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The Players:

Ardashir, Zadjite Magus, member of a hereditary order of fire priests, refugees from Jairan, currently
accompanied by his henchman, Lilith, a Khazistani qedeshot (temple dancer) of Nakhramat from Zul-
Bazzir. His goal is to open up trade routes between Zadj and Susrah, while collecting and cataloguing
arcane lore

Sinnis el-Hadid, Khazistani mercenary (?), hard to say, certainly accomplished in knife work, but also
has a mysterious side. Appears to be suffering from the affliction of the necrophagi, although for the
most part is keeping his…urges…in check

“El-Zahir”, clearly not his real name, a Nabastissean mercenary deserter, with a curious “look” about
him. (Actual name is Herod, and he is of Sea Blood descent, a realisation he is slowly just now
coming to…) He is seasoned veteran of many campaigns.

Apep, Yar-Ammonite “merchant” with his finger on the pulse of the seedy underworld of Belthaar
(actually an imphidian agent, secretly an apostate, but posing as a cultist of Zanthiss)

Danho, Taraamite lyrist and musician with a growing retinue of henchmen and retainers, some less
than trustworthy, to say the least… Danho tries to curry favour with the high priestess of Belet-Lil in
Belthaar, so he can trade a certain baked-clay tablet for a sacred teraph for his patron, Numas.

Danho has recently recruited a number of rogues from Belthaar, Sumu-la-el, a spy, Barat and
Sampati, two thugs (actually cultists of Simatala), and Manishtusu, a healer

Netanyahu, Nabastissean nobleman and scholar, guest of Lord Ashhur of Yaatana (actually an
imphidian cultist of Zanthiss)

The Daughters of Rahma


The City of Yaatana
This wealthy trading post along the route from the city-states of Susrah to Khazistan and
Jairan in the west is noted for its sinful back alleys and nefarious inhabitants. It is a city of
furtive sorcerers, strange and depraved cults, and a place where the most perverted desires
can be fulfilled by the arrangements of fat merchants eager to sell anything.
The city is old and surrounded by ancient clay walls which stand 20 to 30 feet high. Tar-
nished golden domes and columned monuments are visible beyond the walls as one
approaches the city. The massive main gate (which is swarming with beggars and lepers) is
over 600 years old and receives a constant stream of visitors entering and leaving. With
close to 14,000 inhabitants, Yaatana has over 100 temples (and probably double that
number of hidden or secret underground shrines), a dozen public bath-houses, and more
than 6,000 houses, most of which are several stories high, topped with flat roofs, and
decorated with elaborate friezes and intricately carved windows. In the central souk, a
variety of goods, including meat, spices, cotton, silverware, copper, and pottery can be
bargained for. There are a number of smaller, more specialized souks dealing with slaves,
weapons and drugs scattered throughout the city.
Yaatana has in recent times (years) been conquered by the Taraamite king, and tribute flows
to his thousand-columned palace of Achad.

The Taraamites are known for their efficient administration and collection of tribute through
provincial governors, as well as the systematic terrorization of conquered peoples.

A Royal inscription adorns the ancient gate: “I cut off their noses, their ears and their
fingers, of many I put out the eyes... I bound their heads to tree trunks round about the
city”.

Taraaamite kings employ mass deportations as an effective means of destroying national


feeling in subjugated territories. The Taraamites are feared by their neighbours, and a
Taraamite saying goes: “The king knows that all lands hate us.”

Despite this, the mood is jovial and convivial, no doubt assisted by the burning of certain
drugs and aromatic spices (which fail to mask the fetid stench that permeates the place) in
every dark recess of the city and the generous wantonness of Yaatana’s harlots.

Yaatana is ruled by an elected governor (currently a middle-aged man named Akhdari


Marza), but the real power is in a council of seven men drawn from the ranks of wealthy
merchants, sorcerers, and high priests. The armed forces of the city are mostly comprised of
mercenaries; law is enforced haphazardly and most laws are ignored as long as money from
trade keeps flowing into the city. The local magistrates are notoriously corrupt and rule in
favour of the biggest bribe.

The party settles in, seeking accommodation in a hostel, the House of Imran, whose
proprietor, the eponymous Imran, can confirm that the Yar-Ammonite, Serathu, lodged
here, but disappeared before settling his account.

The party can also confirm the following:


“The Daughters of Rahma” (Rahma, “the Radiant One” (the local rendering of Belet-Lil) are
associated with a place known as “the Moon Garden”, where “fertility rituals” are held.
Also, a thief smuggled an item belonging to this group by courier out of the city.

Further inquiries about Serathu are made. Apep is approached by a disgruntled priestess of
one of the city's cults, Elipa. She confided in him that she and Serathu, the thief employed
by the Temple of Belet-Lil in Belthaar, became lovers, and that Serathu is a prisoner of the
cult.

(In Belthaar, the party learned that Serathu’s courier was chased down and intercepted by
desert nomads. These nomads, the Sons of Saram, are led by Yadhu-Lim, and are aligned
with one of the powerful factions of Yaatana.)

Elipa seeks oaths from Apep and any companions he may choose to recruit before revealing
any more of the cult’s secrets, including how best to infiltrate their upcoming high
ceremony.

At their next meeting, Sinnis and Danho agree to swear oaths before “the Radiant One”, as
she is referred to by Elipa. The oath is sealed in the manner customary of the sacred
prostitutes of the Moon Goddess…

Elipa explains the daughters’ practice of drugging supplicants with “moon juice” before
subjecting them to sacred mysteries with which even she is not familiar. She suggests the
rescuers feign unconsciousness until they are carried into the deeper recesses of the
temple, before freeing Serathu. A sacred ritual is due to take place in five days time, when
the moon waxes next, an hour after Baal Khadar’s fiery chariot has disappeared into the
Lands of the Uttermost Ash.

Sumu-la-el, while spying on Elipa (whom he can confirm is, indeed, one of the Daughters of
Rahma, an orgiastic fertility cult based in the Garden of the Moon on the city’s outskirts),
observes his new companions, Barat and Sampati, behaving rather suspiciously before
disappearing into the labyrinthine city streets and into one of the innumerable underground
shrines.

Meanwhile, el-Zahir, the Nabastissean, still nursing his wounds (although, thanks to the
ministrations of Manishtusu, he is much improved), limps through the city’s souk, where he
observes a transaction between two Sons of Saram and a merchant, who pays an
extortionate price for the purchase of several old flint blades, a special order (for 60 in all) as
it turns out, from some noble or other. He reports this to Ardashir, who has his own
theories.

El-Zahir makes contact with the city’s mercenaries, and secures a temporary position for
himself, since many appear to be derelict in their duties, or have even abandoned their
posts. He plans to use his new-found influence to terrorise locals into revealing information.
He manages to take up a post manning the city’s main gate, near the caravanserai. He is
notified by Sinnis, his employer, that there is a small retinue making ready to leave the city,
and that it is imperative that they be delayed until Sinnis gives the go-ahead. The caravan is
being coordinated by a giant of a man, a Shoma warrior with black skin, gleaming white
teeth, and with a booming, hearty laugh. He refers only to his Master, a man of great
influence and importance.

Ardashir, in consultation with his personal temple dancer, Lilith, calculates that a significant
celestial event is due in the next four to six days. He surmises that the flint knives are part of
a grand ritual, and is convinced the Moon Garden is at the centre of it.

The Moon Garden is the uppermost terrace of a great, cascading artificial hill and park, now
in disarray, created centuries ago by a petty king for his homesick wife. But Ardashir’s
preliminary researches suggest something far more significant…

Ardashir’s researches (Magic Research Roll and 1000 gp) will yield the following information
by the start of day four (note the order in which information is discovered):

End of Day One: The artificial hill and cascading gardens were built over a deep natural well
ending in a subterranean pit. An ingenious screw-like mechanism was said to have been
employed to bring water up into the gardens and surrounding precincts. The mechanism has
long since fallen into disrepair, and the waters befouled, in any case.
End of Day Two: Nevertheless, the garden was built as a monument to the power and
ingenuity of the King of Yaatana and his love for his foreign bride. The Moon Garden, a
colonnaded marble pavilion surrounded by four massive columns carved with shapes of
naked intertwined human bodies (for the bride brought with her worship of a lusty foreign
fertility goddess, corrupted versions of which are practiced in the seraglios and bath houses
and hidden, lotus-suffused dens of iniquity in the city below to this day), and serves as a
mystic capstone.
A series of wars with her neighbours severely depleted the might of Yaatana, and the
gardens fell into disrepair and were abandoned. Prosperity returned to the city only in the
last decade or so, following the conquest by Taraam, and it now serves as an important
commercial hub for the region.
The gardens, still in ruins and overgrown, were used by furtive thieves, smugglers, and
lovers alike, until recent months when they were bequeathed by the governor to a foreign
aristocrat and her considerable retinue.

End of Day Three: The accounts of the project’s overseer tell of the discovery of a toad-like
monstrosity, the “Fetor of the Depths”, whose offensive reek caused nausea and vomiting to
all in the vicinity, and whose pestilent breath caused a plague of boils. The sickly green,
sleepy-eyed lump of tumorous flesh appeared to be in some sort of dream-like state, stirring
fitfully from time to time.
The project was put on hold until the means to contain this idiot god could be discovered. In
time, the Sacrifice of the Pendent Fungus was devised by the project’s architect, who it
appears was consumed by the oozing herald of the Fetor as the penultimate sacrifice (for
the ritual required the spilt entrails of seven Yar-Ammonite youths) was made. Thus the
Fetor’s binding was never completed, and it lay dormant.

End of Day Four: The being described in the overseer’s account appears to bear a striking
resemblance to Yibboth, the sacred toad of the poisoned marshes of Fakhuum. It is said of
Yibboth:
You will know Him by His great girth and carbuncular form, and the look of a sleepy golden
toad which He has eternally. He will not rise from His place, even in the ravening of hunger,
but will wait in divine slothfulness for the sacrifice. And going close to Lord Yibboth you must
say to Him: “I am the blood-offering sent by the High Priest Atmu-Rahat”. And if it is his
pleasure, He will avail himself of the sacrifice.
Sinnis has disappeared for a while, intent on infiltrating the city’s network of thieves and
vagabonds, hoping to seize some interesting opportunities for plunder and mischief.

End of Day One: Sinnis has managed to learn the location of a den of thieves, and with his
natural charm and diplomacy has managed to win their trust. He learns that there is a
foreign ritual strangulation cult in the city, worshippers of some taloned man-ape or other,
which operates with the blessings of one of the city’s powerful oligarchs.

Days Two and Three: Sinnis spends the next few days conducting his own clandestine
investigations and discovers that there is a Lamuran priest and his small retinue in town,
arranging provisions for a long trip. A bounty (6000 gp in coin and kind) for the head of this
traitorous priest and the return of the temple treasure he stole (although Sinnis cannot
determine what exactly this is) has been offered by no less a personage than the High Priest
of Yot-Kamoth, Hamadara himself!

End of Day Four: The target is Yetara, his retinue consists of a Lamuran girl, who is kept
indoors, away from the debaucheries of this place, and a large Shoma (black) bodyguard and
"mediator", Sefu. They are currently accommodated by one of the well guarded noble
estates of one of the oligarchs. Sinnis tracks down the Sefu, and offers to serve as caravan
guard. Sefu is dismissive at first, but upon learning that Sinnis hails from Zul-Bazzir, promises
to consider him as a candidate.
By way of delaying the caravan, el-Zahir concocts a story about voracious nomadic raiders
from the Zorab Mountains.
Danho, having learned that the city’s ruling body is actually a council of seven powerful,
loyal Taraamite lords, approaches to compound of one Lord Asshur, a known ally of his own
patron, Lord Numas. Danho is initially denied entry by the compound’s soldiery, and takes
to playing his dulcimer on the street outside. He chances upon a large Shoma returning
thither. Complimenting Danho on his performance, the Shoma approaches the compound
and is greeted by the guard at their posts. Danho asks the Shoma to convey a message to his
master, whereupon the Shoma, Sefu, gets suspicious about how it came to pass that the
Taraamite musician could be aware of the Master’s comings and goings.

Nevertheless, Sefu invites Danho into the compound, before ordering his arrest. The quick-
thinking Danho manages to evade the guards, however, but is sorely bruised and winded
during his lucky escape. He seeks out his physician, Manishtusu, and goes to ground.

Sinnis and Ardashir are concerned about Danho’s disappearance, and search the city’s inns,
hostels, and lotus dens. They eventually locate him, and he explains his hasty flight. The
group plans to rendezvous the next morning, but, alas, the asshuri, the professional
mercenaries of the city’s Oligarchs are not known for their ruthless efficiency for naught,
and so it is that Danho finds himself before the Taraamite lord.

Danho is charged with spying, and appears destined for the executioner’s block, but his
powerful objections stay the lord’s hand. Invoking the name of Lord Numas, his patron,
Danho is instead assigned to render dutiful assistance to Asshur’s visiting dignitary, the
Lamuran high-priest Yetara. Oaths are sworn, and gifts are bestowed (to the value of 2000
gp in coin and kind). Netanyahu, a visiting Nabastissean aristocrat is asked to assist Danho in
his present task for Numas.

Danho relates recent developments to the rest of the team. Ardashir asks him to arrange an
audience, at which he explains his close relationship with the Zorabi tribes of Kharjah Pass,
whose co-operation is crucial for safe passage. He will join the caravan, which will make
ready to depart in a day or two.

Barat and Sampati report back to Danho that they must take leave of their employer, for
they are honour-bound to act against a blasphemer priest of their Lord Simatala, who has
set up a corrupted version of the faith in Jhaddar, whose temple treasures are considerable,
if reports are to be believed. Danho rewards his loyal henchmen for their candour, and
invites them to accompany the caravan at least part of the way.
(In truth, the pair has been given the opportunity to participate in the assassination of a
powerful personage. They are to accompany the caravan, slay Yetara, whom Lord Simatala
has singled out for pious sacrifice. If possible, they will try to divert the caravan to Jhaddar.)

Ardashir is convinced there is another way into the Moon Garden, and dispatches Sinnis and
Apep to investigate further. The pair discovers an earthen rampart at the rear of the
compound, connecting the fifth tier (of seven) to a crumbling mud-brick outer wall. As they
reach the rampart’s terminus, they see deep alcoves set into the wall of the pyramid, from
which a strange gurgling and mewling emanates. Apep turns tail, followed shortly by Sinnis,
and they proceed no further.

Despite their urgings of caution, Ardashir risks this approach, and he and Netanyahu set off
some hours prior to the expected night-time ritual. Meanwhile, Sumu-la-el has failed to
make an appearance all day. A quick search fails to turn up any sign of him at this time.
Nevertheless, all is in readiness for the caravan of Sefu to depart the city after nightfall, a
most unusual thing. It will be argued that it is only with el-Zahir’s assistance that this secret
exodus can be accomplished, thereby throwing off would-be pursuers, and ensuring el-Zahir
is taken into the confidence of the travellers.

At the Hour of the Tamarisk, Ardashir and Netanyahu ascend the garden’s rampart and
happen to notice a large gathering in the sandy waste to the north of the city, a flash of light
reflecting off a polished flint blade catching their attention. With hours to spare before the
night-time ritual, they strike out into the desert. The Nabastissean summons magical
mounts with but little effort, and the pair races to disrupt the gathering’s activities.

As the two approach, armed followers of the Daughters move to intercept them. Netanyahu
weaves his spells again, hiding Ardashir from the eyes of the enemy. It is by now clear that a
large sacrifice has already taken place as another victim is struck down by Rahma’s High
Priestess. Netanyahu is sorely wounded, almost crippled by a grievous leg wound, but he
and Ardashir make short work of the remaining attackers, who cannot resist their mighty
magic.

Ardashir turns his attention on the High Priestess and her throng of ecstatic followers, just
as the flashing blade is about to be brought down on the final sacrifice, but his god, the
Nameless One, abandons him, and he instead he feels himself swooning, before plunging
headlong into the cold emptiness of the Abyss.

By the time he recovers from the terrifying backlash, the High Priestess’s procession passes
by. She casts a sneering look at him, and he feels drawn to her, but manages to resist her
charms, for now. Suddenly she recoils in her palanquin, muttering to herself: “sixty one!
Sixty one! Fetch me another!” As the realisation that the flawed ritual demands another
sacrifice dawns on her, her hysteria intensifies, and like a wave spreads through her
followers, who take flight. Terrified and alone, she awaits her inexorable fate: a void of
impossible geometries opens underfoot, and she is briefly bathed in sickly green light before
being consigned to the Pit, forever.

Ardashir and Netanyahu quickly survey the carnage. The slain corpses lie strewn about,
Serathu among them. Ardashir retrieves an ancient clay tablet, on which the Formula of the
Geometries of the Pit is inscribed. They race back to Yaatana to warn the others. Netanyahu
receives an unbidden revelation: a crucial piece of the puzzle for the restoration of the
imphidians’ god, Zanthiss, is within his reach. It isn’t long before Netanyahu discovers the
ancient clay tablet among Danho’s possessions, the very same tablet Danho means to trade
with the temple of Belet-Lil for a certain sacred teraph for his master, Numas.

Meanwhile, Sumu-la-el’s body is discovered in one of the city’s lotus dens, stabbed in the
back by an unseen attacker. (Sumu-la-el was actually assassinated by Sinnis, someone he
trusted. Sumu-la-el had also discovered that the visiting dignitary, Yetara, has a bounty on
his head. Sinnis means to collect that bounty, and was concerned that Sumu-la-el’s
revelation would make the assassination more difficult, so he had to be silenced… What
Sumu-la-el didn’t get a chance to reveal was that Lord Asshur also sponsors the city’s branch
of the stranglers of Simatala. Asshur appears to support Yetara, but in fact is offering him up
to the thuggee of the Ape-god: he has been informed by the cult that the newly arrived
brothers, Barat and Sampathi accompany Danho. By sending Danho along, he ensures that
the two assassins get an opportunity to close in on their target unsuspected, while at the
same time placing the blame squarely on the shoulders of a client of Asshur’s rival, Numas.)

It isn’t long before word of the failed ritual slaughter gets out and chaos grips the city. The
party withdraws to the safety of Lord Asshur’s compound. Ardashir and Danho faithfully
reproduce the ritual, adding only the need for the sixty first sacrifice. They entrust a copy to
the Taraamite lord, so that the King of Kings’ sorcerers can imprison the Fetor once more.
He promises either great reward, or terrible vengeance, depending on the outcome… The
oligarchs’ private mercenaries raid the garden, carrying away those cultists and followers
who didn’t manage to escape.

After three days, the caravan is ready to leave, comprising of Lord Yetara, Sefu, Daniya (who
Ardashir believes to be pregnant, or is she just hiding the stolen temple treasures under her
skirts?), Danho, Sinnis, el-Zahir, Ardashir, Manishtusu, Sampati and Barat. Apep and
Netanyahu remain in Yaatana at this time (no doubt plotting their next step in their quest to
free Zanthiss from its imprisonment).

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