Al-Qadim: The Land of Fate (Maps and other Information)

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GreyWolfVT
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Al-Qadim: The Land of Fate (Maps and other Information)

#1 Post by GreyWolfVT »

While the Arabian Adventures rules can enhance any campaign, their official setting—the location in which AL-QADIM accessories and adventures take place—is Zakhara. This great, civilized land measures nearly 3,000 miles from its northernmost outpost to its southernmost isles. From east to west, the continent stretches almost 2,000 miles. What follows, then, is but a brief glimpse of this vast, exotic world.

The Land
Zakhara can exist virtually anywhere that a fantasy “Arabia” might be. Its official location is the uncharted territory south of Faerun and southwest of Kara-Tur, enabling players to expand their adventures in the Realms. To the north and west, Zakhara is bounded by the Great Sea, or Bahr Al-Kibar. Far to the east lies the Sea of Foreigners, or Bahr Al-Ajami. To the south of the Zakharan continent lie the myriad islands of the Crowded Sea, or Bahr Al-Izdiham.

The vast interior of Zakhara is mostly desert, a word which conjures images of great sandy wastes and towering dunes. While Zakhara does boast such deserts, only a portion fits that description. Zakharan wastelands include volcanic debris, salt flats, rocky uplands, ruddy cliffs, rugged mountains, and steppes that become a carpet of green in spring. All are deserts because they share one important trait: the annual rainfall is sparse. Despite the lack of water, life in this arid realm is as abundant as it is wondrous. Here the creatures of the desert make their home, from the gentle gazelle to the fearsome and deadly ghul.

Merchant caravans travel established routes between lush oases. Human and demi-human nomads also cross the desert, moving to follow the spring rains and finding water where others believe none to exist. Yet even for seasoned natives, there are places in Zakhara where none would go, where the heat, drought, and dangers are far too great. In such desolate corners, the genies dwell. Far from the prying eyes of men, these awesome creatures build their monuments to power and beauty, great citadels whose golden towers outshine even the glittering sands around them. In many parts of Zakhara, only seasonal streams, or wadis, exist.

In the south-central lands, however, a few rivers are strong enough to flow year-round, crossing the desert until they spill into the sea. Along their wide, muddy banks grew the ancient empires of Nog and Kadar, the first great civilizations in the Land of Fate. These tyrannies fell long ago, and most of their knowledge has been forgotten. Only their crumbling temples and underground warrens remain, like ghosts bearing witness to the past. Some are still guarded by magical wardens. As noted above, the waters of the Crowded Sea border Zakhara’s southern shores. The sea takes its name not only from the many isles in its midst, but also from the continual traffic of boats, peoples, and creatures.

The busy trade routes in the Crowded Sea bind the southern ports and islands together, making them one with the rest of Zakhara. Not all those who inhabit the Crowded Sea are friendly, however, nor have all the islands in her capricious currents been charted. These turquoise waters are filled with wonders that even Sinbad himself could not have imagined. Many a mariner has made his reputation here. Even more have lost their lives. According to legend, the islands of the Crowded Sea were once the seats of gods. If the gods were here, they certainly have fled. In their wake they have left great treasures, sunken cities, and strange races who dwell beneath the waves.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: The Land of Fate

#2 Post by GreyWolfVT »

MapofZakhara.jpg
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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: The Land of Fate

#3 Post by GreyWolfVT »

Map Key
The above map offers a sweeping view of Zakhara.

Here are some locations of note:

Huzuz, City of Delights: The heart and pulse of the empire, Huzuz lies near the Golden Gulf at the junction of major east-west and north-south trade routes. The city is ruled by the hereditary Grand Caliph and boasts the greatest palace in Zakhara. Most other rulers pay homage to the Grand Caliph (even if they pay him no other mind). The House of the Loregiver, a place of meditation and reverence, is located at the center of Huzuz.

Hiyal, City of Intrigue: Located farther inland along northsouth trading routes, Hiyal is Huzuz’s dark twin—a gray, moody city which grew out of a swamp. Within its smoke-filled back rooms, dark pacts are made and broken. Hiyal’s sultana is a crafty, scheming woman. Qudra, City of Power: A major port on the Great Sea, Qudra has been heavily fortified over the years to fend off pirate raids and barbarians. Now it is a potent military and naval power, the best-defended city in the Land of Fate. Qudra’s emir is a patient, calm dwarf who was elected by the city’s ruling mamluk societies.

Pantheist League: A collection of city states bordering the Golden Gulf and the Crowded Sea, the Pantheist League is a religious hierarchy controlled by moralist factions. Members of this league tolerate all who recognize and worship Kor, Najm, Hajama, Selan, and a local deity named Jauhar. People who worship other gods are shunned or persecuted. The Pantheists pay lip service to the City of Delights as the home of the Loregiver and the Grand Caliph, but their government remains completely independent.

High Desert: The land across from Hiyal and Huzuz rises to a high, windswept plateau, dotted by oases and deep wadis (seasonal streams). Here the great nomadic tribes of Zakhara raise their herds and raid their neighbors.

Haunted Lands: The second great desert of Zakhara, this region once held a powerful collection of warring city states, petty nations, and proud, nomadic tribes. All disappeared many centuries ago, leaving their cities in ruins. According to one legend, the pride of a single ruler brought about the downfall of everyone. Whatever the true reason, nearly all of the Haunted Lands have been abandoned by men. Except for the outskirts, this region now belongs to genies and the creatures of the wilderness.

Afyal: A number of small nations are scattered throughout the Crowded Sea. Of the four major islands, however, only Afyal is ruled by a common government. Afyal’s padishah seeks to extend his power by establishing colonies on nearby islands. Afyal is a typical island nation: it has a rich, mostly unexplored hinterland and a thriving coastal trade. It also has a very strict social code, or caste system.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: The Land of Fate

#4 Post by GreyWolfVT »

Image
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: The Land of Fate

#5 Post by GreyWolfVT »

Image
Muluk Map Key.png
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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: The Land of Fate

#6 Post by GreyWolfVT »

Muluk: City of Kings Population: 90,000 Major Products: Trade, indigo dye, purple fabrics and clothing.

The Free City of Muluk takes it name from the long, unbroken line of rulers whose history predates the Enlightened Throne in Huzuz It is known for its exquisite regal purple dyes produced from local indigo plants. Muluk lies along the shore of the Great Sea at the mouth of the River Al-Zalim. Like most of the Free Cities, Muluk is a fiercely independent martial state, engaged in unrelenting, low-grade conflict with the savage hill tribes of the nearby Furrowed Mountains, the ravaging pirates from the Corsair Isles, and the hostile armies of Umara and Qadib, both neighboring Free Cities.

The Ruler:
At the helm of this city is Caliph Aswiyah al-Muftahir, eldest daughter of the great Caliph Ibrahim al-Muftahir, from whom she inherited her position. Her family has ruled Muluk since the city’s founding by the legendary king, Amakim ibn Issad over nine centuries ago. Aswiyah, who prefers the title “Caliph” to the more traditional female “Calipha,” possesses all the craft and canniness of her predecessors, both male and female. She is a consummate politician. During her reign she has successfully allied alongside and against each of the other Free Cities in turn, always for the good of Muluk.

The Court:
The Caliph is grooming her daughter, Princess Hadra bint Aswiyah to ascend to throne in the event of her death. A sha’ir, the princess holds the rank of Sorcerer-General within Muluk’s army, and has led attacks against both of Muluk’s nearest neighbors, Qadib and Umarra. Hadra’s generalship is, in part, responsible for a recent palace revolution in Umara.

Distinguishing Features:
Indigo grows in abundance along the shores of the Al-Zalim. The purple dye produced by Muluk’s craftsmen is unmatched throughout Zakhara as well as the barbarian nations to the North. By fiat of the Grand Caliph of Huzuz, all citizens of Muluk may wear this shade freely; as such, purple is the official color of the City of Kings. The people of Muluk are proud of their city’s history and noble tradition. They tend to look down their noses at the citizens of other cities, and always expect the finest wine, the best seats, and the most comfortable conveyances. To say that they are effete snobs would be an insult to their long tradition of civilization and noble rule, but it would not be far off the mark. Truly, it may be said that Muluk has better leaders than it deserves.

Armed Forces:
2,000 regular footmen, 5,000 militia, 1,000 cavalry (all under the command of Princess Hadra, the Sorcerer-General). Also, 1,500 mamluks of the Respected (including 500 cavalry) under the command of General Oman abid-Hazim. Finally, a 20-ship navy (including four large dhows purchased from Umara), used primarily to escort the “fabric fleet” of indigo cloth to Qudra for the trip south.

Major Mosques:
Jisan, Kor, Zann, and Selan, Hakiyah, Haku. In addition, a monument to Aswar al-Mutiq attracts the attention of kahins and mystics as a holy site.

Rumors and Lore:
The ruling dynasty of Muluk traces its ancestry back to the ancient kingdom of Al-Anwahr, a powerful city state in the heart of what is presently known as the Haunted Lands. Nine centuries ago, the region contained a fertile kingdom ruled by Azaltin Ibn Issad. According to legend, Azaltin was visited by the Loregiver and tricked her into revealing the secret of immortality. Against her advice, Azaltin became immortal, but the process turned him into a hideous undead creature.

Azaltin had a brother, Amakim, a virtuous warrior who was much beloved by the people. After witnessing Azaltin’s transformation, Amakim led a revolution to topple his monstrous brother from the throne. His forces triumphed over the undead king, but the brief civil war laid waste to much of Al-Anwahr. After his victory, Amakim led his subjects to a new kingdom by the ocean and named his new capitol In’aash, meaning “place of life-giving refreshment” in Old Anwahran In’aash was a well-developed trading city long before the discovery of the Law of Loregiver and the creation of the Enlightened Throne.

When city after city fell before the wave of faith and understanding, many of the older emirs and sultans were toppled by their people. Caliph Aswal al-Mutiq heard the tales and was troubled, and when the first mystics and warriors brought enlightenment to his city he requested a private audience. For five days and five nights the messengers met with the Caliph in his private quarters, telling him of the Law of the Loregiver. The Caliph then deliberated by himself for five more days and nights. At the end of this time, he welcomed the Law into his city, recognized the Grand Caliph for his puissant wisdom, and stepped down from his throne to join his messengers in spreading the Law still farther. His eldest child succeeded him, as was customary, and renamed the city Muluk to reflect the beginning of enlightened rule in the kingdom.

Since then Muluk has remained the oldest continual dynasty in the Free Cities. Today, Caliph Aswal and Amakim Ibn Issad are revered as the city’s most honored rulers. Legends of Amakim’s brother are equally popular in Muluk. In modern folklore, Azaltin is universally portrayed as an archetypal, evil villain.

The Kingdom of Lions
This ancient text, warded by enchantments to prevent its disintegration over time, was written by Azaltin Ibn Issad nearly a thousand years ago in the ancient language of Old Anwahran. The symbol of Anwahran kingship is prominently displayed on the book’s cover: a regal lion of gold on a malachite green field. Successful completion of the adventure “Eleven Baneful Gates” will result in this book’s discovery. This priceless archeological treasure chronicles the history of Al-Anwahr, up to and including Amakim’s revolution. The kingdom’s rulers, prominent citizens, intrigues, trade, and wars are described with detailed, objective accuracy. Perhaps the most interesting part of the book, from the standpoint of adventurers, is the final chapter, which describes Azaltin’s transformation into an immortal and his brother’s revolution. Azaltin portrays Amakim as a weak-willed, foolish man, easily swayed by an important vizier named Zeenab. When Azaltin left the kingdom in his brother’s hands for a decade, Zeenab wormed his way into Amakim’s heart. After Azaltin returned to claim his kingdom after becoming immortal, his privations in the desert had reduced his body to a shrunken husk. Amakim was so horrified by his brother’s appearance that Zeenab easily convinced him that Azaltin had become an undead monster. Zeenab then manipulated Amakim, unwittingly, into launching the revolution against Al-Anwahr’s rightful king.

The Kindgom of Lions ends on a sad note: “Too late have I come to realize Zeenab’s venomous hold on my misguided brother. Even as I write this, his army plunders the palace, and I must hide this history where Zeenab will never find it, so that future generations will know the truth behind my brother’s treachery and my kingdom’s proud history.” The implications of the tome’s discovery are explored in the adventure “Dead Bearing Witness.”
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: The Land of Fate

#7 Post by GreyWolfVT »

Abandoned Bath House
Note: The Red Box is the boiler, the red X is party current location. The boiler level is a level below the current location the tube you came through went up into the hot pool in the ground floor level.

1. Bottom of the Well (aqueduct)
2. Cistern (pipe/tunnel crossroads)
3. Cool Pool
4. Cool Pool Room (With centipedes and window you climbed out)
5. Warehouse area used by the cloth merchant (door you knocked on and talked through to the merchant)
7. Flooded Room (you could see through the hole in the boiler)
12. Hot Pool
13. Hot Pool Room
14. Bone Room (room containing the bones of past meals for someone)
Abandoned Bath House Main Floor - revealed.jpg
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Bath House Boiler Room - revealed.jpg
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Bath House Cross Section.JPG
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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: The Land of Fate (Maps and other Information)

#8 Post by GreyWolfVT »

Sakina Falls Canyon
Sakina Falls.jpg
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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: The Land of Fate (Maps and other Information)

#9 Post by GreyWolfVT »

Sakina Falls Complex


Room 1: Entrance Fountain Room
Room 2: Stables
Room 3: Winery
Room 4: Half-elf Sorceress's Quarters
Room 5: Rogue's Quarters (Retainer's Quarters)
Room 6: Storage Hall
Room 7: Prison
Room 8: Vault
Attachments
Sakina Falls Hidden Complex.JPG
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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: The Land of Fate (Maps and other Information)

#10 Post by GreyWolfVT »

Muluk Funeral Hall
From the outside
Funeral Hall.png
Funeral Hall.png (22.76 KiB) Viewed 10572 times
From the inside
Area 1: Mourning Hall
Area 2: Alter (Secret Entrance/Exit)
Image

Bird's Eye View above Alter into Secret Passage:
Area 3: Earthen Tunnel
Area 4: Ghoul Lair
Areas 5.1-5.4: Ghoul Warrens/Tunnels
Image
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: The Land of Fate (Maps and other Information)

#11 Post by GreyWolfVT »

Talv & Valley of Echos Map
Valley of Echos.PNG
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The Burning Lands Map
Given to the party to get to the Ruins of Al-Anwahr (for Adventure 4)
The Burning Lands Map.jpg
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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Al-Qadim: The Land of Fate (Maps and other Information)

#12 Post by GreyWolfVT »

Talv:

Population 810, mostly human. The village is built around the statue of a god of plants. It is governed by a council of elders, led by a male human named Ma'ud ibn Sa'mee al-Ajmahi.

Services

Food, Drink, and Lodging: Almshouse, Baker, Brewer, Butcher, Grocer, Inn, Tavern
Common Crafts and Trades: Blacksmith, Trader, Merchant, Leatherworker, Mason, Miller, Tanner, Woodcutter
Rare Crafts and Trades: Armorer, Tailor, Tilemaker.
Transportation Services: Carter/Teamster, Cartwright, Porter, Sadler, Stable.
NPC Services: Astrologer, Barber, Burglar, Dragoman, Fence, Healer, Interpreter, Laborer, Leech/Physician, Librarian, Linkboy.

Authority/Military/Lawmaker Presence:
Authority Title: Sharif, Full Time Guards: 8 Conscriptabe: 41

Government: council of elders
Council Leader: Ma'ud ibn Sa'mee al-Ajmahi
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

User avatar
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Re: Al-Qadim: The Land of Fate (Maps and other Information)

#13 Post by GreyWolfVT »

Azaltin's Palace: Explored Updated Map
Attachments
Azaltin's Palace Explored current.JPG
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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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