cult is 
  strong, even smoking is forbidden, for there were 
  no tabac plants in the desert. The city granaries are 
  locked, food shops and stalls are closed, as are ab-
  attoirs, mills, butchers, and other establishments 
  dealing with food, and hunting is prohibited. Once 
  the sun has set, the citizens celebrate with huge 
  feasts, as well as much praying that Ashtart will not 
  forsake her flock in the future.
    segregatIOn day
  Varies
  The Faithful see marriage as a blessed union be-
  tween two people. While divorce is virtually un-
  known, death is a common occurrence in the harsh 
  lands of Al-Shirkuh, and is the most common way of 
  ending a marriage.
  When a spouse dies, the surviving partner under-
  goes a period of quarantine lasting one week per 
  year of marriage. Segregation Day is held the day 
  after the deceased’s funeral. It takes the form of a 
  feast, at which the survivor bids farewell to family 
  and friends. After the sun sets, the only visitors they 
  may receive during the mourning period are clerics 
  of Ashtart, who provide counseling and say prayers 
  for the departed.
  Following the period of mourning, the surviving 
  partner is expected to remarry quickly, for such is 
  the will of Ashtart that man and woman be as one. 
  Exceptions are made in small communities, where 
  they may be a shortage of potential partners, or 
  when old age prevents marriage (which must be 
  consummated to be legal).
  land of fire realm guide #11
  
  
  confidence for a peasant, and speaks in a refined man-
  ner. She claims she was merely brought up well by her 
  late parents. In truth, she is the youngest daughter of a 
  powerful Grazeland Bedu sheikh.
  She ran away from home to avoid an arranged mar-
  riage to a corpulent beast of a man, a merchant from 
  Rawdah, city of Heroes, who promised her father lucra-
  tive trade contracts in return for his daughter’s hand. 
  quite adept at living off the land, she has survived by 
  herding goats for over a year. Her life is lonely, but she 
  has found an inner peace she never knew as the spoiled 
  daughter of a rich noble. unfortunately, her serenity may 
  soon be ruined, for she is being hunted, and her pursu-
  ers are closing in.
  One party is in the employ of he father. At first he 
  believed the merchant kidnapped her, though investiga-
  tions quickly revealed this was not the case. Thus, it was 
  logical, in his mind, that someone else had kidnapped 
  her. Meanwhile, her husband-to-be, has hired trackers 
  to find his missing bride. After convincing himself her 
  father had not changed his mind and hidden her away, 
  he deduced she had been kidnapped by bandits. unfor-
  tunately for any party who befriends Melikah, both sets 
  of hunters will assume they are kidnappers, and deal 
  with them accordingly.
  rIdder OsrIc haPtvaldsunu
  Ridder Osric Haptvaldsunu is the appointed ambassa-
  dor of Jarl Bosi (a northern nobleman who has adopted 
  Bedu ways, despite still living in his native land). Having 
  lived among the Bedu for many years, he speaks Beduan 
  fluently, and has grasped all but the intricacies of their 
  culture. He has even taken a Bedu wife, with whom he 
  has sired five children, and now honors his god, var, god 
  of merchants, with the trappings of qedeshet’s mercan-
  tile cult. Among the nomads he is known as “kameh Rah-
  haal” (“straw nomad”), a reference to his yellow hair and 
  also acknowledging his adoption of Bedu customs.
  gods & monsters
  These section details three minor deities tied to the 
  cult of Ashtart, and four new monsters.
  humBaBa
  Titles: The cooling Shadow, The Darkness in Day, 
  Foiler of Shamash.
  Aspects: Shade.
  Affiliation: Ashtart. Tamarni.
  Symbol: A palm leaf.
  Priesthood: Shade Bearers (priests); Shade Blades 
  (paladins).
  Herald: None.
  Holy Days: Every Yaus al-Maat during Alak Shemu is 
  a holy day.
  Duties: To protect shade-giving trees and structures.
  Sins: (Minor) refusing to provide shade when asked 
  by a civilized being, taking a level of Fatigue as a result 
  of high temperature; (Major) allowing a civilized being 
  to suffer Fatigue as a result of heat, damaging a tree that 
  provides shade; (Mortal) destroying a tree that provides 
  shade, becoming Incapacitated as a result of heat.
  Signature Power: Refuge.
  Powers: Deflection, ethereal/corporeal, fog cloud, 
  heat mask, obscure, summon elemental (shadow only)
  Trappings: With the exception of refuge, all trappings 
  take the form of shadows and darkness. Deflection, for 
  example, casts the target in shadow, hiding his form, 
  while fog cloud causes darkness to fall across the land. 
  Refuge spells are usually squat, hollow trees.
  One day, Ashtart gazed down into the mortal realm to 
  see how the gods’ creations were tending the plants she 
  had given them. Instead of witnessing a hive of industry, 
  she saw the farmers lying on the bare earth. On asking 
  what was wrong, she was told that Shamash’s gaze was 
  too fearful—the people could not work in the heat of the 
  day else they collapse, and their skin was blistered and 
  burned by prolonged exposure. The people could not 
  toil in the lee of the mountains, for the ground was too 
  stony, and the fertile fields offered no protection.
  Having no wish to watch mortals suffer unnecessarily, 
  the goddess grew the first tree, whose leaves obstructed 
  the sun god’s gaze. Where his gaze did not fall the land 
  was cast in darkness, and was much cooler. Of course, 
  this infuriated Shamash, who demanded he be able to 
  see everything in the universe in order to ensure order 
  prevailed. Some legends claim it was this that forced 
  Shamash to begin traveling the heavens, for he tried to 
  see what lay in the shade, an impossible act as the tree al-
  ways obstructed part of his field of view (there are other 
  myths concerning his wanderings, though).
  With lots of other duties to attend, Ashtart promoted 
  Humbaba to the goddess of shade, entrusting her with 
  the duty of ensuring mortals always had somewhere to 
  shelter from the sun.
  The cults of Humbaba and Shamash do not see eye-
  to-eye. Fanatics within the latter have been known to 
  destroy temporary shelters and cut down trees in order 
  that Shamash’s gaze not be obstructed, acts which have 
  resulted in violence.
   Any structure or tree that provides shade is consid-
  ered a shrine to Humbaba, though few citizens treat them 
  a anything special. Her true shrines are usually found in 
  fields. Taking the form of a large canvas supported on 
  four poles or single leafy tree, field workers take shelter 
  from Shamash’s gaze in the shade of the shrine when the 
  sun is at its fiercest.
  clerics are responsible for offering shade to weary 
  civilized beings. Most carry large palm leaves with which 
  to block Shamash’s burning eye. Nobles and rich citizens 
  rarely venture out without a servant providing such 
  shelter, though few can afford the services of an actual 
  cleric. Paladins perform a similar service, but do so for 
  travelers in the deep desert, where there is little respite 
                         
  the grazelands
  
  
  from the heat or glare of the sun. They are also charged 
  with protecting any tree that provides shade. They have 
  no concern with protecting buildings, as these are Geb-
  Agni’s territory.
  ceremonies generally involve nothing but prayers 
  and songs, and are usually undertaken at midday, when 
  the shadows are shortest and Humbaba at her weakest. 
  They are always undertaken in shade, never under the 
  direct glare of the sun.
  Character Guidelines: Although clerics offer shade, 
  they must often work in the heat of the sun. vigor is thus 
  important for avoiding Fatigue. Survival is very important 
  for finding water, a necessary component in warding off 
  the effects of high temperatures.
  melIssah
  Titles: queen Bee, Great Pollinator, Buzzing lady, 
  Mistress of countless Stings.
  Aspects: Bees.
  Affiliations: Ashtart, Shamash.
  Symbol: A golden bee.
  Priesthood: queens (priests); Drones (paladins).
  Herald: None.
  Holy Days: Each Yaus al-Niwt during Alak Paret. Hive 
  Day (p. 5) is a high holy day.
  Duties: To protect bees and bee hives.
  Sins: (Minor) accidentally harming a bee, damaging 
  a bee hive, not eating honey once a month; (Major) pur-
  posefully harming a bee, destroying a bee hive; (Mortal) 
  killing a bee.
  Signature Power: Beast friend (bee swarms and gi-
  ant bees only).
  Powers: Aura, bolt, deflection, fly, obscure, stun, 
  summon beast (bee swarms and giant bees only),
  Trappings: All trappings relate to bees. Many spells 
  can be represented by swarms of bees, while beast 
  friend and summon beast may involve the cleric making 
  buzzing sounds or performing a dance similar to that of 
  bees.
  After accepting the bees as her worshippers (see Hive 
  Day, p. 5), Ashtart left them to their own devices. Bees 
  were solitary creatures at this time, and they proved easy 
  pickings for the birds, who blamed bees for causing for 
  causing them to lose their sweet voices. Melissah, a lesser 
  daughter of Shamash, took pity on the bees. She taught 
  them the secret of building hives, in which they would 
  be safe from birds, and convinced them to live together, 
  for in numbers lay strength.
  The early hives were chaotic, for the bees argued much 
  of over who should do what work. Melissah divided the 
  bees into two castes—rulers, who would always be fe-
  males, and workers. In order to prevent further disputes, 
  it was agreed that only one queen would inhabit each 
  hive. Thus did bees become industrious and well-orga-
  nized workers. Greatly pleased by her activities, Ashtart 
  promoted Melissah to the statue of goddess of bees.
  The only temple to Melissah stands in Hulwan, city of 
  Gardens. Bees are considered sacred animals in Hulwan. 
  killing one is punishable by a stiff fine, while being stung 
  is a sign of misfortune, requiring the victim to make a 
  donation to the temple in order for the bad omen to be 
  removed as well as paying a fine for the bee’s subsequent 
  death. Every temple to Ashtart honors Melissah, its sacred 
  bee hives serving as a living shrine. Melissah is only ever 
  depicted in art as a bee wearing a crown. Most statues 
  and drawing of Ashtart have a bee in them somewhere.
  Priests are charged with ensuring the bees work hard 
  pollinating the crops, placating the queens, and gather-
  ing honey. Paladins are responsible for protecting the 
  hives against predators. More importantly, clerics of both 
  types are important members of farming communities, 
  where they work closely with the cult of Ashtart. labor 
  disputes are often mediated by clerics of Melissah, for 
  bees are among the most industrious and harmonious 
  creatures. While many clerics thus live in farming com-
  munities, some are itinerants, for Melissah’s subjects can 
  be found across Al-Shirkuh.
  ceremonies are strange, almost comical, affairs to 
  outsiders. Dressed in robes of black and gold, clerics 
  dance in elaborate patterns while shaking their rears and 
  making loud buzzing sounds. Sacrifices involve flowers, 
  festIval tO ashtart
    sOwIng day eve
  Varies
  In settlements along the great rivers of the caliphate, 
  Sowing Day Eve is held the third Yaus al-Hamala af-
  ter the inundation. Although the civilized farmers 
  already know the height of the water, until it re-
  cedes they do not know how thick the precious silt 
  lies. Once the water level drops, the clerics inspect 
  the fields, carefully measuring the depth of the 
  black mud. Through centuries of record keeping 
  they know what the various depths mean in terms 
  of types of plants to sow and the expected yield of 
  crops. As the sun sets, they return to the temple to 
  pass on their findings.
  If the mud is thick and deep, the evening is a time of 
  great celebration. The temple holds a feast for the 
  local farmers who, come the rising sun on the mor-
  row, begin the back breaking work of sowing the 
  fertile land. If the mud is too thin, or non-existent, 
  it is a time of much wailing and lamentation. clerics 
  symbolize this by giving each family a portion of a 
  loaf of bread. How much is given is an indication of 
  how good or poor the harvest will likely be.
  Around the oases, where floods never occur, it 
  is always celebrated on Amt Yaus al-Hamala Amt 
  Alak Arkhet. With no mud to measure or fertilize 
  the crops, it is always a day of celebration, a final 
  chance to enjoy oneself before two seasons of hard 
  work begins.
  land of fire realm guide #11
  10
  
  which go to seed Melissah’s garden, honey, the only food 
  the goddess eats, and birds, the mortal enemies of bees.
  Character Guidelines: clerics, like bees, are ex-
  pected to be sociable and hardworking. Persuasion is 
  useful for mediating industrial disputes, as well as help-
  ing organize people involved in common tasks, while 
  Streetwise represents the ability to integrate oneself into 
  society. leadership Edges also represent the communal 
  and cooperative nature of bees, though they are not es-
  sential. In terms of attributes, Agility represents the bees’ 
  nimbleness, Spirit its tenacity, and vigor the resilience 
  of the hive.
  Paladins strike fast and often, delivering multiple 
  blows as quickly as possible. Frenzy and Sweep are well-
  suited to this style, though Two-Fisted is also suitable.
  centaur, desert
  Desert centaurs have the upper body of a human and 
  the lower body and distinctive hump of a camel. like 
  their northern counterparts they are semi-intelligent be-
  ings. Although primarily hunter-gatherers, they are fond 
  of flesh (especially that of sentient races), and thus are 
  much hated by the nomadic cultures.
  Members of both Devoted and Faithful civilized races 
  claim that in times long gone wicked men lay down with 
  camels instead of women, thus siring the barbaric, bestial 
  centaur race. One presumes these were the same mythi-
  cal men who also created the sand goblins. centaurs 
  claim they were the first race created by Duamutef, his 
  chosen people. Men grew jealous of their status though, 
  and destroyed their villages and culture, forcing them 
  into the deep desert.
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, 
  vigor d8
  Skills: Fighting d8, Notice d8, Shooting d8, Stealth d6, 
  Survival d8, Tracking d8
  Pace: 8; Parry: 7; Toughness: 9 (1)
  Gear: leather armor (+1), long spear (Str+d6, Parry +1, 
  Reach 1, 2 hands), bow (Range: 12/24/48, Damage 2d6)
  Treasure: Meager per 3 centaurs.
  Special Abilities:
  * Camel: Desert centaurs do not start making vigor 
  rolls for heat or dehydration until the 8th day after 
  water runs out.
  * Fleet Footed: centaurs roll a d10 when running, in-
  stead of a d6.
  * Sand Walker: Desert centaurs treat sand as normal 
  ground in tactical combat and as Average terrain when 
  using overland movement.
  * Size +2: centaurs are the same size as riding horses.
  desert centaur PrIest
  Desert centaurs are devout followers of Duamutef. 
  Rarely, one is born with enough intelligence to become a 
  priest of the desert god. These intelligent specimens fre-
  quently lead tribes. Even if another centaur leads, priests 
  are always close by to advise him.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, 
  vigor d8
  Skills: Faith d8, Fighting d8, Notice d6, Shooting d8, 
  Stealth d6, Survival d8, Tracking d6
  Pace: 8; Parry: 7; Toughness: 9 (1)
  Gear: leather armor (+1), long spear (Str+d6, Parry +1, 
  Reach 1, 2 hands), bow (Range: 12/24/48, Damage 2d6)
  Treasure: Worthwhile.
  Special Abilities:
  * Camel: Desert centaurs do not start making vigor 
  rolls for heat or dehydration until the 8th day after 
  water runs out.
  * Fleet Footed: centaurs roll a d10 when running, in-
  stead of a d6.
  * Powers: centaur priests know the following spells: 
  aim, battle song, boost/lower trait (vigor, Persuasion, 
  Riding, Shooting, Survival, and Tracking only), deflec-
  tion (swirling sand), hamper movement (sand clings 
  to legs), obscure (miniature sandstorm).
  * Sand Walker: Desert centaurs treat sand as normal 
  ground in tactical combat and as Average terrain when 
  using overland movement.
  * Size +2: centaurs are the same size as riding horses.
  hOrse, Buraq
  Buraq means “lightning” in Beduan, an apt title for 
  the fastest breed of horse in Al-Shirkuh, if not the en-
  festIval tO ashtart
    stOne clearIng eve
  Amt Yaus al-Maat Tamith Alak Shemu
  While the menfolk clear the irrigation ditches, the 
  women and children take to the fields to begin 
  clearing the fields of stones scraped up to the sur-
  face during plowing or deposited by the flood the 
  previous year. clerics sing songs to help the day 
  pass and distract Geb-Agni, for he does not appreci-
  ate his rocks being moved about by mortals. As an 
  act of further supplication, large rocks are heated 
  until they shatter rather than broken by picks. As 
  dusk falls, the clergy of Geb-Agni come to the fields 
  and rebuke the workers, ordering them to replace 
  the stones. The workers meet the spirit of the de-
  mand by placing the stones in piles or long lines, 
  thus marking field boundaries.
  This ritual symbolizes the complex relationship be-
  tween Ashtart and Geb-Agni. After receiving permis-
  sion for plants to be grown in Geb-Agni’s ground, 
  Ashtart started to remove all the stones littering the 
  ground. Geb-Agni flew into one of his rages, claim-
  ing this was not part of the deal. In the end Ashtart 
  placated her fiery brother by using the stones to de-
  lineate the size of her fields.
  the grazelands
  11
  
  tire world. Faithful refer to them as “upuaut’s steeds,” 
  believing they are the mortal descendants of the god’s 
  favorite steed. To the Devoted they are the offspring of 
  Suleiman’s mare, Buraqa from whom the name of the 
  breed derives. According to their myths, Buraqa’s speed 
  carried Suleiman across the Jinn lands in a single night, 
  enabling the mage to fight six greater jinn in a single 
  night. No buraq has repeated this feat, but Devoted are 
  not concerned—Buraqa sired foals with a normal horse, 
  so diluting the bloodline.
  legends claim buraqs’ legs are capable of stretching 
  to immense lengths, ensuring the rider is always level. In 
  reality, they are just immensely sure footed and steady 
  beasts, capable of crossing uneven terrain unimpaired 
  and with amazing balance.
  Buraqs are a wild breed native to the open desert of the 
  Grazelands. They have proven nearly impossible to break, 
  and even more stubborn to train. Many a rogue merchant 
  has sold a supposed buraq for a princely sum, leaving the 
  owner to rue his gullibility when the speed potion mixed 
  with the ordinary riding horse’s oats wears off.
  Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength 
  d12, vigor d8
  Skills: Fighting d4, Notice d6
  Pace: 16; Parry: 4; Toughness: 8
  Treasure: None.
  Special Abilities:
  * Fleet Footed: Buraqs roll 2d6 when running instead 
  of a d6.
  * Kick: Str.
  * Size +2: Buraqs weigh between 800 and 1000 
  pounds.
  * Stable Platform: A rider mounted on a buraq does 
  not suffer the unstable Platform penalty.
  * Stubborn: A rider may control a buraq only if it is 
  under the effects of a beast friend spell.
  * Sure Footed: Ignores penalties for difficult ground.
  PerytOn
  A peryton has the legs and head and legs of a deer, 
  and the body and wings of a bird. Although their form is 
  bestial, perytons are bipedal. Strangely, their shadow has 
  the form of a human. 
  According to one story, perytons are born when a per-
  son dies far from his homeland, when his soul is out of 
  reach of the gods. Another says they were once servants 
  of Ashtart, but fell from grace after killing men who tried 
  to pick the crops they feasted upon. For their sin of not 
  sharing Ashtart’s bounty, they were cursed to become 
  perytons.
  Although perytons prefer fresh vegetation, they can 
  survive on sand and dust for as much as a week. Perytons 
  dislike the taste of meat, though they delight in killing.
  Attributes: Agility d6, Smarts d8(A), Spirit d8, Strength 
  d8, vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d6, Stealth 
  d6, Survival d8, Tracking d6
  Pace: 6; Parry: 6; Toughness: 6
  Treasure: None.
  Special Abilities:
  * Antlers/Bite/Hooves: Str+d6.
  * Flight: Pace 6.
  * Gore: Perytons use this maneuver to gore their oppo-
  nents with their antlers. If they can charge at least 6” 
  before attacking, they add +4 to their damage total.
  * Sated: At the start of the round after a peryton kills a 
  foe, it must make a Spirit roll. With success, its desire 
  to kill is sated and it immediately tries to fly away.
  festIval tO ashtart
    unIOn day
  Baot Yaus al-Niwt Alak Neteru
  Among her many roles, Ashtart is the goddess of 
  marriage. Although many of the gods are married, 
  Ashtart did not preside over their union. Instead, 
  she became associated with the role, so the Faith-
  ful believe, when Suleiman asked her wedding cer-
  emony to be performed by a cleric of the faith.
  Some records say he chose Ashtart because her 
  clerics accepted the sacred task while others turned 
  their backs (karmelos’ clergy, for instance, were 
  said to have wanted him to remain focused on the 
  war against the jinn), others argue that as goddess 
  of children, which are expected to be born in wed-
  lock, she was the natural choice. Ironically, Sulei-
  man never sired any children. Despite their many 
  differences, even the Devoted agree Suleiman mar-
  ried, for it expected of all people.
  Regardless of the date of their marriage, all married 
  couples celebrate their union on this day. Families 
  gather together to honor the couples with feasts, 
  toasting their time together and wishing them many 
  more happy years. Given the tangled web of fam-
  ily bonds, the feasting lasts much of the day, fam-
  ily members visiting as many households to whom 
  they are related by ties of marriage as possible.
  union Day is an especially auspicious time to marry. 
  By law, couples who join together on this day can 
  never divorce—only death can separate them. Al-
  though marriage ceremonies always require a dona-
  tion to the temple plus a gift to the presiding cleric, 
  on this day the rate and expected value of the gift 
  increases dramatically. Followers of the faith claim 
  this is because of the special materials used in the 
  ritual of marriage, while Devoted mock it as a sign 
  of the Faithful’s inherent corruption.
  Divorcees yet to remarry spend the day in silent 
  contemplation at the temple, asking forgiveness 
  for breaking the sacred union of marriage, tainting 
  the goddess with their mortal fallibility, and pray-
  ing that they find a new partner when the 10 year 
  period of legal solitude is up.
  land of fire realm guide #11
  1
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost - Land of Fire/TAG35011 - Realm Guide 11 The Grazelands.pdf