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  COMPANION
  Player’s Guide
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the 3.5 edition of the world’s most popular fantasy roleplaying game. The OGL can be found on page 
  32 of this product.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered 
  trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines, language, incidents, locations, characters, artwork, and trade dress.
  Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming 
  License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
  Paizo Publishing, LLC
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  Bellevue, WA 98005
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  Paizo Publishing and the golem logo are registered trademarks of Paizo Publishing, LLC. Pathfinder and Pathfinder Companion are trademarks of Paizo Publishing, LLC.
  © 2009, Paizo Publishing, LLC. All Rights Reserved. Printed in China.
  Contributing Authors • Brian Cortijo, Stephen S. Greer,
  James Jacobs, Jonathan H. Keith, F. Wesley Schneider,
  Amber E. Scott, and James L. Sutter
  Cover Artist • Vincent Dutrait 
  Cartography • Stephen S. Greer and Drew Pocza
  Contributing Artists • Andrew Hou, Concept Art House, 
  Imaginary Friends Studio, and Julie Dillon
  Editor-in-Chief • James Jacobs
  Editing and Development • Christopher Carey,
  Sean K Reynolds, and James L. Sutter
  Editorial Assistance • Jason Bulmahn
  Art Director • Drew Pocza
  Graphic Design Assistance • Sarah E. Robinson
  Managing Art Director • James Davis 
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeff Alvarez
  Corporate Accountant • Dave Erickson
  Sales Director • Pierce Watters
  Sales Manager • Christopher Self
  Technical Director • Vic Wertz
  Events Manager • Joshua J. Frost
  Special Thanks
  The Paizo Customer Service and Warehouse Teams
  Table of Contents
  Adventurers in Katapesh 
  2
  Katapesh 
  12
  Braving the Desert 
  18
  Combat: Exotic Arms 
  22
  Faith: Religions of Katapesh 
  24
  Magic: Wasteland Survival 
  26
  Social: Achievement Feats 
  28
  Persona: Lucky Farouq 
  30
  Preview 
  32
  Legacy of Fire Player’s Guide
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  2
  Dwarves
  In the east, outside the capital city, dwarves are an 
  uncommon sight. While the bustle of trade and the thrill 
  of the bargain attract dwarven traders from throughout 
  the world, away from the caravan lanes and labyrinthine 
  bazaars few make their homes in Katapesh. Among the 
  Katapeshi, dwarves have a severe reputation as hard 
  bargainers and intractable sellers, unnerving many 
  human merchants used to the give and take of haggling. 
  Many tradesmen refuse to do business with dwarves, 
  while at the same time many foreigners prefer the 
  straight talk and set prices typical of dwarven merchants. 
  Favoring overland travel to travel by sea, dwarves might 
  be found along the caravan routes winding north to 
  Ipeq and Sothis or running straight south to Quantium. 
  Dwarven frontier settlements regularly rise and fall in 
  the shadows of the Brazen Peaks as miners endlessly 
  hunt for wealth in the copper- and tin-rich mountains. 
  Were Katapesh as bleak and barren as tales of its 
  trackless plains and vast deserts suggest, there would 
  be little opportunity for adventurous spirits to take up 
  arms and seek fame amid such merciless wilds. As any 
  Solku guardsman or Katapeshi trader can relate, such is 
  not the case. Gnolls, rocs, and beasts of legend from the 
  Brazen Peaks prey upon the unwitting residents of the 
  central veldt, and in the cities stalk beings from ancient 
  lore and countless strange lands. Katapesh is a land of 
  mystery and menace, yet there is no end to the number of 
  brave souls who rise to confront such dangers. 
  Races
  One of Katapesh’s greatest wonders is the size and exotic 
  nature of its incredible markets. Yet for all of the treasures 
  up for sale, it’s the diversity of people and merging of 
  cultures from across Golarion that make the cities of 
  Katapesh and the lands beyond true wonders.
  Adventurers in Katapesh
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  While the dwarven tin-mining settlements of Tinshield 
  and Arnvoghot north of Solku currently hold the largest 
  populations, the abandoned mines of Zolurket are said to 
  be the richest, and most dangerous.
  Elves
  With little organized presence in the country, elves 
  pass through Katapesh primarily as travelers and lone 
  opportunistic merchants. The elves of Avistan who settle 
  in the great cities regularly bank on their people’s rarity 
  among the native Katapeshi, allowing them to fetch high 
  prices as traders, negotiators, storytellers, or brokers in 
  a wide range of delights. Occasionally merchant leagues 
  from far off Kyonin venture to Katapesh, but often the 
  dangers manage to outweigh the staggering profits of 
  such ventures. To the west, the wild elves of the Mwangi 
  Expanse and Garund’s deeper reaches occasionally make 
  their way to Sothis. These curious savages typically seek 
  lives apart from their tribes or are on great quests for their 
  people. Wild elves rarely linger among Katapesh’s cities 
  for long, finding the bustling settlements dizzying and 
  confusing. Some come to settle in the southern reaches 
  of the country, making comfortable homes among the 
  human and half-elven pesh growers of those lands.
  Halflings
  After humans, halflings account for the most numerous 
  residents of both Katapesh and Solku. Delighting in 
  the ever-changing marketplaces, exotic goods, strange 
  peoples and beasts, and countless other pleasures, halflings 
  outnumber humans in some districts and form their own 
  communities. Preferring to keep to the more civilized 
  lands and creature comforts of the coast, halflings might 
  be found running market stalls, crewing merchantman 
  vessels, serving as valued house servants to rich merchants, 
  or running any manner of criminal enterprises. For all the 
  freedoms and diversions halflings might enjoy throughout 
  Katapesh, they are also one of the more vulnerable races 
  in the country. Gnolls and Katapeshi know the prestige 
  many northern nobles place on possessing halfling slaves. 
  Stories often tell of halflings kidnapped from their homes 
  or right off the streets, then thrown into slave markets or 
  onto ships headed for Qadira, Cheliax, or far-off Vudra. 
  Such happenings make Katapeshi halflings a wary and 
  suspicious lot—especially of humans and gnolls. 
  Humans
  The dominant race in Katapesh, human traders, nomads, 
  explorers, and wanderers are found throughout the arid 
  lands, from the shores of the Obari to the slopes of the 
  Brazen Peaks. While Garundi and Keleshites account for the 
  majority of the population, humans of all types wander the 
  markets of Katapesh and tread the trade routes. Even more 
  exotic peoples rarely seen elsewhere in Avistan or Garund 
  occasionally come here, most notably the aloof traders of 
  Tian Xia and cultured Vudrani sailors. Outside the cities, 
  tiny communities of miners, farmers, and craftsmen scrape 
  simple lives from the harsh lands. Such villagers form 
  relationships with the ancient nomad tribes that wander 
  the nation’s deserts and central veldt, though these proud 
  wanderers are sometimes aloof and even openly hostile, 
  both to settled peoples and other nomads. Many villages 
  and towns appear, thrive upon the endless caravan trails, 
  then suddenly vanish, their people victims to poverty, harsh 
  weather, or the attacks of human and nonhuman raiders. 
  Gnomes
  Often mistaken for halflings by the native Katapeshi, 
  gnomes revel in the wild cities and markets of the east, 
  but prefer the vast open expanses of the country’s interior 
  (particularly the small gnome city called Finderplain). The 
  mystical oases, the endless plains, and the weird creatures 
  all seem to captivate and inspire gnome travelers. Two 
  noteworthy gnome settlements, Yavipho and Tiven’s Reed, 
  have grown up around oases and watering holes in central 
  Katapesh, becoming popular stops for merchants seeking 
  markets for goods they can’t sell anywhere else. Gnomes 
  have a particular fondness for pesh, which affects them 
  similarly to all other races, yet lacks the addictive qualities. 
  Gnomes have significant reasons to fear life in Katapesh—
  raiders and slavers view gnomes and their communities as 
  easy pickings. Some slavers frequently mistake gnomes for 
  halflings and eagerly kidnap the unwary; they rarely take 
  the news well when they discover that their captives won’t 
  fetch them the expected high prices.
  Half-Elves
  Among the stalls of the grand markets, the oddities of the 
  Nightstalls, and visitors from foreign lands and planes, 
  sharing the blood of elf and human doesn’t seem so strange. 
  The majority of half-elves immigrate to Katapesh from 
  Avistan rather than from the Mwangi Expanse. While most 
  enjoy the ease with which they fit in among the traders of 
  the country, in western Katapesh half-elves prove much 
  rarer, typically only venturing there if religious, mercenary, 
  or mercantile lifestyles lead them hence. Several are known 
  to have settled among the secluded farming and pesh-
  growing communities throughout the region, enjoying 
  lives where skill and hard work matter far more than race.
  Half-Orcs
  Orcs have little presence in Katapesh, making their half-
  breed offspring even more uncommon. Like half-elves, 
  most half-orcs found in Katapesh traverse the Obari 
  seeking a place far from the hatreds and prejudices of 
  their homelands. As most lack the talent for barter and 
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  interlopers and each other—the varied clans holding 
  tightly to an elaborate hierarchy of grudges and alliances—
  becoming skilled in the art of battle. Several tribes claim 
  fertile lands and bountiful oases as theirs, and woe to the 
  unwary who would unwittingly steal from these proud 
  people. Aside from the nomads of Katapesh’s interior, the 
  gnolls of the Brazen Peaks and wild elves from the Mwangi 
  Expanse both occasionally wander among the country’s 
  more civilized peoples, bringing with them skills and 
  savagery unknown to everyday guards and mercenaries.
  Bards
  Katapesh has a long tradition of skilled entertainers. From 
  incredible storytellers capable of bringing ancient fantasies 
  to life, to the veiled dancers of incense-filled courts, 
  the exotic and entrancing ways of the Katapeshi marvel 
  audiences the world over. Storytelling holds a vaunted 
  place among the region’s art forms, with accomplished 
  tale tellers winning respect and great honor, especially 
  among the country’s native peoples. Lords, sailors, and 
  wide-eyed wanderers venture into steamy dens to watch 
  the silk-shrouded gyrations of ecdysiasts and listen to 
  the philosophizing orators. Musicians hone their craft, 
  mastering age-old melodies on stringed ouds, recorder-
  like zurnas, finely decorated qanuns, or simple zills. 
  Entertainers of all types find high demand throughout the 
  country, with the best enjoying incredible luxuries among 
  the entourages of wealthy nobles and merchant lords.
  Clerics
  Few can ignore the priests of Abadar as they move through 
  the crowded streets, their robes like woven gold and their 
  turbans adorned with gems. Easily the most pervasive 
  religion in the east, the Abadarans work to assure that trade 
  continues smoothly and fairly, while their brass-domed 
  temple-banks attract hordes of adherents and merchants on 
  a daily basis. In the east, Sarenrae’s following holds greater 
  sway, all natives knowing to fear and respect the power of 
  the scorching sun. The Katapeshi view the Dawnflower as a 
  more demanding goddess than most, praying for her mercy 
  and aid, yet wisely not expecting her intervention. From 
  Solku, the church of Iomedae attracts the faith of those 
  who face the dangers of the Brazen Peaks and other wilds. 
  Nethys and Irori find significant followings throughout 
  the country, as worshipers seek to unlock secrets of both 
  the mind and body through ancient art forms and drug-
  enhanced meditations.
  Druids
  Although arid deserts and featureless veldts typify the 
  nation’s interior, Katapesh is far from a barren land. 
  From the rugged coasts to the sheer mountains, the 
  cracked uplands to verdant desert oases, strange beasts 
  trade, many find their strength and intimidating natures 
  predisposed toward nefarious dealings such as thievery, 
  protection rackets, or slaving. Yet, the country’s pervasive 
  church of Sarenrae hosts a surprising number of half-orc 
  acolytes, seeking to comfort and redeem those who have 
  traveled far to escape past evils. Outside of cosmopolitan 
  eastern Katapesh, half-orcs face more typical levels 
  of distrust and discrimination. The lack of orcs in the 
  region prevents many natives from distinguishing 
  between the half-breeds and true orcs, often leading to 
  dangerous confrontations.
  Other Races
  In Katapesh, race, birth, and heritage mean little, and it’s 
  gold that proves one’s worth. As such, numerous races 
  rarely seen throughout the Inner Sea region walk the 
  streets of Katapesh and trade with more common races 
  as equals. Most noteworthy of these unusual visitors are 
  the gnolls of the Brazen Peaks, who have far-reaching 
  reputations as slavers and brigands, often selling in the 
  markets of the east what they take or kidnap from the west. 
  While widely feared and distrusted, none can rival the 
  beastmen for efficiency and success in their unscrupulous 
  trade. Many second-generation gnolls raised in or near 
  human cities find more in common with their business 
  partners than their own people, provoking some to leave 
  their tribes to forge lives far from their savage society. 
  Travelers from beyond Golarion and those with plane-
  touched blood also frequently appear in the markets of 
  Katapesh. Most common are the jann, with djinn, efreet, 
  marids, and shaitans being only slightly rarer sights. 
  Mephit messengers, elemental guardians, and aasimar and 
  tiefling traders occasionally visit the vast bazaars on behalf 
  of otherworldly masters, while more nefarious beings like 
  undead, daemons, devils, divs, and rakshasas seek perverse 
  treasures amid the infamous Nightstalls.
  classes
  With demand comes opportunity, drawing peoples of all 
  walks to the wild frontiers and bustling cities of Katapesh. 
  Whether as sojourners seeking to tame the rugged wilds, 
  or as opportunists chasing fame and fortune, in this land 
  of riches and wonders, anyone with skill and tenacity 
  might become a legend. 
  Barbarians
  For all of Katapesh’s endless markets and gold-lined streets, 
  many of the country’s natives still live their lives simply, 
  adhering to ancient traditions and the whims of nature. 
  Katapeshi nomads travel the country’s central deserts and 
  plains, journeying from oasis to oasis, ever on the defensive 
  against the deadly creatures of those bleak wilds. For 
  centuries the nomads have defended their territories against 
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  and exotic plants form a harshly beautiful ecology, one 
  stoically guarded by the nation’s few druids. Committed 
  to protecting their homelands, members of Katapesh’s 
  nomadic tribes occasionally leave their people to “stare 
  the lion in the eyes,” a journey into the wilderness that 
  proves both literal and figurative as the traveler confronts 
  the region’s deadliest beasts. Those who survive often 
  form bonds with the animals of the land, claiming 
  whole territories or prides of beasts as being under their 
  protection. Water druids hold the respect of those in 
  Katapesh’s most parched environs, valued for their skill 
  in sustaining those creatures and respectful peoples who 
  struggle to make the deserts their home.
  Fighters
  Capable warriors never lack for work in Katapesh. In the 
  cities, wary merchants hire trustworthy watchmen while 
  fearful nobles employ mercenary armies to serve as their 
  personal guards. Bands of thieves and brigands take on 
  muscle for all manner of capers, and in the dens below 
  the bustle of city streets, pit fighters and brawlers of all 
  sorts spar in brutal blood sports. Outside of Katapesh’s 
  city walls, the nomads of the barrens hone lethal skills, 
  whirling scimitars with deadly expertise, while on the 
  trade roads caravans place their fortunes in the hands of 
  guards who are often more daring than skilled. Farther 
  east, the rural communities and frontier villages endlessly 
  want for skilled hunters, soldiers, and protectors to fend 
  off the hordes of gnolls and even deadlier beasts. 
  Monks
  Although Katapesh might not seem a place for 
  enlightenment of the mind and disciplines of the flesh, the 
  visiting traders of countless societies bring the philosophies 
  and teachings of their people. While members of Nethys’s 
  and Irori’s faiths often practice physical discipline—
  typically in hermitages and small monasteries to the west—
  theirs are not the only doctrines to influence those seeking 
  martial mastery. Travelers from Jalmeray and distant Vudra 
  bring with them ancient techniques of physical control and 
  mastery over pain. The rare voyagers from the legendary 
  shores of Tian Xia guard the secrets of their astonishing 
  fighting styles from all but the most worthy few. Deep 
  within the Brazen Peaks are rumored to linger groups of 
  strange ascetics, said to practice the teachings of living 
  lightning and beings of moving stone.
  Paladins
  To combat the decadence of a country steeped in vices, the 
  holy warriors of numerous faiths maintain dutiful vigil 
  over their deities’ interests in Katapesh. As the patron 
  of cities and trade, Abadar sends gold-armored soldiers 
  to Katapesh to guard his temple-banks, encourage 
  commerce, and weed out corruption. Sarenrae supports 
  an especially active knighthood in the region, though 
  her warriors are more altruistic, seeking to aid those 
  who settle in dangerous lands and keeping the roads safe 
  from ravening beasts. Of special note are the crusaders of 
  Solku’s Dawn Vigil, who serve their goddess in fighting 
  back bands of gnolls and other deadly creatures on 
  Katapesh’s western frontiers. Perhaps most famous are 
  Iomedae’s paladins, who in recent years turned back the 
  gnoll siege of Solku at the Battle of Red Hail, and remain 
  heroes throughout the realm.
  Rangers
  Hunters of beasts and men find easy work in Katapesh. In 
  the west, the deadly monsters and savage humanoids of the 
  Brazen Peaks place skilled rangers in high demand, and 
  some travel from village to village selling their abilities 
  New Familiars
  Spellcasters from Katapesh sometimes adopt familiars 
  from among the ranks of the rare and exotic animals that 
  inhabit their country’s endless deserts and verdant oases. 
  Presented here are several new familiars of Katapeshi origin 
  to supplement those found on page 52 of the PH.
  Brushtail Fennec: These small, nocturnal, sand-colored 
  foxes are known for their distinctively bushy tails, curiosity, 
  and agility. A master with a brushtail fennec gains a +3 bonus 
  on Search checks. Brushtail fennecs have the same statistics 
  as dogs, but with Strength 6 (see page 271 of the MM).
  Bustard: A small, long-legged bird found throughout 
  Katapesh’s central plains, these skittish avians are renowned 
  for both their alertness and their stupidity. A master with a 
  bustard familiar gains a +3 bonus on Listen checks. Bustards 
  have the same statistics as ravens (see page 279 of the MM).
  Jerboa: These long-tailed rodents dart through Katapesh’s 
  deserts and badlands in great bounds, springing up on long, 
  powerful legs. A master with a jerboa familiar gains a +3 bonus 
  on Jump checks. A Jerboa has the same statistics as a rat, but 
  with a +8 racial bonus to Jump checks, no swim speed, and 
  the ability to use its Dexterity instead of its Strength modifier 
  for Jump checks (total Jump +10; see page 278 of the MM).
  Lashtail Scorpion: Commonly measuring over half a foot 
  long, lashtail scorpions are notoriously daring and foul-
  tempered. A master with a lashtail scorpion familiar gains a 
  +3 bonus on Survival checks. Lashtail scorpions have the same 
  statistics as Tiny scorpions (see page 287 of the MM).
  Solifugid: These long-legged, desert-dwelling arachnids 
  are the focus of all manner of fallacious rumors regarding 
  their deadliness. A master with a solifugid familiar gains a +3 
  bonus on Bluff checks. Solifugids have the same statistics as 
  Tiny spiders with no poison (see page 288 of the MM).
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  creation of supplies especially vaunted. The greatest 
  Katepeshi wizards are the genie-binders—summoners 
  possessing their nation’s talent for haggling—who 
  ensnare powerful genies and can remake the world 
  through the wishes of their elemental slaves. 
  legacy oF FiRe chaRacteR 
  tRaits
  Character traits are a way to encourage players to build a 
  character background that fits into the world of Golarion. 
  Think of character traits as “story seeds”—after a player 
  picks a trait or traits, he’ll have a point of inspiration from 
  which to build his character’s personality and history. 
  Alternatively, if a character already has a background, 
  picking his traits can be a great way to quantify that, just 
  as picking race, class, and ability scores quantifies his 
  strengths and weaknesses. Game mechanics for traits are 
  explained in the character traits web supplement (see the 
  sidebar on the next page).
  A character trait is roughly equal in power to half a feat. In 
  most campaigns, PCs select two traits at character creation, 
  effectively gaining a bonus feat. Character traits are intended 
  for PCs—if a GM wants an NPC to have traits, he should 
  consider making that NPC take the Additional Traits feat 
  (detailed in the character traits web supplement).
  There are five trait categories: basic, campaign, race, 
  region, and religion—each with several subcategories, as 
  detailed below. A character can only have one trait from 
  each particular trait category or subcategory. 
  This section details several new character traits, 
  including some tailored for the region of Katapesh, 
  Katapesh-themed race traits for several different races, 
  religion traits for faiths common to Katapesh, and finally 
  several campaign traits created specifically for Legacy of 
  Fire. If you’re making a character for the Legacy of Fire 
  Adventure Path, one of your character traits should be a 
  campaign trait—your other trait can be selected from any 
  other subcategory, but since the Legacy of Fire campaign 
  traits give you a built-in hook to the campaign, they’re 
  the most important.
  Basic Traits
  Basic traits are divided into the four subcategories of 
  combat, faith, magic, and social, roughly equating to the 
  four basic character archetypes (fighter, cleric, wizard, 
  rogue), but they aren’t tied to specific classes. It’s entirely 
  possible to have a religious rogue, for example, or a magic-
  obsessed fighter. Basic traits are detailed in the character 
  traits online web supplement (see sidebar).
  Region Traits
  Region traits are keyed to specific regions. In order to 
  select a Region trait, a PC must have spent at least a year 
  and the fabulous pelts of their more exotic kills. In the east, 
  within the city of Katapesh and its ever-changing crowds, 
  those able to track people and find lost souls command 
  high prices, freeing kidnapped slaves, hunting thieves, and 
  dealing with creatures like undead and vermin that infest 
  populous communities. There are also those distrustful of 
  Katapesh’s more exotic visitors, remembering tales of fiery 
  wars and fiendish incursions; such hunters stand ready to 
  defend their country from outsiders and elementals.
  Rogues
  Those with deft tongues, light fingers, and quick feet 
  find endless opportunities in the cities of Katapesh and 
  beyond. Whether as solo pickpockets and confidence 
  men or among organized guilds of thieves, the criminals 
  of Katapesh are legion, and in some markets—like 
  the Nightstalls—there’s little difference between the 
  merchants and the crooks. Yet not all sharp-witted 
  Katapeshi are criminals. Wealthy newcomers to the 
  city pay high prices for the talents of guides who know 
  the local ins and outs, and even lifelong residents hire 
  personal buyers and bargainers who know where to 
  procure anything. Outside the city, skilled spies and 
  scouts keep tabs on dangerous savages and search for new 
  opportunities in the metal-rich mountains and plains 
  fertile enough to raise pesh or other valuable crops.
  Sorcerers
  Although rare, genies and their power over the elements 
  feature prominently in the legends and folklore of 
  Katapesh. Thus, it is no surprise that many sorcerers 
  claim to have genie blood. Where in many countries 
  such assertions would sound like foolish boasting, in 
  Katapesh there’s a chance it’s true. While sorcerers might 
  be found throughout the country, native sorcerers usually 
  rise from the west, typically among rural communities 
  and nomads—many of whom claim to be ancestors of 
  great heroes from magical lands. Traders from far and 
  wide bring their own arcane heritages to the cities, from 
  fiend-blooded tieflings to the naga-kin of Vudra and the 
  sea-speakers of the distant south. Sorcery is pervasive in 
  Katapesh, but never common.  
  Wizards
  The magic of Katapesh borrows much from the arcane 
  traditions of its neighbors. Mystical scholars delve deep 
  into the cultic lore of ancient Osirion, attempting to 
  tap into secrets lost to the deserts long ago. The arcane 
  societies of the south influence the studies of native 
  wizards, with bombastic Nexian transmuters and stoic 
  Gebbite necromancers trading their secrets for veiled 
  arcana. Katapesh-born wizards have their own traditions, 
  with control over weather, taming of the elements, and 
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  living in that region. All of these Katapesh region traits 
  should be available to new characters starting the Legacy 
  of Fire Adventure Path.
  Desert Child (Katapesh): You were born and raised 
  in southern Katapesh, in the rocky deserts that border 
  Nex. You are accustomed to high temperatures and gain 
  a +4 trait bonus on any saving throws made to resist the 
  effects of being in hot conditions, and a +1 trait bonus on 
  all saving throws against fire effects.
  Duskwalker Agent (Katapesh): You spent a portion of 
  your childhood working for the Duskwalkers, the guild 
  responsible for policing and watching over all trade that takes 
  place in Katapesh’s notorious Nightstalls. You have quite a bit 
  more spending cash than most others of your age as a result, 
  and start with twice the normal amount of starting gold. In 
  addition, your reputation remains strong in the Nightstalls, 
  and any transactions you make there are always beneficial 
  to you; items you sell net you an additional 10% profit, and 
  items you purchase there are 10% cheaper than normal. This 
  discount also applies to your starting gear.
  Freed Slave (Katapesh): You spent a significant portion 
  of your childhood as a slave, but were freed from slavery 
  several years ago by a benevolent master who purchased 
  you from an auction after your previous master’s death. 
  Yet while the memories of your difficult childhood still 
  haunt you, the hard life did toughen you. You gain a +1 
  trait bonus on Fortitude saves.
  Merchant’s Child (Katapesh): One of your close 
  relatives was a gifted merchant, and taught you early in 
  life how to see the innate value in any object. You gain a 
  +1 trait bonus on Appraise checks, and Appraise is always 
  a class skill for you.
  Nightstall Urchin (Katapesh): You grew up an orphan 
  on the streets of Katapesh, and spent many years of 
  childhood in the Nightstalls, Katapesh’s most infamous 
  market. The strange and often horrific sights you saw 
  there forced you to grow up fast—there’s little that can 
  shock or unsettle you. You gain a +2 trait bonus on saves 
  against fear effects, and when you do make a successful 
  save against a fear effect, the resulting rush of bravado 
  grants you a +1 trait bonus on attack rolls and all skill 
  checks for the next minute.
  Pesh Addict (Katapesh): You spent several of your 
  teenaged years addicted to pesh, a habit that you may or may 
  not have kicked. Certainly, the habit consumed much of your 
  savings. You start with only half of the normal starting cash 
  as a result, but your knowledge of the pesh addict lifestyle 
  grants you a +1 trait bonus on Bluff, Knowledge (local), and 
  Sense Motive checks. One of these skills (your choice) is 
  always a class skill for you.
  Pesh Dealer (Katapesh): You worked for a pesh dealer, 
  either by selling the drug on the street or helping to 
  organize shipments to other regions, which involved a 
  certain amount of smuggling. You gain a +1 trait bonus 
  on Sleight of Hand checks, and Sleight of Hand is always 
  a class skill for you.
  Savannah Child (Katapesh): You were born and raised 
  in central Katapesh, among the rolling savannahs that 
  dominate the nation’s interior. You spent many of your 
  youth exploring these vast reaches, and know much of the 
  savannah’s secrets. Pick one of the following skills: Handle 
  Animal, Knowledge (nature), or Ride. You gain a +1 trait 
  bonus on that skill, and it is always a class skill for you.
  Uwaga Highlander (Katapesh): You were born and 
  raised in western Katapesh, in the rugged badlands and 
  hills of the Uwaga Highlands. Even if you were born in a 
  city like Solku, you often had to travel the dangerous trails 
  with your family. Predators, gnolls, and worse haunt the 
  Uwaga Highlands, and you’ve become something of an 
  expert at evading them. You gain a +1 trait bonus on Hide 
  and Move Silently checks. This trait bonus increases to +2 
  in hilly or rocky areas.
  Race Traits
  Race traits (not to be confused with a creature’s racial traits 
  like darkvision or stonecunning) are keyed to specific 
  races or ethnicities, which your character must belong to 
  in order to select the trait. If a character’s race or ethnicity 
  changes at some later point (likely as the result of magic), 
  the benefits gained by the racial trait persist—only if the 
  character’s mind and memories are altered would they 
  lose the benefits of a race trait. Listed below are race traits 
  for characters starting in Katapesh.
  Animal Friend (Gnome): You’ve long been a friend to 
  many among Katapesh’s animal life, and feel safer when 
  there are animals nearby. You gain a +1 trait bonus on Will 
  saving throws as long as an animal (Tiny or larger, must 
  be at least indifferent toward you) is within 30 feet, and 
  Handle Animal is always a class skill for you.
  Child of Zolurket (Dwarf): You come from a family 
  whose ancestors worked in the platinum mines near Tar 
  Urkatka, now known as Zolurket. Your parents never 
  explained why they’ve never returned to Zolurket, but 
  they did make sure that you knew your way around a fight 
  against undead foes. You gain a +1 trait bonus to weapon 
  damage against undead.
  Free Web supplement
  This section presents new character traits for Legacy of Fire 
  characters, but doesn’t go into detail about the mechanics 
  and doesn’t detail the 40 different basic traits. Character traits 
  were officially introduced in the Second Darkness Player’s 
  Guide, and now you can download the character traits rules 
  as a free PDF, available online at paizo.com.
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  Fleshfairs. Your parents allowed escaping slaves to hide in 
  your home frequently, and the stories you’ve heard from 
  these escaping slaves instilled into you a deep loathing 
  of slavery. You gain a +1 trait bonus on any skill check or 
  attack roll made during the process of escaping capture 
  or in helping a slave escape bondage, and Escape Artist is 
  always a class skill for you.
  Genie Blood (Human—Keleshite): One of your 
  ancestors was genie-kind. Select an element (air, earth, 
  fire, or water). You gain a +1 trait bonus on saving throws 
  against attacks that utilize that element (cold for air, acid 
  for earth, fire for fire, and electricity for water), and gain a 
  +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense 
  Motive checks made against creatures of that subtype.
  Historian (Human—Garundi): Your parents were 
  scholars of history, whether genealogists of your own family 
  tree, sages on the subject of ancient empires, or simply 
  hobbyists with a deep and abiding love for the past. You 
  gain a +1 trait bonus on Knowledge (history) checks and 
  bardic knowledge checks, and Knowledge (history) is 
  always a class skill for you.
  Latent Psion (Human—Vudrani): The power 
  to affect the world with the mind is very much 
  a reality in your distant homeland. Although 
  you may not even have been born in Vudra, 
  this power remains potent in your mind as 
  well and protects you from mental assault. You 
  gain a +2 trait bonus on saves against mind-
  affecting effects.
  Legacy of Sand (Half-Orc): A large tribe of 
  orcs adapted to life in the desert once dwelt in 
  southeastern Katapesh. Although this tribe is 
  long extinct, some half-orcs of Katapesh carry the 
  traits of this tribe in their particularly large jaws, 
  broad shoulders, and shockingly pale eyes. You often 
  have dreams of hunts and strange ceremonies held under 
  moonlight in the desert sands. Some ascribe these dreams 
  to racial memory, others to visions or prophecies. These 
  dreams have instilled in you a fierce sense of tradition. 
  You gain a +1 trait bonus on all Will saving throws.
  Spirits in the Stone (Human—Mwangi): You have an 
  almost instinctive ability to sense danger and peril in 
  ruined structures. Whenever you’re in ruins, you gain a 
  +2 trait bonus on Initiative checks and a +1 trait bonus 
  on saving throws against traps and natural hazards.
  World 
  Traveler 
  (Human—Varisian): 
  Your 
  family has taken the love of travel to an extreme, 
  roaming the world extensively. You’ve seen 
  dozens of cultures and have learned to appreciate 
  the diversity of what the world has to offer. Select 
  one of the following skills: Diplomacy, Knowledge 
  (local), or Sense Motive. You gain a +1 trait bonus to 
  that skill, and it is always a class skill for you.
  Ekujae Reflexes (Half-Elf): One of your parents was a 
  member of the Ekujae tribe of the Mwangi Expanse, and 
  you’ve inherited a portion of your elven parent’s quick 
  reflexes. You gain a +2 trait bonus on Initiative checks.
  Forlorn (Elf): There are no major elven settlements 
  in Katapesh, and like many of the region’s elves, you 
  were forced to grow up among shorter-lived races like 
  humanity. Having lived outside of traditional elven 
  society for much or all of your life, you know the world 
  can be cruel, dangerous, and unforgiving of the weak. You 
  gain a +1 trait bonus on Fortitude saving throws.
  Freedom Fighter (Halfling): Although halfling slaves 
  are not as common in Katapesh as they are in Cheliax, 
  they still make up a quarter of slaves sold at the Katapeshi 
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  Religion Traits
  These indicate the PC has an established faith in a 
  specific deity—the PC doesn’t need to be a member of 
  a divine magic class, but he does need to have a patron 
  deity. Religion traits can disappear if a PC abandons 
  his religion; at the GM’s discretion, such a character 
  who then embraces another faith may select a different 
  religion trait for that deity to replace the outdated trait. 
  The following religion traits are keyed to deities who are 
  heavily worshiped in Katapesh.
  Blade of Mercy (Sarenrae): You know that within the 
  heart of even the most hateful and cruel living creature 
  exists a sliver of shame and hope for redemption. You 
  have trained long on martial techniques to use bladed 
  weapons not to kill, but to subdue. When striking to 
  inflict nonlethal damage with any slashing weapon, you 
  do not take the normal –4 penalty on your attack roll, and 
  gain a +1 trait bonus to any nonlethal damage you inflict 
  with a slashing weapon.
  The City Protects (Abadar): You feel safe and secure 
  in urban environments, even in cities whose laws you 
  find unjust—it is the physical fact of the city that you 
  take solace in. In any settlement, you gain a +2 trait 
  bonus against fear effects. If you fail a save against a fear 
  effect, you may make a new save each round you remain 
  in the city to overcome the fear effect as long as the fear 
  effect persists. If you are a paladin, this ability to make 
  additional saves to overcome fear extends to all allies 
  within your aura of courage.
  Cleansing the Twisted (Sarenrae): You have studied well 
  the many religious texts that chronicle Sarenrae’s never-
  ending struggle against Rovagug and his monstrous 
  offspring. Your fighting style works particularly well 
  when you utilize slashing weapons against aberrations. 
  You gain a +1 trait bonus to slashing weapon damage 
  against all aberrations.
  Eyes and Ears of the City (Abadar): Your religious 
  training was entwined with your work serving the city 
  watch of a large city, the primary duty of which was 
  standing sentinel on a city wall. You gain a +1 trait bonus 
  on Listen and Spot checks.
  Magic is Life (Nethys): Your faith in magic allows you to 
  reflexively use the energy of any spell effect on you to save 
  you from death. As long as you are under the effects of any 
  spell, you gain a +2 trait bonus on saving throws against 
  death effects. If you are reduced to negative hit points while 
  you are under the effects of any spell, you automatically 
  confirm stabilization checks to stop bleeding.
  Strength of the Sun (Sarenrae): You take solace in the 
  purifying light of the sun. During the day, you gain a +1 
  trait bonus on all Charisma-based checks.
  Wisdom in the Flesh (Irori): Your meditation on the 
  nature of strength and speed allows you to focus your 
  thoughts to achieve things your body might not be able 
  to do on its own. Select any Strength, Constitution, or 
  Dexterity-based skill. You make checks with that skill 
  using your Wisdom modifier instead of its normal ability 
  score. That skill is always a class skill for you.
  Campaign Traits
  Campaign traits are tailored to a specific Adventure Path, 
  and give your character a built-in reason to begin the 
  first adventure in the new campaign. Some campaign 
  traits also grant teamwork benefits if you choose to begin 
  a campaign with your character having a preexisting 
  relationship with another PC.
  Campaign traits assume a lot more about your character’s 
  backstory than other traits do, and those assumptions are 
  mostly about very recent events in your history rather than 
  formative childhood events. You have a certain amount 
  of leeway in adjusting or changing a campaign trait’s 
  expected backstory once you’ve selected which trait is right 
  for you, but get your GM’s approval before you run with a 
  modified backstory.
  All of the following traits revolve around elements 
  that are important to the Legacy of Fire Adventure Path. 
  You can look at these traits to get a general, spoiler-free 
  idea about the types of foes and problems your character 
  might face at some point during the Adventure Path—
  this is by design. Knowing that there are going to be 
  elements such as gnolls, genies, and the like should 
  help you build a character that fits more organically in 
  the campaign you’re about to join. The following traits 
  are geared toward your character’s joining of a ragtag 
  group of adventurers, mercenaries, freed slaves, guards, 
  and rapscallions under the watchful eye of a man named 
  Garavel. Garavel has traveled throughout Katapesh to 
  gather you and the other PCs to aid in the reclaiming 
  of Kelmarane, a remote village in northwest Katapesh. 
  This village once held the southern end of a trade route 
  between Katapesh and Osirion, but it fell upon hard 
  times and has lain abandoned for years. Said now to be 
  the home of a tribe of gnolls in service to someone called 
  the “Carrion King,” ruined Kelmarane represents a great 
  possibility to the Pactmasters of Katapesh. If the village 
  can be reclaimed and rebuilt, the trade resulting would 
  strengthen Katapesh’s western and northern reaches, a 
  region long plagued by gnolls, monsters, and worse.
  Earning Your Freedom: You’ve been a slave your whole 
  life, and have passed from master to master more times 
  than you can count. Some of those masters were cruel, 
  others kindly. In all cases, you’ve yearned to be free. When 
  your most recent master fell on hard times, he sold many of 
  his slaves to the city government, and as luck would have it, 
  a recent opportunity to earn your freedom has manifested. 
  The Pactmasters of Katapesh are looking to revitalize an 
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  surviving parent spirited you away to safety to grow up 
  elsewhere, but never spoke of Kelmarane and always told 
  you that your other parent died when you were a child 
  in a horrific tragedy like a fire or a flood that swept away 
  the body. Now that you’ve started to uncover the truth, 
  you are convinced that your heritage remains hidden in 
  Kelmarane. Whether you just wish to find out what really 
  happened to your parent that died there or you want to 
  rebuild the village in his or her honor is up to you—but 
  Garavel’s caravan to the village is just the opportunity 
  you’ve been waiting for. When your other parent died 
  recently, among his or her effects was a single item that 
  once belonged to the parent who died at Kelmarane. This 
  item is your most valued possession—a piece of jewelry 
  worth 350 gp, any masterwork weapon or armor worth no 
  more than 350 gp, or a wand containing any 1st-level spell 
  (CL 1st) with only 20 charges remaining. If you ever lose 
  this item, your resulting depression imposes a –1 penalty 
  on Will saves for 1 year. 
  Gnoll Killer: You grew up in rural Katapesh, in a 
  region where gnoll activity was a fact of life. You killed 
  your first gnoll at a young age when a group of gnoll 
  slavers attacked your village, home, or caravan, and your 
  hatred of gnolls has only grown since then. Something 
  in your past fueled your hatred of gnolls even further—
  perhaps your family was slaughtered by gnolls, or maybe 
  you even served a few harrowing weeks as a prisoner of a 
  gnoll tribe before a miraculous escape. When you heard 
  that Garavel was looking for brave men and women to 
  aid in retaking the village of Kelmarane from a tribe 
  of gnolls in the service of the notorious Carrion King, 
  you knew you had to be part of the group, and signed up 
  immediately. You gain a +1 trait bonus on attack rolls 
  and weapon damage rolls made against gnolls. If you are 
  a barbarian and you’re fighting gnolls, your rage lasts 
  1 round longer than normal. If you’re a ranger and you 
  select humanoid (gnoll) as a favored enemy, your trait 
  bonus on attack rolls and weapon damage rolls against 
  gnolls increases to +2. If you’re a spellcaster, you gain 
  a +1 trait bonus to spell save DCs for damaging spells 
  against gnolls.
  Missionary: You’ve spent much of the last several years 
  serving your faith, and the conviction and dedication to 
  your church has impressed many. Perhaps you’ve donated 
  much of your personal wealth or time to serving the 
  church, or you’re the child of a powerful or well-loved 
  member of the church, an orphan raised by the church, 
  or a foundling with a strange birthmark that bears 
  more than a passing resemblance to your faith’s holy 
  symbol. The faith has long supported you, and you are 
  eager to repay the church in some way. In Katapesh, the 
  establishment of a new village is always cause for interest 
  to the nation’s churches, as establishing new temples in 
  old trade route to Osirion, and a band of mercenaries and 
  guards is gathering to go out and supplement forces already 
  in place near the ruined village of Kelmarane, now said to 
  be infested by gnolls. You’ve secured a place among those 
  mercenaries, under the watchful eye of Garavel. If you 
  help in retaking Kelmarane, you’ve been promised your 
  freedom. In any event, your life as a slave has toughened 
  you and made you more resistant to hardship. Choose one 
  of the three categories of saving throw; you gain a +1 trait 
  bonus on all saving throws of that type.
  Seeking Adventure: The Pathfinder Society has long 
  intrigued you—tales of the exotic lands and strange 
  discoveries made by Pathfinders have enchanted your 
  dreams and fired your imagination since childhood. When 
  Pathfinders came through your village or neighborhood, 
  they immediately enthralled you with their stories 
  and knowledge. Yet at the time, you were far too young 
  to join them, and when they left for adventure you had 
  to stay behind. Now that you are of age, you’ve traveled 
  to Absalom to apply for membership. The application 
  process went well, and you’re now a full member. Your 
  first assignment is to accompany Garavel’s group to 
  Kelmarane—the Pathfinder Society has heard rumors 
  of several ancient structures in the area, including a 
  ruined monastery once dedicated to Sarenrae, and would 
  like to learn more about them. Even more pressing is the 
  mystery of what brought about Kelmarane’s ruin in the 
  first place—reports of which are vague at best. If you can 
  determine the cause of the village’s abandonment so many 
  years ago, you’re sure the Society would be impressed. You 
  begin the game with your own wayfinder, a loan from your 
  venture-captain. You’ve promised to pay your venture-
  captain 500 gp for the wayfinder some day, but for now it’s 
  yours to use. A wayfinder is a magical compass that grants 
  you a +2 circumstance bonus on Survival checks to avoid 
  becoming lost, and can be commanded to emit light as 
  the spell (CL 5th) as a standard action. Further details on 
  the Pathfinder Society and wayfinders may be found in the 
  Pathfinder Chronicles Campaign Setting (pages 194–195) or 
  Seekers of Secrets.
  Reclaiming your Roots: Your interest in the village 
  of Kelmarane is more personal than most of the others 
  who are heading out to aid in the reclamation. You 
  aren’t seeking revenge against gnolls, glory, money, or 
  anything else—to you, this is purely a matter of honor, 
  as Kelmarane is where you were born. Your were forced 
  to flee the village when you were only a few years old, and 
  you didn’t discoverer this until a few years ago—perhaps 
  you found an old document that revealed the truth, or 
  maybe you learned the news from a relative. Both of your 
  parents are now dead, and from what you’ve been able to 
  piece together, one of your parents actually died in the 
  village when whatever happened there happened. Your 
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  villages is an excellent way to expand upon the church’s 
  resources and bring in more faithful. If the Pactmasters’ 
  plans to revitalize and rebuild Kelmarane are successful, 
  the village will need a temple, and your faith is keenly 
  interested in being represented there. This campaign 
  trait is particularly suited to worshipers of Sarenrae, as 
  Kelmarane was founded near an old monastery dedicated 
  to the Dawnflower, and reconsecrating that monastery 
  is of great interest to Sarenrae’s church. Furthermore, a 
  temple dedicated to her once stood in Kelmarane itself, 
  but it has long since fallen into ruin; whispers among the 
  religion tell that the church’s old pastor may have fallen 
  from grace and may even have been part of the cause of the 
  hard times that befell the village. You’ve joined Garavel’s 
  band in hopes of helping to establish a new temple in 
  the soon-to-be revitalized village. You’ve been selected 
  for your dedication to the church and your strong social 
  graces—pick one of the following skills: Bluff, Diplomacy, 
  Intimidate, Knowledge (religion), Perform (any), or Sense 
  Motive. You gain a +1 trait bonus on checks using that 
  skill, and it is always considered a class skill for you.
  Finding Haleen: You never knew your parents—perhaps 
  they died when you were a child, or maybe you were taken 
  from them and raised elsewhere as a slave. You owe your 
  sanity and your life to a woman named Haleen. She could 
  be your sister or merely a childhood companion, but 
  whatever your relationship to her, she took care of you 
  and protected you. She’s always been a part of your life, 
  and although her temper often kept her from making 
  friends or keeping a job, she’s always been kind to you. 
  Haleen was instrumental in securing your freedom from 
  slavery or making sure you got a good apprenticeship or 
  job in society—but recently, she’d been growing strangely 
  morose and depressed. You and Haleen normally kept no 
  secrets, but whatever was bothering her wasn’t something 
  she shared with you. One night, she vanished, leaving 
  you a brief note, begging you to forget her and to get 
  on with your life, but something about the note 
  bothered you—something in the way she phrased 
  her words struck you as forced. You may be convinced 
  she’d been kidnapped, forced to leave against her will, or 
  even magically controlled, but you also suspect that she 
  left you to protect you from something—that was ever her 
  way. You’re now convinced that it’s time for you to step in 
  and protect her, but you had no idea where she may have 
  gone until recently. Several months have passed since she 
  disappeared, and you’ve spent those months searching for 
  clues to her location, and you’ve finally found a lead—a 
  mysterious note, a strange dream, the result of a back-alley 
  divination, or a report of a sighting of a woman matching 
  Haleen’s description has come to you, placing Haleen in 
  the vicinity of an old ghost town named Kelmarane. What 
  she’s doing there and how she came to be there makes no 
  sense to you yet, but the lead is the strongest one you’ve 
  had. This and Garavel’s advertisement for mercenaries 
  to accompany him to the region is all the omen you 
  need. You joined Garavel’s group and eagerly await the 
  day you’ll be leaving for Kelmarane. Although Haleen 
  chose to become a swashbuckling adventurer, she always 
  encouraged you to seek your own path, and her support 
  is the primary reason you chose the class you did at 1st 
  level. This class is always a favored class to you, and your 
  dedication to it is such that every time you take a level in 
  the class, you gain +1 hit point and 1 additional skill point 
  over and above what you would normally gain. If multiple 
  PCs take this trait, they should be siblings who were both 
  protected and raised by Haleen.
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  from which its citizens’ livelihoods 
  spring. In the desert reaches, pesh grows. 
  The bulbous, spiny cacti produce the milk 
  farmers ferment into pesh, the pleasantly 
  euphoric, mildly addictive drug for which 
  the country is famed. The potential to 
  cultivate pesh and make large sums of 
  money from its sale makes the dangers 
  of desert life—scorpions, jackal rats, sand 
  eels, and ancient curses—worthwhile. 
  Religion in Katapesh
  The predominant religion in Katapesh is 
  Abadar’s faith, as the god of mercantilism, money, 
  and cities finds much support among the buyers and 
  sellers of the nation’s famous markets. Even followers 
  of other deities often murmur a prayer to Abadar before 
  engaging in a business deal, or drop a few coins in one of 
  Abadar’s tithe-boxes after a successful sale.
  Sarenrae enjoys the largest following after Abadar. 
  In a country with so much sun, and where the heat 
  can grow intense enough to cause damage or death, it 
  seems only natural that many would revere the goddess 
  of the sun and healing. Sarenrae’s paladins play a major 
  role in defending Solku, and Katapesh in general, and 
  most citizens see them as benevolent and admirable 
  crusaders. Unfortunately, Sarenrae’s strong presence 
  here also draws cultists of Rovagug seeking to destroy 
  the Dawnflower’s followers.
  Desna, Gozreh, Nethys, and Pharasma also enjoy 
  moderate followings in Katapesh. Gnolls revere Lamashtu, 
  and many shrines in the mountains pay homage to the 
  Mother of Monsters. 
  CReatuRes of Katapesh
  Many animals on the plains and in the desert are 
  native to Katapesh, known in other lands only because 
  of the luxurious pelts traded in the marketplace. On 
  the plains, the most common creatures are Katapeshi 
  lions (great golden beasts with white manes), gazelles, 
  zebras, blink dogs, camelopards (a variety of giraffe), and 
  small, beautiful antelopes called calopi. Jungle areas 
  include such wildlife as alligators, giant snakes, lizards, 
  stirges, and rare tribes of lizardfolk. In the desert, one 
  finds camels, sand eels, basilisks, behirs, wild horses, 
  scorpions, and buzzards. In the mountains, giant frilled 
  lizards known as razorscales prowl next to mountain 
  lions, wild goats, dragonnes, and gnolls.
  Katapesh! 
  Land 
  of 
  adventure, 
  excitement, 
  and 
  addiction. 
  The 
  present blurs into the past as ancient 
  ruins 
  and 
  weathered 
  monoliths, 
  once hidden, come to light. Scouring 
  sandstorms whip away the dunes to 
  reveal the planed sides of pyramids. 
  Caravans gone astray on the savannah 
  find the bones of old settlements, their 
  inhabitants gone but their relics left 
  behind. The tokens and trinkets of bygone 
  Katapesh all make their way to the great city 
  of the same name, to find a place among the 
  stalls and shops of the city of trade. There, the 
  battered gold necklace that once hung around 
  the neck of an Osirian pharaoh sits in a tangle next 
  to smooth blocks of pesh, while one of the enigmatic 
  Pactmasters glides by, his madness-inducing visage 
  concealed behind a bizarre mask.
  Katapesh may be many things: hostile, brutal, dishonest, 
  opportunistic, uncivilized, pious—even beautiful. But it is 
  never dull.
  Welcome to the bazaar of the bizarre, stranger.
  Katapesh, the CountRy
  Katapesh encompasses many different land types and 
  climates, almost as varied as the goods in its marketplaces. 
  To the west and north, looming mountains slope like 
  spearheads, blocking the way to Osirion. Flatter foothills 
  and mountain passes offer passage to the northern 
  country, but most travelers prefer to reach Osirion by 
  ship. Gnolls live in those mountains, and they know the 
  passes and easy crossings as well as anyone. Unprepared 
  souls who attempt to traverse the mountains generally 
  wind up on a ship anyway: in the belly of a slave galley on 
  its way to the Fleshfairs.
  South of the mountains, warm green savannahs stretch 
  for miles. Clusters of tall trees, with long branches that 
  extend only from the very tops of the trunks, stand like 
  open umbrellas to offer moderate shade. Thin rivers and 
  still pools provide water for the many animals that roam 
  the fertile plains, such as camelopards, Katapeshi lions, 
  gazelles, and more. At times, the savannah gives way to 
  lush jungles that develop around hot spots: underground 
  heat vents that warm the area, turning fresh water murky 
  and sulfurous and fostering the growth of plant life.
  Farther south still, the plains dry up into arid stretches of 
  desert. Here lies the breadbasket of Katapesh, the heartland 
  Katapesh
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  Gnolls are the most common monsters in Katapesh, 
  and arguably the most dangerous. Gnolls consider 
  Katapesh their homeland, and seem intent on killing 
  or enslaving all interlopers who dare make their homes 
  there. Gnolls are feared and reviled throughout the land, 
  but the Pactmasters’ open trade policy means that gnolls 
  may freely enter the city of Katapesh, so long as they come 
  to barter and behave themselves.
  Katapesh, the City
  South of most civilized lands, sprawling across a valley 
  of blazing-hot sand, is one of the most incredible and 
  wondrous cities in all of Golarion: the great desert 
  metropolis of Katapesh. Within its sandstone walls, 
  anything one wishes can be bought, sold, or traded—for 
  the right price. Katapesh is a city of organized chaos 
  where cash is king and commerce is the highest god.
  While most people point to Absalom as the greatest city 
  of the Inner Sea region, there is no denying Katapesh’s 
  mercantile might, and many groups find this thriving 
  market city more to their liking. Through all of the 
  trials and tribulations Katapesh has weathered, from its 
  beginnings as the “Golden City” to the bustling metropolis 
  of today, it has retained its mercantile importance no 
  matter who or what has occupied it. Some believe that it is 
  Katapesh’s divine purpose to one day become the greatest 
  center of commerce in all of Golarion.
  The city holds more than 200,000 souls, and each one 
  wants to sell you something. At first glance it appears 
  there are more businesses than residences in Katapesh, 
  because so many merchants sleep in their shops, as they 
  are there most hours of the day anyway, and it provides a 
  deterrent to thieves.
  Thievery isn’t as big a problem as one might expect in 
  Katapesh. Crammed full of stores, stalls, tents, warehouses, 
  hawkers, and purchasers as it is, the teeming city seems a 
  thieves’ paradise. The edicts of the Pactmasters, however, 
  make it clear that anyone interfering with trade in the city 
  faces death—or worse. While the occasional petty theft is 
  to be expected, organized or chronic crime threatens to 
  disrupt a merchant’s everyday business. The Pactmasters 
  come down hard on those who endanger the city’s economy 
  (sometimes using constructs powered by the souls of slaves, 
  called aluum, when necessary), and ignore everyone else.
  While the Pactmasters maintain control over the city, 
  day-to-day business and governance is left to Pactbroker 
  Hashim ibn Sayyid. Ibn Sayyid has a reputation for 
  upholding the Pactmasters’ judgments and enacting their 
  laws, whatever his personal feelings. Some suspect ibn 
  Sayyid has a personal agenda that will someday come to 
  light, but for now he enjoys a stable and respected position.
  Ibn Sayyid also presides over the merchant council, 
  which makes decisions about Katapesh’s trade policies 
  and ensures the market remains free. In practice, the 
  merchant council rarely interferes in citizens’ daily lives; 
  their attitude is laissez-faire, if not downright apathetic.
  The Nightstalls garner the most attention in Katapesh. 
  The bazaars there sell items that are more than unusual—
  they’re immoral, addictive, or ephemeral. The Nightstalls is 
  where one can buy a dragon’s tongue, feathers from a couatl’s 
  wing, drugs and poisons of all kinds, or a devil’s regret. 
  After pesh, Katapesh’s biggest export is slaves. Though 
  some slaves are available in the Nightstalls, most are sold 
  through the Fleshfairs of Okeno. 
  KATAPESH
  Size Metropolis nonstandard (plutocratic merchant council with 
  alien overseers); AL N
  GP Limit 100,000 gp; Assets 1,075,000 gp
  DEmoGrAPHicS
  Population 215,000
  Type mixed (73% human, 6% halfling, 6% gnome, 5% half-elf, 5% 
  gnoll, 2% dwarf, 1% half-orc, 1% elf, 1% other)
  AuTHoriTy FiGurES
  Hashim ibn Sayyid (Pactbroker of Katapesh); Angruul, Jivnar, 
  Krimiltuk, morvithis, and Tzandarkon (Pactmasters of Katapesh)
  the Rainy season
  Katapesh enjoys a hot but consistent climate most of the year. 
  In early spring and early fall, however, changing winds and 
  the collision of hot and cold weather fronts cause a torrential 
  rainy season that lasts up to 3 weeks. During the rainy season, 
  storms constantly thunder overhead. The rain may clear up 
  for an hour or so, but always pours down again soon.
  Without the rainy season, Katapesh would dry up and most 
  of its creatures would die. The rain fills the numerous basin 
  lakes that hold water but have no external feed; without the 
  rain, the lakes would be but shallow depressions. Once filled, 
  these basin lakes sustain the plant and animal life of the 
  country for months to come.
  Celebrations mark the rainy season whenever it arrives. In 
  the city of Katapesh, vendors raise brightly colored awnings of 
  oiled canvas over their stalls to shield them from the rain. Most 
  hang chimes of brass or silver from the awnings, and their 
  musical chimes sound constantly as they sway from the weight 
  of rain on the canvas. Hawkers travel the stalls with buckets 
  of steaming cider or mulled wine for sale, and young people 
  gather in mobs for barefoot dances on muddy street corners. 
  Though Gozreh’s presence in the city of Katapesh is limited 
  most of the year, during the rainy season his faithful conduct 
  parades, hand out shells for good luck, and receive special 
  treatment from merchants, innkeepers, and citizens alike.
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  of breaking any of the city’s few laws, nearly anything is 
  acceptable here. One might say that “acceptance” is part 
  of the cultural identity of Katapesh.
  Every line of work, down to the humblest beggar, has 
  its own guild. Membership in a guild safeguards each 
  member’s economic well-being, even if that only means 
  having just enough to feed himself.
  Drug use, slavery, and poison are a part of everyday life 
  in Katapesh, and the city’s leaders have embraced them 
  as part of the city’s economic and cultural identity. Of 
  course, they remain closely monitored, and a sales tax 
  accompanies the sale of all drugs, slaves, and poisons sold 
  within the city. 
  With all the industry that takes place within the 
  city’s walls, one might think the locals have no place for 
  recreation or fun. But in spite of their work ethic, the people 
  of Katapesh do indeed enjoy their pastimes— which, of 
  course, are lucrative businesses in and of themselves. One 
  of them is a very physical sport called ruk, in which guild-
  sponsored teams compete within the Grand Coliseum. Two 
  teams of 10 athletes contend with each other to toss a sand-
  filled leather ball the size of a man’s head through hoops 
  at either end of the arena. Whichever team scores the most 
  points by putting the ruk ball through the other team’s hoop 
  after 1 hour of play is declared the winner. The competition 
  can be brutal, and not just among the athletes—the fans 
  and sponsors are known to get quite violent in support 
  of their teams. There are also gladiatorial matches every 
  week, numerous brothels, and gambling houses, as well as 
  rampant drug use throughout the city.
  Government
  Katapesh is ruled by an organization of rarely seen 
  robed merchants called the Pactmasters, though most 
  city workers receive their orders from their official 
  representative, the Pactbroker Hashim ibn Sayyid. The 
  laws of Katapesh revolve almost exclusively around the 
  city’s commerce and ensure that nothing impedes its 
  day-to-day business. If something can be bought, sold, or 
  traded—no matter what it is—an individual is free to do 
  so as long as he is a member of a guild closely associated 
  with that commodity. Guild membership is not hard 
  to obtain, usually costing no more than 1 gold piece. 
  Each guild has its own representatives that monitor the 
  business activities of its members to ensure that they pay 
  the appropriate taxes on goods sold there. Negligence in 
  these matters is met with harsh guild retribution.
  The Pactmasters hold council with the city’s Guild 
  Masters each month to arbitrate disputes between rival 
  guilds, approve fee schedules, and administer punishment 
  for breaking the trade laws. The punishment may take 
  the form of loss of property, fines, imprisonment, or even 
  slavery for more serious crimes. 
  Geography
  Katapesh overlooks the Inner Sea from a sandy promontory 
  over a series of black, glassy cliffs called the Obsidian Wall. 
  Beneath the cliffs a flat stretch of ground extends to the 
  sea. Many of the busiest portions of Katapesh are found 
  within the strip of land that lies between the two. The city 
  is surrounded by a 40-foot-high sandstone wall, topped by 
  ramparts and reinforced with crenellated towers. A small 
  standing army called the Zephyr Guard patrols the walls 
  and towers surrounding the city. 
  The city is divided into five separate areas: the Docks, 
  the Lower City, the Twilight Gate, the Inner City, and the 
  Dawn Gate. In addition to these large sections of the city, 
  three smaller communities shelter in the shade of its tall 
  walls, and a fourth perches along the cliffs southeast of 
  the city. Dog Town huddles around the Dawn Gate. The 
  Day Stalls, a collection of vendors and beggars, sits outside 
  of the Serpent Gate. Separate from the other two in many 
  ways, a community of craftsmen, vendors, farmers, and 
  fishermen makes up a settlement called the Sprawl near 
  the Twilight Gate. Castle Clarion, just south and east of 
  the Sprawl, has attracted enough neighbors and shops 
  that it just barely qualifies as its own community beyond 
  Katapesh’s walls.
  Culture
  The people of Katapesh are dedicated to their professions 
  and take great pride in what they do. Nearly every strain 
  or mixture of race is represented, with little to no 
  prejudice. Gnolls, orcs, and goblins rub elbows in the 
  bustling markets with humans, dwarves, halflings, elves, 
  and many other lesser-known races. With the exception 
  the pactmasters
  The mysterious rulers of Katapesh are not native to the 
  area—perhaps not even to Golarion. They arrived almost 
  a thousand years ago, during a time when anarchy and 
  lawlessness ruled the city. With quiet, direct ruthlessness, 
  the Pactmasters took the city in hand and drove the unstable 
  elements out. Within a hundred years, Katapesh stood as a 
  shining model of free trade, and within 500 it had established 
  itself as a leading economic power in the Inner Sea region.
  Pactmasters stand 7 feet tall and seem unnaturally thin. 
  They wear layers of robes to hide their spindly bodies and 
  ornate masks of gold, silver, and other precious metals—
  often studded with gems—to cover their faces and muffle 
  their voices. Though many stories circulate as to whom the 
  Pactmasters are and what they truly look like, no one can say 
  for certain what lies under those placid masks.
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  Theft is punished severely. First-time offenders are 
  brought before a judge to be tried. Both sides of the 
  matter are heard, and if the offending party is found 
  guilty he loses a hand and is branded. Repeat offenders 
  are immediately imprisoned and executed the next 
  day by the Zephyr Guard. Other crimes, such as public 
  disorderliness, fighting, and murder, are usually met 
  with fines or overlooked unless they impede commerce 
  in some way. Usually a bribe is enough to clear oneself of 
  any wrongdoing in these kinds of altercations.
  Destruction of property is one of the more serious 
  crimes, as it means the complete loss of a profit-producing 
  commodity. Punishment is forfeiture of an item of equal 
  value. If the offending party is incapable of producing such 
  an item, he is enslaved until he has made restitution.
  Though the Pactmasters are rarely seen outside their 
  palace walls, their presence is felt throughout the city in 
  the form of active patrols of the Zephyr Guard. The 
  Zephyr Guard is made up of diverse ethnic groups 
  and races, but is mostly human. The guardsmen’s 
  unifying feature is their expertise in combat 
  and the precision with which they carry 
  out their duties. To bolster them, 
  numerous constructs called aluum 
  are posted throughout the city. 
  These creatures serve the Zephyr 
  Guard and the Pactmasters when 
  finesse and normal martial efforts 
  fail. The aluum stand silent vigil 
  on street corners, in the shadows of 
  buildings, around busy squares, and 
  throughout the numerous bazaars. No 
  matter where one goes in Katapesh, an 
  aluum is never far away.
  Places of Interest
  Katapesh has many interesting locales 
  for residents to frequent and visitors to 
  seek out. A few of the more notable sites 
  are presented below.
  The Docks
  Warehouses, stores, and a few sizeable 
  inns cater to the city’s bustling sea trade. 
  Rising from the shoreline, a massive copper 
  statue of a horned giant stares menacingly 
  out to sea as if to ward away enemies. The 
  statue’s features are worn and covered with 
  years of droppings from the gulls that use 
  it as their aerie.
  Visitors to the Docks often stop in 
  at Trillia’s Bath House for a nice hot 
  bath and a bit of news and gossip, an 
  establishment easy to find because of the copper tub sign 
  over its doors. Many then head to the Golden Scarab to try 
  Krebble-Jeggle’s numerous gaming tables. For those who 
  like a bit more danger in their games, the Golden Scarab 
  may be more interesting.
  The Lower City
  The Lower City contains possibly the world’s largest 
  bazaar—a collection of kiosks, tents, huts, carts, and even 
  simple rugs spread on the ground to display a few odds and 
  ends. The Lower City Bazaar stretches the entire length of 
  the city, and nearly anything can be bought or sold there.
  At Aromas and Aphrodisiacs, patrons may enjoy relaxing 
  herbs inhaled from extravagant hookahs, absorbed 
  through the skin from organic wraps, or ingested from 
  a variety of delicious and relaxing teas, all within small 
  private booths inside the tent. For an extra fee, the shop’s 
  small army of slave girls may be reserved for other 
  forms of entertainment.
  The Azure Star reigns supreme as the most 
  popular cantina for visitors and locals alike. At 
  the top of every hour, musicians and singers 
  entertain the guests with haunting 
  and entrancing songs and melodies 
  brought to Katapesh from the most 
  remote cornerws of the world. The 
  Azure Star’s famous cuisine includes 
  unforgettable 
  favorites 
  such 
  as 
  honeyed loci, curdled camel milk, 
  pesh-sprinkled dhabbas liver, pickled 
  scorpion, grilled adder, thrice-poisoned 
  oysters, and many more.
  Cindra’s Exotic Pets is a popular 
  destination. Her tent is filled with an 
  eclectic collection of animals such 
  as monkeys, apes, and birds from 
  the Mwangi Expanse; dhabas 
  from the nearby deserts; small 
  dinosaurs and lizards from 
  Mediogalti; warp snakes from 
  the Mana Wastes; baby Osirian 
  crocodiles; 
  Hyrantam 
  geckos 
  and toads from the Sodden Lands; 
  endangered crows from Irrisen; 
  wolves, badgers, foxes, and pygmy 
  elk plundered from the forests 
  of Nirmathas; and even more 
  common 
  creatures 
  like 
  rats, cats, and toads.
  The Scorpion’s Sting 
  sells some of Katapesh’s 
  most effective poisons. The 
  shop is recognizable as the 
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  tent with large scorpions stitched into the canvas, and 
  buyers are advised to heed the warning signs near all of 
  Master Daleeb’s wares. 
  Jangley’s Shop sells rare and unusual treasures, curios, 
  and knickknacks, sometimes magical but always bearing 
  colorful histories.
  For those looking to purchase human property or 
  needing to rescue an ally from slavers, the Slave Block 
  always has flesh for sale.
  Twilight Gate
  Originally a brick and adobe shantytown built up around 
  the southern walls, today Twilight Gate is a mixture of 
  ancient and modern architecture and the site of many ruins 
  that have become tourist attractions. Visitors to Twilight 
  Gate are encouraged to see the Red Pyramid and the Ruined 
  Monastery. For the religious-minded, the Twilight Gate 
  also boasts the city’s grandiose Temple of Abadar, its vaults 
  well known as the most secure storage in Katapesh. The 
  Pathfinder Society also maintains a lodge here.
  Inner City
  Surrounded by ancient sandstone walls covered in faded, 
  timeworn reliefs and curious designs, the Inner City is the 
  oldest of Katapesh’s districts. It’s also home to the walled 
  palace of the Pactmasters, its soaring towers easily seen 
  from anywhere in the city. Many ancient marvels dating 
  back to the city’s earliest days still stand here, rivaling 
  each other in their size, grandeur, and mystique, from the 
  Grand Coliseum, the Marble Sphinx, and the Golden Oasis 
  to the Glass Pyramids and the Screaming Obelisk.
  Other locations of note include the College of 
  Dimensional Studies where wizards and sorcerers study 
  the stars, the planes, and all that lies between; Al’Faran’s 
  Steel Restaurant, where the finest blades in all of Katapesh 
  are available; and Zandrek’s Pesh Palace, the most popular 
  den of iniquity in a city full of sin and vice. 
  Dawn Gate
  Like the Lower City, this portion of Katapesh grew up around 
  the original city walls during the Oasis Age when the area 
  was flooded with newcomers attracted to the burgeoning 
  city. Though this section of Katapesh is mainly residential, 
  visitors come here to see the Gilded Shell, an enormous 
  polished tortoise shell covered in gleaming metal plates, 
  where accomplished armorsmith Malthus Feyhew produces 
  some of the greatest suits of armor available. Other worthy 
  attractions include Cayden’s Cantina and the Hall of Irori 
  (though the latter is usually closed to the public).
  Adjacent Communities
  Visitors to the small communities outside of Katapesh’s 
  walls may expect to find a grab bag of various odds and 
  five inns of Katapesh
  While inns of poor to exceptional value abound in Katapesh, 
  particularly in its capital and the other major cities, five in 
  particular stand out.
  Breakstride: Reputedly the best inn in Solku, Breakstride 
  offers large, comfortable beds, exotic meals, and high-quality 
  ale. Retired halfling adventurer Erilene Finch ensures her inn 
  runs smoothly and efficiently.
  Buzz Juice: Named for its most popular libation, Buzz 
  Juice is an inn in Bug Harbor, a small town on the edge of a 
  swamp. While the lodgings are terrible and the food is worse, 
  the bittersweet, syrupy buzz juice the proprietors serve keeps 
  patrons coming back.
  Four Times called: While this two-story inn in Okeno 
  is dark and shabby, it has live music every night. Some of 
  the finest bards in the land come to play in the enormous 
  taproom supported by black oak beams.
  The orange Flower: This tiny Okeno inn has only three 
  bedrooms and no taproom, but it charges a high price to 
  spend the night. The Orange Flower’s true revenue comes 
  from it basement level, which holds a dozen boudoirs for the 
  Tian prostitutes who operate there.
  The Sand Dragon inn: A long, serpentine dragon made 
  of brass perches above the inn’s main entrance. Their fare 
  is reasonably priced, if a bit heavy on the curry. Travelers 
  often stop here before moving on to explore the city, as the 
  bedrooms and large common room are cool, clean, and 
  blessedly free of dust and vermin.
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  ends and services for sale. Dog Town gained its name for 
  its large gnoll population. Though the Zephyr Guard 
  maintains patrols through the area, they are lax and few 
  in number. Visitors should be wary of crossing the gnolls 
  residing there, though the Rabid Dog is said to be a good 
  tavern to stop in for information about the hinterlands 
  and guides for exploring some of those areas.
  Visitors to the Day Stalls may find Cheeho the Talking 
  Dog or the fortune-telling Smoke Lady amusing, and 
  those locals seeking solid, affordable craftsmanship and 
  other services often frequent the Sprawl for their needs. 
  Jerg’s Repair Shop is a popular spot for anything in need 
  of fixing or maintenance, as well as reversing curses and 
  other magical problems.
  Castle Clarion is a magnificent structure that sits atop 
  a cliff overlooking the Inner Sea. The castle itself is not 
  open to visitors, though it attracts many sightseers. Shops 
  around the castle sell scrimshaw carvings of the castle, 
  and numerous painters have opened galleries at Cliffside 
  showing works inspired by the view.
  otheR settlements
  The city of Katapesh, while the largest civilized area 
  in the nation, is by no means the only destination for 
  travelers. Solku, much smaller than Katapesh but still a 
  settlement of decent size, attracts many traders, as well as 
  pilgrims intent on visiting Sarenrae’s Lambent Citadel. 
  In recent years gnolls from White Canyon have besieged 
  Solku in a series of attacks, but the last conflict 2 years 
  ago saw the bands broken and driven off. They have not 
  returned to trouble Solku since, but it seems likely that 
  they will again someday.
  Near Solku, a stockade called Fort Longjaw stands as 
  a bastion against gnoll incursions. Giana Secondstride, 
  Fort Longjaw’s leader, sometimes provides shelter and 
  food for travelers, but expects them to contribute to the 
  fort’s defense in exchange.
  In the southern deserts, a Pathfinder lodge run by the 
  dwarf Var Pinder serves as a museum of antiquities and also a 
  staging point for many expeditions. Pinder makes no secret 
  of his love of artifacts, and often commissions adventurers 
  to explore the many ruins and tombs of Katapesh.
  On an island off the eastern coast, the 
  harbor city of Okeno runs the largest 
  slave trade in the area, and possibly 
  the world. The Fleshfairs draw buyers and 
  sellers from all over, looking for expendable 
  servants, shock troops, or manual laborers. The 
  yellow-sailed slave galleys of Okeno are notorious 
  in the Obari Ocean and Inner Sea.
  Near the center of Katapesh, the gnome 
  city of Finderplain provides temporary 
  homes for a steady stream of travelers 
  exploring the area. Most residents of Finderplain stay for 
  a few months to a year and then move on, leaving their 
  homes empty for the next round of travelers.
  Crime and punishment in Katapesh
  Before considering breaking any of the laws of Katapesh, 
  one should be familiar with the penalties. Of course, with 
  the right attitude and a handful of coins, the Zephyr Guard 
  may just let the offending party off with a warning.
  murder of guild member, Zephyr Guard, or government 
  official: Execution
  murder of unaffiliated person: 6 months imprisonment, 
  100 gp fine, and official warning
  Assault of guild member, Zephyr Guard, or government 
  official: 1 year imprisonment
  Assault of unaffiliated person: 1 gp
  Destruction of Property: Fine equal to the value of the 
  property, or slavery (time varies)
  Tax Evasion: Fine equal to the unpaid taxes and 6 
  months imprisonment
  Theft: Loss of a hand, branding, and 25 gp fine, or death 
  (second offense)
  unsanctioned sale prices: Fine equal to the value of the 
  item, official warning, and/or loss of guild membership
  Disorderly conduct: 5 gp
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  Braving the Desert
  Think not of the desert as a wasteland, but as a new bride. Listen to her wishes 
  and her whims, and receive the glorious bounty she promises. Listen not and you 
  risk the wrath of a scorned woman.
   
  —Badawi proverb
  The desert is a harsh and cruel mistress. Obey her warnings, and you will be 
  lucky only to receive her lash. Ignore her, and she will forget you, and then you 
  shall be truly lost.
   
  —Admonishment of gnoll slavers to their underlings, loosely translated
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  Braving the Desert
  Braving the Desert
  1919
  The deserts of Katapesh are a vast wasteland of varied 
  threats. Heat, exhaustion, thirst, starvation, fell beasts, 
  and roaming slavers all look menacingly on those that 
  wander the wastes, awaiting their chance to claim new 
  victims. The ruins of ancient Osirion and the remains of 
  attempted settlements call to brave and hardy adventurers, 
  but so too do the sun-bleached bones of travelers lost to 
  sand and wind. Courage is not nearly so important as 
  planning and wisdom when attempting to brave the wild 
  lands between Katapesh and Sothis.
  NAturAl HAzArds
  In many cases, the most dangerous thing in the desert is the 
  desert itself. Below are several natural hazards to avoid.
  Thirst and Starvation
  Staying fed and hydrated in the desert is a difficult 
  proposition. You normally need a pound of food and a 
  gallon of water per day to stay alive, and in the desert your 
  need for water doubles, or in some cases triples.
  The rules for the Survival skill assume a general 
  wilderness with sufficient food and water supplies to 
  support a large array of wildlife. Desert conditions are less 
  forgiving of their inhabitants, and far less welcoming to 
  guests. Your GM may increase the DC of Survival checks 
  to find food or water in the desert, depending on available 
  food, recent conditions, or the quality of water discovered 
  (which may be tainted with salt, surrounded by thirsty 
  beasts, or claimed by other intelligent beings). Sandstorms 
  might cover over small springs, and shifting dunes often 
  conceal signs of animals you’ve been tracking for hours.
  If you’re low-level, be ready to carry a lot of food and 
  water with you. A single Medium creature needs between 
  2 and 3 gallons of water per day in the desert. As a gallon 
  of water weighs over 8 pounds, the weight quickly adds 
  up. Add to that a full pound of food each day, and each 
  character needs to carry 18 or more pounds of sustenance 
  on their back for each day in the desert. Small characters 
  have it a little easier (they can survive on half as much food 
  and water), but suffer from a lower carrying capacity.
  Without water, you’ll last 1 day plus a number of hours 
  equal to your Constitution score. Without food, you can 
  survive 3 days. Once you hit either time marker, you must 
  make a Fortitude save (DC 10 + 1 for each previous check) or 
  take 1d6 points of nonlethal damage and become fatigued. 
  You can’t recover from this nonlethal damage (even with 
  magic) until you get food or water.
  Most desert animals are at least partly nocturnal, so if 
  you have to hunt for food, keep your efforts to the twilight 
  hours near dawn and dusk, when prey is active. When 
  looking for water, areas of heavy animal or bird traffic or 
  with lush, green vegetation are good signs that drinkable 
  water is nearby. Avoid eating the leaves of unfamiliar 
  plants or drinking water that is not clear or has the smell 
  of metals—the risk of poison or contamination is more 
  dangerous than looking elsewhere. Lastly, remember 
  that the desert has few oases at which to drink. If you are 
  thirsty, there are probably other creatures around that 
  might want that water as much as you do and are willing 
  to kill for it, or else see you as suitable prey.
  Heat and Exhaustion
  The deserts of Katapesh are blistering and inhospitable, 
  qualifying as “very hot” (90º F or higher) from late morning 
  to late afternoon most of the year, and “severe heat” (110º F 
  or higher) during those same hours in the summer.
  In very hot or severe heat conditions, you run the risk 
  of heatstroke. You must make a Fortitude save (DC 15, 
  +1 for each previous check) every hour if it’s very hot, or 
  every 10 minutes in severe heat. If you’re wearing heavy 
  clothing or any kind of armor, you take a –4 penalty to 
  saves against heatstroke. Failure means you suffer 1d4 
  points of nonlethal damage and are fatigued. Like the 
  damage suffered from starvation or thirst, this damage 
  can’t be healed until you remedy the cause—in this case, 
  cooling off, finding shade, or reaching nightfall alive.
  Keep in mind that if you’re already fatigued and 
  suffer from a condition that would force you to become 
  fatigued, you become exhausted instead. This applies to a 
  combination of starvation and thirst, starvation and heat, 
  or thirst and heat.
  Swallowing Sands
  Quicksand and sandstorms are both constant threats in the 
  desert. If you encounter quicksand, it is best to avoid the 
  area. Newcomers to the desert won’t recognize quicksand 
  until it is too late. Unlike water-based quicksand in 
  marshes, desert quicksand is dry and results from very fine 
  blown sand, so sandstorms can create new pockets of dry 
  quicksand in a previously safe area. Though it contains no 
  actual water, dry quicksand is safe to walk on using spells 
  such as water walk.
  Staying afloat in quicksand requires a DC 10 Swim 
  check; escaping needs a DC 15 check. Failure by 5 or 
  Wait for the Night
  Traveling the desert by night is advantageous in a number 
  of ways: the air is much cooler (and it may even grow cold, 
  depending on how far inland you are), water sources stand 
  longer without evaporating, nocturnal animals come out 
  to search for food, and humanoid threats are less active. 
  Whenever possible, reserve your movements to the night and 
  early morning, when you have a greater chance of survival.
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  Humanoids
  The badawi tribes (see Desert Natives, below) are distrustful 
  of newcomers to the desert, seeing most strangers as 
  treasure hunters or slavers. Once they accept a visitor, badawi 
  hospitality is quite generous, but it is a hard-won reward.
  More threatening are the bands of gnoll slavers that 
  wander the desert. Often, they watch a group of lost or 
  starving victims, waiting until their prey is half-dead 
  before moving in and snatching up anything of value.
  Ancients and the Otherworldly
  Legends of ancient Katapesh are rife with tales of cryptic 
  threats and otherworldly beings. Mummies of long-
  dead Osirian rulers and priests, manipulative sphinxes, 
  and wrathful efreet and their distant relations the jann 
  all carve out their own dominions across the wastes, 
  waiting for visitors and intruders to bring them tribute 
  or entertainment.
  Death From Above
  The sun is only the most obvious threat in the desert. Bats, 
  both abnormally large individuals and swarms of smaller 
  specimens, fill the night sky searching for prey. Blue 
  dragons prowl the sands looking for hapless travelers, and 
  brass dragons jealously patrol their domains. Dragonnes 
  fly over the sands’ nearest mountain ranges, searching 
  for man-sized prey.
  The greatest defense against all flying threats is to travel 
  when visibility is poorest and conceal yourself inside a 
  tent, a cave, or other covering while sleeping.
  Scavengers
  If you are able to bring down prey or fend off a predator, 
  it is best to take what you need from your kill and leave. 
  Vultures and hyenas abound in the desert, and they can 
  catch the scent of fresh meat from miles off. Unless you’re 
  sure you’ll be able to fight off competitors, moving away 
  and finding shelter is a better and safer option—or be 
  sure to drag your kill a safe distance from your camp so 
  the carrion-eaters won’t bother you.
  BAdAWi: desert NAtives
  Despite the harsh environs of the desert, there are tribes 
  that have lived among the sands for countless generations—
  some since Osirion still claimed Katapesh. Some of these 
  tribes are small bands of humans (often living as bandits 
  and raiders), but the rest are extended clans of wandering 
  badawi, an interrelated network of tent-dwelling nomads 
  and herdsmen.
  Badawi are nearly all Keleshite. Like other Keleshites, 
  they are convinced of their superiority over others and 
  that their way is best, but this belief is bolstered by the 
  utter lack of other successful modes of living in the desert 
  more causes you to sink beneath the surface, forcing you 
  to begin holding your breath.  You can rescue another 
  character from quicksand if you can reach him or her 
  with a pole, rope, or other extension. You and the trapped 
  victim each need to make a Strength check (DC 15 for you 
  to pull the victim closer, DC 10 for the victim to hold on). 
  If the victim fails, he must make a DC 15 Swim check 
  to avoid sinking below the surface. If you both succeed 
  on your check, you pull the victim 5 feet closer to safety 
  (either vertically or laterally).
  Sandstorms can spring up without warning. The 
  greatest threats a sandstorm poses are the chance of 
  becoming lost and spoiling food and water. During a 
  sandstorm, your visibility is reduced to 1d10×5 feet, and 
  you take a –4 penalty to Listen, Search, and Spot checks. 
  Terrain often shifts during a sandstorm (particularly 
  sand dunes), so you’ll need to get your bearings, check 
  your food and water (as the tiny particles can turn water 
  into silt and food into a gritty inedible mess), and clean 
  out your clothes before proceeding after a storm.
  liviNg tHreAts
  There is a common belief that the desert itself wishes 
  to expel all unwelcome visitors. Even with the almost 
  sentient wrath the desert seems to exhibit, there are 
  creatures and beings even more willing to deliver sudden 
  punishment on travelers that wander the wrong path.
  Vermin and Scalykind
  The least intelligent threats amid the sands are also some 
  of the most deadly. Scorpions ranging from the size of a 
  finger to those as large as a tent roam the deserts, seeking 
  prey with claw and poison. Reptiles of all sorts—from 
  small and harmless snakes to mighty vipers and deadly 
  basilisks—wait for unwitting prey to stumble upon them, 
  appreciating the chance for a fresh meal.
  Most such threats are mitigated by protections against 
  poison. Slow poison and neutralize poison are smart choices 
  for spells when you expect to encounter scorpions or 
  snakes, and the wise traveler brings a dose of antitoxin 
  as a contingency.
  sANdWAlKer
  You are at home on the shifting waves of sand.
  Prerequisites: Dex 13, Con 13
  Benefit: When desert terrain would reduce your overland 
  movement speed to 1/2 normal, you can move at 3/4 your 
  normal speed.
  You gain a +2 bonus to Survival checks to find food and 
  water, and to checks to avoid getting lost in a desert. 
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  Braving the Desert
  Braving the Desert
  2121
  wastes—if someone knew of a better way to survive in the 
  desert, the badawi would be using it. A few badawi are 
  gnomes or halflings, but these races mostly pefer cities or 
  more comfortable wildernesses.
  Badawi favor the ranger and rogue character classes, 
  with druids and clerics (of Abadar, Irori, Pharasma, or 
  Sarenrae) rounding out most of the rest. Barbarians are 
  looked down upon as mindless savages, engaging in 
  practices acceptable only to the beast-like gnolls. Paladins 
  are revered as rare but noble paragons. If you want to 
  play a badawi native, consider the Endurance, Mounted 
  Combat, or Sandwalker (see sidebar) feats, and be sure to 
  keep your Survival skill high.
  PrePAre Yourself
  Deserts are harsh and survival is difficult. A lifesaver 
  is the create water spell, which gives you 2 gallons of 
  drinking water per caster level. Unless you have multiple 
  characters in your group that are capable of casting create 
  water, a group with one 1st-level caster is limited to 6 
  gallons of water per day (unless you start using higher-
  level spell slots on the spell), so you’ll need to provide 
  other means of finding drinking water—which probably 
  involves carrying it on your back.
  If create water is your right hand in the desert, then 
  endure elements is your left. A single casting of endure 
  elements allows you to exist in most desert conditions as 
  you would in the rest of the world, which means you don’t 
  need extra water, don’t need to make Fortitude saves for 
  very hot or severe heat conditions, and can wear whatever 
  clothing and armor you like without concern for how the 
  environment affects you.
  While these two spells are immensely helpful, keep 
  in mind that they also take up spell slots, and can easily 
  sap your party’s combat strength just to stay comfortable. 
  Potions, scrolls, and wands of these spells allow you to 
  travel in relative comfort and still be ready for battle.
  Gear and Magic Items
  When traveling to the desert, you should select that gear 
  which is best suited to the task: clothing and armor that 
  keeps you cool, packs that support the most weight, and 
  as much water as you can possibly manage to carry.
  A bag of holding can carry water, but the amount of water 
  it can hold is limited not so much by size as by weight. A 
  type I bag can hold 250 pounds of water—about 30 gallons. 
  A type II bag can hold 60 gallons, a type III bag 120 gallons, 
  and a type IV bag 180 gallons. If you’re willing to use all 
  the pockets of a handy haversack, you can manage about 14 
  gallons of water. For a cheaper alternative to the largest 
  bag of holding, consider a decanter of endless water, which is 
  a more efficient means of obtaining more water than a 
  typical adventuring group needs for survival.
  Aside from food and water, you should bring a tent to 
  shield you from wind and sandstorms, empty waterskins 
  or other containers to gather water, and (if you can spare 
  the weight) extra arrows for hunting—there is no useable 
  wood for replacing spent arrows in the desert.
  For minor magic items that aid desert survival, see the 
  Magic chapter.
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  Battle Poi: The ancient art of fire-spinning has long 
  been a part of Katapeshi culture, and its practitioners 
  can regularly be found lighting up the night with their 
  skilled and acrobatic performances at markets and 
  harvest festivals across the land. The most common of 
  the various implements used in these routines are poi, 
  arm-length chains with handles at one end and heavy 
  fuel-soaked torch heads at the other. These items are 
  wielded in pairs, and when set aflame and twirled in 
  complex patterns and weaves, create a spinning cage of 
  fire around the user.
  Though poi rarely weigh enough to be effective weapons 
  on their own, once lit they’re capable of inflicting serious 
  burns. As a result, all of a poi’s damage is fire damage. 
  Just as some northern armies send drummers among 
  their ranks to bolster spirits, Katapeshi generals 
  often include fire-spinners among their front 
  ranks in order to make their charges more 
  impressive and frightening.
  Since the use of single poi is rarely 
  taught, those who become proficient in 
  their use are automatically treated as if 
  they had the Two-Weapon Fighting feat 
  for the purposes of making poi attacks. 
  Depending on the type of fuel used, poi 
  can be extinguished by spending a full 
  round smothering them in sand or 
  submerging them in water.
  Madu: The madu, or parrying 
  shield, is a light shield, round like a 
  buckler and made of either steel or 
  hardened leather, with four studs 
  arranged in a square in the middle. Out 
  of opposing sides of the shield extend 
  the long, spiraling horns of an antelope 
  or similar beast, sometimes tipped with 
  steel. The horns count as shield spikes, 
  but are also especially good at defending. 
  If you are proficient with the madu, you 
  may wield it and fight defensively with a 
  –2 penalty instead of a –4 penalty, and your 
  attack penalty for using Combat Expertise 
  improves by 1 (minimum –1 penalty). You cannot 
  hold anything else in the hand that bears a madu. It 
  is common practice for warriors experienced with the 
  madu to poison the horns with scorpion or snake venom 
  before battle. Anyone proficient in shields can use a madu 
  as a spiked light shield.
  Meteor Hammer: The meteor hammer is a deceptive 
  and unpredictable weapon, as simple as it is versatile. A 
  typical meteor hammer consists of two spherical metal 
  weights like flail heads attached via a 5-foot length of rope 
  or chain. These weights are whirled and wrapped around 
  COMBAT
  Exotic Arms
  It’s long been said that you can find just about anything in 
  the bazaars of Katapesh, if you’re willing to pay the price. 
  Along with this infinite array of goods, however, comes an 
  equally infinite array of sharp-eyed warriors—merchant 
  guards and those who seek to fleece them—all drawn by 
  the lure of ready gold. The following exotic weapons and 
  armor, both native to Katapesh and imported via trade 
  from cultures all over the world, are just a few of the more 
  unusual items available to warriors from this region. The 
  weapons described here all require the Exotic Weapon 
  Proficiency feat to use effectively.
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  gauntlet takes 1 full round. When wearing rope gauntlets, 
  you are considered armed and your unarmed attacks deal 
  normal damage rather than nonlethal damage. If you are 
  proficient with rope gauntlets, you may use the rough 
  edges of the ropes to deal slashing damage rather than 
  bludgeoning damage. Your fingers are mostly exposed, 
  allowing you to wield or carry items in hands while 
  wearing rope gauntlets, but the constriction of the weapon 
  at your knuckles gives you a –2 penalty to all precision-
  based tasks involving your hands (such as picking pockets, 
  opening locks, disabling traps, and so on).
  Sling Glove: This 2-foot-long wicker basket is curved 
  and scoop-shaped. When held or strapped to the forearm, it 
  allows you to fling fist-sized stones with incredible accuracy at 
  speeds even faster than a longbow. You apply your Strength 
  bonus to damage rolls. If your other hand is free, reloading a 
  sling glove is a free action that does not provoke an attack of 
  opportunity (if your other hand is not free, you can scoop an 
  available stone into the basket as a move action that provokes 
  an attack of opportunity). Due to the size of the projectiles 
  and the amount of ammunition a glove slinger goes through, 
  slingers normally use smooth, round stones rather than metal 
  bullets. The amount of space required to effectively whip the 
  sling means that attacks against adjacent creatures are at a –4 
  penalty, and impossible against creatures in the same square.
  Scorpion Whip: This weapon looks much like a standard 
  whip but with a series of razor-sharp blades and fangs 
  inset along its tip, giving it the ability to do lethal damage, 
  even to creatures with armor bonuses. In all other ways 
  it works like a normal whip. A creature proficient with 
  whips can use a scorpion whip. Whip-masters of Katapesh 
  usually apply poison the weapon’s spines.
  the wielder’s body, and can be used for strikes, grabs, and 
  trips. With a meteor hammer, you get a +2 bonus on opposed 
  attack rolls made to disarm an enemy (including the roll 
  to avoid being disarmed if such an attempt fails). You can 
  also use it to make trip attacks. If you are tripped during 
  your own trip attempt, you can drop the meteor hammer 
  to avoid being tripped. If your trip attack is successful, you 
  can choose to forego the knockdown in favor of dragging 
  your opponent 5 feet closer to you. Using a meteor hammer 
  always requires both hands and gives you a 10-foot reach. 
  In addition to the above abilities, the meteor hammer 
  has different effects depending on what style is being 
  used. Switching between styles is a free action and must 
  be declared at the beginning of the combat round.
  Fortress: In this style, one of the hammers is held close in 
  the off hand and used to parry attacks as if it were a shield. 
  When using this style, you gain a +1 shield bonus to AC.
  Meteor Storm: This style involves spinning both heads in 
  complex patterns, occasionally smashing in from the side 
  or coiling the rope around a forearm before launching a 
  weight forward in a punching motion. This style allows 
  the meteor hammer to be treated as a double weapon.
  Rope Gauntlets: Originally created as a ceremonial 
  part of several Katapeshi martial arts, rope gauntlets have 
  since become popular in illicit boxing matches due to 
  their bloody effectiveness. By wrapping their hands and 
  forearms in thin but tough hemp ropes and then soaking 
  the makeshift gloves in water for weight and expansion, 
  fighters can transform their fists into rock-hard weapons 
  easily capable of killing in a fistfight. Each rope gauntlet 
  takes a full minute to wrap and another minute to soak, 
  but once wrapped can be worn for a day; removing a rope 
  Exotic Weapon 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type
  One-Handed Melee Weapons
  Battle Poi 
  5 gp 
  1d3* 
  1d4* 
  ×2 
  — 
  2 lb. 
  Fire 
  Madu 
  40 gp 
  1d3 
  1d4 
  ×2 
  — 
  5 lb. 
  Piercing
  Rope Gauntlets 
  2 sp 
  1d3 
  1d4 
  ×2 
  — 
  2 lb. 
  Bludgeoning*
  Scorpion WhipR 
  5 gp 
  1d3 
  1d4 
  ×2 
  — 
  3 lb. 
  Slashing
  Two-Handed Melee Weapons
  Meteor HammerR 
  100 gp 
  1d6 
  1d8 
  ×2 
  — 
  10 lb. 
  Bludgeoning
  Ranged Weapons
  Sling Glove 
  10 gp 
  1d4 
  1d6 
  ×2 
  50 ft. 
  1 lb. 
  Bludgeoning 
   
  Armor 
  Max Dex 
  Armor  
  Check 
  Spell 
  Speed 
  Speed
  Armor 
  Cost 
  Bonus 
  Bonus 
  Penalty 
  Failure  
  (30 ft.) 
  (20 ft.) 
  Weight
  Madu, leather 
  30 gp 
  +1 
  — 
  –2 
  5% 
  — 
  —  
  5 lb.
  Madu, steel 
  40 gp 
  +1 
  — 
  –2 
  5% 
  — 
  —  
  6 lb.
  * special, see text
  R reach weapon 
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  banks. Abadar’s faith is called upon to assist fledgling 
  business ventures, mediate disputes, and mete out 
  punishments upon criminals and shysters. Even outside 
  the city walls, the clergy seeks to spread the laws and 
  luxuries of civilization to the western frontiers and among 
  the country’s nomadic peoples. Abadar’s symbol is a gold 
  coin-like key bearing the image of a vast city. Non-clerics 
  are typically dutiful fighters and valorous paladins.
  Besmara
  Besmara the Pirate Queen doesn’t have a strong presence 
  in much of Katapesh, but along the waterfront of the capital 
  city it’s not uncommon for sailors to offer quick prayers to 
  her as protection against trouble at sea. Piracy is always a 
  threat in the Obari Ocean, but organized cults of Besmara 
  are relatively rare, with her worshipers generally being 
  loners who focus on her role as a goddess of strife. Her 
  symbol is a skull and crossbones on a black flag. Her non-
  cleric worshipers tend to be barbarians inland or fighters 
  and rogues along the coast.
  Gozreh
  While feared and respected as a temperamental and 
  often destructive deity, Gozreh garners daily prayers and 
  sacrifices from many who rely on trackless trade routes and 
  smooth seas to survive. Although sailors often pay honor 
  to the Wind and the Waves, it is the nomads, farmers, 
  and frontiersmen of Katapesh’s western reaches who live 
  by the nature god’s whims and honor his more merciful 
  servants. Gozreh’s symbol is a leaf dripping a single 
  dewdrop, though in Katapesh his worshipers sometimes 
  represent their god with a simple thorn. Non-clerics are 
  typically druids and rangers, though barbarians in the 
  arid wildernesses might also worship Gozreh.
  Iomedae
  Servants of the goddess of valor find much to do outside 
  the cities of Katapesh. With the constant menace of desert 
  raiders, gnoll slavers, and ravening beasts threatening those 
  who would live simple, peaceful lives away from the sin and 
  decadence of country’s wild markets, her people strive to 
  bring peace to the helpless, the diligent, and the pious. 
  Although her worshipers don’t forsake the peoples of 
  the cities—as evidenced by her paladins’ defense of 
  Solku against the gnoll hordes—Iomedae’s interests 
  tend toward the country’s more rugged western 
  frontiers. Iomedae’s symbol is a sword with a sunburst 
  circling the hilt. Non-clerics are often noble fighters, pious 
  monks, gallant rangers, and staunch paladins.
  Irori
  Migrating from the jungles of distant Vudra, the faith of 
  Irori teaches secrets of the past and of the self. Bringing 
  FAITH
  RelIGIons of Katapesh
  Along with exotic goods and wondrous treasures, those 
  who come to trade among the markets of Katapesh bring 
  with them their philosophies, their ideals, and their deities. 
  Although the Katapeshi have long clung to their own favored 
  gods, the faiths of other religions see much to gain among 
  the cities and wilds of the region, spreading their teachings 
  as readily as their coin. Thus, the hearts and souls 
  of Katapesh’s people vary between deities old and 
  new, native and foreign. Presented here are 10 of 
  the most pervasive religions currently at work 
  in Katapesh. 
  abadar
  The Master of the First Vault commands 
  widespread allegiance throughout Katapesh 
  city, where pious merchants and even 
  irreverent traders flock to the god’s temple-
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  knowledge of mystic exercises and opening the doors of the 
  mind, members of the Master of Masters’s clergy seek to 
  learn more of Katapesh’s storied history even as they share 
  what they’ve already learned. Irori’s symbol is a cerulean 
  palm within a circle. Non-clerics are commonly ascetic 
  monks, disciplined sorcerers, and scholarly wizards.
  lamashtu
  The faithful of the Mother of Monsters are one of 
  Katapesh’s best-known menaces. Her cults tend to be in 
  remote wilderness areas, and her primary worshipers 
  are the nation’s gnoll tribes (with the notable exception 
  of the Pale Mountain bands). She has few worshipers 
  among other humanoids in Katapesh—and those are 
  usually lunatics and brigands who wish they were born 
  as gnolls—but there are a few strange druids and rangers 
  in her faith. Lamashtu’s symbol is the head of a three-
  eyed jackal.
  nethys
  The All-Seeing Eye observes Katapesh, seeing there a 
  realm of wonders and strange magics. Even as Nethys’s 
  mystics come to Katapesh to learn from ancient scholars 
  and obtain exotic reagents, they proselytize the marvels 
  of their deity and the universal power of magic. Many 
  chase tales of ancient ruins and sites of power long lost 
  to the wilds, ever pursuing forgotten lore for the greater 
  glory of their god. Nethys’s symbol is a plain mask, one 
  half white and the other black. Non-clerics are usually 
  sorcerers and wizards, and occasionally bards.
  Rovagug
  Although his cults are small and self-contained, 
  Rovagug’s worshipers are among the more dangerous 
  and unpredictable of Katapesh’s lunatics. Even today it’s 
  not uncommon to encounter feral preachers of the Rough 
  Beast promising the end of days on Katapesh’s streets. 
  While these crazed prophets are generally dismissed as 
  mostly harmless, the barbaric followers of his murderous 
  priests that dwell in the remote parts of the country are 
  very much a worry. In particular, the gnolls of the Pale 
  Mountain region are said to have ties to his cult. Rumors 
  persist that at least one of Katapesh’s thieves’ guilds 
  worships him as well. Rovagug’s symbol is a fanged mouth 
  surrounded by spider legs. His non-cleric worshipers are 
  generally barbarians and rangers. 
  sarenrae
  Perhaps the most pervasive faith in Katapesh is that 
  of Sarenrae the Dawnflower. Although her faith is not 
  traditionally Garundi, the people of Katapesh accept 
  her, and she is commonly held as the savior of the people 
  and the strongest force against the cruelty of slavery and 
  heartless mercantilism. Sarenrae’s faithful are often 
  at odds with the established rulers of Katapesh, which 
  places her followers in the difficult position of choosing 
  between their faith and patriotism. Sarenrae’s symbol 
  is an angel with arms outstretched and wings raised to 
  form the shape of an ankh. Her non-cleric worshipers are 
  generally bards, fighters, rangers, and sorcerers.
  sivanah
  Mysterious Sivanah is the goddess of illusions, reflections, 
  and mystery. A minor goddess in most realms, her presence 
  in Katapesh is actually much stronger, particularly in 
  urban regions. Abadar’s strong presence and constant 
  opposition to Norgorber opened a window for Sivanah, 
  and many thieves’ guilds keep shrines of her in safe 
  houses—although they aren’t necessarily devout, they 
  do see the Seventh Veil as an advocate of their lifestyles. 
  Sivanah’s symbol is a ring of knotted scarves. Her non-
  cleric worshipers are usually bards, rogues, and wizards 
  (particularly illusionists), and many gnomes worship her 
  as well.
  Gods of Katapesh
  Deity 
  AL 
  Areas of Concern 
  Domains 
  Fav. Weapon
  Abadar 
  LN 
  cities, wealth, merchants, law 
  Earth, Law, Nobility, Protection, Travel 
  crossbow
  Besmara 
  CN 
  piracy, strife, sea monsters 
  Chaos, Trickery, War, Water, Weather 
  rapier
  Gozreh 
  N 
  nature, weather, the sea 
  Air, Animal, Plant, Water, Weather 
  trident
  Iomedae 
  LG 
  valor, rulership, justice, honor 
  Glory, Good, Law, Sun, War 
  longsword
  Irori 
  LN 
  history, knowledge, self-perfection 
  Healing, Knowledge, Law, Rune, Strength 
  unarmed strike
  Lamashtu 
  CE 
  madness, monsters, nightmares 
  Chaos, Evil, Madness, Strength, Trickery 
  falchion
  Nethys 
  N 
  magic 
  Destruction, Knowledge, Magic, Protection, Rune 
  quarterstaff
  Rovagug 
  CE 
  wrath, disaster, destruction 
  Chaos, Destruction, Evil, War, Weather 
  greataxe
  Sarenrae 
  NG 
  the sun, redemption, honesty, healing 
  Fire, Glory, Good, Healing, Sun 
  scimitar
  Sivanah 
  N 
  illusions, reflections, mystery 
  Knowledge, Madness, Magic, Rune, Trickery 
  bladed scarf
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  COMPANION
  Wasteland survival
  Everything is for sale in Katapesh, from the most sublime 
  celestial artifacts to the most depraved and degenerate 
  abyssal writings. Yet neither of these keeps the hot desert 
  sun off your shoulders or the unscrupulous merchant 
  from dipping into your profits. Fortunately, the stalls of 
  the great bazaar are ever full of practical necessities and 
  esoteric arcana. Here are a few magic items for sale that are 
  more useful for crossing the scorching desert or traversing 
  the rooftops of a metropolis than unearthing forbidden 
  mysteries. After all, what good is the key to the lost city of 
  Thurun-Du if you die of sunstroke on the way there?
  Bag of Everlasting Dung
  Aura faint conjuration (creation); CL 5th
  Slot none; Price 500 gp; Weight: 4 lb.
  DESCriPtion
  This leather bag exudes a pungent scent when opened. Each day 
  it provides enough dried dung to fuel a small fire for 8 hours or 
  fertilize a 20-foot-square patch of land.
  ConStruCtion
  requirements Craft Wondrous Item, create food and water; Cost 
  250 gp, 20 XP
  Boots of the Soft Step
  Aura faint transmutation; CL 7th
  Slot boots; Price 1,000 gp; Weight 2 lb.
  DESCriPtion
  These bronze-riveted boots have thick leather soles that compress 
  and expand as you walk. This reduces the force of your footfalls, 
  making you more difficult to detect with tremorsense. If you are 
  walking at half speed, a creature with tremorsense can only sense 
  you at half the usual distance. If you walk at one-quarter speed or 
  slower, a creature with tremorsense cannot detect you at all.
  ConStruCtion
  requirements Craft Wondrous Item, feather fall; Cost 500 gp, 40 XP
  Dunestrider Boots
  Aura moderate transmutation; CL 7th
  Slot boots; Price 3,000 gp; Weight 2 lb.
  DESCriPtion
  These boots are cracked and weathered from the desert sun. When 
  you wear dunestrider boots, you may walk on sand as if it were hard-
  packed earth. Overland movement across sandy desert is treated as 
  plains. Even loose sand and quicksand are not difficult terrain for 
  you, allowing you to cross them at normal speed.
  ConStruCtion
  requirements Craft Wondrous Item, expeditious retreat, 
  longstrider; Cost 1,500 gp, 120 XP
  Dyso’s travel Canopy
  Aura faint evocation; CL 7th
  Slot none; Price 750 gp; Weight 3 lb.
  DESCriPtion
  This 5-foot-square cloth canopy is brightly colored with gold 
  fringe around the edges, something a slightly foppish sultan 
  might use while resting on the seashore. When you speak the 
  command word, the canopy unfolds and floats 3 feet above your 
  head, positioning itself to keep you shaded. The travel canopy 
  cannot hold any weight. It reverts to its 1-foot-square folded form 
  at your command, or automatically when it is out of the sun for 
  more than 1 minute.
  ConStruCtion
  requirements Craft Wondrous Item, floating disk; Cost 375 
  gp, 30 XP
  Figurine of Wondrous Power: Lapis 
  Camel
  Aura moderate transmutation; CL 11th
  Slot none; Price 7,500 gp; Weight 1 lb.
  DESCriPtion
  This palm-sized camel figurine is sculpted of lapis lazuli. When 
  you throw the lapis camel to the ground and speak the command 
  word, it turns into a dromedary camel. The camel acts 
  as a normal camel in all respects, except that it 
  obeys your verbal commands to the best of its 
  animal-level intelligence. At your command, the 
  MAGIC
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  camel returns to its figurine form. The lapis camel can be used up 
  to 3 times per week for up 8 hours each use.
  ConStruCtion
  requirements Craft Wondrous Item, animate object; Cost 3,750 
  gp, 300 XP
  Firepowder
  Aura faint evocation (fire); CL 3rd
  Slot none; Price 10 gp; Weight: 1/2 lb.
  DESCriPtion
  This chalky yellow powder is usually kept in a finely woven canvas 
  pouch. When you mix firepowder with fine sand, the resultant 
  mixture quickly heats up until it combusts, creating a slow-burning 
  flame that requires no additional fuel. Half a pound of firepowder 
  takes 1 minute to mix, and the fire produced burns for 8 hours, 
  equivalent to a standard campfire.
  ConStruCtion
  requirements Craft Wondrous Item, continual flame; Cost 5 gp, 1 XP
  Glarecutter Goggles
  Aura faint conjuration; CL 5th
  Slot mask; Price 2,000 gp; Weight 1 lb.
  DESCriPtion
  These dark lenses of smoked glass are set in a thin leather 
  headband and filter the light reaching your eyes. You gain a +5 
  resistance bonus on Fortitude saving throws against sight- and 
  light-based hazards or attacks, such as desert glare, blindness, 
  gaze attacks, and so on.
  ConStruCtion
  requirements Craft Wondrous Item, remove blindness/deafness, 
  resistance; Cost 1,000 gp, 80 XP
  Goblet of Quenching
  Aura faint conjuration (creation); CL 1st
  Slot none; Price 180 gp; Weight 1 lb.
  DESCriPtion
  At your command, this simple clay goblet fills itself with cool, 
  fresh drinking water. The goblet can create up to 2 gallons of 
  water per day. The water evaporates normally if left exposed, and 
  is completely normal water; you can store it, use it to create holy 
  water, and so on.
  ConStruCtion
  requirements Craft Wondrous Item, create water; Cost 90 gp, 7 XP
  Handstraps of roofjumping
  Aura faint transmutation; CL 5th
  Slot gloves; Price 1,500 gp; Weight —
  DESCriPtion
  These long cloth strips are intricately embroidered with urban 
  scenes. When wrapped around your hands (like a boxer’s or 
  mummy’s wraps) you gain a +1 competence bonus to Balance, 
  Jump, and Tumble checks, and a +1 competence bonus to Reflex 
  saves made to catch a ledge or arrest a fall.
  ConStruCtion
  requirements Craft Wondrous Item, cat’s grace, jump; Cost 750 
  gp, 60 XP
  Keffiyeh of Cooling
  Aura faint abjuration; CL 7th
  Slot head; Price 2,100 gp; Weight 2 lb.
  DESCriPtion
  This keffiyeh remains bright white, no matter how many 
  sandstorms it has been in. It protects you from hot environments 
  as if you had endure elements cast upon you. It provides no magical 
  protection against cold environments.
  ConStruCtion
  requirements Craft Wondrous Item, endure elements; Cost 1,050 
  gp, 84 XP
  Sandsculpt resin
  Aura faint transmutation; CL 5th
  Slot none; Price 500 gp per sheet; Weight: 1 lb. per sheet
  DESCriPtion
  This sticky, amber-colored resin comes sandwiched between 
  two sheets of vellum. When you coat your hands with the 
  resin, you gain the ability to sculpt sand as per the stone shape 
  spell, but you cannot create items with moving parts and must 
  sculpt the shape by hand. One use of resin allows you to shape 
  up to 15 cubic feet of sand, requiring 1 minute per cubic foot 
  sculpted. Sand shapes that cannot support themselves naturally 
  (such as arches or overhangs) collapse after 1 hour, but stable 
  shapes like thick walls or mounds persist indefinitely, barring 
  vandalism or erosion. Once applied to your hands, the resin’s 
  power lasts until you have sculpted 15 cubic feet of sand or 1 
  hour has passed.
  ConStruCtion
  requirements Craft Wondrous Item, stone shape; Cost 250 gp, 20 XP
  Sentinel Scorpion
  Aura faint divination; CL 1st
  Slot none; Price 50 gp; Weight 1/2 lb.
  DESCriPtion
  This crystalline hand-sized scorpion figurine is so full of cracks 
  and occlusions that it looks as if it could fall apart at any 
  minute. As a standard action you may throw the sentinel scorpion 
  to the ground, causing it to explode into crystalline shards that 
  cover the ground in a 10-foot burst. When any creature steps 
  in the area, the shards make popping sounds as loud as the 
  audible version of the alarm spell. A creature moving in the area 
  of the shards has a 10% chance each round of stepping on the 
  stinger. The stinger injects Large scorpion venom (1d6 Str/1d6 
  Str, Fort DC 18 negates) and is treated as a trap (Search DC 
  20, Disable Device DC 20). After 2 hours, the shards decay into 
  harmless powder.
  ConStruCtion
  requirements Craft Wondrous Item, alarm, 25 gp, 2 XP
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  COMPANION
  Achieving greAtness
  Everyone loves feats. They’re a great way to personalize 
  your character, and the huge number of feats to choose 
  from guarantees you’ll be able to carve out your own 
  unique take on any class you want. Some feats encourage 
  this by granting more potent abilities, but only if you 
  build your way up to them by taking the right classes, 
  skills, or other feats.
  But there’s a kind of prerequisite that most feats 
  ignore, a prerequisite that’s more difficult to balance due 
  to its variable nature. It’s one thing to be able to take a feat 
  because you picked the right combination of skills and 
  abilities. But what about feats that require you to achieve 
  some sort of objective in the game itself?
  Presented here is a new kind of feat for you to try 
  out—the achievement feat. These feats cannot be taken 
  at character creation, even if you’re creating a character 
  of a much higher level than 1st. In order to qualify for 
  an achievement feat, your character must first achieve a 
  very specific in-game goal—often a goal that requires you 
  to play your character in a specific way or track certain 
  elements of game play.
  Due to their nature, achievement feats rely on a certain 
  measure of player honesty. While some GMs won’t mind 
  tracking your progress toward a desired achievement, 
  many won’t have the time or patience to do so. In this 
  case, that task falls to you, the player. Make sure your GM 
  is okay with using achievement feats in his campaign 
  before you start working toward one.
  More than most feats, achievement feats require you 
  to have a relatively good idea of how you want to develop 
  your character—alternatively, you can use a specific 
  achievement feat as a guide for a character’s growth. 
  You should decide early on if you want to go for an 
  achievement feat, so you’ll have more time to plan for the 
  required achievement.
  While some achievement feat requirements are 
  memorable events that are easily tracked and remembered 
  (such as the Graverisen feat), others require a bit of note 
  taking on your part. It’s best to set aside a piece of blank 
  paper or part of your character sheet to track your kills, 
  your healing totals, the number of critical hits you land, 
  or whatever achievement you’re going for; a simple list of 
  numbers or hash-marks will do, and in so doing you’ll 
  have a record of the exact moment you qualify.
  Because of the way you qualify for these feats, it is 
  possible to exploit circumstances to easily meet the 
  requirements for some of these feats. For example, you 
  could qualify for the Gifted Mesmerist feat by casting 
  charm person on willing party members, or have the party 
  sorcerer knock you out every day with burning hands so 
  you qualify for the Flame-Tested Survivor feat. This sort 
  of exploitation goes against the intent of having these 
  feats be the result of actual achievements, and your GM 
  should feel free to discount these attempts when deciding 
  whether or not you qualify for the feat.
  Note: Several of the achievement feats presented here 
  are designed with Legacy of Fire in mind. While the 
  concept of an achievement feat works in any long-term 
  campaign, if you’re using these in a campaign other 
  than Legacy of Fire, work with your GM to make sure the 
  proper adjustments to the feat are made so that it’s not an 
  impossible task to qualify for it. After all, it’d be pretty 
  tough to qualify for the All Gnolls Must Die feat if there 
  are no gnolls in your campaign!
  SOCIAL
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  All gnolls Must Die [Achievement]
  Your name is whispered by black lips throughout the Uwaga 
  Highlands as a bringer of death and pain—few are the gnolls 
  who don’t quake when they hear stories of your deeds.
  Requirement: Deliver the killing blow to 20 gnolls, 
  hyenas, dire hyenas, werehyenas, jackalweres, or minions 
  of Lamashtu.
  Benefit: As long as you carry some sort of trophy harvested 
  from a gnoll (a necklace of ears, a set of  teeth, a magic 
  weapon taken from a chieftain, etc.), you gain a +2 morale 
  bonus on all Will saves. You also gain a +2 competence 
  bonus on attack rolls and weapon damage rolls against 
  gnolls, hyenas, dire hyenas, werehyenas, jackalweres, and 
  minions of Lamashtu.
  Flame-tested survivor [Achievement]
  You have burned in the hottest flames, and your flesh 
  bears the proof—fire holds little fear for you anymore.
  Requirement: Knocked unconscious or killed by fire 
  damage at least 10 times.
  Benefit: Your history with fire has attracted the 
  attention of a powerful but mysterious guardian spirit 
  from the Elemental Plane of Water. This spirit grants you 
  fire resistance 5, and you gain a +2 bonus on all saving 
  throws made to resist fire effects.
  gifted Mesmerist [Achievement]
  Your magic knows the pathways of the mind, and you have 
  become so skilled at casting a certain mind-affecting 
  spell that you can cast it as a spell-like ability.
  Requirement: Successfully affect 25 different targets 
  with charm or compulsion spells.
  Benefit: Choose any one charm or compulsion spell you 
  can cast. You can use this spell once per day as a spell-like 
  ability. Your caster level and DC for this spell-like ability is 
  the same as if you were casting the spell. Each time you gain 
  a level in a spellcasting class, you may replace your current 
  charm or compulsion spell-like ability with a new one.
  graverisen [Achievement]
  Death is no stranger to you, for you have risen from the 
  grave to continue your quest many times.
  Requirement: Die and be brought back at least twice.
  Benefit: You gain a single-use supernatural ability to 
  save yourself from death. The next time you would be 
  killed, you may use this ability, leaving you alive and 
  otherwise unaffected by the attack that would have killed 
  you, even against effects with no saving throw. This does 
  not require an action, and works even if you are helpless 
  or unconscious. If you die and are brought back to life, 
  you gain another single use of this ability. You can only 
  have one use of this ability unspent at any time; any others 
  you might accrue beyond the first are lost.
  healer’s touch [Achievement]
  The magic of life flows through your body like a river.
  Requirement: Cure a cumulative total of 1,000 points of 
  damage for other creatures using healing spells. Dealing 
  damage slows progress toward this goal achievement; 
  for every 1 point of damage you deal to another creature, 
  reduce your cumulative healing total by 2.
  Benefit: When you cast a healing spell to heal a target 
  other than yourself, the spell is maximized as though 
  using the Maximize Spell effect. This does not increase 
  your casting time for the spell. When you cast a healing 
  spell to damage a target, the spell is not maximized but 
  its saving throw DC increases by +4.
  Note: There may be an opposite version of this feat 
  allowing casters using negative energy to heal undead.
  history of scars [Achievement]
  Your scars bear witness to countless battles.
  Requirement: Take a cumulative total of 1,000 points 
  of damage. Magical healing offsets this running total; for 
  every 5 points of magical healing you receive, reduce your 
  cumulative damage total by 1.
  Benefit: Your thick scars impart a –2 penalty on all 
  Charisma-based skill checks, but increase your natural 
  armor bonus by +2.
  relentless Butcher [Achievement]
  You revel in the glory of dismemberment and maiming.
  Requirement: Confirm at least 50 critical hits.
  Benefit: When you confirm a critical hit, that opponent 
  must make a Fortitude save (DC = 10 + your Strength or 
  Dexterity modifier) or be stunned for 1 round.
  AchieveMent FeAts
  Inspired by a variety of video games and board games that 
  utilize similar conventions, achievement feats require the 
  cooperation of the player and the GM to make the transition 
  into the world of pen-and-paper RPGs. Players who seek 
  to qualify for an achievement feat should tell their GM early 
  so he can begin noting the PC’s progress toward the feat’s 
  requirement, or be aware that the player is tracking his 
  character’s accomplishments with this goal in mind. Although 
  they require more bookkeeping to attain than typical feats, 
  these feats are custom-designed to reward players of Legacy 
  of Fire and should help PCs feel like they’ve accomplished 
  something pertinent to the campaign’s goals. GMs who don’t 
  think achievement feats are for their game can ignore this 
  section with no detriment to their campaign, but for those who 
  do test them out, we’d love to hear your stories and playtest 
  experiences on our messageboards at pazio.com/traits.
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  COMPANION
  Lucky Farouq
  Katapesh is known across Golarion as a city of sly 
  scoundrels and impresarios, and none were so renowned 
  as Farouq Tawfiq, Prince of the Souk. Known as “Farouq 
  the Peerless” to his admirers and “Lucky Farouq” to nearly 
  everyone, Farouq always had a trick up his sleeve and 
  always came out with a profit. Born of merchant parents in 
  the Lower City Bazaar, young Farouq eschewed the quiet 
  life of the cloth merchant in favor of the more dashing 
  world of high commerce. He jumped from deal to deal, 
  heist to heist, in an ever-increasing crescendo. After every 
  adventure he spent some of his gains in the bars and clubs 
  of the Lower City, regaling those around him with tales 
  of his most recent exploits. The stories were passed from 
  friend to friend, and picked up by fablers who spun them 
  into songs and tales with names like Lucky Farouq and the 
  Sultana’s Crown and The Affair of the Emerald Thief. Enjoying 
  his own celebrity too much to let it rest, Farouq planned 
  and plotted ever more extravagant capers to feed the bards 
  and his own inner fire.
  Lucky Farouq’s Final Heist
  Using his vast network of contacts, Farouq learned that 
  a legendary artifact had come to Katapesh—the Urn of 
  Eternal Contemplation, rumored to have been one of the 
  prized possessions of the padishah emperor. With single-
  minded tenacity, Farouq tracked the seller down and 
  disguised himself as a Pactmaster to get the price down 
  to within his substantial but finite means. Trading on the 
  power and intimidation of his borrowed guise, Farouq 
  made the bargain of his life—the priceless urn was his, 
  and for only a fraction of its worth.
  How Farouq planned to unload the urn has never been 
  discovered, as his habit of bragging over palm wine was 
  too strong to break. The day after he let slip word of his 
  grand bargain and how he achieved it, he vanished without 
  a trace. Whether it was the Pactmasters protecting their 
  image, an agent of the padishah emperor regaining the 
  lost artifact, or the anonymous seller taking his revenge is 
  unknown. Farouq could not be found, and most assumed 
  him dead.
  Lucky Farouq Today
  Ten years after disappearing, Farouq reappeared 
  without explanation. Questions about his absence went 
  unanswered, and his aged appearance and odd affect 
  caused those questions to dry up quickly. Most agreed 
  that while Farouq had been gone only a decade, he looked 
  as if he’d aged 30 years or more. He left Katapesh a man in 
  his prime; he returned grizzled and old.
  Farouq now has a new line of work, selling knowledge 
  and expertise about extraplanar realms and creatures. For 
  a fee he’ll tell you what he knows about outsiders, their 
  habits, or the logistics of extraplanar travel, and may even 
  take you across the planes himself. Not noted as a scholar 
  before his disappearance, most speculate that he spent his 
  missing decade on other worlds. Perhaps he saw too much; 
  the open demeanor and charismatic aura of yesteryear are 
  gone, and his countenance is now furtive and dour.
  appearance
  Lucky Farouq has a shock of unkempt white hair and 
  sallow, sunken features. The quick smile of earlier 
  days is replaced by a nervous tic, and one of his eyes 
  squints slightly. He still dresses much as he did before 
  PERSONA
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  his disappearance, favoring expensive if old-fashioned 
  apparel in dark colors, a long many-pocketed coat, and 
  his omnipresent red scarf. While his coat seems tough 
  enough to withstand hard use, the rest of his clothing 
  hardly seems suited to adventuring. One gets the 
  impression that his active days are in the past. Today’s 
  Farouq carries reading glasses but fixes strangers and 
  customers with a penetrating stare from his haunted gray 
  eyes. Farouq’s amulet of the planes is always hanging around 
  his neck, a perpetual advertisement for his expensive and 
  dangerous services.
  Development
  Nobody knows what really happened to Lucky Farouq 
  during his sojourn, nor do they know why he left in the first 
  place. Here are two possible explanations:
  Farouq the Fugitive: When Lucky Farouq realized 
  that he’d gone too far with the urn heist, he turned to 
  his trusty amulet of the planes and fled to realms beyond 
  Golarion. After 10 years of harrowing adventure that 
  somehow aged him more than the actual years could 
  account for, he’s returned to Katapesh hoping the trouble 
  has blown over. Maybe he’s reached an understanding 
  with the Pactmasters, or maybe he trusts his amulet to 
  get him to safety if they, or his other old enemies, decide 
  to come after him.
  Farouq the Puppet: When Farouq impersonated a 
  Pactmaster in his final heist, he overstepped one of 
  the few lines those reticent beings take seriously. The 
  Pactmasters abducted him, removed him to their 
  extraplanar haunts, and did something by way of 
  punishment. Now Farouq acts as their agent, helping 
  them keep tabs on anyone in Katapesh delving into 
  the mysteries of the planes. Perhaps his handlers have 
  altered his amulet of the planes so that they can tell when it 
  is used and its destination; perhaps that’s the only thing 
  keeping Farouq from running right now.
  Lucky Farouq                                                      CR 9
  Old male human rogue 6/expert 4
  CN Medium humanoid
  Init +4; Senses Listen +2, Spot +2
  DeFenSe
  AC 15, touch 10, flat-footed 15 (+5 armor)
  hp 25 (10d6–20)
  Fort +5, Ref +10, Will +6
  OFFenSe
  Speed 30 ft.
  Melee +1 keen dagger +5 (1d4–1/17–20 plus Large scorpion venom)
  Special Attacks sneak attack +3d6
  TACTICS
  Before Combat Farouq has no interest in combat and no 
  compunctions about running away. If he gets a hint that there 
  might be violence in the offing, he uses his ring of chameleon 
  power to fade into the background and change his appearance 
  to that of someone else. If he has nowhere to run, he uses his 
  amulet of the planes or a potion of invisibility or fly to escape.
  During Combat If unable to avoid combat and facing one 
  opponent, Farouq attacks with his dagger. If attacked by a 
  group, he puts all of his effort into immediately escaping.
  STATISTICS
  Str 6, Dex 10, Con 7, Int 18, Wis 14, Cha 6
  Base Atk +7; Grp +4
  Feats Blind-Fight, Combat Expertise, Cosmopolitan (see 
  Pathfinder Chronicles Campaign Setting), Improved Initiative, 
  Dodge, Skill Focus (Knowledge [the Planes])
  Skills Appraise +17, Bluff +3, Decipher Script +14, Diplomacy +11 
  (+17 when haggling), Disable Device +5, Disguise +3, Escape 
  Artist +5, Forgery +9, Gather Information +8, Hide +5 (+15 with 
  ring of chameleon power), Intimidate +3, Knowledge (arcana) 
  +14, Knowledge (architecture and engineering) +8, Knowledge 
  (local) +12, Knowledge (the planes) +20, Move Silently +5, 
  Search +8, Sense Motive +12, Spellcraft +14
  Languages Common, Draconic, Kelesh, Osiriani, Infernal
  SQ encyclopedic knowledge, old age, shattered personality, 
  trapfinding, trap sense +2, uncanny dodge
  SpeCIAL ABILITIeS
  encyclopedic Knowledge Farouq uses his Intelligence bonus 
  instead of his Charisma bonus for Diplomacy checks related 
  to haggling.
  Old Age Mysteriously aged by his sojourn off the Material Plane, 
  Farouq is no longer spry enough to use his Dodge feat.
  Shattered personality Whatever Farouq encountered in his 
  travels, it imprinted him with a nervous tic and an aura of 
  otherworldly horror. He suffers a –10 Charisma penalty 
  because of this (already included in the above totals).
  Combat Gear potion of cure moderate wounds, potion of invisibility, 
  potion of fly, +1 keen dagger, Large scorpion venom (5); Other 
  Gear +2 studded leather armor, cloak of resistance +4, amulet of 
  the planes, scroll of sending, ring of chameleon power.
  The Fables of Lucky Farouq
  Lucky Farouq was the best-known, most renowned man in 
  Katapesh, and the only living celebrity not somehow connected 
  with the unnerving Pactmasters. As soon as Farouq disappeared 
  (and therefore could no longer demand payment for his 
  stories) the publishers of Katapesh jumped in with both feet. 
  By the time the frenzy was over, there were so many Farouq 
  books on the market that even families of middling means 
  could afford one, and secondhand copies found their way into 
  the poor districts. Anyone who has spent any amount of time 
  in Katapesh has probably at least browsed a copy of Legends of 
  Lucky Farouq or one of a dozen other collections.
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  COMPANION
  The SecreT Blade
  Trained in hidden Shadow Schools beneath the streets 
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  subtlety is required. Masters of disguise, these silent 
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  neutralize enemies of the crown.
  and More!
  Study tales of the persecution of the Dawnflower in Taldor 
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  common to Taldan high society, and adopt new feats that 
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  geography of Taldor
  Home to such notable cities as the river-blockading 
  Cassomir, the fortified frontier settlement of Stavian’s 
  Hold, and the gnome logging town of Wispil, Taldor is 
  also known for its giant-infested Fog Peaks, the druid-
  ruled and monster-infested Verduran Forest, and the 
  World’s Edge mountains choked with ruins full of 
  unquiet spirits and undead monstrosities. 
  oppara: The gilded ciTy
  The bustling, beautiful capital city of Oppara is a 
  shining example of everything Taldor used to be and 
  could one day be again, yet tainted and corrupted by the 
  country’s current malaise. From the world-renowned 
  merchant district of Grandbridge and the magical 
  statues of Lionsgate to the gang-controlled Narrows 
  and the illicit activities of Crownsgate, every corner 
  of Oppara is rich with history, a burbling mixture of 
  finery and filth. Study landmarks of war and conquest, 
  or interact with the ambitious Princess Eutropia and the 
  last living archbishop of Aroden in this decadent and 
  decaying metropolis.
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  Printed in China. PZO9404
  Everything Has a Price
  Do what you will, but do not interfere with trade. This is the only law of Katapesh. Under 
  the guidance of the mysterious and alien Pactmasters, this simple rule has allowed 
  Katapesh to become one of the wealthiest nations of the Inner Sea region, where goods, 
  services, and creatures of all kinds are available for the right price. As the location of the 
  Legacy of Fire Adventure Path, Katapesh is a wild land of danger and temptation, home 
  to scheming merchants and bestial gnoll slavers—a perfect place for bold adventurers 
  to prove themselves. 
   The information contained within these pages gives players the edge they need to 
  survive in this harsh country of sand and magic, from new rules and details on making 
  campaign-specific characters to background information no adventurer should be 
  without. Even those not playing the Legacy of Fire Adventure Path can indulge in 
  new feats, new magic items, and fully-fleshed NPCs perfect for any game.
   Come in out of the sun and see what the bazaars of Katapesh have in store.
  Inside this Pathfinder Companion, you’ll find:
  •	 Details,	roles,	and	rules	for	every	character	race	and	class, all 
  specifically tied to Pathfinder’s Legacy of Fire Adventure Path but 
  usable in any campaign!
  •	 A	gazetteer	of	the	mercantile	desert	nation	of	Katapesh,	including	
  everything you need to know about its capital, government, notable 
  locations, and strange marketplaces!
  •	 Tips	on	adventuring	and	surviving	in	the	merciless	desert!
  •	 Character	traits	and	special	features	designed	to	draw	players	in	and	
  grant them additional benefits for roleplaying!
  •	 New	magic	items,	new	feats,	new	weapons,	and	more!
  
SOURCE: textdata/thevault/Pathfinder/Adventure Paths/Legacy of Fire.pdf