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Pilgrim’s Guide to Eransül

"To proceed, I should like to inform


the honorable and noble readers that the
purpose of writing this agreeable and
entertaining book is the instruction of
those who peruse it, for it abounds with
highly edifying histories and excellent
lessons for the person of distinction, and
it provides them with the opportunity to
learn about the lands from the
beginnings of time, as well as the peoples
and creatures who have claimed it. This
book, this Pilgrim’s Guide to Eransül,
abounds also with splendid tales that
teach the reader to detect deceptive
shayatan and to protect themselves from
the ill intentions and black sorceries of
mortals. As well, my hope is to delight and
divert the reader whenever they are
burdened with the cares of life and the
dangers of this world.
In short, this narrative contains both
description and diversion, but is a
suggestion only of elements for stories
you may find in your hearts to tell. It is
only the High God of Imagination who is
the True Guide of the quill and brush.”

~ Hushiya bn al'Mursaad, Scribe of the court of


Seykh Mehmen Yamjani

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Welcome to Ferehdin
I
n the clamorous coffeehouses of Damakech and Chapter 1 covers the heroes of Eransül: the class options,
Meyheer, women spin tales of adventure and delight, peoples, and backgrounds common to the world and its
mesmerizing their audiences. In poetry, song, and cultures. It also introduces supernatural gifts available to
dance they weave the drab fabric of life with romance starting characters- features that mark characters as
and mystery, as they have for untold centuries. instruments of fate.
Among the oceans of sand beneath the Royal Stars Chapter 2 turns to the mortal world, the lands in which the
of Sris and Isaok, caravans and pilgrims huddle for epic adventures of Ferehdin unfold. It covers the three nation-
safety against the cursed and wandering undead. Before all states within Ferehdin, the Restless and White Sands, and
hope is lost, courageous horsemen thunder to their rescue, the high seas and waterways where swashbuckling sailors
voices calling out a triumphant ululation. rove and monsters beyond imagining lurk. It also offers
Under the cover of a deep midnight, thieves of the glimpses into the lands beyond the peninsula.
Cinnamon Wood invade the Seykh’s treasure room. Instead Chapter 3 introduces the gods and spirits of Eransül, an
of gold and jewels, they find a map to the lost City of the array of diverse and powerful beings who view mortals as
Pillars, where the Alihat drove demons from the world— and paramours, playthings and allies in their divine sport. It also
a key. opens a window into the divine realms of the House of
Songs, and the hellish realms of the House of Lies.
The heroes found in Ferehdin come from high places and The Royal Stars
low. They travel across the shifting sands, battle villains and Blazing across the skies of Eransül are the two Royal Stars—
undead, and unearth fabulous treasure, before narrowly Sris and Isaok. Sris, the larger, shines a bright blue-white
escaping to tell the tale. Every twisting alley or deserted ruin during its journey across the sky. Sris is tied to Mitra, the
holds ominous mysteries that are as likely to shed light on Covenant God, and is regarded by some as a window into
centuries-old secrets as they are to threaten the world's Paradise from which Mitra observes the mortal realm. Isaok,
safety. Such stories do not always end well, and there is no is the smaller second star of the royal pair and spends
perfect answer to every problem. Crime and corruption lurk alternating weeks in front and behind Sris. Golden Isaok is
in the cities of Ferehdin, the unpurified dead rise to wander the chariot of Arimata drawn by Wind, Rain, Cloud, and
the desert, and the Kingdom of Tur seeks to crush the other Thunder around Sris to distract Mitra's penetrating gaze.
amurates under its armored heel. Hidden fiends influence the
dreams of the unwary, and capricious gods are known to The Royal Stars have long held a place in the myths and
disguise themselves as urchins, merchants, and madmen. Yet faiths across Eransül, but in Ferehdin, the proximity of the
mortal greed and ambition might prove more dangerous than people to divinity and spirits has cast the glow of the stars
any divine or demonic threat. When the Royal Stars set and into a more immediate perspective.
night falls, a group of bold adventurers will always find
opportunities to risk their lives, and their souls, to carve out A Land Alive with Magic
destinies of their own making. The creation myths say that a god, whose name has been lost
The thief who finds the jinni lantern. The bold sailor to the sands, formed a lush and verdant land to be their
voyaging beyond the edge of the world. The sorcerous vizier kingdom on Eransül. Called Alilah (meaning simply “the
plotting against his Seykh. Eransül embraces pulp adventure God,”) the diety was slain in some great calamity, and their
while adding layers of romanticized (and fantasized) myth blood spilled across the land, turning the Paradise that Was
and folklore of the 'Middle East'. The essential quality of such into a desert wasteland, but infusing the world with divine
tales lies in interweaving the unusual, the extraordinary, the power.
marvelous, and the supernatural into a tapestry of high This magic is considered the source of the remaining
adventure. plants and animals in Ferehdin. But more, where the dry land
This book will guide you through the dune seas and cracked and split beneath the heat of the Royal Stars, Alilah’s
bustling bazaars of the peninsula of Ferehdin, its High Gods, blood evaporated to form the Spirits.
its people, and its dangers, as well as making mention of The celestial host of Deva rose first, ascending into the sky.
what lies beyond the edge of the map in the world of Eransül. Next, the Jinn rose to the tops of the mountains, the steppes,
It will also guide you through creating characters in this the desert dunes and waves of the sea.
world, and the tales and legends that have influenced those
born to the land of the Royal Stars.

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Before the final spirits— the Shayatan— could rise, the The Shayatan once ruled Ferehdin. Evil and cruel beings of
Royal Stars set beyond the horizon, leaving only the cold light flesh and spirit, they tormented the peoples who called the
of the moon. Resentful and stained in spite, the Shayatan peninsula home. The tyrants suggested that their rule
became solid things, towering monsters that terrorized the actually protected the weaker species-aamkar, banu, bashar
mortals beings of the world. humans, four-eyed hounds, dragonbound, goatkin, and
reptilefolk -from the dangers of far more powerful beings
Al Banat: A Thousand Thousand from beyond the stars. The tales of many cultures speak of
Years Ago this as a time of oppressive servitude, when they were forced
into the armies of the Shayatan against invaders, and each
When storytellers relate the history of Ferehdin, they always other.
speak in the most general terms. An event just ten years past The Daughters, said to be the offspring of Alilah, rose up in
is said to have happened "many years ago," and the founding rebellion against the Shayatan. They brought together other
of Bakarnah in the distant past is said to have happened "a High Gods, forming the Alihat, and on the backs of ascendant
hundred hundred years ago." dragons so large they darkened the skies, the gods overthrew
The Lore speaks of an era that happened “a thousand the oppression of mortals and sealed the shayatan away in
thousand years ago,” just before the birth of modern the House of Lies. The sister goddesses Al Hurani, Arimata,
civilization. Called “al Banat” (literally, “the Daughters”), this and Daea then crossed the Chinvat Bridge to rule from the
semi-mythical era from the fog of historical memory is heavens in wisdom and benevolence.
marked by the walking of the Alihat across the land and their
last war with the Shayatan. Rise of the Amurates
The end of al Banat corresponds roughly with the rise of the
Amurates, or the Mortal Houses. After the imprisonment of
the Shayatan and the ascension of the Alihat, the humanoid
peoples of Ferehdin were beset by the whims of the Spirits. A
historiless eternity as enslaved peoples had erased much of
their unique cultures and beliefs, leaving the peoples to pray,
or bargain for whatever protection they could. Many lesser
gods came into being in the hazy mists between al Banat and
a more familiar past.
Warlords, prophets, and warlocks formed small vassal
communities in service to the young gods or cunning jinn. In
time these nomadic tribes established fortified towns. From
these first steps towards civilization, the great cities of
Salmshar, protected by Nesmsir, god of fair waters and good
fortune, and Turasthan, guided by the doctrines Maniya,
goddess of fate and death, rose from the sands. Eventually,
these cities attracted smaller communities to their banner
and protection, and the
Begining as tenuous promises of protection along caravan
routes, the amurates have come to dominate the waters,
lands, and high peaks of Ferehdin.
The Amurates of Ferehdin
Throughout Ferehdin, a thriving aristocracy of merchant
princes, the Seyakh, controls each major city. These men and
women humble themselves before gods, keep safe magical
artifacts, and make pacts with powerful beings to expand
their wealth and protect their people. Those lands and people
under their control are the Amurate states. Detailed in
chapter 2, here is a quick overview of the three amurates,
from north to south:
Free Cities of Salmshar
The Free Cities of Salmshar were shaped by profound
isolation. Nestled among the sheer cliffs of the Stairs to
Heaven, the nine cities are rich with history and known for a
lively, free-spirited culture that is separated from their
neighbors by the ruddy waters of the Vorouk Sea to the
north, and the nearly endless White Sands to the east.

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The Pearl of the East, Salmshar, which lends its name to the
region, is the greatest center of trade in the world. All things
can be bought and sold in Salmshar, even those which
displease the gods and tempt ruin.
Campaigns set among the Free Cities are often nautical,
Strange, Yet Familiar
exploring the conflict between the civilization present in the
nine cities and the lawless lives of corsairs. Alternatively, A few things to bear in mind as you step into
adventurers might investigate the the ancient ruins hidden Eransül… The world of Eransül still draws from
within the Stairs of Heaven, delve into the culture and politics D&D’s core elements, however those elements are
conceptualized through the lens of ancient middle
of the Pearl of the East, or travel the dangerous trade routes eastern polythiestic traditions. That said, if it exists
through the White Sands. in D&D, it can have a home in Eransül.
Iraja Terminology and Culture - to capture the sense
of the world, this setting adopts certain
The Amurate of Iraja encompasses the lands along the terminology and language conventions from
Azraqir river that empties into to the Basharaan Gulf. Called Arabic, Middle Persian, Turkish, and other
Ferehdin's Golden Spider, the fertile valleys and flood plains cultural traditions from North Africa, Asia and
have long provided wealth and pastoral comfort to small the Arabian Peninsula. These have been
village that pepper the region. intentionally modified into a “fantasy” form, to
The ancient citadels of Damakech and Meyheer have long avoid direct comparison to real world peoples,
protected the amurate from a brotherhood of bandits, as the setting and its characters are derived
scoundrels, and thugs calling themselves the Thieves of the from a very narrow pool of historical sources on
Cinnamon Wood. In recent months, attacks likely perpetrated pre-islamic mythology and folklore, before
by the Kingdom of Tur have left communities shattered and being combined with what has already been
fields left crumbling into dust under the Royal Stars. created for Dungeons and Dragons.
Mortal Races - Many races, even humans, have
Campaigns set in Iraja are likely to involve a mix of unique racial names and properties in Eransül.
traditional adventuring, political intrigue, and defending This terminology is used to define those
against, or at least preparing for, the inevitable invasion of the peoples native to Ferehdin, but does not
Kingdom of Tur. This impending conflict allows for various exclude player characters from using
factions and seyakh to maneuver for political power. established race names, or from being part of
other DM-approved races and subraces in your
Kingdom of Tur campaign. Consider how and why such
outsiders may be in Ferehdin, and how their
A land of arid mountains surrounding broad, sparse basins, different perspectives can be mined for story
the Kingdom of Tur is referred to in stories as the Iron Gate. hooks.
A zealous hierarchy of viziers have managed the spiritual and Jinn - In Eransül, the Jinn serve a similar function
bureaucratic needs of the amurate around a figurehead to Fey and Elemental creatures in other DnD
Seykh for centuries. In recent years, a change has come over settings. They are separate from the D&D
the amurate. The current seykh has ambitions, and any vizier “Genie”, and where terminology overlaps, it is
unwilling to obey her edicts has been beheaded. In the assumed that the distinction between the two
decade since the seykh's rise to 'Amura', Tur has conquered entities is misunderstood by mortal beings, and
much of the tribal lands between the Hara Bara mountains the DM will determine the creature’s properties
and the golden web of the Al'Azraqir river. War is coming, and in the current context.
Tur seeks to unite the people of Ferehdin under the banner of Spirits and Shayatan - All monstrous entities are
their childlike ruler, Kahlbeyita the Divine, Amura of all the believed to be the embodiment of, or have
World. been possessed by, evil spirits called Shayatan
(singularly, a Shaytni). The word Shaytni
Campaigns set in the Kingdom of Tur will doubtlessly /Shayatan is synonymous with Monster, Fiend,
involve the young amura's war, but it could also include Demon, and Devil in Eransül, and so mortal
exploration and dungeon crawling in the unplumbed depths beings are unlikely to make a distinction
of the Hara Bara mountains, or sink into the clandestine between a Hydra, a Beholder, or a Chained
scheming of Kahlbeyita the Divine's court of backstabbing Devil. Mechanically, however, DnD creature
viziers. types still exist and function normally.
Dragons - the iconic magical creatures are
The Akhesu Road separate from other monsters in Eransül, and
are not considered Spirits or beasts. They are
Uniting the three amurates of Ferehdin— beyond peoples, rarely seen, having a shadow civilization mortal
stories, and war— is the Ankesu Road. Long passed into beings knows almost nothing about.
legend, the Akhemonite Kings founded a trade route from the Shapeshifted dragons are thought to be secretly
Akhemon Delta, where the Royal Stars rest, all the way to the manipulating mortal civilization across
eastern edge of the world. Ferehdin, but for what purpose remains
It is by way of the Akhesu Road that spices, Fabrics, Gold, unknown.
Jewels, and magical items flow from one end of the world to
the other through the center of the mortal culture and society,
Ferehdin.

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This fatalistic view of existence is undermined by the
Life in Ferehdin heroic tales that have been passed down by storytellers since
Certain aspects of daily life in Ferehdin remain the same the dawn of time. By definition, the heroes of such stories
whether one lives in Tur, or sails the Vorouk Sea. Any defy the predetermined course of their lives. They chart their
character native to Ferehdin would be familiar with the own courses, striding boldly into the unknown, striking down
beliefs, commerce, and dangers of the peninsula. supposedly invincible foes, and resisting the vacillating will of
gods. Their proud defiance of fate is rewarded with wealth,
power, love, and the immortality of their stories joining with a
Devotion to Heaven thousand and one others, for all time. These diamonds in the
In Eransül, one must always be mindful of the conflict rough, the Jewels of Fate, are said to have great Khvarenah.
between the Gods, striving against each other for the Khvarenah, or “Destiny”, is the force which calls on a
devotion of mortals, and the Spirits— Deva, jinn, and the evil person to perform a function in life that is greater than their
shayatan. predetermined future. Khvarenah is also the instinct and
In Ferehdin, the humanoid races will often make a point to impulse of mortal behavior that separates them from gods
defer their accomplishments, skills, and talents to the power and spirits. While Gods are not bound by fate, they are
or majesty of the gods. In turn, mortal piety equates to divine constrained by the limited scope of their Divine House.
power: so when people fervently adhere to a god or spirit's Spirits are slaves to fate, with only gaining the devotion of
rites and sacrifices, and devoutly trust in that being's divine mortals as a means of escape.
might, it grows more powerful. The people of Ferehdin don't Through great actions, it is only mortals who have the
believe in one particular god to the exclusion of others, and possibility to defy fate in their lifetimes. It is through
the most pious people pray to all the gods they know of with khvarenah that a bandit may be crowned a prince, an urchin
equal fervor. Gods, especially the Alihat (High Gods), are may become a mighty warrior, or a pirate may return home a
generally shown deference due to civic duty or family hero. In the span of a well lived life, the greatness of one’s
tradition, but Spirits will often appear at times of mortal need actions have the potential to sew a new fate into the tapestry
to bargain for devotees. For both deities and spirits, the goal of the world.
is to increase the number of people who, when faced with
peril, will call to them for help. Hospitality
While worship of Spirits is generally considered taboo, it is By the laws of hospitality, a property owner must offer food
far from uncommon, particularly among those who seek and drink to anyone who appears at their doorstep as a
power for selfish aims. It is possible for a spirit with enough friend, no matter how poor the host may be. The obligation—
mortal followers to ascend to godhood, threatening the and desire— to offer hospitality is as compelling as any
celestial order. As such, a divine and holy war always seems personal need. Furthermore, a guest knows that it is impolite
to lie just beyond the setting stars. to ask for hospitality of any kind; he or she must wait for the
To protect against potential cataclysm, honor and host to offer it. A wealthy host may also offer entertainment,
deference to one, if not all of the Alihat is expected of the such as the dance of a talented servant, and perhaps even a
humanoid races. At the rising of the Royal Stars over the gift.
eastern mountains, and again after they set beyond the edge A host assumes responsibility for the well-being of his
of the world, allpeople are expected to offer blessings and guests. Whether they lives in a goat’s-hair tent or a lavish
thanks to High Gods or low. It is also in this way that most house, their good name depends on how well they treat those
practitioners of magic recover their spells, even if they do not who place themselves in the host's hospitality. For this
gain their abilities from the Gods. reason, guests can expect safety as well as sustenance— even
if they once were the host’s enemies.
Jewels of Fate Once a host and their guests share in the eating of bread
In Ferehdin, even higher than the gods, all people recognize and salt, even a mortal enemy can expect the host’s
the power of Fate. Fate may cast down the mightiest sultan or protection and generosity so long as the visit lasts. In return,
raise up the meanest beggar. She is embodied in the minds of the guests are expected to act as loyal friends, defending the
most mortal beings as a humanoid woman, however none home against invasion while never overstaying their welcome
can agree on her nature, whether the female counterpart to and never overstepping the bounds of good behavior.
Alilah or some even older, elemental force. All acknowledge
her power, however, in Dungeons & Dragons game terms, Bread and Salt
Fate does not have statistics, spells, or cleric devotees. According to proverb, bread and salt broken together
In the distant past, a woman known only as the Loregiver between a host and guest remains within the guest for three
penned the scrolls that clearly laid out the laws of the land, days. In Ferehdin, the sharing of bread and salt formalizes
some say guided by the hand of Fate. The wisdom of this the mutual responsibilities of host and guest under the law.
Lore was immediately recognized, and it is understood that Until those three days elapse, a host is legally responsible for
the course of each mortal life is predetermined. In the case of their guest’s welfare, and the guest is duty bound to protect
most mortals, it is believed that they plod along the path set their host.
before them from beginning to end, carrying out the tasks
appointed for them until they complete their journey across
the Chinvat Bridge.

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By sharing bread and salt, the host vows to protect the guest Currency and Trade
from harm for the duration of their visit. By accepting bread
and salt, a guest agrees to bring no harm to the host and to Across Ferehdin, Drahm coins are considered the universal
protect the host's home to the limit of their ability while coinage. Struck in silver these coins originated in the Dead
visiting. It is impolite for a guest to remain in another’s house Empire a hundred hundred years ago, their weight and value
for more than three days. Legally their welcome has ended, has remained nearly unchanged in all that time.
no matter what a host may proclaim or promise. One Silver Darhm is worth 1/100th its weight in gold, and
A guest may stay with a host without the sharing of bread a Bronze Obel is worth 1/100th its weight in silver.
and salt, but in such cases, neither host nor guest is obligated
to protect the other's wellbeing. “Custom is ‘alzam (more Gold Silver Drahm Bronze Obel
compulsory) than religious service”. Gold 1 100 1000

The Uncommon Tongue Silver Drahm .01 1 100

Eransül is not the most interconnected of worlds, so while Bronze Obel .0001 .01 1
many languages exist in some form, few of them are widely
used, and none fulfill the role of a “common” language that all The Amurates each mint their own coinage, but merchants
peoples speak. Generally, people in Ferehdin only “know” usually accept coinage from all amurates. More often, though,
(speak, read, and write fluently) their native tongue: they trade in salt and rare spices or bolts of rare fabric. This
is particularly true in smaller villages where coins are less
Barsharaa, useful than the commodity. Barter and haggling are an
Celestial, expected part of any transaction.
Draconic, Caravans often act as bankers in the more remote parts of
Kilabic, Ferehdin, exchanging travelers' or soldiers' coin for goods
Primordial, or that locals will be willing to trade with.
Takamchic In Iraja, salt and ground melange are worth an Obel by
Any other languages gained through racial traits, weight, while in Tur, whole cinnamon could be worth several
backgrounds, or class features begin as “Proficient” times its weight in silver. Different towns, different amurates,
languages unless otherwise stated in this book. People of value different spices of different qualities but a quantity of
Ferehdin are usually considered to be Familiar with all rare spices could make a man into a seykh, or lead him to an
standard languages in Ferehdin or that appear in the early grave.
campaign from the Player’s Handbook, at the DM's Salt/melange Ginger Cinnamon Pepper
discretion.
When attempting to utilize a language in which you are not Drahm .01 10 50 3,000
fluent (for example: read a text, forge a document, haggle
with a merchant, etc.) you will incur a penalty to ability The Spice Trade
checks, determined by your current level of mastery, as Spices are the world’s biggest industry, they establish and
shown on the chart below: destroy empires, lead to the discovery of unknown cultures,
and in many ways have helped lay the foundation of the
Level of Mastery Difficulty penalty amurates of Ferehdin.
Known / Fluent 0 The spice trade began in the Eastern Kingdom over one
hundred hundred years ago, when the Akhemonite Kings
Proficient -2 sent a conquering army beyond the Iron Gate. The army
Experienced -5 slowly crumbled in the desperate wastelands beyond the
Familiar -9
mountains, but in time, the remnants were given safe harbor
by the peoples who lived at the eastern edge of the world.
Unfamilar -15 Since the creation of the Akhesu Road, spice merchants
have braved the strange and dangerous wastes to bring
Time must be spent in study and conversation to improve spices rarer than gold to the great cities of the peninsula. The
mastery in a language. Given time, a character can increase origins of most spices remain closely guarded secrets of the
their level of mastery in any one one language by 1 during merchants, and despite the dangers, a map leading to the
each even numbered character level up. growing location of a spice could pay a seykh's ransom.
This feature of the world does not necessarily apply to Whether the fantastic tales of fighting off fierce winged
communication within the adventuring party. No penalty is creatures high on cliff walls, or diving to the bottom of
applied between members of the party, unless the players glittering green pools, to reach such spices are true, or
wish to include this complication into their roleplay. inventions to justify an elevated price, is difficult to say. What
Otherwise, it is assumed that player characters have is without dispute, is the wealth that can be gained by braving
learned to effectively communicate with each other, even if the dangers beyond the Iron Gate and returning with wares
they don’t all speak a common language. to sell.

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White Sands and The Restless Kahlbeyitur’s War
Nearly the entire peninsula of Ferehdin is occupied by the The peninsula has erupted into war. The young amura of Tur,
White Sands, a desolate, blistering dune sea of chalk white Kahlbeyita the Divine, has claimed dominion over all
sand, spires of wind-whipped rock and the ruins of an Ferehdin. Her campaign has cut a bloody path through her
unnamed celestial kingdom. While both Sris and Isaok blaze own amurate, leaving the classic power structures desperate
in the sky, the heat of the desert can kill in a matter of hours. to cling to their authority. Everyone, including the
Even then, it may be deemed safer to travel the Anksu Road, adventurers, must contend with the conflict between the Iron
than brave the pirate infested waters around the peninsula. Gate and the rest of the world.
The greater threat in Ferehdin is a necromantic phenomenon The war is only as important as you choose to make it. You
called the Restless. can even dial the importance of the war up and down over the
The wars between the Shayatan and the Anihat have course of the campaign, depending on how you and your
cursed the desert so that any being who dies without proper players feel over time. If you and your players find war to be
rites performed, will after three days rise again, filled with dramatic and compelling, urge your players to create
insatiable hunger and an irresistible drive to attack the living. characters with strong ties to the conflict.
Desiccated creatures animated by the Restless fill the For example, patriotic (or even pius) characters will always
desert wasteland that surrounds Iraja and stretches out fight for their patron or god. Likewise, greedy characters will
towards Salmshar, constantly threatening caravans and small fight for profit and glory.
communities. The people of Ferehdin, however, do not fear The adventurers don't have to be active combatants for the
the threat of ghoul attacks so much as they dread the war to affect their lives, but if you want the war to be
knowledge that all who live will one day die. Should they fall completely absent, simply dial the timeline back by a year, or
without pious rites performed, they know they will rise again even just a few months. All the political tensions between the
to torment their loved ones who remain. Kingdom of Tur and the other amurates still exist, but as a
simmering instead of at a full boil.

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PART 1Character Options

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Character Options
"When I arrived and entered the city gate, I was immediately A character in Eransül begins with one supernatural gift
set upon, beaten, and bound. When I inquired, asking, “What chosen from those in this section. Work with the DM to
is the cause?” I was told, “The vizier has plotted against your decide where your character's gift came from. Is it tied to the
father and betrayed him. Being in league with the entire god you serve? Was it the result of a fateful encounter with a
army, he has killed your father and usurped his power and Spirit or a magical artifact? Does it indicate the nature of
ordered us to lie in wait for you.” your birth? Each gift's description also includes a table to
Then they carried me off in a swoon and brought me before spark your imagination as you think about your character's
him. O great lady, it so happened that the vizier and I were gift.
bitter enemies, for I was the cause of tearing out one of his These supernatural gifts are intended for starting
eyes. Being fond of shooting with the crossbow, I stood one characters, but some might be bestowed by gods or spirits as
day on my palace roof, when a bird alighted at the palace of rewards for remarkable deeds.
the vizier, who by coincidence also stood on his palace roof.
When I shot at the bird, the missile missed him and instead ANVILWROUGHT
hit the vizier and pierced the corner of his eye, and that was You were forged in the fires of Purphoros's forge. Your
the cause of his grudge against me; therefore, when they appearance bears a metallic sheen and visible joints. The
brought me before him, he thrust his finger into my eye, Anvilwrought Characteristics table suggests details of your
gouged it out, and made it ooze over my cheek..." life or origins. Additionally, you gain the following traits.
~Abdul al'Maudi, 1st Darvesh to Seykhat Soraya Constructed Resilience. You were created to have
remarkable fortitude, represented by the following benefits:
The spires of Bakarnah pierce the pure blue of the sky, the You have advantage on saving throws against being
walls of the falak richly decorated with carved stucco and poisoned, and you have resistance to poison damage.
patterned brickwork in floral motifs. Or perhaps it is the night You don't need to eat, drink, or breathe.
wind that wail as you enter the lost tombs of the Erahzad You are immune to disease.
Queens. Or do you step silently from one stall to the next, You don't need to sleep, and magic can't put you to sleep.
unseen through the spice market, as you hunt a Turic agent.
Or you may be charting an impossible course through the Sentry's Rest. When you take a long rest, you must spend
Teeth of Leviathan, as your crew desperately navigates the at least six hours in an inactive, motionless state, rather than
churning waters. sleeping. In this state, you appear inert, but it doesn't render
Whatever path your character takes in Eransül, consider you unconscious, and you can see and hear as normal.
how the world affects your character. Building on details
provided in the introduction, this chapter reveals how you ANVILWROUGHT CHARACTERISTICS
can create a character of Ferehdin and it’s magic-filled d6 Characteristic
history. This chapter offers you the following character A grouchy shedu enslaved to the forgemaster was the
choices: 1
closest thing I had to a parent.

Supernatural Gifts 2 Tarqan, the forgemaster, created me to serve him.


I was created decades ago and fear that I am growing
Heroes of Ferehdin invariably have some kind of 3
obsolete.
supernatural aid to help them defy their fate. Often this aid
comes from the gods, but some heroes might find their 4
My maker regrets my creation and I fled before they
support from spirits, such as the jinn Deebaj, a repository of could reforge me into something better
mystical knowledge, or the great shayatans, such as Orcus, 5
My creator intended me to carry on her work, by
Iblis, or Belial. Some heroes are born with supernatural making creations of my own
power or born as a result of supernatural events. Someone has planted a terrible secret within me, in
6
order to smuggle it into the world.

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DAEVA BORN FAVORITE ENVIRONMENT
You have a mixed ancestry tied to the demons and shayatan d6 Environment
of Eransül. This may not make you evil by nature, but it has Coastal: Gulls, Eagles, Falcons, Dolphins, Camels,
marked you for all to see. Choose or roll on the Demon Mark 1
Wolves, Herons, barracuda, reef sharks
table to determine how you have been twisted by your
ancestry. Additionally, you gain the following traits. 2
Delta: Camels, toads, Egrets, rats, Bats, mongooses,
Infernal Resistance. You have resistance to one damage snakes, crocodiles
type (acid, cold, fire, lightning, poison, or thunder) based on Desert: Fennec Foxes, Sand Cats, Oryx, Camels,
your Demon Mark. 3
cheetahs, hyenas, scorpions, snakes
Cloak of Lies. As an action, you surround yourself in Forest: Baboons, leopards, Bats, wolves, caracals,
odorless black smoke. You have advantage on stealth checks, 4
hyenas, bears, bats
and attack rolls against you have disadvantage, for 1 minute
unless are successfully hit, die, or end it as a free action. 5
Mountain: Leopards, Caracals, Red Foxes, Ibex,
Once you use this trait, you can't use it again until you baboons, weasels, eagles
finish a long rest. Riverlands: Camels, Caracals, Red Foxes, lions, hyenas,
6
owls, scorpions
DEMON MARK
d6 Demon Mark
GREAT KHVARENAH
Fire: A burning symbol appears carved into your
1
forehead in moments of stress. Your future is blessed, and it will take extraordinary effort to
kill you before you reach your destiny. Choose or roll a
2
Poison: a scent of alkali or brimstone lingers in your random destiny using the Khvarenah Possibilities table.
wake. Additionally, you gain the following traits.
3 Acid: You have the inhuman eyes of a snake or lizard. Defy Death. You have advantage on death saving throws.
Lightning: Your eyes spark with violent energy when
Hard to Kill. When you are reduced to 0 hit points but not
4
you are angry.
killed outright, you can drop to 1 hit point instead. Once you
use this trait, you can't use it again until you finish a long rest.
Thunder: Distant thunder rolls ominously when you
5 KHVARENHA POSSIBILITIES
speak.
Cold: You are freezing cold to the touch, even under d6 Possibilities
6
the blazing heat of the Royal Stars. I'm destined to be the most skilled practitioner of a
1
craft or trade.
FAVORED OF THE OX 2
I'm destined to acquire a treasure worth more than a
Blessed by the Primordial Bull, progenitor of all animals, you Seykh’s treasury.
are a friend to the beasts of the land, air, and, sea. Choose or 3 My destiny is to join the gods.
roll from the Favorite Environments table below, to I am destined to liberate my loved one from beyond
determine what animals you commune with best. 4
the Chinvat Bridge.
Additionally, you gain the following traits.
Beast Tongue. You have the ability to communicate in a 5 I was born to defeat the leviathan.
limited manner with the beasts of Eransul. They can I am destined to uncover the secret to a new type of
understand the meaning of your words, though you have no 6
magic.
special ability to understand them in return. You have
advantage on all Charisma checks you make to influence
them. INSCRUTABLE
Kinship. Your connection with the Primordial Bull allows Like a sphinx, you have a mind like a maze, impenetrable to
you to magically bond with certain creatures. You can cast mortal scrutiny. This might be a gift or training from an actual
Animal Friendship an unlimited number of times with this sphinx, the blessing (or curse) of a god, or an inexplicable
trait, but you can target only animals from your Favorite talent. The Inscrutable Characteristics table suggests options
Environment. for what makes you inscrutable. Additionally, you gain the
following trait.
Riddled Tongue. Your words are laced with subtle
meaning lost to the conscious minds of all who hear you.
whenever you roll a 1 on a Charisma (Persuasion) check, you
can reroll the die and must use the new roll.
Sphinx's Shroud. You are immune to any effect that allows
other creatures to sense your emotions or read your
thoughts. Wisdom (Insight) checks made to ascertain your
intentions or sincerity have disadvantage.
Psychic Shield. You have resistance to psychic damage.

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This gift also comes with a curse, though, which typically
INSCRUTABLE CHARACTERISTICS takes the form of dire insights. Consult the Oracle Curse
d6 Characteristics table to determine what unwanted revelations you receive.
I was educated by a sphinx in the distant empire of
The gods seek mortal oracles to act as their agents. As a
1
Akhesut. result, most oracles devote themselves to the service of a
single god and learn to ignore the voices of all others.
2
I only speak in the past tense, as if all things I say have Occasionally, two gods agree to share the services of an
already transpired oracle. Oracles who try to remain independent often find
I have sworn a vow to allow no living person to see themselves pursued by the agents of evil spirits who would
3
behind the mask that covers my face at all times. bind them into their own service. You gain the following
4 Why wouldn’t I phrase every statement as a question?
traits.
Ears of the Oracle. You can speak, read, and write
5
I communicate only in gestures or in a language of my Celestial, the language of the gods. In addition, a god might
own creation. deliver a message through you, and you can decide whether
I was born a sphinx, but a god cursed me into to use your own voice or to allow the god's voice to come
6 humanoid form and saddled me with the limits of through your mouth to deliver the message, translated into
mortal knowledge. I won’t rest until I break the curse. any language you speak.
Oracle's Insight. The gods give you flashes of insight that
help you bring your efforts to fruition. When you make an
LIFELONG COMPANION ability check, you can roll a dlO and add the number rolled to
Behind many heroes is another hero whose greatness comes the check. You can wait until after you roll the d20 before
from the support and love they offer. Hathr had his beloved deciding to add the dlO, but you must decide before the DM
Fatma, Renata was accompanied by her servant Karados, says whether the roll succeeds or fails.
and Laughing Siona sailed with her devoted crew. Like these Seer. You can cast divination as a ritual with this trait,
partners, you are great and make others great. Consider the requiring no material components. Once you do so, you can't
Companion Relationships table when determining your cast it in this way again until you finish a long rest. Charisma
legendary connection. is your spellcasting ability when casting using this trait.
Any relationship with another player's character requires
that player's consent. Additionally, you gain the following ORACLE CURSE
traits. d6 Curse
Boon Aura. When you and your Companion are within 10 I remember nothing of the visions I receive, and others
feet of each other, you both have advantage on saving throws 1
must hear them or they will be lost forever
against being frightened or charmed, provided you aren't
incapacitated. 2
My visions are heavily symbolic, and difficult to
interpret clearly.
Companion's Protection. When a creature you can see
within 5 feet of you is hit by an attack roll, you can use your 3
I'm haunted by sights and sounds that other people
reaction to cause the attack to hit you instead. You use this can’t perceive.
trait a number of times equal to your proficiency bonus, and A horrible shaytni watches me constantly from beyond
recover spent uses after finishing a long rest. 4 the doors of Hell, and I sense its gaze every time I
venture outdoors.
COMPANION RELATIONSHIP
d6 Relationship Whenever I receive a divine vision, I suffer intense
5
pain, or bleeding.
1 Another character is my lover or dearest friend.
One of the gods has chosen as their oracle, whether I
2 Another character is my sibling. 6
want to listen or not.
3 Another character is my parent or child.
4 Another character is my mentor or student. PIOUS
Another character is a champion of my god, and I am Born with a particular connection to a deity, you have been
5
their dutiful attendant. winning favor with your god since birth. Consult the Pious
Quirks table to determine how your faith might influence
6
Another character saved my life, and I owe them a debt your personality. Additionally, you gain the following traits.
that can never be repaid. Pious Protection. If you fail a saving throw, you can reroll
it, and you must use the new roll. Once you use this trait, you
ORACLE can't do so again until you finish a long rest.
You possess a precious gift coveted not just by mortals but by Religious Study. You have advantage on any Intelligence (
the gods themselves: the gift of clear communication between Religion) check pertaining to your chosen god.
the mortal realm and divine fate. As an oracle, you can Gift of Devotion. Choose one 1st level spell granted by
perceive the whims of fate and gain glimpses of the path that your chosen god’s divine domain. You are able to cast this
winds before you. spell once, requiring no material components. Wisdom is
your spellcasting ability for this spell. Once you use this trait,
you cannot use it again until you complete a long rest.

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Unscarred Resilience. When you take damage, you can
PIOUS QUIRKS use your reaction to roll a d12 . Add your Constitution
d6 Quirk modifier to the number rolled, and reduce the damage by that
I often call people by the name of my god (or another
total. After you use this trait, you can't use it again until you
1
god) by accident. finish a short or long rest.
I stay up late at night watching the stars in hopes that UNSCARRED ORIGIN
2
my god will share a message with me. d6 Origin
3 I can only rest peacefully in the temples of my god. I was bathed in a celestial dragon’s blood as an infant,
I speak in a 'royal we', infusing my god's intent into my 1 and my wounds now close too quickly to become
4 mortal injuries.
words.
I emulate the nature and temperment of my god in I swallowed a magic stone from a distant land, which
5 2
public. made my skin hard as rock.

I can’t prove it, but I suspect that my god might When I was wounded as a child, a god healed me. Now
6 3
actually be my parent. weapons are reluctant to undo the god’s work.
I am from a powerful mortal bloodline. All my people
RESTLESS HOLLOW 4 are naturally resilient, a fact I didn’t realize until I left
my home and ventured into the world.
In addition to the terrifying creations of the White Sands, I am/was the paramour of a minor deity or jinni, who
there are the Hollow Ones— beings whose souls have left for 5
granted me a measure of protection from harm.
the afterlife, yet whose bodies still retain a fragment of their
former selves. Choose or Roll on the Revenant Purpose table I don’t know who one or more of my parents is, but my
to determine what you must accomplish to find peace. The 6 resilience (and other hints) provide clues to their
void left behind by your departed soul is filled with the immortal identity.
strange magic of the Restless, bestowing upon you the
following traits.
Ageless. You don't age, and effects that would cause you to Peoples
age don't work on you. This chapter provides cultural information about the
Revenance. You retain your creature type, yet you register common peoples of Ferehdin, plus several variations not
as undead to spells and other effects that detect the presence found in the Player's Handbook. The peoples of Ferehdin are
of the undead creature type. loosely identified as either hadir (sedentary) or asair
Cling to Life. Unless your body is destroyed, or you are (shifting), depending on whether they live in Ferehdin's
killed outright, you will rise from the dead after 4d6 hours, villages and cities, or as nomadic caravans across the
after failing three death saves. peninsula. Many people take pride in their lifestyle, but such
Unsettling Presence. When rolling a Charisma distinctions can be seen as antiquated, pedantic or prejudiced
(Intimidation) check, treat a roll of 7 or lower as a 8. depending on how they are used, or by whom.
The amurates of Ferehdin are populated by people of many
REVENANT PURPOSE different peoples, most commonly the following:
d6 Purpose al’Aamkar - Elsewhere known as 'aasimar', al'Aamkar are
1 I must enact my revenge on my murderer. beings who gain supernatural power from the divine spark in
their souls.
2 I will not rest until my family’s honor is restored. al’Azhmuqid - People born from the union of al Bashari
3 I will watch over my companion for as long as they live. and shapeshifted dragons, who are often seen as wise and
cunning advisors.
4
My oath to my Seykh will not be broken by something Banu Sila - Also known as simply 'al'Banu', or 'genasi', they
as insignificant as death. are humanoids imbued with the power of the jinn as a result
5
The object that cursed me with unlife must be of their birth. Banu are the most populous people in the
destroyed. region and can be found in every walk of life.
6 Only a True Wish can end my cursed restlessness. al’Bashar - The humans who populate the peninsula.
Al'Bashar are more common in the eastern lands of
Ferehdin.
UNSCARRED al’Kilab - Tall, lean, hound-headed humanoids born as
Like the great hero Shaddad, you are resistant to physical bonded twins. Al'Kilab are most common in the north.
harm. Use the Unscarred Origin table to determine how you al’Takamch - Horned and hooved humanoids who follow
gained your legendary invulnerability. Additionally, you gain their passions in the pursuit of wild revels and new
the following traits. adventures.
Nearly Invulnerable. While you aren't wearing armor, you az’Zwadif - Small, shrewd, and inscrutable reptilian
can calculate your AC as 13 + your Dexterity modifier. You humanoids.
can use a shield and still gain this benefit. The Bashar (Humans) are presented first in this section,
for the player's benefit, followed by the other peoples in
alphabetical order.

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Al'Bashar
The most familiar of Ferehdin’s mortal humanoids, bashar
humans embody the mortal will to carve out civilization from Until the rise of the amurates, al'bashar did not utilize
the rock and sand. surnames. One's tribe or community were sufficient, with
Although many smaller settlements exist, the majority of names such as "Isif al-Kadheem" (meaning "Isif of
al'bashar are found within the amurate’s three major cities: Kadheem") being the norm. An edict by the first collection of
Salmshar along the north eastern coast, Tur al Hafeyah rising seyakh in Salmshar introduced the concept of surnames as a
from the continental steppe, or Bakarnah among the means of financial accounting, and the practice quickly
heartwaters of the mighty Azraqir river. While most common spread. Surnames either venerate one bashari parent, are a
in the Kingdom of Tur, al'Bashar are found in all corners of lineage name, or derived from the place the person was born.
Eransül. When used to venerate ones parents, given name and
surname may be separated by the article "bn", in the fashion
LEGACY of the Azhmuqid. In all cases however, the surname is
Al’Bashar who seek adventure are the most daring and preceded by the definite article al’, unless it begins with an
ambitious members of a daring and ambitious race. They Isaok letter.
seek to earn glory in the eyes of their fellows by amassing Isaok letters: t, d, r, z, s, l, n
power, wealth, and fame. More than other people, bashar When Isaok letters appeal, the first letter of the surname
humans seek their own legacy, and amass fortune and replaces the “l” in the article. For example the lineage name
prestige in hopes of passing it down to their progeny. “Damashk” would be constructed as “ad’Damashk”, while the
parental honorific surname, “Bardad” would be constructed
BEAUTIFUL AND PRACTICAL as “al’Bardad.”
Their coloration includes skin in shades of ruddy amber, Masculine Names: Aseif, Bardad, Emal, Haseid, Isif,
copper, bronze, dusky brown, and night-sky black. Their hair Khemed, Larim, Mehmen, Navid, Sudeiman, Xerxes, Zasheir.
is usually black, brown, or auburn, and their eye colors can Feminine Names: Atala, Azar, Ceidil, Eastir, Hama, Jasmal,
be blue, green, gold, brown, or black. Al’Bashar favor simple, Meilil, Sherin, Yasheira, Zareen, Zehla.
loose-fitting and layered clothing accented with bright colored Surnames: al’Bashar, ad’Dhalid, al’Jassan, an’Nostana,
sashes, headwear, and jewelry crafted from gold and bn’Oman, bn’Pashar, ar’Reyhin, at’Turqim
gemstones.
Al’Bashar Names
Al'bashar names honor successful family ancestors or the
heroes of folk tales told by storytellers— an aspirational
nudge by parents in the hope that their offspring might one
day live up to such a storied name.
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Al’Bashar Traits Al’Aamkar Names
Your al'bashar character has these traits. While most Aamkar names stem from al'bashar or banu si'la
Ability Score Increase. Two different ability scores of your conventions, an Aamkari may choose to adopt one of the
choice increase by l. ancient names ascribed to the lost Aamkar civilization. More
Age. Al’Bashar reach adulthood in their late teens and live commonly, a bashari or banu name is altered to reflect those
less than a century. ancient names by adding "'il" or "'ik" as a suffix to their
Size. Al’Bashar vary widely in height and build, from barely chosen name.
5 feet to well over 6 feet tall. Regardless of your position in Ancient Names: Artiya'il, Azaz'il,Azra'il, Darda'il, Harut,
that range, your size is Medium. Jabr'il, Israf'il, Khidr, Maal'ik, Marut, Mikha'il, Nakir, Nashet'il,
Speed. Your base walking speed is 30 feet. Naz'ik, Radi'ik, Ridwan
Feat. You gain one feat of your choice available to Humans Modified Names: Ase'ik, Azar'il, Bardad'ik, Emal'il, Ceid'il,
or Elves in other source books. Eastir'ik, Jasm'il, Meil'il, Sher'ik, Yashe'il, Zehli'k.
Languages. You can speak, read, and write Basharaa and
are proficient in one other language of your choice. Al’Aamkar Traits
Your aamkar character has the following racial traits.
All non-bashar characters can choose to replace
Ability Score Increase. Your Charisma score increases by
the ability score increases stated in this text with a 1.
2 point increase in one ability score of their choice, Age. Aamkar mature at the same rate as humans, but they
and 1 point increase in a different ability score. can live up to 160 years.
Size. aamkar have the same range of height and weight as
humans.
Speed. Your base walking speed is 30 feet.
Al’Aamkar (Aasimar) Darkvision. Blessed with a radiant soul, your vision can
The light of the gods shines upon the lives of all mortals, but easily cut through darkness. You can see in dim light within
on none so much as al'aamkar. Al’Aamkar are the purest 60 feet of you as if it were bright light, and in darkness as if it
expression of that divine light as it burns within every mortal were dim light. You can’t discern color in darkness, only
soul, for the souls of those blessed with an angelic ancestor shades of gray.
blaze brighter than any other. Al’Aamkar are mortal and yet, Celestial Resistance. You have resistance to necrotic
as semi-spiritual beings, are tied more closely to fate. An damage and radiant damage.
aamkari is born for a grander cosmic purpose than others
around them. In every amurate across Feredhin, the birth of
an aamkari is seen as a blessing and a portent. Al’Aamkar
who can bear the burden of their path become champions of
noble causes, and encourage others to walk always in the
light.
More often than not, however, the clash of mortal
khvarenah and spiritual fate leads them to step from their
path and fall to shadow.
GUARDIAN ANGEL
While true to their fated purpose, al'aamkar are born bonded
to an ancestral deva. This guardian spirit is far from
omniscient, but it provides guidance to the young aamkari
based on its understanding of the tenets of law and good, and
it might have insight into combating especially powerful evils
that it knows about. This connection functions only in
dreams and premonitions, however. As such, al'aamkar are
widely known to receive visions, prophecies, and feelings.
As part of fleshing out an aamkar character, consider the
nature of that character's deva.
d6 Deva's Nature
1 Bookish and lecturing
2 Compassionate and hopeful
3 Practical and lighthearted
4 Fierce and vengeful
5 Stern and judgemental
6 Kind and parental

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Healing Hands. As an action, you can touch a creature and Radiant Consumption. Starting at 3rd level, you can use
cause it to regain a number of hit points equal to your level. your action to unleash the divine energy within yourself,
Once you use this trait, you can’t use it again until you finish a causing a searing light to radiate from you, pour out of your
long rest. eyes and mouth, and threaten to char you. Your
Languages. You can speak, read, and write Celestial and transformation lasts for 1 minute or until you end it as a
are proficient in Primordial. bonus action. During it, you shed bright light in a 10-foot
Subrace. Three subraces of alaamkar exist: of the Black, radius and dim light for an additional 10 feet, and at the end
of the Green, and of the Red. Choose one of them for your of each of your turns, you and each creature within 10 feet of
character. you take radiant damage equal to half your level (rounded up).
In addition, once on each of your turns, you can deal extra
Black Aamkar radiant damage to one target when you deal damage to it
An aamkar who was touched by dark powers as a youth or with an attack or a spell. The extra radiant damage equals
who turns to evil in early adulthood can become one of the your level. Once you use this trait, you can’t use it again until
Black — a group of aamkar whose inner light has been you finish a long rest.
replaced by shadow.
Ability Score Increase. Your Strength score increases by Al’Azhmuqid
2.
Necrotic Shroud. Starting at 3rd level, you can use your (Dragonbound)
action to unleash the divine energy within yourself, causing Al’Azhmuqid, the dragon-bound, walk proudly through the
your eyes to turn into pools of darkness and two skeletal, world as if all they see belongs to them. Proof to all that the
ghostly, flightless wings to sprout from your back. The instant dragons live, and live among mortals, al'azhmuqid are met
you transform, other creatures within 10 feet of you that can with a deference boarding on fear from other humanoid
see you must each succeed on a Charisma saving throw (DC peoples. Seeming to combine the best attributes of dragons
8 + your proficiency bonus + your Charisma modifier) or and humans, Some azhmuqid are faithful servants to true
become frightened of you until the end of your next turn. Your dragons, others seek mortal wealth and status befitting their
transformation lasts for 1 minute or until you end it as a heritage, and still others find themselves adrift, with no clear
bonus action. During it, once on each of your turns, you can calling in life.
deal extra necrotic damage to one target when you deal
damage to it with an attack or a spell. The extra necrotic PROUD DRAGON KIN
damage equals your level. Once you use this trait, you can’t Al’Azmuqid look very much like humans at a glance, but their
use it again until you finish a long rest. skin is covered with a fine layer of small, vibrantly hued
scales, and they possess long tails. Some azmuqid also grow
Green Aamkar bone spars and armored ridges on their skulls as they age.
Al'Aamkar of the Green are charged by the powers of good to They are tall and lean, often standing close to 6' feet tall
guard the weak, to strike at evil wherever it arises, and to and weighing 200 lbs. Their hands and feet are strong, talon-
stand vigilant against the darkness. From a young age, a like claws with three grasping toes and a thumb on each foot.
green aamkar receives advice and directives that urge them A continual drive for improvement of mind and body reflects
to stand against evil. the self-sufficiency of the people in general, with many
Ability Score Increase. Your Wisdom score increases by azhmuqid valuing the pursuit of mastery over accolades.
2. They resent failure and often push themselves to extremes
Radiant Soul. Starting at 3rd level, you can use your action rather than give up.
to unleash the divine energy within yourself, causing your Al’Azhmuqid, as a people, hold mastery of a particular skill
eyes to glimmer and two luminous, incorporeal wings to as a lifetime goal and members of other peoples who share
sprout from your back. Your transformation lasts for 1 minute the same commitment find it easy to earn their respect.
or until you end it as a bonus action. During it, you have a
flying speed of 30 feet, and once on each of your turns, you Al’Azhmuqid Names
can deal extra radiant damage to one target when you deal Al’Azmuqid have birth names that are used throughout
damage to it with an attack or a spell. The extra radiant childhood, but they choose a personal name upon reaching
damage equals your level. Once you use this trait, you can’t adulthood that supersedes it. A birth name may be a
use it again until you finish a long rest. descriptive term of the individual or a term of endearment.
Their personal name might recall an important event— such
Red Aamkar as fending off a ghul attack— or honor a patron or family
Al'Aamkar of the Red are imbued with a divine energy that member.
blazes intensely within them. It feeds a powerful desire to A personal name honoring another person will always
destroy evil — a desire that is, at its best, unflinching and, at begin with bn', (pronounced varyingly as "bin" or "ban")
its worst, all-consuming. Many red aamkar wear masks or meaning "child of'" and an azhmuqid may choose to include
veils to block out the world and focus on containing their multiple honorifics in their personal name.
power.
Ability Score Increase. Your Constitution score increases
by 2.

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Draconic Ancestry. Choose one type of dragon from the
Draconic Ancestry table. Your breath weapon and damage
resistance are determined by the dragon type, as shown in
the table.
Dragon Ancestor Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Dex. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Dex. save)
White Cold 15 ft. cone (Dex. save)

Breath Weapon. You can use your action to exhale


destructive energy. Your draconic ancestry determines the
size, shape, and damage type of the exhalation. When you use
your breath weapon, each creature in the area of the
exhalation must make a saving throw. the type of which is
determined by your draconic ancestry. The DC for this saving
throw equals 8 + your Constitution modifier + your
proficiency bonus. A creature takes 3d6 damage on a failed
save. and half as much damage on a successful one. The
damage increases to 4d6 at 6th level, 5d6 at 11th level, and
6d6 at 16th leveI. After you use your breath weapon, you can't
use it again until you complete a short or long rest.
Damage Resistance. You have resistance to the damage
type associated with your draconic ancestry.
Languages. You can speak. read, and write Draconic and
An adult azhmuqid will introduce themself using their are proficient in one other language of your choice.
personal name, followed by their birth name. As such you
may find many young dragonbound named "Sora" in a town, Banu Si’la (Genasi)
but only one "Coldscale bn'DaRath Sora"
Birth Names: Akra. Arjhan. Balasar, Biri. Daare. Farideh, The Elemental Planes are often inhospitable to natives of the
Harannu. HaviJar, Jheri, Kava, Korinn. Kriv. Medrash. Material Plane: crushing earth, searing flames, boundless
Mishann, NaJa, Perra, Raiann. Shedinn. Sora. Surina. Thava, skies, and endless seas make visiting these places dangerous
Uadjit for even a short time. The jinn, however, don’t face such
Personal Names: bn’Hakuim, Ghulfoe, Jinnheart, troubles when venturing into the mortal world. They adapt
Nightwind, Red Claw, Silvertongue, bn’Sora, bn’Warfang well to the mingled elements of the Material Plane, and they
sometimes visit— whether of their own volition or compelled
Al’Azhmuqid Traits by magic. Some jinn take pleasure in shapeshifting into
humanoids, disappearing into the throngs of civilization.
Your draconic heritage manifests in a variety of traits you Such jinn are called si’la, capricious tricksters and seducers
share with other azhmuqid. of mortals.
Ability Score Increase. Your Intelligence score increases Many a storyteller's romance revolves around such
by 2. and your Strength and Constitution score each increase seductions and the children born from their union. These
by 1. children are the Banu Si’la: individuals with ties to the world
Age. Young alazhmuqid grow quickly. They walk hours of mortals and the world of spirits. Most banu si'la are the
after birth, attain the size and development of a 10-year-old children of banu parents, but some banu si’la are born of
human by the age of 3, and reach mature adulthood by 15. bashar–jinni unions. A rare few have a distant jinni ancestor,
They live to be around 200. manifesting an elemental heritage that’s lain dormant for
Size. Al’Azhmuqid are taller and heavier than humans. generations, or are the result of exposure to a surge of
standing well over 6 feet tall and averaging almost 250 elemental power.
pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.

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HEIR TO THE ELEMENTS Most binn banu look as if they just finished bathing, with
Banu Si’la inherit something from both sides of their dual beads of moisture collecting on their skin and hair. They
nature. They resemble humans with unusual skin tones (red, smell of fresh rain and clean water. Blue or green skin is
green, blue, or ash), and there is something otherworldly common, and most seem to have overly large eyes in a
about them. The elemental blood flowing through their veins striking shade of blue. A binn banu’s hair might float freely,
manifests differently in each banu si’la, often as magical swaying and waving as if underwater. Some have voices with
power. Cloaked, or in moonlight, a banu can usually pass for undertones reminiscent of whale song or trickling streams.
human. Those of earth or water descent tend to be heavier, Ability Score Increase. Your Wisdom score increases by
while those of air or fire tend to be lighter. They almost never 1.
have contact with their elemental parents. True Si’la have Acid Resistance. You have resistance to acid damage.
little interest in their mortal offspring, seeing them as Amphibious. You can breathe air and water.
inconvenient accidents. Many feel nothing for their banu at Swim. You have a swimming speed of 30 feet.
all. Call to the Wave. You know the shape water cantrip.
Some banu si’la gain positions of great influence, where When you reach 3rd level, you can cast the create or destroy
their jinn heritage is seen as auspicious, but most distance water spell as a 2nd-level spell once with this trait, and you
themselves from civilization, joining the nomadic people of regain the ability to cast it this way when you finish a long
the White Sands. rest. Constitution is your spellcasting ability for these spells.
WILD CONFIDENCE Hinn Banu
Banu Si’la rarely lack confidence, seeing themselves as equal As a banu si’la linked to air, you are descended from the
to almost any challenge in their path. This certainty might Hinn. As changeable as the weather, your moods shift from
manifest as graceful self-assurance in one banu and as calm to wild and violent with little warning, but these storms
arrogance in another. Such self-confidence can sometimes rarely last long.
blind banu si’la to risk, and their great plans often get them
and others into trouble.
Too much failure can chip away at this towering sense of
self, so they constantly push themselves to improve, honing
their talents and perfecting their craft.
Banu Si’la Names
banu use the naming conventions of the people among whom
they were raised. They might later assume distinctive names
to capture their heritage, such as Flame, Ember, Wave, or
Onyx.
Banu Si’la Traits
Your banu character has certain characteristics in common
with all other banu si’la.
Ability Score Increase. Your Constitution score increases
by 2.
Age. banu mature at about the same rate as humans and
reach adulthood in their late teens. They live somewhat
longer than humans do, up to 120 years.
Size. banu are as varied as their mortal parents but are
generally built like humans, standing anywhere from 5 feet to
over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Primordial and
are proficient in one other language.
Subraces. Four major subraces of banu si’la are found
within Eransül: Binn Banu (Water), Hinn Banu (Air), Jann
Banu (Earth), and Narr Banu (Fire). Choose one of these
subraces.
Binn Banu
The lapping of waves, the spray of sea foam on the wind, the
ocean depths—all of these things call to your heart. You
wander freely and take pride in your independence, though
others might consider you selfish.

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Hinn banu typically have light blue skin, hair, and eyes. A Stone Hide. At 1st level, your hit point maximum increases
faint but constant breeze accompanies them, tousling the by 1 and increases by 1 again whenever you gain a level.
hair and stirring the clothing. Some hinn banu speak with Merge with Stone. You can cast the pass without trace
breathy voices, marked by a faint echo. A few display odd spell once with this trait, requiring no material components,
patterns in their flesh or grow crystals from their scalps. and you regain the ability to cast it this way when you finish a
Ability Score Increase. Your Dexterity score increases by long rest. Constitution is your spellcasting ability for this
1. spell.
Cold Resistance. You have resistance to cold damage.
Unending Breath. You can hold your breath indefinitely Narr Banu
while you’re not incapacitated. As a fire banu, you are descendant from the wicked and
Mingle with the Wind. You can cast the levitate spell once cunning Afarit, though you aren’t necessarily evil. You tend
with this trait, requiring no material components, and you toward impatience and are unlikely to suffer fools. Rather
regain the ability to cast it this way when you finish a long than hide your distinctive appearance, you exult in it.
rest. Constitution is your spellcasting ability for this spell. Nearly all Narr banu are feverishly hot, as if burning inside,
an impression reinforced by skin tones like volcanic glass and
Jann Banu smoldering embers. The more human-looking banu have
As an earth banu, you are descended from the righteous Jann, fiery, white-hot hair that writhes under extreme emotion,
inheriting some measure of control over sand and stone, and while more unusual members sport actual flames dancing on
reveling in your superior strength and solid power. You tend their heads. Narr banu voices might sound like crackling
to avoid rash decisions, pausing long enough to consider your flames, and their eyes flare when angered. Some are
options before taking action. accompanied by the faint scent of brimstone.
Elemental earth manifests differently from one individual Ability Score Increase. Your Intelligence score increases
to the next. Some jann banu always have bits of dust falling by 1.
from their bodies and mud clinging to their clothes, never Darkvision. You can see in dim light within 60 feet of you
getting clean no matter how often they bathe. Others are as as if it were bright light, and in darkness as if it were dim
shiny and polished as gemstones, with skin tones of dappled light. Your ties to the Elemental Plane of Fire make your
granite and eyes sparkling like agates. Jann banu can also darkvision unusual: everything you see in darkness is in a
have smooth metallic flesh, dull iron skin spotted with rust, a shade of red.
pebbled and rough hide, or even a coating of tiny embedded Fire Resistance. You have resistance to fire damage.
crystals. The most arresting have fissures in their flesh, from Reach to the Blaze. You know the produce flame cantrip.
which faint light shines. Once you reach 3rd level, you can cast the burning hands
Ability Score Increase. Your Strength or Constitution spell once with this trait as a 1st-level spell, and you regain
score increases by 1. the ability to cast it this way when you finish a long rest.
Constitution is your spellcasting ability for these spells.
Al’Kilab (Four-eyed
Hound)
In legend and folklore from as far back as al Banat, al'kilab
have been called the “four-eyed hounds.” Generally, they are
tall and lean, with graceful bodies and heads that strongly
resemble canines and hyenas, with long muzzles and sharp
teeth. Their bodies are covered in dark, sleek hair that ranges
from the pale yellows and ruddy browns of desert sand to the
darkest shades of night. Though their coloration may vary, all
kilab faces host a pair of nearly white patches above each eye,
leading to their “four-eyed” epithet.
NATURE’S DUALITY
Nearly every kilabi is born a fraternal or identical twin, and
al'kilab twins have an extremely close emotional bond
unknown to most other residents of Ferehdin. The death of
one twin causes a tremendous shock to the survivor, who
typically grows more aggressive and foolhardy in battle.
The rare kilabi who is born without a twin is believed to
have killed their siblings in the womb, and sure to have a
great destiny to achieve. Otherwise, al’Kilab twins are viewed
as soulful, spiritual warriors, both wise and deadly.

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Al’Kilab Names Size. Slightly taller and more lithe than a typical human,
your size is Medium.
As al'kilab are usually born as twins, it is tradition to share a Speed. Your base walking speed is 30 feet.
core name between the pair with no connection to gender, Darkvision. You can see in dim light within 60 feet of you
and add a one or two syllable prefix to the name for each as if it were bright light, and in darkness as if it were dim
individual. For example, Amm'Ishara and Esa'Ishara, or Nakt light. You can’t discern color in darkness, only shades of gray.
and Vish Vakri. Twined Minds. If your twin is alive and not unconscious,
Al’kilab orphans are unlikely to know of the tradition and you can communicate telepathically as long as you are on the
will take names from another source. same plane of existence, and when you are within 10 feet of
Core Names: Ashana, Ashtai, Ishara, Hareth, Khad, Kosh, your twin you have advantage on attack rolls.
Melk, Nari, Tana, Tari, Tash, Ulad, Vakri, Vasha Otherwise, if your twin is dead or you were born without a
Personal Prefixes: Anu, Bat, Cora, Cu, Dak, Dur, Esa, Fai, twin, whenever you roll a 1 or 2 on Intelligence, Wisdom, or
Hala, Hun, Khor, Kosh, Nevi, Tash, Val Charisma saving throws against magic, you can reroll the die
and must use the new roll.
Al’Kilab Traits Languages. You speak, read, and write Kilabic and are
Your alkilab character has the following traits. proficient in either Draconic or Primordial.
Ability Score Increase. Your Wisdom score increases by
2, and your Dexterity score increases by 1.
Age. Al’Kilab mature and age at a similar rate as humans,
reaching maturity around 14 years, and living just past their
first century.

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Al’Takamch (Satyr) Al’Takamch Traits
Al’Takamch have a well-earned reputation for their good Your takamch character has the following racial traits.
spirits, gregarious personalities, and love of revels. Most Ability Score Increase. Your Charisma score increases by
al'takamch are driven by simple desires, to see the world and 2 and your Strength score increases by 1.
to sample its every pleasure. While their spontaneity and Age. Al’Takamch mature at about the same rate as
whimsy sometimes put them at odds with more stoic peoples, humans, but often live into their 5th century.
al'takamch rarely let the moods of others hinder their own Size. Al’Takamch range from just over 4 feet to about 5
happiness. feet in height, with generally stocky builds. Your size is
Life is a blessing from the gods, after all, and the proper Medium. Speed. Your base walking speed is 25 feet.
response to such a gift, as far as most al'takamch are Mirthful Leaps. Your powerful legs allow you to leap into
concerned, is to accept it with relish. the fray when the need arises. You gain a bonus to initiative
rolls equal to your proficiency bonus.
ANCIENT WOOD BORN Buck and Ram. You can use your horns and hooves to
An ancient race, al'takamch believe they arose from the make unarmed strikes. If you hit with them, you deal
original Paradise built by Alilah. As a people, they often bludgeoning damage equal to 1d4 + your Strength modifier.
embody the marriage of mortal civilization with the Reveler. You have proficiency in the Performance and
wilderness of the distant past. Persuasion skills, and you have proficiency with one musical
Generally, they look similar to humans, with a range of instrument of your choice.
builds and features. But their goat-like horns, pointed ears, Languages. You can speak, read, and write Takamchic and
and furred lower bodies sharply distinguish them. are proficient in Basharaa and Primordial.
Al’Takamch dense horns spring from their equally thick
skulls, while their legs end in sturdy hooves. Thick fur covers
their bodies from the waist down, shorter at the waist and
longer below the knees. Short, soft hair grows down their
neck and spine, along their shoulders, and on their forearms.
EMBRACING A LONG LIFE
Most al'takamch believe that the other peoples of Ferehdin
are unreasonably burdened with the plague of fate.
Al’Takamch regularly scoff at the efforts of city dwellers with
their laws and right angles, and they poke fun at those beings
who lust for power. Instead, they feel that life is to be lived
and experienced with all the senses. Fate may have placed a
path before each person, but there is always time for a detour.
This attitude stems from a long view of life itself.
Al’Takamch can live well over 500 years, giving them a
broader perspective on events than the shorter-lived peoples.
They are more often amused than frightened by the prophetic
dooms that regularly trouble the other peoples of Ferehdin
Al’Takamch Names
A takamchi’s name is as playful and mischievous as they are,
and is given when their personality shines through. Most
takamch also give each other nicknames, and some make a
habit of collecting as many names as possible.
Female Names: Aliki, Chara, Dafni, Eirini, Elpida, Irini,
Lia, Niki, Tasia, Xeni, Yanna, Zoi
Male Names: Alekim, Dimi, Ilias, Kyriam, Neytse, Omirus,
Panhim, Spyr, Takis, Zenon
Nicknames: Bounder, Bristlechin, Clip-Clop, Dappleback,
Hopper, Nobblehorn, Orangebeard, Quickfoot, Scrufflebutt,
Sunbeam, Skiphoof, Twinkle-Eyes

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They assess situations based on their current and future
utility and importance. This mindset has led many az’zwadif
to pursue mercantile pursuits. They make shrewd spice
merchants, treasurers, and are valuable members of any
caravan. A zwadi who lives among other humanoids can, over
time, learn to respect other creatures' emotions. They don't
share those feelings, but assesses them as important to the
people who make the zwadi's life easier.
ZWADIF NAMES
Az'Zwadif take their names from the Draconic language.
They use simple descriptives granted by their family or guild
based on an individual's notable deeds or actions, which may
change as they grow in reknown.
For example, Darastrix translates as "dragon," a name
given to a zwadi merchant known for her horde of gold,
jewels, and spices. A zwadi who likes to hide in a stand of
reeds before ambushing an animal might be called Achuak,
which means "green" to describe how he blends into the
foliage. Like other dragonfolk, Az'Zwadif make no gender
distinctions in their naming conventions. Each example name
includes its translation in parenthesis.
Az'Zwadif Names: Achuak (green), Aryte (war), Baeshar
(animal), Darastrix (dragon), Garurt (axe), Irhtos (secret),
Az’Zwadif (Lizardkin) Jhank (hammer), Kepesk (storm), Kethend (gem), Korth
Only a fool looks at the zwadif and sees nothing more than (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik
short, scaly humanoids. Az'Zwadif possess an alien and (song), Othokent (smart), Sauriv (eye), Throden (many),
inscrutable mindset, and their desires and thoughts are Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle),
driven by a different set of basic principles than warm- Verthica (mountain), Vutha (black), Vyth (steel)
blooded creatures. Despite their alien outlook, some zwadif Az'Zwadif Traits
make an effort to understand and, in their own manner,
befriend people of other races. Such az'zwadif make faithful Your zwadif character has the following racial traits.
and skilled allies. Ability Score Increase. Your Dexterity score increases by
2, and your Intelligence score increases by 1.
ALIEN MINDS Age. Az'Zwadif reach maturity around age 14 and rarely
The Zwadif's reptilian nature comes through not only in their live longer than 60 years.
appearance, but also in how they think and act. Az'Zwadif Size. Az'Zwadif are shorter than humans, reaching a
experience a more limited emotional life than other height of 4 and a half feet. Your size is small.
humanoids, with forever calculating minds. A zwadi doesn't Speed. Your base walking speed is 25 feet, and you have a
experience emotional responses such as, "I'm scared." swimming speed of 25 feet.
Instead, aggressive, stronger creatures register to the zwadi Skitter. When you move on your turn in combat, you can
as life-threatening beings to be avoided if possible. If such double your speed until the end of the turn. Once you use this
creatures attack, the zwadi will avoid conflict, fighting only if trait, you can’t use it again until you move 0 feet on one of
cornered. In example, a zwadi isn’t scared of the troll; instead, your turns.
they understand that a troll is a dangerous obstacle and react Hard Bargain. You have advantage on checks made to
accordingly. negotiate a purchasing or selling price.
Similarly, pleasurable people and things make life easier Natural Armor. You have tough, scaly skin. When you
for a zwadi. Pleasurable things should be preserved and aren't wearing armor, your AC is 13 + your Dexterity modifier.
protected, sometimes at the cost of the zwadi's own safety. You can use your natural armor to determine your AC if the
The most pleasurable creatures and things are ones that armor you wear would leave you with a lower AC. A shield's
allow the zwadi to assess more situations as benign rather benefits apply as normal while you use your natural armor.
than fearsome. Languages. You can speak, read, and write Draconic and
COLD AND CALCULATING are proficient in two other languages.
Most humanoids describe those lacking in emotion and
empathy as cold-blooded. This is an apt depiction of nearly
every zwadif. Lacking any internal emotional reactions,
az'zwadif behave in a distant manner. They don't mourn
fallen comrades or rage against their enemies. They simply
observe and react as a situation warrants.

22
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Storytellers excel at keeping their audience in rapt
Classes and Subclasses attention, but the movements of these bardic Dancers can
This section offers explanations of how the various Dungeons sway the course of nations.
and Dragons classes are viewed in Ferehdin, and includes Bonus Proficiencies
information for these subclass options: College of Awalem for When you join the College of Awalem at 3rd level, you gain
bards, the Sellsword for fighters, Way of the Darvesh for proficiency in the performance and acrobatics skills, if you
monks, Blood Alchemy origin for sorcerers, the Ascendant are not already, and your proficiency bonus is doubled for any
Dragon and Jinn Patrons for warlocks, and the Bladesinger ability check you make with them.
for wizards.
Body Language
Alchemist (Artificer) At 3rd level, you learn how to suffuse your movements and
gestures with cunning purpose. As a bonus action, you can
In the lands of Ferehdin, regardless of specialization, all expend one use of your Bardic Inspiration to gain one of the
artificers are known as Alchemists. Alchemists are following effects:
philosophers of chemestry, physics, astrology, mysticism, and
many other esoteric branches of science. In major cities, and Somatic Expert. Until the end of this turn, you may cast a
especially in the Kingdom of Tur, they are revered as brilliant spell without any somatic or verbal components, using
innovators, posessing the greatest of minds. your body as a spellcasting focus.
Alchemists working with the stuff of magic are attributed Trip the Light Fantastic. Gain the benefits of the dodge
in stories to the creation of the magic carpet, a common and disengage actions.
feature of storyteller adventures. Distracting undulations. Choose a target you can see
In smaller villages, and among the nomadic asair, they are who can see you. Roll your Bardic Inspiration die and
often seen as iconoclasts of folk knowledge and in defiance of subtract the number rolled from the creature’s next
the gods. Intelligence, Wisdom, or Charisma saving throw.
Flitting Flirtations. Choose a target creature that can see
Hyn Eirh (Barbarian) or hear you and roll your Bardic Inspiration die. Gain a
bonus to any Charisma based skill checks against that
The vast majority of barbarians, and the few tribes that target equal to the number rolled until you use this feature
remain in Ferehdin can be traced back to an invasion of again or complete a short or long rest.
easterners a hundred hundred years ago. These Hyn Erih are
not the fur-clad barbarians of other DnD settings, favoring
loose clothes, fast horses, Short bows, and a heavy curved
saber.
Legends of their ferocity in battle has allowed the remnant
tribes some level of autonomy in the amurates, and
descendants of the old Hyn Erih often trade on their people's
legend to make their way in the world.
Storyteller (Bard)
The ḥakawātī, or storyteller, is a venerated profession in
Ferehdin. While any gender might become a storyteller, it
generally believed that the best storytellers are women. For
many, a storyteller serves as their primary educator, in
history, theology, geography, literature, and music.
Storytellers keep the past alive and present, while also
reminding the people that even tyrants cannot escape the will
of Fate.
While most bardic colleges have a home in Eransül,
Ferehdin is known for its college of Awalem, where
acrobatics and dance become the focus of the audience, as
much as words being spoken or songs being sung.
Bardic College of Awalem
Storytellers of the College of Awalem utilize a purposefully
selected sequences of rhythmic movements to entertain and
subtly manipulate the thoughts and actions of their audience.
Often calling themselves simply Dancers, such storytellers
ply their skills with a simple shift of weight on the hip
accompanied by a wink, or a series of complicated
maneuvers rich with aesthetic and symbolic value.

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Dancer's Grace Sellsword
Starting at 6th level, Your quick spins and tumbles propel you The sellsword is a fighter who has taken to roving across the
across ballrooms and battlefields. Your walking speed lands, mastering the martial techniques of their signature
increases by 10 feet and moving through nonmagical difficult weapon, with no greater cause or ideology to guide them.
terrain costs you no extra movement. You can also pass
through an enemy creature's space as if it were difficult Signature Weapon
terrain, regardless of its size compared to you. Starting at 3rd level, you have focused your training on the
The Body Electric use of a single, signature weapon. Choose a mundane simple
By 14th level, you are completely in tune with the workings of or martial melee weapon to become your signature weapon.
your physical self. You gain proficiency in Constitution saving While you wield it, you gain a bonus to initiative rolls equal to
throws, your walking speed increases by 10 feet, and you are your proficiency modifier.
immune to the Restrained condition. You may replace your signature weapon with a magic
Additionally, whenever you or a friendly creature utilizes weapon of the same type by performing a Special training
one of your bardic inspiration dice, you gain a bonus to your regimen while wielding the new weapon. You perform the
AC equal to your Proficiency bonus until the start of your regimen over the course of 1 hour, which must be done as
next turn. part of a long rest.
Combat Stance
Mystic (Cleric) At 3rd level, you gain the ability to enter into a combat stance.
Mystics are the clerical class in Ferehdin. They are bizarre On your turn as a bonus action, you can enter one stance you
priests whose powers are rumored to move both men and know. You start knowing three stances: Flash Stance,
mountains. Mystics often gained spiritual awareness or Whirlwind Stance, and Guard Stance. You gain an additional
revelations through dance, meditation, or other eccentric stance at 7th, 10th, and 15th level.
means. Eransül has a wide variety of gods, demigods, and While in any stance, you gain the following benefits:
powerful spirits to draw divine power from. The High Gods, You gain a +2 bonus to your weapon attack rolls.
the Alihat, are detailed in chapter 3, along with important jinn You have advantage on any Strength saving throw you
and shayatan who may have cults of mystics in their service. make to avoid being moved or knocked prone.
In Ferehdin, Mystics are viewed as essential to any While wielding your signature weapon, you can switch to
enterprise, as they are a conduit to the gods and have the a new stance at the start of your turn or after a successful
ability to perform burial rights and prevent the Restless from attack, without expending additional uses of this feature.
taking hold of the remains of the dead.
If you are wearing medium armor, heavy armor, or using a
Shapeshifter (Druid) weapon with the heavy property, your speed is reduced by 10
feet while in a combat stance.
Among the peoples of Ferehdin, druidic magic is generally A combat stance lasts for 1 minute but ends early if you are
indistinguishable from the work of wicked jinn and shaytan. knocked unconscious or if you choose to end it as a free
While not universally taboo, shapeshifters are generally action.
viewed with extreme suspicion as they are all thought to be You can use this feature 3 times, and you regain all
animals shapeshifting into mortals. Outside of small expended uses when you finish a long rest.
communities where they have proven their good intentions
and value, utilizing their wildshape feature will likely mark a Flash. Each time you hit with a weapon attack while in
shapeshifter as a jinni, shaytni, or dragon in disguise. this stance, you deal additional radiant or necrotic
Someone not to be trusted. damage (your choice) equal to your Strength modifier
In the world of Eransül, there is no community of druids, as (minimum of +1), and the target can't take reactions until
each shapeshifter finds their own way to access the inherent the start of its next turn.
magic found in nature. Whirlwind. While in this stance, when you hit a creature
with a melee weapon attack, if the attack roll would hit
Fighter another creature within 5 feet of the original target and
It is a time of war in Ferehdin, and every seykh and village within your reach, the second creature takes damage
elder wants a strong arm they can trust near by. The equal to the attack's ability modifier.
Kingdom of Tur seeks out soldiers from the rabble, and Guard. While in this stance, you gain a +2 bonus to your
veteran fighters to train and to lead them. AC and have resistance to bludgeoning, piercing, and
Martial combat has been a part of life for as long as the slashing damage.
storytellers can say. Caravans have, and will always need
protection from giant scorpions, rocs, and the Restless. This A Legend Born
need has produced a unique profession among the martial Starting at 7th level, your reputation often precedes you. You
set, known as the Sellsword. More than mere mercenaries, gain proficiency in the persuasion and intimidation skills, and
Sellswords devote themselves to the mastery of a single as long as you are holding or carrying your signature weapon,
weapon, and gain renown for their deadly skill with it. ability checks made with these skills are rolled at advantage.
You gain the Impact stance.

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Impact. While in this stance, when you hit with a weapon Perfect Critical
attack, you deal an additional 1d6 damage and push a At 15th level, when you score a critical hit with your signature
larger or smaller target up to 10 feet away from you. If the weapon, you can deal extra damage to the creature equal to
target cannot move, it takes an additional 1d6 damage. your level in this class.
Peerless Focus You gain the Meteor stance.
At 10th level, level, while in your combat stance, your focus is Meteor. While in this stance, if you move at least 5 feet in
unmatched. You can't be charmed or frightened. If you are a straight line towards your target and successfully hit
charmed or frightened when you enter your combat stance with a melee weapon attack, you deal an additional 1d6
the condition ends. damage on that attack for each 5 feet of movement, up to
You gain the Shield Breaker stance. a maximum of 4d6.
Shield Breaker. Each successful weapon attack you make Living Myth
while in this stance decreases your target's Armor Class At 18th level, your skills with your signature weapon are
by 2, to a minimum of 10, until the start of your next turn. legendary. No attack with your signature weapon can have
disadvantage imposed on it.
Additionally, when you successfully hit with a weapon
attack, but did not roll a critical success, you can choose to
turn that hit into a critical hit. Once you use this feature, you
must complete a long rest before using it again.
Monk
Monasteries are rare in Ferehdin, as the vast majority of the
faithful are welcomed into other professions and classes.
Those that do exist can be found in desert canyons or remote
mountainsides where monks quietly protect ancient relics or
long forgotten gateways to hell.
The most well known monastery in the peninsula is the
Temple of the Crescent, deep within the White Sands. There,
the Monks of the Temple of the Crescent practice the Way of
the Darvesh.
Way of the Darvesh
The ultimate goal of a Monk of the Way of the Darvish is to
attain oneness with their deity through self discipline and
service. They devote themselves to the tenants of their
cloister’s faith, but unlike clerics who stand as conduits for
divine power, pious monks seek apotheosis- training their
minds and bodies to reach a state of holy perfection. Through
self-denial and supplication, they are able to aid the sick,
defend the weak, and keep their allies safe.
Ascetic Vow
When you choose this tradition at 3rd level, you are
dedicating yourself to serving a deity and adopting an ascetic
life of prayer, study and contemplation. This ascetic vow
combines the martial prowess of monks with the divine
power of their faith. You gain the following benefits.
Abstinence. By forsaking sensual pleasures, you can gain
greater control of your thoughts and actions. When you make
your vows, choose to abstain from any or all of the pleasures
listed below.
As long as you maintain this abstinence, you may add a d4
to any saving throws made with the associated abilities. If you
break one of your chosen abstentions, all benefits are lost for
seven days from the last transgression. When you gain a level
in this class, you can choose to add or remove an abstention.

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Abstention Saving Throw Blessing of Alms
Eating meat or prepared food Strength You can cast Detect Poison and Disease and Purify Food and
Wealth, comfort, and personal property Dexterity
Drink as a rituals. You do not require material components to
perform Blessing of Alms.
Intoxicants and wagers Constitution
Music, dancing, and unnecessary speech Intelligence
Brother’s Keeper
Prerequisite: 5th level
Causing the death of a living being Wisdom When a creature you can see hits a target that is within 5 feet
False speech and lies of omission Charisma of you with a melee attack, you can use your reaction to
reduce the damage the target takes by 1d10 + dexterity
Supplication. In your studies of the divine scriptures of modifier + monk level (to a minimum of 0 damage). You must
your deity, you have gathered sacred prayers and litanies be wielding a monk weapon to use this reaction.
through which you can ask your deity for aid in your Calming Presence
endeavors. These pleas take the form of Supplications. At 3rd Prerequisite: 7th level
level, you gain two supplications of your choice, which are When a creature begins its turn within 10 feet of you, you can
detailed under “Divine Supplications” below. spend 1 Ki point (no action required by you). The creature
Each time you gain a monk level, you can replace one gains temporary hit points equal to 1 roll of your martial arts
supplication you know with a different one. die + your wisdom modifier.
Scholar and Scribe. As a student of the doctrinal matters
of your faith, you gain proficiency in the Religion skill, and Commune
learn to read and write one language of your choice fluently. Prerequisite: 11th level
Touch of Grace Performing this supplication, you are able to cast Commune
At 6th level, you gain the ability to channel divine grace as a ritual. You do not require material components to
through your body to heal others. As an action, you can touch perform the ritual.
a willing creature and heal them for hit points equal to three Divine Imposition
times your monk level. Once you use this feature, you can’t Prerequisite: 15th level
use it again until you finish a long rest, or you expend 4 ki As an action, you can touch one willing creature within 5ft of
points to use it again. you, and expend 2-10 ki points. The target gains a bonus to
Deepening Supplication their AC equal to half the number of ki points spent, rounded
At 11th level, you gain the benefits of one additional monastic down, for 1 minute.
supplication. Once you use this feature, you cannot use it again until you
finish a long rest.
Theosis Eyes of the Faithful
At 17th level, you can assume the form of avatar of your deity, Prerequisite: 7th level
radiating a nimbus of divine energy and potentially taking on You are able to see normally in magical and non-magical
visual markers as a prophet of your faith. For example, you darkness, to a distance of 15 feet.
might sprout ethereal wings, erupt into purple flame, grow
visibly larger, or be dighted in richly appointed robes with a Last Rites
deep hood. These changes are cosmetic in nature and do not Prerequisite: 5th level
confer any additional benefit. performing this supplication allows you to cast Feign Death
As a bonus action, you undergo this transformation, and for and Gentle Repose as rituals. You do not require material
1 minute, you gain the following benefits: components to perform Last Rites.
At the start of each of your turns, you regain in 10 hit Minor Miracles
points.
For each Ki point you spend on your turn, you increase Prerequisite: 7th level
your AC by +1 until the start of your next turn. Through this supplication you can perform certain minor
Enemy creatures within 10 feet of you have disadvantage miracles through the strength of your faith. You can cast
on opportunity attacks against you. Water Walk as a ritual and spend 3 ki points to cast Create
Food and Water. Additionally, you can cast Lesser
Once you use this feature, you can't use it again until you Restoration once per long rest. You do not need to provide
finish a long rest. material components to perform these miracles.
Divine Supplications
If a divine supplication has prerequisites, you must meet
them to learn it. You can learn supplications at the same time
that you meet its prerequisites.

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Prayer of Healing Farmers, caravaners, merchants and other common peoples
You can spend 2 ki points to cast Prayer of Healing as a 2nd of the peninsula are instinctively on edge around a farisi, until
level spell. You do not need to provide material components they know to whom they worship. The upper echelons of
to offer a Prayer of Healing. wealth and power gladly summon farisan to their palaces and
courts to entreat the gods for their service.
Well-versed
You can spend 1 ki point to add your martial arts die to any Merchant-Thieves (Rogue)
ability check you make with a skill in which you are not Trust is a precious commodity in the bazaar streets of
proficient. Salmshar, but if one wishes to buy and sell, one must deal
with the Merchant-thieves. In Ferehdin, proper rogues are
Farisan (Paladin) traders first and thieves second. Business is their lifeblood,
Farisan are the mortal champions of their gods. This level of but that business is often illegal and even deadly. Merchant-
devotion goes beyond that of even the mystics and cults of thieves stay close to the major cities, where their activities
their gods. The will of a farisi's god (and cult) takes priority are lost in the din of more reputable commerce.
above all other matters. A farisi also plays an important role Outside of cities, Merchant-thieves can be found in small
in recruiting followers to their god's path. While mystics parties or caravans, fencing illicit goods to the nomadic
commune with their deity, it is the Farisan who press others peoples or towns on the fringe of society.
into the service of their cult. There is another type of rogue in the peninsula, found
Farisan are obedient followers of their god's cult. As such exclusively among members of the Thieves of the Cinnamon
they are expected to carry out orders from their superiors Wood. These rogues ply their trade as mercenaries and
even in the face of certain death. These holy warriors go out assassins. Rarely hired by Seyakh, these rogues have a
of their way to aid others fighting for their gods. Goods, mythic reputation as prince-slayers, leaving the wealthy
services, supplies, and shelter are just a few benefits that merchant or tyrant seykh dead upon their silk cushions.
could be expected.
Awliyah (Sorcerer)
Awliyah hold a peculiar place among the people of Ferehdin,
and attitudes towards them are dependent on how the
sorcerer acts. Awliyah are generally considered to be allies of
the divinities but it is known that some sorcerers gain their
powers through black magic and other profanities.
Unlike shapeshifters, the Awliyah is usually given the
benefit of the doubt, and presumed to be on the side of
righteousness, unless they prove themselves untrustworthy.
Blood Alchemy
Through a mixture of profane ritual and alchemical
experimentation, mundane mortals have succeeded in
infusing innate magical energies into the bodies and blood of
their subjects. Perhaps your ancestor was one of these test
subjects. Or perhaps your own mad experiments have
imbued you with this occult power.
By manipulating this vital fluid, the Blood Alchemist is able
to wrest arcane power from their own life force. As such, the
Blood Alchemists, with their blending of power and pain, are
seen as dangerous oddities by other arcane casters.
Having a body infused with alchemical experiments can
distort your physical presence. At your option, you can pick
from or roll on the Blood Alchemist Quirks table to create a
quirk for your character.

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You can use this feature multiple times as part of the same
Blood Alchemist Quirks bonus action, as long as you have the required sorcery points.
d6 Quirk If you would gain hit points in excess of your maximum
You bleed profusely when injured (without any other ill health, you gain temporary hit points equal to the remainder.
1
effects)
Blood Primacy
2
You are compelled to taste the blood of your victims. At 18th level, your blood has coalesced into a powerful
A pint or two is plenty. magical reagent. You no longer need to sacrifice hit points to
Threads of blood swirl in the air around you when you utilize your Blood Potency feature.
3
cast spells, and trail behind your somatic gestures. Additionally, you can choose to activate your blood potency
when you roll initiative (no action required by you). On the
4
Your veins have a tendency to pulse and glow in
rhythm with heart beat.
first turn your blood potency is active, you can take one
additional action on top of your regular action.
Your eyes turn dark red and weep bloody tears when
5
you get emotional.
Magician (Warlock)
Your skin is sallow or unusually pale, as if you are
6
anemic or sickly. Like Awliyah or Shapeshifters, Magicians are treated with a
measure of suspicion among the people of Ferehdin. Making
pacts with powerful spirits, dragons, and divine beings of
Bonus Proficiency good, however, are a well known means of defying one's fate,
When you choose this Sorcerous Origin at 1st level, your and can be a route to a greater khvarenah. As such,
surgical hands and constant experimentation grant magicians are treated more like the poor man's Magus--
proficiency in the Sleight-of-Hand skill and alchemist worthy of respect for their cunning and daring, but lacking
supplies. the prestige of a truly powerful magi.
Blood Potency Two of the most prized pacts among the peoples of
Your blood is a potent conduit of magical power. At 1st level, Ferehdin are with one of the Ascendant Dragons or with a
as a bonus action you may open a wound, sacrificing hit Jinni.
points equal to your sorcerer level to activate your blood
potency. For 1 minute you gain the following benefits:
The sacrificed blood acts as an arcane focus for your
spellcasting.
You may use Constitution instead of Charisma for your
Spellcasting ability.
While you are not wearing armor, your Armor Class
equals 10 + your Dexterity modifier + your Constitution
modifier. You can use a shield and still gain this benefit.
Whenever you cast a cantrip, add your spellcasting
modifier to any damage dealt.
Blood Potency also ends if you fall unconscious or if you
choose to end it as a free action. When the feature ends, you
incur one point of exhaustion until you complete a short or
long rest.
Vengeful Heme
Starting at 6th level, Whenever you are hit with an attack,
your life force automatically reacts, surrounding you in razor-
thin arcs of blood. This sweep of blood alchemy causes
creatures of your choice within 10 feet of you to take magical
slashing or acid damage (choose each time this ability
activates) equal to half the damage you received, rounded
down + your Constitution modifier.
Alchemical Restoration
Starting at 14th level, you can manipulate the font of raw
magic in your blood to heal your injuries. As a bonus action,
you may spend 2 sorcery points to regain hit points equal to
2d6 + your Constitution modifier.

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Ascendant Dragon Patron When you damage a target with a weapon or spell attack, you
can change the damage type to your patron's type.
You have made a pact with one of the legendary ascendant When casting a cantrip of your patron's damage type, you
dragons who have been blessed by the gods. The motives of gain a bonus to the damage dealt equal to your Charisma
such beings are inscrutable, but their power is undeniable. modifier.
Your patron has offered up a sliver of their power for your
service in their endlessly complex scheming. Their Ascendancy
commands may be severe or kind, but their expectations of At 6th level, You can wreathe yourself in the essence of your
you are undeniably obedience. patron. Immediately after you take the Attack action on your
turn, you can make one attack as a bonus action and become
Expanded Spell List immune to your patron's damage type until the start of your
Making a pact with an Ascendant Dragon lets you choose next turn.
from an expanded list of spells when you learn a warlock You can use this feature a number of times equal to your
spell. The following spells are added to the warlock spell list proficiency bonus. You regain all expended uses of it when
for you. you finish a short or long rest.
Spell Level Spells Frightful Defiance
1st Absorb Elements, Earth Tremor Starting at 10th level, you are immune to the frightened
condition and cannot be magically put to sleep.
2nd Dragon's Breath, Aganazzer's Scorcher In addition, when you roll a Charisma (Intimidation) check,
3rd Fireball, Lightning Bolt treat a roll of 10 or less as an 11.
4th Leomund’s Secret Chest, Vitriolic Sphere Dragon Rising
5th Cone of Cold, Destructive Wave Starting at 14th level, your connection to your patron is
complete. You gain the following abilities.
Dragon Tutelage When you use your Ascendancy feature, you can now use
At 1st level, you acquire the training necessary to serve your your bonus action to make two additional attacks when
patron. You gain proficiency with medium armor, shields, you take the Attack action.
martial weapons, and you learn to speak, read, and write Any attack roll you make is a critical hit on a roll of 19 or
Draconic fluently, if you could not already. 20.
Dragon's Breath
If you damage a creature with your patron's damage type,
a portion of the energy clings to the target. At the start of
Each ascendant dragon is associated with a particular its next turn the creature takes additional damage equal to
damage type that is used with many of your pact features. your Charisma modifier for each successful hit.
At 1st level, choose from acid, cold, fire, lightning, or poison
damage when you choose this patron.

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Magi (Wizard) Bladesinger
Held in the highest regard of all the traditional classes, the Bladesingers are magi who master a school of martial
Magi are seen as the pinnacle of mortal endeavor. A fighter or combat grounded in a tradition of arcane magic. In combat, a
farisan may be respected for their prowess, but a true magus bladesinger uses a series of intricate, elegant maneuvers that
would be welcome in the palace of any seykh. The scholarly fend off harm and allow them to channel magic into
pursuit of magic is the ultimate goal of tutelage and academic devastating attacks and a cunning defense.
study as learned philosophers seek to understand worlds Styles of Bladesinging are broadly categorized based on
mundane, spiritual, and beyond the stars. the type of weapon employed, and designated by color. Black
This affinity and deference towards those with an aptitude for blades, green for hefted weapons such as axes or
for the arcane takes different forms in different amurates, warpicks, yellow for whips and flails, red for light polearms
though. Magi of the Free Cities focus on illusion and such as quarterstaves and spears, and white for dual wielding
enchantment while the courts of Irajan seyakh keep styles. Based on the types of spells employed, the techniques
abjuration and evocation magi close at hand. of the master, and the particular weapon used, unique styles
The Kingdom of Tur maintains a secretive discipline of have also developed.
magi all their own, known as the Bladesinger. When a magus becomes a bladesinger they typically don
clothing matching their style's color as a warning. Some
bladesingers learn multiple styles and their varied robes and
headwraps act as a subtle warning of their deadly skills.
Training in War and Song When you adopt this tradition at
2nd level, you gain proficiency with light armor, and you gain
proficiency with one type of one-handed melee weapon of
your choice.
You also gain proficiency in the Performance skill if you
don't already have it.
Bladesong
Starting at 2nd level, you can invoke a secret magical
technique called the Bladesong, provided that you aren't
wearing medium or heavy armor or using a shield. It graces
you with supernatural speed, agility, and focus.
You can use a bonus action to start the Bladesong, which
lasts for 1 minute. It ends early if you are incapacitated, if you
don medium or heavy armor or a shield, or if you use make an
attack with a weapon with the heavy property. You can also
dismiss the Bladesong at any time you choose (no action
required).
While your Bladesong is active, you gain the following
benefits:
You gain a bonus to your AC equal to your Intelligence
modifier (minimum of +1).
Your walking speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throw you
make to maintain your concentration on a spell. The
bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses of it
when you finish a long rest.
Extra Attack
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Moreover,
you can cast one of your cantrips in place of one of those
attacks.
Song of Defense
Beginning at 10th level, you can direct your magic to absorb
damage while your Bladesong is active. When you take
damage, you can use your reaction to expend one spell slot
and reduce that damage to you by an amount equal to five
times the spell slot's level.

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Song of Victory d6 Ideal
Starting at 14th level, you add your Intelligence modifier 1
Respect. People deserve to be treated with dignity and
(minimum of +1) to the damage of your melee weapon respect. (Good)
attacks while your Bladesong is active. Fairness. No one should get preferential treatment
2
before the law, and no one is above the law. (Lawful)
Backgrounds 3
Freedom. Tyrants must not be allowed to oppress the
The peoples of Ferehdin come from many diverse, though people. (Chaotic)
familiar, backgrounds. Some of the backgrounds recorded Might. If I become strong, I can take what I want—
here are unique to the lands of Eransül, while others have a 4
what I deserve. (Evil)
different context in and around the peninsula. Sincerity. There’s no good in pretending to be
5
something I’m not. (Neutral)
Caravan Born
Destiny. Nothing and no one can steer me away from
You spent your formative years among the asair, and you've 6
my higher calling. (Any)
enjoyed the solitude and camaraderie of the Akhesu Road.
The shifting winds, sands, and wild places of the world are in d6 Bond
your blood.
I keep my thoughts and discoveries in a journal. My
Skill Proficiencies: Animal Handling, Survival 1
journal is my legacy.
Tool Proficiencies: Cook’s utensils, Herbalism kit 2
I would sacrifice my life and my soul to protect the
innocent.
Equipment: A riding crop, a hunting trap, a trophy from a
beast attack you survived, a set of traveler’s clothes, and a 3
I was driven away the person I love. I strive to win back
pouch containing 10 gp worth of spices. the love I’ve lost.
I'm the only survivor of my caravan, and it is up to me
Feature: Fraternity of the Road 4
to ensure their sacrifice was worth it.
As a native to the nomadic life, you can always find assistance There’s evil in me, I can feel it. It must never be set
among the caravans. Caravans won't risk their lives or 5
free.
livelihoods for you, but they may be able to provide you and
your party a place to hide, and escape from town, or a hot 6
I have a child to protect. I must make the world a safer
meal and smiling face among the White Sands. place for him (or her).

Suggested Characteristics d6 Flaw


Caravans are an insular community, a mix of outcasts and 1 I am callous about death. It comes to us all eventually.
free spirits, a found family built around storied and long
standing nomadic tribes. Those born in the caravan can be 2 I never make eye contact or hold it unflinchingly.
either worldly or uncouth depending on temperament and I have no sense of humor. Laughing is uncomfortable
the people they call family. 3
and embarrassing.
d6 Personality Trait I overexert myself, sometimes needing to recuperate
4
for a day or more.
I prefer the company of those who aren’t like me,
1 I think far ahead, a detachedness often mistaken for
including people of other races. 5
daydreaming.
I’m a stickler when it comes to observing proper
2 6 I see morality entirely in black and white.
etiquette and local customs.
3 I would rather observe than meddle.
By living among violent people, I have become
Cinnamon Wood Fugitive
4
desensitized to violence. You grew up among the Thieves of the Cinnamon Wood, a
5 I would risk life to protect an innocent animal.
band of thieves and assassins that plague the Ferehdin
peninsula. Being who you were, you could never be a hero, so
6
When I arrive at a new settlement for the first time, I you made your escape. Hunted, you became an orphan of the
must learn all its customs. cities. You changed your name, hid your face.
You’ve left your old life behind to become something more.
Whether you can ever truly escape the Thieves of the
Cinnamon Wood is another matter entirely.

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Fugitives from the Cinnamon Wood must often hide their d6 Bond
true identities. As a result, those with this background may I do everything for my family. My first thought is
have two sets of characteristics, one for their false persona, 1
keeping them safe.
and one for their true selves. To define this persona, feel free
to choose characteristics from other backgrounds, 2
What I do, I do for the world. The people don’t realize
particularly folk hero, hermit, or noble. how much they need me.
For the person behind the persona, the one who truly I’ve seen too many in need. I must not fail them as
strives to bury their past, consider a distinct set of fugitive 3
everyone else has.
characteristics. 4 I stand in opposition, lest the wicked go unopposed.
Skill Proficiencies: Deception, Stealth I am exceptional. I do this because no one else can,
Tool Proficiencies: Disguise kit and Forgery kit 5
and no one can stop me.
Equipment: Disguise kit, clothes befitting your persona, a
pouch containing 10 gp 6 I do everything for those who were taken from me.

Feature: Street Rat d6 Flaw


Before adopting your persona, you learned how to avoid 1 I am callous about death. It comes to us all eventually.
thieves, assassins, and guard patrols in Ferehdin's cities by
befriending the people living on the fringe of society. Your 2 I never make eye contact or hold it unflinchingly.
true identity is known and respected within a major city’s I have no sense of humor. Laughing is uncomfortable
poor and refugee communities. Should you ever need to learn 3
and embarrassing.
about a foreign land, people, tradition, or history, you know
where to find someone with firsthand experience — and what 4
I overexert myself, sometimes needing to recuperate
for a day or more.
they might seek in trade
I think far ahead, a detachedness often mistaken for
Suggested Characteristics 5
daydreaming.
These are the suggested characteristics for the Cinnamon 6 I see morality entirely in black and white.
Wood Fugitive.
d8 Personality Trait Corsair
1 I’m earnest and uncommonly direct. You sailed on a seagoing vessel for years. In that time, you
I strive to have no personality — it’s easier to hide faced down mighty storms, monsters of the deep, and those
2
what’s hardly there. who wanted to sink your craft to the bottomless depths. Your
first love is the distant line of the horizon, but the time has
3
I treasure a memento of the person or instance that come to try your hand at something new.
set me upon my path. Discuss the nature of the ship you previously sailed with
I sleep just as much as I need to and on an unusual your Dungeon Master. Was it a converted merchant ship, a
4
schedule. naval vessel, or a ship of discovery? How famous (or
I think far ahead, a detachedness often mistaken for
infamous) is it? Is it widely traveled? Is it still sailing, or is it
5
daydreaming.
missing and presumed lost with all hands?
What were your duties on board — boatswain, captain,
6
I cultivate a single obscure hobby or study and eagerly navigator, cook, or some other position? Who were the
discuss it at length. captain and first mate? Did you leave your ship on good terms
I am ever learning how to be among normal folk — with your fellows, or on the run?
7
when to speak up, when to laugh. You spent your youth under the saill of a daring corsair, a
tireless adventurer and pirate who taught you how to survive
8 I behave like an extreme opposite of my persona. in a world of sharks and storms. You’ve indulged in larceny on
the high seas and sent more than one deserving soul to a
d6 Ideal briny grave. Fear and bloodshed are no strangers to you, but
1
Justice. Place in society shouldn’t determine one’s neither are foolhardy acts of courage and bravado.
access to what is right. (Good)
Skill Proficiencies: Athletics, Perception
Security. Doing what must be done can’t bring the
2
innocent to harm. (Lawful) Tool Proficiencies: Navigator’s tools, vehicles (water)
3
Confusion. Deception is a weapon. Strike from where Equipment: A belaying pin (club), 50 feet of silk rope, a
your foes won’t expect. (Chaotic) lucky charm such as a rabbit foot or a small stone with a
Infamy. My name will be a malediction, a curse that hole in the center (or you may roll for a random trinket on
4
fulfills my will. (Evil) the Trinkets table in chapter 5), a set of common clothes,
Incorruptibility. Be a symbol, and leave your flawed
and a pouch containing 10 gp.
5
being behind. (Any)
Anonymity. It’s my deeds that should be remembered,
6
not their instrument. (Any)

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d6 Flaw
Feature: Companions in Every Port
1 I follow orders, even if I think they’re wrong.
In your years at sea, you've docked in many ports, and made
many friends. While in a town, city, or other similarly sized 2 I’ll say anything to avoid having to do extra work.
waterside community (DM’s discretion), you can find an old Once someone questions my courage, I never back
companion who will allow you and your party can gain 3
down no matter how dangerous the situation.
general information of the region and stay for free.
Some of these companions have fond memories of you, 4 Once I start drinking, it’s hard for me to stop.
others may simply owe you a favor. I can’t help but pocket loose coins and other trinkets I
5
come across.
Suggested Characteristics
6 My pride will probably lead to my destruction.
The Corsair background uses the Suggested characteristics
of the Sailor.
Failed Merchant
d8 Personality Trait
Maybe you come from a long line of merchants. Perhaps you
1 My friends know they can rely on me, no matter what. were an entrepreneur. Regardless, your ventures ended
I work hard so that I can play hard when the work is poorly. Whether it was because of outside influences, bad
2
done. luck, or simply because your business acumen was weak, you
lost everything.
3
I enjoy sailing into new ports and making new friends
over a flagon of ale.
With failure, however, comes experience. You’re free of that
old life, having made some connections and learned your
4 I stretch the truth for the sake of a good story. lessons. Prepared to pursue the life of an adventurer, your
To me, a tavern brawl is a nice way to get to know a
insight into the world of commerce may prove vital to your
5
new city. party's survival.
6 I never pass up a friendly wager. Skill Proficiencies: Insight, Investigation
7 My language is as foul as an otyugh nest. Tool Proficiencies: One type of artisan’s tools
8
I like a job well done, especially if I can convince
someone else to do it.
Languages: Any one of your choice
Equipment: One set of artisan’s tools, merchant’s scale, a
d6 Ideal set of fine clothes, and a belt pouch containing 10 gp
Respect. The thing that keeps a ship together is Feature: Supply Chain
1
mutual respect between captain and crew. (Good)
From your time as a merchant, you retain connections with
2
Fairness. We all do the work, so we all share in the wholesalers, suppliers, and other merchants and
rewards. (Lawful) entrepreneurs. You can call upon these connections when
Freedom. The sea is freedom — the freedom to go looking for items or information in bazaars, markets or
3
anywhere and do anything. (Chaotic) among caravans.
4
Mastery. I’m a predator, and the other ships on the sea Suggested Characteristics
are my prey. (Evil)
Being a merchant involved having a head for numbers, a
5
People. I’m committed to my crewmates, not to ideals. strong personality, the ability to make deals with hostile
(Neutral) adversaries, a strong sword arm to fight off bandits, and the
Aspiration. Someday I’ll own my own ship and chart intuition for knowing what people want and need. The art of
6
my own destiny. (Any) business is the art of finding the best path to profit, and that
path might be different with each transaction. It takes a
d6 Bond strong mind and a stronger stomach to succeed. So why did
you fail?
1 I’m loyal to my captain first, everything else second.
The ship is most important — crewmates and captains
2
come and go.
3 I’ll always remember my first ship.
In a harbor town, I have a paramour whose eyes nearly
4
stole me from the sea.
I was cheated out of my fair share of the profits, and I
5
want to get my due.
Ruthless pirates murdered my captain and crewmates,
6 plundered our ship, and left me to die. Vengeance will
be mine.

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d8 Personality Trait d6 Flaw
I didn’t have the cutthroat attitude necessary to Why spend gold here when you can buy the same
1 1
succeed. I won’t make that mistake again. thing for bronze in the next town?
Even my competitors said I was affable and talented. 2 I must have the best of everything. Like, right now.
2
Those traits should serve me well.
You haven’t heard of me? I’m sure that’s because of
3
3 To prosper, you have to be in control. your ignorance and low breeding.
4 The customer is always right. I failed, but I’m awesome. So when anyone else is
4 successful, it must be because of nepotism,
I was cutting corners and breaking deals to maximize dishonesty, or dumb luck.
5
profit. That’s why I failed.
I find that most people are trustworthy. Hey, where’s
When I get an idea, I am single-minded in its execution 5
6 my belt pouch?
— even if it’s a terrible idea.
Nothing gets between me and danger except my
7 If I can be everyone’s friend, I’ll always have support. 6
fellow adventurers. So I’ll be sure to put them there.
My heart wasn’t in being a merchant, so I failed. I’m
8 not all that keen on adventuring either, but I need the Far Traveler
money.
You are from a distant place, one so remote that few of the
d6 Ideal common folk in Ferehdin realize that it exists, and chances
are good that even if some people you meet have heard of
1
Survival. Where there’s life, there’s hope. If I remain
alive and flexible, I can succeed. (Any)
your homeland, they know merely the name and perhaps a
few outrageous stories. You have come to this part of
2
Generosity. People helped me when I was down. Now Ferehdin for your own reasons, which you might or might not
that I’m back on my feet, I’ll pay it forward. (Good) choose to share. To determine why you are so far from home,
Excitement. Caution got me nowhere in my previous roll on the table below or choose from the options provided:
3 business. I’m not going to let it hold me back now. d8 Why are you Here?
(Chaotic)
1 Academic
Wealth. With enough coin, I can buy comfort, power,
4 knowledge, and even eternal life. Nothing will stand 2 Emissary
between me and money. (Evil)
3 Exile
Stability. The mercantile trade was too chaotic for me. I
5 need a nice stable profession, like adventuring. 4 Fugitive
(Lawful) 5 Pilgrim
Redemption. Too many people consider me a failure. 6 Sightseer
6
So I need to prove them wrong. (Any)
7 Spy
d6 Bond 8 Wanderer
My family means everything to me. I failed them
1
before, and I must not do so again. Although you will undoubtedly find some of this land’s
ways to be strange and discomfiting, you can also be sure that
2
My cult provides a connection to my god, so I must some things its people take for granted will be to you new
ensure that it is protected and funded. wonders that you’ve never laid eyes on before. By the same
My former business partner fell ill, and then our token, you’re a person of interest, for good or ill, to those
3 business failed. Part of my new venture involves around you almost anywhere you go.
earning enough to take care of their family.
Skill Proficiencies: Insight, Perception
If I take care of my possessions, they’ll take care of me.
4 People come and go, but a weapon or a wand is Tool Proficiencies: Any one musical instrument or
something you can always rely on. gaming set of your choice, likely something native to your
Although my business failed, the people of my homeland
5 community were kind to me. I’ll do everything in my
power to protect them.
Languages: Fluent in any one of your choice
I owe a dangerous person a lot of money. As long as Equipment: One set of traveler’s clothes, poorly wrought
6
they’re happy, they let my debt rest unpaid. maps from your homeland that depict the peninsula of
Ferehdin, a small piece of jewelry worth 10 gp in the style
of your homeland’s craftsmanship, and a pouch containing
5 gp

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Feature: All Eyes on You
Your accent, mannerisms, figures of speech, and perhaps
even your appearance all mark you as foreign. Curious
glances are directed your way wherever you go, which can be
a nuisance, but you also gain the friendly interest of scholars
and others intrigued by far-off lands, to say nothing of
everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and
places you might not otherwise have, for you and your
traveling companions. Noble lords, scholars, and merchant
princes, to name a few, might be interested in hearing about
your distant homeland and people.
Suggested Characteristics
These are the suggested characteristics for Far Traveler.
d6 Personality Trait
I have different assumptions from those around me
concerning personal space, blithely invading others’
1
space in innocence, or reacting to ignorant invasion of
my own.
I have my own ideas about what is and is not food, and
2 I find the eating habits of those around me fascinating,
confusing, or revolting.
I have a strong code of honor or sense of propriety
3
that others don’t comprehend.
I express affection or contempt in ways that are
4
unfamiliar to others.
d6 Bond
I begin or end my day with small traditional rituals that
5 So long as I have this token from my homeland, I can
are unfamiliar to those around me. 1
face any adversity in this strange land.
6 Sarcasm and insults are my weapons of choice.
The gods of my people are a comfort to me so far
2
d6 Ideal from home.

Open. I have much to learn from the kindly folk I meet 3 I hold no greater cause than my service to my people.
1
along my way. (Good) My freedom is my most precious possession. I’ll never
4
Reserved. As someone new to these strange lands, I let anyone take it from me again.
2
am cautious and respectful in my dealings. (Lawful) I’m fascinated by the beauty and wonder of this new
5
Adventure. I’m far from home, and everything is land.
3
strange and wonderful! (Chaotic) Though I had no choice, I lament having to leave my
6
Cunning. Though I may not know their ways, neither loved one(s) behind. I hope to see them again one day.
4 do they know mine, which can be to my advantage.
(Evil) d6 Flaw
Inquisitive. Everything is new, but I have a thirst to I am secretly (or not so secretly) convinced of the
5 1 superiority of my own culture over that of this foreign
learn. (Neutral)
land.
Suspicious. I must be careful, for I have no way of
6 I pretend not to understand the local language in order
telling friend from foe here. (Any) 2
to avoid interactions I would rather not have.
I have a weakness for the new intoxicants and other
3
pleasures of this land.
I don’t take kindly to some of the actions and
4 motivations of the people of this land, because these
folk are different from me.
I consider the adherents of other gods to be deluded
5
innocents at best, or ignorant fools at worst.
I have a weakness for the exotic beauty of the people
6
of these lands.

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Inheritor Suggested Characteristics
You are the heir to something of great value — not mere coin These are the suggested characteristics for Inheritors.
or wealth, but an object that has been entrusted to you and
you alone. Your inheritance might have come directly to you d8 Personality Trait
from a member of your family, by right of birth, or it could 1 I judge people by their actions, not their words.
have been left to you by a friend, a mentor, a teacher, or
someone else important in your life. 2 If someone is in trouble, I’m always ready to lend help.
When I set my mind to something, I follow through no
Skill Proficiencies: Survival, plus one from among 3
matter what gets in my way.
Arcana, History, and Religion
Tool Proficiencies: Your choice of a gaming set or a 4
I have a strong sense of fair play and always try to find
musical instrument the most equitable solution to arguments.
Equipment: Your inheritance, a set of traveler’s clothes, I’m confident in my own abilities and do what I can to
the tool you choose for this background’s tool proficiency, 5
instill confidence in others.
and a pouch containing 15 gp 6 Thinking is for other people. I prefer action.
Feature: Inheritance 7 I misuse long words in an attempt to sound smarter.
The revelation of your inheritance changed your life, and I get bored easily. When am I going to get on with my
might have set you on the path to adventure, but it could also 8
destiny?
come with many dangers, including those who covet your gift
and want to take it from you — by force, if need be. Choose or d6 Ideal
randomly determine your inheritance from among the
possibilities in the table below. 1
Respect. People deserve to be treated with dignity and
respect. (Good)
d8 Inheritance
Fairness. No one should get preferential treatment
1 A document such as a map, a letter, or a journal 2
before the law, and no one is above the law. (Lawful)
2 A trinket Freedom. Tyrants must not be allowed to oppress the
3
3 A trinket people. (Chaotic)

4 An article of clothing Might. If I become strong, I can take what I want—


4
what I deserve. (Evil)
5 A piece of jewelry
Sincerity. There’s no good in pretending to be
5
6 An arcane book or formulary something I’m not. (Neutral)
7 A written story, song, poem, or secret Destiny. Nothing and no one can steer me away from
6
my higher calling. (Any)
8 A tattoo or other body marking
d6 Bond
Work with your Dungeon Master to come up with details of
your inheritance: Why is it so important, and what is its full 1
I have a family, but I have no idea where they are. One
story? You might prefer for the DM to invent these details as day, I hope to see them again.
part of the game, allowing you to learn more about your I worked the land, I love the land, and I will protect the
inheritance as your character does. 2
land.
The Dungeon Master is free to use your inheritance as a
story hook, sending you on quests to learn more about its 3
A proud noble once gave me a horrible beating, and I
history or true nature, or confronting you with foes who want will take my revenge on any bully I encounter.
to claim it for themselves or prevent you from learning what 4
My tools are symbols of my past life, and I carry them
you seek. The DM also determines the properties of your so that I will never forget my roots.
inheritance and how they figure into the item’s history and 5 I protect those who cannot protect themselves.
importance.
When you begin your adventuring career, you can decide 6
I wish my childhood sweetheart had come with me to
whether to tell your companions about your inheritance right pursue my destiny.
away. Rather than attracting attention to yourself, you might
want to keep your inheritance a secret until you learn more
about what it means to you and what it can do for you.

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d6 Flaw In any event, the abilities that you honed while serving as a
The tyrant who rules my land will stop at nothing to
courtier will stand you in good stead as an adventurer.
1
see me killed. Skill Proficiencies: Deception, Persuasion
I’m convinced of the significance of my destiny, and Languages: You are Fluent in two of your choice
2
blind to my shortcomings and the risk of failure. Equipment: A set of fine clothes and a pouch containing 5
The people who knew me when I was young know my
gp
3
shameful secret, so I can never go home again. Feature: Courtly Gossip
4
I have a weakness for the vices of the city, especially Via your social connections and time spent in the courts of
hard drink. Ferehdin, you can surmise a great deal about the upperclass'
Secretly, I believe that things would be better if I were secrets — who’s practicing necromancy, who’s involved in
5
a tyrant lording over the land. spying or smuggling, who would purchase or craft dangerous
magical wares without batting an eyelash. Whenever a
6 I have trouble trusting in my allies. noteworthy crime or mysterious happening occurs in the city,
you can immediately draw up a list of 1d4 suspects who, if
Seykh Cortier they aren’t involved, have a strong chance of knowing who is.
In your earlier days, you were a personage of some Suggested Characteristics
significance, or the child of one, in a seykh's court or another Use the tables for the guild artisan background in the Player’s
bureaucracy of rulership. You might or might not come from Handbook as the basis for your traits and motivations,
an upper-class family; your talents, rather than the modifying the entries when appropriate to suit your identity
circumstances of your birth, could have secured you this as a courtier.
position. The noble court or bureaucratic organization where you
Even if you are no longer a full-fledged member of the got your start is directly or indirectly associated with your
group that gave you your start in life, your relationships with bond (which could pertain to certain individuals in the group,
your former fellows can be an advantage for you and your such as your sponsor or mentor). Your ideal might be
adventuring comrades. You might undertake missions with concerned with the prevailing philosophy of your court or
your new companions that further the interest of the organization.
organization that gave you your start in life.

37
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d8 Personality Trait d6 Flaw
I believe that anything worth doing is worth doing I’ll do anything to get my hands on something rare or
1 1
right. I can’t help it—I’m a perfectionist. priceless.
I’m a snob who looks down on those who can’t I’m quick to assume that someone is trying to cheat
2 2
appreciate fine art. me.
I always want to know how things work and what No one must ever learn that I once stole money from
3 3
makes people tick. guild coffers.
I’m full of witty aphorisms and have a proverb for every I’m never satisfied with what I have—I always want
4 4
occasion. more.
I’m rude to people who lack my commitment to hard 5 I would kill to acquire a noble title.
5
work and fair play.
I’m horribly jealous of anyone who can outshine my
6
6 I like to talk at length about my profession. handiwork. Everywhere I go, I’m surrounded by rivals.
I don’t part with my money easily and will haggle
7
tirelessly to get the best deal possible. Vizier
I’m well known for my work, and I want to make sure You are, or were, a vizier - politician, advisor, strategist, and
8 everyone appreciates it. I’m always taken aback when schemer. You stood between your ruler and the people,
people haven’t heard of me. performing tasks that were essential to your seykh and their
court. You hoped to achieve wealth and status either by being
d6 Ideal the best possible servant, or by your own political
Community. It is the duty of all civilized people to machinations.
1 strengthen the bonds of community and the security This did not go as planned.
of civilization. (Lawful) As a vizier, you commanded the lives of a hundred hundred
souls. Now, by choice or circumstance, you must strategize
2
Generosity. My talents were given to me so that I
could use them to benefit the world. (Good)
from the invisible margins of society.
Freedom. Everyone should be free to pursue his or her Skill Proficiencies: Insight, Persuasion
3
own livelihood. (Chaotic)
Tool Proficiencies: One type of artisan’s tools, one type of
4 Greed. I’m only in it for the money. (Evil) musical instrument
5
People. I’m committed to the people I care about, not Equipment: A set of artisan’s tools or a musical
to ideals. (Neutral) instrument (one of your choice), a scroll of local laws or
Aspiration. I work hard to be the best there is at my philosophical teachings, a vizier’s medalion, a set of fine
6
craft. (Any) clothes, and a pouch containing 25 gp
d6 Bond Feature: Court Functionary.
Your knowledge of how bureaucracies function lets you gain
1
The workshop where I learned my trade is the most
important place in the world to me.
access to the records and inner workings of any noble court
or government you encounter. You know who the movers and
I created a great work for someone, and then found shakers are, whom to go to for the favors you seek, and what
2 them unworthy to receive it. I’m still looking for the current intrigues of interest in the group are.
someone worthy.
I owe my guild a great debt for forging me into the
Suggested Characteristics.
3
person I am today. A vizier’s characteristics have been influenced by the
powerful they've served under and how high they climbed
4 I pursue wealth to secure someone’s love. before taking up the life of an adventurer. Some viziers left
One day I will return to my guild and prove that I am cruel masters, others sought to steal power for themselves,
5
the greatest artisan of them all. and still others left amicably for reasons all their own.
I will get revenge on the evil forces that destroyed my
Consider what your seykh was like, and why you had to leave
6
place of business and ruined my livelihood.
when developing your characteristics.

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d8 Personality Trait d6 Flaw
Everything I do, I do gracefully and deliberately, and I secretly question whether the gods care at all about
1 1
with complete confidence. us or what we do.
When I am at peace, I am an oasis of perfect calm in I overlook obvious solutions in favor of complicated
2
2 the world. When I am roused to anger, I am an ones.
embodiment of terror.
I speak without really thinking through my words,
3
I enjoy teasing acolytes and initiates with juicy tidbits invariably insulting others.
3 of knowledge wrapped up in fiendishly difficult
puzzles. I’ve been known to turn a blind eye to injustice, with
4
the help of a modest bribe.
4 I have the utmost faith in myself and my abilities.
I lied to achieve my position, and I would do anything
5
I get restless when life in the city feels too tame, too to keep that secret.
5
safe.
6 My ambition often blinds me to the harm I cause.
6 I enjoy solitude as an opportunity to plan my victory.
7 I use satire as a way to undermine political opponents.
I think of those in my care as my family, and myself as
8
their parent.

d6 Ideal
Solidarity. The worthy must respect the high born and
1 the low. Good done in life will be rewarded beyond the
Chinvat bridge. (Good)
Knowledge. Cultivating a nimble mind will hasten my
2
success. (Any)
Wealth. The more chaos that swirls around me, the
2
more opportunities I can find to profit. (Chaos)
Power. One day, I will crush those who spurned me
3
beneath my heel. (Evil)
Prestige. I want to be admired, respected, feared, or
4
even hated for my position and wealth. (Evil)
Stability. Society functions best when chaos is kept
5
under control and everyone knows their place. (Lawful)
Respect. Respect is due to me because of my position.
6
(Any)

d6 Bond
I value my worldly goods more highly than my mortal
1
life.
An oligarch publicly humiliated me, and I will exact
2
revenge on that whole family.
My actions drove away the person I love. I strive to win
3
back the love I’ve lost.
A terrible guilt consumes me. I hope that I can find
4
redemption through my actions.
I discovered a secret I can’t let anyone else uncover —
5
including my seykh.
I sold my soul for knowledge. I hope to do great deeds
6
and win it back.

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PART 2
The Tales of Eransül

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The Tales of Eransül
Despite the lack of water, life in this arid realm is as abundant Many began to shun the faith in other gods and others
as it is wondrous. Here the creatures of the desert make their actively pursued iconoclasm. The people of the land forged
home, from the gentle gazelle to the fearsome and deadly an empire, conquering smaller villages and turning larger
ghul. Giant beasts and Mortal races scratch out a life between cities into vassal states with their own Akhemonite King in
the rock and sand. In many parts of Ferehdin, only seasonal rulership.
streams, or wadis, exist. Merchant caravans travel As Akhemonten's divine power grew, the god-king sought
established routes connecting lush oases while nomads move new lands to conquer. The armies of Akhemonten cut
across open desert to follow the spring rains and find water through the Ferehdin peninsula, sacking Meyheer and it is
where others believe none to exist. said they sundered Arum, the celestial city of the pillars.
In the central lands, however, the silken threads of the Many fled into the desert, forming asair tribes and living on
Azraqir are strong enough to flow year-round, crossing the the backs of camels to escape the bloodshed. The armies
desert until they converge and spill into the sea. Along their pushed eastward, building the great citadel of Tur, where only
wide, muddy banks grew the great cities of Damakesh, a small outpost falak had stood for many hundred years.
Meyheer, and Bakarnah - the cradles of mortal civilization. It is uncertain how Akhemonten fell, but with the death, or
Yet even for seasoned natives, there are places in Ferehdin ascension, of their god-king, the sprawling empire quickly
where none would go, where the heat, drought, and dangers collapsed into chaos.
are far too great. In such desolate corners, the first great
civilizations once stood. These fell long ago, and most of their Iraja:
knowledge has been forgotten. Only their crumbling temples
and underground warrens remain, like ghosts bearing the Cradle of Civilization
witness to the past. Some are still guarded by magical
wardens, while others are little more than weathered grave In the wake of the brutal conquest and the chaos of the
stones. empire's collapse, the survivors began to emerge from exile in
the desert to reclaim and rebuild Ferehdin. Across the
peninsula, many took the pieces of their cultures and sought
From then to Now a place to forge a new age, even as echoes of those deadly
In this section you will find the oral histories of Ferehdin, years linger to this day.
how each amurate came to be, important locations found The people of Iraja make their living in trade, in farming, in
within them, and what is known of the seyakh who rule them. fishing and in the sciences. They are the least beholden to
This section also includes information on what a typical tradition, and the most inclined towards an educated
character from each of the major regions of the peninsula- populous with a voice in civic affairs. In general, they view the
Iraja, the Free City of Salmshar, and the Kingdom of Tur- Free Cities as exotic, wild, and dangerously uncivilized, and
might think of the members of the others. consider people from the Kingdom of Tur to be antiquated,
Although some of these accounts are accurate, others militaristic zealots.
represent skewed perceptions or stereotypes. Many such
perceptions have some basis in truth, but that truth has often Al'Azraqir River: The Golden Web
been distorted by hearsay, prejudice, propaganda, or cultural With its yellow color and subtle pearlescence beneath the
misunderstandings. Royal Stars, the Azraquir has been likened to a golden
spider's web in even the oldest stories. Its headwaters come
Conquests of the Akhemonite together from a hundred small tributaries forming an
abundant source of life, fertilizing the lush valleys of Iraja and
Kings providing water to humanoids and animals alike. It is also a
After the banishment of the shayatan and the crossing of the vibrant habitat for countless creatures, including many
Alihat into paradise, there rose a mighty empire far to the species of birds, fish, and frogs.
west of Ferehdin. The people of those lands believed their Crocodiles and hippopotamuses can be a danger to boats
kings to be gods and, through belief and unholy bargains, it is and barges, but perhaps the most feared denizens of the river
said that great Akhemonten did indeed ascend. Akhemonten are the giant serpents known to lurk near its bottom. River
granted his people magical power once reserved for divine serpents range from fairly mundane specimens that resemble
beings and, seeing these gifts as proof that they could defy giant constrictor snakes to the Falak that according to the
fate and the true gods, the people came to believe that their storytellers, can sink fishing boats by the dozens and flood
god-king alone was worthy of praise. the shore with its thrashing.

41
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Other Dangers found in the river include fish such as Tari'tosh: a mystic belonging to the cult of Mistra,
quippers, giant frogs, and crocodiles. Tari'tash seems more youthful than her twin, ready with a
The river forms the heart of Iraja and all the amurate's quip or lolling smile to diffuse tensions in the governing
major cities lie along its banks. house.
Bakarnah: the City of Fountains Rumors
located centrally along al'Azraqir, Bakarnah is the largest city Outlying communities have been attacked by armed
in Iraja, and the second largest in all of Ferehdin. After the warriors on horseback, and every day, a new wave of
establishment of the Akhesu Road, two wealthy brothers refugees comes to beg entrance at the city gates. Natives
wished to raise a city in honor to their family's patron jinn, of the city have heard that agents from Tur have used the
based on an older prophesy that their good fortune would cover of these destitute people to enter the city, and even
increase as long as the house of their patron grew. now Turic agents are infiltrating the halls and courts of
The city grew rapidly, as it controlled trade along the river the most powerful in the city.
between the inlet city of Meyheer and ancient Damakech, and
it had ample fresh water inlets to the north and south of the The Governing House commissioned a fighting force to
site. The latter allowed households in the expanding city investigate the attacks on outlying communities three
plentiful water to use with a wanton abandon impossible in weeks ago, and were not heard from again.
other cities. A shaytni has possessed one of the elected ministers and
In less than a handful of years, it grew larger than its sister is seeking the corruption of the city.
cities and became the unspoken capital of the amurate.
Of all the cities in Iraja, Bakarnah seems to suffer the most The tales of the city's origin are true. The jinn considers
from the Thieves of the Cinnamon Wood, and it is rumored the city its home, and considers all who live within it as
that they have a base of operations in the mountains to the vassals.
east of the city.
Natives of Bakarnah usually have a bustling, cosmopolitan Damakech: The City of Winds
air about them. Even by the laws of hospitality, they are open While the smallest of the major cities in Inraja, Damakech
and free with their charity. Bakarnah's merchants have a lies directly along the Akhetsu Road and has been a well
bickering rivalry with those in Damakech, who control access defended trading hub for a hundred hundred years. Located
to the Akhesu Road. high along the crescent edge of Mount Damakech the Ortuleh
river bisects the upper levels of the city with a waterfall
Leadership crashing 900 feet to the conical foot of the mountain and the
Bakarnah is managed by a combined governing house of grasslands below. The city itself has a difference in elevation
ministers, with the merchant princes having fifty-one percent of over 300 feet. Damakech is also named "the City of
of the vote, their Hand, and ministers elected by the city Winds," due to the elaborate wind towers that rise up from
quarters holding the remaining forty-nine percent. Seyakh the city to catch the warm currents blown up the
chose to add or remove ministers from their Hand at will, mountainside.
while terms among the elected ministers are usually until Damakech is comprised of interconnected buildings built
abdication or death, once elected. Backlash against a disliked into the rock face, where courtyards and roofs serve as
minister can often lead to murder or exile from the city. pedestrian areas and short, narrow alleys and stairways
Some noteworthy members of the government are: function similarly to the streets in other cities. The unique
architecture is described by locals as "The roof of my home is
Seykh Haneen Ad'Delmira: A young saber-rattler among the garden of my neighbor's."
the merchant princes, Seykh ad'Delmira is a 6 foot tall The families of Damakech go back generation upon
jann banu famous for protecting her father, the old seykh generation. While outsiders are not explicitly unwelcome, the
ad'Delmira, from a Cinnamon Wood ambush at the age of people of Damakech are insular and their daily lives are thick
fifteen. She keeps her halberd within arms reach, even and rich with unspoken rules and morays. Since the rise of
during government meetings, much to the annoyance of Bakarnah's importance in the amurate, the rulership and
other members of the government. Her platform is uniting merchant class in Damakech have tightened their control
the Amurate to take the war to Tur, and to inact more over trade routes stemming from the Akhesu Road.
severe punishments for criminal activities in the city.
Seykh bn'Silvertongue JaDrast: A sly, wizened, bronze-
scaled azhmuqid, Seykh Jadrash is often the voice of calm
opposition to seykh ad'Delmira. He and his zwadif
companion, Vuthar, seek a diplomatic solution to the
conflict with Tur. Any other political platform is kept close
to his silken-robed chest.
Cora'tosh: A brainy kilab alchemist, Cora'tosh represents
the West Quarter and is a much loved healer among the
common classes. While older in years, she and her twin
are new to the governing house, and are being actively
courted by various political factions.

42
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Leadership Meyheer: The City of Lights
Damakech is ruled over by the Grand Seykh and his or her Meyheer began as a military encampment of the Akhemonite
court of Viziers. The Grand Seykh is a semihereditary title Kings at the mouth of the Azraqir. It is said the warriors
where an heir apparent must succeed in an ordeal to prove insulted the gods and jinn of the area, who in their vengeance
their merit. Failing this, the Grand Seykh, or the Viziers if moved the mouth of the river ten miles from the makeshift
necessary, chooses a new heir. This process has lead to fortress.
Seyahk frequently having many children, in and out of The warriors of Akhemon were left with only a reedy salt
wedlock, to have a greater pool of potential heirs. marsh which never fully dried up and where pasture could
This has also produced a courtly life of intrigue and not grow, bounded on the east by brackish water and on the
suspicious deaths as Viziers and potential heirs posture for west by waterless desert. In less than a season, the foreigners
political power. fled or starved.
Some noteworthy members of the Seykh's court are: Asair tribes and local fishers began to use the abandoned
structures as temporary lodging and, being faithful and
Grand Seykh Isifar bn'Neyyat: An imposing, night- respectful, the river's mouth slowly expanded into the
skinned Aamkar man with a thick, greying beard and a Meyheer delta.
hearty laugh. Once a powerful fighter, many in court The city now consists of the Meyheer Falak, a massive,
believe he has grown decadent and soft in his age. He is castle with vantage to oversee the deep water routes between
well known to drink arak to excess. He has two legitimate the gulf and the golden web, and a chaotic jumble of
children, and many bastards. buildings.
In honor and deference to their origins, the people of
Meilil bn'Isifar: A known Red al'Aamkar, she is the heir Meyheer celebrate each new moon with a festival of lights,
apparent to Grand Seykh al'Neyyat. She spends little time Fawanoos, where the city is filled with small lanterns
at court, preferring to train for her ordeal, and hunt thieves representing the light in the darkness, and small candles are
in the city. Having recently turned 30, unmarried and floated on the calm night tide giving thanks to the spirits of
without bastards, some viziers whisper that she may be a the water.
barren and unfit to carry on the ruling line. Despite its size, Meyheer feels small. Most of its population
Vizier Aytosj: A thin zwadif in his late 40s, Vizier Aytosj rely on the gulf and the river for their livelyhood, and, like one
has become the unofficial head of the court viziers in the big family, they all seem to know each other's business.
past few years. Known for his precise calculations and Transporting goods along the golden web, interacting with
seeming ability to predict the course of fate, who he local fishers and traders, has turned the docks of Meyheer
supports as heir will carry a great deal of weight. into a hotbed of rumors and gossip across Iraja. The sailors
and laborers are eager for news from along the Azraqir or the
Fahad bn'Isifar: the second child of the Grand Seykh. ships from Salmshar and are inclined to share what they
Draped in white robes and headdress from head to foot, have heard in trade.
and wearing a burnished gold mask, it's believed that Natives of Meyheer generally have a simple and direct
Fahad is sickly. More cruel rumors claim he is Daeva born. outlook on life. Honor the gods, don't offend the jinn, accept
Whatever his nature, he spends his days in study or fate, and live a good life. Many find camaraderie in Bakarahu
repose, never venturing from the palace. hospitality, but find them a little too progressive and idle,
otherwise. They share a mutual respect with native
Supplescale Kavra: The Grand Seyk's current fixation, Damakech, sharing their sense of tradition, but find their
an green-scaled azhmuquid dancer who entertains and governance antiquated and problematic.
dotes on al'Neyyat. The viziers grumble heavily that she
has far too much power over the whims of their seykh. Leadership
Breeze: Seneschal to the court. The banu sila is a Meyheer maintains an open democracy call the Salon,
frequenter of the Bazaar, providing regular reports directly presided over by a Major General, or Liwah, who is also
to the Grand Seykh about the goings on of the city. They commands the local military forces in times of defense. In
have an androgynous affect about them and a knack for practice, factions have formed behind various merchant
being wherever they are needed or wish to be. princes who act as representatives for their followers. These
factions have taken to calling themselves Hands, in the
Rumors Bakarnah style. Currently there are fifteen hands in Meyheer,
A new new illness is spreading in the outer rings. People but these informal factions dissolve or converge after nearly
are blaming the most recent caravan of asair passing every contentious vote.
through the bazaar, but no one in the markets seems to be some noteworthy members of the government are:
sick. Fisher Glittergrin Aliyyah: The Takamch matriarch of
The Grand Seykh is being poisoned by a rival family. His Meyheer, Fisher has been a beloved member of the
viziers are complicit and there is a plot to murder the community and tolerated member of the Salon. Fisher is
legitimate children. the only leader of a Hand who is not a seykh. She has a
reputation for voting against rash actions, hard
There are Turic spies in city. The Grand Seykh is a fool, punishments, or taxes on those least able to pay. She has
addled and bewitched by his dancer mistress. Trust no a seat of unspoken deference in the Salon, beside the
one, we've let the enemy in through the front door. recorder, where she smokes shisha and intimidates the
young seyakh who try and bluster or bully the assembly.

43
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Seykh Liwah Ku'Val: The Kilab major general of the Arum, City of the Pillars
salon, Ku'val is a young merchant prince, who made his In stories of Al Banat, the characters often come to a mythic
fortune on the seas. He claims Esa'Val is his twin, but they city called Arum. Said to be an endless garden, it is believed
do not act as siblings should, even among the four-eyed to be the Alihat's seat of power on Eransül. Among al'Aamkar
hounds. He is quick to decide stalemates in the salon in it is also thought to be their birthplace as a people, and its
favor of progressive changes, fascinated by any prospect destruction and loss afflicts some aamkar with a sense of
that might increase his own fortune. diaspora.
Seykh bn'Kava Korinn: A brass-scale Azhmuqid that uses Whether the City of the Pillars ever truly existed, ruins of
a wheeled chair. She is the most vocal political rival of some ancient civilization lies in deep within the White Sands.
Fisher, pushing for the Salon to act quickly and decisively No caravaner has ever dared explore such ruins and returned
rather than risk life or livelihood by rolling over for their to to tell of them.
enemies. The Restless
Seykh Basir al'Jeiran: a wily middle-aged al'Bashar, The greatest danger of the desert is the strange magic that
Basir is known for voting seemingly at random. He counts prevents the soul to rest. A creature killed in the desert rises
many merchants among his faction as it is believed his again as a zombie if proper rites have not been performed
actions tend to benefit the buyers and sellers in the city. before the moisture has dried from its flesh. As a result, the
He is an angular-featured man with a pointed beard and a corpses of every kind of desert creature shamble across the
penchant for saffron-yellow robes. dunes alongside the humanoid zombies of the bold and the
foolish.
Rumors Most former humanoids are mindless marauders, though
A couple of fishing boats have gone missing. The marid some tales speak of desiccated Restless that have risen with
are angry and we must appease them. or gained a sinister intelligence over time, wielding magic as
Lords of the White Sands.
Sometimes on a moonless night, you can meet the ghost
of a drowned sailor trying to get home. Lead one to their
home, and you'll get a wish. Fail, and they'll strangle you. Salmshar:
Tur is looking to make an alliance with Salmshar pirates The Free Cities
to take over the city and the golden web. The northern coast of Ferehdin is formed from innumerable
If you see someone at the docks wearing a red cloak after columns of black, hexagonal stone. Rising more than a
dark, slip them a silver piece and they'll connect you with thousand feet out of the Vorouk sea, the impossibly huge and
smugglers from beyond this world who can sell you daunting cliffs are known as the Stairs to Heaven. Amid these
anything you've dreamed of. pillars and walls of stone, the Free Cities are a loose
confederation of city states. Over the hundred hundred years
The amura's agents have infiltrated the Salon. It's only a that the Akhemonite kings traversed the world, the
matter of time before they completely corrupt the Hands communities of the Nine Cities attracted those people
and replace the salon with some mutamaliq. determined to live free, and those in desperate need to
escape their former lives, no matter the cost.
Al'Baysahr: The White Sands The people of Salmshar rarely consider the world beyond
At the heart of the peninsula is a chaotic dune sea called their watery boarders. When pressed, the people of the Free
Al'Baysahr, the White Sands. The desert wears away at the Cities view Iraja as a strange, lavish and restrictive culture,
edges of the fertile lands of the Golden Web, and forces the and have no generalized opinion of Tur or its people, at all.
Free Cities to cling to the sea. A constant threat and While true hatred or prejudice is rare between the peoples
reminder of the Restless, and the breeding ground of of the Nine Cities, a general provincialism (particularly in
dangerous beasts. smaller cities) has produced a permanent state of suspicion
Bashmu are the largest predators of the White Sands, and clandestinity. Relations between the Nine Cities often
swimming through the sandy dunes like eels through water. devolve into petty hostilities, or become so fettered in
They have powerful forearms and serpentine bodies capable complex alliances that the smallest spark could erupt into
of amazing speed and leathery wings on their backs allowing war. Even so, trade is lively and common among the Nine
them to jump far into the air to grasp flying creatures. The Cities, particularly with Salmshar, and the coastal waters are
poison from a Bashmu's tail stinger can kill in seconds. full of merchant ships, contracted corsairs, and opportunistic
Even relatively mundane animals can be a danger in the pirates.
desert, growing to terrifying sizes. Giant scorpions, giant Al'Vorouk Sea: the Soul-Scales
centipedes, giant lizards, giant wasps, and swarms of insects Between the penninsula, and the great Northern Continent
can pose a serious threat to living creatures and the Restless (the "Dead Continent") spans the Vorouk Sea. Though the
alike. original phrase has been lost to time, the name of the sea
Erroneously called "the Emptiness" by some, there are the stems from the judgment of a soul as it crosses the Chinvat
remains of a great civilization throughout the White Sands, Bridge. Much like the scales that weigh a person's deeds
caravans regularly make the dangerous trek across the against their fate and the will of the gods, the green-black
shifting sands and even some asair tribes call the White waters of al'Vorouk have been a crucible of humanoid resolve
Sands home. since al Banat.

44
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From the eastern shoals to the deep, dark waters beyond
Qadra in the west, al'Vorouk gives and takes in equal The Great Souk
measure. Fish and other sea creatures are abundant with Salmshar is intended to be a city-wide market
fishers, sailors, and merchants very nearly as plentiful. Dhow where even the most unsavory trades takes place,
of every shape and size traverse the sea to reap the bounty however these are not a required element for any
within, or carry greater treasures across it. Swift sambuk story involving the city.
ferry passengers and local goods, heavily laden jalbut brim When character's arrive in Salmshar, Dungeon
with treasures or heavy materials, and the mighty baghlah Master's should take into account the boundaries
explore far away lands or hunt leviathan in the deep waters. of the players at their table. Make sure to check in
But for all it's value to life, the soul-scales can just as easily with your players before including elements such
tip against those foolhardy mortals who travel across their as drug use, sex work, or slavery into your game.
waters. Merfolk and water jinn harass dhow moving through
their territories, and uncharted islands may be gargantuan
beasts in disguise. Every aged sailor has a tale or two of a Leadership
leviathan's wrath or a sighting of the great Kraken that hunts Salmshar is ruled over by the Bashari merchant-princes of
ships lost beyond the curve of the horizon. the Zahrahim dynasty. The construction of the city has been
The most common danger the Nine Cities face, though, is forgotten by storytellers, but for as long as Salmshar has
attacks from corsairs and pirates. While there are few been the pearl, az'Zahrahim have ruled over the citadel.
distinctions between Corsairs and Pirates, they are of vital some noteworthy members of the government are:
importance. A corsair operates under the legal authority of
one of the Nine Cities, their Writ, and has a right to patrol Seykh Azar az'Zahrahim: The current seykh is thought
portions of the sea in search of a valid prize (a vessel to be in her early thirties, with a shrewd and calculating
estranged to the writ guarantor). Corsairs must present their intellect, but she receives few visitors, always draped in
writ, grant quarter to surrendering crew, and are allowed only shadow, and is never seen outside of her palace.
the spoils of the ship and its cargo, not the lives or personal
effects of the people on board. Pirates work outside the law Princess Hama: Younger sister, or daughter — reports
and have no restrictions on how they operate. vary — of seykh Azar az'Zahrahim. Princess Hama has
often been seen moving through the city, surrounded by
Salmshar: Pearl of the East farisan guards of the dynasty, or leading them on a merry
In the language of the Akhemonite kings, "Salmshar" refers chase across its rooftops. Those who have encountered
to a distant, exotic, and mysterious place where long the princess have noted her interest in stories and trinkets
forgotten gods and goddesses dwelt. While a few mystics still from other lands and cultures.
claim the lands along the Stairs to Heaven are holy, most bn'Navid JaHara: Captain of the Farisan guard, JaHara is
peoples of Eransül know Salmshar only as a place of known to be a harsh, but fair arbiter among the merchants
wonders, where anything can be bought or sold. of Salmshar, though there are rumors that the
Built on a tidal island a kilometer into al’Vorouk, the city dragonbound makes as much coin from outsiders for
rises towards heaven. With uncountable dhow and baghlah 'protection' as he does for actually protecting the city.
filling the waters that surround the citadel, Salmshar appears
to float on the foam of some perpetual wave, its great spire Hudid and Halwa: Cities of Pleasure
piercing the sky. Rarely spoken of separately, generations of locals have
Members of every people and culture throng the footpaths amalgamated the twin cities into the singular "Hudidahlwa".
of the Salmshar docks, moving goods into the souk or back Second only to Salmshar in size and population, Hudidahlwa
out to sea. The native Shari filter through the crowds, is considered a place of recuperation. Seyahk travel from
dressed in the finest materials but with clothing cut to a other cities and across Ferehdin to visit the curative hot
slovenly looseness that could never be mistaken for shabby. springs and recline on the fine, black sand of their calm, but
Ascending from the docks into the citadel itself, the air grows shallow harbor. Hudid's markets are well known for perfume,
thick with the collision of spices, perfumes, animals and fruit. pearls, and medicines, while Halwa markets trade in various
The Great Souk is the largest market in Ferehdin, and perishable goods and providing services and
merchants from every corner of the world make their accommodations to wealthy travelers visiting the emerald
pilgrimage here at some point. Whirled through crooked, waters of the harbor.
spiraling, streets of crushed and crushing market stalls, every
wall covered in lacquered tilework, visitors to the city slowly Ilmhat: City of Gardens
spiral around the axis of the city, rising into the sky towards Best known as a pilgrimage site, Ilmhat is believed to be
its peak. Here and there a great oblong many-windowed where the Alihat first arrived on the peninsula. Called the city
apartment stretches upward, desperate for sunlight or breeze of gardens, its many temples are built around lush courtyards
or any relief from the indomitable press of humanity in the of flowing water and manicured flora. Ilmhat's small markets
streets below. are rarely visited by outsiders, excepting to find ritual goods,
Qasr al’Rassalm sits at the very top of the city, a fortress- incense, and other religious materials.
palace that overlooks the island and far out into the sea.
Encompassing several square kilometers, al’Rassalm
contains a marble palace, mosaic tiled grounds, fountains
and garden spaces. Peacocks roam freely, a gift to the Seykh’s
family, many generations past.

45
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Ajayib: City of Eyes Since that time, the people of of Tur have expended, driven Ma
A small fortified citadel, Ajayib is like a Salmshar in by their faith in the gods. The largest of the amurates in with t
miniature. It is known as the City of Eyes for the multitude of terms of territory, until recent memory it was a sprawling thron
watchtowers overlooking both the sea and the White Sands. land and a melange of different views and beliefs. Since the time
Situated on one of the lowest and narrowest portions of the rise of the amura, Kahlbeyita the Divine, the Kingdom of Tur Kursi
Steps to Heaven, Ajayib markets trade in dried provisions, as grown rigid and unyelding. Mystics and farisan rail against guide
camels, and martial protection for caravans crossing the the baseness of the mortal soul, and the duty of all people to young
eastern edge of that great desert. stand resolutely in the service of the Kingdom's gods. dram
In Kahlbeyitur itself, the amura is regarded as equal to the On
Ghajar: City of Twilight gods in all but name, and stories of her burgeoning divinity her c
A desert town surrounded by an extensive reef, Ghajar began are common among the smaller villages and tribes of the all m
as a waystation for caravans along the old Akhesu road due high desert. first e
to ample access to fresh water wells in the area. In recent The turic people are generally agrarian, however the high Thro
generations, they have flourished by producing cotton and deserts and lowland basins are suitable only for dryland high
other textiles, while the reef is home to the Giant Murex — a farming and migratory sheep or goat herding. Asair tribes are He
monstrous nocturnal sea snail used in the production of commonplace across the amurate and are known to raid prepa
Imperial Purple dye. Ghajar markets are frequented by those smaller villages during times of drought. The major cities of Ka
in need of fine paper, textiles, and dyes. Citizens are the amurate, by contrast, developed around the few abundant peopl
frequently seen in clothing dyed in lavish shades of purple. sources of fresh water in the region, leaving a drastic high.
disparity between the impoverished rural regions and the the en
Wasa'tehru: City of Bridges luxuriant palaces, markets and shrines found within the city moun
Originally settled by the Akhemonite Kings, it is the only free walls. millio
city located on the Dead Continent- the north most edge of Mo
Ferehdin. While it has wealth and trade, it is generally seen Hara Bara Mountain Range those
by outsiders as little more than a pirate's roost. It is built The Hara Bara mountains run from the south western coast, to rem
across a series of small outcroppings of basalt, too small to north easterly across the Eastern Continent. This jagged, while
be considered islands in their own right. Instead the pillars of snow-capped sea of peaks marks the eastern most border of propa
stone form the foundation for various structures built on top Ferehdin, separating the peninsula and it's surrounding citize
of them, with a webwork of bridges connecting each structure territories from the Mafara wastes and the kingdoms beyond. for go
to its neighbors. Narrow waterways weave between the city’s Called the "first mountain" or the lighthouse of Heaven, Th
pedestals, with gangways serving as docks to the buildings Mount Hara Bara dwarfs the other mountains of the range, once
above. Markets trade in cut gems, spices, magical items, and and marks the spiritual center of the expanse. mind
black powder. Home to the mighty Roc, the Hara Baras are riddled with magi
abandoned temples and outposts that have been reclaimed by appli
Salim Jbal: City of Terraces the creatures native to these harsh conditions. quiet
Salim Jbal is the agricultural center of trade in the Nine and s
Cities. The sides of Mount Akuwat have been carved, over a Kahlbeyitur: The Divine Throne name
hundred hundred years, into uncountable terraces where The great city in the sky, Kahlbeyitur was once simply known Co
herders and farmers use the balmy seasonal weather and as "Tur". Unlike most cities in Ferehdin, which developed and t
consistent fresh water to produce much of the rice and other organically due to access to water and the needs of the attrac
grain consumed by the Nine Cities. The barter and sale of Akhemonite Kings, Tur's site was intentionally chosen by the
goods in the Salim Jbal market relies on the casting of stones leader of an industrious cult of alchemists and academics Lead
and other non-verbal gestures. called the Turi. At the cliff-mouth of a hanging valley whose For m
waterfalls emptied into an immense inland sea, the cult chanc
Qadra: City of Fire created their academy. burea
The edge of the sea, Qadra has spread across the hospitable For a many many years, Tur grew in wealth and suppo
regions of a volcanic island chain. They are the last stop for prominence as its scholars studied alchemy, mathematics, chanc
Baghlah heading out into the deep waters towards Iraja and architecture, astronomy, and magic. At first, its isolation the K
beyond. Light in the way of provisions, the market of Qadra allowed Tur to develop in relative safety, but as time passed, it tradit
sprawls out from the docks, providing services to ships and became necessary to defend itself from merchant-thieves and curre
their crews, from repairs and refreshment to cartography and tribes of asair. The city's founder was chosen to become the estab
companionship. first chancellor and guide the emerging community in their quick
own armament. Combining martial prowess and magical the m
knowledge, the chancellor developed a unique school of autho
Kingdom of Tur: magic she called Bladesinging.
The Iron Gate These impressive and deadly warriors only added to the Am
growing legend of the city, and soon surrounding cities and Vi
One hundred hundred years ago, Bara Tur was an outpost villages sought Tur's protection. And so the kingdom grew for
built by foreign invaders from beyond the Al'Mafara wastes. a hundred hundred years more. **V
The invaders were prevented from progressing further by the
jinn, and eventually the outpost was abandoned by its distant Fa
rulers.
Su

46
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The walls of Tur al Hafeyah are not simply artifacts of the
past, or some mad seykh's design. The tales of Tur al Hafeyah
are of a city besieged. No city in Feredhin has been assaulted
as often in the stories of old, and yet the walls of Tur Al
Hafeyah have never faltered.
The power and wealth is greater in Bakarnah, and the
markets of Salmshar are more grand. Yet still, Tur Al Hafeyah
is unbowed, unbroken, and its people seem to absorb some of
that stalwart resolve. Natives of Tur al Hafeyah take pride in
their city's resilience and determination, even as it has fallen
into the shadow of Kahlbeyitur's war. Privately, they generally
view people from the Throne as dangerous zealots tempting
fate, and they are worried that the conquest of Zambad-
Mazar will further diminish their cultural importance in the
region.
Tur-Zambad-Mazar: a City in Chains
North east of the Cinnamon Wood lies the ash'Sharyyeh
mountains, a temperate, heavily wooded corridor leading
travelers hoping to avoid the Hyn Eirh lands from the top of
the golden web into the high deserts of the Kingdom of Tur.
This lush and idyllic valley is the site of Tur-Zambad-Mazar.
For a time, Zambad-Mazar stood as an independent amurate,
a neutral territory for dignitaries from Inraja and Tur to safely
meet. It is the first major city to have fallen in Kahlbeytur's
War, crushed beneath the velvet slipper of Kahlbeyita the
Divine.
A staging ground for the invasion of Inraja, and under
constant threat of revolt, Tur-Zambad-Mazar is considered a
city in chains. Outsiders are quickly detained and questioned
by the Turic authorities, though most are reasonable and fair
in their adjudication.
Distant Lands
Al'Mafara: The Wastes
The desolate wilderness beyond the protection of the Iron
Gate is largely uncharted. Here the Akhesu Road becomes
less certain, as weather, time, and the threat of monsters has
encouraged caravans to make their own route eastward.
Beyond the Hara Bara range, the lands are parched,
cracked expanses called al'Mafara, the Wastes. Al'Mafara is
an ever-changing flatness, broken only by the serpentine
trenches of the great Angra Worm. The Angra worm averages
600 feet in length and is capable of amazing speeds across
and beneath the dry clay, carving jagged ridges across the
landscape. They can also lie in wait beneath the soil for
years, until the slightest tremor alerts them to the presence of
prey.
Angra worms are poisonous to the touch and can
discharge deadly arcs of lightning to stun or kill their targets
before drawing the inert forms into their lamprey-like orifice.
Wise caravans avoid worm-sign at all costs, but they are not
the only dangers of the Mafara.
The wastes mark the furthest eastern border of Ferehdin's
sphere of influence.
The Dead Empire of Ankemon
The Eastern Kingdoms

47
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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