TEXT: QADIRA 
  JEWEL OF THE EAST
  JESSICA PRICE
  
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  Delenah
  Tower of 
  Winds
  Demirah
  Hawah
  Ehur
  Temple of the 
  Eternal Obelisk
  Southern
  Tapur Forest
  Northern
  Tapur Forest
  Avilan
  Hanpa
  Tafinyah
  Ishad
  Shileh
  Kerim
  Kamawgyar
  Shrine
  Lopul
  Shamara
  Khoka
  Magrevore
  Al-Bashir
  Koor
  Qadlus
  Mavari
  Hatavit
  Merev
  Tekeh
  Khundurai
  Merishai
  Crystalcrag
  Maharev Jungle
  Rikhist
  Rashiz
  Sanmeshul
  Nirfan
  Al-Hiraf
  Qaharid
  Dimayen
  Al-Zabrit
  Qumarin
  Hegar
  Izzet
  Ihalar
  Sedaq
  Jawafeeq
  Spider
  Island
  Dagon’s
  Fang
  Alo-Gakil
  Wyo’s
  Rest
  Citadel 
  of Flame
  Ayesh
  Sukri
  Sadiyeh
  Yalakheen
  New
  Burnt
  Lands
  Tents 
  of Erukh
  Husanah
  Sunbleached 
  Tower
  Jezonna
  Oasis
  Ushumgal
  Isa
  Zhonar
  Blood
  Rise
  Rock
  Gurat
  Zhobl
  Shadun
  Lethe
  Springs
  Yanimere 
  Island
  Katheer
  Al-Varish
  Gazbilah
  Naamat
  Omash
  White Pass
  Sunhill
  Monastery
  Kharif
  Salay
  Butraf
  Border Wood
  Plains of Paresh
  Ketz Desert
  Tapur
  Southern Zho Mountains
  Meraz Desert
  Alavah
  Peninsula
  Minatory
  Isles
  Maharev
  Pashman
  Northern 
  Zho
  Mountains
  Saray 
  Coast
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  ON THE 
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  Printed in China.
  Kyra and Sajan 
  do battle with 
  aghash divs 
  amid the ruins 
  of a lost Qadiran 
  city in this 
  exciting cover 
  art by Caio 
  Maciel Monteiro!
  RefeRence
  This book refers to several Pathfinder Roleplaying Game products using the following 
  abbreviations, yet these additional supplements are not required to make use of this book. 
  Readers interested in references to Pathfinder RPG hardcovers can find the complete rules of 
  these books available online for free at paizo.com/prd.
  Advanced Class Guide 
  ACG
  Advanced Player’s Guide 
  APG
  Advanced Race Guide 
  ARG
  Inner Sea Gods 
  ISG
  Occult Adventures 
  OA
  Ultimate Combat 
  UC
  Ultimate Intrigue 
  UI
  Ultimate Magic 
  UM
  TABLE OF CONTENTS
  IntRoductIon                          2
  HIstoRy of QadIRa                     4
  LIfe In QadIRa                        
  12
  PeoPLes of QadIRa                     24
  adventuRIng In QadIRa               34
  BestIaRy                             58
  
  2
  My dear young friends,
  Congratulations on being assigned to the Pathfinder Society lodge in Katheer! 
  I must admit I’m envious. Qadira gets into your blood. Even though it did its best to 
  kill me, I still miss it.
  You probably think you know the Gateway to the East, our comfortably exotic 
  neighbor. You’re looking forward to seeing sun-blessed mystics, veiled genie-binders, 
  magnificent desert steeds, and majestic palaces. You’ll get to see all of that—never 
  fear—but those stories touch only the surface of that mysterious place. 
  Qadira has a dual identity: it is both an Inner Sea nation and part of a massive, 
  ancient, and distant empire. Its familiarity can lull you into complacency just before 
  pulling the ornately woven carpet from beneath your feet. Don’t be fooled into thinking 
  it’s like Andoran. Always be on your guard.
  I’ve included some basic tips to help you navigate your first few months in Katheer. 
  Good luck, Pathfinders. Make us proud. 
  —Stanelcho Tanev, Venture-Captain, Carpenden Lodge
  A
  s the westernmost satrapy of Kelesh, Qadira provides 
  a potent reminder of the strength of one of Golarion’s 
  most powerful empires. Though Qadirans have long 
  been at odds with neighbors who fear them and mutter 
  jealously over Qadira’s riches and culture, the region is 
  not the death trap her enemies spread rumors about. Yet 
  visitors should remember a few key points during their 
  stay in the so-called Gateway to the East. The tips outlined 
  below are taught to new Pathfinders before undertaking 
  missions to Qadira, but any adventurer would do well to 
  take these lessons to heart.
  Listen carefully. Qadirans are a silver-tongued lot, 
  likely to bewitch an unwary listener. If conversation is an 
  art form for Keleshites, then haggling is a spectator sport. 
  As skillful with words as they are with blades, Qadirans 
  can often do even more damage with the former. They 
  speak Taldane as well as you do—probably better—and 
  your Kelish isn’t as good as you think it is, so learn to 
  listen more than you talk.
  Family comes first. If you ask a Qadiran how she is, 
  she’ll answer with how her family fares. So when you talk 
  to a Qadiran colleague, remember you’re not just dealing 
  with an individual. She speaks for herself and her interests, 
  but she also represents her family, tribe, and empire. Keep 
  that in mind when negotiating. Similarly, Qadirans show 
  intense curiosity about the families of foreigners. Tell them 
  your mother’s name and give them a tale or two about your 
  most eccentric relative, and they’ll warm right up to you.
  Don’t expect straight answers. Keleshites know that 
  information is power, and they like to answer questions 
  with questions. You can sit in a Katheerite bazaar for 
  an hour or more before you hear a single declarative 
  statement. It can unsettle visitors at first, but once you 
  become accustomed to it, you’ll realize that the answer is 
  usually contained in the responding question.
  Find a patron as quickly as possible. Qadiran society 
  comprises a dense tapestry of family and business ties, tribal 
  affiliations, and religious allegiances. These relationships 
  rival the hypnotic patterns on their carpets for complexity. 
  Almost everyone requires a patron or patron family. As a 
  foreigner, you’ll need a patron to conduct even the most 
  basic business in Qadira, let alone gain an audience 
  with anyone of importance. Use your Pathfinder Society 
  connections to find one, if nothing else.
  Register as a foreigner as soon as you arrive. Foreigners 
  enjoy some basic protections so long as they register 
  immediately upon entering the country. If you fail to do 
  so, don’t expect help from the authorities when you’re 
  robbed. And absolutely never pretend to be a citizen. 
  Citizenship in the Padishah Empire of Kelesh comes 
  with a host of privileges and protections, and Keleshites 
  guard that status fiercely.
  INTRODUCTION
  
  3
  Qadira 
  Jewel of the East 
   
  History of 
  Qadira
  life in  
  Qadira
  Peoples in 
  Qadira
  Adventuring 
  in Qadira 
   
  Bestiary
  Don’t start fights you can’t finish. Every Qadiran serves 
  a mandatory 2 years in the military, and even of those in 
  noncombat roles still get basic weapons training. If you 
  can win a fight—preferably without killing anyone!—
  you’ll earn back the respect you lost for starting it; if you 
  lose, however, you’ll find yourself a laughingstock.
  Don’t start religious battles. Kelesh is enormously 
  tolerant of other religions, but the Sarenite faith is the 
  empire’s official religion, and Keleshites 
  expect everyone walking their streets to 
  respect that. They won’t try to convert 
  you unless you show interest in 
  the faith, but if you hold 
  negative opinions about 
  the Dawnflower, keep 
  them to yourself.
  Be a gracious guest. 
  Keleshites see hospitality 
  as a sacred obligation, 
  and those who observe 
  the old ways even keep a 
  special room in their homes 
  for greeting guests and offering 
  them ritual food and drink. Have a 
  gift handy. It doesn’t need to cost much, but try to 
  choose an unusual present your hosts can’t easily obtain. 
  Distinctive crafts from your homeland tend to please, 
  especially if they come with a story.
  Don’t approach a noble unless you have an 
  introduction. If you want to talk to a noble, you’ll have 
  to work your way up a chain of patronage. This holds 
  especially true if you want an audience with a member 
  of the imperial family. The house guards can be rough 
  with those who presume upon their master’s time 
  without an introduction.
  Speaking Kelish
  Kelish developed as a trade language that eliminated the 
  most difficult sounds and baffling grammatical features 
  of Old Keleshite. Nevertheless, given that transcription 
  conventions vary wildly, it can still prove hard for 
  Taldane speakers to learn. The two sounds that pose 
  the most difficulty for nonnative speakers are the “hard” 
  h sound (usually written in Taldane as kh) and the two 
  rolled r sounds (r usually indicates a trill made with the 
  tip of the tongue, while rh—sometimes transcribed as 
  gh—indicates a sound rolled at the back of the tongue). 
  common KeLesHIte exPRessIons
  Foreign visitors to Qadira will find the following common 
  expressions useful in carrying on friendly relations with 
  the locals.
  “As rare as a camel in Katheer.” This phrase is often 
  uttered in marketplaces to indicate a worthless item.
  “My shade to you tomorrow.” This phrase expresses 
  gratitude for hospitality or some great favor by promising 
  to return the gesture.
  “Only fools and Taldans...” This expression of derision 
  exhibits the tensions between Qadira and Taldor.
  “The edge of your coin is sharper than your scimitar.” 
  This phrase is often heard when a seller wants the 
  potential buyer to know her offer is insufficient.
  “The light of dawn to you.” This phrase is reserved for 
  formal greetings and farewells.
  Keleshite Names
  Many Keleshites in Qadira 
  use two names—a given 
  name 
  followed 
  by 
  a 
  matronymic—in 
  casual 
  dealings, but their full 
  names 
  are 
  typically 
  longer 
  and 
  more 
  complex. A Keleshite 
  who introduces himself 
  as Yaqib al-Marah is saying 
  he is Yaqib, son of Marah. If 
  he needs further identification, 
  he may add the name of the ancestor 
  (usually a maternal great-great-grandmother) whose 
  descendants makes up his broader family. Keleshites who 
  have a tribal affiliation rarely include it except in formal 
  situations, when they may append the name of their tribe 
  to the end of their full name. A member of a merchant 
  house includes his house name after his tribal marker, 
  and he often adds the name of his city to the end of his 
  full name. For example, Yaqib al-Marah Tiferi Bekhzadi Al-
  Hiraf, is Yaqib, son of Marah, of the Tiferi tribe, member 
  of the Bekhzadi merchant house, from the city of Al-Hiraf. 
  Noble names often follow a similar pattern, replacing 
  the house name with a family name. If a noble bears an 
  individual title or is the family head, an honorific may 
  precede the family name. 
  Particularly devout clerics and similar religious leaders 
  among various faiths will often discard all but their given 
  name, replacing the other designations with the name of 
  their chosen temple. For example, Yaqib al-Lehalyah is 
  Yaqib of the Lehalyah Temple. 
  Members of the imperial family frequently bear a given 
  name, followed by a form of their mother’s name, a name 
  earned upon reaching adulthood, a name indicating 
  which branch of the imperial family they’re from, and 
  finally the family name al-Parishat. 
  These naming conventions are Althameri (one of the 
  original ethnicities of Kelesh—see page 26) in origin and 
  have been adopted by many Keleshites, but those who 
  identify strongly with different Keleshite ethnicities often 
  use different naming conventions.
  
  HISTORY OF QADIRA
  4
  “We stand on the edge of civilization, precarious, fragile, and under 
  constant threat from the enemy. That Qadira has never fallen to this 
  enemy should not be taken as a guarantee that we cannot be defeated, for 
  the warmongers of Avistan and Garund are plentiful. Without constant 
  guard they will seek to take from us that which makes us great. Our 
  riches. Our culture. Our history. To not strike first is to invite defeat, yet 
  to strike first is to embrace war. Neither is the better choice. Neither is 
  the right choice. But to make no choice is the worst option of all.”
  —Ghadir al-Gohar, archery trainer at Omash
  
  5
  Qadira 
  Jewel of the East
  History of 
  Qadira
  life in 
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira 
  Bestiary
  T
  o understand Qadira, one must understand its
  dual identity as a bridge between two very different
  cultures. Qadira is an Inner Sea nation, fully engaged 
  with the regional politics and history, as well as shaped 
  by its disasters, climate, and social struggles. It also forms 
  a part of the Padishah Empire of Kelesh, an ancient and 
  powerful empire—wealthy beyond the imaginings of 
  most Inner Sea nations—with priorities and beliefs that 
  are alien to the average denizen of the Inner Sea region.
  Qadira anchors the westernmost end of the Golden 
  Path, the primary Keleshite trade route that spans the 
  massive continent of Casmaron. As such, it is of vital 
  importance to Kelesh. More riches cross Qadira’s borders 
  in a week than most Avistani nations have ever held in 
  their coffers. Yet while Qadiran cities like Katheer appear 
  luxurious by Inner Sea standards, most of that wealth 
  does not remain in Qadira. It is a common saying among 
  disgruntled Qadirans that Qadira makes do with glass 
  while the rest of Kelesh drowns in diamonds.
  In the eyes of Kelesh, Qadira remains something 
  of a frontier region, even after millennia of existence. 
  Keleshites see Avistani cultures as primitive and 
  bloodthirsty, but no satrapy is more acutely aware of the 
  danger they pose than Qadira. Stranded at the edge of 
  the empire, sharing a border with avaricious and often 
  hostile Avistani, and separated from its nearest imperial 
  neighbors by a harsh desert that prevents easy travel, 
  Qadira believes that its existence hangs by a thread.
  Pre-imperial Qadira
  Qadira’s extreme climates kept its population low during 
  much of its post-Earthfall history. Scattered farming 
  communities dotted the coasts, nomadic tribes roamed 
  the deserts and plains, and a few major towns rose and 
  fell. Little evidence remains of these settlements other 
  than the ruins outside Katheer. Keleshite archaeologists 
  suspect that Katheer existed even before Earthfall, and that 
  many settlements had been built on the site, each rising 
  from the ruins of the last, but except for inscriptions 
  suggesting that the city may once have been settled by 
  the Aishmayar culture (see page 26), the identities of its 
  previous occupants remain lost to the mists of history.
  Over the course of many centuries during the Age of 
  Destiny, several cultures that would eventually combine 
  to become the Keleshite people occupied the area, as did 
  Garundi and Mwangi settlers. Though trading caravans 
  from central Kelesh traversed the area with some frequency, 
  many centuries passed before Kelesh began to establish 
  any formal trade relationships with the native peoples.
  The popular horse races near Katheer regularly 
  attracted Keleshite visitors, and imperial travelers began 
  to call the area surrounding this favored attraction 
  Katheerah, which was standardized as Qadira in –78 ar 
  with the first formal preparations for colonization. 
  Imperial Conquest
  As Taldor began to expand its reach in Avistan, Padishah 
  Emperor Adalan IV recognized the importance of the 
  coastal region south of the Pashman River in maintaining 
  imperial control of the Golden Path. In –78 ar, Keleshites 
  first invaded Qadira, though without the emperor’s 
  direct orders to do so. However, Adalan IV approved the 
  territorial acquisition afterward and fortified it against 
  reclamation by Avistani powers. Given the sparseness of 
  the native population, most of the battles the Imperial 
  Forces fought were with Taldor, not the region’s residents. 
  Kelesh moved quickly to prepare the colony for full 
  incorporation as a satrapy, and engineers, governors, 
  clerics, and architects followed in the army’s wake. The 
  empire, experienced at assimilating foreign populations, 
  took care to fund local industries, offer communities 
  the same services given to Keleshite settlements, and 
  promote local leaders into its administration. It largely 
  succeeded in portraying itself as a benefactor interested in 
  preserving the autonomy of the existing communities—
  so long as they paid their taxes—and protecting them 
  from the Taldans (who, the imperial emissaries explained, 
  would exploit and impoverish the Qadirans).
  In the year of –43 ar, Kelesh officially welcomed 
  Qadira as the empire’s newest satrapy, installing the 
  first satrap, Cerush, and setting formal borders. The 
  Keleshite administration rapidly expanded southward. 
  Though Keleshite traders had been visiting Garund for 
  centuries prior to claiming Qadira as a satrapy, their 
  new control over the region allowed the construction of 
  several port cities to make trade between the continents 
  safer and easier.
  For the first 1,500 years of Qadira’s existence, 
  skirmishes with its enemies in Taldor were a daily 
  reality of life. Qadiran satraps focused on increasing 
  the size of their forces, building the largest division of 
  the Satrapian Guard in Kelesh. Qadira’s desire to prove 
  itself as a significant military power reached its height 
  in the second millennium ar, when conflicts with 
  Taldor intensified until open war seemed inevitable. At 
  the time, Satrap Xerbystes I negotiated with Empress 
  Kharilah III to make his position a hereditary one and to 
  assume complete control over Qadira’s internal affairs. 
  The empress believed that Taldor’s economic policies 
  were unsustainable and ruinous and that its army was 
  overextended. Confident that Taldor would inevitably 
  collapse in on itself and that its vestiges would voluntarily 
  submit to Kelesh stewardship, she had no interest in 
  the expense or bloodshed of an unnecessary war. She 
  eventually agreed to Xerbystes’s requests, but demanded 
  he turn management of Qadira’s foreign affairs over to 
  an imperial vizier. Though it was Xerbystes who signed 
  the eventual peace treaty with Taldor, the treaty was the 
  vizier’s in all but name. 
  
  6
  Growth and Expansion
  During the Age of Enthronement, Qadira engaged 
  in a frenzy of city building, attempts to expand their 
  territories, and increased fortification of important 
  Keleshite trade routes. 
  When Keleshite agents first reached Osirion, they found 
  an ancient land ruled by a powerful dynasty, although 
  the land’s ruling pharaoh had fallen to corruption and 
  complacency. Seeing a great opportunity to expand 
  Qadira’s influence, agents of the Padishah Empire 
  worked to inspire slave revolts and further destabilize 
  the already compromised government. This revolution 
  allowed Qadiran forces to seize control of the Garundi 
  nation. During this time, the worship of Sarenrae spread 
  further, and the radical and unusually aggressive Cult of 
  the Dawnflower first rose to prominence.
  A massive earthquake in 2920 ar killed tens of 
  thousands of Qadirans, and Satrap Gheber II, a convert 
  to the Cult of the Dawnflower, declared this to be 
  proof of Taldan allegiance to evil gods. He requested 
  permission to go to war with Taldor, but the empress 
  refused, and in secret, she began exerting more political 
  and economic influence over the willful state. Relative 
  peace settled over Qadira for nearly a millennium 
  after the imperial throne took a more direct hand in 
  managing Qadira and compelled the satrapy to focus 
  on its role as a trade center. Prosperity enriched many 
  Qadiran families enough to produce hundreds of 
  new merchant houses and allowed Qadiran emigrant 
  families to join the ruling class of the growing city-state 
  of Absalom. Even amid this economic boom, however, 
  some settlements did not thrive. The city of Al-Bashir 
  mysteriously fell into ruin, pirates conquered the resort 
  city of Sedeq, and the Taldans reclaimed territory along 
  Qadira’s northern border. 
  In 4067 ar, the succession to the imperial throne 
  turned bloody, and many of the extended imperial 
  family members living in Katheer returned to Kelesh 
  to support their chosen candidates or put themselves 
  forward as potential successors. The struggle only 
  intensified over the next decade. The imperial 
  vizier soon followed the returning Keleshites, and 
  without a direct representative of the imperial 
  throne present, Satrap Gheber III invaded 
  Taldor in 4079 ar with an army of more than 
  40,000 members of the Satrapian Guard and 
  detachments of the Imperial Forces, who 
  were receiving conflicting orders from the 
  capital. Already overextended in its efforts to 
  maintain its western holdings, Taldor could 
  not hold off the invasion. The nascent nation 
  of Cheliax and several others took advantage of 
  the distraction and broke away from Taldan control, while 
  Qadira almost took Taldor’s capital. Most of the Inner Sea 
  region knows this period as the Even-Tongued Conquest, 
  but in Qadira, it is known as the Ghevran Victories. 
  It would be another 500 years before Taldor and Qadira 
  achieved peace again, and the conflict increased both 
  Qadira’s confidence as a military power and its conviction 
  that Taldor must fall for Qadira to become a safe and stable 
  nation. The satraps continued to focus on increasing the 
  size of the Satrapian Guard, conscripting slaves into its 
  ranks and fueling a slave trade that operated through the 
  former resort city of Sedeq.
  Today, Qadira enjoys wealth nearly unrivaled in the 
  Inner Sea region, and it maintains one of the largest 
  militaries on Avistan. It is finally beginning to salve its 
  diplomatic relations with Osirion. Though the nations 
  of Taldor and Qadira signed a peace treaty in 4603 ar, 
  border skirmishes between the two longtime rivals 
  remain frequent, and both sides secretly prepare for the 
  seemingly inevitable war to come.
  
  7
  Qadira 
  Jewel of the East
  History of 
  Qadira
  life in 
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira 
  Bestiary
  Qadira Timeline
  Presented below is a timeline of major events that helped 
  to shape the nation of Qadira.
  –5293 ar
  Earthfall. 
  –4983 ar
  Ancestors of the Althameri tribespeople flee  
  the Grass Sea to escape retribution for a now-
  forgotten transgression.
  –4583 ar
  Althameri tribespeople settle in the deserts of 
  modern-day Ayyarad.
  –3923 ar
  The Pit of Gormuz opens in Casmaron, disgorging 
  the first of the Spawn of Rovagug into the world 
  and causing incredible devastation.
  –3822 ar
  General Bitharah al-Hezbat conquers the last of 
  the Aishmayar cities.
  –3470 ar
  Osirion is founded.
  –1281 ar
  Taldor is founded by descendants of Azlant 
  who intermarried with local human tribes and 
  Keleshite traders.
  –632 ar
  The Tarrasque destroys Ninshabur before heading 
  west in a furious rampage that reaches the 
  Garundi nation of Shory.
  –614 ar
  Keleshite forces complete their conquest of the 
  trade routes formerly controlled by the empire 
  of Khattib.
  –78 ar
  Keleshite troops invade the region surrounding 
  Katheer, acting without the permission of 
  Kelesh’s leaders.
  –43 ar
  Padishah Emperor Adalan IV formally establishes 
  the satrapy of Qadira and places it under the rule 
  of the satrap Cerush.
  1396 ar 
  Empress Ashtirat II visits Katheer, prompting a 
  flurry of construction that defines the shape of the 
  city even today.
  1531 ar 
  Qadiran troops conquer Gurat and skirmish with 
  the Taldans.
  1532 ar 
  Qadiran agents defeat Pharaoh Menedes XXVI of 
  Osirion and place Osirion under the control of the 
  Qadiran satrap.
  1532 ar 
  Xerbystes I, satrap of Qadira, convinces Empress 
  Kharilah III to make his title a hereditary one. In 
  return, he relinquishes control of Qadira’s foreign 
  affairs to an imperial vizier.
  1553 ar 
  Xerbystes I signs a peace treaty with Taldor.
  2206 ar 
  The Cult of the Dawnflower begins founding 
  its own churches in Qadira, independent of the 
  mainline church of Sarenrae.
  2217 ar 
  The Cult of the Dawnflower’s influence catches 
  the notice of the Qadiran satrap, who banishes its 
  followers to the deserts of Thuvia.
  2253 ar 
  The Cult of the Dawnflower drives Osirian 
  Keleshites to overthrow the Osirian satrap, 
  replacing him with a Keleshite noble independent 
  of Qadira.
  2768 ar 
  Empress Aleshat VI marries the son of Satrap 
  Aphama I. The Qadiran navy grows.
  2920 ar 
  An earthquake kills tens of thousands in northern 
  Qadira. Satrap Gheber II declares this proof of 
  Taldan allegiance with evil gods and requests 
  leave to invade Taldor. The empress refuses.
  4067 ar 
  Uncertainty over the succession to the imperial 
  throne causes violent conflict in Qadira. Eager to 
  refocus the unrest on an external enemy, Satrap 
  Gheber III proposes war with Taldor.
  4079 ar 
  The war known in Taldor as the Grand Campaign 
  begins. Qadira invades and occupies southern Taldor.
  4080 ar 
  Emperor Darial III raises Qadiran taxes to a 
  punitive level in an attempt to halt the invasion of 
  Taldor. Qadiran nobles threaten to secede, and the 
  emperor relents, but dies from a suspicious fall 
  off a balcony the night after he instructs the vizier 
  to communicate his change of mind. Qadiran 
  forces enslave the city of Zimar and burn most 
  settlements in the Zimar scrublands.
  4082 ar 
  Taldan Grand Prince Cydonus III, who mired his 
  nation in debt and failed to prevent the Qadiran 
  conquest of southern Taldor, is poisoned by angry 
  nobles in a palace conspiracy. His successor, 
  Beldam I, claims that the poisoning was carried 
  out by Qadiran agents.
  4083 ar 
  Qadira finishes conquering southern Taldor, held 
  back only by the natural barrier of the River 
  Porthmos, in a string of military successes known 
  as the Ghevran Victories.
  4096 ar 
  Repeated Taldan sieges of the Qadiran city of Koor 
  prompt Qadira to abandon it.
  4276 ar 
  Taldan forces destroy Qadira’s Resolute Citadel, an 
  academy for spellcasters.
  4328 ar 
  Taldor attempts to invade Qadira. At the urging of 
  Satrap Arsinoah II, Kelesh sends a detachment of 
  50,000 cavalry to swell Arsinoah’s forces.
  4528 ar 
  Grand Prince Stavian I initiates the Great Purge 
  of Sarenites. He declares worship of Sarenrae 
  illegal, propagandizes the Cult of the Dawnflower 
  as treasonous spies, and encourages destruction 
  of Sarenrae’s temples. Many Sarenite clerics are 
  imprisoned or murdered.
  4603 ar 
  The Grand Campaign ends. Taldor and Qadira sign 
  a peace treaty.
  4609 ar 
  The Osirians throw off Keleshite control and install 
  Khemet I as ruler. 
  4679 ar 
  Xerbystes II, current satrap of Qadira, is born.
  4689 ar 
  Taldor begins using Zimar corsairs to harry Qadiran 
  trading ships.
  4692 ar 
  Emperor Kalish XXII takes a Qadiran noble as a 
  consort. She bears a son named Yaril, whom 
  Kalish chooses as his heir, empowering the 
  Qadiran faction in the imperial court.
  
  8
  Qadira and Kelesh
  Qadira’s relationship with its parent empire has been 
  fraught with tension since its inception. Empress 
  Azarmidah VI first dubbed the satrapy “our angry 
  daughter” in 1429 ar, and while it is considered an 
  indelicate epithet, it has remained in quiet use ever since.
  The effects of Earthfall were far less dramatic in 
  Casmaron than in Avistan, and human civilization in the 
  former was thus not thrust back into as primitive a state. 
  Though none of Casmaron’s pre-Earthfall empires still 
  exist today, not all their knowledge was lost, and Kelesh 
  was able to build upon their advances as it assimilated their 
  descendants. Individual members of the imperial family 
  have access to the most potent methods of extending 
  their life spans that money can buy, but the family’s 
  pact with the goddess Sarenrae prohibits them 
  from using magical means to extend their lives 
  to more than 200 years. Nevertheless, the unusual 
  continuity of the imperial family and the empire 
  they rule causes Kelesh’s rulers 
  to think in terms of centuries, 
  gradual shifts in climate and 
  population, and the inevitable 
  march of progress. It has 
  had time to experiment 
  with many methods of 
  governance. Kelesh has 
  seen virulent ethnic 
  divisions fade away 
  as populations 
  intermingle. It 
  has gone from 
  conquering 
  with sword and 
  spell to persuading with gold and 
  diplomacy, and from forcing subject 
  peoples to join it to allowing nations 
  to seek its protection, lured by its 
  wealth, its strength, and its patient 
  stewardship. Kelesh’s rulers believe 
  that all of Golarion will someday pay 
  them fealty voluntarily, but they feel 
  no need to rush the process.
  Yet, many Qadiran citizens 
  believe they exist under constant 
  threat of annihilation at the 
  hands of Avistani warmongers. 
  The nation perceives its problems 
  as immediate and pressing, rather 
  than as conflicts that can be handled 
  over the span of multiple generations. 
  Qadira’s residents long for the empire to 
  comprehend the threat that hangs over 
  them right now.
  The history of Qadira’s relationship with Kelesh has 
  been defined by these incompatible modes of thinking. 
  Kelesh long ago put aside the sword in favor of the 
  coin as the preferred means of expanding its reach. 
  Its rulers oversee a vast and largely stable empire 
  supported by trade networks that span the planet—and 
  beyond. While individual empresses and emperors have 
  ranged from those of almost superhuman benevolence 
  and enlightenment to those of stunning cruelty and 
  depravity, the imperial family’s devotion to the goddess 
  Sarenrae helps to minimize the rule of the truly 
  depraved and evil, removing them from the throne 
  before they can do too much harm. Kelesh is patient and 
  prefers peace—and the robust trade that comes 
  with it—to war.
  To Kelesh, Qadira is impatient, belligerent, 
  and blinded by a foolish, romantic attachment 
  to a mythologized warrior past that is 
  impractical—not to mention unenlightened—
  as a philosophy of governance. That impatience 
  drives it to adopt practices that many 
  Keleshites consider unethical, such 
  as Qadira’s embrace of slavery or the 
  nation’s conquest of Osirion. To 
  Qadira, Kelesh sits complacently 
  amid its wealth and safety, ignorant 
  of 
  Avistani 
  bloodthirst 
  and 
  unprepared to deal with those 
  savages should Avistani nations 
  decide to invade. Through the 
  millennia, a pattern has emerged: 
  Qadira’s satraps take advantage of 
  distractions in central Kelesh to build 
  up the Satrapian Guard and begin 
  military campaigns, and Kelesh cleans 
  up the inevitable aftermath, decreases 
  financial support to force the satrapy 
  to reduce the size of its military, and 
  increases the authority of the imperial 
  vizier. Upon the ascension of a new 
  satrap, Kelesh eases its hold, and the 
  cycle begins anew.
  Citizens from central Kelesh are 
  viewed with a mixture of respect, 
  envy, and annoyance in Qadira. 
  Many Qadirans consider them 
  out of touch and naive about 
  the realities of life in Avistan. To 
  Kelesh, Qadira is a vitally important 
  nation, given its significance to 
  Kelesh’s trade routes, and a 
  hardy one, given the wars it 
  has survived, but a rough and 
  rowdy one nonetheless.
  
  9
  Qadira 
  Jewel of the East
  History of 
  Qadira
  life in 
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira 
  Bestiary
  Qadira and Taldor
  The only power that has done more to shape Qadira 
  than the Padishah Empire of Kelesh is Taldor. From 
  the very beginning of the satrapy’s existence, the threat 
  of destruction at the hands of one of the most powerful 
  nations in the Inner Sea region has fostered a siege 
  mentality among the people of the Gateway to the East.
  When Kelesh first took control of the region that 
  would become Qadira, it fortified the border to the north 
  and sent nearly a hundred thousand soldiers to pacify the 
  area as it set up its administration, then withdrew most of 
  the troops. Taldor, tempted by Qadira’s trade routes and 
  ports—not to mention displeased at having an outpost 
  of a foreign empire on its southern border—immediately 
  attacked the fledgling nation. Had it not been for the 
  empire’s powerful genie allies, who remained behind 
  when the human forces left, Qadiran history might have 
  ended almost as soon as it began.
  It was almost 300 years before Qadira raised enough 
  soldiers to strike back. Border skirmishes continued until 
  Taldor attacked in earnest, only to be driven back by the 
  satrap’s troops. An all-out war seemed inevitable, but to 
  the surprise of both populations—and to the displeasure 
  of many on both sides—the satrap signed a peace treaty 
  with Taldor in 1553 ar. 
  The peace held for less than 2 decades before both 
  sides began feinting across the border, sending privateers 
  to harass one another’s ships and deploying agents to 
  foment unrest among the other’s populations. Yet, neither 
  nation admitted the treaty had been truly broken until 
  Taldor’s political and economic decline forced it to focus 
  on quelling internal unrest. In 4079 ar, Qadira invaded 
  Taldor and nearly took the capital. Taldor recalled its 
  armies to its heartland to drive out the invaders in a war 
  known as the Grand Campaign, allowing the nation of 
  Cheliax to break away—a loss that may have been the 
  death knell for the empire of Taldor. 
  In 4528 ar, Grand Prince Stavian I attempted to 
  expunge his nation of the Sarenite faith. Most of Taldor’s 
  Sarenite clergy were murdered or imprisoned, and 
  Sarenite worshipers were required to publicly convert 
  to another religion or face imprisonment or expulsion. 
  Most fled, and the majority of those who remained had to 
  change  their religion, but underground congregations 
  persisted, some surviving until Stavian III revoked the 
  decree. Non-Sarenites of Qadiran descent escaped the 
  official purge, but they often met tragic ends at the hands 
  of their Taldan neighbors.
  Qadirans in Taldor are subject to intense prejudice, and 
  non-Qadiran Keleshites often feel its sting as well. On the 
  other hand, Taldans in Qadira are less likely to become 
  the targets of open persecution, as the empire has been 
  adamant that Qadirans make peace with their neighbor to 
  the north. Qadirans tend to express their dislike through 
  supercilious disdain rather than physical force, though 
  Taldans in the rougher areas of Katheer would be advised 
  to bring bodyguards. 
  Imperial Keleshites find Taldor’s contempt for them 
  both amusing and baffling, given that Taldans are 
  descended from Keleshite peoples who intermarried 
  with Azlanti—a people whose technological and magical 
  sophistication Keleshites acknowledge, but whom 
  they view as morally primitive. To imperial Keleshites, 
  Taldans remain their degenerate cousins. Their attempts 
  at high fashion are hopelessly gauche, and their political 
  machinations embarrassingly transparent. However, 
  Qadiran Keleshites’ fear of Taldan invasion tends to 
  erode their ability to find this humorous. At the same 
  time, the two countries’ shared border and history 
  of interaction has resulted in many Taldans moving 
  to Qadira, and many Qadirans moving to Taldor. 
  Intermarriage is common. Movements within Qadira 
  advocate aid to Taldor’s struggling economy, operating 
  on the Keleshite belief that economic insecurity 
  increases crime and aggression. 
  Regional TRaiT
  The following trait can be taken by characters from 
  Qadira who have had family members, neighbors, or 
  friends affected by Taldan aggression or who have fallen 
  victim to this hatred themselves.
  Watching Taldor: You have spent your adult life waiting 
  for Taldor to give you an excuse to fight. You gain a +1 
  trait bonus on initiative checks, and if you are able to act 
  during the surprise round of an encounter, you can draw 
  a weapon (but not a potion or magic item) as a free action 
  during that round.
  RING OF RETURN
  PRICE 
  6,000 GP
  SLOT ring 
  CL 13th
  WEIGHT —
  AURA strong conjuration
  The imperial intelligence agency, the Hatharat, entrusts rings 
  of return to agents within Taldor and other hostile regions. 
  When a transport command word is spoken (a standard 
  action), a ring of return whisks the wearer to the nearest 
  imperial administration building within Kelesh’s borders, as if 
  via greater teleport. If anyone attempts to remove a ring of 
  return from the wearer’s finger without speaking a removal 
  command word (a standard action that provokes an attack of 
  opportunity), the attempt triggers the effect, transporting both 
  the wearer and the person attempting to remove the ring. 
  A successful DC 20 Will save allows a character to resist the 
  teleportation, but in any event, a ring of return can be used 
  only once; after its single charge is expended, it becomes an 
  ordinary, nonmagical ring.
  CONSTRUCTION REQUIREMENTS
  COST 3,000 GP
  Forge Ring, greater teleport
  
  10
  Qadira and Osirion
  Qadira’s relationship with Osirion has historically been 
  mired in political intrigue, military coups, and religious 
  tension, leaving a complex legacy of betrayals and 
  machinations that have had repercussions far beyond 
  both countries’ borders.
  The peace negotiations between Taldor and Qadira that 
  began in 1531 ar were not well received by much of the 
  populace. Worried that Taldor would not be content until 
  it had conquered Qadira, Qadiran leaders saw the wisdom 
  of increasing the satrapy’s position of power in the Inner 
  Sea region. Convinced that any show of weakness would 
  be too tempting for Taldor to ignore, and fearing the 
  great military nation would crush Qadira, certain rabble-
  rousers in Qadira argued the satrapy should expand its 
  reach if it was to survive.
  After agitating for Qadira’s secession from Kelesh, 
  these agents turned their efforts to influencing the 
  satrap’s family. They failed to sway Xerbystes I but 
  gained the sympathies of his granddaughter Alsiyona, 
  High Commander of the Satrapian Guard. Knowing the 
  Osirian pharaoh was weak, Alsiyona decided to act on 
  Qadira’s imperial ambitions by conquering the Garundi 
  nation of Osirion. She succeeded but was fatally wounded 
  in the campaign.
  Negotiations with Taldor stalled abruptly after the attack. 
  The imperial representative, Guyun al-Yanat, objected 
  to Qadira’s aggression toward a nation with which the 
  empire had no quarrel, as well as to the derailment of the 
  Taldan negotiations. She demanded that Xerbystes place 
  Pharaoh Menedes XXVI’s closest relative on the Osirian 
  throne and withdraw the satrapy’s forces immediately. 
  Xerbystes was unwilling to relinquish the nation that 
  his granddaughter died to conquer, and he threatened to 
  secede. The empress, whose attention was focused on a 
  civil war on the Plane of Fire that threatened to disrupt 
  Kelesh’s trading relationships with its extraplanar partners, 
  instructed Guyun al-Yanat to provide aid in resettling 
  Osirians uprooted by the coup and to begin grooming an 
  Osirian successor to the throne. Unfortunately, al-Yanat 
  was assassinated by angry Osirian nobles upon her arrival 
  in Sothis before she could explain her purpose there.
  Over the following centuries, the extremists who 
  had helped push Qadira into the conflict with Osirion 
  coalesced into a religious movement—an unusually 
  militant sect that called itself the Cult of the Dawnflower. 
  The empress appointed her aunt, Kliamatara, as the 
  Osirian regent. She instructed the Qadiran church of 
  Sarenrae to rein in the Cult of the Dawnflower and its 
  political machinations, threatening to make membership 
  in the sect illegal if it were not brought to heel.
  When the Sarenite church attempted to bring the cult 
  back to the fold, its efforts backfired; what had once been 
  a politically motivated group within the mainline church 
  broke away as a schismatic sect. Both the Cult of the 
  Dawnflower and the subject nation of Osirion continued 
  to cause headaches for Qadira, until an attempted coup 
  in 2217 ar prompted the satrap to expel the Cult of the 
  Dawnflower from both Qadira and Osirion. Taking 
  refuge in Katapesh and in secret cells in Taldor, the cult 
  engineered the overthrow of the Osirian satrap who, like 
  the Qadiran satraps, had held his hereditary position as a 
  member of Xerbystes’s line. The cult, aided by efreet allies 
  from the Plane of Fire, replaced the ruler with a Keleshite 
  noble independent of Qadira in 2253 ar, dubbing the new 
  ruler a “sultan” after the rulers of their extraplanar allies. 
  They declared Osirion a Keleshite satrapy independent of 
  Qadira. Though the empire did not acknowledge Osirion 
  as such, it also refused the Qadiran satrap’s requests for 
  military aid to bring Osirion back under Qadiran control.
  The cult’s coup set off the decline of Keleshite power 
  in Osirion. Cut off from acknowledgment and aid from 
  the empire and at odds with Qadira, the local sultans saw 
  control of the populace slip from their fingers. Despite 
  their often oppressive measures to regain their influence, 
  it waned. When Harun, a Garundi cleric of Abadar, sailed 
  into Sothis in 4609 ar with a Garundi army at his back, 
  claiming to be the descendant of the first Osirian pharaoh 
  and the legitimate ruler of Osirion, the sultan and her 
  family fled to Kelesh, relinquishing the throne.
  Empress Rashanah XXVII immediately offered to be the 
  first head of state to formally recognize the authority of 
  Harun, who now called himself Khemet I, if he extended 
  Osirion citizenship to ethnic Keleshites living in Osirion 
  and protected them from retaliation. He agreed, and the 
  empress traveled to Sothis to meet with him, extending 
  imperial citizenship to any Osirian national of Keleshite 
  descent wishing to relocate to central Kelesh.
  Kelesh had enjoyed warm relations with most Garundi 
  peoples until Qadira’s invasion of Osirion, but the conquest 
  damaged the perception of Keleshites in northern Garund. 
  The empire continues to attempt to repair the damage, 
  and the imperial intelligence agency, the Hatharat, has 
  quietly encouraged affluent ethnic Keleshites in Osirion 
  to invest their wealth in their communities and bring 
  themselves to be seen as an integral part of Osirian society. 
  Despite these efforts, anti-Keleshite sentiment in Osirion 
  remains strong. Though the empire has largely salvaged its 
  relationships with other Garundi nations and settlements, 
  many in northern Garund still view Keleshites, and 
  especially Qadirans, with suspicion.
  Regional TRaiT
  This trait is available to characters from Qadira or Osirion.
  Empathic Diplomat: You have long followed the path 
  of common sense and empathic insight when using 
  diplomacy. You modify your Diplomacy checks using 
  your Wisdom modifier, not your Charisma modifier.
  
  11
  Qadira 
  Jewel of the East
  History of 
  Qadira
  life in 
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira 
  Bestiary
  Qadira and the Inner Sea
  Beyond Qadira’s neighbors of Taldor and Osirion, 
  attitudes toward Keleshites vary widely among the 
  peoples of Avistan and Garund. Anti-Keleshite prejudice 
  is common in rural areas and small towns; even Keleshites 
  who are not citizens of Kelesh are often suspected of 
  being in its employ, and the empire’s power and foreign 
  practices make it an object of great distrust. 
  On the other hand, Keleshite traders are often the only 
  source for coveted goods. Keleshite economic acumen 
  has saved individuals, businesses, and even governments 
  in Avistan and Garund from financial ruin. Those with 
  Keleshite business relationships are among the first 
  to learn news from other areas of the world, and those 
  connections let them set fashions and introduce new 
  cuisines and customs to their neighbors. The Keleshites’ 
  talent at learning others’ languages and cultures, 
  combined with the outsider perspectives that many 
  possess as travelers and international businesspeople, 
  lets them understand different sides of many conflicts 
  and serve as objective voices of reason.
  KeleshiTes in The inneR sea Region
  The following summaries describe the major Inner Sea 
  nations, cultures, and races that hold distinctive views 
  of Qadira.
  Absalom: Absalom’s urbane sophistication matches 
  Kelesh’s well, and Qadiran culture and customs helped 
  shape those of the City at the Center of the World. Qadiran 
  traders are warmly welcomed here, and ethnic Keleshite 
  residents are usually safe from persecution. Residents of 
  Absalom usually begin with an attitude of friendly toward 
  Keleshite strangers.
  Andoran: Andorens frown on Qadira’s slave trade and 
  they often suspect Keleshites of being imperial envoys 
  sent to soften up the nation for a takeover. Andorens 
  usually begin with an attitude of unfriendly toward 
  Keleshite strangers.
  Brevoy: Brevoy’s geographical position between 
  Avistan and Casmaron gives it particular insight into 
  the culture of Casmaron, including familiarity with the 
  empire of Kelesh. The people of Brevoy understand the 
  distinctions between ethnic Keleshites, Qadirans, and 
  citizens of Kelesh better than most Avistani. Residents of 
  Brevoy usually begin with an attitude of friendly toward 
  ethnic Keleshite strangers and citizens of Kelesh, but 
  with an attitude of unfriendly toward Qadirans.
  Cheliax: Given that Qadira’s invasion of Taldor diverted 
  the Taldan forces long enough to allow Cheliax to break 
  away, Qadira enjoys a highly positive reputation among 
  nationalistic Chelaxians. However, under the rule of 
  House Thrune, that status is eroding due to the enmity 
  between Sarenrae and Asmodeus. Residents of Cheliax 
  usually begin with an attitude of friendly toward Qadiran 
  strangers and Keleshite traders, but the attitude drops to 
  unfriendly if the Chelaxian worships Asmodeus and the 
  Keleshite bears any visible symbols of Sarenrae.
  Druma: Druma’s focus on wealth means Keleshite 
  merchants, bankers, and economic advisors are welcomed 
  with open arms. Residents of Druma usually begin with 
  an attitude of helpful toward Keleshite bankers and 
  traders, and friendly toward other Keleshites.
  Elves: The patience and farsighted policies of the 
  Padishah Empire of Kelesh, along with its allegiance to 
  a benevolent deity, earn the approval of most elves. Elves 
  usually begin with an attitude of friendly toward most 
  Keleshites, though their attitude toward Qadirans usually 
  begins at indifferent.
  Halflings: Qadira’s slave trade, especially its trade 
  with Cheliax in halfling slaves, makes most halflings 
  suspicious of all Keleshites. Halflings usually begin with 
  an attitude of unfriendly toward Keleshites, and their 
  attitude toward Qadirans who do not quickly disavow the 
  slave trade begins at hostile.
  Holomog: Tensions over the establishment of the 
  Keleshite colony of Tirakawhan eroded the relationship 
  between this southern Garund nation and the empire 
  of Kelesh, but both sides have put considerable effort 
  into repairing it, and trade flows freely between them. 
  Residents of Holomog usually begin with an attitude of 
  indifferent toward Keleshites, but they may be friendly or 
  helpful to representatives of merchant houses with whom 
  they have trading partnerships.
  Katapesh: Katapesh has strong economic ties with 
  Qadira, and many of its residents are ethnic Keleshites. 
  Katapeshi usually begin with an attitude of friendly 
  toward Keleshites.
  Taldor: Anti-Keleshite prejudice is strongest in Taldor, 
  given the nation’s history of war with Qadira. However, 
  citizens of at least partial Taldan descent are also common 
  in Qadira, making the relationship between the common 
  people of both nations complex. Still, it’s unusual for a 
  Taldan to begin with an attitude other than hostile or 
  unfriendly when interacting with a Keleshite.
  Varisia: Qadira maintains an ornate embassy in 
  Magnimar and enjoys warm trading relations with the 
  city. Residents of Magnimar and its holdings usually 
  begin with an attitude of friendly toward Keleshites, but 
  elsewhere in Varisia people are typically indifferent on 
  first meeting.
  Regional TRaiT
  A character from Kelesh or Qadira can take the following 
  regional trait.
  Keleshite Trader: Your cosmopolitan upbringing has 
  given you familiarity with many cultures. You gain two 
  bonus languages and a +2 trait bonus on Knowledge 
  (local) checks.
  
  12
  LIFE IN QADIRA
  “If Katheer is Qadira’s heart, then the Golden Path is its arteries and 
  veins. Without blood, the body cannot survive. Without trade, Qadira 
  cannot survive. With it, Qadira thrives. Yet mere physical wealth is not 
  and cannot be the only path to greatness. All the coin in Qadira cannot 
  purchase an audience with the satrap. Qadira’s true wealth is not in 
  its spices and jewels, but in its culture. It is not what fits in your purse 
  that makes you rich—it is who you know and how you are known that 
  brings true wealth.”
  —Jalailah al-Mehenet, lecturer at the Planar Institute
  
  13
  Qadira 
  Jewel of the East 
   
  History of 
  Qadira
  life in  
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira 
   
  Bestiary
  T
  he Qadira of today is a thriving Inner Sea nation 
  through which much of the world’s wealth passes. 
  Though Qadirans still believe Taldor plans to wipe them 
  out as soon as it can rebuild its armies, the Gateway to 
  the East is in the midst of one of the most stable periods 
  in its history. The Taldan and Qadiran governments 
  have signed a peace treaty and are attempting to repair 
  their relationship, trade routes are secure, and the 
  Cult of the Dawnflower has largely ceased its calls for 
  invasion of Taldor. Yet this newfound stability is fragile: 
  the succession in Kelesh threatens to ignite 
  unrest in Qadira, strange and 
  dangerous things stray out 
  of the deserts, the 
  Dawnflower 
  Cult 
  and the mainline 
  church still compete 
  for the hearts of 
  Sarenites 
  in 
  many 
  cities, 
  and 
  raiders 
  prey on travelers in 
  the Plains of Paresh and 
  other deserted regions. Qadiran 
  culture struggles to define itself, caught 
  between the practices and attitudes of its Inner Sea 
  neighbors and those of its parent empire.
  Customs
  Qadirans live by several sets of customs that are not truly 
  part of the satrapy’s legal system, yet still bind citizens as 
  strongly as official legislation.
  Blood Laws: Keleshite blood laws originated among 
  the Althameri tribes (see page 26) and are intended both 
  to prevent the escalation of intertribal conflicts into 
  full-on feuds and to ensure that conflicts over tribal 
  leadership don’t turn violent. The blood laws permit 
  the family of a murder victim to kill the murderer—but 
  only the murderer—and do not permit the murderer’s 
  family to take revenge so long as the victim’s family kills 
  no one else in the attempt. These laws come into effect 
  in contemporary Qadira when an individual escapes 
  conviction for murder; while vengeance killings under 
  the blood laws are technically illegal, most authorities 
  turn a blind eye as long the avengers follow the strictures 
  preventing escalation. In addition, the blood laws prohibit 
  close relatives—defined as those descended from the 
  same maternal great-grandmother—from shedding 
  one another’s blood. Of course, many a scheming noble 
  has eliminated a hated relative by hiring someone else 
  to do the killing. Keleshite legal authorities differ on 
  whether to apply the blood laws to non-Keleshites. Most 
  argue that they apply to all residents of Kelesh, but more 
  conservative schools argue that their protections extend 
  to citizens only, or even just to those of Althameri descent.
  Courtesy: Qadirans are a courteous lot, even to their 
  enemies (though outward courtesy often veils subtle 
  mockery). Their notions of politeness are extraordinarily 
  complex, but center around several organizing principles, 
  such as the belief that a person of higher rank should never 
  humiliate one of lower rank in public, and the idea that 
  what is done or said to one family member is done or said 
  to the entire family. A host considers herself responsible 
  for the needs and safety of her guests, but expects them to 
  reciprocate with a thoughtful gift and acquiescence to her 
  requests while in her house. 
  Food: Keleshites enjoy the 
  finer things in life, and 
  consider 
  a 
  good 
  meal to be one of the 
  finest. They see it as 
  gauche to directly 
  discuss business over 
  a meal, but often use 
  meals to get a feel for 
  those with whom they’re 
  contemplating 
  a 
  deal 
  or 
  partnership. Dinners are often lengthy 
  affairs that start after dark. Since food spoils quickly 
  in hot environments, Keleshites have adopted numerous 
  methods of preserving or stalling this inevitability. The use 
  of spices is a favorite solution, and Keleshite food is often 
  a painfully shocking surprise to one unaccustomed to the 
  unprepared tongue.
  Haggling: Qadirans take pride in their business 
  acumen and respect it in others. They consider haggling 
  to be something of a sport and engage in the practice with 
  all the silver-tongued wit and complex wordplay prized 
  by their people (those who are especially skilled at it may 
  draw crowds in marketplaces). At the same time, there 
  are some transactions in which Qadirans consider this 
  rude or inappropriate. They see haggling with an artist or 
  artisan over works he has created as insulting, and they 
  do not haggle with other Keleshites over horses, though 
  they certainly have no compunction about doing so with 
  non-Keleshites.
  Hospitality Laws: Althameri culture evolved in an 
  unimaginably harsh environment, where access to oases 
  spelled the difference between life and death. Adherence 
  to Althameri customs still requires Keleshites to provide 
  access to water, food, and shelter for the night to any 
  traveler who requests it, though the requirement ends at 
  the next dawn. Custom also requires them to protect any 
  traveler who begs sanctuary until the next dawn, though 
  violent or disruptive actions by strangers can negate this 
  imperative. Though the original intent of hospitality 
  laws is rarely relevant outside the deserts, it has formed 
  a culture throughout Kelesh that views being a good host 
  as a sacred obligation.
  
  14
  Government and Military
  In most of Kelesh, the military exists to protect citizens 
  and enforce the will of the imperial throne. In Qadira, it is 
  also one of the powers that drives the government.
  Government
  Technically, the satrapies of Kelesh (of which Qadira is the 
  westernmost) answer absolutely to the imperial throne. 
  Important government figures and their positions are 
  listed below.
  Imperial Throne: The ultimate authority, even in 
  Qadira, is the emperor or empress of Kelesh. As the 
  twilight years of Kalish XXII’s life draw to a close, the 
  coming succession is pushing Keleshite society into a 
  frenzy of gossip and intrigue. His wife, Queen Shubat, has 
  indicated that if the current heir, Yaril, does not change 
  his dissolute ways, she will disown him, rendering him 
  ineligible to take the throne.
  Satrap: The unmarried Xerbystes II is a brooding man 
  who wishes to prove himself to his emperor through 
  military conquest of Taldor. His cousins Feraz and 
  Melchior angle to replace him, and the unrest around 
  the Qadiran succession mirrors that which surrounds 
  the imperial throne. Xerbystes II supports the emperor’s 
  niece Layilah. To speak to the satrap, one must be 
  introduced by a noble in favor at the satrap’s court.
  Imperial Vizier: Vizier Hebizid Vraj maintains magical 
  contact with the imperial court and attempts to sway the 
  satrap toward peace. He sponsors numerous expeditions 
  to explore ruins in the Ketz and Meraz Deserts with the 
  hope of redirecting Qadiran violence toward ancient 
  horrors rather than bordering nations. To speak to the 
  vizier, one must be introduced by a noble.
  Noble Families: Only nobles may own land in Kelesh. 
  Adult nobles belong to a council that votes on issues and 
  pressures the satrap to comply with their decisions. Even 
  the emperor must step carefully when the noble families 
  unite on an issue. To meet with a noble, one must be 
  introduced by a wealthy merchant, highly placed civil 
  servant, or member of the noble’s family.
  Civil Servants: Any empire as large as Kelesh requires 
  considerable staff to run, and civil service is an old and 
  honored tradition for many families in Qadira. Given the 
  inaccessibility of the nobles and satrap to most citizens, 
  having a good relationship with those in the lower 
  echelons of government is often the first step toward 
  getting word to those in higher positions.
  Silent Blades of Katheer: These thieves and assassins 
  are the eyes, ears, and blades of the satrap when he 
  wishes to act outside the authority of his office or the 
  auspices of the imperial vizier. These loyal servants 
  work for the betterment of Qadira, or so they believe, by 
  slaying those who draw the satrap’s ire or those who side 
  with the emperor against the satrap.
  military
  The empire mandates 2 years of military service from 
  all citizens. Though the definition of “service” can vary, 
  all able-bodied citizens receive at least basic combat 
  and survival training conducted in one of the satrapy 
  of Ayyarad’s deserts (even if they don’t serve in combat 
  positions). Their training period also includes remedial 
  education for citizens from underprivileged upbringings, 
  which allows the empire to maintain a high literacy rate.
  Strict training in Ayyarad’s dangerous environment is 
  designed to create the ideal citizen-soldier: loyal to the 
  empire, ambitious, and able to fight competently even 
  years after her service concludes, should the empire ever 
  need to increase the size of its armies. At the conclusion 
  of their service, citizens receive a generous bonus and a 
  month-long furlough in the capital city of Isfahel, as well 
  as an invitation to a formal court ball, where they might 
  catch a glimpse of the emperor or empress.
  There are two primary military divisions in Kelesh: the 
  Satrapian Guard and the Imperial Forces. The Satrapian 
  Guard is stationary. It protects each satrapy’s borders, 
  aids citizens during disasters, and functions as a police 
  force. The Imperial Forces—which are considered more 
  prestigious—protect the capital and outside borders of 
  the empire, fight wars, guard embassies in foreign lands, 
  escort dignitaries, and protect the trade routes.
  In Kelesh’s military, command rank is as follows.
  Supreme Commander: A single individual, appointed 
  by the throne, oversees both military branches.
  High Commanders: The Satrapian Guard has one high 
  commander for each satrapy, and the Imperial Forces 
  have 13, each of which commands one category of their 
  forces: air, clergy, engineers, heavy cavalry, heavy infantry, 
  intelligence, light cavalry, light infantry, mages, medical, 
  navy, ranged fighters, and reconnaissance. The high 
  commanders report to the supreme commander. 
  Generals: A general commands a unit of 10,000 soldiers 
  and reports to a high commander. 
  Colonels: A colonel commands a unit of 1,000 soldiers 
  and reports to a general.
  Captains: A captain commands a unit of 100 soldiers 
  and reports to a colonel. 
  Lieutenants: A lieutenant commands a unit of 10 
  soldiers and reports to a captain.
  Qadiran Combat
  Though developed by Keleshites, these character options 
  can be selected by foreigners as well.
  ashiftah (Witch archetype)
  Qadira’s armies strike terror into foes, but tales of 
  something even more terrible than desert dervishes or 
  charging cavalry haunt foot soldiers serving Qadira’s 
  neighbors. Known in Taldane as a “battle witch,” an 
  
  15
  Qadira 
  Jewel of the East 
   
  History of 
  Qadira
  life in  
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira 
   
  Bestiary
  ashiftah drifts like a phantom among the enemy armies, 
  calling down disaster upon their heads and weakening 
  their resolve. Qadiran ashiftahs usually go veiled, and 
  even their cohorts in the Imperial Forces superstitiously 
  believe that seeing their faces brings misfortune.
  Protecting Veil: An ashiftah’s veil is not merely a 
  uniform, but a magical vestment imbued with power. 
  Its ability to hold spells functions identically to a witch’s 
  familiar. An ashiftah must veil herself and commune 
  with her patron each day to prepare her spells and cannot 
  prepare spells not stored in the veil.
  This ability replaces familiar.
  Ghostwalk (Su): Starting at 2nd level, as a move action 
  after using a hex, an ashiftah can become invisible as 
  per vanishAPG and can then take a 5-foot step.  Using 
  ghostwalk doesn’t provoke attacks of opportunity.
  This ability replaces the hex gained at 2nd level.
  Deliver Touch Spells (Su): Starting at 3rd level, 
  an ashiftah can use her veil to deliver touch spells. 
  After casting a touch spell, as a full-round action, 
  she can tear a strip from her veil and whisper to it, 
  designating a target. She then releases the scrap 
  of fabric, which drifts on the wind to the target 
  and delivers the spell as a ranged touch 
  attack. The  target 
  must  be within  20 
  feet of the witch. 
  The veil mends itself after 
  the spell is delivered.
  Fog of War (Sp): At 6th level, 
  as a standard action, an ashiftah 
  can blanket a 20-foot-radius area of the 
  battlefield in a clammy mist that functions as per 
  barrow hazeACG, allowing her to treat any area within the 
  mist as within 30 feet for purposes of her hexes, as long as 
  some part of that area is within 30 feet of her.
  This replaces the hex gained at 6th level.
  combat trait
  The following trait aids those who hurl their weapons.
  Strong Arm, Supple Wrist: You have been trained in the 
  javelin and the spear, and you know how to make the best 
  use of your momentum. When you move at least 10 feet 
  before making an attack with a thrown weapon, you can 
  add 10 feet to the range increment of the weapon thrown. 
  You can gain this benefit only once per round. 
  mounted blade (combat feat)
  You can use your mount’s momentum to carry your 
  weapon through one foe and into another.
  Prerequisites: 
  Mounted 
  Combat, 
  Ride-By 
  Attack, base attack bonus +1, Ride 3 ranks. 
  Benefit: When you use the Ride-By Attack 
  feat, if your attack hits, you can also make an 
  attack against a target adjacent to your original target. You 
  take a –5 penalty on the attack roll for this additional attack. 
  You can use this feat whether riding a mount or using a 
  flying item such as a broom of flying or carpet of flying.
  Witch hex
  Any witch can choose the following cruel hex.
  Deathcall (Su): The witch’s presence makes death more 
  likely for wounded foes. Creatures within 120 feet of the 
  witch take a –1 penalty on checks to stabilize when dying. 
  At 8th level, this penalty changes to –2, and at 16th level, 
  it changes to –3. 
  
  16
  Education and Trade
  Not every citizen of Qadira is a wealthy trader or 
  financial genius, but most realize that success in business 
  depends on two things: a portfolio of skills ranging from 
  mathematical acumen to a silver tongue and the way one 
  reacts to changes in fortune. 
  Several of Qadira’s universities are well known outside 
  Kelesh. Al-Lehiyah Magical University is Katheer’s leading 
  magical college, and is staffed predominantly by Garundi 
  and Mwangi professors. The College of the Green Dawn, 
  positioned at the edge of the Meraz Desert, focuses on 
  both magical and mundane means of halting Casmaron’s 
  increasing desertification. The current satrap founded 
  the Katheer Military Academy to create a force of well-
  trained leaders loyal to their homeland. The Mahruyat 
  Institute for the Study of History is Golarion’s premier 
  training program for archeological research, located in 
  the ruins outside Katheer. The Shamar Divinity School 
  is under the auspices of the church of Sarenrae, but is 
  devoted to the nonsectarian study of theology. 
  trade
  For foreigners who wish to trade in Qadira, the best 
  option is to develop a business relationship with a 
  merchant house (or noble family). There are three levels 
  in such relationships—client, colleague, and partner. The 
  GM should decide the exact prerequisites for achieving 
  each level, but examples are provided below.
  Client
  A client or client family is usually a supplier or local 
  merchant who enjoys the patronage of a merchant house.
  Prerequisite: The character must own a business that 
  can supply a single type of good worth 10 gp or more in 
  bulk to a Keleshite merchant house, or a business that 
  can donate a unique rare good (an antique, an object of 
  archeological interest, an artwork, or a magical weapon) 
  of the patron’s choice at least once per month.
  Benefits: Once per month, a client can choose one of the 
  following: 500 gp, the services of a house guard (human 
  fighter 3; use the statistics for a traitorous brigand from 
  page 81 of the Pathfinder RPG NPC Codex) for 24 hours, or 
  the services of a house emissary who can automatically 
  change the attitude of a ruler or other influential NPC 
  from indifferent to friendly or from friendly to helpful.
  ColleaGue
  A colleague controls a significant business or trading 
  area, or otherwise wields significant influence within a 
  house’s network.
  Prerequisites: The character must be of character level 
  4th and must have been a client for at least 1 year, during 
  which the character must have changed the attitudes of 
  any contacts from the house to helpful and maintained 
  them at that level. The character must also present 
  the merchant house with a unique gift of great value. 
  This need not be monetary in nature—it may be, for 
  example, reclaiming an ancestral sword thought lost or 
  introducing a member of the house to someone who 
  becomes her spouse.
  Benefits: Once per month, a colleague can choose 
  one of the following: 1,000 gp, the services of four 
  house guards (see Client above) for 24 hours, the 
  services of a house emissary (see Client above), 
  or the services of a house lawyer (who pays bail 
  and advises the colleague if she is arrested or 
  charged with a crime). Upon the character’s 
  elevation to the status of colleague, the house 
  commissions a custom crafted magical item 
  worth up to 4,500 gp as a gift.
  Partner
  The closest relationship one can achieve 
  with an established merchant house is to 
  be named a partner.
  
  17
  Qadira 
  Jewel of the East 
   
  History of 
  Qadira
  life in  
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira 
   
  Bestiary
  Prerequisites: Character level 9th. The character must 
  have been a colleague of the merchant house for at least 3 
  years, and must have performed a life-changing service for 
  a member of the house, such as saving her life or setting 
  up a lucrative trade network in an otherwise inaccessible 
  area (such as another plane).
  Benefits: The character is offered adoption into the 
  merchant family and citizenship in the empire of Kelesh, 
  if she is not already a citizen. The character draws a 
  stipend of 1,000 gp per month (funded by the house), 
  can borrow up to 50,000 gp per year at no interest (the 
  amount must be paid back within 1 year), and receives 
  the non-monetary benefits detailed at the colleague level. 
  Upon the character’s elevation to the status of partner, the 
  house gifts her with a custom magic item worth no more 
  than 12,000 gp.
  merchant academies
  Two sample Qadiran merchant academies are presented 
  below, using the school rules first detailed in Pathfinder 
  Campaign Setting: Inner Sea Magic. To be accepted to a 
  merchant academy, a candidate must pass the entrance 
  exam and pay the entrance fee. To remain a student, she 
  must pay the tuition and succeed at the listed Education 
  check twice per semester. For each successful education 
  check against a DC equal to 15 + her current ranks in the 
  skill being tested, her Fame score increases by 1. Each time 
  her Fame score increases, she earns an equal number of 
  Prestige Points (PP), which she can spend permanently 
  to purchase rewards if her Fame is high enough. When 
  her Fame reaches 50, she has the option of joining the 
  school’s faculty. Faculty do not pay tuition and receive a 
  stipend equal to the school’s tuition.
  IMPERIAL SCHOOL OF BUSINESS
  Any proper Keleshite knows that trade is the lifeblood of 
  great empires. A solid foundation in rhetoric, economics, 
  and etiquette prepares one for a life of astute dealings and 
  well-earned luxuries.
  Location Katheer
  REQUIREMENTS
  Entrance Fee 200 gp
  Entrance Exam DC 15 Diplomacy, Knowledge (engineering, 
  history, local, or nobility), or Linguistics check
  Tuition 100 gp/semester
  EDUCATION
  Education Check Appraise, Bluff, Diplomacy, Linguistics 
  Semester 4 months
  Flunk 3 consecutive failed Education checks 
  EXTRACURRICULAR TASK
  Economics Thesis (+1 Fame, 100 gp/month) Over the 
  course of a semester, you can work on a research project 
  and present your findings to the dean. If you succeed at 
  an Appraise check (DC = 10 + your current Fame score), 
  you impress the dean, who gives you a grant to test your 
  theories in the real market. Your Fame score increases 
  by 1, and your portfolio of investments gives you a return 
  of 100 gp per month for the next 9 months, after which 
  you can write a new economics thesis.
  AWARDS
  Business Magnate (30 Fame, 20 PP) Intensive training has 
  given you insight into how best to appear trustworthy 
  and compelling. You gain a +2 bonus on Appraise, Bluff, 
  Diplomacy, and Sense Motive checks—this bonus doubles 
  when you are in Katheer. When you sell magical items or 
  other expensive goods in Katheer, you earn a bonus from 
  the sale: a percentage equal to your Charisma bonus.
  Shrewd Investor (15 Fame, 2 PP) Your studies have taught 
  you to assess financial risk and calibrate your plans with 
  virtuosic precision. Appraise is a class skill for you, you 
  gain a +2 bonus on Appraise checks, and you can purchase 
  magical items or other expensive goods in Katheer at a 
  5% discount.
  PLANAR INSTITUTE
  Their history of dealing with genies and desire for plane-
  spanning trade networks have convinced a consortium 
  of merchant houses to sponsor a university dedicated to 
  studying the planes and teaching humans strategies and 
  business etiquette for dealing with extraplanar contacts.
  Location Katheer
  REQUIREMENTS
  Entrance Fee 150 gp
  Entrance Exam DC 15 Diplomacy, Knowledge (planes or 
  religion), or Linguistics check
  Tuition 200 gp/semester
  EDUCATION
  Education Check Diplomacy, Knowledge (planes)  
  Semester 6 months
  Flunk 4 consecutive failed Education checks 
  EXTRACURRICULAR TASK
  Planar Sabbatical (+2 Fame) You can travel with a 
  professor to a different plane to study for a month 
  once per year. If you succeed at a Diplomacy check 
  (DC = 10 + your current Fame score) to demonstrate the 
  correct etiquette to the Institute’s contacts there, they 
  instruct you in the norms of their home. Your Fame score 
  increases by 2, and you gain a +2 bonus on Diplomacy 
  checks against outsiders.
  AWARDS
  Planar Expert (10 Fame, 2 PP) You have studied how 
  to quickly adapt to differing planar environments. 
  Knowledge (planes) is a class skill for you, and you can 
  choose two planar languages, which you receive as 
  bonus languages.
  Planar Savant (30 Fame, 15 PP) You can exist comfortably 
  on many planes, and can cast planar adaptationAPG once 
  per day as a spell-like ability (CL = your character level).
  
  18
  Faith
  Keleshite myth holds that the Althameri tribes who 
  founded Kelesh fled the Grass Sea to the harsh, empty 
  deserts of Ayyarad, a land no other peoples claimed—or 
  wanted. Monsters and evil outsiders haunted the deserts, 
  and the environment itself allowed them no more than 
  a wandering subsistence existence. For centuries, they 
  sacrificed the finest of their meager flocks to placate 
  demon lords and other vicious powers until a desperate 
  tribal leader challenged the sun itself, asking how it 
  could watch this cruelty and remain unmoved. The 
  goddess Sarenrae responded to their plight, and for 
  the millennia since the Althameri tribes have remained 
  largely faithful to their covenant with the Dawnflower. 
  faiths of Qadira
  Sarenrae’s worship is the most widespread in Qadira (see 
  “Sarenite Faith” below), but the empire comprises many 
  cultures and peoples, and is highly tolerant in matters of 
  faith. In addition to the faiths of Abadar, Calistria, Irori, 
  Lamashtu, Nethys, Rovagug, and Shelyn, as well as less 
  widespread faiths such as Naderi, Nurgal, Sivanah, and 
  Zyphus, worshipers of more obscure religions largely 
  unknown outside Kelesh can be found in Qadira. The 
  most notable of these are summarized below.
  Atarshamayyin: The Name on the Wind is an ancient 
  and mysterious deity, said to have gifted horses and 
  prophecy to humankind. Little is known of his nature, 
  but it is said that in his remote temples, if one is quiet 
  enough, one can hear echoes on the wind of words spoken 
  in both the distant past and the future.
  Cult of the Hawk: A mysterious organization formed of 
  Qadiran and Osirian mystics and traders, the Cult of the 
  Hawk has managed to take positions of power in many 
  commercial ventures in Absalom.
  Dust Speakers: These gray-robed priests wander the 
  streets and seem to trail misfortune in their wakes. They 
  are said to be the clergy of a lost culture’s deity, who still 
  seethes at his people’s fall.
  Lugalisimaru: The Palm Tree King, a pre-Keleshite 
  deity from Casmaron, is revered in Qadira as the 
  guardian of oases. Travelers leave gifts of small bronze 
  palm leaves set with sapphires at his shrines to invoke 
  his protection.
  Nightseers: The Susianam culture (see page 26) has 
  largely assimilated into Keleshite culture, but some of 
  its wandering oracles, known as nightseers, remain. 
  Nightseers give up a portion of their ability to relate to 
  the material world in order to hear their deity’s wisdom 
  more clearly.
  Oathos: The Ever-Lost is a pre-Keleshite moon god 
  from Casmaron. Worshiped in the ancient empire of 
  Khattib, Oathos was the lover of a goddess who grew 
  jealous and poisoned him. Now reimagined as a consort 
  of Sarenrae who suffers from a divine wasting disease, 
  Oathos is the patron of those with chronic illnesses.
  Qedeshatam: Less a religion than a sort of monastic 
  philosophy, this sect holds that a bond with divine energy 
  can be achieved through physical union. A qedeshat is a 
  highly trained mystic and healer who focuses on helping 
  people overcome difficulties related to intimacy.
  Roidira: Little is known about this deity, sometimes 
  called the Dark Sister of Knowledge. Members of her 
  cult claim that deep understanding of truth appears as 
  madness to the less knowledgeable, and that nihilism is 
  the ultimate result of complete understanding.
  Shahar: The only records of this ancient goddess’s 
  existence are nearly illegible inscriptions in deep desert 
  ruins. Taboos and rumors of curses keep most would-be 
  researchers away, though some desert tribes claim that 
  knowledge that bestows terrible powers waits for any who 
  dare the ruins—should they be willing to pay the price.
  Temple of Law: While Keleshites are not as obsessively 
  lawful as Chelaxians, they understand that knowing the 
  law—and its loopholes—is essential to doing business. 
  The Temple of Law, which treats the legal profession 
  as a type of priesthood, venerates the trinity of Abadar, 
  Asmodeus, and Zohls.
  Usij: Worshipers of the div lord Ahriman, Usij cultists 
  seek to bring down civilization by corrupting resources 
  and whispering poisoned counsel in leaders’ ears.
  White Feather: Pacifists who dress in white, the 
  followers of the White Feather preach the rejection of 
  material wealth. After a secret meeting with a group of 
  White Feather adherents, the satrap prohibited them 
  from public proselytizing. The followers of the White 
  Feather seem undeterred, though some now publicly 
  claim that Qadira’s martial ambitions will cause the 
  nation’s fall. 
  Yahaiya: The Cry in the Wastes hears the prayers of 
  childless families or those who have borne no daughters 
  to inherit their wealth and carry on their family’s business 
  and honor. She is known to grant children to those who 
  petition her—even to those past childbearing age—but 
  her gifts always seem to come at a cost.
  sarenite faith
  Keleshites introduced Sarenrae’s worship to Avistan, and 
  Kelesh remains the heartland of her faith. For many non-
  Keleshite Sarenites, visiting Qadira is a revelation; here, 
  the faith is not merely one belief system among many, but 
  the unchallenged, dominant religion of an entire people.
  A state religion inevitably fractures, however, and the 
  faith has split into two unique forms in Qadira. The “old” 
  or mainline denomination is a proudly eastern version 
  of the faith. For this denomination, worship of Sarenrae 
  is emphatically pacifist, urging its adherents to focus on 
  purifying their own souls rather than those of others. 
  
  19
  Qadira 
  Jewel of the East 
   
  History of 
  Qadira
  life in  
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira 
   
  Bestiary
  In opposition to these “old ways,” the Cult of the 
  Dawnflower is a more militant form of the faith. The Cult 
  focuses on Sarenite ideals of purification and justice, and 
  holds that the scimitar alone can keep believers safe. For 
  more information, see page 134 of Inner Sea Gods.
  solar (sorcerer bloodline)
  Sorcerers who serve in the sun goddess’s court display 
  powers infused with the glory of the sun itself.
  Class Skill: Perception.
  Bonus Spells: searing light (3rd), fury of the 
  sunARG (5th), daylight (7th), shield of dawnISG (9th), 
  flame strike (11th), true seeing (13th), sunbeam (15th), 
  sunburst (17th), overwhelming presenceUM (19th).
  Bonus Feats: Alertness, Combat Casting, 
  Empower 
  Spell, 
  Improved 
  Initiative, 
  Lightning Reflexes, Quicken Spell, Spell 
  Focus, Spell Penetration.
  Bloodline Arcana: Whenever you cast a spell 
  with the fire descriptor, if it deals damage, it 
  deals +1 point of damage per die rolled.
  Bloodline Powers: The solar power that 
  infuses your being alters the way you interact 
  with the world, searing through your spells.
  Sunsight (Su): At 1st level, you gain low-light vision 
  and cannot be dazzled. If you already have low-
  light vision, you instead gain a +4 bonus on saving 
  throws against blindness effects.
  Friend of Fire (Su): At 3rd level, you gain fire 
  resistance 10. At 5th level, when in contact with 
  flame or a burning object (including a flaming 
  weapon, lantern, or torch), add 1 per die to any 
  healing effect of which you are the target. At 
  9th level, your fire resistance increases to 20. 
  At 20th level, you gain immunity to fire.
  Cleansing Flame (Su): At 9th level, twice per 
  day, you can use fire to restore the health of 
  yourself or your allies. As a standard action, you 
  can wreathe your hand in a halo of flame and touch 
  yourself or another creature. The touch heals 
  2d8 + your character level points of damage. You 
  can also remove one of the following conditions 
  affecting the target: 1d6 points of ability damage, 
  blinded, confused, dazzled, deafened, diseased, 
  exhausted, fatigued, nauseated, poisoned, or 
  sickened. At 20th level, you can use this ability 
  three times per day.
  Healing Fire (Su): At 15th level, you can 
  channel energy twice per day as a cleric 
  of half your level. Instead of using this 
  ability to damage undead, you can 
  convert the positive energy to flame 
  and deal an equivalent amount of fire 
  damage instead.
  Solar Ascension (Su): At 20th level, as a full-round 
  action, you can become an incorporeal being of light for 
  1 round per sorcerer level. While in this form, you gain 
  the incorporeal subtype and take half the normal damage 
  from corporeal magic attacks (you take no damage from 
  nonmagical weapons and objects). Your spells deal half 
  damage to corporeal creatures, but spells and abilities 
  that do not deal damage function normally. The duration 
  need not be continuous, but it must be used in 1-round 
  increments. While in this form, any creature you move 
  through (as the overrun combat maneuver) takes 2d6 
  points of fire damage.
  
  20
  Patronage
  In Qadira—as is true for the Padishah Empire of Kelesh 
  as a whole—everyone who’s anyone fits into the grand 
  social hierarchy. Successfully interacting with society in 
  Qadira is all about whom you know, whom that person 
  knows, and how well you respect this time-honored 
  tradition of patronage.
  Qadiran patronage centers on the relationship between 
  a patron (who wields the influence) and a client (who hopes 
  to benefit by association). These terms are relative, for 
  someone who serves as a patron to one person is almost 
  certainly also the client of an even more influential patron. 
  Likewise, clients or patrons need not be individuals; 
  tracking the benefits of patronage is easiest if the PCs 
  are treated as a group, though there should always be an 
  individual PC who serves as the spokesperson for the 
  purpose of calculating their Clout and other values.
  trackinG patrons
  Once a PC secures a patron, be it for himself or for his 
  whole adventuring party, the player should track five pieces 
  of crucial information for that patron: the patron’s category, 
  affiliation, Rank, and disposition, as well as his Clout with 
  that patron. These values are unique to a particular patron. 
  Should a PC gain multiple patrons, the information (and 
  Clout earned) is tracked separately for each.
  Category: In Qadiran society, each patron belongs to one 
  of seven categories that represent her sphere of influence: 
  academic, mercantile, military, political, religious, social, 
  or tribal. A patron’s category affects what kinds of services 
  the patron can provide, as well as what deeds a client 
  can perform to further their relationship. At the GM’s 
  discretion, patronage systems for other societies might 
  include additional categories (e.g., criminal or monstrous). 
  A patron’s category also determines her key skills—these 
  two skills are those most valued by the patron, and ranks in 
  these skills influence a client’s starting Clout.
  Affiliation: Most patrons maintain strong connections 
  with important figures of categories other than their own; 
  such social connections are referred to as affiliations. 
  Affiliated categories do not impact the resources a patron 
  can provide to a client, but they do affect the patron’s 
  ability to connect a client with other patrons.
  Rank: A patron’s rank in Keleshite society is indicated 
  by a numeric representation on a scale of 1 to 10. A Rank 1 
  patron might be a mere student in a university or a 
  single shop owner among a merchant consortium, while 
  a patron whose Rank is 10 is most powerful person in 
  the region—the satrap. Rank affects the resources that a 
  patron can dedicate to a client in addition to determining 
  whom that patron knows and can influence. Patrons 
  whose Rank scores are equal—even if they belong to 
  different categories—typically receive equal respect from 
  all members of society.
  Disposition: A patron’s disposition reflects her view 
  of—and loyalty toward—the client, which, in turn, 
  affects what types of assistance she’s willing to provide 
  her client. Disposition falls into three levels: aware, 
  impressed, and indebted. A client can improve his 
  patron’s disposition by spending Clout. To improve a 
  patron’s disposition from aware to impressed, a client 
  must spend 10 points of Clout. A client must spend 20 
  points of Clout to improve the patron’s disposition from 
  impressed to indebted.
  Clout: Clout is a numeric representation of social 
  currency, reflecting a client’s importance to a patron. It 
  is often earned through deeds performed in the patron’s 
  name. A client’s Clout increases as he works with a 
  patron, and it can decrease if he uses it to request risky 
  favors, embarrasses the patron, or spends it to improve 
  the patron’s disposition. The tables on pages 22–23 
  list typical ways to earn Clout while serving a patron’s 
  interests or while doing great deeds and acknowledging 
  the patron’s contributions.
  securinG a patron
  The GM should build the securing of a patron into the 
  campaign’s evolving story line—perhaps gaining a patron 
  is the final reward for the party’s first adventure, once 
  they’ve proven themselves in the eyes of a local merchant, 
  priestess, or civic leader. Alternatively, a PC can seek out a 
  patron of a specific category in a manner similar to how 
  one uses Diplomacy to gather information. With a day’s 
  work (8 hours spent in an area where the prospective 
  patron’s interests lie, typically the settlement wherein the 
  patron maintains a base of operations) and a successful 
  DC 20 Diplomacy check, the character can secure an 
  audience with a patron in that category.
  When a PC secures a meeting with a potential patron, 
  calculate the PC’s initial Clout using the following formula:
  Initial Clout = highest number of skill ranks the 
  client has in one of the patron’s key skills + client’s 
  Charisma modifier – (3 × the patron’s Rank) + 2 if 
  the client speaks and understands Kelish + any 
  situational bonuses
  If a client’s initially has 0 or fewer points of Clout, the 
  patron feels no social obligation to honor her presence 
  or conduct business, and a relationship does not 
  automatically form. If the client still wants to pursue the 
  patron, she must work to increase her initial Clout by 
  gaining ranks in a key skill, learning Kelish, increasing 
  her Charisma, or most often by performing specific 
  deeds or giving appropriate gifts to sway the patron (see 
  Gaining and Losing Clout on page 22). Once a character 
  manages to increase her Clout to a minimum of 1 point, 
  she becomes a client of that patron. At this point, she 
  
  21
  Qadira 
  Jewel of the East 
   
  History of 
  Qadira
  life in  
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira 
   
  Bestiary
  can increase her Clout further by performing additional 
  deeds or giving additional gifts.
  If a client’s Clout attributed to a patron ever falls below 
  0, her patron’s disposition immediately falls one step and 
  her Clout resets to 0. At this point, the client must take 
  care to earn additional Clout and avoid her losing more 
  Clout to prevent her patron’s disposition from decreasing 
  by additional steps. If the patron’s disposition was only 
  aware, the patron immediately severs any ties to the client 
  and gains the offended patron quality (see page 23).
  benefits of patronaGe
  A happy patron is an advocate for her client, connecting 
  him with otherwise inaccessible supplies, contacts, and 
  capital. A client’s benefits are derived from the patron’s 
  disposition, and in some cases a client can spend Clout in 
  order to secure greater favors. A patron’s services are free 
  except where noted, though a client cannot draw upon a 
  patron’s services in the same way more than once a month.
  No matter how indebted a patron is to a client, the 
  patron’s ability to assist relies heavily on his patron’s 
  category, her Rank, and other considerations. The GM 
  always has the final say in what is or is not within a 
  patron’s abilities. When in doubt, assume a patron’s favors 
  cannot extend far beyond her area of influence, be that 
  a business, a neighborhood, a city, or a larger region. It 
  is worth remembering that the patronage mechanics 
  merely set the foundation of what a client can expect from 
  a patron; a patron might provide services that far exceed 
  those suggested by her disposition for an untested client, 
  though the patron might be doing so for her own benefit.
  Services fall under three major categories: access, 
  resources, and references. A client can make one request 
  per month of a patron from each of these three categories.
  Access: A patron can secure entrance to a restricted 
  area that would otherwise require the client to pay a fee 
  or have specific credentials. Depending on her category, 
  a patron typically enables clients to access exclusive 
  (but rarely dangerous) places, goods, and services. These 
  might include the ability to conduct trade without a 
  license or fees, purchase tickets to a popular event, buy 
  restricted goods, enter controlled areas, travel through 
  the patron’s territory, or invoke the laws of hospitality. 
  A patron whose disposition is impressed is often willing 
  to secure access that is far pricier (either politically or 
  financially), such as negotiating safe passage through a 
  rival’s territory, providing entrance to a high-security 
  facility, or obtaining tickets to a sold-out event’s debut. 
  An indebted patron is willing to take significant risks on 
  the client’s behalf, reducing the Clout cost to perform 
  dangerous tasks for her client by half.
  Resources: A patron can spend her own capital to secure 
  services or supplies for her client. Based on her category, 
  a typical patron might secure mounts for an expedition, 
  legal advocacy, catering for an event, research assistance, 
  religious paraphernalia, or an armed escort (of a CR equal 
  to the patron’s Rank) for up to 1 day. Such a favor does 
  not require the expenditure of Clout as long as its gold 
  piece cost does not exceed the patron’s Rank cubed. For 
  example, a Rank 5 military patron would readily provide a 
  client with arms and armor worth up to 125 gp. 
  A client can spend up to 10 points of Clout in order to 
  multiply this gp limit by the amount of Clout spent. A 
  client can further multiply this limit by 10 if the resources 
  are a loan—either physical objects to be returned in 
  equally good condition or costs that the client will repay. 
  The loan must be returned or repaid within 1 month, 
  unless the client negotiates a longer loan ahead of time. 
  References: A patron maintains connections with 
  others who match her category or any affiliation, and she 
  can arrange a formal introduction to these influential 
  friends for trustworthy clients, sometimes at the cost 
  of her own social capital. Unless doing so would serve 
  her agenda, a patron performs this service only if her 
  disposition is impressed or indebted. An impressed 
  patron can introduce her client to another patron, 
  though the new patron’s Rank can be at most 1 higher 
  than her own. Furthermore, the new patron’s category 
  must match either the current patron’s category or one 
  of her affiliations. If the current patron is indebted, she 
  can instead introduce her client to a patron whose Rank 
  is up to 2 higher. When introduced to a patron in this way, 
  a client always begins the new relationship with at least 1 
  point of Clout.
  Additional Favors: A client can spend Clout in the 
  following ways to secure greater favors.
  ADDITIONAL PATRON FAVORS
  Favor 
   
  Clout Expenditure
  Secure a patron’s services more than 
  Varies1 
  once per month
  Request a spellcasting service spell  
  1/3 spell level2
  Service presents a minor risk to the 
  2 
  patron’s life, property, or reputation 
  Service presents a moderate risk to the 
  6 
  patron’s life, property, or reputation 
  Service presents a major risk to the  
  10 
  patron’s life, property, or reputation 
  Improve disposition of aware 
  10 
  to impressed 
  Improved disposition of impressed 
  20 
  to indebted 
  1 This costs 1 point of Clout. Each additional time the client 
  requests aid in a month, the cost increases by 1.
  2 Round up when calculating the Clout cost for spellcasting; 
  the client must pay for any expensive material 
  components, and the spell’s spell level can’t exceed the 
  patron’s Rank.
  
  22
  GaininG and losinG clout
   The following actions can affect Clout for any patron.
  UNIVERSAL PATRON EVENTS
  Event 
  Clout
  Help improve a patron’s Rank by 1 
  +5
  Marry or be adopted into the patron’s family +51
  Overcome an encounter whose CR is at   
  +42  
  least 4 higher than the patron’s Rank 
    
  Give a thoughtful gift3 
  +24
  Overcome an encounter whose effective 
  +22  
  CR is 1 to 3 higher than the patron’s Rank 
  Overcome an encounter whose effective 
  +12  
  CR equals the patron’s Rank 
  Fail to fulfill a task’s secondary objective 
  –1
  Perform no significant task 
  –1 per 3-month period
  Be refused marriage or adoption 
  –2  
  Fail to return a loaned resource 
  –2 per month
  Be accused of a crime while  
  –4  
  serving the patron’s interests
  Embarrass the patron 
  –4
  Fail to fulfill a task’s primary objective 
  –4
  Patron-specific event 
  Varies5
  1 If the client’s class level is higher than the patron’s Rank, 
  the client instead gains 10 points of Clout.
  2 A client can earn this benefit up to twice during a long or 
  especially complicated mission.
  3 A thoughtful gift is typically worth a number of gold 
  pieces equal to the patron’s Rank squared.
  4 A client can gain Clout in this way with each patron only 
  once per year.
  5 See the table for the patron’s category below.
  patron cateGories
  Each of Qadira’s patron categories has unique associated 
  skills and specific events that can affect a client’s Clout.
  Academic Patrons
  These category include people affiliated with academies, 
  schools, and universities. An academic patron’s key 
  skills are any two of the following: Knowledge (arcana, 
  engineering, geography, history, nature, or planes), 
  Linguistics, or Spellcraft.
  ACADEMIC PATRON EVENTS
  Event 
  Clout
  Make a major discovery 
  +3
  Recover a valuable text 
  +1
  Submit a formal research paper* 
  +1
  Be caught stealing credit for a discovery 
  –3
  Be caught falsifying data 
  –5
  * The paper must be on a topic associated with the patron’s 
  key skills, and the client must succeed at a DC 20 skill check 
  in that skill for the paper to be worth the patron’s notice.
  Mercantile Patrons
  These patrons include members of guilds, consortiums, 
  and criminal organizations. A mercantile patron’s key 
  skills are Appraise and any one Craft or Profession skill.
  MERCANTILE PATRON EVENTS
  Event 
  Clout
  Negotiate a major advantageous deal 
  +3 
   
  for the patron 
  Complete an adventure while using  
  +2 
   
  and extolling a patron’s product 
  Represent the patron’s economic  
  +1 
   
  interests while visiting another region 
  Negotiate a minor advantageous deal 
  +1 
   
  for the patron 
  Military Patrons
  Military patrons include the army, navy, and the like. A 
  military patron’s key skills are Intimidate and Ride.
  MILITARY PATRON EVENTS
  Event  
  Clout
  Receive a military commendation 
  +5
  Provide strategic information to the military 
  +2
  Win a contest of athletic or martial prowess 
  +1
  Retreat from a major military engagement 
  –5
  Commit a war crime 
  Varies*
  * Depending on the severity, this could range from –2 to the 
  immediate loss of the patron.
  Political Patrons
  Political patrons include members of the satrapy’s 
  government. A political patron’s key skills are Bluff and 
  Knowledge (nobility).
  POLITICAL PATRON EVENTS
  Event 
  Clout
  Be appointed to a political office of a  
  +5 
  Rank equal to or greater than the patron’s 
  Complete a covert task for the patron 
  +1  
  without leaving a trail 
  Resolve a violent encounter nonviolently1 
  +1 
  Use violence to solve a problem when 
  –3  
  negotiation was an option 
  Undo the patron’s political accomplishments 
  Varies2
  1 A client can earn this benefit up to once per month.
  2 Depending on the severity, this could range from –2 to the 
  immediate loss of the patron.
  ReliGious Patrons
  Religious patrons include religious leaders, influential 
  oracles and prophets, and organizations devoted to 
  deities and philosophies. A religious patron’s key skills 
  are Diplomacy and Knowledge (religion).
  
  23
  Qadira 
  Jewel of the East 
   
  History of 
  Qadira
  life in  
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira 
   
  Bestiary
  RELIGIOUS PATRON EVENTS
  Event 
  Clout
  Recover a major relic of the faith 
  +41
  Act in accordance with the patron’s faith 
  +2  
  under challenging circumstances2 
  Participate in a significant religious service2 
  +1
  Recover a minor relic of the faith 
  +11
  Act against the faith’s teachings (minor) 
  –2
  Act against the faith’s teachings (major) 
  –6
  1 Double the Clout earned if the PC donates the relic to the 
  patron or patron’s church.
  2 A client can earn this benefit up to once per month.
  Social Patrons
  Social patrons include entertainers, artists, and 
  aristocrats who pursue intrigue or wish to be patrons of 
  the arts. A social patron’s key skills are Knowledge (local 
  or nobility) and any one Craft or Perform skill.
  SOCIAL PATRON EVENTS
  Event  
  Clout
  Be the subject of a major social event1 
  +5
  Establish a regional trend 
  +5
  Establish a local trend 
  +2
  Attend a major social event1 
  +1
  Participate in a performance for the patron2 
  +1
  Succeed at a public battle of wits or verbal duel1 +1
  1 A client can earn this benefit up to once per month.
  2 The client must succeed at a Perform check whose DC is 
  equal to 20 + twice the patron’s Rank. A client can earn 
  Clout in this way only once per month.
  Tribal Patrons
  Tribal patrons can represent members of extended 
  families in urban settings, traditional native groups, or 
  even roving gangs of barbarians. A tribal patron’s key 
  skills are Sense Motive and Survival.
  TRIBAL PATRON EVENTS
  Event 
  Clout
  Provide critical aid to an entire settlement 
  +8
  Defeat an equally skilled member in a contest  
  +4
  Provide critical aid to a member of the tribe 
  +2
  Represent tribe interests outside its territory 
  +2
  Respectfully participate in a tribal ceremony* 
  +1
  Serve a patron in a way that threatens the tribe  –5
  Betray the tribe’s hospitality when staying 
  –5  
  with the tribe 
  * A client can earn this benefit up to once per month.
  additional patron Qualities
  Some patrons have one or more special qualities that 
  modify their rules and abilities in unusual ways, as 
  detailed below.
  Deep Pockets: Treat the patron’s Rank as 1 higher when 
  calculating the resources she can provide to a client.
  Jaded: The Clout a client must spend in order to 
  improve the patron’s disposition increases by 50%.
  Jealous: When a client earns 1 or more points of Clout 
  with any other patron of equal or higher Rank, the client 
  loses 1 point of Clout with this patron. 
  Offended: The patron views the client with disdain for 
  the client’s past wrongs. Reduce the client’s initial Clout 
  with the patron by 5.
  Related: A patron gains this quality only if her client 
  is part of her family. The client’s Clout does not decrease 
  over time if he stops performing services for the patron. 
  The patron ends the relationship only if her disposition 
  to the client is aware and the client has –5 points of Clout 
  or fewer.
  Unforgiving: When a client loses Clout with the patron 
  for any reason except improving disposition, the loss to 
  Clout doubles.
  Well-Connected: Treat the patron’s Rank as 1 higher 
  when she’s introducing her clients to other patrons.
  SOCIAL STRATA
  The following are common designations or examples of patrons within a particular category. Any entry that is blank (—) denotes 
  that there are no patrons who can hold that rank within that category.
  Rank Academic 
  Faith* 
  Mercantile 
  Military 
  Political 
   Social 
  Tribal
  1 
  Student 
  Lay priest 
  Shop owner 
  Soldier 
  Civil servant 
  Performer 
  Member
  2 
  Researcher 
  Cleric 
  Horse breeder 
  Cavalryman 
  — 
  Innkeeper 
  Accomplished artisan
  3 
  Instructor 
  — 
  Caravan leader 
  Lieutenant 
  Magistrate 
  — 
  Proven warrior
  4 
  — 
  Local leader 
  — 
  — 
  Noble or amer Famed poet —
  5 
  Proven sage 
  — 
  Trade prince 
  Captain 
  — 
  — 
  Clan matriarch
  6 
  University dean — 
  Head of trade house — 
  — 
  Celebrity 
  —
  7 
  — 
  Regional leader — 
  General 
  Governor 
  — 
  Tribal chieftain
  8 
  Peerless 
  — 
  Peerless 
  Peerless 
  — 
  — 
  —
  9 
  — 
  Head of faith 
  — 
  — 
  Shahiyan 
  — 
  —
  10 
  Satrap 
  Satrap 
  Satrap 
  Satrap 
  Satrap 
  Satrap 
  —
  * In Qadiran culture, religious patrons dedicated to Sarenrae typically have a rank 1 higher than shown above.
  
  24
  PEOPLES OF QADIRA
  “Sarenrae has watched over us, and yet I can only assume she weeps 
  to see the state of the church today. Our inability to learn from her 
  teachings has led us to this place, to the growing schism among our 
  ranks. The Cult of the Dawnflower pushes the faith in directions it was 
  never meant to go, and yet those who remain behind in the temples 
  seem to be no better. What have we come to that we must look to the 
  worshipers of Sarenrae in foreign cultures like Andoran, Thuvia, or even 
  far Varisia for advice? Can we ever regain what have we lost?”
  —High Priestess Samisalah, on Qadira’s church of Sarenrae
  
  25
  Qadira 
  Jewel of the East 
   
  History of 
  Qadira
  life in  
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira 
   
  Bestiary
  Q
  adira is at the far end of a vast empire filled 
  with fascinating people and ancient customs. To 
  understand Qadiran culture, it is helpful to understand 
  aspects of the culture of the Padishah Empire of Kelesh.
  Family Affiliations
  For a Keleshite, family is everything. It determines one’s 
  place in society, one’s profession, where one lives, and 
  how one sees the world. Keleshites use the term “family” 
  to refer to an extended network of cousins as well as an 
  immediate family.
  Keleshite descent is matrilineal, meaning an individual 
  is a member of his mother’s family (and tribe, if 
  applicable). A man’s closest female relatives are not his 
  daughters, but his sisters. Outside of inheritance, men 
  have the same rights and status as women, and the same 
  likelihood of ascending to positions of authority, but 
  the fact that a son’s children will be members of their 
  mother’s family causes most Keleshites to focus on their 
  daughters, whose wealth will remain in the family, when 
  teaching their children the family business.
  Marriage is important in Keleshite society for 
  cementing alliances and business relationships, but 
  bearing children outside of marriage is not stigmatized, 
  and same-gender unions are accepted. However, a woman 
  without sisters finds herself under pressure to provide 
  an heir, whether through extramarital liaisons, magical 
  means, or adoption. A son is vital in forming marital 
  unions, serving as a contact between his family and his 
  wife’s, living among her kin and negotiating on behalf of 
  his family’s interests in their partnership, and returning 
  to his own family in old age to help manage it as an elder.
  In cases where a man outranks his wife, such as when 
  male members of the imperial family marry women 
  outside it, part of the marriage ceremony includes the 
  bride’s adoption as a “daughter” of his family, so that 
  their children’s affiliation remains within his family. 
  This practice has led to tales of emperors marrying their 
  sisters, but while it is not uncommon for a member 
  of the imperial family, whose members number in 
  the thousands, to marry a distant cousin, the status of 
  adopted “sister” is purely a legal workaround to protect 
  the imperial family’s inheritance rights. 
  Qadiran Society
  Qadiran society is shaped by imperial social norms, but its 
  position as a nation of the Inner Sea region have formed it 
  into a unique environment, with social strata (listed below 
  in descending order) that don’t align precisely with those in 
  the rest of Kelesh. See page 14 for additional information.
  Imperial Throne: The emperor or empress of Kelesh 
  also rules over the satrapy of Qadira.
  Satrap: The satrap controls most aspects of governance 
  that do not go beyond his borders.
  Imperial Vizier: Though the satrap rules Qadira, all 
  decisions that reach outside its borders—such as those 
  concerning war and trade—require imperial approval.
  Shahiyans: Members of the extended imperial family, 
  whose title is often erroneously translated in Taldane as 
  “Prince” or “Princess,” number in the thousands.
  The Peerless: Around 20 successful citizens of Qadira— 
  adventurers, artisans, generals, merchants, and scholars—
  form a council of advisors chosen by the satrap.
  Noble Families: Qadira’s nobles wield great power over 
  the common people, and even the emperor must step 
  carefully when the noble families unite on an issue.
  Amers: Because Keleshite descent is matrilineal, only 
  the children of a female member of the imperial family 
  are shahiyans. However, it’s not uncommon for emperors 
  to have additional consorts. Children of emperors 
  who are not members of the imperial family are each 
  known by the title amer and exert their own influence in 
  Keleshite politics.
  Merchant Houses: The most powerful merchant 
  houses exceed the noble families in wealth and influence.
  Imperial Bankers: The highest-ranked civil servants 
  in Qadira (aside from members of the satrap’s court) are 
  representatives of the imperial bank. They are attended 
  at all times by genie bodyguards, and are ostensibly 
  politically neutral, though their word can start or stop 
  a war.
  Imperial Forces and Satrapian Guard: The Satrapian 
  Guard in Qadira numbers more than 100,000 well-
  trained (and predominantly mounted) soldiers. 
  Citizens: The role of those who are not nobles or 
  members of merchant houses is determined by their 
  family and tribal affiliations, as well as membership in 
  guilds, religious orders, and other organizations. 
  Foreigners: While Qadira realizes the importance 
  of trade and tourism to its economy, and extends 
  noncitizens basic protections, a foreigner can’t enter into 
  contracts, purchase buildings or apartments, or marry 
  a Keleshite citizen without the backing of a patron who 
  is a citizen. Visitors to Qadira are advised to register 
  soon after arriving; the registration fee is 10 gp (waived 
  if one has a mercantile or political patron) and provides 
  the visitor with protections and permissions to legally 
  conduct business in Qadira. 
  Slaves: In the larger empire, a slave is someone whose 
  total income belongs to another person. One owns—
  and can buy or sell—the slave’s labor only, not the slave 
  himself, and the term of unpaid servitude can’t last for 
  more than 7 years. Under Qadiran law, however, one can 
  own another sentient being, often for life, and it is not 
  uncommon for slaves to be prisoners of war. Nobles, 
  citizens, and registered foreigners cannot be involuntarily 
  enslaved in Qadira, but even registered foreigners would 
  do well to avoid being caught alone in Sedeq.
  
  26
  Ethnicities
  Most Avistani consider “Keleshite” to be an ancient 
  ethnicity, but to the people of Casmaron it is a constructed 
  identity designed to bring unity to the myriad cultures 
  of the Padishah Empire. Most of the contemporary 
  Keleshite nobility is of mixed Althameri and Aishmayar 
  descent, though they consider themselves Althameri. 
  After conquering the empires of Khattib and Midea, the 
  nascent empire of Kelesh began referring to its people as 
  Keleshites (though the name had been applied to them 
  for centuries by outsiders) and focusing on establishing a 
  unified Keleshite culture.
  Major Keleshite ethnicities
  Six peoples are credited with building the empire, each 
  of which is said to have contributed one of the major 
  virtues that characterize the Keleshite people  (listed in 
  parentheses in the headings below). A seventh virtue, unity, 
  is considered a hallmark of the general Keleshite identity.  
  Aishmayars (Grace): Keleshite history claims the 
  Althameri conquered the ancient Aishmayar civilization, 
  but common wisdom in Casmaron is that the Aishmayars 
  tamed the Althameri before disappearing peacefully into 
  the Keleshite empire, taking on near-mythical status 
  as paragons of beauty, gentleness, and taste. Only a few 
  noble families can prove predominantly Aishmayar 
  descent, though artists, socialites, and others often claim 
  Aishmayar blood. Aishmayars have warm olive skin, 
  delicate builds, and dark hair that gains almost metallic-
  looking copper and gold highlights in the sun.
  Althameri (Zeal): These tribespeople were the first 
  to be called Keleshites, and official histories credit the 
  mythologized purity of their nomadic lifestyle with 
  the empire’s ascent. The imperial family and Keleshite 
  nobility identify as Althameri, and most practices and 
  dress that people outside Casmaron identify as “Keleshite” 
  are Althameri in origin. Althameri tend to be tall, bronze-
  skinned, and dark-haired, with strong features.
  Khattibi (Inventiveness): The Khattibi people once 
  controlled an ancient, pre-Earthfall empire that claimed 
  the jungles and rich farmland of Casmaron’s southern 
  coast. Known for their great libraries and feats of 
  engineering, they set up the trading routes now known 
  as the Golden Path, making contact with Tian Xia, Vudra, 
  and Garund. Small in stature, they have very dark skin 
  and straight, glossy black hair, the underlayers of which 
  they often dye in bright patterns. Most are dark-eyed, 
  though amber, gray, and green eyes are not uncommon.
  Mideans (Elegance): The Mideans raised an empire that 
  warred with Khattib for most of its existence and claimed 
  many of the port cities of Khardaji Bay. Their love of 
  efficiency inspired an unprecedented financial system 
  that includes the oldest still-operating banks on Golarion. 
  The short, ruddy Mideans view roundness as beautiful, 
  eschew red meat and poultry (though they are gourmands 
  when it comes to seafood), and are enthusiastic patrons 
  of the arts. Most who identify as Midean prefer to work in 
  the financial sector or civil service.
  Susianams (Adaptability): Known as the People of the 
  Tides, the Susianams set to wandering Casmaron after an 
  ancient disaster destroyed their home cities, and a few in 
  Kelesh still maintain their distinct traditions. The clergy 
  of their moon god, known as nightseers, go veiled in 
  white and bear silver tattoos. Nightseers are able to sense 
  the presence of water, making them valuable guides in 
  the desert, though they become sick and may even die if 
  kept far from the ocean for too long. Such clergy travel 
  
  27
  Qadira 
  Jewel of the East 
   
  History of 
  Qadira
  life in  
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira 
   
  Bestiary
  with protectors, tattooed in gold designs and patterns, 
  who call themselves dayguards. 
  Tzorehiyi (Honor): Sharing ancestral roots with the 
  Althameri and Kara peoples, Tzorehiyi still prefer to 
  live in the steppes and grasslands of Casmaron, herding 
  and farming. Their distinctive ornately woven clothes, 
  tightly curled hair, and hooded eyes make them stand 
  out in cities, which they prefer to avoid except as needed 
  for trade.
  other ethnicities
  The empire of Kelesh is vast, and the myriad peoples that 
  make up its populace are too numerous to detail here, but 
  the following are some of the more common, distinctive, 
  or notorious.
  Amai Birtim: Now known only by the epithet forced 
  upon them by the Keleshites, the People of the Fortresses 
  once controlled a string of oases in a desert through 
  which the fleeing Althameri had to pass. The Amai Birtim 
  required the Keleshites’ ancestors to pay their way with 
  temporary slavery in return for the water they needed 
  to survive. When they rose to power, the Althameri 
  conquered the culture’s cities and wiped every instance 
  of their name from history. Most Keleshites believe them 
  to be extinct, but a few families are said to live in Kelesh, 
  secretly maintaining their traditions and plotting the 
  empire’s downfall. The mysterious Dust Speakers are 
  thought to be clergy of their forgotten deity.
  Beshzens: The cities of the Beshzens, a highly 
  militaristic people, were destroyed by a Spawn of 
  Rovagug that escaped from the Pit of Gormuz roughly a 
  millennium ago. They became disciplined roving raiders 
  and made a deal with Moloch for protection and aid. As 
  a result, Beshzens are generally regarded with distrust at 
  best from other Qadirans.
  Garundi: Though Garundi are viewed with warm 
  approval in central Kelesh due to their love of learning 
  and desirable trade goods, Qadira’s fraught history with 
  Osirion causes the people of northern Garund to receive 
  a cooler and more suspicious welcome there.
  Jalunahs: The ancient and unusual Jalunah civilization 
  seems content to remain small. Jalunahs are known both 
  as the Bee People for their hive-shaped homes and as 
  the Ebony Lords for the dark wood they trade and their 
  dark skin. Their kingdom is a place of fabled wealth and 
  intricate craft carefully nurtured and protected by the 
  Keleshites, who enjoy a monopoly on its exports. Jalunahs 
  are rarely seen in Qadira outside the company of their 
  Keleshite trading partners.
  Karas: The dominant people of the Windswept Wastes 
  of Karazh are divided between city-dwellers and nomadic 
  horse clans. Karas are viewed with respect and some awe 
  in Kelesh, where they are seen as preserving the ancient 
  lifestyle of the ancestors of the Althameri people.
  Mishyrians: Mishyrians split off from the Beshzens 
  when the Beshzen leaders made their pact with Moloch. 
  When the Mishyrians called upon Heaven to help them 
  suppress the ravages of their Hell-bound former kin, the 
  empyreal lord Falayna took the grieving people under 
  her care, impressed by their chieftain’s wisdom and 
  dedication. Mishyrians are known for their equestrian 
  skills, marksmanship with their distinctive short bows, 
  and elaborately sculpted golden jewelry, usually featuring 
  griffons or other winged creatures.
  Ninshaburians: Though the great empire of Ninshabur 
  is long fallen, some descendants of ancient Ninshabur 
  still await the return of their national hero Namzaruum 
  and their empire. Ninshaburians are more numerous in 
  Qadira than elsewhere in Kelesh, but those who dwell in 
  Qadira typically have little in the way of traditions and 
  have more or less wholly adopted the Qadiran lifestyle.
  Qalahs: The Qalah people occupy wintry mountaintops 
  in Kelesh. Accompanied by their distinctive snowy hawks, 
  they come down to trade their furs, gems, and fine 
  embroidery. Most families are headed by a grandmother, 
  and many generations live together in the same house. 
  Marriage is traditionally unknown among the Qalahs, 
  though many of the younger generation have moved off 
  their mountains and are attempting to integrate with the 
  rest of Kelesh.
  Tians: The relations of the Padishah Empire of Kelesh 
  are close with many of the civilizations in Tian Xia, given 
  their trading partnerships. Qadiran Keleshites and Tians 
  share the experience of being seen as exotic foreigners 
  in the Inner Sea region, which brings with it both favor 
  and prejudice. Qadiran expatriates in the Inner Sea 
  region are likely to live near and socialize primarily 
  with Tian and Vudrani humans. The fact that most trade 
  between this continent and Kelesh flows through the 
  city of Goka ensures that Keleshites, and thus Qadirans, 
  are most accustomed with Tian-Shu visitors. Tian-La 
  and Tian-Sing are all but unknown in the region, but 
  are not viewed with anything approaching suspicion or 
  prejudice by the typical Keleshite.
  Vudrani: Keleshites view their Vudrani neighbors 
  as hailing from a society that rivals their own in 
  sophistication. Millennia of cultural exchange have made 
  the two peoples familiar with one another, and, like the 
  Tians, they share the experience of being seen as exotic 
  foreigners in the Inner Sea region. Qadirans often see 
  their homeland as offering a mature sanctuary to Vudrani 
  “stranded” in Avistan.
  Yenchaburians: Like Ninshabur, the ancient civilization 
  of Yenchabur is long fallen. Its landless descendants are 
  known mainly as mercenaries and assassins, viewed with 
  distrust and disdain by the civilized peoples of Kelesh. 
  As a result, many of this ethnicity take pains to hide their 
  past when they interact with others.
  
  28
  Non-Humans
  Non-humans in Qadira tread on precarious ground. 
  Exceptions exist, but most non-humans are denied 
  citizenship in Kelesh, retaining foreigner status regardless 
  of how long they reside there. Patronage is important to 
  humans attempting to operate in Qadira, but it is crucial 
  for non-humans to have powerful Qadiran patrons who 
  can vouch for them.
  Aasimars: Aasimars are an exception to Qadirans’ 
  suspicion of and disdain for non-humans, largely due to 
  the work of the church of Sarenrae. As 
  the Dawnflower herself was once an 
  angel, those bearing celestial blood 
  are considered sacred, and most 
  are claimed and protected by the 
  church from a young age. Sarenrae’s 
  association with fire means that 
  power over fire and resistance to 
  it is often seen as a sign of divine 
  favor. Combined with the Sarenite 
  focus on redemption, this makes 
  peri-blooded 
  aasimars, 
  also 
  known as emberkin, become 
  celebrities of a sort when they 
  are identified. The empress’s or 
  emperor’s personal bodyguard, 
  the Dar Quribat, is composed of 
  emberkin who, like the occupant 
  of the throne, are healed rather 
  than harmed by fire. The Eleli, or 
  Pure Ones, are a uniquely Qadiran 
  order 
  of 
  emberkin 
  within 
  the 
  Sarenite church.  
  Dwarves: Qadiran dwarves enjoy 
  a fairly privileged non-human status 
  in Qadira due to their fine craftwork, 
  and a few have even been granted 
  citizenship and appointed as heads of 
  the imperial forges. Most, however, 
  maintain a comfortable living and 
  the respect of wealthy patrons, but 
  are never fully part of Qadiran 
  society. A small community 
  of dwarves, known as the 
  Paraheen, operate a complex 
  of forges and weapons 
  shops in Katheer.
  Elves: Elves are one of 
  the few species of non-
  human citizens in Kelesh, 
  according 
  to 
  a 
  decree 
  from Empress Ashtirat II, 
  known as the Morning Star. 
  Ashtirat II’s favorite consort, 
  an elf named Hedessa with whom Ashtirat II was said 
  to have a permanent telepathic bond, uncovered a plot to 
  assassinate the empress, devised by the empress’s own 
  husband. Though Hedessa was killed because of her 
  discovery, she had time to notify the visiting delegation 
  from Kyonin. The elven ambassadors saved Ashtirat’s life. 
  To repay them and honor her fallen lover, the empress 
  declared that elves within Kelesh were to have all the 
  privileges and protections that humans enjoyed. While 
  uncommon in Kelesh, elves are admired for their beauty 
  and longevity. Though not quite as revered as 
  their elven forebears, half-elves have the same 
  citizenship rights in Qadira.
  Geniekin: Keleshite culture has a long and 
  fraught history of war, friendship, enslavement, 
  trickery, cautious alliances, and temptation 
  with geniekind. The imperial throne has 
  numerous alliances with powers from 
  the Elemental Planes, as well as 
  genies residing on the Material 
  Plane, 
  and 
  has 
  prohibited 
  coercive means of binding genies. 
  Qadira’s desire to be a military 
  power, however, means that this 
  decree is largely ignored within that 
  country’s borders. Genies—and their 
  almost-human descendants—are still 
  enslaved by those who can manage it. 
  While Keleshites understand genies’ 
  allure, the idea of mixing one’s family 
  line with them provokes disgust from 
  most. It is possible for geniekin to rise 
  to positions of power in Qadira, but they 
  do so with the knowledge that they could 
  fall at any minute. Ifrits who can manage 
  it often attempt to pass as emberkin 
  aasimars instead.
  Gnomes: Gnomes’ cleverness and 
  colorful 
  personalities 
  make 
  them 
  entertaining curiosities in Qadira. Still, 
  the Qadiran hunger for slave labor 
  ensures that most simply pass through, 
  rather than staying too long and risking 
  capture by a Sedeqan slaver.
  Halflings: Most halflings in Qadira are 
  either well-paid servants of noble and 
  merchant houses or slaves imported 
  from Cheliax.
  Half-Orcs: Qadirans consider orcs 
  to be dangerous, mindless brutes, 
  only safe to have around if they are 
  enslaved and restrained. Half-
  orcs’ 
  brawn, 
  combined 
  with 
  intelligence exceeding that of 
  
  29
  Qadira 
  Jewel of the East 
   
  History of 
  Qadira
  life in  
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira 
   
  Bestiary
  their orc kin, makes them sought-after slaves for the 
  war effort. A number of half-orc mercenary companies 
  operate out of Qadira, with bases in the Zho Mountains, 
  though Qadirans’ unwillingness to put much effort into 
  distinguishing between half-orcs and orcs makes the 
  companies cautious about dealing with Qadirans, and 
  pushes many half-orcs to become bandits and raiders.
  Tieflings: If the idea of mingling one’s blood with that 
  of genies provokes disgust from most Keleshites, the 
  idea of mingling it with fiends sparks outright horror. 
  Tieflings face a culture in Qadira that believes they can 
  only be trusted when they are in shackles, and—like 
  ifrits—they often attempt to pass as emberkin if they can 
  manage it, going so far as to seek out surgical or magical 
  means of attaining celestial beauty to further their 
  disguises. Div-spawn tieflings are common in the wilder 
  areas of Qadira.
  Other Non-Humans: The state religion of Sarenrae 
  worship and its focus on light and truth make non-humans 
  associated with darkness or trickery suspect. Dhampirs, 
  fetchlings, tengus, and wayangs all struggle to win the trust 
  of the average Qadiran, and they are greatly hampered 
  unless they can find a powerful patron. Intelligent 
  species with obviously animalistic characteristics, such 
  as catfolk or kitsune, are often considered curiosities, 
  and are treated with condescension. Lashunta and 
  other extraterrestrial species are welcomed, if in a 
  somewhat baffled manner, for the trade opportunities 
  they bring. Kelesh’s long association with Vudra means 
  that the presence of vanaras and vishkanyas are not often 
  regarded with shock, as they are in more western reaches 
  of the Inner Sea region where the appearance of these 
  individuals often raises eyebrows.
  Of particular note are various aquatic races—while 
  members of races such as aquatic elves, gillmen, and 
  merfolk often visit the coastal cities of Qadira, to those 
  who live inland, particularly among the various desert-
  dwelling peoples, aquatic races are regarded with a strong 
  and often contradictory element of curiosity and fear. 
  Many mistakingly believe such people are touched, at 
  least in part, by magic from the Plane of Water, and such 
  races are often mistaken for undines as a result.
  Regional Traits
  The following regional traits can be taken by characters 
  from Qadira.
  Emberkin Impostor: You have found it is easier to be 
  mistaken for someone with celestial blood than to reveal 
  your true nature. You gain a +5 trait bonus on Disguise 
  checks when pretending to be an aasimar, and a +2 trait 
  bonus on Diplomacy checks against those you have 
  convinced of your supposed celestial nature.
  Paraheen Weaponsmith: You are a descendant of a 
  long line of skilled dwarven weapon makers or have 
  apprenticed under such artisans. Either way, you learned 
  their long-held secrets relating to the production of 
  magical arms and armor. You treat your caster level as 
  1 higher for purposes of creating magical weapons, and 
  gain a +1 trait bonus on Craft checks to create magical 
  armor, shields, or weapons.
  Sun Totem (Barbarian 
  Rage Powers)
  The orcs and half-orcs of the Zho Mountains and 
  surrounding desert gain power from the fierce heat of 
  the sun. First introduced in Pathfinder RPG Advanced 
  Player’s Guide, barbarian rage totem powers grant powers 
  in a theme. A barbarian cannot select from more than one 
  group of totem rage powers.
  Sun Totem, Lesser (Su): The sun’s fire invigorates 
  the barbarian. She is immune to environmental effects 
  from heat and severe heat, and she gains a +2 bonus 
  on Fortitude saves against the effects of extreme 
  heat. In addition, the barbarian gains fire resistance 5 
  while raging.
  Sun Totem (Su): The touch of flame fuels and bolsters 
  the barbarian’s rage. She gains fire resistance 10 when 
  raging. In addition, for 1d6 rounds after coming in direct 
  contact with open flame, her speed increases by 10 feet. A 
  barbarian must have the lesser sun totem rage power and 
  be at least 6th level to select this rage power.
  Sun Totem, Greater (Su): The barbarian takes on aspects 
  of the sun. She gains fire resistance 20 when raging. While 
  raging, she is surrounded by a halo of flame that deals 
  1d6 points of fire damage to anyone that hits her with a 
  touch attack or unarmed attack or succeeds at a bull rush, 
  dragAPG, or grapple combat maneuver against her. Her 
  unarmed strikes and attacks with natural weapons deal 
  1d6 additional points of fire damage. A barbarian must 
  have the sun totem rage power and be at least 10th level to 
  select this rage power.
  THE PURE ONES
  Formed in response to abuses by the Cult of the 
  Dawnflower, the Eleli, or Pure Ones, are an order of 
  emberkin inquisitors who are called upon to determine 
  whether an individual has committed a sin that warrants 
  expulsion from the church. Eleli inquisitors attempt to 
  avoid any connections with those outside their order who 
  might compromise their judgment, and follow a strict 
  code of devotion. Their ideals require celibacy, refusal 
  of any gifts or aid not given in pursuit of their current 
  goal, and polite rejection of unnecessary physical contact. 
  Most go veiled, desiring that others see them only as 
  representatives of their order, rather than as individuals, 
  and many habitually speak in the plural.
  
  30
  Qadiran Characters
  To be Qadiran is to serve as a bridge between Kelesh and 
  the Inner Sea nations, and to be both an insider and a 
  stranger in each. It is to hold the line against the erosion 
  of Keleshite culture in the face of pressure to assimilate 
  into Inner Sea cultures, yet to learn enough to serve as 
  an envoy. Many Qadirans live in envy of the luxuries and 
  peace of central Kelesh, yet take pride in being part of the 
  satrapy that brings Keleshite culture and sophistication 
  to Avistan and Garund. Some long for a return to 
  Keleshites’ roots as proud desert warriors against whom 
  few in Casmaron could stand.
  Qadirans face suspicion, or even outright prejudice, 
  throughout much of the Inner Sea region. Many 
  westerners worry that Qadirans are spies for the empire, 
  attempting to weaken Inner Sea governments so that 
  the empire can sweep in and take over. Westerners also 
  fear that Qadiran economic prowess will give them 
  unfair advantages in the marketplace, that Keleshite 
  clannishness will result in unfair treatment for non-
  Keleshite employees of Qadiran businesses, and that 
  Qadirans’ global connections compromise their potential 
  for loyalty to their communities. Qadirans’ aggressiveness 
  and the perceived effects of living among “barbarous 
  Avistani” often subject them to condescension from other 
  Keleshite citizens as well.
  Yet Qadiran traders bring goods unobtainable through 
  other means to Inner Sea markets; Qadiran advisors have 
  saved countless governments from economic ruin; and a 
  Qadiran adventuring partner can ensure smooth roads for 
  her party in many nations, drawing upon her connections 
  and expertise in navigating different cultures. It’s not easy 
  for non-Keleshites to win a Qadiran’s admiration, but 
  once they do, her loyalty is fierce and she works as hard 
  for their success as for her own.
  Classes in Qadira
  Below are suggestions for the roles many character classes 
  are likely to play in Qadira.
  Alchemists: Qadira’s access to substances from all 
  over the world makes it an ideal location for alchemists, 
  and its residents’ desires for good health, beauty, and 
  superhuman powers provide alchemists with an ample 
  customer base.
  Arcanists: Keleshites gained respect for the formal 
  study of magic from their Garundi and Mwangi trading 
  partners, and the Sarenite church employs a number 
  of white magesACG. Given the prevalence of genie and 
  elemental magic, elemental mastersACG are also common. 
  Barbarians: In the glittering enclaves of cities like 
  Katheer, Qadirans turn up their noses at less civilized 
  folk, but outside the safety of city walls, many of the 
  elite are all too happy to have barbarian bodyguards, 
  especially those considered fashionably exotic, such 
  as Shoanti or Ulfen. A clan of half-orcs known as the 
  Scorched Tongue roam the Alavah Peninsula, and 
  their fire elemental kinAPG barbarian soldiers are both 
  raiders who prey upon Qadiran humans in the area and 
  mercenaries who serve them. 
  Bards: Qadirans love the arts, and their cosmopolitan 
  tastes fund legions of performing bards, especially as 
  archaeologistsUC, archivistsAPG, court bardsAPG, dervish 
  dancersUC, flame dancersACG, impervious messengersUI, 
  sandmenAPG, and witsUI. In addition, a few Qadiran bards 
  are employed as Hatharat agents (see page 47).
  Bloodragers: Bloodragers with elemental and genie-
  derived bloodlines are common in the Meraz Desert and 
  Southern Zho Mountains. Celestial-blooded bloodragers 
  are found among the tribes of the Northern Zho Mountains, 
  sharing ancestry with the reclusive tribe of garuda-blooded 
  aasimars (Pathfinder Campaign Setting: Inner Sea Races 120) 
  that wanders the peaks.
  Brawlers: Northern Qadira has a sizeable population 
  of Taldans, whose ancestors brought with them their 
  ANTI-KELESHITE PREJUDICE
  Prejudice against Keleshites is common in Taldor, Osirion, 
  Andoran, and Nirmathas. When the common people 
  are prejudiced, they usually exhibit it by enacting social 
  exclusion, showing distrust, and making occasional 
  threats. When the government shares these views, it may 
  institute policies designed to disadvantage Keleshites.
  The most common form of prejudice derives from the 
  fear that the empire of Kelesh is planning to take over 
  Inner Sea nations, and that Keleshites in these nations 
  are agents of the empire, sent to gather intelligence or 
  undermine local governments prior to invasion. In truth, 
  most ethnic Keleshites who are permanent residents 
  of Inner Sea nations aren’t citizens of Kelesh and view 
  themselves as citizens of the nations in which they make 
  their homes.
  The idea that Keleshites have disproportionate wealth 
  and financial acumen sparks fears that they use these 
  advantages to exploit non-Keleshites. While it is true that 
  Keleshites usually come out on top in negotiations over 
  money and contracts, most also view such discussions as 
  a game of sorts, and see cheating as a sign of weakness 
  or incompetence.
  Keleshites’ role as the people who brought the 
  Sarenite faith to Avistan and northern Garund also spurs 
  prejudice, especially among worshipers of deities with 
  inimical relationships with Sarenrae or communities 
  in which religion is strongly bound up with national or 
  ethnic identity. In the latter type, adherents view worship 
  of Sarenrae as a “foreign” religion that lures people away 
  from their heritage and dilutes their culture.
  
  31
  Qadira 
  Jewel of the East 
   
  History of 
  Qadira
  life in  
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira 
   
  Bestiary
  enthusiasm for pugilism. Many brawlers hire themselves 
  out as mercenaries or entertain crowds in Katheer and 
  other large cities.
  Cavaliers: Cavaliers raised among the desert horse-
  breeding tribes and plains nomads make up much of 
  the Imperial Forces’ cavalry stationed in Qadira. Most are 
  members of the order of the saddle (see page 43), though 
  those devoted to other orders are common, especially 
  among the divisions that ride flying mounts. Many utilize 
  specialized talents that allow them to use genie-touched 
  horses as mounts (see page 60).
  Clerics: Keleshites have a reputation in the Inner Sea 
  region for being especially religious, most likely due to 
  their role in bringing one of the most popular faiths 
  in the region to Avistan. Compared to many Inner Sea 
  religions, the Sarenite faith is unusually well organized, 
  and while not all Sarenites belong to the organized church 
  of Sarenrae, its vast resources can make its clerics seem 
  more powerful and numerous than they are. In Qadira, 
  where this faith is overwhelmingly the religion of choice, 
  Sarenite clerics can be found in every 
  level of society, teaching at universities, 
  working as religious lawyers, running 
  hospitals, serving in the government, and 
  ministering to their communities.
  Druids: The harsh climate of Qadira’s deserts 
  ensures that Qadirans have deep respect for the 
  power of nature, and even city-dwellers hold druids 
  in high esteem. Though few have ties to the government, 
  desert druidsAPG of Qadira are fierce in their love of their 
  land, and invaders who rouse their protective fury soon 
  come to regret it. The druids of the Ketz Desert are 
  often glimpsed upon the dunes with their scimitar oryx 
  companions (use the statistics for an antelope companion 
  on page 313 of Pathfinder RPG Bestiary 3). Druids of the 
  College of the Green Dawn in the Meraz Desert research 
  the causes of Kelesh’s increasing desertification and 
  advise the imperial court on how to slow it.
  Fighters: Fighters are most common among the 
  Satrapian Guard, serving as archers, cavalry, infantry, and 
  siege engineers. While the Guard’s scimitar-wielding 
  dervishes and horse archers are most famous outside 
  Qadira, fighters serve in myriad roles within the army.
  Gunslingers: While the Imperial Forces prefer 
  shortbows or the power of magic, a few gunslingers, 
  usually gun tanksUC, are found among their ranks.
  Hunters: Like Qadira’s desert druids, hunters attempt 
  to mediate between the needs of Qadiran civilization 
  and protection of its wild spaces. The hunters of the 
  Alavah desert’s Al-Inari tribe partner with the region’s 
  distinctive black-maned lions and seem to be protecting 
  an unidentified ruined temple.
  Inquisitors: The Sarenite church is less concerned 
  with wiping out heresies and strict adherence to doctrine 
  than many religions, but at times even the Cult of the 
  Dawnflower must grapple with false prophets whose 
  machinations could harm thousands of worshipers. 
  Sarenite 
  inquisitors 
  root 
  out 
  these 
  dangerous 
  demagogues and expose their lies. In extreme cases, a 
  sanctified slayerACG is brought in to deal with the problem.
  Investigators: Investigators in Qadira serve as 
  private sleuths, aid police forces, and infiltrate Taldan 
  circles to ensure they aren’t plotting against the nation. 
  CiphersUI and conspiratorsUI excel at these roles, while 
  majordomosUI are in high demand in many noble houses.
  Kineticists: Combatants who wield flame like a weapon, 
  pyrokineticists are familiar sights among 
  the soldiers of the Imperial Forces.
  Magi: The combination of magical 
  and martial discipline practiced by 
  magi makes them well suited to 
  positions as officers in the 
  Imperial Forces, where 
  they often command 
  both magical and 
  nonmagical 
  fighters. 
  
  32
  A division of suli elemental knightsARG is also currently 
  deployed in Qadira, though not even the satrap is certain 
  of the group’s orders.
  Mediums: Qadira’s complex history, extensive wars, 
  and mysterious non-human inhabitants give mediums 
  a rich variety of spirits to invoke. Relic channelersOA are 
  common and often hire adventuring parties to help them 
  locate ancient artifacts in isolated ruins.
  Mesmerists: Rumors abound that some of the 
  charismatic leaders in the Sarenite church are aasimar 
  mesmerists who draw their power from the celestial 
  realms, rather than the Astral Plane, and use it to inspire 
  divine certainty in the church’s warriors.
  Monks: Monks are favored among the Satrapian Guard 
  for policing duties, as their skill at unarmed combat helps 
  them keep conflicts from escalating to fatalities, and their 
  serene demeanor helps them calm nervous citizens.
  Occultists: As coercive methods of binding genies have 
  waned in popularity, sha’irOA occultists have increased 
  greatly in number. ReliquariansOA, often in the employ 
  of the church of Sarenrae, use holy relics for their 
  divine potential. Battle hostsOA serve as officers in 
  the Imperial Forces and in the church’s armies, often 
  clad in sunsilk armor (see page 33) when their station 
  warrants it.
  Oracles: Oracles often serve as leaders 
  of nomadic tribes. They are especially 
  common among the non-human tribes that live secretly 
  in the Pashman hills and the Tapur Forest.
  Paladins: The Sarenite church has three paladin 
  orders who focus on protecting religious communities, 
  spreading knowledge of Sarenrae’s faith through good 
  works, and wiping out evil. One of these orders, the 
  Purifying Flame, is dominated by oathbound paladinsUM.
  Psychics: Vudra is Kelesh’s oldest and closest trading 
  partner, and its mental disciplines are common in 
  central Kelesh. They are less well known in Qadira, but 
  are growing in popularity. Qadirans still see psychics as 
  exotic and a bit unnerving.
  Rangers: Rangers in Qadira tend to serve as cavalry 
  and scouts with the Satrapian Guard, guides and guards 
  for caravans, horse breeders and falconers for noble 
  houses, and imperial messengers. Horse lord rangersAPG 
  are common on the Plains of Paresh and in Al-Zabrit, 
  where their skill as mounted archers makes them feared 
  opponents of invaders, bandits, and predators 
  alike. Use of the Genie-Touched Companion 
  feat (see page 61) allows these rangers to take 
  advantage of genie-touched horse mounts 
  (see page 60).
  Rogues: Rogues’ precision and stealth 
  abilities make them ideal for scouting, 
  close-quarters fighting, and guerrilla 
  tactics. The most elite rogues wield 
  scimitars with the same delicacy with 
  which others brandish rapiers.
  Shamans: Shamans guide the tribes of the 
  Plains of Paresh and the Maharev and guard 
  ancient ruins in the Northern Zho Mountains.
  Skalds: Sunsingers (see page 33) are relatively 
  common in Kelesh, and Qadira has developed a 
  distinctive variety of this priestly order.
  Slayers: The church of Sarenrae makes less 
  use of slayers than do other religions, but there 
  are times when ending an individual life—or 
  destroying an undead creature—is an act 
  of mercy or will save multitudes from great 
  suffering. At times like this, the church 
  authorizes the deployment of a slayer to carry 
  out these covert missions.
  Sorcerers: The Sarenite church has a 
  higher than average number of half-
  celestials and aasimars among its 
  ranks, and sorcerers with the 
  celestial bloodline are common 
  in Qadira, as are those with 
  elemental and genie-derived 
  bloodlines. The Imperial Forces 
  eagerly recruit these spellcasters, 
  especially those with the solar 
  bloodline (see page 19).
  
  33
  Qadira 
  Jewel of the East 
   
  History of 
  Qadira
  life in  
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira 
   
  Bestiary
  Spiritualists: Qadirans’ distrust of necromancy makes 
  them suspicious of spiritualists, and most spiritualists 
  would be advised to pretend their magic comes from 
  different sources while living or traveling in Qadira.
  Summoners: Many of the summoners in the Imperial 
  Forces are trained by the church of Sarenrae, and most 
  call forth eidolons that appear to be celestial creatures.
  Swashbucklers: Qadira’s famed whirling dervishes 
  (Pathfinder Player Companion: Advanced Class Origins 23) are 
  often swashbucklers, and these dramatic soldiers are also 
  numerous in Qadira’s navy.
  Warpriests: Warpriests are unusually common both 
  among the Cult of the Dawnflower, where they tend to 
  be frontline crusaders, and in the mainline church of 
  Sarenrae, where they defend religious communities and 
  lead expeditions against divs and other evil outsiders 
  haunting Qadira’s deserts.
  Witches: Ashiftahs, or battle witches (see page 14), are a 
  rare sight in Qadira, as the imperial throne guards their 
  magic and practices carefully. Those that come to Qadira 
  are usually found at the side of their commanders, often 
  with a phalanx of bodyguards.
  Wizards: Study of magic is a revered discipline, and 
  Qadirans emphasize academic research into the true 
  nature of magic. Daivrat (Pathfinder Player Companion: 
  Qadira, Gateway to the East 20)—wizards who specialize 
  in genie magic—often study at Katheer’s Planar Institute.
  Additional rules
  Qadrian characters can benefit from the following items, 
  spell, and archetype.
  alcheMical reMedy
  Known colloquially as “healing myrrh,” gildea myrrh is 
  the most famous invention of the scholars of Katheer’s 
  Venicaan College of Medicaments and Chirurgery.
  GILDEA MYRRH
  PRICE 50 GP
  WEIGHT —
  When you burn a dose of gildea myrrh, it fills a 15-foot-radius 
  spread with faint smoke that persists for 24 hours (or until 
  dispersed by a moderate or stronger wind). Any creatures 
  resting or receiving long-term care in the area while the myrrh 
  is active regain 1 additional hit point per level. Multiple uses of 
  gildea myrrh in a 24-hour period do not stack.
  special Material
  Sunsilk, produced by a silkworm species native to central 
  Kelesh and closely guarded by the Sarenite church, takes 
  on a golden glitter after it has been left to cure in the 
  sun. Though it is light and flexible, when multiple 
  layers are pressed together, its myriad thin fibers inhibit 
  weapons and can slightly help prevent slashing or 
  piercing weapons from causing harm. Clothing made 
  from sunsilk grants its wearer DR 2/bludgeoning. 
  Sunsilk can be incorporated into any suit of armor 
  without hampering the armor’s other qualities, typically 
  as an inner layer of soft lining. Sunsilk adds 6,000 gp to 
  the cost of the garment or armor.
  spell
  This new spell is a litany. See pages 234–236 of Pathfinder 
  RPG Ultimate Combat for numerous other litany spells.
  LITANY OF TRUTH
  School divination [language-dependent]; Level inquisitor 6, 
  paladin 4
  Casting Time 1 swift action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round
  Saving Throw Will negates; Spell Resistance yes
  With a tirade against deceit, you strip the target of any 
  illusions cloaking it. Any illusion spells or effects affecting 
  the target are suppressed for the spell’s duration. In addition, 
  the target can’t benefit from concealment.
  While subject to this spell, the target cannot be the target 
  of another spell that has the word “litany” in the title.  
  sunsinger (sKald archetype)
  Qadiran sunsingers are particularly religious skalds 
  of Sarenrae who call down their goddess’s glory to fill 
  soldiers with fire.
  Alignment: A sunsinger skald must be lawful good, 
  neutral good, or neutral, and must worship Sarenrae.
  Pillar of Light (Su): At 3rd level, a sunsinger skald can 
  use her raging song to call upon her goddess to imbue her 
  with glory and make all who see it pay heed. A great beam 
  of sunlight shines down upon the skald, casting bright 
  light in a 30-foot radius, and allows the skald’s raging 
  song to function as the fascinate bardic performance.
  This ability replaces song of marching.
  Channel Solar Energy (Su): At 5th level, a sunsinger 
  skald can channel energy as a cleric once per day to heal 
  wounds or harm undead like a good-aligned cleric. When 
  she does so, she fills the area affected by the channeled 
  energy with light, and can outline creatures in the area 
  of effect as per faerie fire. The sunsinger uses her skald 
  level as her effective cleric level when channeling positive 
  energy. Undead who are particularly harmed by sunlight 
  take a –2 penalty on saving throws against this channeled 
  energy, and take 1 additional point of damage per die of 
  damage dealt by the effect.
  At 11th level, a sunsinger can channel energy twice 
  per day. At 17th level, she can use this ability three times 
  per day.
  This ability replaces spell kenning.
  
  34
  ADVENTURING IN QADIRA
  “We heard the songs of the haunted city long before we caught sight 
  of its spires. Even with our precautions, a dozen of our people fell prey 
  to the harpies’ lure. They abandoned their weapons and raced to obey 
  the call, and when we caught up to them, their bodies had already been 
  broken and savaged. Soon after, the remainder of my company learned 
  that wax in the ears did little to aid them from the talons of Al-Bashir’s 
  keepers or the magic of its rulers. I alone survived that slaughter, and 
  I would sooner seek a deserter’s death than return to that cursed city.”
  —A survivor’s account of a raid on Al-Bashir
  
  35
  Qadira 
  Jewel of the East
  History of 
  Qadira
  life in 
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira
  Bestiary
  Q
  adira isn’t entirely desert, but deserts do cover a large 
  portion of its mass, and anyone who wants to travel 
  between major cities is likely to cross one at some point 
  in their journey. The deserts of Qadira are dangerous and 
  hostile places, and travelers are well advised to follow 
  established trade routes, due to the presence of oases and 
  the probability of encountering other travelers in times 
  of need. Those who seek to explore the deeper, trackless 
  dunes of the Qadiran deserts may earn great rewards in 
  the form of lost treasures or hidden lore, but the perils 
  waiting that far off the path are significant indeed.
  A GM seeking to run an adventure set in desert terrain 
  should become familiar with the rules for deserts, as 
  presented on pages 430–431 of the Pathfinder RPG Core 
  Rulebook. In addition to the information detailed there, 
  the following pages present rules for desert adventuring 
  you can use to enhance your game.
  Desert Hazards
  In addition to periodic duststorms (Core Rulebook 438), the 
  following additional hazards plague Qadiran deserts.
  Heat Haze (CR 2): This hazard occurs in areas where 
  the air close to the surface of the desert is heated to a 
  significantly higher temperature than the air above it. 
  Creatures beyond 30 feet appear indistinct, as though 
  affected by blur, and they gain concealment against 
  ranged attacks. Effects and abilities that would allow a 
  character to ignore this concealment, such as blindsight 
  and true seeing, negate this effect. Heat haze has no effect 
  on navigation and cannot be disbelieved.
  Khamsin Storms (CR 5): These powerful duststorms 
  can last for days. A khamsin storm reduces visibility 
  to 1d6 × 5 feet and imposes a –8 penalty on Perception 
  checks. The storm’s sands deal 1d6 points of nonlethal 
  damage per hour of exposure. A khamsin leaves behind 
  1d6 inches of dust and sand per hour it rages. A single 
  khamsin can last anywhere from 1d4 hours to 1d3 days, 
  and historians report a rare few lasting a week or even 
  longer, generally leaving a completely different landscape 
  in the wake of its shifting sands.
  Mirages (CR 3): Mirages are naturally occurring optical 
  illusions that function similarly to illusion (glamer) spells, 
  particularly hallucinatory terrain and mirage arcana. Unlike 
  magical illusions, mirages cannot be dispelled, though 
  they can be disbelieved upon first sight with a successful 
  DC 20 Will save. Mirages are long-distance phenomena in 
  which hazy images appear on the distant horizon, often 
  in the shapes of rock formations, flat pools of reflective 
  water or oases, and city walls. These mirages pose the 
  greatest threat to travelers suffering from dehydration 
  (whose desperation may persuade their minds to believe 
  in an otherwise obvious mirage) or to those using the 
  desert’s few landmarks as aids to orient themselves. When 
  navigating through the desert, the existence of a mirage 
  imposes a –2 penalty on Survival checks to keep from 
  getting lost. Spells such as true seeing indicate a mirage’s 
  true nature but can’t reveal what the mirage is obscuring 
  because of the distance (generally several miles) at which 
  the phenomena are observed. A character who succeeds 
  at a DC 15 Survival check while observing a mirage can 
  estimate the perceived distance to the image. When the 
  character has traveled the estimated distance toward the 
  mirage, he can attempt a DC 10 Will save to disbelieve the 
  mirage. Otherwise, the mirage either vanishes or seems 
  to be even farther off in the distance (equal chances of 
  either result).
  Sunburn (CR 4): Characters who spend long periods 
  exposed to direct sunlight risk the effects of severe 
  sunburn. After 8 hours of exposure to the sun (but no 
  more than once per day), a character in such a situation 
  must succeed at a DC 12 Fortitude save or become 
  severely sunburned, taking 1d2 points of Constitution 
  damage and becoming sickened as long as any of this 
  damage remains in effect. Whenever a character fails 
  three successive Fortitude saving throws against sunburn, 
  the Constitution damage increases to 1d4 points and he 
  becomes fatigued (or exhausted if already fatigued). The 
  fatigue or exhaustion lasts until the damage caused by the 
  sunburn is healed. Wearing clothing or armor that covers 
  the skin grants a +5 bonus on this saving throw, and endure 
  elements provides complete protection from sunburn. 
  The Endurance feat grants a +4 bonus on Fortitude saves 
  against sunburn, while a successful DC 15 Survival check 
  each day grants a +2 bonus on that day’s Fortitude save.
  Finding Water
  One of the most vital tasks in traveling the desert is locating 
  the next water source. An individual requires roughly a 
  gallon of water a day while traveling in the desert’s heat, 
  or more if she wishes to have enough to bathe or cool off. 
  The temperatures around oases are often cooler due to 
  the presence of water and shade, making them important 
  resources for resting, treating sunburn, and so on. A 
  gallon of water weighs about 8 pounds, meaning that 3 to 
  4 days’ worth of water constitutes a light load, or half of 
  a medium load, for an average PC. Create water can only 
  conjure 2 gallons per caster level, which makes scrolls or 
  even wands of create water limited in their usefulness when 
  multiple people require water.
  The Survival skill can help characters find water and 
  survive the Qadiran wilds, but in the deep deserts off the 
  established trade routes, water and food alike are difficult 
  to come by. In these harsh, remote regions, the DCs of 
  Survival checks to get along in the wild increase to 20, 
  and an adventurer can provide food and water for one 
  other person for every 4 points by which the check result 
  exceeds the DC. At the GM’s discretion, a roll of a natural 
  20 can indicate the discovery of a small but reliable oasis.
  
  36
  Regions of Qadira
  Qadira is divided into nine regions, largely defined by their 
  geographical characters, though they also correspond to 
  formal administrative divisions. Note that while each of 
  the following regions has several key resources listed, all 
  of Qadira should be considered rich in a wide range of 
  goods and services due to the nation’s well-established 
  and well-traveled trade routes, which keep them 
  connected to the empire to the east.
  alavah Peninsula
  Notable Settlements Ayesh (41,300), Jawafeeq (27,400), 
  Sadiyeh (14,250), Sedeq (89,760), Sukri (68,690), 
  Ushumgal (9,300)
  Resources brass, bronze, copper, grain, livestock, 
  mercenaries, salt, ships, slaves, spices, tin, weapons, zinc
  Citizens miners, nomadic herders, shipbuilders, slave 
  traders, soldiers 
  Other Inhabitants brass and bronze dragons, desert-themed 
  fey, desert-themed undead, divs, half-orc raiders, shaitans, 
  sphinxes, vermin (particularly desert spiders and wasps)
  A large landmass extending southward from the Zho 
  Mountains, the Alavah Peninsula is a coastal desert with 
  fine-grained, salt-laced soil. The southern tip of the 
  peninsula, known as the Emerald Coast, is more fertile, 
  and its farmland supports a dense collection of medium-
  sized cities. The proximity of the danger-haunted 
  Minatory Isles to the south keep those who dwell upon 
  this lush coastline on constant watch for threats from 
  across the narrow sound. The center of the peninsula is 
  drier, covered with translucent, shimmering sands and 
  iridescent crystals that rear up out of the dunes. Beautiful 
  though they may be, the strange sands that refract the 
  harsh sun into rainbows and mirages also intensify the 
  heat, making the area uninhabitable for most humans. 
  Alo-Gakil: The largest island of the Minatory Isles, Alo-
  Gakil is detailed further on page 49, under the entry for 
  the Minatory Isles.
  Citadel of Flame: History books claim that the Citadel 
  of Flame, headquarters of a cult of Moloch, was completely 
  buried by a sandstorm. Yet, the mysterious cleric Hafshi 
  al-Moloch (LE female human cleric of Moloch 7) regularly 
  recruits followers in Sedeq to return with her to her 
  desert retreat, which rumor holds to be this lost citadel.
  Dagon’s Fang: See the entry for the Minatory Isles on 
  page 49 for more information about this isle.
  New Burnt Lands: A blasted, div-haunted region, the 
  New Burnt Lands are ruled by a sepid div (Pathfinder RPG 
  Bestiary 3 89) who preys on the coastal settlements to the 
  south (see page 51).
  Sedeq: Anything can be bought and sold in Qadira, and 
  nowhere is this truth darker than in the slave markets of 
  Sedeq. The city was once a resort for visiting Keleshite 
  nobles, but now more than half of its residents are slaves, 
  brought here to be trained for lives of misery among 
  the opulent gardens and elegant plazas. The presence of 
  the church of Sarenrae has been all but scrubbed from 
  this fallen city, and to date no centralized religion—save 
  the worship of profit—has risen in its place (although 
  whispers persist that divs, outcast efreet, or other 
  nefarious outsiders have had their hand in shaping 
  Sedeq’s fortunes). Meanwhile, the Qalli Spice Market 
  offers the widest selection and best prices on goods that 
  often cannot be obtained elsewhere outside of Casmaron.
  Spider Island: This isle, the third largest of the 
  Minatory Isles, is named for the unusually organized and 
  sinister spiders found there. See page 49 for more details 
  on the Minatory Isles.
  Tents of Erukh: This encampment of impossibly 
  beautiful men and women boasts a massive central 
  tent owned by Erukh (CN male djinni vizier wizard 11), 
  an exiled genie who never speaks of the reasons for 
  his banishment to the Material Plane. He accepts no 
  gifts from those who enter his home, requesting the 
  fulfillment of a task instead. Only the bravest accept, in 
  hopes of being invited deeper into the tents.
  Ushumgal: An ornate city with soaring towers, broad 
  streets, and stone filigree buildings, Ushumgal has few 
  visible guards for a settlement of such obvious wealth. Yet, 
  few would dare attempt to enter without an invitation, for 
  the city is ruled by a cabal of powerful and mysterious 
  women known as the Sisters of Bronze. Rumors persist 
  that these women are in fact bronze dragons who 
  maintain human form to run the city, but, true or not, 
  their influence over many banks and most of Qadira’s 
  internal initiatives cannot be denied.
  Wyo’s Rest: Nestled in the gulf between Sedeq and the 
  Meraz Desert is a small chunk of rock covered in verdant 
  life and elaborate structures. On this garden island, 
  Lady Wyo (CN female siren bard 10; Pathfinder RPG 
  Bestiary 2 247) presides over a harem of handsome young 
  Qadiran men, supplied by Sedeq, who spend 4 years in 
  indentured luxury. This tribute buys Qadiran ships free 
  passage around her island, and she actively comes to the 
  aid of troubled Qadiran vessels in her waters.
  Yalakheen: A mysterious settlement known as the 
  Wailing City, Yalakheen is the center of the cult of Yahaiya 
  (see page 53).
  Ketz desert
  Notable Settlements Hanpa (480), Hawah (39,560), 
  Khundurai (34,500), Merev (72,700), Merishai (2,140), 
  Tekeh (22,300)
  Resources armor, artisan carpets, elephants, mercenaries, 
  salt, ships, weapons
  Citizens artisans, herders, merchants, religious believers, 
  soldiers
  
  37
  Qadira 
  Jewel of the East
  History of 
  Qadira
  life in 
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira
  Bestiary
  Other Inhabitants blue dragons, camels, desert-themed 
  undead, dire bats, eagles, gargoyles, genies and geniekin, 
  giant centipedes, giant desert worms, hyenas, lizards, 
  maftets, scorpions, troglodytes, vipers
  Though areas of the Ketz Desert feature the rolling 
  golden sands and domed white oasis cities that make up 
  Qadiran landscapes in the imaginations of the Avistani, 
  most of the area is semiarid desert, with dry grasses, 
  cacti, and sagebrush. In the east, as the elevation rises, 
  the desert gives way to plains and eventually the lush 
  Tapur Forest. 
  Ehur: In the center of the Ketz lies the genie city of 
  Ehur, where Qadira’s trading partners on the Elemental 
  Planes maintain embassies. Geniekin elsewhere in 
  Qadira, facing prejudice and mistreatment against their 
  kind, often flee here to serve the genies, but their lives do 
  not always improve under these new masters.
  Hanpa: The remote town of Hanpa is most 
  famous for a large shrine to Pazuzu and 
  the windstorms it summons. Its citizens 
  keep largely to themselves. They make 
  no secret of their worship of the demon 
  lord, but they purport to venerate him 
  out of fear rather than adoration. The 
  town’s location away from most trade 
  routes helps keep the people of 
  Hanpa isolated, and the potent 
  windstorms that protect it have, 
  to date, held off any real attempt 
  to eradicate the demon cultists.
  Khundurai: The luxurious 
  plush carpets of Khundurai, 
  with their hypnotic patterns, are 
  prized across Golarion. Most are 
  merely decorative floor coverings, 
  but if one pays enough to the right 
  weaver, one might receive a command 
  word that instructs the carpet to fly. 
  Temple 
  of 
  the 
  Eternal 
  Obelisk: 
  A 
  mysterious ancient temple buried beneath the 
  Ketz salt flats, the Eternal Obelisk is said to hold 
  the secret of eternal youth, but is protected by a 
  tribe of maftets (Bestiary 3 188)
  Yanimere Island: Rocky Yanimere Island is host to 
  the city of Merev, one of Qadira’s strongest naval ports 
  and, by extension, one of its strongest military bases. 
  The fortress-city of Merev has never fallen to an enemy, 
  and the deep caves that riddle the isle are said to be 
  stocked with supplies that could last the city for decades. 
  Moreover, these subterranean passages supposedly 
  connect to escape routes via the Darklands that 
  allow foot travel between Avistan and Garund 
  far beneath the waters that separate them.
  Maharev
  Notable Settlements Al-Hiraf (19,890), Isa (4,450), 
  Nirfan (11,200), Qaharid (52,430), Rashiz (14,500), 
  Rikhist (3,500), Sanmeshul (28,990)
  Resources art, copper, fruit, gems, grains, livestock, magic, 
  pottery, spices, timber, turquoise, vegetables, wine
  Citizens artists, farmers, gardeners, historians, inventors, 
  military officers, researchers, university students and 
  professors, vintners, wealthy merchants
  Other Inhabitants carnivorous plants, dire crocodiles, 
  giant desert worms, green dragons, jungle drakes, 
  jungle giants, manticores, poison frogs, qlippoth, tigers, 
  will-o’-wisps, wyverns
  Bounded to the west by the Zho Mountains and the 
  Maharev River, and to the east by the Meraz River, the 
  region of Maharev contains lush jungles and fertile 
  farmland sheltered by the rain shadow of the Zho 
  Mountains. The region’s rich soils ensure it provides 
  much of the produce that feeds the rest of the nation 
  of Qadira. Nestled between the harshest peaks in the 
  Zho range, the Shamai Mountains, and a largely 
  impassable desert to the south, Maharev is the 
  region most sheltered from any foreign 
  aggression—indeed, on many maps of 
  the Inner Sea region, cartographers 
  erroneously indicate the region 
  of Maharev to be nothing but 
  empty desert. Qadira certainly 
  feels no compunction about 
  not correcting this error. 
  Combined with bountiful 
  harvests, the relative safety 
  of the so-called “Jewel of 
  the Meraz” has created a 
  generous yet complacent 
  populace that feels more 
  connected with its parent 
  civilization of Kelesh 
  than with most of its 
  Qadiran neighbors.
  LADY WYO
  
  38
  Maharev Jungle: The depths of the Maharev Jungle 
  are largely unexplored, and—as with any large unknown 
  area—they have inspired many rumors. The strong 
  presence of qlippoth (Bestiary 2 218) and an unusual 
  number of carnivorous plants help to limit serious 
  exploration of the jungle, as does a particularly aggressive 
  tribe of jungle giants (Bestiary 3 129). These giants train 
  the local jungle drakes (Pathfinder RPG Bestiary 5 100) 
  and worship the Green Mother, viewing the jungle’s 
  numerous carnivorous plants as direct manifestations of 
  her will from the First World.
  Qaharid: The Turquoise City sits 
  at the meeting of the Maharev and 
  Meraz Rivers, amid rich copper and 
  turquoise mines. In addition 
  to the jewelry it produces, it 
  is known for its fine pottery, 
  which often incorporates 
  crushed jewels 
  into its glazes. 
  It is also the 
  center of worship of the White Feather monks, and has 
  recently become a pilgrimage city for cultists of Roidira, 
  Dark Sister of Knowledge.
  Rikhist: A rough border town on the Maharev River, 
  Rikhist remains the center of Rovagug’s worship in 
  Qadira. Despite the satrap’s best efforts to destroy the 
  town and scatter the populace, it stubbornly hangs on, 
  supported by orc tribes from the Zho Mountains. The 
  stark, ragged town appeals to criminals, outcasts, and 
  murderers, of both the human and non-human variety; a 
  fair number of gnolls and bugbears reside within Rikhist’s 
  walls. Although the cave giants of the nearby mountains 
  don’t dwell in Rikhist, the town maintains an agreement 
  with them of mutual defense, one backed by the personal 
  guarantee of Rikhist’s sadistic ruler, Magyarsh (CE female 
  qlippoth-blooded tiefling warpriestACG of Rovagug 13; 
  Pathfinder Campaign Setting: Inner Sea Races 252).
  Meraz desert
  Notable Settlements Dimayen (4,890), Heger (12,530), 
  Husanah (14,000), Ihalar (19,860), Izzet (21,000)
  Resources archaeological relics, horses, livestock, 
  mercenaries, salt
  Citizens archaeologists, church administrators, desert 
  druids, geniekin, herders, hermits, horse breeders, 
  raiders, warriors 
  Other Inhabitants basilisks, behirs, camels, daemons, 
  demons, desert giants, desert-themed undead, desert-
  themed vermin (particularly scorpions and wasps), 
  djinn, efreet, genie-touched horses, giant desert worms, 
  girtablilus, horses, jackals, jann, lamias, medusas, 
  phoenixes, shedus, sphinxes
  The vast Meraz Desert in southern Qadira hides a glorious 
  lost history—and forgotten evils. The endless desert was 
  once a magnificent, fertile savanna teeming with life. 
  Then the four Heralds of Dust withered its fields down to 
  endless sand dunes and its trees to bone-white skeletons. 
  Now it separates Qadira from the rest of Kelesh.
  The Meraz is covered in rolling dunes of gold and 
  white sand, and home to ancient structures protected 
  by shedus (Bestiary 3 243). The subregion of Al-Zabrit is 
  famous for its especially secretive tribes, who also 
  breed Golarion’s finest horses—see page 57 for more 
  details and page 60 for information about genie-
  touched horses. The Meraz itself is extremely arid, 
  and temperatures during the day reach deadly 
  levels of heat. 
  Dimayen: This oasis town in the Meraz 
  Desert clings to life despite the collapse of its 
  irrigation tunnels, a plague of ankhegs, and 
  the predations of supernaturally intelligent 
  jackals. See Pathfinder Module: Feast of Dust 
  for more information on Dimayen.
  MAGYARSH
  
  39
  Qadira 
  Jewel of the East
  History of 
  Qadira
  life in 
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira
  Bestiary
  Ihalar: The westernmost example of a Khattibi-style 
  underground city, Ihalar is a massive and still-occupied 
  complex supporting close to 20,000 people, though 
  its lower levels have been abandoned. Light wells allow 
  underground gardens, and the residents emerge only to 
  trade with passing merchants and graze their herds.
  Jezonna Oasis: Home to the Amellas Hekbah tribe, 
  a clan of desert giants granted imperial citizenship as 
  thanks for their protection of caravans passing through 
  Kelesh’s deserts, this oasis town serves as the headquarters 
  for their work. The oasis covers roughly 50 square miles 
  around a trio of lakes known as the Three Wisdoms. 
  Janar Malakra (LN male desert giant ranger 6; Bestiary 3 
  128) heads the giants’ mercenary troop and is the most 
  influential of their chieftains.
  Qumarin: Only a handful of reclusive girtablilus 
  (Bestiary 3 130) know the exact location of these ruins, but 
  they are rumored to lie in the Meraz Desert (see page 51).
  Sunbleached Tower: North of Dimayen, this massive 
  structure of interlocking human bones vanishes into a 
  dizzying haze 300 feet above the ground. See Feast of Dust 
  for more information on this edifice and the daemons 
  (Bestiary 2 62) that are drawn to it.
  northern zho Mountains
  Notable Settlements Gazbilah (15,400), Kharif (10,900), 
  Naamat (6,200), Omash (23,500), Qadlus Mavari (1,201), 
  Salav (13,400)
  Resources armor, copper, gems, gold, iron, mercenaries, 
  weapons
  Citizens farmers, goldsmiths, jewelers, miners, monks, 
  soldiers, traders, weaponsmiths 
  Other Inhabitants bugbears, chimeras, cyclopes, fey, giants, 
  griffons, lamias, ogres, orcs, red dragons
  The people of the northern end of the Zho mountain 
  range and its surrounding hills and plains stare across 
  the border at Taldor, wondering when war will erupt. 
  Qadira’s least affluent region does not share the rest 
  of the nation’s hunger for war, though a larger-than-
  average percentage of its population is career military, 
  since they have fewer options than their counterparts to 
  the west. 
  Omash: Omash is the primary training facility for the 
  Satrapian Guard (see page 51).
  Qadlus Mavari: One of the easternmost settlements in 
  Qadira, Qadlus Mavari is a thriving oasis town along the 
  Golden Path built around a shrine to Lugalisimaru, the 
  Palm Tree King (see page 18). Here travelers buy supplies, 
  charms to offer Lugalisimaru at oasis stops, and—if they 
  can afford them—magical items that create water or 
  protect against heat and thirst.
  Sunhill Monastery: A high plateau just to the west of 
  the Zho Mountains, Sunhill boasts a monastery complex 
  between two chapels, one to Ragathiel and one to Sarenrae. 
  This monastery is the headquarters of the Eleli (see page 
  29), presided over by a peri (Bestiary 3 218) named Nuryah.
  White Pass: The western stretch of the Golden Path 
  passes through the White Pass in the Zho Mountains 
  before ending in Katheer.
  PashMan
  Notable Settlements Butraf (56,000), Ishad (79,300), Kerim 
  (66,420), Khoka (920), Lopul (55,260), Shamara (51,200), 
  Shileh (71,000)
  Resources armor, artwork, food, furs, iron, leather, livestock
  Citizens architects, armorsmiths, artisans, artists, 
  astrologists, engineers, farmers, fortune-tellers, hunters, 
  musicians, writers
  Other Inhabitants dire corbies, duergar, giant apes, giant 
  lizards, goats, harpies, hippogriffs, horses, lamias, lynxes, 
  nagas, wolves
  Pashman is bounded to the north by the River Ladan 
  and to the south by the Pashman River. Mountainous 
  but relatively fertile, it is known for its snow-capped 
  peaks, crystalline rivers, and flourishing wildlife. The 
  breathtaking vistas from its mountainside cities are 
  thought to inspire great creativity. 
  Al-Bashir: Once a thriving city, Al-Bashir has now fallen 
  into ruin. The treasure rumored to be strewn throughout 
  these ruins, left behind by entranced victims of the 
  harpies, is said to be significant, yet to date none have 
  managed to confront the harpies and escape Al-Bashir 
  with enough loot to make the expedition worthwhile.
  Kamawgyar Shrine: This abandoned shrine in the 
  Zho Mountains features a massive statue of the god Irori 
  carved above a natural cave that used to serve as a home to 
  the priests that tended the shrine. It is now occupied by 
  a mother-and-daughter harpy pair exiled from the larger 
  community in Al-Bashir, along with a small gang of dire 
  corbies (Bestiary 3 80)
  Khoka: Khoka is the last stop in Qadira for most 
  travelers heading east into Kelesh (see page 49). 
  Koor: The empty streets of the ancient forge city of Koor 
  are scattered with broken bronze ingots and traveled only 
  by whistling winds. The city was abandoned during the 
  wars with Taldor, and rumors abound of a powerful and 
  mysterious guardian naga who roams the ruins, keeping 
  intruders out—and perhaps keeping some great terror 
  confined within. 
  Lopul: Lopul, a large caravan city located in the driest 
  and hottest area of Pashman, is centered on the Pool 
  of Sihbon oasis. Most of the city’s buildings are low 
  mud-brick houses, but tents from the caravans that pass 
  through the city outnumber any permanent structures 
  by a ratio of almost two to one. Sheikh Samraf al-Hadari 
  (LG male human magusUM 9), who rules the city, is an 
  
  40
  ardent imperial loyalist married to the amer Jabiyah al-
  Juwan. The question of his loyalties is something of a 
  thorn in the satrap’s side.
  Magrevore: In the Darklands under the city of Khoka 
  roils a magma pit, in the center of which sits a portal to 
  Malebolge, the sixth layer of Hell. Mardehzuk (LE male 
  advanced pit fiend), a servant of Moloch, guards this 
  portal and oversees a network of duergar that bring him 
  slave-sacrifices from the surface to be impaled on the 
  horns of Moloch’s altar. 
  Plains oF Paresh
  Notable Settlements Al-Varish (118,400), Avilan (93,250), 
  Delenah (99,400), Demirah (101,200), Katheer (132,450)
  Resources clothing, livestock 
  Citizens alchemists, city dwellers, clerics, clothiers, 
  falconers, farmers, herders, lawyers, merchants, 
  physicians, raiders, scribes, traders 
  Other Inhabitants baboons, camels, cobras, elephants, 
  giant ants, herd animals, horses, jackalweres, lions, 
  zebras
  These grassy plains are home to seminomadic tribes 
  descended from the peaceful, indigenous herding peoples 
  that intermingled with Keleshite settlers. Most continue 
  to breed bison, cattle, goats, sheep, and other livestock, 
  but some tribes have taken to raiding. The 
  most famous city 
  in the Plains of 
  Paresh is Katheer, 
  the Qadiran capital, 
  but the trading cities 
  of 
  Al-Varish, 
  Avilan, 
  Delenah, and Demirah have 
  populations similar to Katheer’s. 
  In all of Qadira, the people of 
  the Plains of Paresh 
  are 
  the most eager for 
  war with Taldor, 
  perhaps because their region is that most often subject to 
  attacks from their northern rival.
  Border Wood: The Jalrune River divides Qadira from 
  Taldor and bisects the Border Wood. Both Qadirans and 
  Taldans use the woods on their respective sides of the 
  border to dispatch reconnaissance teams and harry the 
  opposing side’s troops, and the woodlands are marred 
  with the scars of skirmishes and forgotten traps.
  Golden Path: A massive network of trade routes 
  spanning Casmaron and facilitating trade between 
  Avistan, Garund, Tian Xia, and Vudra, the Golden Path is 
  the source of Kelesh’s vast wealth. Also known as the Silken 
  Way, it consists of broad, white-paved roads marked at 
  regular intervals with magical fountains surmounted by 
  the gold-and-white silk banners of the imperial throne. 
  The Imperial Forces patrol its length, and wayside inns 
  funded by the state ensure that merchants may spend 
  their nights in safety and comfort. Nevertheless, many 
  caravans choose to brave the deserts rather than travel the 
  Golden Path, to avoid the heavy taxes the empire levies on 
  noncitizens who use the network. 
  Katheer: Qadira’s capital glitters on the banks of the 
  Pashman River. See page 44 for more details.
  Saray Coast: The lush coastlands and high bluffs of 
  the Saray Coast feature numerous hidden crannies where 
  jackalweres (Bestiary 3 155) lair and port towns popular 
  with pirates.
  Tower of Winds: A strange 
  tower rises out of the grasslands of 
  Paresh. See page 52 for more details.
  southern zho 
  Mountains
  Notable Settlements Crystalcrag (2,800), 
  Gurat (8,490)
  Resources ale, copper, glass, iron, leather, 
  pottery, stone
  MOUTHPIECE
  
  41
  Qadira 
  Jewel of the East
  History of 
  Qadira
  life in 
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira
  Bestiary
  Citizens brick makers, brewers, coppersmiths, glassblowers, 
  leatherworkers, potters 
  Other Inhabitants aasimars, blue dragons, couatls, dire 
  lions, genies, giant lizards, giants, gnolls, gorgons, 
  ifrits, ogres, orcs, oreads, rakshasas, red dragons, rocs, 
  sphinxes, thunderbirds
  The longest unbroken stretch of the Zho Mountains 
  in Qadira runs south from the Pashman River before 
  curving westward and extending to the coast. The rugged 
  landscape makes travel and shipping in the area difficult, 
  keeping settlement sizes small. It also makes the region 
  an excellent hideout for smugglers and others who live 
  outside the law. As one of the least traveled of Qadira’s 
  regions, the southern Zho peaks are home to some of the 
  most dangerous creatures in Qadira, including dragons 
  and their flame drake kin (Bestiary 2 106), sphinxes, 
  thunderbirds (Bestiary 2 264), and numerous types of 
  giants, as well as to the orc tribes the satrap often hires 
  as mercenaries.
  Blood Rise Rock: A hidden stronghold in the foothills 
  of the Zho Mountains located some 50 miles from the 
  city of Dimayen, Blood Rise Rock has, over the centuries, 
  been held by gnolls and humans who have worked a 
  massive image of Lamashtu’s swollen torso into the 
  stone. See Feast of Dust for more information about Blood 
  Rise Rock.
  Crystalcrag: A remote ifrit (Bestiary 2 160) and oread 
  (Bestiary 2 205) settlement in the Zho Mountains, 
  Crystalcrag protects its geniekin residents with veils of 
  illusion created by the efreeti Tygora Cinderfury (LE 
  female advanced efreeti).
  Gurat: Ringed by an 8-foot wall, this small city high in 
  the Zho Mountains is home to the supposedly deathless 
  Mouthpiece (N male cyclops oracleAPG 17), a 300-year-old 
  cyclops who speaks in riddles. The satrap has declared 
  it a capital offense for anyone but him to speak to the 
  Mouthpiece, and he has set a thousand deafened eunuchs 
  to guard the site, yet anyone who can pass these defenses 
  will be welcomed by the cyclops. The city is a popular 
  haven for mystics, philosophers, and astrologers, and a 
  number of schools have sprung up here in the past few 
  decades. Gurati carpet weavers are famed for their skill, 
  and many Qadirans believe the patterns of their rugs hold 
  secret prophecies. 
  Lethe Springs: A hot spring shrouded in mist bubbles 
  in the twin shadows of Zhobl and Zhonar. Its waters seem 
  to offer a comforting way to warm oneself during the 
  chilly mountain nights, but if ingested, they wash away 
  drinkers’ memories and twist the unfortunate victims 
  into fiendish versions of their former selves. See Feast of 
  Dust for more information on the Lethe Springs.
  Shadun: Once a thriving city, Shadun is now reduced to 
  gnoll-haunted ruins (see page 52). 
  Zhobl and Zhonar: The volcanoes Zhobl and Zhonar 
  are often called the Angry Brothers, after a Qadiran myth 
  that they were once two titans turned into volcanoes after 
  their enmity nearly destroyed the world. Zhobl, although 
  the smaller of the two volcanoes, erupts more often. 
  Zhonar, the larger one, is more dangerous when it erupts, 
  but it is less volatile than Zhobl.
  taPur
  Notable Settlements Hatavit (280)
  Resources dyes, herbs, lumber, spices
  Citizens dyers, furniture makers, furriers, herbalists, 
  lumberjacks, scouts, spies
  Other Inhabitants dire boars, drakes, fey, green dragons, 
  leopards, pards, spriggans, viper vines
  The Tapur region divides the Ketz Desert from the 
  plains west of the Zho Mountains. The eastern savannas 
  are lightly settled at this point and serve mostly as the 
  homes for numerous nomadic tribes. The Tapur Forest 
  itself is divided into two distinct sections. The Northern 
  Tapur Forest is drier, dominated by cedar, pine, oak, and 
  olive trees, and it is more heavily settled by humanity. 
  The Southern Tapur is dense, lush, and far wilder, with 
  silk, pear, pomegranate, ironwood, beech, hornbeam, 
  chestnut, locust, and lime trees. Boars, leopards, 
  monkeys, tigers, wolves, and even pards (Pathfinder 
  RPG Bestiary 4 211) roam the area. Colorful parrots flit 
  between the branches of the trees, and marshy areas are 
  home to ibises, herons, and swans.
  Both areas support numerous towns and villages, though 
  the dense forest and dangerous creatures—including evil 
  fey, spriggans (Bestiary 2 257), and carnivorous plants such 
  as viper vines (Bestiary 2 279) of the Southern Tapur tend to 
  limit these settlements to its fringes. 
  The people of the Tapur region are considered 
  provincial by much of Qadira’s population, since they 
  tend to stay out of Qadiran politics and are less interested 
  in foreign luxuries than the average Qadiran.
  Of note is the encroachment of the Ketz Desert, 
  which is slowly expanding eastward and consuming the 
  forestland. The rate of expansion is infinitesimal, yet over 
  the centuries it has increasingly come to concern many of 
  the region’s longer-lived species.
  Hatavit: Hatavit, a lumber camp outside the Northern 
  Tapur Forest, was recently hit by a massive sandstorm. 
  Most of the carvers, lumberjacks, soldiers, and 
  woodworkers there fled, and Katheer has had no contact 
  with the camp since. Rumors persist that the sandstorm 
  was no natural event, and that the vengeful sorcerer who 
  created it did so to free some (or perhaps all) of the slaves 
  kept at the camp.
  Tafinyah: Few know of the existence of this imperial 
  intelligence outpost (see page 46).
  
  42
  Al-Zabrit
  Deep in the Meraz Desert, after days of encountering 
  only sand and mirages, an adventurer might see waving 
  palm fronds marking an oasis. Before venturing forward, 
  however, she would be advised to take a look around, for 
  chances are good that she has trespassed upon the lands 
  of Al-Zabrit.
  The holds of the Al-Zabriti horse-breeding families are 
  surrounded by 50-foot-tall stone pillars flying flags in the 
  tribe’s colors at regular 1-mile intervals. Beside each pillar 
  is a large bell and a barrel of water. The tribespeople of 
  Al-Zabrit keep tightly to ancient Althameri hospitality 
  customs, which forbid those who control an oasis to 
  prevent others from drawing water, but they also do 
  not permit strangers into their holds. Should a traveler 
  require assistance, he need only ring the bell (as a 
  successful DC 12 Knowledge [local] check confirms). Soon 
  after, a teenage boy or girl riding bareback on a small, 
  swift desert mare will gallop over the dunes to greet him. 
  If the traveler is fleeing from enemies, the tribe’s 
  warriors will assemble to drive off the foes. If the traveler 
  needs a safe place to camp for the night, the tribe will 
  pitch a tent for him just inside the ring of pillars—and 
  thus inside their patrol routes—and feast there with him. 
  But no stranger will see their holds, where they build 
  houses atop one another and grow terraces of vegetable 
  gardens, let alone the sparse pastures where they graze 
  their stock.
  The treasure these people guard is not gold or jewels, 
  but some of the finest horses on Golarion. The tribes of 
  Al-Zabrit maintain scrupulous records of their horses’ 
  lineages that rival those of Taldan noble families, and 
  often tie a charm-laden silk bag—containing a tiny scroll 
  of a foal’s family tree—around a foal’s neck to ward off 
  illness and injury. Only geldings and mares deemed 
  unsuitable for breeding are sold at the yearly Saffeh Horse 
  Fair. The finest mares are given away as princely gifts, 
  usually to mark a momentous marriage or alliance, and it 
  is unheard of for a stallion to pass to anyone except a tribal 
  leader’s eldest daughter to enable her to begin her own 
  business. The Al-Zabriti tribes largely enforce their own 
  laws; though they pay fealty to the imperial throne (and 
  share blood ties with other Althameri), the empire looks 
  the other way when they enforce their own justice. They 
  practice a particularly strict form of the Sarenite faith 
  and kill only in self-defense, but they are all too willing to 
  disable intruders and let the desert finish them off.
  The swift and tireless shissah (see page 63) is the iconic 
  Keleshite horse, the daughter of the eastern wind who 
  carries children to safety and soldiers into battle. But 
  the breeders of Al-Zabrit have long used genie magic 
  to infuse elemental power into four additional breeds: 
  the stoic and powerful istaheq, the fiery misayyah, the 
  lithe tuanu, and the swift zefaheen (see pages 60–61). 
  These  elemental breeds are never sold; they are given 
  to the imperial throne in return for favors that neither 
  the Al-Zabriti tribes nor the empire disclose. Al-Zabriti 
  refresh the bloodlines of these four breeds every few 
  generations with an otherworldly sire gifted to them by 
  their genie allies, and occasionally introduce one of the 
  elemental breeds into their shissah lines to increase 
  desirable characteristics.
  secrets oF al-zabrit
  Either of the storylines detailed below provides GMs with 
  ways to allow PCs to investigate the mysteries of Al-Zabrit.
  The Stolen Stallion: Though his pride makes him 
  reluctant to ask for help, the chieftain of the Tiferi tribe, 
  al-Jahin Vasti (LN male human sorcerer 8), is desperate 
  enough to turn to outlanders. The pride of his family, 
  the great golden stallion known as the Phoenix, has 
  disappeared. The stallion is the foundation stud of the 
  Tiferi’s line of misayyah horses, and the Tiferi are hoping 
  to regain the lost sire without ever admitting he was gone. 
  Jahin suspects the horse was stolen by his old rival, Lelah 
  al-Zereshah (CN female human oracleAPG 8), the chieftain 
  of the Binai tribe, but to accuse her without proof might 
  start a generations-long feud. Jahin’s son, Yaqib al-Marah 
  (N male human fighter 3), believes that the horse simply 
  ran away. Yaqib’s mother, Marah Yaelat (LN female human 
  fighter 8), suspects that Qiyab is jealous of his sister, 
  Elissah al-Marah (LN female human sorcerer 4), and her 
  pending inheritance of the tribe’s leadership; he may 
  be keeping the horse somewhere to force concessions 
  from his family. Untangling the knot of family and tribal 
  rivalries should prove difficult, since neither tribe is 
  inclined to let outlanders into their territory.
  Sun-Crossed Lovers: Soon after the PCs ring the bell 
  beside the pillar to announce their arrival in Al-Zabrit 
  lands, a young woman astride a silver mare rides toward 
  them. Sixteen-year-old Khanimah al-Rivqah (NG female 
  human fighter 2) offers them food and shelter, then begs 
  them to help her escape after dark. As heir to the Ketheri 
  tribe, she is expected to choose a spouse who will bring 
  wealth or an important alliance to her people. But at the 
  recent Saffeh Horse Fair, she fell in love with a beautiful 
  but penniless Chelish orphan boy named Venn Acciai (N 
  male human bard 1), who works as an ostler for a Wiscrani 
  horse trader. Worse, he pays lip service to Asmodeus, 
  making him utterly unsuitable for a good Sarenite girl. 
  Khanimah promises the PCs two fine mares (a reward 
  that could fetch upward of 10,000 gp in the right market) 
  if they help her escape, and moreover promises to direct 
  them to an ancient ruin said to house a great treasure. 
  She admits that aiding her is likely to make the PCs 
  hunted targets, but points out that she plans to run away 
  regardless, and their status as strangers is likely to make 
  suspicion fall on them when she disappears.
  
  43
  Qadira 
  Jewel of the East
  History of 
  Qadira
  life in 
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira
  Bestiary
  order oF the saddle (cavalier order)
  Cavaliers of the order of the saddle have pledged 
  themselves to the pursuit of perfect partnership between 
  rider and mount. This order holds that the balance 
  found when such a partnership is achieved contains the 
  seeds of a better self, a better relationship with one’s 
  community, and a better sense of how to keep the world 
  itself healthy.
  Restriction: Only horse-riding cavaliers are eligible to 
  join this order.
  Edicts: The cavalier must care for her mount before 
  herself. She must show mercy to any noncombatants or 
  less intelligent creatures who serve her opponents. She 
  must teach any who ask about how to better communicate 
  with their mounts. The only meat she may eat must 
  come from animals that have been humanely raised and 
  slaughtered. She must strive to ensure her community 
  lives in harmony with the land it occupies and that it 
  doesn’t cause unnecessary suffering to the animals under 
  its care.
  Challenge: Whenever an order of the saddle cavalier 
  issues a challenge and is astride her mount, she can 
  charge the target of her challenge—moving and 
  attacking as if with a standard charge—and 
  then move again as if using Ride-By Attack. 
  Her total movement for the round 
  can’t exceed her mounted speed. 
  This maneuver provokes attacks of 
  opportunity, but the cavalier gains a 
  +1 dodge bonus to AC against attacks 
  of opportunity while charging the 
  target of her challenge. This bonus 
  increases by 1 for every 4 levels the 
  cavalier has. If the cavalier already 
  has the Ride-By Attack feat, this 
  dodge bonus increases by 2.
  Skills: An order of the saddle 
  cavalier adds Knowledge (nature) and 
  Perception to her list of class skills. 
  When she uses Survival to track a 
  creature or find food and water for 
  herself and her mount, she receives 
  a bonus on the check equal to 1/2 her 
  cavalier level (minimum +1).
  Order Abilities: A cavalier that belongs 
  to the order of the saddle gains the following 
  abilities as she increases in level.
  Mounted Synergy (Ex): At 2nd level, the cavalier 
  receives Mounted Combat as a bonus feat and, 
  whenever she is mounted, gains a +2 bonus 
  on initiative checks as long as her mount is 
  conscious and mobile. 
  Stalwart Mount (Su): At 8th level, the cavalier’s 
  mount becomes healthier and more robust. 
  It gains Toughness as a bonus feat (if it already has 
  Toughness, or takes this as a feat later, the hit points 
  granted by the feat are doubled) and gains a +2 bonus on 
  saving throws.
  Protective Partner (Ex): At 15th level, the cavalier wreaks 
  terrible vengeance on those who would try to harm her 
  mount. Whenever an opponent attacks the cavalier’s 
  mount, the attacking creature provokes an attack of 
  opportunity from the cavalier. The cavalier receives a +2 
  bonus on attack rolls and damage rolls when she makes 
  these attacks of opportunity.
  
  44
  Katheer
  Katheer was already an ancient city when the Keleshites 
  conquered it. It had risen, fallen, been left in ruins, been 
  rebuilt, fallen again, and largely been abandoned when 
  the nomads of the Plains of Paresh began to meet among 
  the eerily beautiful broken statues and collapsed white 
  stone buildings to trade.
  In 1290 ar, these nomads held a great horse race, 
  the Histaqen, to celebrate their yearly meeting, and the 
  tradition has continued ever since. As the Histaqen grew 
  in fame, and Kelesh grew in power, the campground 
  became a city. The first visit by a Keleshite ruler, Empress 
  Ashtirat II, in 1396 ar prompted a flurry of construction as 
  the residents attempted to prove to their far-off potentate 
  that the barbarism of Avistan had not reduced them to 
  something less than proper citizens of the empire. In 
  time, Katheer expanded to devour most of the ruins of the 
  ancient cities that stood on the site before it, though some 
  outlying areas (known as the Old City) remain untouched. 
  Satrap Meryste III, during a period of tension with the 
  tribes of the Plains of Paresh in the late 3100s, ordered 
  the construction of a wall. Not wanting to limit the city’s 
  future growth, she ordered the semicircle’s center point 
  to be constructed 2 miles north of the palace, which was 
  well outside the city limits at the time.
  Today, Katheer is a distillation of Qadira itself: wealthy, 
  beautiful, proud, harsh, and ever-watchful for slights 
  to its honor or threats to its security. Glittering, ornate 
  palaces coexist with the abject horror of slave markets. 
  Newly constructed buildings, each more luxurious than 
  the last, shoulder their way toward the sky while their 
  ancient neighbors fall into disrepair. 
  To Avistani eyes, Katheer is a wonderland of wealth and 
  exotic sophistication. By the standards of central Kelesh, 
  it is a frontier town, albeit a strategically important one, 
  stranded at the far end of the empire among the primitive 
  and belligerent peoples of Avistan. Its position as one 
  end of the all-important Golden Path, and as the center 
  of Keleshite trade with Avistan and Garund, guarantees 
  the empire’s attention. Yet Kelesh tends to operate on a 
  grand scale that encompasses centuries and involves the 
  long-term politics of entire continents, whereas Katheer’s 
  concerns are immediate and acute. 
  Most Keleshite residents of Katheer see themselves as 
  attempting to uphold Keleshite standards of living under 
  deprived conditions. They believe the empire’s desire for 
  bloodless economic expansion is driven by complacency, 
  and they wish to return to the days when Keleshites 
  conquered with the sword rather than the coin. They are 
  defiant in the face of the empire’s disapproval of Qadira’s 
  slave trade, insisting that they need the additional labor 
  to fortify their defenses against Taldor’s hostility. Most of 
  all, they are determined to force Kelesh to recognize that 
  military conquest is the destiny of their people.
  KATHEER
  N metropolis
  Corruption +4; Crime +2; Economy +7; Law +6; Lore +7; 
  Society +2
  Qualities academic, holy site, magically attuned, 
  prosperous, strategic location, tourist attraction
  Danger +10
  DEMOGRAPHICS
  Government overlord
  Population 132,450
  NOTABLE NPCS
  High Priestess Samisalah (NG female human cleric of 
  Sarenrae 17)
  Satrap Xerbystes II (N male human aristocrat 3/
  cavalierAPG 12)
  Vizier Hebizid Vraj (NG male human aristocrat 4/
  investigatorACG 10)
  MARKETPLACE
  Base Value 28,800 gp; Purchase Limit 170,000 gp; 
  Spellcasting 9th
  Minor Items nearly all minor magic items are available; 
  Medium Items 4d4; Major Items 3d4
  iMPortant locations in Katheer
  A full map of Katheer appears on the inside back cover 
  of this book, marked with the following well-known 
  locations and notable landmarks.
  1. Garden of Gifts: A towering, jeweled brass palace, 
  the Garden of Gifts is filled with beautiful young serving 
  men and women, games of chance, high-end shopping, 
  and other delights. Run by genies, the Garden also offers 
  visitors the chance to do a favor for a genie in return for a 
  wish. Visitors would take care to bring a lawyer with them 
  to formalize terms, however, as the genies usually get the 
  better end of the deal when negotiating.
  2. Visitors’ Center: A gold-and-white building in 
  ornate Keleshite style, the Visitors’ Center should be 
  the first stop in Katheer for those without imperial 
  citizenship. Foreigners who register here receive benefits 
  and protections, while those who neglect to register may 
  quickly find themselves on the wrong side of the law.
  3. Port of Katheer: A long stretch of riverbank that has 
  been painstakingly carved into a semicircular harbor, the 
  always-bustling Port of Katheer is constantly crowded 
  with every type of water-going vessel imaginable. The 
  captain of any non-Qadiran vessel must invite a port 
  inspector aboard and present a cargo manifest, as well 
  as a gift of salt—often accompanied by a monetary 
  contribution. No cargo is prohibited in Katheer, but 
  the size of the bribe determines to which dock the ship 
  is guided (central docks have better access to porters 
  and the impromptu markets that spring up along the 
  water), as well as how long the captain must wait before 
  unloading goods. 
  
  45
  Qadira 
  Jewel of the East
  History of 
  Qadira
  life in 
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira
  Bestiary
  4. The Great Market: Nestled against the northern 
  edge of the port is Katheer’s Great Market, where ancient 
  buildings and makeshift stalls stand side by side, and 
  anything can be obtained. Rapid-fire haggling that 
  would be considered insulting in the more sedate Old 
  Souk rings through the spice-laden air, but the greatest 
  commodity sold here is secrets. 
  5. Venicaan College of Medicaments 
  and Chirurgery: This sprawling complex 
  stands at the center of the university 
  district and boasts faculty trained in 
  the latest medical science coming 
  out of central Kelesh. The college 
  was attacked three times over 
  the course of the war with 
  Taldor, but the common 
  citizens of Katheer came to its 
  defense each time.
  6. House of the Morning Star: 
  Named 
  in 
  honor 
  of 
  Empress Ashtirat II, the 
  House of the Morning Star is 
  home to an order of well-trained monks 
  that keep the peace in Katheer’s streets.
  7. Azure Canal: This wide, shallow 
  canal is flanked by marble-and-gold 
  promenades. The clarity of its 
  3-foot-deep waters is magically 
  maintained, allowing viewers to enjoy the mosaics that 
  line the canal’s walls. While the canal’s official purpose is 
  to ferry goods from the Pashman to the palace, the cool, 
  clean waters make it irresistible to Katheer’s children—
  and many adults. The promenades, shaded by fragrant 
  cedars, palms, flowering trees, and ornate marble arches, 
  are a popular place for meals, lectures, and festivals. For a 
  mere 2 gp, one can rent a brightly painted raft and relax 
  upon the water while enjoying chilled fruit and beverages.
  8. Qahir Palace: The seat of imperial power in Qadira, 
  the palace houses the satrap, the imperial vizier, and 
  Katheer’s imperial court. Commoners and foreigners are 
  not allowed inside unless accompanied by a noble patron. 
  A smaller administrative building bordering the palace’s 
  public courtyard is open to everyone and provides 
  Keleshite citizens with liaisons to the empire.
  9. Lioness’s Den: This glass palace is the home of Safiya, 
  a shahiyan of the Haxaemenid branch of the imperial 
  family, and a distant cousin of Queen Shubat. Exiled to 
  Katheer after a disagreement with the emperor, she is 
  attempting to sway Katheer’s nobility into supporting the 
  emperor’s son Kalan in the succession.
  10. Old Souk: The oldest market in Katheer is also 
  the most prestigious, though its status comes with 
  considerable government oversight, and the resulting 
  taxes drive up the prices. Nevertheless, for a first-time 
  visitor to Katheer, the Old Souk provides a safe, clean 
  venue where one can obtain a dazzling array of goods, 
  foods, and services.
  11. Temple of Dawn’s Grace: Katheer’s largest cathedral 
  is the center of Sarenite worship in Qadira, though its 
  blunt rejection of the militant Cult of the Dawnflower 
  has brought it under fire from the cult’s sympathizers 
  in Katheer’s government. Nevertheless, the graceful, 
  open-air building still welcomes thousands of 
  loyal worshipers each morning as the faithful 
  assemble to greet the sun. 
  12. 
  Planar 
  Institute: 
  The 
  imperial court maintains trade 
  relations with multiple extraplanar 
  powers and it sponsored 
  this grand school to better 
  train merchants in the 
  intricacies 
  of 
  extraplanar 
  etiquette and business.
  13. Sunset Crown: The western 
  terminus of the Golden Path is a 
  massive, raised round plaza on 
  the 
  waterfront. 
  Slender 
  white pillars support 
  a roof shaped like a 
  giant replica of the 
  imperial crown. While 
  the Golden Path is, in 
  reality, a network of routes rather than a single path, its 
  name becomes stunningly literal in Katheer, where a wide, 
  gold-paved avenue blazes through the city to the Crown. 
  The plaza hosts a different assortment of merchants each 
  day, though most of the goods sold there are too expensive 
  for the average person to even dream of buying. Patrols 
  guard the Golden Path itself incessantly, yet in the end 
  their presence isn’t necessary as the ancient genie-fueled 
  magic that helped pave the path protects it as well—any 
  amount of gold scraped or pried from the Golden Path 
  fades to nothing and automatically replenishes on the 
  path itself, making theft of the gold essentially impossible. 
  Whispers of a curse that targets these reviled “pathscrapers” 
  (a term some folks have taken to use derogatorily against 
  the Pathfinders and their often overly aggressive agents) 
  help to prevent attempts as well, although whether or not 
  this malediction exists at all is unknown.
  14. Zenith of the Dawnflower: A simple, windowless 
  spire of white marble, the Zenith rises nearly 200 feet, 
  its interior a great, spiraling stairway from ground level 
  to the top landing. Sarenrae favors those who visit the 
  Zenith in supplication—a spellcasting worshiper of 
  Sarenrae who travels to the Zenith and watches the sun 
  rise gains one additional spell slot of her highest available 
  spell level the next time she prepares spells. A particular 
  spellcaster can only gain this benefit once per year.
  XERBYSTES II
  
  46
  Tafinyah
  The small stronghold of Tafinyah appears on no official 
  maps, and few are aware of its existence. Tucked away 
  deep in the Tapur Forest, it is protected by a tangle of 
  illusions, mystical wards, and occult magic designed to 
  confuse anyone who approaches and send the person 
  walking in the opposite direction. 
  The only way to approach the forest’s interior is to bear 
  a Tafinyah stone—an ornate but nonmagical opal amulet 
  (typically worth 100 gp) keyed to the wards—which allows 
  its bearer to pass through the stronghold’s defenses. All 
  that stands at the forest’s heart is a single, aged cedar tree 
  in the midst of an eerily still clearing. The cedar stands 
  as a silent sentinel, and only those who present their 
  Tafinyah stones and speak the correct passphrase can 
  pass through the ancient tree into a stairwell descending 
  deep underground, to an iron door standing in a humble 
  sandstone cave. Magically reinforced, the door opens only 
  on command with a second passphrase.
  Beyond lies an entire hidden village that serves as 
  the western center of operations for the Hatharat, 
  Kelesh’s intelligence agency and diplomatic corps. While 
  the public face of the organization is one of running 
  Keleshite embassies and training the charismatic envoys 
  who represent the empire in most major nations, the 
  Hatharat has two other branches, the existence of which 
  Kelesh refuses to acknowledge.
  The Right Hand of the Hatharat is concerned with 
  the safety of Keleshite citizens. Should a citizen living 
  abroad fear for her life because of unrest or anti-Keleshite 
  prejudice, the Right Hand will help her reach safety. 
  Should a Keleshite spy be unmasked, he need only go to 
  the nearest Keleshite embassy and convey his suspicions 
  to the civil servants working there. Agents of the Right 
  Hand will contact him discreetly soon after and guide 
  him to a safe house from which he can be smuggled back 
  to lands under the empire’s control. The Right Hand also 
  engages in numerous campaigns to improve opinions 
  of the empire and the Keleshite people across Golarion, 
  sponsoring plays, novels, and works of art that portray the 
  empire positively and guiding the behavior of Keleshites 
  who marry royals or other prominent figures in non-
  Keleshite lands so they are seen as benevolent.
  The Left Hand of the Hatharat handles the harsher 
  necessities of protecting the empire and its people. It 
  may incite conflicts or diffuse them, buy elections, or 
  even assassinate powerful figures who work against 
  the imperial throne, although such drastic actions are 
  authorized only in the most desperate of situations 
  and only after every attempt to achieve a more peaceful 
  solution has failed. When a target must be assassinated, 
  agents of the Left Hand thus believe their enemies left 
  them no other option to ensure the safety and prosperity 
  of the subjects of the imperial throne.
  Hatharat agents are not always ethnic Keleshites. Non-
  Keleshite agents are often among the most valuable to 
  the Hatharat in Qadira, for they are not only capable of 
  interacting with other cultures in the Inner Sea region 
  without tipping the hand of the Hatharat’s interest, but 
  also (and perhaps more importantly) bring to the Hatharat 
  perspectives and opinions that traditional Keleshite ways 
  of thought may not have considered.
  Tafinyah itself may be small, but it is not primitive. 
  Magical 
  mirrors 
  allow 
  communication 
  with 
  the 
  Hatharat’s headquarters in Isfahel, and an entire complex 
  is devoted to magical and nonmagical methods of altering 
  agents’ appearances. Mariq Tehzadi (N male human 
  investigatorACG 14) oversees Tafinyah’s operations and 
  can usually be found in his office, absorbing intelligence 
  reports with nearly superhuman speed.
  secrets oF taFinyah
  Hidden Tafinyah offers many adventure hooks apart from 
  determining its location and proving its very existence.
  Talisman of Trust: An old friend sends a message that 
  he must see the PCs. The PCs find him in his death bed, 
  only days from passing on from old age. With feeble 
  hands, he presses a bloodstained amulet into a PC’s hand, 
  insisting that the party go to Tafinyah. He tells the PCs to 
  warn a contact there that one of the Peerless is a Taldan 
  agent plotting to bring down the Qadiran government, 
  and gives the PC the current passwords. The amulet 
  allows the PCs to see through the illusions and resist 
  the magic that guards Tafinyah, but only Hatharat agents 
  know how to navigate around the stronghold’s mundane 
  and magical booby traps as well. The dying man expires 
  before he can pass on those details. To fulfill a friend’s 
  dying request, the PCs must travel to Qadira, choose one 
  of their number to wear the amulet and serve as a guide, 
  navigate the dangerous defenses surrounding Tafinyah, 
  and talk their way into the closely guarded enclave of one 
  of the world’s most secretive intelligence agencies.
  Under the Hatharat’s Wing: The PCs are hired to 
  retrieve a stolen heirloom for Leodor Alerion (LN 
  male human aristocrat 4), a wealthy Taldan noble. After 
  investigating, they trace the artifact to Tana al-Mitanna 
  (N female human adept 3), a Keleshite store owner. Before 
  they can confront her, however, Tana vanishes. Further 
  digging suggests she may have been a Hatharat agent 
  exfiltrated because of rising anti-Keleshite sentiment 
  in the area. Lord Alerion makes an offer that is hard to 
  refuse for the return of his heirloom, but finding it will 
  involve tracking down a woman who has made vanishing 
  and changing identities her life’s work, and who is 
  watched over by an organization that will do anything to 
  protect its own. Moreover, Lord Alerion’s “heirloom” may 
  be something far more dangerous, and his claim to it may 
  not be as clear-cut as he makes it out to be.
  
  47
  Qadira 
  Jewel of the East
  History of 
  Qadira
  life in 
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira
  Bestiary
  hatharat agent (bard archetyPe)
  Although the Hatharat employs all manner of specialists, 
  bards who take up the role of agent are among its most 
  infamous and widespread.
  Called Favor (Ex): At 1st level, a Hatharat agent can use 
  his contacts to ask for a favor from various individuals 
  who have benefited from Hatharat aid in the past. The 
  agent must spend 1d4 hours in an urban area with a 
  population of at least 200 people to use this ability, and 
  must succeed at a DC 20 Diplomacy check to secure the 
  favor. Once an attempt to call in a favor has been made, 
  whether or not the Diplomacy check was successful, the 
  Hatharat agent must wait 2d6 days before attempting to 
  call in a new favor, so as to not overtax the favors owed the 
  society as a whole.
  The Hatharat agent can use a successful called favor 
  to secure an introduction to an important NPC, either to 
  learn an important piece of information (something that 
  would otherwise require a successful DC 20 Knowledge 
  check to know) or to secure a pardon for a minor crime of 
  which an ally has been convicted. Similar favors could be 
  granted at the GM’s discretion.
  At 7th level, an agent need only 
  wait 1d6 days between uses of called 
  favors. In addition to the favors above, 
  he can now ask for a favor that supplies 
  the aid of a single 5th-level specialist for 24 
  hours. This specialist is treated as a short-term 
  cohort for the agent, but should remain under 
  the control of the GM. The exact statistics for the 
  specialist (who can be of any class) should also be 
  calculated by the GM. The maximum level of the specialist 
  the agent can secure increases by 1 for every 2 bard levels 
  the Hatharat agent has above 7th, to a maximum of an 
  11th-level specialist at 19th level. The Pathfinder RPG NPC 
  Codex contains numerous pregenerated NPCs that can be 
  used as these specialists.
  This ability replaces bardic knowledge.
  Informed Persuasion (Ex): At 2nd level, a Hatharat 
  agent uses his knowledge of a target to increase 
  his persuasiveness. If he has at least 1  rank in an 
  associated Knowledge skill, he applies his Intelligence 
  modifier (in addition to his Charisma modifier, as normal) 
  to Bluff, Diplomacy, and Intimidate checks against that 
  Knowledge skill’s associated category of targets. The types 
  of Knowledge and their associated groups are arcana 
  (spellcasters), geography (tribal citizens), local (urban 
  citizens), nobility (politicians and nobles), and religion 
  (worshipers of a recognized faith).
  This ability replaces well-versed.
  Bardic Performance: A Hatharat agent gains the bardic 
  performance listed below. 
  Master of Manipulation (Su): At 8th level, a Hatharat agent 
  gains a reputation of being able to sense lies. When using 
  bardic performance, his very presence can often draw 
  the truth out of others. This ability affects all creatures 
  selected by the bard within a 20-foot-radius emanation 
  from the bard. Any affected creature can’t speak any 
  deliberate or intentional lies, but is aware of the effect 
  and can choose to avoid answering a question to which 
  it would normally respond with a lie, or may be evasive 
  as long as it remains within the boundaries of the truth. 
  This is a mind-affecting compulsion effect.
  This performance replaces dirge of doom.
  
  48
  Adventure Sites in Qadira
  This section details several sites where adventurers can 
  uncover Qadira’s secrets. Each entry begins with a short 
  summary of the site’s location, the kinds of inhabitants 
  that dwell in the site or nearby, and features that define 
  the place.
  al-bashir
  Harpy-Haunted Ruins
  Location edge of the Zho Mountains, Pashman region
  Inhabitants dire corbies, harpies, lamia-kin, rocs
  Features dangerous underground city, desecrated temples, 
  ruined city districts
  For 2,000 years, the great city of Al-Bashir served as a 
  bastion of civilization and luxury in the largely untamed 
  Zho Mountains. Its strong walls and well-paid mercenary 
  guards bought the city centuries of peace even as they 
  skewed its culture toward decadence and self-indulgence, 
  but its inhabitants were too comfortable to care. 
  Then, seemingly overnight, the city fell under a curse. 
  Knowledgeable artisans left the settlement, and no others 
  could be convinced to visit it. Al-Bashir’s foundations began 
  to decay, and many of its giant, ornate minarets crashed 
  into the street, frightening the populace. Merchants fled, 
  and, as no self-respecting Keleshite citizen would remain 
  in a city where commerce has dried up, the rest of the 
  population followed within months. Qadiran satraps have 
  sponsored a few halfhearted attempts to resettle Al-Bashir, 
  but none have proven successful. The city is now barely 
  more than a footnote in Qadira’s history. 
  Now Al-Bashir’s once-gracious streets are choked with 
  weeds and collapsed towers, yet the gold on its domes 
  and banisters remains untouched. Feuding gangs of 
  harpies roost atop its towers, claiming districts of the 
  city and bickering with competing broods. They are ruled 
  by sorcerer matrons with demonic, genie, and rakshasa 
  bloodlines, and they care little for Al-Bashir’s abandoned 
  treasures except as lures to bring in new prey. 
  Dire corby (Bestiary 3 80) enforcers carry out the 
  matrons’ wills, and in the southern quarter of the 
  cities, condorlike lamia-kin known as kuchrimas 
  (Pathfinder Adventure Path: Rise of the Runelords 
  Anniversary Edition 411) have taken over some 
  of the gangs. They drive their followers toward 
  all-out war with the lamia matrons who rule 
  elsewhere in the ruins.
  Xerbystes II’s desire to grow his standing 
  forces has made him hungry for the wealth 
  remaining in Al-Bashir, and he has sent several 
  small armies to the ruins. None have exited 
  alive, and the harpies take great amusement in 
  flinging captured banners and flesh-stripped 
  bones from the ramparts, pelting the compatriots 
  of the failed invaders with the disturbing remains 
  of their compatriots.
  Had the satrap’s soldiers been able to get past the 
  thousands of harpies, dire corbies, and lamias that 
  control the streets, they may have faced an even greater 
  danger. Rumors persist that some formidable power 
  lurking in the underground levels subtly encouraged 
  the city’s inexplicable decline and later drew the harpies 
  to the location, and that it might one day mobilize 
  its monstrous armies against the Qadiran people. 
  Whispers of links to the worship of the demon 
  lord Pazuzu have, to date, not been corroborated 
  by direct evidence, although the amount of 
  circumstantial evidence pointing to the demon 
  lord’s involvement continues to grow.
  See pages 54–56 for a detailed description 
  of Payaham’s Villa, one of the many 
  dangerous sites of interest that await 
  discovery in Al-Bashir.
  AL-BASHIR
  
  49
  Qadira 
  Jewel of the East
  History of 
  Qadira
  life in 
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira
  Bestiary
  KhoKa
  Town of a Thousand Rumors
  Location shores of the Pashman River, Pashman region
  Inhabitants caravan guards, Imperial Forces, merchants, 
  rumormongers and gossipers
  Features caravans, horse fair, temple of Falayna
  Khoka is a wayside town adjacent to a base for the Imperial 
  Forces. As the easternmost stop in Qadira for travelers 
  heading further into Kelesh, it does a brisk business in 
  travel supplies, camels, and horses, yet the settlement 
  has staunchly resisted the temptation to grow in size—
  permits for settling in Khoka are rarely granted. Still, for 
  those with sufficient coin, Khoka offers an unusually wide 
  selection of magic items and fine weapons for a town of 
  its size. Usman al-Dugarah (N male human alchemistAPG 5) 
  sells potions and alchemical items from his shop, the 
  Queen’s Cup, which the locals claim has the best offerings 
  for the most reasonable prices. Anishah al-Lianat Behiri 
  Basmat (LN female human fighter 7), scion of the famed 
  Basmat merchant house, maintains a massive emporium 
  of masterwork and magical weapons, the Basmat Armory. 
  Khoka is a fine place to find deals on other goods, 
  since many caravans passing through seek to unload 
  merchandise they don’t want to take back to Kelesh or see 
  taxed in Qadira. In addition to offering a robust selection 
  of necessities for travelers, Khoka is also an excellent spot 
  for those looking for work to land jobs as caravan guards, 
  and for those wishing to travel off the Golden Path in 
  relative safety to join up with a well-protected caravan. 
  Noncitizens bearing goods into Qadira fall subject to 
  a border tax, the collection of which is enforced by the 
  Imperial Forces, led by Captain Jathbiyyah al-Istiyaz (NG 
  female human fighter 8). A few of Khoka’s enterprising 
  merchants specialize in tools for smugglers: false-
  bottomed chests, belts and shoes that can conceal coins; 
  magical means of disguising objects; and other clever 
  merchandise for the discerning scofflaw. Mezij al-
  Illiara (CN male half-elf rogue 4) is the most notorious 
  of these merchants.
  Khoka’s most valuable commodity, however, is 
  information. Travelers and merchants trade rumors even 
  more freely than they trade goods—and indeed, the right 
  piece of information can purchase material items of 
  great value. Everyone is always interested to know what 
  merchandise is popular in Katheer or Isfahel. Currently, 
  the information commanding the highest prices is word 
  of the latest developments in the succession in Kelesh 
  and intelligence on the satrap’s war plans. 
  Caravans that travel west off the Golden Path 
  sometimes bring in travelers suffering from a mysterious 
  condition acquired in the desert: their eyes grow bright 
  blue, and they seem to forget who they are, speaking in 
  an unintelligible tongue.
  Minatory isles
  Perilous and Sinister Archipelago
  Location off the Emerald Coast, Alavah Peninsula region
  Inhabitants arachnids, cultists of Mahathallah, ettercaps, 
  sea monsters
  Features jungles, rocky shores, temples
  A narrow strip of water known as the Emerald Sound is 
  all that separates one of Qadira’s most lush and fertile 
  regions from one of its most notorious. The Minatory 
  Isles have haunted sailors’ yarns since trade first began 
  to flourish along the eastern shores of the Obari Ocean. 
  Be it the strange lights and eerie songs drifting from the 
  shores of jungle-choked Alo-Gakil or mere glimpses of 
  hideous forms lurching across the web-strung beaches of 
  the aptly named Spider Island, those who draw near the 
  islands witness enough to frighten them off. Few serious 
  attempts at landfall on the Minatory Isles have been made 
  since early efforts to establish trade and to seek resources 
  ended in bloodshed, madness, or mysterious vanishings.
  The Minatory Isles consist of three major islands and 
  nearly two dozen smaller islets. Most of these smaller 
  islets measure less than a mile across, yet each also 
  plays host to a different type of dangerous creature. 
  Those islands not used as lairs have surrounding waters 
  infested with monsters.
  Alo-Gakil, sometimes called the Black Talon, is the 
  largest of the Minatory Isles. It is an expanse covered 
  with dense jungle and best known for the strange black 
  mountain that rises like a single claw from the island’s 
  heart. No plants grow more than a quarter of the way up 
  the slopes of this 5,000-foot peak, save for an oily sort of 
  lichen that clings tenaciously to rifts and crevices where 
  sunlight rarely shines directly. The sight of strange 
  purple lights dancing on the mountain’s upper slopes 
  on certain nights of the year prompts many rumors, 
  as does the sprawling stone temple that broods upon 
  the island’s northern shore. This immense structure of 
  violet porphyry stands almost like a sentinel, glowering 
  out across the Emerald Sound toward the mainland. The 
  temple is devoted to the whore queen Mahathallah and 
  is staffed by a small town’s worth of worshipers. Stories 
  hold that numerous devil worshipers (many of whom are 
  changelings or tieflings) make regular pilgrimages to a 
  “true” temple hidden near the black peak of the island’s 
  most prominent feature.
  The second largest of the notorious Minatory Isles is 
  Dagon’s Fang. As the southernmost of the isles, Dagon’s 
  Fang has traditionally been the least visited, and its 
  reputation may well be the darkest. While many rumors 
  tell conflicting tales of the primary inhabitants of the 
  island (ranging from marsh giants to debased fey to 
  the hungry undead of countless doomed shipwreck 
  survivors), the most infamous accounts whisper of an 
  
  50
  ancient visit to the isle by the demon lord Dagon to 
  spawn an entire brood of malformed sea monsters within 
  the isle’s numerous weed-choked lagoons.
  Spider Island is a fittingly named realm, for even from 
  afar one cannot mistake the adornments of its rocky 
  shores for anything other than the immense and complex 
  silken webs that they are. Spiders of all sorts dwell upon 
  this island, making their lairs in complex tunnels among 
  the webs that shroud the stony surface. Pale ettercaps 
  abound along the shores, but deeper inland dwell the 
  island’s true rulers—dozens of manipulative Leng spiders 
  who use the isle as a base of operations in the waking 
  world for their own nefarious plans.
  naaMat
  Luxurious Tent City of Bedchambers
  Location shores of the River Ladan, Northern Zho Mountains
  Inhabitants clerics, doves, qedeshatam followers
  Features lively salons, ornate silk tents, traveling baths
  Naamat is the largest of the traveling qedeshatam (see 
  page 18) encampments in Qadira. Magic hangs heavy 
  on its perfumed air, allowing the qedeshats to create an 
  atmosphere of luxury even in the middle of deserts or 
  sparse plains. The encampment comes complete with 
  sparkling musical fountains, relaxing baths, outdoor 
  dining areas, and shaded courtyards redolent with the 
  scent of flowering fruit trees.
  Though foreigners often tell tales of orgies with 
  courtesans of surpassing beauty, whose company for 
  a night costs a king’s ransom, qedeshats consider 
  themselves healers as much as courtesans and choose 
  their clients based on whom they think they can help, not 
  on what a client can pay. It is up to the client to decide 
  what to leave as an offering to the qedeshat’s patron 
  deity. Qedeshats worship a range of deities—some of 
  the most popular being Calistria, Shelyn, Sarenrae, and 
  Arshea—but share a mystic philosophy that holds that 
  union with the divine can be achieved in the ecstasy of 
  physical union.
  A visitor to Naamat is greeted by Tamidah Zufiq (NG 
  female half-elf cleric of Shelyn 9), the camp’s leader, and 
  led to a central courtyard where the qedeshats hold a salon, 
  engaging in conversation on light topics and playing 
  gambling games in which the forfeit is a kiss or a song. 
  Between meals, visitors are offered spiced wine and honey 
  cakes, and they may introduce themselves to the qedeshats 
  present to solicit a companion for the evening.
  Naamat is an excellent place to find regular healing as 
  well, as clerics often travel with the qedeshats. Tamidah 
  manages her flock with a serene smile, but an astute 
  observer can see that she conceals worry behind it. 
  Though she carefully screens those who join her group, 
  she suspects that worshipers of the whore queen Ardad 
  Lili have infiltrated the camp, playing the long game to 
  gain entrance before using their position to twist and 
  defile qedeshatam sacred practices.
  neW burnt lands
  Blasted Wasteland of Divs and Desert Drakes
  Location center of the Alavah Peninsula region
  Inhabitants desert drakes, divs, jackalweres
  Features mysterious massive skeletons, obsidian 
  palace, roaming pillars of fire
  Much of the Alavah Peninsula was a thriving 
  region of fertile farmland until shortly after 
  the Qadiran-driven coup that overthrew the 
  pharaoh of Osirion and installed a Qadiran 
  satrap. In 1535 ar, a massive sandstorm blew 
  in, seemingly from nowhere. Hidden inside 
  it were whirlwinds of fire, and in a matter 
  of days the fire and sand had scoured every 
  trace of life from the central peninsula.
  A thin strip of land along the southern 
  coast has overcome the desertification, but 
  the center of the peninsula remains as arid 
  as any desert. Deep within these blasted lands lies a 
  NAAMAT
  
  51
  Qadira 
  Jewel of the East
  History of 
  Qadira
  life in 
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira
  Bestiary
  region the locals call the New Burnt Lands, ruled by a div 
  known as the Lady of the Burnt Lands (NE female sepid 
  div fighter 6; Bestiary 3 82). The parched dunes shift in the 
  hot winds, sometimes revealing the massive skeletons 
  of unidentified creatures. Jackalweres (Bestiary 3 154) and 
  desert drakes (Bestiary 3 105) patrol the area, pillars of fire 
  dance over the sand and pursue invaders, and the Lady’s 
  div handmaidens bring any mortal who ventures into her 
  lands back to her obsidian palace. Its interior is a labyrinth 
  of razor edges and twisted reflections where the Lady 
  confines her victims, applying mind-bending magic and 
  poisoned whispers to twist their psyches before sending 
  them back to undermine and destroy their communities 
  as agents of her fiendish goals.
  Villagers from the coastal settlement of Mahayir 
  recently petitioned the satrap to send forces to deal with 
  the Lady of the Burnt Lands, but their requests have fallen 
  on deaf ears. Desperate, the villagers have assembled their 
  meager wealth to offer a bounty to any who can defeat her. 
  They suspect that the Lady holds someone important to 
  the satrap as surety against his interference, and that the 
  satrap would gratefully offer rich rewards to anyone who 
  could rescue the victim.
  oMash
  Military Training Ground on the Border
  Location Ladan Hills, Northern Zho Mountains region
  Inhabitants aurumvoraxes, desert fey, ogre bandit clans
  Features military training facilities, model castles 
  and towers
  On a leveled mountaintop on the border between Taldor 
  and Qadira sits Omash, a sprawling fortress that serves as 
  the easternmost stop for patrols riding from the coast to 
  the Zho Mountains. It is also the primary training ground 
  for Qadira’s Satrapian Guard. At any given time, it houses 
  close to 30,000 soldiers and support staff.
  Twelve schools of war, each specializing in a particular 
  tactic or troop type, share the facilities. Soldiers train as 
  light and heavy horse, camel, and elephant cavalry on 
  broad riding grounds and complex obstacle courses. They 
  acquire competency in bows, pikes, and spears, and they 
  practice swordplay, siege warfare, and storming castles. A 
  few elite warriors even train as riders of flying creatures, 
  while others have been working diligently (and with no 
  small cost to fingers or even entire hands) at training the 
  ill-tempered aurumvoraxes (Bestiary 2 35) that dwell in the 
  region as allied fighting beasts.
  High Commander Zarathus al-Samiya Ursani Hakkal 
  (N male human fighter 6/noble scion 10; Pathfinder 
  Campaign Setting: Paths of Prestige 38) commands Omash 
  and badgers the satrap for permission to feint across the 
  border in hopes of provoking a Taldan attack that will 
  lead to war. Xerbystes II denies his requests, but both 
  are impatient for battle and separately consider staging 
  false attacks from Taldor that will leave the emperor with 
  no choice but to declare war. The ogre raiding parties of 
  the Zho Mountains, well paid by Zarathus, would be only 
  too happy to instigate conflict, though as a loyal soldier, 
  Zarathus still sends emissaries to the ogres to quell their 
  bloodthirst. Only about half the emissaries return. 
  While for decades the camp avoided conflict with the 
  desert fey that inhabit the foothills, recently a hostile fey 
  known as a rabisu (see page 62) has begun to prey on the 
  camp. It is fond of taking on the forms of various soldiers 
  and officers and sowing discord among their units. At his 
  wits’ end, Zarathus is desperate for help in getting rid of 
  the creature.
  QuMarin
  Accursed Lost City
  Location unknown, Meraz Desert region
  Inhabitants unknown
  Features bloodstained stones, sand-buried ruins, well-
  preserved ancient documents
  Only the tribes of the Meraz Desert remember Qumarin, 
  and they pass on its name only as a warning. Even they 
  don’t know the exact location of the ancient settlement, 
  for the shifting sands capriciously reveal and re-veil 
  it. Qumarin was a pre-Earthfall metropolis, but it 
  fell into ruin long before the plummeting Starstone 
  created the Inner Sea. Nothing is known about the 
  nature of Qumarin’s inhabitants—only that subsequent 
  civilizations considered it so accursed that they labored 
  to shift the Meraz River tens of miles away from the site 
  rather than build their cities anywhere near it. 
  To venture into Qumarin unprepared is to risk 
  death, or worse—to become a desiccated corpse left 
  kneeling upon a nearby dune in a posture of awestruck 
  supplication. Such mummified figures are usually found 
  by nomads who take them as signs to avoid the area, 
  though the sands have always covered the ruins before the 
  desert tribes can find them. Those few who survive a visit 
  to Qumarin are unable to talk of what they saw there—
  they are sometimes unable to speak at all—but frequently 
  babble about not having brought an appropriate gift. 
  These survivors return blind, their faces burned with 
  brands depicting wheels of wings, eyes, and fire.
  A few legends of the mysterious goddess Shahar hold 
  that the ruins contain documents recording the true names 
  of angels and devils, written in a primordial language that 
  reshapes reality as it is spoken. Other legends claim that 
  Qumarin was a city built by aliens who visited Golarion 
  before humanity first rose. Creatures such as the alien 
  elder things (Bestiary 4 85) or the enigmatic anunnaki 
  (Bestiary 5 28) are often cited as Qumarin’s architects. The 
  truth is likely something else entirely.
  
  52
  shadun
  Ash-Strewn Lair of Twisted Humanoids
  Location Southern Zho Mountains region
  Inhabitants flesh-eating undead (particularly ghouls and 
  ghasts), gnolls, hyenas, yrthaks
  Features hallucinogenic gasses, lava-coated buildings, 
  volcanic rift
  For centuries, Shadun was one of Qadira’s major 
  breadbaskets, a city of terraced gardens and stepped 
  farmlands perched on either side of a rift in the Zho 
  Mountains. Its buildings boasted intricate jeweled 
  mosaics, many of which were imbued with magic that 
  caused them to move and play out historical scenes. 
  Mineral sediments, frequent snowmelt, and the soft soils 
  of the Pashman River’s watershed basin made Shadun’s 
  crops incredibly fertile.
  In 3862 ar, the twin volcanoes of Zhobl and Zhonar 
  erupted, raining lava and volcanic ash upon the massive 
  city of Shadun. The devastation cut off escape to the north, 
  where Gurat and Katheer might have taken in refugees. 
  Most of the inhabitants died in the initial destruction. 
  The few survivors fled south into the mountains and the 
  desert beyond. Most turned to the flesh of hyenas and 
  gnolls for sustenance in the bleak wastes they wandered. 
  Before long, having forsaken the laws and morals of their 
  culture and faith, they began to kill one another to feed. 
  Though none can say whether it was triggered by their 
  cannibalistic hungers and the flesh of the creatures they 
  consumed, or whether the transformation was controlled 
  by some malicious power, the Shadunai began to twist into 
  monsters. They took the name Sat’un, and they wander 
  the mountains and deserts today as particularly vicious 
  gnolls (the Sat’un are gnolls with the advanced template). 
  Sat’un whose bodies are not destroyed upon death almost 
  always rise at the next sunset as ghouls, their eyes aglow 
  from within as if they contained blots of molten lava.
  Most of these creatures turned to worship of Lamashtu, 
  who fuels their bloody hungers, or to the supplication 
  of other demon lords (particularly Kabriri and Zura). 
  Some Sat’un have feverish dreams of reversing their 
  transformation, though none have had the strength to 
  resist their cravings and turn back to human civilization. 
  Tribal leaders claim that such dreams are sent by 
  Lamashtu to test the faith of her chosen people. It is 
  common knowledge in Qadira that the Sat’un were once 
  human, and consequently gnolls are even more reviled 
  in the Zho Mountains region than elsewhere in human 
  lands. Even the rare merchant-gnoll is more likely to find 
  violence than commerce from human traders.
  Shadun itself remains cloaked in eerie stillness, frozen 
  in the moment of its destruction. Lava coated many of 
  the stone buildings, which are now covered with twisted 
  volcanic rock. In some cases, further seismic shifts in the 
  area have cracked the rock on the mountainsides, causing 
  parts of it to fall away and reveal human-shaped hollows 
  marking the last moments and postures of Shadun’s 
  inhabitants. Shadun was a wealthy city, and it is likely that 
  ancient treasures and important historical clues remain 
  in its buildings, but the Sat’un—and worse dangers—
  haunt its outskirts, eager for fresh prey. Rumor holds 
  that the place is cursed, and those few who have ventured 
  there and managed to return speak of creeping dread, 
  impossible things glimpsed in one’s peripheral vision, 
  and sudden evil thoughts toward their companions.
  The satrap is searching for volunteers for an 
  expedition to excavate the ruins, accompanied by a 
  sizeable detachment of the Satrapian Guard. Nabil al-Isri 
  (CG male human bard 4), a professor at the College of the 
  Green Dawn, quietly approaches volunteers and requests 
  for them to bring him a live Sat’un gnoll, as he wishes to 
  attempt to reverse the transformation.
  toWer oF Winds
  Citadel Where the Past and Future Are Present
  Location Saray Coast, Plains of Paresh region
  Inhabitants hawks, gazelles, shamlemnu
  Features burial mounds, carved jewels, white tower
  In the middle of the Saray Coast, a strange peninsula 
  extends into the Inner Sea. The peninsula is covered with 
  tall grasses in myriad pale shades of green, blue, yellow, 
  pink, and white, some bearing featherlike plumes. The 
  swift winds that chase one another around the fields 
  create a constant susurrus, echoing the crash of waves 
  upon the cliffs that edge the peninsula. The peoples of 
  the nearby Plains of Paresh do not consider the peninsula 
  dangerous—indeed, venturing there to hunt the spiral-
  horned gazelles that bound through the grasses is a 
  popular pastime—but no one settles there, for the arid soil 
  and tough, strangling grasses make farming impossible, 
  and the unusual flora will not sustain most animals. Thus, 
  when one ventures to the plain, one usually finds it empty 
  of life save for gazelles and endlessly circling hawks. Hints 
  that the area was once inhabited can be found; children 
  who play in the grass while their parents hunt sometimes 
  bring back jewels carved with an unknown script, and 
  ancient burial mounds lie beneath the rustling plants.
  Those who explore the plain sometimes report 
  encountering others who at first appear human. One 
  of these beings—they are always encountered singly— 
  engages the explorer in conversations that grow ever 
  more unsettling. While it talks, the plain seems to fall 
  silent; the sounds of whistling winds, hissing grasses, 
  mournful hawk cries, and even the distant crashing of 
  waves vanish. It becomes clear that this stranger isn’t 
  human, though none can quite identify what aspect of 
  its mien or behavior identifies it as such. Eventually, the 
  
  53
  Qadira 
  Jewel of the East
  History of 
  Qadira
  life in 
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira
  Bestiary
  being asks a simple yes or no question. When the explorer 
  answers, some distraction briefly draws that person’s 
  attention elsewhere. There is a great rushing sound, and 
  when the explorer turns back, the stranger is gone, leaving 
  the former to wonder what might have happened if he 
  had given the other answer. The peoples of the Plains of 
  Paresh have taken to calling these strangers shamlemnu, 
  or “evil winds.”
  In the center of the plain rises a strange white tower 
  that bears the symbol of the ancient deity Atarshamayyin 
  at its base. If an adventurer mounts the stair, pauses 
  upon it, and listens carefully to the wind, she begins to 
  hear voices. These snatches of conversation sometimes 
  come from the climber’s past, overheard as if they were 
  happening at that moment, though just as often they are 
  between people unknown to her. Sometimes, however, 
  they reference events that have not yet happened, as if the 
  winds were bearing them back from the future. 
  yalaKheen
  The Wailing City
  Location middle of the Alavah Desert, Alavah Peninsula 
  region
  Inhabitants criosphinxes, desert fey (particularly rabisus), 
  predatory birds, priestesses of Yahaiya
  Features fallen watchtowers, glowing springs, mausoleums
  Few travelers make the journey to Yalakheen, and few 
  Qadirans willingly speak of it. The city lies in the center 
  of the Alavah Desert, and the dunes around it are home 
  to myriad predators. Those who are driven to brave the 
  dangers of the harsh desert and its inhabitants do not 
  expect to return.
  Yalakheen is sacred to the goddess Yahaiya, the Cry in 
  the Wastes. Its visitors usually come from families without 
  an heir and tend to be in their twilight years. Yahaiya’s 
  silent priestesses, robed in pale violet with their faces 
  hidden behind the shimmering folds of veils to which 
  tiny circular mirrors are attached, wordlessly greet each 
  visitor and lead him to the temple’s shaded courtyard, 
  where he can partake of a simple repast. As evening falls, 
  a priestess conducts the visitor to a broken tower and 
  leaves him inside. Desert owls settle on the highest points 
  of the tower. The priestess departs.
  Inside, the visitor offers his prayer. If the offer is 
  accepted, the owls break into a chorus of mournful 
  cries. The priestess returns and leads the supplicant 
  out into the desert to an ancient altar, where she 
  presents a silver blade. The supplicant can choose 
  to return to the temple; if he does, he will receive a 
  chamber in which to spend the night and a pack 
  of supplies to sustain him on his journey back to 
  civilization. He may instead spill out his life’s blood 
  on the altar; if he does so, his prayer will be answered.
  Zahaidah al-Efe (CN female human cleric 12) oversees 
  the temple. She turns away most visitors who have not 
  come to seek Yahaiya’s aid. If they request it, she gives 
  them the refreshments and night’s shelter demanded by 
  Keleshite hospitality laws, but she confines them to the 
  guest quarters and tells them only the basics: that she is 
  the head priestess at this temple to Yahaiya and that they 
  must leave in the morning. She expects them to depart 
  at first light. Members of a clan of criosphinxes (Bestiary 
  3 252) in the area claim that the temple sits on a burial 
  site that once belonged to their people, and the creatures 
  attempt to convince visitors to search the temple complex 
  for the hidden entrance in order to reclaim ancient 
  relics for their people. Elsewhere in the ruined city, 
  troublemaking fey, including several rabisus (see page 62), 
  seek to intercept those who come seeking the assistance 
  of Yalakheen’s clergy, posing as priestesses so they can 
  extract their own sinister promises from deluded victims. 
  The city’s clergy and these fey clash often, yet they are 
  relatively evenly matched; to date neither faction has won 
  the upper hand in the battle for control of Yalakheen.
  TOWER OF WINDS
  
  54
  Payaham’s Villa
  The next few pages present an example adventure site 
  in the ruined city of Al-Bashir, along with an adventure 
  hook designed to send a group of 6th-level characters 
  into the ruins. Only brief notes for each encounter area 
  are provided, so GMs can expand upon the dangers in 
  and around this ancient villa as best suits their games.
  Outlanders tend to think of Qadira as a vast desert and 
  picture its cities as rising from its golden sands. Yet most 
  oases can’t support large populations, and the majority of 
  the satrapy’s largest cities are located in the mountains 
  or on the coasts—as are the majority of its ruins. Here, 
  in cities like Al-Bashir, the legacies of powerful families 
  have been left behind, claimed by monstrous denizens that 
  dwell in the places humanity has abandoned.
  Yet not all of these lost legacies are forgotten. Amer 
  Zhaleh Yesfihir plans to return to Isfahel for an audience 
  with her father, the emperor, to support Layilah, a 
  candidate to become heir to the throne. But before 
  Zhaleh does so, she hopes to hire mercenaries to locate 
  and retrieve an ancient diadem from a time when her 
  ancestors were queens in their own right, so she can wear 
  it during the audience. The diadem was last known to be 
  in the possession of an ancestor, Payaham, who died in 
  the now-ruined city of Al-Bashir. How Zhaleh hears of the 
  PCs is left to your design, but if a character in the group 
  is hoping to secure the patronage of a powerful Qadiran, 
  Zhaleh makes a perfect candidate for just such a quest. 
  She gives the PCs instructions as to where to find her 
  ancestor Payaham’s villa and promises 10,000 gp and her 
  patronage if they bring her the diadem.
  If the PCs bring the diadem back to Zhaleh, she 
  pays them as promised and offers them her patronage. 
  Though she is not on good terms with the satrap, she is 
  of sufficient rank to provide introductions to members 
  of his court, and has connections with many of Katheer’s 
  noble families and merchant houses. 
  The ruined city of Al-Bashir itself is a dangerous region, 
  and is detailed further on page 48 of this book. Harpies 
  patrol its ramparts, and to reach Payaham’s villa, the PCs 
  must either evade their notice or fight their way through. 
  A map of the neighborhood that contained Payaham’s villa 
  is presented above. This is a neatly segmented section of 
  the city comprising three tiers built into the side of the 
  mountain, with 40-foot-high walls to the east and the 
  west separating it from adjacent districts. Specific areas 
  Payaham’s Villa 
  1 square = 5 Feet 
  1
  2
  9
  3
  10
  11
  12
  13
  7
  6
  5
  4
  8
  
  55
  Qadira 
  Jewel of the East
  History of 
  Qadira
  life in 
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira
  Bestiary
  of interest for the PCs to explore as they make their way 
  through the neighborhood are presented in brief below.
  1. Promenade (CR 6): A 3-foot wall overlooks a 200-
  foot drop down the mountain’s side, and a wide staircase 
  ascends from the lower neighborhood to Payaham’s. 
  Regularly spaced plinths host statues of important figures 
  in the city’s history; each statue was once a construct 
  programmed to attack invaders in case the city was ever 
  overrun. While most of these guardians have long since 
  been destroyed, three caryatid columns (Bestiary 3 46) 
  still function and move to attack anyone who attempts 
  to climb the stairs—the denizens of the neighborhood 
  generally use flight or simply climb to come and go, 
  leaving these guardians to vex land-bound intruders 
  (such as the PCs). These caryatid columns do not pursue 
  foes off the stairs.
  2. Pearl Street (CR 7):  This street was once a popular 
  place for residents and visitors to gather, eat, talk, and shop, 
  viewing merchants’ wares through the ornate bay windows 
  of their stores. On Pearl Street’s north side, a wide arched 
  opening leads to Pearl Plaza (area 3). The rest of the north 
  side is taken up by storefronts. On the south side, an 
  elegant wrought-iron railing ornamented with gilded suns 
  prevents anyone on the street from taking an unexpected 
  tumble down the stairs. The roofs of each store were once 
  gardens used by the houses on the next tier up, but now 
  hold only weeds, dust, and a trio of harpies. These three 
  monsters prowl the rooftops, watching the street below 
  for prey. They enjoy watching as the caryatid columns that 
  guard the promenade attack intruders, and swoop in to 
  fight if the PCs escape or defeat those foes. The harpies 
  take great delight in using their captivating song to lure 
  victims off ledges. If one is slain, the surviving harpies flee 
  to area 11 to warn their mistress.
  3. Pearl Plaza: Broad, shallow steps lead up to this 
  open-air gathering place, which is 10 feet above Pearl 
  Street. The plaza, which is surrounded by 10-foot walls, 
  served as a place of rest for the residents. At the plaza’s 
  northern end, a long pool stretches its width, presided 
  over by a statue of a serene woman in flowing robes, with 
  a fountain springing from her outstretched hand. The 
  waters of this pool and fountain are magically enhanced 
  even today; the waters remain pure despite the fountain’s 
  lack of maintenance, and restore 2d6 hp to anyone who 
  drinks of them (a creature can’t benefit from this effect 
  more than once in a 24-hour period). 
  4. Tonics and Trinkets: This was once a prosperous 
  magic shop, though its shelves now hold only a few 
  broken potion bottles. One parchment upon which a pile 
  of glass fragments rests is actually a scroll of scorching ray. 
  Several of the broken bottles are decorated with carved 
  gemstone figures or stoppers. A carved ivory scroll case 
  hidden in a cabinet under the counter (Perception DC 20 
  to notice the concealed compartment) is worth 60 gp 
  and holds a scroll of bestow weapon proficiencyUC. A carved 
  wooden counter bisects the main floor. In the northwest 
  corner, a back room contains a few empty barrels as well as 
  one holding 50 unworked pink quartz crystals worth 5 gp 
  each. The stairs in this room go up to a second floor. This 
  floor’s layout is identical to that of the main floor, except 
  that it’s simply an open storage space without a counter, 
  and without the walls surrounding the stairs. A chest in 
  a corner of the second floor (Disable Device DC  30 to 
  pick the lock) contains a chess set with translucent white 
  stone celestial figures and obsidian fiendish ones, which 
  is worth 400 gp.
  5. Hepsibanat’s Domain (CR 7): From the outside, this 
  villa appears as weathered as any of the other buildings, 
  but it takes on an entirely different feel as soon as the 
  adventurers step inside the front door. The entryway 
  opens onto a gracious marble atrium cooled by a running 
  fountain, and its thick walls screen a luxurious sitting 
  area from immediate view. As the PCs enter, a melodious 
  voice beckons them to a sitting area, where a beautiful 
  woman sits upon a couch, drinking chilled wine. Though 
  she appears to be a Keleshite noble, she is actually a 
  succubus named Hepsibanat, who is looking for someone 
  to help her. She seeks the elimination of the harpy matron 
  Mehaira (see area 11); in return, she offers a martyr’s tear 
  (Pathfinder RPG Ultimate Equipment 310) If she thinks she 
  can get a PC to accept it, she also offers her profane gift. 
  Hepsibanat is not interested in fighting the PCs, and 
  considers the very suggestion insulting. She teleports 
  away at the first sign of aggression and does not return 
  while the PCs remain in the city. Hepsibanat maintains 
  the rest of the villa, including two bedrooms, which she 
  allows the PCs to use for rest and recovery, provided they 
  each tell her the thing that both frightens and tempts 
  them the most. Whether she uses this information later 
  to the PCs’ detriment is left up to you.
  6. Student Apartment: University students shared this 
  apartment in the city’s heyday. The northwest corner has 
  collapsed, but a magically protected masterwork oud 
  carved with serpents, still in tune after all these years and 
  worth 300 gp, hangs on the opposite wall.
  7. Weaver’s Apartment: This apartment belonged to a 
  weaver, and ragged examples of his work—tapestries with 
  hypnotic geometric patterns—still hang on the walls.
  8. The Glittering Gate (CR 6): This jeweler’s shop has 
  been looted of its wealth by Mehaira and her gang, but 
  keen-eyed PCs who succeed at a DC 25 Perception check 
  can find small, flawed gemstones worth a total of 85 gp 
  among the detritus. Unfortunately, digging through the 
  refuse is certain to arouse the anger of the two centipede 
  swarms that dwell in the shop’s walls and floorboards.
  9. Collapsed Shop: This shop is almost completely 
  in ruins. The harpies from area 2 maintain nests in the 
  rubble here.
  
  56
  10. The Elegant Elephant: This pristine shop offers a 
  faded glimpse into what life in Al-Bashir was like before 
  the city’s demise. A sign bearing an image of a well-
  dressed and improbably thin and dapper elephant hangs 
  above the door. Within, folded outfits still lie neatly folded 
  on the counters, the raiments made of silks from Vudra 
  and Tian Xia. They are too fragile to wear, but if carefully 
  transported back to Katheer, they would be of interest to 
  museums and private collectors, and the 14 garments still 
  whole could draw as much as 200 gp apiece.
  11. Payaham’s Villa (CR 9): This luxurious villa once 
  belonged to Payaham, though it has now become the 
  headquarters for Mehaira (NE female harpy sorcerer 
  [rakshasa bloodlineUM] 5) and her gang. The harpy matron 
  keeps her lair in the central, open-air courtyard, from 
  which she can quickly take off. She has converted the 
  former pool into a cushioned, sunken seating area. She 
  wears Payaham’s diadem, which she considers a whimsical 
  sign of her authority. It has become a bit bloodstained.
  Mehaira had a (now long-dead) charmed minion rig an 
  acid arrow trap (Pathfinder RPG Core Rulebook 421) in the 
  entryway to keep out members of rival gangs; her own 
  minions know to avoid the trap by entering via roof access. 
  The harpy sorcerer is served by two advanced harpies 
  who act as combination bodyguards and sycophants (in 
  addition to the three harpies in area 2). If any of these 
  minions alert Mehaira to the PCs’ intrusion into the area, 
  she has her two bodyguards lurk on the rooftops to keep 
  an eye on the area, but not so far away that they can’t swiftly 
  come to her side to defend her.
  Mehaira has collected an impressive stash of treasure 
  in addition to Payaham’s diadem (which is actually a circlet 
  of persuasion), including an impressive jewelry collection. 
  Most of these pieces were looted from homes in the area; 
  their total worth is about 3,500 gp. Mehaira uses one of the 
  villa’s bedrooms as a prison cell for enemies or those who 
  displease her—it currently contains a lone harpy named 
  Phaera, a member of a rival gang, whom Mehaira has 
  been interrogating. If freed, Phaera helps in the 
  fight against Mehaira, but turns on the PCs 
  immediately afterward.
  12. Merchant’s Meet (CR 5): This 
  apartment had been converted into a 
  meeting space for a merchant house, 
  but today it serves as the lair for 
  one of Mehaira’s minions, the 
  jackalwere 
  Wurud 
  al-Tarub 
  (CE male jackalwere rogue 
  4; Bestiary 3 154) and his 
  two pet jackals (use the 
  statistics for a small dog). Wurud 
  often journeys to  Katheer in human form to pick up 
  supplies for his mistress. He refuses, even under duress, 
  to give the PCs any information about Mehaira.
  13. Elegant Apartment (CR 6): This dwelling has finer 
  construction than the others on this tier, though its ceiling 
  bows alarmingly inward. A lamia named Aleghasteh is 
  currently braiding her hair in the entry area to braid her 
  hair, since there is still a polished bronze mirror on the 
  wall. Aleghasteh is supposed to be supervising Wurud—
  whom Mehaira sees as unreliable due to his frequent 
  contact with humans—but she finds his jackals annoying 
  and has left them to work on their own while she takes a 
  few minutes for herself. 
  MEHAIRA
  
  57
  Qadira 
  Jewel of the East
  History of 
  Qadira
  life in 
  Qadira
  Peoples of 
  Qadira
  Adventuring 
  in Qadira
  Bestiary
  Riders of Qadira
  Horses carried the ancestors of the Keleshites out of the 
  Windswept Wastes, took them to the safety of their deep 
  desert holds, and bore them into war. Desert-dwelling 
  Keleshites view their horses as members of their families, 
  and tell anyone who questions this attitude that horses 
  are wiser, more honest, and more loyal than humans—
  and have better senses of humor too. Children traveling 
  with their tribes often sleep with their heads pillowed on 
  a mare’s belly, and when the family pitches its tent for the 
  night, they see first to the needs of their horses.
  The major horse-breeding families of central Kelesh 
  keep meticulous records of their steeds’ lineages and sell 
  only geldings and mares considered unfit for breeding. 
  A worthy mare might be given as a great gift on a 
  momentous occasion, such as an important alliance or 
  marriage, but studs never leave the family.
  Keleshites ride only mares into battle, seeing stallions 
  as too easily distracted. A Keleshite calls his swift, nimble 
  mount a “daughter of the eastern wind,” and rides without 
  spurs or whips. Foals begin their training at 3 months 
  of age, usually at the hands of the tribe’s children. The 
  training is playful and without punishment, for the fiery 
  spirit of a Keleshite horse is something to be shaped, not 
  broken. When she is a few months older, a mare begins 
  more focused battle training.
  In Qadira, most horse breeders dwell in the region of 
  Al-Zabrit in the Meraz Desert. They maintain their herds 
  in remote desert holds from which most strangers are 
  barred on pain of death. In addition to the ubiquitous 
  Keleshite horse breed, the shissah (see page 63), the 
  breeders of Al-Zabrit also work with genies to produce 
  elemental-touched lineages (see page 60).  
  In the fall, horse breeders travel with the stock they are 
  willing to sell to the city of Saffeh for the yearly horse fair. 
  This month-long festival turns the otherwise sparsely 
  populated city into a bustling hub of ornate tents, 
  temporary bazaars, and carnivals. The fair also holds a 
  horse race, the Path of Flame, which draws hundreds of 
  participants who compete for fame and glory, as well as 
  the 20,000 gp purse given to the winner. Alliances are 
  sealed, marriages are made, and fortunes are won or lost 
  at the gambling table. Food, drink, and cheerful company 
  are bountiful as the wary caution of the secretive Al-
  Zabriti tribes relaxes. 
  The Saffeh Horse Fair represents a rare opportunity 
  for an outlander to obtain a shissah mount of his or her 
  own. Such a notable steed commands a price of 5,000 gp 
  or more, assuming the owner can be convinced to sell to 
  a non-Keleshite in the first place. If the owner decides 
  an outlander can be trusted to treat the horse well, the 
  sale usually involves several days of training for both the 
  buyer and the mount, who must be taught to recognize 
  and obey her new owner. 
  Qadiran horse tricKs
  Below are several examples of additional tricks (Pathfinder 
  RPG Core Rulebook 97) a shissah purchased at the Saffeh 
  Horse Fair might know.
  Drive (DC 25): The animal attempts to drive away any 
  enemy mount not bearing a rider or any non-magical 
  creature belonging to an opponent. The enemy mount or 
  creature must succeed at a DC 10 Will save to resist being 
  driven away. If it fails, it flees at its move speed with the 
  animal in pursuit until they are 120 feet away from where 
  they started. The animal attempts to keep its enemy there 
  until the animal’s master instructs it to release the enemy 
  mount. After it flees, the enemy mount can attempt a new 
  Will save to break free of the animal’s control. Animal 
  companions cannot be affected by this trick.
  Find Master (DC 15): The animal attempts to locate its 
  master. If it has scent, it tracks her via scent as per the 
  track trick. It does not move at a greater speed than the 
  person who gave it the command, and it stops to wait if 
  that person ceases to follow it.
  Herd (DC 20): The animal herds any non-animal-
  companion mounts not bearing a rider and any friendly 
  non-combatants away from combat. An animal with an 
  Intelligence score of 2 or higher selects four targets, plus 
  an additional one for each point of Intelligence above 2, 
  and drives them away from combat. If an enemy attacks 
  the animal or any of its targets, the animal attacks the 
  opponent until its targets are no longer within the 
  enemy’s reach, then resumes driving them away. After 
  the animal and its targets are 120 feet from the nearest 
  foe, the animal stops and waits until recalled by its 
  master. A target can attempt a DC 10 Will save to resist 
  being herded.
  Protect (DC 20): The animal stands beside a designated 
  target and readies an action to attack any non-ally that 
  moves into a space adjacent to that of the target.
  Quiet Watch (DC 20): The animal stands watch over an 
  area as per the watch trick. If alerted to danger, it attempts 
  to silently alert its master, such as by nosing her. If the 
  animal’s master cannot be silently alerted, it raises an 
  alarm as per the watch trick.
  riding eQuiPMent
  Qadiran riders treat their horse-riding equipment almost 
  as well as they treat their horses.
  QADIRAN SADDLE
  PRICE 200 GP
  WEIGHT 5 lbs.
  Developed by Al-Zabriti riders, a Qadiran saddle is sturdy but 
  minimal, allowing horse and rider to communicate through 
  slight muscle shifts and delicate balance adjustments. A 
  Qadiran saddle gives a rider a +2 circumstance bonus on Ride 
  checks, and it allows a rider to ignore the AC penalty from a 
  charge when she is mounted and her mount charges.
  
  58
  BESTIARY
  “I have heard tales of how the brutes to the north and west train their 
  mounts, and it sickens me. Would you treat your own blood as a slave? 
  It boggles the mind. The advent of a new foal is as joyous as the birth 
  of any child to the family, so why do they torment such a beautiful gift 
  with lashings and cages? You must trust your mount with your life. 
  Mounts will carry you to safety and protect you in battle, and if they 
  do not love you as you love them, you are as good as bleached bones in 
  the sand.”
  —Atarah al-Zierat, Al-Zabrit horse trainer
  
  59
  Qadira 
  Jewel of the East 
   
  HISTORY OF 
  QADIRA
  LIFE IN  
  QADIRA
  PEOPLES OF 
  QADIRA
  ADVENTURING 
  IN QADIRA 
   
  BESTIARY
  W
  hile the cities of Qadira can prove dangerous, 
  particularly to the purse or reputation of the 
  untrained or naive visitor, they are also well guarded from 
  the terrors that dwell in the wilds. The threats that lurk in 
  the deserts, jungles, and mountains of Qadira are not to 
  be scoffed at, particularly in regions such as the Minatory 
  Isles, the New Burnt Lands, or the blistering heart of the 
  Meraz Desert.
  Certain encounters on the following tables concern 
  mixed groups of humanoid NPCs with class levels, and 
  these unique random confrontations are described in 
  greater detail below.
  Ahriman Cultists: This group of cultists consists of a 
  band of six 7th-level clerics of Ahriman, lord of the divs 
  (use the statistics for vivisectionist clerics on page 48 of 
  Pathfinder RPG NPC Codex).
  Orc Warband: An orc warband consists of an orc 
  lieutenant (Pathfinder RPG Monster Codex 166), two orc 
  sergeants (Monster Codex 166), an orc mystic (Monster 
  Codex 167), an orc war drummer (Monster Codex 168), and 
  20 orcs. 
  Raiders: A group of raiders consists of six brigands 
  (Pathfinder RPG NPC Codex 266) led by a single mounted 
  archer (Pathfinder RPG NPC Codex 130). All of these are 
  mounted on horseback.
   KETZ DESERT/MERAZ DESERT
  d%	
  Result	
  Avg. CR	
  Source
  1–10	
  1	giant	scorpion	
  3	
  Bestiary	242	
  11–15	
  1	basilisk	
  5	
  Bestiary	29
  16–25	
  1d6	monitor	lizards	
  5	
  Bestiary	194
  26–30	
  1	death	worm	
  6	
  Bestiary 2	76
  31–35	
  1d4	gargoyles	
  6	
  Bestiary	137
  36–40	
  1d6	wights	
  6	
  Bestiary	276
  41–60	
  Raiders	
  6	
  See	above
  61–65	
  1d6	jann	
  7	
  Bestiary	141
  66–70	
  1	behir	
  8	
  Bestiary	34
  71–75	
  1	girtablilu	
  8	
  Bestiary 3	130
  76–80	
  1	sphinx	
  8	
  Bestiary	257
  81–85	
  1d4	maftets	
  8	
  Bestiary 3 188
  86–95	
  1d8	shissahs	
  8	
  See	page	63
  96–100	
  1	desert	giant	
  9	
  Bestiary 3	128
  MAHAREV JUNGLE
  d%	
  Result	
  Avg. CR	
  Source
  1–10	
  1d4	griefgalls	
  8	
  Bestiary 5	133
  11–20	
  1d4	jungle	drakes	
  8	
  Bestiary 5	100
  21–30	
  1d4	tendriculoses	
  8	
  Bestiary 2	259
  31–45	
  1d4	will-o’-wisps	
  8	
  Bestiary	277
  46–60	
  1	dire	tiger	
  8	
  Bestiary	265
  61–70	
  1	dire	crocodile	
  9	
  Bestiary	51
  71–80	
  1d6	wyverns	
  9	
  Bestiary	282
  81–85	
  1	jungle	giant	
  10	
  Bestiary 3 129
  86–95	
  2d6	serpentfolk	
  10	
  Bestiary 2	242
  96–100	
  1	viper	vine	
  13	
  Bestiary 2	279
  NEW BURNT LANDS
  d%	
  Result	
  Avg. CR	
  Source
  1–10	
  1d8	aghashes	
  8	
  Bestiary 3	83
  11–25	
  2d6	jackalweres	
  8	
  Bestiary 3	154
  26–30	
  1d4	desert	drakes	
  10	
  Bestiary 3	105
  31–40	
  1d6	pairakas	
  10	
  Bestiary 3	88
  41–55	
  1	elder	fire	elemental	
  11	
  Bestiary	125
  56–70	
  Ahriman	Cultists	
  11	
  See	above
  71–80	
  1	shira		
  12	
  Bestiary 3	90
  81–90	
  1d4	ghawwas	
  12	
  Bestiary 3	87
  91–95	
  1	sepid	
  14	
  Bestiary 3	89
  96–100	
  1	black	scorpion	
  15	
  Bestiary 2	240
  PLAINS OF PARESH
  d%	
  Result	
  Avg. CR	
  Source
  1–15	
  1d6	baboons	
  2	
  Bestiary 2 212
  16–20	
  1d6	giant	solifugids	
  4	
  Bestiary 2	253
  21–25	
  1d6	jackalweres	
  5	
  Bestiary 3	154
  26–35	
  1d8	venomous	snakes	
  5	
  Bestiary	255
  36–40	
  1d6	lions	
  6	
  Bestiary	193
  41–45	
  1d8	giant	ants	
  6	
  Bestiary	16
  46–60	
  2d6	wild	horses	
  6	
  Bestiary	177
  61–85	
  Raiders	
  6	
  See	above
  86–90	
  1	pairaka	
  7	
  Bestiary 3 88
  91–100	
  Orc	Warband	
  9	
  See	above
  TAPUR FOREST
  d%	
  Result	
  Avg. CR	
  Source
  1–5	
  1d4	dryads	
  5	
  Bestiary	116
  6–10	
  1d4	pards	
  5	
  Bestiary 4	211
  11–20	
  1d4	forest	drakes	
  6	
  Bestiary 2	107
  21–30	
  1d4	satyrs	
  6	
  Bestiary	241
  31–40	
  Raiders	
  6	
  See	above
  41–50	
  1	nymph	
  7	
  Bestiary	217
  51–60	
  1d6	dire	boars	
  7	
  Bestiary	36
  61–70	
  2d4	spriggans	
  7	
  Bestiary 2	257
  71–80	
  1d4	jungle	drakes	
  8	
  Bestiary 5	100
  81–86	
  1	kapre	
  10	
  Bestiary 4	172
  87–95	
  2	aurumvoraxes	
  11	
  Bestiary 2	35
  96–100	
  1	viper	vine	
  13	
  Bestiary 2 279
  ZHO MOUNTAINS AND FOOTHILLS
  d%	
  Result	
  Avg. CR	
  Source
  1–10	
  Raiders	
  6	
  See	above
  11–20	
  1d4	lamias	
  8	
  Bestiary	186
  21–33	
  2d6	ogres	
  8	
  Bestiary	220
  34–36	
  1	roc	
  9	
  Bestiary	236
  37–41	
  1d4	chimeras	
  9	
  Bestiary	44
  42–53	
  1d8	dire	lions	
  9	
  Bestiary	193
  54–58	
  1d8	hieracosphinxes	
  9	
  Bestiary 3	253
  59–75	
  2d4	harpies	
  9	
  Bestiary	172
  76–88	
  Orc	Warband	
  9	
  See	above
  89–95	
  1	rukh	
  10	
  Bestiary 4	228
  96–100	
  1	rabisu	
  11	
  See	page	62
  
  60
  GENIE-TOUCHED HORSE
  This magnificent creature seems to be a horse, but the sparkle in 
  its eyes reveals its supernatural origins.
  GENIE-TOUCHED HORSE 
  CR 6
  XP 2,400
  N	Large	magical	beast	
  Init	+2;	Senses	darkvision	60	ft.,	low-light	vision,	scent;	
  Perception	+9
  DEFENSE
  AC	19,	touch	11,	flat-footed	17	(+2	Dex,	+8	natural,	–1	size)
  hp	73	(7d10+35)
  Fort	+10,	Ref	+7,	Will	+5
  Resist	energy	10	(see	genie-touched	abilities)
  OFFENSE
  Speed	60	ft.
  Melee	bite	+12	(1d8+6),	2	hooves	+11	(1d6+3)
  Space	10	ft.;	Reach	5	ft.
  STATISTICS
  Str	22,	Dex	15,	Con	20,	Int	4,	Wis	17,	Cha	11
  Base	Atk	+7;	CMB	+14;	CMD	26
  Feats	Endurance,	Multiattack,	Run,	Weapon	Focus	(hooves)
  Skills	Acrobatics	+7,	Perception	+9,	
  Survival	+5
  Languages	see	below
  SQ	genie-touched	abilities
  ECOLOGY
  Environment	warm	
  plains
  Organization	solitary,	pair,	or	herd	(3–10)
  Treasure	none
  SPECIAL ABILITIES
  Genie-Touched Abilities Each	of	the	four	breeds	of	genie-
  touched	horse	(istaheq,	misayyah,	tuanu,	and	zefaheen)	
  has	three	unique	genie-touched	abilities.	In	addition,	
  each	breed	has	energy	resistance	to	a	specific	form	of	
  energy	and	can	understand	(but	cannot	speak)	one	
  elemental	language.
  Legends hold that in the distant past, genies gifted 
  certain Keleshite tribes with the companionship of 
  a powerful race of equine mounts. Exactly what these 
  mysterious creatures originally were is now lost to time, 
  but their descendants exist still in the form of four 
  distinct breeds of supernatural steeds known as genie-
  touched horses.
  Istaheq
  The stoic istaheq is the favored mount of the Al-Zabriti 
  horse-breeding tribes. Istaheqs are dark gray or black.
  ISTAHEQ
  Resist	acid	10
  Languages	Kelish,	Terran	(cannot	speak	any	language)
  SPECIAL ABILITIES
  Scion of Stone (Ex)	Istaheqs	are	immune	to	
  petrification.	An	istaheq	does	not	treat	rubble	or	
  other	uneven	stone	or	rocky	footing	as	difficult	
  terrain,	and	it	is	immune	to	the	effects	of	spike 
  stones	and	caltrops.	Finally,	an	istaheq’s	natural	
  armor	bonus	is	+10,	rather	than	the	typical	+8	for	
  most	genie-touched	horses.
  Steadfast (Ex)	An	istaheq	gains	a	+4	racial	bonus	
  on	saving	throws	against	all	mind-affecting	and	fear	
  effects.	While	serving	willingly	as	a	mount,	an	istaheq	
  is	immune	to	fear	effects.
  Thundering Hooves (Su)	Once	per	day	as	a	standard	action,	
  an	istaheq	can	rear	up	and	slam	its	hooves	down	hard	
  against	the	ground.	For	1	round,	the	ground	in	a	30-foot	
  radius	around	the	istaheq	shakes,	allowing	the	istaheq	
  to	attempt	a	single	trip	combat	maneuver	check	against	
  all	creatures	standing	in	this	area.	This	action	does	not	
  provoke	an	attack	of	opportunity.
  MIsayyah
  Temperamental, fierce, and courageous, a 
  misayyah usually tolerates only one rider, 
  with whom it forms a close bond—it 
  often grows despondent if separated 
  from its chosen partner. Misayyahs’ 
  coats are a shimmering metallic 
  gold or bay, and they have 
  intense amber eyes. 
  
  61
  Qadira 
  Jewel of the East 
   
  HISTORY OF 
  QADIRA
  LIFE IN  
  QADIRA
  PEOPLES OF 
  QADIRA
  ADVENTURING 
  IN QADIRA 
   
  BESTIARY
  MISAYYAH
  Resist	fire	10
  Languages	Ignan,	Kelish	(cannot	speak	any	language)
  SPECIAL ABILITIES
  Firesight (Ex)	A	misayyah	can	see	through	fire	and	smoke	
  without	penalties.	It	is	immune	to	the	dazzled	condition,	
  and	it	gains	a	+4	saving	throw	on	Fortitude	saves	against	
  blindness	caused	by	bright	light.
  Flaming Trail (Su) Once	per	day	when	a	misayyah	charges,	it	
  can	leave	behind	a	trail	of	fire	up	to	20	feet	in	length	along	
  its	path.	This	functions	as	per	wall of fire	(CL	7th)	and	lasts	
  for	1	round.	If	the	misayyah	makes	a	single	hoof	attack	
  after	using	flaming	trail,	it	deals	an	additional	2d6	points	of	
  fire	damage	on	a	successful	hit.	A	creature	that	takes	this	
  fire	damage	must	succeed	at	a	DC	18	Reflex	save	or	catch	
  on	fire.	The	save	DC	is	Constitution-based
  Sunborn (Ex)	A	misayyah	gives	off	more	body	heat	
  than	a	normal	horse,	and	while	a	misayyah	can	exist	
  comfortably	in	hot	environments,	its	rider	takes	
  a	–2	penalty	on	Fortitude	saving	throws	to	resist	
  detrimental	effects	from	hot	environments	while	riding	
  one.	In	cold	environments,	a	misayyah’s	rider	is	protected	
  from	the	temperature	as	if	via	endure elements.	During	
  the	day,	while	outside	and	above	ground,	a	misayyah	
  gains	a	+4	racial	bonus	on	initiative	checks.
  tuanu
  Tuanus are known for their fluid gait and intuitive 
  responses. They are dark dappled gray with blue eyes. 
  TUANU
  Resist	cold	10
  Languages	Aquan,	Kelish	(cannot	speak	any	language)
  SPECIAL ABILITIES
  Fluid Movement (Ex)	A	tuanu	gains	a	+2	bonus	to	its	
  CMD.	A	tuanu’s	rider	gains	a	+5	circumstance	bonus	on	
  Ride	checks	to	stay	in	the	saddle	and	on	concentration	
  checks	attempted	as	a	result	of	the	motion	while	
  riding	the	tuanu.	However,	the	bonus	does	not	apply	to	
  concentration	checks	triggered	by	other	causes,	such	as	
  being	injured	while	casting	or	when	casting	defensively.
  Water Sense (Ex)	A	tuanu	can	use	Survival	to	dowse	for	
  water	(see	the	dowsing	skill	unlock	on	page	195	of	
  Pathfinder RPG Occult Adventures).	A	tuanu	does	not	
  require	a	dowsing	rod	to	use	this	ability,	and	it	gains	a	+4	
  racial	bonus	on	Survival	checks	(for	a	total	bonus	of	+9)	to	
  dowse	for	water.
  Waterborn (Su)	A	tuanu	has	the	aquatic	subtype	and	the	
  amphibious	special	quality.	It	has	a	swim	speed	of	30	
  feet.	For	up	to	1	hour	per	day,	the	tuanu	can	grant	a	rider	
  the	ability	to	breathe	underwater	as	long	as	the	latter	
  remains	mounted.
  Zefaheen
  Intelligent, strong willed, and fast as the wind, zefaheens 
  are silvery gray in color and have startling gray eyes. 
  ZEFAHEEN
  Resist	electricity	10
  Languages	Auran,	Kelish	(cannot	speak	any	language)
  SPECIAL ABILITIES
  Air Walker (Sp)	Once	per	day,	a	zefaheen	can	use	air walk	
  as	a	spell-like	ability	(CL	7th).
  Desert Walker (Ex)	A	zefaheen	suffers	no	harm	from	hot	
  environments,	and	it	never	treats	natural	desert	terrain	
  as	difficult	terrain.	It	gains	a	+4	bonus	on	all	Survival	
  checks	made	while	in	a	desert.	A	zefaheen	does	not	
  leave	tracks	in	a	desert,	as	if	under	the	effects	of	pass 
  without trace.
  Sand Sense (Ex)	A	zefaheen	gains	a	+5	racial	bonus	on	
  Perception	checks	in	sandy	desert	environments,	as	
  well	as	a	+2	racial	bonus	on	Will	saves	against	illusions	
  (including	mirages).	The	zefaheen	can	see	through	mist	or	
  sandstorm	winds.
  GenIe-touched horse coMpanIons
  Any character who meets the prerequisites can take the 
  following feat to gain a genie-touched horse as a mount 
  or animal companion.
  GenIe-touched coMpanIon
  Your animal companion is descended from creatures 
  from one of the Elemental Planes. 
  Prerequisites: Cha 13, animal companion or mount 
  class feature.
  Benefit: You can take a genie-touched creature as an 
  animal companion. This animal companion functions 
  as a horse companion, with the adjustments that follow. 
  When you choose your genie-touched companion, you 
  must select your companion’s breed: istaheq, misayyah, 
  tuanu, or zefaheen. Your choice determines the type of 
  energy resistance your companion gains, as well as the 
  three additional abilities your companion acquires as you 
  advance in level.
  GENIE-TOUCHED COMPANIONS
  Companion Type 
  Resistance 
  Starting Ability 
  4th-Level Advancement 
  8th-Level Advancement
  Istaheq	
  Acid	10	
  Steadfast	
  Scion	of	stone	
  Thundering	hooves
  Misayyah	
  Fire	10	
  Firesight	
  Sunborn	
  Flaming	trail
  Tuanu	
  Cold	10	
  Water	sense	
  Fluid	movement	
  Waterborn
  Zefaheen	
  Electricity	10	
  Desert	walker	
  Sand	sense	
  Air	walker
  
  RABISU
  This hollow-eyed, blue-skinned woman has a vulture’s wings, 
  birdlike talons for hands and feet, and a fang-filled mouth.
  RABISU 
  CR 11
  XP 12,800
  CE	Medium	fey	
  Init	+7;	Senses	low-light	vision,	scent,	see	in	darkness;	
  Perception	+22
  DEFENSE
  AC	25,	touch	18,	flat-footed	17	(+7	Dex,	+1	dodge,	+7	natural)
  hp	147	(14d6+98)
  Fort	+11,	Ref	+16,	Will	+14
  DR	10/cold	iron	and	magic;	Immune	fire,	bleed,	fear;	Resist	
  cold	10,	electricity	10
  Weaknesses	susceptible	to	salt
  OFFENSE
  Speed	40	ft.,	fly	60	ft.	(good)
  Melee	bite	+17	(1d6+8	plus	blood	drain),	4	claws	
  +18	(1d4+8	plus	grab)
  Special Attacks	blood	drain	(1d2	Constitution)
  Spell-Like Abilities	(CL	12th;	
  concentration	+18)
  Constant—greater magic fang	
  (self	only)
  At	will—command undead	(DC	18),	invisibility,	ray of 
  enfeeblement	(DC	19)
  3/day—charm monster	(DC	20),	quickened	invisibility,	
  quickened	ray of enfeeblement	(DC	19),	ray of 
  exhaustion,	vampiric touch
  1/day—mirage arcana	(DC	21),	veil	(self	only),	waves of 
  fatigue,	wind walk
  STATISTICS
  Str	21,	Dex	24,	Con	24,	Int	19,	Wis	21,	Cha	22
  Base Atk	+7;	CMB	+12	(+16	grapple);	CMD	30	(34	vs.	grapple)
  Feats	Ability	Focus	(ray of enfeeblement),	Combat	Casting,	
  Dodge,	Quicken	Spell-Like	Ability	(invisibility,	ray of 
  enfeeblement),	Skill	Focus	(Stealth),	Weapon	Finesse,	
  Weapon	Focus	(claw)
  Skills	Acrobatics	+24,	Disguise	+23,	Escape	Artist	+24,	Fly	+28,	
  Intimidate	+20,	Knowledge	(nature)	+21,	Perception	+22,	
  Sense	Motive	+22,	Stealth	+38,	Survival	+19;	Racial 
  Modifiers	+8	Stealth
  Languages	Aklo,	Auran,	Common
  SQ	blood	frenzy
  ECOLOGY
  Environment	warm	deserts,	hills,	and	mountains
  Organization	solitary,	pair,	or	gang	(3–6)
  Treasure	standard
  SPECIAL ABILITIES
  Blood Frenzy (Ex)	When	a	rabisu	
  successfully	drains	blood	from	a	
  creature,	it	becomes	frenzied.	
  For	1d4	rounds	after	it	drains	
  blood,	it	acts	as	if	affected	
  by	haste	and	gains	
  fast	healing	5.
  Susceptible 
  to Salt (Ex)	A	
  handful	of	salt	
  burns	a	rabisu	as	a	
  flask	of	acid	would,	causing	1d6	points	of	damage	per	use.	
  Ground	sprinkled	with	salt	functions	as	difficult	terrain	for	
  a	rabisu.	A	line	of	salt	placed	across	a	doorway,	window,	
  or	other	aperture	can	largely	prevent	a	rabisu	from	passing	
  through	that	opening.	It	can	attempt	to	go	through	the	
  opening	as	a	move	action,	but	unless	it	succeeds	at	a	DC	20	
  Fortitude	save,	the	salt	prevents	it	from	completing	the	
  movement,	and	it	becomes	nauseated	for	1	round.
  Despite their ghoulish appearance, rabisus are living 
  creatures, not undead. While they can manipulate objects 
  with their talons, they cannot wield weapons. Rabisus 
  take great delight in the taste of blood. To these fey, 
  this flavor can vary greatly, even between two similar 
  creatures. Rabisus might keep particularly delicious 
  victims prisoner for months to prolong the pleasure of 
  savoring their blood. 
  A rabisu stands 6 feet tall and weighs 160 pounds.
  62
  
  SHISSAH
  This sleek equine is slightly smaller than an average horse, but 
  its eyes contain a gleam of higher intelligence.
  SHISSAH 
  CR 4
  XP 1,200
  N	Large	animal	
  Init	+5;	Senses	desert	senses,	low-light	vision,	scent;	
  Perception	+8	(+12	in	deserts)
  DEFENSE
  AC	17,	touch	14,	flat-footed	12	(+5	Dex,	+3	natural,	–1	size)
  hp	42	(5d8+20)
  Fort	+8,	Ref	+9,	Will	+3
  OFFENSE
  Speed	60	ft.
  Melee	bite	+6	(1d8+4),	2	hooves	+5	(1d4+2)
  Space	10	ft.;	Reach	5	ft.
  STATISTICS
  Str	18,	Dex	20,	Con	19,	Int	2,	Wis	14,	
  Cha	10
  Base Atk	+3;	CMB	+8;	CMD	23
  Feats	Endurance,	Multiattack,	RunB,	
  Weapon	Focus	(hoof)
  Skills	Perception	+8	(+12	
  in	deserts),	Survival	
  +4	(+8	in	deserts);	
  Racial Modifiers	
  +4	Perception	
  and	+4	Survival	
  in	deserts
  SQ	desert	dweller,	easily	trained
  ECOLOGY
  Environment	warm	deserts
  Organization	solitary,	pair,	or	herd	
  (3–16)
  Treasure	none
  SPECIAL ABILITIES
  Desert Dweller (Ex)	A	shissah	feels	at	home	
  in	the	desert	and	does	not	treat	light	rubble	or	
  sand	as	difficult	terrain.	It	gains	a	+4	racial	bonus	
  on	Survival	checks	in	the	desert,	and	it	treats	hot	
  temperatures	as	one	category	less	for	the	purposes	
  of	heat	danger.	Thus,	a	shissah	does	not	suffer	
  unduly	in	very	hot	conditions,	treating	severe	heat	
  as	very	hot	and	extreme	heat	as	severe	heat.
  Desert Senses (Ex)	A	shissah	is	familiar	with	mirages	
  and	gains	a	+4	racial	bonus	on	saving	throws	against	
  mirage	effects	and	against	effects	that	cause	the	
  dazzled	condition.	It	gains	a	+4	racial	bonus	on	
  Perception	checks	in	deserts.
  Easily Trained (Ex)	A	shissah	is	unusually	quick	
  to	pick	up	tricks	and	animal	training.	Anyone	
  attempting	to	train	a	shissah	gains	a	+2	bonus	
  on	her	Handle	Animal	checks.	A	shissah	can	
  learn	an	additional	2	tricks	beyond	what	an	animal	of	its	
  intelligence	can	normally	be	taught.
  Shissahs are smaller and seem more delicate than 
  most horses, but their fragile appearance belies their 
  hardiness. They can travel for weeks on minimal water 
  rations and survive on desert scrub and even locusts 
  if necessary. Their large, wide-set eyes, which are 
  surrounded by a thin ring of black, hairless skin, enable 
  them to see despite the glare of the desert sun. Their 
  wide foreheads, tapering to a slender muzzle, indicate 
  their great intelligence. Their high-arched tails are often 
  taken as a sign of their fiery spirit. 
  Shissahs come in a wide range of colors, and they are 
  often used to refine the lines of other breeds and lend 
  them greater intelligence and bravery. Few 
  leave the hands of Keleshite owners, 
  for a shissah is no mere mount, but 
  a fierce and loyal partner.
  shIssah coMpanIons
  A shissah companion starts with 
  slightly less natural armor than 
  a typical horse, but it is easier 
  to train; while it doesn’t advance 
  until 7th level (unlike a typical 
  horse, which advances at 4th level), 
  the superior boons it gains in the end 
  often make the wait worthwhile.
  Starting Statistics: Size Large; Speed 
  60  ft.; AC +1 natural armor; Attack bite 
  (1d6), 2 hooves (1d4; secondary attack); Ability 
  Scores Str 16, Dex 15, Con 13, Int 2, Wis 14, Cha 
  10; SQ desert dweller, easily trained.
  7th-Level 
  Advancement: 
  AC 
  +3 
  natural armor; Attack bite (1d8), 
  2 hooves (1d4, secondary attack); 
  Ability Scores Str  +2, 
  Dex  +4, Con +2; SQ 
  desert senses.
  63
  Qadira 
  Jewel of the East 
   
  HISTORY OF 
  QADIRA
  LIFE IN  
  QADIRA
  PEOPLES OF 
  QADIRA
  ADVENTURING 
  IN QADIRA 
   
  BESTIARY
  
  EXPLORE MORE OF 
  THE INNER SEA
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  Jessica	Price,	with	John	Compton.
  paizo.com
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc.; Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Module, Pathfinder Player Companion, Pathfinder 
  Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Inc. © 2016 Paizo Inc.
  THE INNER SEA WORLD GUIDE
  Discover the world of Golarion, the official 
  campaign setting of the Pathfinder RPG, with 
  The Inner Sea World Guide.
  INNER SEA GODS
  Explore the numerous faiths of Golarion, 
  including the sun goddess Sarenrae, with 
  Inner Sea Gods.
  INNER SEA RACES
  With Inner Sea Races, you can learn all about 
  the people of Golarion, including Qadira’s 
  native Keleshites.
  FEAST OF DUST
  Fight against an ancient evil that rises in the 
  sands of Qadira in the high-level adventure 
  Feast of Dust.
  
  Ruins
  Ruins
  Ruins
  Pashman 
  River
  1
  2
  3
  4
  5
  8
  9
  12
  11
  14
  13
  10
  6
  7
  Horse Fair
  and Grazing
  Golden Path
  Katheer
  Not to Scale
  
  Sprawling along the eastern shore of the Inner Sea lies Qadira, one of the mightiest 
  nations of the region. Itself merely the westernmost tip of the vast Padishah Empire of 
  Kelesh, Qadira has long stood as a bastion of culture and faith for humanity. Great dangers 
  and wondrous opportunities for adventure await within this storied land—those who visit 
  Qadira are well-advised to prepare for their journey!
  Inside this book, you’ll find:
  ► Comprehensive information about the history of the mighty nation of Qadira, its people, their
  customs, and their faiths.
  ► A first look at many elements of the Padishah Empire of Kelesh, including new societies, new
  faiths, and new organizations from that ancient region.
  ► A full map of the nation of Qadira that covers both its civilized regions and its wilderness, revealing
  never-before-detailed jungles, strange new sites in which to adventure, and the full expanse of the
  land’s beautiful but deadly deserts.
  ► A detailed and robust system for finding patrons and working with Qadira’s movers and shakers
  among the nobility and powerful merchant families.
  ► Several new monsters, including genie-touched horses, along with a wide range of new player
  options for characters from Qadira, including archetypes, feats, magic, traits, and much more!
  Pathfinder Campaign Setting: Qadira, Jewel of the East is intended for use with the Pathfinder campaign 
  setting, but can be easily adapted to any fantasy world.
  Glories of the Dawn
  Printed in China PZO9299
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Campaign/Qadira, Jewel of the East.pdf